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	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Akkie</id>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Trap&amp;diff=97178</id>
		<title>v0.31 Talk:Trap</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Trap&amp;diff=97178"/>
		<updated>2010-04-22T09:05:47Z</updated>

		<summary type="html">&lt;p&gt;Akkie: It is claimed by someone that taming currently isn't working? I've tamed mountain goats and would appreciate other peoples experiences on this.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I have had goats, goblins and alligators happily walk right through a stone trap bomb carpet of 3-5 layers (per person) and walk away wounded, but still walking. This certainly seems new.&lt;br /&gt;
&lt;br /&gt;
Experiences with this? --[[User:Birthright|Birthright]] 19:42, 14 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Maybe that´s because they deal only blunt damage (I think), which has been severely nerfed (because it seldom deals critical wounds and bleeding). I had the same experience with a goblin siege in year 2, which then also doomed my entire fortress (because I only got mildly trained soldiers with leather armor and copper weapons and marksdwarfs are bugged). &amp;lt;br&amp;gt; I think they will regain their usefulness, when damage types get balanced again. On the other hand, they really were quite overpowered before, considering the needed setup-time and material. ~ [[User:Felcis|Felcis]] 20:34, 14 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Makes sense. I'm not even complaining - I like a challenge. The wooden spears, bows and arrows in my weapon traps btw may be a bit overpowered now.&lt;br /&gt;
&lt;br /&gt;
== Stonefall ==&lt;br /&gt;
&lt;br /&gt;
It's my recollection that stonefall traps outright destroy the stone when they are triggered, so they always need to be reloaded with a fresh rock from somewhere else. --[[User:Quietust|Quietust]] 20:56, 14 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Well, try it out? Certainly not the case here, and never was IIRC. --[[User:Birthright|Birthright]] 21:20, 14 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::I second that. I always have the stone of the trap lying on it after it was triggered, so it was not destroyed. I´m not even sure if the dwarfes always need a different one, but I never payed close attention to that. ~ [[User:Felcis|Felcis]] 21:26, 14 April 2010 (UTC)&lt;br /&gt;
:::I think the wisdom of the old ages on that was that the reloader picks the closest stone at the time he is tasked with the job. So if one guy reloads 6 traps he might well pick some of the stones right there - never checked really. --[[Special:Contributions/92.202.32.216|92.202.32.216]] 02:02, 15 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Weapon ==&lt;br /&gt;
&lt;br /&gt;
Hi guys, been playing DF for a long while but the improvements in the latest versions have inspired me to try to contribute a bit to the wiki for the first time. If you think any information is incorrect then feel free to shout out about it. [[User:Akkie|Akkie]] 18:23, 15 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Cage Traps? ==&lt;br /&gt;
&lt;br /&gt;
are they still as effective as in 40d?  the current article doesn't have anything on them  .-Slothen--[[Special:Contributions/99.96.100.228|99.96.100.228]] 21:29, 18 April 2010 (UTC)&lt;br /&gt;
: Yes they are: Dragons as well as colossi are no threat as long as you have cage traps at your entrance - wooden cages are still sufficient to contain them savely. --[[User:Doub|Doub]] 21:47, 18 April 2010 (UTC)&lt;br /&gt;
::I was attempting to test all this in my latest fort. Can someone else please verify that this is still the case by writing in here that they've seen it happen. I know that titans(not sure about traditional megabeasts) have &amp;quot;trap avoid&amp;quot; tags and are not affected by stone-fall or weapon traps (I've tested that myself in a previous fort) but have yet to try to cage them.  -- [[User:Akkie|Akkie]] 15:01, 19 April 2010 (UTC)&lt;br /&gt;
::Forgotten beast safely traveled through a corridor with two cage traps in it. I hardly had time to build a floor above the stairway to the caverns, pheeew... Damn it was such a brilliant idea to get a Beast for my zoo! --[[User:Peregarrett|Peregarrett]] 13:52, 21 April 2010 (UTC)&lt;br /&gt;
:::Ok thanks, I think I'll just say &amp;quot;Some rare creatures&amp;quot; are immune to cage traps to avoid any spoiler action. People can put all that spoilery stuff in the forgotten beast section! [[User:Akkie|Akkie]] 18:32, 21 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
I'm not sure who put the &amp;quot;taming isn't working&amp;quot; notice up, but I have tamed mountain goats caught in a trap in my latest fort. What evidence are you basing this on? Has anyone else not been able to tame creatures? Remember '''some''' creatures (with [PET_EXOTIC]) require the dungeonmaster (who seems to never turn up at the moment) to tame.&lt;/div&gt;</summary>
		<author><name>Akkie</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Trap&amp;diff=96964</id>
		<title>v0.31:Trap</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Trap&amp;diff=96964"/>
		<updated>2010-04-21T19:27:41Z</updated>

		<summary type="html">&lt;p&gt;Akkie: Added Cage trap section, based on old article but with additions. Including cage traps not being able to capture all creatures now (did my best not to put in spoiler!). Please check it through!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{elven}}&lt;br /&gt;
&lt;br /&gt;
'''Traps''' are a comparatively quick and easy method for defending a fortress. Unlike {{L|soldier}}s, they're always on duty, and, once set up, need less management. On the other hand, they are immobile and can only lie in wait for foes to walk over them. To build a trap, go to the {{k|b}}uild-&amp;gt;{{k|T}}raps/Levers menu. You'll generally need one {{L|mechanism}}, a dwarf with the {{L|mechanic}} labor designated (ranks in this {{L|skill}} reduce the time to place a trap), and at least one other component depending on the type of trap - a stone, a cage, or one or more weapons. They can be built indoors or outdoors, and require a level ground square with no other constructions in them.&lt;br /&gt;
&lt;br /&gt;
Stone-fall, weapon and cage traps will be triggered by most hostile entities entering their tile, with the possible exception of {{L|thief|thieves}}, flying creatures and other occasional nasty surprises.   &lt;br /&gt;
&lt;br /&gt;
Note that, in combat situations, {{L|Mechanic}}s have a nasty habit of wanting to reload (or clean) traps when they are triggered, regardless of who or what might be out there as well. {{L|Forbid}}ding traps after they are built will keep [[Urist|Urist McSuicide]] from deciding to reload a stone trap in the middle of a {{L|siege}}. Just remember to unforbid them when things calm down, so the traps are all ready for next time. Alternatively, simply order your dwarves to stay within a safe {{L|burrow}} until any threats have been dealt with.&lt;br /&gt;
&lt;br /&gt;
==Stone-fall Trap==&lt;br /&gt;
The simplest trap to construct, a stone-fall trap is essentially a {{L|stone}} suspended up in the air which is dropped on intruders when the trap is triggered. These are a popular defensive measure early on, as the components needed are readily available as soon as you start mining. A single stone trap will usually '''not''' severely wound or kill most animals and enemies, to the extent that this may be a bug. After being used they need to be reloaded with another stone by any {{L|dwarf}} with {{L|mechanic}} {{L|skill}} enabled, a task which your dwarves will see to automatically. The dwarf will generally not use the stone that just dropped, but a new one (would you want to put your hands on that gory mess?). Being that stonefall traps do &amp;lt;em&amp;gt;not&amp;lt;/em&amp;gt; alert you of ambushes when triggered by hidden invaders{{verify}}, this can frequently lead your mechanics into peril. &lt;br /&gt;
&lt;br /&gt;
:*Shortcut {{k|b}} {{k|T}} {{k|s}}&lt;br /&gt;
:*Components used: {{L|mechanism}} and an ordinary {{L|stone}}&lt;br /&gt;
&lt;br /&gt;
==Weapon Trap==&lt;br /&gt;
Weapon traps are similar in nature to stone-fall traps, and are triggered when any hostile creature stands on the trap. They tend to be a much more reliable trap for outright killing or critically injuring invading creatures. Before you write off stone-fall traps as worse versions of weapon traps, it's important to note that weapon traps require you to have previously made {{L|Weapon}}s to put inside the trap, making them more of an option somewhat later in the game. Any weapon can be used, including human ones, bows, traded weapons and presents from goblins, as well as specialist &amp;quot;trap only&amp;quot; weapons. (Think of it as fair retribution when goblins are sliced in pieces by their own axes!)&lt;br /&gt;
&lt;br /&gt;
The specialist weapons can be built in 3 workshops:&lt;br /&gt;
&lt;br /&gt;
{{L|Metalsmith's forge}} (menacing &amp;lt;metal&amp;gt; spike / large, serrated &amp;lt;metal&amp;gt; disc / spiked &amp;lt;metal&amp;gt; ball / enormous &amp;lt;metal&amp;gt; corkscrew / giant &amp;lt;metal&amp;gt; axe blade)&lt;br /&gt;
 &lt;br /&gt;
or &lt;br /&gt;
&lt;br /&gt;
{{L|Carpenter's workshop}} (menacing &amp;lt;wooden&amp;gt; spike / spiked &amp;lt;wooden&amp;gt; ball / enormous &amp;lt;wooden&amp;gt; corkscrew)&lt;br /&gt;
&lt;br /&gt;
or&lt;br /&gt;
&lt;br /&gt;
{{L|Glass furnace}} (menacing &amp;lt;glass&amp;gt; spike / large, serrated &amp;lt;glass&amp;gt; disc / spiked &amp;lt;glass&amp;gt; ball / enormous &amp;lt;glass&amp;gt; corkscrew / giant &amp;lt;glass&amp;gt; axe blade)&lt;br /&gt;
&lt;br /&gt;
Don't know which to make? -&amp;gt; '''Detailed {{L|Trap component}} information'''&lt;br /&gt;
&lt;br /&gt;
These weapons have all the material property advantages and disadvantages that normal weapons have. It should be noted that the trap weapons are larger than normal dwarf weapons meaning they should be more effective in the new combat system than normal weapons made of equivalent materials (this is all subject to change in future revisions of the combat system). When triggered, this trap will &amp;quot;attack&amp;quot; the creature with all the weapons available to it, normally doing massive damage.&lt;br /&gt;
&lt;br /&gt;
Weapon traps do not cause slightly suicidal mechanics to reset them after each triggering but instead reset automatically in a period of time (unknown time period). However it is possible for the traps to jam when the unfortunate victim gets stuck in the mechanism (use &amp;quot;t&amp;quot; to check the trap) but the body can be removed by a dwarf. When the trap jams, the mechanic will automatically attempt to clean it, so forbidding the body may be necessary to save him from the victim's friends.&lt;br /&gt;
&lt;br /&gt;
When placing the trap you will be asked for a type of mechanism as normal, then asked to select weapons to use. At this point you will get a list of all stockpiled weapons in your fortress. +- will select different weapons and pressing &amp;quot;Enter/Return&amp;quot; adds 1 of the selected weapon to the trap. Up to 10 weapons can be put in each trap and all weapons in the trap will attack at once when it is triggered(10 large serrated disks normally results in the unfortunate triggering creature leaving with less limbs than it came in with). When happy with your weapon selection press &amp;quot;d&amp;quot; to set the trap.&lt;br /&gt;
&lt;br /&gt;
:*Shortcut {{k|b}} {{k|T}} {{k|w}}&lt;br /&gt;
:*Components used: {{L|mechanism}} and between 1 and 10 weapons.&lt;br /&gt;
&lt;br /&gt;
==Cage Trap==&lt;br /&gt;
Cage traps are different to the other trap types in that they do not directly kill or injure invaders. Instead, they capture the unfortunate creature that triggers them in a {{L|cage}}. Despite the lack of violence, this is still very effective as it completely neutralises the target so that they can be dealt with later. After a creature is captured, it's stored in an animal {{L|stockpile}}. The trap must then be reset by hauling an empty cage to the traps location (this is automated). '''Most''' captured creatures do not require any nourishment and will survive being in a cage indefinitely (submerging them in water also appears to have no effect on the captured creature). Cage traps will also alert you to ambushes when triggered by hidden invaders, making them a useful forward defense mechanism.&lt;br /&gt;
&lt;br /&gt;
It is possible for dwarves to bring {{L|water}} to cages, but this will only occur if you have someone friendly also locked in the cage - like a dwarf child snatched by a goblin. In this case remove the poor fellow using the goblin's inventory screen.&lt;br /&gt;
&lt;br /&gt;
'''Cage traps cannot capture every creature in the game anymore''' and you will need alternative defences when your fort is well established.&lt;br /&gt;
&lt;br /&gt;
Cage traps are also useful for catching animals. This can be done by simply placing traps in areas where wild animals roam (this does '''not''' require a dwarf with the {{L|Trapping}} labor enabled). The captured animals can be used to fuel your meat industry, or can be tamed (and sometimes trained into war animals!) at the {{L|kennel|kennels}}.&lt;br /&gt;
&lt;br /&gt;
:*Shortcut {{k|b}} {{k|T}} {{k|c}}&lt;br /&gt;
:*Components used: {{L|mechanism}} and a {{L|cage}}.&lt;br /&gt;
:*If the trap is a Dark Green, then it does not have a cage in it.&lt;br /&gt;
:*If the trap is a Light Green, Then it does have a cage in it.&lt;br /&gt;
&lt;br /&gt;
{{buildings}}&lt;/div&gt;</summary>
		<author><name>Akkie</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Trap&amp;diff=96914</id>
		<title>v0.31 Talk:Trap</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Trap&amp;diff=96914"/>
		<updated>2010-04-21T18:32:24Z</updated>

		<summary type="html">&lt;p&gt;Akkie: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I have had goats, goblins and alligators happily walk right through a stone trap bomb carpet of 3-5 layers (per person) and walk away wounded, but still walking. This certainly seems new.&lt;br /&gt;
&lt;br /&gt;
Experiences with this? --[[User:Birthright|Birthright]] 19:42, 14 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Maybe that´s because they deal only blunt damage (I think), which has been severely nerfed (because it seldom deals critical wounds and bleeding). I had the same experience with a goblin siege in year 2, which then also doomed my entire fortress (because I only got mildly trained soldiers with leather armor and copper weapons and marksdwarfs are bugged). &amp;lt;br&amp;gt; I think they will regain their usefulness, when damage types get balanced again. On the other hand, they really were quite overpowered before, considering the needed setup-time and material. ~ [[User:Felcis|Felcis]] 20:34, 14 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Makes sense. I'm not even complaining - I like a challenge. The wooden spears, bows and arrows in my weapon traps btw may be a bit overpowered now.&lt;br /&gt;
&lt;br /&gt;
== Stonefall ==&lt;br /&gt;
&lt;br /&gt;
It's my recollection that stonefall traps outright destroy the stone when they are triggered, so they always need to be reloaded with a fresh rock from somewhere else. --[[User:Quietust|Quietust]] 20:56, 14 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Well, try it out? Certainly not the case here, and never was IIRC. --[[User:Birthright|Birthright]] 21:20, 14 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::I second that. I always have the stone of the trap lying on it after it was triggered, so it was not destroyed. I´m not even sure if the dwarfes always need a different one, but I never payed close attention to that. ~ [[User:Felcis|Felcis]] 21:26, 14 April 2010 (UTC)&lt;br /&gt;
:::I think the wisdom of the old ages on that was that the reloader picks the closest stone at the time he is tasked with the job. So if one guy reloads 6 traps he might well pick some of the stones right there - never checked really. --[[Special:Contributions/92.202.32.216|92.202.32.216]] 02:02, 15 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Weapon ==&lt;br /&gt;
&lt;br /&gt;
Hi guys, been playing DF for a long while but the improvements in the latest versions have inspired me to try to contribute a bit to the wiki for the first time. If you think any information is incorrect then feel free to shout out about it. [[User:Akkie|Akkie]] 18:23, 15 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Cage Traps? ==&lt;br /&gt;
&lt;br /&gt;
are they still as effective as in 40d?  the current article doesn't have anything on them  .-Slothen--[[Special:Contributions/99.96.100.228|99.96.100.228]] 21:29, 18 April 2010 (UTC)&lt;br /&gt;
: Yes they are: Dragons as well as colossi are no threat as long as you have cage traps at your entrance - wooden cages are still sufficient to contain them savely. --[[User:Doub|Doub]] 21:47, 18 April 2010 (UTC)&lt;br /&gt;
::I was attempting to test all this in my latest fort. Can someone else please verify that this is still the case by writing in here that they've seen it happen. I know that titans(not sure about traditional megabeasts) have &amp;quot;trap avoid&amp;quot; tags and are not affected by stone-fall or weapon traps (I've tested that myself in a previous fort) but have yet to try to cage them.  -- [[User:Akkie|Akkie]] 15:01, 19 April 2010 (UTC)&lt;br /&gt;
::Forgotten beast safely traveled through a corridor with two cage traps in it. I hardly had time to build a floor above the stairway to the caverns, pheeew... Damn it was such a brilliant idea to get a Beast for my zoo! --[[User:Peregarrett|Peregarrett]] 13:52, 21 April 2010 (UTC)&lt;br /&gt;
:::Ok thanks, I think I'll just say &amp;quot;Some rare creatures&amp;quot; are immune to cage traps to avoid any spoiler action. People can put all that spoilery stuff in the forgotten beast section! [[User:Akkie|Akkie]] 18:32, 21 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Akkie</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Block&amp;diff=96907</id>
		<title>v0.31 Talk:Block</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Block&amp;diff=96907"/>
		<updated>2010-04-21T18:16:54Z</updated>

		<summary type="html">&lt;p&gt;Akkie: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Block Hauling ==&lt;br /&gt;
&lt;br /&gt;
I can't seem to be able to haul blocks out of my workshops, consequently they're all cluttered horrendously. How do I get my haulers to get rid of them? --[[User:Nimblewright|Nimblewright]] 18:04, 21 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Your dwarves should haul them to bar/block stockpiles. Do you have one with space free? If you have one and they're not doing it report it as a bug! [[User:Akkie|Akkie]] 18:16, 21 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Akkie</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Trap&amp;diff=96325</id>
		<title>v0.31:Trap</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Trap&amp;diff=96325"/>
		<updated>2010-04-20T18:58:25Z</updated>

		<summary type="html">&lt;p&gt;Akkie: Added link to Trap Component page for detail on specialist trap weapons&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{elven}}&lt;br /&gt;
&lt;br /&gt;
'''Traps''' are a comparatively quick and easy method for defending a fortress. Unlike {{L|soldier}}s, they're always on duty, and, once set up, need less management. On the other hand, they are immobile and can only lie in wait for foes to walk over them. To build a trap, go to the {{k|b}}uild-&amp;gt;{{k|T}}raps/Levers menu. You'll generally need one {{L|mechanism}}, a dwarf with the {{L|mechanic}} labor designated (ranks in this {{L|skill}} reduce the time to place a trap), and at least one other component depending on the type of trap - a stone, a cage, or one or more weapons. They can be built indoors or outdoors, and require a level ground square with no other constructions in them.&lt;br /&gt;
&lt;br /&gt;
Stone-fall, weapon and cage traps will be triggered by most hostile entities entering their tile, with the possible exception of {{L|thief|thieves}}, flying creatures and other occasional nasty surprises.   &lt;br /&gt;
&lt;br /&gt;
Note that, in combat situations, {{L|Mechanic}}s have a nasty habit of wanting to reload (or clean) traps when they are triggered, regardless of who or what might be out there as well. {{L|Forbid}}ding traps after they are built will keep [[Urist|Urist McSuicide]] from deciding to reload a stone trap in the middle of a {{L|siege}}. Just remember to unforbid them when things calm down, so the traps are all ready for next time. Alternatively, simply order your dwarves to stay within a safe {{L|burrow}} until any threats have been dealt with.&lt;br /&gt;
&lt;br /&gt;
==Stone-fall Trap==&lt;br /&gt;
The simplest trap to construct, a stone-fall trap is essentially a {{L|stone}} suspended up in the air which is dropped on intruders when the trap is triggered. These are a popular defensive measure early on, as the components needed are readily available as soon as you start mining. A single stone trap will usually '''not''' severely wound or kill most animals and enemies, to the extent that this may be a bug. After being used they need to be reloaded with another stone by any {{L|dwarf}} with {{L|mechanic}} {{L|skill}} enabled, a task which your dwarves will see to automatically. The dwarf will generally not use the stone that just dropped, but a new one (would you want to put your hands on that gory mess?). Being that stonefall traps do &amp;lt;em&amp;gt;not&amp;lt;/em&amp;gt; alert you of ambushes when triggered by hidden invaders{{verify}}, this can frequently lead your mechanics into peril. &lt;br /&gt;
&lt;br /&gt;
:*Shortcut {{k|b}} {{k|T}} {{k|s}}&lt;br /&gt;
:*Components used: {{L|mechanism}} and an ordinary {{L|stone}}&lt;br /&gt;
&lt;br /&gt;
==Weapon Trap==&lt;br /&gt;
Weapon traps are similar in nature to stone-fall traps, and are triggered when any hostile creature stands on the trap. They tend to be a much more reliable trap for outright killing or critically injuring invading creatures. Before you write off stone-fall traps as worse versions of weapon traps, it's important to note that weapon traps require you to have previously made {{L|Weapon}}s to put inside the trap, making them more of an option somewhat later in the game. Any weapon can be used, including human ones, bows, traded weapons and presents from goblins, as well as specialist &amp;quot;trap only&amp;quot; weapons. (Think of it as fair retribution when goblins are sliced in pieces by their own axes!)&lt;br /&gt;
&lt;br /&gt;
The specialist weapons can be built in 3 workshops:&lt;br /&gt;
&lt;br /&gt;
{{L|Metalsmith's forge}} (menacing &amp;lt;metal&amp;gt; spike / large, serrated &amp;lt;metal&amp;gt; disc / spiked &amp;lt;metal&amp;gt; ball / enormous &amp;lt;metal&amp;gt; corkscrew / giant &amp;lt;metal&amp;gt; axe blade)&lt;br /&gt;
 &lt;br /&gt;
or &lt;br /&gt;
&lt;br /&gt;
{{L|Carpenter's workshop}} (menacing &amp;lt;wooden&amp;gt; spike / spiked &amp;lt;wooden&amp;gt; ball / enormous &amp;lt;wooden&amp;gt; corkscrew)&lt;br /&gt;
&lt;br /&gt;
or&lt;br /&gt;
&lt;br /&gt;
{{L|Glass furnace}} (menacing &amp;lt;glass&amp;gt; spike / large, serrated &amp;lt;glass&amp;gt; disc / spiked &amp;lt;glass&amp;gt; ball / enormous &amp;lt;glass&amp;gt; corkscrew / giant &amp;lt;glass&amp;gt; axe blade)&lt;br /&gt;
&lt;br /&gt;
Don't know which to make? -&amp;gt; '''Detailed {{L|Trap component}} information'''&lt;br /&gt;
&lt;br /&gt;
These weapons have all the material property advantages and disadvantages that normal weapons have. It should be noted that the trap weapons are larger than normal dwarf weapons meaning they should be more effective in the new combat system than normal weapons made of equivalent materials (this is all subject to change in future revisions of the combat system). When triggered, this trap will &amp;quot;attack&amp;quot; the creature with all the weapons available to it, normally doing massive damage.&lt;br /&gt;
&lt;br /&gt;
Weapon traps do not cause slightly suicidal mechanics to reset them after each triggering but instead reset automatically in a period of time (unknown time period). However it is possible for the traps to jam when the unfortunate victim gets stuck in the mechanism (use &amp;quot;t&amp;quot; to check the trap) but the body can be removed by a dwarf. When the trap jams, the mechanic will automatically attempt to clean it, so forbidding the body may be necessary to save him from the victim's friends.&lt;br /&gt;
&lt;br /&gt;
When placing the trap you will be asked for a type of mechanism as normal, then asked to select weapons to use. At this point you will get a list of all stockpiled weapons in your fortress. +- will select different weapons and pressing &amp;quot;Enter/Return&amp;quot; adds 1 of the selected weapon to the trap. Up to 10 weapons can be put in each trap and all weapons in the trap will attack at once when it is triggered(10 large serrated disks normally results in the unfortunate triggering creature leaving with less limbs than it came in with). When happy with your weapon selection press &amp;quot;d&amp;quot; to set the trap.&lt;br /&gt;
&lt;br /&gt;
:*Shortcut {{k|b}} {{k|T}} {{k|w}}&lt;br /&gt;
:*Components used: {{L|mechanism}} and between 1 and 10 weapons.&lt;br /&gt;
&lt;br /&gt;
{{buildings}}&lt;/div&gt;</summary>
		<author><name>Akkie</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Trap_component&amp;diff=96323</id>
		<title>v0.31:Trap component</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Trap_component&amp;diff=96323"/>
		<updated>2010-04-20T18:57:28Z</updated>

		<summary type="html">&lt;p&gt;Akkie: I think this should be human. Please check it over!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{human}}&lt;br /&gt;
Any {{L|weapon}} in Fortress Mode can be placed into a {{L|Trap#Weapon Trap|weapon trap}}.  However, there are five '''trap components''', or '''trap weapons''', that are ''specifically'' for weapons traps (and two also have additional uses).  As with any weapon, a total of up to 10 of these can be put in a single weapon trap, creating a true &amp;quot;Indiana Jones&amp;quot; type of threat to any beast of any size, and potentially simply making a fine mince (or paste, depending on the weapons) of lesser creatures.  &lt;br /&gt;
In the order they appear on the various menus, they are the '''menacing spike''', the '''serrated disc''', the '''spiked ball''', the '''enormous corkscrew''', and the '''giant axe blade'''.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Is this true?&lt;br /&gt;
In Adventure Mode, these trap components can actually be wielded in combat; in Fortress Mode, their only meaningful use is in your mechanics' contraptions.--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
All trap component weapons can be made out of {{L|metal}}s (by a {{L|weaponsmith}}) or {{L|glass}} (by a {{L|glassmaker}}), with appropriate damage. Three can also be made out of {{L|wood}} (by a {{L|carpenter}}), as noted below, which can be useful in getting some heavy weapons traps set up before you have a steady {{L|smelting}} operation going, or if you are short on metal.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Is this true?&lt;br /&gt;
Trap weapons also provide the highest return of any weapon for {{L|melt}}ing, 50%, compared to 30-40% for conventional weapons, which is good to know for training {{L|weaponsmith}}s on maps with little metal.--&amp;gt;&lt;br /&gt;
Trap components are a separate sub-section of a {{L|forge}} menu, but are at the bottom of the general {{L|glass furnace}} or {{L|carpenter's workshop}} menus.&lt;br /&gt;
&lt;br /&gt;
==The 5 trap weapons==&lt;br /&gt;
===Menacing spike===&lt;br /&gt;
&lt;br /&gt;
The '''menacing spike''' can be mounted in both traditional {{L|Trap#Weapon_trap|weapon traps}} and {{L|Trap#Upright_Spear/Spike|upright spike traps}}, which act quite differently.  Its small contact size and high penetration depth makes it a decent choice against enemies with impale-able internal organs.&lt;br /&gt;
&lt;br /&gt;
Menacing spikes can also be made from {{L|wood}}.&lt;br /&gt;
&lt;br /&gt;
===Large, serrated disc===&lt;br /&gt;
'''large, serrated discs''' deal large amounts of damage, and have a tendency to sever their victims' limbs. While amusing, this can create several {{L|hauling}} tasks for {{L|dwarves}} as they have to move each severed body part to a {{L|butcher's shop}} or {{L|stockpile|refuse pile}}. Large serrated discs attack three times, giving them a very high damage potential.&lt;br /&gt;
&lt;br /&gt;
===Spiked ball===&lt;br /&gt;
The '''spiked ball''' doesn't deal a blunt attack at all, but it does do three attacks with its spikes. Like the menacing spike, it has only a small contact area, but also has a very low penetration depth.&lt;br /&gt;
&lt;br /&gt;
Spiked balls can also be made from {{L|wood}}.&lt;br /&gt;
&lt;br /&gt;
===Enormous corkscrew===&lt;br /&gt;
&lt;br /&gt;
'''Enormous corkscrews''' can be used as components in {{L|Trap}}s as well as for {{L|screw pump}}s. As a result, the corkscrews from unneeded screw pumps can be used to make serviceable weapon traps.&lt;br /&gt;
&lt;br /&gt;
The enormous corkscrew performs a small contact area deeply penetrating attack, much like the menacing spike. It is currently unknown which of these two trap components is the strongest over all.&lt;br /&gt;
&lt;br /&gt;
Enormous corkscrews can also be made from 1 {{L|wood}}.&lt;br /&gt;
&lt;br /&gt;
===Giant axe blade===&lt;br /&gt;
&lt;br /&gt;
The '''giant axe blade''' is a very similar weapon to the large, serrated disc, but only strikes once, compared to the disc's three attacks. However, due to its larger size, its single attack is stronger than each of the large, serrated disc's. It is currently unknown which of these two trap components is the strongest over all.&lt;br /&gt;
&lt;br /&gt;
==Data &amp;amp; comparison==&lt;br /&gt;
&lt;br /&gt;
{|cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Name !! Size !! Number of hits !! Contact Area !! Penetration Depth !! Wood?&lt;br /&gt;
|-&lt;br /&gt;
| Giant axe blade || 1600 || 1 || 100000 || 10000 || No&lt;br /&gt;
|-&lt;br /&gt;
| Enormous corkscrew&amp;amp;dagger; || 1600 || 1 || 100 || 10000 || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Spiked ball || 1000 || 3 || 10 || 200 || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Large, serrated disc || 1000 || 3 || 100000 || 10000 || No&lt;br /&gt;
|-&lt;br /&gt;
| Menacing spike&amp;amp;Dagger; || 1600 || 1 || 10 || 6000 || Yes&lt;br /&gt;
|-&lt;br /&gt;
| colspan=6 | &amp;amp;dagger; ''This trap component is a screw and can also be used in {{l|screw pump|screw pump}}s.'' &amp;lt;br&amp;gt; &amp;amp;Dagger; ''This trap component is a spike and can also be used in {{l|Trap#Upright_Spear/Spike|upright spike traps}}.''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
:''(This data has been compiled from raw/objects/item_trapcomp.txt)''&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''See also:'''&lt;br /&gt;
:*{{l|Weapon}}&lt;br /&gt;
:*{{l|Trap}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Weapons}}&lt;br /&gt;
{{Category|Items}}&lt;br /&gt;
{{Category|Traps}}&lt;/div&gt;</summary>
		<author><name>Akkie</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Trap&amp;diff=95663</id>
		<title>v0.31 Talk:Trap</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Trap&amp;diff=95663"/>
		<updated>2010-04-19T15:01:51Z</updated>

		<summary type="html">&lt;p&gt;Akkie: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I have had goats, goblins and alligators happily walk right through a stone trap bomb carpet of 3-5 layers (per person) and walk away wounded, but still walking. This certainly seems new.&lt;br /&gt;
&lt;br /&gt;
Experiences with this? --[[User:Birthright|Birthright]] 19:42, 14 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Maybe that´s because they deal only blunt damage (I think), which has been severely nerfed (because it seldom deals critical wounds and bleeding). I had the same experience with a goblin siege in year 2, which then also doomed my entire fortress (because I only got mildly trained soldiers with leather armor and copper weapons and marksdwarfs are bugged). &amp;lt;br&amp;gt; I think they will regain their usefulness, when damage types get balanced again. On the other hand, they really were quite overpowered before, considering the needed setup-time and material. ~ [[User:Felcis|Felcis]] 20:34, 14 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Makes sense. I'm not even complaining - I like a challenge. The wooden spears, bows and arrows in my weapon traps btw may be a bit overpowered now.&lt;br /&gt;
&lt;br /&gt;
== Stonefall ==&lt;br /&gt;
&lt;br /&gt;
It's my recollection that stonefall traps outright destroy the stone when they are triggered, so they always need to be reloaded with a fresh rock from somewhere else. --[[User:Quietust|Quietust]] 20:56, 14 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Well, try it out? Certainly not the case here, and never was IIRC. --[[User:Birthright|Birthright]] 21:20, 14 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::I second that. I always have the stone of the trap lying on it after it was triggered, so it was not destroyed. I´m not even sure if the dwarfes always need a different one, but I never payed close attention to that. ~ [[User:Felcis|Felcis]] 21:26, 14 April 2010 (UTC)&lt;br /&gt;
:::I think the wisdom of the old ages on that was that the reloader picks the closest stone at the time he is tasked with the job. So if one guy reloads 6 traps he might well pick some of the stones right there - never checked really. --[[Special:Contributions/92.202.32.216|92.202.32.216]] 02:02, 15 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Weapon ==&lt;br /&gt;
&lt;br /&gt;
Hi guys, been playing DF for a long while but the improvements in the latest versions have inspired me to try to contribute a bit to the wiki for the first time. If you think any information is incorrect then feel free to shout out about it. [[User:Akkie|Akkie]] 18:23, 15 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Cage Traps? ==&lt;br /&gt;
&lt;br /&gt;
are they still as effective as in 40d?  the current article doesn't have anything on them  .-Slothen--[[Special:Contributions/99.96.100.228|99.96.100.228]] 21:29, 18 April 2010 (UTC)&lt;br /&gt;
: Yes they are: Dragons as well as colossi are no threat as long as you have cage traps at your entrance - wooden cages are still sufficient to contain them savely. --[[User:Doub|Doub]] 21:47, 18 April 2010 (UTC)&lt;br /&gt;
::I was attempting to test all this in my latest fort. Can someone else please verify that this is still the case by writing in here that they've seen it happen. I know that titans(not sure about traditional megabeasts) have &amp;quot;trap avoid&amp;quot; tags and are not affected by stone-fall or weapon traps (I've tested that myself in a previous fort) but have yet to try to cage them.  -- [[User:Akkie|Akkie]] 15:01, 19 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Akkie</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Trap&amp;diff=95660</id>
		<title>v0.31:Trap</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Trap&amp;diff=95660"/>
		<updated>2010-04-19T14:57:21Z</updated>

		<summary type="html">&lt;p&gt;Akkie: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{elven}}&lt;br /&gt;
&lt;br /&gt;
'''Traps''' are a comparatively quick and easy method for defending a fortress. Unlike {{L|soldier}}s, they're always on duty, and, once set up, need less management. On the other hand, they are immobile and can only lie in wait for foes to walk over them. To build a trap, go to the {{k|b}}uild-&amp;gt;{{k|T}}raps/Levers menu. You'll generally need one {{L|mechanism}}, a dwarf with the {{L|mechanic}} labor designated (ranks in this {{L|skill}} reduce the time to place a trap), and at least one other component depending on the type of trap - a stone, a cage, or one or more weapons. They can be built indoors or outdoors, and require a level ground square with no other constructions in them.&lt;br /&gt;
&lt;br /&gt;
Stone-fall, weapon and cage traps will be triggered by most hostile entities entering their tile, with the possible exception of {{L|thief|thieves}}, flying creatures and other occasional nasty surprises.   &lt;br /&gt;
&lt;br /&gt;
Note that, in combat situations, {{L|Mechanic}}s have a nasty habit of wanting to reload (or clean) traps when they are triggered, regardless of who or what might be out there as well. {{L|Forbid}}ding traps after they are built will keep [[Urist|Urist McSuicide]] from deciding to reload a stone trap in the middle of a {{L|siege}}. Just remember to unforbid them when things calm down, so the traps are all ready for next time. Alternatively, simply order your dwarves to stay within a safe {{L|burrow}} until any threats have been dealt with.&lt;br /&gt;
&lt;br /&gt;
==Stone-fall Trap==&lt;br /&gt;
The simplest trap to construct, a stone-fall trap is essentially a {{L|stone}} suspended up in the air which is dropped on intruders when the trap is triggered. These are a popular defensive measure early on, as the components needed are readily available as soon as you start mining. A single stone trap will usually '''not''' severely wound or kill most animals and enemies, to the extent that this may be a bug. After being used they need to be reloaded with another stone by any {{L|dwarf}} with {{L|mechanic}} {{L|skill}} enabled, a task which your dwarves will see to automatically. The dwarf will generally not use the stone that just dropped, but a new one (would you want to put your hands on that gory mess?). Being that stonefall traps do &amp;lt;em&amp;gt;not&amp;lt;/em&amp;gt; alert you of ambushes when triggered by hidden invaders{{verify}}, this can frequently lead your mechanics into peril. &lt;br /&gt;
&lt;br /&gt;
:*Shortcut {{k|b}} {{k|T}} {{k|s}}&lt;br /&gt;
:*Components used: {{L|mechanism}} and an ordinary {{L|stone}}&lt;br /&gt;
&lt;br /&gt;
==Weapon Trap==&lt;br /&gt;
Weapon traps are similar in nature to stone-fall traps, and are triggered when any hostile creature stands on the trap. They tend to be a much more reliable trap for outright killing or critically injuring invading creatures. Before you write off stone-fall traps as worse versions of weapon traps, it's important to note that weapon traps require you to have previously made {{L|Weapon}}s to put inside the trap, making them more of an option somewhat later in the game. Any weapon can be used, including human ones, bows, traded weapons and presents from goblins, as well as specialist &amp;quot;trap only&amp;quot; weapons. (Think of it as fair retribution when goblins are sliced in pieces by their own axes!)&lt;br /&gt;
&lt;br /&gt;
The specialist weapons can be built in 3 workshops:&lt;br /&gt;
&lt;br /&gt;
{{L|Metalsmith's forge}} (menacing &amp;lt;metal&amp;gt; spike / large, serrated &amp;lt;metal&amp;gt; disc / spiked &amp;lt;metal&amp;gt; ball / enormous &amp;lt;metal&amp;gt; corkscrew / giant &amp;lt;metal&amp;gt; axe blade)&lt;br /&gt;
 &lt;br /&gt;
or &lt;br /&gt;
&lt;br /&gt;
{{L|Carpenter's workshop}} (menacing wooden spike / spiked wooden ball / enormous wooden corkscrew)&lt;br /&gt;
&lt;br /&gt;
or&lt;br /&gt;
&lt;br /&gt;
{{L|Glass furnace}} (menacing &amp;lt;glass&amp;gt; spike / large, serrated &amp;lt;glass&amp;gt; disc / spiked &amp;lt;glass&amp;gt; ball / enormous &amp;lt;glass&amp;gt; corkscrew / giant &amp;lt;glass&amp;gt; axe blade)&lt;br /&gt;
&lt;br /&gt;
These weapons have all the material property advantages and disadvantages that normal weapons have. It should be noted that the trap weapons are larger than normal dwarf weapons meaning they should be more effective in the new combat system than normal weapons made of equivalent materials (this is all subject to change in future revisions of the combat system). When triggered, this trap will &amp;quot;attack&amp;quot; the creature with all the weapons available to it, normally doing massive damage.&lt;br /&gt;
&lt;br /&gt;
Weapon traps do not cause slightly suicidal mechanics to reset them after each triggering but instead reset automatically in a period of time (unknown time period). However it is possible for the traps to jam when the unfortunate victim gets stuck in the mechanism (use &amp;quot;t&amp;quot; to check the trap) but the body can be removed by a dwarf. When the trap jams, the mechanic will automatically attempt to clean it, so forbidding the body may be necessary to save him from the victim's friends.&lt;br /&gt;
&lt;br /&gt;
When placing the trap you will be asked for a type of mechanism as normal, then asked to select weapons to use. At this point you will get a list of all stockpiled weapons in your fortress. +- will select different weapons and pressing &amp;quot;Enter/Return&amp;quot; adds 1 of the selected weapon to the trap. Up to 10 weapons can be put in each trap and all weapons in the trap will attack at once when it is triggered(10 large serrated disks normally results in the unfortunate triggering creature leaving with less limbs than it came in with). When happy with your weapon selection press &amp;quot;d&amp;quot; to set the trap.&lt;br /&gt;
&lt;br /&gt;
:*Shortcut {{k|b}} {{k|T}} {{k|w}}&lt;br /&gt;
:*Components used: {{L|mechanism}} and between 1 and 10 weapons.&lt;br /&gt;
&lt;br /&gt;
{{buildings}}&lt;/div&gt;</summary>
		<author><name>Akkie</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Trap&amp;diff=95642</id>
		<title>v0.31 Talk:Trap</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Trap&amp;diff=95642"/>
		<updated>2010-04-19T12:59:34Z</updated>

		<summary type="html">&lt;p&gt;Akkie: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I have had goats, goblins and alligators happily walk right through a stone trap bomb carpet of 3-5 layers (per person) and walk away wounded, but still walking. This certainly seems new.&lt;br /&gt;
&lt;br /&gt;
Experiences with this? --[[User:Birthright|Birthright]] 19:42, 14 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Maybe that´s because they deal only blunt damage (I think), which has been severely nerfed (because it seldom deals critical wounds and bleeding). I had the same experience with a goblin siege in year 2, which then also doomed my entire fortress (because I only got mildly trained soldiers with leather armor and copper weapons and marksdwarfs are bugged). &amp;lt;br&amp;gt; I think they will regain their usefulness, when damage types get balanced again. On the other hand, they really were quite overpowered before, considering the needed setup-time and material. ~ [[User:Felcis|Felcis]] 20:34, 14 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Makes sense. I'm not even complaining - I like a challenge. The wooden spears, bows and arrows in my weapon traps btw may be a bit overpowered now.&lt;br /&gt;
&lt;br /&gt;
== Stonefall ==&lt;br /&gt;
&lt;br /&gt;
It's my recollection that stonefall traps outright destroy the stone when they are triggered, so they always need to be reloaded with a fresh rock from somewhere else. --[[User:Quietust|Quietust]] 20:56, 14 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Well, try it out? Certainly not the case here, and never was IIRC. --[[User:Birthright|Birthright]] 21:20, 14 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::I second that. I always have the stone of the trap lying on it after it was triggered, so it was not destroyed. I´m not even sure if the dwarfes always need a different one, but I never payed close attention to that. ~ [[User:Felcis|Felcis]] 21:26, 14 April 2010 (UTC)&lt;br /&gt;
:::I think the wisdom of the old ages on that was that the reloader picks the closest stone at the time he is tasked with the job. So if one guy reloads 6 traps he might well pick some of the stones right there - never checked really. --[[Special:Contributions/92.202.32.216|92.202.32.216]] 02:02, 15 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Weapon ==&lt;br /&gt;
&lt;br /&gt;
Hi guys, been playing DF for a long while but the improvements in the latest versions have inspired me to try to contribute a bit to the wiki for the first time. If you think any information is incorrect then feel free to shout out about it. [[User:Akkie|Akkie]] 18:23, 15 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Cage Traps? ==&lt;br /&gt;
&lt;br /&gt;
are they still as effective as in 40d?  the current article doesn't have anything on them  .-Slothen--[[Special:Contributions/99.96.100.228|99.96.100.228]] 21:29, 18 April 2010 (UTC)&lt;br /&gt;
: Yes they are: Dragons as well as colossi are no threat as long as you have cage traps at your entrance - wooden cages are still sufficient to contain them savely. --[[User:Doub|Doub]] 21:47, 18 April 2010 (UTC)&lt;br /&gt;
::I was attempting to test all this in my latest fort, but if you've experienced it working on everything in DF2010 then I'll write a new article a bit later, based on the previous one -- [[User:Akkie|Akkie]] 12:59, 19 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Akkie</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Tiger&amp;diff=94232</id>
		<title>v0.31:Tiger</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Tiger&amp;diff=94232"/>
		<updated>2010-04-17T11:27:32Z</updated>

		<summary type="html">&lt;p&gt;Akkie: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{elven}}&lt;br /&gt;
{{CreatureInfo v0.31|name=Tiger|symbol=T|color={{COLOR:6:0:1}}&lt;br /&gt;
|biome=&lt;br /&gt;
* Any {{L|tropical}} {{L|forest}}&lt;br /&gt;
* Tropical {{L|shrubland}}&lt;br /&gt;
* Tropical freshwater {{L|swamp}}&lt;br /&gt;
* Tropical saltwater swamp&lt;br /&gt;
* Mangrove swamp&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
''A huge, striped predator.  It is found in almost any climate on a lone hunt for its prey.''&lt;br /&gt;
&lt;br /&gt;
'''Tigers''' are trainable into War/hunting tigers. See {{L|Kennel}} for how this is done, and for a list of other trainable creatures.&lt;br /&gt;
&lt;br /&gt;
{{gamedata|[CREATURE:TIGER]&lt;br /&gt;
	[DESCRIPTION:A huge, striped predator.  It is found in almost any climate on a lone hunt for its prey.]&lt;br /&gt;
	[NAME:tiger:tigers:tiger]&lt;br /&gt;
	[CASTE_NAME:tiger:tigers:tiger]&lt;br /&gt;
	[CHILD:3][GENERAL_CHILD_NAME:tiger cub:tiger cubs]&lt;br /&gt;
	[CREATURE_TILE:'T'][COLOR:6:0:1]&lt;br /&gt;
	[PETVALUE:200]&lt;br /&gt;
	[PET_EXOTIC]&lt;br /&gt;
	[MOUNT_EXOTIC]&lt;br /&gt;
	[TRAINABLE]&lt;br /&gt;
	[BIOME:ANY_TROPICAL_FOREST]&lt;br /&gt;
	[BIOME:SHRUBLAND_TROPICAL]&lt;br /&gt;
	[BIOME:SWAMP_TROPICAL_FRESHWATER]&lt;br /&gt;
	[BIOME:SWAMP_TROPICAL_SALTWATER]&lt;br /&gt;
	[BIOME:SWAMP_MANGROVE]&lt;br /&gt;
	[LARGE_ROAMING][FREQUENCY:5]&lt;br /&gt;
	[POPULATION_NUMBER:2:3]&lt;br /&gt;
	[CLUSTER_NUMBER:1:1]&lt;br /&gt;
	[CARNIVORE][NATURAL]&lt;br /&gt;
	[LARGE_PREDATOR][MEANDERER]&lt;br /&gt;
	[GRASSTRAMPLE:0]&lt;br /&gt;
	[PREFSTRING:stripes, of course]&lt;br /&gt;
	[BODY:QUADRUPED:TAIL:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:SKULL:5TOES_FQ:4TOES_RQ:MOUTH:GENERIC_TEETH_WITH_LARGE_EYE_TEETH:RIBCAGE]&lt;br /&gt;
	[BODYGLOSS:PAW]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_MATERIALS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_TISSUES]&lt;br /&gt;
	[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]&lt;br /&gt;
	[BODY_DETAIL_PLAN:BODY_HAIR_TISSUE_LAYERS:HAIR]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:CLAW:NAIL_TEMPLATE]&lt;br /&gt;
	[USE_TISSUE_TEMPLATE:CLAW:CLAW_TEMPLATE]&lt;br /&gt;
	[TISSUE_LAYER:BY_CATEGORY:TOE:CLAW:FRONT]&lt;br /&gt;
	[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]&lt;br /&gt;
	 [PLUS_TISSUE_LAYER:SKIN:BY_CATEGORY:THROAT]&lt;br /&gt;
		[TL_MAJOR_ARTERIES]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]&lt;br /&gt;
	[TENDONS:LOCAL_CREATURE_MAT:SINEW:200]&lt;br /&gt;
	[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]&lt;br /&gt;
	[HAS_NERVES]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]&lt;br /&gt;
	[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]&lt;br /&gt;
	[CREATURE_CLASS:GENERAL_POISON]&lt;br /&gt;
	[GETS_WOUND_INFECTIONS]&lt;br /&gt;
	[GETS_INFECTIONS_FROM_ROT]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:PUS:PUS_TEMPLATE]&lt;br /&gt;
	[PUS:LOCAL_CREATURE_MAT:PUS:LIQUID]&lt;br /&gt;
	[BODY_SIZE:0:0:22500]&lt;br /&gt;
	[BODY_SIZE:1:0:100000]&lt;br /&gt;
	[BODY_SIZE:2:0:225000]&lt;br /&gt;
	[BODY_APPEARANCE_MODIFIER:LENGTH:90:95:98:100:102:105:110]&lt;br /&gt;
	[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]&lt;br /&gt;
	[BODY_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]&lt;br /&gt;
	[MAXAGE:10:20]&lt;br /&gt;
	[ATTACK:BITE:CHILD_BODYPART_GROUP:BY_CATEGORY:HEAD:BY_CATEGORY:TOOTH]&lt;br /&gt;
		[ATTACK_SKILL:BITE]&lt;br /&gt;
		[ATTACK_VERB:bite:bites]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
		[ATTACK_PENETRATION_PERC:100]&lt;br /&gt;
		[ATTACK_FLAG_EDGE]&lt;br /&gt;
		[ATTACK_PRIORITY:MAIN]&lt;br /&gt;
		[ATTACK_FLAG_CANLATCH]&lt;br /&gt;
	[ATTACK:SCRATCH:CHILD_TISSUE_LAYER_GROUP:BY_TYPE:STANCE:BY_CATEGORY:ALL:CLAW]&lt;br /&gt;
		[ATTACK_SKILL:GRASP_STRIKE]&lt;br /&gt;
		[ATTACK_VERB:scratch:scratches]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
		[ATTACK_PENETRATION_PERC:100]&lt;br /&gt;
		[ATTACK_FLAG_EDGE]&lt;br /&gt;
		[ATTACK_PRIORITY:MAIN]&lt;br /&gt;
	[NOCTURNAL]&lt;br /&gt;
	[HOMEOTHERM:10067]&lt;br /&gt;
	[SWIMS_INNATE][SWIM_SPEED:2500]&lt;br /&gt;
	[MUNDANE]&lt;br /&gt;
	[CASTE:FEMALE]&lt;br /&gt;
		[FEMALE]&lt;br /&gt;
	[CASTE:MALE]&lt;br /&gt;
		[MALE]&lt;br /&gt;
	[SELECT_CASTE:ALL]&lt;br /&gt;
		[SET_TL_GROUP:BY_CATEGORY:ALL:HAIR]&lt;br /&gt;
			[TL_COLOR_MODIFIER:STRIPES_ORANGE_BLACK:1]&lt;br /&gt;
				[TLCM_NOUN:hair:SINGULAR]&lt;br /&gt;
		[SET_TL_GROUP:BY_CATEGORY:ALL:SKIN]&lt;br /&gt;
	[TL_COLOR_MODIFIER:BROWN:1:BURNT_UMBER:1:CINNAMON:1:COPPER:1:DARK_BROWN:1:DARK_PEACH:1:DARK_TAN:1:ECRU:1:PALE_BROWN:1:PALE_CHESTNUT:1:PALE_PINK:1:PEACH:1:PINK:1:RAW_UMBER:1:SEPIA:1:TAN:1:TAUPE_PALE:1:TAUPE_SANDY:1]&lt;br /&gt;
				[TLCM_NOUN:skin:SINGULAR]&lt;br /&gt;
		[SET_TL_GROUP:BY_CATEGORY:EYE:EYE]&lt;br /&gt;
			[TL_COLOR_MODIFIER:IRIS_EYE_YELLOW:1]&lt;br /&gt;
				[TLCM_NOUN:eyes:PLURAL]&lt;br /&gt;
	[SELECT_MATERIAL:ALL]&lt;br /&gt;
		[MULTIPLY_VALUE:3] }}&lt;br /&gt;
&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
[[Category:Creatures]]&lt;br /&gt;
[[Category:Animals]]&lt;/div&gt;</summary>
		<author><name>Akkie</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Mandrill&amp;diff=94229</id>
		<title>v0.31:Mandrill</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Mandrill&amp;diff=94229"/>
		<updated>2010-04-17T11:26:28Z</updated>

		<summary type="html">&lt;p&gt;Akkie: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{elven}}&lt;br /&gt;
{{CreatureInfo v0.31|name=Mandrill|symbol=m|color={{COLOR:1:0:1}}&lt;br /&gt;
|biome=&lt;br /&gt;
* {{L|Tropical}} Moist {{L|Broadleaf}} {{L|Forest}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
''A large monkey with blue face and rump.  It lives in large groups and often survives by destroying crops and stealing garbage.  The males are larger, with powerful jaws.''&lt;br /&gt;
&lt;br /&gt;
'''Mandrills''' are trainable into War/hunting mandrills. See {{L|Kennel}} for how this is done, and for a list of other trainable creatures.&lt;br /&gt;
&lt;br /&gt;
{{gamedata|[CREATURE:MANDRILL]&lt;br /&gt;
	[DESCRIPTION:A large monkey with blue face and rump.  It lives in large groups and often survives by destroying crops and stealing garbage.  The males are larger, with powerful jaws.]&lt;br /&gt;
	[NAME:mandrill:mandrills:mandrill]&lt;br /&gt;
	[CASTE_NAME:mandrill:mandrills:mandrill]&lt;br /&gt;
	[CREATURE_TILE:'m'][COLOR:1:0:1]&lt;br /&gt;
	[PETVALUE:50]&lt;br /&gt;
	[PET_EXOTIC]&lt;br /&gt;
	[TRAINABLE]&lt;br /&gt;
	[NATURAL]&lt;br /&gt;
	[GRASSTRAMPLE:0]&lt;br /&gt;
	[LARGE_ROAMING][FREQUENCY:10][LOOSE_CLUSTERS]&lt;br /&gt;
	[POPULATION_NUMBER:20:50]&lt;br /&gt;
	[CLUSTER_NUMBER:5:10]&lt;br /&gt;
	[BIOME:FOREST_TROPICAL_MOIST_BROADLEAF]&lt;br /&gt;
	[CURIOUSBEAST_EATER]&lt;br /&gt;
	[CURIOUSBEAST_ITEM]&lt;br /&gt;
	[PREFSTRING:colorful faces]&lt;br /&gt;
	[BODY:QUADRUPED:TAIL:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:SKULL:5TOES_FQ_FINGERS:5TOES_RQ_ANON:MOUTH:GENERIC_TEETH_WITH_LARGE_EYE_TEETH:RIBCAGE:FACIAL_FEATURES]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_MATERIALS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_TISSUES]&lt;br /&gt;
	[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]&lt;br /&gt;
	[BODY_DETAIL_PLAN:BODY_HAIR_TISSUE_LAYERS:HAIR]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:NAIL:NAIL_TEMPLATE]&lt;br /&gt;
	[USE_TISSUE_TEMPLATE:NAIL:NAIL_TEMPLATE]&lt;br /&gt;
	[TISSUE_LAYER:BY_CATEGORY:TOE:NAIL:FRONT]&lt;br /&gt;
	[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]&lt;br /&gt;
	 [PLUS_TISSUE_LAYER:SKIN:BY_CATEGORY:THROAT]&lt;br /&gt;
		[TL_MAJOR_ARTERIES]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]&lt;br /&gt;
	[TENDONS:LOCAL_CREATURE_MAT:SINEW:200]&lt;br /&gt;
	[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]&lt;br /&gt;
	[HAS_NERVES]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]&lt;br /&gt;
	[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]&lt;br /&gt;
	[CREATURE_CLASS:GENERAL_POISON]&lt;br /&gt;
	[GETS_WOUND_INFECTIONS]&lt;br /&gt;
	[GETS_INFECTIONS_FROM_ROT]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:PUS:PUS_TEMPLATE]&lt;br /&gt;
	[PUS:LOCAL_CREATURE_MAT:PUS:LIQUID]&lt;br /&gt;
	[BODY_SIZE:0:0:2000]&lt;br /&gt;
	[BODY_SIZE:1:0:10000]&lt;br /&gt;
	[BODY_SIZE:2:0:20000]&lt;br /&gt;
	[BODY_APPEARANCE_MODIFIER:LENGTH:90:95:98:100:102:105:110]&lt;br /&gt;
	[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]&lt;br /&gt;
	[BODY_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]&lt;br /&gt;
	[MAXAGE:15:25]&lt;br /&gt;
	[ATTACK:BITE:CHILD_BODYPART_GROUP:BY_CATEGORY:HEAD:BY_CATEGORY:TOOTH]&lt;br /&gt;
		[ATTACK_SKILL:BITE]&lt;br /&gt;
		[ATTACK_VERB:bite:bites]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
		[ATTACK_PENETRATION_PERC:100]&lt;br /&gt;
		[ATTACK_FLAG_EDGE]&lt;br /&gt;
		[ATTACK_PRIORITY:MAIN]&lt;br /&gt;
		[ATTACK_FLAG_CANLATCH]&lt;br /&gt;
	[ATTACK:SCRATCH:CHILD_TISSUE_LAYER_GROUP:BY_TYPE:STANCE:BY_CATEGORY:ALL:NAIL]&lt;br /&gt;
		[ATTACK_SKILL:GRASP_STRIKE]&lt;br /&gt;
		[ATTACK_VERB:scratch:scratches]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
		[ATTACK_PENETRATION_PERC:100]&lt;br /&gt;
		[ATTACK_FLAG_EDGE]&lt;br /&gt;
		[ATTACK_PRIORITY:SECOND]&lt;br /&gt;
	[CHILD:3]&lt;br /&gt;
	[DIURNAL]&lt;br /&gt;
	[HOMEOTHERM:10069]&lt;br /&gt;
	[SWIMS_INNATE][SWIM_SPEED:2500]&lt;br /&gt;
	[MUNDANE]&lt;br /&gt;
	[CASTE:FEMALE]&lt;br /&gt;
		[FEMALE]&lt;br /&gt;
	[CASTE:MALE]&lt;br /&gt;
		[MALE]&lt;br /&gt;
	[SELECT_CASTE:ALL]&lt;br /&gt;
		[SET_TL_GROUP:BY_CATEGORY:ALL:HAIR]&lt;br /&gt;
			[TL_COLOR_MODIFIER:BROWN:1]&lt;br /&gt;
				[TLCM_NOUN:hair:SINGULAR]&lt;br /&gt;
		[SET_TL_GROUP:BY_CATEGORY:ALL:SKIN]&lt;br /&gt;
			NOTE: Need face colors.&lt;br /&gt;
	[TL_COLOR_MODIFIER:BROWN:1:BURNT_UMBER:1:CINNAMON:1:COPPER:1:DARK_BROWN:1:DARK_PEACH:1:DARK_TAN:1:ECRU:1:PALE_BROWN:1:PALE_CHESTNUT:1:PALE_PINK:1:PEACH:1:PINK:1:RAW_UMBER:1:SEPIA:1:TAN:1:TAUPE_PALE:1:TAUPE_SANDY:1]&lt;br /&gt;
				[TLCM_NOUN:skin:SINGULAR]&lt;br /&gt;
		[SET_TL_GROUP:BY_CATEGORY:EYE:EYE]&lt;br /&gt;
			[TL_COLOR_MODIFIER:IRIS_EYE_ORANGE:1]&lt;br /&gt;
				[TLCM_NOUN:eyes:PLURAL]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
[[Category:Creatures]]&lt;br /&gt;
[[Category:Animals]]&lt;/div&gt;</summary>
		<author><name>Akkie</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Lion&amp;diff=94225</id>
		<title>v0.31:Lion</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Lion&amp;diff=94225"/>
		<updated>2010-04-17T11:25:56Z</updated>

		<summary type="html">&lt;p&gt;Akkie: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{elven}}&lt;br /&gt;
{{CreatureInfo v0.31|name=Lion|symbol=L|color={{COLOR:6:0:1}}&lt;br /&gt;
|biome=&lt;br /&gt;
* {{L|Tropical}} {{L|Savanna}}&lt;br /&gt;
* Tropical {{L|Grassland}}&lt;br /&gt;
* Tropical {{L|Shrubland}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
''A large ferocious predator found in grasslands.  It lives in groups of females and one male with a large mane.  They hunt together and are capable of felling extremely large prey.''&lt;br /&gt;
&lt;br /&gt;
'''Lions''' are trainable into War/hunting lions. See {{L|Kennel}} for how this is done, and for a list of other trainable creatures.&lt;br /&gt;
&lt;br /&gt;
{{gamedata|[CREATURE:LION]&lt;br /&gt;
	[DESCRIPTION:A large ferocious predator found in grasslands.  It lives in groups of females and one male with a large mane.  They hunt together and are capable of felling extremely large prey.]&lt;br /&gt;
	[NAME:lion:lions:lion]&lt;br /&gt;
	[CASTE_NAME:lion:lions:lion]&lt;br /&gt;
	[CHILD:3][GENERAL_CHILD_NAME:lion cub:lion cubs]&lt;br /&gt;
	[CREATURE_TILE:'L'][COLOR:6:0:1]&lt;br /&gt;
	[PETVALUE:200]&lt;br /&gt;
	[PET_EXOTIC]&lt;br /&gt;
	[MOUNT_EXOTIC]&lt;br /&gt;
	[TRAINABLE]&lt;br /&gt;
	[BIOME:SAVANNA_TROPICAL]&lt;br /&gt;
	[BIOME:GRASSLAND_TROPICAL]&lt;br /&gt;
	[BIOME:SHRUBLAND_TROPICAL]&lt;br /&gt;
	[LARGE_ROAMING][FREQUENCY:5]&lt;br /&gt;
	[POPULATION_NUMBER:5:10]&lt;br /&gt;
	[CLUSTER_NUMBER:1:3]&lt;br /&gt;
	[CARNIVORE][NATURAL]&lt;br /&gt;
	[LARGE_PREDATOR][MEANDERER]&lt;br /&gt;
	[GRASSTRAMPLE:0]&lt;br /&gt;
	[PREFSTRING:roars]&lt;br /&gt;
	[BODY:QUADRUPED:TAIL:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:SKULL:5TOES_FQ:4TOES_RQ:MOUTH:GENERIC_TEETH_WITH_LARGE_EYE_TEETH:RIBCAGE]&lt;br /&gt;
	[BODYGLOSS:PAW]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_MATERIALS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_TISSUES]&lt;br /&gt;
	[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]&lt;br /&gt;
	[BODY_DETAIL_PLAN:BODY_HAIR_TISSUE_LAYERS:HAIR]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:CLAW:NAIL_TEMPLATE]&lt;br /&gt;
	[USE_TISSUE_TEMPLATE:CLAW:CLAW_TEMPLATE]&lt;br /&gt;
	[TISSUE_LAYER:BY_CATEGORY:TOE:CLAW:FRONT]&lt;br /&gt;
	[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]&lt;br /&gt;
	 [PLUS_TISSUE_LAYER:SKIN:BY_CATEGORY:THROAT]&lt;br /&gt;
		[TL_MAJOR_ARTERIES]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]&lt;br /&gt;
	[TENDONS:LOCAL_CREATURE_MAT:SINEW:200]&lt;br /&gt;
	[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]&lt;br /&gt;
	[HAS_NERVES]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]&lt;br /&gt;
	[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]&lt;br /&gt;
	[CREATURE_CLASS:GENERAL_POISON]&lt;br /&gt;
	[GETS_WOUND_INFECTIONS]&lt;br /&gt;
	[GETS_INFECTIONS_FROM_ROT]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:PUS:PUS_TEMPLATE]&lt;br /&gt;
	[PUS:LOCAL_CREATURE_MAT:PUS:LIQUID]&lt;br /&gt;
	[BODY_SIZE:0:0:20000]&lt;br /&gt;
	[BODY_SIZE:1:0:100000]&lt;br /&gt;
	[BODY_SIZE:2:0:200000]&lt;br /&gt;
	[BODY_APPEARANCE_MODIFIER:LENGTH:90:95:98:100:102:105:110]&lt;br /&gt;
	[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]&lt;br /&gt;
	[BODY_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]&lt;br /&gt;
	[MAXAGE:10:20]&lt;br /&gt;
	[ATTACK:BITE:CHILD_BODYPART_GROUP:BY_CATEGORY:HEAD:BY_CATEGORY:TOOTH]&lt;br /&gt;
		[ATTACK_SKILL:BITE]&lt;br /&gt;
		[ATTACK_VERB:bite:bites]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
		[ATTACK_PENETRATION_PERC:100]&lt;br /&gt;
		[ATTACK_FLAG_EDGE]&lt;br /&gt;
		[ATTACK_PRIORITY:MAIN]&lt;br /&gt;
		[ATTACK_FLAG_CANLATCH]&lt;br /&gt;
	[ATTACK:SCRATCH:CHILD_TISSUE_LAYER_GROUP:BY_TYPE:STANCE:BY_CATEGORY:ALL:CLAW]&lt;br /&gt;
		[ATTACK_SKILL:GRASP_STRIKE]&lt;br /&gt;
		[ATTACK_VERB:scratch:scratches]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
		[ATTACK_PENETRATION_PERC:100]&lt;br /&gt;
		[ATTACK_FLAG_EDGE]&lt;br /&gt;
		[ATTACK_PRIORITY:MAIN]&lt;br /&gt;
	[DIURNAL]&lt;br /&gt;
	[HOMEOTHERM:10067]&lt;br /&gt;
	[SWIMS_INNATE][SWIM_SPEED:2500]&lt;br /&gt;
	[MUNDANE]&lt;br /&gt;
	[CASTE:FEMALE]&lt;br /&gt;
		[FEMALE]&lt;br /&gt;
	[CASTE:MALE]&lt;br /&gt;
		[MALE]&lt;br /&gt;
	[SELECT_CASTE:ALL]&lt;br /&gt;
		[SET_TL_GROUP:BY_CATEGORY:ALL:HAIR]&lt;br /&gt;
			[TL_COLOR_MODIFIER:TAN:1]&lt;br /&gt;
				[TLCM_NOUN:hair:SINGULAR]&lt;br /&gt;
		[SET_TL_GROUP:BY_CATEGORY:ALL:SKIN]&lt;br /&gt;
	[TL_COLOR_MODIFIER:BROWN:1:BURNT_UMBER:1:CINNAMON:1:COPPER:1:DARK_BROWN:1:DARK_PEACH:1:DARK_TAN:1:ECRU:1:PALE_BROWN:1:PALE_CHESTNUT:1:PALE_PINK:1:PEACH:1:PINK:1:RAW_UMBER:1:SEPIA:1:TAN:1:TAUPE_PALE:1:TAUPE_SANDY:1]&lt;br /&gt;
				[TLCM_NOUN:skin:SINGULAR]&lt;br /&gt;
		[SET_TL_GROUP:BY_CATEGORY:EYE:EYE]&lt;br /&gt;
			[TL_COLOR_MODIFIER:IRIS_EYE_YELLOW:1:IRIS_EYE_GOLD:1]&lt;br /&gt;
				[TLCM_NOUN:eyes:PLURAL]&lt;br /&gt;
	[SELECT_MATERIAL:ALL]&lt;br /&gt;
		[MULTIPLY_VALUE:3]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
[[Category:Creatures]]&lt;br /&gt;
[[Category:Animals]]&lt;/div&gt;</summary>
		<author><name>Akkie</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Leopard&amp;diff=94224</id>
		<title>v0.31:Leopard</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Leopard&amp;diff=94224"/>
		<updated>2010-04-17T11:25:21Z</updated>

		<summary type="html">&lt;p&gt;Akkie: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{elven}}&lt;br /&gt;
{{CreatureInfo v0.31|name=Leopard|symbol=L|color={{COLOR:6:0:1}}&lt;br /&gt;
|biome=&lt;br /&gt;
* {{L|Tropical}}&lt;br /&gt;
|wiki=no}}&lt;br /&gt;
&lt;br /&gt;
:''A large spotted feline found in grass and woodland. It is known for great speed in hunting.''&lt;br /&gt;
&lt;br /&gt;
'''leopard''' are trainable into War/hunting leopards. See {{L|Kennel}} for how this is done, and for a list of other trainable creatures.&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[CREATURE:LEOPARD]&lt;br /&gt;
	[DESCRIPTION:A large spotted feline found in grass and woodland.  It is known for great speed in hunting.]&lt;br /&gt;
	[NAME:leopard:leopards:leopard]&lt;br /&gt;
	[CASTE_NAME:leopard:leopards:leopard]&lt;br /&gt;
	[CHILD:3][GENERAL_CHILD_NAME:leopard cub:leopard cubs]&lt;br /&gt;
	[CREATURE_TILE:'L'][COLOR:6:0:1]&lt;br /&gt;
	[PETVALUE:100]&lt;br /&gt;
	[PET_EXOTIC]&lt;br /&gt;
	[TRAINABLE]&lt;br /&gt;
	[BIOME:ANY_TROPICAL]&lt;br /&gt;
	[BIOME:DESERT_BADLAND]&lt;br /&gt;
	[BIOME:DESERT_ROCK]&lt;br /&gt;
	[BIOME:DESERT_SAND]&lt;br /&gt;
	[LARGE_ROAMING][FREQUENCY:5]&lt;br /&gt;
	[POPULATION_NUMBER:2:3]&lt;br /&gt;
	[CLUSTER_NUMBER:1:1]&lt;br /&gt;
	[CARNIVORE][NATURAL]&lt;br /&gt;
	[LARGE_PREDATOR][MEANDERER]&lt;br /&gt;
	[GRASSTRAMPLE:0]&lt;br /&gt;
	[PREFSTRING:spotted coats]&lt;br /&gt;
	[BODY:QUADRUPED:TAIL:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:SKULL:5TOES_FQ:4TOES_RQ:MOUTH:GENERIC_TEETH_WITH_LARGE_EYE_TEETH:RIBCAGE]&lt;br /&gt;
	[BODYGLOSS:PAW]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_MATERIALS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_TISSUES]&lt;br /&gt;
	[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]&lt;br /&gt;
	[BODY_DETAIL_PLAN:BODY_HAIR_TISSUE_LAYERS:HAIR]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:CLAW:NAIL_TEMPLATE]&lt;br /&gt;
	[USE_TISSUE_TEMPLATE:CLAW:CLAW_TEMPLATE]&lt;br /&gt;
	[TISSUE_LAYER:BY_CATEGORY:TOE:CLAW:FRONT]&lt;br /&gt;
	[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]&lt;br /&gt;
	 [PLUS_TISSUE_LAYER:SKIN:BY_CATEGORY:THROAT]&lt;br /&gt;
		[TL_MAJOR_ARTERIES]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]&lt;br /&gt;
	[TENDONS:LOCAL_CREATURE_MAT:SINEW:200]&lt;br /&gt;
	[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]&lt;br /&gt;
	[HAS_NERVES]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]&lt;br /&gt;
	[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]&lt;br /&gt;
	[CREATURE_CLASS:GENERAL_POISON]&lt;br /&gt;
	[GETS_WOUND_INFECTIONS]&lt;br /&gt;
	[GETS_INFECTIONS_FROM_ROT]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:PUS:PUS_TEMPLATE]&lt;br /&gt;
	[PUS:LOCAL_CREATURE_MAT:PUS:LIQUID]&lt;br /&gt;
	[BODY_SIZE:0:0:5000]&lt;br /&gt;
	[BODY_SIZE:1:0:25000]&lt;br /&gt;
	[BODY_SIZE:2:0:50000]&lt;br /&gt;
	[BODY_APPEARANCE_MODIFIER:LENGTH:90:95:98:100:102:105:110]&lt;br /&gt;
	[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]&lt;br /&gt;
	[BODY_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]&lt;br /&gt;
	[MAXAGE:10:20]&lt;br /&gt;
	[ATTACK:BITE:CHILD_BODYPART_GROUP:BY_CATEGORY:HEAD:BY_CATEGORY:TOOTH]&lt;br /&gt;
		[ATTACK_SKILL:BITE]&lt;br /&gt;
		[ATTACK_VERB:bite:bites]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
		[ATTACK_PENETRATION_PERC:100]&lt;br /&gt;
		[ATTACK_FLAG_EDGE]&lt;br /&gt;
		[ATTACK_PRIORITY:MAIN]&lt;br /&gt;
		[ATTACK_FLAG_CANLATCH]&lt;br /&gt;
	[ATTACK:SCRATCH:CHILD_TISSUE_LAYER_GROUP:BY_TYPE:STANCE:BY_CATEGORY:ALL:CLAW]&lt;br /&gt;
		[ATTACK_SKILL:GRASP_STRIKE]&lt;br /&gt;
		[ATTACK_VERB:scratch:scratches]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
		[ATTACK_PENETRATION_PERC:100]&lt;br /&gt;
		[ATTACK_FLAG_EDGE]&lt;br /&gt;
		[ATTACK_PRIORITY:MAIN]&lt;br /&gt;
	[NOCTURNAL]&lt;br /&gt;
	[HOMEOTHERM:10067]&lt;br /&gt;
	[SWIMS_INNATE][SWIM_SPEED:2500]&lt;br /&gt;
	[MUNDANE]&lt;br /&gt;
	[CASTE:FEMALE]&lt;br /&gt;
		[FEMALE]&lt;br /&gt;
	[CASTE:MALE]&lt;br /&gt;
		[MALE]&lt;br /&gt;
	[SELECT_CASTE:ALL]&lt;br /&gt;
		[SET_TL_GROUP:BY_CATEGORY:ALL:HAIR]&lt;br /&gt;
			[TL_COLOR_MODIFIER:SPOTS_ORANGE_BLACK:990:BLACK:10:WHITE:1]&lt;br /&gt;
				[TLCM_NOUN:hair:SINGULAR]&lt;br /&gt;
		[SET_TL_GROUP:BY_CATEGORY:ALL:SKIN]&lt;br /&gt;
	[TL_COLOR_MODIFIER:BROWN:1:BURNT_UMBER:1:CINNAMON:1:COPPER:1:DARK_BROWN:1:DARK_PEACH:1:DARK_TAN:1:ECRU:1:PALE_BROWN:1:PALE_CHESTNUT:1:PALE_PINK:1:PEACH:1:PINK:1:RAW_UMBER:1:SEPIA:1:TAN:1:TAUPE_PALE:1:TAUPE_SANDY:1]&lt;br /&gt;
				[TLCM_NOUN:skin:SINGULAR]&lt;br /&gt;
		[SET_TL_GROUP:BY_CATEGORY:EYE:EYE]&lt;br /&gt;
			[TL_COLOR_MODIFIER:IRIS_EYE_GREEN-YELLOW:1]&lt;br /&gt;
				[TLCM_NOUN:eyes:PLURAL]&lt;br /&gt;
	[SELECT_MATERIAL:ALL]&lt;br /&gt;
		[MULTIPLY_VALUE:3] }}&lt;br /&gt;
&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
[[Category:Creatures]]&lt;br /&gt;
[[Category:Animals]]&lt;/div&gt;</summary>
		<author><name>Akkie</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Jaguar&amp;diff=94223</id>
		<title>v0.31:Jaguar</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Jaguar&amp;diff=94223"/>
		<updated>2010-04-17T11:24:48Z</updated>

		<summary type="html">&lt;p&gt;Akkie: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{elven}}&lt;br /&gt;
{{CreatureInfo v0.31|name=Jaguar|symbol=J|color={{Color|6|1}}&lt;br /&gt;
|biome=&lt;br /&gt;
* Any {{L|Tropical}}&lt;br /&gt;
* Badland {{L|desert}}&lt;br /&gt;
* Rock desert&lt;br /&gt;
* Sand desert&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
''A large, muscular, spotted feline found in tropical jungles.  It is solitary and stalks and ambushes its prey.''&lt;br /&gt;
&lt;br /&gt;
'''Jaguars''' are trainable into War/hunting jaguars. See {{L|Kennel}} for how this is done, and for a list of other trainable creatures.&lt;br /&gt;
&lt;br /&gt;
{{gamedata|[CREATURE:JAGUAR]&lt;br /&gt;
	[DESCRIPTION:A large, muscular, spotted feline found in tropical jungles.  It is solitary and stalks and ambushes its prey.]&lt;br /&gt;
	[NAME:jaguar:jaguars:jaguar]&lt;br /&gt;
	[CASTE_NAME:jaguar:jaguars:jaguar]&lt;br /&gt;
	[CHILD:3][GENERAL_CHILD_NAME:jaguar cub:jaguar cubs]&lt;br /&gt;
	[CREATURE_TILE:'J'][COLOR:6:0:1]&lt;br /&gt;
	[PETVALUE:100]&lt;br /&gt;
	[PET_EXOTIC]&lt;br /&gt;
	[TRAINABLE]&lt;br /&gt;
	[BIOME:ANY_TROPICAL]&lt;br /&gt;
	[BIOME:DESERT_BADLAND]&lt;br /&gt;
	[BIOME:DESERT_ROCK]&lt;br /&gt;
	[BIOME:DESERT_SAND]&lt;br /&gt;
	[LARGE_ROAMING][FREQUENCY:5]&lt;br /&gt;
	[POPULATION_NUMBER:2:3]&lt;br /&gt;
	[CLUSTER_NUMBER:1:1]&lt;br /&gt;
	[CARNIVORE][NATURAL]&lt;br /&gt;
	[LARGE_PREDATOR][MEANDERER]&lt;br /&gt;
	[GRASSTRAMPLE:0]&lt;br /&gt;
	[PREFSTRING:spotted coats]&lt;br /&gt;
	[BODY:QUADRUPED:TAIL:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:SKULL:5TOES_FQ:4TOES_RQ:MOUTH:GENERIC_TEETH_WITH_LARGE_EYE_TEETH:RIBCAGE]&lt;br /&gt;
	[BODYGLOSS:PAW]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_MATERIALS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_TISSUES]&lt;br /&gt;
	[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]&lt;br /&gt;
	[BODY_DETAIL_PLAN:BODY_HAIR_TISSUE_LAYERS:HAIR]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:CLAW:NAIL_TEMPLATE]&lt;br /&gt;
	[USE_TISSUE_TEMPLATE:CLAW:CLAW_TEMPLATE]&lt;br /&gt;
	[TISSUE_LAYER:BY_CATEGORY:TOE:CLAW:FRONT]&lt;br /&gt;
	[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]&lt;br /&gt;
	 [PLUS_TISSUE_LAYER:SKIN:BY_CATEGORY:THROAT]&lt;br /&gt;
		[TL_MAJOR_ARTERIES]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]&lt;br /&gt;
	[TENDONS:LOCAL_CREATURE_MAT:SINEW:200]&lt;br /&gt;
	[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]&lt;br /&gt;
	[HAS_NERVES]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]&lt;br /&gt;
	[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]&lt;br /&gt;
	[CREATURE_CLASS:GENERAL_POISON]&lt;br /&gt;
	[GETS_WOUND_INFECTIONS]&lt;br /&gt;
	[GETS_INFECTIONS_FROM_ROT]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:PUS:PUS_TEMPLATE]&lt;br /&gt;
	[PUS:LOCAL_CREATURE_MAT:PUS:LIQUID]&lt;br /&gt;
	[BODY_SIZE:0:0:7500]&lt;br /&gt;
	[BODY_SIZE:1:0:40000]&lt;br /&gt;
	[BODY_SIZE:2:0:75000]&lt;br /&gt;
	[BODY_APPEARANCE_MODIFIER:LENGTH:90:95:98:100:102:105:110]&lt;br /&gt;
	[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]&lt;br /&gt;
	[BODY_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]&lt;br /&gt;
	[MAXAGE:10:20]&lt;br /&gt;
	[ATTACK:BITE:CHILD_BODYPART_GROUP:BY_CATEGORY:HEAD:BY_CATEGORY:TOOTH]&lt;br /&gt;
		[ATTACK_SKILL:BITE]&lt;br /&gt;
		[ATTACK_VERB:bite:bites]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
		[ATTACK_PENETRATION_PERC:100]&lt;br /&gt;
		[ATTACK_FLAG_EDGE]&lt;br /&gt;
		[ATTACK_PRIORITY:MAIN]&lt;br /&gt;
		[ATTACK_FLAG_CANLATCH]&lt;br /&gt;
	[ATTACK:SCRATCH:CHILD_TISSUE_LAYER_GROUP:BY_TYPE:STANCE:BY_CATEGORY:ALL:CLAW]&lt;br /&gt;
		[ATTACK_SKILL:GRASP_STRIKE]&lt;br /&gt;
		[ATTACK_VERB:scratch:scratches]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
		[ATTACK_PENETRATION_PERC:100]&lt;br /&gt;
		[ATTACK_FLAG_EDGE]&lt;br /&gt;
		[ATTACK_PRIORITY:MAIN]&lt;br /&gt;
	[NOCTURNAL]&lt;br /&gt;
	[HOMEOTHERM:10067]&lt;br /&gt;
	[SWIMS_INNATE][SWIM_SPEED:2500]&lt;br /&gt;
	[MUNDANE]&lt;br /&gt;
	[CASTE:FEMALE]&lt;br /&gt;
		[FEMALE]&lt;br /&gt;
	[CASTE:MALE]&lt;br /&gt;
		[MALE]&lt;br /&gt;
	[SELECT_CASTE:ALL]&lt;br /&gt;
		[SET_TL_GROUP:BY_CATEGORY:ALL:HAIR]&lt;br /&gt;
			[TL_COLOR_MODIFIER:SPOTS_ORANGE_BLACK:940:BLACK:60:WHITE:1]&lt;br /&gt;
				[TLCM_NOUN:hair:SINGULAR]&lt;br /&gt;
		[SET_TL_GROUP:BY_CATEGORY:ALL:SKIN]&lt;br /&gt;
	[TL_COLOR_MODIFIER:BROWN:1:BURNT_UMBER:1:CINNAMON:1:COPPER:1:DARK_BROWN:1:DARK_PEACH:1:DARK_TAN:1:ECRU:1:PALE_BROWN:1:PALE_CHESTNUT:1:PALE_PINK:1:PEACH:1:PINK:1:RAW_UMBER:1:SEPIA:1:TAN:1:TAUPE_PALE:1:TAUPE_SANDY:1]&lt;br /&gt;
				[TLCM_NOUN:skin:SINGULAR]&lt;br /&gt;
		[SET_TL_GROUP:BY_CATEGORY:EYE:EYE]&lt;br /&gt;
			[TL_COLOR_MODIFIER:IRIS_EYE_GREEN-YELLOW:1]&lt;br /&gt;
				[TLCM_NOUN:eyes:PLURAL]&lt;br /&gt;
	[SELECT_MATERIAL:ALL]&lt;br /&gt;
		[MULTIPLY_VALUE:3] }}&lt;br /&gt;
&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
[[Category:Creatures]]&lt;br /&gt;
[[Category:Animals]]&lt;/div&gt;</summary>
		<author><name>Akkie</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Gorilla&amp;diff=94222</id>
		<title>v0.31:Gorilla</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Gorilla&amp;diff=94222"/>
		<updated>2010-04-17T11:24:16Z</updated>

		<summary type="html">&lt;p&gt;Akkie: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{elven}}&lt;br /&gt;
{{CreatureInfo v0.31|name=Gorilla|symbol=G|color={{COLOR:0:0:1}}&lt;br /&gt;
|biome=&lt;br /&gt;
* {{L|Broadleaf}} {{L|forest}}&lt;br /&gt;
* {{L|Tropical}} freshwater {{L|swamp}}&lt;br /&gt;
* Tropical saltwater swamp&lt;br /&gt;
* {{L|Mangrove}} swamp&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
''A huge ape found in the forest.  It lives in small groups eating plants.  The groups are lead by a large dominant male with a silver back.''&lt;br /&gt;
&lt;br /&gt;
Gorillas are giant apes which can easily kill an unarmed peasant. Usually appearing in small groups, it is best to avoid close contact with these beasts.&lt;br /&gt;
&lt;br /&gt;
Gorillas are trainable into War/hunting gorillas. See {{L|Kennel}} for how this is done, and for a list of other trainable creatures.&lt;br /&gt;
&lt;br /&gt;
{{gamedata|[CREATURE:GORILLA]&lt;br /&gt;
	[DESCRIPTION:A huge ape found in the forest.  It lives in small groups eating plants.  The groups are lead by a large dominant male with a silver back.]&lt;br /&gt;
	[NAME:gorilla:gorillas:gorilla]&lt;br /&gt;
	[CASTE_NAME:gorilla:gorillas:gorilla]&lt;br /&gt;
	[CREATURE_TILE:'G'][COLOR:0:0:1]&lt;br /&gt;
	[PETVALUE:500]&lt;br /&gt;
	[PET_EXOTIC]&lt;br /&gt;
	[TRAINABLE]&lt;br /&gt;
	[NATURAL]&lt;br /&gt;
	[BENIGN][MEANDERER]&lt;br /&gt;
	[GRASSTRAMPLE:0]&lt;br /&gt;
	[LARGE_ROAMING][FREQUENCY:5]&lt;br /&gt;
	[POPULATION_NUMBER:20:50]&lt;br /&gt;
	[CLUSTER_NUMBER:5:10]&lt;br /&gt;
	[BIOME:FOREST_TROPICAL_MOIST_BROADLEAF]&lt;br /&gt;
	[BIOME:SWAMP_TROPICAL_FRESHWATER]&lt;br /&gt;
	[BIOME:SWAMP_TROPICAL_SALTWATER]&lt;br /&gt;
	[BIOME:SWAMP_MANGROVE]&lt;br /&gt;
	[PREFSTRING:strength]&lt;br /&gt;
	[BODY:QUADRUPED:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:SKULL:MOUTH:5TOES_FQ_FINGERS:5TOES_RQ_ANON:GENERIC_TEETH_WITH_LARGE_EYE_TEETH:RIBCAGE:FACIAL_FEATURES]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_MATERIALS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_TISSUES]&lt;br /&gt;
	[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]&lt;br /&gt;
	[BODY_DETAIL_PLAN:BODY_HAIR_TISSUE_LAYERS:HAIR]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:NAIL:NAIL_TEMPLATE]&lt;br /&gt;
	[USE_TISSUE_TEMPLATE:NAIL:NAIL_TEMPLATE]&lt;br /&gt;
	[TISSUE_LAYER:BY_CATEGORY:TOE:NAIL:FRONT]&lt;br /&gt;
	[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]&lt;br /&gt;
	 [PLUS_TISSUE_LAYER:SKIN:BY_CATEGORY:THROAT]&lt;br /&gt;
		[TL_MAJOR_ARTERIES]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]&lt;br /&gt;
	[TENDONS:LOCAL_CREATURE_MAT:SINEW:200]&lt;br /&gt;
	[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]&lt;br /&gt;
	[HAS_NERVES]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]&lt;br /&gt;
	[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]&lt;br /&gt;
	[CREATURE_CLASS:GENERAL_POISON]&lt;br /&gt;
	[GETS_WOUND_INFECTIONS]&lt;br /&gt;
	[GETS_INFECTIONS_FROM_ROT]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:PUS:PUS_TEMPLATE]&lt;br /&gt;
	[PUS:LOCAL_CREATURE_MAT:PUS:LIQUID]&lt;br /&gt;
	[BODY_SIZE:0:0:15000]&lt;br /&gt;
	[BODY_SIZE:1:0:75000]&lt;br /&gt;
	[BODY_SIZE:2:0:150000]&lt;br /&gt;
	[BODY_APPEARANCE_MODIFIER:LENGTH:90:95:98:100:102:105:110]&lt;br /&gt;
	[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]&lt;br /&gt;
	[BODY_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]&lt;br /&gt;
	[MAXAGE:30:50]&lt;br /&gt;
	[ATTACK:BITE:CHILD_BODYPART_GROUP:BY_CATEGORY:HEAD:BY_CATEGORY:TOOTH]&lt;br /&gt;
		[ATTACK_SKILL:BITE]&lt;br /&gt;
		[ATTACK_VERB:bite:bites]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
		[ATTACK_PENETRATION_PERC:100]&lt;br /&gt;
		[ATTACK_FLAG_EDGE]&lt;br /&gt;
		[ATTACK_PRIORITY:MAIN]&lt;br /&gt;
		[ATTACK_FLAG_CANLATCH]&lt;br /&gt;
	[ATTACK:SCRATCH:CHILD_TISSUE_LAYER_GROUP:BY_TYPE:STANCE:BY_CATEGORY:ALL:NAIL]&lt;br /&gt;
		[ATTACK_SKILL:GRASP_STRIKE]&lt;br /&gt;
		[ATTACK_VERB:scratch:scratches]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
		[ATTACK_PENETRATION_PERC:100]&lt;br /&gt;
		[ATTACK_FLAG_EDGE]&lt;br /&gt;
		[ATTACK_PRIORITY:SECOND]&lt;br /&gt;
	[CHILD:10]&lt;br /&gt;
	[DIURNAL]&lt;br /&gt;
	[HOMEOTHERM:10067]&lt;br /&gt;
	[SWIMS_LEARNED][SWIM_SPEED:2500]&lt;br /&gt;
	[MUNDANE]&lt;br /&gt;
	[CASTE:FEMALE]&lt;br /&gt;
		[FEMALE]&lt;br /&gt;
	[CASTE:MALE]&lt;br /&gt;
		[MALE]&lt;br /&gt;
	[SELECT_CASTE:ALL]&lt;br /&gt;
		[SET_TL_GROUP:BY_CATEGORY:ALL:HAIR]&lt;br /&gt;
			[TL_COLOR_MODIFIER:BLACK:1]&lt;br /&gt;
				[TLCM_NOUN:hair:SINGULAR]&lt;br /&gt;
		[SET_TL_GROUP:BY_CATEGORY:ALL:SKIN]&lt;br /&gt;
	[TL_COLOR_MODIFIER:BROWN:1:BURNT_UMBER:1:CINNAMON:1:COPPER:1:DARK_BROWN:1:DARK_PEACH:1:DARK_TAN:1:ECRU:1:PALE_BROWN:1:PALE_CHESTNUT:1:PALE_PINK:1:PEACH:1:PINK:1:RAW_UMBER:1:SEPIA:1:TAN:1:TAUPE_PALE:1:TAUPE_SANDY:1]&lt;br /&gt;
				[TLCM_NOUN:skin:SINGULAR]&lt;br /&gt;
		[SET_TL_GROUP:BY_CATEGORY:EYE:EYE]&lt;br /&gt;
			[TL_COLOR_MODIFIER:IRIS_EYE_BROWN:1]&lt;br /&gt;
				[TLCM_NOUN:eyes:PLURAL] }}&lt;br /&gt;
&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
[[Category:Creatures]]&lt;br /&gt;
[[Category:Animals]]&lt;/div&gt;</summary>
		<author><name>Akkie</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Giant_tiger&amp;diff=94221</id>
		<title>v0.31:Giant tiger</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Giant_tiger&amp;diff=94221"/>
		<updated>2010-04-17T11:23:16Z</updated>

		<summary type="html">&lt;p&gt;Akkie: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
'''Giant tigers''' are trainable into War/hunting giant tigers. See {{L|Kennel}} for how this is done, and for a list of other trainable creatures.&lt;/div&gt;</summary>
		<author><name>Akkie</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Giant_leopard&amp;diff=94220</id>
		<title>v0.31:Giant leopard</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Giant_leopard&amp;diff=94220"/>
		<updated>2010-04-17T11:22:54Z</updated>

		<summary type="html">&lt;p&gt;Akkie: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
'''Giant leopards''' are trainable into War/hunting giant leopards. See {{L|Kennel}} for how this is done, and for a list of other trainable creatures.&lt;/div&gt;</summary>
		<author><name>Akkie</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Giant_jaguar&amp;diff=94218</id>
		<title>v0.31:Giant jaguar</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Giant_jaguar&amp;diff=94218"/>
		<updated>2010-04-17T11:21:59Z</updated>

		<summary type="html">&lt;p&gt;Akkie: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{elven}}&lt;br /&gt;
{{CreatureInfo v0.31|name=Giant jaguar|symbol=J|color={{COLOR:6:0:1}}&lt;br /&gt;
|biome=&lt;br /&gt;
* Any {{L|Tropical}}&lt;br /&gt;
* {{L|Badland}} {{L|Desert}}&lt;br /&gt;
* Rock Desert&lt;br /&gt;
* Sand Desert&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
''A gigantic feline predator, similar to its cousins in all but size.  It can be found in the savage wilderness.''&lt;br /&gt;
&lt;br /&gt;
'''Giant jaguars''' are trainable into War/hunting giant jaguars. See {{L|Kennel}} for how this is done, and for a list of other trainable creatures.&lt;br /&gt;
&lt;br /&gt;
{{gamedata|[CREATURE:JAGUAR_GIANT]&lt;br /&gt;
	[DESCRIPTION:A gigantic feline predator, similar to its cousins in all but size.  It can be found in the savage wilderness.]&lt;br /&gt;
	[NAME:giant jaguar:giant jaguars:giant jaguar]&lt;br /&gt;
	[CASTE_NAME:giant jaguar:giant jaguars:giant jaguar]&lt;br /&gt;
	[CHILD:3][GENERAL_CHILD_NAME:giant jaguar cub:giant jaguar cubs]&lt;br /&gt;
	[CREATURE_TILE:'J'][COLOR:6:0:1]&lt;br /&gt;
	[PETVALUE:100]&lt;br /&gt;
	[PET_EXOTIC]&lt;br /&gt;
	[MOUNT_EXOTIC]&lt;br /&gt;
	[TRAINABLE]&lt;br /&gt;
	[BIOME:ANY_TROPICAL]&lt;br /&gt;
	[BIOME:DESERT_BADLAND]&lt;br /&gt;
	[BIOME:DESERT_ROCK]&lt;br /&gt;
	[BIOME:DESERT_SAND]&lt;br /&gt;
	[LARGE_ROAMING][FREQUENCY:5]&lt;br /&gt;
	[POPULATION_NUMBER:2:3]&lt;br /&gt;
	[CLUSTER_NUMBER:1:1]&lt;br /&gt;
	[CARNIVORE][NATURAL]&lt;br /&gt;
	[LARGE_PREDATOR][MEANDERER]&lt;br /&gt;
	[SAVAGE]&lt;br /&gt;
	[GRASSTRAMPLE:0]&lt;br /&gt;
	[PREFSTRING:spotted coats]&lt;br /&gt;
	[BODY:QUADRUPED:TAIL:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:SKULL:5TOES_FQ:4TOES_RQ:MOUTH:GENERIC_TEETH_WITH_LARGE_EYE_TEETH:RIBCAGE]&lt;br /&gt;
	[BODYGLOSS:PAW]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_MATERIALS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_TISSUES]&lt;br /&gt;
	[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]&lt;br /&gt;
	[BODY_DETAIL_PLAN:BODY_HAIR_TISSUE_LAYERS:HAIR]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:CLAW:NAIL_TEMPLATE]&lt;br /&gt;
	[USE_TISSUE_TEMPLATE:CLAW:CLAW_TEMPLATE]&lt;br /&gt;
	[TISSUE_LAYER:BY_CATEGORY:TOE:CLAW:FRONT]&lt;br /&gt;
	[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]&lt;br /&gt;
	 [PLUS_TISSUE_LAYER:SKIN:BY_CATEGORY:THROAT]&lt;br /&gt;
		[TL_MAJOR_ARTERIES]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]&lt;br /&gt;
	[TENDONS:LOCAL_CREATURE_MAT:SINEW:200]&lt;br /&gt;
	[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]&lt;br /&gt;
	[HAS_NERVES]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]&lt;br /&gt;
	[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]&lt;br /&gt;
	[CREATURE_CLASS:GENERAL_POISON]&lt;br /&gt;
	[GETS_WOUND_INFECTIONS]&lt;br /&gt;
	[GETS_INFECTIONS_FROM_ROT]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:PUS:PUS_TEMPLATE]&lt;br /&gt;
	[PUS:LOCAL_CREATURE_MAT:PUS:LIQUID]&lt;br /&gt;
	[BODY_SIZE:0:0:15000]&lt;br /&gt;
	[BODY_SIZE:1:0:80000]&lt;br /&gt;
	[BODY_SIZE:2:0:150000]&lt;br /&gt;
	[BODY_APPEARANCE_MODIFIER:LENGTH:90:95:98:100:102:105:110]&lt;br /&gt;
	[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]&lt;br /&gt;
	[BODY_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]&lt;br /&gt;
	[MAXAGE:10:20]&lt;br /&gt;
	[ATTACK:BITE:CHILD_BODYPART_GROUP:BY_CATEGORY:HEAD:BY_CATEGORY:TOOTH]&lt;br /&gt;
		[ATTACK_SKILL:BITE]&lt;br /&gt;
		[ATTACK_VERB:bite:bites]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
		[ATTACK_PENETRATION_PERC:100]&lt;br /&gt;
		[ATTACK_FLAG_EDGE]&lt;br /&gt;
		[ATTACK_PRIORITY:MAIN]&lt;br /&gt;
		[ATTACK_FLAG_CANLATCH]&lt;br /&gt;
	[ATTACK:SCRATCH:CHILD_TISSUE_LAYER_GROUP:BY_TYPE:STANCE:BY_CATEGORY:ALL:CLAW]&lt;br /&gt;
		[ATTACK_SKILL:GRASP_STRIKE]&lt;br /&gt;
		[ATTACK_VERB:scratch:scratches]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
		[ATTACK_PENETRATION_PERC:100]&lt;br /&gt;
		[ATTACK_FLAG_EDGE]&lt;br /&gt;
		[ATTACK_PRIORITY:MAIN]&lt;br /&gt;
	[NOCTURNAL]&lt;br /&gt;
	[HOMEOTHERM:10067]&lt;br /&gt;
	[SWIMS_INNATE][SWIM_SPEED:2500]&lt;br /&gt;
	[CASTE:FEMALE]&lt;br /&gt;
		[FEMALE]&lt;br /&gt;
	[CASTE:MALE]&lt;br /&gt;
		[MALE]&lt;br /&gt;
	[SELECT_CASTE:ALL]&lt;br /&gt;
		[SET_TL_GROUP:BY_CATEGORY:ALL:HAIR]&lt;br /&gt;
			[TL_COLOR_MODIFIER:SPOTS_ORANGE_BLACK:940:BLACK:60:WHITE:1]&lt;br /&gt;
				[TLCM_NOUN:hair:SINGULAR]&lt;br /&gt;
		[SET_TL_GROUP:BY_CATEGORY:ALL:SKIN]&lt;br /&gt;
	[TL_COLOR_MODIFIER:BROWN:1:BURNT_UMBER:1:CINNAMON:1:COPPER:1:DARK_BROWN:1:DARK_PEACH:1:DARK_TAN:1:ECRU:1:PALE_BROWN:1:PALE_CHESTNUT:1:PALE_PINK:1:PEACH:1:PINK:1:RAW_UMBER:1:SEPIA:1:TAN:1:TAUPE_PALE:1:TAUPE_SANDY:1]&lt;br /&gt;
				[TLCM_NOUN:skin:SINGULAR]&lt;br /&gt;
		[SET_TL_GROUP:BY_CATEGORY:EYE:EYE]&lt;br /&gt;
			[TL_COLOR_MODIFIER:IRIS_EYE_GREEN-YELLOW:1]&lt;br /&gt;
				[TLCM_NOUN:eyes:PLURAL]&lt;br /&gt;
	[SELECT_MATERIAL:ALL]&lt;br /&gt;
		[MULTIPLY_VALUE:4]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
[[Category:Animals]]&lt;/div&gt;</summary>
		<author><name>Akkie</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Giant_eagle&amp;diff=94216</id>
		<title>v0.31:Giant eagle</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Giant_eagle&amp;diff=94216"/>
		<updated>2010-04-17T11:12:02Z</updated>

		<summary type="html">&lt;p&gt;Akkie: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{elven}}&lt;br /&gt;
{{CreatureInfo v0.31|name=Giant Eagle|symbol=E|color=rgb(128, 128, 0)&lt;br /&gt;
|biome=&lt;br /&gt;
* {{L|Mountain}}&lt;br /&gt;
|wiki=no}}&lt;br /&gt;
&lt;br /&gt;
:''An enormous bird-like monster that nests in the high mountains.  Its hunt can range over the entire known world and it will kill anything it can carry back to its perch.''&lt;br /&gt;
&lt;br /&gt;
'''Giant eagles''' are trainable into War/hunting giant eagles. See {{L|Kennel}} for how this is done, and for a list of other trainable creatures.&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[CREATURE:BIRD_EAGLE_GIANT]&lt;br /&gt;
	[DESCRIPTION:An enormous bird-like monster that nests in the high mountains.  Its hunt can range over the entire known world and it will kill anything it can carry back to its perch.]&lt;br /&gt;
	[NAME:giant eagle:giant eagles:giant eagle]&lt;br /&gt;
	[CASTE_NAME:giant eagle:giant eagles:giant eagle]&lt;br /&gt;
	[GENERAL_CHILD_NAME:giant eagle hatchling:giant eagle hatchlings]&lt;br /&gt;
	[CREATURE_TILE:'E'][COLOR:6:0:0]&lt;br /&gt;
	[POPULATION_NUMBER:15:30]&lt;br /&gt;
	[NATURAL]&lt;br /&gt;
	[LARGE_ROAMING][DIFFICULTY:2]&lt;br /&gt;
	[LARGE_PREDATOR]&lt;br /&gt;
	[PETVALUE:700]&lt;br /&gt;
	[PET_EXOTIC]&lt;br /&gt;
	[MOUNT_EXOTIC]&lt;br /&gt;
	[TRAINABLE]&lt;br /&gt;
	[SAVAGE]&lt;br /&gt;
	[FLIER]&lt;br /&gt;
	[BONECARN]&lt;br /&gt;
	[CHILD:1]&lt;br /&gt;
	[ALL_ACTIVE]&lt;br /&gt;
	[BIOME:MOUNTAIN]&lt;br /&gt;
	[HOMEOTHERM:10067]&lt;br /&gt;
	[SWIMS_INNATE][SWIM_SPEED:2500]&lt;br /&gt;
	[PREFSTRING:coloration]&lt;br /&gt;
	[BODY:HUMANOID_ARMLESS:2WINGS:2EYES:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:SKULL:4TOES:BEAK:RIBCAGE]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_MATERIALS]&lt;br /&gt;
		[REMOVE_MATERIAL:HAIR]&lt;br /&gt;
		[USE_MATERIAL_TEMPLATE:FEATHER:FEATHER_TEMPLATE]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_TISSUES]&lt;br /&gt;
		[REMOVE_TISSUE:HAIR]&lt;br /&gt;
		[USE_TISSUE_TEMPLATE:FEATHER:FEATHER_TEMPLATE]&lt;br /&gt;
	[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]&lt;br /&gt;
	[BODY_DETAIL_PLAN:BODY_HAIR_TISSUE_LAYERS:FEATHER]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:TALON:NAIL_TEMPLATE]&lt;br /&gt;
	[USE_TISSUE_TEMPLATE:TALON:TALON_TEMPLATE]&lt;br /&gt;
	[TISSUE_LAYER:BY_CATEGORY:TOE:TALON:FRONT]&lt;br /&gt;
	[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]&lt;br /&gt;
	 [PLUS_TISSUE_LAYER:SKIN:BY_CATEGORY:THROAT]&lt;br /&gt;
		[TL_MAJOR_ARTERIES]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]&lt;br /&gt;
	[TENDONS:LOCAL_CREATURE_MAT:SINEW:200]&lt;br /&gt;
	[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]&lt;br /&gt;
	[HAS_NERVES]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]&lt;br /&gt;
	[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]&lt;br /&gt;
	[CREATURE_CLASS:GENERAL_POISON]&lt;br /&gt;
	[GETS_WOUND_INFECTIONS]&lt;br /&gt;
	[GETS_INFECTIONS_FROM_ROT]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:PUS:PUS_TEMPLATE]&lt;br /&gt;
	[PUS:LOCAL_CREATURE_MAT:PUS:LIQUID]&lt;br /&gt;
	[BODY_SIZE:0:0:10000]&lt;br /&gt;
	[BODY_SIZE:1:0:50000]&lt;br /&gt;
	[BODY_SIZE:2:0:100000]&lt;br /&gt;
	[BODY_APPEARANCE_MODIFIER:LENGTH:90:95:98:100:102:105:110]&lt;br /&gt;
	[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]&lt;br /&gt;
	[BODY_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]&lt;br /&gt;
	[MAXAGE:10:20]&lt;br /&gt;
	[ATTACK:BITE:BODYPART:BY_CATEGORY:BEAK]&lt;br /&gt;
		[ATTACK_SKILL:BITE]&lt;br /&gt;
		[ATTACK_VERB:bite:bites]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
		[ATTACK_PENETRATION_PERC:100]&lt;br /&gt;
		[ATTACK_FLAG_EDGE]&lt;br /&gt;
		[ATTACK_PRIORITY:MAIN]&lt;br /&gt;
		[ATTACK_FLAG_CANLATCH]&lt;br /&gt;
	[ATTACK:SCRATCH:CHILD_TISSUE_LAYER_GROUP:BY_TYPE:STANCE:BY_CATEGORY:ALL:TALON]&lt;br /&gt;
		[ATTACK_SKILL:STANCE_STRIKE]&lt;br /&gt;
		[ATTACK_VERB:snatch at:snatches at]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
		[ATTACK_PENETRATION_PERC:100]&lt;br /&gt;
		[ATTACK_FLAG_EDGE]&lt;br /&gt;
		[ATTACK_PRIORITY:SECOND]&lt;br /&gt;
		[ATTACK_FLAG_WITH]&lt;br /&gt;
	[CASTE:FEMALE]&lt;br /&gt;
		[FEMALE]&lt;br /&gt;
	[CASTE:MALE]&lt;br /&gt;
		[MALE]&lt;br /&gt;
	[SELECT_CASTE:ALL]&lt;br /&gt;
		[SET_TL_GROUP:BY_CATEGORY:ALL:FEATHER]&lt;br /&gt;
			[TL_COLOR_MODIFIER:BROWN:1]&lt;br /&gt;
				[TLCM_NOUN:feathers:PLURAL]&lt;br /&gt;
		[SET_TL_GROUP:BY_CATEGORY:ALL:SKIN]&lt;br /&gt;
	[TL_COLOR_MODIFIER:BROWN:1:BURNT_UMBER:1:CINNAMON:1:COPPER:1:DARK_BROWN:1:DARK_PEACH:1:DARK_TAN:1:ECRU:1:PALE_BROWN:1:PALE_CHESTNUT:1:PALE_PINK:1:PEACH:1:PINK:1:RAW_UMBER:1:SEPIA:1:TAN:1:TAUPE_PALE:1:TAUPE_SANDY:1]&lt;br /&gt;
				[TLCM_NOUN:skin:SINGULAR]&lt;br /&gt;
		[SET_TL_GROUP:BY_CATEGORY:EYE:EYE]&lt;br /&gt;
			[TL_COLOR_MODIFIER:BLACK:1]&lt;br /&gt;
				[TLCM_NOUN:eyes:PLURAL]&lt;br /&gt;
	[SELECT_MATERIAL:ALL]&lt;br /&gt;
		[MULTIPLY_VALUE:4] }}&lt;br /&gt;
&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
[[Category:DF2010:Animals]]&lt;/div&gt;</summary>
		<author><name>Akkie</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Giant_cheetah&amp;diff=94215</id>
		<title>v0.31:Giant cheetah</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Giant_cheetah&amp;diff=94215"/>
		<updated>2010-04-17T11:11:21Z</updated>

		<summary type="html">&lt;p&gt;Akkie: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
'''Giant cheetahs''' are trainable into War/hunting giant cheetahs. See {{L|Kennel}} for how this is done, and for a list of other trainable creatures.&lt;/div&gt;</summary>
		<author><name>Akkie</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Elephant&amp;diff=94214</id>
		<title>v0.31:Elephant</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Elephant&amp;diff=94214"/>
		<updated>2010-04-17T11:10:48Z</updated>

		<summary type="html">&lt;p&gt;Akkie: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{elven}}&lt;br /&gt;
{{CreatureInfo v0.31|name=Elephant|symbol=E|color={{COLOR:7:0:0}}&lt;br /&gt;
|biome=&lt;br /&gt;
* Any {{L|tropical}} {{L|forest}}&lt;br /&gt;
* Tropical shrubland&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
:''A huge, hairless mammal, found grazing in grasslands in groups.  It eats plants which it lifts up with its long trunk.  When angered, it will attack with its long tusks.''&lt;br /&gt;
&lt;br /&gt;
'''Elephants''' are trainable into War/hunting elephants. See {{L|Kennel}} for how this is done, and for a list of other trainable creatures.&lt;br /&gt;
&lt;br /&gt;
{{gamedata|[CREATURE:ELEPHANT]&lt;br /&gt;
	[DESCRIPTION:A huge, hairless mammal, found grazing in grasslands in groups.  It eats plants which it lifts up with its long trunk.  When angered, it will attack with its long tusks.]&lt;br /&gt;
	[NAME:elephant:elephants:elephant]&lt;br /&gt;
	[CASTE_NAME:elephant:elephants:elephant]&lt;br /&gt;
	[CHILD:10][GENERAL_CHILD_NAME:elephant calf:elephant calves]&lt;br /&gt;
	[CREATURE_TILE:'E'][COLOR:7:0:0]&lt;br /&gt;
	[PETVALUE:500]&lt;br /&gt;
	[PET]&lt;br /&gt;
	[MOUNT_EXOTIC]&lt;br /&gt;
	[TRAINABLE]&lt;br /&gt;
	[LARGE_ROAMING]&lt;br /&gt;
	[BIOME:ANY_TROPICAL_FOREST]&lt;br /&gt;
	[BIOME:SHRUBLAND_TROPICAL]&lt;br /&gt;
	[POPULATION_NUMBER:15:30]&lt;br /&gt;
	[CLUSTER_NUMBER:3:7]&lt;br /&gt;
	[BENIGN][MEANDERER][NATURAL]&lt;br /&gt;
	[PREFSTRING:strength]&lt;br /&gt;
	[BODY:QUADRUPED:TAIL:2EYES:2EARS:TRUNK:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:SKULL:MOUTH:2TUSKS:GENERIC_TEETH:RIBCAGE]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_MATERIALS]&lt;br /&gt;
		[USE_MATERIAL_TEMPLATE:IVORY:TOOTH_TEMPLATE]&lt;br /&gt;
			[STATE_NAME:ALL_SOLID:ivory]&lt;br /&gt;
			[STATE_ADJ:ALL_SOLID:ivory]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_TISSUES]&lt;br /&gt;
		[USE_TISSUE_TEMPLATE:IVORY:IVORY_TEMPLATE]&lt;br /&gt;
			[TISSUE_NAME:ivory:NP]&lt;br /&gt;
	[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]&lt;br /&gt;
	[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]&lt;br /&gt;
	 [PLUS_TISSUE_LAYER:SKIN:BY_CATEGORY:THROAT]&lt;br /&gt;
		[TL_MAJOR_ARTERIES]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]&lt;br /&gt;
	[TENDONS:LOCAL_CREATURE_MAT:SINEW:200]&lt;br /&gt;
	[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]&lt;br /&gt;
	[HAS_NERVES]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]&lt;br /&gt;
	[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]&lt;br /&gt;
	[CREATURE_CLASS:GENERAL_POISON]&lt;br /&gt;
	[GETS_WOUND_INFECTIONS]&lt;br /&gt;
	[GETS_INFECTIONS_FROM_ROT]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:PUS:PUS_TEMPLATE]&lt;br /&gt;
	[PUS:LOCAL_CREATURE_MAT:PUS:LIQUID]&lt;br /&gt;
	[BODY_SIZE:0:0:500000]&lt;br /&gt;
	[BODY_SIZE:2:0:2500000]&lt;br /&gt;
	[BODY_SIZE:5:0:5000000]&lt;br /&gt;
	[BODY_APPEARANCE_MODIFIER:LENGTH:90:95:98:100:102:105:110]&lt;br /&gt;
	[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]&lt;br /&gt;
	[BODY_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]&lt;br /&gt;
	[MAXAGE:50:70]&lt;br /&gt;
	[ATTACK:KICK:BODYPART:BY_CATEGORY:FOOT_FRONT]&lt;br /&gt;
		[ATTACK_SKILL:STANCE_STRIKE]&lt;br /&gt;
		[ATTACK_VERB:kick:kicks]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
		[ATTACK_PRIORITY:MAIN]&lt;br /&gt;
		[ATTACK_FLAG_WITH]&lt;br /&gt;
	[ATTACK:GORE:BODYPART:BY_CATEGORY:TUSK]&lt;br /&gt;
		[ATTACK_SKILL:BITE]&lt;br /&gt;
		[ATTACK_VERB:gore:gores]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
		[ATTACK_PRIORITY:SECOND]&lt;br /&gt;
		[ATTACK_FLAG_WITH]&lt;br /&gt;
	[DIURNAL]&lt;br /&gt;
	[HOMEOTHERM:10066]&lt;br /&gt;
	[SWIMS_INNATE][SWIM_SPEED:2500]&lt;br /&gt;
	[MUNDANE]&lt;br /&gt;
	[CASTE:FEMALE]&lt;br /&gt;
		[FEMALE]&lt;br /&gt;
	[CASTE:MALE]&lt;br /&gt;
		[MALE]&lt;br /&gt;
	[SELECT_CASTE:ALL]&lt;br /&gt;
		[SET_TL_GROUP:BY_CATEGORY:ALL:SKIN]&lt;br /&gt;
			[TL_COLOR_MODIFIER:GRAY:1]&lt;br /&gt;
				[TLCM_NOUN:skin:SINGULAR]&lt;br /&gt;
		[SET_TL_GROUP:BY_CATEGORY:EYE:EYE]&lt;br /&gt;
			[TL_COLOR_MODIFIER:IRIS_EYE_BROWN:1:IRIS_EYE_GOLD:1:IRIS_EYE_YELLOW:1]&lt;br /&gt;
				[TLCM_NOUN:eyes:PLURAL]&lt;br /&gt;
	[SELECT_MATERIAL:ALL]&lt;br /&gt;
		[MULTIPLY_VALUE:5] }}&lt;br /&gt;
&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
[[Category:DF2010:Animals]]&lt;/div&gt;</summary>
		<author><name>Akkie</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Dog&amp;diff=94213</id>
		<title>v0.31:Dog</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Dog&amp;diff=94213"/>
		<updated>2010-04-17T11:10:15Z</updated>

		<summary type="html">&lt;p&gt;Akkie: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{elven}}&lt;br /&gt;
{{CreatureInfo v0.31|name=Dog|symbol=d|color={{COLOR:6:0:0}}|biome= Common domestic}}&lt;br /&gt;
&lt;br /&gt;
:''A medium-sized highly social mammalian carnivore.  It has a keen sense of smell.  It can be trained to obey commands.''&lt;br /&gt;
&lt;br /&gt;
'''Dogs''' are trainable into War/hunting dogs. See {{L|Kennel}} for how this is done, and for a list of other trainable creatures.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- The information on the 40d page for dogs needs to be evaluated by someone else and possibly partially reproduced here. Also, the object data is hugely bloated with descriptors. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[CREATURE:DOG]&lt;br /&gt;
	[DESCRIPTION:A medium-sized highly social mammalian carnivore.  It has a keen sense of smell.  It can be trained to obey commands.]&lt;br /&gt;
	[NAME:dog:dogs:dog]&lt;br /&gt;
	[CASTE_NAME:dog:dogs:dog]&lt;br /&gt;
	[CREATURE_TILE:'d'][COLOR:6:0:0]&lt;br /&gt;
	[PETVALUE:30][NATURAL]&lt;br /&gt;
	[LARGE_ROAMING]&lt;br /&gt;
	[COMMON_DOMESTIC][TRAINABLE][PET]&lt;br /&gt;
	[BONECARN]&lt;br /&gt;
	[PREFSTRING:loyalty]&lt;br /&gt;
	[BODY:QUADRUPED:TAIL:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:SKULL:4TOES_FQ:4TOES_RQ:MOUTH:GENERIC_TEETH_WITH_LARGE_EYE_TEETH:RIBCAGE]&lt;br /&gt;
	[BODYGLOSS:PAW]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_MATERIALS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_TISSUES]&lt;br /&gt;
	[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]&lt;br /&gt;
	[BODY_DETAIL_PLAN:BODY_HAIR_TISSUE_LAYERS:HAIR]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:NAIL:NAIL_TEMPLATE]&lt;br /&gt;
	[USE_TISSUE_TEMPLATE:NAIL:NAIL_TEMPLATE]&lt;br /&gt;
	[TISSUE_LAYER:BY_CATEGORY:TOE:NAIL:FRONT]&lt;br /&gt;
	[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]&lt;br /&gt;
	 [PLUS_TISSUE_LAYER:SKIN:BY_CATEGORY:THROAT]&lt;br /&gt;
		[TL_MAJOR_ARTERIES]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]&lt;br /&gt;
	[TENDONS:LOCAL_CREATURE_MAT:SINEW:200]&lt;br /&gt;
	[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]&lt;br /&gt;
	[HAS_NERVES]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]&lt;br /&gt;
	[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]&lt;br /&gt;
	[CREATURE_CLASS:GENERAL_POISON]&lt;br /&gt;
	[GETS_WOUND_INFECTIONS]&lt;br /&gt;
	[GETS_INFECTIONS_FROM_ROT]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:PUS:PUS_TEMPLATE]&lt;br /&gt;
	[PUS:LOCAL_CREATURE_MAT:PUS:LIQUID]&lt;br /&gt;
	[BODY_SIZE:0:0:1000]&lt;br /&gt;
	[BODY_SIZE:1:0:12500]&lt;br /&gt;
	[BODY_SIZE:2:0:30000]&lt;br /&gt;
	[BODY_APPEARANCE_MODIFIER:LENGTH:90:95:98:100:102:105:110]&lt;br /&gt;
	[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]&lt;br /&gt;
	[BODY_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]&lt;br /&gt;
	[MAXAGE:10:20]&lt;br /&gt;
	[ATTACK:BITE:CHILD_BODYPART_GROUP:BY_CATEGORY:HEAD:BY_CATEGORY:TOOTH]&lt;br /&gt;
		[ATTACK_SKILL:BITE]&lt;br /&gt;
		[ATTACK_VERB:bite:bites]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
		[ATTACK_PENETRATION_PERC:100]&lt;br /&gt;
		[ATTACK_FLAG_EDGE]&lt;br /&gt;
		[ATTACK_PRIORITY:MAIN]&lt;br /&gt;
		[ATTACK_FLAG_CANLATCH]&lt;br /&gt;
	[ATTACK:SCRATCH:CHILD_TISSUE_LAYER_GROUP:BY_TYPE:STANCE:BY_CATEGORY:ALL:NAIL]&lt;br /&gt;
		[ATTACK_SKILL:STANCE_STRIKE]&lt;br /&gt;
		[ATTACK_VERB:scratch:scratches]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
		[ATTACK_PENETRATION_PERC:100]&lt;br /&gt;
		[ATTACK_FLAG_EDGE]&lt;br /&gt;
		[ATTACK_PRIORITY:SECOND]&lt;br /&gt;
	[CHILD:1]&lt;br /&gt;
	[GENERAL_CHILD_NAME:puppy:puppies]&lt;br /&gt;
	[DIURNAL]&lt;br /&gt;
	[HOMEOTHERM:10070]&lt;br /&gt;
	[SWIMS_INNATE][SWIM_SPEED:2500]&lt;br /&gt;
	[MUNDANE]&lt;br /&gt;
	[CASTE:FEMALE]&lt;br /&gt;
		[FEMALE]&lt;br /&gt;
	[CASTE:MALE]&lt;br /&gt;
		[MALE]&lt;br /&gt;
	[SELECT_CASTE:ALL]&lt;br /&gt;
		[SET_TL_GROUP:BY_CATEGORY:BODY_UPPER:HAIR]&lt;br /&gt;
		 [PLUS_TL_GROUP:BY_CATEGORY:BODY_LOWER:HAIR]&lt;br /&gt;
		 [PLUS_TL_GROUP:BY_CATEGORY:LEG_FRONT:HAIR]&lt;br /&gt;
		 [PLUS_TL_GROUP:BY_CATEGORY:LEG_REAR:HAIR]&lt;br /&gt;
	[TL_COLOR_MODIFIER:BLACK:1:BROWN:1:WHITE:1:GRAY:1:LIGHT_BROWN:1:DARK_BROWN:1:TAN:1:AUBURN:1:CHESTNUT:1:SLATE_GRAY:1:CREAM:1:CINNAMON:1:BUFF:1:BEIGE:1:CHOCOLATE:1:CHARCOAL:1:ASH_GRAY:1:RUSSET:1:IVORY:1:FLAX:1:PUMPKIN:1:GOLD:1:GOLDEN_YELLOW:1:GOLDENROD:1:COPPER:1:SAFFRON:1:AMBER:1:MAHOGANY:1:OCHRE:1:PALE_BROWN:1:RAW_UMBER:1:BURNT_SIENNA:1:BURNT_UMBER:1:SEPIA:1:DARK_TAN:1:PALE_CHESTNUT:1:DARK_CHESTNUT:1:TAUPE_PALE:1:TAUPE_DARK:1:TAUPE_SANDY:1:TAUPE_GRAY:1:TAUPE_MEDIUM:1:ECRU:1]&lt;br /&gt;
				[TLCM_NOUN:hair:SINGULAR]&lt;br /&gt;
		[SET_TL_GROUP:BY_CATEGORY:EAR:HAIR]&lt;br /&gt;
	[TL_COLOR_MODIFIER:BLACK:1:BROWN:1:WHITE:1:GRAY:1:LIGHT_BROWN:1:DARK_BROWN:1:TAN:1:AUBURN:1:CHESTNUT:1:SLATE_GRAY:1:CREAM:1:CINNAMON:1:BUFF:1:BEIGE:1:CHOCOLATE:1:CHARCOAL:1:ASH_GRAY:1:RUSSET:1:IVORY:1:FLAX:1:PUMPKIN:1:GOLD:1:GOLDEN_YELLOW:1:GOLDENROD:1:COPPER:1:SAFFRON:1:AMBER:1:MAHOGANY:1:OCHRE:1:PALE_BROWN:1:RAW_UMBER:1:BURNT_SIENNA:1:BURNT_UMBER:1:SEPIA:1:DARK_TAN:1:PALE_CHESTNUT:1:DARK_CHESTNUT:1:TAUPE_PALE:1:TAUPE_DARK:1:TAUPE_SANDY:1:TAUPE_GRAY:1:TAUPE_MEDIUM:1:ECRU:1]&lt;br /&gt;
				[TLCM_NOUN:ears:PLURAL]&lt;br /&gt;
		[SET_TL_GROUP:BY_CATEGORY:TAIL:HAIR]&lt;br /&gt;
	[TL_COLOR_MODIFIER:BLACK:1:BROWN:1:WHITE:1:GRAY:1:LIGHT_BROWN:1:DARK_BROWN:1:TAN:1:AUBURN:1:CHESTNUT:1:SLATE_GRAY:1:CREAM:1:CINNAMON:1:BUFF:1:BEIGE:1:CHOCOLATE:1:CHARCOAL:1:ASH_GRAY:1:RUSSET:1:IVORY:1:FLAX:1:PUMPKIN:1:GOLD:1:GOLDEN_YELLOW:1:GOLDENROD:1:COPPER:1:SAFFRON:1:AMBER:1:MAHOGANY:1:OCHRE:1:PALE_BROWN:1:RAW_UMBER:1:BURNT_SIENNA:1:BURNT_UMBER:1:SEPIA:1:DARK_TAN:1:PALE_CHESTNUT:1:DARK_CHESTNUT:1:TAUPE_PALE:1:TAUPE_DARK:1:TAUPE_SANDY:1:TAUPE_GRAY:1:TAUPE_MEDIUM:1:ECRU:1]&lt;br /&gt;
				[TLCM_NOUN:tail:SINGULAR]&lt;br /&gt;
		[SET_TL_GROUP:BY_CATEGORY:HEAD:HAIR]&lt;br /&gt;
	[TL_COLOR_MODIFIER:BLACK:1:BROWN:1:WHITE:1:GRAY:1:LIGHT_BROWN:1:DARK_BROWN:1:TAN:1:AUBURN:1:CHESTNUT:1:SLATE_GRAY:1:CREAM:1:CINNAMON:1:BUFF:1:BEIGE:1:CHOCOLATE:1:CHARCOAL:1:ASH_GRAY:1:RUSSET:1:IVORY:1:FLAX:1:PUMPKIN:1:GOLD:1:GOLDEN_YELLOW:1:GOLDENROD:1:COPPER:1:SAFFRON:1:AMBER:1:MAHOGANY:1:OCHRE:1:PALE_BROWN:1:RAW_UMBER:1:BURNT_SIENNA:1:BURNT_UMBER:1:SEPIA:1:DARK_TAN:1:PALE_CHESTNUT:1:DARK_CHESTNUT:1:TAUPE_PALE:1:TAUPE_DARK:1:TAUPE_SANDY:1:TAUPE_GRAY:1:TAUPE_MEDIUM:1:ECRU:1]&lt;br /&gt;
				[TLCM_NOUN:head:SINGULAR]&lt;br /&gt;
		[SET_TL_GROUP:BY_CATEGORY:FOOT_FRONT:HAIR]&lt;br /&gt;
		 [PLUS_TL_GROUP:BY_TOKEN:RFTOE1:HAIR]&lt;br /&gt;
		 [PLUS_TL_GROUP:BY_TOKEN:RFTOE2:HAIR]&lt;br /&gt;
		 [PLUS_TL_GROUP:BY_TOKEN:RFTOE3:HAIR]&lt;br /&gt;
		 [PLUS_TL_GROUP:BY_TOKEN:RFTOE4:HAIR]&lt;br /&gt;
		 [PLUS_TL_GROUP:BY_TOKEN:LFTOE1:HAIR]&lt;br /&gt;
		 [PLUS_TL_GROUP:BY_TOKEN:LFTOE2:HAIR]&lt;br /&gt;
		 [PLUS_TL_GROUP:BY_TOKEN:LFTOE3:HAIR]&lt;br /&gt;
		 [PLUS_TL_GROUP:BY_TOKEN:LFTOE4:HAIR]&lt;br /&gt;
	[TL_COLOR_MODIFIER:BLACK:1:BROWN:1:WHITE:1:GRAY:1:LIGHT_BROWN:1:DARK_BROWN:1:TAN:1:AUBURN:1:CHESTNUT:1:SLATE_GRAY:1:CREAM:1:CINNAMON:1:BUFF:1:BEIGE:1:CHOCOLATE:1:CHARCOAL:1:ASH_GRAY:1:RUSSET:1:IVORY:1:FLAX:1:PUMPKIN:1:GOLD:1:GOLDEN_YELLOW:1:GOLDENROD:1:COPPER:1:SAFFRON:1:AMBER:1:MAHOGANY:1:OCHRE:1:PALE_BROWN:1:RAW_UMBER:1:BURNT_SIENNA:1:BURNT_UMBER:1:SEPIA:1:DARK_TAN:1:PALE_CHESTNUT:1:DARK_CHESTNUT:1:TAUPE_PALE:1:TAUPE_DARK:1:TAUPE_SANDY:1:TAUPE_GRAY:1:TAUPE_MEDIUM:1:ECRU:1]&lt;br /&gt;
				[TLCM_NOUN:front paws:PLURAL]&lt;br /&gt;
		[SET_TL_GROUP:BY_CATEGORY:FOOT_REAR:HAIR]&lt;br /&gt;
		 [PLUS_TL_GROUP:BY_TOKEN:RRTOE1:HAIR]&lt;br /&gt;
		 [PLUS_TL_GROUP:BY_TOKEN:RRTOE2:HAIR]&lt;br /&gt;
		 [PLUS_TL_GROUP:BY_TOKEN:RRTOE3:HAIR]&lt;br /&gt;
		 [PLUS_TL_GROUP:BY_TOKEN:RRTOE4:HAIR]&lt;br /&gt;
		 [PLUS_TL_GROUP:BY_TOKEN:LRTOE1:HAIR]&lt;br /&gt;
		 [PLUS_TL_GROUP:BY_TOKEN:LRTOE2:HAIR]&lt;br /&gt;
		 [PLUS_TL_GROUP:BY_TOKEN:LRTOE3:HAIR]&lt;br /&gt;
		 [PLUS_TL_GROUP:BY_TOKEN:LRTOE4:HAIR]&lt;br /&gt;
	[TL_COLOR_MODIFIER:BLACK:1:BROWN:1:WHITE:1:GRAY:1:LIGHT_BROWN:1:DARK_BROWN:1:TAN:1:AUBURN:1:CHESTNUT:1:SLATE_GRAY:1:CREAM:1:CINNAMON:1:BUFF:1:BEIGE:1:CHOCOLATE:1:CHARCOAL:1:ASH_GRAY:1:RUSSET:1:IVORY:1:FLAX:1:PUMPKIN:1:GOLD:1:GOLDEN_YELLOW:1:GOLDENROD:1:COPPER:1:SAFFRON:1:AMBER:1:MAHOGANY:1:OCHRE:1:PALE_BROWN:1:RAW_UMBER:1:BURNT_SIENNA:1:BURNT_UMBER:1:SEPIA:1:DARK_TAN:1:PALE_CHESTNUT:1:DARK_CHESTNUT:1:TAUPE_PALE:1:TAUPE_DARK:1:TAUPE_SANDY:1:TAUPE_GRAY:1:TAUPE_MEDIUM:1:ECRU:1]&lt;br /&gt;
				[TLCM_NOUN:rear paws:PLURAL]&lt;br /&gt;
		[SET_TL_GROUP:BY_CATEGORY:ALL:SKIN]&lt;br /&gt;
	[TL_COLOR_MODIFIER:BROWN:1:BURNT_UMBER:1:CINNAMON:1:COPPER:1:DARK_BROWN:1:DARK_PEACH:1:DARK_TAN:1:ECRU:1:PALE_BROWN:1:PALE_CHESTNUT:1:PALE_PINK:1:PEACH:1:PINK:1:RAW_UMBER:1:SEPIA:1:TAN:1:TAUPE_PALE:1:TAUPE_SANDY:1]&lt;br /&gt;
				[TLCM_NOUN:skin:SINGULAR]&lt;br /&gt;
		[SET_TL_GROUP:BY_CATEGORY:EYE:EYE]&lt;br /&gt;
			[TL_COLOR_MODIFIER:IRIS_EYE_AMBER:1:IRIS_EYE_AQUA:1:IRIS_EYE_AQUAMARINE:1:IRIS_EYE_ASH_GRAY:1:IRIS_EYE_AUBURN:1:IRIS_EYE_AZURE:1:IRIS_EYE_BLUE:1:IRIS_EYE_BRASS:1:IRIS_EYE_BRONZE:1:IRIS_EYE_BROWN:1:IRIS_EYE_CERULEAN:1:IRIS_EYE_CHESTNUT:1:IRIS_EYE_CHOCOLATE:1:IRIS_EYE_CINNAMON:1:IRIS_EYE_COPPER:1:IRIS_EYE_DARK_BLUE:1:IRIS_EYE_DARK_BROWN:1:IRIS_EYE_DARK_CHESTNUT:1:IRIS_EYE_DARK_GREEN:1:IRIS_EYE_DARK_OLIVE:1:IRIS_EYE_DARK_TAN:1:IRIS_EYE_ECRU:1:IRIS_EYE_EMERALD:1:IRIS_EYE_FERN_GREEN:1:IRIS_EYE_GRAY:1:IRIS_EYE_GREEN:1:IRIS_EYE_JADE:1:IRIS_EYE_LIGHT_BLUE:1:IRIS_EYE_LIGHT_BROWN:1:IRIS_EYE_MAHOGANY:1:IRIS_EYE_MIDNIGHT_BLUE:1:IRIS_EYE_OCHRE:1:IRIS_EYE_OLIVE:1:IRIS_EYE_PALE_BLUE:1:IRIS_EYE_PALE_BROWN:1:IRIS_EYE_PALE_CHESTNUT:1:IRIS_EYE_PERIWINKLE:1:IRIS_EYE_PINE_GREEN:1:IRIS_EYE_RAW_UMBER:1:IRIS_EYE_RUSSET:1:IRIS_EYE_SEA_GREEN:1:IRIS_EYE_SEPIA:1:IRIS_EYE_SKY_BLUE:1:IRIS_EYE_SLATE_GRAY:1:IRIS_EYE_SPRING_GREEN:1:IRIS_EYE_TAN:1:IRIS_EYE_TAUPE_DARK:1:IRIS_EYE_TAUPE_GRAY:1:IRIS_EYE_TAUPE_MEDIUM:1:IRIS_EYE_TAUPE_PALE:1:IRIS_EYE_TAUPE_SANDY:1:IRIS_EYE_TEAL:1:IRIS_EYE_TURQUOISE:1]&lt;br /&gt;
				[TLCM_NOUN:eyes:PLURAL]}}&lt;br /&gt;
&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
[[Category:DF2010:Animals]]&lt;/div&gt;</summary>
		<author><name>Akkie</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Giant_cheetah&amp;diff=94212</id>
		<title>v0.31:Giant cheetah</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Giant_cheetah&amp;diff=94212"/>
		<updated>2010-04-17T11:09:52Z</updated>

		<summary type="html">&lt;p&gt;Akkie: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
''Giant cheetahs''' are trainable into War/hunting giant cheetahs. See {{L|Kennel}} for how this is done, and for a list of other trainable creatures.&lt;/div&gt;</summary>
		<author><name>Akkie</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Elephant&amp;diff=94211</id>
		<title>v0.31:Elephant</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Elephant&amp;diff=94211"/>
		<updated>2010-04-17T11:08:34Z</updated>

		<summary type="html">&lt;p&gt;Akkie: Just adding notes to say creatures are trainable and linking to Kennels&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{elven}}&lt;br /&gt;
{{CreatureInfo v0.31|name=Elephant|symbol=E|color={{COLOR:7:0:0}}&lt;br /&gt;
|biome=&lt;br /&gt;
* Any {{L|tropical}} {{L|forest}}&lt;br /&gt;
* Tropical shrubland&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
:''A huge, hairless mammal, found grazing in grasslands in groups.  It eats plants which it lifts up with its long trunk.  When angered, it will attack with its long tusks.''&lt;br /&gt;
&lt;br /&gt;
''Elephants''' are trainable into War/hunting elephants. See Kennel for how this is done, and for a list of other trainable creatures.&lt;br /&gt;
&lt;br /&gt;
{{gamedata|[CREATURE:ELEPHANT]&lt;br /&gt;
	[DESCRIPTION:A huge, hairless mammal, found grazing in grasslands in groups.  It eats plants which it lifts up with its long trunk.  When angered, it will attack with its long tusks.]&lt;br /&gt;
	[NAME:elephant:elephants:elephant]&lt;br /&gt;
	[CASTE_NAME:elephant:elephants:elephant]&lt;br /&gt;
	[CHILD:10][GENERAL_CHILD_NAME:elephant calf:elephant calves]&lt;br /&gt;
	[CREATURE_TILE:'E'][COLOR:7:0:0]&lt;br /&gt;
	[PETVALUE:500]&lt;br /&gt;
	[PET]&lt;br /&gt;
	[MOUNT_EXOTIC]&lt;br /&gt;
	[TRAINABLE]&lt;br /&gt;
	[LARGE_ROAMING]&lt;br /&gt;
	[BIOME:ANY_TROPICAL_FOREST]&lt;br /&gt;
	[BIOME:SHRUBLAND_TROPICAL]&lt;br /&gt;
	[POPULATION_NUMBER:15:30]&lt;br /&gt;
	[CLUSTER_NUMBER:3:7]&lt;br /&gt;
	[BENIGN][MEANDERER][NATURAL]&lt;br /&gt;
	[PREFSTRING:strength]&lt;br /&gt;
	[BODY:QUADRUPED:TAIL:2EYES:2EARS:TRUNK:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:SKULL:MOUTH:2TUSKS:GENERIC_TEETH:RIBCAGE]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_MATERIALS]&lt;br /&gt;
		[USE_MATERIAL_TEMPLATE:IVORY:TOOTH_TEMPLATE]&lt;br /&gt;
			[STATE_NAME:ALL_SOLID:ivory]&lt;br /&gt;
			[STATE_ADJ:ALL_SOLID:ivory]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_TISSUES]&lt;br /&gt;
		[USE_TISSUE_TEMPLATE:IVORY:IVORY_TEMPLATE]&lt;br /&gt;
			[TISSUE_NAME:ivory:NP]&lt;br /&gt;
	[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]&lt;br /&gt;
	[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]&lt;br /&gt;
	 [PLUS_TISSUE_LAYER:SKIN:BY_CATEGORY:THROAT]&lt;br /&gt;
		[TL_MAJOR_ARTERIES]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]&lt;br /&gt;
	[TENDONS:LOCAL_CREATURE_MAT:SINEW:200]&lt;br /&gt;
	[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]&lt;br /&gt;
	[HAS_NERVES]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]&lt;br /&gt;
	[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]&lt;br /&gt;
	[CREATURE_CLASS:GENERAL_POISON]&lt;br /&gt;
	[GETS_WOUND_INFECTIONS]&lt;br /&gt;
	[GETS_INFECTIONS_FROM_ROT]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:PUS:PUS_TEMPLATE]&lt;br /&gt;
	[PUS:LOCAL_CREATURE_MAT:PUS:LIQUID]&lt;br /&gt;
	[BODY_SIZE:0:0:500000]&lt;br /&gt;
	[BODY_SIZE:2:0:2500000]&lt;br /&gt;
	[BODY_SIZE:5:0:5000000]&lt;br /&gt;
	[BODY_APPEARANCE_MODIFIER:LENGTH:90:95:98:100:102:105:110]&lt;br /&gt;
	[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]&lt;br /&gt;
	[BODY_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]&lt;br /&gt;
	[MAXAGE:50:70]&lt;br /&gt;
	[ATTACK:KICK:BODYPART:BY_CATEGORY:FOOT_FRONT]&lt;br /&gt;
		[ATTACK_SKILL:STANCE_STRIKE]&lt;br /&gt;
		[ATTACK_VERB:kick:kicks]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
		[ATTACK_PRIORITY:MAIN]&lt;br /&gt;
		[ATTACK_FLAG_WITH]&lt;br /&gt;
	[ATTACK:GORE:BODYPART:BY_CATEGORY:TUSK]&lt;br /&gt;
		[ATTACK_SKILL:BITE]&lt;br /&gt;
		[ATTACK_VERB:gore:gores]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
		[ATTACK_PRIORITY:SECOND]&lt;br /&gt;
		[ATTACK_FLAG_WITH]&lt;br /&gt;
	[DIURNAL]&lt;br /&gt;
	[HOMEOTHERM:10066]&lt;br /&gt;
	[SWIMS_INNATE][SWIM_SPEED:2500]&lt;br /&gt;
	[MUNDANE]&lt;br /&gt;
	[CASTE:FEMALE]&lt;br /&gt;
		[FEMALE]&lt;br /&gt;
	[CASTE:MALE]&lt;br /&gt;
		[MALE]&lt;br /&gt;
	[SELECT_CASTE:ALL]&lt;br /&gt;
		[SET_TL_GROUP:BY_CATEGORY:ALL:SKIN]&lt;br /&gt;
			[TL_COLOR_MODIFIER:GRAY:1]&lt;br /&gt;
				[TLCM_NOUN:skin:SINGULAR]&lt;br /&gt;
		[SET_TL_GROUP:BY_CATEGORY:EYE:EYE]&lt;br /&gt;
			[TL_COLOR_MODIFIER:IRIS_EYE_BROWN:1:IRIS_EYE_GOLD:1:IRIS_EYE_YELLOW:1]&lt;br /&gt;
				[TLCM_NOUN:eyes:PLURAL]&lt;br /&gt;
	[SELECT_MATERIAL:ALL]&lt;br /&gt;
		[MULTIPLY_VALUE:5] }}&lt;br /&gt;
&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
[[Category:DF2010:Animals]]&lt;/div&gt;</summary>
		<author><name>Akkie</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Dog&amp;diff=94210</id>
		<title>v0.31:Dog</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Dog&amp;diff=94210"/>
		<updated>2010-04-17T11:07:04Z</updated>

		<summary type="html">&lt;p&gt;Akkie: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{elven}}&lt;br /&gt;
{{CreatureInfo v0.31|name=Dog|symbol=d|color={{COLOR:6:0:0}}|biome= Common domestic}}&lt;br /&gt;
&lt;br /&gt;
:''A medium-sized highly social mammalian carnivore.  It has a keen sense of smell.  It can be trained to obey commands.''&lt;br /&gt;
&lt;br /&gt;
'''Dogs''' are trainable into War/hunting dogs. See Kennel for how this is done, and for a list of other trainable creatures.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- The information on the 40d page for dogs needs to be evaluated by someone else and possibly partially reproduced here. Also, the object data is hugely bloated with descriptors. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[CREATURE:DOG]&lt;br /&gt;
	[DESCRIPTION:A medium-sized highly social mammalian carnivore.  It has a keen sense of smell.  It can be trained to obey commands.]&lt;br /&gt;
	[NAME:dog:dogs:dog]&lt;br /&gt;
	[CASTE_NAME:dog:dogs:dog]&lt;br /&gt;
	[CREATURE_TILE:'d'][COLOR:6:0:0]&lt;br /&gt;
	[PETVALUE:30][NATURAL]&lt;br /&gt;
	[LARGE_ROAMING]&lt;br /&gt;
	[COMMON_DOMESTIC][TRAINABLE][PET]&lt;br /&gt;
	[BONECARN]&lt;br /&gt;
	[PREFSTRING:loyalty]&lt;br /&gt;
	[BODY:QUADRUPED:TAIL:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:SKULL:4TOES_FQ:4TOES_RQ:MOUTH:GENERIC_TEETH_WITH_LARGE_EYE_TEETH:RIBCAGE]&lt;br /&gt;
	[BODYGLOSS:PAW]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_MATERIALS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_TISSUES]&lt;br /&gt;
	[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]&lt;br /&gt;
	[BODY_DETAIL_PLAN:BODY_HAIR_TISSUE_LAYERS:HAIR]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:NAIL:NAIL_TEMPLATE]&lt;br /&gt;
	[USE_TISSUE_TEMPLATE:NAIL:NAIL_TEMPLATE]&lt;br /&gt;
	[TISSUE_LAYER:BY_CATEGORY:TOE:NAIL:FRONT]&lt;br /&gt;
	[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]&lt;br /&gt;
	 [PLUS_TISSUE_LAYER:SKIN:BY_CATEGORY:THROAT]&lt;br /&gt;
		[TL_MAJOR_ARTERIES]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]&lt;br /&gt;
	[TENDONS:LOCAL_CREATURE_MAT:SINEW:200]&lt;br /&gt;
	[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]&lt;br /&gt;
	[HAS_NERVES]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]&lt;br /&gt;
	[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]&lt;br /&gt;
	[CREATURE_CLASS:GENERAL_POISON]&lt;br /&gt;
	[GETS_WOUND_INFECTIONS]&lt;br /&gt;
	[GETS_INFECTIONS_FROM_ROT]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:PUS:PUS_TEMPLATE]&lt;br /&gt;
	[PUS:LOCAL_CREATURE_MAT:PUS:LIQUID]&lt;br /&gt;
	[BODY_SIZE:0:0:1000]&lt;br /&gt;
	[BODY_SIZE:1:0:12500]&lt;br /&gt;
	[BODY_SIZE:2:0:30000]&lt;br /&gt;
	[BODY_APPEARANCE_MODIFIER:LENGTH:90:95:98:100:102:105:110]&lt;br /&gt;
	[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]&lt;br /&gt;
	[BODY_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]&lt;br /&gt;
	[MAXAGE:10:20]&lt;br /&gt;
	[ATTACK:BITE:CHILD_BODYPART_GROUP:BY_CATEGORY:HEAD:BY_CATEGORY:TOOTH]&lt;br /&gt;
		[ATTACK_SKILL:BITE]&lt;br /&gt;
		[ATTACK_VERB:bite:bites]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
		[ATTACK_PENETRATION_PERC:100]&lt;br /&gt;
		[ATTACK_FLAG_EDGE]&lt;br /&gt;
		[ATTACK_PRIORITY:MAIN]&lt;br /&gt;
		[ATTACK_FLAG_CANLATCH]&lt;br /&gt;
	[ATTACK:SCRATCH:CHILD_TISSUE_LAYER_GROUP:BY_TYPE:STANCE:BY_CATEGORY:ALL:NAIL]&lt;br /&gt;
		[ATTACK_SKILL:STANCE_STRIKE]&lt;br /&gt;
		[ATTACK_VERB:scratch:scratches]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
		[ATTACK_PENETRATION_PERC:100]&lt;br /&gt;
		[ATTACK_FLAG_EDGE]&lt;br /&gt;
		[ATTACK_PRIORITY:SECOND]&lt;br /&gt;
	[CHILD:1]&lt;br /&gt;
	[GENERAL_CHILD_NAME:puppy:puppies]&lt;br /&gt;
	[DIURNAL]&lt;br /&gt;
	[HOMEOTHERM:10070]&lt;br /&gt;
	[SWIMS_INNATE][SWIM_SPEED:2500]&lt;br /&gt;
	[MUNDANE]&lt;br /&gt;
	[CASTE:FEMALE]&lt;br /&gt;
		[FEMALE]&lt;br /&gt;
	[CASTE:MALE]&lt;br /&gt;
		[MALE]&lt;br /&gt;
	[SELECT_CASTE:ALL]&lt;br /&gt;
		[SET_TL_GROUP:BY_CATEGORY:BODY_UPPER:HAIR]&lt;br /&gt;
		 [PLUS_TL_GROUP:BY_CATEGORY:BODY_LOWER:HAIR]&lt;br /&gt;
		 [PLUS_TL_GROUP:BY_CATEGORY:LEG_FRONT:HAIR]&lt;br /&gt;
		 [PLUS_TL_GROUP:BY_CATEGORY:LEG_REAR:HAIR]&lt;br /&gt;
	[TL_COLOR_MODIFIER:BLACK:1:BROWN:1:WHITE:1:GRAY:1:LIGHT_BROWN:1:DARK_BROWN:1:TAN:1:AUBURN:1:CHESTNUT:1:SLATE_GRAY:1:CREAM:1:CINNAMON:1:BUFF:1:BEIGE:1:CHOCOLATE:1:CHARCOAL:1:ASH_GRAY:1:RUSSET:1:IVORY:1:FLAX:1:PUMPKIN:1:GOLD:1:GOLDEN_YELLOW:1:GOLDENROD:1:COPPER:1:SAFFRON:1:AMBER:1:MAHOGANY:1:OCHRE:1:PALE_BROWN:1:RAW_UMBER:1:BURNT_SIENNA:1:BURNT_UMBER:1:SEPIA:1:DARK_TAN:1:PALE_CHESTNUT:1:DARK_CHESTNUT:1:TAUPE_PALE:1:TAUPE_DARK:1:TAUPE_SANDY:1:TAUPE_GRAY:1:TAUPE_MEDIUM:1:ECRU:1]&lt;br /&gt;
				[TLCM_NOUN:hair:SINGULAR]&lt;br /&gt;
		[SET_TL_GROUP:BY_CATEGORY:EAR:HAIR]&lt;br /&gt;
	[TL_COLOR_MODIFIER:BLACK:1:BROWN:1:WHITE:1:GRAY:1:LIGHT_BROWN:1:DARK_BROWN:1:TAN:1:AUBURN:1:CHESTNUT:1:SLATE_GRAY:1:CREAM:1:CINNAMON:1:BUFF:1:BEIGE:1:CHOCOLATE:1:CHARCOAL:1:ASH_GRAY:1:RUSSET:1:IVORY:1:FLAX:1:PUMPKIN:1:GOLD:1:GOLDEN_YELLOW:1:GOLDENROD:1:COPPER:1:SAFFRON:1:AMBER:1:MAHOGANY:1:OCHRE:1:PALE_BROWN:1:RAW_UMBER:1:BURNT_SIENNA:1:BURNT_UMBER:1:SEPIA:1:DARK_TAN:1:PALE_CHESTNUT:1:DARK_CHESTNUT:1:TAUPE_PALE:1:TAUPE_DARK:1:TAUPE_SANDY:1:TAUPE_GRAY:1:TAUPE_MEDIUM:1:ECRU:1]&lt;br /&gt;
				[TLCM_NOUN:ears:PLURAL]&lt;br /&gt;
		[SET_TL_GROUP:BY_CATEGORY:TAIL:HAIR]&lt;br /&gt;
	[TL_COLOR_MODIFIER:BLACK:1:BROWN:1:WHITE:1:GRAY:1:LIGHT_BROWN:1:DARK_BROWN:1:TAN:1:AUBURN:1:CHESTNUT:1:SLATE_GRAY:1:CREAM:1:CINNAMON:1:BUFF:1:BEIGE:1:CHOCOLATE:1:CHARCOAL:1:ASH_GRAY:1:RUSSET:1:IVORY:1:FLAX:1:PUMPKIN:1:GOLD:1:GOLDEN_YELLOW:1:GOLDENROD:1:COPPER:1:SAFFRON:1:AMBER:1:MAHOGANY:1:OCHRE:1:PALE_BROWN:1:RAW_UMBER:1:BURNT_SIENNA:1:BURNT_UMBER:1:SEPIA:1:DARK_TAN:1:PALE_CHESTNUT:1:DARK_CHESTNUT:1:TAUPE_PALE:1:TAUPE_DARK:1:TAUPE_SANDY:1:TAUPE_GRAY:1:TAUPE_MEDIUM:1:ECRU:1]&lt;br /&gt;
				[TLCM_NOUN:tail:SINGULAR]&lt;br /&gt;
		[SET_TL_GROUP:BY_CATEGORY:HEAD:HAIR]&lt;br /&gt;
	[TL_COLOR_MODIFIER:BLACK:1:BROWN:1:WHITE:1:GRAY:1:LIGHT_BROWN:1:DARK_BROWN:1:TAN:1:AUBURN:1:CHESTNUT:1:SLATE_GRAY:1:CREAM:1:CINNAMON:1:BUFF:1:BEIGE:1:CHOCOLATE:1:CHARCOAL:1:ASH_GRAY:1:RUSSET:1:IVORY:1:FLAX:1:PUMPKIN:1:GOLD:1:GOLDEN_YELLOW:1:GOLDENROD:1:COPPER:1:SAFFRON:1:AMBER:1:MAHOGANY:1:OCHRE:1:PALE_BROWN:1:RAW_UMBER:1:BURNT_SIENNA:1:BURNT_UMBER:1:SEPIA:1:DARK_TAN:1:PALE_CHESTNUT:1:DARK_CHESTNUT:1:TAUPE_PALE:1:TAUPE_DARK:1:TAUPE_SANDY:1:TAUPE_GRAY:1:TAUPE_MEDIUM:1:ECRU:1]&lt;br /&gt;
				[TLCM_NOUN:head:SINGULAR]&lt;br /&gt;
		[SET_TL_GROUP:BY_CATEGORY:FOOT_FRONT:HAIR]&lt;br /&gt;
		 [PLUS_TL_GROUP:BY_TOKEN:RFTOE1:HAIR]&lt;br /&gt;
		 [PLUS_TL_GROUP:BY_TOKEN:RFTOE2:HAIR]&lt;br /&gt;
		 [PLUS_TL_GROUP:BY_TOKEN:RFTOE3:HAIR]&lt;br /&gt;
		 [PLUS_TL_GROUP:BY_TOKEN:RFTOE4:HAIR]&lt;br /&gt;
		 [PLUS_TL_GROUP:BY_TOKEN:LFTOE1:HAIR]&lt;br /&gt;
		 [PLUS_TL_GROUP:BY_TOKEN:LFTOE2:HAIR]&lt;br /&gt;
		 [PLUS_TL_GROUP:BY_TOKEN:LFTOE3:HAIR]&lt;br /&gt;
		 [PLUS_TL_GROUP:BY_TOKEN:LFTOE4:HAIR]&lt;br /&gt;
	[TL_COLOR_MODIFIER:BLACK:1:BROWN:1:WHITE:1:GRAY:1:LIGHT_BROWN:1:DARK_BROWN:1:TAN:1:AUBURN:1:CHESTNUT:1:SLATE_GRAY:1:CREAM:1:CINNAMON:1:BUFF:1:BEIGE:1:CHOCOLATE:1:CHARCOAL:1:ASH_GRAY:1:RUSSET:1:IVORY:1:FLAX:1:PUMPKIN:1:GOLD:1:GOLDEN_YELLOW:1:GOLDENROD:1:COPPER:1:SAFFRON:1:AMBER:1:MAHOGANY:1:OCHRE:1:PALE_BROWN:1:RAW_UMBER:1:BURNT_SIENNA:1:BURNT_UMBER:1:SEPIA:1:DARK_TAN:1:PALE_CHESTNUT:1:DARK_CHESTNUT:1:TAUPE_PALE:1:TAUPE_DARK:1:TAUPE_SANDY:1:TAUPE_GRAY:1:TAUPE_MEDIUM:1:ECRU:1]&lt;br /&gt;
				[TLCM_NOUN:front paws:PLURAL]&lt;br /&gt;
		[SET_TL_GROUP:BY_CATEGORY:FOOT_REAR:HAIR]&lt;br /&gt;
		 [PLUS_TL_GROUP:BY_TOKEN:RRTOE1:HAIR]&lt;br /&gt;
		 [PLUS_TL_GROUP:BY_TOKEN:RRTOE2:HAIR]&lt;br /&gt;
		 [PLUS_TL_GROUP:BY_TOKEN:RRTOE3:HAIR]&lt;br /&gt;
		 [PLUS_TL_GROUP:BY_TOKEN:RRTOE4:HAIR]&lt;br /&gt;
		 [PLUS_TL_GROUP:BY_TOKEN:LRTOE1:HAIR]&lt;br /&gt;
		 [PLUS_TL_GROUP:BY_TOKEN:LRTOE2:HAIR]&lt;br /&gt;
		 [PLUS_TL_GROUP:BY_TOKEN:LRTOE3:HAIR]&lt;br /&gt;
		 [PLUS_TL_GROUP:BY_TOKEN:LRTOE4:HAIR]&lt;br /&gt;
	[TL_COLOR_MODIFIER:BLACK:1:BROWN:1:WHITE:1:GRAY:1:LIGHT_BROWN:1:DARK_BROWN:1:TAN:1:AUBURN:1:CHESTNUT:1:SLATE_GRAY:1:CREAM:1:CINNAMON:1:BUFF:1:BEIGE:1:CHOCOLATE:1:CHARCOAL:1:ASH_GRAY:1:RUSSET:1:IVORY:1:FLAX:1:PUMPKIN:1:GOLD:1:GOLDEN_YELLOW:1:GOLDENROD:1:COPPER:1:SAFFRON:1:AMBER:1:MAHOGANY:1:OCHRE:1:PALE_BROWN:1:RAW_UMBER:1:BURNT_SIENNA:1:BURNT_UMBER:1:SEPIA:1:DARK_TAN:1:PALE_CHESTNUT:1:DARK_CHESTNUT:1:TAUPE_PALE:1:TAUPE_DARK:1:TAUPE_SANDY:1:TAUPE_GRAY:1:TAUPE_MEDIUM:1:ECRU:1]&lt;br /&gt;
				[TLCM_NOUN:rear paws:PLURAL]&lt;br /&gt;
		[SET_TL_GROUP:BY_CATEGORY:ALL:SKIN]&lt;br /&gt;
	[TL_COLOR_MODIFIER:BROWN:1:BURNT_UMBER:1:CINNAMON:1:COPPER:1:DARK_BROWN:1:DARK_PEACH:1:DARK_TAN:1:ECRU:1:PALE_BROWN:1:PALE_CHESTNUT:1:PALE_PINK:1:PEACH:1:PINK:1:RAW_UMBER:1:SEPIA:1:TAN:1:TAUPE_PALE:1:TAUPE_SANDY:1]&lt;br /&gt;
				[TLCM_NOUN:skin:SINGULAR]&lt;br /&gt;
		[SET_TL_GROUP:BY_CATEGORY:EYE:EYE]&lt;br /&gt;
			[TL_COLOR_MODIFIER:IRIS_EYE_AMBER:1:IRIS_EYE_AQUA:1:IRIS_EYE_AQUAMARINE:1:IRIS_EYE_ASH_GRAY:1:IRIS_EYE_AUBURN:1:IRIS_EYE_AZURE:1:IRIS_EYE_BLUE:1:IRIS_EYE_BRASS:1:IRIS_EYE_BRONZE:1:IRIS_EYE_BROWN:1:IRIS_EYE_CERULEAN:1:IRIS_EYE_CHESTNUT:1:IRIS_EYE_CHOCOLATE:1:IRIS_EYE_CINNAMON:1:IRIS_EYE_COPPER:1:IRIS_EYE_DARK_BLUE:1:IRIS_EYE_DARK_BROWN:1:IRIS_EYE_DARK_CHESTNUT:1:IRIS_EYE_DARK_GREEN:1:IRIS_EYE_DARK_OLIVE:1:IRIS_EYE_DARK_TAN:1:IRIS_EYE_ECRU:1:IRIS_EYE_EMERALD:1:IRIS_EYE_FERN_GREEN:1:IRIS_EYE_GRAY:1:IRIS_EYE_GREEN:1:IRIS_EYE_JADE:1:IRIS_EYE_LIGHT_BLUE:1:IRIS_EYE_LIGHT_BROWN:1:IRIS_EYE_MAHOGANY:1:IRIS_EYE_MIDNIGHT_BLUE:1:IRIS_EYE_OCHRE:1:IRIS_EYE_OLIVE:1:IRIS_EYE_PALE_BLUE:1:IRIS_EYE_PALE_BROWN:1:IRIS_EYE_PALE_CHESTNUT:1:IRIS_EYE_PERIWINKLE:1:IRIS_EYE_PINE_GREEN:1:IRIS_EYE_RAW_UMBER:1:IRIS_EYE_RUSSET:1:IRIS_EYE_SEA_GREEN:1:IRIS_EYE_SEPIA:1:IRIS_EYE_SKY_BLUE:1:IRIS_EYE_SLATE_GRAY:1:IRIS_EYE_SPRING_GREEN:1:IRIS_EYE_TAN:1:IRIS_EYE_TAUPE_DARK:1:IRIS_EYE_TAUPE_GRAY:1:IRIS_EYE_TAUPE_MEDIUM:1:IRIS_EYE_TAUPE_PALE:1:IRIS_EYE_TAUPE_SANDY:1:IRIS_EYE_TEAL:1:IRIS_EYE_TURQUOISE:1]&lt;br /&gt;
				[TLCM_NOUN:eyes:PLURAL]}}&lt;br /&gt;
&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
[[Category:DF2010:Animals]]&lt;/div&gt;</summary>
		<author><name>Akkie</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Cheetah&amp;diff=94209</id>
		<title>v0.31:Cheetah</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Cheetah&amp;diff=94209"/>
		<updated>2010-04-17T11:05:37Z</updated>

		<summary type="html">&lt;p&gt;Akkie: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{elven}}&lt;br /&gt;
{{CreatureInfo v0.31|name=Cheetah|symbol=c|color={{COLOR:6:0:1}}&lt;br /&gt;
|biome=&lt;br /&gt;
{{L|savanna}}&lt;br /&gt;
* Tropical {{L|grassland}}&lt;br /&gt;
* Tropical {{L|shrubland}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
''A large spotted feline predator.  It is capable of incredible speed when ambushing its prey.''&lt;br /&gt;
&lt;br /&gt;
'''Cheetahs''' are trainable into War/hunting cheetahs. See {{L|Kennel}} for how this is done, and for a list of other trainable creatures.&lt;br /&gt;
&lt;br /&gt;
{{gamedata|[CREATURE:CHEETAH]&lt;br /&gt;
	[DESCRIPTION:A large spotted feline predator.  It is capable of incredible speed when ambushing its prey.]&lt;br /&gt;
	[NAME:cheetah:cheetahs:cheetah]&lt;br /&gt;
	[CASTE_NAME:cheetah:cheetahs:cheetah]&lt;br /&gt;
	[CHILD:3][GENERAL_CHILD_NAME:cheetah cub:cheetah cubs]&lt;br /&gt;
	[CREATURE_TILE:'c'][COLOR:6:0:1]&lt;br /&gt;
	[PETVALUE:200]&lt;br /&gt;
	[PET_EXOTIC]&lt;br /&gt;
	[TRAINABLE]&lt;br /&gt;
	[BIOME:SAVANNA_TROPICAL]&lt;br /&gt;
	[BIOME:GRASSLAND_TROPICAL]&lt;br /&gt;
	[BIOME:SHRUBLAND_TROPICAL]&lt;br /&gt;
	[LARGE_ROAMING][FREQUENCY:5]&lt;br /&gt;
	[POPULATION_NUMBER:5:10]&lt;br /&gt;
	[CLUSTER_NUMBER:1:1]&lt;br /&gt;
	[CARNIVORE][NATURAL]&lt;br /&gt;
	[LARGE_PREDATOR][MEANDERER]&lt;br /&gt;
	[GRASSTRAMPLE:0]&lt;br /&gt;
	[PREFSTRING:speed]&lt;br /&gt;
	[BODY:QUADRUPED:TAIL:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:SKULL:5TOES_FQ:4TOES_RQ:MOUTH:GENERIC_TEETH_WITH_LARGE_EYE_TEETH:RIBCAGE]&lt;br /&gt;
	[BODYGLOSS:PAW]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_MATERIALS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_TISSUES]&lt;br /&gt;
	[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]&lt;br /&gt;
	[BODY_DETAIL_PLAN:BODY_HAIR_TISSUE_LAYERS:HAIR]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:CLAW:NAIL_TEMPLATE]&lt;br /&gt;
	[USE_TISSUE_TEMPLATE:CLAW:CLAW_TEMPLATE]&lt;br /&gt;
	[TISSUE_LAYER:BY_CATEGORY:TOE:CLAW:FRONT]&lt;br /&gt;
	[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]&lt;br /&gt;
	 [PLUS_TISSUE_LAYER:SKIN:BY_CATEGORY:THROAT]&lt;br /&gt;
		[TL_MAJOR_ARTERIES]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]&lt;br /&gt;
	[TENDONS:LOCAL_CREATURE_MAT:SINEW:200]&lt;br /&gt;
	[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]&lt;br /&gt;
	[HAS_NERVES]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]&lt;br /&gt;
	[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]&lt;br /&gt;
	[CREATURE_CLASS:GENERAL_POISON]&lt;br /&gt;
	[GETS_WOUND_INFECTIONS]&lt;br /&gt;
	[GETS_INFECTIONS_FROM_ROT]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:PUS:PUS_TEMPLATE]&lt;br /&gt;
	[PUS:LOCAL_CREATURE_MAT:PUS:LIQUID]&lt;br /&gt;
	[BODY_SIZE:0:0:5000]&lt;br /&gt;
	[BODY_SIZE:1:0:25000]&lt;br /&gt;
	[BODY_SIZE:2:0:50000]&lt;br /&gt;
	[BODY_APPEARANCE_MODIFIER:LENGTH:90:95:98:100:102:105:110]&lt;br /&gt;
	[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]&lt;br /&gt;
	[BODY_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]&lt;br /&gt;
	[MAXAGE:10:20]&lt;br /&gt;
	[ATTACK:BITE:CHILD_BODYPART_GROUP:BY_CATEGORY:HEAD:BY_CATEGORY:TOOTH]&lt;br /&gt;
		[ATTACK_SKILL:BITE]&lt;br /&gt;
		[ATTACK_VERB:bite:bites]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
		[ATTACK_PENETRATION_PERC:100]&lt;br /&gt;
		[ATTACK_FLAG_EDGE]&lt;br /&gt;
		[ATTACK_PRIORITY:MAIN]&lt;br /&gt;
		[ATTACK_FLAG_CANLATCH]&lt;br /&gt;
	[ATTACK:SCRATCH:CHILD_TISSUE_LAYER_GROUP:BY_TYPE:STANCE:BY_CATEGORY:ALL:CLAW]&lt;br /&gt;
		[ATTACK_SKILL:GRASP_STRIKE]&lt;br /&gt;
		[ATTACK_VERB:scratch:scratches]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
		[ATTACK_PENETRATION_PERC:100]&lt;br /&gt;
		[ATTACK_FLAG_EDGE]&lt;br /&gt;
		[ATTACK_PRIORITY:MAIN]&lt;br /&gt;
	[DIURNAL]&lt;br /&gt;
	[HOMEOTHERM:10067]&lt;br /&gt;
	[SWIMS_INNATE][SWIM_SPEED:2500]&lt;br /&gt;
	[MUNDANE]&lt;br /&gt;
	[CASTE:FEMALE]&lt;br /&gt;
		[FEMALE]&lt;br /&gt;
	[CASTE:MALE]&lt;br /&gt;
		[MALE]&lt;br /&gt;
	[SELECT_CASTE:ALL]&lt;br /&gt;
		[SET_TL_GROUP:BY_CATEGORY:ALL:HAIR]&lt;br /&gt;
			[TL_COLOR_MODIFIER:SPOTS_TAN_BLACK:1]&lt;br /&gt;
				[TLCM_NOUN:hair:SINGULAR]&lt;br /&gt;
		[SET_TL_GROUP:BY_CATEGORY:ALL:SKIN]&lt;br /&gt;
	[TL_COLOR_MODIFIER:BROWN:1:BURNT_UMBER:1:CINNAMON:1:COPPER:1:DARK_BROWN:1:DARK_PEACH:1:DARK_TAN:1:ECRU:1:PALE_BROWN:1:PALE_CHESTNUT:1:PALE_PINK:1:PEACH:1:PINK:1:RAW_UMBER:1:SEPIA:1:TAN:1:TAUPE_PALE:1:TAUPE_SANDY:1]&lt;br /&gt;
				[TLCM_NOUN:skin:SINGULAR]&lt;br /&gt;
		[SET_TL_GROUP:BY_CATEGORY:EYE:EYE]&lt;br /&gt;
			[TL_COLOR_MODIFIER:IRIS_EYE_ORANGE:1]&lt;br /&gt;
				[TLCM_NOUN:eyes:PLURAL]&lt;br /&gt;
	[SELECT_MATERIAL:ALL]&lt;br /&gt;
		[MULTIPLY_VALUE:3] }}&lt;br /&gt;
&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
[[Category:Creatures]]&lt;br /&gt;
[[Category:Animals]]&lt;/div&gt;</summary>
		<author><name>Akkie</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Grizzly_bear&amp;diff=94205</id>
		<title>v0.31 Talk:Grizzly bear</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Grizzly_bear&amp;diff=94205"/>
		<updated>2010-04-17T10:55:32Z</updated>

		<summary type="html">&lt;p&gt;Akkie: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Training=&lt;br /&gt;
I'm told you can train these as war bears, as seen via the raws, but I've never been able to do it. People say you can do it without a dungeon master. Confirm/Deny? --[[User:SirPenguin|SirPenguin]] 17:40, 15 April 2010 (UTC)&lt;br /&gt;
:I think the problem is that you can't designate a specific animal to train, try killing all your dogs and training a war animal(I haven't made a kennel yet in DF2010) [[Special:Contributions/68.161.167.37|68.161.167.37]] 17:48, 15 April 2010 (UTC)&lt;br /&gt;
::Better yet, just put all of your dogs into a cage - animals can't be trained unless they can walk to the kennels on their own. Also make sure your bears '''aren't''' in cages. Oh, and for Armok's sake, ''keep them away from your booze stockpiles''! --[[User:Quietust|Quietust]] 17:53, 15 April 2010 (UTC)&lt;br /&gt;
:::I've successfully trained war bears in 2 forts now, and have updated the page. You don't need a dungeon master, and you just do the &amp;quot;train war dog&amp;quot; task with tame grizzly bears running about your fort and it seems to work automatically in the same way as dogs do. If you don't want to train your dogs then I guess you'd have to trap them somewhere. I assume that if you trap them yourself you have to do &amp;quot;Tame large animal&amp;quot; first. Bought ones are already tame and that's how I've always done it. --[[User:Akkie|Akkie]] 10:54 UTC, 17 April 2010&lt;/div&gt;</summary>
		<author><name>Akkie</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Grizzly_bear&amp;diff=94203</id>
		<title>v0.31 Talk:Grizzly bear</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Grizzly_bear&amp;diff=94203"/>
		<updated>2010-04-17T10:54:06Z</updated>

		<summary type="html">&lt;p&gt;Akkie: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Training=&lt;br /&gt;
I'm told you can train these as war bears, as seen via the raws, but I've never been able to do it. People say you can do it without a dungeon master. Confirm/Deny? --[[User:SirPenguin|SirPenguin]] 17:40, 15 April 2010 (UTC)&lt;br /&gt;
:I think the problem is that you can't designate a specific animal to train, try killing all your dogs and training a war animal(I haven't made a kennel yet in DF2010) [[Special:Contributions/68.161.167.37|68.161.167.37]] 17:48, 15 April 2010 (UTC)&lt;br /&gt;
::Better yet, just put all of your dogs into a cage - animals can't be trained unless they can walk to the kennels on their own. Also make sure your bears '''aren't''' in cages. Oh, and for Armok's sake, ''keep them away from your booze stockpiles''! --[[User:Quietust|Quietust]] 17:53, 15 April 2010 (UTC)&lt;br /&gt;
:::I've successfully trained war bears in 2 forts now, and have updated the page. You don't need a dungeon master, and you just do the &amp;quot;train war dog&amp;quot; task with tame grizzly bears running about your fort and it seems to work automatically in the same way as dogs do. If you don't want to train your dogs then I guess you'd have to trap them somewhere. I assume that if you trap them yourself you have to do &amp;quot;Tame large animal&amp;quot; first. Bought ones are already tame and that's how I've always done it.&lt;/div&gt;</summary>
		<author><name>Akkie</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Grizzly_bear&amp;diff=94202</id>
		<title>v0.31:Grizzly bear</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Grizzly_bear&amp;diff=94202"/>
		<updated>2010-04-17T10:49:02Z</updated>

		<summary type="html">&lt;p&gt;Akkie: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{elven}}&lt;br /&gt;
:''A huge brown creature found in temperate woodland.  It is known for its ferocious attack, usually when it or its young are threatened.''&lt;br /&gt;
&lt;br /&gt;
'''Grizzly bears''' are now trainable into War/hunting grizzly bears. See {{L|Kennel}} for how this is done, and for a list of other trainable creatures. Grizzly bears can be caught in cage traps and can sometimes be bought (readily caged and tamed) from the elven caravan (see {{L|Trade}}).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{CreatureInfo v0.31|name=Grizzly Bear|symbol=B|{{COLOR:6:0:0}}&lt;br /&gt;
|biome=&lt;br /&gt;
* {{l|Taiga}} {{l|forest}}&lt;br /&gt;
* Any {{l|temperate}} {{l|forest}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[CREATURE:BEAR_GRIZZLY]&lt;br /&gt;
	[DESCRIPTION:A huge brown creature found in temperate woodland.  It is known for its ferocious attack, usually when it or its young are threatened.]&lt;br /&gt;
	[NAME:grizzly bear:grizzly bears:grizzly bear]&lt;br /&gt;
	[CASTE_NAME:grizzly bear:grizzly bears:grizzly bear]&lt;br /&gt;
	[CHILD:1][GENERAL_CHILD_NAME:grizzly bear cub:grizzly bear cubs]&lt;br /&gt;
	[CREATURE_TILE:'B'][COLOR:6:0:0]&lt;br /&gt;
	[NATURAL]&lt;br /&gt;
	[PETVALUE:500]&lt;br /&gt;
	[PET]&lt;br /&gt;
	[TRAINABLE]&lt;br /&gt;
	[MOUNT_EXOTIC]&lt;br /&gt;
	[LARGE_ROAMING][FREQUENCY:2]&lt;br /&gt;
	[POPULATION_NUMBER:2:3]&lt;br /&gt;
	[CLUSTER_NUMBER:1:1]&lt;br /&gt;
	[BIOME:FOREST_TAIGA]&lt;br /&gt;
	[BIOME:ANY_TEMPERATE_FOREST]&lt;br /&gt;
	[CURIOUSBEAST_EATER]&lt;br /&gt;
	[CURIOUSBEAST_GUZZLER]&lt;br /&gt;
	[GRASSTRAMPLE:0]&lt;br /&gt;
	[LARGE_PREDATOR]&lt;br /&gt;
	[NO_WINTER][MEANDERER]&lt;br /&gt;
	[PREFSTRING:strength]&lt;br /&gt;
	[BODY:QUADRUPED:TAIL:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:SKULL:5TOES_FQ:5TOES_RQ:MOUTH:GENERIC_TEETH_WITH_LARGE_EYE_TEETH:RIBCAGE]&lt;br /&gt;
	[BODYGLOSS:PAW]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_MATERIALS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_TISSUES]&lt;br /&gt;
		[SELECT_TISSUE:HAIR]&lt;br /&gt;
			[INSULATION:200]&lt;br /&gt;
	[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]&lt;br /&gt;
	[BODY_DETAIL_PLAN:BODY_HAIR_TISSUE_LAYERS:HAIR]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:NAIL:NAIL_TEMPLATE]&lt;br /&gt;
	[USE_TISSUE_TEMPLATE:NAIL:NAIL_TEMPLATE]&lt;br /&gt;
	[TISSUE_LAYER:BY_CATEGORY:TOE:NAIL:FRONT]&lt;br /&gt;
	[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]&lt;br /&gt;
	 [PLUS_TISSUE_LAYER:SKIN:BY_CATEGORY:THROAT]&lt;br /&gt;
		[TL_MAJOR_ARTERIES]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]&lt;br /&gt;
	[TENDONS:LOCAL_CREATURE_MAT:SINEW:200]&lt;br /&gt;
	[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]&lt;br /&gt;
	[HAS_NERVES]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]&lt;br /&gt;
	[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]&lt;br /&gt;
	[CREATURE_CLASS:GENERAL_POISON]&lt;br /&gt;
	[GETS_WOUND_INFECTIONS]&lt;br /&gt;
	[GETS_INFECTIONS_FROM_ROT]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:PUS:PUS_TEMPLATE]&lt;br /&gt;
	[PUS:LOCAL_CREATURE_MAT:PUS:LIQUID]&lt;br /&gt;
	[BODY_SIZE:0:0:20000]&lt;br /&gt;
	[BODY_SIZE:1:0:100000]&lt;br /&gt;
	[BODY_SIZE:2:0:200000]&lt;br /&gt;
	[BODY_APPEARANCE_MODIFIER:LENGTH:90:95:98:100:102:105:110]&lt;br /&gt;
	[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]&lt;br /&gt;
	[BODY_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]&lt;br /&gt;
	[MAXAGE:20:30]&lt;br /&gt;
	[ATTACK:BITE:CHILD_BODYPART_GROUP:BY_CATEGORY:HEAD:BY_CATEGORY:TOOTH]&lt;br /&gt;
		[ATTACK_SKILL:BITE]&lt;br /&gt;
		[ATTACK_VERB:bite:bites]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
		[ATTACK_PENETRATION_PERC:100]&lt;br /&gt;
		[ATTACK_FLAG_EDGE]&lt;br /&gt;
		[ATTACK_PRIORITY:MAIN]&lt;br /&gt;
		[ATTACK_FLAG_CANLATCH]&lt;br /&gt;
	[ATTACK:SCRATCH:CHILD_TISSUE_LAYER_GROUP:BY_TYPE:STANCE:BY_CATEGORY:ALL:NAIL]&lt;br /&gt;
		[ATTACK_SKILL:GRASP_STRIKE]&lt;br /&gt;
		[ATTACK_VERB:scratch:scratches]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
		[ATTACK_PENETRATION_PERC:100]&lt;br /&gt;
		[ATTACK_FLAG_EDGE]&lt;br /&gt;
		[ATTACK_PRIORITY:SECOND]&lt;br /&gt;
	[DIURNAL]&lt;br /&gt;
	[HOMEOTHERM:10067]&lt;br /&gt;
	[SWIMS_INNATE][SWIM_SPEED:2500]&lt;br /&gt;
	[MUNDANE]&lt;br /&gt;
	[CASTE:FEMALE]&lt;br /&gt;
		[FEMALE]&lt;br /&gt;
	[CASTE:MALE]&lt;br /&gt;
		[MALE]&lt;br /&gt;
	[SELECT_CASTE:ALL]&lt;br /&gt;
		[SET_TL_GROUP:BY_CATEGORY:ALL:HAIR]&lt;br /&gt;
			[TL_COLOR_MODIFIER:BROWN:1]&lt;br /&gt;
				[TLCM_NOUN:hair:SINGULAR]&lt;br /&gt;
		[SET_TL_GROUP:BY_CATEGORY:ALL:SKIN]&lt;br /&gt;
	[TL_COLOR_MODIFIER:BROWN:1:BURNT_UMBER:1:CINNAMON:1:COPPER:1:DARK_BROWN:1:DARK_PEACH:1:DARK_TAN:1:ECRU:1:PALE_BROWN:1:PALE_CHESTNUT:1:PALE_PINK:1:PEACH:1:PINK:1:RAW_UMBER:1:SEPIA:1:TAN:1:TAUPE_PALE:1:TAUPE_SANDY:1]&lt;br /&gt;
				[TLCM_NOUN:skin:SINGULAR]&lt;br /&gt;
		[SET_TL_GROUP:BY_CATEGORY:EYE:EYE]&lt;br /&gt;
			[TL_COLOR_MODIFIER:IRIS_EYE_BROWN:1]&lt;br /&gt;
				[TLCM_NOUN:eyes:PLURAL]&lt;br /&gt;
	[SELECT_MATERIAL:ALL]&lt;br /&gt;
		[MULTIPLY_VALUE:3]}}&lt;br /&gt;
&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
[[Category:DF2010:Animals]]&lt;/div&gt;</summary>
		<author><name>Akkie</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Matakuka&amp;diff=94186</id>
		<title>User talk:Matakuka</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Matakuka&amp;diff=94186"/>
		<updated>2010-04-17T09:59:03Z</updated>

		<summary type="html">&lt;p&gt;Akkie: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==[[bars]]==&lt;br /&gt;
Hi. Article names are never &amp;quot;plural&amp;quot; unless the subject discussed is &amp;quot;always&amp;quot; pluralized.  &amp;lt;s&amp;gt;So [[bar]] is proper title of the article that discusses the unit of metal/fuel.&amp;lt;/s&amp;gt;  Just for future reference. Readya later.--[[User:Albedo|Albedo]] 23:16, 16 April 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
Edit - actually, never mind - this is one of those rare cases. My bad, carry on.--[[User:Albedo|Albedo]] 23:24, 16 April 2010 (UTC)&lt;br /&gt;
:You managed to confuse me as much as Eyjafjallajökull. [[User:Matakuka|Matakuka]] 09:50, 17 April 2010 (UTC)&lt;br /&gt;
::I think the current set up with the link to &amp;quot;vertical bars&amp;quot; is the best way. People will find whichever they're looking for easily regardless of which it is! [[User:Akkie|Akkie]] 9:58 UTC 17 April 2010&lt;/div&gt;</summary>
		<author><name>Akkie</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Chasm&amp;diff=94185</id>
		<title>v0.31 Talk:Chasm</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Chasm&amp;diff=94185"/>
		<updated>2010-04-17T09:54:29Z</updated>

		<summary type="html">&lt;p&gt;Akkie: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Does anyone know if chasms still exist?&lt;br /&gt;
&lt;br /&gt;
:Chasms don't exist now, so should this page be deleted or perhaps say &amp;quot;Chasms no longer exist and have been replaced by {{L|Caverns}}? {{user|Akkie}} 9:53 UTC 17 April 2010&lt;/div&gt;</summary>
		<author><name>Akkie</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Bridge&amp;diff=93442</id>
		<title>v0.31:Bridge</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Bridge&amp;diff=93442"/>
		<updated>2010-04-15T21:49:48Z</updated>

		<summary type="html">&lt;p&gt;Akkie: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{elven}}&lt;br /&gt;
'''Bridges''' are extremely useful buildings for crossing dangerous terrain and also for fortress defence.&lt;br /&gt;
&lt;br /&gt;
==Building Bridges==&lt;br /&gt;
&lt;br /&gt;
Bridges can be built ({{k|b}} -&amp;gt; {{k|g}}) of metal, stone or wood. They are first designed by an architect, then require a specialist worker for the material used (e.g. a mason for a stone bridge). The size of the bridge can be altered with {{k|u}}{{k|m}}{{k|k}}{{k|h}} while placing it. The bridge must be anchored to a solid surface on at least one edge. Before placing the bridge ensure that the bridge raises in the direction you want it to using {{k|w}}{{k|a}}{{k|d}}{{k|x}} or retracts using {{k|s}}.&lt;br /&gt;
&lt;br /&gt;
==Raising/Retracting Bridges==&lt;br /&gt;
&lt;br /&gt;
All bridges in DF can be raised or retracted by linking it to a {{L|lever}}. This requires a mechanics workshop and a dwarf with a the mechanic labour activated. &lt;br /&gt;
&lt;br /&gt;
If a bridge is set to retract when the lever is pulled, the bridge essentially disappears dropping anything (friend, foe, or object) on the bridge onto whatever is underneath. Clearly this can be used to drop your enemies to rocky/watery/fiery deaths (or anything more imaginative you can think up!).&lt;br /&gt;
&lt;br /&gt;
If a bridge is set to raise when the lever is pulled, the bridge becomes a wall along the edge selected with the {{k|w}}{{k|a}}{{k|d}}{{k|x}} keys when placing the bridge. The bridge also &amp;quot;moves&amp;quot; to this position very fast, firing anything on the bridge into the air. The key advantage to raising bridges is the creation of a wall when the bridge is raised. This can be used to block fortress entrances/corridors. Using 2 bridges at opposite ends of a corridor creates a very large and simple trap by walling in enemies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{buildings}}&lt;/div&gt;</summary>
		<author><name>Akkie</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Trap&amp;diff=93392</id>
		<title>v0.31:Trap</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Trap&amp;diff=93392"/>
		<updated>2010-04-15T20:41:17Z</updated>

		<summary type="html">&lt;p&gt;Akkie: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{elven}}&lt;br /&gt;
&lt;br /&gt;
'''Traps''' are a comparatively quick and easy method for defending a fortress. Unlike {{L|soldier}}s, they're always on duty, and, once set up, need less management. On the other hand, they are immobile and can only lie in wait for foes to walk over them. To build a trap, go to the {{k|b}}uild-&amp;gt;{{k|T}}raps/Levers menu. You'll generally need one {{L|mechanism}}, a dwarf with the {{L|mechanic}} labor designated (ranks in this {{L|skill}} reduce the time to place a trap), and at least one other component depending on the type of trap - a stone, a cage, or one or more weapons. They can be built indoors or outdoors, and require a level ground square with no other constructions in them.&lt;br /&gt;
&lt;br /&gt;
Stone-fall, weapon and cage traps will be triggered by most hostile entities entering their tile, with the possible exception of {{L|thief|thieves}}, flying creatures and other occasional nasty surprises.   &lt;br /&gt;
&lt;br /&gt;
Note that, in combat situations, {{L|Mechanic}}s have a nasty habit of wanting to reload (or clean) traps when they are triggered, regardless of who or what might be out there as well. {{L|Forbid}}ding traps after they are built will keep [[Urist|Urist McSuicide]] from deciding to reload a stone trap in the middle of a {{L|siege}}. Just remember to unforbid them when things calm down, so the traps are all ready for next time. Alternatively, simply order your dwarves to stay within a safe {{L|burrow}} until any threats have been dealt with.&lt;br /&gt;
&lt;br /&gt;
==Stone-fall Trap==&lt;br /&gt;
The simplest trap to construct, a stone-fall trap is essentially a {{L|stone}} suspended up in the air which is dropped on intruders when the trap is triggered. These are a popular defensive measure early on, as the components needed are readily available as soon as you start mining. A single stone trap will usually '''not''' severely wound or kill most animals and enemies, to the extent that this may be a bug. After being used they need to be reloaded with another stone by any {{L|dwarf}} with {{L|mechanic}} {{L|skill}} enabled, a task which your dwarves will see to automatically. The dwarf will generally not use the stone that just dropped, but a new one (would you want to put your hands on that gory mess?). Being that stonefall traps do &amp;lt;em&amp;gt;not&amp;lt;/em&amp;gt; alert you of ambushes when triggered by hidden invaders{{verify}}, this can frequently lead your mechanics into peril. &lt;br /&gt;
&lt;br /&gt;
:Components used: {{L|mechanism}} and an ordinary {{L|stone}}&lt;br /&gt;
&lt;br /&gt;
==Weapon Trap==&lt;br /&gt;
Weapon traps are similar in nature to stone-fall traps, and are triggered when any hostile creature stands on the trap. They tend to be a much more reliable trap for outright killing or critically injuring invading creatures. Before you write off stone-fall traps as worse versions of weapon traps, it's important to note that weapon traps require you to have previously made {{L|Weapon}}s to put inside the trap, making them more of an option somewhat later in the game. Any weapon can be used, including human ones, bows, traded weapons and presents from goblins, as well as specialist &amp;quot;trap only&amp;quot; weapons. (Think of it as fair retribution when goblins are sliced in pieces by their own axes!)&lt;br /&gt;
&lt;br /&gt;
The specialist weapons can be built in 2 workshops:&lt;br /&gt;
&lt;br /&gt;
{{L|Metalsmith's forge}} (menacing &amp;lt;metal&amp;gt; spike / large, serrated &amp;lt;metal&amp;gt; disc / spiked &amp;lt;metal&amp;gt; ball / enormous &amp;lt;metal&amp;gt; corkscrew / giant &amp;lt;metal&amp;gt; axe blade)&lt;br /&gt;
 &lt;br /&gt;
or &lt;br /&gt;
&lt;br /&gt;
{{L|Carpenter's workshop}} (menacing wooden spike / spiked wooden ball / enormous wooden corkscrew)&lt;br /&gt;
&lt;br /&gt;
These weapons have all the material property advantages and disadvantages that normal weapons have. It should be noted that the trap weapons are larger than normal dwarf weapons meaning they should be more effective in the new combat system than normal weapons made of equivalent materials (this is all subject to change in future revisions of the combat system). When triggered, this trap will &amp;quot;attack&amp;quot; the creature with all the weapons available to it, normally doing massive damage.&lt;br /&gt;
&lt;br /&gt;
Weapon traps do not cause slightly suicidal mechanics to reset them after each triggering but instead reset automatically in a period of time (unknown time period). However it is possible for the traps to jam when the unfortunate victim gets stuck in the mechanism (use &amp;quot;t&amp;quot; to check the trap) but the body can be removed by a dwarf. When the trap jams, the mechanic will automatically attempt to clean it, so forbidding the body may be necessary to save him from the victim's friends.&lt;br /&gt;
&lt;br /&gt;
When placing the trap you will be asked for a type of mechanism as normal, then asked to select weapons to use. At this point you will get a list of all stockpiled weapons in your fortress. +- will select different weapons and pressing &amp;quot;Enter/Return&amp;quot; adds 1 of the selected weapon to the trap. Up to 10 weapons can be put in each trap and all weapons in the trap will attack at once when it is triggered(10 large serrated disks normally results in the unfortunate triggering creature leaving with less limbs than it came in with). When happy with your weapon selection press &amp;quot;d&amp;quot; to set the trap.&lt;br /&gt;
&lt;br /&gt;
:Components used: {{L|mechanism}} and between 1 and 10 weapons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{buildings}}&lt;/div&gt;</summary>
		<author><name>Akkie</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Bars&amp;diff=93373</id>
		<title>v0.31:Bars</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Bars&amp;diff=93373"/>
		<updated>2010-04-15T20:35:09Z</updated>

		<summary type="html">&lt;p&gt;Akkie: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{elven}}&lt;br /&gt;
Bars are '''either''' the result of smelting {{L|metal}} ore &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''or''' {{L|fuel}} which is created by:&lt;br /&gt;
&lt;br /&gt;
*Woodburning to create charcoal bars or &lt;br /&gt;
*&amp;quot;Smelting&amp;quot; bituminous coal/lignite to create coke bars&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For detailed information on: &lt;br /&gt;
&lt;br /&gt;
*Metal types and bar creation see {{L|Metal}}&lt;br /&gt;
*Fuel types see {{L|Fuel}}&lt;br /&gt;
&lt;br /&gt;
{{buildings}}&lt;/div&gt;</summary>
		<author><name>Akkie</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Bars&amp;diff=93326</id>
		<title>v0.31:Bars</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Bars&amp;diff=93326"/>
		<updated>2010-04-15T19:41:24Z</updated>

		<summary type="html">&lt;p&gt;Akkie: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{elven}}&lt;br /&gt;
{{buildings}}&lt;/div&gt;</summary>
		<author><name>Akkie</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Bars&amp;diff=93325</id>
		<title>v0.31:Bars</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Bars&amp;diff=93325"/>
		<updated>2010-04-15T19:41:12Z</updated>

		<summary type="html">&lt;p&gt;Akkie: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{elven}}&lt;br /&gt;
&lt;br /&gt;
'''Bars''' are the result of {{L|smelting}} metal {{L|ore}}. Bars are metal in its &amp;quot;usable&amp;quot;&lt;br /&gt;
&lt;br /&gt;
{{buildings}}&lt;/div&gt;</summary>
		<author><name>Akkie</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Akkie&amp;diff=93319</id>
		<title>User:Akkie</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Akkie&amp;diff=93319"/>
		<updated>2010-04-15T19:34:25Z</updated>

		<summary type="html">&lt;p&gt;Akkie: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Akkie==&lt;br /&gt;
&lt;br /&gt;
New to editing the wiki, but been playing DF for a while now but this new version of the game and new wiki has inspired me to attempt some of the articles in a way that is as friendly to new players as possible.&lt;/div&gt;</summary>
		<author><name>Akkie</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Akkie&amp;diff=93317</id>
		<title>User:Akkie</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Akkie&amp;diff=93317"/>
		<updated>2010-04-15T19:31:20Z</updated>

		<summary type="html">&lt;p&gt;Akkie: Created page with '==Akkie==  New to editing the wiki, but been playing DF for a while now but this new version of the game and new wiki has inspired me to attempt some of the simpler articles in a…'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Akkie==&lt;br /&gt;
&lt;br /&gt;
New to editing the wiki, but been playing DF for a while now but this new version of the game and new wiki has inspired me to attempt some of the simpler articles in a way that is as friendly to new players as possible.&lt;/div&gt;</summary>
		<author><name>Akkie</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Trap&amp;diff=93300</id>
		<title>v0.31 Talk:Trap</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Trap&amp;diff=93300"/>
		<updated>2010-04-15T18:24:06Z</updated>

		<summary type="html">&lt;p&gt;Akkie: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I have had goats, goblins and alligators happily walk right through a stone trap bomb carpet of 3-5 layers (per person) and walk away wounded, but still walking. This certainly seems new.&lt;br /&gt;
&lt;br /&gt;
Experiences with this? --[[User:Birthright|Birthright]] 19:42, 14 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Maybe that´s because they deal only blunt damage (I think), which has been severely nerfed (because it seldom deals critical wounds and bleeding). I had the same experience with a goblin siege in year 2, which then also doomed my entire fortress (because I only got mildly trained soldiers with leather armor and copper weapons and marksdwarfs are bugged). &amp;lt;br&amp;gt; I think they will regain their usefulness, when damage types get balanced again. On the other hand, they really were quite overpowered before, considering the needed setup-time and material. ~ [[User:Felcis|Felcis]] 20:34, 14 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Makes sense. I'm not even complaining - I like a challenge. The wooden spears, bows and arrows in my weapon traps btw may be a bit overpowered now.&lt;br /&gt;
&lt;br /&gt;
== Stonefall ==&lt;br /&gt;
&lt;br /&gt;
It's my recollection that stonefall traps outright destroy the stone when they are triggered, so they always need to be reloaded with a fresh rock from somewhere else. --[[User:Quietust|Quietust]] 20:56, 14 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Well, try it out? Certainly not the case here, and never was IIRC. --[[User:Birthright|Birthright]] 21:20, 14 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::I second that. I always have the stone of the trap lying on it after it was triggered, so it was not destroyed. I´m not even sure if the dwarfes always need a different one, but I never payed close attention to that. ~ [[User:Felcis|Felcis]] 21:26, 14 April 2010 (UTC)&lt;br /&gt;
:::I think the wisdom of the old ages on that was that the reloader picks the closest stone at the time he is tasked with the job. So if one guy reloads 6 traps he might well pick some of the stones right there - never checked really. --[[Special:Contributions/92.202.32.216|92.202.32.216]] 02:02, 15 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Weapon ==&lt;br /&gt;
&lt;br /&gt;
Hi guys, been playing DF for a long while but the improvements in the latest versions have inspired me to try to contribute a bit to the wiki for the first time. If you think any information is incorrect then feel free to shout out about it. [[User:Akkie|Akkie]] 18:23, 15 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Akkie</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Trap&amp;diff=93298</id>
		<title>v0.31 Talk:Trap</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Trap&amp;diff=93298"/>
		<updated>2010-04-15T18:21:52Z</updated>

		<summary type="html">&lt;p&gt;Akkie: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I have had goats, goblins and alligators happily walk right through a stone trap bomb carpet of 3-5 layers (per person) and walk away wounded, but still walking. This certainly seems new.&lt;br /&gt;
&lt;br /&gt;
Experiences with this? --[[User:Birthright|Birthright]] 19:42, 14 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Maybe that´s because they deal only blunt damage (I think), which has been severely nerfed (because it seldom deals critical wounds and bleeding). I had the same experience with a goblin siege in year 2, which then also doomed my entire fortress (because I only got mildly trained soldiers with leather armor and copper weapons and marksdwarfs are bugged). &amp;lt;br&amp;gt; I think they will regain their usefulness, when damage types get balanced again. On the other hand, they really were quite overpowered before, considering the needed setup-time and material. ~ [[User:Felcis|Felcis]] 20:34, 14 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Makes sense. I'm not even complaining - I like a challenge. The wooden spears, bows and arrows in my weapon traps btw may be a bit overpowered now.&lt;br /&gt;
&lt;br /&gt;
== Stonefall ==&lt;br /&gt;
&lt;br /&gt;
It's my recollection that stonefall traps outright destroy the stone when they are triggered, so they always need to be reloaded with a fresh rock from somewhere else. --[[User:Quietust|Quietust]] 20:56, 14 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Well, try it out? Certainly not the case here, and never was IIRC. --[[User:Birthright|Birthright]] 21:20, 14 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::I second that. I always have the stone of the trap lying on it after it was triggered, so it was not destroyed. I´m not even sure if the dwarfes always need a different one, but I never payed close attention to that. ~ [[User:Felcis|Felcis]] 21:26, 14 April 2010 (UTC)&lt;br /&gt;
:::I think the wisdom of the old ages on that was that the reloader picks the closest stone at the time he is tasked with the job. So if one guy reloads 6 traps he might well pick some of the stones right there - never checked really. --[[Special:Contributions/92.202.32.216|92.202.32.216]] 02:02, 15 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Weapon ==&lt;br /&gt;
&lt;br /&gt;
Hi guys, been playing DF for a long while but the improvements in the latest versions have inspired me to try to contribute a bit to the wiki for the first time. If you think any information is incorrect then feel free to shout out about it.&lt;/div&gt;</summary>
		<author><name>Akkie</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Trap&amp;diff=93293</id>
		<title>v0.31:Trap</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Trap&amp;diff=93293"/>
		<updated>2010-04-15T18:18:09Z</updated>

		<summary type="html">&lt;p&gt;Akkie: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{elven}}&lt;br /&gt;
&lt;br /&gt;
'''Traps''' are a comparatively quick and easy method for defending a fortress. Unlike {{L|soldier}}s, they're always on duty, and, once set up, need less management. On the other hand, they are immobile and can only lie in wait for foes to walk over them. To build a trap, go to the {{k|b}}uild-&amp;gt;{{k|T}}raps/Levers menu. You'll generally need one {{L|mechanism}}, a dwarf with the {{L|mechanic}} labor designated (ranks in this {{L|skill}} reduce the time to place a trap), and at least one other component depending on the type of trap - a stone, a cage, or one or more weapons. They can be built indoors or outdoors, and require a level ground square with no other constructions in them.&lt;br /&gt;
&lt;br /&gt;
Stone-fall, weapon and cage traps will be triggered by most hostile entities entering their tile, with the possible exception of {{L|thief|thieves}}, flying creatures and other occasional nasty surprises.   &lt;br /&gt;
&lt;br /&gt;
Note that, in combat situations, {{L|Mechanic}}s have a nasty habit of wanting to reload (or clean) traps when they are triggered, regardless of who or what might be out there as well. {{L|Forbid}}ding traps after they are built will keep [[Urist|Urist McSuicide]] from deciding to reload a stone trap in the middle of a {{L|siege}}. Just remember to unforbid them when things calm down, so the traps are all ready for next time. Alternatively, simply order your dwarves to stay within a safe {{L|burrow}} until any threats have been dealt with.&lt;br /&gt;
&lt;br /&gt;
==Stone-fall Trap==&lt;br /&gt;
The simplest trap to construct, a stone-fall trap is essentially a {{L|stone}} suspended up in the air which is dropped on intruders when the trap is triggered. These are a popular defensive measure early on, as the components needed are readily available as soon as you start mining. A single stone trap will usually '''not''' severely wound or kill most animals and enemies, to the extent that this may be a bug. After being used they need to be reloaded with another stone by any {{L|dwarf}} with {{L|mechanic}} {{L|skill}} enabled, a task which your dwarves will see to automatically. The dwarf will generally not use the stone that just dropped, but a new one (would you want to put your hands on that gory mess?). Being that stonefall traps do &amp;lt;em&amp;gt;not&amp;lt;/em&amp;gt; alert you of ambushes when triggered by hidden invaders{{verify}}, this can frequently lead your mechanics into peril. &lt;br /&gt;
&lt;br /&gt;
:Components used: {{L|mechanism}} and an ordinary {{L|stone}}&lt;br /&gt;
&lt;br /&gt;
==Weapon Trap==&lt;br /&gt;
Weapon traps are similar in nature to stone-fall traps, and are triggered when any hostile creature stands on the trap. They tend to be a much more reliable trap for outright killing or critically injuring invading creatures. Before you write off stone-fall traps as worse versions of weapon traps, it's important to note that weapon traps require you to have previously made {{L|Weapon}}s to put inside the trap, making them more effective later in the game. Normal dwarven weapons can be used as well as specialist &amp;quot;trap only&amp;quot; weapons. These specialist weapons can be built in 2 workshops:&lt;br /&gt;
&lt;br /&gt;
{{L|Metalsmith's forge}} (menacing &amp;lt;metal&amp;gt; spike / large, serrated &amp;lt;metal&amp;gt; disc / spiked &amp;lt;metal&amp;gt; ball / enormous &amp;lt;metal&amp;gt; corkscrew / giant &amp;lt;metal&amp;gt; axe blade)&lt;br /&gt;
 &lt;br /&gt;
or &lt;br /&gt;
&lt;br /&gt;
{{L|Carpenter's workshop}} (menacing wooden spike / spiked wooden ball / enormous wooden corkscrew)&lt;br /&gt;
&lt;br /&gt;
These weapons have all the material property advantages and disadvantages that normal weapons have. It should be noted that the trap weapons are larger than normal dwarf weapons meaning they should be more effective in the new combat system than normal weapons made of equivalent materials (this is all subject to change in future revisions of the combat system). When triggered this trap will &amp;quot;attack&amp;quot; the creature with all the weapons available to it, normally doing massive damage.&lt;br /&gt;
&lt;br /&gt;
Weapon traps do not send slightly suicidal mechanics to reset them after each triggering but instead reset automatically in a period of time(unknown). However it is possible for the traps to jam when the unfortunate victim gets stuck in the mechanism (use &amp;quot;t&amp;quot; to check the trap) but the body can be removed by a dwarf. When the trap jams, the mechanic will automatically attempt to clean it, so forbidding the body may be necessary to save him from the victims friends.&lt;br /&gt;
&lt;br /&gt;
When placing the trap you will be asked for a type of mechanism as normal, then asked to select weapons to use. At this point you will get a list of all stockpiled weapons in your fortress. +- will select different weapons and pressing &amp;quot;Enter/Return&amp;quot; adds 1 of the selected weapon to the trap. Up to 10 weapons can be put in each trap and all weapons in the trap will attack at once when it is triggered(10 large serrated disks normally results in the unfortunate triggering creature leaving with less limbs than it came in with). When happy with your weapon selection press &amp;quot;d&amp;quot; to set the trap.&lt;br /&gt;
&lt;br /&gt;
:Components used: {{L|mechanism}} and between 1 and 10 weapons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{buildings}}&lt;/div&gt;</summary>
		<author><name>Akkie</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Trap&amp;diff=93292</id>
		<title>v0.31:Trap</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Trap&amp;diff=93292"/>
		<updated>2010-04-15T18:15:05Z</updated>

		<summary type="html">&lt;p&gt;Akkie: /* Stone-fall Trap */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{elven}}&lt;br /&gt;
&lt;br /&gt;
'''Traps''' are a comparatively quick and easy method for defending a fortress. Unlike {{L|soldier}}s, they're always on duty, and, once set up, need less management. On the other hand, they are immobile and can only lie in wait for foes to walk over them. To build a trap, go to the {{k|b}}uild-&amp;gt;{{k|T}}raps/Levers menu. You'll generally need one {{L|mechanism}}, a dwarf with the {{L|mechanic}} labor designated (ranks in this {{L|skill}} reduce the time to place a trap), and at least one other component depending on the type of trap - a stone, a cage, or one or more weapons. They can be built indoors or outdoors, and require a level ground square with no other constructions in them.&lt;br /&gt;
&lt;br /&gt;
Stone-fall, weapon and cage traps will be triggered by most hostile entities entering their tile, with the possible exception of {{L|thief|thieves}}, flying creatures and other occasional nasty surprises.   &lt;br /&gt;
&lt;br /&gt;
Note that, in combat situations, {{L|Mechanic}}s have a nasty habit of wanting to reload (or clean) traps when they are triggered, regardless of who or what might be out there as well. {{L|Forbid}}ding traps after they are built will keep [[Urist|Urist McSuicide]] from deciding to reload a stone trap in the middle of a {{L|siege}}. Just remember to unforbid them when things calm down, so the traps are all ready for next time. Alternatively, simply order your dwarves to stay within a safe {{L|burrow}} until any threats have been dealt with.&lt;br /&gt;
&lt;br /&gt;
==Stone-fall Trap==&lt;br /&gt;
The simplest trap to construct, a stone-fall trap is essentially a {{L|stone}} suspended up in the air which is dropped on intruders when the trap is triggered. These are a popular defensive measure early on, as the components needed are readily available as soon as you start mining. A single stone trap will usually '''not''' severely wound or kill most animals and enemies, to the extent that this may be a bug. After being used they need to be reloaded with another stone by any {{L|dwarf}} with {{L|mechanic}} {{L|skill}} enabled, a task which your dwarves will see to automatically. The dwarf will generally not use the stone that just dropped, but a new one (would you want to put your hands on that gory mess?). Being that stonefall traps do &amp;lt;em&amp;gt;not&amp;lt;/em&amp;gt; alert you of ambushes when triggered by hidden invaders{{verify}}, this can frequently lead your mechanics into peril. &lt;br /&gt;
&lt;br /&gt;
:Components used: {{L|mechanism}} and an ordinary {{L|stone}}&lt;br /&gt;
&lt;br /&gt;
==Weapon Trap==&lt;br /&gt;
Weapon traps are similar in nature to stone-fall traps, and are triggered when any hostile creature stands on the trap. They tend to be a much more reliable trap for outright killing or critically injuring invading creatures. Before you write off stone-fall traps as worse versions of weapon traps, it's important to note that weapon traps require you to have previously made {{L|Weapon}}s to put inside the trap, making them more effective later in the game. Normal dwarven weapons can be used as well as specialist &amp;quot;trap only&amp;quot; weapons. These specialist weapons can be built in 2 workshops:&lt;br /&gt;
&lt;br /&gt;
{{L|Metalsmith's forge}} (menacing &amp;lt;metal&amp;gt; spike / large, serrated &amp;lt;metal&amp;gt; disc / spiked &amp;lt;metal&amp;gt; ball / enormous &amp;lt;metal&amp;gt; corkscrew / giant &amp;lt;metal&amp;gt; axe blade)&lt;br /&gt;
 &lt;br /&gt;
or &lt;br /&gt;
&lt;br /&gt;
{{L|Carpenter's workshop}} (menacing wooden spike / spiked wooden ball / enormous wooden corkscrew)&lt;br /&gt;
&lt;br /&gt;
These weapons have all the material property advantages and disadvantages that normal weapons have. It should be noted that the trap weapons are larger than normal dwarf weapons meaning they should be more effective in the new combat system than normal weapons made of equivalent materials (this is all subject to change in future revisions of the combat system). When triggered this trap will &amp;quot;attack&amp;quot; the creature with all the weapons available to it, normally doing massive damage.&lt;br /&gt;
&lt;br /&gt;
Weapon traps do not send slightly suicidal mechanics to reset them after each triggering but instead reset automatically in a period of time(unknown). However it is possible for the traps to jam when the unfortunate victim gets stuck in the mechanism (use &amp;quot;t&amp;quot; to check the trap) but the body can be removed by a dwarf.&lt;br /&gt;
&lt;br /&gt;
When placing the trap you will be asked for a type of mechanism as normal, then asked to select weapons to use. At this point you will get a list of all stockpiled weapons in your fortress. +- will select different weapons and pressing &amp;quot;Enter/Return&amp;quot; adds 1 of the selected weapon to the trap. Up to 10 weapons can be put in each trap and all weapons in the trap will attack at once when it is triggered(10 large serrated disks normally results to the unfortunate triggering creature leaving with less limbs than it came in with). When happy with your weapon selection press &amp;quot;d&amp;quot; to set the trap.&lt;br /&gt;
&lt;br /&gt;
:Components used: {{L|mechanism}} and between 1 and 10 weapons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{buildings}}&lt;/div&gt;</summary>
		<author><name>Akkie</name></author>
	</entry>
</feed>