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		<id>https://dwarffortresswiki.org/index.php?title=Metal&amp;diff=311778</id>
		<title>Metal</title>
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		<updated>2025-11-28T21:19:38Z</updated>

		<summary type="html">&lt;p&gt;Urist Mchateselves: /* Preliminary combat testing and analysis */ The text implied that bronze was one of the worst materials in the game, even though it is almost identical to iron in practice. Silver being a good material for blunt weapons is also a myth. It’s actually slightly worse than all the others.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}&lt;br /&gt;
{{av}}&lt;br /&gt;
[[File:metal_sprites_preview.png|right]]'''Metal''' is a [[material]] extracted from [[ore]] at a [[smelter]], turning the ore into '''[[Bar|bars]]''' of pure metal. (One [[adamantine|special metal]] becomes wafers instead of bars.) The metal bars resulting from [[smelting]] are used to make items such as [[weapon]]s, [[armor]], [[furniture]], and [[crafts]] at a [[Metalsmith's forge|forge]].&lt;br /&gt;
&lt;br /&gt;
Metals may sometimes be combined to form an '''alloy''' metal ([[#Alloys|see below]]), which is also measured by the bar. An alloy usually improves on the properties of its components to give more uses or increased [[Item value|value]].&lt;br /&gt;
&lt;br /&gt;
Smelting pure ores into the corresponding bars raises the base value from that of stone (3) to that of bars (5). This value is then multiplied against the [[value#Material multipliers|material multiplier]] of the metal to give the final value for the bar.&lt;br /&gt;
&lt;br /&gt;
==Alloys==&lt;br /&gt;
There are eleven pure metals in ''Dwarf Fortress'', plus a twelfth [[Adamantine|special metal]], many of which can be mixed together to create another fourteen '''alloys''' of one type or another.  In some cases, making alloys will result in an overall increase in value, or the resultant alloy will be more powerful when used to forge weapons or armor, though many alloys result in no overall increase in utility or [[Wealth|created wealth]]. (These increases in value can be compared in the &amp;quot;Difference&amp;quot; column of the table below.)&lt;br /&gt;
&lt;br /&gt;
There are many uses for alloys:&lt;br /&gt;
* Increased performance for armor or weapons.&lt;br /&gt;
* Increased value (particularly when a silver-bearing ore is substituted for silver)&lt;br /&gt;
* Stretching your supply of scarce metals.&lt;br /&gt;
* Creating items with distinct colors (for instance, [[rose gold]] is [[Color scheme|magenta]]) for furniture, color-coding rooms or levers, or artistic constructions (including [[floor]] mosaics).&lt;br /&gt;
* Increasing [[thought|happiness]] or perceived [[room]] value for a dwarf who particularly likes a given alloy.&lt;br /&gt;
* Decreased [[fuel]] consumption if making the alloy directly from ores (e.g. [[bronze]] requires only one smelter task to make 8 bars from 2 stones of ore).&lt;br /&gt;
&lt;br /&gt;
The number of bars used to create an alloy always equals the number of bars produced: the number of bars input equals the number of bars of output.  However, the number of bars produced from smelting ores is four times greater (X ores in = 4X bars out).&lt;br /&gt;
&lt;br /&gt;
== List of metals ==&lt;br /&gt;
&lt;br /&gt;
===Pure metals===&lt;br /&gt;
&lt;br /&gt;
{{v50 pure metal table head}}&lt;br /&gt;
&lt;br /&gt;
{{V50 metal table row|name=Aluminum|color-ascii={{Tile|≡|7:1}}{{Tile|‼|7:7:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:7:1&amp;lt;/span&amp;gt;|color-tileset=AluminumSwatch.png|source=[[Native aluminum]]|notes=|soliddensity=2.70|mp=11188|val=40|valinc=+0|impactyield=1.08|impactfracture=1.08|impactelasticity=1421|shearyield=20|shearfracture=50|shearelasticity=77&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{V50 metal table row|name=Bismuth|color-ascii={{Tile|≡|5:1}}{{Tile|‼|5:5:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;5:5:1&amp;lt;/span&amp;gt;|color-tileset=Bismuth Swatch.png|source=[[Bismuthinite]]|notes=Only useful for alloying into [[bismuth bronze]]|soliddensity=9.78|mp=10488|val=2|valinc=+1|impactyield=1.08|impactfracture=1.08|impactelasticity=3484|shearyield=30|shearfracture=50|shearelasticity=250&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{V50 metal table row|name=Copper|color-ascii={{Tile|≡|6:0}}{{Tile|‼|6:4:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:4:0&amp;lt;/span&amp;gt;|color-tileset=Copper Swatch.png|source=[[Native copper]], [[Malachite]], [[Tetrahedrite]]|notes=Can be used to forge all weapons, armor, ammunition, and picks|soliddensity=8.93|mp=11952|val=2|valinc=+0, +0, -1*|impactyield=1.08|impactfracture=1.08|impactelasticity=771|shearyield=70|shearfracture=220|shearelasticity=145&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{V50 metal table row|name=Gold|color-ascii={{Tile|≡|6:1}}{{Tile|‼|6:6:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:6:1&amp;lt;/span&amp;gt;|color-tileset=Gold Swatch.png|source=[[Native gold]]|notes=|soliddensity=19.32|mp=11915|val=30|valinc=+0|impactyield=1.08|impactfracture=1.08|impactelasticity=600|shearyield=50|shearfracture=100|shearelasticity=185&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{V50 metal table row|name=Iron|color-ascii={{Tile|≡|0:1}}{{Tile|‼|0:7:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0:7:1&amp;lt;/span&amp;gt;|color-tileset=Iron Swatch.png|source=[[Hematite]], [[Limonite]], [[Magnetite]]|notes=Can be used to forge all weapons, armor, ammunition, picks, and [[anvil]]s|soliddensity=7.85|mp=12768|val=10|valinc=+2|impactyield=1.08|impactfracture=1.08|impactelasticity=635|shearyield=130|shearfracture=200|shearelasticity=159&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{V50 metal table row|name=Lead|color-ascii={{Tile|≡|0:1}}{{Tile|‼|0:7:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0:7:1&amp;lt;/span&amp;gt;|color-tileset=Lead Swatch.png|source=[[Galena]]|notes=|soliddensity=11.34|mp=10589|val=2|valinc=-3*|impactyield=1.08|impactfracture=1.08|impactelasticity=2348|shearyield=10|shearfracture=12|shearelasticity=179&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{V50 metal table row|name=Nickel|color-ascii={{Tile|≡|7:0}}{{Tile|‼|7:3:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:3:0&amp;lt;/span&amp;gt;|color-tileset=Nickel Swatch.png|source=[[Garnierite]]|notes=|soliddensity=8.80|mp=12619|val=2|valinc=+0|impactyield=1.08|impactfracture=1.08|impactelasticity=660|shearyield=20|shearfracture=160|shearelasticity=26&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{V50 metal table row|name=Platinum|color-ascii={{Tile|≡|7:1}}{{Tile|‼|7:7:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:7:1&amp;lt;/span&amp;gt;|color-tileset=Platinum Swatch.png|source=[[Native platinum]]|notes=|soliddensity=21.40|mp=13182|val=40|valinc=+0|impactyield=1.08|impactfracture=1.08|impactelasticity=470|shearyield=100|shearfracture=200|shearelasticity=164&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{V50 metal table row|name=Silver|color-ascii={{Tile|≡|7:1}}{{Tile|‼|7:7:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:7:1&amp;lt;/span&amp;gt;|color-tileset=Silver Swatch.png|source=[[Native silver]], [[Horn silver]],&amp;lt;br /&amp;gt;[[Galena]] (50%), [[Tetrahedrite]] (20%) |notes=Can be used to forge melee weapons and ammunition|soliddensity=10.49|mp=11731|val=10|valinc=+0, +0,&amp;lt;br /&amp;gt;+5*, +7*|impactyield=1.08|impactfracture=1.08|impactelasticity=1080|shearyield=100|shearfracture=170|shearelasticity=333&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{V50 metal table row|name=Tin|color-ascii={{Tile|≡|7:0}}{{Tile|‼|7:3:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:3:0&amp;lt;/span&amp;gt;|color-tileset=Tin Swatch.png|source=[[Cassiterite]]|notes=|soliddensity=7.28|mp=10417|val=2|valinc=+0|impactyield=1.08|impactfracture=1.08|impactelasticity=1862|shearyield=12|shearfracture=100|shearelasticity=66&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{V50 metal table row|name=Zinc|color-ascii={{Tile|≡|7:0}}{{Tile|‼|7:3:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:3:0&amp;lt;/span&amp;gt;|color-tileset=Zinc Swatch.png|source=[[Sphalerite]]|notes=|soliddensity=7.13|mp=10755|val=2|valinc=+0|impactyield=1.08|impactfracture=1.08|impactelasticity=1542|shearyield=50|shearfracture=150|shearelasticity=116&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
''Legend:''&lt;br /&gt;
:* '''Tile Color''' corresponds to how items made from that metal are displayed in game, foreground and background colors.&lt;br /&gt;
:*'''Source Ore(s)''' indicates the specific ores that can provide a metal. If production of the metal is not guaranteed, a percent chance is indicated following the ore.&lt;br /&gt;
:*'''Density''' is used to determine the different weight of finished objects.&lt;br /&gt;
:*'''Melting point''' is used to determine if a material is [[magma-safe]] or not: magma is 12000°U.&lt;br /&gt;
:*'''[[Material value]]''' is what the base value of an object made of this metal is multiplied by to determine its worth.&lt;br /&gt;
:*'''Value difference''' indicates the difference in material value between the metal and the ore, separated with commas in cases where multiple ore values differ. Also keep in mind that multiple bars are produced for each ore boulder smelted, increasing the value difference even further.&lt;br /&gt;
::'''*''' - Values marked with an asterisk denote ores that can yield multiple metals. On average, the expected difference in value from smelting [[tetrahedrite]] is +1 and [[galena]] is +2.&lt;br /&gt;
&lt;br /&gt;
===Alloys===&lt;br /&gt;
''(Unless specified, ores of the ingredients may be used instead of bars for alloy reactions)''&lt;br /&gt;
{{v50 alloy metal table head}}&lt;br /&gt;
&lt;br /&gt;
{{V50 metal table row|name=Billon|color-ascii={{Tile|≡|7:0}}{{Tile|‼|7:3:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:3:0&amp;lt;/span&amp;gt;|color-tileset=Billon Swatch.png|source=[[Silver]]&amp;lt;br&amp;gt; + [[Copper]]|notes= see note 1) |soliddensity=8.93|val=6|valinc=+0|mp=11952|impactyield=1.08|impactfracture=1.08|impactelasticity=771|shearyield=70|shearfracture=220|shearelasticity=145&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{V50 metal table row|name=Bismuth bronze|color-ascii={{Tile|≡|6:1}}{{Tile|‼|6:6:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:6:1&amp;lt;/span&amp;gt;|color-tileset=BismuthBronze Swatch.png|source=1 [[Tin]]&amp;lt;br&amp;gt;+ 2 [[Copper]]&amp;lt;br&amp;gt; + 1 [[Bismuth]]*|notes=Can be used to forge all weapons, armor, ammunition, and picks. Combat relevant stats are identical to standard '''Bronze'''|soliddensity=8.25|val=6|valinc=+4|mp=11868|impactyield=1.08|impactfracture=1.08|impactelasticity=600|shearyield=137|shearfracture=241|shearelasticity=200&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{V50 metal table row|name=Black bronze|color-ascii={{Tile|≡|5:0}}{{Tile|‼|5:6:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;5:6:0&amp;lt;/span&amp;gt;|color-tileset=BlackBronze Swatch.png|source=2 [[Copper]]&amp;lt;br&amp;gt; + 1 [[Silver]]&amp;lt;br&amp;gt; + 1 [[Gold]]*|notes=Unique color|soliddensity=8.93|val=11|valinc=+0|mp=11952|impactyield=1.08|impactfracture=1.08|impactelasticity=771|shearyield=70|shearfracture=220|shearelasticity=145&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{V50 metal table row|name=Brass|color-ascii={{Tile|≡|6:1}}{{Tile|‼|6:6:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:6:1&amp;lt;/span&amp;gt;|color-tileset=Brass Swatch.png|source=[[Zinc]]&amp;lt;br&amp;gt; + [[Copper]]|notes=Value difference is +4.5 if [[tetrahedrite]] is used instead of [[copper]]|soliddensity=8.55|val=7|valinc=+5|mp=11656|impactyield=1.08|impactfracture=1.08|impactelasticity=600|shearyield=200|shearfracture=550|shearelasticity=200&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{V50 metal table row|name=Bronze|color-ascii={{Tile|≡|6:0}}{{Tile|‼|6:4:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:4:0&amp;lt;/span&amp;gt;|color-tileset=Bronze Swatch.png|source=[[Tin]]&amp;lt;br&amp;gt; + [[Copper]]|notes=Value difference is +2.5 if [[tetrahedrite]] is used instead of [[copper]]. Can be used to forge all weapons, armor, ammunition, and picks|soliddensity=8.25|val=5|valinc=+3|mp=11868|impactyield=1.08|impactfracture=1.08|impactelasticity=600|shearyield=137|shearfracture=241|shearelasticity=200&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{V50 metal table row|name=Electrum|color-ascii={{Tile|≡|6:1}}{{Tile|‼|6:6:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:6:1&amp;lt;/span&amp;gt;|color-tileset=Electrum Swatch.png|source=[[Silver]]&amp;lt;br&amp;gt; + [[Gold]]|notes= see note 2) |soliddensity=14.905|val=20|valinc=+0|mp=11828|impactyield=1.08|impactfracture=1.08|impactelasticity=600|shearyield=50|shearfracture=100|shearelasticity=185&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{V50 metal table row|name=Fine pewter|color-ascii={{Tile|≡|7:1}}{{Tile|‼|7:7:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:7:1&amp;lt;/span&amp;gt;|color-tileset=FinePewter Swatch.png|source=3 [[Tin]]&amp;lt;br&amp;gt; + 1 [[Copper]]|notes=Value difference is +2.75 if [[tetrahedrite]] is used instead of [[copper]]|soliddensity=7.28|val=5|valinc=+3|mp=10417|impactyield=1.08|impactfracture=1.08|impactelasticity=1862|shearyield=12|shearfracture=100|shearelasticity=66&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{V50 metal table row|name=Lay pewter|color-ascii={{Tile|≡|3:0}}{{Tile|‼|3:7:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;3:7:0&amp;lt;/span&amp;gt;|color-tileset=LayPewter Swatch.png|source=2 [[Tin]]&amp;lt;br&amp;gt;+ 1 [[Copper]]&amp;lt;br&amp;gt;+ 1 [[Lead]]*|notes=Unique color|soliddensity=7.28|val=3|valinc=+1|mp=10417|impactyield=1.08|impactfracture=1.08|impactelasticity=1862|shearyield=12|shearfracture=100|shearelasticity=66&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{V50 metal table row|name=Nickel silver|color-ascii={{Tile|≡|7:1}}{{Tile|‼|7:7:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:7:1&amp;lt;/span&amp;gt;|color-tileset=NickelSilver Swatch.png|source= 2 [[Nickel]]&amp;lt;br&amp;gt;+ 1 [[Copper]]&amp;lt;br&amp;gt;+ 1 [[Zinc]]*|notes=|soliddensity=8.65|val=3|valinc=+1|mp=11620|impactyield=1.08|impactfracture=1.08|impactelasticity=600|shearyield=20|shearfracture=160|shearelasticity=26&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{V50 metal table row|name=Pig iron|color-ascii={{Tile|≡|0:1}}{{Tile|‼|0:7:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0:7:1&amp;lt;/span&amp;gt;|color-tileset=PigIron Swatch.png|source=[[Iron]]&amp;lt;br&amp;gt;+ [[flux]] stone&amp;lt;br&amp;gt;+ [[fuel]]*|notes=Only used to make [[steel]]|soliddensity=7.85|val=10|valinc=+0|mp=12106|impactyield=1.08|impactfracture=1.08|impactelasticity=635|shearyield=130|shearfracture=200|shearelasticity=159&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{V50 metal table row|name=Rose gold|color-ascii={{Tile|≡|5:1}}{{Tile|‼|5:5:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;5:5:1&amp;lt;/span&amp;gt;|color-tileset=RoseGold Swatch.png|source=3 [[Gold]]&amp;lt;br&amp;gt;+ 1 [[Copper]]*|notes=Unique color|soliddensity=19.32|val=23|valinc=+0|mp=11915|impactyield=1.08|impactfracture=1.08|impactelasticity=600|shearyield=50|shearfracture=100|shearelasticity=185&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{V50 metal table row|name=Steel|color-ascii={{Tile|≡|7:0}}{{Tile|‼|7:3:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:3:0&amp;lt;/span&amp;gt;|color-tileset=Steel Swatch.png|source=[[Iron]]&amp;lt;br&amp;gt; + [[Pig iron]]&amp;lt;br&amp;gt;+ [[flux]] stone&amp;lt;br&amp;gt;+ [[fuel]]*|notes=Can be used to forge all weapons, armor, ammunition, picks, and [[anvil]]s|soliddensity=7.85|val=30|valinc=+20|mp=12718|impactyield=1.08|impactfracture=1.08|impactelasticity=675|shearyield=520|shearfracture=860|shearelasticity=500&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{V50 metal table row|name=Sterling silver|color-ascii={{Tile|≡|7:1}}{{Tile|‼|7:7:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:7:1&amp;lt;/span&amp;gt;|color-tileset=SterlingSilver Swatch.png|source=3 [[Silver]]&amp;lt;br&amp;gt;+ 1  [[Copper]]* |notes=|soliddensity=10.49|val=8|valinc=+0|mp=11602|impactyield=1.08|impactfracture=1.08|impactelasticity=1080|shearyield=100|shearfracture=170|shearelasticity=333&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{V50 metal table row|name=Trifle pewter|color-ascii={{Tile|≡|7:0}}{{Tile|‼|7:3:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:3:0&amp;lt;/span&amp;gt;|color-tileset=TriflePewter Swatch.png|source=2 [[Tin]]&amp;lt;br&amp;gt;+ 1 [[Copper]]|notes=Value difference is +1.67 if [[tetrahedrite]] is used instead of [[copper]]|react=|soliddensity=7.28|val=4|valinc=+2|mp=10417|impactyield=1.08|impactfracture=1.08|impactelasticity=1862|shearyield=12|shearfracture=100|shearelasticity=66&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
; Notes:&lt;br /&gt;
: 1) '''Billon''' can be made with [[tetrahedrite]] or [[galena]] ore (instead of [[silver]] bars) for increased value: (Copper ore + Tetrahedrite: +3.5; Tetrahedrite + Tetrahedrite: +3; Copper ore + Galena: + 2.5; Tetrahedrite + Galena: + 2). &lt;br /&gt;
&lt;br /&gt;
: 2) '''Electrum''' can be made with [[tetrahedrite]] or [[galena]] ore (instead of [[silver]] bars) for increased value: (Gold + Tetrahedrite: +3.5; Gold + Galena: +2.5).&lt;br /&gt;
&lt;br /&gt;
''Legend:''&lt;br /&gt;
:* '''Tile Color''' corresponds to how items made from that metal are displayed in game, foreground and background colors.&lt;br /&gt;
:*'''Reaction''' indicates the basic recipe for an alloy - this does not include any [[fuel]] necessary to operate the smelter.  See the article for that alloy or [[smelting]] for possible alternatives.&lt;br /&gt;
::&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; - ''You can use only [[bar]]s of metal in this reaction, not ores.&lt;br /&gt;
:*'''Density''' is used to determine the different weight of finished objects.&lt;br /&gt;
:*'''Melting point''' is used to determine if a material is [[magma-safe]] or not: magma is 12000°U.&lt;br /&gt;
:*'''[[Material value]]''' is what the base value of an object made of this metal is multiplied by to determine its worth.&lt;br /&gt;
:*'''Value difference''' indicates the difference between the average [[value]] of the required bars of metals vs. the value of the resulting bars of alloy - what went in vs. what comes out, measured per bar. &amp;quot;+0&amp;quot; indicates that the resulting alloy is a perfectly average value of the component metals. Note that substituting tetrahedrite for copper ore always results in a value decrease, while substituting tetrahedrite or galena for silver bars always results in a value increase.&lt;br /&gt;
&lt;br /&gt;
===Special metals===&lt;br /&gt;
{{minorspoiler}}&lt;br /&gt;
{{v50 pure metal table head}}&lt;br /&gt;
&lt;br /&gt;
{{V50 metal table row|name=Adamantine|color-ascii={{Tile|≡|3:1}}{{Tile|‼|3:3:1}}|source=[[Raw adamantine]]|notes= (see&amp;lt;br&amp;gt;below)&lt;br /&gt;
&lt;br /&gt;
|soliddensity=0.200|mp=25000|val=300|valinc=+50|impactyield=5.00|impactfracture=5.00|impactelasticity=0|shearyield=5000|shearfracture=5000|shearelasticity=0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{V50 metal table row|name=Divine metal|color-ascii={{Tile|≡|7:0}}{{Tile|‼|0:0:1}}|source=none|notes= (see&amp;lt;br&amp;gt;below)&lt;br /&gt;
|react=|soliddensity=1|val=300|valinc=|mp=none&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
'''Adamantine''' * cannot be smelted directly, and must be [[Strand extractor|extracted]] first.&lt;br /&gt;
* Can be used to forge anything except beds&lt;br /&gt;
* Blades are 10× sharper than standard metals, which when combined with its very high shear fracture/yield makes it more than 100x as effective as steel for bladed weapons&lt;br /&gt;
* Too light to make effective blunt weapons despite nearly unsurpassed yield and fracture values.&lt;br /&gt;
&lt;br /&gt;
'''Divine metal''' has procedurally generated (i.e. semi-random) names associated with [[deity|deities]].&lt;br /&gt;
* Blades are 1.2× sharper than standard metals&lt;br /&gt;
* Low density makes it worse than all conventional metals for blunt, although it's still better than adamantine&lt;br /&gt;
* Overall stats make it stronger than steel but weaker than adamantine.&lt;br /&gt;
&lt;br /&gt;
== Weapon and armor quality ==&lt;br /&gt;
&lt;br /&gt;
{{v0.31 material metal table head}}&lt;br /&gt;
&lt;br /&gt;
{{v0.31 material metal table row|name=Adamantine|color={{Tile|/|3:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;3:3:1&amp;lt;/span&amp;gt;|source=[[Raw adamantine]]|notes=Can be used to forge anything except [[bed]]s|soliddensity=0.200|mp=25000|val=300|valinc=+50|impactyield=5000|impactfracture=5000|impactelasticity=0|shearyield=5000|shearfracture=5000|shearelasticity=0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.31 material metal table row|name=Divine metal|color={{Tile|/|7:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:0:1&amp;lt;/span&amp;gt;|source=[[Vault]]s|notes=Can be used to forge all weapons, armor, ammunition, picks, and [[anvil]]s|soliddensity=1.0|val=300|valinc=N/A|mp=none|impactyield=1000|impactfracture=2000|impactelasticity=0|shearyield=1000|shearfracture=2000|shearelasticity=0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.31 material metal table row|name=Steel|color={{Tile|/|0:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0:7:1&amp;lt;/span&amp;gt;|source=[[Iron]] + [[Pig iron]] + [[flux]] stone + [[fuel]] '''!'''|notes=Can be used to forge all weapons, armor, ammunition, picks, and [[anvil]]s|soliddensity=7.85|val=30|valinc=+20|mp=12718|impactyield=1505|impactfracture=2520|impactelasticity=940|shearyield=430|shearfracture=720|shearelasticity=215&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.31 material metal table row|name=Bismuth bronze|color={{Tile|/|6:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:6:1&amp;lt;/span&amp;gt;|source=2 [[Copper]] + 1 [[Tin]] + 1 [[Bismuth]] '''!'''|notes=Can be used to forge all weapons, armor, ammunition, and picks|soliddensity=8.25|val=6|valinc=+4|mp=11868|impactyield=602|impactfracture=843|impactelasticity=547|shearyield=172|shearfracture=241|shearelasticity=156&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.31 material metal table row|name=Bronze|color={{Tile|/|6:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:4:0&amp;lt;/span&amp;gt;|source=[[Tin]] + [[Copper]]|notes=Can be used to forge all weapons, armor, ammunition, and picks|soliddensity=8.25|val=5|valinc=+3|mp=11868|impactyield=602|impactfracture=843|impactelasticity=547|shearyield=172|shearfracture=241|shearelasticity=156&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.31 material metal table row|name=Iron|color={{Tile|/|0:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0:7:1&amp;lt;/span&amp;gt;|source=[[Hematite]], [[Limonite]], [[Magnetite]]|notes=Can be used to forge all weapons, armor, ammunition, picks, and [[anvil]]s|soliddensity=7.85|mp=12768|val=10|valinc=+2|impactyield=542|impactfracture=1080|impactelasticity=319|shearyield=155|shearfracture=310|shearelasticity=189&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.31 material metal table row|name=Copper|color={{Tile|/|6:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:4:0&amp;lt;/span&amp;gt;|source=[[Native copper]], [[Malachite]], [[Tetrahedrite]]|notes=Can be used to forge all weapons, armor, ammunition, and picks|soliddensity=8.93|mp=11952|val=2|valinc=+0, +0, -1*|impactyield=245|impactfracture=770|impactelasticity=175|shearyield=70|shearfracture=220|shearelasticity=145&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.31 material metal table row|name=Silver|color={{Tile|/|7:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:7:1&amp;lt;/span&amp;gt;|source=[[Native silver]], [[Horn silver]], [[Galena]] (50%), [[Tetrahedrite]] (20%) |notes=Can be used to forge melee weapons and ammunition|soliddensity=10.49|mp=11731|val=10|valinc=+0, +0, +5*, +7*|impactyield=350|impactfracture=595|impactelasticity=350|shearyield=100|shearfracture=170|shearelasticity=333&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.31 material metal table row|name=Platinum|color={{Tile|/|7:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:7:1&amp;lt;/span&amp;gt;|source=[[Native platinum]]|notes= Only available as [[artifact]] weapons.|soliddensity=21.4|mp=13182|val=40|valinc=+?, +?, +?, +?|impactyield=350|impactfracture=700|impactelasticity=152|shearyield=100|shearfracture=200|shearelasticity=164&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
*''Combat information'' is used internally by the game to determine the [[material science|combat properties]] of weapons and armor made from this metal:&lt;br /&gt;
*:'''Density''': Used in conjunction with other factors - heavier weapons (higher numbers) hit with more force, light weapons tend to have less penetration. Denser armor absorbs more force from being transmitted through it as well, though low elasticity is much more reliable protection. Value shown here is g/cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;, which is the raw value divided by 10&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
*:'''Impact yield''': Used for blunt-force combat; ''higher'' is better for weapons, but ''lower'' is better for armor. This is the raw value divided by 10&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; (i.e., kPa).  &lt;br /&gt;
*:'''Impact fracture''': Used for blunt-force combat; ''higher'' is better. This is the raw value divided by 10&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; (i.e., kPa).&lt;br /&gt;
*:'''Impact elasticity''': Used for blunt-force combat; ''lower'' is better. This is the raw value.&lt;br /&gt;
*:'''Shear yield''': Used for cutting calculations in combat; ''higher'' is better. This is the raw value divided by 10&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; (i.e., kPa).&lt;br /&gt;
*:'''Shear fracture''': Used for cutting calculations in combat; ''higher'' is better. This is the raw value divided by 10&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; (i.e., kPa).&lt;br /&gt;
*:'''Shear elasticity''': Used for armor protection vs cutting weapons in combat; ''lower'' is better. This is the raw value.&lt;br /&gt;
*General Term Explanations (From Wikipedia)&lt;br /&gt;
*:'''Yield Strength''' - The stress at which material strain changes from elastic deformation to plastic deformation, causing it to deform permanently.&lt;br /&gt;
*:'''Fracture Strength''' - The stress coordinate on the stress-strain curve at the point of rupture.&lt;br /&gt;
*:'''Stress''' - Force per area = F/A&lt;br /&gt;
*:'''Strain''' - Deformation of a solid due to stress = Stress/Young's Modulus&lt;br /&gt;
&lt;br /&gt;
So...&lt;br /&gt;
:Explanations!&lt;br /&gt;
::'''Yield Strength''' is the amount of stress required to permanently deform (bend) a material (plastic deformation)&lt;br /&gt;
::'''Fracture Strength''' is the amount of stress required to permanently break (rupture) a material &lt;br /&gt;
::'''Elasticity''' (or ''IMPACT_STRAIN_AT_YIELD'' in RAWs) is the amount of deformation (bending) that occurs at the yield point, in parts-per-100,000&lt;br /&gt;
:Implications to ''Dwarf Fortress'' Combat&lt;br /&gt;
::Yield combined with Elasticity can tell what a material will do under stress (be it from a hammer, axe, or arrow)&lt;br /&gt;
::Higher yield means that it takes more stress to deform&lt;br /&gt;
::Lower elasticity means that it will deform less when stress is applied&lt;br /&gt;
&lt;br /&gt;
===Preliminary combat testing and analysis===&lt;br /&gt;
&lt;br /&gt;
For edged weapons and armour, adamantine and steel take first and a very distant second place respectively, with iron and bronze being closely tied for third place. Copper is the second worst material, and as in older versions, silver continues to hold steady as the worst material available (no longer beneficial with wooden training weapons being available now) in regards to edged weaponry.&lt;br /&gt;
&lt;br /&gt;
For blunt weapons, all of the standard materials (so, not adamantine or divine metal) perform respectably well, with a very slight edge towards steel. Here is the thread with the details:&lt;br /&gt;
&lt;br /&gt;
http://www.bay12forums.com/smf/index.php?topic=53571.0&lt;br /&gt;
&lt;br /&gt;
Keep in mind how unbelievably complicated this system is; nothing here should be taken as word of law. These results also ignore the impact of the ''weight'' of equipment on your dwarves. Dwarves, especially weak ones without high [[Combat skill#Equipment_skills|Armor User]] skill, will move much more slowly when wearing heavy armor and carrying heavy weapons and ammunition. This may be a more important consideration than a marginal improvement in protection.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! &lt;br /&gt;
! Best&lt;br /&gt;
! Better&lt;br /&gt;
! Good&lt;br /&gt;
! Fair&lt;br /&gt;
! Poor&lt;br /&gt;
! Terrible&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Armor&lt;br /&gt;
| Adamantine&lt;br /&gt;
| Divine metal, Steel&lt;br /&gt;
| Iron, Bronze, Bismuth Bronze&lt;br /&gt;
| &lt;br /&gt;
| Copper&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Edged Weapons&lt;br /&gt;
| Adamantine&lt;br /&gt;
| Divine metal, Steel&lt;br /&gt;
| Iron&lt;br /&gt;
| Bronze, Bismuth Bronze&lt;br /&gt;
| Copper&lt;br /&gt;
| Silver&lt;br /&gt;
| For piercing iron armor, copper is better than bronze.  For piercing copper or bronze armor, bronze is better than copper. Adamantine is over 20x as good as divine metal, and is the only metal that can reliably cut through armor even for slashing attacks.&lt;br /&gt;
|-&lt;br /&gt;
| Ammunition&lt;br /&gt;
| Steel, Divine metal&lt;br /&gt;
| Adamantine&lt;br /&gt;
| Iron&lt;br /&gt;
| Bronze, Bismuth Bronze, Copper&lt;br /&gt;
| Silver&lt;br /&gt;
| &lt;br /&gt;
| Adamantine bolts deflect off of adamantine armor due to their low momentum, but this is an unusual circumstance. Density does not matter for bolts above 1.333 g/cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;, which all ordinary metals exceed at least 5-fold.&lt;br /&gt;
|-&lt;br /&gt;
| Blunt Weapons&lt;br /&gt;
| Platinum ([[artifact]] only)&lt;br /&gt;
| Steel, Silver&lt;br /&gt;
| Copper, Bismuth Bronze, Bronze&lt;br /&gt;
| Iron&lt;br /&gt;
| Divine metal&lt;br /&gt;
| Adamantine&lt;br /&gt;
| All six standard weapon metals perform nearly identically. Steel has a slightly higher rate of critical wounds, while silver is slightly more likely to penetrate armor. Platinum (only available as [[artifact]] weapons) has twice the density of silver and several other improved properties, making it the best metal for impact weapons, though very limited in production.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Cross referencing this table with the table at the top of this section seems to indicate that low densities, high impact fractures, and high shear fractures contribute to the killing power of edged weapons&lt;br /&gt;
[[File:metal_types.jpg|thumb|400px|center|Different types of pure metals.]]&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*Some [[User:Shinziril#Weapons_and_Armor|outstanding research]] on armor vs. different weapon types by Shinziril.&lt;br /&gt;
*[https://www.reddit.com/r/dwarffortress/comments/11w6lwm/science_the_effectiveness_of_metal_bolts_vs_armor/ Bolt material analysis] ([http://www.bay12forums.com/smf/index.php?topic=116151.0 old research] is outdated now that {{bug|5516}} is fixed).&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = kel&lt;br /&gt;
| elvish  = lethi&lt;br /&gt;
| goblin  = snusm&lt;br /&gt;
| human   = rigu&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{materials}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Metals|0}}{{Category|Materials}}&lt;br /&gt;
[[ru:DF2012:Metal]]&lt;/div&gt;</summary>
		<author><name>Urist Mchateselves</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Animal_person&amp;diff=306342</id>
		<title>Animal person</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Animal_person&amp;diff=306342"/>
		<updated>2025-01-19T21:17:17Z</updated>

		<summary type="html">&lt;p&gt;Urist Mchateselves: Subterranean animal people are non hostile, possibly due to a bug.&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 fortress mode gameplay, they are essentially animals who can't be [[butcher]]ed, incapable of any sort of non-violent interaction. In adventure mode you can speak with them and possibly recruit them as followers.&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. Despite this, they are non-aggressive and will generally ignore your Dwarves unless provoked. 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 the body parts of the creature are assembled from separate smaller pieces 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 cultural [[Personality traits, values, and dreams#Values|values]] all set to zero (neutral).&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;
==Body structure==&lt;br /&gt;
&lt;br /&gt;
While the standard description, ''&amp;quot;A person with the head of a...&amp;quot;'', suggests a [[human]]-like body like a [[minotaur]] has, animal people use the same tissue types as their base animal. For example, insect people have a [[chitin]] exoskeleton, while mammalian people are covered in [[Hair|fur]].&lt;br /&gt;
&lt;br /&gt;
As detailed in a [[Animal person#Creature &amp;amp; body tokens altered from base animal raws|later section]], animal people use a [[Creature variation token|creature variation]] to convert their original animal bodies into humanoid [[anatomy]].&lt;br /&gt;
&lt;br /&gt;
If the creature does not normally have arms, then they get a pair of arms, defaulting to three fingers. Insect bodies have four arms, and arachnids get six arms. [[Mantis man|Mantis men]] are an exception, only having two ([[Natural weapon|deadly]]) arms, as a [[mantis]] uses {{token|BODY|c|INSECT_4LEGS_2ARMS}} instead of {{token|BODY|c|INSECT}}. Bird men receive a pair of four-fingered arms in addition to their wings, whereas [[Bat man|bat men]] have a single pair of arm-wings. Unlike other arthropods, crustacean people only have two arms, with no fingers.&lt;br /&gt;
&lt;br /&gt;
Most, but not all, animal people have a pair of legs. Creatures with [[horn|hooves]] or flippers will use those for [[gait|locomotion]], while species without toes do not gain any. A rule of thumb is that creatures that end in a tail remain legless as animal people. Due to [[Graphics|graphical]] [[Bug|oversights]], the sprite for some creatures (such as the [[snail man]]) may not match their body plan.&lt;br /&gt;
&lt;br /&gt;
Animal people keep any additional [[body parts]] their species may have. This includes the head-arms of cephalopod people and the pincers of a [[bark scorpion man]], as well as tails, [[shell]]s, [[horn]]s, or internal organs.&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]] | [[Amphibian man]] | [[Axolotl man]] | [[Capybara man]] | [[Cave fish 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]] | [[Serpent 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 ||  | [[Antman]] (only Drone caste) | [[Albatross man]] | [[Barn owl man]] | [[Bat man]] | [[Bluejay man]] | [[Bushtit man]] | [[Buzzard man]] | [[Cardinal man]] | [[Cave swallow 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;
== Animal people organized by taxonomy==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ The Animal Man Subkingdom&lt;br /&gt;
|-&lt;br /&gt;
! Phylum !! Class !! Order !! Family !! Species&lt;br /&gt;
|-&lt;br /&gt;
| Annelida ||   ||   ||   || [[Worm man]]&lt;br /&gt;
|-&lt;br /&gt;
| Annelida || Clitellata ||   ||   || [[Leech man]]&lt;br /&gt;
|-&lt;br /&gt;
| Arthropoda || Arachnida || Araneae || Salticidae || [[Jumping spider man]]&lt;br /&gt;
|-&lt;br /&gt;
| Arthropoda || Arachnida || Araneae || Sicariidae || [[Brown recluse spider man]]&lt;br /&gt;
|-&lt;br /&gt;
| Arthropoda || Arachnida || Ixodida ||   || [[Tick man]]&lt;br /&gt;
|-&lt;br /&gt;
| Arthropoda || Arachnida || Scorpiones || Buthidae || [[Bark scorpion man]]&lt;br /&gt;
|-&lt;br /&gt;
| Arthropoda || Insecta || Odonatoptera: Odonata ||   || [[Damselfly man]]&lt;br /&gt;
|-&lt;br /&gt;
| Arthropoda || Insecta || Odonatoptera: Odonata ||   || [[Dragonfly man]]&lt;br /&gt;
|-&lt;br /&gt;
| Arthropoda || Insecta: &amp;lt;small&amp;gt;Eumetabola&amp;lt;/small&amp;gt; || Holometabola: Coleoptera ||   || [[Beetle man]]&lt;br /&gt;
|-&lt;br /&gt;
| Arthropoda || Insecta: &amp;lt;small&amp;gt;Eumetabola&amp;lt;/small&amp;gt; || Holometabola: Coleoptera || Lampyridae || [[Firefly man]]&lt;br /&gt;
|-&lt;br /&gt;
| Arthropoda || Insecta: &amp;lt;small&amp;gt;Eumetabola&amp;lt;/small&amp;gt; || Holometabola: Hymenoptera || Formicidae || [[Ant man]]&lt;br /&gt;
|-&lt;br /&gt;
| Arthropoda || Insecta: &amp;lt;small&amp;gt;Eumetabola&amp;lt;/small&amp;gt; || Panorpida: Diptera ||   || [[Fly man]]&lt;br /&gt;
|-&lt;br /&gt;
| Arthropoda || Insecta: &amp;lt;small&amp;gt;Eumetabola&amp;lt;/small&amp;gt; || Panorpida: Diptera || Culicidae || [[Mosquito man]]&lt;br /&gt;
|-&lt;br /&gt;
| Arthropoda || Insecta: &amp;lt;small&amp;gt;Eumetabola&amp;lt;/small&amp;gt; || Panorpida: Lepidoptera ||   || [[Moth man]]&lt;br /&gt;
|-&lt;br /&gt;
| Arthropoda || Insecta: &amp;lt;small&amp;gt;Eumetabola&amp;lt;/small&amp;gt; || Panorpida: Lepidoptera || Nymphalidae || [[Monarch butterfly man]]&lt;br /&gt;
|-&lt;br /&gt;
| Arthropoda || Insecta: &amp;lt;small&amp;gt;Eumetabola&amp;lt;/small&amp;gt; || Paraneoptera: Psocodea ||   || [[Louse man]]&lt;br /&gt;
|-&lt;br /&gt;
| Arthropoda || Insecta: &amp;lt;small&amp;gt;Eumetabola&amp;lt;/small&amp;gt; || Paraneoptera: Thysanoptera ||   || [[Thrips man]]&lt;br /&gt;
|-&lt;br /&gt;
| Arthropoda || Insecta: &amp;lt;small&amp;gt;Polyneoptera&amp;lt;/small&amp;gt; || Dictyoptera: Blattodea ||   || [[Roach man]]&lt;br /&gt;
|-&lt;br /&gt;
| Arthropoda || Insecta: &amp;lt;small&amp;gt;Polyneoptera&amp;lt;/small&amp;gt; || Dictyoptera: Mantodea ||   || [[Mantis man]]&lt;br /&gt;
|-&lt;br /&gt;
| Arthropoda || Insecta: &amp;lt;small&amp;gt;Polyneoptera&amp;lt;/small&amp;gt; || Orthopteroidea: Orthoptera ||   || [[Grasshopper man]]&lt;br /&gt;
|-&lt;br /&gt;
| Arthropoda || Malacostraca || Decapoda ||   || [[Crab man]]&lt;br /&gt;
|-&lt;br /&gt;
| Arthropoda || Merostomata* || Xiphosura || Limulidae || [[Horseshoe crab man]]&lt;br /&gt;
|-&lt;br /&gt;
| Chordata || Actinopterygii || ** ||   || [[Cave fish man]]&lt;br /&gt;
|-&lt;br /&gt;
| Chordata || Amphibia ||   ||   || [[Amphibian man]]&lt;br /&gt;
|-&lt;br /&gt;
| Chordata || Amphibia || Anura ||   || [[Green tree frog man]]&lt;br /&gt;
|-&lt;br /&gt;
| Chordata || Amphibia || Anura ||   || [[Toad man]]&lt;br /&gt;
|-&lt;br /&gt;
| Chordata || Amphibia || Urodela || Ambystomatidae || [[Axolotl man]]&lt;br /&gt;
|-&lt;br /&gt;
| Chordata || Amphibia || Urodela || Proteidae || [[Olm man]]&lt;br /&gt;
|-&lt;br /&gt;
| Chordata || Aves: &amp;lt;small&amp;gt;Elementaves:Gruimorphae&amp;lt;/small&amp;gt; || Charadriiformes || Alcidae || [[Puffin man]]&lt;br /&gt;
|-&lt;br /&gt;
| Chordata || Aves: &amp;lt;small&amp;gt;Elementaves:Aequornithes&amp;lt;/small&amp;gt; || Gaviiformes || Gaviidae || [[Loon man]]&lt;br /&gt;
|-&lt;br /&gt;
| Chordata || Aves: &amp;lt;small&amp;gt;Elementaves:Aequornithes&amp;lt;/small&amp;gt; || Procellariiformes || Diomedeidae || [[Albatross man]]&lt;br /&gt;
|-&lt;br /&gt;
| Chordata || Aves: &amp;lt;small&amp;gt;Elementaves:Aequornithes&amp;lt;/small&amp;gt; || Sphenisciformes || Spheniscidae || [[Penguin man]]&lt;br /&gt;
|-&lt;br /&gt;
| Chordata || Aves: &amp;lt;small&amp;gt;Elementaves:Aequornithes&amp;lt;/small&amp;gt; || Ciconiiformes || Ciconiidae || [[White stork man]]&lt;br /&gt;
|-&lt;br /&gt;
| Chordata || Aves: &amp;lt;small&amp;gt;Galloanserae&amp;lt;/small&amp;gt; || Anseriformes || Anatidae || [[Swan man]]&lt;br /&gt;
|-&lt;br /&gt;
| Chordata || Aves: &amp;lt;small&amp;gt;Palaeognathae&amp;lt;/small&amp;gt; || Apterygiformes || Apterygidae || [[Kiwi man]]&lt;br /&gt;
|-&lt;br /&gt;
| Chordata || Aves: &amp;lt;small&amp;gt;Palaeognathae&amp;lt;/small&amp;gt; || Casuariiformes || Casuariidae || [[Cassowary man]]&lt;br /&gt;
|-&lt;br /&gt;
| Chordata || Aves: &amp;lt;small&amp;gt;Palaeognathae&amp;lt;/small&amp;gt; || Casuariiformes || Casuariidae || [[Emu man]]&lt;br /&gt;
|-&lt;br /&gt;
| Chordata || Aves: &amp;lt;small&amp;gt;Palaeognathae&amp;lt;/small&amp;gt; || Struthioniformes || Struthionidae || [[Ostrich man]]&lt;br /&gt;
|-&lt;br /&gt;
| Chordata || Aves: &amp;lt;small&amp;gt;Palaeognathae or Telluraves:Afroaves&amp;lt;/small&amp;gt; || Casuariidae or Accipitriformes || Cathartidae or Accipitridae || [[Vulture man]]&lt;br /&gt;
|-&lt;br /&gt;
| Chordata || Aves: &amp;lt;small&amp;gt;Telluraves:Afroaves&amp;lt;/small&amp;gt; || Accipitriformes || Accipitridae or Cathartidae || [[Buzzard man]]&lt;br /&gt;
|-&lt;br /&gt;
| Chordata || Aves: &amp;lt;small&amp;gt;Telluraves:Afroaves&amp;lt;/small&amp;gt; || Accipitriformes || Accipitridae || [[Eagle man]]&lt;br /&gt;
|-&lt;br /&gt;
| Chordata || Aves: &amp;lt;small&amp;gt;Telluraves:Afroaves&amp;lt;/small&amp;gt; || Accipitriformes || Pandionidae || [[Osprey man]]&lt;br /&gt;
|-&lt;br /&gt;
| Chordata || Aves: &amp;lt;small&amp;gt;Telluraves:Afroaves&amp;lt;/small&amp;gt; || Bucerotiformes || Bucerotidae || [[Hornbill man]]&lt;br /&gt;
|-&lt;br /&gt;
| Chordata || Aves: &amp;lt;small&amp;gt;Telluraves:Afroaves&amp;lt;/small&amp;gt; || Strigiformes || Strigidae || [[Great horned owl man]]&lt;br /&gt;
|-&lt;br /&gt;
| Chordata || Aves: &amp;lt;small&amp;gt;Telluraves:Afroaves&amp;lt;/small&amp;gt; || Strigiformes || Strigidae || [[Snowy owl man]]&lt;br /&gt;
|-&lt;br /&gt;
| Chordata || Aves: &amp;lt;small&amp;gt;Telluraves:Afroaves&amp;lt;/small&amp;gt; || Strigiformes || Tytonidae || [[Barn owl man]]&lt;br /&gt;
|-&lt;br /&gt;
| Chordata || Aves: &amp;lt;small&amp;gt;Telluraves:Australaves&amp;lt;/small&amp;gt; || Falconiformes || Falconidae || [[Kestrel man]]&lt;br /&gt;
|-&lt;br /&gt;
| Chordata || Aves: &amp;lt;small&amp;gt;Telluraves:Australaves&amp;lt;/small&amp;gt; || Falconiformes || Falconidae || [[Peregrine falcon man]]&lt;br /&gt;
|-&lt;br /&gt;
| Chordata || Aves: &amp;lt;small&amp;gt;Telluraves:Australaves&amp;lt;/small&amp;gt; || Passeriformes: Corvides || Corvidae || [[Bluejay man]]&lt;br /&gt;
|-&lt;br /&gt;
| Chordata || Aves: &amp;lt;small&amp;gt;Telluraves:Australaves&amp;lt;/small&amp;gt; || Passeriformes: Corvides || Corvidae || [[Crow man]]&lt;br /&gt;
|-&lt;br /&gt;
| Chordata || Aves: &amp;lt;small&amp;gt;Telluraves:Australaves&amp;lt;/small&amp;gt; || Passeriformes: Corvides || Corvidae || [[Magpie man]]&lt;br /&gt;
|-&lt;br /&gt;
| Chordata || Aves: &amp;lt;small&amp;gt;Telluraves:Australaves&amp;lt;/small&amp;gt; || Passeriformes: Corvides || Corvidae || [[Raven man]]&lt;br /&gt;
|-&lt;br /&gt;
| Chordata || Aves: &amp;lt;small&amp;gt;Telluraves:Australaves&amp;lt;/small&amp;gt; || Passeriformes: &amp;lt;small&amp;gt;Corvides or Passerida&amp;lt;/small&amp;gt; || Icteridae or Oriolidae || [[Oriole man]]&lt;br /&gt;
|-&lt;br /&gt;
| Chordata || Aves: &amp;lt;small&amp;gt;Telluraves:Australaves&amp;lt;/small&amp;gt; || Passeriformes: Passerida || Aegithalidae || [[Bushtit man]]&lt;br /&gt;
|-&lt;br /&gt;
| Chordata || Aves: &amp;lt;small&amp;gt;Telluraves:Australaves&amp;lt;/small&amp;gt; || Passeriformes: Passerida || Cardinalidae || [[Cardinal man]]&lt;br /&gt;
|-&lt;br /&gt;
| Chordata || Aves: &amp;lt;small&amp;gt;Telluraves:Australaves&amp;lt;/small&amp;gt; || Passeriformes: Passerida || Icteridae || [[Grackle man]]&lt;br /&gt;
|-&lt;br /&gt;
| Chordata || Aves: &amp;lt;small&amp;gt;Telluraves:Australaves&amp;lt;/small&amp;gt; || Passeriformes: Passerida || Icteridae || [[Red-winged blackbird man]]&lt;br /&gt;
|-&lt;br /&gt;
| Chordata || Aves: &amp;lt;small&amp;gt;Telluraves:Australaves&amp;lt;/small&amp;gt; || Passeriformes: Passerida || Passerellidae or Passeridae || [[Sparrow man]]&lt;br /&gt;
|-&lt;br /&gt;
| Chordata || Aves: &amp;lt;small&amp;gt;Telluraves:Australaves&amp;lt;/small&amp;gt; || Passeriformes: Passerida || Troglodytidae || [[Wren man]]&lt;br /&gt;
|-&lt;br /&gt;
| Chordata || Aves: &amp;lt;small&amp;gt;Telluraves:Australaves&amp;lt;/small&amp;gt; || Psittaciformes || Cacatuoidea: Cacatuidae || [[Cockatiel man]]&lt;br /&gt;
|-&lt;br /&gt;
| Chordata || Aves: &amp;lt;small&amp;gt;Telluraves:Australaves&amp;lt;/small&amp;gt; || Psittaciformes || Psittacoidea: Psittacidae || [[Grey parrot man]]&lt;br /&gt;
|-&lt;br /&gt;
| Chordata || Aves: &amp;lt;small&amp;gt;Telluraves:Australaves&amp;lt;/small&amp;gt; || Psittaciformes || Psittacoidea: Psittaculidae || [[Lorikeet man]]&lt;br /&gt;
|-&lt;br /&gt;
| Chordata || Aves: &amp;lt;small&amp;gt;Telluraves:Australaves&amp;lt;/small&amp;gt; || Psittaciformes || Psittacoidea: Psittaculidae || [[Masked lovebird man]]&lt;br /&gt;
|-&lt;br /&gt;
| Chordata || Aves: &amp;lt;small&amp;gt;Telluraves:Australaves&amp;lt;/small&amp;gt; || Psittaciformes || Psittacoidea: Psittaculidae || [[Peach-faced lovebird man]]&lt;br /&gt;
|-&lt;br /&gt;
| Chordata || Aves: &amp;lt;small&amp;gt;Telluraves:Australaves&amp;lt;/small&amp;gt; || Psittaciformes || Psittacoidea: &amp;lt;small&amp;gt;Psittaculidae or Psittacidae&amp;lt;/small&amp;gt; || [[Parakeet man]]&lt;br /&gt;
|-&lt;br /&gt;
| Chordata || Aves: &amp;lt;small&amp;gt;Telluraves:Australaves&amp;lt;/small&amp;gt; || Psittaciformes || Strigopoidea: Strigopidae || [[Kakapo man]]&lt;br /&gt;
|-&lt;br /&gt;
| Chordata || Aves: &amp;lt;small&amp;gt;Telluraves:Australaves&amp;lt;/small&amp;gt; || Psittaciformes || Strigopoidea: Strigopidae || [[Kea man]]&lt;br /&gt;
|-&lt;br /&gt;
| Chordata || Mammalia: &amp;lt;small&amp;gt;Atlantogenata&amp;lt;/small&amp;gt; || Afrotheria: Tubulidentata || Orycteropodidae || [[Aardvark man]]&lt;br /&gt;
|-&lt;br /&gt;
| Chordata || Mammalia: &amp;lt;small&amp;gt;Atlantogenata&amp;lt;/small&amp;gt; || Afrotheria: Proboscidea || Elephantidae || [[Elephant man]]&lt;br /&gt;
|-&lt;br /&gt;
| Chordata || Mammalia: &amp;lt;small&amp;gt;Atlantogenata&amp;lt;/small&amp;gt; || Xenarthra: Cingulata ||   || [[Armadillo man]]&lt;br /&gt;
|-&lt;br /&gt;
| Chordata || Mammalia: &amp;lt;small&amp;gt;Atlantogenata&amp;lt;/small&amp;gt; || Xenarthra: Pilosa ||   || [[Sloth man]]&lt;br /&gt;
|-&lt;br /&gt;
| Chordata || Mammalia: &amp;lt;small&amp;gt;Euarchontoglires&amp;lt;/small&amp;gt; || Lagomorpha || Leporidae || [[Hare man]]&lt;br /&gt;
|-&lt;br /&gt;
| Chordata || Mammalia: &amp;lt;small&amp;gt;Euarchontoglires&amp;lt;/small&amp;gt; || Primates: Platyrrhini || Atelidae || [[Spider monkey man]]&lt;br /&gt;
|-&lt;br /&gt;
| Chordata || Mammalia: &amp;lt;small&amp;gt;Euarchontoglires&amp;lt;/small&amp;gt; || Primates: Platyrrhini || Callitrichidae || [[Lion tamarin man]]&lt;br /&gt;
|-&lt;br /&gt;
| Chordata || Mammalia: &amp;lt;small&amp;gt;Euarchontoglires&amp;lt;/small&amp;gt; || Primates: Platyrrhini || Cebidae || [[Capuchin man]]&lt;br /&gt;
|-&lt;br /&gt;
| Chordata || Mammalia: &amp;lt;small&amp;gt;Euarchontoglires&amp;lt;/small&amp;gt; || Primates: Catarrhini || Cercopithecidae || [[Gray langur man]]&lt;br /&gt;
|-&lt;br /&gt;
| Chordata || Mammalia: &amp;lt;small&amp;gt;Euarchontoglires&amp;lt;/small&amp;gt; || Primates: Catarrhini || Cercopithecidae || [[Mandrill man]]&lt;br /&gt;
|-&lt;br /&gt;
| Chordata || Mammalia: &amp;lt;small&amp;gt;Euarchontoglires&amp;lt;/small&amp;gt; || Primates: Catarrhini || Cercopithecidae || [[Rhesus macaque man]]&lt;br /&gt;
|-&lt;br /&gt;
| Chordata || Mammalia: &amp;lt;small&amp;gt;Euarchontoglires&amp;lt;/small&amp;gt; || Primates: Lemuriformes || Daubentoniidae || [[Aye-aye man]]&lt;br /&gt;
|-&lt;br /&gt;
| Chordata || Mammalia: &amp;lt;small&amp;gt;Euarchontoglires&amp;lt;/small&amp;gt; || Rodentia: Castorimorpha || Castoridae || [[Beaver man]]&lt;br /&gt;
|-&lt;br /&gt;
| Chordata || Mammalia: &amp;lt;small&amp;gt;Euarchontoglires&amp;lt;/small&amp;gt; || Rodentia: Caviomorpha || Caviidae || [[Capybara man]]&lt;br /&gt;
|-&lt;br /&gt;
| Chordata || Mammalia: &amp;lt;small&amp;gt;Euarchontoglires&amp;lt;/small&amp;gt; || Rodentia: Caviomorpha || Chinchillidae || [[Chinchilla man]]&lt;br /&gt;
|-&lt;br /&gt;
| Chordata || Mammalia: &amp;lt;small&amp;gt;Euarchontoglires&amp;lt;/small&amp;gt; || Rodentia: Caviomorpha || Erethizontidae || [[Porcupine man]]&lt;br /&gt;
|-&lt;br /&gt;
| Chordata || Mammalia: &amp;lt;small&amp;gt;Euarchontoglires&amp;lt;/small&amp;gt; || Rodentia: Myomorpha &amp;lt;small&amp;gt;(probably)&amp;lt;/small&amp;gt; ||   || [[Rodent man]]&lt;br /&gt;
|-&lt;br /&gt;
| Chordata || Mammalia: &amp;lt;small&amp;gt;Euarchontoglires&amp;lt;/small&amp;gt; || Rodentia: Myomorpha || Cricetidae || [[Hamster man]]&lt;br /&gt;
|-&lt;br /&gt;
| Chordata || Mammalia: &amp;lt;small&amp;gt;Euarchontoglires&amp;lt;/small&amp;gt; || Rodentia: Myomorpha || Muridae &amp;lt;small&amp;gt;(possibly Cricetidae or Heteromyidae)&amp;lt;/small&amp;gt; || [[Rat man]]&lt;br /&gt;
|-&lt;br /&gt;
| Chordata || Mammalia: &amp;lt;small&amp;gt;Euarchontoglires&amp;lt;/small&amp;gt; || Rodentia: Sciuromorpha || Sciuridae: Sciurinae || [[Flying squirrel man]]&lt;br /&gt;
|-&lt;br /&gt;
| Chordata || Mammalia: &amp;lt;small&amp;gt;Euarchontoglires&amp;lt;/small&amp;gt; || Rodentia: Sciuromorpha || Sciuridae: Sciurinae || [[Gray squirrel man]]&lt;br /&gt;
|-&lt;br /&gt;
| Chordata || Mammalia: &amp;lt;small&amp;gt;Euarchontoglires&amp;lt;/small&amp;gt; || Rodentia: Sciuromorpha || Sciuridae: Sciurinae || [[Red squirrel man]]&lt;br /&gt;
|-&lt;br /&gt;
| Chordata || Mammalia: &amp;lt;small&amp;gt;Euarchontoglires&amp;lt;/small&amp;gt; || Rodentia: Sciuromorpha || Sciuridae: Xerinae || [[Chipmunk man]]&lt;br /&gt;
|-&lt;br /&gt;
| Chordata || Mammalia: &amp;lt;small&amp;gt;Euarchontoglires&amp;lt;/small&amp;gt; || Rodentia: Sciuromorpha || Sciuridae: Xerinae || [[Groundhog man]]&lt;br /&gt;
|-&lt;br /&gt;
| Chordata || Mammalia: &amp;lt;small&amp;gt;Euarchontoglires&amp;lt;/small&amp;gt; || Rodentia: Sciuromorpha || Sciuridae: Xerinae || [[Hoary marmot man]]&lt;br /&gt;
|-&lt;br /&gt;
| Chordata || Mammalia: &amp;lt;small&amp;gt;Laurasiatheria&amp;lt;/small&amp;gt; || Artiodactyla: Odontoceti || Delphinidae || [[Orca man]]&lt;br /&gt;
|-&lt;br /&gt;
| Chordata || Mammalia: &amp;lt;small&amp;gt;Laurasiatheria&amp;lt;/small&amp;gt; || Artiodactyla: Odontoceti || Monodontidae || [[Narwhal man]]&lt;br /&gt;
|-&lt;br /&gt;
| Chordata || Mammalia: &amp;lt;small&amp;gt;Laurasiatheria&amp;lt;/small&amp;gt; || Artiodactyla: Odontoceti || Physeteridae || [[Sperm whale man]]&lt;br /&gt;
|-&lt;br /&gt;
| Chordata || Mammalia: &amp;lt;small&amp;gt;Laurasiatheria&amp;lt;/small&amp;gt; || Artiodactyla: Pecora || Bovidae || [[Gazelle man]]&lt;br /&gt;
|-&lt;br /&gt;
| Chordata || Mammalia: &amp;lt;small&amp;gt;Laurasiatheria&amp;lt;/small&amp;gt; || Artiodactyla: Pecora || Bovidae || [[Ibex man]]&lt;br /&gt;
|-&lt;br /&gt;
| Chordata || Mammalia: &amp;lt;small&amp;gt;Laurasiatheria&amp;lt;/small&amp;gt; || Artiodactyla: Pecora || Bovidae || [[Impala man]]&lt;br /&gt;
|-&lt;br /&gt;
| Chordata || Mammalia: &amp;lt;small&amp;gt;Laurasiatheria&amp;lt;/small&amp;gt; || Artiodactyla: Pecora || Bovidae || [[Mountain goat man]]&lt;br /&gt;
|-&lt;br /&gt;
| Chordata || Mammalia: &amp;lt;small&amp;gt;Laurasiatheria&amp;lt;/small&amp;gt; || Artiodactyla: Pecora || Bovidae || [[Muskox man]]&lt;br /&gt;
|-&lt;br /&gt;
| Chordata || Mammalia: &amp;lt;small&amp;gt;Laurasiatheria&amp;lt;/small&amp;gt; || Artiodactyla: Pecora || Cervidae || [[Deer man]]&lt;br /&gt;
|-&lt;br /&gt;
| Chordata || Mammalia: &amp;lt;small&amp;gt;Laurasiatheria&amp;lt;/small&amp;gt; || Artiodactyla: Pecora || Cervidae || [[Elk man]]&lt;br /&gt;
|-&lt;br /&gt;
| Chordata || Mammalia: &amp;lt;small&amp;gt;Laurasiatheria&amp;lt;/small&amp;gt; || Artiodactyla: Pecora || Cervidae || [[Moose man]]&lt;br /&gt;
|-&lt;br /&gt;
| Chordata || Mammalia: &amp;lt;small&amp;gt;Laurasiatheria&amp;lt;/small&amp;gt; || Artiodactyla: Pecora || Giraffidae || [[Giraffe man]]&lt;br /&gt;
|-&lt;br /&gt;
| Chordata || Mammalia: &amp;lt;small&amp;gt;Laurasiatheria&amp;lt;/small&amp;gt; || Artiodactyla: Suina || Suidae || [[Warthog man]]&lt;br /&gt;
|-&lt;br /&gt;
| Chordata || Mammalia: &amp;lt;small&amp;gt;Laurasiatheria&amp;lt;/small&amp;gt; || Artiodactyla: Suina || Suidae || [[Wild boar man]]&lt;br /&gt;
|-&lt;br /&gt;
| Chordata || Mammalia: &amp;lt;small&amp;gt;Laurasiatheria&amp;lt;/small&amp;gt; || Artiodactyla: Tylopoda || Camelidae || [[One-humped camel man]]&lt;br /&gt;
|-&lt;br /&gt;
| Chordata || Mammalia: &amp;lt;small&amp;gt;Laurasiatheria&amp;lt;/small&amp;gt; || Artiodactyla: Tylopoda || Camelidae || [[Two-humped camel man]]&lt;br /&gt;
|-&lt;br /&gt;
| Chordata || Mammalia: &amp;lt;small&amp;gt;Laurasiatheria&amp;lt;/small&amp;gt; || Artiodactyla: Whippomorpha || Hippopotamidae || [[Hippo man]]&lt;br /&gt;
|-&lt;br /&gt;
| Chordata || Mammalia: &amp;lt;small&amp;gt;Laurasiatheria&amp;lt;/small&amp;gt; || Chiroptera ||   || [[Bat man]]&lt;br /&gt;
|-&lt;br /&gt;
| Chordata || Mammalia: &amp;lt;small&amp;gt;Laurasiatheria&amp;lt;/small&amp;gt; || Eulipotyphla || Erinaceidae || [[Hedgehog man]]&lt;br /&gt;
|-&lt;br /&gt;
| Chordata || Mammalia: &amp;lt;small&amp;gt;Laurasiatheria&amp;lt;/small&amp;gt; || Ferae: Carnivora: Arctoidea || Musteloidea: Ailuridae || [[Red panda man]]&lt;br /&gt;
|-&lt;br /&gt;
| Chordata || Mammalia: &amp;lt;small&amp;gt;Laurasiatheria&amp;lt;/small&amp;gt; || Ferae: Carnivora: Arctoidea || Musteloidea: Mephitidae || [[Skunk man]]&lt;br /&gt;
|-&lt;br /&gt;
| Chordata || Mammalia: &amp;lt;small&amp;gt;Laurasiatheria&amp;lt;/small&amp;gt; || Ferae: Carnivora: Arctoidea || Musteloidea: &amp;lt;small&amp;gt;Mephitidae or Mustelidae&amp;lt;/small&amp;gt; || [[Badger man]]&lt;br /&gt;
|-&lt;br /&gt;
| Chordata || Mammalia: &amp;lt;small&amp;gt;Laurasiatheria&amp;lt;/small&amp;gt; || Ferae: Carnivora: Arctoidea || Musteloidea: Mustelidae || [[Honey badger man]]&lt;br /&gt;
|-&lt;br /&gt;
| Chordata || Mammalia: &amp;lt;small&amp;gt;Laurasiatheria&amp;lt;/small&amp;gt; || Ferae: Carnivora: Arctoidea || Musteloidea: Mustelidae || [[Mink man]]&lt;br /&gt;
|-&lt;br /&gt;
| Chordata || Mammalia: &amp;lt;small&amp;gt;Laurasiatheria&amp;lt;/small&amp;gt; || Ferae: Carnivora: Arctoidea || Musteloidea: Mustelidae || [[Otter man]]&lt;br /&gt;
|-&lt;br /&gt;
| Chordata || Mammalia: &amp;lt;small&amp;gt;Laurasiatheria&amp;lt;/small&amp;gt; || Ferae: Carnivora: Arctoidea || Musteloidea: Mustelidae || [[Stoat man]]&lt;br /&gt;
|-&lt;br /&gt;
| Chordata || Mammalia: &amp;lt;small&amp;gt;Laurasiatheria&amp;lt;/small&amp;gt; || Ferae: Carnivora: Arctoidea || Musteloidea: Mustelidae || [[Weasel man]]&lt;br /&gt;
|-&lt;br /&gt;
| Chordata || Mammalia: &amp;lt;small&amp;gt;Laurasiatheria&amp;lt;/small&amp;gt; || Ferae: Carnivora: Arctoidea || Musteloidea: Mustelidae || [[Wolverine man]]&lt;br /&gt;
|-&lt;br /&gt;
| Chordata || Mammalia: &amp;lt;small&amp;gt;Laurasiatheria&amp;lt;/small&amp;gt; || Ferae: Carnivora: Arctoidea || Musteloidea: Procyonidae || [[Coati man]]&lt;br /&gt;
|-&lt;br /&gt;
| Chordata || Mammalia: &amp;lt;small&amp;gt;Laurasiatheria&amp;lt;/small&amp;gt; || Ferae: Carnivora: Arctoidea || Musteloidea: Procyonidae || [[Raccoon man]]&lt;br /&gt;
|-&lt;br /&gt;
| Chordata || Mammalia: &amp;lt;small&amp;gt;Laurasiatheria&amp;lt;/small&amp;gt; || Ferae: Carnivora: Arctoidea || Otarioidea: Odobenidae || [[Walrus man]]&lt;br /&gt;
|-&lt;br /&gt;
| Chordata || Mammalia: &amp;lt;small&amp;gt;Laurasiatheria&amp;lt;/small&amp;gt; || Ferae: Carnivora: Arctoidea || Phocoidea: Phocidae || [[Elephant seal man]]&lt;br /&gt;
|-&lt;br /&gt;
| Chordata || Mammalia: &amp;lt;small&amp;gt;Laurasiatheria&amp;lt;/small&amp;gt; || Ferae: Carnivora: Arctoidea || Phocoidea: Phocidae || [[Harp seal man]]&lt;br /&gt;
|-&lt;br /&gt;
| Chordata || Mammalia: &amp;lt;small&amp;gt;Laurasiatheria&amp;lt;/small&amp;gt; || Ferae: Carnivora: Arctoidea || Phocoidea: Phocidae || [[Leopard seal man]]&lt;br /&gt;
|-&lt;br /&gt;
| Chordata || Mammalia: &amp;lt;small&amp;gt;Laurasiatheria&amp;lt;/small&amp;gt; || Ferae: Carnivora: Arctoidea || Ursoidea: Ursidae || [[Black bear man]]&lt;br /&gt;
|-&lt;br /&gt;
| Chordata || Mammalia: &amp;lt;small&amp;gt;Laurasiatheria&amp;lt;/small&amp;gt; || Ferae: Carnivora: Arctoidea || Ursoidea: Ursidae || [[Grizzly bear man]]&lt;br /&gt;
|-&lt;br /&gt;
| Chordata || Mammalia: &amp;lt;small&amp;gt;Laurasiatheria&amp;lt;/small&amp;gt; || Ferae: Carnivora: Arctoidea || Ursoidea: Ursidae || [[Panda man]]&lt;br /&gt;
|-&lt;br /&gt;
| Chordata || Mammalia: &amp;lt;small&amp;gt;Laurasiatheria&amp;lt;/small&amp;gt; || Ferae: Carnivora: Arctoidea || Ursoidea: Ursidae || [[Polar bear man]]&lt;br /&gt;
|-&lt;br /&gt;
| Chordata || Mammalia: &amp;lt;small&amp;gt;Laurasiatheria&amp;lt;/small&amp;gt; || Ferae: Carnivora: Arctoidea || Ursoidea: Ursidae || [[Sloth bear man]]&lt;br /&gt;
|-&lt;br /&gt;
| Chordata || Mammalia: &amp;lt;small&amp;gt;Laurasiatheria&amp;lt;/small&amp;gt; || Ferae: Carnivora: Cynoidea || Canidae || [[Coyote man]]&lt;br /&gt;
|-&lt;br /&gt;
| Chordata || Mammalia: &amp;lt;small&amp;gt;Laurasiatheria&amp;lt;/small&amp;gt; || Ferae: Carnivora: Cynoidea || Canidae || [[Dingo man]]&lt;br /&gt;
|-&lt;br /&gt;
| Chordata || Mammalia: &amp;lt;small&amp;gt;Laurasiatheria&amp;lt;/small&amp;gt; || Ferae: Carnivora: Cynoidea || Canidae || [[Fox man]]&lt;br /&gt;
|-&lt;br /&gt;
| Chordata || Mammalia: &amp;lt;small&amp;gt;Laurasiatheria&amp;lt;/small&amp;gt; || Ferae: Carnivora: Cynoidea || Canidae || [[Jackal man]]&lt;br /&gt;
|-&lt;br /&gt;
| Chordata || Mammalia: &amp;lt;small&amp;gt;Laurasiatheria&amp;lt;/small&amp;gt; || Ferae: Carnivora: Cynoidea || Canidae || [[Wolf man]]&lt;br /&gt;
|-&lt;br /&gt;
| Chordata || Mammalia: &amp;lt;small&amp;gt;Laurasiatheria&amp;lt;/small&amp;gt; || Ferae: Carnivora: Feliformia || Felidae || [[Bobcat man]]&lt;br /&gt;
|-&lt;br /&gt;
| Chordata || Mammalia: &amp;lt;small&amp;gt;Laurasiatheria&amp;lt;/small&amp;gt; || Ferae: Carnivora: Feliformia || Felidae || [[Cheetah man]]&lt;br /&gt;
|-&lt;br /&gt;
| Chordata || Mammalia: &amp;lt;small&amp;gt;Laurasiatheria&amp;lt;/small&amp;gt; || Ferae: Carnivora: Feliformia || Felidae || [[Cougar man]]&lt;br /&gt;
|-&lt;br /&gt;
| Chordata || Mammalia: &amp;lt;small&amp;gt;Laurasiatheria&amp;lt;/small&amp;gt; || Ferae: Carnivora: Feliformia || Felidae || [[Jaguar man]]&lt;br /&gt;
|-&lt;br /&gt;
| Chordata || Mammalia: &amp;lt;small&amp;gt;Laurasiatheria&amp;lt;/small&amp;gt; || Ferae: Carnivora: Feliformia || Felidae || [[Leopard man]]&lt;br /&gt;
|-&lt;br /&gt;
| Chordata || Mammalia: &amp;lt;small&amp;gt;Laurasiatheria&amp;lt;/small&amp;gt; || Ferae: Carnivora: Feliformia || Felidae || [[Lion man]]&lt;br /&gt;
|-&lt;br /&gt;
| Chordata || Mammalia: &amp;lt;small&amp;gt;Laurasiatheria&amp;lt;/small&amp;gt; || Ferae: Carnivora: Feliformia || Felidae || [[Lynx man]]&lt;br /&gt;
|-&lt;br /&gt;
| Chordata || Mammalia: &amp;lt;small&amp;gt;Laurasiatheria&amp;lt;/small&amp;gt; || Ferae: Carnivora: Feliformia || Felidae || [[Ocelot man]]&lt;br /&gt;
|-&lt;br /&gt;
| Chordata || Mammalia: &amp;lt;small&amp;gt;Laurasiatheria&amp;lt;/small&amp;gt; || Ferae: Carnivora: Feliformia || Felidae || [[Tiger man]]&lt;br /&gt;
|-&lt;br /&gt;
| Chordata || Mammalia: &amp;lt;small&amp;gt;Laurasiatheria&amp;lt;/small&amp;gt; || Ferae: Carnivora: Feliformia || Herpestoidea: Herpestidae || [[Mongoose man]]&lt;br /&gt;
|-&lt;br /&gt;
| Chordata || Mammalia: &amp;lt;small&amp;gt;Laurasiatheria&amp;lt;/small&amp;gt; || Ferae: Carnivora: Feliformia || Herpestoidea: Hyaenidae || [[Hyena man]]&lt;br /&gt;
|-&lt;br /&gt;
| Chordata || Mammalia: &amp;lt;small&amp;gt;Laurasiatheria&amp;lt;/small&amp;gt; || Ferae: Pholidota ||   || [[Pangolin man]]&lt;br /&gt;
|-&lt;br /&gt;
| Chordata || Mammalia: &amp;lt;small&amp;gt;Laurasiatheria&amp;lt;/small&amp;gt; || Perissodactyla || Rhinocerotidae || [[Rhinoceros man]]&lt;br /&gt;
|-&lt;br /&gt;
| Chordata || Mammalia: &amp;lt;small&amp;gt;Laurasiatheria&amp;lt;/small&amp;gt; || Perissodactyla || Tapiridae || [[Tapir man]]&lt;br /&gt;
|-&lt;br /&gt;
| Chordata || Mammalia: &amp;lt;small&amp;gt;Marsupialia&amp;lt;/small&amp;gt; || Didelphimorphia || Didelphidae || [[Opossum man]]&lt;br /&gt;
|-&lt;br /&gt;
| Chordata || Mammalia: &amp;lt;small&amp;gt;Marsupialia&amp;lt;/small&amp;gt; || Diprotodontia || Macropodidae || [[Kangaroo man]]&lt;br /&gt;
|-&lt;br /&gt;
| Chordata || Mammalia: &amp;lt;small&amp;gt;Marsupialia&amp;lt;/small&amp;gt; || Diprotodontia || Phascolarctidae || [[Koala man]]&lt;br /&gt;
|-&lt;br /&gt;
| Chordata || Mammalia: &amp;lt;small&amp;gt;Marsupialia&amp;lt;/small&amp;gt; || Diprotodontia || Vombatidae || [[Wombat man]]&lt;br /&gt;
|-&lt;br /&gt;
| Chordata || Mammalia || Monotremata || Ornithorhynchidae || [[Platypus man]]&lt;br /&gt;
|-&lt;br /&gt;
| Chordata || Mammalia || Monotremata || Tachyglossidae || [[Echidna man]]&lt;br /&gt;
|-&lt;br /&gt;
| Chordata || Reptilia ||   ||   || [[Reptile man]]&lt;br /&gt;
|-&lt;br /&gt;
| Chordata || Reptilia || Crocodilia || Alligatoridae || [[Alligator man]]&lt;br /&gt;
|-&lt;br /&gt;
| Chordata || Reptilia || Crocodilia || Crocodylidae || [[Saltwater crocodile man]]&lt;br /&gt;
|-&lt;br /&gt;
| Chordata || Reptilia || Squamata: &amp;lt;small&amp;gt;Gekkota:Gekkomorpha&amp;lt;/small&amp;gt; || Eublepharidae || [[Leopard gecko man]]&lt;br /&gt;
|-&lt;br /&gt;
| Chordata || Reptilia || Squamata: &amp;lt;small&amp;gt;Scinciformata&amp;lt;/small&amp;gt; || Scincidae || [[Skink man]]&lt;br /&gt;
|-&lt;br /&gt;
| Chordata || Reptilia || Squamata: &amp;lt;small&amp;gt;Laterata&amp;lt;/small&amp;gt; || Lacertoidea: Lacertidae || [[Lizard man]]&lt;br /&gt;
|-&lt;br /&gt;
| Chordata || Reptilia || Squamata: &amp;lt;small&amp;gt;Toxicofera:Anguimorpha&amp;lt;/small&amp;gt; || Helodermatidae || [[Gila monster man]]&lt;br /&gt;
|-&lt;br /&gt;
| Chordata || Reptilia || Squamata: &amp;lt;small&amp;gt;Toxicofera:Anguimorpha&amp;lt;/small&amp;gt; || Varanidae || [[Monitor lizard man]]&lt;br /&gt;
|-&lt;br /&gt;
| Chordata || Reptilia || Squamata: &amp;lt;small&amp;gt;Toxicofera:Iguania&amp;lt;/small&amp;gt; || Chamaeleonidae || [[Chameleon man]]&lt;br /&gt;
|-&lt;br /&gt;
| Chordata || Reptilia || Squamata: &amp;lt;small&amp;gt;Toxicofera:Iguania&amp;lt;/small&amp;gt; || Dactyloidae || [[Anole man]]&lt;br /&gt;
|-&lt;br /&gt;
| Chordata || Reptilia || Squamata: &amp;lt;small&amp;gt;Toxicofera:Iguania&amp;lt;/small&amp;gt; || Iguanidae || [[Iguana man]]&lt;br /&gt;
|-&lt;br /&gt;
| Chordata || Reptilia || Squamata: &amp;lt;small&amp;gt;Toxicofera:Serpentes&amp;lt;/small&amp;gt; ||   || [[Serpent man]]&lt;br /&gt;
|-&lt;br /&gt;
| Chordata || Reptilia || Squamata: &amp;lt;small&amp;gt;Toxicofera:Serpentes&amp;lt;/small&amp;gt; || Boidae || [[Anaconda man]]&lt;br /&gt;
|-&lt;br /&gt;
| Chordata || Reptilia || Squamata: &amp;lt;small&amp;gt;Toxicofera:Serpentes&amp;lt;/small&amp;gt; || Colubridae || [[Kingsnake man]]&lt;br /&gt;
|-&lt;br /&gt;
| Chordata || Reptilia || Squamata: &amp;lt;small&amp;gt;Toxicofera:Serpentes&amp;lt;/small&amp;gt; || Elapidae || [[Black mamba man]]&lt;br /&gt;
|-&lt;br /&gt;
| Chordata || Reptilia || Squamata: &amp;lt;small&amp;gt;Toxicofera:Serpentes&amp;lt;/small&amp;gt; || Elapidae || [[King cobra man]]&lt;br /&gt;
|-&lt;br /&gt;
| Chordata || Reptilia || Squamata: &amp;lt;small&amp;gt;Toxicofera:Serpentes&amp;lt;/small&amp;gt; || Pythonidae || [[Python man]]&lt;br /&gt;
|-&lt;br /&gt;
| Chordata || Reptilia || Squamata: &amp;lt;small&amp;gt;Toxicofera:Serpentes&amp;lt;/small&amp;gt; || Viperidae || [[Adder man]]&lt;br /&gt;
|-&lt;br /&gt;
| Chordata || Reptilia || Squamata: &amp;lt;small&amp;gt;Toxicofera:Serpentes&amp;lt;/small&amp;gt; || Viperidae || [[Bushmaster man]]&lt;br /&gt;
|-&lt;br /&gt;
| Chordata || Reptilia || Squamata: &amp;lt;small&amp;gt;Toxicofera:Serpentes&amp;lt;/small&amp;gt; || Viperidae || [[Rattlesnake man]]&lt;br /&gt;
|-&lt;br /&gt;
| Chordata || Reptilia || Squamata: &amp;lt;small&amp;gt;Toxicofera:Serpentes&amp;lt;/small&amp;gt; || Viperidae &amp;lt;small&amp;gt;(or Elapidae or Colubridae)&amp;lt;/small&amp;gt; || [[Copperhead snake man]]&lt;br /&gt;
|-&lt;br /&gt;
| Chordata || Reptilia || Testudines || Chelydridae || [[Snapping turtle man]]&lt;br /&gt;
|-&lt;br /&gt;
| Chordata || Reptilia || Testudines || Emydidae or Geoemydidae || [[Pond turtle man]]&lt;br /&gt;
|-&lt;br /&gt;
| Chordata || Reptilia || Testudines || Testudinidae || [[Desert tortoise man]]&lt;br /&gt;
|-&lt;br /&gt;
| Chordata || Reptilia || Testudines || Testudinidae || [[Giant tortoise man]]&lt;br /&gt;
|-&lt;br /&gt;
| Mollusca || Cephalopoda: &amp;lt;small&amp;gt;Coleoids&amp;lt;/small&amp;gt; || Octopodiformes: Octopoda ||   || [[Octopus man]]&lt;br /&gt;
|-&lt;br /&gt;
| Mollusca || Cephalopoda: &amp;lt;small&amp;gt;Coleoids&amp;lt;/small&amp;gt; || Decapodiformes: Sepiida ||   || [[Cuttlefish man]]&lt;br /&gt;
|-&lt;br /&gt;
| Mollusca || Cephalopoda: &amp;lt;small&amp;gt;Coleoids&amp;lt;/small&amp;gt; || Decapodiformes:  ||   || [[Squid man]]&lt;br /&gt;
|-&lt;br /&gt;
| Mollusca || Cephalopoda: &amp;lt;small&amp;gt;Nautiloids&amp;lt;/small&amp;gt; || Nautilida || Nautilidae || [[Nautilus man]]&lt;br /&gt;
|-&lt;br /&gt;
| Mollusca || Gastropoda || Littorinimorpha || Naticidae || [[Moon snail man]]&lt;br /&gt;
|-&lt;br /&gt;
| Mollusca || Gastropoda ||   ||   || [[Slug man]]&lt;br /&gt;
|-&lt;br /&gt;
| Mollusca || Gastropoda ||   ||   || [[Snail man]]&lt;br /&gt;
|-&lt;br /&gt;
| Porifera ||   ||   ||   || [[Sponge man]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; Merostomata is the historical order containing the Horseshoe crab man&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;**&amp;lt;/nowiki&amp;gt; Cave fish man is likely in one of these orders: Characiformes, Cypriniformes, Siluriformes, Gymnotiformes, Percopsiformes, Ophidiiformes, Cyprinodontiformes, Synbranchiformes, Scorpaeniformes, Gobiiformes, Anabantiformes&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>Urist Mchateselves</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Talk:Adamantine&amp;diff=306266</id>
		<title>Talk:Adamantine</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Talk:Adamantine&amp;diff=306266"/>
		<updated>2025-01-16T16:50:52Z</updated>

		<summary type="html">&lt;p&gt;Urist Mchateselves: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Lack of raw files ==&lt;br /&gt;
&lt;br /&gt;
Hey, I realized that the raws for adamantine aren't included in this page. Is this intended? --[[User:Urist Mchateselves|Urist Mchateselves]] ([[User talk:Urist Mchateselves|talk]]) 13:41, 16 January 2025 (UTC)&lt;br /&gt;
: Umm, yes they are? They're just in the '''middle''' of the page (at the bottom of the &amp;quot;Application&amp;quot; section, just above the &amp;quot;major spoilers&amp;quot; warning), not at the very bottom. --[[User:Quietust|Quietust]] ([[User talk:Quietust|talk]]) 14:05, 16 January 2025 (UTC)&lt;br /&gt;
: I'm an idiot, sorry. --[[User:Urist Mchateselves|Urist Mchateselves]] ([[User talk:Urist Mchateselves|talk]]) 16:50, 16 January 2025 (UTC)&lt;/div&gt;</summary>
		<author><name>Urist Mchateselves</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Talk:Adamantine&amp;diff=306251</id>
		<title>Talk:Adamantine</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Talk:Adamantine&amp;diff=306251"/>
		<updated>2025-01-16T13:41:19Z</updated>

		<summary type="html">&lt;p&gt;Urist Mchateselves: /* Lack of raw files */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Lack of raw files ==&lt;br /&gt;
&lt;br /&gt;
Hey, I realized that the raws for adamantine aren't included in this page. Is this intended?&lt;br /&gt;
--[[User:Urist Mchateselves|Urist Mchateselves]] ([[User talk:Urist Mchateselves|talk]]) 13:41, 16 January 2025 (UTC)&lt;/div&gt;</summary>
		<author><name>Urist Mchateselves</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Legendary_artifact&amp;diff=306229</id>
		<title>Legendary artifact</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Legendary_artifact&amp;diff=306229"/>
		<updated>2025-01-14T18:05:09Z</updated>

		<summary type="html">&lt;p&gt;Urist Mchateselves: /* Non-player artifacts */ I recall seeing quite a bit of pre-made artifact furniture in worldgen/Legends. I this really true?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{old}}&lt;br /&gt;
[[File:artifact_sprite_preview.png|right]][[Dwarf|Dwarves]] in [[strange mood]]s will create '''legendary artifacts''': unique, &amp;quot;named&amp;quot; [[item]]s which are of unsurpassable [[Item quality|quality]] (and often, [[value]] as well). An artifact is the ultimate expression of a dwarf's desires, fears, memories and hopes in art-form, and each dwarf will produce at most one in their lives (or [[insanity|die]] trying). Dwarves that create an artifact immediately gain enough [[experience]] to boost them to [[legendary]] level in the affected [[Strange mood#Skills and workshops|skill]], unless they were [[Strange mood#Possessed|possessed]].&lt;br /&gt;
 &lt;br /&gt;
Dwarves drop artifacts in the [[workshop]] as soon as they are made. They can be traded, just like any item of their type, or stolen, sold or warred over, and may transfer between civilizations in those ways. Note that artifacts can be constructs that are not normally available to the player, such as metal [[bed]]s or doors made from [[gem]]s. A list of all artifacts in the fortress can be seen by pressing {{Menu icon|O}}.&lt;br /&gt;
&lt;br /&gt;
== Uses ==&lt;br /&gt;
[[File:artifact_announce_v50.png|thumb|400px|right|Announcement of a finished artifact.]][[File:v50_artifact_preview.png|thumb|400px|An artifact gypsum bed.]][[File:artifact_list.png|thumb|400px|right|Small list of artifacts.]] Artifacts are normally of extremely high [[value]] and [[quality]], and can be used just like normal items of their type; they're therefore extremely useful in any situation where value or quality are important. Note that material and weight calculations still apply, so an artifact sword made of dingo bone, or an artifact breastplate made of gold, are not going to be overwhelmingly powerful.&lt;br /&gt;
=== Furniture ===&lt;br /&gt;
Artifact [[door]]s and [[hatch]]es provide indestructible, instantly-lockable gates.&lt;br /&gt;
&lt;br /&gt;
Artifact [[furniture]] of high value can be placed in [[room]]s to greatly increase the room's value (and hence quality), which can be useful to meet the room quality requirements of [[noble]]s. They can also be placed in high-traffic areas of the fort, so that dwarves that pass by (or over) them will get happy [[thought]]s from admiring them. Artifact [[mechanism]]s can be turned into [[lever]]s and [[trap]]s, which count as furniture.&lt;br /&gt;
&lt;br /&gt;
Certain artifact types (barrels, buckets, mechanisms, etc.) can be used as components in some buildings; doing so will multiply the artifact's effect on fortress value. They can also potentially be displayed on a [[pedestal]] or in a [[display case]].&lt;br /&gt;
&lt;br /&gt;
=== Weapons/Armor ===&lt;br /&gt;
Artifact equipment gets a large &amp;amp;times;3 quality bonus to their weapon accuracy and armor deflection values (compared to &amp;amp;times;2 to masterwork); this is not enough to make totally inappropriate materials competitive with, say, [[steel]] masterwork equipment. Also note that while they will be half again as more accurate, artifact blades do not have a sharper edge than masterwork items of their material; in other words, their material type modifiers remain unchanged, and they will do no more damage than a regular item of their type (though they will never dull.)&lt;br /&gt;
&lt;br /&gt;
Artifact [[weapon]]s (if not being used in the military) can be put into a [[trap#Weapon Trap|weapon trap]], which will make it count as valuable [[furniture]].&lt;br /&gt;
&lt;br /&gt;
=== Finished Goods ===&lt;br /&gt;
[[File:Artifact Storage.png|thumb|right|300px|Finished goods are not particularly useful, only adding to your [[wealth]] (and all of the things that entails). This bin is clutter for the fortress, valuable only for trading, but any and every thief's dream score, an object of worship for three different [[kobold]] [[civilization]]s. ASCII mode.]]&lt;br /&gt;
An artifact gem is called a perfect gem and functions the same as a large gem, having all the same uses, i.e., none, other than boosting fortress value and trading. [[Display case]]s and [[pedestal]]s can also be used to show off otherwise-useless artifact crafts.&lt;br /&gt;
&lt;br /&gt;
=== Cages ===&lt;br /&gt;
Artifact cages and animal traps are unique, in that they are capable of containing '''any''' type of vermin creature without them ever escaping - by comparison, certain types of vermin can gnaw, fly, or immolate their way out of ordinary cages depending on their materials.&lt;br /&gt;
&lt;br /&gt;
Any other art (including other artifacts) that references an artifact cage will mention what animals are currently in it - the artifact quality of the cage makes it capable of magically self-updating in all references to it in the world.&lt;br /&gt;
&lt;br /&gt;
== Non-player artifacts ==&lt;br /&gt;
Artifacts can be created in [[World generation|world generation]] and [[World activities|afterwards]]:&lt;br /&gt;
&lt;br /&gt;
*Non-player dwarves can also be taken by '''strange moods''' and create artifacts of their own, except for furniture.{{Verify}}&lt;br /&gt;
*All original '''[[book]]s''', regardless of form or content, are considered artifacts - copies are not, however.&lt;br /&gt;
*Some heroic events in world generation will trigger the naming of an object. For instance, a warrior may [[name]] a piece of equipment that they were carrying when they slew a [[megabeast]]. This can be any kind of gear, from the weapon they used to kill it, to a low boot they were wearing (that, presumably, proved critical in combat). Once named, these '''heroic objects''' are also considered artifacts, though their quality and properties remain unchanged. Assuming the person who named it didn't die, they will still be in possession of it.&lt;br /&gt;
*Some artifacts qualify as '''holy relics'''; generated from a body part or clothing item that belonged to a [[religion]]'s dead high priest. These are usually stored in a [[temple]], separately from the remainder of the corpse, and displayed on a [[pedestal]] or in a [[display case]].&lt;br /&gt;
*Some creatures will be blessed with [[necromancy]] through an artifact slab gifted by a [[deity]].&lt;br /&gt;
*[[Vault|Certain spoilery locations]] contain a different kind of artifact slab.&lt;br /&gt;
&lt;br /&gt;
Once created, artifacts are subject to various [[claim]]s that depend on the circumstances surrounding their creation: if it's a single person (as opposed to an entity), the creator can '''keep''' it for themselves, '''gift''' it to their parent entity, or claim it as a '''family heirloom'''. This can be shown in Fortress mode, where the artifact creation announcement will also include the nature of the claim: &amp;quot;He/She offers it to &amp;lt;entity&amp;gt;&amp;quot;, &amp;quot;He/she claims it as a family heirloom&amp;quot;/&amp;quot;He/she claims it as a family heirloom in the name of the family ancestor &amp;lt;figure&amp;gt;&amp;quot; or &amp;quot;He/she claims it as a personal treasure&amp;quot;. On the other hand, if an entity was responsible for its creation, the entity will keep its claim on it (e.g. a [[religion]] and its priests over a holy relic, or a [[library]] and its [[scholar]]s over a book).&lt;br /&gt;
&lt;br /&gt;
Regardless of their nature or classification, artifacts will then be subjected to the turmoil of the world:&lt;br /&gt;
&lt;br /&gt;
*The bearer can be killed in combat, by enemies from another [[civilization]] or a [[megabeast]]. Often, the slayer will loot the artifact for themselves and keep it, [[claim]] it as a family heirloom themselves, or return it to their parent entity.&lt;br /&gt;
*More peaceful artifact transfers also happen for diplomacy purposes.&lt;br /&gt;
*Artifacts claimed as family heirlooms are passed down to descendants, if the bearer dies of old age. Those initial couples all get associated family structures, and then those links are passed along to the children and so forth. The descendant is chosen according to &amp;quot;importance&amp;quot;, or otherwise at random.&lt;br /&gt;
*If stored at a [[site]], the artifact can be stolen by creatures prone to thieving, like [[kobold]]s. If the site becomes invaded, the artifact can likewise be robbed by an invader.&lt;br /&gt;
*If a family or entity becomes deprived of an artifact they had laid a claim on, they may send representatives to claim it back: these come in the form of [[Quester|questers]] or [[Agent|agents]] roaming the world to gather information in more or less covert ways. Depending on the nature of the entities involved, they may approach the matter in different ways: a civilization may go to [[war]] if they find out the artifact resides in another civilization's site, or they may send mercenaries to kill a beast that stole it.&lt;br /&gt;
*Sometimes, artifacts can be &amp;quot;lost in the wilds&amp;quot;. The circumstances surrounding such events are unclear, but this means they're effectively lost, for all intents and purposes: foreign questers will wander the world fruitlessly in search of it (unless they happen to stumble upon the artifact's exact spot in the entire world, which is extraordinarily unlikely), and squads you [[mission|send to retrieve]] it will never return due to a bug. &lt;br /&gt;
&lt;br /&gt;
As a player, you may interact with these artifacts in (currently two) different ways:&lt;br /&gt;
&lt;br /&gt;
=== Fortress mode ===&lt;br /&gt;
[[File:df_agents_deal.png|thumb|226px|right|A mayor attending a parley with goblins, discussing an artifact.]]You may send [[Squad|squads]] of dwarves on a [[mission]] to &amp;quot;retrieve&amp;quot; an artifact from a site. (If the artifact wasn't created by your fortress, it's not so much &amp;quot;retrieval&amp;quot; as &amp;quot;theft&amp;quot;.) This includes sites residing outside civilizations, such as [[Necromancer|necromancer]] [[Tower|towers]] containing books of interest. If the artifact's location is not known, you may send your squads off to gather information on its whereabouts.&lt;br /&gt;
&lt;br /&gt;
Note that the site's entity will keep its claim on the artifact you've stolen:&lt;br /&gt;
*If you're caught, expect a retaliatory invasion. If you've raided a site from a civilization you were at peace with, what you made was a declaration of [[war]].&lt;br /&gt;
*If you're not caught, you may still receive visits from [[Agent|agents]] and [[Quester|questers]] inquiring about the artifact's location. Once they know it's in your fortress, they may demand you bring it back, or sneak back with the intent to come back with an army to make their demands more convincing.&lt;br /&gt;
&lt;br /&gt;
Under the rumour system, artifacts created in your fortress can also become known to foreign sites and civilizations. Some of their [[historical figure]]s may then lay claim to your artifacts, and plot to steal them.&lt;br /&gt;
&lt;br /&gt;
=== Adventure mode ===&lt;br /&gt;
As an adventurer, you may receive quests to retrieve artifacts. The nature of the quest will be as diverse as the nature of artifacts and claimants thereof. Therefore, the difficulty can range from 'piece of cake' to 'nigh-impossible' (if the artifact was claimed, say, by a [[demon]] lord of a [[goblin]] civilization). Once you're in possession of an artifact, you may encounter other parties who have laid a [[claim]] on it. It is up to you (and the circumstances, e.g. if a third party happens to be well-armed and greater in numbers than yours) to decide which party to satisfy. Alternatively, if the artifact happens to be very useful, such as a strange mood-generated steel sword, you may simply decide to keep it for yourself and leave all troubles behind. Note that completing quests for artifacts will increase your [[reputation]], and flaunting your artifacts visibly in front of onlookers will trigger [[rumor]]s.&lt;br /&gt;
&lt;br /&gt;
=== Legends mode ===&lt;br /&gt;
The artifacts' creation history and storage locations are recorded during world generation and can be discovered in [[Legends]] mode. For example, artifact scepters may become symbols of various rulers.&lt;br /&gt;
&lt;br /&gt;
== Other notes ==&lt;br /&gt;
Artifacts cannot be designated for dumping or melting, nor be damaged by building destroyers or fire, although they will ignite and burn as is normal for their material type.  They can be lost in pits, carried off the map by flows, stolen by thieves, atom-smashed by bridges, or melted by extreme heat.  The loss of an artifact does not appear to affect the happiness of its creator.&lt;br /&gt;
&lt;br /&gt;
In [[Main:Dwarf Fortress Talk|Dwarf Fortress Talk]] [http://www.bay12games.com/media/df_talk_7_transcript.html #7], Toady stated that even when atom smashed, or melted by extreme heat (or destroyed in any other manner) the artifact will not be deleted but instead receive a &amp;quot;Hidden&amp;quot; flag, which causes the item to respawn in a random location on the site in which it was destroyed, perfectly unharmed, after reclaiming a fort or visiting it in adventure mode. However, in a [[Main:Future of the Fortress|Future of the Fortress]] post he stated &amp;quot;Artifacts being indestructible by default appears to be gone&amp;quot;, due to an &amp;quot;utterly destroyed or transformed&amp;quot; flag.{{cite forum|169696/8395484}}&lt;br /&gt;
&lt;br /&gt;
After creation, an artifact cannot be further decorated (by encrusting it with gems, studding it with metal, or sewing images into it)  - a pitiful gabbro scepter, for instance, cannot be made more valuable.&lt;br /&gt;
&lt;br /&gt;
Artifacts disappear from the artifact list upon abandoning a fortress.  Artifact creation has a wider selection of possible item types for several skills, occasionally resulting in artifact items that could not be made normally, like bone shields or metal beds.&lt;br /&gt;
&lt;br /&gt;
Artifacts and their mechanics were the topic of [[Main:Dwarf Fortress Talk|Dwarf Fortress Talk]] [http://www.bay12games.com/media/df_talk_7_transcript.html #7]. The future of artifacts was discussed in a [http://www.bay12games.com/media/df_talk_7_transcript_2.html separate portion] of that cast.&lt;br /&gt;
&lt;br /&gt;
Artifacts can be disabled in [[d_init.txt]].  Artifacts created by happy dwarves (i.e. not fell or macabre moods) have a 1% chance to be named after the dwarf who created them.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- == Bugs ==&lt;br /&gt;
* In adventure mode, named items and artifacts disappear from inventory after leaving site.{{bug|1179}}&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
{{Translation| dwarven = gomath zan | elvish = liceva ethóca | goblin = olzul anust | human = en ricdil}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Items}}&lt;br /&gt;
{{Category|Lore}}&lt;br /&gt;
[[ru:Legendary artifact]]&lt;/div&gt;</summary>
		<author><name>Urist Mchateselves</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Dwarf&amp;diff=306228</id>
		<title>Dwarf</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Dwarf&amp;diff=306228"/>
		<updated>2025-01-14T17:57:29Z</updated>

		<summary type="html">&lt;p&gt;Urist Mchateselves: /* Fortress mode */ Cave adaptation works now.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Masterwork}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|image=Dwarf sprite.png&lt;br /&gt;
|portrait=df_dwarf_portrait.png&lt;br /&gt;
|death=nobutcher&lt;br /&gt;
|contrib=no&lt;br /&gt;
|wiki=Dwarf (mythology)&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
[[File:Bersek dwarf.png|thumb|right|«''Berserk Dwarf''». Art by [[User:Jeff Agudelo|Jeff Agudelo]]]]&lt;br /&gt;
[[File:Full steel dwarf.png|thumb|right|«''Full steel warrior''». Art by [[User:Jeff Agudelo|Jeff Agudelo]]]]&lt;br /&gt;
[[Image:Dwarf.jpg|206px|thumb|This is a masterfully-designed engraving of a Dwarf and a battle axe.]]&lt;br /&gt;
'''Dwarves''' (singular, '''Dwarf''') are [[Stupid dwarf trick|&amp;quot;intelligent&amp;quot;]], [[alcohol]]-[[Creature_token#ALCOHOL_DEPENDENT|dependent]], {{Catlink|Humanoids|humanoid}} [[creature]]s that are the featured [[civilization|race]] of [[fortress mode]], as well as being playable in [[adventurer mode]]. They are well known for their stout physique and prominent [[beard]]s (on the males), which begin to grow from birth; dwarves are stronger, shorter, stockier, and hairier than the average [[human]], have a heightened sense of their surroundings and possess perfect darkvision. Dwarves live both in elaborate underground [[fortress]]es carved from the [[mountain|mountainside]] and above-ground [[hillock]]s, are naturally gifted [[miner]]s, [[metalsmith]]s, and [[stone crafter]]s, and value the acquisition of [[wealth]] and [[value|rare]] [[metal]]s above all else.&lt;br /&gt;
&lt;br /&gt;
Dwarven civilizations typically form (mostly) peaceful, trade-based relationships with [[human]]s and [[elves]], but are bitter enemies with [[goblin]]s, and consider [[kobold]]s a petty annoyance. Dwarven babies become [[children]] one year after birth, grow up to become adults at their eighteenth birthday, and live to be around 150-170 years of age.&lt;br /&gt;
&lt;br /&gt;
Well-trained dwarves are a menace in combat; they are the only race that can enter a [[martial trance]] when beset by multiple foes, granting them a major combat bonus, and their emphasis on mining and metalworking ensures access to the best [[weapon|arms]] and [[armor]]. They are incapable, however, of riding [[mount]]s, and will always fight on foot. Note, however, that this is only applicable to player controlled dwarves in fortress mode, as they have access to mounts if they're the invading force of a [[siege]].&lt;br /&gt;
&lt;br /&gt;
Dwarves speak the [[Main:Dwarven language|dwarven language]].&lt;br /&gt;
&lt;br /&gt;
Some non-dwarves [[Preferences|like]] dwarves for their ''beards''.&lt;br /&gt;
&lt;br /&gt;
== Fortress mode ==&lt;br /&gt;
Dwarves are the current default race in fortress mode, as in, the only one that can be played without [[modding]]. As a [[trading]] race, dwarves will send a [[caravan]] every year in [[Calendar|Autumn]]. These merchants will bring back tales of a fortress's wealth and goods, which will attract [[immigration|immigrant]]s, and the [[outpost liaison]] will bring news about the goings on of the world centered mainly on the player's civilization, including results of [[mayor]]al elections, flight of various refugee groups from their forts and hillocks during [[war]]s, and replacement of [[monarch]]s if the previous incumbent dies with or without an heir.&lt;br /&gt;
&lt;br /&gt;
Dwarves may occasionally be [[Strange mood|inspired]] to create a [[legendary artifact]], an item of masterful crafting and great value. A dwarf who is successful in this quest will in most cases become a [[skill|legendary]] worker in that profession; however, if the appropriate materials are not available, the dwarf will instead go [[insanity|insane]]. Dwarves with the dream of creating a great work of art long for a strange mood to strike them.&lt;br /&gt;
&lt;br /&gt;
Being underground creatures, dwarves are not fond of the sun, and when exposed to it after [[Cave_adaptation|spending long enough in the dark]], they will experience negative thoughts and vomiting, which will be worse and last for longer the longer they have spent underground.&lt;br /&gt;
&lt;br /&gt;
Dwarves react to stress depending on their [[personality trait]]s; some react with fear or violence unless they've become sufficiently [[discipline]]d (or numbed) to such things, while others will not feel anything unless the stress is particularly personal. When pushed to unhappiness by unfortunate events, dwarves will go into emotional breakdowns depending on their personalities, ranging from [[depression]] to aggressive [[tantrum]]s – it is not uncommon to find tantruming dwarves overturning furniture, injuring others, and generally being rowdy. Nevertheless, they also have a strong sense of [[justice]], and those who damage property or other dwarves may find themselves incarcerated, or – in extreme cases – on the receiving end of the [[hammerer]]'s corporal punishment, though unintentionally fatal beatings from the fortress guard are not unusual. While older versions of the game were famed for their &amp;quot;tantrum spirals&amp;quot;, where dwarves would enrage each other in a domino effect and destroy the fortress in the process, these are not as common in the current day, though a stressed dwarf is nonetheless a plentiful source of [[fun]].&lt;br /&gt;
&lt;br /&gt;
== Adventurer mode ==&lt;br /&gt;
Dwarven fortresses exist in adventurer mode, both in their world-generated and player-made forms. They can be a good source of dwarf-sized [[armor]] (as human armor is too large for dwarves).&lt;br /&gt;
&lt;br /&gt;
Most human weapons must be wielded two-handed by dwarves, due to their size, except, of course, the weapons that dwarves can also make.&lt;br /&gt;
&lt;br /&gt;
== Ethics ==&lt;br /&gt;
[[File:Dancing dwarves crayon.jpg|thumb|250px|This is a crayon drawing. All craftsdwarfship is of the highest quality. On the item is an image of dwarves in crayon. The dwarves are laughing. The dwarves are dancing. On the item are signatures of [[Main:ThreeToe|Zach]] and [[Main:Toady One|Tarn Adams]] in crayon.]]&lt;br /&gt;
&lt;br /&gt;
Morally speaking, dwarven [[ethics]] most closely resembles human and elven ethics, agrees somewhat with kobold and [[animal people]] ethics, and disagrees strongly with goblin ethics. Unlike elves, dwarves find the devouring of dead enemies unthinkable, and will not butcher or consume intelligent beings (goblins see this as a personal matter). They are entirely opposed to torture of any sort for any reason, unlike elves, humans, kobolds and animal people (who find certain forms of torture acceptable) and especially goblins, who find all torture acceptable. Dwarves tolerate animal trophies but shun those who keep trophies of sapient beings, and find those who keep trophies of other dwarves appalling. Dwarves find the killing of animals, enemies and plants completely acceptable, unlike elves, kobolds and animal people. An exception to this is the killing of neutral beings, which is sanctioned as long as the killing had been officially ordered. A dwarf found to have participated in assault, theft, trespassing or vandalism will be seriously punished; some crimes such as killing other dwarves, breaking oaths, slavery and treason are punishable by death. On the other hand, lying is considered a personal matter.&lt;br /&gt;
&lt;br /&gt;
Dwarves highly value craftsmanship, and deeply respect law, loyalty, family, friendship, truth, artwork, skill and hard work. They place a certain degree of value on martial prowess, cooperation, fairness, independence, stoicism, commerce, merriment, leisure time and perseverance. They have no respect for nature.&lt;br /&gt;
&lt;br /&gt;
== Community outlook ==&lt;br /&gt;
Dwarves have accumulated a reputation among players for being slow-witted, although to be fair, this is more a function of the game itself (and certain consequences thereof) than it is the fault of the dwarves. The instances of dwarven stupidity are numerous; examples include [[dodging]] into thin air (off of cliffs and into [[river]]s), never accounting for [[water]] [[flow]] (and being swept off of [[waterfall]]s to a watery grave several [[z-level]]s below), always taking the easy [[path]]s (even through a pond [[syndrome|poisoned]] with toxic [[forgotten beast]] blood), climbing across tree branches and falling into the lakes or ponds the branches hang over, building [[construction]]s from the wrong side (trapping themselves within), [[channel]]ing the floor one &amp;lt;s&amp;gt;is&amp;lt;/s&amp;gt; was standing on, wandering off to do dangerous things ([[web|collecting webs]] when a [[giant cave spider]] is visibly lurking), and generally disregarding dangerous circumstances (carrying back friendly [[corpse]]s even when the goblins that have rendered them horizontal are a mere two feet away).&lt;br /&gt;
&lt;br /&gt;
Dwarves also have the reputation of being incredibly irritable, becoming stressed at the slightest provocation. The problem was compounded by dwarven touchiness in previous versions of the game; they easily became depressed, throwing tantrums that spiraled out of control for what seemed like minor reasons (e.g. a temporary lack of [[wear|unworn]] [[clothing#The_great_sock_obsession|socks]]). This inevitably led to players' emphasis of the &amp;quot;dwarfy&amp;quot;: failsafe designs, machinery in place of dwarfpower, fun with [[magma]], seizing control of the environment, killing all the cute fuzzy animals, strip-mining the whole place hollow, etc. It is a great insult to be called an [[elf]], implying that the player is apt to sit around and gaze at trees, living in the world rather than bending it to their will.&lt;br /&gt;
&lt;br /&gt;
In accounts of exploits or [[fun]], the generic name ''[[main:Urist|Urist]]'' is often used in place of any specific dwarf name, often because the default dwarf names are complex, random, and hard to remember. Several other nicknames for dwarves also exist; some are less polite than others.&lt;br /&gt;
&lt;br /&gt;
== Mythology ==&lt;br /&gt;
In real-life mythology, dwarves are much like humans, but generally prefer to live underground and/or in mountainous areas. In their fortresses they have accumulated treasures of [[gold]], [[silver]], and [[gem|precious stones]], and pass their time fabricating costly weapons and armor. They are famed miners and smiths, although, like humans, they can specialize in any number of trades. Generally shorter than humans, they are on average stockier and hairier, and usually sport full beards. Though slow runners and poor riders, dwarves are excellent warriors and defenders of their strongholds. Dwarves have the ability to forge magical items, which shows off their culture's and species' natural craftsmanship. For instance, dwarven smiths created some of the greatest and most powerful items of mythology, which inspired the in-game [[strange mood]]s and [[legendary artifact]]s.&lt;br /&gt;
&lt;br /&gt;
== Myths concerning dwarves ==&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
&lt;br /&gt;
Dwarves, much like the Biblical hero Samson, actually gain their strength from their beards. (Think back to Gimli, of Jackson's LOTR; &amp;quot;NOT THE BEARD&amp;quot;). There is some speculation among philosophers and biologists of other species whether there is a connection between alcohol and the near godlike properties dwarves exhibit, to which most dwarves respond with a roaring cascade of laughter, before bashing the offending creature's head in and chuckling, &amp;quot;''is'' there a connection?&amp;quot;, while suddenly deciding to create an artifact due to the unexpected boost in happiness.&lt;br /&gt;
&lt;br /&gt;
This brings us to the question of why dwarves become sad when they see a fellow dwarf killing a creature. In this, most species are only partially correct in the assumption that the dwarf regrets the loss of life. The real reason dwarves become upset, occasionally becoming melancholic and often throwing fits, is due to the regret that '''they''' were not the cause of said loss of life. This is especially true when the creature slain belongs to one of the following categories, in ascending order of amount regretted:&lt;br /&gt;
      A) &amp;quot;LnT&amp;quot;    Large and Threatening&lt;br /&gt;
      B) &amp;quot;SCnI&amp;quot;   Small, Cute and Innocent&lt;br /&gt;
      C) &amp;quot;FB&amp;quot;     Forgotten Beast (titans, forgotten beasts and other large &amp;quot;fun&amp;quot; included here)&lt;br /&gt;
      D) &amp;quot;g&amp;quot;      Goblins&lt;br /&gt;
      E) &amp;quot;k&amp;quot;      Kobolds&lt;br /&gt;
      Z) &amp;quot;ë&amp;quot;      Elves&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{gamedata|title=Entity ([[civilization]]) Raws|{{raw|v50:entity_default.txt|ENTITY|MOUNTAIN}}}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Races}}&lt;br /&gt;
{{Category|Humanoids}}&lt;br /&gt;
{{Category|Creatures}}&lt;br /&gt;
[[zh:Dwarf]]&lt;/div&gt;</summary>
		<author><name>Urist Mchateselves</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Finished_goods&amp;diff=306226</id>
		<title>Finished goods</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Finished_goods&amp;diff=306226"/>
		<updated>2025-01-14T14:22:09Z</updated>

		<summary type="html">&lt;p&gt;Urist Mchateselves: /* Large gems */ Now possible to make in v50&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
[[File:finished_goods_preview.png|right]]'''Finished goods''' are items that go to a finished goods [[stockpile]] when made. Many of these items are frequently referred to as trade goods as they are lightweight and suitably valuable  for [[trading]]. They include '''crafts''', '''goblets''', '''instruments''', '''toys''' and '''totems''', some of which have several subtypes.  &lt;br /&gt;
&lt;br /&gt;
Finished good types with several subtypes may have generic workshop orders to produce random subtype items, e.g. &amp;quot;Make crafts&amp;quot;. Additionally, some specific subtypes of goods can be ordered directly at an appropriate workshop or through the [[manager]]. If you have a mandate to make rings, you can order rings directly, instead of waiting for a generic &amp;quot;crafts&amp;quot; job to produce rings; others, like puzzleboxes, though, can only be produced by generic jobs (&amp;quot;toys&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
Some types of trade goods (crafts and goblets) can be produced in multiples. It is possible to get up to three crafts from a single resource. Skill does not affect the chance to produce multiples.&lt;br /&gt;
&lt;br /&gt;
==Types of trade goods==&lt;br /&gt;
&lt;br /&gt;
===Clothing===&lt;br /&gt;
{{main|Clothing}}&lt;br /&gt;
All clothing is stored in finished goods piles. Dwarves will replace their worn-out clothing automatically. Clothes can also be exported, but they are not especially valuable, unless they're made of exotic materials, like [[giant cave spider]] [[silk]].&lt;br /&gt;
&lt;br /&gt;
===Crafts===&lt;br /&gt;
{{imagefix|[[File:figurine_sprite.png|left]]|11}} Crafts include [[figurine|'''figurines''']], [[jewelry|'''rings''', '''earrings''', '''amulets''', '''bracelets''', '''crowns''']], and '''[[scepter]]s'''. Some subtypes of crafts can reference [[historical figure]]s and events (figurines, for example); this does not have any meaningful effect on the value of the craft.&lt;br /&gt;
&lt;br /&gt;
One generic order to &amp;quot;make crafts&amp;quot; consumes one resource and produces one to three items, two on average. All subtypes, if they can be produced from the chosen material, have an identical chance to be produced. Some crafts, such as bracelets, can be worn by dwarves like clothing.&lt;br /&gt;
&lt;br /&gt;
Gem and glass crafts cannot be made directly. They may only be produced randomly by gem cutting jobs.&lt;br /&gt;
&lt;br /&gt;
===Flasks===&lt;br /&gt;
{{main|Flask}}&lt;br /&gt;
Metal flasks are made at a [[metalsmith's forge]]. Leather flasks are called '''waterskins''', and are made in a [[leather works]]. Glass flasks are called '''vials''', and are made in a [[glass furnace]]. Flasks will be used by soldiers and hunters, allowing them to transport water or booze for drinking.&lt;br /&gt;
&lt;br /&gt;
===Goblets===&lt;br /&gt;
[[File:goblet_sprite.png]] / {{Tile|¶|7:1}} Goblets have no subtypes, but have different names depending on the material from which they are made: [[metal]] and [[glass]] goblets are simply '''goblets''', [[stone]] goblets are called '''mugs''', and [[wood]]en goblets are called '''cups'''.&lt;br /&gt;
&lt;br /&gt;
Goblets are always produced at a 3:1 ratio. Metal goblets are made at a [[metalsmith's forge]]. Glass goblets are made at a [[glass furnace]]. Rock mugs and wooden cups are made at a [[craftsdwarf's workshop]].&lt;br /&gt;
&lt;br /&gt;
Goblets can be used by dwarves for [[drink]]ing. If no goblets are available in a dining room stockpile or a coffer in a [[tavern]], a thirsty dwarf can drink [[alcohol]] straight from the [[barrel]], but this will result in an unhappy [[thought]]. If a dwarf is unable to use their arms, they will stall on picking up a goblet rather than drinking straight from the barrel{{bug|9440}}. Goblets can also be used to transport liquids in [[adventurer mode]].&lt;br /&gt;
&lt;br /&gt;
===Instruments===&lt;br /&gt;
{{main|Instruments}}&lt;br /&gt;
[[File:instrument_sprite.png]] / {{Tile|¿|7:1}} Instruments can be composed of one or more components made from specific materials. The presence of multiple high-value components can increase the trade value of an instrument far beyond any other finished good. Instruments can also be used by [[performer]]s in [[tavern]]s or [[temple]]s.&lt;br /&gt;
&lt;br /&gt;
===Toys===&lt;br /&gt;
[[File:toys_sprites.png]] / {{Tile|æ|7:1}} Toys include '''mini-forges''', '''toy hammers''', '''toy axes''', '''toy boats''', and '''puzzleboxes'''. Dwarven children can play with toys.&lt;br /&gt;
&lt;br /&gt;
===Totems===&lt;br /&gt;
[[File:skull_sprite.png]] / {{Tile|ç|7:1}} Totems are made from skulls by a [[bone carver]] at a [[craftsdwarf's workshop]].&lt;br /&gt;
&lt;br /&gt;
Although totems have the same base [[value]] as all other crafts, totems made from the skulls of more valuable animals like [[unicorn]]s will fetch a hefty price.&lt;br /&gt;
&lt;br /&gt;
===Large gems===&lt;br /&gt;
[[File:large_rock_gem_sprite.png]] / {{Tile|♦|7:1}} Large gems have no subtypes. Large gems can be ordered to be cut from most materials, with gems and glass being two notable exceptions. For [[gem]] or [[glass]] large gems, a gem cutting job will occasionally produce a large gem. It can be assumed that this represents the rarity of large gem-quality rough gemstones, and the difficulty of creating thick evenly structured glass pieces. Large gems currently have no use beyond trade.&lt;br /&gt;
&lt;br /&gt;
==Materials==&lt;br /&gt;
Most materials can be used to make trade goods - on occasion, a [[dwarf]] in a [[strange mood]] will make a trade good out of a material not normally suited for it (e. g., a bone toy).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|'''Material'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|'''Labor'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|'''Workshop'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|'''Crafts'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|'''Goblets'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|'''Toys'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|'''Large Gems'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|'''Instruments'''&lt;br /&gt;
|-&lt;br /&gt;
| [[Stone]]||[[Stone crafter|Stonecrafting]]||[[Craftsdwarf's workshop]]||Y||Y||Y||Y||Y&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Wood]]||[[Wood crafter|Woodcrafting]]||[[Craftsdwarf's workshop]]||Y||Y||Y&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;||Y||Y&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Leather]]||[[Leatherworker|Leatherworking]]||[[Craftsdwarf's workshop]]||Y&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;||N||N||N||Y&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Cloth]]&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;||[[Clothier|Clothesmaking]]||[[Craftsdwarf's workshop]]||Y&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;||N||N||N||N&lt;br /&gt;
|-&lt;br /&gt;
| [[Bone]]&amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt;||[[Bone carving]]||[[Craftsdwarf's workshop]]||Y||N||N||Y||Y&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Shell]]||[[Bone carving]]||[[Craftsdwarf's workshop]]||Y||N||N||Y||Y&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Horn]]||[[Bone carving]]||[[Craftsdwarf's workshop]]||Y||N||N||Y||Y&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Ivory]]||[[Bone carving]]||[[Craftsdwarf's workshop]]||Y||N||N||Y||N&lt;br /&gt;
|-&lt;br /&gt;
| [[Pearl]]||[[Bone carving]]||[[Craftsdwarf's workshop]]||Y||N||N||Y||N&lt;br /&gt;
|-&lt;br /&gt;
| [[Ceramic]]||[[Potter|Pottery]]||[[Kiln]] or [[Magma kiln]]||Y||N||N||N||Y&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Wax]]||[[Wax worker|Wax working]]||[[Craftsdwarf's workshop]]||Y||N||N||N||N&lt;br /&gt;
|-&lt;br /&gt;
| [[Metal]]||[[Metalcrafting]]||[[Metalsmith's forge]] or [[Magma forge]]||Y||Y||Y||Y||Y&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Glass]]||[[Glassmaker|Glassmaking]]||[[Glass furnace]] or [[Magma glass furnace]]||Y&amp;lt;sup&amp;gt;6&amp;lt;/sup&amp;gt;||Y||Y||Y&amp;lt;sup&amp;gt;6&amp;lt;/sup&amp;gt;||Y&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Gem|Gems]]||[[Gem cutting]]||[[Jeweler's workshop]]||Y&amp;lt;sup&amp;gt;6&amp;lt;/sup&amp;gt;||N||N||Y&amp;lt;sup&amp;gt;6&amp;lt;/sup&amp;gt;||N&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Instruments and their components are procedurally generated items; the materials they can be made from depend on the particular world.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; Wooden toys can only be made using the job [[manager]], as the craftsdwarf's workshop interface does not permit selecting them. {{bug|3119}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; [[Adamantine]] cloth cannot be used to make crafts. (Adamantine crafts can be created at a [[metalsmith's forge]]).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt; Amulets, earrings and bracelets are the only crafts that can be produced from [[leather]], [[plant]] cloth, and [[silk]] cloth. All crafts can be produced from [[yarn]] cloth.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt; Skull totems, like bone crafts, are made by a bone carver at a craftsdwarf's workshop.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;6&amp;lt;/sup&amp;gt; Prior to v50, crafts and large gems were produced randomly by cutting jobs at a [[jeweler's workshop]], with the [[gem cutting]] labor. Raw glass possibly has a 33% chance to be cut into a large gem or a craft (with 11 crafts for every 16 large gems). Raw gems have a 5% chance to be cut into a large gem or a craft (with 1 craft for every 8 large gems).&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Reference: the fact that boats cannot be built in Dwarf Fortress because of cave-ins --&amp;gt;&lt;br /&gt;
The existence of toy boats indicates that the dwarf civilization does have the concept of using specialized vehicles to travel on water. However, due to the nature of [[Physics |Urist's principle]], there is some difficulty in scaling them up to a usable level.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Reference: Nintendo &amp;quot;GameCube&amp;quot; video game console --&amp;gt;&lt;br /&gt;
Some dwarven children insist on calling puzzleboxes &amp;quot;game cubes&amp;quot;. Scholars have yet to determine why.&lt;br /&gt;
&lt;br /&gt;
{{Category|Items}}&lt;br /&gt;
{{Industry}}&lt;br /&gt;
[[ru:Finished goods]]&lt;/div&gt;</summary>
		<author><name>Urist Mchateselves</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Adventurer_mode&amp;diff=306198</id>
		<title>Adventurer mode</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Adventurer_mode&amp;diff=306198"/>
		<updated>2025-01-13T19:21:07Z</updated>

		<summary type="html">&lt;p&gt;Urist Mchateselves: Article quality.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{old}}&lt;br /&gt;
{{Quality|Tattered}}&lt;br /&gt;
{{av}} &lt;br /&gt;
:''This is a detailed reference guide for Adventurer Mode. For a beginner tutorial, see [[Adventure mode quick start]], or see [[Adventure mode quick reference]] to quickly look up key commands.''&lt;br /&gt;
&lt;br /&gt;
[[File:df_adventurer.jpg|thumb|300px|right|A player-controlled adventurer about to embark on a journey with a somewhat predictable end, not realizing the [[fun]] nature of the game.&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;''Art by HonorbruSudoku''&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
'''Adventurer mode''' (also called &amp;quot;Adventure mode&amp;quot; or simply &amp;quot;Adventure&amp;quot;) allows you to embark on an [http://en.wikipedia.org/wiki/Sandbox_game open world] [https://en.wikipedia.org/wiki/Roguelike roguelike] adventure to explore the worlds you have generated. You create a character, or party, from any race playable in that world ([[dwarf]], [[human]], [[elf]], [[goblin]], necromantic [[experiment]], [[animal person]], etc.), then visit any part of the world, where you can learn about what ails the inhabitants, and optionally go on [[quest]]s to end those troubles (or get brutally slaughtered trying).&lt;br /&gt;
&lt;br /&gt;
You may venture into the wilderness to find [[cave]]s, [[cavern]]s, [[shrine]]s, [[lair]]s, abandoned [[Tower_(necromancy)|tower]]s, other [[Site|towns and settlements]], and more—you can even visit your previously abandoned or retired [[fortress]]es and take all the precious items you yourself once created. You and your companions can also build [[camp]]s, though building and crafting options are currently quite limited compared to [[dwarf fortress mode]] (without [[User:Valos/Adventurecraft|mods]]).&lt;br /&gt;
&lt;br /&gt;
As of v50.01, Adventurer Mode has been temporarily disabled, pending a future update that will overhaul its UI and menus. As of April 17 2024, the premium version has a beta that allows players to play in adventure mode.&lt;br /&gt;
&lt;br /&gt;
==World selection==&lt;br /&gt;
&lt;br /&gt;
You can play adventure mode in any world that has a civilization with the {{token|ALL_MAIN_POPS_CONTROLLABLE|entity}} token (which are [[dwarf]], [[human]], and [[elf]]).&lt;br /&gt;
Each species has its own preferred style of settlement:&lt;br /&gt;
* Dwarves are spread between [[fortress]]es (which are built into the surface and almost always connect to the underground), &amp;quot;deep sites&amp;quot; (which sometimes do not contain a direct connection to the surface), and &amp;quot;hill dwarves&amp;quot; (who inhabit a loose collection of [[hillock|mounds]] built into hillsides).&lt;br /&gt;
* Elves inhabit [[forest retreat]]s.&lt;br /&gt;
* Humans inhabit cities, towns, and the occasional above-ground fortress.&lt;br /&gt;
* Goblins typically live in [[dark fortress|dark fortresses]] and [[dark pits]].&lt;br /&gt;
* Lastly, animal people can live with any civilization, in virtually any location.&lt;br /&gt;
&lt;br /&gt;
Human cities and [[town]]s, and dwarven fortresses, are currently the only sites with shops and other places to officially buy goods, not including taverns (which can also exist in elven sites but only sell rooms and drinks). If you have previously built a fort in the world that you select, your adventurer will be able to go visit it. The activity levels of the fortress will depend on whether you decided to &amp;quot;retire&amp;quot; it or abandon it:&lt;br /&gt;
* If retired, you will likely be able to encounter all the inhabitants from the year of retirement in Fortress Mode, though likely not at the same level of activity as before.&lt;br /&gt;
* If abandoned, the fortress will be considered deserted (''which pretty much means'' &amp;quot;'''don't abandon, if you were planning to have any further interaction whatsoever'''&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
== Character creation ==&lt;br /&gt;
{{main|Adventurer mode character creation}}&lt;br /&gt;
&lt;br /&gt;
=== Race and civilization ===&lt;br /&gt;
&lt;br /&gt;
[[Adventurer_mode_gameplay#Party_members|Party members]] can be of any race that is a member of a playable civilization, which usually includes dwarves, elves, and humans—adventurers of any race can complete the same quests. More races can be made playable (e.g. [[angel]]s) by [[mission|conquering]] their [[site]]s in fortress mode.&lt;br /&gt;
&lt;br /&gt;
* '''Dwarves''' can usually start with steel weapons, enter a [[martial trance]] when fighting multiple foes at once, and can see in the dark. As a smaller creature, they're unable to wear human [[clothing]] and [[armor]], but wear the same [[size]] as elves and goblins.&lt;br /&gt;
&lt;br /&gt;
* '''Elves''' have higher natural speed, a notably sharper sense of smell, and a natural friendliness with wild animals, but start with very weak wooden weapons and have a more limited list of weapon skills during character creation. Like dwarves, they wear smaller-sized clothing.&lt;br /&gt;
&lt;br /&gt;
* '''Humans''' begin with copper, bronze, or iron weapons, and the widest variety of weapon skills. Humans are larger than the other main races, meaning armor from other civilizations is too small, but that also means they are slightly better in combat.&lt;br /&gt;
&lt;br /&gt;
* '''Intelligent Wilderness Creatures''', or [[animal people]], come in various sizes, shapes and abilities, and therefore, may not be able to wear armor sized for the more common races (with some exceptions, that you can find in this [[list of creatures by adult size]]). The very largest of them can be very good in combat, especially if with armor made for them in a player fortress. Some will be carnivorous or herbivorous which will limit their food options.&lt;br /&gt;
&lt;br /&gt;
* '''Outsiders''' are humans who are not part of any civilization. Playing as an outsider has some initial limitations—they possess no pre-existing relationships or cultural knowledge, such as [[rumor]]s, wildlife, [[art]], [[musical forms]], musical [[instrument]]s, clothing types, etc.; including cultural practices, such as hair styles and trimming nails. When selecting skills for outsiders during creation, many more (or far fewer){{verify}} skills may be available than would otherwise be if they were part of a civilization. They will also have access to all possible pets (although some cost more character creation points than are available), and weapons and armor made from most every metal available, including some you cannot normally use. However, they will not have access to any other items, including the very important backpack and waterskin. Be aware that outsiders can't [[claim]] sites unless they become a member of a civilization.&lt;br /&gt;
&lt;br /&gt;
* '''[[Goblin]]s''' and '''[[Experiment]]s''' that have joined one of the playable civilizations will also be playable. Goblins do not need to eat or drink, and wear the same size armor/clothing as dwarves and elves.  Experiments vary in size and details. The main race of the civilization they joined will determine what equipment will be available in character creation; if they joined the dwarves, steel may be available, but if they joined the elves, only wood will be available.&lt;br /&gt;
&lt;br /&gt;
=== Destiny ===&lt;br /&gt;
&lt;br /&gt;
Affects the level of guidance and direction received. All destinies have access to the same features, with higher destinies providing stronger guidance and starting conditions.&lt;br /&gt;
*'''[[Chosen]]:''' Adventurer receives the aid of a [[Deity|supernatural parent or patron]], and all benefits of Hero mode. Requires [[temple]]s to have been built.&lt;br /&gt;
*'''Hero:''' Some direction for a quick start. Compass directs to nearby [[site]]s. Starts as a [[hearthperson]] from a market [[site]] if possible. [[Adventurer_mode_gameplay#Companions|companion recruitment]] is easier.&lt;br /&gt;
*'''Ordinary:''' Sandbox. No special mechanics or added restrictions on character creation.&lt;br /&gt;
&lt;br /&gt;
=== Difficulty ===&lt;br /&gt;
&lt;br /&gt;
Determines the number of starting skill, attribute points, and equipment points which do not change based on race:&lt;br /&gt;
*'''Hard:''' 15 attribute, 35 skill, 55 equipment&lt;br /&gt;
*'''Normal:''' 35 attribute, 95 skill, 255 equipment&lt;br /&gt;
*'''Easy:''' 105 attribute, 161 skill, 1255 equipment&lt;br /&gt;
The number of skill points is less significant than the number of attribute points, because the time it takes to go from Hard to Easy in skill terms is much less than what it would take to go from Hard to Easy in attribute terms.&lt;br /&gt;
&lt;br /&gt;
=== Archetypes ===&lt;br /&gt;
&lt;br /&gt;
There are a number of predefined archetypes that an adventurer can select, corresponding to a choice of [[Combat skill|weapon]] or [[performance]] specialization. In addition to providing a set of [[skill]]s and [[attribute]]s relevant to the choice, archetypes also add one level in [[swimmer]] and in [[reader]].&lt;br /&gt;
&lt;br /&gt;
Attributes and skills can be further customized after choosing an archetype, either from a sample archetype or from a blank slate.&lt;br /&gt;
&lt;br /&gt;
=== Starting attributes ===&lt;br /&gt;
&lt;br /&gt;
:'' See [[Adventurer mode character creation#Starting attributes|this page]] for more info about adventurer mode starting attributes, or [[Attribute|this page]] for full info about attributes &lt;br /&gt;
&lt;br /&gt;
A creature has numerous attributes which affect its performance at various tasks, split into physical factors associated with the body, and mental factors associated with the soul.&lt;br /&gt;
&lt;br /&gt;
==== Body ====&lt;br /&gt;
&lt;br /&gt;
*'''Strength''': Improves melee attack damage, damage resistance and encumbrance limits. Increases leg strength to movement velocity, but increased muscle layer mass reduces speed.&lt;br /&gt;
*'''Agility''': Improves movement speed, attack velocity and potential attack rate. All combat skills, especially defensive ones, rely on it.&lt;br /&gt;
*'''Toughness''': Reduces physical damage inflicted on you, and also relates to defensive combat skills.&lt;br /&gt;
*'''Endurance''': Reduces the rate at which the adventurer becomes exhausted—exhaustion progressively penalizes physical skills and rate of movement, to the point of immobility and [[unconscious]]ness.&lt;br /&gt;
*'''Recuperation''': Increases the rate of wound healing.&lt;br /&gt;
*'''Disease Resistance''': Reduces risk of contracting syndromes (including infection) and the negative effects when active (including alcohol-induced.)&lt;br /&gt;
&lt;br /&gt;
==== Soul ====&lt;br /&gt;
&lt;br /&gt;
Some of these are demonstrably useful for adventure-mode-applicable skills, but the effects of the attributes aren't clearly understood. For ideas on how they may be applied, see [[Attribute#Skills_By_Soul_Attribute|a list of skills organized by attributes.]].&lt;br /&gt;
&lt;br /&gt;
*'''Analytical Ability''': Useful for Tracker, Knapping and Student.&lt;br /&gt;
*'''Focus''': Affects Archer, Ambusher, Observer. Makes it easier to become focused from fulfilled [[need]]s.&lt;br /&gt;
*'''Willpower''': Affects melee combat(''as in, Fighter''), Crutch Walker and Swimmer to a minor extent. Willpower helps resist the negative effects of status ailments such as Pain, Stunned, Unconscious, and all states of exhaustion and [[food]]/[[Thirst|drink]]/[[sleep]] deprivation.&lt;br /&gt;
*'''Creativity''': This influences quality of poems, songs, dances, and crafts.&lt;br /&gt;
*'''Intuition''': Helps with Observer, which aids in spotting concealed enemies, ambushes, and identifying attacks from opponents.&lt;br /&gt;
*'''Linguistic Ability''': Affects any speaking and writing ability, improves the ability to communicate thoughts and feelings to listeners/readers.&lt;br /&gt;
*'''Spatial Sense''': Important. Affects combat skills, Ambusher, Crutch Walker, Swimmer, Observer, and Knapping &lt;br /&gt;
*'''Musicality''': Influences the adventurer's ability to perform music and song well.&lt;br /&gt;
*'''Kinesthetic Sense''': Affects most combat skills, crutch-walking, swimming and dancing to a greater extent.&lt;br /&gt;
*'''Empathy''': Affects social skills, such as Persuader, Flatterer, Judge of Intent, and other Social skills that may not be applicable in adventurer mode.&lt;br /&gt;
*'''Social Awareness''': Increases the number of followers you can have at a given [[reputation|fame]] level.&lt;br /&gt;
*'''Memory''': Increases how much local area information you can maintain before it begins to be overwritten—important to navigate [[Fortress|fortresses]] and underground mazes.&lt;br /&gt;
*'''Patience''': Not useful for players. Determines how well or long a non-player character will tolerate negative dialogue towards them, such as insulting or ignoring them.&lt;br /&gt;
&lt;br /&gt;
=== Starting skills ===&lt;br /&gt;
&lt;br /&gt;
:'' See [[Adventurer mode character creation#Starting skills|this page]] for more info about adventurer mode starting skills, or [[Skills|this]] and [[Combat skill|this]] pages for full info about skills.&lt;br /&gt;
&lt;br /&gt;
Not all races have the same sets of skills available at character creation time, but keep in mind that almost all starting skills, as well as ones not available at character creation, can be improved through use in-game (except for skills that require you to already have some experience to improve further, such as swimming or reading).&lt;br /&gt;
&lt;br /&gt;
This section will specifically address starting skills as they relate to adventure mode. For a full description of combat skills, see [[Combat skill]].&lt;br /&gt;
&lt;br /&gt;
==== Weapon ====&lt;br /&gt;
&lt;br /&gt;
Includes [[Axeman]], [[Bowman]], [[Crossbowman]], [[Hammerman]], [[Knife user|Knife User]], [[Lasher]], [[Maceman]], [[Pikeman]], [[Spearman]] and [[Swordsman]].&lt;br /&gt;
&lt;br /&gt;
Each skill enables the character to use the appropriate weapon more effectively.&lt;br /&gt;
&lt;br /&gt;
Note that different races, particularly dwarves, may have different names for their weapon skills. These [[Creature token#PROFESSION_NAME|names]] are defined in the [[Creature token|creature raws]], as can be seen in the [[Dwarf/raw|dwarf raws]]. Note that a dwarven Crossbowman is called a Marksdwarf, and [[bow]] skill is just called Bowdwarf.&lt;br /&gt;
&lt;br /&gt;
Weapons may be chosen on the embark screen before starting an adventure.&lt;br /&gt;
&lt;br /&gt;
==== General combat ====&lt;br /&gt;
&lt;br /&gt;
Includes [[Fighter]] and [[Archer]].&lt;br /&gt;
&lt;br /&gt;
These skills improve effectiveness of melee (Fighter) or ranged (Archer) combat, regardless of the weapon used. Fighter skill also improves unarmed combat, Archer also improves throwing.&lt;br /&gt;
&lt;br /&gt;
==== Defence skills ====&lt;br /&gt;
&lt;br /&gt;
Including [[Shield user|Shield User]], [[Armor user|Armor User]] and [[Dodger]], these skills improve the character's ability to defend, using a shield, armor or dodging. Starting out with good ability in one (especially Shield User or Armor User) if not all, is strongly advised.&lt;br /&gt;
&lt;br /&gt;
==== Unarmed combat and improvised weapons ====&lt;br /&gt;
&lt;br /&gt;
Including [[Wrestler]], [[Striker]], [[Kicker]], [[Biter]], [[Thrower]] and [[Miscellaneous object user]]; while some of them come in handy at times, they can generally be raised fairly easily in-game, especially Wrestler and Thrower.&lt;br /&gt;
&lt;br /&gt;
==== Movement and awareness ====&lt;br /&gt;
&lt;br /&gt;
Includes [[Observer]], [[Swimmer]], [[Ambusher]], [[Climber]], [[Tracker]] and [[Crutch-walker]].&lt;br /&gt;
&lt;br /&gt;
Observer is hard to train, and adding some points here is advisable. Swimmer is almost impossible to train without at least Novice level, and Adequate level is advised because Adequate swimmers do not drown while stunned.&lt;br /&gt;
&lt;br /&gt;
==== Other ====&lt;br /&gt;
&lt;br /&gt;
Includes [[Knapper]], [[Bone carver]], [[Writer]], [[Carpenter]], [[Persuader]], [[Judge of intent]], [[Flatterer]], [[Musician]], [[Speaker]], [[Poet]], [[Singer]], [[Dancer]], [[Stringed instrumentalist]], [[Wind Instrumentalist]], [[Percussionist]], [[Keyboardist]], [[Reader]] (a Novice level of Reading is required in order to become a [[necromancer]]), [[Butcher]] and [[Wordsmith]].&lt;br /&gt;
&lt;br /&gt;
==== [[Personality]] ====&lt;br /&gt;
&lt;br /&gt;
All the aspects of who an adventurer is as an individual, determining their wants, desires, and ultimate [[Personality traits, values, and dreams#Dreams|goals]], as well as their tolerance for stimuli like combat, trauma, and death.&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
&lt;br /&gt;
{{main|Adventurer mode gameplay}}&lt;br /&gt;
&lt;br /&gt;
=== Common UI concepts ===&lt;br /&gt;
&lt;br /&gt;
{{KeyConventions|3}}&lt;br /&gt;
&lt;br /&gt;
=== [[Adventurer mode gameplay#Moving around|Moving around]] ===&lt;br /&gt;
&lt;br /&gt;
You can move around using {{k|8}} {{k|2}} {{k|4}} {{k|6}} {{k|7}} {{k|9}} {{k|1}} {{k|3}} or {{k|↑}} {{k|↓}} {{k|←}} {{k|→}}. Use {{k|Shift}} + {{k|&amp;lt;}} or {{k|Shift}}+{{key|5}} (num lock off) to ascend up the stairs and {{k|Shift}}+{{k|&amp;gt;}} or {{k|Ctrl}}+{{key|5}} (num lock off) to descend. You can also fast travel—press {{k|T}} to enter fast travel mode and {{k|d}} to exit it. Entering fast travel mode will allow you to move large distances in a single keypress—of course, the same amount of time will go by, and you can also be interrupted (ambushed) while moving in fast travel mode.&lt;br /&gt;
&lt;br /&gt;
=== Status and information ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border:1px solid #ccc;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{k|l}}&lt;br /&gt;
| Look around&lt;br /&gt;
|-&lt;br /&gt;
| {{k|Space}}&lt;br /&gt;
| Advance/Clear Messages&lt;br /&gt;
|-&lt;br /&gt;
| {{Menu icon|a}}&lt;br /&gt;
| View Announcements&lt;br /&gt;
|-&lt;br /&gt;
| {{Adv menu icon|z}}&lt;br /&gt;
| Status&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Looking around ====&lt;br /&gt;
&lt;br /&gt;
If you're not sure what a tile is, the {{k|l}}ook command will tell you. In addition to being useful for identifying tiles and creatures, you can also view creatures' equipment and what items are sitting on the ground in a given tile. If in doubt, try the look command:&lt;br /&gt;
&lt;br /&gt;
Move the cursor to the tile you want to look at, using the direction keys and {{k|Shift}}+direction. It's possible to look up and down z-levels (assuming you have line of sight) using the {{k|&amp;lt;}} and {{k|&amp;gt;}} keys. This, for example, allows you to find out if any flying creatures are above you. Hit {{k|Esc}} to exit look mode and go back to movement mode.&lt;br /&gt;
&lt;br /&gt;
==== Messages ====&lt;br /&gt;
&lt;br /&gt;
The game makes frequent use of messages on the screen to tell you what's going on - if there are a lot of these, you may need to use {{k|Space}} to display the rest of the messages that won't fit on the screen. You can always go back and view old messages by pressing {{Menu icon|a}}.&lt;br /&gt;
&lt;br /&gt;
==== Status screen ====&lt;br /&gt;
&lt;br /&gt;
This screen shows your skills, attributes, wounded body parts, health (along with more detailed descriptions of your wounds), lets you view your description, and change your nickname if you want.&lt;br /&gt;
&lt;br /&gt;
==== Saving the game ====&lt;br /&gt;
&lt;br /&gt;
Hit the {{Menu icon|Esc}} key at any time and select {{DFtext|Save Game}} to save your game, so you can come back later by using the {{DFtext|Continue Playing}} option in the main menu.&lt;br /&gt;
&lt;br /&gt;
=== Searching and manipulating ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border:1px solid #ccc;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{k|u}}&lt;br /&gt;
| Interact with building, furniture, or mechanism&lt;br /&gt;
|-&lt;br /&gt;
| {{Adv menu icon|L}}&lt;br /&gt;
| Search the nearby area very carefully&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The {{k|u}} key can be used to do stuff like pull levers in an abandoned fort, or lower and raise the bucket when standing right next to a well; so you can get water to refill your waterskin with.&lt;br /&gt;
&lt;br /&gt;
{{Adv menu icon|L}} will perform a thorough search of the area that you're standing in, possibly revealing some [[Vermin|small creatures]].&lt;br /&gt;
&lt;br /&gt;
=== [[Adventurer mode gameplay#Managing equipment|Managing equipment]] ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border:1px solid #ccc;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{Adv menu icon|i}}&lt;br /&gt;
| Show Inventory&lt;br /&gt;
|-&lt;br /&gt;
| {{Adv menu icon|d}}&lt;br /&gt;
| Drop an item&lt;br /&gt;
|-&lt;br /&gt;
| {{Adv menu icon|g}}&lt;br /&gt;
| Get (pickup) an item off the ground&lt;br /&gt;
|-&lt;br /&gt;
| {{Adv menu icon|p}}&lt;br /&gt;
| Put an item into a container&lt;br /&gt;
|-&lt;br /&gt;
| {{Adv menu icon|r}}&lt;br /&gt;
| Remove an item you are wearing or from a container&lt;br /&gt;
|-&lt;br /&gt;
| {{Adv menu icon|w}}&lt;br /&gt;
| Wear an item&lt;br /&gt;
|-&lt;br /&gt;
| {{Adv menu icon|I}}&lt;br /&gt;
| Interact with an object in an advanced way (unstick a [[weapon]], refill a [[waterskin]], etc.).&lt;br /&gt;
|-&lt;br /&gt;
| {{Adv menu icon|q}}&lt;br /&gt;
| Sheath your weapons and shield (frees your hands for tasks such as climbing or grabbing). &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Press {{Adv menu icon|i}} to display a list of what you are currently carrying. Press {{k|-}} {{k|+}} {{k|*}} {{k|/}} to scroll through the list—it will show you if items are being worn, held in the hands, stuck on your body, or are inside a container. Detailed information about an object can be viewed by pressing the key associated with the item.&lt;br /&gt;
&lt;br /&gt;
You can {{Adv menu icon|d}} drop items out of your inventory, as well as {{Adv menu icon|g}} get items on the ground, on the same tile that you are standing on. If there is more than one item, a menu will be listed. Press {{k|-}} {{k|+}} {{k|*}} {{k|/}} to scroll the list if it is too long to fit on the screen. Note that getting something makes your adventurer pick it up with their hands—this often means that you have to use {{Adv menu icon|q}} to sheathe whatever you have in your hands, before you pick something up. If you do not have a backpack, or some other way of storing the object, your adventurer will not pick the item up.&lt;br /&gt;
&lt;br /&gt;
Items can be placed into containers with {{Adv menu icon|p}} and removed with {Adv menu icon|r}}, or be worn using {{Adv menu icon|w}} and removed using {{Adv menu icon|r}} (the same command used for removing from containers).&lt;br /&gt;
&lt;br /&gt;
There is no command for wielding items such as [[weapon]]s in specific hands. Instead, they are automatically equipped when you either {{Adv menu icon|g}} get them from the ground or {{Adv menu icon|r}} remove them from your [[backpack]]—provided the hand that would wield them is free. (You only require free hands to equip weapons on the ground—you can remove any number of items from your backpack and equip them all in the same hand.)&lt;br /&gt;
&lt;br /&gt;
Carrying too much weight in a character's inventory will cause them to move slower the more they carry beyond their limits. When this happens, an icon appears above the inventory icon. Movement speed is reduced based on how much you exceed your carrying capacity, it will never reach zero however, even if you are carrying hundreds of units above your carrying capacity. Stronger, larger characters are able to carry more.&lt;br /&gt;
&lt;br /&gt;
The {{Adv menu icon|q}} key lets you strap your weapons to your back, which is useful, because you can't climb or wrestle with your hands while holding weapons or other objects.&lt;br /&gt;
&lt;br /&gt;
=== [[Adventurer mode gameplay#Time and weather|Time and weather]] ===&lt;br /&gt;
&lt;br /&gt;
You can see the current date ({{k|D}}), temperature ({{k|P}}) and time and weather ({{k|W}}). At night you won't be able to see nearly as well, and will be more vulnerable to ambush, so it is better to find a shelter before night.&lt;br /&gt;
&lt;br /&gt;
=== [[Adventurer mode gameplay#Sleep|Sleep]] ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border:1px solid #ccc;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{Adv menu icon|Z}}&lt;br /&gt;
| Sleep/wait&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Eventually, your character will become drowsy, and this will get worse until you get sufficient [[sleep]]. &lt;br /&gt;
&lt;br /&gt;
As of 0.47.01, bogeymen are restricted to two kinds of evil regions, but you can still be ambushed by wildlife if you are not sleeping in a safe location (castle, building, abandoned lair).&lt;br /&gt;
&lt;br /&gt;
=== [[Adventurer mode gameplay#Eat and drink|Eat and drink]] ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border:1px solid #ccc;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{Adv menu icon|e}}&lt;br /&gt;
| [[Eat]] or [[drink]] something&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
To find water, you must find a [[river]] or stream, or a [[well]] in a town, and fill your waterskin (or any container) from it, or drink from it directly. You can also pick up snow and melt it by interacting with a campfire, fill containers from barrels of booze in human taverns, lick the blood of your enemies from your weapon, or, in dire straits, even drink your own tears.&lt;br /&gt;
&lt;br /&gt;
=== Combat ===&lt;br /&gt;
&lt;br /&gt;
{{main|Combat#Adventurer mode}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border:1px solid #ccc;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{k|8}} {{k|2}} {{k|4}} {{k|6}} {{k|7}} {{k|9}} {{k|1}} {{k|3}} / {{k|↑}} {{k|↓}} {{k|←}} {{k|→}}&lt;br /&gt;
| Attack adjacent hostile creature&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| {{k|5}}&lt;br /&gt;
| Attack hostile on same tile&lt;br /&gt;
|-&lt;br /&gt;
| {{Adv menu icon|A}}&lt;br /&gt;
| [[Attack]] an adjacent creature&lt;br /&gt;
|-&lt;br /&gt;
| {{Adv menu icon|W}}&lt;br /&gt;
| Wrestle an adjacent creature&lt;br /&gt;
|-&lt;br /&gt;
| {{Adv menu icon|f}}&lt;br /&gt;
| Fire a projectile&lt;br /&gt;
|-&lt;br /&gt;
| {{k|t}}&lt;br /&gt;
| Throw an item&lt;br /&gt;
|-&lt;br /&gt;
| {{Adv menu icon|j}}&lt;br /&gt;
| Jump&lt;br /&gt;
|-&lt;br /&gt;
| {{Adv menu icon|C}}&lt;br /&gt;
| Open combat preferences interface&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Combat includes attacking with or without weapons, aiming attacks, wrestling, archery, throwing, charging, jumping, dodging, blocking, and parrying. See the main article for details, this is just a summary of the keys.&lt;br /&gt;
&lt;br /&gt;
Hostile creatures can be attacked simply by moving towards them using the movement keys. Any visible creature can be attacked by standing next to it and pressing {{k|A}}. (Attacking some creatures will require confirmation, given using  {{k|alt}}+{{k|y}}. This brings up a menu that may offer options to attack, wrestle, parry, block, or dodge.)&lt;br /&gt;
&lt;br /&gt;
With a ranged weapon equipped (bow, crossbow, etc.) press the {{k|f}} key to fire it. Similarly, use the {{k|t}} key to throw any object in your inventory. Just like {{k|l}}ooking, you can aim at enemies on different Z-levels. It is not possible to aim for specific body parts with ranged or thrown attacks.&lt;br /&gt;
&lt;br /&gt;
Jumping at an enemy with {{Adv menu icon|j}} can send them flying, or cause them to dodge, either of which could be useful if they're next to a pit.&lt;br /&gt;
&lt;br /&gt;
During gameplay (not in fast travel mode), you can press {{Adv menu icon|C}} to open the [[Combat#Combat_preferences|Combat Preferences menu]]. There are three different preferences you can set: Attack, Dodge and Charge Defense.&lt;br /&gt;
&lt;br /&gt;
=== Talking ===&lt;br /&gt;
&lt;br /&gt;
{{main|Talking}}&lt;br /&gt;
&lt;br /&gt;
You can talk with people—to begin a conversation or performance, press {{Adv menu icon|k}}, and unless someone else has already started a conversation with you (see below if someone has), you will get a cyan X that can be positioned over people you want to talk to with the normal directional keys—use {{k|-}} and {{k|+}} to select who you want to talk to. Aside from individuals, you can also {{DFtext|Shout out to everybody}}, which will have you talking with everyone in earshot, or you can talk to your deity, or even {{DFtext|Begin Performance}} which includes such things as reciting poetry, telling stories, or dancing, and is very important if you want to be a bard.  After starting conversation, you can trade, take quests, ask for the location of someone or something, ask the listener to join you, etc.&lt;br /&gt;
&lt;br /&gt;
('''Note that you can press {{k|Esc}} to not choose anything—the conversation is still ongoing, you have to explicitly say goodbye to end it. Pressing {{k|Esc}} is useful if you need to double-check something before talking.''')&lt;br /&gt;
&lt;br /&gt;
=== Companions ===&lt;br /&gt;
&lt;br /&gt;
{{main|Adventurer mode gameplay#Companions}}&lt;br /&gt;
&lt;br /&gt;
=== [[Adventurer mode gameplay#Personal finance|Personal finance]] ===&lt;br /&gt;
&lt;br /&gt;
In human towns (not hamlets or castles), you can find shops; in elven trading-trees, markets; and at [[depot]]s in dwarven fortresses, [[broker]]s. Once you're inside of a [[shop]] and right next to any of the NPCs (it doesn't have to be anyone who actually works there), you can use {{Adv menu icon|k}} to {{DFtext|Trade}} with them. &lt;br /&gt;
&lt;br /&gt;
Use {{K|Enter}} to select which items to trade, left/right arrow keys to switch between the list of shop items and your items, and up/down arrow keys to scroll through the lists. Once done, press {{K|t}} to trade. After trading, you will find the stuff you gave on the floor at your feet, and the stuff you got in your inventory. Exchanging items with NPCs who are not in a store works similarly, except they try to take the items from you and equip them/put them in their inventory. Emphasis on ''try'', because if they have no storage containers/cannot (or simply don't want to, as is often the case when giving companions armor) equip the item, they will drop it on the floor. However, since you are not within the confines of a store, these items are no longer considered theirs and you are free to take them back, effectively allowing you to make 100% profit, if you know what you're doing.&lt;br /&gt;
&lt;br /&gt;
You may also pick up the item before buying it, but you should never walk out of a shop carrying an unbought item, as that is theft (of the type people care about. Most methods of acquiring items in adventure mode are labeled as &amp;quot;theft&amp;quot; in legends or rumors, but if the item isn't marked as for sale, nobody cares). This is punishable by death if you are caught, and exile if you are not. &lt;br /&gt;
&lt;br /&gt;
On any occasion when you have stolen goods from a store (indicated by dollar signs on either side of the item in your inventory), the game requires you to exit the site ''and'' move a considerable distance before allowing you to quick travel. If the item name is not surrounded by dollar signs, it is never considered stealing, even in situations where it would be in real life. Very few items are actually capable of being 'stolen', normally limited to whatever is on display in someone's shop (thus, dollar signs as noted above). One of the very few exceptions to this is dwarven fortresses, where there will be a large number of stockpiles underground with items you can't take.&lt;br /&gt;
&lt;br /&gt;
Coins can and will encumber your adventurer, eventually reducing your speed. To reduce that effect, you can try to exchange your copper and silver coins for gold ones, as well as sell all of your loot directly for gold coins.&lt;br /&gt;
&lt;br /&gt;
Coins from one civilization are nearly worthless in others. You can take your excess coinage and use it to purchase [[Gem|large gems]] at a trinket shop. Large gems make good investments because they are 1) light, 2) variably priced, and 3) equally valuable between different civilizations. However, be sure to check the value of gems before taking them—some gems, such as [[green jade|jade]]s or [[pyrite]] are virtually worthless and have a less efficient value/weight ratio than your average sock. If possible, carry your gemstones around in the form of jewel-encrusted clothing, as that is not only more valuable than the sum of its parts, but decorations have no weight and cloth is very light.&lt;br /&gt;
&lt;br /&gt;
If you aren't interested in wasting carrying capacity on worthless trinkets when you could be lugging around actual valuables (like the corpses of your enemies), but also don't want to murder literally everybody who has something you want, actual straight-up theft is possible. Basically, by [[wrestling]], grabbing an item with either of your hands, and {{k|I}}nteracting with it to gain possession; you can take any item from someone's inventory that you desire. Normally, this would count as an assault, but remember, it's not a crime if nobody sees you do it. To minimize the chances of getting caught, you can {{k|S}}neak, which will turn your wrestling attempts into &amp;quot;stealthy grabs&amp;quot;, and wait until nightfall to strike—even the clumsiest adventurer is unlikely to wake someone up while sneak-stealing all their clothes. For those who know their way around [[DFHack]], setting your character's sparring flag on will just flat-out make people not care, as you rip every piece of masterwork armor off their body in broad daylight, but any companions you may have will take this as an invitation to brutally murder your victim.&lt;br /&gt;
&lt;br /&gt;
=== Quest log ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border:1px solid #ccc;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{Adv menu icon|Q}}&lt;br /&gt;
| Open quest log&lt;br /&gt;
|-&lt;br /&gt;
| {{k|Esc}}&lt;br /&gt;
| Exit quest log&lt;br /&gt;
|-&lt;br /&gt;
| {{k|e}} {{k|p}} {{k|a}} {{k|s}} {{k|r}} {{k|b}}&lt;br /&gt;
| Access various lists&lt;br /&gt;
|-&lt;br /&gt;
| {{k|m}}&lt;br /&gt;
| Switch between the world map and additional info&lt;br /&gt;
|-&lt;br /&gt;
| {{k|z}}&lt;br /&gt;
| Center cursor on location of selected list item, if known&lt;br /&gt;
|-&lt;br /&gt;
| {{k|c}}&lt;br /&gt;
| Center cursor on your location&lt;br /&gt;
|-&lt;br /&gt;
| {{k|l}}&lt;br /&gt;
| Toggle the visibility of the line between you and some other point on the map.&lt;br /&gt;
|-&lt;br /&gt;
| {{k|f}}&lt;br /&gt;
| Filter the list&lt;br /&gt;
|-&lt;br /&gt;
| {{k|+}} {{k|-}} {{k|*}} {{k|/}}&lt;br /&gt;
| Navigate the list&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The quest log contains everything you know about the world, such as various events going on, people you know, and various sites. The {{k|m}} key will alternate between a world map that you can navigate, and information on whatever item is highlighted in the list to the right.&lt;br /&gt;
&lt;br /&gt;
There are various kinds of lists you can check on the quest log:&lt;br /&gt;
&lt;br /&gt;
* '''Events''' — A list of events that are happening or have happened. Formatting of the list is {{DFtext|(type)/(description)}}. You can center on the location of the event if you know this. This list is the closest you'll get to some formal quest system.&lt;br /&gt;
* '''People''' — A list of people you know. At the start of the game, this list will contain people in your site.&lt;br /&gt;
* '''Sites''' — A list of various sites around the world.&lt;br /&gt;
* '''Groups''' — A list of groups you know of and your relation to them. Note that you have to press {{k|e}} when you're on the events list in order to reach this list, requiring you to press {{k|e}} at most twice.&lt;br /&gt;
* '''Agreements''' — Your various agreements; this includes tasks given to you by your lord (if a [[hearthperson]]), and why people are traveling with you and the history of your agreements.&lt;br /&gt;
* '''Regions''' — A list of regions. The additional information will list the biomes a region possesses.&lt;br /&gt;
* '''Bestiary''' — A list of creatures, their characteristics, and where you could find them.&lt;br /&gt;
&lt;br /&gt;
=== [[Adventurer mode gameplay#Create|Create]]===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border:1px solid #ccc;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{Adv menu icon|x}}&lt;br /&gt;
| Craft (butcher, create item...)&lt;br /&gt;
|-&lt;br /&gt;
| {{Adv menu icon|P}}&lt;br /&gt;
| Compose or [[Performer|perform]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Adventurers can perform limited crafting. To access the crafting menu, press {{k|x}}. You can sharpen rocks, assemble stone axes, carve bones, make wooden furniture, or butcher.&lt;br /&gt;
&lt;br /&gt;
To compose songs or dances or write books and scrolls, press &lt;br /&gt;
&lt;br /&gt;
=== [[Adventurer mode gameplay#Natural abilities and acquired powers|Interactions]] ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border:1px solid #ccc;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{Adv menu icon|X}}&lt;br /&gt;
| Use ability&lt;br /&gt;
|}&lt;br /&gt;
Natural abilities (spitting, breathing fire, etc.) and acquired powers (such as raising [[undead]]) are utilized via this menu.&lt;br /&gt;
&lt;br /&gt;
=== [[Adventurer mode gameplay#Woodcutting, building and site management|Site management]] ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border:1px solid #ccc;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{Adv menu icon|b}}&lt;br /&gt;
| Found a site and build&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Adventurers can chop down trees for [[wood|resources]], and build their own personal sites to claim as their own—neither of these actions can currently be performed in existing sites, like [[town]]s. Building currently needs wooden logs, obviously acquired by chopping down trees. With a ''non-wooden'' axe in hand, hitting {{Adv menu icon|g}} while next to a tree allows you to chop it down.  Site construction planning persists between save/load, retire/unretire, die/new hero, etc. Each action taken while building, from building a wall to placing down a chair, takes one hour of work to complete.  In building mode, the site can have a {{k|N}}ame assigned to it. Use {{k|z}}ones to assign functions to rooms in the site such as main hall, library, temple, etc.—a site must have a name and at least one zone to become functional.&lt;br /&gt;
&lt;br /&gt;
=== Retirement ===&lt;br /&gt;
&lt;br /&gt;
If you are in a site, you can choose to retire your adventurer from the escape menu, making them a member of the site. &lt;br /&gt;
&lt;br /&gt;
In order to retire at an adventurer-made camp, you must make a mead hall zone and then claim control of the site. After any amount of time spent playing other games in the world, you can resume playing as them, as long as they're still alive, by starting a new adventure game and choosing them from the species list. Between games, you can see what retired adventurers have been up to in [[legends mode]], or, if you prefer, [[DF2014:Utilities#Legends_Viewer|Legends Viewer]]. Your adventurer can still do things while retired, including getting involved in some pretty serious combat (Since you've almost certainly given them some decent combat prowess, that combat may very well be assistance in the defence of the site you retired them in, which is one way they can get killed—if you're hoping to be able to unretire your adventurer later, it might be best to '''avoid retiring in a region of the world where people constantly mention armies on the march'''). Retirement may also be used as a sort of &amp;quot;panic button&amp;quot; if you want to save the life of a favorite character who has gotten into a fight they have no hope of winning, since offloading sites can heal a lot of otherwise-fatal wounds and conditions that block all methods of offloading sites, outside of retirement.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
&lt;br /&gt;
*[[Adventure mode quick reference]], [[Adventure mode quick start|quick start]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Getting Started}}&lt;br /&gt;
{{Category|Adventurer mode}}&lt;br /&gt;
{{Category|Interface}}&lt;br /&gt;
[[ru:Adventurer mode]]&lt;/div&gt;</summary>
		<author><name>Urist Mchateselves</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Talk:Structure&amp;diff=306196</id>
		<title>Talk:Structure</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Talk:Structure&amp;diff=306196"/>
		<updated>2025-01-13T18:11:15Z</updated>

		<summary type="html">&lt;p&gt;Urist Mchateselves: Created page with &amp;quot;== Distinct pages for  zones and structures == Many zones and structures of the same name share the same page. Wouldn't it be better for structures to have their own dedicated...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Distinct pages for  zones and structures ==&lt;br /&gt;
Many zones and structures of the same name share the same page. Wouldn't it be better for structures to have their own dedicated pages instead?&lt;br /&gt;
--[[User:Urist Mchateselves|Urist Mchateselves]] ([[User talk:Urist Mchateselves|talk]]) 18:11, 13 January 2025 (UTC)&lt;/div&gt;</summary>
		<author><name>Urist Mchateselves</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Structure&amp;diff=306195</id>
		<title>Structure</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Structure&amp;diff=306195"/>
		<updated>2025-01-13T18:08:02Z</updated>

		<summary type="html">&lt;p&gt;Urist Mchateselves: Article quality&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Fine}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Structures''' are constructed or erected buildings found in [[site]]s. Structures acquire a history that can be viewed in [[Legends mode]].&lt;br /&gt;
&lt;br /&gt;
=== Types ===&lt;br /&gt;
* [[Catacombs]]&lt;br /&gt;
* [[Counting house]]&lt;br /&gt;
* [[Guildhall]]&lt;br /&gt;
* [[Keep]]&lt;br /&gt;
* [[Library]]&lt;br /&gt;
* [[Market]]&lt;br /&gt;
* [[Mead hall]]&lt;br /&gt;
* [[Sewer]]&lt;br /&gt;
* [[Tavern]]&lt;br /&gt;
* [[Temple]]&lt;br /&gt;
* [[Tomb]]&lt;br /&gt;
* [[Tower (structure)|Tower]]&lt;br /&gt;
* [[Underworld spire]]&lt;br /&gt;
&lt;br /&gt;
{{World}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Adventurer mode}}&lt;/div&gt;</summary>
		<author><name>Urist Mchateselves</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Structure&amp;diff=306194</id>
		<title>Structure</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Structure&amp;diff=306194"/>
		<updated>2025-01-13T18:07:02Z</updated>

		<summary type="html">&lt;p&gt;Urist Mchateselves: Removed old structures from list and added new ones&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;
'''Structures''' are constructed or erected buildings found in [[site]]s. Structures acquire a history that can be viewed in [[Legends mode]].&lt;br /&gt;
&lt;br /&gt;
=== Types ===&lt;br /&gt;
* [[Catacombs]]&lt;br /&gt;
* [[Counting house]]&lt;br /&gt;
* [[Guildhall]]&lt;br /&gt;
* [[Keep]]&lt;br /&gt;
* [[Library]]&lt;br /&gt;
* [[Market]]&lt;br /&gt;
* [[Mead hall]]&lt;br /&gt;
* [[Sewer]]&lt;br /&gt;
* [[Tavern]]&lt;br /&gt;
* [[Temple]]&lt;br /&gt;
* [[Tomb]]&lt;br /&gt;
* [[Tower (structure)|Tower]]&lt;br /&gt;
* [[Underworld spire]]&lt;br /&gt;
&lt;br /&gt;
{{World}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Adventurer mode}}&lt;/div&gt;</summary>
		<author><name>Urist Mchateselves</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Sewers&amp;diff=306193</id>
		<title>Sewers</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Sewers&amp;diff=306193"/>
		<updated>2025-01-13T17:41:15Z</updated>

		<summary type="html">&lt;p&gt;Urist Mchateselves: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Fine}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
[[File:DevlogSewersLargeScale.png|thumb|170px|right|Largescale view of sewers from Bay12 devlog.]]&lt;br /&gt;
'''Sewers''' are underground networks of tunnels found below the streets of a [[town]]. Most sewer tunnels are partially flooded with water, making exploration possible. Water is sourced from nearby [[river]]s. Sewers with no nearby flowing rivers will be completely dry instead. Towns with sewers have visible [[floor grate]]s in the middle of streets.&lt;br /&gt;
&lt;br /&gt;
All sewers have at least one {{DFtext|Sewer Access|5:1}}, as shown in the fast travel screen. The entrances are simple downward ramps or stairs that directly lead down to a walkable section of the sewers. An alternative entryway involves entering through a flooded tunnel by swimming under the river, but unless you're [[amphibious]] or don't require breathing, this method poses a high risk of drowning. [[Catacombs]] can also connect into sewers.&lt;br /&gt;
&lt;br /&gt;
Items and corpses can be found on the floor. If the world has [[cavern]]s present, subterranean [[animal people]] will settle in the sewers. These outcasts will wander around the flooded sections and attack you on sight{{Verify}}. They are armed with [[spear]]s and [[blowgun]]s. Be careful not to dodge into the water without at least an {{DFtext|Adequate|7:1}} [[swimming]] skill, lest the fall stun and drown you. Wild animals with {{token|AMPHIBIOUS|c}} and {{token|LARGE_PREDATOR|c}} tags (e.g. [[alligator]]s) can also take up residence in the sewers.&lt;br /&gt;
&lt;br /&gt;
[[File:Paris sewers, 20 August 2013 022.jpg|thumb|380px|center|Sewers of Paris.]]&lt;br /&gt;
&lt;br /&gt;
{{Translation| dwarven = othsal | elvish = caretha | goblin = oxxo | human = fubag}}&lt;br /&gt;
&lt;br /&gt;
{{World}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Adventurer mode}}&lt;/div&gt;</summary>
		<author><name>Urist Mchateselves</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Catacombs&amp;diff=306192</id>
		<title>Catacombs</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Catacombs&amp;diff=306192"/>
		<updated>2025-01-13T17:37:37Z</updated>

		<summary type="html">&lt;p&gt;Urist Mchateselves: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{Quality|Fine}}&lt;br /&gt;
[[File:DevlogCatacombsLargeScale.png|thumb|250px|right|Largescale view of catacombs from Bay12 devlog.]]'''Catacombs''' are subterranean [[human]]-made [[structure]]s constructed to inter deceased members of their civilization. They are located in [[town]]s, accessible by traversing below [[temple]]s. Catacombs occasionally connect to [[tomb]]s, which specially hold the remains of dead rulers.&lt;br /&gt;
&lt;br /&gt;
Rock passageways and chambers are littered with [[corpse|skeleton]]s. Some chambers contain multiple [[coffin]]s which house the corpses of historical figures, accompanied with grave [[slab]]s marked with information of the deceased. Loot, primarily [[clothing]], are scattered throughout the floor. [[Statue]]s can also be found. Knocking them down will not anger any gods; that must be done at the temple.&lt;br /&gt;
&lt;br /&gt;
Various hostile and nefarious critters such as [[kobold]]s can be encountered in catacombs. [[Town#Criminal organizations|Criminal organizations]] may move their headquarters to catacombs.&lt;br /&gt;
[[File:How we wither.jpg|thumb|230px|center|Where we wither? Or mummies' dinner table?]]&lt;br /&gt;
{{World}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Adventurer mode}}&lt;/div&gt;</summary>
		<author><name>Urist Mchateselves</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Dungeon&amp;diff=306191</id>
		<title>Dungeon</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Dungeon&amp;diff=306191"/>
		<updated>2025-01-13T17:21:59Z</updated>

		<summary type="html">&lt;p&gt;Urist Mchateselves: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{disambig}}&lt;br /&gt;
'''&amp;quot;Dungeon&amp;quot;''' may refer to:&lt;br /&gt;
*[[Dungeon (zone)]]&lt;br /&gt;
*[[Mysterious dungeon]]&lt;br /&gt;
*[[Tower_(structure)#Dungeons|Dungeons (tower addition)]]&lt;br /&gt;
*[[Dungeon_(structure)|Dungeon (removed structure)]]&lt;br /&gt;
[[ru:Dungeon]]&lt;/div&gt;</summary>
		<author><name>Urist Mchateselves</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Dungeon&amp;diff=306190</id>
		<title>Dungeon</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Dungeon&amp;diff=306190"/>
		<updated>2025-01-13T17:21:34Z</updated>

		<summary type="html">&lt;p&gt;Urist Mchateselves: Added link to Tower dungeon page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{disambig}}&lt;br /&gt;
'''&amp;quot;Dungeon&amp;quot;''' may refer to:&lt;br /&gt;
*[[Dungeon (zone)]]&lt;br /&gt;
*[[Mysterious dungeon]]&lt;br /&gt;
*[[Tower_(structure)#Dungeons|Dungeons (Tower addition)]]&lt;br /&gt;
*[[Dungeon_(structure)|Dungeon (removed structure)]]&lt;br /&gt;
[[ru:Dungeon]]&lt;/div&gt;</summary>
		<author><name>Urist Mchateselves</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Dungeon&amp;diff=306189</id>
		<title>Dungeon</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Dungeon&amp;diff=306189"/>
		<updated>2025-01-13T17:10:56Z</updated>

		<summary type="html">&lt;p&gt;Urist Mchateselves: Added old removed dungeons page to list in order to avoid confusion&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{disambig}}&lt;br /&gt;
'''&amp;quot;Dungeon&amp;quot;''' may refer to:&lt;br /&gt;
*[[Dungeon (zone)]]&lt;br /&gt;
*[[Mysterious dungeon]]&lt;br /&gt;
*[[Dungeon_(structure)|Dungeon (removed structure)]]&lt;br /&gt;
[[ru:Dungeon]]&lt;/div&gt;</summary>
		<author><name>Urist Mchateselves</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Sewers&amp;diff=306188</id>
		<title>Sewers</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Sewers&amp;diff=306188"/>
		<updated>2025-01-13T17:04:36Z</updated>

		<summary type="html">&lt;p&gt;Urist Mchateselves: I don't think that I've ever been attacked by subterranean animal people.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Tattered}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
[[File:DevlogSewersLargeScale.png|thumb|170px|right|Largescale view of sewers from Bay12 devlog.]]&lt;br /&gt;
'''Sewers''' are underground networks of tunnels found below the streets of a [[town]]. Most sewer tunnels are partially flooded with water, making exploration possible. Water is sourced from nearby [[river]]s. Sewers with no nearby flowing rivers will be completely dry instead. Towns with sewers have visible [[floor grate]]s in the middle of streets.&lt;br /&gt;
&lt;br /&gt;
All sewers have at least one {{DFtext|Sewer Access|5:1}}, as shown in the fast travel screen. The entrances are simple downward ramps or stairs that directly lead down to a walkable section of the sewers. An alternative entryway involves entering through a flooded tunnel by swimming under the river, but unless you're [[amphibious]] or don't require breathing, this method poses a high risk of drowning. [[Catacombs]] can also connect into sewers.&lt;br /&gt;
&lt;br /&gt;
Items and corpses can be found on the floor. If the world has [[cavern]]s present, subterranean [[animal people]] will settle in the sewers. These outcasts will wander around the flooded sections and attack you on sight{{Verify}}. They are armed with [[spear]]s and [[blowgun]]s. Be careful not to dodge into the water without at least an {{DFtext|Adequate|7:1}} [[swimming]] skill, lest the fall stun and drown you. Wild animals with {{token|AMPHIBIOUS|c}} and {{token|LARGE_PREDATOR|c}} tags (e.g. [[alligator]]s) can also take up residence in the sewers.&lt;br /&gt;
&lt;br /&gt;
[[File:Paris sewers, 20 August 2013 022.jpg|thumb|380px|center|Sewers of Paris.]]&lt;br /&gt;
&lt;br /&gt;
{{Translation| dwarven = othsal | elvish = caretha | goblin = oxxo | human = fubag}}&lt;br /&gt;
&lt;br /&gt;
{{World}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Adventurer mode}}&lt;/div&gt;</summary>
		<author><name>Urist Mchateselves</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Sewers&amp;diff=306187</id>
		<title>Sewers</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Sewers&amp;diff=306187"/>
		<updated>2025-01-13T17:01:11Z</updated>

		<summary type="html">&lt;p&gt;Urist Mchateselves: Dungeons don't exist anymore&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;
[[File:DevlogSewersLargeScale.png|thumb|170px|right|Largescale view of sewers from Bay12 devlog.]]&lt;br /&gt;
'''Sewers''' are underground networks of tunnels found below the streets of a [[town]]. Most sewer tunnels are partially flooded with water, making exploration possible. Water is sourced from nearby [[river]]s. Sewers with no nearby flowing rivers will be completely dry instead. Towns with sewers have visible [[floor grate]]s in the middle of streets.&lt;br /&gt;
&lt;br /&gt;
All sewers have at least one {{DFtext|Sewer Access|5:1}}, as shown in the fast travel screen. The entrances are simple downward ramps or stairs that directly lead down to a walkable section of the sewers. An alternative entryway involves entering through a flooded tunnel by swimming under the river, but unless you're [[amphibious]] or don't require breathing, this method poses a high risk of drowning. [[Catacombs]] can also connect into sewers.&lt;br /&gt;
&lt;br /&gt;
Items and corpses can be found on the floor. If the world has [[cavern]]s present, subterranean [[animal people]] will settle in the sewers. These outcasts will wander around the flooded sections and attack you on sight. They are armed with [[spear]]s and [[blowgun]]s. Be careful not to dodge into the water without at least an {{DFtext|Adequate|7:1}} [[swimming]] skill, lest the fall stun and drown you. Wild animals with {{token|AMPHIBIOUS|c}} and {{token|LARGE_PREDATOR|c}} tags (e.g. [[alligator]]s) can also take up residence in the sewers.&lt;br /&gt;
&lt;br /&gt;
[[File:Paris sewers, 20 August 2013 022.jpg|thumb|380px|center|Sewers of Paris.]]&lt;br /&gt;
&lt;br /&gt;
{{Translation| dwarven = othsal | elvish = caretha | goblin = oxxo | human = fubag}}&lt;br /&gt;
&lt;br /&gt;
{{World}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Adventurer mode}}&lt;/div&gt;</summary>
		<author><name>Urist Mchateselves</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Moss&amp;diff=306186</id>
		<title>Moss</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Moss&amp;diff=306186"/>
		<updated>2025-01-13T16:51:20Z</updated>

		<summary type="html">&lt;p&gt;Urist Mchateselves: Moss can be seen covering walls and only walls when graphics are enabled&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{Quality|Tattered}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
{| style='border-spacing: 0' align=&amp;quot;right&amp;quot;&lt;br /&gt;
|{{RT0|+|7:0}}&lt;br /&gt;
|{{RT0|O|7:0}}&lt;br /&gt;
|{{RT0|+|7:0}}&lt;br /&gt;
|{{RT|`|2:2:1}}&lt;br /&gt;
|{{RT0|O|7:0}}&lt;br /&gt;
|{{RT0|+|7:0}}&lt;br /&gt;
|-&lt;br /&gt;
|{{RT0|+|7:0}}&lt;br /&gt;
|{{RT|O|2:2:1}}&lt;br /&gt;
|{{RT0|+|7:0}}&lt;br /&gt;
|{{RT0|+|7:0}}&lt;br /&gt;
|{{RT0|+|7:0}}&lt;br /&gt;
|{{RT0|+|7:0}}&lt;br /&gt;
|-&lt;br /&gt;
|{{RT0|+|7:0}}&lt;br /&gt;
|{{RT0|+|7:0}}&lt;br /&gt;
|{{RT0|+|7:0}}&lt;br /&gt;
|{{RT0|+|7:0}}&lt;br /&gt;
|{{RT0|+|7:0}}&lt;br /&gt;
|{{RT|+|2:2:1}}&lt;br /&gt;
|-&lt;br /&gt;
|{{RT0|`|2:0}}&lt;br /&gt;
|{{RT0|'|2:0}}&lt;br /&gt;
|{{RT0|.|2:1}}&lt;br /&gt;
|{{RT0|,|2:0}}&lt;br /&gt;
|{{RT0|.|2:1}}&lt;br /&gt;
|{{RT0|`|2:0}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Moss''' is a special covering that appears on smooth stone outdoors. It is found primarily in [[shrine (megabeast)|shrine]]s inhabited by [[bronze colossus]]es and [[titan]]s. It is also sometimes found in the [[object testing arena]]{{Verify}}. It also is only visible when covering a wall (and only a wall) with [[Premium version|premium graphics]] enabled.&lt;br /&gt;
&lt;br /&gt;
Not to be confused with [[cave moss]], a special type of [[grass]] that grows in [[subterranean]] [[soil]].&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = daros&lt;br /&gt;
| elvish  = vema&lt;br /&gt;
| goblin  = ozosm&lt;br /&gt;
| human   = zih&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Category|World}}&lt;br /&gt;
[[ru:Moss]]&lt;/div&gt;</summary>
		<author><name>Urist Mchateselves</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Moss&amp;diff=306182</id>
		<title>Moss</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Moss&amp;diff=306182"/>
		<updated>2025-01-13T16:22:26Z</updated>

		<summary type="html">&lt;p&gt;Urist Mchateselves: Moss does not appear when graphics are enabled&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{Quality|Tattered}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
{| style='border-spacing: 0' align=&amp;quot;right&amp;quot;&lt;br /&gt;
|{{RT0|+|7:0}}&lt;br /&gt;
|{{RT0|O|7:0}}&lt;br /&gt;
|{{RT0|+|7:0}}&lt;br /&gt;
|{{RT|`|2:2:1}}&lt;br /&gt;
|{{RT0|O|7:0}}&lt;br /&gt;
|{{RT0|+|7:0}}&lt;br /&gt;
|-&lt;br /&gt;
|{{RT0|+|7:0}}&lt;br /&gt;
|{{RT|O|2:2:1}}&lt;br /&gt;
|{{RT0|+|7:0}}&lt;br /&gt;
|{{RT0|+|7:0}}&lt;br /&gt;
|{{RT0|+|7:0}}&lt;br /&gt;
|{{RT0|+|7:0}}&lt;br /&gt;
|-&lt;br /&gt;
|{{RT0|+|7:0}}&lt;br /&gt;
|{{RT0|+|7:0}}&lt;br /&gt;
|{{RT0|+|7:0}}&lt;br /&gt;
|{{RT0|+|7:0}}&lt;br /&gt;
|{{RT0|+|7:0}}&lt;br /&gt;
|{{RT|+|2:2:1}}&lt;br /&gt;
|-&lt;br /&gt;
|{{RT0|`|2:0}}&lt;br /&gt;
|{{RT0|'|2:0}}&lt;br /&gt;
|{{RT0|.|2:1}}&lt;br /&gt;
|{{RT0|,|2:0}}&lt;br /&gt;
|{{RT0|.|2:1}}&lt;br /&gt;
|{{RT0|`|2:0}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Moss''' is a special covering that appears on smooth stone outdoors. It is found primarily in [[shrine (megabeast)|shrine]]s inhabited by [[bronze colossus]]es and [[titan]]s. It is also sometimes found in the [[object testing arena]]{{Verify}}. It also isn't visible with [[Premium version|premium graphics]] enabled.&lt;br /&gt;
&lt;br /&gt;
Not to be confused with [[cave moss]], a special type of [[grass]] that grows in [[subterranean]] [[soil]].&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = daros&lt;br /&gt;
| elvish  = vema&lt;br /&gt;
| goblin  = ozosm&lt;br /&gt;
| human   = zih&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Category|World}}&lt;br /&gt;
[[ru:Moss]]&lt;/div&gt;</summary>
		<author><name>Urist Mchateselves</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Moss&amp;diff=306164</id>
		<title>Moss</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Moss&amp;diff=306164"/>
		<updated>2025-01-12T21:18:35Z</updated>

		<summary type="html">&lt;p&gt;Urist Mchateselves: Added stub tag. Does Moss still appear in old and abandoned fortresses? This article could also use an up-to-date image.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{Quality|Tattered}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
{| style='border-spacing: 0' align=&amp;quot;right&amp;quot;&lt;br /&gt;
|{{RT0|+|7:0}}&lt;br /&gt;
|{{RT0|O|7:0}}&lt;br /&gt;
|{{RT0|+|7:0}}&lt;br /&gt;
|{{RT|`|2:2:1}}&lt;br /&gt;
|{{RT0|O|7:0}}&lt;br /&gt;
|{{RT0|+|7:0}}&lt;br /&gt;
|-&lt;br /&gt;
|{{RT0|+|7:0}}&lt;br /&gt;
|{{RT|O|2:2:1}}&lt;br /&gt;
|{{RT0|+|7:0}}&lt;br /&gt;
|{{RT0|+|7:0}}&lt;br /&gt;
|{{RT0|+|7:0}}&lt;br /&gt;
|{{RT0|+|7:0}}&lt;br /&gt;
|-&lt;br /&gt;
|{{RT0|+|7:0}}&lt;br /&gt;
|{{RT0|+|7:0}}&lt;br /&gt;
|{{RT0|+|7:0}}&lt;br /&gt;
|{{RT0|+|7:0}}&lt;br /&gt;
|{{RT0|+|7:0}}&lt;br /&gt;
|{{RT|+|2:2:1}}&lt;br /&gt;
|-&lt;br /&gt;
|{{RT0|`|2:0}}&lt;br /&gt;
|{{RT0|'|2:0}}&lt;br /&gt;
|{{RT0|.|2:1}}&lt;br /&gt;
|{{RT0|,|2:0}}&lt;br /&gt;
|{{RT0|.|2:1}}&lt;br /&gt;
|{{RT0|`|2:0}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Moss''' is a special covering that appears on smooth stone outdoors. It is found primarily in [[shrine (megabeast)|shrine]]s inhabited by [[bronze colossus]]es and [[titan]]s. It is also sometimes found in the [[object testing arena]].{{Verify}}&lt;br /&gt;
&lt;br /&gt;
Not to be confused with [[cave moss]], a special type of [[grass]] that grows in [[subterranean]] [[soil]].&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = daros&lt;br /&gt;
| elvish  = vema&lt;br /&gt;
| goblin  = ozosm&lt;br /&gt;
| human   = zih&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Category|World}}&lt;br /&gt;
[[ru:Moss]]&lt;/div&gt;</summary>
		<author><name>Urist Mchateselves</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Moss&amp;diff=306162</id>
		<title>Moss</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Moss&amp;diff=306162"/>
		<updated>2025-01-12T21:08:58Z</updated>

		<summary type="html">&lt;p&gt;Urist Mchateselves: Article quality&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Tattered}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
{| style='border-spacing: 0' align=&amp;quot;right&amp;quot;&lt;br /&gt;
|{{RT0|+|7:0}}&lt;br /&gt;
|{{RT0|O|7:0}}&lt;br /&gt;
|{{RT0|+|7:0}}&lt;br /&gt;
|{{RT|`|2:2:1}}&lt;br /&gt;
|{{RT0|O|7:0}}&lt;br /&gt;
|{{RT0|+|7:0}}&lt;br /&gt;
|-&lt;br /&gt;
|{{RT0|+|7:0}}&lt;br /&gt;
|{{RT|O|2:2:1}}&lt;br /&gt;
|{{RT0|+|7:0}}&lt;br /&gt;
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|{{RT0|+|7:0}}&lt;br /&gt;
|{{RT0|+|7:0}}&lt;br /&gt;
|{{RT|+|2:2:1}}&lt;br /&gt;
|-&lt;br /&gt;
|{{RT0|`|2:0}}&lt;br /&gt;
|{{RT0|'|2:0}}&lt;br /&gt;
|{{RT0|.|2:1}}&lt;br /&gt;
|{{RT0|,|2:0}}&lt;br /&gt;
|{{RT0|.|2:1}}&lt;br /&gt;
|{{RT0|`|2:0}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Moss''' is a special covering that appears on smooth stone outdoors. It is found primarily in [[shrine (megabeast)|shrine]]s inhabited by [[bronze colossus]]es and [[titan]]s. It is also sometimes found in the [[object testing arena]].{{Verify}}&lt;br /&gt;
&lt;br /&gt;
Not to be confused with [[cave moss]], a special type of [[grass]] that grows in [[subterranean]] [[soil]].&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = daros&lt;br /&gt;
| elvish  = vema&lt;br /&gt;
| goblin  = ozosm&lt;br /&gt;
| human   = zih&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Category|World}}&lt;br /&gt;
[[ru:Moss]]&lt;/div&gt;</summary>
		<author><name>Urist Mchateselves</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Unusual_volcanic_wall&amp;diff=306138</id>
		<title>Unusual volcanic wall</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Unusual_volcanic_wall&amp;diff=306138"/>
		<updated>2025-01-12T01:57:49Z</updated>

		<summary type="html">&lt;p&gt;Urist Mchateselves: The small geodes do in fact contain these things&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
&lt;br /&gt;
{{spoiler}}&lt;br /&gt;
An '''unusual volcanic wall''' is a pillar-like formation consisting primarily of obsidian alongside various precious and rare [[gem]]s. These formations are commonly found in the [[magma sea]] and the deepest parts of the caverns.&lt;br /&gt;
&lt;br /&gt;
Upon discovery, the player will get an announcement that they have discovered an &amp;quot;unusual volcanic wall studded with gems&amp;quot;. Digging into the pillar will reveal various pockets which will contain water, magma, fire that will extend outward when revealed, [[Divine metal|divine]] [[artifact]]s, or [[angel|other]] [[demon|fun things]]. Veins of [[adamantine]] can also be found deep inside the pillar.&lt;br /&gt;
&lt;br /&gt;
[[File:WeMustDigDeeper.png|frame|center|This can only end well!]]&lt;br /&gt;
&lt;br /&gt;
Upon becoming the Capital and meeting all the monarch's room requirements, an announcement will prompt the player to acquire &amp;quot;seven symbols not of this world&amp;quot; as well as a &amp;quot;true throne&amp;quot; made from adamantine or any divine metal. The &amp;quot;symbols&amp;quot; can be any object made out of divine metal or adamantine, and do not need to be of [[artifact]] quality. Once the symbols are assigned and the throne is constructed in the monarch's throne room, the fortress will be elevated from Capital to Mountainhome.&lt;br /&gt;
&lt;br /&gt;
Small 3×3 &amp;quot;geodes&amp;quot; of obsidian and similar valuable gems may also be found throughout the caverns. These geodes sometimes contain similar [[fun|surprises]] to those found in their larger counterparts.&lt;br /&gt;
&lt;br /&gt;
==Contents==&lt;br /&gt;
*Variously sized pools of water and magma&lt;br /&gt;
&lt;br /&gt;
*A pocket containing fire, prompting an announcement of ''We checked that stone for heat! What devilry is this?!'' The fire will expand outwards on the same z-level and (potentially) kill whichever unfortunate miner discovered it. As the announcement message implies, these pockets are not surrounded by warm stone.&lt;br /&gt;
&lt;br /&gt;
*A set of 1-3 artifacts made of a random [[divine metal]], prompting an announcement of ''Deep within this strange place, we've uncovered what must be a treasure of the gods!'' Note that it is possible for many of these artifacts to have no graphic. These items can be assigned to your monarch through the nobles and administrators menu, although depending on the usefulness of the item you may wish to allow your military to use it. Much of the armor will probably be the wrong [[Clothing#Size|Size]] for dwarves to wear.&lt;br /&gt;
&lt;br /&gt;
*A random [[demon]], prompting an announcement of ''Something evil is emerging from this newly exposed pocket!'' Demons often have some [[fun]] attacks such as fire or webs, and will most likely kill the unfortunate miner who discovered it.&lt;br /&gt;
&lt;br /&gt;
*A random [[angel]], prompting an announcement of ''We have unleashed the echo of a forgotten divine retribution!'' Angels will usually be equipped with a randomly generated set of divine metal armor and weapons, which, similar to the unique artifacts above, may be invisible. Unlike the unique artifacts, these can be melted down into bars at the smelter. It is advisable to only have a single smelter set to melt items at this point, so the extra &amp;quot;fractions&amp;quot; accumulate into bars instead of being lost.&lt;br /&gt;
&lt;br /&gt;
*A random [[angel|archangel]], prompting an announcement of ''Apocalypse! We are being judged by the gods!'' Archangels will not attack your dwarves but shown as ''Current Resident'' in ''Other'' tab under ''Creatures''.&lt;br /&gt;
&lt;br /&gt;
*A pillar of [[raw adamantine]]. As in previous versions, it is hollow, and breaching it will likely lead to large amounts of [[fun]].&lt;br /&gt;
&lt;br /&gt;
==Strategies==&lt;br /&gt;
Due to the danger of what lies within the pillar (even a single demon is capable of wiping out an entire fortress), care must be taken when exploring, but there will always be a risk. Isolating the pillar from the rest of your fortress with only a single entrance and keeping the military nearby would be wise.&lt;br /&gt;
&lt;br /&gt;
Collapsing a single layer of floor on top of the pillar with a [[cave-in]] will expose all pockets, and the resulting dust will potentially kill (or at least injure) any hostiles that pop out. The military can then be sent in to kill them, and that layer of pillar can then be safely mined out. On the other hand, this carries a risk of releasing several still-living, very angry demons at once, which may be far worse. However, if done a little at a time, you can stay reasonably safe, and your dwarves won't be set on fire with devilish magic, though the risk of this can be mitigated by pumping a bit of water into the area first or using some of the water deposits inside the wall itself.&lt;br /&gt;
&lt;br /&gt;
If you prefer a slower and saner method, you can designate the volcanic walls to be carved into fortifications before you mine them. This will allow you to see through the wall and get a good look at what's on the other side of it, which may be nothing, but may be a demon that can't get out, which at the very least will give you ample time to prepare for the battle, get civilians to safety, pump water in to wash off deadly dust and put out fires, close any bridges, and summon the military. Be aware that when using this method, any dwarves working in the area are still exposed to danger from anything that can get through fortifications, like deadly spit, dust, fire, ranged attacks from angels, and [[magma|fluids]]. When using this method, fluids can be deadly even if you only uncover a pocket of water, since flowing liquid can actually push enemies through fortifications{{Bug|5458}}, so be extremely careful when carving through warm or damp stone.&lt;br /&gt;
&lt;br /&gt;
If using DF Premium's graphical mode, [[glass]] [[floors]] are transparent and will graphically replace any floor they are constructed on, so if you want to really take a peek before you dig or carve anything, construct a [[glass]] [[block]] floor over the top of the wall to reveal what's beneath. Clear glass works best, as green glass will tint everything green, possibly obscuring necessary visuals, but green glass may work just fine. This method does not reveal the contents of the pockets, since the game does not spawn the contents until revealed through more conventional means. However, it does reveal the locations of all pockets.&lt;br /&gt;
&lt;br /&gt;
Devilish fire can only spread outward orthogonally and not diagonally or upwards. When channeling to reveal a pocket, it can be prudent to dig the corner first. Channeling without checking carefully first carries a risk, though – enemies can still climb or fly out, and if you're already near a pocket of [[adamantine]], you could risk [[hidden fun stuff|digging too deep]].&lt;br /&gt;
&lt;br /&gt;
Angels will attack demons on sight (and vice versa), so if you're truly desperate (or looking for fun) you can try to set them on one another and wait to pick off the survivors of the ensuing fight. An angel waits within to wreak havoc.&lt;br /&gt;
[[File:unusual_volcanic_wall_preview.png|thumb|360px|center|The most spoken words near these walls are &amp;quot;Not it!&amp;quot; when discussions of mining are brought up.&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;''Art by Figuradurso''&amp;lt;/small&amp;gt;]]&lt;br /&gt;
{{World|Biomes}}&lt;/div&gt;</summary>
		<author><name>Urist Mchateselves</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Leather&amp;diff=305460</id>
		<title>Leather</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Leather&amp;diff=305460"/>
		<updated>2024-12-17T13:29:10Z</updated>

		<summary type="html">&lt;p&gt;Urist Mchateselves: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{Quality|Fine}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{V50_item&lt;br /&gt;
|graphic=[[File:Leather_sprite.png]]&lt;br /&gt;
|name=Tanned hide&lt;br /&gt;
|tile=ß&lt;br /&gt;
|col=6:0:0&lt;br /&gt;
|materials=&amp;lt;span&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
* [[Skin]]&lt;br /&gt;
|workshops=&amp;lt;span&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
* [[Tanner's shop]]&lt;br /&gt;
|labors=&amp;lt;span&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
* [[Tanner|Tanning]]&lt;br /&gt;
|used for=&lt;br /&gt;
* [[Leatherworker|Leatherworking]]&lt;br /&gt;
|value=5&lt;br /&gt;
|size=5,000&lt;br /&gt;
}}&lt;br /&gt;
'''Leather''' is the tanned [[hide]] of an [[creature|animal]], and is a fairly versatile material. Leather can be used to make [[bag]]s, [[quiver]]s, [[backpack]]s, [[waterskin]]s, [[clothing]], [[shield]]s, [[armor]], and [[decoration]]s, all at a [[leather works]]. Leather [[trade good|crafts]] are made at a [[craftsdwarf's workshop]]. &lt;br /&gt;
&lt;br /&gt;
Although most of these items can be made from other materials, it is the only sensible option for making [[quiver]]s and [[backpack]]s (the only alternative being [[adamantine]]), meaning some source of leather is practically essential for a well-rounded [[military]]. &lt;br /&gt;
&lt;br /&gt;
Plenty of leather can usually be acquired through [[trading|trade]] with dwarves and humans. Raw hides can be acquired by [[hunting]] or by [[butchering]] domesticated animals, and these can then be turned to leather at a [[tannery]]. Smaller animals will never produce a hide, so you will never, for example, have [[kea]] or [[rat]] leather. The raw hide of larger animals can produce more than 1 item of usable leather; this seems to start with animals about the [[size]] of an adult [[mule]] (size ~150,000 cm3). &lt;br /&gt;
&lt;br /&gt;
:: {| class=&amp;quot;collapsible collapsed&amp;quot; style=&amp;quot;border-spacing: 1&amp;quot;&lt;br /&gt;
! &amp;lt;u&amp;gt;Leather items per raw hide&amp;lt;/u&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! Animal !! Leather per adult&lt;br /&gt;
|-&lt;br /&gt;
| Rabbit || 0&lt;br /&gt;
|-&lt;br /&gt;
| Dog || 1&lt;br /&gt;
|-&lt;br /&gt;
| Cat || 1&lt;br /&gt;
|-&lt;br /&gt;
| Sheep || 1&lt;br /&gt;
|-&lt;br /&gt;
| Pig || 1&lt;br /&gt;
|-&lt;br /&gt;
| Goat || 1&lt;br /&gt;
|-&lt;br /&gt;
| Llama || 1&lt;br /&gt;
|-&lt;br /&gt;
| Alpaca || 1&lt;br /&gt;
|-&lt;br /&gt;
| Donkey || 1&lt;br /&gt;
|-&lt;br /&gt;
| Reindeer || 1&lt;br /&gt;
|-&lt;br /&gt;
| Mule || 2&lt;br /&gt;
|-&lt;br /&gt;
| Horse || 2&lt;br /&gt;
|-&lt;br /&gt;
| Cow || 2&lt;br /&gt;
|-&lt;br /&gt;
| Yak || 2&lt;br /&gt;
|-&lt;br /&gt;
| Water buffalo || 2-3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Small amounts of leather can also be found near groups of cavern-dwelling [[animal people]]. Obtaining leather this way is rather dangerous, as these creatures are generally hostile to dwarves and are often armed with [[blowgun]]s shooting lethally poisonous [[blowdart]]s. {{Verify}}&lt;br /&gt;
&lt;br /&gt;
Once leather is acquired (by trading or a raw hide being processed at a [[tannery]]), the leather is stored in a [[refuse]] stockpile as &amp;quot;tanned hides&amp;quot;. (It is not necessary, or possible, to specify the source animal.)&lt;br /&gt;
&lt;br /&gt;
==Leather industry==&lt;br /&gt;
[[File:leather_types.jpg|thumb|300px|right|Different types of leather in different colors.]]&lt;br /&gt;
Because it only overlaps in the use of end products, the ''leather industry'' is part of the [[meat industry]], not the [[clothing industry]].&lt;br /&gt;
&lt;br /&gt;
Making leather requires a [[tanner's shop]], a raw hide or [[skin]] from an animal, and a dwarf with the [[tanning]] labor turned on - rotten hides or skin cannot be tanned. The [[human]] and dwarven [[caravan]]s usually sell various boxes of leather, which can be useful if few [[Butcher|butcherable]] animals inhabit the map. Each butchering job yields a single hide, and each unrotten hide yields one or more units of usable leather depending how large the creature was. The [[value]] of the leather depends on the critter it comes from; leather made from the skins of rare or dangerous animals can be quite [[Value#Material_multipliers|valuable]]. Tanners can turn a skin from a severed part of an animal into the full-size leather.&lt;br /&gt;
&lt;br /&gt;
Dwarven tanners have a skill unknown to mere humans, such that they can make the softest skin of the tiniest animal as equally hardy as that of the most heavily protected live creature. Whether they make flimsy skin into a rock-like substance, or tough hide silky and supple, remains a mystery.&lt;br /&gt;
&lt;br /&gt;
Dwarves will not claim and wear clothes made from the leather of [[Learns|sentient]] creatures as part of their civilian attire. This taboo may be caused by dwarven [[ethics]], which forbid the butchering of sentient creatures. &lt;br /&gt;
Craftsdwarves will fashion the leather of such creatures into clothing and such clothes will be collected and traded normally. Dwarves will wear clothes made of the leather of sentients if ordered to do so as part of a military uniform.&lt;br /&gt;
&lt;br /&gt;
==Leather armor==&lt;br /&gt;
Leather armor is made in a [[leather works]], and requires one unit of any leather. Leather is significantly lighter than other forms of armor, and thus is less likely to cause [[weight|encumbrance]] penalties, but also provides less protection. It is weak against blunt damage – since it is so flexible, it doesn't absorb much force. The source animal of the leather (e.g. &amp;quot;[[dog]] leather&amp;quot; or &amp;quot;[[roc]] leather&amp;quot;) does not alter the weight or protection of the armor, though the [[item quality]] likely does. Leather armor is useful for [[hunter]]s since they can move fast to keep up with their quarry.&lt;br /&gt;
&lt;br /&gt;
Leather shields are extremely light and are just as protective as wooden or metal shields, thus useful for keeping your forces mobile.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Meat industry]]&lt;br /&gt;
* [[Armor]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{materials}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Materials}}&lt;br /&gt;
[[ru:Leather]]&lt;/div&gt;</summary>
		<author><name>Urist Mchateselves</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Leather&amp;diff=305459</id>
		<title>Leather</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Leather&amp;diff=305459"/>
		<updated>2024-12-17T13:25:32Z</updated>

		<summary type="html">&lt;p&gt;Urist Mchateselves: Information requires confirmation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{Quality|Fine}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{V50_item&lt;br /&gt;
|graphic=[[File:Leather_sprite.png]]&lt;br /&gt;
|name=Tanned hide&lt;br /&gt;
|tile=ß&lt;br /&gt;
|col=6:0:0&lt;br /&gt;
|materials=&amp;lt;span&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
* [[Skin]]&lt;br /&gt;
|workshops=&amp;lt;span&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
* [[Tanner's shop]]&lt;br /&gt;
|labors=&amp;lt;span&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
* [[Tanner|Tanning]]&lt;br /&gt;
|used for=&lt;br /&gt;
* [[Leatherworker|Leatherworking]]&lt;br /&gt;
|value=5&lt;br /&gt;
|size=5,000&lt;br /&gt;
}}&lt;br /&gt;
'''Leather''' is the tanned [[hide]] of an [[creature|animal]], and is a fairly versatile material. Leather can be used to make [[bag]]s, [[quiver]]s, [[backpack]]s, [[waterskin]]s, [[clothing]], [[shield]]s, [[armor]], and [[decoration]]s, all at a [[leather works]]. Leather [[trade good|crafts]] are made at a [[craftsdwarf's workshop]]. &lt;br /&gt;
&lt;br /&gt;
Although most of these items can be made from other materials, it is the only sensible option for making [[quiver]]s and [[backpack]]s (the only alternative being [[adamantine]]), meaning some source of leather is practically essential for a well-rounded [[military]]. &lt;br /&gt;
&lt;br /&gt;
Plenty of leather can usually be acquired through [[trading|trade]] with dwarves and humans. Raw hides can be acquired by [[hunting]] or by [[butchering]] domesticated animals, and these can then be turned to leather at a [[tannery]]. Smaller animals will never produce a hide, so you will never, for example, have [[kea]] or [[rat]] leather. The raw hide of larger animals can produce more than 1 item of usable leather; this seems to start with animals about the [[size]] of an adult [[mule]] (size ~150,000 cm3). &lt;br /&gt;
&lt;br /&gt;
:: {| class=&amp;quot;collapsible collapsed&amp;quot; style=&amp;quot;border-spacing: 1&amp;quot;&lt;br /&gt;
! &amp;lt;u&amp;gt;Leather items per raw hide&amp;lt;/u&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! Animal !! Leather per adult&lt;br /&gt;
|-&lt;br /&gt;
| Rabbit || 0&lt;br /&gt;
|-&lt;br /&gt;
| Dog || 1&lt;br /&gt;
|-&lt;br /&gt;
| Cat || 1&lt;br /&gt;
|-&lt;br /&gt;
| Sheep || 1&lt;br /&gt;
|-&lt;br /&gt;
| Pig || 1&lt;br /&gt;
|-&lt;br /&gt;
| Goat || 1&lt;br /&gt;
|-&lt;br /&gt;
| Llama || 1&lt;br /&gt;
|-&lt;br /&gt;
| Alpaca || 1&lt;br /&gt;
|-&lt;br /&gt;
| Donkey || 1&lt;br /&gt;
|-&lt;br /&gt;
| Reindeer || 1&lt;br /&gt;
|-&lt;br /&gt;
| Mule || 2&lt;br /&gt;
|-&lt;br /&gt;
| Horse || 2&lt;br /&gt;
|-&lt;br /&gt;
| Cow || 2&lt;br /&gt;
|-&lt;br /&gt;
| Yak || 2&lt;br /&gt;
|-&lt;br /&gt;
| Water buffalo || 2-3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Small amounts of leather can also be found near groups of cavern-dwelling [[animal people]]. Obtaining leather this way is rather dangerous, as these creatures are generally hostile to dwarves and are often armed with [[blowgun]]s shooting lethally poisonous [[blowdart]]s.[[Verify]]&lt;br /&gt;
&lt;br /&gt;
Once leather is acquired (by trading or a raw hide being processed at a [[tannery]]), the leather is stored in a [[refuse]] stockpile as &amp;quot;tanned hides&amp;quot;. (It is not necessary, or possible, to specify the source animal.)&lt;br /&gt;
&lt;br /&gt;
==Leather industry==&lt;br /&gt;
[[File:leather_types.jpg|thumb|300px|right|Different types of leather in different colors.]]&lt;br /&gt;
Because it only overlaps in the use of end products, the ''leather industry'' is part of the [[meat industry]], not the [[clothing industry]].&lt;br /&gt;
&lt;br /&gt;
Making leather requires a [[tanner's shop]], a raw hide or [[skin]] from an animal, and a dwarf with the [[tanning]] labor turned on - rotten hides or skin cannot be tanned. The [[human]] and dwarven [[caravan]]s usually sell various boxes of leather, which can be useful if few [[Butcher|butcherable]] animals inhabit the map. Each butchering job yields a single hide, and each unrotten hide yields one or more units of usable leather depending how large the creature was. The [[value]] of the leather depends on the critter it comes from; leather made from the skins of rare or dangerous animals can be quite [[Value#Material_multipliers|valuable]]. Tanners can turn a skin from a severed part of an animal into the full-size leather.&lt;br /&gt;
&lt;br /&gt;
Dwarven tanners have a skill unknown to mere humans, such that they can make the softest skin of the tiniest animal as equally hardy as that of the most heavily protected live creature. Whether they make flimsy skin into a rock-like substance, or tough hide silky and supple, remains a mystery.&lt;br /&gt;
&lt;br /&gt;
Dwarves will not claim and wear clothes made from the leather of [[Learns|sentient]] creatures as part of their civilian attire. This taboo may be caused by dwarven [[ethics]], which forbid the butchering of sentient creatures. &lt;br /&gt;
Craftsdwarves will fashion the leather of such creatures into clothing and such clothes will be collected and traded normally. Dwarves will wear clothes made of the leather of sentients if ordered to do so as part of a military uniform.&lt;br /&gt;
&lt;br /&gt;
==Leather armor==&lt;br /&gt;
Leather armor is made in a [[leather works]], and requires one unit of any leather. Leather is significantly lighter than other forms of armor, and thus is less likely to cause [[weight|encumbrance]] penalties, but also provides less protection. It is weak against blunt damage – since it is so flexible, it doesn't absorb much force. The source animal of the leather (e.g. &amp;quot;[[dog]] leather&amp;quot; or &amp;quot;[[roc]] leather&amp;quot;) does not alter the weight or protection of the armor, though the [[item quality]] likely does. Leather armor is useful for [[hunter]]s since they can move fast to keep up with their quarry.&lt;br /&gt;
&lt;br /&gt;
Leather shields are extremely light and are just as protective as wooden or metal shields, thus useful for keeping your forces mobile.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Meat industry]]&lt;br /&gt;
* [[Armor]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{materials}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Materials}}&lt;br /&gt;
[[ru:Leather]]&lt;/div&gt;</summary>
		<author><name>Urist Mchateselves</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Magic&amp;diff=304998</id>
		<title>Magic</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Magic&amp;diff=304998"/>
		<updated>2024-12-02T13:41:28Z</updated>

		<summary type="html">&lt;p&gt;Urist Mchateselves: /* Magical artifacts */ Jewelry are found in dungeons, weapons are found in palaces&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine}}&lt;br /&gt;
{{av}}&lt;br /&gt;
[[File:Compendium about magic; c. 1775 Wellcome L0025197.jpg|thumb|220px|right|Compendium about magic; c. 1775 Wellcome L0025197]]'''Magic''' currently exists in limited form in ''Dwarf Fortress''. With [[Modding guide|modding]], it is also one of the many ways that [[Interaction token|interaction]]s can be manifested.&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = aroth&lt;br /&gt;
| elvish  = isila&lt;br /&gt;
| goblin  = slöl&lt;br /&gt;
| human   = eri&lt;br /&gt;
}}&lt;br /&gt;
There seems to be some code present that has to do with magic, but there is nothing that uses that code or activates it. For example, the {{token|MAGICAL|c}} creature token being recognized as a valid token (i.e. the game does not give an error when it is found). A fully working and [[Lua scripting|procedurally-generated]] magic system is currently in the works according to [[Main:Toady One|Toady One]]'s development log, slated to be one of the major points of the upcoming myth update.&lt;br /&gt;
&lt;br /&gt;
==Known magic==&lt;br /&gt;
===Night creatures===&lt;br /&gt;
&lt;br /&gt;
[[Necromancer]]s are spellcasters, who have the ability to raise the dead as various forms of [[undead]]; recieving their power from divine intervention, after worshiping a god of death and learning the secrets of life and death from them. This is the only form of magic the player can feasibly obtain; it is obtained in [[adventurer mode]] by reading a [[book|slab]] or a [[book]] that contains the secrets of life and death, traditionally obtained via necromancer [[Tower (necromancy)|tower]]s ({{Tile|I|5:0}}). These towers are often packed tightly with undead and, usually, more than one necromancer, who will not hesitate to raise any fresh corpses you make, or even the limbs of their minions that you chop off. But of course, that great power can be yours, if you can overcome the danger involved.&lt;br /&gt;
&lt;br /&gt;
Some types of undead possess supernatural powers. [[Mummy|Mummies]] can curse those who intrude upon their [[tomb]]s or otherwise defy them, while [[intelligent undead]] sport a variety of magical powers, such as the likes of inflicting rot on their foes, vanishing from sight, or creating magical fog. [[Ghost]]s rise from the dead when a civilized creature is not given a proper burial, and, depending on their disposition, can do such things as suck the air out of someone, or outright kill them from fright.&lt;br /&gt;
&lt;br /&gt;
[[Bogeyman|Bogeymen]] and [[nightmare]]s can also be summoned with necromantic magic by those who have learned the appropriate secrets associated with their [[sphere]]s.&lt;br /&gt;
&lt;br /&gt;
===Divine intervention===&lt;br /&gt;
Defiling the [[temple]] of one's patron by toppling one of its [[statue]]s will result in the patron deity cursing the perpetrator, and turning them into a [[werebeast]] or [[vampire]]. [[Dice]] can also be rolled in order to divine the will of the gods, and may lead to a variety of both positive and negative effects such as healing one's wounds, spawning a great item, causing streaks of bad luck, or transforming them into a harmless critter for a week.&lt;br /&gt;
&lt;br /&gt;
===Megabeasts===&lt;br /&gt;
Some [[megabeast]]s (most specifically, the [[dragon]] and the [[bronze colossus]]) are explicitly described as magical. Beyond the dragon's [[Dragonfire|breath weapon]] and the colossus being a living statue, they currently do not possess overtly magical features.&lt;br /&gt;
&lt;br /&gt;
{{minorspoiler}}&lt;br /&gt;
===Magical artifacts===&lt;br /&gt;
Magical  [[trade good|jewelry]] and [[weapon]]s made from [[primordial remnant]]s can sometimes be found carried by [[dungeon guardian]]s whom reside in [[mysterious dungeon|mysterious dungeons and palaces]]. These [[legendary artifact|legendary]] [[item]]s will grant their wearer similar [[interaction|abilities]] to those possessed by [[intelligent undead]], and will often be of high [[item quality|quality]]. They can be distinguished from their mundane counterparts by the presence of ◄ these ► characters around their names. {{version|51.01-beta26}}&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
&amp;lt;!--Reference:DAT WIZARD image appearing in Homestuck, and as Putnam's profile picture --&amp;gt;&lt;br /&gt;
Dwarven mothers that have had too much to [[drink]] might [[Engraver|engrave]] an incredibly poor [[quality]] image of a [[wizard]]. This [[User:Putnam3145|mysterious figure]] is claimed to be assisting a [[giant toad]] with the construction of a [[Dwarf Fortress|great work]].&lt;br /&gt;
&lt;br /&gt;
[[File:elf_magic_preview.png|thumb|350px|center|A human wizard. Which kind of magic he is using here can only be speculated upon. Most likely it's Necromancy.]]&lt;br /&gt;
[[ru:Magic]]&lt;br /&gt;
{{Category|Game mechanics}}&lt;/div&gt;</summary>
		<author><name>Urist Mchateselves</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Magic&amp;diff=304949</id>
		<title>Magic</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Magic&amp;diff=304949"/>
		<updated>2024-12-02T01:21:55Z</updated>

		<summary type="html">&lt;p&gt;Urist Mchateselves: /* Magical artifacts */ Added links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine}}&lt;br /&gt;
{{av}}&lt;br /&gt;
[[File:Compendium about magic; c. 1775 Wellcome L0025197.jpg|thumb|220px|right|Compendium about magic; c. 1775 Wellcome L0025197]]'''Magic''' currently exists in limited form in ''Dwarf Fortress''. With [[Modding guide|modding]], it is also one of the many ways that [[Interaction token|interaction]]s can be manifested.&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = aroth&lt;br /&gt;
| elvish  = isila&lt;br /&gt;
| goblin  = slöl&lt;br /&gt;
| human   = eri&lt;br /&gt;
}}&lt;br /&gt;
There seems to be some code present that has to do with magic, but there is nothing that uses that code or activates it. For example, the {{token|MAGICAL|c}} creature token being recognized as a valid token (i.e. the game does not give an error when it is found). A fully working and [[Lua scripting|procedurally-generated]] magic system is currently in the works according to [[Main:Toady One|Toady One]]'s development log, slated to be one of the major points of the upcoming myth update.&lt;br /&gt;
&lt;br /&gt;
==Known magic==&lt;br /&gt;
===Night creatures===&lt;br /&gt;
&lt;br /&gt;
[[Necromancer]]s are spellcasters, who have the ability to raise the dead as various forms of [[undead]]; recieving their power from divine intervention, after worshiping a god of death and learning the secrets of life and death from them. This is the only form of magic the player can feasibly obtain; it is obtained in [[adventurer mode]] by reading a [[book|slab]] or a [[book]] that contains the secrets of life and death, traditionally obtained via necromancer [[Tower (necromancy)|tower]]s ({{Tile|I|5:0}}). These towers are often packed tightly with undead and, usually, more than one necromancer, who will not hesitate to raise any fresh corpses you make, or even the limbs of their minions that you chop off. But of course, that great power can be yours, if you can overcome the danger involved.&lt;br /&gt;
&lt;br /&gt;
Some types of undead possess supernatural powers. [[Mummy|Mummies]] can curse those who intrude upon their [[tomb]]s or otherwise defy them, while [[intelligent undead]] sport a variety of magical powers, such as the likes of inflicting rot on their foes, vanishing from sight, or creating magical fog. [[Ghost]]s rise from the dead when a civilized creature is not given a proper burial, and, depending on their disposition, can do such things as suck the air out of someone, or outright kill them from fright.&lt;br /&gt;
&lt;br /&gt;
[[Bogeyman|Bogeymen]] and [[nightmare]]s can also be summoned with necromantic magic by those who have learned the appropriate secrets associated with their [[sphere]]s.&lt;br /&gt;
&lt;br /&gt;
===Divine intervention===&lt;br /&gt;
Defiling the [[temple]] of one's patron by toppling one of its [[statue]]s will result in the patron deity cursing the perpetrator, and turning them into a [[werebeast]] or [[vampire]]. [[Dice]] can also be rolled in order to divine the will of the gods, and may lead to a variety of both positive and negative effects such as healing one's wounds, spawning a great item, causing streaks of bad luck, or transforming them into a harmless critter for a week.&lt;br /&gt;
&lt;br /&gt;
===Megabeasts===&lt;br /&gt;
Some [[megabeast]]s (most specifically, the [[dragon]] and the [[bronze colossus]]) are explicitly described as magical. Beyond the dragon's [[Dragonfire|breath weapon]] and the colossus being a living statue, they currently do not possess overtly magical features.&lt;br /&gt;
&lt;br /&gt;
{{minorspoiler}}&lt;br /&gt;
===Magical artifacts===&lt;br /&gt;
Magical [[weapon]]s and [[trade good|jewelry]] made from [[primordial remnant]]s can sometimes be found carried by [[dungeon guardian]]s whom reside in [[mysterious dungeon|mysterious dungeons and palaces]]. These [[legendary artifact|legendary]] [[item]]s will grant their wearer similar [[interaction|abilities]] to those possessed by [[intelligent undead]], and will often be of high [[item quality|quality]]. They can be distinguished from their mundane counterparts by the presence of ◄ these ► characters around their names. {{version|51.01-beta26}}&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
&amp;lt;!--Reference:DAT WIZARD image appearing in Homestuck, and as Putnam's profile picture --&amp;gt;&lt;br /&gt;
Dwarven mothers that have had too much to [[drink]] might [[Engraver|engrave]] an incredibly poor [[quality]] image of a [[wizard]]. This [[User:Putnam3145|mysterious figure]] is claimed to be assisting a [[giant toad]] with the construction of a [[Dwarf Fortress|great work]].&lt;br /&gt;
&lt;br /&gt;
[[File:elf_magic_preview.png|thumb|350px|center|A human wizard. Which kind of magic he is using here can only be speculated upon. Most likely it's Necromancy.]]&lt;br /&gt;
[[ru:Magic]]&lt;br /&gt;
{{Category|Game mechanics}}&lt;/div&gt;</summary>
		<author><name>Urist Mchateselves</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Talk:Mysterious_dungeon&amp;diff=304948</id>
		<title>Talk:Mysterious dungeon</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Talk:Mysterious_dungeon&amp;diff=304948"/>
		<updated>2024-12-01T19:11:49Z</updated>

		<summary type="html">&lt;p&gt;Urist Mchateselves: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;What do these mysterious dungeons look like? By any chance are they similar to the ancient undead ruins from versions 0.27.169.33g and earlier? Because that would be awesome. --[[User:Quietust|Quietust]] ([[User talk:Quietust|talk]]) 18:48, 27 November 2024 (UTC)&lt;br /&gt;
&lt;br /&gt;
Unfortunately no. They're mostly just square rooms interconnected by hallways. The bigger ones resemble vaults. &lt;br /&gt;
--[[User:Urist Mchateselves|Urist Mchateselves]] ([[User talk:Urist Mchateselves|talk]]) 19:11, 1 December 2024 (UTC)&lt;/div&gt;</summary>
		<author><name>Urist Mchateselves</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Magic&amp;diff=304947</id>
		<title>Magic</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Magic&amp;diff=304947"/>
		<updated>2024-12-01T19:03:42Z</updated>

		<summary type="html">&lt;p&gt;Urist Mchateselves: Magical jewelry can also sometimes be found. These items can also sometimes be found in dungeons.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine}}&lt;br /&gt;
{{av}}&lt;br /&gt;
[[File:Compendium about magic; c. 1775 Wellcome L0025197.jpg|thumb|220px|right|Compendium about magic; c. 1775 Wellcome L0025197]]'''Magic''' currently exists in limited form in ''Dwarf Fortress''. With [[Modding guide|modding]], it is also one of the many ways that [[Interaction token|interaction]]s can be manifested.&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = aroth&lt;br /&gt;
| elvish  = isila&lt;br /&gt;
| goblin  = slöl&lt;br /&gt;
| human   = eri&lt;br /&gt;
}}&lt;br /&gt;
There seems to be some code present that has to do with magic, but there is nothing that uses that code or activates it. For example, the {{token|MAGICAL|c}} creature token being recognized as a valid token (i.e. the game does not give an error when it is found). A fully working and [[Lua scripting|procedurally-generated]] magic system is currently in the works according to [[Main:Toady One|Toady One]]'s development log, slated to be one of the major points of the upcoming myth update.&lt;br /&gt;
&lt;br /&gt;
==Known magic==&lt;br /&gt;
===Night creatures===&lt;br /&gt;
&lt;br /&gt;
[[Necromancer]]s are spellcasters, who have the ability to raise the dead as various forms of [[undead]]; recieving their power from divine intervention, after worshiping a god of death and learning the secrets of life and death from them. This is the only form of magic the player can feasibly obtain; it is obtained in [[adventurer mode]] by reading a [[book|slab]] or a [[book]] that contains the secrets of life and death, traditionally obtained via necromancer [[Tower (necromancy)|tower]]s ({{Tile|I|5:0}}). These towers are often packed tightly with undead and, usually, more than one necromancer, who will not hesitate to raise any fresh corpses you make, or even the limbs of their minions that you chop off. But of course, that great power can be yours, if you can overcome the danger involved.&lt;br /&gt;
&lt;br /&gt;
Some types of undead possess supernatural powers. [[Mummy|Mummies]] can curse those who intrude upon their [[tomb]]s or otherwise defy them, while [[intelligent undead]] sport a variety of magical powers, such as the likes of inflicting rot on their foes, vanishing from sight, or creating magical fog. [[Ghost]]s rise from the dead when a civilized creature is not given a proper burial, and, depending on their disposition, can do such things as suck the air out of someone, or outright kill them from fright.&lt;br /&gt;
&lt;br /&gt;
[[Bogeyman|Bogeymen]] and [[nightmare]]s can also be summoned with necromantic magic by those who have learned the appropriate secrets associated with their [[sphere]]s.&lt;br /&gt;
&lt;br /&gt;
===Divine intervention===&lt;br /&gt;
Defiling the [[temple]] of one's patron by toppling one of its [[statue]]s will result in the patron deity cursing the perpetrator, and turning them into a [[werebeast]] or [[vampire]]. [[Dice]] can also be rolled in order to divine the will of the gods, and may lead to a variety of both positive and negative effects such as healing one's wounds, spawning a great item, causing streaks of bad luck, or transforming them into a harmless critter for a week.&lt;br /&gt;
&lt;br /&gt;
===Megabeasts===&lt;br /&gt;
Some [[megabeast]]s (most specifically, the [[dragon]] and the [[bronze colossus]]) are explicitly described as magical. Beyond the dragon's [[Dragonfire|breath weapon]] and the colossus being a living statue, they currently do not possess overtly magical features.&lt;br /&gt;
&lt;br /&gt;
{{minorspoiler}}&lt;br /&gt;
===Magical artifacts===&lt;br /&gt;
Magical [[weapon]]s and [[trade good|jewelry]] made from [[primordial remnant]]s can sometimes be found carried by [[dungeon guardian]]s whom reside in [[mysterious dungeon|mysterious dungeons and palaces]]. These [[legendary artifact|legendary]] items will grant their wearer similar abilities to those possessed by [[intelligent undead]], and will often be of high [[item quality|quality]]. They can be distinguished from mundane items by the presence of ◄ these ► characters around their names. {{version|51.01-beta26}}&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
&amp;lt;!--Reference:DAT WIZARD image appearing in Homestuck, and as Putnam's profile picture --&amp;gt;&lt;br /&gt;
Dwarven mothers that have had too much to [[drink]] might [[Engraver|engrave]] an incredibly poor [[quality]] image of a [[wizard]]. This [[User:Putnam3145|mysterious figure]] is claimed to be assisting a [[giant toad]] with the construction of a [[Dwarf Fortress|great work]].&lt;br /&gt;
&lt;br /&gt;
[[File:elf_magic_preview.png|thumb|350px|center|A human wizard. Which kind of magic he is using here can only be speculated upon. Most likely it's Necromancy.]]&lt;br /&gt;
[[ru:Magic]]&lt;br /&gt;
{{Category|Game mechanics}}&lt;/div&gt;</summary>
		<author><name>Urist Mchateselves</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Magic&amp;diff=304895</id>
		<title>Magic</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Magic&amp;diff=304895"/>
		<updated>2024-11-30T19:50:56Z</updated>

		<summary type="html">&lt;p&gt;Urist Mchateselves: The special triangle characters are no longer unused.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine}}&lt;br /&gt;
{{av}}&lt;br /&gt;
[[File:Compendium about magic; c. 1775 Wellcome L0025197.jpg|thumb|220px|right|Compendium about magic; c. 1775 Wellcome L0025197]]'''Magic''' currently exists in limited form in ''Dwarf Fortress''. With [[Modding guide|modding]], it is also one of the many ways that [[Interaction token|interaction]]s can be manifested.&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = aroth&lt;br /&gt;
| elvish  = isila&lt;br /&gt;
| goblin  = slöl&lt;br /&gt;
| human   = eri&lt;br /&gt;
}}&lt;br /&gt;
There seems to be some code present that has to do with magic, but there is nothing that uses that code or activates it. For example, the {{token|MAGICAL|c}} creature token being recognized as a valid token (i.e. the game does not give an error when it is found). A fully working and [[Lua scripting|procedurally-generated]] magic system is currently in the works according to [[Main:Toady One|Toady One]]'s development log, slated to be one of the major points of the upcoming myth update.&lt;br /&gt;
&lt;br /&gt;
==Known magic==&lt;br /&gt;
===Night creatures===&lt;br /&gt;
&lt;br /&gt;
[[Necromancer]]s are spellcasters, who have the ability to raise the dead as various forms of [[undead]]; recieving their power from divine intervention, after worshiping a god of death and learning the secrets of life and death from them. This is the only form of magic the player can feasibly obtain; it is obtained in [[adventurer mode]] by reading a [[book|slab]] or a [[book]] that contains the secrets of life and death, traditionally obtained via necromancer [[Tower (necromancy)|tower]]s ({{Tile|I|5:0}}). These towers are often packed tightly with undead and, usually, more than one necromancer, who will not hesitate to raise any fresh corpses you make, or even the limbs of their minions that you chop off. But of course, that great power can be yours, if you can overcome the danger involved.&lt;br /&gt;
&lt;br /&gt;
Some types of undead possess supernatural powers. [[Mummy|Mummies]] can curse those who intrude upon their [[tomb]]s or otherwise defy them, while [[intelligent undead]] sport a variety of magical powers, such as the likes of inflicting rot on their foes, vanishing from sight, or creating magical fog. [[Ghost]]s rise from the dead when a civilized creature is not given a proper burial, and, depending on their disposition, can do such things as suck the air out of someone, or outright kill them from fright.&lt;br /&gt;
&lt;br /&gt;
[[Bogeyman|Bogeymen]] and [[nightmare]]s can also be summoned with necromantic magic by those who have learned the appropriate secrets associated with their [[sphere]]s.&lt;br /&gt;
&lt;br /&gt;
===Divine intervention===&lt;br /&gt;
Defiling the [[temple]] of one's patron by toppling one of its [[statue]]s will result in the patron deity cursing the perpetrator, and turning them into a [[werebeast]] or [[vampire]]. [[Dice]] can also be rolled in order to divine the will of the gods, and may lead to a variety of both positive and negative effects such as healing one's wounds, spawning a great item, causing streaks of bad luck, or transforming them into a harmless critter for a week.&lt;br /&gt;
&lt;br /&gt;
===Megabeasts===&lt;br /&gt;
Some [[megabeast]]s (most specifically, the [[dragon]] and the [[bronze colossus]]) are explicitly described as magical. Beyond the dragon's [[Dragonfire|breath weapon]] and the colossus being a living statue, they currently do not possess overtly magical features.&lt;br /&gt;
&lt;br /&gt;
{{minorspoiler}}&lt;br /&gt;
===Remnant weapons===&lt;br /&gt;
The strongest of the [[dungeon guardian|dungeon guardians]] protecting the most fortified [[mysterious dungeon|mysterious dungeons]] can sometimes be found wielding a [[legendary artifact|legendary]] [[item quality|masterwork]] weapon made from the world's [[primordial remnant]]s. These weapons will grant magical powers to their wielder in the form of a randomly chosen [[interaction]] similar to those used by [[intelligent undead]]. Their names bear ◄ these ► characters. {{version|51.01-beta26}}&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
&amp;lt;!--Reference:DAT WIZARD image appearing in Homestuck, and as Putnam's profile picture --&amp;gt;&lt;br /&gt;
Dwarven mothers that have had too much to [[drink]] might [[Engraver|engrave]] an incredibly poor [[quality]] image of a [[wizard]]. This [[User:Putnam3145|mysterious figure]] is claimed to be assisting a [[giant toad]] with the construction of a [[Dwarf Fortress|great work]].&lt;br /&gt;
&lt;br /&gt;
[[File:elf_magic_preview.png|thumb|350px|center|A human wizard. Which kind of magic he is using here can only be speculated upon. Most likely it's Necromancy.]]&lt;br /&gt;
[[ru:Magic]]&lt;br /&gt;
{{Category|Game mechanics}}&lt;/div&gt;</summary>
		<author><name>Urist Mchateselves</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Magic&amp;diff=304869</id>
		<title>Magic</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Magic&amp;diff=304869"/>
		<updated>2024-11-29T14:52:34Z</updated>

		<summary type="html">&lt;p&gt;Urist Mchateselves: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine}}&lt;br /&gt;
{{av}}&lt;br /&gt;
[[File:Compendium about magic; c. 1775 Wellcome L0025197.jpg|thumb|220px|right|Compendium about magic; c. 1775 Wellcome L0025197]]'''Magic''' currently exists in limited form in ''Dwarf Fortress''. With [[Modding guide|modding]], it is also one of the many ways that [[Interaction token|interaction]]s can be manifested.&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = aroth&lt;br /&gt;
| elvish  = isila&lt;br /&gt;
| goblin  = slöl&lt;br /&gt;
| human   = eri&lt;br /&gt;
}}&lt;br /&gt;
There seems to be some code present that has to do with magic, but there is nothing that uses that code or activates it. Examples include the {{token|MAGICAL|c}} creature token being recognized as a valid token (i.e. the game does not give an error when it is found), and the ◄ and ► characters being listed as item designations for magical items in the in-game help menu. A fully working and [[Lua scripting|procedurally-generated]] magic system is currently in the works according to [[Main:Toady One|Toady One]]'s development log, slated to be one of the major points of the upcoming myth update.&lt;br /&gt;
&lt;br /&gt;
==Known magic==&lt;br /&gt;
===Night creatures===&lt;br /&gt;
&lt;br /&gt;
[[Necromancer]]s are spellcasters, who have the ability to raise the dead as various forms of [[undead]]; recieving their power from divine intervention, after worshiping a god of death and learning the secrets of life and death from them. This is the only form of magic the player can feasibly obtain; it is obtained in [[adventurer mode]] by reading a [[book|slab]] or a [[book]] that contains the secrets of life and death, traditionally obtained via necromancer [[Tower (necromancy)|tower]]s ({{Tile|I|5:0}}). These towers are often packed tightly with undead and, usually, more than one necromancer, who will not hesitate to raise any fresh corpses you make, or even the limbs of their minions that you chop off. But of course, that great power can be yours, if you can overcome the danger involved.&lt;br /&gt;
&lt;br /&gt;
Some types of undead possess supernatural powers. [[Mummy|Mummies]] can curse those who intrude upon their [[tomb]]s or otherwise defy them, while [[intelligent undead]] sport a variety of magical powers, such as the likes of inflicting rot on their foes, vanishing from sight, or creating magical fog. [[Ghost]]s rise from the dead when a civilized creature is not given a proper burial, and, depending on their disposition, can do such things as suck the air out of someone, or outright kill them from fright.&lt;br /&gt;
&lt;br /&gt;
[[Bogeyman|Bogeymen]] and [[nightmare]]s can also be summoned with necromantic magic by those who have learned the appropriate secrets associated with their [[sphere]]s.&lt;br /&gt;
&lt;br /&gt;
===Divine intervention===&lt;br /&gt;
Defiling the [[temple]] of one's patron by toppling one of its [[statue]]s will result in the patron deity cursing the perpetrator, and turning them into a [[werebeast]] or [[vampire]]. [[Dice]] can also be rolled in order to divine the will of the gods, and may lead to a variety of both positive and negative effects such as healing one's wounds, spawning a great item, causing streaks of bad luck, or transforming them into a harmless critter for a week.&lt;br /&gt;
&lt;br /&gt;
===Megabeasts===&lt;br /&gt;
Some [[megabeast]]s (most specifically, the [[dragon]] and the [[bronze colossus]]) are explicitly described as magical. Beyond the dragon's [[Dragonfire|breath weapon]] and the colossus being a living statue, they currently do not possess overtly magical features.&lt;br /&gt;
&lt;br /&gt;
{{minorspoiler}}&lt;br /&gt;
&lt;br /&gt;
===Remnant weapons===&lt;br /&gt;
The strongest of the [[dungeon guardian|dungeon guardians]] protecting the most fortified [[mysterious dungeon|mysterious dungeons]] can sometimes be found wielding a [[legendary artifact|legendary]] [[item quality|masterwork]] weapon made from the world's [[primordial remnant]]. These weapons will grant magical powers to their wielder in the form of a random [[interaction]].{{version|51.01-beta26}}&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
&amp;lt;!--Reference:DAT WIZARD image appearing in Homestuck, and as Putnam's profile picture --&amp;gt;&lt;br /&gt;
Dwarven mothers that have had too much to [[drink]] might [[Engraver|engrave]] an incredibly poor [[quality]] image of a [[wizard]]. This [[User:Putnam3145|mysterious figure]] is claimed to be assisting a [[giant toad]] with the construction of a [[Dwarf Fortress|great work]].&lt;br /&gt;
&lt;br /&gt;
[[File:elf_magic_preview.png|thumb|350px|center|A human wizard. Which kind of magic he is using here can only be speculated upon. Most likely it's Necromancy.]]&lt;br /&gt;
[[ru:Magic]]&lt;br /&gt;
{{Category|Game mechanics}}&lt;/div&gt;</summary>
		<author><name>Urist Mchateselves</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Magic&amp;diff=304868</id>
		<title>Magic</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Magic&amp;diff=304868"/>
		<updated>2024-11-29T14:52:09Z</updated>

		<summary type="html">&lt;p&gt;Urist Mchateselves: /* Remnant weapons */ Added spoiler warning&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine}}&lt;br /&gt;
{{av}}&lt;br /&gt;
[[File:Compendium about magic; c. 1775 Wellcome L0025197.jpg|thumb|220px|right|Compendium about magic; c. 1775 Wellcome L0025197]]'''Magic''' currently exists in limited form in ''Dwarf Fortress''. With [[Modding guide|modding]], it is also one of the many ways that [[Interaction token|interaction]]s can be manifested.&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = aroth&lt;br /&gt;
| elvish  = isila&lt;br /&gt;
| goblin  = slöl&lt;br /&gt;
| human   = eri&lt;br /&gt;
}}&lt;br /&gt;
There seems to be some code present that has to do with magic, but there is nothing that uses that code or activates it. Examples include the {{token|MAGICAL|c}} creature token being recognized as a valid token (i.e. the game does not give an error when it is found), and the ◄ and ► characters being listed as item designations for magical items in the in-game help menu. A fully working and [[Lua scripting|procedurally-generated]] magic system is currently in the works according to [[Main:Toady One|Toady One]]'s development log, slated to be one of the major points of the upcoming myth update.&lt;br /&gt;
&lt;br /&gt;
==Known magic==&lt;br /&gt;
===Night creatures===&lt;br /&gt;
&lt;br /&gt;
[[Necromancer]]s are spellcasters, who have the ability to raise the dead as various forms of [[undead]]; recieving their power from divine intervention, after worshiping a god of death and learning the secrets of life and death from them. This is the only form of magic the player can feasibly obtain; it is obtained in [[adventurer mode]] by reading a [[book|slab]] or a [[book]] that contains the secrets of life and death, traditionally obtained via necromancer [[Tower (necromancy)|tower]]s ({{Tile|I|5:0}}). These towers are often packed tightly with undead and, usually, more than one necromancer, who will not hesitate to raise any fresh corpses you make, or even the limbs of their minions that you chop off. But of course, that great power can be yours, if you can overcome the danger involved.&lt;br /&gt;
&lt;br /&gt;
Some types of undead possess supernatural powers. [[Mummy|Mummies]] can curse those who intrude upon their [[tomb]]s or otherwise defy them, while [[intelligent undead]] sport a variety of magical powers, such as the likes of inflicting rot on their foes, vanishing from sight, or creating magical fog. [[Ghost]]s rise from the dead when a civilized creature is not given a proper burial, and, depending on their disposition, can do such things as suck the air out of someone, or outright kill them from fright.&lt;br /&gt;
&lt;br /&gt;
[[Bogeyman|Bogeymen]] and [[nightmare]]s can also be summoned with necromantic magic by those who have learned the appropriate secrets associated with their [[sphere]]s.&lt;br /&gt;
&lt;br /&gt;
===Divine intervention===&lt;br /&gt;
Defiling the [[temple]] of one's patron by toppling one of its [[statue]]s will result in the patron deity cursing the perpetrator, and turning them into a [[werebeast]] or [[vampire]]. [[Dice]] can also be rolled in order to divine the will of the gods, and may lead to a variety of both positive and negative effects such as healing one's wounds, spawning a great item, causing streaks of bad luck, or transforming them into a harmless critter for a week.&lt;br /&gt;
&lt;br /&gt;
===Megabeasts===&lt;br /&gt;
Some [[megabeast]]s (most specifically, the [[dragon]] and the [[bronze colossus]]) are explicitly described as magical. Beyond the dragon's [[Dragonfire|breath weapon]] and the colossus being a living statue, they currently do not possess overtly magical features.&lt;br /&gt;
&lt;br /&gt;
{{minorspoiler}}&lt;br /&gt;
===Remnant weapons===&lt;br /&gt;
The strongest of the [[dungeon guardian|dungeon guardians]] protecting the most fortified [[mysterious dungeon|mysterious dungeons]] can sometimes be found wielding a [[legendary artifact|legendary]] [[item quality|masterwork]] weapon made from the world's [[primordial remnant]]. These weapons will grant magical powers to their wielder in the form of a random [[interaction]].{{version|51.01-beta26}}&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
&amp;lt;!--Reference:DAT WIZARD image appearing in Homestuck, and as Putnam's profile picture --&amp;gt;&lt;br /&gt;
Dwarven mothers that have had too much to [[drink]] might [[Engraver|engrave]] an incredibly poor [[quality]] image of a [[wizard]]. This [[User:Putnam3145|mysterious figure]] is claimed to be assisting a [[giant toad]] with the construction of a [[Dwarf Fortress|great work]].&lt;br /&gt;
&lt;br /&gt;
[[File:elf_magic_preview.png|thumb|350px|center|A human wizard. Which kind of magic he is using here can only be speculated upon. Most likely it's Necromancy.]]&lt;br /&gt;
[[ru:Magic]]&lt;br /&gt;
{{Category|Game mechanics}}&lt;/div&gt;</summary>
		<author><name>Urist Mchateselves</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Magic&amp;diff=304867</id>
		<title>Magic</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Magic&amp;diff=304867"/>
		<updated>2024-11-29T14:49:51Z</updated>

		<summary type="html">&lt;p&gt;Urist Mchateselves: Remnant weapons.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine}}&lt;br /&gt;
{{av}}&lt;br /&gt;
[[File:Compendium about magic; c. 1775 Wellcome L0025197.jpg|thumb|220px|right|Compendium about magic; c. 1775 Wellcome L0025197]]'''Magic''' currently exists in limited form in ''Dwarf Fortress''. With [[Modding guide|modding]], it is also one of the many ways that [[Interaction token|interaction]]s can be manifested.&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = aroth&lt;br /&gt;
| elvish  = isila&lt;br /&gt;
| goblin  = slöl&lt;br /&gt;
| human   = eri&lt;br /&gt;
}}&lt;br /&gt;
There seems to be some code present that has to do with magic, but there is nothing that uses that code or activates it. Examples include the {{token|MAGICAL|c}} creature token being recognized as a valid token (i.e. the game does not give an error when it is found), and the ◄ and ► characters being listed as item designations for magical items in the in-game help menu. A fully working and [[Lua scripting|procedurally-generated]] magic system is currently in the works according to [[Main:Toady One|Toady One]]'s development log, slated to be one of the major points of the upcoming myth update.&lt;br /&gt;
&lt;br /&gt;
==Known magic==&lt;br /&gt;
===Night creatures===&lt;br /&gt;
&lt;br /&gt;
[[Necromancer]]s are spellcasters, who have the ability to raise the dead as various forms of [[undead]]; recieving their power from divine intervention, after worshiping a god of death and learning the secrets of life and death from them. This is the only form of magic the player can feasibly obtain; it is obtained in [[adventurer mode]] by reading a [[book|slab]] or a [[book]] that contains the secrets of life and death, traditionally obtained via necromancer [[Tower (necromancy)|tower]]s ({{Tile|I|5:0}}). These towers are often packed tightly with undead and, usually, more than one necromancer, who will not hesitate to raise any fresh corpses you make, or even the limbs of their minions that you chop off. But of course, that great power can be yours, if you can overcome the danger involved.&lt;br /&gt;
&lt;br /&gt;
Some types of undead possess supernatural powers. [[Mummy|Mummies]] can curse those who intrude upon their [[tomb]]s or otherwise defy them, while [[intelligent undead]] sport a variety of magical powers, such as the likes of inflicting rot on their foes, vanishing from sight, or creating magical fog. [[Ghost]]s rise from the dead when a civilized creature is not given a proper burial, and, depending on their disposition, can do such things as suck the air out of someone, or outright kill them from fright.&lt;br /&gt;
&lt;br /&gt;
[[Bogeyman|Bogeymen]] and [[nightmare]]s can also be summoned with necromantic magic by those who have learned the appropriate secrets associated with their [[sphere]]s.&lt;br /&gt;
&lt;br /&gt;
===Divine intervention===&lt;br /&gt;
Defiling the [[temple]] of one's patron by toppling one of its [[statue]]s will result in the patron deity cursing the perpetrator, and turning them into a [[werebeast]] or [[vampire]]. [[Dice]] can also be rolled in order to divine the will of the gods, and may lead to a variety of both positive and negative effects such as healing one's wounds, spawning a great item, causing streaks of bad luck, or transforming them into a harmless critter for a week.&lt;br /&gt;
&lt;br /&gt;
===Megabeasts===&lt;br /&gt;
Some [[megabeast]]s (most specifically, the [[dragon]] and the [[bronze colossus]]) are explicitly described as magical. Beyond the dragon's [[Dragonfire|breath weapon]] and the colossus being a living statue, they currently do not possess overtly magical features.&lt;br /&gt;
&lt;br /&gt;
===Remnant weapons===&lt;br /&gt;
The strongest of the [[dungeon guardian|dungeon guardians]] protecting the most fortified [[mysterious dungeon|mysterious dungeons]] can sometimes be found wielding a [[legendary artifact|legendary]] [[item quality|masterwork]] weapon made from the world's [[primordial remnant]]. These weapons will grant magical powers to their wielder in the form of a random [[interaction]].{{version|51.01-beta26}}&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
&amp;lt;!--Reference:DAT WIZARD image appearing in Homestuck, and as Putnam's profile picture --&amp;gt;&lt;br /&gt;
Dwarven mothers that have had too much to [[drink]] might [[Engraver|engrave]] an incredibly poor [[quality]] image of a [[wizard]]. This [[User:Putnam3145|mysterious figure]] is claimed to be assisting a [[giant toad]] with the construction of a [[Dwarf Fortress|great work]].&lt;br /&gt;
&lt;br /&gt;
[[File:elf_magic_preview.png|thumb|350px|center|A human wizard. Which kind of magic he is using here can only be speculated upon. Most likely it's Necromancy.]]&lt;br /&gt;
[[ru:Magic]]&lt;br /&gt;
{{Category|Game mechanics}}&lt;/div&gt;</summary>
		<author><name>Urist Mchateselves</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=No_Pain&amp;diff=303659</id>
		<title>No Pain</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=No_Pain&amp;diff=303659"/>
		<updated>2024-09-28T22:43:47Z</updated>

		<summary type="html">&lt;p&gt;Urist Mchateselves: Ditto&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{catbox}}&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
[[Creature]]s with the '''{{token|NOPAIN}}''' [[creature token#N|creature token]] feel no [[Symptom#Pain|pain]] in (or out of) [[combat]]. These creatures will suffer grievous [[wound]]s and continue fighting without pause, making them significantly harder to kill - many foes are dispatched by a blow to the head after they fall [[unconscious]] from pain. Luckily, creatures with this token are rare.&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
==Creatures who feel no pain==&lt;br /&gt;
&lt;br /&gt;
The following creatures possess the {{token|NOPAIN}} token.&lt;br /&gt;
&lt;br /&gt;
*[[Amethyst man|Amethyst men]]&lt;br /&gt;
*[[Angel]]s&lt;br /&gt;
*[[Bark scorpion]]s&lt;br /&gt;
**[[Bark scorpion man|Bark scorpion men]]&lt;br /&gt;
**[[Giant bark scorpion]]s&lt;br /&gt;
*[[Blood man|Blood men]]&lt;br /&gt;
*[[Bogeyman|Bogeymen]]&lt;br /&gt;
*[[Bronze colossus]]es&lt;br /&gt;
*[[Brown recluse spider]]s&lt;br /&gt;
**[[Brown recluse spider man|Brown recluse spider men]]&lt;br /&gt;
**[[Giant brown recluse spider]]s&lt;br /&gt;
*[[Cave spider]]s&lt;br /&gt;
**[[Giant cave spider]]s&lt;br /&gt;
*[[Demon]]s&lt;br /&gt;
*[[Experiment]]s&lt;br /&gt;
*[[Fire man|Fire men]]&lt;br /&gt;
*[[Forgotten beast]]s&lt;br /&gt;
*[[Gabbro man|Gabbro men]]&lt;br /&gt;
*[[Grimeling]]s&lt;br /&gt;
*[[Hydra]]s&lt;br /&gt;
*[[Infected ghoul]]s&lt;br /&gt;
*[[Iron man|Iron men]]&lt;br /&gt;
*[[Jumping spider]]s&lt;br /&gt;
**[[Jumping spider man|Jumping spider men]]&lt;br /&gt;
**[[Giant jumping spider]]s&lt;br /&gt;
*[[Magma man|Magma men]]&lt;br /&gt;
*[[Molemarian]]s&lt;br /&gt;
*[[Mud man|Mud men]]&lt;br /&gt;
*[[Mummy|Mummies]]&lt;br /&gt;
*[[Naked mole dog]]s&lt;br /&gt;
*[[Nightmare]]s&lt;br /&gt;
*[[Night troll]]s&lt;br /&gt;
*[[Nightwing]]s&lt;br /&gt;
*[[Undead]]&lt;br /&gt;
*[[Titan]]s&lt;br /&gt;
*[[Vampire]]s&lt;br /&gt;
*[[Werebeast]]s&lt;br /&gt;
&lt;br /&gt;
{{Category|Creature attributes}}&lt;br /&gt;
[[ru:No Pain]]&lt;/div&gt;</summary>
		<author><name>Urist Mchateselves</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=No_Stun&amp;diff=303658</id>
		<title>No Stun</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=No_Stun&amp;diff=303658"/>
		<updated>2024-09-28T22:42:23Z</updated>

		<summary type="html">&lt;p&gt;Urist Mchateselves: Giant desert scorpions no longer exist.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{catbox}}&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
[[Creature]]s with the '''{{token|NOSTUN}}''' [[creature token#N|creature token]] cannot be [[Status icon|stunned]]. These creatures can [[gravity|fall]] multiple [[z-level]]s, suffer great [[Symptom#Pain|pain]], or be injected with stunning [[venom]] without the momentary vulnerability of becoming stunned. Creatures with this token will attack relentlessly in combat until they are killed. Luckily creatures with this token are rare.&lt;br /&gt;
&lt;br /&gt;
Interestingly, this protection does not extend to large [[web]]s; webbed creatures will still pause and trigger any [[trap]]s in their current tile.&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
==Creatures who cannot be stunned==&lt;br /&gt;
&lt;br /&gt;
The following creatures possess the {{token|NOSTUN}} token.&lt;br /&gt;
&lt;br /&gt;
*[[Amethyst man|Amethyst men]]&lt;br /&gt;
*[[Angel]]s&lt;br /&gt;
*[[Bark scorpion]]s&lt;br /&gt;
**[[Bark scorpion man|Bark scorpion men]]&lt;br /&gt;
**[[Giant bark scorpion]]s&lt;br /&gt;
*[[Blood man|Blood men]]&lt;br /&gt;
*[[Bogeyman|Bogeymen]]&lt;br /&gt;
*[[Bronze colossus]]es&lt;br /&gt;
*[[Brown recluse spider]]s&lt;br /&gt;
**[[Brown recluse spider man|Brown recluse spider men]]&lt;br /&gt;
**[[Giant brown recluse spider]]s&lt;br /&gt;
*[[Cave blob]]s&lt;br /&gt;
*[[Cave floater]]s&lt;br /&gt;
*[[Cave spider]]s&lt;br /&gt;
**[[Giant cave spider]]s&lt;br /&gt;
*[[Demon]]s&lt;br /&gt;
*[[Ettin]]s&lt;br /&gt;
*[[Experiment]]s&lt;br /&gt;
*[[Fire man|Fire men]]&lt;br /&gt;
*[[Flesh ball]]s&lt;br /&gt;
*[[Floating guts]]&lt;br /&gt;
*[[Forgotten beast]]s&lt;br /&gt;
*[[Gabbro man|Gabbro men]]&lt;br /&gt;
*[[Grimeling]]s&lt;br /&gt;
*[[Hydra]]s&lt;br /&gt;
*[[Infected ghoul]]s&lt;br /&gt;
*[[Iron man|Iron men]]&lt;br /&gt;
*[[Jumping spider]]s&lt;br /&gt;
**[[Jumping spider man|Jumping spider men]]&lt;br /&gt;
**[[Giant jumping spider]]s&lt;br /&gt;
*[[Magma man|Magma men]]&lt;br /&gt;
*[[Mud man|Mud men]]&lt;br /&gt;
*[[Mummy|Mummies]]&lt;br /&gt;
*[[Nightmare]]s&lt;br /&gt;
*[[Night troll]]s&lt;br /&gt;
*[[Nightwing]]s&lt;br /&gt;
*[[Undead]]&lt;br /&gt;
*[[Titan]]s&lt;br /&gt;
*[[Vampire]]s&lt;br /&gt;
*[[Werebeast]]s&lt;br /&gt;
&lt;br /&gt;
{{Category|Creature attributes}}&lt;br /&gt;
[[ru:No Stun]]&lt;/div&gt;</summary>
		<author><name>Urist Mchateselves</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Audio&amp;diff=303630</id>
		<title>Audio</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Audio&amp;diff=303630"/>
		<updated>2024-09-27T15:49:44Z</updated>

		<summary type="html">&lt;p&gt;Urist Mchateselves: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Modding}}&lt;br /&gt;
&lt;br /&gt;
''Dwarf Fortress'' contains music tracks which play at various points in game, including the main menu theme. Some types of audio seem to be triggered by events, while others play randomly while certain criteria are met. These seem to include some [[weather]] sounds, wild ambience, building sounds, river etc.&lt;br /&gt;
&lt;br /&gt;
According to [[Toady One|Tarn]], there are different settings for every track. One depends on the caverns being opened, one plays only after the second year, one is a first year track.  Strike the Earth plays when you first embark, and then gets mixed in with the others afterward.  And so forth; there's a raw format for this so you can change it if you like.[http://www.bay12forums.com/smf/index.php?topic=169696.msg8403423#msg8403423]&lt;br /&gt;
&lt;br /&gt;
Game Audio settings can be adjusted in the [[Settings#Audio|settings]] menu. &lt;br /&gt;
&lt;br /&gt;
== Modding== &lt;br /&gt;
{{main|modding}}&lt;br /&gt;
&lt;br /&gt;
All sound and [[Soundtrack|music]] files used by ''Dwarf Fortress'' are stored in the [https://en.wikipedia.org/wiki/Ogg .ogg] format within the &amp;lt;code&amp;gt;[[Game folder|&amp;lt;Dwarf Fortress&amp;gt;]]/data/sound/&amp;lt;/code&amp;gt; subfolders. You can replace the existing ogg files with different ones. That has to be performed manually and isn't actually supported by the game. You can also change some of the definitions of when certain musical cues are played, using available music tokens and sound tokens in the [[raw file]]s found in &amp;lt;code&amp;gt;[[Game folder|&amp;lt;Dwarf Fortress&amp;gt;]]\data\vanilla\vanilla_music\&amp;lt;/code&amp;gt;. You can add new music and sounds with raws in the sound folder{{version|0.50.09}}, formatted like so:&lt;br /&gt;
&lt;br /&gt;
==Identifiers==&lt;br /&gt;
&lt;br /&gt;
To allow the game to read audio files consistently, they must be given an identifier. Identifiers can be any arbitrary string, just like any other raw object.&lt;br /&gt;
&lt;br /&gt;
Identifier files are stored in a mod's &amp;lt;code&amp;gt;sound/&amp;lt;/code&amp;gt; directory (not the &amp;lt;code&amp;gt;objects/&amp;lt;/code&amp;gt; directory, where the logic for playing them is stored), and their name must start with &amp;lt;code&amp;gt;sound_file_&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;music_file_&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Their first line must be the filename, followed by &amp;lt;code&amp;gt; [OBJECT:SOUND_FILE]&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;[OBJECT:MUSIC_FILE]&amp;lt;/code&amp;gt; respectively.&lt;br /&gt;
&lt;br /&gt;
 sound_file_example&lt;br /&gt;
 [OBJECT:SOUND_FILE]&lt;br /&gt;
 [SOUND_FILE:&amp;lt;identifier&amp;gt;]&lt;br /&gt;
     [FILE:file name]&lt;br /&gt;
&lt;br /&gt;
 music_file_example&lt;br /&gt;
 [OBJECT:MUSIC_FILE]&lt;br /&gt;
 [MUSIC_FILE:&amp;lt;identifier&amp;gt;]&lt;br /&gt;
     [FILE:file name]&lt;br /&gt;
     [AUTHOR:author name]&lt;br /&gt;
     [LOOPS] optional&lt;br /&gt;
     [TITLE:piece title]&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
!Token&lt;br /&gt;
!Arguments&lt;br /&gt;
!Extra Information&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FILE}}&lt;br /&gt;
|&lt;br /&gt;
* path to audio&lt;br /&gt;
| (Required) Usually stored as &amp;lt;code&amp;gt;sound/...ogg&amp;lt;/code&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AUTHOR}}&lt;br /&gt;
|&lt;br /&gt;
* string&lt;br /&gt;
| (Music only) Displays as the song author on pause menu.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LOOPS}}&lt;br /&gt;
| &lt;br /&gt;
| (Music only) If set, should play continuously until interrupted.{{verify}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TITLE}}&lt;br /&gt;
|&lt;br /&gt;
* string&lt;br /&gt;
| (Music only) Displays as track title on pause menu.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Sound effects==&lt;br /&gt;
&lt;br /&gt;
All vanilla sound tokens are found within &amp;lt;code&amp;gt;objects/sound_standard.txt&amp;lt;/code&amp;gt;. All sound definition raws must begin with &amp;lt;code&amp;gt;sound_&amp;lt;/code&amp;gt;, followed by the &amp;lt;code&amp;gt;[OBJECT:SOUND]&amp;lt;/code&amp;gt; token that tells the game that the file contains sound definitions.&lt;br /&gt;
&lt;br /&gt;
 [SOUND:&amp;lt;identifier&amp;gt;]&lt;br /&gt;
     [FILE:&amp;lt;[[Audio#Identifiers|file identifier]]&amp;gt;]&lt;br /&gt;
     [ANNOUNCEMENT:&amp;lt;announcement&amp;gt;]&lt;br /&gt;
     ...&lt;br /&gt;
     [ANNOUNCEMENT:&amp;lt;announcement n&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
!Token&lt;br /&gt;
!Arguments&lt;br /&gt;
!Extra Information&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FILE}}&lt;br /&gt;
|&lt;br /&gt;
* [[Audio#Identifiers|sound file]]&lt;br /&gt;
| (Required) [[Audio#Identifiers|File identifiers]] can be any of various hardcoded sounds (all present in the vanilla raws) or custom [SOUND_FILE] objects.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ANNOUNCEMENT}}&lt;br /&gt;
|&lt;br /&gt;
* [[Announcements.txt|announcement(s)]]&lt;br /&gt;
| Trigger condition, can use more than one announcement in the list.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SAVAGE_AREA}}&lt;br /&gt;
| &lt;br /&gt;
| Played randomly in a [[Surroundings#Savage|savage]] area.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Music tracks==&lt;br /&gt;
All vanilla music tokens are found within &amp;lt;code&amp;gt;objects/music_standard.txt&amp;lt;/code&amp;gt;. All music logic raws must begin with &amp;lt;code&amp;gt;music_&amp;lt;/code&amp;gt;, followed by the &amp;lt;code&amp;gt;[OBJECT:MUSIC]&amp;lt;/code&amp;gt; token that tells the game that the file contains music definitions.&lt;br /&gt;
&lt;br /&gt;
 [MUSIC:TRACK_02]&lt;br /&gt;
 	[FILE:EXPANSIVE_CAVERN]&lt;br /&gt;
 		[CARD:EXPANSIVE_CAVERN_CARD_1] for the shuffled deck of short bits&lt;br /&gt;
 		[CARD:EXPANSIVE_CAVERN_CARD_2]&lt;br /&gt;
 		[CARD:EXPANSIVE_CAVERN_CARD_3]&lt;br /&gt;
 		[CARD:EXPANSIVE_CAVERN_CARD_4]&lt;br /&gt;
 	[EVENT:FIRST_CAVERN_OPENED]&lt;br /&gt;
 	[CONTEXT:CAVERNS_OPENED]&lt;br /&gt;
 	[FREQUENCY:UNCOMMON]&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
!Token&lt;br /&gt;
!Arguments&lt;br /&gt;
!Extra Information&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FILE}}&lt;br /&gt;
|&lt;br /&gt;
* [[Audio#Identifiers|music file]]&lt;br /&gt;
| (Required) Can be any of the many hardcoded [[Audio#Identifiers|files]] for the [[soundtrack]], or it can be a custom [MUSIC_FILE] object.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CARD}}&lt;br /&gt;
|&lt;br /&gt;
* [[Audio#Identifiers|music file(s)]]&lt;br /&gt;
| Mostly unexplored, listed as a &amp;quot;shuffled deck of short bits.&amp;quot; Appears to be played only if no song is currently playing? Before the song proper starts, the game will play a few of these in random order.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CONTEXT}}&lt;br /&gt;
| [[Audio#Contexts|context(s)]]&lt;br /&gt;
| This song can randomly play if any of the contexts are met.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EVENT}}&lt;br /&gt;
| [[Audio#Events|event(s)]]&lt;br /&gt;
| When the chosen event occurs, this song automatically plays and overrides the current song. If multiple songs match the event, a random song will be played from among them.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FREQUENCY}}&lt;br /&gt;
|&lt;br /&gt;
* UNCOMMON or RARE&lt;br /&gt;
| Can be set to 'UNCOMMON' to set the frequency half as often as the other candidates or 'RARE' to make it 1/5 as often as other candidates.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
; Contexts&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
!Token&lt;br /&gt;
!Extra Information&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ANY}}&lt;br /&gt;
| Can play at any time, including in menus.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAIN}}&lt;br /&gt;
| The gamemode is [[Fortress Mode]].&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FIRST_YEAR}}&lt;br /&gt;
| You are controlling a fortress that is less than one year old.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SECOND_YEAR_PLUS}}&lt;br /&gt;
| Your fortress has been around for more than one year.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CAVERNS_OPENED}}&lt;br /&gt;
| Your fortress has access to the [[cavern]]s.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPRING}}&lt;br /&gt;
| The current season is [[spring]]. Appears to also be played in Legends mode and the main menu.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SUMMER}}&lt;br /&gt;
| The current season is [[summer]]. Appears to also be played in Legends mode and the main menu.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AUTUMN}}&lt;br /&gt;
| The current season is [[autumn]]. Appears to also be played in Legends mode and the main menu.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WINTER}}&lt;br /&gt;
| The current season is [[winter]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
; Events&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
!Token&lt;br /&gt;
!Extra Information&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|JUST_EMBARKED}}&lt;br /&gt;
| Plays when [[embark|founding]] a new fortress.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SIEGE}}&lt;br /&gt;
| A [[siege]] is announced.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FIRST_CAVERN_OPENED}}&lt;br /&gt;
| A new cave layer is discovered {{verify}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MEGABEAST_ATTACK}}&lt;br /&gt;
| Plays when a [[megabeast]]'s arrival is announced. It is unknown if it is also relevant for [[Semi-megabeast|semi-megabeasts]] or [[Titan|titans]].&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FORGOTTEN_BEAST_ATTACK}}&lt;br /&gt;
| Plays when a [[forgotten beast]]'s arrival is announced.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DEATH_SPIRAL}}&lt;br /&gt;
| Many citizen deaths have occurred in short succession.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TAVERN_MUSIC_PRESENT}}&lt;br /&gt;
| Many units have gathered to perform or watch a [[Performer#Music|musical form]].&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TAVERN_DANCE_PRESENT}}&lt;br /&gt;
| Many units have gathered to perform or watch a [[Performer#Dance|dance]].&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LOST_FORT}}&lt;br /&gt;
| Ending a game: a fortress has just been [[Reclaim fortress mode|abandoned or retired]] or your [[adventurer]] has died.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== See Also== &lt;br /&gt;
* [[Soundtrack]] &lt;br /&gt;
* [https://www.youtube.com/watch?v=mJyMhgadpcQ ambiences and music snippets]&lt;br /&gt;
* [[Soundsense]]&lt;br /&gt;
* [https://github.com/Putnam3145/dwarf-fortress-example-sound-mod Example sound mod] by [[User:Putnam3145|Putnam]]&lt;br /&gt;
&lt;br /&gt;
[[Category:game]]&lt;/div&gt;</summary>
		<author><name>Urist Mchateselves</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Palette&amp;diff=303614</id>
		<title>Palette</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Palette&amp;diff=303614"/>
		<updated>2024-09-26T13:57:09Z</updated>

		<summary type="html">&lt;p&gt;Urist Mchateselves: typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;:{{for/see|a list of all Descriptor Colors|[[Color]]}}&lt;br /&gt;
&lt;br /&gt;
'''Palette''' swapping is used to replace a set of colors from in a graphic tile with another set of colors. These sets of colors are called '''palettes'''. In the palette.png file, each row of colors is a palette. The top row of colors, by-default, is the palette-to-be-swapped used in the graphic files. The rows of color below are the palettes that it gets replaced with, defined-by-material in the palette_default.txt file. Each row, or palette, can have up to 18 colors.&lt;br /&gt;
&lt;br /&gt;
#These objects support palette swapping (not an exhaustive list):&lt;br /&gt;
#; Buildings:&lt;br /&gt;
#* [[Bridge]]s&lt;br /&gt;
#* Constructed [[Floor]]s&lt;br /&gt;
#* Constructed [[Stairs]] (not carved)&lt;br /&gt;
#* Constructed [[Wall]]s&lt;br /&gt;
#* [[Fortification]]s (both carved and constructed)&lt;br /&gt;
#* [[Millstone]] (only once built)&lt;br /&gt;
#* [[Windmill]]&lt;br /&gt;
#* [[Quern]] (only once built)&lt;br /&gt;
#* Workshop (floor only)&lt;br /&gt;
#; [[Furniture]]:&lt;br /&gt;
#* [[Bed]], base&lt;br /&gt;
#* Bed, bedding (not pillow)&lt;br /&gt;
#* [[Cabinet]]&lt;br /&gt;
#* [[Cage]]&lt;br /&gt;
#* [[Trap#Cage_trap|Cage Trap]]&lt;br /&gt;
#* Chair/[[Throne]]&lt;br /&gt;
#* [[Container|Chest]]&lt;br /&gt;
#* [[Coffin]]&lt;br /&gt;
#* [[Door]]&lt;br /&gt;
#* [[Grate]]&lt;br /&gt;
#* [[Lever]]&lt;br /&gt;
#* [[Nest box]]&lt;br /&gt;
#* [[Table]]&lt;br /&gt;
#; Materials:&lt;br /&gt;
#* [[Block]]s&lt;br /&gt;
#* Fuel ore ([[Bituminous coal]] or [[Lignite]])&lt;br /&gt;
#* [[Gem]]s&lt;br /&gt;
#* [[Log]]s&lt;br /&gt;
#* Metal [[Bar]]s&lt;br /&gt;
#* [[Ore]]s&lt;br /&gt;
#* [[Glass|Raw glass]]&lt;br /&gt;
#* [[Stone]]s&lt;br /&gt;
#; Items:&lt;br /&gt;
#* [[Amulet]]s&lt;br /&gt;
#* [[Anvil]]s&lt;br /&gt;
#* [[Armor]]&lt;br /&gt;
#* [[Barrel]]s (unless it contains cheese)&lt;br /&gt;
#* [[Bracelet]]s&lt;br /&gt;
#* [[Chain]]s/Ropes&lt;br /&gt;
#* [[Crown]]s&lt;br /&gt;
#* [[Crutch]]&lt;br /&gt;
#* [[Cup]]s/Mugs/Goblets&lt;br /&gt;
#* [[Earring]]s&lt;br /&gt;
#* [[Egg]]s&lt;br /&gt;
#* [[Figurine]]s&lt;br /&gt;
#* [[Mechanism]]s&lt;br /&gt;
#* [[Instrument|Musical Instrument]]s&lt;br /&gt;
#* [[Parchment]]&lt;br /&gt;
#* [[Ring]]s&lt;br /&gt;
#* [[Scepter]]s&lt;br /&gt;
#* [[Shield]]s&lt;br /&gt;
#* [[Splint]]&lt;br /&gt;
#* [[Stepladder]]&lt;br /&gt;
#* Terrain [[Boulder]]s&lt;br /&gt;
#* [[Thread]]&lt;br /&gt;
#* [[Toy]]s&lt;br /&gt;
#* [[Trap component]]s&lt;br /&gt;
#* [[Weapon]]s (not ammunition)&lt;br /&gt;
#; Liquids:&lt;br /&gt;
#* [[Beer]]&lt;br /&gt;
#* [[Royal jelly]]&lt;br /&gt;
#* [[Milk]]&lt;br /&gt;
#; Powders:&lt;br /&gt;
#* [[Flour]]&lt;br /&gt;
#* [[Gypsum plaster]]&lt;br /&gt;
#* [[Quicklime]]&lt;br /&gt;
#* [[Sand]]&lt;br /&gt;
#* [[Sugar]]&lt;br /&gt;
#These objects DO NOT support palette swapping (not an exhaustive list):&lt;br /&gt;
#; Buildings:&lt;br /&gt;
#* Carved [[Stair]]s (not constructed stairs)&lt;br /&gt;
#* Furniture in Workshop&lt;br /&gt;
#* [[Hive]]s&lt;br /&gt;
#; Furniture:&lt;br /&gt;
#* [[Altar]] (bug)&lt;br /&gt;
#* [[Millstone]] (only as item, works once built)&lt;br /&gt;
#* Bed [[pillow]] (not the rest of the bed)&lt;br /&gt;
#* [[Pedestal]] (bug)&lt;br /&gt;
#* [[Quern]] (only as item, works once built)&lt;br /&gt;
#* [[Traction Bench]] (bug)&lt;br /&gt;
#; Items:&lt;br /&gt;
#* [[Ammunition]] (bolts)&lt;br /&gt;
#* [[Cheese]]&lt;br /&gt;
#* Refined [[Fuel]] (Coke)&lt;br /&gt;
#* [[Leather]]&lt;br /&gt;
#* [[Tallow]]&lt;br /&gt;
#; Liquids:&lt;br /&gt;
#* [[Blood]]&lt;br /&gt;
#* [[Magma]]&lt;br /&gt;
#; Other:&lt;br /&gt;
#* [[Designation]]s to construct stairs/floors/fortifications&lt;br /&gt;
#* [[Driftwood]]&lt;br /&gt;
#* [[Mist]]&lt;br /&gt;
#* [[Farming|Field]] (both fallow and planted)&lt;br /&gt;
#* [[Ramp]]s terrain&lt;br /&gt;
#* Rough cavern floor&lt;br /&gt;
#* [[Smoothing|Smoothed]] Floor&lt;br /&gt;
#* [[Track]]s, Carved&lt;br /&gt;
#* [[Stockpile]]&lt;/div&gt;</summary>
		<author><name>Urist Mchateselves</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Vampire&amp;diff=303476</id>
		<title>Vampire</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Vampire&amp;diff=303476"/>
		<updated>2024-09-14T21:01:46Z</updated>

		<summary type="html">&lt;p&gt;Urist Mchateselves: Unrevealed vampires no longer bear alternate skin colours in the premium version, making any attempts to identify them by looking at their sprites futile.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|16:31, 27 February 2023 (CST)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{buggy}}&lt;br /&gt;
{{minorspoiler}}&lt;br /&gt;
{{DFtext|Urist McVictim, Cheesemaker has been found dead, completely drained of blood!|5:1}}&lt;br /&gt;
&lt;br /&gt;
[[File:vampire_sprite_preview.png|right]]'''Vampires''' {{Tile|Ñ|4:0}} are [[undead]] [[night creature]]s that feed on [[blood]], cursed during [[world generation]] by profaning against their former [[deity|deities]]. In [[fortress mode]], they occasionally appear in [[migrant]] waves and hide themselves amongst your [[dwarves]]. Vampirism can be further spread by [[thirst|drinking]] either vampire blood, or [[water]] contaminated by said vampire blood.&lt;br /&gt;
&lt;br /&gt;
Graphically, if revealed to be a vampire, dwarves and [[human]]s will have light green skin. [[Elves]], [[goblin]]s and [[kobold]]s on the other hand, will have blue skin. [[Animal people]] will appear as they are, with no color palette changes.&lt;br /&gt;
==Description==&lt;br /&gt;
{{Translation&lt;br /&gt;
| term = blood sucker&lt;br /&gt;
| dwarven = nazush-eb&lt;br /&gt;
| elvish  = cameda-pelese&lt;br /&gt;
| goblin  = ogom-oson&lt;br /&gt;
| human   = cadem-engo&lt;br /&gt;
}}&lt;br /&gt;
{{imagefix|[[File:df_vampire_portrait.png|left]]|8|0}}Vampires, like other night creatures, are created during world generation. The amount of vampires created during world generation is closely related to world size, population, and history, and it can be directly controlled with [[advanced world generation]]—a world generating with &amp;quot;{{tt|Number of Vampire Curse Types}}&amp;quot; set to {{tt|0}} in advanced world generation will not have any vampires in it. Every once in a while, a deity will curse a worshipper who desecrates their temple or otherwise offends them, cursing them to become either a vampire or [[werebeast]]. Any creature with blood, capable of learning, and not already a werebeast or undead, can, theoretically, become a vampire, but most vampires will be human or dwarven. However, since [[civilization]]s can have members not of their founding race, the occasional vampiric goblin, elf, or even [[Animal people|animal person]] will also occur.&lt;br /&gt;
&lt;br /&gt;
Vampires are much more powerful than normal humanoids, possessing enhanced speed, strength, [[No Exert|stamina]], and [[No Pain|pain resistance]] in combat, don't need [[food]], or need to breathe (and thus, cannot drown), and never get [[sleep|drowsy]]. They do, however, get thirsty, albeit not in the normal way; vampires thirst for warm, fresh blood, and will suck [[unconscious]] [[creature]]s (usually others of their own kind) dry given the chance, usually killing them. In the rare case that the victims survive and recover, they will not remember what happened to them, and may very well fall victim once more. It appears that when a vampire feeds successfully, they receive a large happiness boost.&lt;br /&gt;
&lt;br /&gt;
Vampires do not [[age]] - most live for hundreds or even thousands of years. Thus, all but the youngest vampires are more [[skill]]ed and experienced than their peers, spurred on by the countless lives detailed on their [[kill list]]s while they hide their true identities. This makes them natural candidates for leadership, and thus vampiric [[monarch]]s are a not-uncommon sight upon the thrones of certain ill-starred [[civilization]]s, which do not seem to wonder as to how their liege has been alive for so many centuries. Vampires are a type of undead, therefore, animated dead creatures will be docile towards them, as will nonplayer [[necromancer]]s—while they're undead, necromancers cannot control vampires, as they possess free will. Vampires are sterile, and therefore can't have [[children]].&lt;br /&gt;
&lt;br /&gt;
Younger vampires stalk the streets of towns and cities, indistinguishable from the average mortal, and drink the blood of unsuspecting innocents. Elder vampires, those with power and ambition, mislead the gullible and power-hungry into forming vampire cults dedicated to worshiping and feeding their master. Should a vampire rise to a position of power in mortal society, it may deign to expose itself and impose a rule of tyranny upon the subjects who so unknowingly elevated it to power. {{verify}}&lt;br /&gt;
&lt;br /&gt;
None of your seven starting dwarves will ever be vampires, nor will children or babies, [[caravan]]s, [[siege]]s{{verify}}, [[ambush]]es{{verify}}, or [[thief|thieves]]{{verify}}, but any of the rest of your dwarves can be. (Foreign [[diplomat]]s can be vampires, and will be labeled as such.)&lt;br /&gt;
&lt;br /&gt;
== Habits ==&lt;br /&gt;
Vampires are secretive and, for better or for worse, a fairly common occurrence. Many fortresses can expect to see a vampiric resident within the first few years - some may see two or more. Vampires arrive with a false name, hiding their true name and kill list until they are discovered. They act as any other dwarves, performing jobs which are assigned to them and generally acting as expected, except for differences too small to notice easily in any sizable population: they do not eat, drink or sleep. They can be [[military|drafted]], assigned to [[burrow]]s, be given [[room]]s (because they do not sleep, vampires will not claim rooms on their own{{verify}}), and own items.  The most important difference is that sometimes ''(when? how often?)'', they drink the blood of dwarves or other creatures (if any tame animals somehow fall asleep - eg via a syndrome - vampires will drink their blood as willingly as they will that of a dwarf or other creature) that they catch sleeping. If a vampire is in the military and has current station orders, they may ignore them and search out a victim, still displaying 'station'.&lt;br /&gt;
If a vampire is caught in the act of draining a victim, their crime will be reported in the [[justice]] [[menu|screen]] as murder (they will not, however, stop drinking when caught). If only the corpse is discovered, the crime will be labeled as a murder sans suspects, and the player can accuse dwarves of the act. Even in the case that someone is accused, be aware that the deceitful vampire is capable of framing others for its crimes to send suspicion away for a time. If a vampire is killed, the corpse will bear the original name of the creature, rather than that of the dwarf who was seen to die, which might lead to some confusion among managers of such things. A [[coffin]] will be designated for burial of the vampire's cover identity, with the corpse bearing the original name entombed in it. Memorial slabs will be dedicated to the vampire's original name.&lt;br /&gt;
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== Identification ==&lt;br /&gt;
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Visually, in the default Steam edition tileset, revealed vampires have unnatural looking pale-green skin.&lt;br /&gt;
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=== Non-visual identification ===&lt;br /&gt;
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It might be smart to scan the [[thoughts and preferences]] screens of all incoming migrants before welcoming them to their new home, as a safety measure; it really ''sucks'' when you don't discover you have a vampire until ''after'' they've drained your only legendary [[armorsmith]] of blood. Sometimes, when getting visitors, the game might immediately disclose some vampire visitors with messages like the following:&amp;lt;br&amp;gt;&lt;br /&gt;
{{DFtext|Eman Togiocba, Human Bard vampire is visiting.|2:1}}&lt;br /&gt;
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A dwarf who is suddenly pale or faint for no explained reason is a good but rare indicator that a vampire is around: They were most likely fed upon, but survived. Dwarven [[corpse]]s being discovered &amp;quot;drained of blood&amp;quot; are more common; a vampire fed upon them and killed them, and their body was discovered. These dwarves should be buried well and speedily, lest an axe-crazy [[ghost]] arise from their death. Dwarves inexplicably going missing for more than a week are another indicator, although this might be the result of dwarven stupidity (e.g. falling down a [[well]], walking off a [[waterfall]], etc.) as well.&lt;br /&gt;
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Once you suspect you have a vampire, you probably want to know ''who'' it is. There are a number of good indicators of a vampire and the more points a dwarf hits, the more likely they are, indeed, a vampire. The difficult vampires to identify are young ones, as they have not had time to build up the indicators that are obvious on older bloodsuckers.&lt;br /&gt;
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Firstly, there are the consequences of their age. Vampires tend to be high in multiple (4-5+) [[social skill|social]], high in at least one [[military]] [[skill]], and &amp;quot;great&amp;quot; or better in at least one domestic skill. The biggest indicator of a vampire in this version{{verify}} is that they will almost always have more skills (10-15+ easily) at Novice or better than any of your other dwarves. If your new Great Hunter is also a Novice Milker, Shearer, Farmer, Tanner, Carpenter, Stonecrafter, Furnace Operator, Soap Maker, Fisherdwarf, Fish Cleaner, and Fish Dissector... they're almost certainly a vampire. They also tend to have very long lists of [[Thoughts and preferences#Civilization membership|group associations]], on the order of dozens, far more than normal dwarves; abnormally long lists of [[relationships|relations]], and often many, many children, none of whom are present in the fortress (in stark contrast to the spouses, children and siblings whom most dwarves will share their home with). If they are married to a dwarf that is not present in the fortress, this should be treated as especially strong evidence. Note, however, that lacking relatives within the fortress is not a good indicator of being a vampire.&lt;br /&gt;
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Their [[Personality trait|personality]] can also be scrutinized for abnormalities. Their biographies may indicate that they &amp;quot;have the appearance of somebody who is (x) years old,&amp;quot; a very good indicator of a vampire in cases where they have too many children - or too many civilization associations - to be that young. As vampires do not eat, sleep, or drink, they will never have recent thoughts about meals, drinks, beds, dining rooms, or chairs, leaving their thoughts especially bare and suspicious. In the case of vampires who have been in the fort for a while, a comment may be added to the effect that &amp;quot;s/he could really use a drink,&amp;quot; &amp;quot;s/he has not had a drink in far, far too long,&amp;quot; or &amp;quot;can't even remember the last time s/he had some.&amp;quot; This is an indicator that they need blood. In any case, if alcohol is available, it makes an excellent distinguishing mark. However, [[tavern]] keepers may give a vampire alcohol which they will then drink.{{verify}} In addition to the brevity of surface thoughts, if you were unfortunate enough to have a dwarf die to a vampire, the culprit will have the &amp;quot;took joy in slaughter lately&amp;quot; thought. It is also possible to find surface thoughts reacting &amp;quot;seeing [the victim] die&amp;quot; -- since normally the vampire is the only witness to their own murder, it's a strong signal.&lt;br /&gt;
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There are two &amp;quot;normal&amp;quot; ways to be absolutely sure a dwarf is a vampire. The first is to catch them in the act; the dwarf will be clearly marked for the duration of the attack (i.e. Urist McVampire, Vampire on the [[unit list]], in red). A vampire does not mind if the player is currently &amp;quot;watching&amp;quot; or even following it. The second is to have a dwarf witness the event happening. This will permanently uncover their identities, but almost always results in a dead dwarf first. More arcane are indicators based on their physical abilities; vampires with injured guts do not [[vomit]], with injured lungs they have no problem &amp;quot;breathing&amp;quot;, nor will submerged vampires [[drown]] (evoking the concept of an olden witch test for finding vampirism). Technically being undead, animated corpses will not evoke cancellation spam when a vampire sees them. An easy (albeit, [[exploit|cheap]]) way of screening migrants is to send them through a hallway with a zombie on the other side of fortifications/windows in clear sight. Normal dwarves will run away from the horrible sight of a harmless zombie but vampire dwarves will walk right through.&lt;br /&gt;
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Vampires often will wear items crafted from their kills. If a dwarf is wearing items made from the bones of dwarves, this is a pretty good indication that they are a vampire, and the same is true of vampires of other races. Sometimes these items can find their way into circulation through natural means, so it does not always mean that someone who possesses a dwarf or human bone item is a vampire; having multiples of these items is a stronger indication.&lt;br /&gt;
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One good way to find vampires is to lock suspect dwarves in a room for a season. Vampires do not become hungry, only tired, so simply watching the group to see who begins to starve will identify the vampire. (Ideally, you then let them all out so they can eat before they die) This is a good alternative to the zombie process for undead-free forts.&lt;br /&gt;
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Vampires often will accuse an innocent dwarf of their murders. This can point the savvy fort manager to the culprit as quickly as an honest witness to the crime. If an accusation from a single witness appears in the justice screen, it is likely false. Monitor the accused dwarf until you see them eat, drink, or sleep, which proves them innocent.&lt;br /&gt;
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Looking at the [[deity|deities]] that the dwarf believes in (in the {{k|r}}elationships screen) can be quite helpful. Vampires often still worship the god that cursed them with vampirism, so one of the deities of a vampire may have a &amp;quot;cursed the dwarf [vampire's true name] . . .&amp;quot; clause.  Note that the level of worship of their deity by vampires is *always* 'dubious'. (might be incorrect in 0.50+{{verify}} ) Deities also list historical figures which have begun worshiping them.  If an already-cursed vampire comes to worship a new deity, they are flagged as such in the deity's history, with an &amp;quot;In the [season] of [year], [deity] received the worship of the [species] vampire [vampire's true name]&amp;quot; clause. Lacking both of these clauses from all of their deities seems to be a clear sign that the suspect is ''not'' a vampire. This non-bugged way of checking a vampire is linked to the &amp;quot;cheap&amp;quot; bugged way of checking of vampires, which is described in the final paragraph.&lt;br /&gt;
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Then there are the (in ''Dwarf Fortress'', inevitable) bugged ways. As mentioned in the [[#Bugs|bugs]] section, vampires can be discovered and identified in [[statue|statuary]] and [[engraving]]s, through their refusal to claim [[bed]]rooms, through [[pet|adoption events]], and through [[weapon]] [[kill list]]s. Additionally, if you have the vampire on follow, their title will change from their usual one (&amp;quot;Dwarf A&amp;quot;) to &amp;quot;Dwarf A Vampire&amp;quot; when they are doing certain activities.&lt;br /&gt;
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There are a few &amp;quot;cheap&amp;quot; ways as well. [[Utilities#DFHack|DFHack]] has a special command, &amp;quot;cursecheck,&amp;quot; which returns the count of cursed creatures on a tile, and will report vampires. Anyway, it shows only &amp;quot;true&amp;quot; vampire name, which you cant find at unit list, and you can just check one dwarf at a time, so good tactics is to start check from new mayor, traders, administrators and other social-based dwarves. You also can use &amp;quot;cursecheck nick&amp;quot; command at the moment, when there is no cursor on the screen (for example when you at {{K|U}}nit List screen), and after running at Unit list press {{K|v}}iew and then {{K|y}}customize to look at the nickname: if unit is vampire - such will be his nickname. DF Hack manual says that set the type of curse as nickname does not always show up in-game, some vamps don’t like nicknames.&lt;br /&gt;
Checking out a drained dwarf in [[legends]] mode will tell you that &amp;quot;In the year Z X was drained of all blood by Y.&amp;quot;&lt;br /&gt;
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To see if a vampire was cursed by a deity that it worships, look under the &amp;lt;s&amp;gt;vampire's&amp;lt;/s&amp;gt; dwarf's relationships and view the deities that are listed. Give the dwarf a nickname and, when viewing the deity relationship, it will say: &amp;quot;In the [season description] of [year], [deity] cursed the dwarf vampire [nickname you chose] [dwarf's original name] to prowl the night in search of blood in [original location]&amp;quot;. Since the nickname applies retroactively, this is a sure way to identify a vampire that happens to worship the deity that cursed it. This method is very tedious when looking at many suspects, and may apply to only a small fraction of vampires, so you should probably use it after trying the more obvious signs (like many former associations, or tags after &amp;quot;needs alcohol to get through the working day&amp;quot;).&lt;br /&gt;
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Finally, a suspected vampire will have an unusually large amount of kills, if you are using an utility such as [[Utilities#Dwarf Therapist|Dwarf Therapist]] and you go to the military tab and filter by kills, they will have a very high amount of kills.&lt;br /&gt;
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Rarely, vampires may settle in a [[lair|burrow]] after fleeing from their parent civilization. Their vampiric status isn't hidden at all, so if you embark on that burrow, you will see that creature as a vampire from the start.&lt;br /&gt;
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== Defense ==&lt;br /&gt;
Vampires attack and drink from dwarves who are sleeping, so one defense is to force all dwarves to sleep and meet in the same room, increasing the likelihood of eyewitnesses catching the monster in the act. Curiously, even if convicted of a vampiric murder, a vampire will not necessarily be killed, but given a normal justice penalty, such as temporary imprisonment. If you want to get rid of them, you will have to take [[justice]] into your own hands and introduce the leech to a pit of lava, bottomless pit, arena fight, dropping tower, or other elimination method of your choice. Take note that vampires do not breathe, so using drowning chambers will not work, but melting chambers (like drowning chambers, but with magma instead of water), however, will. This can be facilitated through the use of burrows, but you will need to be fast when using those, because vampires do ''not'' respect burrow restrictions if they decide to get another [[Blood|drink]]. However, one must take care that the vampire is properly memorialized, because even the ghosts of vampires will seek out your sleeping citizens and kill them.&lt;br /&gt;
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== Uses ==&lt;br /&gt;
If you can correctly identify a vampire and isolate it from the rest of your population, you can make use of them without fear of blood feedings. A lone vampire in a sealed room will never die of hunger or thirst, does not need to sleep, and will never age. The only way a vampire can die (without your vengeful intervention) is in combat or through syndromes. Sealing it somewhere prevents those. The only remaining risk is that the vampire may turn mad eventually, which without access to other dwarves to [[relationships|relate to]] should not be very likely. Even [[insanity]] is not the end for a vampire - since they remain physically needless, an insane vampire can still live forever, and non-berserk insane vampires remain citizens of your fort. They will be completely unusable for any work, but a locked-up melancholic or stark raving mad vampire is just as [[Immortality|immortal]] as a sane one and cannot be elected mayor. If they get loose, they will not drain your citizens of blood, but melancholic vampires may attempt to end their own existence, given the opportunity.&lt;br /&gt;
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Once you have your sealed vampire, your fortress becomes effectively eternal, since the vampire will always be alive even if the infamous [[Losing|fun]] claims your entire population. Be wary of [[ghost]]s, though, as they are the only being capable of reaching your vampire's eternal prison. Simply wait for the fun to pass and new immigrants to repopulate your otherwise abandoned fort.&lt;br /&gt;
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Consider placing a chair and table in your vampire's sealed room and making them an undead accountant. As they have nothing to do but sit around for eternity, once they get their skills up, they may make exceedingly effective [[manager]]s/[[record keeper]]s. Work orders and stockpile updates currently seem to be psychically transmitted from the desk of the dwarf assigned to those labors, so entombing them in their office isn't an issue. However, vampire dwarves are still alcoholics, yet cannot drink anything but blood; the resulting job performance penalty from the &amp;quot;can't even remember the last time he/she had some&amp;quot; level of [[Drink|alcohol withdrawal]] significantly reduces the usefulness of vampires in this sort of role.&lt;br /&gt;
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A cloistered vampire can also be used as a sleepless, un-eating and drinking dwarf who is always ready for some [[pull lever|lever pulling]], even if the rest of your dwarves die. With all that said, having an eternally cloistered vampire is not without drawbacks. As vampires do not drink, yet are still alcohol-dependent, they will eventually suffer performance penalties and take longer breaks. This can have fatal consequences if you need the lever to keep the goblin siege outside pulled ''now''. Since dwarves get unhappy [[thought]]s from having their clothes rot away, a vampire that's been naked for years is quite prone to [[tantrum]]ing or going [[insanity|insane]], which can lead to [[Fun|even worse outcomes]] should they be assigned to the lever room. Of course, you could drop them some clothes from a chute, but what fun is that when there are [[cave-in|other]] [[dwarven atom smasher|things]] [[Magma|to]] [[Goblin|drop]] [[Kobold|from]] [[Noble|above?]] Or you could assign the vampire to a squad and supply them with a set of armor, as armor doesn't wear out. Another way to mitigate cloistered vampire unhappiness is to convict them of one or more of their murders after they've been sealed in; they will eventually derive happiness from having their punishment &amp;quot;delayed&amp;quot;.&lt;br /&gt;
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Vampires do increase their stats like other dwarves, so that a weak vampire may be easily upgraded into a mighty one by using them as a miner or easily trained into a legendary swimmer. A vampiric craftsdwarf may be burrow-limited to their workshop plus a stockpile, or a miner restricted to specific mining levels, avoiding any other miners. It will be safe if all of the miners have separate, assigned bedrooms.&lt;br /&gt;
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If a vampire gets injured enough to lose teeth and control of their limbs, the vampire may be in and out of the [[hospital]] frequently for a long time, which gives your medical team lots of experience fast. This can be very useful if the [[biome]] and [[surroundings]] make it so the hospital doesn't see too many patients.&lt;br /&gt;
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Another possibility, should you be infested by the [[undead]], is to turn as many of your dwarves into vampires as possible; due to not counting as living by the [OPPOSED_TO_LIFE] token, undead won't attack your vampire dwarves, turning them into minor annoyances. This may result in mass unhappiness from the lack of blood to drink{{verify}}, but it may be preferable to losing the fortress. However, do note that a very long time without sucking blood heavily penalizes their skill rolls, leading to even legendary dwarves rarely or never producing masterworks.&lt;br /&gt;
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If you have no better idea, you can use a vampire to explore the caverns; they are usually good fighters with military experience and will not run off to refill their waterskin. Tangentially, if you're feeling particularly adventurous, you can make the dwarf your very own Alucard as a trump card against invaders and FBs. Unleash the seals.&lt;br /&gt;
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So, in general, when under control, vampires tend to be much more useful and valuable than most of your non-bloodsucking dwarves. Without access to any sleeping places or hospitals, they tend to be totally harmless to other dwarves.&lt;br /&gt;
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== Unfortunate accidents ==&lt;br /&gt;
Although keeping a single vampire in eternal [[solitary confinement]] can be a bonus for any fortress, it is always important to be capable of killing them whenever necessary (especially if the peasants unwittingly elect one as their leader and an [[unfortunate accident]] becomes necessary). However, vampires have certain abilities which will make it more difficult to properly take care of them—they cannot drown, and their physical strengths could make them tougher to kill with regular weapons. Fortunately, they are not resistant to [[Dwarven atom smasher|high-tech particle physics experimentation]].&lt;br /&gt;
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== Adventure mode ==&lt;br /&gt;
=== Becoming a vampire ===&lt;br /&gt;
There are three ways to become a vampire in Adventurer Mode. The classic method is slaying a vampire and drinking their vampiric blood (or simply attacking them, causing them to bleed and then drinking their blood off the floor), which immediately turns you into a vampire. However, not all vampires have infective blood. What causes a vampire to have non-infective blood is unclear, but it appears to be related to world age.{{bug|9774}} Further research is needed.{{verify}} In some cases, drinking water that has been tainted with the vampire's blood will be more effective, much like drinking from a blood-tainted well.&lt;br /&gt;
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Playing as a species of [[animal people]] able to suck blood out of people with a bite attack (a [[leech man]], a [[tick man]], a female [[mosquito man]], etc) allows you to become a vampire by successfully biting and sucking the blood out of a living vampire during combat. While this reverse-vampire-vampirism sounds awesome on paper, however, caution should be taken due to blood-sucking animal people generally being smaller and more fragile than other races, making it very dangerous without careful preparation. &lt;br /&gt;
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Another, safer method is by toppling statues of your god/s in a temple or sanctuary. Walk up to the statue and topple it with {{K|u}} then {{K|a}}. Toppling a statue in this way will lead you to being cursed: the curse will be either vampirism or werebeast transformation. Which curse you get appears to be randomly decided at the time you topple the statue (reloading the game and toppling it again has been confirmed to give the alternate curse.). If a statue unrelated to your religion is toppled, nothing will happen.&lt;br /&gt;
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The third way of acquiring the vampire curse is to find an altar with a suitable set of divination [[dice]] and roll it until the gods are enraged and curse you for your insolence. After receiving a message stating &amp;quot;Do not tempt fate.&amp;quot;, another roll of the dice will transform you into either a werebeast or vampire. As above, the curse is random, and reloading will give you a different curse.&lt;br /&gt;
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=== Playing as a vampire ===&lt;br /&gt;
You will be able to feed on other creatures by using {{k|e}} and choosing the &amp;quot;Feed&amp;quot; option on an unconscious target. On becoming a vampire, Strength, Agility and Toughness are doubled. This is a multiplier effect applied to these attributes and while the affected stats are doubled, the displayed attributes in the statistics menu will not change. As a result, your adventurer can have average strength in the attributes menu, but their description will show them as extremely muscular. Physical attributes, such as endurance, are still able to increase after becoming a vampire.&lt;br /&gt;
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If you have become a vampire, all warm, blood-bearing bodies that you can't directly see from your position will appear as {{Raw Tile|☼|4:0:1}} tiles. (The vampire ability to sense living creatures will satisfy your need to &amp;quot;See Animal&amp;quot; through walls.) Your {{DFtext|Thirsty}} indicator will also show up as red, instead of blue. Due to such conditions, it is relatively impossible to quench your thirst on any member of a civilization without antagonizing any of your companions - even if you don't have any, there's still that chance that your victim might wake up in the middle of your feast and effectively set a whole civilization against you. Considering that vampires will not tire, the easiest way to deal with this is to sprint and {{k|j}}ump over a river. Once on the other side, you just need to suck the blood of the first creature you find, and return to your companions. Note also that by talking to your companions, you can ask them (in the favor menu) to stay where they are, allowing you to walk out of their sight and suck the blood of the first creature you find. One way to counter this is to raid goblin/bandit camps, concentrating on one lone, weak unit far from any comrades, beat them till they give in to pain (but not to death) and then feed on them directly. You can do the same with wildlife, although some of them may be more aggressive, and most might die too quickly. You can also try to strangle your foes; they instantly pass out and will not die unless you keep on strangling them for a long time. For instructions on chokeholds, see the [[Wrestler#Chokehold and strangling|relevant article]]. Another solution is finding some indoor place with people inside and Sleep so you wake up while they are sleeping. Your companions go wait outside while you sleep, so you have a brief window of time to suck a sleeping person's blood.&lt;br /&gt;
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After becoming a vampire, you become invincible to zombies, since you're now an undead night creature. It is usually preferred to raid a necromancer tower alone, because bringing companions will only get them killed, and your agility when you become a vampire will rise drastically anyway, causing you to outrun them. This increased agility will also give you better odds against [[bogeymen]] and [[night troll]]s, since you'll be quicker than both.&lt;br /&gt;
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Playing as a vampire is a strong advantage, assuming you can manage your bloodthirst. The most convenient method of drinking blood is to wield a blunt weapon such as a mace: as long as you don't strike the head, enemies rarely bleed out or suffocate from blunt damage and it's easy to force them to give in to the pain. Interestingly, your allies don't seem to care if you drink blood from enemies (As of 40.24, it seems companions actually do care, and this can cause a loyalty cascade, it doesn't seem to matter if it's an animal or a sentient being), and blood can be drunk in a single turn in combat (occasionally killing the creature, depending on its size and your thirst). Vampiric bloodthirst shows up less often than normal thirst, and can usually be slaked in a single feeding from a human-sized opponent. Feeding from smaller animals such as [[dingo]]s is possible, but multiple feedings may be necessary. You are more than able to survive several months (possibly forever){{verify}} without drinking any blood, so don't worry if your thirst includes an exclamation mark with a beautiful bright red color! However, your strength and speed decrease as you get thirstier, so try to feed off of a few bandits before you challenge that angry [[bronze colossus]]. &lt;br /&gt;
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Vampires, as noted before, do not need to eat, nor drink (normal fluids), nor sleep. As an adventurer, this is a huge advantage, as you don't need to stop, or worry about carrying consumables. As long as there's living, pain-feeling enemies, you can feed. Vampires also do not need to breathe and do not tire. They can swim as long as necessary and cannot drown, even to the extent of being able to swim oceans. A sufficiently skilled and armed vampire is essentially immortal for all intents and purposes.&lt;br /&gt;
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=== Finding vampires ===&lt;br /&gt;
There are several ways to find a vampire in adventure mode.&lt;br /&gt;
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* Asking local citizens (not nobles, hearthpersons or travelers) about &amp;quot;troubles&amp;quot; and &amp;quot;beasts&amp;quot; will usually point out the nearest ones first.&lt;br /&gt;
* Begin a conversation with the aforementioned citizens asking about directions to a being, specifically on the whereabouts of a vampire, named in the format of &amp;quot;the dwarf vampire Urist McBloodsucker&amp;quot;.&lt;br /&gt;
* Filter the Events list of the Log or the rumor list in conversation for a location nearby. Vampires will be included among 'Beast' entries in the log, in rumor topics they vaguely identify someone's presence in a location and you will have to ask the rumor to get particulars.&lt;br /&gt;
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Note: Always check the Log Entry's text for the date, as many stale reports will remain active rumors. Ask a knowledgeable traveler to learn their most recent location. If they can't guide you within the site of their last reported location, the vampire is most likely already slain.&lt;br /&gt;
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Vampires will always have a flashing sprite. If the vampire has been outed, they may also be hostile. Accusing the suspect of being a night creature will reveal for certain. A vampire exposed either way also becomes an enemy of the site government and civilization, and therefore fair game to kill.&lt;br /&gt;
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=== Killing vampires ===&lt;br /&gt;
Vampires in adventure mode that are in hiding always wield the basic knife common to all villagers and wear basic clothing, perhaps also jewellery – their lousy weapons make them a lesser threat than you might think. Old vampires with large kill lists still may not be all that effective in combat, since most of their kills are likely stealthy, non-combat kills ''a la'' fortress mode vampires. In some cases, the vampire may be accompanied by cultists who will assist the bloodsucker in combat.&lt;br /&gt;
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Vampires don't breathe or feel pain, so don't bother trying to strangle them or using blunt weapons. Instead, just slice them up with something edged, so they rapidly bleed to death, try to decapitate them, or use wrestling to break their weapon arm and then finish them off at your leisure.&lt;br /&gt;
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Vampires attack anyone around them once exposed, so if you like, you can allow them to begin attacking random civilians, and target them while they're busy, or even wait until the peasants weaken them.&lt;br /&gt;
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Note that, even if you tell someone Urist McVampire was a vampire before you tell them you killed Urist McVampire, they may still dislike you as a killer.&lt;br /&gt;
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== Modding ==&lt;br /&gt;
It is possible to create your own unique vampire strain by editing the raws. These custom vampires can be outfitted with various abilities only limited by your own creativity. An example would be shapeshifting vampires, firebreathing vampires, superfast vampires, and even vampires with the ability to raise corpses are fairly easy to make by creating a custom ''interaction_customvampirenamehere'' note document.&lt;br /&gt;
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== Bugs ==&lt;br /&gt;
* Dwarven vampires remain dependent on alcohol but will not drink anything except blood in fortress mode, so inevitably end up showing symptoms of [[Alcohol#Consequences of a Sober Fortress|alcohol withdrawal]]. This has not been acknowledged as a bug. {{bug|5189}}&lt;br /&gt;
** Vampires can drink alcohol if it is served by tavern keeper. &lt;br /&gt;
* Statues and engravings may identify dwarves as vampires before it is common knowledge, and may even depict them sucking blood.{{bug|5209}}&lt;br /&gt;
* Likewise, [[pet]]s adopted by vampires will identify them as vampires in the adoption [[announcement]].{{bug|5942}}&lt;br /&gt;
* Vampires do not bother claiming bedrooms, which doesn't help their disguise.{{bug|5642}}&lt;br /&gt;
* Weapon kill lists identify vampires.{{bug|5635}}&lt;br /&gt;
* Soldiers will not attack vampires caught red-handed, and can be fooled by their counter-accusations.{{bug|5087}}&lt;br /&gt;
* Dwarves passing by a body drained of all blood will immediately drop what they are doing to report it to the captain of the guard, regardless of how many times it has already been reported.{{bug|8899}}&lt;br /&gt;
&lt;br /&gt;
{| {{listboxformat|class=gamedata}}&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; style=&amp;quot;border: 1px solid #72A329; font-weight:bold; background-color: #bd8; padding-left: 1em; padding-right: 1em; width:100%; display:table-cell&amp;quot; | Example raws (as extracted from world.dat)&lt;br /&gt;
|- style=&amp;quot;text-align: left; display:table-cell; &amp;quot;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;overflow:auto; max-width:800px&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;gamedata-content&amp;quot; style=&amp;quot;font-family: monospace; font-size:1.25em; white-space:pre;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[INTERACTION:DEITY_CURSE_VAMPIRE_1]&lt;br /&gt;
&lt;br /&gt;
[GENERATED]&lt;br /&gt;
&lt;br /&gt;
[I_SOURCE:DEITY]&lt;br /&gt;
	[IS_USAGE_HINT:MAJOR_CURSE]&lt;br /&gt;
	[IS_HIST_STRING_1: cursed ]&lt;br /&gt;
	[IS_HIST_STRING_2: to prowl the night in search of blood]&lt;br /&gt;
	[IS_TRIGGER_STRING_SECOND:have]&lt;br /&gt;
	[IS_TRIGGER_STRING_THIRD:has]&lt;br /&gt;
	[IS_TRIGGER_STRING:been cursed to prowl the night in search of blood!]&lt;br /&gt;
&lt;br /&gt;
[I_SOURCE:INGESTION]&lt;br /&gt;
	[IS_HIST_STRING_1: consumed the tainted blood of ]&lt;br /&gt;
	[IS_HIST_STRING_2: and was cursed]&lt;br /&gt;
&lt;br /&gt;
[I_TARGET:A:CREATURE]&lt;br /&gt;
	[IT_LOCATION:CONTEXT_CREATURE]&lt;br /&gt;
	[IT_REQUIRES:CAN_LEARN]&lt;br /&gt;
	[IT_REQUIRES:HAS_BLOOD]&lt;br /&gt;
	[IT_FORBIDDEN:NOT_LIVING]&lt;br /&gt;
	[IT_FORBIDDEN:SUPERNATURAL]&lt;br /&gt;
	[IT_CANNOT_HAVE_SYNDROME_CLASS:WERECURSE]&lt;br /&gt;
	[IT_CANNOT_HAVE_SYNDROME_CLASS:VAMPCURSE]&lt;br /&gt;
	[IT_CANNOT_HAVE_SYNDROME_CLASS:DISTURBANCE_CURSE]&lt;br /&gt;
	[IT_CANNOT_HAVE_SYNDROME_CLASS:RAISED_UNDEAD]&lt;br /&gt;
	[IT_CANNOT_HAVE_SYNDROME_CLASS:RAISED_GHOST]&lt;br /&gt;
	[IT_CANNOT_HAVE_SYNDROME_CLASS:GHOUL]&lt;br /&gt;
&lt;br /&gt;
[I_EFFECT:ADD_SYNDROME]&lt;br /&gt;
	[IE_TARGET:A]&lt;br /&gt;
	[IE_IMMEDIATE]&lt;br /&gt;
	[SYNDROME]&lt;br /&gt;
		[SYN_CONCENTRATION_ADDED:1000:0]&lt;br /&gt;
		[SYN_CLASS:VAMPCURSE]&lt;br /&gt;
		[CE_ADD_TAG:BLOODSUCKER:NO_AGING:STERILE:NOT_LIVING:NOEXERT:NOPAIN:NOBREATHE:NOSTUN:NONAUSEA:NO_DIZZINESS:NO_FEVERS:PARALYZEIMMUNE:NO_EAT:NO_DRINK:NO_SLEEP:NO_PHYS_ATT_GAIN:NO_PHYS_ATT_RUST:START:0:ABRUPT]&lt;br /&gt;
		[CE_PHYS_ATT_CHANGE:STRENGTH:200:0:AGILITY:200:0:TOUGHNESS:200:0:START:0:ABRUPT]&lt;br /&gt;
		[CE_MATERIAL_FORCE_MULTIPLIER:MAT_MULT:NONE:NONE:1:2:ABRUPT]&lt;br /&gt;
		[CE_BODY_MAT_INTERACTION:MAT_TOKEN:RESERVED_BLOOD:START:0:ABRUPT]&lt;br /&gt;
			[CE:INTERACTION:DEITY_CURSE_VAMPIRE_1]&lt;br /&gt;
			[CE:SYNDROME_TAG:SYN_INGESTED]&lt;br /&gt;
			[CE:SYNDROME_TAG:SYN_INJECTED]&lt;br /&gt;
		[CE_DISPLAY_TILE:TILE:165:4:0:0:START:0:CAN_BE_HIDDEN:ABRUPT]&lt;br /&gt;
		[CE_DISPLAY_NAME:NAME:vampire:vampires:vampiric:START:0:CAN_BE_HIDDEN:ABRUPT]&lt;br /&gt;
		[CE_BP_APPEARANCE_MODIFIER:START:0:BP:BY_CATEGORY:TOOTH:APPEARANCE_MODIFIER:LENGTH:150:ABRUPT]&lt;br /&gt;
			[CE:COUNTER_TRIGGER:DRINKING_BLOOD:1:NONE:REQUIRED]&lt;br /&gt;
		[CE_SENSE_CREATURE_CLASS:START:0:CLASS:GENERAL_POISON:15:4:0:1:ABRUPT]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{category|humanoids}}&lt;br /&gt;
{{Category|No Exert}}&lt;br /&gt;
{{Category|No Pain}}&lt;br /&gt;
{{Category|No Stun}}&lt;br /&gt;
[[Ru:Vampire]]&lt;/div&gt;</summary>
		<author><name>Urist Mchateselves</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Instrument&amp;diff=303461</id>
		<title>Instrument</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Instrument&amp;diff=303461"/>
		<updated>2024-09-12T01:56:44Z</updated>

		<summary type="html">&lt;p&gt;Urist Mchateselves: Dwarves will never use your civilization’s instruments due to a bug. This bug is not listed on the bug tracker/wiki.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{old}}&lt;br /&gt;
&lt;br /&gt;
[[File:instrument_sprite_preview.png|right]]An '''instrument''' {{Tile|¿|7:1}}  is a procedurally-generated item used for making music in [[tavern]]s and [[temple]]s.&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
Instruments come in four types defined by the skill necessary for play ([[Keyboardist|keyboard]], [[Stringed instrumentalist|stringed]], [[Wind instrumentalist|wind]], and [[Percussionist|percussion]]). Some instruments are made in a single step like other [[finished goods]], however most instruments are assembled from multiple individual components. (For example, a bell might be one-piece, but a pipe organ would have a keyboard, pipes, bellows, and a body to support it all). Instruments can be either hand-held or stationary. Stationary instruments are built from the [[furniture]] menu with the {{k|b}}-{{k|f}}-{{k|i}} command. Hand-held instruments can be carried around by dwarves or placed in [[coffer]]s in [[tavern]]s or [[temple]]s.&lt;br /&gt;
&lt;br /&gt;
Instruments and their components can be made out of a variety of materials, including [[wood]], [[bone]], [[shell]], [[stone]], [[silk]] [[thread]], [[plant fiber]] [[thread]], [[glass]], [[ceramic]]s, [[metal]], or [[leather]]. Out of those, thread and leather can only be used for components, not for a full instrument. Many of the instruments/components are made in [[craftsdwarf's workshop]]s {{k|b}}-{{k|o}}-{{k|r}}, however certain types of instruments or components may only be created in more specialized workshops:&lt;br /&gt;
:* [[carpenter's workshop]] {{k|b}}-{{k|o}}-{{k|p}}  for [[wood]] instruments/components&lt;br /&gt;
:* [[glass furnace]] {{k|b}}-{{k|o}}-{{k|u}}-{{k|g}} for [[glass]] instruments/components&lt;br /&gt;
:* [[kiln]] {{k|b}}-{{k|o}}-{{k|u}}-{{k|k}} for [[ceramic]] instruments/components&lt;br /&gt;
:* [[leather works]] {{k|b}}-{{k|o}}-{{k|l}}-{{k|l}} for [[leather]] instruments/components&lt;br /&gt;
:* [[stoneworker's workshop]] {{k|b}}-{{k|o}}-{{k|t}} for [[stone]] instruments/components&lt;br /&gt;
:* [[metalsmith's forge]] {{k|b}}-{{k|o}}-{{k|i}} for [[metal]] instruments/components&lt;br /&gt;
&lt;br /&gt;
The details menu can be used to select the specific material for most instruments and components. Glass and ceramic instrument jobs do not yet support the details menu; all glass instruments will be made from [[green glass]] in your fortress (though [[caravan]]s can bring instruments or instrument parts made out of other types of glass), and the potter will choose the material for ceramic instruments. Assembling the instrument after all the components are finished is also performed in a craftsdwarf's workshop, and the skill needed to assemble it is defined by the material of the &amp;quot;main&amp;quot; part of the instrument (see &amp;quot;Components&amp;quot;, below).&lt;br /&gt;
&lt;br /&gt;
Any instruments with a single component can be made directly. More complex ones require each instrument piece to first be made separately and then assembled into the final instrument. The option associated with them is &amp;quot;assemble &amp;lt;*instrument*&amp;gt;&amp;quot;. Make a note of the name of the instrument and enter the work orders screen with {{k|o}}. Clicking the button to create a new work order and typing the name of the instrument in the search box will show all the pieces required (possibly from other workshops). Single-piece instruments created at other workshops will not be listed in the craftsdwarf's shop; those can be found by checking the potential workshops or scrolling through possible jobs in the manager screen.&lt;br /&gt;
&lt;br /&gt;
During a [[strange mood]], dwarves may create instruments which use improper materials and/or do not include the required components (e.g. a metal-bells-on-a-glass-stand instrument made from wood with spikes of leather).&lt;br /&gt;
&lt;br /&gt;
=== Instrument names ===&lt;br /&gt;
There are no standard instruments or names for them, nor are there intended to be. Specific instruments are semi-randomly generated at [[world generation]] (both their names and the details of any components they are built of), and are usually specific to each [[civilization]]. The stone triangle your dwarves have in this fortress will almost certainly not be the stone triangle you have in the next fortress, nor that their neighbors have in either. This can make remembering the various instruments a challenge - a notepad or equivalent may be handy.&lt;br /&gt;
&lt;br /&gt;
Traders may bring individual components for other instruments from their civilizations, but you will be unable to assemble them into instruments unless your dwarves have the necessary knowledge for that specific instrument.  In theory, a dwarf can play any instrument if it is complete (but see &amp;quot;usage&amp;quot;, below – they may never want/need to).&lt;br /&gt;
&lt;br /&gt;
In order to find out what instruments are available to your fortress, go to a [[craftsdwarf's workshop]] and look under the instrument section. It will show ''most'' of the available instruments, either as a whole instrument or some individual component. Go to the other workshops (listed above) for any additional instruments. Highlight each individual instrument will show their description and material required.&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
&lt;br /&gt;
Dwarves will use instruments in taverns or temples only if they know a particular song or dance that requires their use.  If you see a dwarf with the job status &amp;quot;Simulate &amp;lt;*instrument name*&amp;gt;&amp;quot; then the dwarf would use that instrument if it were available. Note that due to a bug, musical compositions known to your civilization will use instruments from other civilizations. As a result, your citizens will never make use of instruments that you have produced yourself or have purchased from your civilization’s [[caravan]].&lt;br /&gt;
&lt;br /&gt;
==Components==&lt;br /&gt;
Below are tables of parts that instruments can have and what materials they may require. It should be noted that, for a given world, only one material type is possible for each specific component. Thus, if a given instrument uses a metal keyboard material, it cannot be made using any other materials. Shell is only rarely chosen as a material.&lt;br /&gt;
&lt;br /&gt;
A completely assembled instrument has a very high [[Item value#Base values of items|base item value]].  The [[quality]] of the overall item is determined by the quality of the  &amp;quot;main&amp;quot; part, from which the instrument takes its description, e.g. a ''superior quality black bronze'' stelid. The main part also determines which skill is used to assemble the instrument (bonecarving, glassmaking, leatherworking, metalcrafting, pottery, stonecrafting or woodcrafting).  Main parts are designated by an asterisk (*) in the table below.&lt;br /&gt;
&lt;br /&gt;
===Keyboard [[File:keyboard_sprite.png]]===&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! rowspan=2 | Part&lt;br /&gt;
! rowspan=2 | Component name&lt;br /&gt;
! colspan=10| Materials&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!-- ! Materials --&amp;gt;&lt;br /&gt;
! Silk&lt;br /&gt;
! Plant Thread&lt;br /&gt;
! Leather&lt;br /&gt;
! Wood&lt;br /&gt;
! Bone&lt;br /&gt;
! Ceramic&lt;br /&gt;
! Metal&lt;br /&gt;
! Glass&lt;br /&gt;
! Stone&lt;br /&gt;
! Shell&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!--              Part | Component | Silk | Thread | Leather | Wood | Bone | Ceramic | Metal | Glass | Stone | Shell --&amp;gt;&lt;br /&gt;
| rowspan=1 |Keyboard ||Keyboard  ||     ||       ||        ||{{Y}}||{{Y}}||   {{Y}}|| {{Y}}|| {{Y}}|| {{Y}}|| {{Y}}&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=4 |Body*    ||Console   ||     ||       ||        ||{{Y}}||{{Y}}||   {{Y}}|| {{Y}}|| {{Y}}|| {{Y}}|| {{Y}}   &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;!--                --&amp;gt;Chest     ||     ||       ||        ||{{Y}}||{{Y}}||   {{Y}}|| {{Y}}|| {{Y}}|| {{Y}}|| {{Y}}&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;!--                --&amp;gt;Body      ||     ||       ||        ||{{Y}}||{{Y}}||   {{Y}}|| {{Y}}|| {{Y}}|| {{Y}}|| {{Y}} &lt;br /&gt;
|- &lt;br /&gt;
|&amp;lt;!--                --&amp;gt;Case      ||     ||       ||        ||{{Y}}||{{Y}}||   {{Y}}|| {{Y}}|| {{Y}}|| {{Y}}|| {{Y}} &lt;br /&gt;
|-&lt;br /&gt;
| rowspan=3 |Vib      ||Strings   ||{{Y}}||  {{Y}}||        ||     ||     ||        || {{Y}}||      ||      ||&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;!--                --&amp;gt;Bells     ||     ||       ||        ||{{Y}}||{{Y}}||   {{Y}}|| {{Y}}|| {{Y}}|| {{Y}}|| {{Y}}&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;!--                --&amp;gt;Pipes     ||     ||       ||        ||{{Y}}||{{Y}}||   {{Y}}|| {{Y}}|| {{Y}}|| {{Y}}|| {{Y}}&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=2 |Bellows  ||Pump      ||     ||       ||        ||{{Y}}||{{Y}}||   {{Y}}|| {{Y}}|| {{Y}}|| {{Y}}|| {{Y}}&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;!--                --&amp;gt;Bellows   ||     ||       ||   {{Y}}||     ||     ||        ||      ||      ||      ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Stringed [[File:stringed_sprite.png]]===&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! rowspan=2 | Part&lt;br /&gt;
! rowspan=2 | Component name&lt;br /&gt;
! colspan=10 | Materials&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!-- ! Materials --&amp;gt;&lt;br /&gt;
! Silk&lt;br /&gt;
! Plant Thread&lt;br /&gt;
! Leather&lt;br /&gt;
! Wood&lt;br /&gt;
! Bone&lt;br /&gt;
! Ceramic&lt;br /&gt;
! Metal&lt;br /&gt;
! Glass&lt;br /&gt;
! Stone&lt;br /&gt;
! Shell&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!--              Part | Component | Silk | Thread | Leather | Wood | Bone | Ceramic | Metal | Glass | Stone | Shell --&amp;gt;&lt;br /&gt;
| rowspan=1 |Neck     ||Neck      ||     ||       ||        ||{{Y}}||{{Y}}||   {{Y}}|| {{Y}}|| {{Y}}|| {{Y}}|| {{Y}}&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=1 |Frame*   ||Frame     ||     ||       ||        ||{{Y}}||{{Y}}||   {{Y}}|| {{Y}}|| {{Y}}|| {{Y}}|| {{Y}}&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=2 |Body*    ||Body      ||     ||       ||        ||{{Y}}||{{Y}}||   {{Y}}|| {{Y}}|| {{Y}}|| {{Y}}|| {{Y}}&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;!--              --&amp;gt;Sound-chest ||     ||       ||        ||{{Y}}||{{Y}}||   {{Y}}|| {{Y}}|| {{Y}}|| {{Y}}|| {{Y}} &lt;br /&gt;
|-&lt;br /&gt;
| rowspan=1 |Yoke     ||Yoke      ||     ||       ||        ||{{Y}}||{{Y}}||   {{Y}}|| {{Y}}|| {{Y}}|| {{Y}}|| {{Y}}     &lt;br /&gt;
|- &lt;br /&gt;
| rowspan=1 |Strings  ||Strings   ||{{Y}}||  {{Y}}||        ||     ||     ||        || {{Y}}||      ||      ||&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=3 |Prod     ||Bow       ||     ||       ||        ||{{Y}}||{{Y}}||   {{Y}}|| {{Y}}|| {{Y}}|| {{Y}}|| {{Y}}&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;!--                --&amp;gt;Plectrum  ||     ||       ||        ||{{Y}}||{{Y}}||   {{Y}}|| {{Y}}|| {{Y}}|| {{Y}}|| {{Y}}&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;!--                --&amp;gt;Hammers   ||     ||       ||        ||{{Y}}||{{Y}}||   {{Y}}|| {{Y}}|| {{Y}}|| {{Y}}|| {{Y}}&lt;br /&gt;
|- &lt;br /&gt;
| rowspan=1 |Neck_res ||Neck bowl ||     ||       ||        ||{{Y}}||{{Y}}||   {{Y}}|| {{Y}}|| {{Y}}|| {{Y}}|| {{Y}}  &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Wind [[File:wind_sprite.png]]===&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! rowspan=2 | Part&lt;br /&gt;
! rowspan=2 | Component name&lt;br /&gt;
! colspan=8 | Materials&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!-- ! Materials --&amp;gt;&lt;br /&gt;
! Leather&lt;br /&gt;
! Wood&lt;br /&gt;
! Bone&lt;br /&gt;
! Ceramic&lt;br /&gt;
! Metal&lt;br /&gt;
! Glass&lt;br /&gt;
! Stone&lt;br /&gt;
! Shell&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!--              Part | Component | Leather | Wood | Bone | Ceramic | Metal | Glass | Stone | Shell --&amp;gt;&lt;br /&gt;
| rowspan=2 |Blow     ||Blowpipe  ||        ||{{Y}}||{{Y}}||   {{Y}}|| {{Y}}|| {{Y}}|| {{Y}}|| {{Y}}&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;!--                --&amp;gt;Bellows   ||   {{Y}}||     ||     ||        ||      ||      ||      ||       &lt;br /&gt;
|-&lt;br /&gt;
| rowspan=1 |Bag*     ||Bag       ||   {{Y}}||     ||     ||        ||      ||      ||      || &lt;br /&gt;
|-&lt;br /&gt;
| rowspan=1 |Melody   ||Melody pipe ||      ||{{Y}}||{{Y}}||   {{Y}}|| {{Y}}|| {{Y}}|| {{Y}}|| {{Y}} &lt;br /&gt;
|-&lt;br /&gt;
| rowspan=1 |Drone    ||Drone pipe ||       ||{{Y}}||{{Y}}||   {{Y}}|| {{Y}}|| {{Y}}|| {{Y}}|| {{Y}}&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=2 |Body*    ||Body       ||       ||{{Y}}||{{Y}}||   {{Y}}|| {{Y}}|| {{Y}}|| {{Y}}|| {{Y}}&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;!--                --&amp;gt;Wind-Chest ||       ||{{Y}}||{{Y}}||   {{Y}}|| {{Y}}|| {{Y}}|| {{Y}}|| {{Y}}&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=1 |Pipes*   ||Pipes     ||        ||{{Y}}||{{Y}}||   {{Y}}|| {{Y}}|| {{Y}}|| {{Y}}|| {{Y}}  &lt;br /&gt;
|- &lt;br /&gt;
| rowspan=1 |Horns*   ||Horn      ||        ||{{Y}}||{{Y}}||   {{Y}}|| {{Y}}|| {{Y}}|| {{Y}}|| {{Y}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Percussion [[File:percussion_sprite.png]]===&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! rowspan=2 | Part&lt;br /&gt;
! rowspan=2 | Component name&lt;br /&gt;
! colspan=8 | Materials&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!-- ! Materials --&amp;gt;&lt;br /&gt;
! Leather&lt;br /&gt;
! Wood&lt;br /&gt;
! Bone&lt;br /&gt;
! Ceramic&lt;br /&gt;
! Metal&lt;br /&gt;
! Glass&lt;br /&gt;
! Stone&lt;br /&gt;
! Shell&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;!--              Part | Component | Leather | Wood | Bone | Ceramic | Metal | Glass | Stone | Shell --&amp;gt;&lt;br /&gt;
| rowspan=1 |Stand    ||Stand     ||        ||{{Y}}||{{Y}}||   {{Y}}|| {{Y}}|| {{Y}}|| {{Y}}|| {{Y}}&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=8 |Body*    ||Drum      ||        ||{{Y}}||{{Y}}||   {{Y}}|| {{Y}}|| {{Y}}|| {{Y}}|| {{Y}}  &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;!--                --&amp;gt;Chime     ||        ||{{Y}}||{{Y}}||   {{Y}}|| {{Y}}|| {{Y}}|| {{Y}}|| {{Y}} &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;!--                --&amp;gt;Block     ||        ||{{Y}}||{{Y}}||   {{Y}}|| {{Y}}|| {{Y}}|| {{Y}}|| {{Y}} &lt;br /&gt;
|- &lt;br /&gt;
|&amp;lt;!--                --&amp;gt;Bowl      ||        ||{{Y}}||{{Y}}||   {{Y}}|| {{Y}}|| {{Y}}|| {{Y}}|| {{Y}} &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;!--                --&amp;gt;Triangle  ||        ||{{Y}}||{{Y}}||   {{Y}}|| {{Y}}|| {{Y}}|| {{Y}}|| {{Y}} &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;!--                --&amp;gt;Bell      ||        ||{{Y}}||{{Y}}||   {{Y}}|| {{Y}}|| {{Y}}|| {{Y}}|| {{Y}} &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;!--                --&amp;gt;Bar       ||        ||{{Y}}||{{Y}}||   {{Y}}|| {{Y}}|| {{Y}}|| {{Y}}|| {{Y}} &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;!--                --&amp;gt;Ring      ||        ||{{Y}}||{{Y}}||   {{Y}}|| {{Y}}|| {{Y}}|| {{Y}}|| {{Y}} &lt;br /&gt;
|-&lt;br /&gt;
| rowspan=1 |Head     ||Head      ||   {{Y}}||     ||     ||        ||      ||      ||      ||&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=3 |Mallet   ||Mallet    ||        ||{{Y}}||{{Y}}||   {{Y}}|| {{Y}}|| {{Y}}|| {{Y}}|| {{Y}} &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;!--                --&amp;gt;Hammer    ||        ||{{Y}}||{{Y}}||   {{Y}}|| {{Y}}|| {{Y}}|| {{Y}}|| {{Y}} &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;!--                --&amp;gt;Stick     ||        ||{{Y}}||{{Y}}||   {{Y}}|| {{Y}}|| {{Y}}|| {{Y}}|| {{Y}} &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
: * refers to the &amp;quot;main&amp;quot; part of the instrument - see explanation, above.&lt;br /&gt;
&lt;br /&gt;
==Realism==&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
Due to the procedurally-generated nature of the instruments, it can be expected to see some resemblance to certain real-world instruments such as organs, as many large stationary instruments will include metal pipes and various keyboards as components. It should also be noted that dwarven ingenuity can create instruments that could not be considered playable in the real world, such as the Kat: a small hand-held percussion instrument consisting of a metal block. The &amp;quot;musician&amp;quot; shakes the block. The instrument has a single high pitch.&lt;br /&gt;
Due to the block's only means of producing this high pitch being the displacement of air as it is shaken, it can be inferred that the dwarf shakes the block at several kHz, providing a great source of strength and endurance based [[cross-training]] for [[military]] dwarves.&lt;br /&gt;
&lt;br /&gt;
{{gamedata|title=Single-part instrument - example raws (as extracted from world.dat)|item_layer&lt;br /&gt;
&lt;br /&gt;
[OBJECT:ITEM]&lt;br /&gt;
&lt;br /&gt;
[ITEM_INSTRUMENT:ENT51_INW2]&lt;br /&gt;
	[GENERATED]&lt;br /&gt;
	[SOURCE_ENID:51]&lt;br /&gt;
	[NAME:ushlub:ushlub]&lt;br /&gt;
	[VALUE:50]&lt;br /&gt;
	[SIZE:19000]&lt;br /&gt;
	[MATERIAL_SIZE:3]&lt;br /&gt;
	[BONE_MAT]&lt;br /&gt;
	[SOUND_PRODUCTION:BLOW_AGAINST_FIPPLE:SELF]&lt;br /&gt;
	[PITCH_CHOICE:STOPPING_HOLE_KEY:SELF]&lt;br /&gt;
	[VOLUME_mB:0:10000]&lt;br /&gt;
	[PITCH_RANGE:-1650:2350]&lt;br /&gt;
	[TIMBRE:NOISY:FULL:DARK]&lt;br /&gt;
	[MUSIC_SKILL:PLAY_WIND_INSTRUMENT]&lt;br /&gt;
	[DESCRIPTION:The ushlub is a mid-size hand-held cylindrical bore bone wind instrument with a flared bell. The musician blows into the fipple at one end. The musician selects the pitch by pressing keys to stop holes. The instrument has a three-octave range going from a mid-low to a high pitch. The instrument has a noisy full dark timbre.]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{gamedata|title=Multi-part instrument - example raws (as extracted from world.dat)|item_layer&lt;br /&gt;
&lt;br /&gt;
[OBJECT:ITEM]&lt;br /&gt;
&lt;br /&gt;
[ITEM_TOOL:ENT51_INS1_BODY]&lt;br /&gt;
	[GENERATED]&lt;br /&gt;
	[SOURCE_ENID:51]&lt;br /&gt;
	[NO_DEFAULT_JOB]&lt;br /&gt;
	[INCOMPLETE_ITEM]&lt;br /&gt;
	[UNIMPROVABLE]&lt;br /&gt;
	[NAME:etes body:etes bodies]&lt;br /&gt;
	[VALUE:10]&lt;br /&gt;
	[METAL_MAT]&lt;br /&gt;
	[TILE:155]&lt;br /&gt;
	[UNIMPROVABLE]&lt;br /&gt;
	[SIZE:34200]&lt;br /&gt;
	[MATERIAL_SIZE:3]&lt;br /&gt;
	[DESCRIPTION:The etes body of the instrument vibrates with strings, producing sound.]&lt;br /&gt;
&lt;br /&gt;
item_layer&lt;br /&gt;
&lt;br /&gt;
[OBJECT:ITEM]&lt;br /&gt;
&lt;br /&gt;
[ITEM_TOOL:ENT51_INS1_STRINGS]&lt;br /&gt;
	[GENERATED]&lt;br /&gt;
	[SOURCE_ENID:51]&lt;br /&gt;
	[NO_DEFAULT_JOB]&lt;br /&gt;
	[INCOMPLETE_ITEM]&lt;br /&gt;
	[UNIMPROVABLE]&lt;br /&gt;
	[NAME:etes strings:etes strings]&lt;br /&gt;
	[VALUE:10]&lt;br /&gt;
	[METAL_MAT]&lt;br /&gt;
	[TILE:155]&lt;br /&gt;
	[UNIMPROVABLE]&lt;br /&gt;
	[SIZE:1800]&lt;br /&gt;
	[MATERIAL_SIZE:3]&lt;br /&gt;
	[DESCRIPTION:The etes strings vibrate, causing the instrument to produe sound.]&lt;br /&gt;
&lt;br /&gt;
item_layer&lt;br /&gt;
&lt;br /&gt;
[OBJECT:ITEM]&lt;br /&gt;
&lt;br /&gt;
[ITEM_TOOL:ENT51_INS1_PROD]&lt;br /&gt;
	[GENERATED]&lt;br /&gt;
	[SOURCE_ENID:51]&lt;br /&gt;
	[NO_DEFAULT_JOB]&lt;br /&gt;
	[INCOMPLETE_ITEM]&lt;br /&gt;
	[UNIMPROVABLE]&lt;br /&gt;
	[NAME:etes bow:etes bows]&lt;br /&gt;
	[VALUE:10]&lt;br /&gt;
	[WOOD_MAT]&lt;br /&gt;
	[TILE:155]&lt;br /&gt;
	[UNIMPROVABLE]&lt;br /&gt;
	[SIZE:2000]&lt;br /&gt;
	[MATERIAL_SIZE:3]&lt;br /&gt;
	[DESCRIPTION:The etes bow is drawn across the strings of the instrument.]&lt;br /&gt;
&lt;br /&gt;
item_layer&lt;br /&gt;
&lt;br /&gt;
[OBJECT:ITEM]&lt;br /&gt;
&lt;br /&gt;
[ITEM_INSTRUMENT:ENT51_INS1]&lt;br /&gt;
	[GENERATED]&lt;br /&gt;
	[SOURCE_ENID:51]&lt;br /&gt;
	[NAME:etes:etes]&lt;br /&gt;
	[VALUE:50]&lt;br /&gt;
	[SIZE:36000]&lt;br /&gt;
	[DOMINANT_MATERIAL_PIECE:BODY]&lt;br /&gt;
	[INSTRUMENT_PIECE:BODY:ENT51_INS1_BODY:body:bodies:STANDARD]&lt;br /&gt;
	[INSTRUMENT_PIECE:STRINGS:ENT51_INS1_STRINGS:strings:strings:ALWAYS_PLURAL]&lt;br /&gt;
	[INSTRUMENT_PIECE:PROD:ENT51_INS1_PROD:bow:bows:STANDARD]&lt;br /&gt;
	[VOLUME_mB:0:10000]&lt;br /&gt;
	[SOUND_PRODUCTION:BOWED:PROD:STRINGS]&lt;br /&gt;
	[PITCH_CHOICE:SUBPART_CHOICE:STRINGS]&lt;br /&gt;
	[PITCH_RANGE:-3240:3360]&lt;br /&gt;
	[TUNING:PEGS:STRINGS]&lt;br /&gt;
	[TIMBRE:VIBRATING:BRITTLE:STRIDENT]&lt;br /&gt;
	[MUSIC_SKILL:PLAY_STRINGED_INSTRUMENT]&lt;br /&gt;
	[DESCRIPTION:The etes is a large hand-held metal-stringed instrument with a metal body. The instrument rests flat as the musician plays the fifty-six main strings with a wooden bow. A drone string is occasionally plucked. Tuning is accomplished by pegs. The instrument has a five-and-a-half octave range going from a very low to a very high pitch. The instrument has a vibrating brittle strident timbre.]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Items}}&lt;br /&gt;
[[ru:Instrument]]&lt;/div&gt;</summary>
		<author><name>Urist Mchateselves</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Town&amp;diff=303460</id>
		<title>Town</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Town&amp;diff=303460"/>
		<updated>2024-09-11T21:55:17Z</updated>

		<summary type="html">&lt;p&gt;Urist Mchateselves: Dungeons do not exist in v50&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}&lt;br /&gt;
{{av}}&lt;br /&gt;
:''&amp;quot;Town&amp;quot; may also refer to a fortress that has reached a [[fortress#Nomenclature|certain population level]].''&lt;br /&gt;
&lt;br /&gt;
[[File:Town_map_43.png|thumb|300px|A map of a well-developed town, exported from legends mode.&amp;lt;br&amp;gt;&lt;br /&gt;
Places of interest:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:rgb(110,110,110); background:rgb(75,50,75)&amp;quot;&amp;gt;▊&amp;lt;/span&amp;gt; Castle Tower&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:rgb(70,70,70)&amp;quot;&amp;gt;█&amp;lt;/span&amp;gt; Castle Wall&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:rgb(40,40,40)&amp;quot;&amp;gt;█&amp;lt;/span&amp;gt; Castle Wall Walkway&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:rgb(50,50,50)&amp;quot;&amp;gt;█&amp;lt;/span&amp;gt; Warehouse&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:rgb(50,75,75)&amp;quot;&amp;gt;█&amp;lt;/span&amp;gt; Dormitory&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:rgb(75,50,75)&amp;quot;&amp;gt;█&amp;lt;/span&amp;gt; Dining Hall&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:rgb(50,30,15)&amp;quot;&amp;gt;█&amp;lt;/span&amp;gt; General Import Market&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:rgb(50,40,15)&amp;quot;&amp;gt;█&amp;lt;/span&amp;gt; Food Import Market&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:rgb(50,30,35)&amp;quot;&amp;gt;█&amp;lt;/span&amp;gt; Clothing Import Market&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:rgb(255,0,0)&amp;quot;&amp;gt;█&amp;lt;/span&amp;gt; Meat Market&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:rgb(0,255,0)&amp;quot;&amp;gt;█&amp;lt;/span&amp;gt; Edible Produce Market&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:rgb(255,255,0)&amp;quot;&amp;gt;█&amp;lt;/span&amp;gt; Cheese Market&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:rgb(255,200,200)&amp;quot;&amp;gt;█&amp;lt;/span&amp;gt; Edible Processed Plants Market&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:rgb(192,192,192)&amp;quot;&amp;gt;█&amp;lt;/span&amp;gt; General Import Store&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:rgb(128,192,128)&amp;quot;&amp;gt;█&amp;lt;/span&amp;gt; Food Import Store&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:rgb(255,255,255)&amp;quot;&amp;gt;█&amp;lt;/span&amp;gt; Clothing Import Store&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:rgb(200,200,200)&amp;quot;&amp;gt;█&amp;lt;/span&amp;gt; Cloth Shop&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:rgb(128,100,50)&amp;quot;&amp;gt;█&amp;lt;/span&amp;gt; Tanning Shop&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:rgb(255,255,100)&amp;quot;&amp;gt;█&amp;lt;/span&amp;gt; Cloth Clothing Shop&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:rgb(255,128,64)&amp;quot;&amp;gt;█&amp;lt;/span&amp;gt; Leather Clothing Shop&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:rgb(128,255,255)&amp;quot;&amp;gt;█&amp;lt;/span&amp;gt; Bone Carver Shop&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:rgb(0,255,0)&amp;quot;&amp;gt;█&amp;lt;/span&amp;gt; Gem Cutter Shop&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:rgb(255,0,255)&amp;quot;&amp;gt;█&amp;lt;/span&amp;gt; Metal Weapons Shop&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:rgb(255,128,128)&amp;quot;&amp;gt;█&amp;lt;/span&amp;gt; Wood Weapons Shop&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:rgb(64,64,64)&amp;quot;&amp;gt;█&amp;lt;/span&amp;gt; Blacksmith Shop&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:rgb(0,0,0)&amp;quot;&amp;gt;█&amp;lt;/span&amp;gt; Armorsmith Shop&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:rgb(128,128,128)&amp;quot;&amp;gt;█&amp;lt;/span&amp;gt; Metal Crafter Shop&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:rgb(100,70,30)&amp;quot;&amp;gt;█&amp;lt;/span&amp;gt; Leather Accessories Shop&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:rgb(255,0,0)&amp;quot;&amp;gt;█&amp;lt;/span&amp;gt; Wooden Furniture Shop&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:rgb(255,64,0)&amp;quot;&amp;gt;█&amp;lt;/span&amp;gt; Stone Furniture Shop&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:rgb(255,0,64)&amp;quot;&amp;gt;█&amp;lt;/span&amp;gt; Metal Furniture Shop&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:rgb(129,129,129)&amp;quot;&amp;gt;█&amp;lt;/span&amp;gt; Fortress&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:rgb(50,20,50)&amp;quot;&amp;gt;█&amp;lt;/span&amp;gt; Underground Farming&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:rgb(250,50,20)&amp;quot;&amp;gt;█&amp;lt;/span&amp;gt; Underground Industrial&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:rgb(20,50,30)&amp;quot;&amp;gt;█&amp;lt;/span&amp;gt; Underground Living&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:rgb(20,100,20)&amp;quot;&amp;gt;█&amp;lt;/span&amp;gt; Underground Guilds&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:rgb(100,100,20)&amp;quot;&amp;gt;█&amp;lt;/span&amp;gt; Underground Merchants&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:rgb(0,0,0)&amp;quot;&amp;gt;█&amp;lt;/span&amp;gt; Trenches&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:rgb(255,255,32)&amp;quot;&amp;gt;█&amp;lt;/span&amp;gt; Tavern&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:rgb(0,0,255)&amp;quot;&amp;gt;█&amp;lt;/span&amp;gt; Well&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:rgb(100,70,10)&amp;quot;&amp;gt;█&amp;lt;/span&amp;gt; House&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:rgb(30,100,10)&amp;quot;&amp;gt;█&amp;lt;/span&amp;gt; Cottage Plot&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:rgb(255,128,255)&amp;quot;&amp;gt;█&amp;lt;/span&amp;gt; Mead Hall&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:rgb(170,120,230)&amp;quot;&amp;gt;█&amp;lt;/span&amp;gt; Temple&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:rgb(255,192,255)&amp;quot;&amp;gt;█&amp;lt;/span&amp;gt; Library&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:rgb(0,255,255)&amp;quot;&amp;gt;█&amp;lt;/span&amp;gt; Shrine&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:rgb(255,195,0)&amp;quot;&amp;gt;█&amp;lt;/span&amp;gt; Crops 1&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:rgb(195,255,0)&amp;quot;&amp;gt;█&amp;lt;/span&amp;gt; Crops 2&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:rgb(100,60,20)&amp;quot;&amp;gt;█&amp;lt;/span&amp;gt; Crops 3&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:rgb(100,255,0)&amp;quot;&amp;gt;█&amp;lt;/span&amp;gt; Meadow&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:rgb(0,255,0)&amp;quot;&amp;gt;█&amp;lt;/span&amp;gt; Pasture&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:rgb(0,100,0)&amp;quot;&amp;gt;█&amp;lt;/span&amp;gt; Orchard&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:rgb(0,95,0)&amp;quot;&amp;gt;█&amp;lt;/span&amp;gt; Woodland&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:rgb(0,20,0)&amp;quot;&amp;gt;█&amp;lt;/span&amp;gt; Waste&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:rgb(100,50,10)&amp;quot;&amp;gt;█&amp;lt;/span&amp;gt; Town Yards&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:rgb(75,50,20)&amp;quot;&amp;gt;█&amp;lt;/span&amp;gt; Abandoned&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:rgb(50,20,20)&amp;quot;&amp;gt;█&amp;lt;/span&amp;gt; Ruin&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:rgb(100,100,100)&amp;quot;&amp;gt;█&amp;lt;/span&amp;gt; Unknown]]&lt;br /&gt;
&lt;br /&gt;
A '''town''' is a large [[site]] founded by [[human]] civilizations. The population and size can be determined by the map symbol representing it; from least to most populous: [[File:Icon site city 1.png]],  [[File:Icon site city 2.png]], [[File:Icon site city 3.png]] and [[File:Icon site city 4.png]] (or {{Raw Tile|+|7:0}}, {{Raw Tile|*|7:0}}, {{Raw Tile|#|7:0}} and {{Raw Tile|☼|7:1}} in ASCII mode). Towns start out from [[hamlet]]s, which can transform into a town if there are no other nearby sites with a market. [[Road]]s link towns between other nearby towns and dwarven [[fortress]]es, as well as sites conquered by humans.&lt;br /&gt;
&lt;br /&gt;
The population for each level of town is:&lt;br /&gt;
* [[File:Icon site city 1.png]] / {{Raw Tile|+|7:0}} : ≤999&lt;br /&gt;
* [[File:Icon site city 2.png]] / {{Raw Tile|*|7:0}} : 1,000-1,999&lt;br /&gt;
* [[File:Icon site city 3.png]] / {{Raw Tile|#|7:0}} : 2,000-9,999&lt;br /&gt;
* [[File:Icon site city 4.png]] / {{Raw Tile|☼|7:1}} : ≥10,000&lt;br /&gt;
&lt;br /&gt;
[[Adventure mode|Adventurers]] spend much quality time in towns - they can come to trade, speak, or entertain the townspeople, and occasionally to slay those who have invited their wrath. Towns' [[tavern]]s are a popular destination for many adventurers; they are the only sources of alcohol in human settlements and provide excellent entertainment, which includes [[performance]]s and the occasional drunken brawl. Other people of interest include:&lt;br /&gt;
&lt;br /&gt;
* [[mercenary|mercenaries]], who will gather at [[tavern]]s, and make for great traveling companions.&lt;br /&gt;
* [[criminal]]s, who may be the target of quests&lt;br /&gt;
* [[priest]]s and [[monk]]s, [[guild|craftsmen]], and [[counting house|merchants]], who may have traveled the world, and may be embroiled in all sorts of [[intrigue]].&lt;br /&gt;
&lt;br /&gt;
== Keep ==&lt;br /&gt;
At the heart of a town is a walled stronghold, garrisoned by many soldiers. Inside of the keep can be found a lord or lady, other high nobility, and men-at-arms willing to follow you unto death. If the town is the civ's seat of power, then the law-maker will also reside here.&lt;br /&gt;
&lt;br /&gt;
Since .47.01, keeps have had their households expanded – most human keeps will have a variety of members, some familiar from fort mode, like doctors and executioners, and some related to the expanded city, like judges, fire commissioners and sewer administrators, and others just plain household staff, like the housekeepers and chefs. The vast majority of these don't have interesting game mechanics associated with them tied to their positions, but many of them are caught up in some [[intrigue|scheme]].&lt;br /&gt;
&lt;br /&gt;
== The town proper ==&lt;br /&gt;
[[File:v50_town.png|thumb|300px|right|A town seen through the travel screen.]]&lt;br /&gt;
[[File:town_preview.jpg|thumb|300px|right|center|You could smell the bakery through the image.&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;''Art by KlausPillon''&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
Outside of the keep is the realm of the bourgeoisie. Commuters and travelers walk among the densely-packed houses and shops in narrow streets, while stray domesticated animals roam the muddy alleyways and pastures. Vast shopping districts are major trade centers. Other buildings include warehouses (which can be ransacked without repercussion) and wells. Common structures include [[tavern]]s and [[temple]]s, but [[Library|libraries]] are very rare.&lt;br /&gt;
&lt;br /&gt;
Below is a list of different shops and markets found in a town. Most towns do not have every single retail good available, and adventurers may have to travel to a different town in order to browse wares of a particular type. The shops that are &amp;quot;common&amp;quot; are common because only animal products (meat, bone, leather) and farm products (cloth and food) are produced in any significant numbers. Stone, wood, and metal are all extremely rare materials in towns, and because of this, few industries based upon these materials will spring up. An exception is the leather goods shop, which is rare compared to other leather shops.&lt;br /&gt;
&lt;br /&gt;
Common shops:&lt;br /&gt;
* [[File:Slab general imports.png]] {{Raw Tile|µ|2:6:1}} General imports&lt;br /&gt;
* [[File:Slab food imports.png]] {{Raw Tile|%|2:6:1}} Food imports&lt;br /&gt;
* [[File:Slab clothing imports.png]] {{Raw Tile|[|2:6:1}} Clothing imports&lt;br /&gt;
* [[File:Slab cloth clothing.png]] {{Raw Tile|[|7:6:1}} Woven clothing shop&lt;br /&gt;
* [[File:Slab cloth shop.png]] {{Raw Tile|º|6:6:1}} Cloth shop&lt;br /&gt;
* [[File:Slab leather clothing.png]] {{Raw Tile|[|6:6:1}} Leather clothing shop&lt;br /&gt;
* [[File:Slab tanning shop.png]] {{Raw Tile|ß|6:6:1}} Leather shop&lt;br /&gt;
* [[File:Slab bone carver.png]] {{Raw Tile|Å|7:6:1}} Bone carver's shop&lt;br /&gt;
&lt;br /&gt;
Rare shops:&lt;br /&gt;
* [[File:Slab wood furniture.png]] {{Raw Tile|╤|6:6:1}} Carpenter's shop&lt;br /&gt;
* [[File:Slab stone furniture.png]] {{Raw Tile|╤|7:6:1}} Stone furniture shop&lt;br /&gt;
* [[File:Slab metal furniture.png]] {{Raw Tile|╤|0:6:0}} Metal furniture shop&lt;br /&gt;
* [[File:Slab gem cutter.png]] {{Raw Tile|♦|2:6:1}} Gem cutter's shop&lt;br /&gt;
* [[File:Slab armorsmith.png]] {{Raw Tile|[|0:6:0}} Armorsmith's shop&lt;br /&gt;
* [[File:Slab bowyer.png]] {{Raw Tile|/|6:6:1}} Bowyer's shop&lt;br /&gt;
* [[File:Slab weaponsmith.png]] {{Raw Tile|/|0:6:0}} Weaponsmith's shop&lt;br /&gt;
* [[File:Slab leather goods.png]] {{Raw Tile|Å|6:6:1}} Leather goods shop&lt;br /&gt;
* [[File:Slab metal crafter.png]] {{Raw Tile|Å|0:6:0}} Metal craft shop&lt;br /&gt;
&lt;br /&gt;
In a market, one can find:&lt;br /&gt;
* Imported goods&lt;br /&gt;
* Imported food&lt;br /&gt;
* Imported clothing&lt;br /&gt;
* [[Meat]]&lt;br /&gt;
* Fruit and vegetables&lt;br /&gt;
* [[Cheese]]&lt;br /&gt;
* Processed goods&lt;br /&gt;
&lt;br /&gt;
== Subterranean ==&lt;br /&gt;
Below a town are two subterranean structures: [[catacombs]] and [[sewer]]s. Both can be present at once, and frequently connect and overlap each other. [[Tomb]]s may also be present alongside catacombs. Criminals, outcasts of society and various subterranean creatures hide in the dark passages. They are common destinations for those looking to finish a [[quest]], gain [[reputation]], or search for valuable loot.&lt;br /&gt;
&lt;br /&gt;
Catacombs reside below temples, and are almost always present - sewers, on the other hand, can only be found in more developed towns. The presence of a sewer in a town can be confirmed by the presence of [[floor grate]]s in the middle of streets – accessible via small and elusive entrances above-ground, or by diving below nearby waterways.&lt;br /&gt;
&lt;br /&gt;
== Destroyed or abandoned towns ==&lt;br /&gt;
:''Further information: [[Ruin]]''&lt;br /&gt;
[[File:Destroyed.jpg|thumb|center|1000px|Legends mode entry about a town being sacked]]&lt;br /&gt;
&lt;br /&gt;
In time, whether by war, beasts, a genocidal adventurer, or some other disaster, towns will be brought to ruin. Ruined towns are typically desolate wastelands of abandoned and destroyed buildings and structures. Shops and markets are typically bare, but occasionally some goods can still be left for you to steal. [[Bandit]]s and criminals may still lurk in the streets, and some may even make the ruins their home, if some supernatural creature or monster hasn't made themselves cozy already.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;190px&amp;quot; heights=&amp;quot;200px&amp;quot;&amp;gt;&lt;br /&gt;
File:Growlgrowlgrowlgrowl.jpg|Town on zoomed-in travel map. ASCII mode.&lt;br /&gt;
File:Spidergroul.jpg|Town on regular travel map. ASCII mode.&lt;br /&gt;
File:Destroyedtown2.jpg|Ruins of a town before the gates of an abandoned keep. ASCII mode.&lt;br /&gt;
File:dungoen.jpg|Subterranean layout from an early development screenshot on the DF development blog. ASCII mode.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = amost&lt;br /&gt;
| elvish  = irive&lt;br /&gt;
| goblin  = kabu&lt;br /&gt;
| human   = ricgo&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{world}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Adventurer mode}}&lt;/div&gt;</summary>
		<author><name>Urist Mchateselves</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Antman&amp;diff=303420</id>
		<title>Antman</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Antman&amp;diff=303420"/>
		<updated>2024-09-07T04:40:59Z</updated>

		<summary type="html">&lt;p&gt;Urist Mchateselves: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|vary=[[Ant]] - [[Antman]]&lt;br /&gt;
|image=Ant_man_sprite.png&lt;br /&gt;
|portrait=antman_portrait.png&lt;br /&gt;
|contrib=no&lt;br /&gt;
|death=nobutcher&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
'''Antmen''' are humanoid versions of the common [[ant]] and one of the many [[Creature|races]] of underground tribal [[animal people]] found living in small groups on any [[cavern]] level.&lt;br /&gt;
&lt;br /&gt;
Antmen form worker, soldier, drone and queen castes. Antmen workers are the most common antmen, no larger than a [[kobold]]. The all-male drones are the same size as workers and are additionally capable of flight. Soldiers can grow to be almost as large as a [[dwarf]]. The queen, as big as a [[lion]], is the only breeding female among antmen. Oddly enough, Antmen queens give live birth instead of laying eggs.&lt;br /&gt;
&lt;br /&gt;
Despite being labelled as hostile in the unit list, antmen initially found in the caverns will ignore your citizens unless provoked. They will usually be observed carrying wooden [[spear]]s, [[blowgun]]s and [[shield]]s, although they are sometimes seen using metal items instead. These can range from [[copper]] to [[steel]], and are presumably caused by a bug. Depending on which other subterranean creatures they have access to, their [[blowdart]]s will be covered in different [[syndrome|poisons]], which can vary from mildly annoying [[cave spider]] venom to highly [[fun|dangerous]] [[giant cave spider]] toxins. You can preemptively check for poisons by selecting a [[blowgunner]], looking in their items tab and viewing their blowdarts.&lt;br /&gt;
&lt;br /&gt;
Antmen may launch [[ambush|group attacks]] on your fort. When this happens, all tribesmen on the map will become hostile, even if they were peaceful minutes prior to the invasion. They may arrive with [[pet]]s and [[mount]]s, some of which will be able to fly or easily catch up to your fleeing civilians. These invaders, unlike their above-ground counterparts, will not leave after some time has passed, even if your fort is completely sealed off from the caverns, nor will they prevent migrants, caravans or other invaders from arriving; including more waves of antmen. Because of this, several unchallenged assaults from them can quickly cause your game's FPS to drop to single-digit levels, thus making your fort completely unplayable.&lt;br /&gt;
&lt;br /&gt;
Compared to most humanoids, antmen have an extremely short lifespan, allowing a patient player to simply wait for them to die of old age rather than confront them. As previously mentioned, antmen drones can fly, meaning that they will be able to fly over your walls, or through gaps in your floors and ceilings, so plan your defenses accordingly. This can also make them marginally harder to hit than other creatures of their size.&lt;br /&gt;
&lt;br /&gt;
Some dwarves [[Preferences|like]] antmen for their ''mystery''.&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}} &lt;br /&gt;
Although Antmen do not appear to have any notable writing system, humans frequently attempt to get their signatures, citing them as being some sort of great heroes. Records on their supposed escapades are found solely in human codices, often pitted against some sort of Beeman. To date, no Beemen have been discovered by dwarf-kind. Additionally, many humans believe that antmen are capable of shrinking. No evidence of this has been discovered, either.&lt;br /&gt;
&lt;br /&gt;
[[File:ant_man.jpg|thumb|150px|center|Still afraid of giant magnifying glasses.&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;''Art by Devilingo''&amp;lt;/small&amp;gt;]]&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{gamedata|title=Entity ([[civilization]]) Raws|{{raw|v50:entity_default.txt|ENTITY|SUBTERRANEAN_ANIMAL_PEOPLES}}}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Humanoids}}&lt;br /&gt;
{{Category|Races}}&lt;/div&gt;</summary>
		<author><name>Urist Mchateselves</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Bat_man&amp;diff=303419</id>
		<title>Bat man</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Bat_man&amp;diff=303419"/>
		<updated>2024-09-06T21:12:12Z</updated>

		<summary type="html">&lt;p&gt;Urist Mchateselves: Ditto.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|image=bat_man_sprite.png&lt;br /&gt;
|portrait=bat_man_portrait.png&lt;br /&gt;
|wiki=no&lt;br /&gt;
|contrib=no&lt;br /&gt;
|death=nobutcher&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
'''Bat men''' are humanoid versions of the common [[bat]] and are one of the many [[Creature|races]] of underground tribal [[animal people]] found living in small groups on any [[cavern]] level. They may also be found on the surface living in [[savage]] biomes, though these bat men will not live in tribes and will behave like the usual mindless animal people.&lt;br /&gt;
&lt;br /&gt;
Despite being labelled as hostile in the unit list, bat men initially found in the caverns will ignore your citizens unless provoked. They will usually be observed carrying wooden [[spear]]s, [[blowgun]]s and [[shield]]s, although they are sometimes seen using metal items instead. These can range from [[copper]] to [[steel]], and are presumably caused by a bug. Depending on which other subterranean creatures they have access to, their [[blowdart]]s will be covered in different [[syndrome|poisons]], which can vary from mildly annoying [[cave spider]] venom to highly [[fun|dangerous]] [[giant cave spider]] toxins. You can preemptively check for poisons by selecting a [[blowgunner]], looking in their items tab and viewing their blowdarts.&lt;br /&gt;
&lt;br /&gt;
Bat men may launch [[ambush|group attacks]] on your fort. When this happens, all tribesmen on the map will become hostile, even if they were peaceful minutes prior to the invasion. They may arrive with [[pet]]s and [[mount]]s, some of which will be able to fly or easily catch up to your fleeing civilians. These invaders, unlike their above-ground counterparts, will not leave after some time has passed, even if your fort is completely sealed off from the caverns, nor will they prevent migrants, caravans or other invaders from arriving; including more waves of bat men. Because of this, several unchallenged assaults from them can quickly cause your game's FPS to drop to single-digit levels, thus making your fort completely unplayable.&lt;br /&gt;
&lt;br /&gt;
Bat men can fly, meaning that they will be able to fly over your walls, or through gaps in your floors and ceilings, so plan your defenses accordingly. It can also make them marginally harder to hit than other creatures their size.&lt;br /&gt;
&lt;br /&gt;
Some [[dwarves]] [[Preferences|like]] bat men for their ''haunting cries''.&lt;br /&gt;
&lt;br /&gt;
[[File:bat_man.jpg|thumb|230px|center|Do they still have echolocation?&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;''Art by Devilingo''&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
&lt;br /&gt;
''Some things to watch out for when dealing with bat men:''&lt;br /&gt;
*They show a preference for working individually, paired up with a different bird man of some type or with [[nightwing]]s.&lt;br /&gt;
*They are most likely to target the dwarf whose &amp;quot;comedian&amp;quot; attribute is at the highest level.&lt;br /&gt;
*They are exceptional detectives: given enough preparation time, they can defeat any foe.&lt;br /&gt;
*Their default identities are a secret.  If you turn this off, their chasm will flood your fortress with human [[noble]]s instead.&lt;br /&gt;
*They can breathe in space.&lt;br /&gt;
*They are '''vengeance'''.  They are '''the night'''. &lt;br /&gt;
*Their parents are DEEAAAAAAAD!!!&lt;br /&gt;
*Bat men '''DO NOT''' eat nachos. They prefer hotdogs instead.&lt;br /&gt;
*Bat men believe in the absolute sacredness of sapient life, and as such will never kill their enemies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Quote|align=left|&lt;br /&gt;
Urist McGordon Jr.: Why's he running, Dad?&lt;br /&gt;
&lt;br /&gt;
Urist McGordon: Because we have to chase him.&lt;br /&gt;
&lt;br /&gt;
Urist McGordon Jr.: He didn't do anything wrong.&lt;br /&gt;
&lt;br /&gt;
Urist McGordon: Because he's the hero our Fortress deserves, but not the one it needs right now. So we'll hunt him. Because he can take it. Because he's not our hero. He's a silent guardian, a watchful protector. A dark [[champion]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Now you will know why you fear the night. &lt;br /&gt;
&lt;br /&gt;
In the legendary tournament Splatterface, it is customary for fans to emit shrieking sounds for the sponsored and popular bat woman gladiator Shrieking Sounds. &lt;br /&gt;
&lt;br /&gt;
Possibly due to a bug, batmen will sometimes become stuck in a constant loop of crashing into an obstacle until [[war hammer|put]] [[steel|out]] [[short sword|of]] [[death|their]] [[fun|misery]]. The screeching cries of a batman stuck in a cycle of forever stubbing their toe has been known to drive dwarves to madness, with some [[drunk|scholars]] saying that if they were able to weaponize this power, they would be able to fend off a siege of [[demon|clowns]] a hundred times over.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{gamedata|title=Entity ([[civilization]]) Raws|{{raw|v50:entity_default.txt|ENTITY|SUBTERRANEAN_ANIMAL_PEOPLES}}}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Humanoids}}&lt;br /&gt;
{{Category|Races}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>Urist Mchateselves</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Antman&amp;diff=303418</id>
		<title>Antman</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Antman&amp;diff=303418"/>
		<updated>2024-09-06T19:52:13Z</updated>

		<summary type="html">&lt;p&gt;Urist Mchateselves: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|vary=[[Ant]] - [[Antman]]&lt;br /&gt;
|image=Ant_man_sprite.png&lt;br /&gt;
|portrait=antman_portrait.png&lt;br /&gt;
|contrib=no&lt;br /&gt;
|death=nobutcher&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
'''Antmen''' are humanoid versions of the common [[ant]] and one of the many [[Creature|races]] of underground tribal [[animal people]] found living in small groups on any [[cavern]] level.&lt;br /&gt;
&lt;br /&gt;
Antmen form worker, soldier, drone and queen castes. Antmen workers are the most common antmen, no larger than a [[kobold]]. The all-male drones are the same size as workers and are additionally capable of flight. Soldiers can grow to be almost as large as a [[dwarf]]. The queen, as big as a [[lion]], is the only breeding female among antmen. Oddly enough, Antmen queens give live birth instead of laying eggs.&lt;br /&gt;
&lt;br /&gt;
Despite being labelled as hostile in the unit list, antmen initially found in the caverns will ignore your citizens unless provoked. They will usually be observed carrying wooden [[spear]]s, [[blowgun]]s and [[shield]]s, although they are sometimes seen using metal items instead. These can range from [[copper]] to [[steel]], and are presumably caused by a bug. Depending on which other subterranean creatures they have access to, their [[blowdart]]s will be covered in different [[syndrome|poisons]], which can vary from mildly annoying [[cave spider]] venom to highly [[fun|dangerous]] [[giant cave spider]] toxins. You can preemptively check for poisons by selecting a [[blowgunner]], looking in their items tab and viewing their blowdarts.&lt;br /&gt;
&lt;br /&gt;
Antmen may launch [[ambush|group attacks]] on your fort. When this happens, all tribesmen on the map will become hostile, even if they were peaceful minutes prior to the invasion. They may arrive with [[pet]]s and [[mount]]s, some of which will be able to fly or easily catch up to your fleeing civilians. These invaders, unlike their above-ground counterparts, will not leave after some time has passed, even if your fort is completely sealed off from the caverns, nor will they prevent migrants, caravans or other invaders from arriving; including more waves of antmen. Because of this, several unchallenged assaults from them can quickly cause your game's FPS to drop to single-digit levels, thus making your fort completely unplayable.&lt;br /&gt;
&lt;br /&gt;
Compared to most humanoids, antmen have an extremely short lifespan, allowing a patient player to simply wait for them to die of old age rather than confront them. As previously mentioned, antmen drones can fly, meaning that they will be able to fly over your walls, or through gaps in your floors and ceilings, so plan your defenses accordingly. It can also make them marginally harder to hit than other creatures of their size.&lt;br /&gt;
&lt;br /&gt;
Some dwarves [[Preferences|like]] antmen for their ''mystery''.&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}} &lt;br /&gt;
Although Antmen do not appear to have any notable writing system, humans frequently attempt to get their signatures, citing them as being some sort of great heroes. Records on their supposed escapades are found solely in human codices, often pitted against some sort of Beeman. To date, no Beemen have been discovered by dwarf-kind. Additionally, many humans believe that antmen are capable of shrinking. No evidence of this has been discovered, either.&lt;br /&gt;
&lt;br /&gt;
[[File:ant_man.jpg|thumb|150px|center|Still afraid of giant magnifying glasses.&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;''Art by Devilingo''&amp;lt;/small&amp;gt;]]&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{gamedata|title=Entity ([[civilization]]) Raws|{{raw|v50:entity_default.txt|ENTITY|SUBTERRANEAN_ANIMAL_PEOPLES}}}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Humanoids}}&lt;br /&gt;
{{Category|Races}}&lt;/div&gt;</summary>
		<author><name>Urist Mchateselves</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Antman&amp;diff=303417</id>
		<title>Antman</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Antman&amp;diff=303417"/>
		<updated>2024-09-06T19:51:02Z</updated>

		<summary type="html">&lt;p&gt;Urist Mchateselves: Antmen queens do not lay eggs.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|vary=[[Ant]] - [[Antman]]&lt;br /&gt;
|image=Ant_man_sprite.png&lt;br /&gt;
|portrait=antman_portrait.png&lt;br /&gt;
|contrib=no&lt;br /&gt;
|death=nobutcher&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
'''Antmen''' are humanoid versions of the common [[ant]] and one of the many [[Creature|races]] of underground tribal [[animal people]] found living in small groups on any [[cavern]] level.&lt;br /&gt;
&lt;br /&gt;
Antmen form worker, soldier, drone and queen castes. Antmen workers are the most common antmen, no larger than a [[kobold]]. The all-male drones are the same size as workers and are additionally capable of flight. Soldiers can grow to be almost as large as a [[dwarf]]. The queen, as big as a [[lion]], is the only breeding female among antmen. Oddly enough, Antmen queens give live birth instead of laying eggs.&lt;br /&gt;
&lt;br /&gt;
Despite being labelled as hostile in the unit list, antmen initially found in the caverns will ignore your citizens unless provoked. They will usually be observed carrying wooden [[spear]]s, [[blowgun]]s and [[shield]]s, although they are sometimes seen using metal items instead. These can range from [[copper]] to [[steel]], and are presumably caused by a bug. Depending on which other subterranean creatures they have access to, their [[blowdart]]s will be covered in different [[syndrome|poisons]], which can vary from mildly annoying [[cave spider]] venom to highly [[fun|dangerous]] [[giant cave spider]] toxins. You can preemptively check for poisons by selecting a [[blowgunner]], looking in their items tab and viewing their blowdarts.&lt;br /&gt;
&lt;br /&gt;
Antmen may launch [[ambush|group attacks]] on your fort. When this happens, all tribesmen on the map will become hostile, even if they were peaceful minutes prior to the invasion. They may arrive with [[pet]]s and [[mount]]s, some of which will be able to fly or easily catch up to your fleeing civilians. These invaders, unlike their above-ground counterparts, will not leave after some time has passed, even if your fort is completely sealed off from the caverns, nor will they prevent migrants, caravans or other invaders from arriving; including more waves of antmen. Because of this, several unchallenged assaults from them can quickly cause your game's FPS to drop to single-digit levels, thus making your fort completely unplayable.&lt;br /&gt;
&lt;br /&gt;
Compared to most humanoids, antmen have an extremely short lifespan, allowing a patient player to simply wait for them to die of old age rather than confront them. As previously mentioned, antmen drones can fly, meaning that they will be able to fly over your walls, or through gaps in your floors and ceilings, so plan your defenses accordingly. It can also make them marginally harder to hit than other creatures their size.&lt;br /&gt;
&lt;br /&gt;
Some dwarves [[Preferences|like]] antmen for their ''mystery''.&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}} &lt;br /&gt;
Although Antmen do not appear to have any notable writing system, humans frequently attempt to get their signatures, citing them as being some sort of great heroes. Records on their supposed escapades are found solely in human codices, often pitted against some sort of Beeman. To date, no Beemen have been discovered by dwarf-kind. Additionally, many humans believe that antmen are capable of shrinking. No evidence of this has been discovered, either.&lt;br /&gt;
&lt;br /&gt;
[[File:ant_man.jpg|thumb|150px|center|Still afraid of giant magnifying glasses.&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;''Art by Devilingo''&amp;lt;/small&amp;gt;]]&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{gamedata|title=Entity ([[civilization]]) Raws|{{raw|v50:entity_default.txt|ENTITY|SUBTERRANEAN_ANIMAL_PEOPLES}}}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Humanoids}}&lt;br /&gt;
{{Category|Races}}&lt;/div&gt;</summary>
		<author><name>Urist Mchateselves</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014:Giant_cave_spider&amp;diff=303416</id>
		<title>DF2014:Giant cave spider</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014:Giant_cave_spider&amp;diff=303416"/>
		<updated>2024-09-06T19:33:32Z</updated>

		<summary type="html">&lt;p&gt;Urist Mchateselves: Giant desert scorpions are not present in 0.47.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|18:29, 23 August 2014 (UTC)}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|wiki=no&lt;br /&gt;
|contrib=no&lt;br /&gt;
|meat=19&lt;br /&gt;
|fat=18&lt;br /&gt;
|heart=1&lt;br /&gt;
|intestine=1&lt;br /&gt;
|brain=1&lt;br /&gt;
|skin=chitin&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
'''Giant cave spiders''' (also known as GCS) are far different from your regular [[cave spider]]s; those are just treats for your [[cat]]. Giant cave spiders are as big as [[grizzly bear]]s and will make treats ''of'' cats, [[dwarves]], and the occasional careless adventurer. You can find giant cave spiders in, obviously, caves, [[caverns]] and most underground areas. They are '''the''' most dangerous creature in the caverns, excluding some [[forgotten beast]]s, as they [[No Pain|feel no pain]], [[No Stun|cannot be stunned]], can [[syndrome|poison]] creatures and have the ability to shoot [[web]]bing to ensnare their prey, with a range of 5 squares. If you see a giant cave spider in [[adventurer mode]], an announcement, &amp;quot;You've spotted a Giant Cave Spider!&amp;quot;, will appear.&lt;br /&gt;
&lt;br /&gt;
Giant cave spiders are not a rarity, with dozens present in the underground caverns, deep below the surface. They can be extremely hard to kill. They do not pose a big threat to a fortress when undisturbed, but when a dwarf ''does'' disturb one, [[Main:Armok|Armok]] bless the soul of the unlucky dwarf. On occasion, however, a lucky dwarf might pound one to death within a few attacks by punching its skull into its brain, which can be a godsend after an unfortunate cavern breaching exercise.&lt;br /&gt;
&lt;br /&gt;
Webs are quite useful when they aren't being used in an attack against you. Giant cave spider [[silk]] is worth twice as much as plant-derived textile and, given the [[silk farming|proper setup]] and victims, can be produced in endless amounts. Giant cave spiders are [[building destroyer]]s and will topple [[wood]]en [[furniture]] on sight.&lt;br /&gt;
&lt;br /&gt;
Giant cave spiders give live birth and do not lay eggs, contrary to what one may expect. They also can't be gelded.&lt;br /&gt;
&lt;br /&gt;
Some dwarves [[Preferences|like]] giant cave spiders for their ''mystery''.&lt;br /&gt;
&lt;br /&gt;
==Fighting==&lt;br /&gt;
Giant cave spiders fight by throwing impressively large amounts of web at their enemies and biting them. Once an enemy is webbed, the spider goes for the head.&lt;br /&gt;
&lt;br /&gt;
Giant cave spider venom appears to be a neurotoxin which causes progressive [[syndrome|paralysis]] and is usually fatal, due to suffocation as the victim's diaphragm succumbs and ceases to function. The poison's effects set in relatively quickly, with complete paralysis after 720 seconds (10 [[time|time units]]). Larger dwarves will sometimes recover from this poison and resume breathing, assuming they are only bitten once. If not, death usually occurs after 1300 seconds (19 time units). In terms of Fortress mode, and depending on the speed of the victim, the venom will paralyze an infected dwarf within two steps and cause death by suffocation soon after.&lt;br /&gt;
&lt;br /&gt;
Giant cave spider venom is only deadly on relatively small creatures. It only tends to induce mild paralysis of members of large creatures such as giants, meaning a giant cave spider cannot typically kill large creatures. However, it will incapacitate and exhaust them very well.&lt;br /&gt;
&lt;br /&gt;
In older versions, a lone giant cave spider could take on and fight equally with all of the [[semi-megabeast]]s and most of the [[megabeast]]s (with the notable exception of [[dragon]]s, due to [[Dragonfire|!!giant cave spider!!]] syndrome). They couldn't kill them, but not even a [[bronze colossus]] is immune to webs. They were ''more'' dangerous than [[cave dragon]]s and the only thing in the caverns that could reliably win against them was a forgotten beast with webs or ranged attack. However, as of the latest version, a [[cyclops]] or an [[ettin]] will reliably kill a GCS one-on-one.&lt;br /&gt;
&lt;br /&gt;
==Killing a GCS==&lt;br /&gt;
The web attack of a giant cave spider not only covers a wide area but also has a very short cooldown period, and as such, the creature is easily able to spam it and is able to take out entire [[squad]]s with little trouble, making melee combat extremely risky. Ranged combat with [[crossbow]]s is much safer in comparison, as marksdwarves can out-range a cave spider's web, though this does not make it flawless; marksdwarves have the tendency to charge at their foes (and as such, right into the webs) while the giant cave spider can quickly charge at them itself, plus their large size means they can usually shrug off multiple bolts before going down. The safest method to attack a giant cave spider is either to ambush it in a chokepoint (where your dwarves may get to hit it before it can web all of them), by firing bolts through [[fortification]]s or by shooting it while it is distracted fighting something else (such as your unlucky melee squad). Pray your squads do not waste time attacking the spider's limbs and go straight for the head, before the spider does the same to them.&lt;br /&gt;
&lt;br /&gt;
Due to giant cave spiders only attacking the head of a webbed dwarf, a few dwarves armored with [[steel]] helmets should be a match for a lone GCS. The coding for all creatures sets headshots as the number one priority if possible, and the web ensures that a headshot is indeed always possible. You may want to avoid using untrained dwarves for this, though, because the spider will still counterattack if the dwarf misses, potentially landing a blow on an unprotected area of the dwarf. One way to minimize this problem is to make the dwarf wear full armour (the GCS will still latch on with its bite, however, helm or no, and can still kill a dwarf by shaking them by the head).&lt;br /&gt;
&lt;br /&gt;
Fortunately (or unfortunately...), giant cave spiders tend to take time to kill their prey, giving you time to kill the GCS and save the dwarf, if you are so inclined of course. However, you may not be able to save the dwarf from the GCS's poison.&lt;br /&gt;
&lt;br /&gt;
Another strategy is to use large [[Animal trainer|trained]] animals to kill the GCS; two [[giant black bear]]s, [[giant grizzly bear]]s, or [[giant polar bear]]s will usually kill a GCS. The giant grizzly bears have the advantage that they can be trained for war, further increasing their strength. Other animals that can kill a GCS very effectively include:&lt;br /&gt;
*[[Giant alligator]]s &lt;br /&gt;
*[[Giant lion]]s &lt;br /&gt;
*[[Giant tiger]]s&lt;br /&gt;
&lt;br /&gt;
Giant cave spiders hurl webs only towards your military (on or off duty). Civilians will be attacked if they come too close, but not with webs. So if you do not need the spider alive you can ignore it: Every passing cook or leatherworker will deliver a strike before running off, and the spiders cannot take much damage.&lt;br /&gt;
&lt;br /&gt;
Clever use of [[trap]]s can also make short work of a giant cave spider before it reaches your fortress. Stone and weapon traps can severely injure, if not kill, the spider before it reaches your front lines, hopefully slowing it down and increasing the chances of your squads killing it before it can kill them.&lt;br /&gt;
&lt;br /&gt;
==Capturing==&lt;br /&gt;
Due to the considerable value of giant cave spider silk, many players attempt to capture a live spider and set up a silk farm to boost their fortress's economy. While simply opening a path to the caverns and lining it with [[cage]] [[trap]]s may eventually work, a much more effective method is to take advantage of one peculiar behavior of building destroyers: simply build a '''wooden''' [[door]] within the caverns and surround it with cage traps (to a distance of at least 2 tiles), and any giant cave spider (or [[giant cave toad]], [[giant olm]], [[cave crocodile]], etc.) that wanders relatively close enough to the door will immediately charge toward it and be captured. Or, if you have enough [[mechanism]]s, cages and dwarfpower to spare, cage trap all the cavern exits – a good precaution in any case in order to keep things from wandering out and causing trouble.&lt;br /&gt;
&lt;br /&gt;
Another thing that can be done with a captured giant cave spider is turning it into a [[pet]]. They possess a pet value of 2,500, making them the most valuable animals in the game who aren't cave dragons or megabeasts. It's wasteful to simply [[butcher]] them for meat, as multiple spiders can be captured and bred in order to create a very formidable [[fortress defense]] force. The spiders are born adults and as such cannot be turned fully tame, but a skilled animal trainer will ensure they never revert into hostility.&lt;br /&gt;
&lt;br /&gt;
Raiding [[kobold]] caves for livestock is an easy way to get tame giant cave spiders.{{version|0.44.01}}&lt;br /&gt;
&lt;br /&gt;
==Farming silk==&lt;br /&gt;
{{main|Silk farming}}&lt;br /&gt;
Giant cave spiders can be a very lucrative and nearly-inexhaustible source of [[silk]] [[thread]] for your [[weaver]]s. The general idea is to expose the spider to a target, causing it to spew [[web]]s which can later be collected. Well-designed silk farms can maximize safety and production and greatly increase fortress [[wealth]].&lt;br /&gt;
&lt;br /&gt;
[[File:giant_cave_spider.png|thumb|230px|center|Contains even more web!&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;''Art by kruggsmash&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;br /&gt;
[[ru:Giant Cave Spider]]&lt;/div&gt;</summary>
		<author><name>Urist Mchateselves</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Amphibian_man&amp;diff=303415</id>
		<title>Amphibian man</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Amphibian_man&amp;diff=303415"/>
		<updated>2024-09-06T19:24:27Z</updated>

		<summary type="html">&lt;p&gt;Urist Mchateselves: Ditto&lt;/p&gt;
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{{Creaturelookup/0&lt;br /&gt;
|image=Amphibian_man_sprite.png&lt;br /&gt;
|portrait=amphibian_man_portrait.png&lt;br /&gt;
|vary=no&lt;br /&gt;
|contrib=no&lt;br /&gt;
|death=nobutcher&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
'''Amphibian men''' are one of the many [[Creature|races]] of underground tribal [[creature]]s (''[[animal people]], per se, but design choices apparently voided them of that status'') found living in small groups on any [[cavern]] level. They are equivalent to [[kobold]]s in size, but are less agile.&lt;br /&gt;
&lt;br /&gt;
Despite being labelled as hostile in the unit list, amphibian men initially found in the caverns will ignore your citizens unless provoked. They will usually be observed carrying wooden [[spear]]s, [[blowgun]]s and [[shield]]s, although they are sometimes seen using metal items instead. These can range from [[copper]] to [[steel]], and are presumably caused by a bug. Depending on which other subterranean creatures they have access to, their [[blowdart]]s will be covered in different [[syndrome|poisons]], which can vary from mildly annoying [[cave spider]] venom to highly [[fun|dangerous]] [[giant cave spider]] toxins. You can preemptively check for poisons by selecting a [[blowgunner]], looking in their items tab and viewing their blowdarts.&lt;br /&gt;
&lt;br /&gt;
Amphibian men may launch [[ambush|group attacks]] on your fort. When this happens, all tribesmen on the map will become hostile, even if they were peaceful minutes prior to the invasion. They may arrive with [[pet]]s and [[mount]]s, some of which will be able to fly or easily catch up to your fleeing civilians. These invaders, unlike their above-ground counterparts, will not leave after some time has passed, even if your fort is completely sealed off from the caverns, nor will they prevent migrants, caravans or other invaders from arriving; including more waves of amphibian men. Because of this, several unchallenged assaults from them can quickly cause your game's FPS to drop to single-digit levels, thus making your fort completely unplayable.&lt;br /&gt;
&lt;br /&gt;
Amphibian men are, as expected, amphibious. That means that they can swim through your reservoirs in order to get through your defenses, or lie in wait to ambush your [[fisherdwarf|fisherdwarves]]. Fortunately, it turns out that being in the water washes any [[blowdart]]s clean of their venom, meaning that [[blowgunner]]s that travel aquatically will have their threat level minimized. Despite their description, they do not possess the {{token|EVIL}} token and are not any more malevolent than any other race of animal people.&lt;br /&gt;
&lt;br /&gt;
Some [[dwarves]] [[Preferences|like]] amphibian men for their ''terrifying features''.&lt;br /&gt;
&lt;br /&gt;
[[File:amph_man_preview.jpg|thumb|565px|center|Here comes Dat Boi, who triumphed over [[Gremlin|Something]] in the [https://www.reddit.com/r/dwarffortress/comments/4im1ek/the_rdwarffortress_gladiator_tournament_i_round_1/ First /r/dwarffortress Gladiator Tournament]. &amp;lt;br&amp;gt;&amp;lt;small&amp;gt;''Art by Devilingo''&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{gamedata|title=Entity ([[civilization]]) Raws|{{raw|v50:entity_default.txt|ENTITY|SUBTERRANEAN_ANIMAL_PEOPLES}}}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Humanoids}}&lt;br /&gt;
{{Category|Races}}&lt;/div&gt;</summary>
		<author><name>Urist Mchateselves</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Cave_fish_man&amp;diff=303414</id>
		<title>Cave fish man</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Cave_fish_man&amp;diff=303414"/>
		<updated>2024-09-06T19:23:56Z</updated>

		<summary type="html">&lt;p&gt;Urist Mchateselves: Ditto&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|fine}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|image=cave_fish_man_sprite.png&lt;br /&gt;
|portrait=cave_fish_portrait.png&lt;br /&gt;
|wiki=no&lt;br /&gt;
|contrib=no&lt;br /&gt;
|death=nobutcher&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
'''Cave fish men''' are humanoid versions of the [[cave fish]] and one of the many [[Creature|races]] of underground tribal [[animal people]] found living in small groups on any [[cavern]] level. They stand at roughly half the size of an adult [[dwarf]], and have a pair of legs despite their [[graphics]] suggesting otherwise.&lt;br /&gt;
&lt;br /&gt;
Despite being labelled as hostile in the unit list, cave fish men initially found in the caverns will ignore your citizens unless provoked. They will usually be observed carrying wooden [[spear]]s, [[blowgun]]s and [[shield]]s, although they are sometimes seen using metal items instead. These can range from [[copper]] to [[steel]], and are presumably caused by a bug. Depending on which other subterranean creatures they have access to, their [[blowdart]]s will be covered in different [[syndrome|poisons]], which can vary from mildly annoying [[cave spider]] venom to highly [[fun|dangerous]] [[giant cave spider]] toxins. You can preemptively check for poisons by selecting a [[blowgunner]], looking in their items tab and viewing their blowdarts.&lt;br /&gt;
&lt;br /&gt;
Cave fish men may launch [[ambush|group attacks]] on your fort. When this happens, all tribesmen on the map will become hostile, even if they were peaceful minutes prior to the invasion. They may arrive with [[pet]]s and [[mount]]s, some of which will be able to fly or easily catch up to your fleeing civilians. These invaders, unlike their above-ground counterparts, will not leave after some time has passed, even if your fort is completely sealed off from the caverns, nor will they prevent migrants, caravans or other invaders from arriving; including more waves of cave fish men. Because of this, several unchallenged assaults from them can quickly cause your game's FPS to drop to single-digit levels, thus making your fort completely unplayable.&lt;br /&gt;
&lt;br /&gt;
Cave fish men are [[amphibious]]. That means that they can swim through your reservoirs in order to get through your defenses, or will lie in wait to ambush your [[fisherdwarf|fisherdwarves]], so plan your defenses accordingly. Fortunately, it turns out that being in the water washes any [[blowdart]]s clean of their venom, meaning that [[blowgunner]]s that travel aquatically will have their threat level minimized.&lt;br /&gt;
&lt;br /&gt;
Some dwarves [[Preferences|like]] cave fish men for their ''beauty''.&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
&amp;lt;!-- Reference: Undertale --&amp;gt;&lt;br /&gt;
Some cave fish women have shown preference for using [[spear]]s and have even been observed wearing full metal [[armor]]. A small number of [[lizard man|lizard women]] with silly accents have been noted wanting to [[Marriage|marry]] said cave fish women.&lt;br /&gt;
{{Translation| dwarven = äs tatlosh udos | elvish = garetho thaci onino | goblin = omo otu ngorûg | human = ngethac amsir abo}}&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;300px&amp;quot; heights=&amp;quot;300px&amp;quot;&amp;gt;&lt;br /&gt;
File:cave_fish_man.jpg|''Art by LukeH.''&lt;br /&gt;
File:Notebook_06_CaveFishMan.jpg|''Concept art by Bay 12 Games.''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{gamedata|title=Entity ([[civilization]]) Raws|{{raw|v50:entity_default.txt|ENTITY|SUBTERRANEAN_ANIMAL_PEOPLES}}}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Humanoids}}&lt;br /&gt;
{{Category|Races}}&lt;/div&gt;</summary>
		<author><name>Urist Mchateselves</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Olm_man&amp;diff=303413</id>
		<title>Olm man</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Olm_man&amp;diff=303413"/>
		<updated>2024-09-06T19:23:09Z</updated>

		<summary type="html">&lt;p&gt;Urist Mchateselves: Ditto&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|image=olm_man_sprite.png&lt;br /&gt;
|portrait=olm_man_portrait.png&lt;br /&gt;
|wiki=no&lt;br /&gt;
|death=nobutcher&lt;br /&gt;
|contrib=no&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
'''Olm men''' are the humanoid versions of the common [[olm]] and are one of the many [[Creature|races]] of underground tribal [[animal people]] found living in small groups on any [[cavern]] level.&lt;br /&gt;
&lt;br /&gt;
Despite being labelled as hostile in the unit list, olm men initially found in the caverns will ignore your citizens unless provoked. They will usually be observed carrying wooden [[spear]]s, [[blowgun]]s and [[shield]]s, although they are sometimes seen using metal items instead. These can range from [[copper]] to [[steel]], and are presumably caused by a bug. Depending on which other subterranean creatures they have access to, their [[blowdart]]s will be covered in different [[syndrome|poisons]], which can vary from mildly annoying [[cave spider]] venom to highly [[fun|dangerous]] [[giant cave spider]] toxins. You can preemptively check for poisons by selecting a [[blowgunner]], looking in their items tab and viewing their blowdarts.&lt;br /&gt;
&lt;br /&gt;
Olm men may launch [[ambush|group attacks]] on your fort. When this happens, all tribesmen on the map will become hostile, even if they were peaceful minutes prior to the invasion. They may arrive with [[pet]]s and [[mount]]s, some of which will be able to fly or easily catch up to your fleeing civilians. These invaders, unlike their above-ground counterparts, will not leave after some time has passed, even if your fort is completely sealed off from the caverns, nor will they prevent migrants, caravans or other invaders from arriving; including more waves of olm men. Because of this, several unchallenged assaults from them can quickly cause your game's FPS to drop to single-digit levels, thus making your fort completely unplayable.&lt;br /&gt;
&lt;br /&gt;
Olm men are, predictably, amphibious, meaning that they can swim through your reservoirs in order to get through your defenses, or will lie in wait to ambush your [[fisherdwarf|fisherdwarves]], so plan your defenses accordingly. Fortunately, it turns out that being in the water washes any [[blowdart]]s clean of their venom, meaning that [[blowgunner]]s that travel aquatically will have their threat level minimized.&lt;br /&gt;
&lt;br /&gt;
Some dwarves [[Preferences|like]] olm men for their ''gills''.&lt;br /&gt;
&lt;br /&gt;
[[File:olm_man.png|thumb|260px|center|An Olm man with wizard-like abilites!&amp;lt;br /&amp;gt;&amp;lt;small&amp;gt;''Art by ThisIsTheFool''&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{gamedata|title=Entity ([[civilization]]) Raws|{{raw|v50:entity_default.txt|ENTITY|SUBTERRANEAN_ANIMAL_PEOPLES}}}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Humanoids}}&lt;br /&gt;
{{Category|Races}}&lt;/div&gt;</summary>
		<author><name>Urist Mchateselves</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Serpent_man&amp;diff=303412</id>
		<title>Serpent man</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Serpent_man&amp;diff=303412"/>
		<updated>2024-09-06T19:22:10Z</updated>

		<summary type="html">&lt;p&gt;Urist Mchateselves: Updated with information about blowdart venom being washed away if their weirder is submerged.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|image=serpent_man_sprite.png&lt;br /&gt;
|portrait=serpent_man_portrait.png&lt;br /&gt;
|contrib=no&lt;br /&gt;
|death=nobutcher&lt;br /&gt;
|vary=no&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
''For other kinds of snake men, see [[adder man]], [[anaconda man]], [[black mamba man]], [[bushmaster man]], [[copperhead snake man]], [[king cobra man]], [[kingsnake man]], [[python man]], and [[rattlesnake man]].''&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
'''Serpent men''' are one of the many [[Creature|races]] of underground tribal [[creature]]s (''[[animal people]], per se, but design choices apparently voided them of that status'') found living in small groups on any [[cavern]] level. They stand at roughly the size of an adult [[dwarf]].&lt;br /&gt;
&lt;br /&gt;
Despite being labelled as hostile in the unit list, serpent men initially found in the caverns will ignore your citizens unless provoked. They will usually be observed carrying wooden [[spear]]s, [[blowgun]]s and [[shield]]s, although they are sometimes seen using metal items instead. These can range from [[copper]] to [[steel]], and are presumably caused by a bug. Depending on which other subterranean creatures they have access to, their [[blowdart]]s will be covered in different [[syndrome|poisons]], which can vary from mildly annoying [[cave spider]] venom to highly [[fun|dangerous]] [[giant cave spider]] toxins. You can preemptively check for poisons by selecting a [[blowgunner]], looking in their items tab and viewing their blowdarts.&lt;br /&gt;
&lt;br /&gt;
Serpent men may launch [[ambush|group attacks]] on your fort. When this happens, all tribesmen on the map will become hostile, even if they were peaceful minutes prior to the invasion. They may arrive with [[pet]]s and [[mount]]s, some of which will be able to fly or easily catch up to your fleeing civilians. These invaders, unlike their above-ground counterparts, will not leave after some time has passed, even if your fort is completely sealed off from the caverns, nor will they prevent migrants, caravans or other invaders from arriving; including more waves of serpent men. Because of this, several unchallenged assaults from them can quickly cause your game's FPS to drop to single-digit levels, thus making your fort completely unplayable.&lt;br /&gt;
&lt;br /&gt;
Serpent men are amphibious. That means that they can swim through your reservoirs in order to get through your defenses, or lie in wait to ambush your [[fisherdwarf|fisherdwarves]], so plan your defenses accordingly. Fortunately, it turns out that being in the water washes any [[blowdart]]s clean of their venom, meaning that [[blowgunner]]s that travel aquatically will have their threat level minimized. In addition, serpent men possess a poisonous bite which can cause paralysis, thus making their victims vulnerable to both suffocation as well as attacks from other serpent men. Keep in mind that serpent men themselves are completely immune to all forms of paralysis. Despite their description, they do not possess the {{token|EVIL}} token and are not any more malevolent than any other race of animal people.&lt;br /&gt;
&lt;br /&gt;
If you ssspeak to a ssserpent man in [[adventure mode]], they will talk like thisss, becaussse of the {{token|LISP}} token.&lt;br /&gt;
&lt;br /&gt;
Some [[dwarves]] [[Preferences|like]] serpent men for their ''impressive tails''.&lt;br /&gt;
&lt;br /&gt;
[[File:serpent_man_prev.jpg|thumb|370px|center|Does a great &amp;quot;steam blowing through pipes&amp;quot; impression.&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;''Art by Diogeneezy''&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
{{Translation| dwarven = shethel udos | elvish = relira onino | goblin = olsmu ngorûg | human = ithrat abo}}&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{gamedata|title=Entity ([[civilization]]) Raws|{{raw|v50:entity_default.txt|ENTITY|SUBTERRANEAN_ANIMAL_PEOPLES}}}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Humanoids}}&lt;/div&gt;</summary>
		<author><name>Urist Mchateselves</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Reptile_man&amp;diff=303411</id>
		<title>Reptile man</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Reptile_man&amp;diff=303411"/>
		<updated>2024-09-06T19:15:08Z</updated>

		<summary type="html">&lt;p&gt;Urist Mchateselves: &lt;/p&gt;
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&lt;div&gt;{{Quality|Exceptional}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|image=reptile_man_sprite.png&lt;br /&gt;
|portrait=reptile_man_portrait.png&lt;br /&gt;
|vary=no&lt;br /&gt;
|death=nobutcher&lt;br /&gt;
|contrib=no&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
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'''Reptile men''' are one of the many [[Creature|races]] of underground tribal [[creature]]s (''[[animal people]], per se, but design choices apparently voided them of that status'') found living in small groups on any [[cavern]] level. They stand at roughly the size of an adult [[dwarf]].&lt;br /&gt;
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Despite being labelled as hostile in the unit list, reptile men initially found in the caverns will ignore your citizens unless provoked. They will usually be observed carrying wooden [[spear]]s, [[blowgun]]s and [[shield]]s, although they are sometimes seen using metal items instead. These can range from [[copper]] to [[steel]], and are presumably caused by a bug. Depending on which other subterranean creatures they have access to, their [[blowdart]]s will be covered in different [[syndrome|poisons]], which can vary from mildly annoying [[cave spider]] venom to highly [[fun|dangerous]] [[giant cave spider]] toxins. You can preemptively check for poisons by selecting a [[blowgunner]], looking in their items tab and viewing their blowdarts.&lt;br /&gt;
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Reptile men may launch [[ambush|group attacks]] on your fort. When this happens, all tribesmen on the map will become hostile, even if they were peaceful minutes prior to the invasion. They may arrive with [[pet]]s and [[mount]]s, some of which will be able to fly or easily catch up to your fleeing civilians. These invaders, unlike their above-ground counterparts, will not leave after some time has passed, even if your fort is completely sealed off from the caverns, nor will they prevent migrants, caravans or other invaders from arriving; including more waves of reptile men. Because of this, several unchallenged assaults from them can quickly cause your game's FPS to drop to single-digit levels, thus making your fort completely unplayable.&lt;br /&gt;
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Reptile men are amphibious. That means that they can swim through your reservoirs in order to get through your defenses, or will lie in wait to ambush your [[fisherdwarf|fisherdwarves]], so plan your defences accordingly. Fortunately, it turns out that being in the water washes any [[blowdart]]s clean of their venom, meaning that [[blowgunner]]s that travel aquatically will have their threat level minimized. Despite their description, they do not possess the {{token|EVIL}} token and are not any more malevolent than any other race of animal people.&lt;br /&gt;
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If you ssspeak to a reptile man in [[adventure mode]], they will talk like thisss, becaussse of the {{token|LISP}} token.&lt;br /&gt;
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Some [[dwarves]] [[Preferences|like]] reptile men for their ''terrifying features''.&lt;br /&gt;
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{{D for Dwarf}}&lt;br /&gt;
The dwarves do not seem to worship this creature, and no mentions of them secretly ruling the world have been found in engravings. However, they can often be found in the deepest caverns nearest to the magma sea.&lt;br /&gt;
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[[File:reptile_man_preview.jpg|thumb|500px|center|Not always as menacing as pictured.&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;''Art by Devilingo''&amp;lt;/small&amp;gt;]]&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{gamedata|title=Entity ([[civilization]]) Raws|{{raw|v50:entity_default.txt|ENTITY|SUBTERRANEAN_ANIMAL_PEOPLES}}}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Humanoids}}&lt;br /&gt;
{{Category|Races}}&lt;/div&gt;</summary>
		<author><name>Urist Mchateselves</name></author>
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