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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Werebeast&amp;diff=255126</id>
		<title>DF2014 Talk:Werebeast</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Werebeast&amp;diff=255126"/>
		<updated>2020-10-01T07:06:05Z</updated>

		<summary type="html">&lt;p&gt;Feather: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Chance of Infection ==&lt;br /&gt;
I question the implication that a humanoid with a &amp;quot;torn&amp;quot; injury has a chance NOT to become infected. I just watched four dwarves get bitten, and all four were infected. Maybe I'm just lucky.&lt;br /&gt;
&lt;br /&gt;
Has anyone seen a dwarf with a &amp;quot;torn&amp;quot; injury not get infected?&lt;br /&gt;
[[User:Leonidas|Leonidas]] ([[User talk:Leonidas|talk]]) 09:18, 19 February 2018 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Bite Mechanics ==&lt;br /&gt;
Has anyone figured out the exact details of when a werebite infects someone? I recently had a mechanic bitten and shaken horribly before a friendly lumberjack disemboweled the werewombat assailant. The shaking inflicted massive injuries, but the bite itself only bruised the skin before grasping. The mechanic did not turn, and (barely) managed to survive the recovery process. Can anyone confirm a case in which a werebite both:&lt;br /&gt;
&lt;br /&gt;
1) Failed to break the skin, and&lt;br /&gt;
&lt;br /&gt;
2) Succeeded in infecting the victim?&lt;br /&gt;
&lt;br /&gt;
It'd be VERY nice to know if your dwarves are going to go postal in a month immediately after the battle, rather than AFTER putting them through surgery and carrying out lengthy quarantine procedures.&lt;br /&gt;
&lt;br /&gt;
== adv mod times and durations ==&lt;br /&gt;
&lt;br /&gt;
It's difficult to be precise, but the full phase appears to last 1.75 days. On 25th Granite it begins immediately at midnight and continues to sunset of the 26th. On 13th Limestone it appears to start around 03:00 and end around 21:00 the 14th. [[User:Uzu Bash|Uzu Bash]] ([[User talk:Uzu Bash|talk]]) 05:49, 20 July 2017 (UTC)&lt;br /&gt;
* Sandstone 10 at sunset until Sandstone 12,  ~3 hrs before sunset.  [[User:Uzu Bash|Uzu Bash]] ([[User talk:Uzu Bash|talk]]) 04:11, 29 July 2017 (UTC)&lt;br /&gt;
* Timber 8, 3hrs to sunset until noon of Timber 10. [[User:Uzu Bash|Uzu Bash]] ([[User talk:Uzu Bash|talk]]) 09:37, 10 August 2017 (UTC)&lt;br /&gt;
* Moonstone 6 at noon until ~3 hrs after dawn on Moonstone 8. Start transformations appear to occur at the same time as the previous end transformation. [[User:Uzu Bash|Uzu Bash]] ([[User talk:Uzu Bash|talk]]) 00:55, 18 August 2017 (UTC)&lt;br /&gt;
* Opal 4 3 hrs after dawn until Opal 6, 3 hrs before dawn. [[User:Uzu Bash|Uzu Bash]] ([[User talk:Uzu Bash|talk]]) 00:21, 23 August 2017 (UTC)&lt;br /&gt;
** That was probably off. Without better precision I can only estimate the hrs. [[User:Uzu Bash|Uzu Bash]] ([[User talk:Uzu Bash|talk]]) 17:31, 29 August 2017 (UTC)&lt;br /&gt;
* Obsidian 2nd a little after dawn, til Obsidian 4th a little after midnight. [[User:Uzu Bash|Uzu Bash]] ([[User talk:Uzu Bash|talk]]) 17:31, 29 August 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
==List of possible werebeasts==&lt;br /&gt;
&lt;br /&gt;
As the topic suggests, it’d be nice to have a list of all the different kinds of werebeasts in this article (and possibly partial raws for those?) [[User:Voliol|Voliol]] ([[User talk:Voliol|talk]]) 12:32, 14 April 2018 (UTC)&lt;br /&gt;
* Here’s the list, in case the forum thread meph put up today gets buried (http://www.bay12forums.com/smf/index.php?topic=175999.0):&lt;br /&gt;
 REPTILE_LIZARD&lt;br /&gt;
 REPTILE_CHAMELEON&lt;br /&gt;
 REPTILE_IGUANA&lt;br /&gt;
 REPTILE_GECKO&lt;br /&gt;
 REPTILE_SKINK&lt;br /&gt;
 REPTILE_GILA_MONSTER&lt;br /&gt;
 REPTILE_MONITOR&lt;br /&gt;
 REPTILE_TURTLE&lt;br /&gt;
 REPTILE_TORTOISE&lt;br /&gt;
 MAMMAL_OPOSSUM&lt;br /&gt;
 MAMMAL_KOALA&lt;br /&gt;
 MAMMAL_WOMBAT&lt;br /&gt;
 MAMMAL_KANGAROO&lt;br /&gt;
 MAMMAL_SLOTH&lt;br /&gt;
 MAMMAL_ANTEATER&lt;br /&gt;
 MAMMAL_ARMADILLO&lt;br /&gt;
 MAMMAL_SQUIRREL&lt;br /&gt;
 MAMMAL_MARMOT&lt;br /&gt;
 MAMMAL_BEAVER&lt;br /&gt;
 MAMMAL_GOPHER&lt;br /&gt;
 MAMMAL_RAT&lt;br /&gt;
 MAMMAL_MOUSE&lt;br /&gt;
 MAMMAL_PORCUPINE&lt;br /&gt;
 MAMMAL_CHINCHILLA&lt;br /&gt;
 MAMMAL_CAVY&lt;br /&gt;
 MAMMAL_CAPYBARA&lt;br /&gt;
 MAMMAL_RABBIT&lt;br /&gt;
 MAMMAL_HARE&lt;br /&gt;
 MAMMAL_LEMUR&lt;br /&gt;
 MAMMAL_LORIS&lt;br /&gt;
 MAMMAL_MONKEY&lt;br /&gt;
 MAMMAL_APE&lt;br /&gt;
 MAMMAL_HEDGEHOG&lt;br /&gt;
 MAMMAL_SHREW&lt;br /&gt;
 MAMMAL_MOLE&lt;br /&gt;
 MAMMAL_WOLF&lt;br /&gt;
 MAMMAL_COYOTE&lt;br /&gt;
 MAMMAL_FOX&lt;br /&gt;
 MAMMAL_JACKAL&lt;br /&gt;
 MAMMAL_RACCOON&lt;br /&gt;
 MAMMAL_COATI&lt;br /&gt;
 MAMMAL_WEASEL&lt;br /&gt;
 MAMMAL_BADGER&lt;br /&gt;
 MAMMAL_SKUNK&lt;br /&gt;
 MAMMAL_BEAR&lt;br /&gt;
 MAMMAL_PANDA&lt;br /&gt;
 MAMMAL_CAT&lt;br /&gt;
 MAMMAL_PANTHER&lt;br /&gt;
 MAMMAL_MONGOOSE&lt;br /&gt;
 MAMMAL_HYENA&lt;br /&gt;
 MAMMAL_CIVET&lt;br /&gt;
 MAMMAL_PANGOLIN&lt;br /&gt;
 MAMMAL_ELEPHANT&lt;br /&gt;
 MAMMAL_MAMMOTH&lt;br /&gt;
 MAMMAL_HORSE&lt;br /&gt;
 MAMMAL_ASS&lt;br /&gt;
 MAMMAL_ZEBRA&lt;br /&gt;
 MAMMAL_TAPIR&lt;br /&gt;
 MAMMAL_RHINOCEROS&lt;br /&gt;
 MAMMAL_PIG&lt;br /&gt;
 MAMMAL_WARTHOG&lt;br /&gt;
 MAMMAL_CAMEL&lt;br /&gt;
 MAMMAL_LLAMA&lt;br /&gt;
 MAMMAL_GIRAFFE&lt;br /&gt;
 MAMMAL_DEER&lt;br /&gt;
 MAMMAL_ELK&lt;br /&gt;
 MAMMAL_MOOSE&lt;br /&gt;
 MAMMAL_ANTELOPE&lt;br /&gt;
 MAMMAL_SHEEP&lt;br /&gt;
 MAMMAL_GOAT&lt;br /&gt;
 MAMMAL_BISON&lt;br /&gt;
 MAMMAL_BUFFALO&lt;br /&gt;
 MAMMAL_BULL &lt;br /&gt;
* -[[User:Voliol|Voliol]] ([[User talk:Voliol|talk]]) 10:18, 28 March 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Strange moods? ==&lt;br /&gt;
&lt;br /&gt;
Can werebeasts even get them? I don't think it's ever happened to me and I'm not sure it would even work given that they go insane once a month and artifact-making takes longer than that, which makes me think that it's not a thing.&lt;br /&gt;
&lt;br /&gt;
Can anyone confirm? I don't want to add something I'm not sure about, but it's also something that would be tough to go about proving since it's harder to prove a negative, and I can't say I've ever had a fort with a high enough population of werebeasts for them not having a mood to be meaningful. [[User:Feather|Feather]] ([[User talk:Feather|talk]]) 07:05, 1 October 2020 (UTC)&lt;/div&gt;</summary>
		<author><name>Feather</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Werebeast&amp;diff=255125</id>
		<title>DF2014 Talk:Werebeast</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Werebeast&amp;diff=255125"/>
		<updated>2020-10-01T07:05:21Z</updated>

		<summary type="html">&lt;p&gt;Feather: /* Strange moods? */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Chance of Infection ==&lt;br /&gt;
I question the implication that a humanoid with a &amp;quot;torn&amp;quot; injury has a chance NOT to become infected. I just watched four dwarves get bitten, and all four were infected. Maybe I'm just lucky.&lt;br /&gt;
&lt;br /&gt;
Has anyone seen a dwarf with a &amp;quot;torn&amp;quot; injury not get infected?&lt;br /&gt;
[[User:Leonidas|Leonidas]] ([[User talk:Leonidas|talk]]) 09:18, 19 February 2018 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Bite Mechanics ==&lt;br /&gt;
Has anyone figured out the exact details of when a werebite infects someone? I recently had a mechanic bitten and shaken horribly before a friendly lumberjack disemboweled the werewombat assailant. The shaking inflicted massive injuries, but the bite itself only bruised the skin before grasping. The mechanic did not turn, and (barely) managed to survive the recovery process. Can anyone confirm a case in which a werebite both:&lt;br /&gt;
&lt;br /&gt;
1) Failed to break the skin, and&lt;br /&gt;
&lt;br /&gt;
2) Succeeded in infecting the victim?&lt;br /&gt;
&lt;br /&gt;
It'd be VERY nice to know if your dwarves are going to go postal in a month immediately after the battle, rather than AFTER putting them through surgery and carrying out lengthy quarantine procedures.&lt;br /&gt;
&lt;br /&gt;
== adv mod times and durations ==&lt;br /&gt;
&lt;br /&gt;
It's difficult to be precise, but the full phase appears to last 1.75 days. On 25th Granite it begins immediately at midnight and continues to sunset of the 26th. On 13th Limestone it appears to start around 03:00 and end around 21:00 the 14th. [[User:Uzu Bash|Uzu Bash]] ([[User talk:Uzu Bash|talk]]) 05:49, 20 July 2017 (UTC)&lt;br /&gt;
* Sandstone 10 at sunset until Sandstone 12,  ~3 hrs before sunset.  [[User:Uzu Bash|Uzu Bash]] ([[User talk:Uzu Bash|talk]]) 04:11, 29 July 2017 (UTC)&lt;br /&gt;
* Timber 8, 3hrs to sunset until noon of Timber 10. [[User:Uzu Bash|Uzu Bash]] ([[User talk:Uzu Bash|talk]]) 09:37, 10 August 2017 (UTC)&lt;br /&gt;
* Moonstone 6 at noon until ~3 hrs after dawn on Moonstone 8. Start transformations appear to occur at the same time as the previous end transformation. [[User:Uzu Bash|Uzu Bash]] ([[User talk:Uzu Bash|talk]]) 00:55, 18 August 2017 (UTC)&lt;br /&gt;
* Opal 4 3 hrs after dawn until Opal 6, 3 hrs before dawn. [[User:Uzu Bash|Uzu Bash]] ([[User talk:Uzu Bash|talk]]) 00:21, 23 August 2017 (UTC)&lt;br /&gt;
** That was probably off. Without better precision I can only estimate the hrs. [[User:Uzu Bash|Uzu Bash]] ([[User talk:Uzu Bash|talk]]) 17:31, 29 August 2017 (UTC)&lt;br /&gt;
* Obsidian 2nd a little after dawn, til Obsidian 4th a little after midnight. [[User:Uzu Bash|Uzu Bash]] ([[User talk:Uzu Bash|talk]]) 17:31, 29 August 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
==List of possible werebeasts==&lt;br /&gt;
&lt;br /&gt;
As the topic suggests, it’d be nice to have a list of all the different kinds of werebeasts in this article (and possibly partial raws for those?) [[User:Voliol|Voliol]] ([[User talk:Voliol|talk]]) 12:32, 14 April 2018 (UTC)&lt;br /&gt;
* Here’s the list, in case the forum thread meph put up today gets buried (http://www.bay12forums.com/smf/index.php?topic=175999.0):&lt;br /&gt;
 REPTILE_LIZARD&lt;br /&gt;
 REPTILE_CHAMELEON&lt;br /&gt;
 REPTILE_IGUANA&lt;br /&gt;
 REPTILE_GECKO&lt;br /&gt;
 REPTILE_SKINK&lt;br /&gt;
 REPTILE_GILA_MONSTER&lt;br /&gt;
 REPTILE_MONITOR&lt;br /&gt;
 REPTILE_TURTLE&lt;br /&gt;
 REPTILE_TORTOISE&lt;br /&gt;
 MAMMAL_OPOSSUM&lt;br /&gt;
 MAMMAL_KOALA&lt;br /&gt;
 MAMMAL_WOMBAT&lt;br /&gt;
 MAMMAL_KANGAROO&lt;br /&gt;
 MAMMAL_SLOTH&lt;br /&gt;
 MAMMAL_ANTEATER&lt;br /&gt;
 MAMMAL_ARMADILLO&lt;br /&gt;
 MAMMAL_SQUIRREL&lt;br /&gt;
 MAMMAL_MARMOT&lt;br /&gt;
 MAMMAL_BEAVER&lt;br /&gt;
 MAMMAL_GOPHER&lt;br /&gt;
 MAMMAL_RAT&lt;br /&gt;
 MAMMAL_MOUSE&lt;br /&gt;
 MAMMAL_PORCUPINE&lt;br /&gt;
 MAMMAL_CHINCHILLA&lt;br /&gt;
 MAMMAL_CAVY&lt;br /&gt;
 MAMMAL_CAPYBARA&lt;br /&gt;
 MAMMAL_RABBIT&lt;br /&gt;
 MAMMAL_HARE&lt;br /&gt;
 MAMMAL_LEMUR&lt;br /&gt;
 MAMMAL_LORIS&lt;br /&gt;
 MAMMAL_MONKEY&lt;br /&gt;
 MAMMAL_APE&lt;br /&gt;
 MAMMAL_HEDGEHOG&lt;br /&gt;
 MAMMAL_SHREW&lt;br /&gt;
 MAMMAL_MOLE&lt;br /&gt;
 MAMMAL_WOLF&lt;br /&gt;
 MAMMAL_COYOTE&lt;br /&gt;
 MAMMAL_FOX&lt;br /&gt;
 MAMMAL_JACKAL&lt;br /&gt;
 MAMMAL_RACCOON&lt;br /&gt;
 MAMMAL_COATI&lt;br /&gt;
 MAMMAL_WEASEL&lt;br /&gt;
 MAMMAL_BADGER&lt;br /&gt;
 MAMMAL_SKUNK&lt;br /&gt;
 MAMMAL_BEAR&lt;br /&gt;
 MAMMAL_PANDA&lt;br /&gt;
 MAMMAL_CAT&lt;br /&gt;
 MAMMAL_PANTHER&lt;br /&gt;
 MAMMAL_MONGOOSE&lt;br /&gt;
 MAMMAL_HYENA&lt;br /&gt;
 MAMMAL_CIVET&lt;br /&gt;
 MAMMAL_PANGOLIN&lt;br /&gt;
 MAMMAL_ELEPHANT&lt;br /&gt;
 MAMMAL_MAMMOTH&lt;br /&gt;
 MAMMAL_HORSE&lt;br /&gt;
 MAMMAL_ASS&lt;br /&gt;
 MAMMAL_ZEBRA&lt;br /&gt;
 MAMMAL_TAPIR&lt;br /&gt;
 MAMMAL_RHINOCEROS&lt;br /&gt;
 MAMMAL_PIG&lt;br /&gt;
 MAMMAL_WARTHOG&lt;br /&gt;
 MAMMAL_CAMEL&lt;br /&gt;
 MAMMAL_LLAMA&lt;br /&gt;
 MAMMAL_GIRAFFE&lt;br /&gt;
 MAMMAL_DEER&lt;br /&gt;
 MAMMAL_ELK&lt;br /&gt;
 MAMMAL_MOOSE&lt;br /&gt;
 MAMMAL_ANTELOPE&lt;br /&gt;
 MAMMAL_SHEEP&lt;br /&gt;
 MAMMAL_GOAT&lt;br /&gt;
 MAMMAL_BISON&lt;br /&gt;
 MAMMAL_BUFFALO&lt;br /&gt;
 MAMMAL_BULL &lt;br /&gt;
* -[[User:Voliol|Voliol]] ([[User talk:Voliol|talk]]) 10:18, 28 March 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Strange moods? ==&lt;br /&gt;
&lt;br /&gt;
Can werebeasts even get them? I don't think it's ever happened to me and I'm not sure it would even work given that they go insane once a month and artifact-making takes longer than that, which makes me think that it's not a thing.&lt;br /&gt;
&lt;br /&gt;
Can anyone confirm? I don't want to add something I'm not sure, about but it's also harder to prove a negative and I've never had a fort with a high enough population of werebeasts for them not having a mood to be meaningful. [[User:Feather|Feather]] ([[User talk:Feather|talk]]) 07:05, 1 October 2020 (UTC)&lt;/div&gt;</summary>
		<author><name>Feather</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Werebeast&amp;diff=255124</id>
		<title>Werebeast</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Werebeast&amp;diff=255124"/>
		<updated>2020-10-01T06:54:40Z</updated>

		<summary type="html">&lt;p&gt;Feather: Edited characteristics section arrangement, updated fortress behavior to note that werebeasts in the current version no longer remain friendly with werebeasts of the same species, reiterated that they were building destroyers, minor language changes.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Masterwork|19:23, 12 August 2017 (UTC)}}&lt;br /&gt;
{{av}}{{buggy}}&lt;br /&gt;
{{DFtext|Urist McBitten, Cheesemaker has transformed into a werelizard!|3:1}}&lt;br /&gt;
&lt;br /&gt;
'''Werebeasts''' {{Tile|Ñ|6:0}} are [[night creature|night creatures]] that are procedurally created during worldgen. [[Deity|Deities]] may curse sapient creatures ([[human]]s, [[Dwarf|dwarves]], [[Elf|elves]], [[goblin]]s or [[animal people]]) to transform into an animal form on the night of a full moon. Sapient creatures bitten by werebeasts are cursed to become werebeasts themselves.{{cite forum|126618}}&lt;br /&gt;
&lt;br /&gt;
Werebeasts may take the form of mammals or reptiles, ranging from the classic [[Wolf|werewolf]], to more exotic things like [[Giraffe|weregiraffes]], [[Lizard|werelizards]], [[Sloth|weresloths]] or [[Gila monster|weregila monsters]]. Also included are some creatures not normally present in the game (werelorises, weremammoths).&lt;br /&gt;
&lt;br /&gt;
The behaviour of vanilla werebeasts in worldgen (i.e. fleeing town upon being cursed, and conducting raids from their new lair) appears to be caused by the cursed individual's beast form having the {{token|NIGHT_CREATURE_HUNTER}} tag; removal of this tag from a generated werebeast extracted from a world.dat file and jimmied into the standard raws caused those cursed to behave no differently from any other unnaturally-immortal individual.&lt;br /&gt;
&lt;br /&gt;
== Characteristics ==&lt;br /&gt;
[[File:weregoat_story.jpg|thumb|350px|&amp;quot;My Captain of the guard, just released from the hospital, transformed into a weregoat while sparring with his soldiers just to instantly get an arm cut off and the head smashed in.&amp;quot;&amp;lt;br /&amp;gt;''Art by Devilingo'']]A number of different types of werebeast curses are procedurally generated at every world creation. Their numbers are normally dependent on world size, but can be directly controlled with [[advanced world generation]] - if you prefer not having to deal with werebeasts, generating a world with &amp;quot;{{tt|Number of Werebeast Curse Types}}&amp;quot; set to {{tt|0}} in advanced world generation will ensure that no werebeasts exist in your world. &lt;br /&gt;
&lt;br /&gt;
There are more kinds of mammal curses (64 possible, though it might leave off some amphibious/bat ones), so it reduces the chances of each specific one to avoid a mammal flood.  The generic lizard is given more weight since it's more vague and presumably encompasses more things. &lt;br /&gt;
&lt;br /&gt;
While procedurally generated, all werebeasts possess certain characteristics in common. They are all [[fanciful]], evil-aligned humanoids taking the shape of an animal who is crazed for blood and flesh, with glowing eyes and a brief description of their skin (&amp;quot;Its charcoal scales are blocky and close-set.&amp;quot;), who are associated with the [[sphere]]s of animals, chaos, moon and night. While intelligent, werebeasts are locked in a [[berserk]] state and will behave accordingly, attacking anything in view. In previous versions of Dwarf Fortress, a berserk werebeast would not attack another werebeast of the same species as themselves, however this behavior currently seems to be broken in fortress mode and transformed werebeasts are truly berserk.&lt;br /&gt;
&lt;br /&gt;
Werebeast transformations, whether from dwarf-to-beast or beast-to-dwarf, will fully restore the unit in question to complete health. Hunger and thirst will both be removed, and injuries (including missing limbs) will be fully healed. Effects induced by insanity are not reversed, however, so berserking soldiers that transform will still not follow orders. &lt;br /&gt;
&lt;br /&gt;
The size of the werebeast is dependent on the nature of its curse, but all are significantly larger than a dwarf, with things like wererhinos and weremammoths being particularly massive. Depending on their starting status and the beast form in question, transformed individuals may receive augmented (or reduced!) strength, agility, recuperation and disease resistance while in monster form, though they often possess slightly lower than average toughness and endurance. All werebeasts possess at least a Talented [[skill]] in [[wrestling]], [[Combat skill|biting, fighting, striking, kicking, dodging]] and [[Observer|observing]], as well as Legendary skill in [[ambusher]]. Additionally, they can [[Amphibious|breathe underwater]], [[No Exert|feel no exertion]], [[No Stun|cannot be stunned]] and are [[No Pain|immune to pain]], nausea, dizziness and fevers. Werebeasts need no food, water or sleep to survive, nor do they need to breathe, meaning they cannot be drowned or strangled. Werebeasts are Level 2 [[building destroyer]]s and are almost completely [[Trapavoid|immune to traps]] while transformed, safely bypassing any sort of [[trap]] set in their way.&lt;br /&gt;
&lt;br /&gt;
If the werebeast cannot use weapons in wereform (i.e. no hands), only the natural abilities of the creature are available for combat. These abilities differ from creature to creature (claws/hooves/venomous bite etc.), but only their bites cause the werebeast curse to be transmitted. Werebeasts have been confirmed to have the ability to arrive at your fortress both armed and stealthed. Some werebeasts possess [[Syndrome|venom]] as well, applying &amp;quot;night sickness&amp;quot; to those who are bitten along with the werebeast curse. &lt;br /&gt;
&lt;br /&gt;
All werebeasts possess a built-in damage resistance against most weapon-grade [[metal]]s which halves the damage taken during combat, save for one randomly chosen metal which the werebeast will instead be 10 times weaker against. Unlike in myth, this weakness isn't restricted to [[silver]], though a werebeast race may indeed be weak to it. There are no means in [[fortress mode]] to learn which metal a given werebeast is weak against during gameplay. In [[adventurer mode]] this information is included in the quest rumor, but an afflicted adventurer can only learn their own weakness [[Wound|the hard way]].&lt;br /&gt;
&lt;br /&gt;
Dwarves will never have [[preferences]] for werebeasts, as they possess no {{token|PREFSTRING}}. They possess an unused [[Pet#Pet value|pet value]] of 2,000.&lt;br /&gt;
&lt;br /&gt;
Killed werebeasts are always listed in a unit's or weapon's kill log as a member of their original race, even if the werebeast was dispatched while in animal form.&lt;br /&gt;
&lt;br /&gt;
===Werebeast types:===&lt;br /&gt;
Here follows a conclusive list of all possible shapes given to a cursed individual. Note that descriptors/colors are randomized upon the curses' generation, so you may encounter &amp;quot;different&amp;quot; werebeasts of the same species in the same world. These descriptors, however, are purely for flavour, and have no gameplay implications.&lt;br /&gt;
&lt;br /&gt;
'''Reptile werebeasts:'''&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-&lt;br /&gt;
|| werechameleon&lt;br /&gt;
|| weregecko&lt;br /&gt;
|| weregilamonster&lt;br /&gt;
|-&lt;br /&gt;
|| wereiguana&lt;br /&gt;
|| werelizard&lt;br /&gt;
|| weremonitor&lt;br /&gt;
|-&lt;br /&gt;
|| wereskink&lt;br /&gt;
|| weretortoise**&lt;br /&gt;
|| wereturtle&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Mammal werebeasts:'''&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-&lt;br /&gt;
|| wereanteater*&lt;br /&gt;
|| wereantelope**&lt;br /&gt;
|| wereape**&lt;br /&gt;
|-&lt;br /&gt;
|| werearmadillo&lt;br /&gt;
|| wereass**&lt;br /&gt;
|| werebadger&lt;br /&gt;
|-&lt;br /&gt;
|| werebear**&lt;br /&gt;
|| werebeaver&lt;br /&gt;
|| werebison*&lt;br /&gt;
|-&lt;br /&gt;
|| werebuffalo&lt;br /&gt;
|| werebull&lt;br /&gt;
|| werecamel**&lt;br /&gt;
|-&lt;br /&gt;
|| werecapybara&lt;br /&gt;
|| werecat&lt;br /&gt;
|| werecavy&lt;br /&gt;
|-&lt;br /&gt;
|| werechinchilla&lt;br /&gt;
|| werecivet*&lt;br /&gt;
|| werecoati&lt;br /&gt;
|-&lt;br /&gt;
|| werecoyote&lt;br /&gt;
|| weredeer&lt;br /&gt;
|| wereelephant&lt;br /&gt;
|-&lt;br /&gt;
|| wereelk&lt;br /&gt;
|| werefox&lt;br /&gt;
|| weregiraffe&lt;br /&gt;
|-&lt;br /&gt;
|| weregoat&lt;br /&gt;
|| weregopher*&lt;br /&gt;
|| werehare&lt;br /&gt;
|-&lt;br /&gt;
|| werehedgehog&lt;br /&gt;
|| werehorse&lt;br /&gt;
|| werehyena&lt;br /&gt;
|-&lt;br /&gt;
|| werejackal&lt;br /&gt;
|| werekangaroo&lt;br /&gt;
|| werekoala&lt;br /&gt;
|-&lt;br /&gt;
|| werelemur*&lt;br /&gt;
|| werellama&lt;br /&gt;
|| wereloris*&lt;br /&gt;
|-&lt;br /&gt;
|| weremammoth*&lt;br /&gt;
|| weremarmot&lt;br /&gt;
|| weremole*&lt;br /&gt;
|-&lt;br /&gt;
|| weremongoose&lt;br /&gt;
|| weremonkey**&lt;br /&gt;
|| weremoose&lt;br /&gt;
|-&lt;br /&gt;
|| weremouse*&lt;br /&gt;
|| wereopossum&lt;br /&gt;
|| werepanda&lt;br /&gt;
|-&lt;br /&gt;
|| werepangolin&lt;br /&gt;
|| werepanther**&lt;br /&gt;
|| werepig&lt;br /&gt;
|-&lt;br /&gt;
|| wereporcupine&lt;br /&gt;
|| wererabbit&lt;br /&gt;
|| wereraccoon&lt;br /&gt;
|-&lt;br /&gt;
|| wererat&lt;br /&gt;
|| wererhinoceros&lt;br /&gt;
|| weresheep&lt;br /&gt;
|-&lt;br /&gt;
|| wereshrew*&lt;br /&gt;
|| wereskunk&lt;br /&gt;
|| weresloth&lt;br /&gt;
|-&lt;br /&gt;
|| weresquirrel&lt;br /&gt;
|| weretapir&lt;br /&gt;
|| werewarthog&lt;br /&gt;
|-&lt;br /&gt;
|| wereweasel&lt;br /&gt;
|| werewolf&lt;br /&gt;
|| werewombat&lt;br /&gt;
|-&lt;br /&gt;
|| werezebra*&lt;br /&gt;
|}&lt;br /&gt;
:&amp;lt;small&amp;gt;*The animal this corresponds to does not actually appear as a normal [[animal]] in ''Dwarf Fortress''.&amp;lt;/small&amp;gt;&lt;br /&gt;
:&amp;lt;small&amp;gt;**This werebeast doesn't correspond clearly to any specific in-game species of animal.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Werebeasts in fortresses==&lt;br /&gt;
In some regions, the full moon will herald the attack of werebeasts upon your fortress and the unwilling transformation of your own citizens into their bestial forms.&lt;br /&gt;
&lt;br /&gt;
If the region has at least one type of werebeast, a werebeast may choose to [[ambush|ambush]] your fortress from the surface, revealing itself only once seen. Unlike most other invaders, werebeasts are only announced on their discovery (triggering a message similar to that of a [[megabeast|megabeast]]), allowing them to get much closer to your fortress than most other threats. Local werebeasts will be announced at the moment of their transformation, but unlike invaders will not pause the game and can therefore slip under the radar if the transformation was unexpected or there was numerous other announcements at the time.&lt;br /&gt;
&lt;br /&gt;
Transformed werebeasts are building destroyers, pathing to and toppling workshops and furniture that may be accessible to them. They will will attack anything they can find for the duration of the full moon - including wildlife, livestock, and the dwarves of your fortress, prioritizing creatures over buildings in their efforts to spread the affliction. &lt;br /&gt;
&lt;br /&gt;
In previous versions, werebeasts of the same beast-species would not be hostile to each other while transformed. This is not currently the case, however, and in the current version it is every beast for themselves. It is therefore generally recommended that individual werebeasts are isolated from the fort (and each other) before their transformation. &lt;br /&gt;
&lt;br /&gt;
Because werebeasts are ambushers (only announcing themselves when found) and are only active for a few days of the month, it's possible for their 'visits' to go completely undetected by members of your fort (though the local wildlife may certainly have noticed). If a werebeast is only spotted after the full moon has ended and it has reverted back to it's normal form, the game will still announce it's discovery, but instead in it's ''current'' form (leading to amusing/terrifying messages such as &amp;quot;The Human (name) has come! A medium-sized creature prone to great ambition.&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
==Defending your fort against werebeasts==&lt;br /&gt;
&lt;br /&gt;
If you have not established an early-detection defensive perimeter (see [[defense guide]] and note, werebeasts are [[trapavoid]]), it is quite likely that if a werebeast attacks, a dwarf will be bitten. The best defense against this is to keep civilians off the surface (unless they are inside high walls), and rely on warning systems to tell you when to trigger a [[Burrow#Civilian_Alerts|civilian alert]] and close your [[bridge|drawbridges]]. A werebeast retains its infectious form for only a few days during the full moon. After that, it reverts to an ordinary humanoid form, and will typically flee.&lt;br /&gt;
&lt;br /&gt;
Warning systems may include [[pasture]]d or [[restraint|restrained]] animals, or outdoor [[statue]]s. If you get notices of toppled statues with no visible cause, it's probable there is a werebeast nearby. Baby werecreatures are neutral, and while you can order your military to kill them, the order will not be followed.&lt;br /&gt;
&lt;br /&gt;
===Infection===&lt;br /&gt;
[[File:Weregiraffe.jpg|thumb|350px|A Weregiraffe infecting dwarves. Note that getting infected doesn't protect the dwarf in question from further attacks.&amp;lt;br /&amp;gt;''Art by [[Zach Adams]]'']]Werebeasts are dangerous opponents, perfectly capable of killing an unarmed dwarf with impunity, but as notification-worthy invaders go they aren't especially terrifying; a few dwarves with modest military training and gear should be able to handle them with few casualties, as will a single elite dwarf in quality steel gear. The real threat they pose, however, is in their bite. If a sentient creature is bitten by a werebeast, and the bite tears fat, skin, or muscle, there is a risk that the said creature becomes infected. If infected, the creature will become a werebeast at the next full moon (see below for schedule). Scratches, bites that merely bruise or dent, and subsequent shaking attacks after a bite will not transmit the curse, and thus are merely as dangerous as any other such assault. Any [[learning]] creature who has [[blood]] and isn't [[undead]] or supernatural can potentially be infected, meaning you could theoretically have things such as [[troglodyte]] or [[troll]] werebeasts, while animals, [[vampire]]s, and [[Mummy|mummies]] are immune to it. &lt;br /&gt;
&lt;br /&gt;
There is no cure. To protect your other dwarves, you should either keep all infected dwarves isolated so they cannot infect your whole fortress, or if you do not want to take care of them, [[expel]] them from the fortress or just kill them.&lt;br /&gt;
&lt;br /&gt;
Infected dwarves will not die of old age{{Verify}} and do not need food and drink. Note that werebeasts can still drink, and the only reason they won't die from dehydration is because they change before they can die, healing wounds and removing thirst. They may go mad, however, so if you want to make them work (or use them for a [[stupid dwarf trick]]) you should try to keep them happy. This can be difficult because werebeasts will not sleep or eat, though they will drink if alcohol is available.&lt;br /&gt;
&lt;br /&gt;
Or maybe you want something exceedingly more [[Fun]] instead? Try the following.&lt;br /&gt;
&lt;br /&gt;
==Infecting your entire fort==&lt;br /&gt;
&lt;br /&gt;
Yes, it is possible. Having only infected dwarves does not end your game.&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
* Super-effective hospital service, your dwarves are fully healed once per month. No need for crutches or anything.&lt;br /&gt;
* No need for food or drink, though you can keep alcohol around for happy thoughts and to avoid alcohol withdrawal&lt;br /&gt;
* No need for beds or bedrooms, other than those for nobles&lt;br /&gt;
* When transformed, civilian dwarves are less vulnerable&lt;br /&gt;
* Dwarves will happily discard their old tattered clothing and pick up fresh clothes every month.&lt;br /&gt;
* Unhappy thoughts are less severe as the process of being bitten and biting others tends to make your dwarves very resilient to tragedy.&lt;br /&gt;
* Go for were-elephants or were-badgers for extra dwarven points&lt;br /&gt;
* Fun&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
* Exceedingly difficult to set up, quite long as well&lt;br /&gt;
* May kill your most important dwarves&lt;br /&gt;
* When transformed, fortress activity grinds to a halt, and for a few days afterwards as civilians run around finding new clothing&lt;br /&gt;
* Werebeasts are building destroyers, so you'll constantly need to remake workshops and most furniture&lt;br /&gt;
* Trading is especially difficult&lt;br /&gt;
* Will cause issues with military when transformed: transformation removes all armor, though they will hold onto their weapons, shields, and even quivers/bolts during transformation.&lt;br /&gt;
* May be exceedingly fun for [[Thought|dwarven]] [[Tantrum|sanity]]... but then again you ''were'' looking for fun in the first place&lt;br /&gt;
&lt;br /&gt;
There are several ways to attempt to infect your whole fort, some with higher success rates than others. The trick is to have your uncursed dwarves be bitten but not die, and also to have your cursed dwarves survive any retribution. Delaying the release of the werebeast until near the end of the full moon will reduce the chances of the situation spiralling out of control (though it will also reduce the rate of infection).&lt;br /&gt;
&lt;br /&gt;
One method is to equip a squad of dwarves with training weapons and send them to an isolated area with one or two of your werebeasts. Ideally the dwarves who get injured will back away while the others hold back the werebeast. In reality it can be hard to balance the battle, which leads to either the werebeast killing off the injured dwarves or being pummeled into submission without spreading his curse. The main problem is when an attack by either the werebeast or a dwarf happens at the moment of transformation, it is considered a dwarf-on-dwarf attack, which leads to a minor [[loyalty cascade]]. &lt;br /&gt;
&lt;br /&gt;
Another method is to simply lock a werebeast in a room with a civilian(s) and hope that the civilian survives long enough for the werebeast to turn back. This reduces (but does not eliminate) the chance of a loyalty cascade, because only the werebeast is attacking. The main problem is that werebeasts become legendary fighters/wrestlers very quickly and are more than capable of killing/fatally wounding half a dozen dwarves in a single transformation.&lt;br /&gt;
&lt;br /&gt;
The most successful method discovered is to lock a werebeast in a room with civilians, but be sure the room is completely covered in cage traps. Many injuries inflicted by werebeasts can knock a dwarf unconscious due to pain or strangulation, and an unconscious dwarf will be trapped by a cage trap. In the cage, dwarves are free to recover from their wounds, safe from any further attacks. In addition, a dwarf who is released from a cage gets an enormous happiness boost that will help him cope with the loss of family and friends who were not so lucky. Further improvements to this technique, such as assigning the uncursed to squads with no uniform (or just a helmet) that replaces clothing in order to allow every bite to break the skin, have pushed successful conversion rates to near 50%. It is also recommended to release dwarves from their cages immediately (via constructing the cages and attaching them to a lever) to prevent insanity due to unhappiness.&lt;br /&gt;
&lt;br /&gt;
==Werebeast military==&lt;br /&gt;
&lt;br /&gt;
A somewhat less drastic (though potentially even more [[fun]]) option is to start a werebeast super-soldier breeding program. Some werebeasts can hold and use weapons in wereform, and whatever combat skills they have as dwarves also apply while transformed. Being infected gives dwarves a large increase to their physical attributes (which can still be increased further, unlike vampires), and they need not worry about being wounded in combat as long as they survive until their next transformation. Add to this the wereform's large size of 80000 and inability to feel pain, which partially makes up for its lack of armor, and you end up with a potentially devastating military force, if you can manage to keep them from murdering each other and the rest of your fortress. &lt;br /&gt;
&lt;br /&gt;
Were-soldiers are mostly useful when their wereform is of a variety that can use weapons and preferably also shields, which obviously requires hands of some sort. Weregophers, for example, can use either a shield or a one-handed weapon, but not both, and may even equip crossbows as well as quivers and bolts. It is unknown if dwarves in wereform can wield weapons that are normally too large for them, such as pikes. If they cannot use weapons they may still be useful as soldiers if their wereform is of the dangerous sort, for example in the case of werelions &amp;lt;s&amp;gt;and tigers and bears&amp;lt;/s&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Transformed military dwarves respect their stations, alerts and uniforms (when applicable) and ignore the civilian alert, but will still attack anything they regard as an enemy, such as their fellow dwarves or any destroyable buildings. They must therefore be kept away from the rest of the fortress with walls and bridges, as they will destroy any non-artifact doors. Note that as of 40.24 there is a nasty bug which lets sparring dwarves teleport through 1-tile walls, so make sure the walls to their prison are at least 2 tiles thick, and install two 1-tile bridges connected to one lever as a door. Bonus points if you also install a dump chute in the room to give them new weapons and booze. Designate a stockpile under the chute, set it to take from links only, disable bins and set it to allow booze, empty barrels, weapons, shields and possibly ammo. Supplying the were-soldiers with booze both keeps them happy and prevents them from wandering into your fortress to look for it. Be aware that they can and will jump out of a hole directly above them, so either make the chute at least 2 z-levels high and smooth the walls, or keep it firmly locked with a hatch cover.&lt;br /&gt;
&lt;br /&gt;
Once their containment room has been built, add a piece of furniture, designate a large barracks from it and set them to train there. The were-soldiers will destroy the barracks while transformed unless it is an artifact, so wall it in after the room has been defined. Remember to use 2-tile thick walls because of the sparring bug above.&lt;br /&gt;
&lt;br /&gt;
An important thing to remember is the following: If two or more transformed dwarves have any sort of active military order (either from an alert or direct orders), and can see each other at the moment they change ''back'' from wereform, then they will instantly begin fighting to the death, causing a loyalty cascade. To avoid this, either train your were-soldiers alone in separate rooms (slower due to lack of sparring), or make sure to set their alert to Inactive and cancel all their orders before they change back to dwarves. Once they've changed back, they can be set to train or given orders again. If they do start fighting each other, canceling all their orders and setting them to Inactive will make them stop. &lt;br /&gt;
&lt;br /&gt;
The soldiers will not train while transformed, but if they were sparring during the transformation they will continue to spar in wereform, which can be entertaining to watch. The combat log for sparring dwarves in wereform will be gray instead of the normal cyan.&lt;br /&gt;
&lt;br /&gt;
==Transformation dates==&lt;br /&gt;
&lt;br /&gt;
There are exactly thirteen full moons in [[Calendar|a dwarven year]], so werebeasts transform on exactly the same dates every year:&lt;br /&gt;
&lt;br /&gt;
*25th Granite (XX-01-25)&lt;br /&gt;
*23rd Slate (XX-02-23) &lt;br /&gt;
*21st Felsite (XX-03-21)&lt;br /&gt;
*19th Hematite (XX-04-19)&lt;br /&gt;
*17th Malachite (XX-05-17)&lt;br /&gt;
*15th Galena (XX-06-15)&lt;br /&gt;
*13th Limestone (XX-07-13)&lt;br /&gt;
*11th Sandstone (XX-08-11)&lt;br /&gt;
*8th Timber (XX-09-08)&lt;br /&gt;
*6th Moonstone (XX-10-06)&lt;br /&gt;
*4th Opal (XX-11-04)&lt;br /&gt;
*2nd Obsidian (XX-12-02)&lt;br /&gt;
*28th Obsidian (XX-12-28)&lt;br /&gt;
&lt;br /&gt;
==Werebeasts in adventure mode==&lt;br /&gt;
In adventurer mode, werebeasts are usually found living in small lairs on the edges of civilization. Young adventurers will often be called upon to slay them, with instructions along the line of 'he assumes a bestial form' along with a description of what type of metal they are vulnerable to. However, as long as they are not visited on the night of their transformation, they are just common peasants, and can be dispatched easily. It would behoove these individuals to hide themselves among townsfolk, but what can ya do?&lt;br /&gt;
&lt;br /&gt;
===Becoming a werebeast===&lt;br /&gt;
To become a werebeast, you must either happen upon a werebeast in its beastly form or seek one out on the night of their transformation. The most safe and certain way to permit an infectious werebite is to remove all upper body armor, and only torso armor. The torso is the easiest target and it can sustain more damage than limbs. Getting an appendage bitten or shaken off has a lower probability of penetrating the bloodstream than a bite to the chest area.&lt;br /&gt;
&lt;br /&gt;
Note if you select a form for its advantages: the werebeast form doesn't guarantee the stat ranges their animal type may imply; those are generated completely independently. The beast form only confers a proportionate size/mass increase, the tissue layer materials, and all their attack types.&lt;br /&gt;
&lt;br /&gt;
{{new in v0.42}}&lt;br /&gt;
It is additionally possible to become a werebeast by toppling statues of your god(s) in a temple or sanctuary. Walk up to the statue and topple it with {{K|u}} then {{K|a}}. Toppling a statue in this way will lead you to be cursed: the curse will be either werebeast or [[DF2014:Vampire|vampirism]]. As of v0.47.01, toppling statues unrelated to your religion no longer has any effect.  A simpler way to obtain a werebeast curse is to roll divination [[dice]] to the point of angering the gods. Once you get a message urging you not to tempt fate, another roll of the dice will bestow upon you a curse. Which curse you get appears to be randomly decided at the time you topple the statue or roll the dice. Reloading the game and repeating the process often gives the alternate curse.&lt;br /&gt;
&lt;br /&gt;
If you become a werebeast and transform in adventure mode, you can pick up your weapon and shield that were dropped in the transformation, but, seeing as almost all werebeasts seem to have a minimum body size of about 80000, armor will become too [[Clothing#Size|small]] for you to fit into. Hauled items will also be dropped on Fast Travel.&lt;br /&gt;
&lt;br /&gt;
===Implications of being an adventuring werebeast===&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
*Every full moon all injuries are instantly healed, then again when the phase ends.&lt;br /&gt;
*Potential increase to all physical stats, likely increase to all physical stat maximums (your mileage may vary; sometimes base and maximum stats are ''lower'' than your normal form.)&lt;br /&gt;
*Increase in mass that scales up with animal's base size (eg a smaller creature adds a marginal amount, a larger creature may gain mass in the 100ks.)&lt;br /&gt;
*Acquire all the animal's traits including swim/climb/crawl rates, innate swimming, physical attacks such as hoof or horn, tissue layer properties such as scales or thick hide.&lt;br /&gt;
&lt;br /&gt;
'''Cons:''' &lt;br /&gt;
*Attacked if you visit any towns during your transformation. Automatically hostile with everyone except werebeasts of your own species.&lt;br /&gt;
*Having to re-equip yourself every transformation unless transformed size is similar enough to your race's size. Non-leather clothing will be destroyed on any transformation regardless of size difference.&lt;br /&gt;
*If enemies are wielding weapons of a material your new form is weak against, damage taken can be devastating.&lt;br /&gt;
*Werebeast form often starts relatively weaker, and its maximum potential may be less than normal form.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
&lt;br /&gt;
* Ordering your military to kill an infected dwarf may trigger a [[loyalty cascade]], potentially making every single dwarf of the fortress hostile to all others {{Bug|0003259}}.  To prevent this, it's safer to dispose of the infected by [[Unfortunate accident|other means]], like quarantining them via forbidden doors on hospitals fitted with… [[Drowning chamber|hygienic measures]].&lt;br /&gt;
&lt;br /&gt;
* On first transformation an afflicted character's birth year and time can be set back hundreds to thousands of years {{Bug|0005835}}. This can occur from infection by bite or direct deity curse.&lt;br /&gt;
&lt;br /&gt;
* Infected invaders don't attack the rest of the invasion force when they turn.{{bug|10014}}&lt;br /&gt;
&lt;br /&gt;
* Regardless of whether or not their original race is known, a unit's kill list will always show a defeated werebeast as a member of their starting race, even if transformed. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
Sometimes a werebeast arrives in humanoid form, and the game then announces the arrival of a normal, intelligent creature as if it was some terrible beast. The naked, confused creature usually runs away, probably scared by your dwarves' laughter.&lt;br /&gt;
&lt;br /&gt;
Unlike other werebeasts, werehedgehogs have shown the ability to unnaturally stretch their limbs out for extra mobility, and often attempt to steal rings from your stockpiles.&lt;br /&gt;
&lt;br /&gt;
{{Translation| dwarven = senelfer | elvish = riviìle | goblin = bemkåbu | human = hixursuku}}&lt;br /&gt;
{| {{listboxformat|class=gamedata}}&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; style=&amp;quot;border: 1px solid #72A329; font-weight:bold; background-color: #bd8; padding-left: 1em; padding-right: 1em; width:100%; display:table-cell&amp;quot; | Example raws (as extracted from world.dat)&lt;br /&gt;
|- style=&amp;quot;text-align: left; display:table-cell; &amp;quot;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;overflow:auto; max-width:800px&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;gamedata-content&amp;quot; style=&amp;quot;font-family: monospace; font-size:1.25em; white-space:pre;&amp;quot;&amp;gt;[OBJECT:CREATURE]&lt;br /&gt;
&lt;br /&gt;
[CREATURE:NIGHT_CREATURE_32]&lt;br /&gt;
	[NAME:wereskink:wereskinks:wereskink]&lt;br /&gt;
	[CASTE_NAME:wereskink:wereskinks:wereskink]&lt;br /&gt;
	[GENERATED]&lt;br /&gt;
	[ATTACK_TRIGGER:20:0:0]&lt;br /&gt;
	[NIGHT_CREATURE_HUNTER]&lt;br /&gt;
	[CAN_LEARN]&lt;br /&gt;
	[CAN_SPEAK]&lt;br /&gt;
	[NO_GENDER]&lt;br /&gt;
	[BONECARN]&lt;br /&gt;
	[CRAZED]&lt;br /&gt;
	[PHYS_ATT_RANGE:STRENGTH:1000:1150:1250:1500:2000:2250:2500]&lt;br /&gt;
	[PHYS_ATT_RANGE:AGILITY:1000:1150:1250:1500:2000:2250:2500]&lt;br /&gt;
	[PHYS_ATT_RANGE:TOUGHNESS:850:900:950:1000:1050:1100:1150]&lt;br /&gt;
	[PHYS_ATT_RANGE:ENDURANCE:850:900:950:1000:1050:1100:1150]&lt;br /&gt;
	[PHYS_ATT_RANGE:RECUPERATION:450:1050:1150:1250:1350:1550:2250]&lt;br /&gt;
	[PHYS_ATT_RANGE:DISEASE_RESISTANCE:700:1300:1400:1500:1600:1800:2500]&lt;br /&gt;
	[MENT_ATT_RANGE:ANALYTICAL_ABILITY:1250:1500:1750:2000:2500:3000:5000]&lt;br /&gt;
	[MENT_ATT_RANGE:FOCUS:1250:1500:1750:2000:2500:3000:5000]&lt;br /&gt;
	[MENT_ATT_RANGE:WILLPOWER:1250:1500:1750:2000:2500:3000:5000]&lt;br /&gt;
	[MENT_ATT_RANGE:PATIENCE:0:333:666:1000:2333:3666:5000]&lt;br /&gt;
	[MENT_ATT_RANGE:MEMORY:1250:1500:1750:2000:2500:3000:5000]&lt;br /&gt;
	[MENT_ATT_RANGE:LINGUISTIC_ABILITY:450:1050:1150:1250:1350:1550:2250]&lt;br /&gt;
	[MENT_ATT_RANGE:MUSICALITY:0:333:666:1000:2333:3666:5000]&lt;br /&gt;
	[MENT_ATT_RANGE:SOCIAL_AWARENESS:700:1300:1400:1500:1600:1800:2500]&lt;br /&gt;
	[PERSONALITY:BASHFUL:0:0:0]&lt;br /&gt;
	[PERSONALITY:STRESS_VULNERABILITY:0:0:0]&lt;br /&gt;
	[PERSONALITY:FRIENDLINESS:0:0:0]&lt;br /&gt;
	[PERSONALITY:DISDAIN_ADVICE:100:100:100]&lt;br /&gt;
	[PERSONALITY:CHEER_PROPENSITY:0:0:0]&lt;br /&gt;
	[PERSONALITY:GRATITUDE:0:0:0]&lt;br /&gt;
	[PERSONALITY:TRUST:0:0:0]&lt;br /&gt;
	[PERSONALITY:ALTRUISM:0:0:0]&lt;br /&gt;
	[PERSONALITY:CRUELTY:100:100:100]&lt;br /&gt;
	[NATURAL_SKILL:WRESTLING:6]&lt;br /&gt;
	[NATURAL_SKILL:BITE:6]&lt;br /&gt;
	[NATURAL_SKILL:GRASP_STRIKE:6]&lt;br /&gt;
	[NATURAL_SKILL:STANCE_STRIKE:6]&lt;br /&gt;
	[NATURAL_SKILL:MELEE_COMBAT:6]&lt;br /&gt;
	[NATURAL_SKILL:DODGING:6]&lt;br /&gt;
	[NATURAL_SKILL:SITUATIONAL_AWARENESS:6]&lt;br /&gt;
	[NATURAL_SKILL:SNEAK:20]&lt;br /&gt;
	[DIFFICULTY:1]&lt;br /&gt;
	[LAIR:SIMPLE_BURROW:50]&lt;br /&gt;
	[NO_DRINK]&lt;br /&gt;
	[NO_EAT]&lt;br /&gt;
	[NO_SLEEP]&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;
	[LARGE_PREDATOR]&lt;br /&gt;
	[EVIL]&lt;br /&gt;
	[SUPERNATURAL]&lt;br /&gt;
	[FANCIFUL]&lt;br /&gt;
	[AMPHIBIOUS]&lt;br /&gt;
	[PETVALUE:2000]&lt;br /&gt;
	[GRASSTRAMPLE:20]&lt;br /&gt;
	[BUILDINGDESTROYER:2]&lt;br /&gt;
	[ALL_ACTIVE]&lt;br /&gt;
	[SWIMS_INNATE]&lt;br /&gt;
	[TRAPAVOID]&lt;br /&gt;
	[NOPAIN]&lt;br /&gt;
	[NOSTUN]&lt;br /&gt;
	[NONAUSEA]&lt;br /&gt;
	[NOFEAR]&lt;br /&gt;
	[NOEXERT]&lt;br /&gt;
	[NO_DIZZINESS]&lt;br /&gt;
	[NO_FEVERS]&lt;br /&gt;
	[MATERIAL_FORCE_MULTIPLIER:INORGANIC:STEEL:10:1]&lt;br /&gt;
	[GENERAL_MATERIAL_FORCE_MULTIPLIER:1:2]&lt;br /&gt;
	[LARGE_PREDATOR]&lt;br /&gt;
	[SPHERE:ANIMALS]&lt;br /&gt;
	[SPHERE:CHAOS]&lt;br /&gt;
	[SPHERE:MOON]&lt;br /&gt;
	[SPHERE:NIGHT]&lt;br /&gt;
	[BODY_SIZE:0:0:83000]&lt;br /&gt;
	[CRTEATURE_TILE:165]&lt;br /&gt;
	[BODY:RCP_UPPER_BODY:RCP_LOWER_BODY:RCP_NECK:RCP_HEAD:RCP_TWO_PART_ARMS:RCP_TWO_PART_LEGS:RCP_TAIL:RCP_4_FINGERS:RCP_4_TOES:RCP_2_EYES:RCP_LUNGS:RCP_HEART:RCP_GUTS:RCP_THROAT:RCP_SPINE:RCP_UPPER_SPINE:RCP_BRAIN:RCP:SKULL:RCP_MOUTH:RCP_TONGUE:RCP_TEETH:RCP_RIBS:RCP_2_EYELIDS]&lt;br /&gt;
	[CANOPENDOORS]&lt;br /&gt;
	[EQUIPS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_MATERIALS]&lt;br /&gt;
		[REMOVE_MATERIAL:SKIN]&lt;br /&gt;
		[REMOVE_MATERIAL:HAIR]&lt;br /&gt;
		[USE_MATERIAL_TEMPLATE:SCALE:SCALE_TEMPLATE]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_TISSUES]&lt;br /&gt;
		[REMOVE_TISSUE:SKIN]&lt;br /&gt;
		[REMOVE_TISSUE:HAIR]&lt;br /&gt;
		[USE_TISSUE_TEMPLATE:SCALE:SCALE_TEMPLATE]&lt;br /&gt;
	[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SCALE:FAT:MUSCLE:BONE:CARTILAGE]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:HUMANOID_HEAD_POSITIONS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:HUMANOID_RELSIZES]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]&lt;br /&gt;
	[TENDRONS:LOCAL_CREATURE_MAT:SINEW:200]&lt;br /&gt;
	[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]&lt;br /&gt;
	[HAS_NERVES]&lt;br /&gt;
	[NOBREATHE]&lt;br /&gt;
	[HOMEOTHERM:10040]&lt;br /&gt;
	[SELECT_MATERIAL:SCALE]&lt;br /&gt;
		[STATE_COLOR:ALL_SOLID:CHARCOAL]&lt;br /&gt;
	[NO_UNIT_TYPE_COLOR]&lt;br /&gt;
	[COLOR:6:0:0]&lt;br /&gt;
	[SELECT_MATERIAL:EYE]&lt;br /&gt;
		[STATE_COLOR:ALL:BLUE]&lt;br /&gt;
	[GLOWTILE:'&amp;quot;']&lt;br /&gt;
	[GLOWCOLOR:1:0:1]&lt;br /&gt;
	[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]&lt;br /&gt;
	 [PLUS_TISSUE_LAYER:SCALE:BY_CATEGORY:THROAT]&lt;br /&gt;
		[TL_MAJOR_ARTERIES]&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;
	[USE_MATERIAL_TEMPLATE:CLAW:NAIL_TEMPLATE]&lt;br /&gt;
	[USE_TISSUE_TEMPLATE:CLAW:CLAW_TEMPLATE]&lt;br /&gt;
	[TISSUE_LAYER:BY_CATEGORY:FINGER:CLAW:FRONT]&lt;br /&gt;
	[TISSUE_LAYER:BY_CATEGORY:TOE:CLAW:FRONT]&lt;br /&gt;
	[ATTACK:PUNCH:BODYPART:BY_TYPE:GRASP]&lt;br /&gt;
		[ATTACK_SKILL:GRASP_STRIKE]&lt;br /&gt;
		[ATTACK_VERB:punch:punches]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
		[ATTACK_PREPARE_AND_RECOVER:2:2]&lt;br /&gt;
		[ATTACK_FLAG_WITH]&lt;br /&gt;
		[ATTACK_PRIORITY:SECOND]&lt;br /&gt;
	[ATTACK:KICK:BODYPART:BY_TYPE:STANCE]&lt;br /&gt;
		[ATTACK_SKILL:STANCE_STRIKE]&lt;br /&gt;
		[ATTACK_VERB:kick:kicks]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
		[ATTACK_PREPARE_AND_RECOVER:2:2]&lt;br /&gt;
		[ATTACK_FLAG_WITH]&lt;br /&gt;
		[ATTACK_PRIORITY:SECOND]&lt;br /&gt;
		[ATTACK_FLAG_BAD_MULTIATTACK]&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_PREPARE_AND_RECOVER:2:2]&lt;br /&gt;
		[ATTACK_FLAG_EDGE]&lt;br /&gt;
		[ATTACK_PRIORITY:MAIN]&lt;br /&gt;
		[ATTACK_FLAG_CANLATCH]&lt;br /&gt;
		[SPECIALATTACK_INTERACTION:DEITY_CURSE_WEREBEAST_10_BITE]&lt;br /&gt;
	[ATTACK:FSCRATCH:BY_TYPE:GRASP: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_PREPARE_AND_RECOVER:2:2]&lt;br /&gt;
		[ATTACK_FLAG_EDGE]&lt;br /&gt;
		[ATTACK_PRIORITY:SECOND]&lt;br /&gt;
	[ATTACK:TSCRATCH:BY_TYPE:STANCE:BY_CATEGORY:ALL:CLAW]&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_PREPARE_AND_RECOVER:2:2]&lt;br /&gt;
		[ATTACK_FLAG_EDGE]&lt;br /&gt;
		[ATTACK_PRIORITY:SECOND]&lt;br /&gt;
		[ATTACK_FLAG_BAD_MULTIATTACK]&lt;br /&gt;
	[GAIT:SWIM:Maximum Swim Speed:725:10:3:2175:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]&lt;br /&gt;
	[GAIT:SWIM:Faster Swim:1450:5:3:2175:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]&lt;br /&gt;
	[GAIT:SWIM:Fast Swim:2175:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]&lt;br /&gt;
	[GAIT:SWIM:Swim:2900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:SWIM:Slow Swim:3900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:SWIM:Creeping Swim:5900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:WALK:Sprint:212:10:3:637:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]&lt;br /&gt;
	[GAIT:WALK:Run:425:5:3:637:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]&lt;br /&gt;
	[GAIT:WALK:Jog:600:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]&lt;br /&gt;
	[GAIT:WALK:Walk:850:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:WALK:Stroll:1800:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:WALK:Creep:2750:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:CRAWL:Scramble:225:10:3:675:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]&lt;br /&gt;
	[GAIT:CRAWL:Faster Crawl:450:5:3:675:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]&lt;br /&gt;
	[GAIT:CRAWL:Fast Crawl:675:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]&lt;br /&gt;
	[GAIT:CRAWL:Crawl:900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:CRAWL:Slow Crawl:1900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:CRAWL:Creep:2900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:CLIMB:Scramble:225:10:3:675:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]&lt;br /&gt;
	[GAIT:CLIMB:Faster Climb:450:5:3:675:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]&lt;br /&gt;
	[GAIT:CLIMB:Fast Climb:675:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]&lt;br /&gt;
	[GAIT:CLIMB:Climb:900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:CLIMB:Slow Climb:1900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:CLIMB:Creep:2900:NO_BUILD_UP:0]&lt;br /&gt;
	[DESCRIPTION:A large skink twisted into humanoid form. It is crazed for blood and flesh. Its eyes glow blue. Its charcoal scales are blocky and close-set. Now you will know why you fear the night.]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[OBJECT:INTERACTION]&lt;br /&gt;
&lt;br /&gt;
[INTERACTION:DEITY_CURSE_WEREBEAST_10_BITE]&lt;br /&gt;
	[GENERATED]&lt;br /&gt;
	[I_SOURCE:ATTACK]&lt;br /&gt;
		[IS_HIST_STRING_1: bit ]&lt;br /&gt;
		[IS_HIST_STRING_2:, passing on the skink monster curse]&lt;br /&gt;
	[I_TARGET:A:CREATURE]&lt;br /&gt;
		[IT_LOCATION:CONTEXT_CREATURE]&lt;br /&gt;
		[IT_REQUIRES:CAN_LEARN]&lt;br /&gt;
		[IT_REQUIRES:HAS_BLOOD]&lt;br /&gt;
		[IT_FORBIDDEN:NOT_LIVING]&lt;br /&gt;
		[IT_FORBIDDEN:SUPERNATURAL]&lt;br /&gt;
		[IT_CANNOT_HAVE_SYNDROME_CLASS:WERECURSE]&lt;br /&gt;
		[IT_CANNOT_HAVE_SYNDROME_CLASS:VAMPCURSE]&lt;br /&gt;
		[IT_CANNOT_HAVE_SYNDROME_CLASS:DISTURBANCE_CURSE]&lt;br /&gt;
		[IT_CANNOT_HAVE_SYNDROME_CLASS:RAISED_UNDEAD]&lt;br /&gt;
		[IT_CANNOT_HAVE_SYNDROME_CLASS:RAISED_GHOST]&lt;br /&gt;
		[IT_CANNOT_HAVE_SYNDROME_CLASS:GHOUL]&lt;br /&gt;
	[I_EFFECT:ADD_SYNDROME]&lt;br /&gt;
		[IE_TARGET:A]&lt;br /&gt;
		[IE_IMMEDIATE]&lt;br /&gt;
		[SYNDROME]&lt;br /&gt;
			[SYN_CONCENTRATION_ADDED:1000:0]&lt;br /&gt;
			[SYN_CLASS:WERECURSE]&lt;br /&gt;
			[CE_BODY_TRANSFORMATION:START:16800:ABRUPT]&lt;br /&gt;
			[CE:CREATURE:NIGHT_CREATURE_32:DEFAULT]&lt;br /&gt;
			[CE:PERIODIC:MOON_PHASE:27:0]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
{{Military}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
[[ru:Werebeast]]&lt;/div&gt;</summary>
		<author><name>Feather</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Refuse&amp;diff=255123</id>
		<title>Refuse</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Refuse&amp;diff=255123"/>
		<updated>2020-10-01T05:38:59Z</updated>

		<summary type="html">&lt;p&gt;Feather: note on corpse stockpile, vs refuse stockpile with corpses enabled&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
[[Image:RefuseStockpile.png|right|thumb|240px|A refuse stockpile of a dwarven fortress after a goblin siege. The pond turtle shells ({{Raw Tile|²|2:0}}) suggest that the fisherdwarves may have been the first victims of it.]]&lt;br /&gt;
&lt;br /&gt;
'''Refuse''', though generally garbage, is anything which can be stored in a refuse [[stockpile]] ({{k|p}}-{{k|r}}). Such stockpiles will accept:&lt;br /&gt;
&lt;br /&gt;
* [[Corpse]]s, bodyparts and bodily remains of any non-sentient [[creatures]], including things like heads, teeth, and feathers (note that the corpses of undead creatures seem to count as non-sapient even if the living versions clearly would be, and they seem to end up in the refuse section of a corpse stockpile instead of a dedicated corpse stockpile. This is presumably a bug). &lt;br /&gt;
* By-products of the [[meat industry|meat]] and [[fishing industry|fishing]] industries ([[bones]], raw hide, [[shell]]s)&lt;br /&gt;
* Things which are rotten (rotten meat, rotten meals, rotten raw hide)&lt;br /&gt;
* Things the dwarves have no further use for (withered plants, damaged furniture, [[Wear|tattered]] clothes)&lt;br /&gt;
* [[Vermin]] remains&lt;br /&gt;
&lt;br /&gt;
Note: Storing clothes or armor in a stockpile with the refuse category enabled will cause them to wear out very quickly.&lt;br /&gt;
&amp;lt;br clear=left/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Uses for refuse ==&lt;br /&gt;
Despite the name &amp;quot;refuse&amp;quot;, some items can be valuable resources for dwarven industries:&lt;br /&gt;
&lt;br /&gt;
===[[Bone]]s===&lt;br /&gt;
A single bone can be used to make a stack of bone [[bolt]]s [5], a bone [[crossbow]], 1-3 bone [[craft]]s, or a bone [[decoration]]. Multiple bones can be used to make bone [[armor]] (no breastplates, mailshirts or boots). A stack of bones may be required for some [[strange mood]] creations. &lt;br /&gt;
===[[Skin|Raw hides]]===&lt;br /&gt;
A raw hide from any size of creature can be tanned at a [[Tanner's shop|tannery]] to produce a single unit of [[leather]]. Leather can be used to make leather clothes, leather armor, leather crafts, [[Equipment#Quivers|quivers]], [[Equipment#Backpacks|backpacks]], [[DF2012:Flask|waterskins]], [[Armor#Shield|shields]], and [[decoration]]s. Leather may be required for some [[strange mood]] creations.&lt;br /&gt;
&lt;br /&gt;
===[[Wool]]===&lt;br /&gt;
Butchering or [[Shearer|shearing]] sheep, llamas or alpacas produces a stack of wool. Each unit of wool can be spun into yarn thread at a [[farmer's workshop]]. Yarn thread can then be woven into cloth and used to produce clothes, crafts, and decorations. Woolen cloth may be required for some [[strange mood]] creations.&lt;br /&gt;
&lt;br /&gt;
===[[Hair]]===&lt;br /&gt;
The hair of butchered creatures (e.g. [[horse]]s or [[cow|cattle]]) can be spun into [[thread]], too, although such thread can only be used in [[healthcare]], [[bookbinding]], and [[trade]].&lt;br /&gt;
&lt;br /&gt;
===Teeth, ivory, and horn===&lt;br /&gt;
These items can be processed by a [[bone carver]] to produce crafts and decorations.&lt;br /&gt;
&lt;br /&gt;
===[[Shell]]s===&lt;br /&gt;
Shells can be used to produce a few types of [[armor]], crafts, and decorations. Shells may also be required for some [[strange mood]] creations.&lt;br /&gt;
&lt;br /&gt;
===[[Skull]]s===&lt;br /&gt;
The skulls of kittens, poultry and other creatures don't need to lie uselessly in your refuse stockpile. Your [[bone carver]] can use them to make [[totem]]s, a trade good.&lt;br /&gt;
&lt;br /&gt;
===Sapient corpses===&lt;br /&gt;
While sapient corpses are still listed as a subcategory of refuse stockpiles, your dwarves may refuse to place them there - instead preferring to use a [[corpse]] stockpile. This does not seem to apply to the formerly-undead, however, which for some reason get placed in the corpse section of a refuse stockpile instead of the dedicated corpse stockpile. This distinction is presumably a bug. &lt;br /&gt;
&lt;br /&gt;
Dwarves that come across the corpse of a sapient creature tend to be horrified unless the dwarf has a high level of [[discipline]], cancelling their job and giving the dwarf [[Thought#Injury_and_death|bad thoughts]], so it's generally best to keep corpse stockpiles out of obvious view. Horrified merchants will also scuttle their wagons, drop their merchandise, and flee {{bug|7185}}, which may be undesirable as there can be diplomatic penalties associated with a merchant losing goods. &lt;br /&gt;
&lt;br /&gt;
Being horrified will also give a small amount of experience towards the [[discipline]] skill so it's possible to exploit corpse stockpiles to increase the discipline of your dwarves, though this is generally ill-advised due to the high likelihood of [[Insanity|fun]]. &lt;br /&gt;
&lt;br /&gt;
== Refuse Stockpiles ==&lt;br /&gt;
&lt;br /&gt;
A refuse stockpile works just like any other [[stockpile]] and is different from a [[Activity zone#Garbage dump|garbage dump]] zone (which accepts items explicitly marked to be dumped). The standard predefined refuse stockpile (designated by {{k|p}}-{{k|r}}) includes all types of refuse. Customized [[Stockpile#Stockpile_Settings|stockpiles]] can allow you to sort out the usable &amp;quot;refuse&amp;quot;, the rotting refuse, the unusable but not rotting refuse, or even the [[Siege#Necromancer_sieges|reanimatable]] refuse. Disabling certain types of refuse in all refuse stockpiles will cause those items to accumulate wherever they are produced (eg. bones in the butcher shop) instead of tying up stockpile space.&lt;br /&gt;
&lt;br /&gt;
== Avoiding Miasma ==&lt;br /&gt;
&lt;br /&gt;
Some types of refuse rot, and rotting refuse produces [[miasma]] when in a subterranean tile. To avoid the miasma, you can [[garbage disposal|destroy refuse]] before it rots, or store rotting refuse in a {{DFtext|Light|6:1}} and {{DFtext|Above Ground|2:1}} tile (see [[tile attributes]]). A refuse pile on the surface works, as does exposing any part of your fortress' {{DFtext|Inside |6:0}}{{DFtext|Dark Subterranean|0:1}} tiles to sunlight and then covering them with constructed floors or walls. Such tiles will remain {{DFtext|Light |6:1}}{{DFtext|Above Ground|2:1}} and thus the refuse stored there will not generate any miasma.&lt;br /&gt;
&lt;br /&gt;
== Refuse collection options ==&lt;br /&gt;
{{main|Standing orders}}&lt;br /&gt;
&lt;br /&gt;
Refuse items lying outside your fortress will be ignored by default. You can toggle collection of &amp;quot;outside&amp;quot; refuse in the [[standing orders]] menu ({{k|o}}-{{k|r}}-{{k|o}}). Note that this setting also controls the collection of &amp;quot;[[dump]]ed&amp;quot; items outside your fortress.&lt;br /&gt;
[[ru:Refuse]]&lt;/div&gt;</summary>
		<author><name>Feather</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Strange_mood&amp;diff=255119</id>
		<title>DF2014 Talk:Strange mood</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Strange_mood&amp;diff=255119"/>
		<updated>2020-10-01T01:07:27Z</updated>

		<summary type="html">&lt;p&gt;Feather: /* Werebeasts */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==&amp;quot;Totally ecstatic for a few months&amp;quot;==&lt;br /&gt;
The page mentions that creating an artifact makes dwarves totally ecstatic for a few months. With the new stress system this is no longer accurate, but I am not very well-versed in how the new system works so I would like to request somebody else looks into the effects making an artifact has on dwarves in the current version. --[[Special:Contributions/2A02:1810:AC03:5E00:38BF:4F3C:7B9E:790D|2A02:1810:AC03:5E00:38BF:4F3C:7B9E:790D]] 19:11, 15 December 2015 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Foreign weapons==&lt;br /&gt;
A moody dwarf with a preference for large daggers create a large cave crocodile bone dagger in my fort. My civilization is not capable of producing large daggers, so I suppose it's confirmed that preferences can allow item types that couldn't otherwise be chosen.--[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 18:47, 22 February 2015 (UTC)&lt;br /&gt;
&lt;br /&gt;
Yep. My king, a clothier, created an artifact face veil.--[[User:Feb Rainyworks|Feb Rainyworks]] 13 June 2015&lt;br /&gt;
&lt;br /&gt;
==Mood Lottery==&lt;br /&gt;
The idea of most dwarves getting 6 tickets in the mood lottery but other dwarves getting more is ''exactly'' how Toady implemented it, and you can see how it works in DFHack's [https://github.com/DFHack/dfhack/blob/master/plugins/strangemood.cpp#L567 strangemood] plugin (which I mostly reimplemented from disassembly - there are some minor differences, but most of the logic is intact). --[[User:Quietust|Quietust]] ([[User talk:Quietust|talk]]) 19:48, 2 September 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Fair enough; that certainly isn't how I would implement a random choice like that, but it would accomplish the job. I will note that your code uses &amp;quot;tickets&amp;quot; because you chose to use the keyword &amp;quot;tickets&amp;quot;, not necessarily because the game itself uses &amp;quot;tickets&amp;quot;, but that is splitting hairs.--[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 20:10, 2 September 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Should we remove the part about the planepacked glitch ==&lt;br /&gt;
&lt;br /&gt;
I know it's funny, but it no longer applies to this version of DF... [[Special:Contributions/2602:306:C413:D410:5C5A:FE11:B71C:4C4A|2602:306:C413:D410:5C5A:FE11:B71C:4C4A]] 05:33, 1 July 2015 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Done, thanks. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 15:50, 1 July 2015 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Moodable profession ==&lt;br /&gt;
&lt;br /&gt;
My militia commander created an artefact. I wouldn't have expected that based on the description here... should it be clarified that militia commander is not a military profession in this context? --[[User:Pegasus|Pegasus]] ([[User talk:Pegasus|talk]]) 05:32, 22 September 2015 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Mood Instruments ==&lt;br /&gt;
&lt;br /&gt;
Since instruments are now procedurally-generated with potentially many components it seems unlikely that they would still be valid mood creations. Has anyone seen a mood instrument in v0.42? I haven't seen any, but I haven't spent too much time playing the new version.--[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 21:18, 8 March 2016 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Found one: a metal-bells-on-a-glass-stand instrument created using wood with spikes of leather, with no components listed in the description. It appears the strange mood code has not been updated to handle the more complex instruments.--[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 19:26, 11 April 2016 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Non-citizen moods ==&lt;br /&gt;
&lt;br /&gt;
I just had a non-citizen permanent resident dwarf, a Bard who had signed on as an entertainer at my tavern but has not petitioned to become an actual citizen, fall into a fey mood, claim a Craftsdwarf's Workshop, and produce an artifact peach wood cup. I now have a Legendary Wood Crafter who isn't a citizen and whom I do not actually control living in my fort.&lt;br /&gt;
&lt;br /&gt;
== Books vs. Maximum Number of Artifacts? ==&lt;br /&gt;
Do books (being partly artifacts) count against the maximum number of artifacts for strange mood eligibility? [[User:Shorr|Shorr]] ([[User talk:Shorr|talk]]) 14:05, 2 December 2016 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Something Interesting ==&lt;br /&gt;
&lt;br /&gt;
You can safely forbid components at any time during construction. The dwarf will work without them as long as there is still one component they can use. If you forbid the primary material(s) after construction has begun, the finished product will automatically be iron. --[[User:Fish Preferred|Fish Preferred]] ([[User talk:Fish Preferred|talk]]) 15:03, 17 December 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Non-civilized with strange moods ==&lt;br /&gt;
&lt;br /&gt;
What if make non-civilized creature to have strange moods?&lt;br /&gt;
&lt;br /&gt;
I give ability to strange moods to semimegabeasts, bronze colossi, trolls, goblins and gremlins. When I play fortress, trolls make some artifacts. In legends only goblins make artifacts in this world. --[[Special:Contributions/93.77.222.197|93.77.222.197]] 04:57, 26 April 2019 (UTC)&lt;br /&gt;
&lt;br /&gt;
Can uninteligent creatures have moods? As in, what effect would it have to mod CATS having moods? Would a catsplosion be followed by an artifactxplosion?&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;boulders&amp;quot;? ==&lt;br /&gt;
&lt;br /&gt;
The page says:&lt;br /&gt;
&lt;br /&gt;
&amp;gt; stoneworkers (miners, engravers, masons, stone crafters, and mechanics) will demand '''boulders'''&lt;br /&gt;
&lt;br /&gt;
Does this mean [[boulder|boulders]]? Or just regular stone? - [[User:AnnanFay|AnnanFay]] ([[User talk:AnnanFay|talk]]) 15:32, 29 December 2019 (UTC)&lt;br /&gt;
:It means regular stone - per the [[boulder]] page, regular stone is referred to as boulders in the raws, so that's probably why DF uses that term here. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 17:41, 29 December 2019 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Artifact mechanisms in traps? ==&lt;br /&gt;
Started discussion under [[Talk:Trap]]. [[User:Albedo|Albedo]] ([[User talk:Albedo|talk]]) 18:24, 31 May 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Moodable skills &amp;quot;Tier List&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;list&amp;quot; really doesn't read like a list.  There's two different skills listed as &amp;quot;close second&amp;quot;.  The reasoning for the ordering feels rather disjointed.  Also the text list and the table list don't match up at all (like Clothier being one of the worst but also green).&lt;br /&gt;
[[Special:Contributions/97.83.67.252|97.83.67.252]] 20:34, 27 August 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Iron clothing? ==&lt;br /&gt;
&lt;br /&gt;
It's known that forbidding the main material when crafting typically causes an iron artifact, but does anyone know if that applies to clothing or objects made in the clothiers/leatherworker's shops?&lt;br /&gt;
&lt;br /&gt;
I don't see why it wouldn't, but I've never seen anyone comment on it and it seems like there's quite a lot of potential with the idea so I kind of feel like it'd be out there if it worked. Iron dresses and turbans and whatnot seem like they'd be pretty flavourful for a military commander, and I'd bet that old multi-cloak strategy would be even more insane if the cloaks were made out of metal.&lt;br /&gt;
&lt;br /&gt;
Maybe you could even make a suit of iron &amp;quot;leather&amp;quot; armour. [[User:Feather|Feather]] ([[User talk:Feather|talk]]) 04:18, 26 September 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Looks like it does, which I guess means now it'll be interesting to see if any metal clothing is comparable to a proper suit of armour.  [[User:Feather|Feather]] ([[User talk:Feather|talk]]) 18:40, 26 September 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Werebeasts ==&lt;br /&gt;
&lt;br /&gt;
Is it even possible for someone with a werebeast curse to get a strange mood?&lt;/div&gt;</summary>
		<author><name>Feather</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Room&amp;diff=255115</id>
		<title>Room</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Room&amp;diff=255115"/>
		<updated>2020-09-30T22:05:39Z</updated>

		<summary type="html">&lt;p&gt;Feather: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|12:14, 1 February 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
A functional '''room''' is a contiguous area extending out from a piece of [[furniture]] that defines the room, created when the room is ''defined from'' that piece of furniture. A room, as the game understands it, only exists when specifically defined from a specific piece of furniture.  For example, a small chamber with a [[bed]] in it is not yet a [[bedroom]]; you have to select the [[bed]] and ''define'' a bedroom from it in order for it to be recognized as a &amp;quot;room&amp;quot; with a specific function, as opposed to just another hollowed-out area of your fortress, same as any tunnel or mined out vein of ore.  Only one room can be defined from any one piece of furniture, and there are reasons why you don't want the area of designated rooms to overlap (see below).&lt;br /&gt;
&lt;br /&gt;
When sizing a room, the game will display the tiles which are currently included in the room. Each of those tiles is considered part of the room, and will contribute to both the room's [[value]] and its effectiveness. The room does '''not''' have to be enclosed by walls, but surrounding walls do have an effect on room value. It is possible to define several such rooms in one actual enclosed space; they may even overlap, although this comes at a penalty to the room's value.  The maximum size of a '''room''' is 60x60 tiles.&lt;br /&gt;
 &lt;br /&gt;
== Creating == &lt;br /&gt;
To create a room, you must first have built something capable of supporting a room from the {{k|b}}uild menu, such as a [[table]] or [[bed]]. Then you must select the completed item in question with the {{k|q}} command and choose to create a room. The room's radius extends outward in a rectangle, but will stop when it hits walls or external [[door]]s. If you first build the door to create a closed space, then the game will define the room, so you won't need to resize it unless it is very big. &lt;br /&gt;
&lt;br /&gt;
If you want a room definition to expand through a door and into the space beyond, you can set the door to &amp;quot;internal&amp;quot; in the door's {{k|q}} menu. Rooms do not have to be blocked off on all sides, and can even overlap, but for various reasons you will usually want to avoid overlapping rooms and give them proper boundaries. &lt;br /&gt;
&lt;br /&gt;
In general, you only need to define a room from ''one'' object in the room. For instance, a communal [[dining room]] is defined from one table -- just give the room a large enough radius to cover the whole space. &lt;br /&gt;
&lt;br /&gt;
Rooms cannot span z-levels; when you define a room it can only be on a single level.&lt;br /&gt;
&lt;br /&gt;
== Room types ==&lt;br /&gt;
&lt;br /&gt;
{| class = &amp;quot;wikitable unsortable&amp;quot;&lt;br /&gt;
! Room type !! Designated from&lt;br /&gt;
|- &lt;br /&gt;
| [[Tomb]]&lt;br /&gt;
| [[Coffin]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Barracks]]&lt;br /&gt;
| [[Bed]], [[cabinet]], [[container]]s, [[weapon rack]], or [[armor stand]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Dormitory]]&lt;br /&gt;
| [[Bed]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Dining hall]]&lt;br /&gt;
| [[Table]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Bedroom]]&lt;br /&gt;
| [[Bed]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Office]]&lt;br /&gt;
| [[Chair]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Meeting hall]]&lt;br /&gt;
| [[Well]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Zoo]]&lt;br /&gt;
| [[Cage]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Memorial hall]]&lt;br /&gt;
| [[Memorial|Memorial slab]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Sculpture garden]]&lt;br /&gt;
| [[Statue]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Jail]]&lt;br /&gt;
| [[Cage|Metal cage]], [[Restraint]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Museum]]&lt;br /&gt;
| [[Pedestal]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Assigning ==&lt;br /&gt;
Rooms can be assigned to specific [[dwarves]]. When dwarves have their own room, happy thoughts occur when they sleep in it (alternatively, unhappy thoughts can occur when they do not have their own room to sleep in). Also, most [[noble|nobles]] require an assignment to a room.&lt;br /&gt;
&lt;br /&gt;
If you assign two or more rooms of the same type to a dwarf, the value of the piece of furniture that defines the room determines which room the dwarf will prefer to use. For example, if you give a dwarf two [[bedroom|bedrooms]], the dwarf will prefer to use the room with the higher quality bed, regardless of the comparative quality values of each room.&lt;br /&gt;
&lt;br /&gt;
You can assign rooms to dwarves manually or automatically. If a dwarf (who does not already have a room) is ready to sleep and there is an unassigned room available, it will be spontaneously claimed by that dwarf. Married couples will share a bedroom, with the exception of some nobles.&lt;br /&gt;
&lt;br /&gt;
==Locations==&lt;br /&gt;
Rooms can be assigned to a location—such as a bedroom being assigned to a [[tavern]] as a rented room—from the {{k|l}}ocation menu when a room is selected with {{k|q}}.&lt;br /&gt;
&lt;br /&gt;
== Quality ==&lt;br /&gt;
Most dwarves don't have high expectations when it comes to rooms. A communal [[dining room]] and communal [[dormitory]] are enough for the general populace, though making the communal dining room high-quality and giving them individual quarters will give them happy [[thoughts]], helping to avoid [[tantrum]]s.  [[Nobles]], on the other hand, require rooms of a particular minimum quality that contain certain [[furniture]].  Not meeting these demands will make them [[stress]]ed, and may prevent them from functioning at their full capacity.&lt;br /&gt;
&lt;br /&gt;
Room quality is determined by the total value of the room's floor and walls, plus the value of any furniture or other constructions in room. If the floor area of two or more rooms overlap, each such room is reduced in value by 75%{{cite forum|124938.msg4169769#msg4169769}}, but a wall can be part of multiple rooms without causing a decrease in value. Doors not marked as internal are not counted towards the value of any room{{cite forum|124938.msg4172663#msg4172663}}, though they can separate rooms without the 75% loss of value. Note that this penalty is only applied ''once''. There is no difference in value between a piece of furniture shared by two rooms, and a piece of furniture shared by forty. &lt;br /&gt;
&lt;br /&gt;
A room that is not entirely enclosed by walls suffers a partial value penalty to the total value of the room tiles (including the item designating the room), but not to any other items placed in the room.*  Thus, if a room is not going to be fully enclosed by walls, it's best to use your low-value item (if you have one) to designate the room.&lt;br /&gt;
&lt;br /&gt;
Room quality levels can be viewed in the '''R'''oom/Building List ({{K|R}}) screen.&lt;br /&gt;
&lt;br /&gt;
{| class = &amp;quot;wikitable unsortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Bedroom name&lt;br /&gt;
! Dining room name&lt;br /&gt;
! Office Name&lt;br /&gt;
! Grave Name&lt;br /&gt;
! Numeric Value&lt;br /&gt;
|-&lt;br /&gt;
| Meager Quarters&lt;br /&gt;
| Meager Dining Room&lt;br /&gt;
| Meager Office&lt;br /&gt;
| Grave&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| Modest Quarters&lt;br /&gt;
| Modest Dining Room&lt;br /&gt;
| Modest Office&lt;br /&gt;
| Servant's Burial Chamber&lt;br /&gt;
| 100&lt;br /&gt;
|-&lt;br /&gt;
| Quarters&lt;br /&gt;
| Dining Room&lt;br /&gt;
| Office&lt;br /&gt;
| Burial Chamber&lt;br /&gt;
| 250&lt;br /&gt;
|-&lt;br /&gt;
| Decent Quarters&lt;br /&gt;
| Decent Dining Room&lt;br /&gt;
| Decent Office&lt;br /&gt;
| Tomb&lt;br /&gt;
| 500&lt;br /&gt;
|-&lt;br /&gt;
| Fine Quarters&lt;br /&gt;
| Fine Dining Room&lt;br /&gt;
| Splendid Office&lt;br /&gt;
| Fine Tomb&lt;br /&gt;
| 1000&lt;br /&gt;
|-&lt;br /&gt;
| Great Bedroom&lt;br /&gt;
| Great Dining Room&lt;br /&gt;
| Throne Room&lt;br /&gt;
| Mausoleum&lt;br /&gt;
| 1500&lt;br /&gt;
|-&lt;br /&gt;
| Grand Bedroom&lt;br /&gt;
| Grand Dining Room&lt;br /&gt;
| Opulent Throne Room&lt;br /&gt;
| Grand Mausoleum&lt;br /&gt;
| 2500&lt;br /&gt;
|-&lt;br /&gt;
| Royal Bedroom&lt;br /&gt;
| Royal Dining Room&lt;br /&gt;
| Royal Throne Room&lt;br /&gt;
| Royal Mausoleum&lt;br /&gt;
| 10000&lt;br /&gt;
|}&lt;br /&gt;
Note: unassigned (or communal) rooms may be referenced by other descriptors, such as the happy thought &amp;quot;... dined in a legendary dining room ...&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
: (* See forum thread{{cite forum|124938.msg4169446#msg4169446}} for full discussion)&lt;br /&gt;
&lt;br /&gt;
== Increasing room value ==&lt;br /&gt;
Making a large room, so that it has more floor and wall space, is an easy way to start out a high-quality room, as is forming the room with natural walls of valuable [[stone]] like [[limestone]] or [[obsidian]] (to make a ''really'' valuable room, put it in a [[magnetite]] cluster) or keep an eye out for [[gem]] clusters. (Note that mined tiles now revert to the base layer material, but a ruby pillar in the middle of a room still adds substantial value.) Once a room has been mined out, its value can be increased by [[smoothing]] and [[engraving]] the floor and walls.&lt;br /&gt;
&lt;br /&gt;
Afterwards, placing valuable furniture (Preferably [[encrust]]ed with gems or [[artifact]] quality) is an option for increasing value, but not the only one. Constructions (including workshops) inside a room increase a room's value, so you can use non-furniture artifacts in a construction to increase room value:&lt;br /&gt;
&lt;br /&gt;
{| class = &amp;quot;wikitable unsortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Type&lt;br /&gt;
! Building&lt;br /&gt;
|-&lt;br /&gt;
| Weapon&lt;br /&gt;
| [[Trap#Weapon Trap|Weapon trap]]&lt;br /&gt;
|-&lt;br /&gt;
| Barrel&lt;br /&gt;
| [[Dyer's shop]], [[Ashery]]&lt;br /&gt;
|-&lt;br /&gt;
| Bucket&lt;br /&gt;
| [[Dyer's shop]], [[Ashery]], [[Well]]*&lt;br /&gt;
|-&lt;br /&gt;
| Mechanism&lt;br /&gt;
| [[Lever]], [[Gear assembly]], [[Trap]], [[Well]]*&lt;br /&gt;
|-&lt;br /&gt;
| Chain&lt;br /&gt;
| [[Restraint]], [[Well]]*&lt;br /&gt;
|-&lt;br /&gt;
| Anvil&lt;br /&gt;
| [[Forge]]&lt;br /&gt;
|}&lt;br /&gt;
:''* - gains additional quality from skilled architecture and construction''&lt;br /&gt;
&lt;br /&gt;
[[Trap#Weapon Trap|Weapon trap]]s are an excellent way to increase room value while being conservative with space: One trap can contain 10 valuable components plus a mechanism, and the mechanism can be encrusted with gems.&lt;br /&gt;
&lt;br /&gt;
Also, [[Lever]]s have the special property that they can be used to stack an unlimited number of [[mechanism]]s, all of which count towards room value, in one tile. To add mechanisms simply link the [[lever]] to a deconstructible building such as a [[cage]] and pull the lever &amp;amp;mdash; one of mechanisms used for the link will remain in the lever. You can repeat this process as many times as you want until you increase the room's value to the desired level.&lt;br /&gt;
&lt;br /&gt;
== View Rooms/Buildings ==&lt;br /&gt;
&lt;br /&gt;
The {{k|R}} command will bring up a list of all rooms, activity zones, stockpiles, and built furniture.  It can be a very long list!&lt;br /&gt;
&lt;br /&gt;
Rooms which have overlap (reducing their value) will be highlighted in red.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
*Forum thread: [http://www.bay12forums.com/smf/index.php?topic=118751.0 Room Values - !!SCIENCE!!] - The mathematics to help calculate room value.&lt;br /&gt;
*[[How do I increase the value of a room|FAQ: How do I increase the value of a room?]]&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = mosus&lt;br /&gt;
| elvish  = imira&lt;br /&gt;
| goblin  = xustxu&lt;br /&gt;
| human   = coni&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Rooms}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Rooms| }}&lt;/div&gt;</summary>
		<author><name>Feather</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Noble&amp;diff=255097</id>
		<title>DF2014 Talk:Noble</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Noble&amp;diff=255097"/>
		<updated>2020-09-30T00:03:59Z</updated>

		<summary type="html">&lt;p&gt;Feather: /* Foreign units being elected to non-fort positions? */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Diplomat == &lt;br /&gt;
&lt;br /&gt;
I managed to have a citizen appointed as a diplomat in a vanilla game, however, I did do quite a bit of dwarfery before it happened [http://www.bay12forums.com/smf/index.php?board=11.0 Forum Post], [http://dffd.bay12games.com/file.php?id=12728 Save Game 0.43.05]&lt;br /&gt;
&lt;br /&gt;
== King on embark ==&lt;br /&gt;
&lt;br /&gt;
I noticed (in v40.02) that one of the seven embark dwarves had the title &amp;quot;king&amp;quot; (with all of the demands associated). More research into the conditions of becoming mountainhome (and obtaining nobles) seems required. --[[User:MathFox|MathFox]] ([[User talk:MathFox|talk]]) 18:44, 11 July 2014 (UTC)&lt;br /&gt;
* There have been reports of that happening if your civilization has no king (or is entirely extinct).  If you have no monarch, and no heir, then ''someone'' gets chosen as the new king.  The exact means by which this choice is made may need investigation, but it can definitely be one of your starting seven if the conditions are right. --[[User:Greycat|Greycat]] ([[User talk:Greycat|talk]]) 19:03, 11 July 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Monarch Population requirement ==&lt;br /&gt;
In d_init.txt, it says &amp;quot;Keep in mind that your population must be at least 80 to get a king&amp;quot;. The current article says that a monarch requires 140 population. Which is it?&lt;br /&gt;
&lt;br /&gt;
== Human and goblin nobles ==&lt;br /&gt;
&lt;br /&gt;
Human and goblin nobles aren't in raw. Add human and goblin nobles to wiki. --[[Special:Contributions/93.77.222.197|93.77.222.197]] 13:19, 25 March 2019 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Foreign units being elected to non-fort positions? ==&lt;br /&gt;
&lt;br /&gt;
I've had it happen a few times where the game would pause and give me an election announcement, but the unit and position aren't a part of my fort. &lt;br /&gt;
&lt;br /&gt;
I'm like, assuming that this is related to either religions (like your dwarves voting for some religious figure that isn't a part of your fort), or to agents (where someone in your fort has an allegiance somewhere else), but it wasn't noted in the wiki. Should it maybe be a part of this article? Or does it need way more research before we should add it to the wiki, I can only really guess at the cause so I'm not sure if that's reliable enough to bother adding until we know more about it.&lt;/div&gt;</summary>
		<author><name>Feather</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Werebeast&amp;diff=255095</id>
		<title>Werebeast</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Werebeast&amp;diff=255095"/>
		<updated>2020-09-29T22:53:11Z</updated>

		<summary type="html">&lt;p&gt;Feather: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Masterwork|19:23, 12 August 2017 (UTC)}}&lt;br /&gt;
{{av}}{{buggy}}&lt;br /&gt;
{{DFtext|Urist McBitten, Cheesemaker has transformed into a werelizard!|3:1}}&lt;br /&gt;
&lt;br /&gt;
'''Werebeasts''' {{Tile|Ñ|6:0}} are [[night creature|night creatures]] that are procedurally created during worldgen. [[Deity|Deities]] may curse sapient creatures ([[human]]s, [[Dwarf|dwarves]], [[Elf|elves]], [[goblin]]s or [[animal people]]) to transform into an animal form on the night of a full moon. Sapient creatures bitten by werebeasts are cursed to become werebeasts themselves.{{cite forum|126618}}&lt;br /&gt;
&lt;br /&gt;
Werebeasts may take the form of mammals or reptiles, ranging from the classic [[Wolf|werewolf]], to more exotic things like [[Giraffe|weregiraffes]], [[Lizard|werelizards]], [[Sloth|weresloths]] or [[Gila monster|weregila monsters]]. Also included are some creatures not normally present in the game (werelorises, weremammoths).&lt;br /&gt;
&lt;br /&gt;
The behaviour of vanilla werebeasts in worldgen (i.e. fleeing town upon being cursed, and conducting raids from their new lair) appears to be caused by the cursed individual's beast form having the {{token|NIGHT_CREATURE_HUNTER}} tag; removal of this tag from a generated werebeast extracted from a world.dat file and jimmied into the standard raws caused those cursed to behave no differently from any other unnaturally-immortal individual.&lt;br /&gt;
&lt;br /&gt;
== Characteristics ==&lt;br /&gt;
[[File:weregoat_story.jpg|thumb|350px|&amp;quot;My Captain of the guard, just released from the hospital, transformed into a weregoat while sparring with his soldiers just to instantly get an arm cut off and the head smashed in.&amp;quot;&amp;lt;br /&amp;gt;''Art by Devilingo'']]A number of different types of werebeast curses are procedurally generated at every world creation. Their numbers are normally dependent on world size, but can be directly controlled with [[advanced world generation]] - if you prefer not having to deal with werebeasts, generating a world with &amp;quot;{{tt|Number of Werebeast Curse Types}}&amp;quot; set to {{tt|0}} in advanced world generation will ensure that no werebeasts exist in your world. &lt;br /&gt;
&lt;br /&gt;
There are more kinds of mammal curses (64 possible, though it might leave off some amphibious/bat ones), so it reduces the chances of each specific one to avoid a mammal flood.  The generic lizard is given more weight since it's more vague and presumably encompasses more things. &lt;br /&gt;
&lt;br /&gt;
While procedurally generated, werebeasts all possess certain characteristics in common. They are all [[fanciful]], evil-aligned humanoids taking the shape of an animal who is crazed for blood and flesh, with glowing eyes and a brief description of their skin (&amp;quot;Its charcoal scales are blocky and close-set.&amp;quot;), who are associated with the [[sphere]]s of animals, chaos, moon and night. While intelligent, werebeasts are locked in a [[berserk]] state and will behave accordingly, attacking anything that's not another werebeast of the same species as themselves.(currently broken?)&lt;br /&gt;
&lt;br /&gt;
When transforming to wereform, all health regenerates, including missing limbs, and thirsty dwarves will have their thirst &amp;lt;s&amp;gt;replaced with bloodthirst&amp;lt;/s&amp;gt; removed. The same happens when transforming back. Effects induced by insanity are not reversed, so berserking soldiers that transform will still not follow orders. If the werebeast cannot use weapons in wereform (i.e. no hands), only the natural abilities of the creature are available for combat. These abilities differ from creature to creature (claws/hooves/venomous bite etc.), but only their bites cause the werebeast curse to be transmitted. Werebeasts have been confirmed to have the ability to arrive at your fortress both armed and stealthed. Some werebeasts possess [[Syndrome|venom]] as well, applying &amp;quot;night sickness&amp;quot; to those who are bitten along with the werebeast curse. Even if the werebeast is dispatched while in animal form, werebeast kills are listed as being of the original race.&lt;br /&gt;
&lt;br /&gt;
The size of the werebeast is dependent on the nature of its curse, but they are all significantly larger than a dwarf, with things like wererhinos and weremammoths being particularly massive. All werebeasts possess Talented [[skill]] in [[wrestling]], [[Combat skill|biting, fighting, striking, kicking, dodging]] and [[Observer|observing]], as well as Legendary skill in [[ambusher]] and may receive augmented (or reduced!) strength, agility, recuperation and disease resistance while in monster form, while possessing slightly lower than average toughness and endurance. Additionally, they can [[Amphibious|breathe underwater]], [[No Exert|feel no exertion]], [[No Stun|cannot be stunned]] and are [[No Pain|immune to pain]], nausea, dizziness and fevers. Werebeasts need no food, water or sleep to survive, nor do they need to breathe, meaning they cannot be drowned or strangled. Werebeasts are Level 2 [[building destroyer]]s and are almost completely [[Trapavoid|immune to traps]] while transformed, safely bypassing any sort of [[trap]] set in their way.&lt;br /&gt;
&lt;br /&gt;
All werebeasts possess a built-in damage resistance against most weapon-grade [[metal]]s which halves the damage taken during combat, save for one randomly chosen metal which the werebeast will instead be 10 times weaker against. Unlike in myth, this weakness isn't restricted to [[silver]], though a werebeast race may indeed be weak to it. There are no means in [[fortress mode]] to learn which metal a given werebeast is weak against during gameplay. In [[adventurer mode]] this information is included in the quest rumor, but an afflicted adventurer can only learn their own weakness [[Wound|the hard way]].&lt;br /&gt;
&lt;br /&gt;
Dwarves will never have [[preferences]] for werebeasts, as they possess no {{token|PREFSTRING}}. They possess an unused [[Pet#Pet value|pet value]] of 2,000.&lt;br /&gt;
&lt;br /&gt;
===Werebeast types:===&lt;br /&gt;
Here follows a conclusive list of all possible shapes given to a cursed individual. Note that descriptors/colors are randomized upon the curses' generation, so you may encounter &amp;quot;different&amp;quot; werebeasts of the same species in the same world. These descriptors, however, are purely for flavour, and have no gameplay implications.&lt;br /&gt;
&lt;br /&gt;
'''Reptile werebeasts:'''&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-&lt;br /&gt;
|| werechameleon&lt;br /&gt;
|| weregecko&lt;br /&gt;
|| weregilamonster&lt;br /&gt;
|-&lt;br /&gt;
|| wereiguana&lt;br /&gt;
|| werelizard&lt;br /&gt;
|| weremonitor&lt;br /&gt;
|-&lt;br /&gt;
|| wereskink&lt;br /&gt;
|| weretortoise**&lt;br /&gt;
|| wereturtle&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Mammal werebeasts:'''&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-&lt;br /&gt;
|| wereanteater*&lt;br /&gt;
|| wereantelope**&lt;br /&gt;
|| wereape**&lt;br /&gt;
|-&lt;br /&gt;
|| werearmadillo&lt;br /&gt;
|| wereass**&lt;br /&gt;
|| werebadger&lt;br /&gt;
|-&lt;br /&gt;
|| werebear**&lt;br /&gt;
|| werebeaver&lt;br /&gt;
|| werebison*&lt;br /&gt;
|-&lt;br /&gt;
|| werebuffalo&lt;br /&gt;
|| werebull&lt;br /&gt;
|| werecamel**&lt;br /&gt;
|-&lt;br /&gt;
|| werecapybara&lt;br /&gt;
|| werecat&lt;br /&gt;
|| werecavy&lt;br /&gt;
|-&lt;br /&gt;
|| werechinchilla&lt;br /&gt;
|| werecivet*&lt;br /&gt;
|| werecoati&lt;br /&gt;
|-&lt;br /&gt;
|| werecoyote&lt;br /&gt;
|| weredeer&lt;br /&gt;
|| wereelephant&lt;br /&gt;
|-&lt;br /&gt;
|| wereelk&lt;br /&gt;
|| werefox&lt;br /&gt;
|| weregiraffe&lt;br /&gt;
|-&lt;br /&gt;
|| weregoat&lt;br /&gt;
|| weregopher*&lt;br /&gt;
|| werehare&lt;br /&gt;
|-&lt;br /&gt;
|| werehedgehog&lt;br /&gt;
|| werehorse&lt;br /&gt;
|| werehyena&lt;br /&gt;
|-&lt;br /&gt;
|| werejackal&lt;br /&gt;
|| werekangaroo&lt;br /&gt;
|| werekoala&lt;br /&gt;
|-&lt;br /&gt;
|| werelemur*&lt;br /&gt;
|| werellama&lt;br /&gt;
|| wereloris*&lt;br /&gt;
|-&lt;br /&gt;
|| weremammoth*&lt;br /&gt;
|| weremarmot&lt;br /&gt;
|| weremole*&lt;br /&gt;
|-&lt;br /&gt;
|| weremongoose&lt;br /&gt;
|| weremonkey**&lt;br /&gt;
|| weremoose&lt;br /&gt;
|-&lt;br /&gt;
|| weremouse*&lt;br /&gt;
|| wereopossum&lt;br /&gt;
|| werepanda&lt;br /&gt;
|-&lt;br /&gt;
|| werepangolin&lt;br /&gt;
|| werepanther**&lt;br /&gt;
|| werepig&lt;br /&gt;
|-&lt;br /&gt;
|| wereporcupine&lt;br /&gt;
|| wererabbit&lt;br /&gt;
|| wereraccoon&lt;br /&gt;
|-&lt;br /&gt;
|| wererat&lt;br /&gt;
|| wererhinoceros&lt;br /&gt;
|| weresheep&lt;br /&gt;
|-&lt;br /&gt;
|| wereshrew*&lt;br /&gt;
|| wereskunk&lt;br /&gt;
|| weresloth&lt;br /&gt;
|-&lt;br /&gt;
|| weresquirrel&lt;br /&gt;
|| weretapir&lt;br /&gt;
|| werewarthog&lt;br /&gt;
|-&lt;br /&gt;
|| wereweasel&lt;br /&gt;
|| werewolf&lt;br /&gt;
|| werewombat&lt;br /&gt;
|-&lt;br /&gt;
|| werezebra*&lt;br /&gt;
|}&lt;br /&gt;
:&amp;lt;small&amp;gt;*The animal this corresponds to does not actually appear as a normal [[animal]] in ''Dwarf Fortress''.&amp;lt;/small&amp;gt;&lt;br /&gt;
:&amp;lt;small&amp;gt;**This werebeast doesn't correspond clearly to any specific in-game species of animal.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Werebeasts in fortresses==&lt;br /&gt;
In some regions, the full moon will herald the attack of werebeasts upon your fortress and the unwilling transformation of your own citizens into their bestial forms. Foreign werebeasts will [[ambush|sneak in]], and will not be announced until they are discovered (triggering a message similar to the one that is shown when a megabeast attacks). Local werebeasts will be announced at the time of their transformation. All werebeasts will attack anyone they can find for the duration of the full moon, spreading their affliction even further.&lt;br /&gt;
Werebeasts of different species will treat each other no differently from enemies, but those of the same species will usually not fight; however slight variances can result in the deaths of many of your best were-soldiers. It is recommended you keep individual werebeasts isolated in the moments before transformation.&lt;br /&gt;
&lt;br /&gt;
==Defending your fort against werebeasts==&lt;br /&gt;
&lt;br /&gt;
If you have not established an early-detection defensive perimeter (see [[defense guide]] and note, werebeasts are [[trapavoid]]), it is quite likely that if a werebeast attacks, a dwarf will be bitten. The best defense against this is to keep civilians off the surface (unless they are inside high walls), and rely on warning systems to tell you when to trigger a [[Burrow#Civilian_Alerts|civilian alert]] and close your [[bridge|drawbridges]]. A werebeast retains its infectious form for only a few days, during the full moon. After that, it reverts to an ordinary humanoid form, and will typically flee.&lt;br /&gt;
&lt;br /&gt;
Warning systems may include [[pasture]]d or [[restraint|restrained]] animals, or outdoor [[statue]]s. If you get notices of toppled statues with no visible cause, it's probable there is a werebeast nearby. Baby werecreatures are neutral, and while you can order your military to kill them, the order will not be followed.&lt;br /&gt;
&lt;br /&gt;
===Infection===&lt;br /&gt;
[[File:Weregiraffe.jpg|thumb|350px|A Weregiraffe infecting dwarves. Note that getting infected doesn't protect the dwarf in question from further attacks.&amp;lt;br /&amp;gt;''Art by [[Zach Adams]]'']]Werebeasts are dangerous opponents, perfectly capable of killing an unarmed dwarf with impunity, but as notification-worthy invaders go they aren't especially terrifying; a few dwarves with modest military training and gear should be able to handle them with few casualties, as will a single elite dwarf in quality steel gear. The real threat they pose, however, is in their bite. If a sentient creature is bitten by a werebeast, and the bite tears fat, skin, or muscle, there is a risk that the said creature becomes infected. If infected, the creature will become a werebeast at the next full moon (see below for schedule). Scratches, bites that merely bruise or dent, and subsequent shaking attacks after a bite will not transmit the curse, and thus are merely as dangerous as any other such assault. Any [[learning]] creature who has [[blood]] and isn't [[undead]] or supernatural can potentially be infected, meaning you could theoretically have things such as [[troglodyte]] or [[troll]] werebeasts, while animals, [[vampire]]s, and [[Mummy|mummies]] are immune to it. &lt;br /&gt;
&lt;br /&gt;
There is no cure. To protect your other dwarves, you should either keep all infected dwarves isolated so they cannot infect your whole fortress, or if you do not want to take care of them, [[expel]] them from the fortress or just kill them.&lt;br /&gt;
&lt;br /&gt;
Infected dwarves will not die of old age{{Verify}} and do not need food and drink. Note that werebeasts can still drink, and the only reason they won't die from dehydration is because they change before they can die, healing wounds and removing thirst. They may go mad, however, so if you want to make them work (or use them for a [[stupid dwarf trick]]) you should try to keep them happy. This can be difficult because werebeasts will not sleep or eat, though they will drink if alcohol is available.&lt;br /&gt;
&lt;br /&gt;
Or maybe you want something exceedingly more [[Fun]] instead? Try the following.&lt;br /&gt;
&lt;br /&gt;
==Infecting your entire fort==&lt;br /&gt;
&lt;br /&gt;
Yes, it is possible. Having only infected dwarves does not end your game.&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
* Super-effective hospital service, your dwarves are fully healed once per month. No need for crutches or anything.&lt;br /&gt;
* No need for food or drink, though you can keep alcohol around for happy thoughts and to avoid alcohol withdrawal&lt;br /&gt;
* No need for beds or bedrooms, other than those for nobles&lt;br /&gt;
* When transformed, civilian dwarves are less vulnerable&lt;br /&gt;
* Dwarves will happily discard their old tattered clothing and pick up fresh clothes every month.&lt;br /&gt;
* Unhappy thoughts are less severe as the process of being bitten and biting others tends to make your dwarves very resilient to tragedy.&lt;br /&gt;
* Go for were-elephants or were-badgers for extra dwarven points&lt;br /&gt;
* Fun&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
* Exceedingly difficult to set up, quite long as well&lt;br /&gt;
* May kill your most important dwarves&lt;br /&gt;
* When transformed, fortress activity grinds to a halt, and for a few days afterwards as civilians run around finding new clothing&lt;br /&gt;
* Werebeasts are building destroyers, so you'll constantly need to remake workshops and most furniture&lt;br /&gt;
* Trading is especially difficult&lt;br /&gt;
* Will cause issues with military when transformed: transformation removes all armor, though they will hold onto their weapons, shields, and even quivers/bolts during transformation.&lt;br /&gt;
* May be exceedingly fun for [[Thought|dwarven]] [[Tantrum|sanity]]... but then again you ''were'' looking for fun in the first place&lt;br /&gt;
&lt;br /&gt;
There are several ways to attempt to infect your whole fort, some with higher success rates than others. The trick is to have your uncursed dwarves be bitten but not die, and also to have your cursed dwarves survive any retribution. Delaying the release of the werebeast until near the end of the full moon will reduce the chances of the situation spiralling out of control (though it will also reduce the rate of infection).&lt;br /&gt;
&lt;br /&gt;
One method is to equip a squad of dwarves with training weapons and send them to an isolated area with one or two of your werebeasts. Ideally the dwarves who get injured will back away while the others hold back the werebeast. In reality it can be hard to balance the battle, which leads to either the werebeast killing off the injured dwarves or being pummeled into submission without spreading his curse. The main problem is when an attack by either the werebeast or a dwarf happens at the moment of transformation, it is considered a dwarf-on-dwarf attack, which leads to a minor [[loyalty cascade]]. &lt;br /&gt;
&lt;br /&gt;
Another method is to simply lock a werebeast in a room with a civilian(s) and hope that the civilian survives long enough for the werebeast to turn back. This reduces (but does not eliminate) the chance of a loyalty cascade, because only the werebeast is attacking. The main problem is that werebeasts become legendary fighters/wrestlers very quickly and are more than capable of killing/fatally wounding half a dozen dwarves in a single transformation.&lt;br /&gt;
&lt;br /&gt;
The most successful method discovered is to lock a werebeast in a room with civilians, but be sure the room is completely covered in cage traps. Many injuries inflicted by werebeasts can knock a dwarf unconscious due to pain or strangulation, and an unconscious dwarf will be trapped by a cage trap. In the cage, dwarves are free to recover from their wounds, safe from any further attacks. In addition, a dwarf who is released from a cage gets an enormous happiness boost that will help him cope with the loss of family and friends who were not so lucky. Further improvements to this technique, such as assigning the uncursed to squads with no uniform (or just a helmet) that replaces clothing in order to allow every bite to break the skin, have pushed successful conversion rates to near 50%. It is also recommended to release dwarves from their cages immediately (via constructing the cages and attaching them to a lever) to prevent insanity due to unhappiness.&lt;br /&gt;
&lt;br /&gt;
==Werebeast military==&lt;br /&gt;
&lt;br /&gt;
A somewhat less drastic (though potentially even more [[fun]]) option is to start a werebeast super-soldier breeding program. Some werebeasts can hold and use weapons in wereform, and whatever combat skills they have as dwarves also apply while transformed. Being infected gives dwarves a large increase to their physical attributes (which can still be increased further, unlike vampires), and they need not worry about being wounded in combat as long as they survive until their next transformation. Add to this the wereform's large size of 80000 and inability to feel pain, which partially makes up for its lack of armor, and you end up with a potentially devastating military force, if you can manage to keep them from murdering each other and the rest of your fortress. &lt;br /&gt;
&lt;br /&gt;
Were-soldiers are mostly useful when their wereform is of a variety that can use weapons and preferably also shields, which obviously requires hands of some sort. Weregophers, for example, can use either a shield or a one-handed weapon, but not both, and may even equip crossbows as well as quivers and bolts. It is unknown if dwarves in wereform can wield weapons that are normally too large for them, such as pikes. If they cannot use weapons they may still be useful as soldiers if their wereform is of the dangerous sort, for example in the case of werelions &amp;lt;s&amp;gt;and tigers and bears&amp;lt;/s&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Transformed military dwarves respect their stations, alerts and uniforms (when applicable) and ignore the civilian alert, but will still attack anything they regard as an enemy, such as their fellow dwarves or any destroyable buildings. They must therefore be kept away from the rest of the fortress with walls and bridges, as they will destroy any non-artifact doors. Note that as of 40.24 there is a nasty bug which lets sparring dwarves teleport through 1-tile walls, so make sure the walls to their prison are at least 2 tiles thick, and install two 1-tile bridges connected to one lever as a door. Bonus points if you also install a dump chute in the room to give them new weapons and booze. Designate a stockpile under the chute, set it to take from links only, disable bins and set it to allow booze, empty barrels, weapons, shields and possibly ammo. Supplying the were-soldiers with booze both keeps them happy and prevents them from wandering into your fortress to look for it. Be aware that they can and will jump out of a hole directly above them, so either make the chute at least 2 z-levels high and smooth the walls, or keep it firmly locked with a hatch cover.&lt;br /&gt;
&lt;br /&gt;
Once their containment room has been built, add a piece of furniture, designate a large barracks from it and set them to train there. The were-soldiers will destroy the barracks while transformed unless it is an artifact, so wall it in after the room has been defined. Remember to use 2-tile thick walls because of the sparring bug above.&lt;br /&gt;
&lt;br /&gt;
An important thing to remember is the following: If two or more transformed dwarves have any sort of active military order (either from an alert or direct orders), and can see each other at the moment they change ''back'' from wereform, then they will instantly begin fighting to the death, causing a loyalty cascade. To avoid this, either train your were-soldiers alone in separate rooms (slower due to lack of sparring), or make sure to set their alert to Inactive and cancel all their orders before they change back to dwarves. Once they've changed back, they can be set to train or given orders again. If they do start fighting each other, canceling all their orders and setting them to Inactive will make them stop. &lt;br /&gt;
&lt;br /&gt;
The soldiers will not train while transformed, but if they were sparring during the transformation they will continue to spar in wereform, which can be entertaining to watch. The combat log for sparring dwarves in wereform will be gray instead of the normal cyan.&lt;br /&gt;
&lt;br /&gt;
==Transformation dates==&lt;br /&gt;
&lt;br /&gt;
There are exactly thirteen full moons in [[Calendar|a dwarven year]], so werebeasts transform on exactly the same dates every year:&lt;br /&gt;
&lt;br /&gt;
*25th Granite (XX-01-25)&lt;br /&gt;
*23rd Slate (XX-02-23) &lt;br /&gt;
*21st Felsite (XX-03-21)&lt;br /&gt;
*19th Hematite (XX-04-19)&lt;br /&gt;
*17th Malachite (XX-05-17)&lt;br /&gt;
*15th Galena (XX-06-15)&lt;br /&gt;
*13th Limestone (XX-07-13)&lt;br /&gt;
*11th Sandstone (XX-08-11)&lt;br /&gt;
*8th Timber (XX-09-08)&lt;br /&gt;
*6th Moonstone (XX-10-06)&lt;br /&gt;
*4th Opal (XX-11-04)&lt;br /&gt;
*2nd Obsidian (XX-12-02)&lt;br /&gt;
*28th Obsidian (XX-12-28)&lt;br /&gt;
&lt;br /&gt;
==Werebeasts in adventure mode==&lt;br /&gt;
In adventurer mode, werebeasts are usually found living in small lairs on the edges of civilization. Young adventurers will often be called upon to slay them, with instructions along the line of 'he assumes a bestial form' along with a description of what type of metal they are vulnerable to. However, as long as they are not visited on the night of their transformation, they are just common peasants, and can be dispatched easily. It would behoove these individuals to hide themselves among townsfolk, but what can ya do?&lt;br /&gt;
&lt;br /&gt;
===Becoming a werebeast===&lt;br /&gt;
To become a werebeast, you must either happen upon a werebeast in its beastly form or seek one out on the night of their transformation. The most safe and certain way to permit an infectious werebite is to remove all upper body armor, and only torso armor. The torso is the easiest target and it can sustain more damage than limbs. Getting an appendage bitten or shaken off has a lower probability of penetrating the bloodstream than a bite to the chest area.&lt;br /&gt;
&lt;br /&gt;
Note if you select a form for its advantages: the werebeast form doesn't guarantee the stat ranges their animal type may imply; those are generated completely independently. The beast form only confers a proportionate size/mass increase, the tissue layer materials, and all their attack types.&lt;br /&gt;
&lt;br /&gt;
{{new in v0.42}}&lt;br /&gt;
It is additionally possible to become a werebeast by toppling statues of your god(s) in a temple or sanctuary. Walk up to the statue and topple it with {{K|u}} then {{K|a}}. Toppling a statue in this way will lead you to be cursed: the curse will be either werebeast or [[DF2014:Vampire|vampirism]]. As of v0.47.01, toppling statues unrelated to your religion no longer has any effect.  A simpler way to obtain a werebeast curse is to roll divination [[dice]] to the point of angering the gods. Once you get a message urging you not to tempt fate, another roll of the dice will bestow upon you a curse. Which curse you get appears to be randomly decided at the time you topple the statue or roll the dice. Reloading the game and repeating the process often gives the alternate curse.&lt;br /&gt;
&lt;br /&gt;
If you become a werebeast and transform in adventure mode, you can pick up your weapon and shield that were dropped in the transformation, but, seeing as almost all werebeasts seem to have a minimum body size of about 80000, armor will become too [[Clothing#Size|small]] for you to fit into. Hauled items will also be dropped on Fast Travel.&lt;br /&gt;
&lt;br /&gt;
===Implications of being an adventuring werebeast===&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
*Every full moon all injuries are instantly healed, then again when the phase ends.&lt;br /&gt;
*Potential increase to all physical stats, likely increase to all physical stat maximums (your mileage may vary; sometimes base and maximum stats are ''lower'' than your normal form.)&lt;br /&gt;
*Increase in mass that scales up with animal's base size (eg a smaller creature adds a marginal amount, a larger creature may gain mass in the 100ks.)&lt;br /&gt;
*Acquire all the animal's traits including swim/climb/crawl rates, innate swimming, physical attacks such as hoof or horn, tissue layer properties such as scales or thick hide.&lt;br /&gt;
&lt;br /&gt;
'''Cons:''' &lt;br /&gt;
*Attacked if you visit any towns during your transformation. Automatically hostile with everyone except werebeasts of your own species.&lt;br /&gt;
*Having to re-equip yourself every transformation unless transformed size is similar enough to your race's size. Non-leather clothing will be destroyed on any transformation regardless of size difference.&lt;br /&gt;
*If enemies are wielding weapons of a material your new form is weak against, damage taken can be devastating.&lt;br /&gt;
*Werebeast form often starts relatively weaker, and its maximum potential may be less than normal form.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
&lt;br /&gt;
* Ordering your military to kill an infected dwarf may trigger a [[loyalty cascade]], potentially making every single dwarf of the fortress hostile to all others {{Bug|0003259}}.  To prevent this, it's safer to dispose of the infected by [[Unfortunate accident|other means]], like quarantining them via forbidden doors on hospitals fitted with… [[Drowning chamber|hygienic measures]].&lt;br /&gt;
&lt;br /&gt;
* On first transformation an afflicted character's birth year and time can be set back hundreds to thousands of years {{Bug|0005835}}. This can occur from infection by bite or direct deity curse.&lt;br /&gt;
&lt;br /&gt;
* Infected invaders don't attack the rest of the invasion force when they turn.{{bug|10014}}&lt;br /&gt;
&lt;br /&gt;
* Regardless of whether or not their original race is known, a unit's kill list will always show a defeated werebeast as a member of their starting race, even if transformed. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
Sometimes a werebeast arrives in humanoid form, and the game then announces the arrival of a normal, intelligent creature as if it was some terrible beast. The naked, confused creature usually runs away, probably scared by your dwarves' laughter.&lt;br /&gt;
&lt;br /&gt;
Unlike other werebeasts, werehedgehogs have shown the ability to unnaturally stretch their limbs out for extra mobility, and often attempt to steal rings from your stockpiles.&lt;br /&gt;
&lt;br /&gt;
{{Translation| dwarven = senelfer | elvish = riviìle | goblin = bemkåbu | human = hixursuku}}&lt;br /&gt;
{| {{listboxformat|class=gamedata}}&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; style=&amp;quot;border: 1px solid #72A329; font-weight:bold; background-color: #bd8; padding-left: 1em; padding-right: 1em; width:100%; display:table-cell&amp;quot; | Example raws (as extracted from world.dat)&lt;br /&gt;
|- style=&amp;quot;text-align: left; display:table-cell; &amp;quot;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;overflow:auto; max-width:800px&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;gamedata-content&amp;quot; style=&amp;quot;font-family: monospace; font-size:1.25em; white-space:pre;&amp;quot;&amp;gt;[OBJECT:CREATURE]&lt;br /&gt;
&lt;br /&gt;
[CREATURE:NIGHT_CREATURE_32]&lt;br /&gt;
	[NAME:wereskink:wereskinks:wereskink]&lt;br /&gt;
	[CASTE_NAME:wereskink:wereskinks:wereskink]&lt;br /&gt;
	[GENERATED]&lt;br /&gt;
	[ATTACK_TRIGGER:20:0:0]&lt;br /&gt;
	[NIGHT_CREATURE_HUNTER]&lt;br /&gt;
	[CAN_LEARN]&lt;br /&gt;
	[CAN_SPEAK]&lt;br /&gt;
	[NO_GENDER]&lt;br /&gt;
	[BONECARN]&lt;br /&gt;
	[CRAZED]&lt;br /&gt;
	[PHYS_ATT_RANGE:STRENGTH:1000:1150:1250:1500:2000:2250:2500]&lt;br /&gt;
	[PHYS_ATT_RANGE:AGILITY:1000:1150:1250:1500:2000:2250:2500]&lt;br /&gt;
	[PHYS_ATT_RANGE:TOUGHNESS:850:900:950:1000:1050:1100:1150]&lt;br /&gt;
	[PHYS_ATT_RANGE:ENDURANCE:850:900:950:1000:1050:1100:1150]&lt;br /&gt;
	[PHYS_ATT_RANGE:RECUPERATION:450:1050:1150:1250:1350:1550:2250]&lt;br /&gt;
	[PHYS_ATT_RANGE:DISEASE_RESISTANCE:700:1300:1400:1500:1600:1800:2500]&lt;br /&gt;
	[MENT_ATT_RANGE:ANALYTICAL_ABILITY:1250:1500:1750:2000:2500:3000:5000]&lt;br /&gt;
	[MENT_ATT_RANGE:FOCUS:1250:1500:1750:2000:2500:3000:5000]&lt;br /&gt;
	[MENT_ATT_RANGE:WILLPOWER:1250:1500:1750:2000:2500:3000:5000]&lt;br /&gt;
	[MENT_ATT_RANGE:PATIENCE:0:333:666:1000:2333:3666:5000]&lt;br /&gt;
	[MENT_ATT_RANGE:MEMORY:1250:1500:1750:2000:2500:3000:5000]&lt;br /&gt;
	[MENT_ATT_RANGE:LINGUISTIC_ABILITY:450:1050:1150:1250:1350:1550:2250]&lt;br /&gt;
	[MENT_ATT_RANGE:MUSICALITY:0:333:666:1000:2333:3666:5000]&lt;br /&gt;
	[MENT_ATT_RANGE:SOCIAL_AWARENESS:700:1300:1400:1500:1600:1800:2500]&lt;br /&gt;
	[PERSONALITY:BASHFUL:0:0:0]&lt;br /&gt;
	[PERSONALITY:STRESS_VULNERABILITY:0:0:0]&lt;br /&gt;
	[PERSONALITY:FRIENDLINESS:0:0:0]&lt;br /&gt;
	[PERSONALITY:DISDAIN_ADVICE:100:100:100]&lt;br /&gt;
	[PERSONALITY:CHEER_PROPENSITY:0:0:0]&lt;br /&gt;
	[PERSONALITY:GRATITUDE:0:0:0]&lt;br /&gt;
	[PERSONALITY:TRUST:0:0:0]&lt;br /&gt;
	[PERSONALITY:ALTRUISM:0:0:0]&lt;br /&gt;
	[PERSONALITY:CRUELTY:100:100:100]&lt;br /&gt;
	[NATURAL_SKILL:WRESTLING:6]&lt;br /&gt;
	[NATURAL_SKILL:BITE:6]&lt;br /&gt;
	[NATURAL_SKILL:GRASP_STRIKE:6]&lt;br /&gt;
	[NATURAL_SKILL:STANCE_STRIKE:6]&lt;br /&gt;
	[NATURAL_SKILL:MELEE_COMBAT:6]&lt;br /&gt;
	[NATURAL_SKILL:DODGING:6]&lt;br /&gt;
	[NATURAL_SKILL:SITUATIONAL_AWARENESS:6]&lt;br /&gt;
	[NATURAL_SKILL:SNEAK:20]&lt;br /&gt;
	[DIFFICULTY:1]&lt;br /&gt;
	[LAIR:SIMPLE_BURROW:50]&lt;br /&gt;
	[NO_DRINK]&lt;br /&gt;
	[NO_EAT]&lt;br /&gt;
	[NO_SLEEP]&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;
	[LARGE_PREDATOR]&lt;br /&gt;
	[EVIL]&lt;br /&gt;
	[SUPERNATURAL]&lt;br /&gt;
	[FANCIFUL]&lt;br /&gt;
	[AMPHIBIOUS]&lt;br /&gt;
	[PETVALUE:2000]&lt;br /&gt;
	[GRASSTRAMPLE:20]&lt;br /&gt;
	[BUILDINGDESTROYER:2]&lt;br /&gt;
	[ALL_ACTIVE]&lt;br /&gt;
	[SWIMS_INNATE]&lt;br /&gt;
	[TRAPAVOID]&lt;br /&gt;
	[NOPAIN]&lt;br /&gt;
	[NOSTUN]&lt;br /&gt;
	[NONAUSEA]&lt;br /&gt;
	[NOFEAR]&lt;br /&gt;
	[NOEXERT]&lt;br /&gt;
	[NO_DIZZINESS]&lt;br /&gt;
	[NO_FEVERS]&lt;br /&gt;
	[MATERIAL_FORCE_MULTIPLIER:INORGANIC:STEEL:10:1]&lt;br /&gt;
	[GENERAL_MATERIAL_FORCE_MULTIPLIER:1:2]&lt;br /&gt;
	[LARGE_PREDATOR]&lt;br /&gt;
	[SPHERE:ANIMALS]&lt;br /&gt;
	[SPHERE:CHAOS]&lt;br /&gt;
	[SPHERE:MOON]&lt;br /&gt;
	[SPHERE:NIGHT]&lt;br /&gt;
	[BODY_SIZE:0:0:83000]&lt;br /&gt;
	[CRTEATURE_TILE:165]&lt;br /&gt;
	[BODY:RCP_UPPER_BODY:RCP_LOWER_BODY:RCP_NECK:RCP_HEAD:RCP_TWO_PART_ARMS:RCP_TWO_PART_LEGS:RCP_TAIL:RCP_4_FINGERS:RCP_4_TOES:RCP_2_EYES:RCP_LUNGS:RCP_HEART:RCP_GUTS:RCP_THROAT:RCP_SPINE:RCP_UPPER_SPINE:RCP_BRAIN:RCP:SKULL:RCP_MOUTH:RCP_TONGUE:RCP_TEETH:RCP_RIBS:RCP_2_EYELIDS]&lt;br /&gt;
	[CANOPENDOORS]&lt;br /&gt;
	[EQUIPS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_MATERIALS]&lt;br /&gt;
		[REMOVE_MATERIAL:SKIN]&lt;br /&gt;
		[REMOVE_MATERIAL:HAIR]&lt;br /&gt;
		[USE_MATERIAL_TEMPLATE:SCALE:SCALE_TEMPLATE]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_TISSUES]&lt;br /&gt;
		[REMOVE_TISSUE:SKIN]&lt;br /&gt;
		[REMOVE_TISSUE:HAIR]&lt;br /&gt;
		[USE_TISSUE_TEMPLATE:SCALE:SCALE_TEMPLATE]&lt;br /&gt;
	[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SCALE:FAT:MUSCLE:BONE:CARTILAGE]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:HUMANOID_HEAD_POSITIONS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:HUMANOID_RELSIZES]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]&lt;br /&gt;
	[TENDRONS:LOCAL_CREATURE_MAT:SINEW:200]&lt;br /&gt;
	[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]&lt;br /&gt;
	[HAS_NERVES]&lt;br /&gt;
	[NOBREATHE]&lt;br /&gt;
	[HOMEOTHERM:10040]&lt;br /&gt;
	[SELECT_MATERIAL:SCALE]&lt;br /&gt;
		[STATE_COLOR:ALL_SOLID:CHARCOAL]&lt;br /&gt;
	[NO_UNIT_TYPE_COLOR]&lt;br /&gt;
	[COLOR:6:0:0]&lt;br /&gt;
	[SELECT_MATERIAL:EYE]&lt;br /&gt;
		[STATE_COLOR:ALL:BLUE]&lt;br /&gt;
	[GLOWTILE:'&amp;quot;']&lt;br /&gt;
	[GLOWCOLOR:1:0:1]&lt;br /&gt;
	[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]&lt;br /&gt;
	 [PLUS_TISSUE_LAYER:SCALE:BY_CATEGORY:THROAT]&lt;br /&gt;
		[TL_MAJOR_ARTERIES]&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;
	[USE_MATERIAL_TEMPLATE:CLAW:NAIL_TEMPLATE]&lt;br /&gt;
	[USE_TISSUE_TEMPLATE:CLAW:CLAW_TEMPLATE]&lt;br /&gt;
	[TISSUE_LAYER:BY_CATEGORY:FINGER:CLAW:FRONT]&lt;br /&gt;
	[TISSUE_LAYER:BY_CATEGORY:TOE:CLAW:FRONT]&lt;br /&gt;
	[ATTACK:PUNCH:BODYPART:BY_TYPE:GRASP]&lt;br /&gt;
		[ATTACK_SKILL:GRASP_STRIKE]&lt;br /&gt;
		[ATTACK_VERB:punch:punches]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
		[ATTACK_PREPARE_AND_RECOVER:2:2]&lt;br /&gt;
		[ATTACK_FLAG_WITH]&lt;br /&gt;
		[ATTACK_PRIORITY:SECOND]&lt;br /&gt;
	[ATTACK:KICK:BODYPART:BY_TYPE:STANCE]&lt;br /&gt;
		[ATTACK_SKILL:STANCE_STRIKE]&lt;br /&gt;
		[ATTACK_VERB:kick:kicks]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
		[ATTACK_PREPARE_AND_RECOVER:2:2]&lt;br /&gt;
		[ATTACK_FLAG_WITH]&lt;br /&gt;
		[ATTACK_PRIORITY:SECOND]&lt;br /&gt;
		[ATTACK_FLAG_BAD_MULTIATTACK]&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_PREPARE_AND_RECOVER:2:2]&lt;br /&gt;
		[ATTACK_FLAG_EDGE]&lt;br /&gt;
		[ATTACK_PRIORITY:MAIN]&lt;br /&gt;
		[ATTACK_FLAG_CANLATCH]&lt;br /&gt;
		[SPECIALATTACK_INTERACTION:DEITY_CURSE_WEREBEAST_10_BITE]&lt;br /&gt;
	[ATTACK:FSCRATCH:BY_TYPE:GRASP: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_PREPARE_AND_RECOVER:2:2]&lt;br /&gt;
		[ATTACK_FLAG_EDGE]&lt;br /&gt;
		[ATTACK_PRIORITY:SECOND]&lt;br /&gt;
	[ATTACK:TSCRATCH:BY_TYPE:STANCE:BY_CATEGORY:ALL:CLAW]&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_PREPARE_AND_RECOVER:2:2]&lt;br /&gt;
		[ATTACK_FLAG_EDGE]&lt;br /&gt;
		[ATTACK_PRIORITY:SECOND]&lt;br /&gt;
		[ATTACK_FLAG_BAD_MULTIATTACK]&lt;br /&gt;
	[GAIT:SWIM:Maximum Swim Speed:725:10:3:2175:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]&lt;br /&gt;
	[GAIT:SWIM:Faster Swim:1450:5:3:2175:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]&lt;br /&gt;
	[GAIT:SWIM:Fast Swim:2175:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]&lt;br /&gt;
	[GAIT:SWIM:Swim:2900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:SWIM:Slow Swim:3900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:SWIM:Creeping Swim:5900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:WALK:Sprint:212:10:3:637:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]&lt;br /&gt;
	[GAIT:WALK:Run:425:5:3:637:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]&lt;br /&gt;
	[GAIT:WALK:Jog:600:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]&lt;br /&gt;
	[GAIT:WALK:Walk:850:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:WALK:Stroll:1800:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:WALK:Creep:2750:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:CRAWL:Scramble:225:10:3:675:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]&lt;br /&gt;
	[GAIT:CRAWL:Faster Crawl:450:5:3:675:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]&lt;br /&gt;
	[GAIT:CRAWL:Fast Crawl:675:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]&lt;br /&gt;
	[GAIT:CRAWL:Crawl:900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:CRAWL:Slow Crawl:1900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:CRAWL:Creep:2900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:CLIMB:Scramble:225:10:3:675:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]&lt;br /&gt;
	[GAIT:CLIMB:Faster Climb:450:5:3:675:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]&lt;br /&gt;
	[GAIT:CLIMB:Fast Climb:675:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]&lt;br /&gt;
	[GAIT:CLIMB:Climb:900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:CLIMB:Slow Climb:1900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:CLIMB:Creep:2900:NO_BUILD_UP:0]&lt;br /&gt;
	[DESCRIPTION:A large skink twisted into humanoid form. It is crazed for blood and flesh. Its eyes glow blue. Its charcoal scales are blocky and close-set. Now you will know why you fear the night.]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[OBJECT:INTERACTION]&lt;br /&gt;
&lt;br /&gt;
[INTERACTION:DEITY_CURSE_WEREBEAST_10_BITE]&lt;br /&gt;
	[GENERATED]&lt;br /&gt;
	[I_SOURCE:ATTACK]&lt;br /&gt;
		[IS_HIST_STRING_1: bit ]&lt;br /&gt;
		[IS_HIST_STRING_2:, passing on the skink monster curse]&lt;br /&gt;
	[I_TARGET:A:CREATURE]&lt;br /&gt;
		[IT_LOCATION:CONTEXT_CREATURE]&lt;br /&gt;
		[IT_REQUIRES:CAN_LEARN]&lt;br /&gt;
		[IT_REQUIRES:HAS_BLOOD]&lt;br /&gt;
		[IT_FORBIDDEN:NOT_LIVING]&lt;br /&gt;
		[IT_FORBIDDEN:SUPERNATURAL]&lt;br /&gt;
		[IT_CANNOT_HAVE_SYNDROME_CLASS:WERECURSE]&lt;br /&gt;
		[IT_CANNOT_HAVE_SYNDROME_CLASS:VAMPCURSE]&lt;br /&gt;
		[IT_CANNOT_HAVE_SYNDROME_CLASS:DISTURBANCE_CURSE]&lt;br /&gt;
		[IT_CANNOT_HAVE_SYNDROME_CLASS:RAISED_UNDEAD]&lt;br /&gt;
		[IT_CANNOT_HAVE_SYNDROME_CLASS:RAISED_GHOST]&lt;br /&gt;
		[IT_CANNOT_HAVE_SYNDROME_CLASS:GHOUL]&lt;br /&gt;
	[I_EFFECT:ADD_SYNDROME]&lt;br /&gt;
		[IE_TARGET:A]&lt;br /&gt;
		[IE_IMMEDIATE]&lt;br /&gt;
		[SYNDROME]&lt;br /&gt;
			[SYN_CONCENTRATION_ADDED:1000:0]&lt;br /&gt;
			[SYN_CLASS:WERECURSE]&lt;br /&gt;
			[CE_BODY_TRANSFORMATION:START:16800:ABRUPT]&lt;br /&gt;
			[CE:CREATURE:NIGHT_CREATURE_32:DEFAULT]&lt;br /&gt;
			[CE:PERIODIC:MOON_PHASE:27:0]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
{{Military}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
[[ru:Werebeast]]&lt;/div&gt;</summary>
		<author><name>Feather</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Werebeast&amp;diff=255094</id>
		<title>Werebeast</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Werebeast&amp;diff=255094"/>
		<updated>2020-09-29T22:47:35Z</updated>

		<summary type="html">&lt;p&gt;Feather: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Masterwork|19:23, 12 August 2017 (UTC)}}&lt;br /&gt;
{{av}}{{buggy}}&lt;br /&gt;
{{DFtext|Urist McBitten, Cheesemaker has transformed into a werelizard!|3:1}}&lt;br /&gt;
&lt;br /&gt;
'''Werebeasts''' {{Tile|Ñ|6:0}} are [[night creature|night creatures]] that are procedurally created during worldgen. [[Deity|Deities]] may curse sapient creatures ([[human]]s, [[Dwarf|dwarves]], [[Elf|elves]], [[goblin]]s or [[animal people]]) to transform into an animal form on the night of a full moon. Sapient creatures bitten by werebeasts are cursed to become werebeasts themselves.{{cite forum|126618}}&lt;br /&gt;
&lt;br /&gt;
Werebeasts may take the form of mammals or reptiles, ranging from the classic [[Wolf|werewolf]], to more exotic things like [[Giraffe|weregiraffes]], [[Lizard|werelizards]], [[Sloth|weresloths]] or [[Gila monster|weregila monsters]]. Also included are some creatures not normally present in the game (werelorises, weremammoths).&lt;br /&gt;
&lt;br /&gt;
The behaviour of vanilla werebeasts in worldgen (i.e. fleeing town upon being cursed, and conducting raids from their new lair) appears to be caused by the cursed individual's beast form having the {{token|NIGHT_CREATURE_HUNTER}} tag; removal of this tag from a generated werebeast extracted from a world.dat file and jimmied into the standard raws caused those cursed to behave no differently from any other unnaturally-immortal individual.&lt;br /&gt;
&lt;br /&gt;
== Characteristics ==&lt;br /&gt;
[[File:weregoat_story.jpg|thumb|350px|&amp;quot;My Captain of the guard, just released from the hospital, transformed into a weregoat while sparring with his soldiers just to instantly get an arm cut off and the head smashed in.&amp;quot;&amp;lt;br /&amp;gt;''Art by Devilingo'']]A number of different types of werebeast curses are procedurally generated at every world creation. Their numbers are normally dependent on world size, but can be directly controlled with [[advanced world generation]] - if you prefer not having to deal with werebeasts, generating a world with &amp;quot;{{tt|Number of Werebeast Curse Types}}&amp;quot; set to {{tt|0}} in advanced world generation will ensure that no werebeasts exist in your world. &lt;br /&gt;
&lt;br /&gt;
There are more kinds of mammal curses (64 possible, though it might leave off some amphibious/bat ones), so it reduces the chances of each specific one to avoid a mammal flood.  The generic lizard is given more weight since it's more vague and presumably encompasses more things. &lt;br /&gt;
&lt;br /&gt;
While procedurally generated, werebeasts all possess certain characteristics in common. They are all [[fanciful]], evil-aligned humanoids taking the shape of an animal who is crazed for blood and flesh, with glowing eyes and a brief description of their skin (&amp;quot;Its charcoal scales are blocky and close-set.&amp;quot;), who are associated with the [[sphere]]s of animals, chaos, moon and night. While intelligent, werebeasts are locked in a [[berserk]] state and will behave accordingly, attacking anything that's not another werebeast of the same species as themselves.(currently broken?)&lt;br /&gt;
&lt;br /&gt;
When transforming to wereform, all health regenerates, including missing limbs, and thirsty dwarves will have their thirst &amp;lt;s&amp;gt;replaced with bloodthirst&amp;lt;/s&amp;gt; removed. The same happens when transforming back. Effects induced by insanity are not reversed, so berserking soldiers that transform will still not follow orders. If the werebeast cannot use weapons in wereform (i.e. no hands), only the natural abilities of the creature are available for combat. These abilities differ from creature to creature (claws/hooves/venomous bite etc.), but only their bites cause the werebeast curse to be transmitted. Werebeasts have been confirmed to have the ability to arrive at your fortress both armed and stealthed. Some werebeasts possess [[Syndrome|venom]] as well, applying &amp;quot;night sickness&amp;quot; to those who are bitten along with the werebeast curse. Even if the werebeast is dispatched while in animal form, werebeast kills are listed as being of the original race.&lt;br /&gt;
&lt;br /&gt;
The size of the werebeast is dependent on the nature of its curse, but they are all significantly larger than a dwarf, with things like wererhinos and weremammoths being particularly massive. All werebeasts possess Talented [[skill]] in [[wrestling]], [[Combat skill|biting, fighting, striking, kicking, dodging]] and [[Observer|observing]], as well as Legendary skill in [[ambusher]] and may receive augmented (or reduced!) strength, agility, recuperation and disease resistance while in monster form, while possessing slightly lower than average toughness and endurance. Additionally, they can [[Amphibious|breathe underwater]], [[No Exert|feel no exertion]], [[No Stun|cannot be stunned]] and are [[No Pain|immune to pain]], nausea, dizziness and fevers. Werebeasts need no food, water or sleep to survive, nor do they need to breathe, meaning they cannot be drowned or strangled. Werebeasts are Level 2 [[building destroyer]]s and are almost completely [[Trapavoid|immune to traps]] while transformed, safely bypassing any sort of [[trap]] set in their way.&lt;br /&gt;
&lt;br /&gt;
All werebeasts possess a built-in damage resistance against most weapon-grade [[metal]]s which halves the damage taken during combat, save for one randomly chosen metal which the werebeast will instead be 10 times weaker against. Unlike in myth, this weakness isn't restricted to [[silver]], though a werebeast race may indeed be weak to it. There are no means in [[fortress mode]] to learn which metal a given werebeast is weak against during gameplay. In [[adventurer mode]] this information is included in the quest rumor, but an afflicted adventurer can only learn their own weakness [[Wound|the hard way]].&lt;br /&gt;
&lt;br /&gt;
Dwarves will never have [[preferences]] for werebeasts, as they possess no {{token|PREFSTRING}}. They possess an unused [[Pet#Pet value|pet value]] of 2,000.&lt;br /&gt;
&lt;br /&gt;
Despite being listed differently when attacking a fortress, werebeasts always appear in a unit's kill list as if they were untransformed and therefore a member of their starting race (eg, the log will list &amp;quot;UristMcBitey the dwarf&amp;quot; as opposed to &amp;quot;UristMcBitey the Wereweasel&amp;quot;). &lt;br /&gt;
&lt;br /&gt;
===Werebeast types:===&lt;br /&gt;
Here follows a conclusive list of all possible shapes given to a cursed individual. Note that descriptors/colors are randomized upon the curses' generation, so you may encounter &amp;quot;different&amp;quot; werebeasts of the same species in the same world. These descriptors, however, are purely for flavour, and have no gameplay implications.&lt;br /&gt;
&lt;br /&gt;
'''Reptile werebeasts:'''&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-&lt;br /&gt;
|| werechameleon&lt;br /&gt;
|| weregecko&lt;br /&gt;
|| weregilamonster&lt;br /&gt;
|-&lt;br /&gt;
|| wereiguana&lt;br /&gt;
|| werelizard&lt;br /&gt;
|| weremonitor&lt;br /&gt;
|-&lt;br /&gt;
|| wereskink&lt;br /&gt;
|| weretortoise**&lt;br /&gt;
|| wereturtle&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Mammal werebeasts:'''&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-&lt;br /&gt;
|| wereanteater*&lt;br /&gt;
|| wereantelope**&lt;br /&gt;
|| wereape**&lt;br /&gt;
|-&lt;br /&gt;
|| werearmadillo&lt;br /&gt;
|| wereass**&lt;br /&gt;
|| werebadger&lt;br /&gt;
|-&lt;br /&gt;
|| werebear**&lt;br /&gt;
|| werebeaver&lt;br /&gt;
|| werebison*&lt;br /&gt;
|-&lt;br /&gt;
|| werebuffalo&lt;br /&gt;
|| werebull&lt;br /&gt;
|| werecamel**&lt;br /&gt;
|-&lt;br /&gt;
|| werecapybara&lt;br /&gt;
|| werecat&lt;br /&gt;
|| werecavy&lt;br /&gt;
|-&lt;br /&gt;
|| werechinchilla&lt;br /&gt;
|| werecivet*&lt;br /&gt;
|| werecoati&lt;br /&gt;
|-&lt;br /&gt;
|| werecoyote&lt;br /&gt;
|| weredeer&lt;br /&gt;
|| wereelephant&lt;br /&gt;
|-&lt;br /&gt;
|| wereelk&lt;br /&gt;
|| werefox&lt;br /&gt;
|| weregiraffe&lt;br /&gt;
|-&lt;br /&gt;
|| weregoat&lt;br /&gt;
|| weregopher*&lt;br /&gt;
|| werehare&lt;br /&gt;
|-&lt;br /&gt;
|| werehedgehog&lt;br /&gt;
|| werehorse&lt;br /&gt;
|| werehyena&lt;br /&gt;
|-&lt;br /&gt;
|| werejackal&lt;br /&gt;
|| werekangaroo&lt;br /&gt;
|| werekoala&lt;br /&gt;
|-&lt;br /&gt;
|| werelemur*&lt;br /&gt;
|| werellama&lt;br /&gt;
|| wereloris*&lt;br /&gt;
|-&lt;br /&gt;
|| weremammoth*&lt;br /&gt;
|| weremarmot&lt;br /&gt;
|| weremole*&lt;br /&gt;
|-&lt;br /&gt;
|| weremongoose&lt;br /&gt;
|| weremonkey**&lt;br /&gt;
|| weremoose&lt;br /&gt;
|-&lt;br /&gt;
|| weremouse*&lt;br /&gt;
|| wereopossum&lt;br /&gt;
|| werepanda&lt;br /&gt;
|-&lt;br /&gt;
|| werepangolin&lt;br /&gt;
|| werepanther**&lt;br /&gt;
|| werepig&lt;br /&gt;
|-&lt;br /&gt;
|| wereporcupine&lt;br /&gt;
|| wererabbit&lt;br /&gt;
|| wereraccoon&lt;br /&gt;
|-&lt;br /&gt;
|| wererat&lt;br /&gt;
|| wererhinoceros&lt;br /&gt;
|| weresheep&lt;br /&gt;
|-&lt;br /&gt;
|| wereshrew*&lt;br /&gt;
|| wereskunk&lt;br /&gt;
|| weresloth&lt;br /&gt;
|-&lt;br /&gt;
|| weresquirrel&lt;br /&gt;
|| weretapir&lt;br /&gt;
|| werewarthog&lt;br /&gt;
|-&lt;br /&gt;
|| wereweasel&lt;br /&gt;
|| werewolf&lt;br /&gt;
|| werewombat&lt;br /&gt;
|-&lt;br /&gt;
|| werezebra*&lt;br /&gt;
|}&lt;br /&gt;
:&amp;lt;small&amp;gt;*The animal this corresponds to does not actually appear as a normal [[animal]] in ''Dwarf Fortress''.&amp;lt;/small&amp;gt;&lt;br /&gt;
:&amp;lt;small&amp;gt;**This werebeast doesn't correspond clearly to any specific in-game species of animal.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Werebeasts in fortresses==&lt;br /&gt;
In some regions, the full moon will herald the attack of werebeasts upon your fortress and the unwilling transformation of your own citizens into their bestial forms. Foreign werebeasts will [[ambush|sneak in]], and will not be announced until they are discovered (triggering a message similar to the one that is shown when a megabeast attacks). Local werebeasts will be announced at the time of their transformation. All werebeasts will attack anyone they can find for the duration of the full moon, spreading their affliction even further.&lt;br /&gt;
Werebeasts of different species will treat each other no differently from enemies, but those of the same species will usually not fight; however slight variances can result in the deaths of many of your best were-soldiers. It is recommended you keep individual werebeasts isolated in the moments before transformation.&lt;br /&gt;
&lt;br /&gt;
==Defending your fort against werebeasts==&lt;br /&gt;
&lt;br /&gt;
If you have not established an early-detection defensive perimeter (see [[defense guide]] and note, werebeasts are [[trapavoid]]), it is quite likely that if a werebeast attacks, a dwarf will be bitten. The best defense against this is to keep civilians off the surface (unless they are inside high walls), and rely on warning systems to tell you when to trigger a [[Burrow#Civilian_Alerts|civilian alert]] and close your [[bridge|drawbridges]]. A werebeast retains its infectious form for only a few days, during the full moon. After that, it reverts to an ordinary humanoid form, and will typically flee.&lt;br /&gt;
&lt;br /&gt;
Warning systems may include [[pasture]]d or [[restraint|restrained]] animals, or outdoor [[statue]]s. If you get notices of toppled statues with no visible cause, it's probable there is a werebeast nearby. Baby werecreatures are neutral, and while you can order your military to kill them, the order will not be followed.&lt;br /&gt;
&lt;br /&gt;
===Infection===&lt;br /&gt;
[[File:Weregiraffe.jpg|thumb|350px|A Weregiraffe infecting dwarves. Note that getting infected doesn't protect the dwarf in question from further attacks.&amp;lt;br /&amp;gt;''Art by [[Zach Adams]]'']]Werebeasts are dangerous opponents, perfectly capable of killing an unarmed dwarf with impunity, but as notification-worthy invaders go they aren't especially terrifying; a few dwarves with modest military training and gear should be able to handle them with few casualties, as will a single elite dwarf in quality steel gear. The real threat they pose, however, is in their bite. If a sentient creature is bitten by a werebeast, and the bite tears fat, skin, or muscle, there is a risk that the said creature becomes infected. If infected, the creature will become a werebeast at the next full moon (see below for schedule). Scratches, bites that merely bruise or dent, and subsequent shaking attacks after a bite will not transmit the curse, and thus are merely as dangerous as any other such assault. Any [[learning]] creature who has [[blood]] and isn't [[undead]] or supernatural can potentially be infected, meaning you could theoretically have things such as [[troglodyte]] or [[troll]] werebeasts, while animals, [[vampire]]s, and [[Mummy|mummies]] are immune to it. &lt;br /&gt;
&lt;br /&gt;
There is no cure. To protect your other dwarves, you should either keep all infected dwarves isolated so they cannot infect your whole fortress, or if you do not want to take care of them, [[expel]] them from the fortress or just kill them.&lt;br /&gt;
&lt;br /&gt;
Infected dwarves will not die of old age{{Verify}} and do not need food and drink. Note that werebeasts can still drink, and the only reason they won't die from dehydration is because they change before they can die, healing wounds and removing thirst. They may go mad, however, so if you want to make them work (or use them for a [[stupid dwarf trick]]) you should try to keep them happy. This can be difficult because werebeasts will not sleep or eat, though they will drink if alcohol is available.&lt;br /&gt;
&lt;br /&gt;
Or maybe you want something exceedingly more [[Fun]] instead? Try the following.&lt;br /&gt;
&lt;br /&gt;
==Infecting your entire fort==&lt;br /&gt;
&lt;br /&gt;
Yes, it is possible. Having only infected dwarves does not end your game.&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
* Super-effective hospital service, your dwarves are fully healed once per month. No need for crutches or anything.&lt;br /&gt;
* No need for food or drink, though you can keep alcohol around for happy thoughts and to avoid alcohol withdrawal&lt;br /&gt;
* No need for beds or bedrooms, other than those for nobles&lt;br /&gt;
* When transformed, civilian dwarves are less vulnerable&lt;br /&gt;
* Dwarves will happily discard their old tattered clothing and pick up fresh clothes every month.&lt;br /&gt;
* Unhappy thoughts are less severe as the process of being bitten and biting others tends to make your dwarves very resilient to tragedy.&lt;br /&gt;
* Go for were-elephants or were-badgers for extra dwarven points&lt;br /&gt;
* Fun&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
* Exceedingly difficult to set up, quite long as well&lt;br /&gt;
* May kill your most important dwarves&lt;br /&gt;
* When transformed, fortress activity grinds to a halt, and for a few days afterwards as civilians run around finding new clothing&lt;br /&gt;
* Werebeasts are building destroyers, so you'll constantly need to remake workshops and most furniture&lt;br /&gt;
* Trading is especially difficult&lt;br /&gt;
* Will cause issues with military when transformed: transformation removes all armor, though they will hold onto their weapons, shields, and even quivers/bolts during transformation.&lt;br /&gt;
* May be exceedingly fun for [[Thought|dwarven]] [[Tantrum|sanity]]... but then again you ''were'' looking for fun in the first place&lt;br /&gt;
&lt;br /&gt;
There are several ways to attempt to infect your whole fort, some with higher success rates than others. The trick is to have your uncursed dwarves be bitten but not die, and also to have your cursed dwarves survive any retribution. Delaying the release of the werebeast until near the end of the full moon will reduce the chances of the situation spiralling out of control (though it will also reduce the rate of infection).&lt;br /&gt;
&lt;br /&gt;
One method is to equip a squad of dwarves with training weapons and send them to an isolated area with one or two of your werebeasts. Ideally the dwarves who get injured will back away while the others hold back the werebeast. In reality it can be hard to balance the battle, which leads to either the werebeast killing off the injured dwarves or being pummeled into submission without spreading his curse. The main problem is when an attack by either the werebeast or a dwarf happens at the moment of transformation, it is considered a dwarf-on-dwarf attack, which leads to a minor [[loyalty cascade]]. &lt;br /&gt;
&lt;br /&gt;
Another method is to simply lock a werebeast in a room with a civilian(s) and hope that the civilian survives long enough for the werebeast to turn back. This reduces (but does not eliminate) the chance of a loyalty cascade, because only the werebeast is attacking. The main problem is that werebeasts become legendary fighters/wrestlers very quickly and are more than capable of killing/fatally wounding half a dozen dwarves in a single transformation.&lt;br /&gt;
&lt;br /&gt;
The most successful method discovered is to lock a werebeast in a room with civilians, but be sure the room is completely covered in cage traps. Many injuries inflicted by werebeasts can knock a dwarf unconscious due to pain or strangulation, and an unconscious dwarf will be trapped by a cage trap. In the cage, dwarves are free to recover from their wounds, safe from any further attacks. In addition, a dwarf who is released from a cage gets an enormous happiness boost that will help him cope with the loss of family and friends who were not so lucky. Further improvements to this technique, such as assigning the uncursed to squads with no uniform (or just a helmet) that replaces clothing in order to allow every bite to break the skin, have pushed successful conversion rates to near 50%. It is also recommended to release dwarves from their cages immediately (via constructing the cages and attaching them to a lever) to prevent insanity due to unhappiness.&lt;br /&gt;
&lt;br /&gt;
==Werebeast military==&lt;br /&gt;
&lt;br /&gt;
A somewhat less drastic (though potentially even more [[fun]]) option is to start a werebeast super-soldier breeding program. Some werebeasts can hold and use weapons in wereform, and whatever combat skills they have as dwarves also apply while transformed. Being infected gives dwarves a large increase to their physical attributes (which can still be increased further, unlike vampires), and they need not worry about being wounded in combat as long as they survive until their next transformation. Add to this the wereform's large size of 80000 and inability to feel pain, which partially makes up for its lack of armor, and you end up with a potentially devastating military force, if you can manage to keep them from murdering each other and the rest of your fortress. &lt;br /&gt;
&lt;br /&gt;
Were-soldiers are mostly useful when their wereform is of a variety that can use weapons and preferably also shields, which obviously requires hands of some sort. Weregophers, for example, can use either a shield or a one-handed weapon, but not both, and may even equip crossbows as well as quivers and bolts. It is unknown if dwarves in wereform can wield weapons that are normally too large for them, such as pikes. If they cannot use weapons they may still be useful as soldiers if their wereform is of the dangerous sort, for example in the case of werelions &amp;lt;s&amp;gt;and tigers and bears&amp;lt;/s&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Transformed military dwarves respect their stations, alerts and uniforms (when applicable) and ignore the civilian alert, but will still attack anything they regard as an enemy, such as their fellow dwarves or any destroyable buildings. They must therefore be kept away from the rest of the fortress with walls and bridges, as they will destroy any non-artifact doors. Note that as of 40.24 there is a nasty bug which lets sparring dwarves teleport through 1-tile walls, so make sure the walls to their prison are at least 2 tiles thick, and install two 1-tile bridges connected to one lever as a door. Bonus points if you also install a dump chute in the room to give them new weapons and booze. Designate a stockpile under the chute, set it to take from links only, disable bins and set it to allow booze, empty barrels, weapons, shields and possibly ammo. Supplying the were-soldiers with booze both keeps them happy and prevents them from wandering into your fortress to look for it. Be aware that they can and will jump out of a hole directly above them, so either make the chute at least 2 z-levels high and smooth the walls, or keep it firmly locked with a hatch cover.&lt;br /&gt;
&lt;br /&gt;
Once their containment room has been built, add a piece of furniture, designate a large barracks from it and set them to train there. The were-soldiers will destroy the barracks while transformed unless it is an artifact, so wall it in after the room has been defined. Remember to use 2-tile thick walls because of the sparring bug above.&lt;br /&gt;
&lt;br /&gt;
An important thing to remember is the following: If two or more transformed dwarves have any sort of active military order (either from an alert or direct orders), and can see each other at the moment they change ''back'' from wereform, then they will instantly begin fighting to the death, causing a loyalty cascade. To avoid this, either train your were-soldiers alone in separate rooms (slower due to lack of sparring), or make sure to set their alert to Inactive and cancel all their orders before they change back to dwarves. Once they've changed back, they can be set to train or given orders again. If they do start fighting each other, canceling all their orders and setting them to Inactive will make them stop. &lt;br /&gt;
&lt;br /&gt;
The soldiers will not train while transformed, but if they were sparring during the transformation they will continue to spar in wereform, which can be entertaining to watch. The combat log for sparring dwarves in wereform will be gray instead of the normal cyan.&lt;br /&gt;
&lt;br /&gt;
==Transformation dates==&lt;br /&gt;
&lt;br /&gt;
There are exactly thirteen full moons in [[Calendar|a dwarven year]], so werebeasts transform on exactly the same dates every year:&lt;br /&gt;
&lt;br /&gt;
*25th Granite (XX-01-25)&lt;br /&gt;
*23rd Slate (XX-02-23) &lt;br /&gt;
*21st Felsite (XX-03-21)&lt;br /&gt;
*19th Hematite (XX-04-19)&lt;br /&gt;
*17th Malachite (XX-05-17)&lt;br /&gt;
*15th Galena (XX-06-15)&lt;br /&gt;
*13th Limestone (XX-07-13)&lt;br /&gt;
*11th Sandstone (XX-08-11)&lt;br /&gt;
*8th Timber (XX-09-08)&lt;br /&gt;
*6th Moonstone (XX-10-06)&lt;br /&gt;
*4th Opal (XX-11-04)&lt;br /&gt;
*2nd Obsidian (XX-12-02)&lt;br /&gt;
*28th Obsidian (XX-12-28)&lt;br /&gt;
&lt;br /&gt;
==Werebeasts in adventure mode==&lt;br /&gt;
In adventurer mode, werebeasts are usually found living in small lairs on the edges of civilization. Young adventurers will often be called upon to slay them, with instructions along the line of 'he assumes a bestial form' along with a description of what type of metal they are vulnerable to. However, as long as they are not visited on the night of their transformation, they are just common peasants, and can be dispatched easily. It would behoove these individuals to hide themselves among townsfolk, but what can ya do?&lt;br /&gt;
&lt;br /&gt;
===Becoming a werebeast===&lt;br /&gt;
To become a werebeast, you must either happen upon a werebeast in its beastly form or seek one out on the night of their transformation. The most safe and certain way to permit an infectious werebite is to remove all upper body armor, and only torso armor. The torso is the easiest target and it can sustain more damage than limbs. Getting an appendage bitten or shaken off has a lower probability of penetrating the bloodstream than a bite to the chest area.&lt;br /&gt;
&lt;br /&gt;
Note if you select a form for its advantages: the werebeast form doesn't guarantee the stat ranges their animal type may imply; those are generated completely independently. The beast form only confers a proportionate size/mass increase, the tissue layer materials, and all their attack types.&lt;br /&gt;
&lt;br /&gt;
{{new in v0.42}}&lt;br /&gt;
It is additionally possible to become a werebeast by toppling statues of your god(s) in a temple or sanctuary. Walk up to the statue and topple it with {{K|u}} then {{K|a}}. Toppling a statue in this way will lead you to be cursed: the curse will be either werebeast or [[DF2014:Vampire|vampirism]]. As of v0.47.01, toppling statues unrelated to your religion no longer has any effect.  A simpler way to obtain a werebeast curse is to roll divination [[dice]] to the point of angering the gods. Once you get a message urging you not to tempt fate, another roll of the dice will bestow upon you a curse. Which curse you get appears to be randomly decided at the time you topple the statue or roll the dice. Reloading the game and repeating the process often gives the alternate curse.&lt;br /&gt;
&lt;br /&gt;
If you become a werebeast and transform in adventure mode, you can pick up your weapon and shield that were dropped in the transformation, but, seeing as almost all werebeasts seem to have a minimum body size of about 80000, armor will become too [[Clothing#Size|small]] for you to fit into. Hauled items will also be dropped on Fast Travel.&lt;br /&gt;
&lt;br /&gt;
===Implications of being an adventuring werebeast===&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
*Every full moon all injuries are instantly healed, then again when the phase ends.&lt;br /&gt;
*Potential increase to all physical stats, likely increase to all physical stat maximums (your mileage may vary; sometimes base and maximum stats are ''lower'' than your normal form.)&lt;br /&gt;
*Increase in mass that scales up with animal's base size (eg a smaller creature adds a marginal amount, a larger creature may gain mass in the 100ks.)&lt;br /&gt;
*Acquire all the animal's traits including swim/climb/crawl rates, innate swimming, physical attacks such as hoof or horn, tissue layer properties such as scales or thick hide.&lt;br /&gt;
&lt;br /&gt;
'''Cons:''' &lt;br /&gt;
*Attacked if you visit any towns during your transformation. Automatically hostile with everyone except werebeasts of your own species.&lt;br /&gt;
*Having to re-equip yourself every transformation unless transformed size is similar enough to your race's size. Non-leather clothing will be destroyed on any transformation regardless of size difference.&lt;br /&gt;
*If enemies are wielding weapons of a material your new form is weak against, damage taken can be devastating.&lt;br /&gt;
*Werebeast form often starts relatively weaker, and its maximum potential may be less than normal form.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
&lt;br /&gt;
* Ordering your military to kill an infected dwarf may trigger a [[loyalty cascade]], potentially making every single dwarf of the fortress hostile to all others {{Bug|0003259}}.  To prevent this, it's safer to dispose of the infected by [[Unfortunate accident|other means]], like quarantining them via forbidden doors on hospitals fitted with… [[Drowning chamber|hygienic measures]].&lt;br /&gt;
&lt;br /&gt;
* On first transformation an afflicted character's birth year and time can be set back hundreds to thousands of years {{Bug|0005835}}. This can occur from infection by bite or direct deity curse.&lt;br /&gt;
&lt;br /&gt;
* Infected invaders don't attack the rest of the invasion force when they turn.{{bug|10014}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
Sometimes a werebeast arrives in humanoid form, and the game then announces the arrival of a normal, intelligent creature as if it was some terrible beast. The naked, confused creature usually runs away, probably scared by your dwarves' laughter.&lt;br /&gt;
&lt;br /&gt;
Unlike other werebeasts, werehedgehogs have shown the ability to unnaturally stretch their limbs out for extra mobility, and often attempt to steal rings from your stockpiles.&lt;br /&gt;
&lt;br /&gt;
{{Translation| dwarven = senelfer | elvish = riviìle | goblin = bemkåbu | human = hixursuku}}&lt;br /&gt;
{| {{listboxformat|class=gamedata}}&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; style=&amp;quot;border: 1px solid #72A329; font-weight:bold; background-color: #bd8; padding-left: 1em; padding-right: 1em; width:100%; display:table-cell&amp;quot; | Example raws (as extracted from world.dat)&lt;br /&gt;
|- style=&amp;quot;text-align: left; display:table-cell; &amp;quot;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;overflow:auto; max-width:800px&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;gamedata-content&amp;quot; style=&amp;quot;font-family: monospace; font-size:1.25em; white-space:pre;&amp;quot;&amp;gt;[OBJECT:CREATURE]&lt;br /&gt;
&lt;br /&gt;
[CREATURE:NIGHT_CREATURE_32]&lt;br /&gt;
	[NAME:wereskink:wereskinks:wereskink]&lt;br /&gt;
	[CASTE_NAME:wereskink:wereskinks:wereskink]&lt;br /&gt;
	[GENERATED]&lt;br /&gt;
	[ATTACK_TRIGGER:20:0:0]&lt;br /&gt;
	[NIGHT_CREATURE_HUNTER]&lt;br /&gt;
	[CAN_LEARN]&lt;br /&gt;
	[CAN_SPEAK]&lt;br /&gt;
	[NO_GENDER]&lt;br /&gt;
	[BONECARN]&lt;br /&gt;
	[CRAZED]&lt;br /&gt;
	[PHYS_ATT_RANGE:STRENGTH:1000:1150:1250:1500:2000:2250:2500]&lt;br /&gt;
	[PHYS_ATT_RANGE:AGILITY:1000:1150:1250:1500:2000:2250:2500]&lt;br /&gt;
	[PHYS_ATT_RANGE:TOUGHNESS:850:900:950:1000:1050:1100:1150]&lt;br /&gt;
	[PHYS_ATT_RANGE:ENDURANCE:850:900:950:1000:1050:1100:1150]&lt;br /&gt;
	[PHYS_ATT_RANGE:RECUPERATION:450:1050:1150:1250:1350:1550:2250]&lt;br /&gt;
	[PHYS_ATT_RANGE:DISEASE_RESISTANCE:700:1300:1400:1500:1600:1800:2500]&lt;br /&gt;
	[MENT_ATT_RANGE:ANALYTICAL_ABILITY:1250:1500:1750:2000:2500:3000:5000]&lt;br /&gt;
	[MENT_ATT_RANGE:FOCUS:1250:1500:1750:2000:2500:3000:5000]&lt;br /&gt;
	[MENT_ATT_RANGE:WILLPOWER:1250:1500:1750:2000:2500:3000:5000]&lt;br /&gt;
	[MENT_ATT_RANGE:PATIENCE:0:333:666:1000:2333:3666:5000]&lt;br /&gt;
	[MENT_ATT_RANGE:MEMORY:1250:1500:1750:2000:2500:3000:5000]&lt;br /&gt;
	[MENT_ATT_RANGE:LINGUISTIC_ABILITY:450:1050:1150:1250:1350:1550:2250]&lt;br /&gt;
	[MENT_ATT_RANGE:MUSICALITY:0:333:666:1000:2333:3666:5000]&lt;br /&gt;
	[MENT_ATT_RANGE:SOCIAL_AWARENESS:700:1300:1400:1500:1600:1800:2500]&lt;br /&gt;
	[PERSONALITY:BASHFUL:0:0:0]&lt;br /&gt;
	[PERSONALITY:STRESS_VULNERABILITY:0:0:0]&lt;br /&gt;
	[PERSONALITY:FRIENDLINESS:0:0:0]&lt;br /&gt;
	[PERSONALITY:DISDAIN_ADVICE:100:100:100]&lt;br /&gt;
	[PERSONALITY:CHEER_PROPENSITY:0:0:0]&lt;br /&gt;
	[PERSONALITY:GRATITUDE:0:0:0]&lt;br /&gt;
	[PERSONALITY:TRUST:0:0:0]&lt;br /&gt;
	[PERSONALITY:ALTRUISM:0:0:0]&lt;br /&gt;
	[PERSONALITY:CRUELTY:100:100:100]&lt;br /&gt;
	[NATURAL_SKILL:WRESTLING:6]&lt;br /&gt;
	[NATURAL_SKILL:BITE:6]&lt;br /&gt;
	[NATURAL_SKILL:GRASP_STRIKE:6]&lt;br /&gt;
	[NATURAL_SKILL:STANCE_STRIKE:6]&lt;br /&gt;
	[NATURAL_SKILL:MELEE_COMBAT:6]&lt;br /&gt;
	[NATURAL_SKILL:DODGING:6]&lt;br /&gt;
	[NATURAL_SKILL:SITUATIONAL_AWARENESS:6]&lt;br /&gt;
	[NATURAL_SKILL:SNEAK:20]&lt;br /&gt;
	[DIFFICULTY:1]&lt;br /&gt;
	[LAIR:SIMPLE_BURROW:50]&lt;br /&gt;
	[NO_DRINK]&lt;br /&gt;
	[NO_EAT]&lt;br /&gt;
	[NO_SLEEP]&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;
	[LARGE_PREDATOR]&lt;br /&gt;
	[EVIL]&lt;br /&gt;
	[SUPERNATURAL]&lt;br /&gt;
	[FANCIFUL]&lt;br /&gt;
	[AMPHIBIOUS]&lt;br /&gt;
	[PETVALUE:2000]&lt;br /&gt;
	[GRASSTRAMPLE:20]&lt;br /&gt;
	[BUILDINGDESTROYER:2]&lt;br /&gt;
	[ALL_ACTIVE]&lt;br /&gt;
	[SWIMS_INNATE]&lt;br /&gt;
	[TRAPAVOID]&lt;br /&gt;
	[NOPAIN]&lt;br /&gt;
	[NOSTUN]&lt;br /&gt;
	[NONAUSEA]&lt;br /&gt;
	[NOFEAR]&lt;br /&gt;
	[NOEXERT]&lt;br /&gt;
	[NO_DIZZINESS]&lt;br /&gt;
	[NO_FEVERS]&lt;br /&gt;
	[MATERIAL_FORCE_MULTIPLIER:INORGANIC:STEEL:10:1]&lt;br /&gt;
	[GENERAL_MATERIAL_FORCE_MULTIPLIER:1:2]&lt;br /&gt;
	[LARGE_PREDATOR]&lt;br /&gt;
	[SPHERE:ANIMALS]&lt;br /&gt;
	[SPHERE:CHAOS]&lt;br /&gt;
	[SPHERE:MOON]&lt;br /&gt;
	[SPHERE:NIGHT]&lt;br /&gt;
	[BODY_SIZE:0:0:83000]&lt;br /&gt;
	[CRTEATURE_TILE:165]&lt;br /&gt;
	[BODY:RCP_UPPER_BODY:RCP_LOWER_BODY:RCP_NECK:RCP_HEAD:RCP_TWO_PART_ARMS:RCP_TWO_PART_LEGS:RCP_TAIL:RCP_4_FINGERS:RCP_4_TOES:RCP_2_EYES:RCP_LUNGS:RCP_HEART:RCP_GUTS:RCP_THROAT:RCP_SPINE:RCP_UPPER_SPINE:RCP_BRAIN:RCP:SKULL:RCP_MOUTH:RCP_TONGUE:RCP_TEETH:RCP_RIBS:RCP_2_EYELIDS]&lt;br /&gt;
	[CANOPENDOORS]&lt;br /&gt;
	[EQUIPS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_MATERIALS]&lt;br /&gt;
		[REMOVE_MATERIAL:SKIN]&lt;br /&gt;
		[REMOVE_MATERIAL:HAIR]&lt;br /&gt;
		[USE_MATERIAL_TEMPLATE:SCALE:SCALE_TEMPLATE]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_TISSUES]&lt;br /&gt;
		[REMOVE_TISSUE:SKIN]&lt;br /&gt;
		[REMOVE_TISSUE:HAIR]&lt;br /&gt;
		[USE_TISSUE_TEMPLATE:SCALE:SCALE_TEMPLATE]&lt;br /&gt;
	[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SCALE:FAT:MUSCLE:BONE:CARTILAGE]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:HUMANOID_HEAD_POSITIONS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:HUMANOID_RELSIZES]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]&lt;br /&gt;
	[TENDRONS:LOCAL_CREATURE_MAT:SINEW:200]&lt;br /&gt;
	[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]&lt;br /&gt;
	[HAS_NERVES]&lt;br /&gt;
	[NOBREATHE]&lt;br /&gt;
	[HOMEOTHERM:10040]&lt;br /&gt;
	[SELECT_MATERIAL:SCALE]&lt;br /&gt;
		[STATE_COLOR:ALL_SOLID:CHARCOAL]&lt;br /&gt;
	[NO_UNIT_TYPE_COLOR]&lt;br /&gt;
	[COLOR:6:0:0]&lt;br /&gt;
	[SELECT_MATERIAL:EYE]&lt;br /&gt;
		[STATE_COLOR:ALL:BLUE]&lt;br /&gt;
	[GLOWTILE:'&amp;quot;']&lt;br /&gt;
	[GLOWCOLOR:1:0:1]&lt;br /&gt;
	[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]&lt;br /&gt;
	 [PLUS_TISSUE_LAYER:SCALE:BY_CATEGORY:THROAT]&lt;br /&gt;
		[TL_MAJOR_ARTERIES]&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;
	[USE_MATERIAL_TEMPLATE:CLAW:NAIL_TEMPLATE]&lt;br /&gt;
	[USE_TISSUE_TEMPLATE:CLAW:CLAW_TEMPLATE]&lt;br /&gt;
	[TISSUE_LAYER:BY_CATEGORY:FINGER:CLAW:FRONT]&lt;br /&gt;
	[TISSUE_LAYER:BY_CATEGORY:TOE:CLAW:FRONT]&lt;br /&gt;
	[ATTACK:PUNCH:BODYPART:BY_TYPE:GRASP]&lt;br /&gt;
		[ATTACK_SKILL:GRASP_STRIKE]&lt;br /&gt;
		[ATTACK_VERB:punch:punches]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
		[ATTACK_PREPARE_AND_RECOVER:2:2]&lt;br /&gt;
		[ATTACK_FLAG_WITH]&lt;br /&gt;
		[ATTACK_PRIORITY:SECOND]&lt;br /&gt;
	[ATTACK:KICK:BODYPART:BY_TYPE:STANCE]&lt;br /&gt;
		[ATTACK_SKILL:STANCE_STRIKE]&lt;br /&gt;
		[ATTACK_VERB:kick:kicks]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
		[ATTACK_PREPARE_AND_RECOVER:2:2]&lt;br /&gt;
		[ATTACK_FLAG_WITH]&lt;br /&gt;
		[ATTACK_PRIORITY:SECOND]&lt;br /&gt;
		[ATTACK_FLAG_BAD_MULTIATTACK]&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_PREPARE_AND_RECOVER:2:2]&lt;br /&gt;
		[ATTACK_FLAG_EDGE]&lt;br /&gt;
		[ATTACK_PRIORITY:MAIN]&lt;br /&gt;
		[ATTACK_FLAG_CANLATCH]&lt;br /&gt;
		[SPECIALATTACK_INTERACTION:DEITY_CURSE_WEREBEAST_10_BITE]&lt;br /&gt;
	[ATTACK:FSCRATCH:BY_TYPE:GRASP: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_PREPARE_AND_RECOVER:2:2]&lt;br /&gt;
		[ATTACK_FLAG_EDGE]&lt;br /&gt;
		[ATTACK_PRIORITY:SECOND]&lt;br /&gt;
	[ATTACK:TSCRATCH:BY_TYPE:STANCE:BY_CATEGORY:ALL:CLAW]&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_PREPARE_AND_RECOVER:2:2]&lt;br /&gt;
		[ATTACK_FLAG_EDGE]&lt;br /&gt;
		[ATTACK_PRIORITY:SECOND]&lt;br /&gt;
		[ATTACK_FLAG_BAD_MULTIATTACK]&lt;br /&gt;
	[GAIT:SWIM:Maximum Swim Speed:725:10:3:2175:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]&lt;br /&gt;
	[GAIT:SWIM:Faster Swim:1450:5:3:2175:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]&lt;br /&gt;
	[GAIT:SWIM:Fast Swim:2175:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]&lt;br /&gt;
	[GAIT:SWIM:Swim:2900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:SWIM:Slow Swim:3900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:SWIM:Creeping Swim:5900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:WALK:Sprint:212:10:3:637:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]&lt;br /&gt;
	[GAIT:WALK:Run:425:5:3:637:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]&lt;br /&gt;
	[GAIT:WALK:Jog:600:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]&lt;br /&gt;
	[GAIT:WALK:Walk:850:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:WALK:Stroll:1800:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:WALK:Creep:2750:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:CRAWL:Scramble:225:10:3:675:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]&lt;br /&gt;
	[GAIT:CRAWL:Faster Crawl:450:5:3:675:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]&lt;br /&gt;
	[GAIT:CRAWL:Fast Crawl:675:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]&lt;br /&gt;
	[GAIT:CRAWL:Crawl:900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:CRAWL:Slow Crawl:1900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:CRAWL:Creep:2900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:CLIMB:Scramble:225:10:3:675:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]&lt;br /&gt;
	[GAIT:CLIMB:Faster Climb:450:5:3:675:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]&lt;br /&gt;
	[GAIT:CLIMB:Fast Climb:675:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]&lt;br /&gt;
	[GAIT:CLIMB:Climb:900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:CLIMB:Slow Climb:1900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:CLIMB:Creep:2900:NO_BUILD_UP:0]&lt;br /&gt;
	[DESCRIPTION:A large skink twisted into humanoid form. It is crazed for blood and flesh. Its eyes glow blue. Its charcoal scales are blocky and close-set. Now you will know why you fear the night.]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[OBJECT:INTERACTION]&lt;br /&gt;
&lt;br /&gt;
[INTERACTION:DEITY_CURSE_WEREBEAST_10_BITE]&lt;br /&gt;
	[GENERATED]&lt;br /&gt;
	[I_SOURCE:ATTACK]&lt;br /&gt;
		[IS_HIST_STRING_1: bit ]&lt;br /&gt;
		[IS_HIST_STRING_2:, passing on the skink monster curse]&lt;br /&gt;
	[I_TARGET:A:CREATURE]&lt;br /&gt;
		[IT_LOCATION:CONTEXT_CREATURE]&lt;br /&gt;
		[IT_REQUIRES:CAN_LEARN]&lt;br /&gt;
		[IT_REQUIRES:HAS_BLOOD]&lt;br /&gt;
		[IT_FORBIDDEN:NOT_LIVING]&lt;br /&gt;
		[IT_FORBIDDEN:SUPERNATURAL]&lt;br /&gt;
		[IT_CANNOT_HAVE_SYNDROME_CLASS:WERECURSE]&lt;br /&gt;
		[IT_CANNOT_HAVE_SYNDROME_CLASS:VAMPCURSE]&lt;br /&gt;
		[IT_CANNOT_HAVE_SYNDROME_CLASS:DISTURBANCE_CURSE]&lt;br /&gt;
		[IT_CANNOT_HAVE_SYNDROME_CLASS:RAISED_UNDEAD]&lt;br /&gt;
		[IT_CANNOT_HAVE_SYNDROME_CLASS:RAISED_GHOST]&lt;br /&gt;
		[IT_CANNOT_HAVE_SYNDROME_CLASS:GHOUL]&lt;br /&gt;
	[I_EFFECT:ADD_SYNDROME]&lt;br /&gt;
		[IE_TARGET:A]&lt;br /&gt;
		[IE_IMMEDIATE]&lt;br /&gt;
		[SYNDROME]&lt;br /&gt;
			[SYN_CONCENTRATION_ADDED:1000:0]&lt;br /&gt;
			[SYN_CLASS:WERECURSE]&lt;br /&gt;
			[CE_BODY_TRANSFORMATION:START:16800:ABRUPT]&lt;br /&gt;
			[CE:CREATURE:NIGHT_CREATURE_32:DEFAULT]&lt;br /&gt;
			[CE:PERIODIC:MOON_PHASE:27:0]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
{{Military}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
[[ru:Werebeast]]&lt;/div&gt;</summary>
		<author><name>Feather</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Strange_mood&amp;diff=255059</id>
		<title>DF2014 Talk:Strange mood</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Strange_mood&amp;diff=255059"/>
		<updated>2020-09-26T18:40:25Z</updated>

		<summary type="html">&lt;p&gt;Feather: /* Iron clothing? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==&amp;quot;Totally ecstatic for a few months&amp;quot;==&lt;br /&gt;
The page mentions that creating an artifact makes dwarves totally ecstatic for a few months. With the new stress system this is no longer accurate, but I am not very well-versed in how the new system works so I would like to request somebody else looks into the effects making an artifact has on dwarves in the current version. --[[Special:Contributions/2A02:1810:AC03:5E00:38BF:4F3C:7B9E:790D|2A02:1810:AC03:5E00:38BF:4F3C:7B9E:790D]] 19:11, 15 December 2015 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Foreign weapons==&lt;br /&gt;
A moody dwarf with a preference for large daggers create a large cave crocodile bone dagger in my fort. My civilization is not capable of producing large daggers, so I suppose it's confirmed that preferences can allow item types that couldn't otherwise be chosen.--[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 18:47, 22 February 2015 (UTC)&lt;br /&gt;
&lt;br /&gt;
Yep. My king, a clothier, created an artifact face veil.--[[User:Feb Rainyworks|Feb Rainyworks]] 13 June 2015&lt;br /&gt;
&lt;br /&gt;
==Mood Lottery==&lt;br /&gt;
The idea of most dwarves getting 6 tickets in the mood lottery but other dwarves getting more is ''exactly'' how Toady implemented it, and you can see how it works in DFHack's [https://github.com/DFHack/dfhack/blob/master/plugins/strangemood.cpp#L567 strangemood] plugin (which I mostly reimplemented from disassembly - there are some minor differences, but most of the logic is intact). --[[User:Quietust|Quietust]] ([[User talk:Quietust|talk]]) 19:48, 2 September 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Fair enough; that certainly isn't how I would implement a random choice like that, but it would accomplish the job. I will note that your code uses &amp;quot;tickets&amp;quot; because you chose to use the keyword &amp;quot;tickets&amp;quot;, not necessarily because the game itself uses &amp;quot;tickets&amp;quot;, but that is splitting hairs.--[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 20:10, 2 September 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Should we remove the part about the planepacked glitch ==&lt;br /&gt;
&lt;br /&gt;
I know it's funny, but it no longer applies to this version of DF... [[Special:Contributions/2602:306:C413:D410:5C5A:FE11:B71C:4C4A|2602:306:C413:D410:5C5A:FE11:B71C:4C4A]] 05:33, 1 July 2015 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Done, thanks. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 15:50, 1 July 2015 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Moodable profession ==&lt;br /&gt;
&lt;br /&gt;
My militia commander created an artefact. I wouldn't have expected that based on the description here... should it be clarified that militia commander is not a military profession in this context? --[[User:Pegasus|Pegasus]] ([[User talk:Pegasus|talk]]) 05:32, 22 September 2015 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Mood Instruments ==&lt;br /&gt;
&lt;br /&gt;
Since instruments are now procedurally-generated with potentially many components it seems unlikely that they would still be valid mood creations. Has anyone seen a mood instrument in v0.42? I haven't seen any, but I haven't spent too much time playing the new version.--[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 21:18, 8 March 2016 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Found one: a metal-bells-on-a-glass-stand instrument created using wood with spikes of leather, with no components listed in the description. It appears the strange mood code has not been updated to handle the more complex instruments.--[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 19:26, 11 April 2016 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Non-citizen moods ==&lt;br /&gt;
&lt;br /&gt;
I just had a non-citizen permanent resident dwarf, a Bard who had signed on as an entertainer at my tavern but has not petitioned to become an actual citizen, fall into a fey mood, claim a Craftsdwarf's Workshop, and produce an artifact peach wood cup. I now have a Legendary Wood Crafter who isn't a citizen and whom I do not actually control living in my fort.&lt;br /&gt;
&lt;br /&gt;
== Books vs. Maximum Number of Artifacts? ==&lt;br /&gt;
Do books (being partly artifacts) count against the maximum number of artifacts for strange mood eligibility? [[User:Shorr|Shorr]] ([[User talk:Shorr|talk]]) 14:05, 2 December 2016 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Something Interesting ==&lt;br /&gt;
&lt;br /&gt;
You can safely forbid components at any time during construction. The dwarf will work without them as long as there is still one component they can use. If you forbid the primary material(s) after construction has begun, the finished product will automatically be iron. --[[User:Fish Preferred|Fish Preferred]] ([[User talk:Fish Preferred|talk]]) 15:03, 17 December 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Non-civilized with strange moods ==&lt;br /&gt;
&lt;br /&gt;
What if make non-civilized creature to have strange moods?&lt;br /&gt;
&lt;br /&gt;
I give ability to strange moods to semimegabeasts, bronze colossi, trolls, goblins and gremlins. When I play fortress, trolls make some artifacts. In legends only goblins make artifacts in this world. --[[Special:Contributions/93.77.222.197|93.77.222.197]] 04:57, 26 April 2019 (UTC)&lt;br /&gt;
&lt;br /&gt;
Can uninteligent creatures have moods? As in, what effect would it have to mod CATS having moods? Would a catsplosion be followed by an artifactxplosion?&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;boulders&amp;quot;? ==&lt;br /&gt;
&lt;br /&gt;
The page says:&lt;br /&gt;
&lt;br /&gt;
&amp;gt; stoneworkers (miners, engravers, masons, stone crafters, and mechanics) will demand '''boulders'''&lt;br /&gt;
&lt;br /&gt;
Does this mean [[boulder|boulders]]? Or just regular stone? - [[User:AnnanFay|AnnanFay]] ([[User talk:AnnanFay|talk]]) 15:32, 29 December 2019 (UTC)&lt;br /&gt;
:It means regular stone - per the [[boulder]] page, regular stone is referred to as boulders in the raws, so that's probably why DF uses that term here. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 17:41, 29 December 2019 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Artifact mechanisms in traps? ==&lt;br /&gt;
Started discussion under [[Talk:Trap]]. [[User:Albedo|Albedo]] ([[User talk:Albedo|talk]]) 18:24, 31 May 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Moodable skills &amp;quot;Tier List&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;list&amp;quot; really doesn't read like a list.  There's two different skills listed as &amp;quot;close second&amp;quot;.  The reasoning for the ordering feels rather disjointed.  Also the text list and the table list don't match up at all (like Clothier being one of the worst but also green).&lt;br /&gt;
[[Special:Contributions/97.83.67.252|97.83.67.252]] 20:34, 27 August 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Iron clothing? ==&lt;br /&gt;
&lt;br /&gt;
It's known that forbidding the main material when crafting typically causes an iron artifact, but does anyone know if that applies to clothing or objects made in the clothiers/leatherworker's shops?&lt;br /&gt;
&lt;br /&gt;
I don't see why it wouldn't, but I've never seen anyone comment on it and it seems like there's quite a lot of potential with the idea so I kind of feel like it'd be out there if it worked. Iron dresses and turbans and whatnot seem like they'd be pretty flavourful for a military commander, and I'd bet that old multi-cloak strategy would be even more insane if the cloaks were made out of metal.&lt;br /&gt;
&lt;br /&gt;
Maybe you could even make a suit of iron &amp;quot;leather&amp;quot; armour. [[User:Feather|Feather]] ([[User talk:Feather|talk]]) 04:18, 26 September 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Looks like it does, which I guess means now it'll be interesting to see if any metal clothing is comparable to a proper suit of armour.  [[User:Feather|Feather]] ([[User talk:Feather|talk]]) 18:40, 26 September 2020 (UTC)&lt;/div&gt;</summary>
		<author><name>Feather</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Strange_mood&amp;diff=255058</id>
		<title>DF2014 Talk:Strange mood</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Strange_mood&amp;diff=255058"/>
		<updated>2020-09-26T18:40:10Z</updated>

		<summary type="html">&lt;p&gt;Feather: /* Iron clothing? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==&amp;quot;Totally ecstatic for a few months&amp;quot;==&lt;br /&gt;
The page mentions that creating an artifact makes dwarves totally ecstatic for a few months. With the new stress system this is no longer accurate, but I am not very well-versed in how the new system works so I would like to request somebody else looks into the effects making an artifact has on dwarves in the current version. --[[Special:Contributions/2A02:1810:AC03:5E00:38BF:4F3C:7B9E:790D|2A02:1810:AC03:5E00:38BF:4F3C:7B9E:790D]] 19:11, 15 December 2015 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Foreign weapons==&lt;br /&gt;
A moody dwarf with a preference for large daggers create a large cave crocodile bone dagger in my fort. My civilization is not capable of producing large daggers, so I suppose it's confirmed that preferences can allow item types that couldn't otherwise be chosen.--[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 18:47, 22 February 2015 (UTC)&lt;br /&gt;
&lt;br /&gt;
Yep. My king, a clothier, created an artifact face veil.--[[User:Feb Rainyworks|Feb Rainyworks]] 13 June 2015&lt;br /&gt;
&lt;br /&gt;
==Mood Lottery==&lt;br /&gt;
The idea of most dwarves getting 6 tickets in the mood lottery but other dwarves getting more is ''exactly'' how Toady implemented it, and you can see how it works in DFHack's [https://github.com/DFHack/dfhack/blob/master/plugins/strangemood.cpp#L567 strangemood] plugin (which I mostly reimplemented from disassembly - there are some minor differences, but most of the logic is intact). --[[User:Quietust|Quietust]] ([[User talk:Quietust|talk]]) 19:48, 2 September 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Fair enough; that certainly isn't how I would implement a random choice like that, but it would accomplish the job. I will note that your code uses &amp;quot;tickets&amp;quot; because you chose to use the keyword &amp;quot;tickets&amp;quot;, not necessarily because the game itself uses &amp;quot;tickets&amp;quot;, but that is splitting hairs.--[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 20:10, 2 September 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Should we remove the part about the planepacked glitch ==&lt;br /&gt;
&lt;br /&gt;
I know it's funny, but it no longer applies to this version of DF... [[Special:Contributions/2602:306:C413:D410:5C5A:FE11:B71C:4C4A|2602:306:C413:D410:5C5A:FE11:B71C:4C4A]] 05:33, 1 July 2015 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Done, thanks. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 15:50, 1 July 2015 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Moodable profession ==&lt;br /&gt;
&lt;br /&gt;
My militia commander created an artefact. I wouldn't have expected that based on the description here... should it be clarified that militia commander is not a military profession in this context? --[[User:Pegasus|Pegasus]] ([[User talk:Pegasus|talk]]) 05:32, 22 September 2015 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Mood Instruments ==&lt;br /&gt;
&lt;br /&gt;
Since instruments are now procedurally-generated with potentially many components it seems unlikely that they would still be valid mood creations. Has anyone seen a mood instrument in v0.42? I haven't seen any, but I haven't spent too much time playing the new version.--[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 21:18, 8 March 2016 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Found one: a metal-bells-on-a-glass-stand instrument created using wood with spikes of leather, with no components listed in the description. It appears the strange mood code has not been updated to handle the more complex instruments.--[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 19:26, 11 April 2016 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Non-citizen moods ==&lt;br /&gt;
&lt;br /&gt;
I just had a non-citizen permanent resident dwarf, a Bard who had signed on as an entertainer at my tavern but has not petitioned to become an actual citizen, fall into a fey mood, claim a Craftsdwarf's Workshop, and produce an artifact peach wood cup. I now have a Legendary Wood Crafter who isn't a citizen and whom I do not actually control living in my fort.&lt;br /&gt;
&lt;br /&gt;
== Books vs. Maximum Number of Artifacts? ==&lt;br /&gt;
Do books (being partly artifacts) count against the maximum number of artifacts for strange mood eligibility? [[User:Shorr|Shorr]] ([[User talk:Shorr|talk]]) 14:05, 2 December 2016 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Something Interesting ==&lt;br /&gt;
&lt;br /&gt;
You can safely forbid components at any time during construction. The dwarf will work without them as long as there is still one component they can use. If you forbid the primary material(s) after construction has begun, the finished product will automatically be iron. --[[User:Fish Preferred|Fish Preferred]] ([[User talk:Fish Preferred|talk]]) 15:03, 17 December 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Non-civilized with strange moods ==&lt;br /&gt;
&lt;br /&gt;
What if make non-civilized creature to have strange moods?&lt;br /&gt;
&lt;br /&gt;
I give ability to strange moods to semimegabeasts, bronze colossi, trolls, goblins and gremlins. When I play fortress, trolls make some artifacts. In legends only goblins make artifacts in this world. --[[Special:Contributions/93.77.222.197|93.77.222.197]] 04:57, 26 April 2019 (UTC)&lt;br /&gt;
&lt;br /&gt;
Can uninteligent creatures have moods? As in, what effect would it have to mod CATS having moods? Would a catsplosion be followed by an artifactxplosion?&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;boulders&amp;quot;? ==&lt;br /&gt;
&lt;br /&gt;
The page says:&lt;br /&gt;
&lt;br /&gt;
&amp;gt; stoneworkers (miners, engravers, masons, stone crafters, and mechanics) will demand '''boulders'''&lt;br /&gt;
&lt;br /&gt;
Does this mean [[boulder|boulders]]? Or just regular stone? - [[User:AnnanFay|AnnanFay]] ([[User talk:AnnanFay|talk]]) 15:32, 29 December 2019 (UTC)&lt;br /&gt;
:It means regular stone - per the [[boulder]] page, regular stone is referred to as boulders in the raws, so that's probably why DF uses that term here. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 17:41, 29 December 2019 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Artifact mechanisms in traps? ==&lt;br /&gt;
Started discussion under [[Talk:Trap]]. [[User:Albedo|Albedo]] ([[User talk:Albedo|talk]]) 18:24, 31 May 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Moodable skills &amp;quot;Tier List&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;list&amp;quot; really doesn't read like a list.  There's two different skills listed as &amp;quot;close second&amp;quot;.  The reasoning for the ordering feels rather disjointed.  Also the text list and the table list don't match up at all (like Clothier being one of the worst but also green).&lt;br /&gt;
[[Special:Contributions/97.83.67.252|97.83.67.252]] 20:34, 27 August 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Iron clothing? ==&lt;br /&gt;
&lt;br /&gt;
It's known that forbidding the main material when crafting typically causes an iron artifact, but does anyone know if that applies to clothing or objects made in the clothiers/leatherworker's shops?&lt;br /&gt;
&lt;br /&gt;
I don't see why it wouldn't, but I've never seen anyone comment on it and it seems like there's quite a lot of potential with the idea so I kind of feel like it'd be out there if it worked. Iron dresses and turbans and whatnot seem like they'd be pretty flavourful for a military commander, and I'd bet that old multi-cloak strategy would be even more insane if the cloaks were made out of metal.&lt;br /&gt;
&lt;br /&gt;
Maybe you could even make a suit of iron &amp;quot;leather&amp;quot; armour. [[User:Feather|Feather]] ([[User talk:Feather|talk]]) 04:18, 26 September 2020 (UTC)Feather&lt;br /&gt;
&lt;br /&gt;
:Looks like it does, which I guess means now it'll be interesting to see if any metal clothing is comparable to a proper suit of armour.  [[User:Feather|Feather]] ([[User talk:Feather|talk]]) 18:40, 26 September 2020 (UTC)Feather&lt;/div&gt;</summary>
		<author><name>Feather</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Undead&amp;diff=255051</id>
		<title>Undead</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Undead&amp;diff=255051"/>
		<updated>2020-09-26T04:53:48Z</updated>

		<summary type="html">&lt;p&gt;Feather: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|18:33, 23 August 2014 (UTC)}}&lt;br /&gt;
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{{av}}&lt;br /&gt;
[[File:zombie_dwarf.jpg|thumb|190px|right|Body?  Decomposed.  Wrath?  Active.  Hotel?  Trivago.]]The '''animated dead''' (or '''undead''') {{Tile|Ñ|3:0}} are the [[corpse|bodies]] of formerly living [[creature]]s animated through fell [[magic]]. These [[night creature]]s can be created intentionally by a [[necromancer]], a [[mummy]] or arise naturally from the dark energies of [[surroundings|evil regions]].&lt;br /&gt;
&lt;br /&gt;
==What is an undead?==&lt;br /&gt;
[[File:undead_stab.jpg|thumb|190px|right|A zombie being stabbed in the back. Drawn by [[Zach Adams]].]]An undead may be formed of either the rotting husk, or the bones and shell of a being: the former is considered a zombie, and the latter a skeleton. (Although [[vampire]]s are no longer performing the bodily functions of a living being, they are not considered the &amp;quot;animated dead&amp;quot;, this term being reserved for a corpse which has begun to move and act on its own or by the will of [[Necromancer|another]], but lacking any form of intelligence beyond a primitive urge to hunt and kill any living thing it can find, where zombies and skeletons cannot think or behave in any sophisticated manner beyond &amp;quot;kill everything&amp;quot;, vampires are wilful beings, generally indistinguishable from living persons, and capable of great deception to ensure that nobody learns about their condition.) [[Ghost]]s are called undead in-game, but they are also not considered animated dead (as they lack a corporeal form). [[Intelligent undead]] are harder to categorize: while they are created in the same way as zombies and skeletons and may resemble them in appearance, they retain their intelligence and personalities and can also manifest [[DF2014:Intelligent_undead#Powers|strange magical powers]]. &lt;br /&gt;
&lt;br /&gt;
As long as the remains of a creature contain a body part capable of grasping, be it a hand, or head, or the entire upper half, those remains can be animated. This can lead to animated hands and heads, which seems comical until you consider the implications of a swarm of such monstrosities and the havoc that they might wreak. Even some parts of creatures which should be incapable of autonomous movement can be raised, such as the [[hair]] or [[skin]] or even ''[[mussel]] [[shell]]s''. They are, however, predictably nonlethal, mostly serving as B-movie terror monster 'fodder' to scare your dwarves into running around. A body part can be resurrected as a zombie even if it has already done so and been de-animated again. However, pulping damage (that is, &amp;quot;exploding into gore&amp;quot;, &amp;quot;cloven asunder&amp;quot;, &amp;quot;torn into shreds&amp;quot; and so on) to the head, neck, lower body, or upper body will turn the corpse into a &amp;quot;mangled corpse&amp;quot;, ensuring that the zombie cannot rise up again. Likewise, destroying the structural integrity of an animate bodypart will stop its reanimation.&lt;br /&gt;
&lt;br /&gt;
==Traits==&lt;br /&gt;
Upon animation, an undead gains a [[syndrome]] that fundamentally changes its physical characteristics and behaviour. Some of the traits they generally possess are:&lt;br /&gt;
*Somewhat increased [[attribute|strength and toughness]] and reduced [[speed]]. (Before [[Release_information/0.42.05|0.42.05]], this bonus was much higher).&lt;br /&gt;
*Opposition to life, will be hostile to any non-undead and non-inorganic creatures in their vicinity.&lt;br /&gt;
*Lack of emotion, pain, thought, or need for sustenance or breath.&lt;br /&gt;
*Undead status ({{token|NOT_LIVING}}), sterility, and fixed [[skill]] and [[attribute]] values (with no rust or gain).&lt;br /&gt;
&lt;br /&gt;
Undead retain the wounds that killed them in life, as well as any they have sustained since or from a temporary de-animation. Undead vary in levels of strength depending on their form. Certain types of animal are likely the most dangerous undead that it is common to encounter, and can have dangerous strength, speed, aggression, and piercing attacks. The undead of butcherable creatures can still be butchered once de-animated, as long as they have not rotted; doing so will prevent them from re-animating again, though their untanned skin and hair can potentially become undead. Reanimated skin and hair are easy to kill but will often frighten civilians; surrounding a butcher's shop with cage traps will help alleviate the problem. In addition, undead appear to retain the trading value of the original animal. &lt;br /&gt;
&lt;br /&gt;
Unintelligent undead such as those created by a necromancer or raised by an evil biome have no concern for their own wellbeing. Such zombies will not attempt to dodge, block, or parry blows. &lt;br /&gt;
&lt;br /&gt;
Larger undead who were [[building destroyer]]s in life can still destroy buildings, though undead with special attacks like webbing will not be able to use them (zombie [[dragon]]s, however, still use their breath). Undead thieves can still pick locks, but will not path to a locked [[door]] unless in pursuit of the living. If found underground, undead will usually path into a fort if they can. [[Aquatic]] creatures rendered undead are able to path through land, even if their living counterparts are unable to do so.&lt;br /&gt;
&lt;br /&gt;
Undead from [[necromancer]] [[Tower (necromancy)|tower]]s are reported to carry ''[[armor]] and [[weapon]]s'', giving the terror of the announcement ''&amp;quot;The dead walk! Hide while you can!&amp;quot;'' far more weight than before.&lt;br /&gt;
&lt;br /&gt;
===Thralls, Husks, and Zombies===&lt;br /&gt;
Certain kinds of evil [[weather]] can instantly turn any [[syndrome]]-vulnerable creature into a bloodthirsty undead killer, opposed to all life. These creatures are referred to by the sort of weather that transformed them, an identifier as a thrall, husk, or zombie, and their original creature name—for example, a ''stray [[Guineafowl|guineahen]] unholy gloom husk''. The specific procedurally generated syndromes of thralling evil clouds are functionally identical to that of animate dead, with the same extreme gains in physical stats, lack of pain or breath, etc. Similar entities called [[infected ghoul]]s can be created by necromancers, which spread their form of the syndrome through their bites.&lt;br /&gt;
&lt;br /&gt;
Because the interaction can happen without first killing the target, thrall-like creatures retain any armor or weapons they were carrying. Perhaps worst of all, they may still be contaminated with the material leading to the transformation, &amp;quot;infecting&amp;quot; those with whom they wrestle in a chain reaction that can rapidly destroy a fortress if they are not stopped immediately.&lt;br /&gt;
&lt;br /&gt;
==Destruction==&lt;br /&gt;
In the past, the undead were considered perhaps the greatest threat a fortress could ever face, only rivaled by the inhabitants of the [[hidden fun stuff]]. However, since the balance changes of [[Release_information/0.42.05|0.42.05]], any battle against them will be much more fair.&lt;br /&gt;
That said, the undead are not to be trifled with – they do not tire, feel no pain, have no useful articulations to damage, ignore injuries to their now-useless organs, do not fall unconscious, and are impervious to the effects of morale. Add to that that they often arrive in big numbers with [[necromancer]]s to reanimate them, and that [[semi-megabeast|the]] [[megabeast|greatest]] [[titan|of]] [[forgotten beast|beasts]] can be reanimated, and it comes off as no surprise that the undead can pose a great opportunity for [[fun]].&lt;br /&gt;
&lt;br /&gt;
As a rule, an individual dwarven undead should best an untrained living dwarf, but be relatively easily dispatched by an armed member of the [[military|militia]]. Physically larger undead are greater threats than their smaller brethren, and no undead army should be faced without a prepared militia.&lt;br /&gt;
&lt;br /&gt;
The undead cannot bleed out. Puncture wounds do little good for this reason, and likewise, choking is ineffective against their lack of breath. Pulping or severing (&amp;quot;flies/sails off in an arc!&amp;quot; etc.) an important structural body-part (head, neck, upper body, lower body) is guaranteed to kill an undead. [[Attack types#Blunt weapons|Blunt]] weapons are effective against animated corpses because they inflict pulping damage, mangling the zombies so badly that they cannot rise up again, without severing body parts that might reanimate. Of those commonly available to dwarves, [[mace]]s are more efficient at pulping than [[war hammer]]s. [[Flail]]s are better still if one can acquire them. Beheading appears to sometimes work less reliably – this is possibly related to the neck being cut off rather than the head itself, which the game does not register as decapitation{{Verify}}. Cutting apart the physical form of undead can be dangerous if the source of reanimation is still active and present. The more body parts are about, the more fodder for animation is present. In this case, it is wisest to either butcher the corpses (if they can be butchered), throw them into [[magma]], or [[dwarven atom smasher|pulverize them with a drawbridge]], which will destroy the bodies so thoroughly that they cannot be reanimated again. A thrall may be &amp;quot;safely&amp;quot; fought with cutting weapons however, as long as there is no risk of infection at hand. Undead animals can be disposed of by cage-trapping them and trading them away to passing merchants. [[Crossbow]] bolts and other ranged weapons are essentially useless against undead of even moderate size, even if they can theoretically kill them if one of the previously mentioned important body-parts is destroyed by the shot. Against particularly small enemies like a kea or raccoon, bolts and arrows can be capable of severing limbs and ultimately finishing the job - but against anything more substantial like your average goblin, a squad of marksdwarves can spend multiple ''years'' and quiver after quiver of ammunition before ever dealing a lethal blow. This can be useful for rapidly training marksdwarves with a small number of targets, but may be undesirable if you're making a last stand or had intended to thin the horde before the melee started. &lt;br /&gt;
&lt;br /&gt;
Undead from necromancer sieges may carry equipment, including weaponry and armor. While such undead will neither block nor parry, they are perfectly capable of using their weapons to inflict damage upon your dwarves, and the armor they carry makes them much more difficult to put down. Against an armored zombie, hammers will be more effective than maces, as they have higher armor penetration while still inflicting blunt damage. &lt;br /&gt;
&lt;br /&gt;
[[Evil weather]] thralls may require utmost caution. Any thrall carrying a melee weapon or armour (let alone any combat skills of its own, which it will retain the use of) can dispatch a full squad in short order even with average combat skills, making direct confrontation an unwise choice – Armok help you if the thrall in question used to be one of your best soldiers. A particularly dire possibility is that, if the responsible evil cloud is in dust form, the thrall is still contaminated with whatever substance transformed it. If this is the case, any dwarves sent to fight the thrall will become thralls themselves if the thrall tries to wrestle them. From there, the new thralls might spread the contaminant further still, which can easily lead to a [[Fun|full-fledged zombie apocalypse]]. &lt;br /&gt;
&lt;br /&gt;
Of course, the undead do not have to be beaten through direct combat. [[Trap]]s and [[dwarven atom smasher|atom smashers]] are among the many indirect ways to neutralize them. [[Magma]], that classic solution to all dwarven problems, is another effective weapon, as is fire in general. The sheer heat of magma will eventually destroy the corpse, rendering it unable to rise again. Magma kills zombies fairly slowly though. &lt;br /&gt;
&lt;br /&gt;
As unintelligent undead do not make any attempt to avoid attacks, they are particularly susceptible to even low quality weapon traps. This property can be exploited in [[trap_design|trap design]], as no-quality weapon traps will still be lethal to the undead hordes while typically allowing the horde's masters to leap out of the way, potentially [[cage|somewhere]] [[Pit_trap|nice]]. &lt;br /&gt;
&lt;br /&gt;
[[Discipline]] is a big obstacle to directly confronting a zombie horde. Without enough discipline, a troop sent to fight them may instead decide to flee in terror from such abominations of nature. As you may imagine, this can lead to endless amounts of [[Fun]], for unlike your dwarves, the undead cannot feel fear or any other emotion, and any dead dwarves may in turn rise up and add to the horde's numbers. It is important that any undead-fighting squad consists of severely hardened and disciplined soldiers. Any soldiers you bring to embark on an evil biome should have ''at least'' two points in [[discipline]], as morale is currently buggy and leads to ordinary dwarves fleeing even from living wildlife{{bug|7161}}. This may also be worked around with a little [[modding]], by adding at least {{token|NATURAL_SKILL:DISCIPLINE:1|c}} to all civilised races and trainable pets. Additionally, the very act of fighting undead makes dwarves more vulnerable to insanity (particularly if the undead was acquainted with the dwarf fighting it in its former life), which must be countered with as many sources of good thoughts as possible.&lt;br /&gt;
&lt;br /&gt;
Reports have been made of zombies animated by the ambient evil of a region deanimating on their own when wandering away from such a vile place. However, there are also reports of undead wildlife being encountered in areas bordering such places.{{verify}}&lt;br /&gt;
&lt;br /&gt;
==Uses==&lt;br /&gt;
Undead caught in [[cage trap]]s can be used to rapidly train marksdwarves, or for fortress defense and executions if you are able to recapture them afterwards. They are hostile to every living creature, including [[siege|siegers]], [[megabeast]]s, [[forgotten beast]]s, [[elf|hippies]], [[snatcher]]s, [[noble|annoying residents]], and [[cavern]] inhabitants. Build a cunning trap involving caged undead [[elephant]]s, and release them upon an unsuspecting victim! Zombie elephant insurance not included. &lt;br /&gt;
&lt;br /&gt;
==Undead Fun Facts==&lt;br /&gt;
&lt;br /&gt;
* Undead can animate from hauled corpses.&lt;br /&gt;
* Undead will not attack necromancers or other undead like vampires or mummies.&lt;br /&gt;
* Undead will not attack inorganic enemies like the [[bronze colossus]].&lt;br /&gt;
* Undead risen from starved animals in cages are not caged.&lt;br /&gt;
* Undead attack all organic megabeasts as well as invaders, except necromancers (as their sorcery allows them to control undead easily).&lt;br /&gt;
* Creatures capable of evading traps or bypassing locked doors retain that ability as undead.&lt;br /&gt;
* Enthralled dwarves from your fortress are not affected by traps that were known to them in life.&lt;br /&gt;
* Undead animals, even their animated body parts, retain their original animal value and can be traded to merchants for extra profit.&lt;br /&gt;
* Dwarves who like an animal will also enjoy that undead animal.&lt;br /&gt;
* Enthralled dwarves in a fortress which is retired or abandoned can appear as part of a migrant wave, causing lots of [[Fun]].&lt;br /&gt;
* '''With the addition of jumping, they can jump over 2-tile thick moats'''.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
* Dwarves will never report someone who was reanimated before their body was discovered as dead, even if the corpse is gnawing on their ear.&lt;br /&gt;
* Animated creatures can somehow become stuck in mid-air, and will not move at all, even if killed. Spatters of blood from the animated party also float in this manner. This has been known to occur in cases ranging from a deer's animated head to a goblin's partial skeleton.&lt;br /&gt;
* Bone stacks obtained from the severed limbs of undead sentient creatures are useable in crafting even though bones stacks rotted from the limbs of the living are off-limits. &lt;br /&gt;
* Undead [[echidna]], [[echidna man]], [[giant echidna]], [[hedgehog]], [[giant hedgehog]] and [[hedgehog man]] can be at the same time curled up (and therefore impossible to destroy), moving and attacking. Modding may be used as a workaround.{{bug|11463}}{{bug|10519}}.&lt;br /&gt;
{{Translation| dwarven = nasnökor | elvish = senoanaÿa | goblin = rotûstru | human = obmuthro}}&lt;br /&gt;
&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{category|Creatures}}&lt;br /&gt;
[[ru:Undead]]&lt;/div&gt;</summary>
		<author><name>Feather</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Undead&amp;diff=255050</id>
		<title>Undead</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Undead&amp;diff=255050"/>
		<updated>2020-09-26T04:53:05Z</updated>

		<summary type="html">&lt;p&gt;Feather: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|18:33, 23 August 2014 (UTC)}}&lt;br /&gt;
&lt;br /&gt;
{{av}}&lt;br /&gt;
[[File:zombie_dwarf.jpg|thumb|190px|right|Body?  Decomposed.  Wrath?  Active.  Hotel?  Trivago.]]The '''animated dead''' (or '''undead''') {{Tile|Ñ|3:0}} are the [[corpse|bodies]] of formerly living [[creature]]s animated through fell [[magic]]. These [[night creature]]s can be created intentionally by a [[necromancer]], a [[mummy]] or arise naturally from the dark energies of [[surroundings|evil regions]].&lt;br /&gt;
&lt;br /&gt;
==What is an undead?==&lt;br /&gt;
[[File:undead_stab.jpg|thumb|190px|right|A zombie being stabbed in the back. Drawn by [[Zach Adams]].]]An undead may be formed of either the rotting husk, or the bones and shell of a being: the former is considered a zombie, and the latter a skeleton. (Although [[vampire]]s are no longer performing the bodily functions of a living being, they are not considered the &amp;quot;animated dead&amp;quot;, this term being reserved for a corpse which has begun to move and act on its own or by the will of [[Necromancer|another]], but lacking any form of intelligence beyond a primitive urge to hunt and kill any living thing it can find, where zombies and skeletons cannot think or behave in any sophisticated manner beyond &amp;quot;kill everything&amp;quot;, vampires are wilful beings, generally indistinguishable from living persons, and capable of great deception to ensure that nobody learns about their condition.) [[Ghost]]s are called undead in-game, but they are also not considered animated dead (as they lack a corporeal form). [[Intelligent undead]] are harder to categorize: while they are created in the same way as zombies and skeletons and may resemble them in appearance, they retain their intelligence and personalities and can also manifest [[DF2014:Intelligent_undead#Powers|strange magical powers]]. &lt;br /&gt;
&lt;br /&gt;
As long as the remains of a creature contain a body part capable of grasping, be it a hand, or head, or the entire upper half, those remains can be animated. This can lead to animated hands and heads, which seems comical until you consider the implications of a swarm of such monstrosities and the havoc that they might wreak. Even some parts of creatures which should be incapable of autonomous movement can be raised, such as the [[hair]] or [[skin]] or even ''[[mussel]] [[shell]]s''. They are, however, predictably nonlethal, mostly serving as B-movie terror monster 'fodder' to scare your dwarves into running around. A body part can be resurrected as a zombie even if it has already done so and been de-animated again. However, pulping damage (that is, &amp;quot;exploding into gore&amp;quot;, &amp;quot;cloven asunder&amp;quot;, &amp;quot;torn into shreds&amp;quot; and so on) to the head, neck, lower body, or upper body will turn the corpse into a &amp;quot;mangled corpse&amp;quot;, ensuring that the zombie cannot rise up again. Likewise, destroying the structural integrity of an animate bodypart will stop its reanimation.&lt;br /&gt;
&lt;br /&gt;
==Traits==&lt;br /&gt;
Upon animation, an undead gains a [[syndrome]] that fundamentally changes its physical characteristics and behaviour. Some of the traits they generally possess are:&lt;br /&gt;
*Somewhat increased [[attribute|strength and toughness]] and reduced [[speed]]. (Before [[Release_information/0.42.05|0.42.05]], this bonus was much higher).&lt;br /&gt;
*Opposition to life, will be hostile to any non-undead and non-inorganic creatures in their vicinity.&lt;br /&gt;
*Lack of emotion, pain, thought, or need for sustenance or breath.&lt;br /&gt;
*Undead status ({{token|NOT_LIVING}}), sterility, and fixed [[skill]] and [[attribute]] values (with no rust or gain).&lt;br /&gt;
&lt;br /&gt;
Undead retain the wounds that killed them in life, as well as any they have sustained since or from a temporary de-animation. Undead vary in levels of strength depending on their form. Certain types of animal are likely the most dangerous undead that it is common to encounter, and can have dangerous strength, speed, aggression, and piercing attacks. The undead of butcherable creatures can still be butchered once de-animated, as long as they have not rotted; doing so will prevent them from re-animating again, though their untanned skin and hair can potentially become undead. Reanimated skin and hair are easy to kill but will often frighten civilians; surrounding a butcher's shop with cage traps will help alleviate the problem. In addition, undead appear to retain the trading value of the original animal. &lt;br /&gt;
&lt;br /&gt;
Unintelligent undead such as those created by a necromancer or raised by an evil biome have no concern for their own wellbeing. Such zombies will not attempt to dodge, block, or parry blows. &lt;br /&gt;
&lt;br /&gt;
Larger undead who were [[building destroyer]]s in life can still destroy buildings, though undead with special attacks like webbing will not be able to use them (zombie [[dragon]]s, however, still use their breath). Undead thieves can still pick locks, but will not path to a locked [[door]] unless in pursuit of the living. If found underground, undead will usually path into a fort if they can. [[Aquatic]] creatures rendered undead are able to path through land, even if their living counterparts are unable to do so.&lt;br /&gt;
&lt;br /&gt;
Undead from [[necromancer]] [[Tower (necromancy)|tower]]s are reported to carry ''[[armor]] and [[weapon]]s'', giving the terror of the announcement ''&amp;quot;The dead walk! Hide while you can!&amp;quot;'' far more weight than before.&lt;br /&gt;
&lt;br /&gt;
===Thralls, Husks, and Zombies===&lt;br /&gt;
Certain kinds of evil [[weather]] can instantly turn any [[syndrome]]-vulnerable creature into a bloodthirsty undead killer, opposed to all life. These creatures are referred to by the sort of weather that transformed them, an identifier as a thrall, husk, or zombie, and their original creature name—for example, a ''stray [[Guineafowl|guineahen]] unholy gloom husk''. The specific procedurally generated syndromes of thralling evil clouds are functionally identical to that of animate dead, with the same extreme gains in physical stats, lack of pain or breath, etc. Similar entities called [[infected ghoul]]s can be created by necromancers, which spread their form of the syndrome through their bites.&lt;br /&gt;
&lt;br /&gt;
Because the interaction can happen without first killing the target, thrall-like creatures retain any armor or weapons they were carrying. Perhaps worst of all, they may still be contaminated with the material leading to the transformation, &amp;quot;infecting&amp;quot; those with whom they wrestle in a chain reaction that can rapidly destroy a fortress if they are not stopped immediately.&lt;br /&gt;
&lt;br /&gt;
==Destruction==&lt;br /&gt;
In the past, the undead were considered perhaps the greatest threat a fortress could ever face, only rivaled by the inhabitants of the [[hidden fun stuff]]. However, since the balance changes of [[Release_information/0.42.05|0.42.05]], any battle against them will be much more fair.&lt;br /&gt;
That said, the undead are not to be trifled with – they do not tire, feel no pain, have no useful articulations to damage, ignore injuries to their now-useless organs, do not fall unconscious, and are impervious to the effects of morale. Add to that that they often arrive in big numbers with [[necromancer]]s to reanimate them, and that [[semi-megabeast|the]] [[megabeast|greatest]] [[titan|of]] [[forgotten beast|beasts]] can be reanimated, and it comes off as no surprise that the undead can pose a great opportunity for [[fun]].&lt;br /&gt;
&lt;br /&gt;
As a rule, an individual dwarven undead should best an untrained living dwarf, but be relatively easily dispatched by an armed member of the [[military|militia]]. Physically larger undead are greater threats than their smaller brethren, and no undead army should be faced without a prepared militia.&lt;br /&gt;
&lt;br /&gt;
The undead cannot bleed out. Puncture wounds do little good for this reason, and likewise, choking is ineffective against their lack of breath. Pulping or severing (&amp;quot;flies/sails off in an arc!&amp;quot; etc.) an important structural body-part (head, neck, upper body, lower body) is guaranteed to kill an undead. [[Attack types#Blunt weapons|Blunt]] weapons are effective against animated corpses because they inflict pulping damage, mangling the zombies so badly that they cannot rise up again, without severing body parts that might reanimate. Of those commonly available to dwarves, [[mace]]s are more efficient at pulping than [[war hammer]]s. [[Flail]]s are better still if one can acquire them. Beheading appears to sometimes work less reliably – this is possibly related to the neck being cut off rather than the head itself, which the game does not register as decapitation{{Verify}}. Cutting apart the physical form of undead can be dangerous if the source of reanimation is still active and present. The more body parts are about, the more fodder for animation is present. In this case, it is wisest to either butcher the corpses (if they can be butchered), throw them into [[magma]], or [[dwarven atom smasher|pulverize them with a drawbridge]], which will destroy the bodies so thoroughly that they cannot be reanimated again. A thrall may be &amp;quot;safely&amp;quot; fought with cutting weapons however, as long as there is no risk of infection at hand. Undead animals can be disposed of by cage-trapping them and trading them away to passing merchants. [[Crossbow]] bolts and other ranged weapons are essentially useless against undead of even moderate size, even if they can theoretically kill them if one of the previously mentioned important body-parts is destroyed by the shot. Against particularly small enemies like a kea or raccoon, bolts and arrows can be capable of severing limbs and ultimately finishing the job - but against anything more substantial like your average goblin, a squad of marksdwarves can spend multiple ''years'' and quiver after quiver of ammunition without ever dealing a lethal blow. This can be useful for rapidly training marksdwarves, but may be undesirable if you're making a last stand or had intended to thin the horde before the melee started. &lt;br /&gt;
&lt;br /&gt;
Undead from necromancer sieges may carry equipment, including weaponry and armor. While such undead will neither block nor parry, they are perfectly capable of using their weapons to inflict damage upon your dwarves, and the armor they carry makes them much more difficult to put down. Against an armored zombie, hammers will be more effective than maces, as they have higher armor penetration while still inflicting blunt damage. &lt;br /&gt;
&lt;br /&gt;
[[Evil weather]] thralls may require utmost caution. Any thrall carrying a melee weapon or armour (let alone any combat skills of its own, which it will retain the use of) can dispatch a full squad in short order even with average combat skills, making direct confrontation an unwise choice – Armok help you if the thrall in question used to be one of your best soldiers. A particularly dire possibility is that, if the responsible evil cloud is in dust form, the thrall is still contaminated with whatever substance transformed it. If this is the case, any dwarves sent to fight the thrall will become thralls themselves if the thrall tries to wrestle them. From there, the new thralls might spread the contaminant further still, which can easily lead to a [[Fun|full-fledged zombie apocalypse]]. &lt;br /&gt;
&lt;br /&gt;
Of course, the undead do not have to be beaten through direct combat. [[Trap]]s and [[dwarven atom smasher|atom smashers]] are among the many indirect ways to neutralize them. [[Magma]], that classic solution to all dwarven problems, is another effective weapon, as is fire in general. The sheer heat of magma will eventually destroy the corpse, rendering it unable to rise again. Magma kills zombies fairly slowly though. &lt;br /&gt;
&lt;br /&gt;
As unintelligent undead do not make any attempt to avoid attacks, they are particularly susceptible to even low quality weapon traps. This property can be exploited in [[trap_design|trap design]], as no-quality weapon traps will still be lethal to the undead hordes while typically allowing the horde's masters to leap out of the way, potentially [[cage|somewhere]] [[Pit_trap|nice]]. &lt;br /&gt;
&lt;br /&gt;
[[Discipline]] is a big obstacle to directly confronting a zombie horde. Without enough discipline, a troop sent to fight them may instead decide to flee in terror from such abominations of nature. As you may imagine, this can lead to endless amounts of [[Fun]], for unlike your dwarves, the undead cannot feel fear or any other emotion, and any dead dwarves may in turn rise up and add to the horde's numbers. It is important that any undead-fighting squad consists of severely hardened and disciplined soldiers. Any soldiers you bring to embark on an evil biome should have ''at least'' two points in [[discipline]], as morale is currently buggy and leads to ordinary dwarves fleeing even from living wildlife{{bug|7161}}. This may also be worked around with a little [[modding]], by adding at least {{token|NATURAL_SKILL:DISCIPLINE:1|c}} to all civilised races and trainable pets. Additionally, the very act of fighting undead makes dwarves more vulnerable to insanity (particularly if the undead was acquainted with the dwarf fighting it in its former life), which must be countered with as many sources of good thoughts as possible.&lt;br /&gt;
&lt;br /&gt;
Reports have been made of zombies animated by the ambient evil of a region deanimating on their own when wandering away from such a vile place. However, there are also reports of undead wildlife being encountered in areas bordering such places.{{verify}}&lt;br /&gt;
&lt;br /&gt;
==Uses==&lt;br /&gt;
Undead caught in [[cage trap]]s can be used to rapidly train marksdwarves, or for fortress defense and executions if you are able to recapture them afterwards. They are hostile to every living creature, including [[siege|siegers]], [[megabeast]]s, [[forgotten beast]]s, [[elf|hippies]], [[snatcher]]s, [[noble|annoying residents]], and [[cavern]] inhabitants. Build a cunning trap involving caged undead [[elephant]]s, and release them upon an unsuspecting victim! Zombie elephant insurance not included. &lt;br /&gt;
&lt;br /&gt;
==Undead Fun Facts==&lt;br /&gt;
&lt;br /&gt;
* Undead can animate from hauled corpses.&lt;br /&gt;
* Undead will not attack necromancers or other undead like vampires or mummies.&lt;br /&gt;
* Undead will not attack inorganic enemies like the [[bronze colossus]].&lt;br /&gt;
* Undead risen from starved animals in cages are not caged.&lt;br /&gt;
* Undead attack all organic megabeasts as well as invaders, except necromancers (as their sorcery allows them to control undead easily).&lt;br /&gt;
* Creatures capable of evading traps or bypassing locked doors retain that ability as undead.&lt;br /&gt;
* Enthralled dwarves from your fortress are not affected by traps that were known to them in life.&lt;br /&gt;
* Undead animals, even their animated body parts, retain their original animal value and can be traded to merchants for extra profit.&lt;br /&gt;
* Dwarves who like an animal will also enjoy that undead animal.&lt;br /&gt;
* Enthralled dwarves in a fortress which is retired or abandoned can appear as part of a migrant wave, causing lots of [[Fun]].&lt;br /&gt;
* '''With the addition of jumping, they can jump over 2-tile thick moats'''.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
* Dwarves will never report someone who was reanimated before their body was discovered as dead, even if the corpse is gnawing on their ear.&lt;br /&gt;
* Animated creatures can somehow become stuck in mid-air, and will not move at all, even if killed. Spatters of blood from the animated party also float in this manner. This has been known to occur in cases ranging from a deer's animated head to a goblin's partial skeleton.&lt;br /&gt;
* Bone stacks obtained from the severed limbs of undead sentient creatures are useable in crafting even though bones stacks rotted from the limbs of the living are off-limits. &lt;br /&gt;
* Undead [[echidna]], [[echidna man]], [[giant echidna]], [[hedgehog]], [[giant hedgehog]] and [[hedgehog man]] can be at the same time curled up (and therefore impossible to destroy), moving and attacking. Modding may be used as a workaround.{{bug|11463}}{{bug|10519}}.&lt;br /&gt;
{{Translation| dwarven = nasnökor | elvish = senoanaÿa | goblin = rotûstru | human = obmuthro}}&lt;br /&gt;
&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{category|Creatures}}&lt;br /&gt;
[[ru:Undead]]&lt;/div&gt;</summary>
		<author><name>Feather</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Strange_mood&amp;diff=255049</id>
		<title>Strange mood</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Strange_mood&amp;diff=255049"/>
		<updated>2020-09-26T04:40:37Z</updated>

		<summary type="html">&lt;p&gt;Feather: clarification about the soldier profession and strange moods (off-duty militia captains are capable of getting strange moods, it's a question of on-duty vs off-duty, not profession title - though title is certainly a great shorthand for everyone else)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|00:23, 18 May 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
{{buggy|bugsection=Bugs}}&lt;br /&gt;
{{minorspoiler}}&lt;br /&gt;
Periodically, individual dwarves are struck with an idea for a [[legendary artifact]] and enter a '''strange mood'''. Dwarves which enter a strange mood will stop whatever they are doing and pursue the construction of this artifact to the exclusion of all else.  They will not stop to eat, drink, sleep, or even run away from dangerous creatures. If they do not manage to begin construction of the artifact within a handful of months, they will go [[#Failure|insane]] and die soon afterward.&lt;br /&gt;
&lt;br /&gt;
[[File:strange_mood_prev.png|thumb|250px|right|''Crudely drawn by Zippy'']]Note: All controllable civilizations with the {{token|STRANGE_MOODS}} token are able to enter strange moods, though, by default, the only civilization this applies to is dwarves.&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
Once your fortress has at least 20 dwarves, every now and then, one of them will be struck by a &amp;quot;strange mood&amp;quot;. These largely random events will be seen as an [[announcement]], and will pause the game.&lt;br /&gt;
&lt;br /&gt;
A dwarf struck by a strange mood will seek an appropriate workshop, immediately claim it for the duration of the mood, attempt to collect the materials to create their [[artifact]] of choice, and, once those have been collected, proceed to do so. Depending on the exact mood (see [[Strange mood#Types of moods|types of moods]], below), both the workshop and the artifact are based on the highest &amp;quot;moodable skill&amp;quot; of that dwarf (see &amp;quot;[[Strange mood#Skills and Workshops|Skills and Workshops]]&amp;quot;, below).&lt;br /&gt;
&lt;br /&gt;
At the end of this process, if successful, the dwarf will usually gain enough [[experience]] to become Legendary (or higher), and then return to life as normal, but now with a Legendary skill. A dwarf cannot be struck by more than one mood in their lifetime.&lt;br /&gt;
&lt;br /&gt;
=== In Fortress mode ===&lt;br /&gt;
# The game will pause, center on a dwarf, and announce that the dwarf has entered one of five different types of strange moods.  The [[#Types of moods|types of moods]] are listed below.  While in a mood, a dwarf will display a blinking exclamation point (see [[Status icon|status icons]]).&lt;br /&gt;
# For the duration of the mood, the dwarf will claim a workshop related to the skill that the mood affects (not all skills are eligible), kick out any dwarf who was using it, and render it otherwise unusable until the mood has ended. If a moody dwarf does not claim a workshop, it is because the appropriate workshop does not exist.  (See [[#Skills and workshops|skills and workshops]] below to determine which workshop(s) might be required.) A moody dwarf will ''not'' be able to build a needed workshop; another dwarf with the appropriate [[labor]] designation must do so for them, if one is necessary. Furnaces are also counted as a workshop.&lt;br /&gt;
# After claiming a workshop, the dwarf will set about collecting the required materials for their artifact.  If the dwarf remains idle inside the workshop, it's because they cannot find the right material. Reference the [[#Demands|demands]] section to determine what may be required.  Important Note: They will only collect these materials in the order that they require them.  In other words, you have to determine where they are on the list of required materials and then provide the next one before they will continue collecting other materials.&lt;br /&gt;
# Once all materials have been gathered, the game will once again pause and center, and the moody dwarf will begin construction.  Upon completion, the dwarf will create a semi-random artifact related to the skill affected and gain [[legendary]] (or higher) status in that skill (unless the mood type is [[#Possessed|possessed]]).  See the [[#Skills and workshops|skills and workshops]] for information on which skills can be gained, or the [[#Artifacts created|artifacts created]] section for more details on the artifacts themselves.&lt;br /&gt;
# While you have some control over the skill the dwarf uses, and so some (but less) control over the type of artifact created, and (with some effort) the materials used, you have no control over which dwarf is struck by a mood, nor the type of mood that strikes them, nor the specific type of artifact created.&lt;br /&gt;
# The conditions necessary for a strange mood to occur have been fully understood due to a disassembly of the game; see below for the exact mechanics.&lt;br /&gt;
&lt;br /&gt;
===In world generation===&lt;br /&gt;
Long before your seven dwarves [[embark]] on their adventure, non-player dwarves may also be struck by strange moods during world generation, albeit these are treated more abstractly. These events are a primary source of non-player artifacts that are scattered across the outside world when the game starts (see [[Mission]]). They have the same properties and quality as any artifact your fortress could have produced, and may be stolen or pillaged just like any other non-player artifact.&lt;br /&gt;
&lt;br /&gt;
== Skills and workshops ==&lt;br /&gt;
If struck by a Fey, Secretive or Possessed mood, the workshop and artifact will be based on the highest &amp;quot;moodable skill&amp;quot; that a dwarf possesses. Not all skills are moodable. Fell and Macabre moods will either claim a butcher's shop and use Bonecarving, or a tanner's shop and use Tanning (see [[Strange mood#Types of moods|Types of moods]], below).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; cellpadding=&amp;quot;4&amp;quot; style=&amp;quot;border:1px solid black;border-collapse:collapse;text-align:left;float:right;margin:0 0 20px 30px;vertical-align:top;&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! Highest skill&lt;br /&gt;
! Workshop required&lt;br /&gt;
|- style=&amp;quot;background-color:palegreen&amp;quot;&lt;br /&gt;
| [[Armorsmith]]&lt;br /&gt;
| [[Metalsmith's forge]] (or [[Magma forge]])&lt;br /&gt;
|-  style=&amp;quot;background-color:palegreen&amp;quot;&lt;br /&gt;
| [[Bone carver]]&lt;br /&gt;
| [[Craftsdwarf's workshop]]&lt;br /&gt;
|-  style=&amp;quot;background-color:palegreen&amp;quot;&lt;br /&gt;
| [[Bowyer]]&lt;br /&gt;
| [[Bowyer's workshop]]&lt;br /&gt;
|-  style=&amp;quot;background-color:wheat&amp;quot;&lt;br /&gt;
| [[Carpenter]]&lt;br /&gt;
| [[Carpenter's workshop]]&lt;br /&gt;
|-   style=&amp;quot;background-color:palegreen&amp;quot;&lt;br /&gt;
| [[Clothier]]&lt;br /&gt;
| [[Clothier's shop]]&lt;br /&gt;
|- style=&amp;quot;background-color:lightgray&amp;quot;&lt;br /&gt;
| [[Engraver]]&lt;br /&gt;
| [[Craftsdwarf's workshop]]&lt;br /&gt;
|- style=&amp;quot;background-color:wheat&amp;quot;&lt;br /&gt;
| [[Gem cutter]]&lt;br /&gt;
| [[Jeweler's workshop]]&lt;br /&gt;
|- style=&amp;quot;background-color:wheat&amp;quot;&lt;br /&gt;
| [[Gem setter]]&lt;br /&gt;
| [[Jeweler's workshop]]&lt;br /&gt;
|- style=&amp;quot;background-color:wheat&amp;quot;&lt;br /&gt;
| [[Glassmaker]]&lt;br /&gt;
| [[Glass furnace]] (or [[Magma glass furnace]])&lt;br /&gt;
|-   style=&amp;quot;background-color:palegreen&amp;quot;&lt;br /&gt;
| [[Leatherworker]]&lt;br /&gt;
| [[Leather works]]&lt;br /&gt;
|-  style=&amp;quot;background-color:wheat&amp;quot;&lt;br /&gt;
| [[Mason]]&lt;br /&gt;
| [[Mason's workshop]]&lt;br /&gt;
|-   style=&amp;quot;background-color:palegreen&amp;quot;&lt;br /&gt;
| [[Mechanic]]&lt;br /&gt;
| [[Mechanic's workshop]]&lt;br /&gt;
|-  style=&amp;quot;background-color:wheat&amp;quot;&lt;br /&gt;
| [[Metal crafter]]&lt;br /&gt;
| [[Metalsmith's forge]] (or [[Magma forge]])&lt;br /&gt;
|-  style=&amp;quot;background-color:wheat&amp;quot;&lt;br /&gt;
| [[Blacksmith|Metalsmith]]&lt;br /&gt;
| [[Metalsmith's forge]] (or [[Magma forge]])&lt;br /&gt;
|-  style=&amp;quot;background-color:wheat&amp;quot;&lt;br /&gt;
| [[Miner]]&lt;br /&gt;
| [[Mason's workshop]]&lt;br /&gt;
|- style=&amp;quot;background-color:lightgray&amp;quot;&lt;br /&gt;
| [[Stone crafter]]&lt;br /&gt;
| [[Craftsdwarf's workshop]]&lt;br /&gt;
|-  style=&amp;quot;background-color:wheat&amp;quot;&lt;br /&gt;
| [[Tanner]]&lt;br /&gt;
| [[Leather works]]&lt;br /&gt;
|-   style=&amp;quot;background-color:palegreen&amp;quot;&lt;br /&gt;
| [[Weaponsmith]]&lt;br /&gt;
| [[Metalsmith's forge]] (or [[Magma forge]])&lt;br /&gt;
|- style=&amp;quot;background-color:wheat&amp;quot;&lt;br /&gt;
| [[Weaver]]&lt;br /&gt;
| [[Clothier's shop]]&lt;br /&gt;
|- style=&amp;quot;background-color:lightgray&amp;quot;&lt;br /&gt;
| [[Wood crafter]]&lt;br /&gt;
| [[Craftsdwarf's workshop]]&lt;br /&gt;
|- style=&amp;quot;background-color:lightgray&amp;quot;&lt;br /&gt;
| &amp;amp;lt;none&amp;amp;gt;&lt;br /&gt;
| [[Craftsdwarf's workshop]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A dwarf will claim a workshop according to their highest applicable skill, and upon completion of the artifact, gain 20,000 [[experience]] in that skill (excepting [[Strange mood#Possessed|possessed]]  dwarves). This will give the dwarf a legendary-level [[skill]] (specifically, &amp;quot;legendary+1&amp;quot; or higher, depending on the dwarf's initial skill level).  The table to the right describes all applicable skills and their potential workshop requirements - there are only 20 skills that determine the workshop and that can be affected by a mood (sometimes referred to as '''moodable''' skills.)  If a dwarf does not possess at least one of the moodable skills listed to the right, they will take over a [[craftsdwarf's workshop]] and gain one of [[bone carver]], [[stone crafter]], or [[wood crafter]] skills, producing an artifact [[craft]].&lt;br /&gt;
&lt;br /&gt;
When selecting the desired mood skill, only the level itself is checked, and if the highest level found is shared by multiple skills, then one will be selected randomly. &lt;br /&gt;
&lt;br /&gt;
This fact can be utilized to maximize the possibility of getting a dwarf with the specific legendary skill you want: since ''non''-moodable skills are ignored, whenever possible make sure that each dwarf's highest ''moodable'' skill is one of those you want.  Have all your peasants, [[farmer]]s, non-professional military and other dwarves without any moodable skills do one job each in the skill(s) you most want; if a &amp;quot;[[experience|dabbling]]&amp;quot; skill is the highest moodable skill they have, that is the skill that will be used.&lt;br /&gt;
&lt;br /&gt;
[[Scholar]]s may discuss mechanics as part of their work and gain a small amount of experience in it.  This is the only skill that scholars discuss that is moodable.&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;Best&amp;quot; skills ===&lt;br /&gt;
Some skills produce generally useful and valuable items, and others produce only trinkets or jewelry. While &amp;quot;best&amp;quot; is very subjective, balancing the artifact itself with the Legendary skill the mood (usually!) produces, and both of those against the needs and goals of the current fortress, generally speaking the skills can be broken down into tiers of usefulness. &lt;br /&gt;
&lt;br /&gt;
* [[Weaponsmith]] is probably the single &amp;quot;best&amp;quot; skill. While the moody dwarf might create a questionable lead spear or lightweight aluminum mace, the odds are they'll create something that is still more deadly than its ☼steel☼ equivalent. And with a little manipulation, you can at least make sure the item ''is'' steel, although they could still give you a non-dwarf weapon. [[Mechanic]] is a close second for reliability and usefulness - any mechanism's [[quality]] modifies the chance for a trap to hit its target, an artifact [[Trap#Weapon trap|weapon trap]] never jams{{verify}}, and an artifact lever in a room will make its value skyrocket (even if not connected to anything!).&lt;br /&gt;
&lt;br /&gt;
* [[Armorsmith]]s are a close second, having a decent chance to create something with exceptional value for your military (or at least one member of it), but, similar to weapons, this requires manipulating available material to avoid getting [[Armor#Material|soft]], useless gold or lead [[armor]] pieces. And, while moody [[Bowyer]]s can create artifact wood/bone [[crossbow]]s of great accuracy, they can also give you [[blowgun]]s. Good luck with either one.&lt;br /&gt;
&lt;br /&gt;
* Artifact [[furniture]] can have huge monetary worth for improving room value, and placing an artifact item where all can pass by and admire it will be good for general morale. These skills include [[Mason]]s, [[Miner]]s (who are treated the same as masons), [[Carpenter]]s, and [[Blacksmith|Metalsmith]]s. Many of these can also produce items from the lower-utility lists, below. But maybe you'll get an artifact [[mug]] for your tavern. Good luck with that, too.&lt;br /&gt;
&lt;br /&gt;
* These next are (very?) odds-against; chances are good that they'll produce something on one of the ''next'' lists, or at best some nice furniture, but there's a (very) small chance it'll be something truly useful as well as valuable. [[Clothier]]s can make an artifact [[rope]], and [[metal crafter]]s can create [[chain]]s, either of which can be used for your main [[well]].  Similarly with a [[carpenter]] or [[blacksmith]] and [[bucket]]s.  [[Glassmaker]]s can create an artifact trap component. [[Leatherworker]]s and [[tanner]]s can create [[shield]]s, and both they and [[bone carver]]s can create artifact Leather/Bone Armor pieces, which are great if you have Hunters, etc. Which are all better than the next two...&lt;br /&gt;
&lt;br /&gt;
* Next to last are skills that produce an artifact that could only be worn by one dwarf, and perhaps admired by others he comes in contact with. [[Clothier]]s and [[weaver]]s fall just below some of the above for no ability to produce anything except wearable, non-military items. [[Gem cutter]]s and [[Gem setter]]s can fall on this list too, as creating something of pure monetary value and no practical use in your dwarven society.&lt;br /&gt;
&lt;br /&gt;
* Last on the list are &amp;quot;crafts&amp;quot; - surprisingly valuable trinkets in the form of amulets, tokens, rings, figurines - or, at best, crowns, which at least ''sound'' impressive. These skills are [[engraver]], [[stone crafter]], and [[wood crafter]] (and a distinct chance from several of the skills mentioned earlier: [[bone carver]], [[gem cutter]], [[gem setter]], [[glassmaker]], and [[metalcrafter]].)&lt;br /&gt;
:* Peasants, defined here as having no moodable skill, always produce from the crafts list:  It's always a good idea to have every newly arrived &amp;quot;peasant&amp;quot; migrant craft just one item from the moodable skill of your choice, to avoid such a tragic waste of dwarfcraft.&lt;br /&gt;
&lt;br /&gt;
== Types of moods ==&lt;br /&gt;
For each of the following types of moods, the first message is how the mood is [[Announcement|announced]]; the second message appears in the dwarf's profile when he or she is viewed with the {{K|v}} key.  All moody dwarves will have &amp;quot;Strange Mood&amp;quot; listed as their active task and are &amp;quot;quite content&amp;quot;, regardless of any recent [[thought]]s they may have had.&lt;br /&gt;
&lt;br /&gt;
=== Fey ===&lt;br /&gt;
* {{Gametext|&amp;lt;dwarf&amp;gt; is taken by a fey mood!|7:1}}&lt;br /&gt;
: ''Has the aspect of one fey!''&lt;br /&gt;
&lt;br /&gt;
This is the most basic strange mood.  Fey dwarves will clearly state their demands when the workshop they are in is examined.&lt;br /&gt;
&lt;br /&gt;
=== Secretive ===&lt;br /&gt;
* {{Gametext|&amp;lt;dwarf&amp;gt; withdraws from society...|7:0}}&lt;br /&gt;
: ''Peculiarly secretive...''&lt;br /&gt;
&lt;br /&gt;
Secretive moods are the same as fey moods, except a secretive dwarf will sketch pictures of their required materials instead of clearly stating their demands if they cannot find what they need.   Descriptions of all these [[#Demands|secretive requirements]] can be seen only by viewing the workshop that the moody dwarf has claimed, with {{k|q}}, and then only while the dwarf is waiting inside it.  More than one &amp;quot;picture&amp;quot; is likely; these will cycle through the entire list automatically if any one is not available.  (Since materials are gathered ''in order'', it's quite possible that only one of a long list is needed to allow the moody dwarf to continue on their project.  If the dwarf has gathered some of the materials (seen as &amp;quot;tasked&amp;quot; when looking at the workshop with {{k|t}}), then the next in the list is what they are looking for.)&lt;br /&gt;
&lt;br /&gt;
=== Possessed ===&lt;br /&gt;
* {{Gametext|&amp;lt;dwarf&amp;gt; has been possessed!|5:1}}&lt;br /&gt;
: ''Possessed by unknown forces!''&lt;br /&gt;
&lt;br /&gt;
Possessed dwarves have cryptic material requests, and have the unfortunate distinction of not receiving any experience upon successful construction of an artifact.  No controllable circumstances lead to a possessed mood instead of one of the more desirable fey or secretive moods, it is purely luck-based. Possessed dwarves will mutter the name of the artifact they are working on (which, under some circumstances, might end up being ''their own name'') once they have all the materials they need.&lt;br /&gt;
&lt;br /&gt;
A possession is the only mood that does '''''not''''' result in a jump in [[experience]].&lt;br /&gt;
&lt;br /&gt;
A possessed dwarf that &amp;quot;keeps muttering &amp;lt;name of the artifact&amp;gt;...&amp;quot; has already gathered everything they need.&lt;br /&gt;
&lt;br /&gt;
=== Fell ===&lt;br /&gt;
* {{Gametext|&amp;lt;dwarf&amp;gt; looses a roaring laughter, fell and terrible!|5:0}}&lt;br /&gt;
: ''Has a horrible fell look!''&lt;br /&gt;
&lt;br /&gt;
A dwarf that goes into a fell mood will try to take over a [[butcher's shop]] or a [[tanner's shop]]. If neither are available, any other workshop will be used instead. The dwarf will then ''murder'' the nearest dwarf, drag the corpse into the shop and make some sort of object out of dwarf [[leather]] or [[bone]]. The unfortunate dwarf is killed on the spot - no dragging to the workshop, just sneaking up behind them, killing them, and dragging their corpse to the workshop. Once the artifact is completed, the fell dwarf will become a legendary [[bone carver]] or [[leatherworker]].  Only unhappy dwarves may enter a fell mood.&lt;br /&gt;
&lt;br /&gt;
Amusingly, it seems fell dwarves can also murder [[ghost]]s. If they do, they will murder a living dwarf as well, since ghosts obviously don't yield a corpse to butcher.{{bug|4681}}&lt;br /&gt;
&lt;br /&gt;
Aside from the loss of a potentially important dwarf in the wrong place at the wrong time, there doesn't seem to be any downside to a fell mood. The end result is always an artifact and a legendary craftsdwarf. Since the only ingredient used (a dwarf) is available in abundance, a fell mood will only fail if the fell dwarf is completely isolated from other dwarves, or if the proper workshop does not exist.&lt;br /&gt;
&lt;br /&gt;
If no-one is around to witness the murder, whichever dwarf Urist McEmo decides to slaughter will be reported as missing some time after their death. If the murder is witnessed (or if the &amp;lt;s&amp;gt;idiot&amp;lt;/s&amp;gt; dwarf in fell mood reports themself), the moody dwarf will be subject to dwarven [[justice]].&lt;br /&gt;
&lt;br /&gt;
=== Macabre ===&lt;br /&gt;
* {{Gametext|&amp;lt;dwarf&amp;gt; begins to stalk and brood...|0:1}}&lt;br /&gt;
: ''Brooding darkly...''&lt;br /&gt;
&lt;br /&gt;
Macabre moods are similar to fell moods, but the dwarf will not murder a fellow dwarf.  A macabre dwarf may require [[bone]]s, [[skull]]s, or vermin [[remains]]; if you do not happen to have any, you will have to make some, e.g. by butchering an animal and/or allowing a [[cat]] to go hunting, or let the moody dwarf go [[insane]].  Like fell moods, only unhappy dwarves can enter macabre moods.&lt;br /&gt;
&lt;br /&gt;
==Caveats==&lt;br /&gt;
* Shells are perhaps the most difficult-to-obtain material for a strange mood, though there are several {{catlink|Shell|creatures}} that produce shells. Some of these, such as [[armadillo]]s and [[common snapping turtle]]s, are butcherable. Vermin from [[fishing]] are the easiest and most renewable source of shells.  [[Pond turtle]]s are common in many embarks in [[murky pool]]s, but usually only appear in small numbers, and can go extinct easily.  A stream or river almost guarantees a functionally inexhaustible supply of [[mussel]]s. [[Nautilus]]es can also serve as sources of shells when cleaned at a fishery. Nevertheless, shells are rare and hard to acquire. Currently, the only way of trading for shells is to hope that the [[elven]] caravan brings some tamed shell-producing large creature. Traded [[cave lobster]]s and [[turtle]]s are ''processed'' fish (with the shells already removed). Tamed vermin with shells cannot be butchered for their shells, since the only way to get a vermin's shell is to [[Fish cleaning|clean]] it. Since all shelled non-vermin animals are [[exotic pet|exotic]], only elves will bring them. If you should be fortunate enough to acquire some breeding, shelled, butcherable animals, it's probably worth keeping a breeding pair around in case of future need. Only dwarves with a [[preference]] for shells will demand shells in a strange mood.&lt;br /&gt;
* All demands for cloth are for a specific generic type (plant, silk, or yarn). Clothiers and Weavers will demand [[adamantine]] cloth if any is available, otherwise the type will be the generic form of the dwarf's first cloth preference, or a randomly chosen variety if the dwarf has no preference (or if the cloth is for a decoration, not the primary material). Types of cloth your fortress has not produced are '''not''' excluded, so it's best to keep a few bolts of each type of cloth in reserve.&lt;br /&gt;
* Should the claimed workshop be a [[magma forge]] and lose power due to insufficient magma beneath it, the mood will fail immediately and the dwarf will go [[insanity|insane]]. Should the forge be in danger of losing power, you should forbid it before it is claimed and wait until it is powered up reliably. Once magma forges are built, at least some dwarves will no longer be satisfied with a regular forge.&lt;br /&gt;
* Similarly, if a workshop claimed by a dwarf is deconstructed, destroyed or [[Creature_token#BUILDING_DESTROYER|toppled]] the mood will immediately fail and the dwarf will go insane.&lt;br /&gt;
* The mood's primary material will only be mentioned ''once'' in the dwarf's requests, even if the dwarf wants more than one unit of it. [http://www.bay12forums.com/smf/index.php?topic=75139.0]&lt;br /&gt;
* The item type of the artifact to be created is not decided until the instant the mood ''ends''. Saving (even after a dwarf has begun to gather materials) will allow you to reload and the result may be a different artifact (unless the moody dwarf's preferences force a particular item type). If you want to get an artifact platinum warhammer, make sure to have platinum nearby and/or block access to any other materials. &lt;br /&gt;
* You can restart the artifact creating process, even after the dwarf has gathered most of the components, by forbidding the claimed items (use {{k|t}} to view the contents of the workshop, select the undesired material, and press {{k|f}} to forbid it). If other items of that type are available, the dwarf will immediately switch to them.&lt;br /&gt;
* Requests for bones are actually requests for any kind of bone stacks, not individual bones.  Slaughter a puppy.  [http://www.bay12forums.com/smf/index.php?topic=105002.0]&lt;br /&gt;
&lt;br /&gt;
== Demands ==&lt;br /&gt;
Once a workshop is claimed, the dwarf will begin collecting materials.  Each artifact will require 1-3 &amp;quot;base items&amp;quot; and up to 7 additional items for decorations. The dwarf may well need several items of one material!  If the moody dwarf remains idle, then the necessary materials are not available.  [[Forbid|Forbidden]] items must be reclaimed ({{K|d}} - {{K|b}} - {{K|c}}) before they may be used, but moody dwarves will ignore settings regarding [[economic stone]]. Press {{K|q}} and highlight the workshop to receive a series of clues about what the dwarf needs.  Hints that stay active for longer than 2 seconds mean that multiple pieces of that material will be required; each single demand will be displayed for 2 seconds, so if it says &amp;quot;gems... shining&amp;quot; for 6 seconds, 3 gems are demanded. However, the mood's '''primary''' material will always be shown for only 2 seconds even if more than one is required. Materials will always be fetched ''in order'', so if at least one item has already been retrieved (the items will show up with &amp;quot;TSK&amp;quot; (&amp;quot;task&amp;quot;) next to them when the workshop is viewed with the {{K|t}} context menu), it will usually be possible to tell what item is required next.&lt;br /&gt;
&lt;br /&gt;
If you want your dwarves to construct their artifacts out of valuable materials instead of whatever useless thing happens to be close at hand, you can selectively forbid types of material through the stocks screen so that only the material you want them to use is available; though this might interfere with the normal crafting operations of your fortress, the disruption is generally short-lived (as long as you remember to unforbid them again afterwards!). You can even forbid something a moody dwarf is carrying (which may be necessary sometimes, since while they are not waiting in the workshop they will not tell you what they need); the dwarf will finish hauling it to the workshop, but then immediately go searching for another. This trick can mean the difference between a bauxite statue decorated with moss agates and a native platinum statue encrusted with diamonds. Be aware that this may not always work - see below for more information.&lt;br /&gt;
&lt;br /&gt;
Burrows allow even better control over a moody dwarf's material usage. Simply by creating a burrow around the claimed workshop and another part over the desired material, a moody dwarf can be controlled without forbidding every single stone in the fortress. A moody dwarf will follow the burrow-definitions just like a regular worker, but be mindful that they will not leave the burrow to get materials that are outside of their assigned burrow. A problem can arise when bones from an outside refuse stockpile are needed by a moody dwarf that is assigned to a burrow.&lt;br /&gt;
&lt;br /&gt;
The various demands are translated here:&lt;br /&gt;
&lt;br /&gt;
:{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left;width:90%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Material&lt;br /&gt;
! Fey&lt;br /&gt;
! Secretive&lt;br /&gt;
! Possessed&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| &amp;lt;dwarf&amp;gt; screams &amp;quot;I must have &amp;lt;demand&amp;gt;!&amp;quot;&lt;br /&gt;
| &amp;lt;dwarf&amp;gt; sketches pictures of &amp;lt;demand&amp;gt;.&lt;br /&gt;
| &amp;lt;dwarf&amp;gt; mutters &amp;quot;&amp;lt;artifact&amp;gt; needs &amp;lt;demand&amp;gt;...&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[Stone]]&lt;br /&gt;
| rock&lt;br /&gt;
| a quarry&lt;br /&gt;
| stone... rock&lt;br /&gt;
|-&lt;br /&gt;
| Stone/metal [[block]]s&lt;br /&gt;
| rock blocks&lt;br /&gt;
| square blocks&lt;br /&gt;
| blocks... bricks&lt;br /&gt;
|-&lt;br /&gt;
| [[Wood]]&lt;br /&gt;
| wood logs&lt;br /&gt;
| a forest&lt;br /&gt;
| tree... life&lt;br /&gt;
|-&lt;br /&gt;
| Metal [[bar]]&lt;br /&gt;
| metal bars&lt;br /&gt;
| shining bars of metal&lt;br /&gt;
| bars... metal&lt;br /&gt;
|-&lt;br /&gt;
| [[Gem]]s (cut)&lt;br /&gt;
| cut gems&lt;br /&gt;
| cut gems&lt;br /&gt;
| gems... shining&lt;br /&gt;
|-&lt;br /&gt;
| [[Gem]]s (raw)&lt;br /&gt;
| rough gems&lt;br /&gt;
| rough gems&lt;br /&gt;
| rough... color&lt;br /&gt;
|-&lt;br /&gt;
| Green [[glass]]&lt;br /&gt;
| raw green glass&lt;br /&gt;
| glass&lt;br /&gt;
| raw... green&lt;br /&gt;
|-&lt;br /&gt;
| Clear glass&lt;br /&gt;
| raw clear glass{{verify}}&lt;br /&gt;
| glass and burning wood&lt;br /&gt;
| raw... clear&lt;br /&gt;
|-&lt;br /&gt;
| Crystal glass&lt;br /&gt;
| raw crystal glass{{verify}}&lt;br /&gt;
| rough gems and glass&lt;br /&gt;
| raw... crystal&lt;br /&gt;
|-&lt;br /&gt;
| [[Bone]] [http://www.bay12forums.com/smf/index.php?topic=105002.0;topicseen stack] {{verify}}&lt;br /&gt;
| bones&lt;br /&gt;
| skeletons&lt;br /&gt;
| bones... yes&lt;br /&gt;
|-&lt;br /&gt;
| [[Shell]]{{verify}}&lt;br /&gt;
| shells&lt;br /&gt;
| shells&lt;br /&gt;
| a shell...&lt;br /&gt;
|-&lt;br /&gt;
| [[Leather]]&lt;br /&gt;
| tanned hides&lt;br /&gt;
| stacked leather&lt;br /&gt;
| leather... skin&lt;br /&gt;
|-&lt;br /&gt;
| [[Cloth]] (plant fiber)&lt;br /&gt;
| plant cloth&lt;br /&gt;
| stacked cloth&lt;br /&gt;
| cloth... thread&lt;br /&gt;
|-&lt;br /&gt;
| [[Cloth]] (silk)&lt;br /&gt;
| silk cloth&lt;br /&gt;
| stacked cloth&lt;br /&gt;
| cloth... thread&lt;br /&gt;
|-&lt;br /&gt;
| [[Cloth]] (yarn)&lt;br /&gt;
| yarn cloth&lt;br /&gt;
| stacked cloth&lt;br /&gt;
| cloth... thread&lt;br /&gt;
|-&lt;br /&gt;
| [[Skull]]{{verify}}&lt;br /&gt;
| body parts&lt;br /&gt;
| death&lt;br /&gt;
| a corpse&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Dwarves in macabre moods will list their demands in the same fashion as those in fey moods (though with them brooding &amp;quot;Yes. I need &amp;lt;item&amp;gt;.&amp;quot; instead of screaming &amp;quot;I must have &amp;lt;item&amp;gt;!&amp;quot;). They may also say &amp;quot;Leave me. I need... things... certain things&amp;quot;, in which case they want special items such as [[skull]]s or vermin [[remains]].&lt;br /&gt;
&lt;br /&gt;
Related to the above behavior, moody dwarves demanding rock blocks will also accept blocks forged from metal bars.&lt;br /&gt;
&lt;br /&gt;
*The first item demanded by the dwarf is based on the mood skill being used - stoneworkers (miners, engravers, masons, stone crafters, and mechanics) will demand boulders, woodworkers (carpenters, wood crafters, and bowyers) will demand logs, leatherworkers and tanners will demand leather, weavers and clothiers will demand cloth, metalworkers will demand metal bars, gem cutters/setters will demand rough gems, glassmakers will demand raw glass, and bone carvers will demand bones.&lt;br /&gt;
**Metalworkers will demand adamantine wafers if any are available (unforbidden). If not, they will demand a preferred metal '''if''' you have smelted any bars of it - fey moods will state this outright, while for secretive moods and possessions you will need to check the dwarf's [[preferences]] to see which metal they like. Otherwise, they will select any available metal(s).&lt;br /&gt;
**Weavers and clothiers will demand [[adamantine]] cloth if any is available (unforbidden). If not, they will demand a generic type of cloth (silk, plant fiber, or yarn) that matches a specific cloth preference (e.g. a dwarf that likes cave spider silk will require ''any'' type of silk cloth, and a dwarf who likes more than one type of cloth will demand whichever one appears first in their list). Dwarves without a cloth preference will demand a generic type at random.&lt;br /&gt;
**Glassmakers will demand their preferred type of glass ''if'' you've produced any of it (or if it's green glass); if they don't prefer any type of glass, they will randomly select one type of glass you've produced (though they will always assume you have created green glass). Note that acquiring raw glass from a caravan does '''not''' count as producing it.&lt;br /&gt;
**Dwarves in macabre moods will select either 1 vermin remains, 1 stack of bones, or 1-3 skulls.&lt;br /&gt;
**Bone carvers will demand shells if they like a type of shell; if not, they will demand bones.&lt;br /&gt;
**All preference-based material requests are decided the instant the mood begins - by the time the workshop is claimed, it is too late to change the dwarf's mind.&lt;br /&gt;
*The remaining &amp;quot;decoration&amp;quot; items are selected randomly from the following list: wood logs, metal bars, small gems, rock blocks, rough gems, boulders, bones, leather, plant/silk/yarn cloth, or raw glass (green/clear/crystal, based on what you've produced).&lt;br /&gt;
**Decoration items will never be the same type as the primary mood material.&lt;br /&gt;
**Certain mood professions will also explicitly avoid using certain items for decorations - most of these match up with the primary mood material, but miners, engravers, masons, and stone crafters will additionally avoid requesting rock blocks.&lt;br /&gt;
**If you have not produced any raw glass in your fortress, moody dwarves will never request it.&lt;br /&gt;
**Dwarves in macabre moods have a 50% chance to replace each decoration item with either remains or bones.&lt;br /&gt;
*Gem cutters and gem setters have a 50% chance of only gathering a single rough gem and nothing else - when they do this, they produce a &amp;quot;perfect gem&amp;quot; with a single decoration.&lt;br /&gt;
&lt;br /&gt;
Once all materials have been gathered, viewing the workshop with {{K|q}} will display a special message depending on the type of mood:&lt;br /&gt;
* Fey - &amp;quot;&amp;lt;dwarf&amp;gt; works furiously!&amp;quot;&lt;br /&gt;
* Secretive - &amp;quot;&amp;lt;dwarf&amp;gt; works secretly...&amp;quot;&lt;br /&gt;
* Possessed - &amp;quot;&amp;lt;dwarf&amp;gt; keeps muttering &amp;lt;artifact&amp;gt;...&amp;quot;&lt;br /&gt;
* Macabre - &amp;quot;&amp;lt;dwarf&amp;gt; works, darkly brooding...&amp;quot;&lt;br /&gt;
* Fell - &amp;quot;&amp;lt;dwarf&amp;gt; works with menacing fury!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== The mechanics of moods ==&lt;br /&gt;
&lt;br /&gt;
=== Frequency===&lt;br /&gt;
When a fortress is started, an internal counter is set to 1000.  Every 100 frames (12 times per day), this counter is decremented by 1, running down to zero in about 3 months.  When the counter would ordinarily be decremented when it has already reached zero, there is a 1 in 500 chance that a strange mood will strike.  This means that, once all conditions are met and the clock is ticking, while there is approximately a 2.4% chance of a strange mood per day, or a ~52% chance of at least one strange mood per month, there is no guarantee when a mood will strike - might be sooner, might be (almost) never.&lt;br /&gt;
&lt;br /&gt;
=== Conditions ===&lt;br /&gt;
In order for a dwarf to be struck with a strange mood, three conditions must be met:&lt;br /&gt;
:* There is no currently active strange mood,&lt;br /&gt;
:* The maximum number of artifacts is not met,&lt;br /&gt;
:* There are at least 20 eligible dwarves ''(see below)'', including dwarves who have already created artifacts.&lt;br /&gt;
&lt;br /&gt;
If all three of these conditions are true, the game may trigger a strange mood according to the frequency.&lt;br /&gt;
&lt;br /&gt;
==== Maximum number of artifacts ====&lt;br /&gt;
The maximum number of artifacts in any one fortress is limited by the lower of:&lt;br /&gt;
* The number of items created divided by 100.&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;  Mined-out rock '''does''' count as an &amp;quot;item created&amp;quot;, though it is not clear whether bolts or units of drink are counted individually.&lt;br /&gt;
* The number of revealed [[subterranean]] tiles divided by 2304 (this is an area equivalent to a 48x48 square).  Once you discover and explore the [[cavern]]s and [[magma sea]], this limit becomes largely irrelevant, and using a [[utilities#DFHack|&amp;quot;reveal&amp;quot; utility]] will eliminate it altogether, though strip-mining an area entirely and exposing it to the surface will count ''against'' this.&lt;br /&gt;
:&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; - actually the sum of all items by type '''and''' by type+subtype+material, divided by 200. Furthermore, destroying items does '''not''' decrement these counters, so casting and mining [[obsidian]] will count toward this.&lt;br /&gt;
&lt;br /&gt;
==== Eligibility ====&lt;br /&gt;
The deciding factor for eligibility is a dwarf's actual [[profession]]. ''(Note that &amp;quot;[[Skill#Custom profession labels|custom professions]]&amp;quot; have no effect on this!)'' Thus, dwarves may enter strange moods regardless of what skills they have or don't have, so long as they are of an acceptable profession.  Dwarves who have already created an artifact are not eligible to create another, and since every mood ends in either an artifact or death, every dwarf may enter at most one mood.  Dwarves who have obtained one or more legendary skills without creating artifacts '''may''' enter strange moods and will simply become even ''more'' legendary.&lt;br /&gt;
&lt;br /&gt;
On-duty Dwarves with a [[Soldier#Soldier professions|military profession]] other than &amp;quot;Recruit&amp;quot; '''cannot''' enter moods.  Incidental military skills make no difference - eligibility (and weighting) depends purely on the actual ''[[profession]]'' as listed at the time (with the exception of unit leaders, whose on-duty and off-duty titles are the same). Soldiers are still capable of entering moods if they are ''off duty'' and thus in Civilian mode, but you don't have to worry about your axedwarves getting a burst of inspiration mid-combat and then wandering off to make a scepter while the trolls sack your settlement.&lt;br /&gt;
&lt;br /&gt;
Children may enter moods, but babies will not.&lt;br /&gt;
&lt;br /&gt;
Any other profession is eligible to enter a mood, but not all have the same ''chance'' to enter a mood...&lt;br /&gt;
&lt;br /&gt;
:''('''Note''' - Specifically, and to avoid previous misunderstandings, [[Strand extractor]], [[Clerk]]/[[Administrator]]/[[Trader]], [[Doctor]] (and related), [[Building designer|Architect]], [[Soldier#Recruits|Recruit]] and [[Child]] '''are''' moodable professions.)''&lt;br /&gt;
&lt;br /&gt;
There are several additional factors which will prevent a dwarf from entering a mood:&lt;br /&gt;
* Being unable to pick up items (&amp;quot;cannot grasp&amp;quot;)&lt;br /&gt;
* Being dragged by another unit (off to [[jail]])&lt;br /&gt;
* Dragging another unit (leading livestock to a [[cage]], [[chain]], [[pasture]], [[Activity zone#Pit/Pond|pit/pond zone]], or to the [[butcher's shop]] or [[farmer's workshop]].)&lt;br /&gt;
&lt;br /&gt;
=== Chance ===&lt;br /&gt;
When determining who will have a strange mood, each eligible dwarf is put into a weighted lottery, where the chance of being selected is based on the dwarf's [[profession]].  Most professions receive 6 'tickets', but some receive additional tickets to improve their odds.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;2&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Weighting&lt;br /&gt;
! Professions&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 21 ||Armorer, Blacksmith, Bone Carver, Clothier, Craftsdwarf, Jeweler, Gem Cutter, Gem Setter, Glassmaker, Leatherworker, Metalcrafter, Metalsmith, Stonecrafter, Weaponsmith, Weaver, Woodcrafter&lt;br /&gt;
|-&lt;br /&gt;
| 11 ||Bowyer, Carpenter, Stoneworker, Mason, Woodworker&lt;br /&gt;
|-&lt;br /&gt;
| 6 ||Engraver, Mechanic, Miner, Tanner, &amp;amp; all other [[profession]]s (including Peasant).&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
:'''''Example:''' What this means is: if you had 21 dwarves, made up of 20 eligible farmers, furnace operators, miners, woodcutters etc. (with 6 chances each) plus one Armorer (with 21 chances), that one Armorer would have a 21 in 141 chance &amp;lt;small&amp;gt;(20 dwarves x 6 chances each = 120 + 21 chances more = 141 total)&amp;lt;/small&amp;gt; of the mood striking them.  That's about 1 in 7, while the other 20 have a 6 in 141 chance each, or about 1 in 24.  The odds are still against the armorer, but much better than for any other single dwarf.''&lt;br /&gt;
&lt;br /&gt;
Note that not every profession is from a moodable skill.  A Soaper, Architect, Furnace Operator or Strand Extractor can be taken by a mood, but that will not make those skills legendary, nor will they create an artifact bar of soap, building, bar of metal or wafer of adamantine.&lt;br /&gt;
&lt;br /&gt;
=== Fuel ===&lt;br /&gt;
&lt;br /&gt;
{{D for dwarf}}&lt;br /&gt;
&lt;br /&gt;
Curiously, [[metalsmith]]s in strange moods do not seem to require any [[fuel]] to complete their [[metal]] [[artifact]]s. It is believed that they, consumed by artistic passion, fuel the forges with their own beards, vigorously fanning the flaming hairs while they feed the furnace more beard. Such a sacrifice is a dwarf's own beard, that only an artifact merits its removal. Only an artifact's completion can mollify its creator's shame; dwarves unable to complete this great pursuit go insane, not because of its failure, but because they cannot endure the inevitable humiliation.&lt;br /&gt;
&lt;br /&gt;
Legend has it, that the world's first [[elf]] once attempted to forge the world's most powerful artifact, imbued with magic to control all dwarves. But, because he could not suffer to cut a tree for fuel, he was unable to do so. Faced with no alternative, he kidnapped each of the seven ancient dwarves by tempting them with [[booze]], an unfamiliar drink to the first dwarves. He then forcefully shaved them, and created [[charcoal]] from their beards.&lt;br /&gt;
&lt;br /&gt;
Enraged by their loss, the dwarves set out to find the elf's home, based in the world's first tree. They startled the engrossed elf who fled with nothing but a handful of the tree's unborn children. After reclaiming the beard-charcoal, the dwarves set fire to this tree. Alight in flames hotter than the sun, the tree burnt in what is believed to have been the world's hottest fire -- a fire so hot, that the tree's roots melted the inside of the earth, creating a worldwide [[magma sea]]. The elf watched this fire, and swore revenge on the dwarves.&lt;br /&gt;
&lt;br /&gt;
After realizing their beards could not be recovered from their charred state, the dwarves agreed to sprinkle the charcoal over the earth, as a gift and reminder to future dwarves. In doing so, they created the world's [[bituminous coal]] deposits. They then spent the next years searching for a way to create the drink they had been given. Discovering new drinks along their pursuit, the dwarves eventually perfected the hidden art of brewing booze and passed this emerging knowledge to coming generations.&lt;br /&gt;
&lt;br /&gt;
=== Timing ===&lt;br /&gt;
&lt;br /&gt;
A dwarf will go insane after exactly 50000 ticks (which, at 1200 ticks per day, works out to 41.66 days, or almost a month and a half) waiting for an item they demand. However:&lt;br /&gt;
*The insanity countdown is reset after every item they bring to the workshop.&lt;br /&gt;
*It doesn't run while they are out getting something, working on their construction or on their way to claim a workshop. Only during time spent idling without either the required workshop or a required item do they spiral towards madness.&lt;br /&gt;
*Dwarves under strange moods do not feel hunger, thirst or drowsiness.&lt;br /&gt;
&lt;br /&gt;
== Artifacts created ==&lt;br /&gt;
The type of artifact created depends on the type of mood, the dwarf's highest moodable skill, and the base material.  Masons and miners will always create some kind of stone furniture; bone carvers, a bone or shell object (including furniture); carpenters, a piece of wooden furniture; engravers and stone crafters, a stone craft; metalworkers, metal crafts, weapons, or armor (depending on the type of metalworker); weavers and clothiers, an article of clothing; tanners and leatherworkers, a leather armor or object. If a dwarf has no moodable skills, they will randomly select stone crafting, wood crafting, or bone carving as their mood skill and produce their artifact accordingly. The precise type of craft created is usually somewhat random, but if a dwarf has a personality preference for a particular item type, such as gauntlets or floodgates or crowns, and that thing is an available choice given the dwarf's profession, they are guaranteed to create an object of that type (if multiple preferences match, one will be randomly selected).&lt;br /&gt;
&lt;br /&gt;
The first object grabbed by the dwarf will be the base material; all other materials will be used as [[decoration]]s. If a dwarf grabs a piece of [[chalk]] and makes a statue, for instance, it will be a &amp;quot;chalk statue&amp;quot;, but an artifact can potentially include bone, cloth, gems, leather, metal, shell, stone, and wood decorations all at once. In some cases, a moody dwarf will produce an item which normally cannot be made from that material, leading to such odd constructions as an [[obsidian]] [[bed]], [[ruby]] [[floodgate]], or turtle [[shell]] [[cage]], but the actual item types available for each mood type are still very much restricted (e.g. only a glassmaker or jeweler can make a [[window]], and a moody clothier cannot produce an article of clothing that could not normally be made from cloth).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=&amp;quot;4&amp;quot; style=&amp;quot;border:1px solid black;border-collapse:collapse;text-align:left;&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! Mood / Skill&lt;br /&gt;
! Artifact type&lt;br /&gt;
|- &lt;br /&gt;
| [[Armorsmith]]&lt;br /&gt;
| Each equipment item with [METAL] (mail shirt, breastplate, leggings, greaves, gauntlet, low boot, high boot, cap, helm, mask), any shield&lt;br /&gt;
|- &lt;br /&gt;
| [[Bone carver]] (bone)&lt;br /&gt;
| Each equipment item with [BARRED] (leggings, greaves, gauntlet, helm), any shield, instrument, toy, door, bed, chair, table, statue, coffer, bin, armor stand, weapon rack, cabinet, coffin, floodgate, hatch cover, grate, chain, cage, animal trap, figurine, amulet, scepter, crown, ring, earring, bracelet, any weapon, any trap component&amp;lt;sup&amp;gt;†&amp;lt;/sup&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| [[Bone carver]] (shell)&lt;br /&gt;
| Each equipment item with [SCALED] (leggings, gauntlet, helm), figurine, amulet, crown, ring, earring, bracelet, chain, cage, animal trap, instrument, toy&lt;br /&gt;
|- &lt;br /&gt;
| [[Bowyer]]&lt;br /&gt;
| Each ranged weapon (crossbow, bow, blowgun)&lt;br /&gt;
|- &lt;br /&gt;
| [[Carpenter]]&lt;br /&gt;
| Door, bed, chair, table, statue, chest, bin, armor stand, weapon rack, cabinet, coffin, floodgate, hatch cover, grate, cage, barrel, bucket, animal trap, splint, crutch&lt;br /&gt;
|- &lt;br /&gt;
| [[Clothier]]&lt;br /&gt;
| rowspan=2| Each equipment item with [SOFT] (dress, shirt, tunic, toga, vest, robe, coat, cloak, cape, trousers, loincloth, thong, short skirt, skirt, long skirt, braies, glove, mitten, sock, sandal, shoe, chausses, cap, hood, mask, turban, head veil, face veil, headscarf), bag, rope&lt;br /&gt;
|- &lt;br /&gt;
| [[Weaver]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Engraver]]&lt;br /&gt;
| Figurine, amulet, scepter, crown, ring, earring, bracelet, goblet, instrument, toy&lt;br /&gt;
|-&lt;br /&gt;
| Fell Mood&lt;br /&gt;
| rowspan=3| Each equipment item with [LEATHER] (dress, shirt, tunic, toga, vest, robe, coat, cloak, cape, armor, trousers, loincloth, thong, short skirt, skirt, long skirt, braies, leggings, glove, mitten, sock, sandal, shoe, chausses, low boot, high boot, cap, hood, mask, turban, head veil, face veil, headscarf, helm), any shield, bag, backpack, quiver, instrument&lt;br /&gt;
|- &lt;br /&gt;
| [[Leatherworker]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Tanner]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Gem cutter]]&lt;br /&gt;
| rowspan=3| Perfect gem&amp;lt;sup&amp;gt;‡&amp;lt;/sup&amp;gt;, door, bed, chair, table, statue, box, armor stand, weapon rack, cabinet, coffin, floodgate, hatch cover, grate, figurine, amulet, scepter, crown, ring, earring, bracelet, chain, flask, goblet, cage, barrel, bucket, animal trap, window, instrument, toy&lt;br /&gt;
|- &lt;br /&gt;
| [[Gem setter]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Glassmaker]]&lt;br /&gt;
|- &lt;br /&gt;
| Macabre Mood (vermin remains)&lt;br /&gt;
| Amulet, bracelet, earring&lt;br /&gt;
|- &lt;br /&gt;
| [[Mason]]&lt;br /&gt;
| rowspan=2| Door, bed, chair, table, statue, quern, millstone, coffer, armor stand, weapon rack, cabinet, coffin, floodgate, hatch cover, grate&lt;br /&gt;
|- &lt;br /&gt;
| [[Miner]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Mechanic]]&lt;br /&gt;
| Mechanism&lt;br /&gt;
|- &lt;br /&gt;
| [[Metal crafter]]&lt;br /&gt;
| Figurine, amulet, scepter, crown, ring, earring, bracelet, chain, flask, goblet, instrument, toy&lt;br /&gt;
|- &lt;br /&gt;
| [[Metalsmith]]&lt;br /&gt;
| Door, bed, chair, table, statue, coffer, armor stand, weapon rack, cabinet, anvil, coffin, floodgate, hatch cover, grate, cage, barrel, bucket, animal trap, pipe section&amp;lt;sup&amp;gt;†&amp;lt;/sup&amp;gt;, splint, crutch&lt;br /&gt;
|- &lt;br /&gt;
| [[Stone crafter]]&lt;br /&gt;
| Figurine, amulet, scepter, crown, ring, earring, bracelet, goblet, instrument, toy&lt;br /&gt;
|- &lt;br /&gt;
| [[Weaponsmith]]&lt;br /&gt;
| Any weapon, any trap component&amp;lt;sup&amp;gt;†&amp;lt;/sup&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| [[Wood crafter]]&lt;br /&gt;
| Figurine, amulet, scepter, crown, ring, earring, bracelet, goblet, instrument, toy&lt;br /&gt;
|}&lt;br /&gt;
:&amp;lt;sup&amp;gt;†&amp;lt;/sup&amp;gt; ''chance of selection for this entry is reduced by 90%''&lt;br /&gt;
:&amp;lt;sup&amp;gt;‡&amp;lt;/sup&amp;gt; ''this item may only be selected at the beginning of the mood (50% chance)''&lt;br /&gt;
&lt;br /&gt;
If your dwarf does not have a preference for any possible items, the game will randomly select one from the list. Entries with &amp;quot;any&amp;quot; are treated as collective entries with a single chance and will randomly choose a subtype which your civilization is capable of making. This explains why bowyers and clothiers will regularly produce foreign artifacts, while weaponsmiths will not unless they have exotic preferences.&lt;br /&gt;
&lt;br /&gt;
== Success ==&lt;br /&gt;
Once created, most [[artifact]]s will be available for use just like a normal item of its type. Artifact [[armor]] and [[weapon]]s gain extra bonuses in combat, while artifact clothing is immune to [[wear]]. Artifact mechanisms installed in weapon traps will improve attack rolls. Artifact furniture is useful for raising the value of a [[noble]]'s room. Artifact mechanisms, trap components, or weapons in [[weapon trap|weapon trap]]s can also boost a room's value considerably. Other artifacts that can be used in construction (such as [[barrel]]s, [[bucket]]s, and [[anvil]]s) may be used similarly. Artifact [[door]]s and [[hatch]]es are immune to [[building destroyer]]s, and artifact [[cage]]s can even hold gnawing vermin. All artifacts can be displayed in a [[display case]] or on a [[pedestal]], or [[trade]]d to a [[caravan]] for supplies.&lt;br /&gt;
&lt;br /&gt;
Successfully creating an artifact grants a very strong happy [[thought]] (enough to make the creator totally ecstatic for several months) as well as granting the creator partial '''immunity to insanity''' - even if your fortress is left in a terrible state, any dwarf who has created an artifact is exempt from going [[insane]] due to prolonged unhappiness. The dwarf may also cry, found as a coating of dwarf tears on both their eyes.&lt;br /&gt;
&lt;br /&gt;
== Failure ==&lt;br /&gt;
If you can't provide the desired workshop and all the required component materials within a couple of months, the dwarf will go [[insanity|insane]], which cancels the mood and the artifact.  As if that's not bad enough, any dwarf who goes insane will soon die, one way or another.&lt;br /&gt;
&lt;br /&gt;
A dwarf who is '''stark raving mad''', '''melancholy''', or '''catatonic''' is harmless to others (until they die and start a [[tantrum]] spiral), but a '''berserk''' dwarf will attack other dwarves and possibly pull levers at random.  You may want to station a squad nearby or assign a few war dogs to the dwarf on the chance that they will lash out.  If you build your workshops inside enclosed rooms with doors you can also lock the moody dwarf in the room until he or she starves.  In extreme cases, building a wall around an open workshop is the best precaution.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
There are many bugs reported related to moody dwarves. As has been the case in 40d, most turned out to be (understandable) failures of the player to grasp the mechanics of artifact creation and demands. ([http://bay12games.com/dwarves/mantisbt/view_all_bug_page.php Bug tracker])&lt;br /&gt;
* If a dwarf dies due to failing to complete an artifact, a memorial made to the dwarf will read that the dwarf did create it, despite the failure, and will even list the name of the artifact that never came to be. {{bug|3640}}&lt;br /&gt;
* When producing an item that is normally made in pairs (gloves, boots, etc.), only a single artifact will be created.&lt;br /&gt;
* Attacking a dwarf who fails his mood with your milita may result in a loyalty cascade. {{bug|7107}}&lt;br /&gt;
* Dwarf entering a strange mood when isolated (e.g. on a stepladder) causes severe lag. {{bug|8698}}&lt;br /&gt;
* If the mood primary component is forbidden while working, but the strange mood still has other items tasked, the result is an iron artifact. {{bug|5625}}&lt;br /&gt;
&lt;br /&gt;
== Troubleshooting ==&lt;br /&gt;
&lt;br /&gt;
'''Problem''': Moody dwarf does not claim a workshop&lt;br /&gt;
:'''Solution''': Check for highest moodable skill and build the corresponding workshop. If no moodable skills, build a craftsdwarf's workshop. Once [[magma forge]]s have been built, some dwarves may demand to work at a magma forge. Note that [[forbid]]den workshops cannot be claimed.  Verify if the dwarf is assigned to a burrow and/or if there is a civilian alert set to a burrow.  If so, verify that the burrow allows access to the workshop being sought after.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Problem''': Moody dwarf waits in claimed workshop&lt;br /&gt;
:'''Solution''': Desired material is unavailable. Determine which material is requested next (materials are collected in the same order as shown in the dwarf's request list), and make some available, if possible. Note that dwarves with [[preference]]s may demand a specific type of material ([[brass]] bars or [[yarn]] cloth, for example). [[Forbid]]den and inaccessible materials cannot be collected, nor can material located outside the moody dwarf's [[burrow]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Problem''': No dwarf has entered a mood for a long time&lt;br /&gt;
:'''Solution''': Strange moods require at least 20 dwarves; if you have that many you've probably hit one of the two caps. Exploring the caverns can increase the number of revealed tiles very quickly, while [[craft]]ing [[goblet]]s will quickly raise your item count; [[exploratory mining]] will count toward ''both'' caps, simultaneously revealing tiles and producing boulders, though slower than exploring or crafting. Exposing excavated terrain to the sky is counterproductive, as it will '''lower''' your artifact cap (since the cap only counts revealed ''subterranean'' tiles).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Problem''': Moody dwarf wants stacked cloth, but all types are available and he's not moving&lt;br /&gt;
:'''Solution''': Dwarves will not take items from active hospitals. If you have no cloth available outside of hospitals, try disabling or temporarily removing the hospital designation from their zones. They will then proceed to take new items, even if they don't go for the cloth right away.&lt;br /&gt;
&lt;br /&gt;
{{Category|Dwarves}}&lt;br /&gt;
[[Ru:Strange mood]]&lt;/div&gt;</summary>
		<author><name>Feather</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Strange_mood&amp;diff=255048</id>
		<title>DF2014 Talk:Strange mood</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Strange_mood&amp;diff=255048"/>
		<updated>2020-09-26T04:19:19Z</updated>

		<summary type="html">&lt;p&gt;Feather: /* Iron clothing? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==&amp;quot;Totally ecstatic for a few months&amp;quot;==&lt;br /&gt;
The page mentions that creating an artifact makes dwarves totally ecstatic for a few months. With the new stress system this is no longer accurate, but I am not very well-versed in how the new system works so I would like to request somebody else looks into the effects making an artifact has on dwarves in the current version. --[[Special:Contributions/2A02:1810:AC03:5E00:38BF:4F3C:7B9E:790D|2A02:1810:AC03:5E00:38BF:4F3C:7B9E:790D]] 19:11, 15 December 2015 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Foreign weapons==&lt;br /&gt;
A moody dwarf with a preference for large daggers create a large cave crocodile bone dagger in my fort. My civilization is not capable of producing large daggers, so I suppose it's confirmed that preferences can allow item types that couldn't otherwise be chosen.--[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 18:47, 22 February 2015 (UTC)&lt;br /&gt;
&lt;br /&gt;
Yep. My king, a clothier, created an artifact face veil.--[[User:Feb Rainyworks|Feb Rainyworks]] 13 June 2015&lt;br /&gt;
&lt;br /&gt;
==Mood Lottery==&lt;br /&gt;
The idea of most dwarves getting 6 tickets in the mood lottery but other dwarves getting more is ''exactly'' how Toady implemented it, and you can see how it works in DFHack's [https://github.com/DFHack/dfhack/blob/master/plugins/strangemood.cpp#L567 strangemood] plugin (which I mostly reimplemented from disassembly - there are some minor differences, but most of the logic is intact). --[[User:Quietust|Quietust]] ([[User talk:Quietust|talk]]) 19:48, 2 September 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Fair enough; that certainly isn't how I would implement a random choice like that, but it would accomplish the job. I will note that your code uses &amp;quot;tickets&amp;quot; because you chose to use the keyword &amp;quot;tickets&amp;quot;, not necessarily because the game itself uses &amp;quot;tickets&amp;quot;, but that is splitting hairs.--[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 20:10, 2 September 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Should we remove the part about the planepacked glitch ==&lt;br /&gt;
&lt;br /&gt;
I know it's funny, but it no longer applies to this version of DF... [[Special:Contributions/2602:306:C413:D410:5C5A:FE11:B71C:4C4A|2602:306:C413:D410:5C5A:FE11:B71C:4C4A]] 05:33, 1 July 2015 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Done, thanks. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 15:50, 1 July 2015 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Moodable profession ==&lt;br /&gt;
&lt;br /&gt;
My militia commander created an artefact. I wouldn't have expected that based on the description here... should it be clarified that militia commander is not a military profession in this context? --[[User:Pegasus|Pegasus]] ([[User talk:Pegasus|talk]]) 05:32, 22 September 2015 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Mood Instruments ==&lt;br /&gt;
&lt;br /&gt;
Since instruments are now procedurally-generated with potentially many components it seems unlikely that they would still be valid mood creations. Has anyone seen a mood instrument in v0.42? I haven't seen any, but I haven't spent too much time playing the new version.--[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 21:18, 8 March 2016 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Found one: a metal-bells-on-a-glass-stand instrument created using wood with spikes of leather, with no components listed in the description. It appears the strange mood code has not been updated to handle the more complex instruments.--[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 19:26, 11 April 2016 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Non-citizen moods ==&lt;br /&gt;
&lt;br /&gt;
I just had a non-citizen permanent resident dwarf, a Bard who had signed on as an entertainer at my tavern but has not petitioned to become an actual citizen, fall into a fey mood, claim a Craftsdwarf's Workshop, and produce an artifact peach wood cup. I now have a Legendary Wood Crafter who isn't a citizen and whom I do not actually control living in my fort.&lt;br /&gt;
&lt;br /&gt;
== Books vs. Maximum Number of Artifacts? ==&lt;br /&gt;
Do books (being partly artifacts) count against the maximum number of artifacts for strange mood eligibility? [[User:Shorr|Shorr]] ([[User talk:Shorr|talk]]) 14:05, 2 December 2016 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Something Interesting ==&lt;br /&gt;
&lt;br /&gt;
You can safely forbid components at any time during construction. The dwarf will work without them as long as there is still one component they can use. If you forbid the primary material(s) after construction has begun, the finished product will automatically be iron. --[[User:Fish Preferred|Fish Preferred]] ([[User talk:Fish Preferred|talk]]) 15:03, 17 December 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Non-civilized with strange moods ==&lt;br /&gt;
&lt;br /&gt;
What if make non-civilized creature to have strange moods?&lt;br /&gt;
&lt;br /&gt;
I give ability to strange moods to semimegabeasts, bronze colossi, trolls, goblins and gremlins. When I play fortress, trolls make some artifacts. In legends only goblins make artifacts in this world. --[[Special:Contributions/93.77.222.197|93.77.222.197]] 04:57, 26 April 2019 (UTC)&lt;br /&gt;
&lt;br /&gt;
Can uninteligent creatures have moods? As in, what effect would it have to mod CATS having moods? Would a catsplosion be followed by an artifactxplosion?&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;boulders&amp;quot;? ==&lt;br /&gt;
&lt;br /&gt;
The page says:&lt;br /&gt;
&lt;br /&gt;
&amp;gt; stoneworkers (miners, engravers, masons, stone crafters, and mechanics) will demand '''boulders'''&lt;br /&gt;
&lt;br /&gt;
Does this mean [[boulder|boulders]]? Or just regular stone? - [[User:AnnanFay|AnnanFay]] ([[User talk:AnnanFay|talk]]) 15:32, 29 December 2019 (UTC)&lt;br /&gt;
:It means regular stone - per the [[boulder]] page, regular stone is referred to as boulders in the raws, so that's probably why DF uses that term here. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 17:41, 29 December 2019 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Artifact mechanisms in traps? ==&lt;br /&gt;
Started discussion under [[Talk:Trap]]. [[User:Albedo|Albedo]] ([[User talk:Albedo|talk]]) 18:24, 31 May 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Moodable skills &amp;quot;Tier List&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;list&amp;quot; really doesn't read like a list.  There's two different skills listed as &amp;quot;close second&amp;quot;.  The reasoning for the ordering feels rather disjointed.  Also the text list and the table list don't match up at all (like Clothier being one of the worst but also green).&lt;br /&gt;
[[Special:Contributions/97.83.67.252|97.83.67.252]] 20:34, 27 August 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Iron clothing? ==&lt;br /&gt;
&lt;br /&gt;
It's known that forbidding the main material when crafting typically causes an iron artifact, but does anyone know if that applies to clothing or objects made in the clothiers/leatherworker's shops?&lt;br /&gt;
&lt;br /&gt;
I don't see why it wouldn't, but I've never seen anyone comment on it and it seems like there's quite a lot of potential with the idea so I kind of feel like it'd be out there if it worked. Iron dresses and turbans and whatnot seem like they'd be pretty flavourful for a military commander, and I'd bet that old multi-cloak strategy would be even more insane if the cloaks were made out of metal.&lt;br /&gt;
&lt;br /&gt;
Maybe you could even make a suit of iron &amp;quot;leather&amp;quot; armour. [[User:Feather|Feather]] ([[User talk:Feather|talk]]) 04:18, 26 September 2020 (UTC)Feather&lt;/div&gt;</summary>
		<author><name>Feather</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Strange_mood&amp;diff=255047</id>
		<title>DF2014 Talk:Strange mood</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Strange_mood&amp;diff=255047"/>
		<updated>2020-09-26T04:18:58Z</updated>

		<summary type="html">&lt;p&gt;Feather: /* Iron clothing? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==&amp;quot;Totally ecstatic for a few months&amp;quot;==&lt;br /&gt;
The page mentions that creating an artifact makes dwarves totally ecstatic for a few months. With the new stress system this is no longer accurate, but I am not very well-versed in how the new system works so I would like to request somebody else looks into the effects making an artifact has on dwarves in the current version. --[[Special:Contributions/2A02:1810:AC03:5E00:38BF:4F3C:7B9E:790D|2A02:1810:AC03:5E00:38BF:4F3C:7B9E:790D]] 19:11, 15 December 2015 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Foreign weapons==&lt;br /&gt;
A moody dwarf with a preference for large daggers create a large cave crocodile bone dagger in my fort. My civilization is not capable of producing large daggers, so I suppose it's confirmed that preferences can allow item types that couldn't otherwise be chosen.--[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 18:47, 22 February 2015 (UTC)&lt;br /&gt;
&lt;br /&gt;
Yep. My king, a clothier, created an artifact face veil.--[[User:Feb Rainyworks|Feb Rainyworks]] 13 June 2015&lt;br /&gt;
&lt;br /&gt;
==Mood Lottery==&lt;br /&gt;
The idea of most dwarves getting 6 tickets in the mood lottery but other dwarves getting more is ''exactly'' how Toady implemented it, and you can see how it works in DFHack's [https://github.com/DFHack/dfhack/blob/master/plugins/strangemood.cpp#L567 strangemood] plugin (which I mostly reimplemented from disassembly - there are some minor differences, but most of the logic is intact). --[[User:Quietust|Quietust]] ([[User talk:Quietust|talk]]) 19:48, 2 September 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Fair enough; that certainly isn't how I would implement a random choice like that, but it would accomplish the job. I will note that your code uses &amp;quot;tickets&amp;quot; because you chose to use the keyword &amp;quot;tickets&amp;quot;, not necessarily because the game itself uses &amp;quot;tickets&amp;quot;, but that is splitting hairs.--[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 20:10, 2 September 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Should we remove the part about the planepacked glitch ==&lt;br /&gt;
&lt;br /&gt;
I know it's funny, but it no longer applies to this version of DF... [[Special:Contributions/2602:306:C413:D410:5C5A:FE11:B71C:4C4A|2602:306:C413:D410:5C5A:FE11:B71C:4C4A]] 05:33, 1 July 2015 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Done, thanks. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 15:50, 1 July 2015 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Moodable profession ==&lt;br /&gt;
&lt;br /&gt;
My militia commander created an artefact. I wouldn't have expected that based on the description here... should it be clarified that militia commander is not a military profession in this context? --[[User:Pegasus|Pegasus]] ([[User talk:Pegasus|talk]]) 05:32, 22 September 2015 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Mood Instruments ==&lt;br /&gt;
&lt;br /&gt;
Since instruments are now procedurally-generated with potentially many components it seems unlikely that they would still be valid mood creations. Has anyone seen a mood instrument in v0.42? I haven't seen any, but I haven't spent too much time playing the new version.--[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 21:18, 8 March 2016 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Found one: a metal-bells-on-a-glass-stand instrument created using wood with spikes of leather, with no components listed in the description. It appears the strange mood code has not been updated to handle the more complex instruments.--[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 19:26, 11 April 2016 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Non-citizen moods ==&lt;br /&gt;
&lt;br /&gt;
I just had a non-citizen permanent resident dwarf, a Bard who had signed on as an entertainer at my tavern but has not petitioned to become an actual citizen, fall into a fey mood, claim a Craftsdwarf's Workshop, and produce an artifact peach wood cup. I now have a Legendary Wood Crafter who isn't a citizen and whom I do not actually control living in my fort.&lt;br /&gt;
&lt;br /&gt;
== Books vs. Maximum Number of Artifacts? ==&lt;br /&gt;
Do books (being partly artifacts) count against the maximum number of artifacts for strange mood eligibility? [[User:Shorr|Shorr]] ([[User talk:Shorr|talk]]) 14:05, 2 December 2016 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Something Interesting ==&lt;br /&gt;
&lt;br /&gt;
You can safely forbid components at any time during construction. The dwarf will work without them as long as there is still one component they can use. If you forbid the primary material(s) after construction has begun, the finished product will automatically be iron. --[[User:Fish Preferred|Fish Preferred]] ([[User talk:Fish Preferred|talk]]) 15:03, 17 December 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Non-civilized with strange moods ==&lt;br /&gt;
&lt;br /&gt;
What if make non-civilized creature to have strange moods?&lt;br /&gt;
&lt;br /&gt;
I give ability to strange moods to semimegabeasts, bronze colossi, trolls, goblins and gremlins. When I play fortress, trolls make some artifacts. In legends only goblins make artifacts in this world. --[[Special:Contributions/93.77.222.197|93.77.222.197]] 04:57, 26 April 2019 (UTC)&lt;br /&gt;
&lt;br /&gt;
Can uninteligent creatures have moods? As in, what effect would it have to mod CATS having moods? Would a catsplosion be followed by an artifactxplosion?&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;boulders&amp;quot;? ==&lt;br /&gt;
&lt;br /&gt;
The page says:&lt;br /&gt;
&lt;br /&gt;
&amp;gt; stoneworkers (miners, engravers, masons, stone crafters, and mechanics) will demand '''boulders'''&lt;br /&gt;
&lt;br /&gt;
Does this mean [[boulder|boulders]]? Or just regular stone? - [[User:AnnanFay|AnnanFay]] ([[User talk:AnnanFay|talk]]) 15:32, 29 December 2019 (UTC)&lt;br /&gt;
:It means regular stone - per the [[boulder]] page, regular stone is referred to as boulders in the raws, so that's probably why DF uses that term here. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 17:41, 29 December 2019 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Artifact mechanisms in traps? ==&lt;br /&gt;
Started discussion under [[Talk:Trap]]. [[User:Albedo|Albedo]] ([[User talk:Albedo|talk]]) 18:24, 31 May 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Moodable skills &amp;quot;Tier List&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;list&amp;quot; really doesn't read like a list.  There's two different skills listed as &amp;quot;close second&amp;quot;.  The reasoning for the ordering feels rather disjointed.  Also the text list and the table list don't match up at all (like Clothier being one of the worst but also green).&lt;br /&gt;
[[Special:Contributions/97.83.67.252|97.83.67.252]] 20:34, 27 August 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Iron clothing? ==&lt;br /&gt;
&lt;br /&gt;
It's known that forbidding the main material when crafting typically causes an iron artifact, but does anyone know if that applies to clothing or objects made in the clothiers/leatherworker's shops?&lt;br /&gt;
&lt;br /&gt;
I don't see why it wouldn't, but I've never seen anyone comment on it and it seems like there's quite a lot of potential with the idea so I kind of feel like it'd be out there if it worked. Iron dresses and turbans and whatnot seem like they'd be pretty flavourful for a military commander, and I'd bet that old multi-cloak strategy would be even more insane if the cloaks were made out of metal.&lt;br /&gt;
&lt;br /&gt;
Maybe you could even make a suit of iron &amp;quot;leather&amp;quot; armour.&lt;br /&gt;
&lt;br /&gt;
[[User:Feather|Feather]] ([[User talk:Feather|talk]]) 04:18, 26 September 2020 (UTC)Feather&lt;/div&gt;</summary>
		<author><name>Feather</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Strange_mood&amp;diff=255046</id>
		<title>DF2014 Talk:Strange mood</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Strange_mood&amp;diff=255046"/>
		<updated>2020-09-26T04:18:40Z</updated>

		<summary type="html">&lt;p&gt;Feather: /* Iron clothing? */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==&amp;quot;Totally ecstatic for a few months&amp;quot;==&lt;br /&gt;
The page mentions that creating an artifact makes dwarves totally ecstatic for a few months. With the new stress system this is no longer accurate, but I am not very well-versed in how the new system works so I would like to request somebody else looks into the effects making an artifact has on dwarves in the current version. --[[Special:Contributions/2A02:1810:AC03:5E00:38BF:4F3C:7B9E:790D|2A02:1810:AC03:5E00:38BF:4F3C:7B9E:790D]] 19:11, 15 December 2015 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Foreign weapons==&lt;br /&gt;
A moody dwarf with a preference for large daggers create a large cave crocodile bone dagger in my fort. My civilization is not capable of producing large daggers, so I suppose it's confirmed that preferences can allow item types that couldn't otherwise be chosen.--[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 18:47, 22 February 2015 (UTC)&lt;br /&gt;
&lt;br /&gt;
Yep. My king, a clothier, created an artifact face veil.--[[User:Feb Rainyworks|Feb Rainyworks]] 13 June 2015&lt;br /&gt;
&lt;br /&gt;
==Mood Lottery==&lt;br /&gt;
The idea of most dwarves getting 6 tickets in the mood lottery but other dwarves getting more is ''exactly'' how Toady implemented it, and you can see how it works in DFHack's [https://github.com/DFHack/dfhack/blob/master/plugins/strangemood.cpp#L567 strangemood] plugin (which I mostly reimplemented from disassembly - there are some minor differences, but most of the logic is intact). --[[User:Quietust|Quietust]] ([[User talk:Quietust|talk]]) 19:48, 2 September 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Fair enough; that certainly isn't how I would implement a random choice like that, but it would accomplish the job. I will note that your code uses &amp;quot;tickets&amp;quot; because you chose to use the keyword &amp;quot;tickets&amp;quot;, not necessarily because the game itself uses &amp;quot;tickets&amp;quot;, but that is splitting hairs.--[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 20:10, 2 September 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Should we remove the part about the planepacked glitch ==&lt;br /&gt;
&lt;br /&gt;
I know it's funny, but it no longer applies to this version of DF... [[Special:Contributions/2602:306:C413:D410:5C5A:FE11:B71C:4C4A|2602:306:C413:D410:5C5A:FE11:B71C:4C4A]] 05:33, 1 July 2015 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Done, thanks. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 15:50, 1 July 2015 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Moodable profession ==&lt;br /&gt;
&lt;br /&gt;
My militia commander created an artefact. I wouldn't have expected that based on the description here... should it be clarified that militia commander is not a military profession in this context? --[[User:Pegasus|Pegasus]] ([[User talk:Pegasus|talk]]) 05:32, 22 September 2015 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Mood Instruments ==&lt;br /&gt;
&lt;br /&gt;
Since instruments are now procedurally-generated with potentially many components it seems unlikely that they would still be valid mood creations. Has anyone seen a mood instrument in v0.42? I haven't seen any, but I haven't spent too much time playing the new version.--[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 21:18, 8 March 2016 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Found one: a metal-bells-on-a-glass-stand instrument created using wood with spikes of leather, with no components listed in the description. It appears the strange mood code has not been updated to handle the more complex instruments.--[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 19:26, 11 April 2016 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Non-citizen moods ==&lt;br /&gt;
&lt;br /&gt;
I just had a non-citizen permanent resident dwarf, a Bard who had signed on as an entertainer at my tavern but has not petitioned to become an actual citizen, fall into a fey mood, claim a Craftsdwarf's Workshop, and produce an artifact peach wood cup. I now have a Legendary Wood Crafter who isn't a citizen and whom I do not actually control living in my fort.&lt;br /&gt;
&lt;br /&gt;
== Books vs. Maximum Number of Artifacts? ==&lt;br /&gt;
Do books (being partly artifacts) count against the maximum number of artifacts for strange mood eligibility? [[User:Shorr|Shorr]] ([[User talk:Shorr|talk]]) 14:05, 2 December 2016 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Something Interesting ==&lt;br /&gt;
&lt;br /&gt;
You can safely forbid components at any time during construction. The dwarf will work without them as long as there is still one component they can use. If you forbid the primary material(s) after construction has begun, the finished product will automatically be iron. --[[User:Fish Preferred|Fish Preferred]] ([[User talk:Fish Preferred|talk]]) 15:03, 17 December 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Non-civilized with strange moods ==&lt;br /&gt;
&lt;br /&gt;
What if make non-civilized creature to have strange moods?&lt;br /&gt;
&lt;br /&gt;
I give ability to strange moods to semimegabeasts, bronze colossi, trolls, goblins and gremlins. When I play fortress, trolls make some artifacts. In legends only goblins make artifacts in this world. --[[Special:Contributions/93.77.222.197|93.77.222.197]] 04:57, 26 April 2019 (UTC)&lt;br /&gt;
&lt;br /&gt;
Can uninteligent creatures have moods? As in, what effect would it have to mod CATS having moods? Would a catsplosion be followed by an artifactxplosion?&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;boulders&amp;quot;? ==&lt;br /&gt;
&lt;br /&gt;
The page says:&lt;br /&gt;
&lt;br /&gt;
&amp;gt; stoneworkers (miners, engravers, masons, stone crafters, and mechanics) will demand '''boulders'''&lt;br /&gt;
&lt;br /&gt;
Does this mean [[boulder|boulders]]? Or just regular stone? - [[User:AnnanFay|AnnanFay]] ([[User talk:AnnanFay|talk]]) 15:32, 29 December 2019 (UTC)&lt;br /&gt;
:It means regular stone - per the [[boulder]] page, regular stone is referred to as boulders in the raws, so that's probably why DF uses that term here. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 17:41, 29 December 2019 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Artifact mechanisms in traps? ==&lt;br /&gt;
Started discussion under [[Talk:Trap]]. [[User:Albedo|Albedo]] ([[User talk:Albedo|talk]]) 18:24, 31 May 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Moodable skills &amp;quot;Tier List&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;list&amp;quot; really doesn't read like a list.  There's two different skills listed as &amp;quot;close second&amp;quot;.  The reasoning for the ordering feels rather disjointed.  Also the text list and the table list don't match up at all (like Clothier being one of the worst but also green).&lt;br /&gt;
[[Special:Contributions/97.83.67.252|97.83.67.252]] 20:34, 27 August 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Iron clothing? ==&lt;br /&gt;
&lt;br /&gt;
It's known that forbidding the main material when crafting typically causes an iron artifact, but does anyone know if that applies to clothing or objects made in the clothiers/leatherworker's shops?&lt;br /&gt;
&lt;br /&gt;
I don't see why it wouldn't, but I've never seen anyone comment on it and it seems like there's quite a lot of potential with the idea so I kind of feel like it'd be out there if it worked. Iron dresses and turbans and whatnot seem like they'd be pretty flavourful for a military commander, and I'd bet that old multi-cloak strategy would be even more insane if the cloaks were made out of metal.&lt;br /&gt;
&lt;br /&gt;
Maybe you could even make a suit of iron &amp;quot;leather&amp;quot; armour.&lt;/div&gt;</summary>
		<author><name>Feather</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Diplomat&amp;diff=255045</id>
		<title>DF2014 Talk:Diplomat</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Diplomat&amp;diff=255045"/>
		<updated>2020-09-26T03:54:49Z</updated>

		<summary type="html">&lt;p&gt;Feather: /* Diplomats stop arriving if your noble dies? */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;It says on the page that you cannot receive a diplomat. Well I have one that came with the king when he migrated (it's his wife) and she has very real requirements. Interestingly enough I also have an Outpost Liason who has the exact same requirements.&lt;br /&gt;
&lt;br /&gt;
Anyone else have anything similar?&lt;br /&gt;
&lt;br /&gt;
This happened in version 40.10&amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Zeke|Zeke]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Thanks for the note; the page has been updated.--[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 22:11, 8 December 2018 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Diplomats stop arriving if your noble dies? ==&lt;br /&gt;
&lt;br /&gt;
I haven't had a diplomat from either the elves or the humans show up in several years, and now that I think about it I'm pretty sure the catalyst was the death of my duchess to an unfortunately-timed weremammoth attack.&lt;br /&gt;
&lt;br /&gt;
But it's also been four years since the diplomats stopped coming, and I'm not actually certain that's the cause. The wiki already says that diplomats only start to arrive when you first get a noble, but I've never heard anything about not getting them anymore if that noble dies, and it doesn't necessarily seem like it would make much sense if the diplomat is meeting with your mayor anyways.&lt;br /&gt;
&lt;br /&gt;
Does anyone else know if there might be another trigger? I wouldn't be surprised if it's the noble thing because I'm pretty sure the timeline matches up, but I'm also not certain about it because four years is a long time and I can't be 100% sure about it. If it IS the noble thing then that's pretty annoying because you can't replace a monarch-appointed noble and the original baron appointment caught me off guard so I failed to select someone with any heirs, but I'm also not sure if it would be worth bringing the monarch in given that I'd lose access to the dwarven liason and this fort is pretty reliant on wood imports.&lt;/div&gt;</summary>
		<author><name>Feather</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Undead&amp;diff=255044</id>
		<title>Undead</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Undead&amp;diff=255044"/>
		<updated>2020-09-26T02:34:55Z</updated>

		<summary type="html">&lt;p&gt;Feather: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|18:33, 23 August 2014 (UTC)}}&lt;br /&gt;
&lt;br /&gt;
{{av}}&lt;br /&gt;
[[File:zombie_dwarf.jpg|thumb|190px|right|Body?  Decomposed.  Wrath?  Active.  Hotel?  Trivago.]]The '''animated dead''' (or '''undead''') {{Tile|Ñ|3:0}} are the [[corpse|bodies]] of formerly living [[creature]]s animated through fell [[magic]]. These [[night creature]]s can be created intentionally by a [[necromancer]], a [[mummy]] or arise naturally from the dark energies of [[surroundings|evil regions]].&lt;br /&gt;
&lt;br /&gt;
==What is an undead?==&lt;br /&gt;
[[File:undead_stab.jpg|thumb|190px|right|A zombie being stabbed in the back. Drawn by [[Zach Adams]].]]An undead may be formed of either the rotting husk, or the bones and shell of a being: the former is considered a zombie, and the latter a skeleton. (Although [[vampire]]s are no longer performing the bodily functions of a living being, they are not considered the &amp;quot;animated dead&amp;quot;, this term being reserved for a corpse which has begun to move and act on its own or by the will of [[Necromancer|another]], but lacking any form of intelligence beyond a primitive urge to hunt and kill any living thing it can find, where zombies and skeletons cannot think or behave in any sophisticated manner beyond &amp;quot;kill everything&amp;quot;, vampires are wilful beings, generally indistinguishable from living persons, and capable of great deception to ensure that nobody learns about their condition.) [[Ghost]]s are called undead in-game, but they are also not considered animated dead (as they lack a corporeal form). [[Intelligent undead]] are harder to categorize: while they are created in the same way as zombies and skeletons and may resemble them in appearance, they retain their intelligence and personalities and can also manifest [[DF2014:Intelligent_undead#Powers|strange magical powers]]. &lt;br /&gt;
&lt;br /&gt;
As long as the remains of a creature contain a body part capable of grasping, be it a hand, or head, or the entire upper half, those remains can be animated. This can lead to animated hands and heads, which seems comical until you consider the implications of a swarm of such monstrosities and the havoc that they might wreak. Even some parts of creatures which should be incapable of autonomous movement can be raised, such as the [[hair]] or [[skin]] or even ''[[mussel]] [[shell]]s''. They are, however, predictably nonlethal, mostly serving as B-movie terror monster 'fodder' to scare your dwarves into running around. A body part can be resurrected as a zombie even if it has already done so and been de-animated again. However, pulping damage (that is, &amp;quot;exploding into gore&amp;quot;, &amp;quot;cloven asunder&amp;quot;, &amp;quot;torn into shreds&amp;quot; and so on) to the head, neck, lower body, or upper body will turn the corpse into a &amp;quot;mangled corpse&amp;quot;, ensuring that the zombie cannot rise up again. Likewise, destroying the structural integrity of an animate bodypart will stop its reanimation.&lt;br /&gt;
&lt;br /&gt;
==Traits==&lt;br /&gt;
Upon animation, an undead gains a [[syndrome]] that fundamentally changes its physical characteristics and behaviour. Some of the traits they generally possess are:&lt;br /&gt;
*Somewhat increased [[attribute|strength and toughness]] and reduced [[speed]]. (Before [[Release_information/0.42.05|0.42.05]], this bonus was much higher).&lt;br /&gt;
*Opposition to life, will be hostile to any non-undead and non-inorganic creatures in their vicinity.&lt;br /&gt;
*Lack of emotion, pain, thought, or need for sustenance or breath.&lt;br /&gt;
*Undead status ({{token|NOT_LIVING}}), sterility, and fixed [[skill]] and [[attribute]] values (with no rust or gain).&lt;br /&gt;
&lt;br /&gt;
Undead retain the wounds that killed them in life, as well as any they have sustained since or from a temporary de-animation. Undead vary in levels of strength depending on their form. Certain types of animal are likely the most dangerous undead that it is common to encounter, and can have dangerous strength, speed, aggression, and piercing attacks. The undead of butcherable creatures can still be butchered once de-animated, as long as they have not rotted; doing so will prevent them from re-animating again, though their untanned skin and hair can potentially become undead. Reanimated skin and hair are easy to kill but will often frighten civilians; surrounding a butcher's shop with cage traps will help alleviate the problem. In addition, undead appear to retain the trading value of the original animal. &lt;br /&gt;
&lt;br /&gt;
Unintelligent undead such as those created by a necromancer or raised by an evil biome have no concern for their own wellbeing. Such zombies will not attempt to dodge, block, or parry blows. &lt;br /&gt;
&lt;br /&gt;
Larger undead who were [[building destroyer]]s in life can still destroy buildings, though undead with special attacks like webbing will not be able to use them (zombie [[dragon]]s, however, still use their breath). Undead thieves can still pick locks, but will not path to a locked [[door]] unless in pursuit of the living. If found underground, undead will usually path into a fort if they can. [[Aquatic]] creatures rendered undead are able to path through land, even if their living counterparts are unable to do so.&lt;br /&gt;
&lt;br /&gt;
Undead from [[necromancer]] [[Tower (necromancy)|tower]]s are reported to carry ''[[armor]] and [[weapon]]s'', giving the terror of the announcement ''&amp;quot;The dead walk! Hide while you can!&amp;quot;'' far more weight than before.&lt;br /&gt;
&lt;br /&gt;
===Thralls, Husks, and Zombies===&lt;br /&gt;
Certain kinds of evil [[weather]] can instantly turn any [[syndrome]]-vulnerable creature into a bloodthirsty undead killer, opposed to all life. These creatures are referred to by the sort of weather that transformed them, an identifier as a thrall, husk, or zombie, and their original creature name—for example, a ''stray [[Guineafowl|guineahen]] unholy gloom husk''. The specific procedurally generated syndromes of thralling evil clouds are functionally identical to that of animate dead, with the same extreme gains in physical stats, lack of pain or breath, etc. Similar entities called [[infected ghoul]]s can be created by necromancers, which spread their form of the syndrome through their bites.&lt;br /&gt;
&lt;br /&gt;
Because the interaction can happen without first killing the target, thrall-like creatures retain any armor or weapons they were carrying. Perhaps worst of all, they may still be contaminated with the material leading to the transformation, &amp;quot;infecting&amp;quot; those with whom they wrestle in a chain reaction that can rapidly destroy a fortress if they are not stopped immediately.&lt;br /&gt;
&lt;br /&gt;
==Destruction==&lt;br /&gt;
In the past, the undead were considered perhaps the greatest threat a fortress could ever face, only rivaled by the inhabitants of the [[hidden fun stuff]]. However, since the balance changes of [[Release_information/0.42.05|0.42.05]], any battle against them will be much more fair.&lt;br /&gt;
That said, the undead are not to be trifled with – they do not tire, feel no pain, have no useful articulations to damage, ignore injuries to their now-useless organs, do not fall unconscious, and are impervious to the effects of morale. Add to that that they often arrive in big numbers with [[necromancer]]s to reanimate them, and that [[semi-megabeast|the]] [[megabeast|greatest]] [[titan|of]] [[forgotten beast|beasts]] can be reanimated, and it comes off as no surprise that the undead can pose a great opportunity for [[fun]].&lt;br /&gt;
&lt;br /&gt;
As a rule, an individual dwarven undead should best an untrained living dwarf, but be relatively easily dispatched by an armed member of the [[military|militia]]. Physically larger undead are greater threats than their smaller brethren, and no undead army should be faced without a prepared militia.&lt;br /&gt;
&lt;br /&gt;
The undead cannot bleed out. Puncture wounds do little good for this reason, and likewise, choking is ineffective against their lack of breath. Pulping or severing (&amp;quot;flies/sails off in an arc!&amp;quot; etc.) an important structural body-part (head, neck, upper body, lower body) is guaranteed to kill an undead. [[Attack types#Blunt weapons|Blunt]] weapons are effective against animated corpses because they inflict pulping damage, mangling the zombies so badly that they cannot rise up again, without severing body parts that might reanimate. Of those commonly available to dwarves, [[mace]]s are more efficient at pulping than [[war hammer]]s. [[Flail]]s are better still if one can acquire them. Beheading appears to sometimes work less reliably – this is possibly related to the neck being cut off rather than the head itself, which the game does not register as decapitation{{Verify}}. Cutting apart the physical form of undead can be dangerous if the source of reanimation is still active and present. The more body parts are about, the more fodder for animation is present. In this case, it is wisest to either butcher the corpses (if they can be butchered), throw them into [[magma]], or [[dwarven atom smasher|pulverize them with a drawbridge]], which will destroy the bodies so thoroughly that they cannot be reanimated again. A thrall may be &amp;quot;safely&amp;quot; fought with cutting weapons however, as long as there is no risk of infection at hand. Undead animals can be disposed of by cage-trapping them and trading them away to passing merchants. [[Crossbow]] bolts and other ranged weapons are essentially useless against undead of even moderate size, even if they can theoretically kill them if one of the previously mentioned important body-parts is destroyed by the shot. Against particularly small enemies like a kea or raccoon, bolts and arrows can be capable of severing limbs and ultimately finishing the job - but against anything more substantial like your average goblin, a squad of marksdwarves can spend multiple months and quiver after quiver of ammunition without ever dealing a lethal blow. This can be useful for rapidly training marksdwarves, but may be undesirable if you're making a last stand or had intended to thin the horde before the melee started. &lt;br /&gt;
&lt;br /&gt;
Undead from necromancer sieges may carry equipment, including weaponry and armor. While such undead will neither block nor parry, they are perfectly capable of using their weapons to inflict damage upon your dwarves, and the armor they carry makes them much more difficult to put down. Against an armored zombie, hammers will be more effective than maces, as they have higher armor penetration while still inflicting blunt damage. &lt;br /&gt;
&lt;br /&gt;
[[Evil weather]] thralls may require utmost caution. Any thrall carrying a melee weapon or armour (let alone any combat skills of its own, which it will retain the use of) can dispatch a full squad in short order even with average combat skills, making direct confrontation an unwise choice – Armok help you if the thrall in question used to be one of your best soldiers. A particularly dire possibility is that, if the responsible evil cloud is in dust form, the thrall is still contaminated with whatever substance transformed it. If this is the case, any dwarves sent to fight the thrall will become thralls themselves if the thrall tries to wrestle them. From there, the new thralls might spread the contaminant further still, which can easily lead to a [[Fun|full-fledged zombie apocalypse]]. &lt;br /&gt;
&lt;br /&gt;
Of course, the undead do not have to be beaten through direct combat. [[Trap]]s and [[dwarven atom smasher|atom smashers]] are among the many indirect ways to neutralize them. [[Magma]], that classic solution to all dwarven problems, is another effective weapon, as is fire in general. The sheer heat of magma will eventually destroy the corpse, rendering it unable to rise again. Magma kills zombies fairly slowly though. \&lt;br /&gt;
&lt;br /&gt;
As unintelligent undead do not make any attempt to avoid attacks, they are particularly susceptible to even low quality weapon traps. This property can be exploited in [[trap_design|trap design]], as no-quality weapon traps will still be lethal to the undead hordes while typically allowing the horde's masters to leap out of the way, potentially [[cage|somewhere]] [[Pit_trap|nice]]. &lt;br /&gt;
&lt;br /&gt;
[[Discipline]] is a big obstacle to directly confronting a zombie horde. Without enough discipline, a troop sent to fight them may instead decide to flee in terror from such abominations of nature. As you may imagine, this can lead to endless amounts of [[Fun]], for unlike your dwarves, the undead cannot feel fear or any other emotion, and any dead dwarves may in turn rise up and add to the horde's numbers. It is important that any undead-fighting squad consists of severely hardened and disciplined soldiers. Any soldiers you bring to embark on an evil biome should have ''at least'' two points in [[discipline]], as morale is currently buggy and leads to ordinary dwarves fleeing even from living wildlife{{bug|7161}}. This may also be worked around with a little [[modding]], by adding at least {{token|NATURAL_SKILL:DISCIPLINE:1|c}} to all civilised races and trainable pets. Additionally, the very act of fighting undead makes dwarves more vulnerable to insanity (particularly if the undead was acquainted with the dwarf fighting it in its former life), which must be countered with as many sources of good thoughts as possible.&lt;br /&gt;
&lt;br /&gt;
Reports have been made of zombies animated by the ambient evil of a region deanimating on their own when wandering away from such a vile place. However, there are also reports of undead wildlife being encountered in areas bordering such places.{{verify}}&lt;br /&gt;
&lt;br /&gt;
==Uses==&lt;br /&gt;
Undead caught in [[cage trap]]s can be used to rapidly train marksdwarves, or for fortress defense and executions if you are able to recapture them afterwards. They are hostile to every living creature, including [[siege|siegers]], [[megabeast]]s, [[forgotten beast]]s, [[elf|hippies]], [[snatcher]]s, [[noble|annoying residents]], and [[cavern]] inhabitants. Build a cunning trap involving caged undead [[elephant]]s, and release them upon an unsuspecting victim! Zombie elephant insurance not included. &lt;br /&gt;
&lt;br /&gt;
==Undead Fun Facts==&lt;br /&gt;
&lt;br /&gt;
* Undead can animate from hauled corpses.&lt;br /&gt;
* Undead will not attack necromancers or other undead like vampires or mummies.&lt;br /&gt;
* Undead will not attack inorganic enemies like the [[bronze colossus]].&lt;br /&gt;
* Undead risen from starved animals in cages are not caged.&lt;br /&gt;
* Undead attack all organic megabeasts as well as invaders, except necromancers (as their sorcery allows them to control undead easily).&lt;br /&gt;
* Creatures capable of evading traps or bypassing locked doors retain that ability as undead.&lt;br /&gt;
* Enthralled dwarves from your fortress are not affected by traps that were known to them in life.&lt;br /&gt;
* Undead animals, even their animated body parts, retain their original animal value and can be traded to merchants for extra profit.&lt;br /&gt;
* Dwarves who like an animal will also enjoy that undead animal.&lt;br /&gt;
* Enthralled dwarves in a fortress which is retired or abandoned can appear as part of a migrant wave, causing lots of [[Fun]].&lt;br /&gt;
* '''With the addition of jumping, they can jump over 2-tile thick moats'''.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
* Dwarves will never report someone who was reanimated before their body was discovered as dead, even if the corpse is gnawing on their ear.&lt;br /&gt;
* Animated creatures can somehow become stuck in mid-air, and will not move at all, even if killed. Spatters of blood from the animated party also float in this manner. This has been known to occur in cases ranging from a deer's animated head to a goblin's partial skeleton.&lt;br /&gt;
* Bone stacks obtained from the severed limbs of undead sentient creatures are useable in crafting even though bones stacks rotted from the limbs of the living are off-limits. &lt;br /&gt;
* Undead [[echidna]], [[echidna man]], [[giant echidna]], [[hedgehog]], [[giant hedgehog]] and [[hedgehog man]] can be at the same time curled up (and therefore impossible to destroy), moving and attacking. Modding may be used as a workaround.{{bug|11463}}{{bug|10519}}.&lt;br /&gt;
{{Translation| dwarven = nasnökor | elvish = senoanaÿa | goblin = rotûstru | human = obmuthro}}&lt;br /&gt;
&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{category|Creatures}}&lt;br /&gt;
[[ru:Undead]]&lt;/div&gt;</summary>
		<author><name>Feather</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Undead&amp;diff=255043</id>
		<title>Undead</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Undead&amp;diff=255043"/>
		<updated>2020-09-26T02:33:54Z</updated>

		<summary type="html">&lt;p&gt;Feather: bones from sentient dead can be used for crafting, for some reason&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|18:33, 23 August 2014 (UTC)}}&lt;br /&gt;
&lt;br /&gt;
{{av}}&lt;br /&gt;
[[File:zombie_dwarf.jpg|thumb|190px|right|Body?  Decomposed.  Wrath?  Active.  Hotel?  Trivago.]]The '''animated dead''' (or '''undead''') {{Tile|Ñ|3:0}} are the [[corpse|bodies]] of formerly living [[creature]]s animated through fell [[magic]]. These [[night creature]]s can be created intentionally by a [[necromancer]], a [[mummy]] or arise naturally from the dark energies of [[surroundings|evil regions]].&lt;br /&gt;
&lt;br /&gt;
==What is an undead?==&lt;br /&gt;
[[File:undead_stab.jpg|thumb|190px|right|A zombie being stabbed in the back. Drawn by [[Zach Adams]].]]An undead may be formed of either the rotting husk, or the bones and shell of a being: the former is considered a zombie, and the latter a skeleton. (Although [[vampire]]s are no longer performing the bodily functions of a living being, they are not considered the &amp;quot;animated dead&amp;quot;, this term being reserved for a corpse which has begun to move and act on its own or by the will of [[Necromancer|another]], but lacking any form of intelligence beyond a primitive urge to hunt and kill any living thing it can find, where zombies and skeletons cannot think or behave in any sophisticated manner beyond &amp;quot;kill everything&amp;quot;, vampires are wilful beings, generally indistinguishable from living persons, and capable of great deception to ensure that nobody learns about their condition.) [[Ghost]]s are called undead in-game, but they are also not considered animated dead (as they lack a corporeal form). [[Intelligent undead]] are harder to categorize: while they are created in the same way as zombies and skeletons and may resemble them in appearance, they retain their intelligence and personalities and can also manifest [[DF2014:Intelligent_undead#Powers|strange magical powers]]. &lt;br /&gt;
&lt;br /&gt;
As long as the remains of a creature contain a body part capable of grasping, be it a hand, or head, or the entire upper half, those remains can be animated. This can lead to animated hands and heads, which seems comical until you consider the implications of a swarm of such monstrosities and the havoc that they might wreak. Even some parts of creatures which should be incapable of autonomous movement can be raised, such as the [[hair]] or [[skin]] or even ''[[mussel]] [[shell]]s''. They are, however, predictably nonlethal, mostly serving as B-movie terror monster 'fodder' to scare your dwarves into running around. A body part can be resurrected as a zombie even if it has already done so and been de-animated again. However, pulping damage (that is, &amp;quot;exploding into gore&amp;quot;, &amp;quot;cloven asunder&amp;quot;, &amp;quot;torn into shreds&amp;quot; and so on) to the head, neck, lower body, or upper body will turn the corpse into a &amp;quot;mangled corpse&amp;quot;, ensuring that the zombie cannot rise up again. Likewise, destroying the structural integrity of an animate bodypart will stop its reanimation.&lt;br /&gt;
&lt;br /&gt;
==Traits==&lt;br /&gt;
Upon animation, an undead gains a [[syndrome]] that fundamentally changes its physical characteristics and behaviour. Some of the traits they generally possess are:&lt;br /&gt;
*Somewhat increased [[attribute|strength and toughness]] and reduced [[speed]]. (Before [[Release_information/0.42.05|0.42.05]], this bonus was much higher).&lt;br /&gt;
*Opposition to life, will be hostile to any non-undead and non-inorganic creatures in their vicinity.&lt;br /&gt;
*Lack of emotion, pain, thought, or need for sustenance or breath.&lt;br /&gt;
*Undead status ({{token|NOT_LIVING}}), sterility, and fixed [[skill]] and [[attribute]] values (with no rust or gain).&lt;br /&gt;
&lt;br /&gt;
Undead retain the wounds that killed them in life, as well as any they have sustained since or from a temporary de-animation. Undead vary in levels of strength depending on their form. Certain types of animal are likely the most dangerous undead that it is common to encounter, and can have dangerous strength, speed, aggression, and piercing attacks. The undead of butcherable creatures can still be butchered once de-animated, as long as they have not rotted; doing so will prevent them from re-animating again, though their untanned skin and hair can potentially become undead. Reanimated skin and hair are easy to kill but will often frighten civilians; surrounding a butcher's shop with cage traps will help alleviate the problem. In addition, undead appear to retain the trading value of the original animal. &lt;br /&gt;
&lt;br /&gt;
Unintelligent undead such as those created by a necromancer or raised by an evil biome have no concern for their own wellbeing. Such zombies will not attempt to dodge, block, or parry blows. &lt;br /&gt;
&lt;br /&gt;
Larger undead who were [[building destroyer]]s in life can still destroy buildings, though undead with special attacks like webbing will not be able to use them (zombie [[dragon]]s, however, still use their breath). Undead thieves can still pick locks, but will not path to a locked [[door]] unless in pursuit of the living. If found underground, undead will usually path into a fort if they can. [[Aquatic]] creatures rendered undead are able to path through land, even if their living counterparts are unable to do so.&lt;br /&gt;
&lt;br /&gt;
Undead from [[necromancer]] [[Tower (necromancy)|tower]]s are reported to carry ''[[armor]] and [[weapon]]s'', giving the terror of the announcement ''&amp;quot;The dead walk! Hide while you can!&amp;quot;'' far more weight than before.&lt;br /&gt;
&lt;br /&gt;
===Thralls, Husks, and Zombies===&lt;br /&gt;
Certain kinds of evil [[weather]] can instantly turn any [[syndrome]]-vulnerable creature into a bloodthirsty undead killer, opposed to all life. These creatures are referred to by the sort of weather that transformed them, an identifier as a thrall, husk, or zombie, and their original creature name—for example, a ''stray [[Guineafowl|guineahen]] unholy gloom husk''. The specific procedurally generated syndromes of thralling evil clouds are functionally identical to that of animate dead, with the same extreme gains in physical stats, lack of pain or breath, etc. Similar entities called [[infected ghoul]]s can be created by necromancers, which spread their form of the syndrome through their bites.&lt;br /&gt;
&lt;br /&gt;
Because the interaction can happen without first killing the target, thrall-like creatures retain any armor or weapons they were carrying. Perhaps worst of all, they may still be contaminated with the material leading to the transformation, &amp;quot;infecting&amp;quot; those with whom they wrestle in a chain reaction that can rapidly destroy a fortress if they are not stopped immediately.&lt;br /&gt;
&lt;br /&gt;
==Destruction==&lt;br /&gt;
In the past, the undead were considered perhaps the greatest threat a fortress could ever face, only rivaled by the inhabitants of the [[hidden fun stuff]]. However, since the balance changes of [[Release_information/0.42.05|0.42.05]], any battle against them will be much more fair.&lt;br /&gt;
That said, the undead are not to be trifled with – they do not tire, feel no pain, have no useful articulations to damage, ignore injuries to their now-useless organs, do not fall unconscious, and are impervious to the effects of morale. Add to that that they often arrive in big numbers with [[necromancer]]s to reanimate them, and that [[semi-megabeast|the]] [[megabeast|greatest]] [[titan|of]] [[forgotten beast|beasts]] can be reanimated, and it comes off as no surprise that the undead can pose a great opportunity for [[fun]].&lt;br /&gt;
&lt;br /&gt;
As a rule, an individual dwarven undead should best an untrained living dwarf, but be relatively easily dispatched by an armed member of the [[military|militia]]. Physically larger undead are greater threats than their smaller brethren, and no undead army should be faced without a prepared militia.&lt;br /&gt;
&lt;br /&gt;
The undead cannot bleed out. Puncture wounds do little good for this reason, and likewise, choking is ineffective against their lack of breath. Pulping or severing (&amp;quot;flies/sails off in an arc!&amp;quot; etc.) an important structural body-part (head, neck, upper body, lower body) is guaranteed to kill an undead. [[Attack types#Blunt weapons|Blunt]] weapons are effective against animated corpses because they inflict pulping damage, mangling the zombies so badly that they cannot rise up again, without severing body parts that might reanimate. Of those commonly available to dwarves, [[mace]]s are more efficient at pulping than [[war hammer]]s. [[Flail]]s are better still if one can acquire them. Beheading appears to sometimes work less reliably – this is possibly related to the neck being cut off rather than the head itself, which the game does not register as decapitation{{Verify}}. Cutting apart the physical form of undead can be dangerous if the source of reanimation is still active and present. The more body parts are about, the more fodder for animation is present. In this case, it is wisest to either butcher the corpses (if they can be butchered), throw them into [[magma]], or [[dwarven atom smasher|pulverize them with a drawbridge]], which will destroy the bodies so thoroughly that they cannot be reanimated again. A thrall may be &amp;quot;safely&amp;quot; fought with cutting weapons however, as long as there is no risk of infection at hand. Undead animals can be disposed of by cage-trapping them and trading them away to passing merchants. [[Crossbow]] bolts and other ranged weapons are essentially useless against undead of even moderate size, even if they can theoretically kill them if one of the previously mentioned important body-parts is destroyed by the shot. Against particularly small enemies like a kea or raccoon, bolts and arrows can be capable of severing limbs and ultimately finishing the job - but against anything more substantial like your average goblin, a squad of marksdwarves can spend multiple months and quiver after quiver of ammunition without ever dealing a lethal blow. This can be useful for rapidly training marksdwarves, but may be undesirable if you're making a last stand or had intended to thin the horde before the melee started. &lt;br /&gt;
&lt;br /&gt;
Undead from necromancer sieges may carry equipment, including weaponry and armor. While such undead will neither block nor parry, they are perfectly capable of using their weapons to inflict damage upon your dwarves, and the armor they carry makes them much more difficult to put down. Against an armored zombie, hammers will be more effective than maces, as they have higher armor penetration while still inflicting blunt damage. &lt;br /&gt;
&lt;br /&gt;
[[Evil weather]] thralls may require utmost caution. Any thrall carrying a melee weapon or armour (let alone any combat skills of its own, which it will retain the use of) can dispatch a full squad in short order even with average combat skills, making direct confrontation an unwise choice – Armok help you if the thrall in question used to be one of your best soldiers. A particularly dire possibility is that, if the responsible evil cloud is in dust form, the thrall is still contaminated with whatever substance transformed it. If this is the case, any dwarves sent to fight the thrall will become thralls themselves if the thrall tries to wrestle them. From there, the new thralls might spread the contaminant further still, which can easily lead to a [[Fun|full-fledged zombie apocalypse]]. &lt;br /&gt;
&lt;br /&gt;
Of course, the undead do not have to be beaten through direct combat. [[Trap]]s and [[dwarven atom smasher|atom smashers]] are among the many indirect ways to neutralize them. [[Magma]], that classic solution to all dwarven problems, is another effective weapon, as is fire in general. The sheer heat of magma will eventually destroy the corpse, rendering it unable to rise again. Magma kills zombies fairly slowly though. \&lt;br /&gt;
&lt;br /&gt;
As unintelligent undead do not make any attempt to avoid attacks, they are particularly susceptible to even low quality weapon traps. This property can be exploited in [[trap_design|trap design]], as no-quality weapon traps will still be lethal to the undead hordes while typically allowing the horde's masters to leap out of the way, potentially [[cage|somewhere]] [[Pit_trap|nice]]. &lt;br /&gt;
&lt;br /&gt;
[[Discipline]] is a big obstacle to directly confronting a zombie horde. Without enough discipline, a troop sent to fight them may instead decide to flee in terror from such abominations of nature. As you may imagine, this can lead to endless amounts of [[Fun]], for unlike your dwarves, the undead cannot feel fear or any other emotion, and any dead dwarves may in turn rise up and add to the horde's numbers. It is important that any undead-fighting squad consists of severely hardened and disciplined soldiers. Any soldiers you bring to embark on an evil biome should have ''at least'' two points in [[discipline]], as morale is currently buggy and leads to ordinary dwarves fleeing even from living wildlife{{bug|7161}}. This may also be worked around with a little [[modding]], by adding at least {{token|NATURAL_SKILL:DISCIPLINE:1|c}} to all civilised races and trainable pets. Additionally, the very act of fighting undead makes dwarves more vulnerable to insanity (particularly if the undead was acquainted with the dwarf fighting it in its former life), which must be countered with as many sources of good thoughts as possible.&lt;br /&gt;
&lt;br /&gt;
Reports have been made of zombies animated by the ambient evil of a region deanimating on their own when wandering away from such a vile place. However, there are also reports of undead wildlife being encountered in areas bordering such places.{{verify}}&lt;br /&gt;
&lt;br /&gt;
==Uses==&lt;br /&gt;
Undead caught in [[cage trap]]s can be used to rapidly train marksdwarves, or for fortress defense and executions if you are able to recapture them afterwards. They are hostile to every living creature, including [[siege|siegers]], [[megabeast]]s, [[forgotten beast]]s, [[elf|hippies]], [[snatcher]]s, [[noble|annoying residents]], and [[cavern]] inhabitants. Build a cunning trap involving caged undead [[elephant]]s, and release them upon an unsuspecting victim! Zombie elephant insurance not included. &lt;br /&gt;
&lt;br /&gt;
==Undead Fun Facts==&lt;br /&gt;
&lt;br /&gt;
* Undead can animate from hauled corpses.&lt;br /&gt;
* Undead will not attack necromancers or other undead like vampires or mummies.&lt;br /&gt;
* Undead will not attack inorganic enemies like the [[bronze colossus]].&lt;br /&gt;
* Undead risen from starved animals in cages are not caged.&lt;br /&gt;
* Undead attack all organic megabeasts as well as invaders, except necromancers (as their sorcery allows them to control undead easily).&lt;br /&gt;
* Creatures capable of evading traps or bypassing locked doors retain that ability as undead.&lt;br /&gt;
* Enthralled dwarves from your fortress are not affected by traps that were known to them in life.&lt;br /&gt;
* Undead animals, even their animated body parts, retain their original animal value and can be traded to merchants for extra profit.&lt;br /&gt;
* Dwarves who like an animal will also enjoy that undead animal.&lt;br /&gt;
* Enthralled dwarves in a fortress which is retired or abandoned can appear as part of a migrant wave, causing lots of [[Fun]].&lt;br /&gt;
* '''With the addition of jumping, they can jump over 2-tile thick moats'''.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
* Dwarves will never report someone who was reanimated before their body was discovered as dead, even if the corpse is gnawing on their ear.&lt;br /&gt;
* Animated creatures can somehow become stuck in mid-air, and will not move at all, even if killed. Spatters of blood from the animated party also float in this manner. This has been known to occur in cases ranging from a deer's animated head to a goblin's partial skeleton.&lt;br /&gt;
* Bone stacks obtained from the severed limbs of undead sentient creatures are useable in crafting despite bones from the former living being off-limits&lt;br /&gt;
* Undead [[echidna]], [[echidna man]], [[giant echidna]], [[hedgehog]], [[giant hedgehog]] and [[hedgehog man]] can be at the same time curled up (and therefore impossible to destroy), moving and attacking. Modding may be used as a workaround.{{bug|11463}}{{bug|10519}}.&lt;br /&gt;
{{Translation| dwarven = nasnökor | elvish = senoanaÿa | goblin = rotûstru | human = obmuthro}}&lt;br /&gt;
&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{category|Creatures}}&lt;br /&gt;
[[ru:Undead]]&lt;/div&gt;</summary>
		<author><name>Feather</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Bone&amp;diff=255013</id>
		<title>Bone</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Bone&amp;diff=255013"/>
		<updated>2020-09-23T01:40:23Z</updated>

		<summary type="html">&lt;p&gt;Feather: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|20:54, 31 July 2013 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{buggy}}&lt;br /&gt;
[[File:bones_pile.jpg|thumb|260px|right|New bracelets, crafts and earrings are only a death away.]]'''Bones''' are internal (or less commonly, external) rigid organs that make up the skeletal structure of most living creatures. Therefore, they're a common form of [[animal]] remains, as well as a handy [[craft]]ing material.&lt;br /&gt;
&lt;br /&gt;
==Fortress mode==&lt;br /&gt;
===Acquiring bones===&lt;br /&gt;
Any time you [[butcher]] an animal with a skeleton at a [[butcher's shop]], you will produce bones along with several other products. This applies to full corpses, severed body parts, and even fully [[wear|decomposed]] skeletons. Alternatively, if a severed body part is allowed to fully rot, it may leave behind a stack of usable bones without ever needing to be butchered. Note that many civilizations (like dwarves) consider it [[ethics|unethical]] to butcher certain skeletons {{bug|1180}}.&lt;br /&gt;
&lt;br /&gt;
While unmodded dwarves are unwilling to butcher sentient creatures, severed limbs will rot to bone stacks even without butchering. These bones cannot typically be used for crafting, however the bones of undead invaders are sometimes useable by dwarves. This is presumably a bug. &lt;br /&gt;
&lt;br /&gt;
Bones are never imported in [[caravan]]s, and must be acquired locally.&lt;br /&gt;
&lt;br /&gt;
===Uses for bone===&lt;br /&gt;
The majority of the uses for bone are handled at a [[craftsdwarf's workshop]] using the [[bone carving]] [[labor]]:&lt;br /&gt;
*Bone [[craft]]s, for sale to visiting merchants. Although low [[value]], their only input is easy to acquire in vast amounts for most forts.&lt;br /&gt;
*Bone [[leggings]], [[greaves]], [[gauntlet]]s, and [[helm]]s. These [[armor]] pieces are far less effective in serious combat than [[metal]] armor, but better than nothing. Dwarves treat bone armor as &amp;quot;metal&amp;quot; when equipping their [[military]] [[uniform]]s. When crafting bone armor that requires more than one unit of bone, the crafter may take single bones from multiple bone stacks. The first stack selected determines the material of the resulting armor.&lt;br /&gt;
*Bone [[decoration]]s. Any decoratable item can be decorated with bone, adding to the item's [[value]].&lt;br /&gt;
*Bone [[bolt]]s for use in [[crossbow]]s. Each work order will consume one unit of bone to produce a stack of five bolts. This renders the process for carving bone bolts very slow. In spite of this limitation, some players still consider bone bolts suitable for [[hunting]] animals, mainly because the remnants of animals killed become bones, allowing more bone bolts to be made. Bone bolts are an excellent substitute for wood bolts if there is a shortage of wood. Like wooden bolts, they are mostly good for hunting and [[archery]] [[archery target|training]], but of limited use against armored invaders.&lt;br /&gt;
*Some [[instruments]] and instrument parts may be made from bone, though this depends entirely on your specific [[world gen]] results.&lt;br /&gt;
&lt;br /&gt;
At a [[bowyer's workshop]], using the [[crossbow-making]] labor:&lt;br /&gt;
*Bone [[crossbow]]s. These are one of the few weapons available without access to [[wood]] or [[metal]]. Although they are nearly useless when used in melee, they are just as deadly as a metal crossbow when firing bolts and weigh significantly less.&lt;br /&gt;
&lt;br /&gt;
Apart from the manufacture of leggings and greaves, each bone-using job consumes only one bone from a stack. Greaves consume three bones per job, making it ideal to craft greaves from lower-value bones and everything else out of higher-value bones if you plan to export the non-masterwork items. The difference is only about 25% in value, but it adds up after making hundreds of items.&lt;br /&gt;
&lt;br /&gt;
Bone greaves are among the best items to make because metal gauntlets and high boots give a positive return for melting while greaves do not. Metal greaves are also very heavy. Bone greaves can be combined with a metal helm, gauntlets, high boots, and [[leather]] armor (with optional mail shirt) to make a relatively light-weight, full-coverage uniform for an all-civilian military.&lt;br /&gt;
&lt;br /&gt;
====Moods====&lt;br /&gt;
Dwarves in [[strange mood]]s will occasionally require bones, sometimes even multiple stacks of them. These dwarves will always take an entire stack independent of the number of bones in it.&lt;br /&gt;
&lt;br /&gt;
As the number of bones per stack has no influence on the value of the resulting [[artifact]], it may be worth ''guiding'' your moody dwarf to use smaller stacks. This may be achieved by creating stacks of single bones '''before''' a strange mood happens and forbidding all other stacks of bones when you get the notice of the dwarf having claimed a workshop.&lt;br /&gt;
&lt;br /&gt;
(Note that while it is not directly possible to ''unstack'' bones, it is possible to use bigger stacks to craft goods until only one bone remains.)&lt;br /&gt;
&lt;br /&gt;
===Storing bones===&lt;br /&gt;
While bones are counted as &amp;quot;[[body parts]]&amp;quot; in the [[stocks]] menu, they have their own subcategory in the [[stockpile|refuse stockpile]] menu. Be aware that stockpiles with &amp;quot;refuse&amp;quot; enabled automatically degrade some items (clothes and armor) quite quickly; refuse should not be enabled in a multi-purpose stockpile. Refuse stockpiles also cause the degradation of stored body parts (such as bones and shells), though at a much slower pace. Bones stored in a refuse stockpile will decompose even more quickly if subjected to [[vermin]] such as [[rat]]s; consider [[pasture|pasturing]] a [[cat]] over the stockpile to minimize decay.&lt;br /&gt;
&lt;br /&gt;
===Bugs===&lt;br /&gt;
*Dwarves will not butcher corpses or skeletons of tame creatures that died to causes other than hunting and workshop slaughtering {{bug|1180}}; this can be partly fixed by changing their ethics.&lt;br /&gt;
*Butchered bone stacks from hostile creatures cause a &amp;quot;seeing a ___ die&amp;quot; thought.{{bug|8813}} &lt;br /&gt;
*Limbless torsos can rot to bone stacks which cannot be used for bone decorations, returning a misleading &amp;quot;needs improvable item&amp;quot; error.{{bug|2540}}&lt;br /&gt;
&lt;br /&gt;
==Adventure mode==&lt;br /&gt;
Adventurers will come across bones every time they butcher the corpse of a creature with a skeletal structure, and can use them to create wearable jewelry and salable trade goods. To do so, equip an item with a sharp edge, stand over a stack of bones on the ground, press {{k|x}}, choose &amp;quot;Create,&amp;quot; choose &amp;quot;Carve Bone,&amp;quot; choose the item you wish to make, and finally select the bone type you wish to use. You will produce the item instantly, no [[workshop]] required.&lt;br /&gt;
&lt;br /&gt;
So long as you're successfully hunting animals, this will net you a significant amount of wealth to trade, especially once your [[bone carving]] skill rises and you start producing higher-quality items. If you have enough strength to handle a little extra weight, the jewelry is also worthwhile, acting as a very minor form of armor and potentially deflecting enemy attacks. It is not currently possible to produce ''actual'' bone armor in adventure mode, however.&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = osod&lt;br /&gt;
| elvish = one&lt;br /&gt;
| goblin = mudo&lt;br /&gt;
| human = sut&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{materials}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Materials}}&lt;br /&gt;
{{Category|Body parts}}&lt;br /&gt;
[[ru:Bone]]&lt;/div&gt;</summary>
		<author><name>Feather</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Bone&amp;diff=254804</id>
		<title>Bone</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Bone&amp;diff=254804"/>
		<updated>2020-09-14T23:37:36Z</updated>

		<summary type="html">&lt;p&gt;Feather: Note on using the bones of sentient creatures&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|20:54, 31 July 2013 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{buggy}}&lt;br /&gt;
[[File:bones_pile.jpg|thumb|260px|right|New bracelets, crafts and earrings are only a death away.]]'''Bones''' are internal (or less commonly, external) rigid organs that make up the skeletal structure of most living creatures. Therefore, they're a common form of [[animal]] remains, as well as a handy [[craft]]ing material.&lt;br /&gt;
&lt;br /&gt;
==Fortress mode==&lt;br /&gt;
===Acquiring bones===&lt;br /&gt;
Any time you [[butcher]] an animal with a skeleton at a [[butcher's shop]], you will produce bones along with several other products. This applies to full corpses, severed body parts, and even fully [[wear|decomposed]] skeletons. Alternatively, if a severed body part is allowed to fully rot, it may leave behind a stack of usable bones without ever needing to be butchered. Note that many civilizations (like dwarves) consider it [[ethics|unethical]] to butcher certain skeletons {{bug|1180}}.&lt;br /&gt;
&lt;br /&gt;
While unmodded dwarves are unwilling to butcher sentient creatures, severed limbs will rot to bone stacks even without butchering, and these bone stacks can be used as a crafting material if the specific bone type is designated for a crafting order in the workshop. &lt;br /&gt;
&lt;br /&gt;
Bones are never imported in [[caravan]]s, and must be acquired locally.&lt;br /&gt;
&lt;br /&gt;
===Uses for bone===&lt;br /&gt;
The majority of the uses for bone are handled at a [[craftsdwarf's workshop]] using the [[bone carving]] [[labor]]:&lt;br /&gt;
*Bone [[craft]]s, for sale to visiting merchants. Although low [[value]], their only input is easy to acquire in vast amounts for most forts.&lt;br /&gt;
*Bone [[leggings]], [[greaves]], [[gauntlet]]s, and [[helm]]s. These [[armor]] pieces are far less effective in serious combat than [[metal]] armor, but better than nothing. Dwarves treat bone armor as &amp;quot;metal&amp;quot; when equipping their [[military]] [[uniform]]s. When crafting bone armor that requires more than one unit of bone, the crafter may take single bones from multiple bone stacks. The first stack selected determines the material of the resulting armor.&lt;br /&gt;
*Bone [[decoration]]s. Any decoratable item can be decorated with bone, adding to the item's [[value]].&lt;br /&gt;
*Bone [[bolt]]s for use in [[crossbow]]s. Each work order will consume one unit of bone to produce a stack of five bolts. This renders the process for carving bone bolts very slow. In spite of this limitation, some players still consider bone bolts suitable for [[hunting]] animals, mainly because the remnants of animals killed become bones, allowing more bone bolts to be made. Bone bolts are an excellent substitute for wood bolts if there is a shortage of wood. Like wooden bolts, they are mostly good for hunting and [[archery]] [[archery target|training]], but of limited use against armored invaders.&lt;br /&gt;
*Some [[instruments]] and instrument parts may be made from bone, though this depends entirely on your specific [[world gen]] results.&lt;br /&gt;
&lt;br /&gt;
At a [[bowyer's workshop]], using the [[crossbow-making]] labor:&lt;br /&gt;
*Bone [[crossbow]]s. These are one of the few weapons available without access to [[wood]] or [[metal]]. Although they are nearly useless when used in melee, they are just as deadly as a metal crossbow when firing bolts and weigh significantly less.&lt;br /&gt;
&lt;br /&gt;
Apart from the manufacture of leggings and greaves, each bone-using job consumes only one bone from a stack. Greaves consume three bones per job, making it ideal to craft greaves from lower-value bones and everything else out of higher-value bones if you plan to export the non-masterwork items. The difference is only about 25% in value, but it adds up after making hundreds of items.&lt;br /&gt;
&lt;br /&gt;
Bone greaves are among the best items to make because metal gauntlets and high boots give a positive return for melting while greaves do not. Metal greaves are also very heavy. Bone greaves can be combined with a metal helm, gauntlets, high boots, and [[leather]] armor (with optional mail shirt) to make a relatively light-weight, full-coverage uniform for an all-civilian military.&lt;br /&gt;
&lt;br /&gt;
====Moods====&lt;br /&gt;
Dwarves in [[strange mood]]s will occasionally require bones, sometimes even multiple stacks of them. These dwarves will always take an entire stack independent of the number of bones in it.&lt;br /&gt;
&lt;br /&gt;
As the number of bones per stack has no influence on the value of the resulting [[artifact]], it may be worth ''guiding'' your moody dwarf to use smaller stacks. This may be achieved by creating stacks of single bones '''before''' a strange mood happens and forbidding all other stacks of bones when you get the notice of the dwarf having claimed a workshop.&lt;br /&gt;
&lt;br /&gt;
(Note that while it is not directly possible to ''unstack'' bones, it is possible to use bigger stacks to craft goods until only one bone remains.)&lt;br /&gt;
&lt;br /&gt;
===Storing bones===&lt;br /&gt;
While bones are counted as &amp;quot;[[body parts]]&amp;quot; in the [[stocks]] menu, they have their own subcategory in the [[stockpile|refuse stockpile]] menu. Be aware that stockpiles with &amp;quot;refuse&amp;quot; enabled automatically degrade some items (clothes and armor) quite quickly; refuse should not be enabled in a multi-purpose stockpile. Refuse stockpiles also cause the degradation of stored body parts (such as bones and shells), though at a much slower pace. Bones stored in a refuse stockpile will decompose even more quickly if subjected to [[vermin]] such as [[rat]]s; consider [[pasture|pasturing]] a [[cat]] over the stockpile to minimize decay.&lt;br /&gt;
&lt;br /&gt;
===Bugs===&lt;br /&gt;
*Dwarves will not butcher corpses or skeletons of tame creatures that died to causes other than hunting and workshop slaughtering {{bug|1180}}; this can be partly fixed by changing their ethics.&lt;br /&gt;
*Butchered bone stacks from hostile creatures cause a &amp;quot;seeing a ___ die&amp;quot; thought.{{bug|8813}} &lt;br /&gt;
*Limbless torsos can rot to bone stacks which cannot be used for bone decorations, returning a misleading &amp;quot;needs improvable item&amp;quot; error.{{bug|2540}}&lt;br /&gt;
&lt;br /&gt;
==Adventure mode==&lt;br /&gt;
Adventurers will come across bones every time they butcher the corpse of a creature with a skeletal structure, and can use them to create wearable jewelry and salable trade goods. To do so, equip an item with a sharp edge, stand over a stack of bones on the ground, press {{k|x}}, choose &amp;quot;Create,&amp;quot; choose &amp;quot;Carve Bone,&amp;quot; choose the item you wish to make, and finally select the bone type you wish to use. You will produce the item instantly, no [[workshop]] required.&lt;br /&gt;
&lt;br /&gt;
So long as you're successfully hunting animals, this will net you a significant amount of wealth to trade, especially once your [[bone carving]] skill rises and you start producing higher-quality items. If you have enough strength to handle a little extra weight, the jewelry is also worthwhile, acting as a very minor form of armor and potentially deflecting enemy attacks. It is not currently possible to produce ''actual'' bone armor in adventure mode, however.&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = osod&lt;br /&gt;
| elvish = one&lt;br /&gt;
| goblin = mudo&lt;br /&gt;
| human = sut&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{materials}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Materials}}&lt;br /&gt;
{{Category|Body parts}}&lt;br /&gt;
[[ru:Bone]]&lt;/div&gt;</summary>
		<author><name>Feather</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Stress&amp;diff=254791</id>
		<title>Stress</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Stress&amp;diff=254791"/>
		<updated>2020-09-14T07:54:05Z</updated>

		<summary type="html">&lt;p&gt;Feather: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|20:09, 20 September 2016 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{new in|0.40.14}}&lt;br /&gt;
{{buggy}}&lt;br /&gt;
{{stub}}&lt;br /&gt;
'''Stress''' is a condition that is similar to unhappiness in earlier versions. It will cause the dwarf to flash with a downward red arrow, and {{DFtext|Over the long term, Urist McStressed has been under a great deal of stress.|6:1}} will show on their [[thoughts and preferences]] tab.&lt;br /&gt;
&lt;br /&gt;
Dwarves under stress for long periods of time will develop worse symptoms of stress level: {{DFtext|Urist McStressed has become haggard and drawn due to the tremendous stresses placed on him.|4:1}}. In the short-term, excessive levels of stress will lead to temporary '''emotional breakdowns''' - throwing [[tantrum]]s, slipping into [[depression]], or stumbling around [[oblivious]]ly. In the long-term, excessive levels of stress may lead to '''[[insanity]]'''.&lt;br /&gt;
&lt;br /&gt;
Under even greater stress for prolonged periods of time, dwarves will become Harrowed, their thoughts and preferences tab reading: {{DFtext|Urist McStressed has been utterly harrowed by the nightmare that is his tragic life.|5:1}}&lt;br /&gt;
&lt;br /&gt;
Animals can also be stressed, which seems to happen when an animal has been constrained for a long time.&lt;br /&gt;
&lt;br /&gt;
Internally, stress level is tracked with one number, where a negative number is good and a positive number is bad. It is not possible to view this number without third-party [[utilities]].&lt;br /&gt;
&lt;br /&gt;
Stress ranges from -1000000 to +1000000, and the negative effects start appearing at +10000, +25000, and +50000.&lt;br /&gt;
&lt;br /&gt;
Stress itself gradually increases or decreases based on the emotions visible on the dwarf's Thoughts and Preferences screen - it basically adds up all of the positive emotions (to reduce stress) and the negative emotions (to increase stress) with appropriate weights on each one (since some emotions are much stronger than others), caps the two sums at 500, adjusts the stress boost based on the dwarf's Stress Vulnerability personality trait, then takes the difference and adds it to the dwarf's current stress level. &lt;br /&gt;
&lt;br /&gt;
== Managing Stress ==&lt;br /&gt;
{{mod}}&lt;br /&gt;
Here is a general guide on [[DF2014:Keeping_your_dwarves_unstressed|keeping your dwarves unstressed]].&lt;br /&gt;
&lt;br /&gt;
In v0.44.12 stress is bugged and very difficult to manage; dealing with it in-game typically involves a lot of micromanaging, which is decidedly un-fun. The problems include dwarves not socializing properly, requiring very specific food because it's their favorite, being away from family without any way for them to visit, and obsessively mulling over negative thoughts from rain, snow and seeing corpses, all of which lead to stress. Often those negative thoughts compound and heavily outweigh any positive thoughts they also have, leading to a fort where nobody works at anything but [[Tantrum|trying to kill each other]], but there are many workarounds; here are some helpful tips for dealing with stress in '''v0.44.12'''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Altering the raws ===&lt;br /&gt;
&lt;br /&gt;
* The easiest method is to alter the [[raw file]]s that control stress vulnerability. The dwarven file is found at /raw/objects/creature_standard.txt.  Inside that file under ``[CREATURE:DWARF]``, you will find {{token|PERSONALITY|creature|STRESS_VULNERABILITY:0:45:100}}. These numbers are dwarves' minimum (0), average (45), and maximum (100) capacity for stress.  Changing these values will cap stress vulnerability on all dwarves - for instance, ``0:30:70`` would limit the [[Personality_trait#Facets|maximum stress possible]] to the range of &amp;quot;High&amp;quot;, meaning that you can still get stress problems, but to a more manageable degree.  Making the values ``0:0:0`` would make all dwarves immune to stress entirely.  You do not need to generate a new world for this to work (if you want this fix to apply to an existing save, edit the raw file in data/save/(your world)/raw/objects instead).&lt;br /&gt;
* Another large source of stress is seeing corpses, cleaning up after a battle can stack stress from the {{DFtext|horrified|4:1}} emotion. A way to prevent this is to edit the Dwarf [[raw file]]s by adding the tag {{token|NATURAL_SKILL|creature|DISCIPLINE:#}}, where # is a value 1-15. ``[NATURAL_SKILL:DISCIPLINE:5]`` would make all dwarves [[Skill#Skill_level_names|Proficient]] in [[Discipline]], making them able to see and handle corpses without major effects. Making the value ``[NATURAL_SKILL:DISCIPLINE:15]`` would make them all [[Skill#Skill_level_names|Legendary]] in [[Discipline]], making them effectively immune to stress from corpses as well as preventing panic in battle.&lt;br /&gt;
* Weather is a huge cause of negative thoughts because dwarves hate nature and don't like to be rained on. Weather can be disabled by changing ``[WEATHER:YES]`` to ``[WEATHER:NO]`` in [[d_init.txt]]. The [[Utility:Lazy Newb Pack|Lazy Newb Pack]] also offers a control to toggle weather.&lt;br /&gt;
&lt;br /&gt;
=== DFHack Solutions ===&lt;br /&gt;
&lt;br /&gt;
If you are using [[Utility:DFHack|DFHack]] there are several helpful terminal commands you can run to improve your situation. &lt;br /&gt;
&lt;br /&gt;
* The command ``remove-stress -all`` will reset all units in your fort to -1,000,000 stress.&lt;br /&gt;
* The command ``fillneeds -all`` will fill the unmet needs of all units in your fort. Running this along with ``remove-stress -all`` will prevent almost any stress problems in a fort for at least a few months.  It is recommended to run these two commands whenever stress is starting to get out of control.&lt;br /&gt;
* The command ``brainwash`` will permanently alter a single selected unit's personality.  There are several options, including ``ideal``, ``baseline``, and ``stepford``. ``brainwash ideal`` will make a unit generally positive, ``brainwash baseline`` will make all traits average and ``brainwash stepford`` amplifies all good qualities to an excessive degree.  Using ``ideal`` and ``stepford`` are probably the best options for stress management.&lt;br /&gt;
* The command ``assign-skills -skills [ DISCIPLINE 14 ]`` will make the selected unit a grand master of discipline, which should stop the freakouts over violence and dead bodies. Note the spaces before and after the square brackets.&lt;br /&gt;
&lt;br /&gt;
=== Vanilla Options ===&lt;br /&gt;
&lt;br /&gt;
For those who don't want to use DFHack or edit the raws, you can try to [[Emigration|exile]] all dwarves with stress problems. To expel a dwarf, {{K|v}}iew their {{K|p}}rofessions, and choose {{K|e}}xpel.&lt;br /&gt;
&lt;br /&gt;
'''Problems with exiling'''&lt;br /&gt;
* Nobles can't be exiled&lt;br /&gt;
* Children can't be exiled directly (but may be exiled indirectly if a family member is exiled)&lt;br /&gt;
* Some dwarves can't be exiled because of a [http://www.bay12games.com/dwarves/mantisbt/view.php?id=10848 &amp;quot;Child is not present&amp;quot; bug]. &lt;br /&gt;
* Exiled (and stressed) dwarves from one player fortress will often show up in a new fortress in the same world, making it very hard to have multiple fortresses without having major stress problems.&lt;br /&gt;
* Some exiled dwarves have been reported to return to a fort, it's unclear if by migration wave or as visitors. This is rare and hasn't been verified but it is a possible bug that needs research.{{verify}}&lt;br /&gt;
&lt;br /&gt;
If you don't want to exile dwarves, it is worth remembering that stress prevention is far more important than mitigation, since mitigating negative thoughts is almost impossible without a turn-around in the dwarf's personality. This includes making sure that no dwarf that is not a corpse-hauler sees a dead sapient, resolving sieges via strategic use of traps that dispose of invader corpses as well as kill them (duh), and limiting the amount of indictments where possible (since beatings cause the &amp;quot;experiencing trauma&amp;quot; thought, which can make a dwarf more vulnerable to stress).&lt;br /&gt;
&lt;br /&gt;
Soldiers are especially prone to stress, considering the myriad negative thoughts that can come from seeing sapients die/their corpses, experiencing trauma and various other troubles. This can be circumvented by hardening these soldiers to combat through the strategic use of captured animals. Dwarves are hardened through combat by being involved in the battlefield, so this offers a stress-free way to protect your dwarves and their mental states against the tide of greenskin corpses that will inevitably pile up.&lt;br /&gt;
&lt;br /&gt;
If you still happen to have problems with stress, remember that giving birth to a child/becoming a parent both give extremely strong happy thoughts, and may be what your dwarf needs to come back from the brink. If you don't care about them being stressed but don't want them to go insane, having completed a dream (i.e dreams of creating a great work of art) prevents the dwarf from ever going insane, with the exception of failing a strange mood (this does not prevent tantrums).&lt;br /&gt;
&lt;br /&gt;
== Stress factors ==&lt;br /&gt;
Stress is affected by the [[emotion]]s a dwarf experiences upon encountering certain circumstances; these encounters are temporarily shown as [[thought]]s in the dwarf's [[profile]], though the resulting stress can linger long after the thoughts are gone. The strength of the emotions (and the resulting stress values) vary based on the dwarf's [[personality]]. [http://www.bay12forums.com/smf/index.php?topic=170698.0 Controlled testing] has shown that these sources of stress build up less in dwarves with high [BRAVERY] and low [STRESS_VULNERABILITY]. [ANXIETY_PROPENSITY] affects the rate at which dwarves dissipate stress. For example, being out in the sun seems to affect dwarves quite strongly in terms of stress.&lt;br /&gt;
&lt;br /&gt;
Emotions and the level of stress or stress relief they cause are detailed in the table of [[emotion]]s. Note that one event may cause different emotions for different dwarves (and, occasionally, for the same dwarf). The exact mechanisms of how it's decided what emotions are to follow are as of yet unclear, but there's a general consensus that it depends on both severity of factors and the personality of the dwarf in question.&lt;br /&gt;
&lt;br /&gt;
Here is a partial table of emotions and what they can be caused by:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Emotion&lt;br /&gt;
!Cause&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|adoration|3:1}}&lt;br /&gt;
|Giving birth to a [[baby]], becoming a parent&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|admiration|3:1}}&lt;br /&gt;
|Being next to completely sublime [[furniture]], watching a [[performer|performance]]&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|affection|3:1}}&lt;br /&gt;
|Interacting with a [[pet]], adopting a new [[pet]], forming a bond with the [[animal training|trained]] animal, talking with a [[friend]], making a new [[friend]]&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|aroused|3:1}}&lt;br /&gt;
|Talking with the spouse, watching a [[performer|performance]]&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|caring|3:1}}&lt;br /&gt;
|Giving somebody [[food]]&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|empathy|3:1}}&lt;br /&gt;
|Being yelled at/cried on by an unhappy citizen&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|enraptured|3:1}}&lt;br /&gt;
|Communing with [[deity]]&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|fondness|3:1}}&lt;br /&gt;
|Making a new [[friend]], talking with a [[friend]] or a sibling, interacting with a [[pet]]&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|gratitude|3:1}}&lt;br /&gt;
|Being rescued, receiving [[water]] or [[food]], being granted residency&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being elected as [[mayor]], [[sparring]]&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|lustful|3:1}}&lt;br /&gt;
|Talking with the spouse&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|love|3:1}}&lt;br /&gt;
|Talking with a parent, spouse, or child, gaining a sibling&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|passionate|3:1}}&lt;br /&gt;
|Talking with the spouse&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|pleasure|3:1}}&lt;br /&gt;
|Being next to fine/very fine/splendid/completely sublime [[furniture]], acquiring well-crafted items, putting on a well-crafted/exceptional item, [[Performer|performing]]&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, viewing something on display&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.44.01|v0.44.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|proud|3:1}}&lt;br /&gt;
|Owning a high quality [[furniture]], being elected as a [[mayor]], bringing somebody to [[rest]] in bed&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|repentant|3:1}}&lt;br /&gt;
|Being confined&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|sympathy|3:1}}&lt;br /&gt;
|Giving somebody [[water]] or [[food]], bringing somebody to [[rest]] in bed&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|tenderness|3:1}}&lt;br /&gt;
|Talking with the spouse, bringing somebody to [[rest]] in bed&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|amused|2:1}}&lt;br /&gt;
|Watching a [[performer|performance]]&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|blissful|2:1}}&lt;br /&gt;
|Dining in a legendary [[dining room]], sleeping in a good [[bedroom]]/great [[bedroom]]/[[bedroom]] like a personal palace, having a bath, becoming a parent, [[Performer|performing]]&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|content|2:1}}&lt;br /&gt;
|Being able to [[rest]] and recuperate, eating a fine/pretty decent meal, having a fine/pretty decent drink, putting on a well-crafted/finely-crafted/superior item, sleeping in a [[bedroom]] like a personal palace, having a bath, being near to a [[waterfall]], discussing or pondering a [[topic]]&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|delighted|2:1}}&lt;br /&gt;
|Eating a truly decent/legendary meal, putting on an exceptional item, being near to a [[waterfall]], watching a [[performer|performance]]&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|elated|2:1}}&lt;br /&gt;
|Having [[justice|punishment]] delayed, being [[mayor|elected]]&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|enjoyment|2:1}}&lt;br /&gt;
|Being near to favourite [[animal]] in a [[cage]], [[Performer|performing]]&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, watching a [[performer|performance]]&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, playing with [[toy]]s&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, playing make believe&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|euphoric|2:1}}&lt;br /&gt;
|[[Alcohol|Drinking]]&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|expectant|2:1}}&lt;br /&gt;
|Discussing or pondering {[[topic]]}&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|free|2:1}}&lt;br /&gt;
|Being released from confinement&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|gaiety|2:1}}&lt;br /&gt;
|[[Performer|Performing]]&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|happy|2:1}}&lt;br /&gt;
|Adopting a new [[pet]], being granted residency&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|hope|2:1}}&lt;br /&gt;
|Being released from confinement&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|jovial|2:1}}&lt;br /&gt;
|Having a [[mandate]] deadline met&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|joy|2:1}}&lt;br /&gt;
|[[Performer|Performing]]&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|relieved|2:1}}&lt;br /&gt;
|Being rescued, bringing somebody to [[rest]] in bed, eating vermin to survive, having [[justice|punishment]] delayed, being near to a [[waterfall]], being released from confinement, yelling at/crying on [[mayor|somebody in charge]]&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|satisfied|2:1}}&lt;br /&gt;
|Receiving [[water]] or [[food]], being successful at work, mastering a [[skill]], teaching a [[skill]], producing a [[masterwork]], creating an [[artifact]], improving a [[skill]]&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, reading a [[book]]&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, learning a [[book]]&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, felling a [[tree]]&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, [[slaughter]]ing an animal&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, getting into an argument&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, [[cage|caging]] a [[creature]]&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being granted residency&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, realizing the value of leisure time&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, realizing the value of nature&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, realizing nuances of independence&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, realizing nuances of fairness&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, realizing nuances of loyalty&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, realizing nuances of law&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, realizing nuances of leisure time&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, realizing nuances of friendship&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, realizing the value of knowledge&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, realizing the worthlessness of eloquence&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, realizing the worthlessness of power&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|triumph|2:1}}&lt;br /&gt;
|Killing somebody, being [[mayor|elected]]/re-elected&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|optimistic|2:1}}&lt;br /&gt;
|Being able to [[rest]] and recuperate, having a [[mandate]] deadline met&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|astonished|1:1}}&lt;br /&gt;
|Having [[justice|punishment]] reduced, having [[justice|punishment]] delayed, being [[mayor|elected]]&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|awe|1:1}}&lt;br /&gt;
|Being next to completely sublime [[furniture]]&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|excited|1:1}}&lt;br /&gt;
|[[Performer|Performing]]&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|eager|1:1}}&lt;br /&gt;
|Being [[mayor|elected]]/re-elected&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|exhilarated|1:1}}&lt;br /&gt;
|Being [[combat|attacked]], getting into an argument, a [[sparring]] session, [[Performer|performing]]&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|interested|1:1}}&lt;br /&gt;
|Being next to fine/very fine/splendid/completely sublime [[furniture]], learning [[necromancer|the secrets of life and death]], watching a [[performer|performance]]&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being taught a [[skill]], reading a [[book]]&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, learning a [[book]]&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, realizing the value of nature&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, realizing nuances of perseverance&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, realizing nuances of craftsmanship&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, realizing the worthlessness of fairness&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, viewing something on display&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.44.01|v0.44.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|wonder|1:1}}&lt;br /&gt;
|Being taught a [[skill]], learning a [[book]]&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, communing with {[[deity]]}&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, realizing the worthlessness of perseverance&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, realizing the value of family&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, realizing the value of competition&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, realizing the value of cooperation&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, realizing the value of loyalty&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|accepting|7:0}}&lt;br /&gt;
|Seeing somebody's [[corpse|dead body]], having a [[mandate]] ignored, being caught in the [[rain]], being forced to drink [[vomit]], being forced to endure the decay of a [[pet]], retching on a [[miasma]], having to conduct an official [[meeting]] in a bedroom (many negative memories may change to acceptance as a result of the personality-change system&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.44.11|v0.44.11]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|ambivalent|7:0}}&lt;br /&gt;
|Delayed punishment of a [[crime|criminal]], putting on a well-crafted/finely-crafted item&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|grim satisfaction|5:1}}&lt;br /&gt;
|Seeing somebody's death&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|suspicious|5:1}}&lt;br /&gt;
|Having a [[mandate]] ignored&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|aggravated|6:0}}&lt;br /&gt;
|Being pestered by [[fly|flies]]&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|agitated|6:0}}&lt;br /&gt;
|Being utterly [[sleep]]-deprived&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|annoyed|6:0}}&lt;br /&gt;
|Being caught in the [[rain]], being caught in a [[weather|snow storm]], being [[cave adaptation|out in the sun]], eating without a [[table]] or [[chair]], eating without a proper [[dining room]], [[sleep]]ing on dirt/rocks/cave floor/in the grass, drinking water without a [[well]], suffering a minor [[injury]], choking on [[cave-in]] dust, choking on [[smoke]], being accosted by hated [[vermin]], being pestered by [[fly|flies]], drinking without a [[goblet]], [[cup]] or [[mug]]&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|anxious|6:0}}&lt;br /&gt;
|Discussing/pondering (topic)&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|bitter|6:0}}&lt;br /&gt;
|Wearing tattered [[clothes]], getting into an argument&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|bored|6:0}}&lt;br /&gt;
|Watching a [[performer|performance]]&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unoccupied&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to practice a craft&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to practice a martial art&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, not learning anything&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to use abstract thinking&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to wander&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to fight&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to hear eloquent speech&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, lack of trouble-making&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, doing nothing creative&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, generally leading an unexciting life&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|confused|6:0}}&lt;br /&gt;
|Being knocked out during a [[cave-in]]&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|contemptuous|6:0}}&lt;br /&gt;
|Getting into an argument&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|dejected|6:0}}&lt;br /&gt;
|Being caught in the [[rain]], being caught in a [[weather|snow storm]], wearing tattered [[clothes]], lack of decent meals&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to pray to {[[deity]]}&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being kept from [[alcohol]]&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to admire art&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to acquire something&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to be extravagant&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, lack of introspection&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, generally being unable to take it easy&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|disappointed|6:0}}&lt;br /&gt;
|Having a [[mandate]] deadline missed&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|disillusioned|6:0}}&lt;br /&gt;
|An [[animal]] was convicted of a [[crime]] &lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|dislike|6:0}}&lt;br /&gt;
|Talking to [[grudge|somebody annoying]]&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|embarrassed|6:0}}&lt;br /&gt;
|Sleeping without a proper [[room]], sleeping on a dirt/rocks/cave floor/in the grass, wearing tattered [[clothes]], having no [[clothes|shirt]], having no [[clothes|shoes]], being [[clothes|uncovered]], watching a [[performer|performance]]&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|exasperated|6:0}}&lt;br /&gt;
|Being caught in the [[rain]], being caught in a [[weather|snow storm]], getting into an argument&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|frustrated|6:0}}&lt;br /&gt;
|Considering the scarcity of cages and chains, having a [[mandate]] ignored, nobody could be punished for a [[mandate]] failure, getting into an argument&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, lack of decent meals&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to practice a skill&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to practice a craft&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to practice a martial art&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to pray to {[[deity]]}&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being kept from [[alcohol]]&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to acquire something&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to wander&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to fight&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to admire art&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, lack of abstract thinking&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, lack of trouble-making&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, generally leading an unexciting life&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|gloomy|6:0}}&lt;br /&gt;
|Being [[Cave adaptation|out in the sun]]&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|glum|6:0}}&lt;br /&gt;
|Getting into an argument&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|grouchy|6:0}}&lt;br /&gt;
|Being caught in the [[rain]], being caught in a [[weather|snow storm]], being [[cave adaptation|out in the sun]], eating the same old [[food]], drinking the same old [[booze]]&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|guilty|6:0}}&lt;br /&gt;
|Being confined, being able to [[rest]] and recuperate, being rescued&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|indignant|6:0}}&lt;br /&gt;
|Being forced to endure the decay of a (dead) [[friend]], delayed punishment of a [[crime|criminal]]&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|insulted|6:0}}&lt;br /&gt;
|Being forced to endure the decay of a (dead) [[friend]], getting into an argument&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|irritated|6:0}}&lt;br /&gt;
|Being [[cave adaptation|out in the sun]], being [[hungry]]/[[thirsty]]/[[sleep|drowsy]], eating at crowded [[table]], wearing old/tattered [[clothes]], sleeping uneasily due to [[noise]]&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|isolated|6:0}}&lt;br /&gt;
|Being unable to find [[mayor|somebody in charge]] to yell at&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|lonely|6:0}}&lt;br /&gt;
|Being away from family&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being away from [[friend]]s&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being away from people&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to make merry&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to make romance&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|regretful|6:0}}&lt;br /&gt;
|Toppling something over, starting a fist fight, throwing something, becoming a parent&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|resentful|6:0}}&lt;br /&gt;
|Giving somebody [[water]], experiencing trauma, getting into an argument&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|restless|6:0}}&lt;br /&gt;
|Being able to [[rest]] and recuperate, being unable to practice a craft&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to practice a martial art&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to learn&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to use abstract thinking&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to argue&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, lack of trouble-making&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, doing nothing creative&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, generally leading an unexciting life&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|self-pity|6:0}}&lt;br /&gt;
|Being away from family&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being away from friends&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to argue&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to fight&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to make merry&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to practice a craft&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to practice a martial art&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to wander&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, lack of abstract thinking&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unoccupied&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, doing nothing creative&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, not learning anything&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, generally leading an unexciting life&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|uneasy|6:0}}&lt;br /&gt;
|Being near to hated [[vermin]] in a [[cage]], being caught in [[evil weather|freakish weather]], seeing somebody's [[corpse|dead body]], being [[clothing|uncovered]], retching on a [[miasma]], being [[combat|attacked]], being attacked by [[undead|the dead]], giving birth to a [[baby]], being unable to pray to {[[deity]]}&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, lack of decent meals&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being kept from [[alcohol]]&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to be extravagant&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to help anybody&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to admire art&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to acquire something&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, generally being unable to take it easy&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|worried|6:0}}&lt;br /&gt;
|Lack of decent meals&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being kept from [[alcohol]]&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to pray to {[[deity]]}&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to be extravagant&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|anguish|6:1}}&lt;br /&gt;
|Experiencing a [[miscarriage]]&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|ashamed|6:1}}&lt;br /&gt;
|Eating without a [[chair]]&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|despair|6:1}}&lt;br /&gt;
|Being caught in [[evil weather|freakish weather]]&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|disgusted|6:1}}&lt;br /&gt;
|Retching on a [[miasma]], being [[cave adaptation|nauseated by the sun]], drinking water from [[murky pool]], being caught in [[evil weather|freakish weather]], being forced to eat [[vermin]], being forced to drink [[vomit]], being forced to endure the decay of a (dead) [[pet]], being accosted by hated [[vermin]]&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|distressed|6:1}}&lt;br /&gt;
|Being pestered by [[fly|flies]]&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|empty|6:1}}&lt;br /&gt;
|Having a [[masterwork]] destroyed&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|existential crisis|6:1}}&lt;br /&gt;
|Being unable to advance the study of [[topic]]&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|frightened|6:1}}&lt;br /&gt;
|Being haunted by [[ghost|the dead]]&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|grieved|6:1}}&lt;br /&gt;
|Unexpected [[death]] of somebody&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|hopeless|6:1}}&lt;br /&gt;
|Suffering a major [[injury]], being [[cave adaptation|nauseated by the sun]]&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|humiliated|6:1}}&lt;br /&gt;
|Eating without a [[table]] or [[chair]], wearing tattered [[clothes]], being [[clothes|uncovered]], not having any [[room]]s, having a [[mandate]] ignored&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|mortified|6:1}}&lt;br /&gt;
|Being forced to eat [[vermin]]&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|panicked|6:1}}&lt;br /&gt;
|Being [[combat|attacked]], being starving/dehydrated&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|sad|6:1}}&lt;br /&gt;
|Being separated from a loved one/loved ones, retching on a [[miasma]]&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|shaken|6:1}}&lt;br /&gt;
|Suffering a major [[injury]], being knocked out during [[cave-in]], being forced to endure the decay of a (dead) [[friend]]&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|shocked|6:1}}&lt;br /&gt;
|Being [[combat|attacked]], unexpected [[death]] of somebody, having a [[masterwork]] destroyed or [[thief|stolen]]&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|alarmed|4:1}}&lt;br /&gt;
|Seeing somebody's [[corpse|dead body]]&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|afraid|4:1}}&lt;br /&gt;
|Experiencing trauma&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|angry|4:1}}&lt;br /&gt;
|Getting into an argument, being forced to endure the decay of a (dead) [[friend]]&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|ferocity|4:1}}&lt;br /&gt;
|Being [[combat|attacked]]&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|horrified|4:1}}&lt;br /&gt;
|Seeing somebody die, seeing somebody's [[corpse|dead body]], being caught in a [[evil weather|freakish weather]], being haunted by [[ghost|the dead]], being attacked by [[undead|the dead]]&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|loathing|4:1}}&lt;br /&gt;
|Being [[cave adaptation|out in the sun]], being beaten up in the course of [[justice|dwarven justice]] or otherwise&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|outraged|4:1}}&lt;br /&gt;
|Being forced to endure the decay of a (dead) child/spouse&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|terrified|4:1}}&lt;br /&gt;
|Being in [[combat|conflict]]&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|vengeful|4:1}}&lt;br /&gt;
|Joining an existing [[combat|conflict]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Bug==&lt;br /&gt;
*Dwarves can quickly become stressed by exposure to corpses and body parts. {{bug|7435}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Thoughts}}&lt;br /&gt;
[[ru:Stress]]&lt;/div&gt;</summary>
		<author><name>Feather</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Stress&amp;diff=254790</id>
		<title>Stress</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Stress&amp;diff=254790"/>
		<updated>2020-09-14T07:51:25Z</updated>

		<summary type="html">&lt;p&gt;Feather: added the fact that children can't be exiled directly&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|20:09, 20 September 2016 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{new in|0.40.14}}&lt;br /&gt;
{{buggy}}&lt;br /&gt;
{{stub}}&lt;br /&gt;
'''Stress''' is a condition that is similar to unhappiness in earlier versions. It will cause the dwarf to flash with a downward red arrow, and {{DFtext|Over the long term, Urist McStressed has been under a great deal of stress.|6:1}} will show on their [[thoughts and preferences]] tab.&lt;br /&gt;
&lt;br /&gt;
Dwarves under stress for long periods of time will develop worse symptoms of stress level: {{DFtext|Urist McStressed has become haggard and drawn due to the tremendous stresses placed on him.|4:1}}. In the short-term, excessive levels of stress will lead to temporary '''emotional breakdowns''' - throwing [[tantrum]]s, slipping into [[depression]], or stumbling around [[oblivious]]ly. In the long-term, excessive levels of stress may lead to '''[[insanity]]'''.&lt;br /&gt;
&lt;br /&gt;
Under even greater stress for prolonged periods of time, dwarves will become Harrowed, their thoughts and preferences tab reading: {{DFtext|Urist McStressed has been utterly harrowed by the nightmare that is his tragic life.|5:1}}&lt;br /&gt;
&lt;br /&gt;
Animals can also be stressed, which seems to happen when an animal has been constrained for a long time.&lt;br /&gt;
&lt;br /&gt;
Internally, stress level is tracked with one number, where a negative number is good and a positive number is bad. It is not possible to view this number without third-party [[utilities]].&lt;br /&gt;
&lt;br /&gt;
Stress ranges from -1000000 to +1000000, and the negative effects start appearing at +10000, +25000, and +50000.&lt;br /&gt;
&lt;br /&gt;
Stress itself gradually increases or decreases based on the emotions visible on the dwarf's Thoughts and Preferences screen - it basically adds up all of the positive emotions (to reduce stress) and the negative emotions (to increase stress) with appropriate weights on each one (since some emotions are much stronger than others), caps the two sums at 500, adjusts the stress boost based on the dwarf's Stress Vulnerability personality trait, then takes the difference and adds it to the dwarf's current stress level. &lt;br /&gt;
&lt;br /&gt;
== Managing Stress ==&lt;br /&gt;
{{mod}}&lt;br /&gt;
Here is a general guide on [[DF2014:Keeping_your_dwarves_unstressed|keeping your dwarves unstressed]].&lt;br /&gt;
&lt;br /&gt;
In v0.44.12 stress is bugged and very difficult to manage; dealing with it in-game typically involves a lot of micromanaging, which is decidedly un-fun. The problems include dwarves not socializing properly, requiring very specific food because it's their favorite, being away from family without any way for them to visit, and obsessively mulling over negative thoughts from rain, snow and seeing corpses, all of which lead to stress. Often those negative thoughts compound and heavily outweigh any positive thoughts they also have, leading to a fort where nobody works at anything but [[Tantrum|trying to kill each other]], but there are many workarounds; here are some helpful tips for dealing with stress in '''v0.44.12'''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Altering the raws ===&lt;br /&gt;
&lt;br /&gt;
* The easiest method is to alter the [[raw file]]s that control stress vulnerability. The dwarven file is found at /raw/objects/creature_standard.txt.  Inside that file under ``[CREATURE:DWARF]``, you will find {{token|PERSONALITY|creature|STRESS_VULNERABILITY:0:45:100}}. These numbers are dwarves' minimum (0), average (45), and maximum (100) capacity for stress.  Changing these values will cap stress vulnerability on all dwarves - for instance, ``0:30:70`` would limit the [[Personality_trait#Facets|maximum stress possible]] to the range of &amp;quot;High&amp;quot;, meaning that you can still get stress problems, but to a more manageable degree.  Making the values ``0:0:0`` would make all dwarves immune to stress entirely.  You do not need to generate a new world for this to work (if you want this fix to apply to an existing save, edit the raw file in data/save/(your world)/raw/objects instead).&lt;br /&gt;
* Another large source of stress is seeing corpses, cleaning up after a battle can stack stress from the {{DFtext|horrified|4:1}} emotion. A way to prevent this is to edit the Dwarf [[raw file]]s by adding the tag {{token|NATURAL_SKILL|creature|DISCIPLINE:#}}, where # is a value 1-15. ``[NATURAL_SKILL:DISCIPLINE:5]`` would make all dwarves [[Skill#Skill_level_names|Proficient]] in [[Discipline]], making them able to see and handle corpses without major effects. Making the value ``[NATURAL_SKILL:DISCIPLINE:15]`` would make them all [[Skill#Skill_level_names|Legendary]] in [[Discipline]], making them effectively immune to stress from corpses as well as preventing panic in battle.&lt;br /&gt;
* Weather is a huge cause of negative thoughts because dwarves hate nature and don't like to be rained on. Weather can be disabled by changing ``[WEATHER:YES]`` to ``[WEATHER:NO]`` in [[d_init.txt]]. The [[Utility:Lazy Newb Pack|Lazy Newb Pack]] also offers a control to toggle weather.&lt;br /&gt;
&lt;br /&gt;
=== DFHack Solutions ===&lt;br /&gt;
&lt;br /&gt;
If you are using [[Utility:DFHack|DFHack]] there are several helpful terminal commands you can run to improve your situation. &lt;br /&gt;
&lt;br /&gt;
* The command ``remove-stress -all`` will reset all units in your fort to -1,000,000 stress.&lt;br /&gt;
* The command ``fillneeds -all`` will fill the unmet needs of all units in your fort. Running this along with ``remove-stress -all`` will prevent almost any stress problems in a fort for at least a few months.  It is recommended to run these two commands whenever stress is starting to get out of control.&lt;br /&gt;
* The command ``brainwash`` will permanently alter a single selected unit's personality.  There are several options, including ``ideal``, ``baseline``, and ``stepford``. ``brainwash ideal`` will make a unit generally positive, ``brainwash baseline`` will make all traits average and ``brainwash stepford`` amplifies all good qualities to an excessive degree.  Using ``ideal`` and ``stepford`` are probably the best options for stress management.&lt;br /&gt;
* The command ``assign-skills -skills [ DISCIPLINE 14 ]`` will make the selected unit a grand master of discipline, which should stop the freakouts over violence and dead bodies. Note the spaces before and after the square brackets.&lt;br /&gt;
&lt;br /&gt;
=== Vanilla Options ===&lt;br /&gt;
&lt;br /&gt;
For those who don't want to use DFHack or edit the raws, you can try to [[Emigration|exile]] all dwarves with stress problems. To expel a dwarf, {{K|v}}iew their {{K|p}}rofessions, and choose {{K|e}}xpel.&lt;br /&gt;
&lt;br /&gt;
'''Problems with exiling'''&lt;br /&gt;
* Nobles can't be exiled&lt;br /&gt;
* Children can't be exiled directly (but may be exiled indirectly through the exiling of another family member)&lt;br /&gt;
* Some dwarves can't be exiled because of a [http://www.bay12games.com/dwarves/mantisbt/view.php?id=10848 &amp;quot;Child is not present&amp;quot; bug]. &lt;br /&gt;
* Exiled (and stressed) dwarves from one player fortress will often show up in a new fortress in the same world, making it very hard to have multiple fortresses without having major stress problems.&lt;br /&gt;
* Some exiled dwarves have been reported to return to a fort, it's unclear if by migration wave or as visitors. This is rare and hasn't been verified but it is a possible bug that needs research.{{verify}}&lt;br /&gt;
&lt;br /&gt;
If you don't want to exile dwarves, it is worth remembering that stress prevention is far more important than mitigation, since mitigating negative thoughts is almost impossible without a turn-around in the dwarf's personality. This includes making sure that no dwarf that is not a corpse-hauler sees a dead sapient, resolving sieges via strategic use of traps that dispose of invader corpses as well as kill them (duh), and limiting the amount of indictments where possible (since beatings cause the &amp;quot;experiencing trauma&amp;quot; thought, which can make a dwarf more vulnerable to stress).&lt;br /&gt;
&lt;br /&gt;
Soldiers are especially prone to stress, considering the myriad negative thoughts that can come from seeing sapients die/their corpses, experiencing trauma and various other troubles. This can be circumvented by hardening these soldiers to combat through the strategic use of captured animals. Dwarves are hardened through combat by being involved in the battlefield, so this offers a stress-free way to protect your dwarves and their mental states against the tide of greenskin corpses that will inevitably pile up.&lt;br /&gt;
&lt;br /&gt;
If you still happen to have problems with stress, remember that giving birth to a child/becoming a parent both give extremely strong happy thoughts, and may be what your dwarf needs to come back from the brink. If you don't care about them being stressed but don't want them to go insane, having completed a dream (i.e dreams of creating a great work of art) prevents the dwarf from ever going insane, with the exception of failing a strange mood (this does not prevent tantrums).&lt;br /&gt;
&lt;br /&gt;
== Stress factors ==&lt;br /&gt;
Stress is affected by the [[emotion]]s a dwarf experiences upon encountering certain circumstances; these encounters are temporarily shown as [[thought]]s in the dwarf's [[profile]], though the resulting stress can linger long after the thoughts are gone. The strength of the emotions (and the resulting stress values) vary based on the dwarf's [[personality]]. [http://www.bay12forums.com/smf/index.php?topic=170698.0 Controlled testing] has shown that these sources of stress build up less in dwarves with high [BRAVERY] and low [STRESS_VULNERABILITY]. [ANXIETY_PROPENSITY] affects the rate at which dwarves dissipate stress. For example, being out in the sun seems to affect dwarves quite strongly in terms of stress.&lt;br /&gt;
&lt;br /&gt;
Emotions and the level of stress or stress relief they cause are detailed in the table of [[emotion]]s. Note that one event may cause different emotions for different dwarves (and, occasionally, for the same dwarf). The exact mechanisms of how it's decided what emotions are to follow are as of yet unclear, but there's a general consensus that it depends on both severity of factors and the personality of the dwarf in question.&lt;br /&gt;
&lt;br /&gt;
Here is a partial table of emotions and what they can be caused by:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Emotion&lt;br /&gt;
!Cause&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|adoration|3:1}}&lt;br /&gt;
|Giving birth to a [[baby]], becoming a parent&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|admiration|3:1}}&lt;br /&gt;
|Being next to completely sublime [[furniture]], watching a [[performer|performance]]&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|affection|3:1}}&lt;br /&gt;
|Interacting with a [[pet]], adopting a new [[pet]], forming a bond with the [[animal training|trained]] animal, talking with a [[friend]], making a new [[friend]]&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|aroused|3:1}}&lt;br /&gt;
|Talking with the spouse, watching a [[performer|performance]]&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|caring|3:1}}&lt;br /&gt;
|Giving somebody [[food]]&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|empathy|3:1}}&lt;br /&gt;
|Being yelled at/cried on by an unhappy citizen&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|enraptured|3:1}}&lt;br /&gt;
|Communing with [[deity]]&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|fondness|3:1}}&lt;br /&gt;
|Making a new [[friend]], talking with a [[friend]] or a sibling, interacting with a [[pet]]&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|gratitude|3:1}}&lt;br /&gt;
|Being rescued, receiving [[water]] or [[food]], being granted residency&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being elected as [[mayor]], [[sparring]]&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|lustful|3:1}}&lt;br /&gt;
|Talking with the spouse&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|love|3:1}}&lt;br /&gt;
|Talking with a parent, spouse, or child, gaining a sibling&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|passionate|3:1}}&lt;br /&gt;
|Talking with the spouse&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|pleasure|3:1}}&lt;br /&gt;
|Being next to fine/very fine/splendid/completely sublime [[furniture]], acquiring well-crafted items, putting on a well-crafted/exceptional item, [[Performer|performing]]&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, viewing something on display&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.44.01|v0.44.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|proud|3:1}}&lt;br /&gt;
|Owning a high quality [[furniture]], being elected as a [[mayor]], bringing somebody to [[rest]] in bed&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|repentant|3:1}}&lt;br /&gt;
|Being confined&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|sympathy|3:1}}&lt;br /&gt;
|Giving somebody [[water]] or [[food]], bringing somebody to [[rest]] in bed&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|tenderness|3:1}}&lt;br /&gt;
|Talking with the spouse, bringing somebody to [[rest]] in bed&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|amused|2:1}}&lt;br /&gt;
|Watching a [[performer|performance]]&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|blissful|2:1}}&lt;br /&gt;
|Dining in a legendary [[dining room]], sleeping in a good [[bedroom]]/great [[bedroom]]/[[bedroom]] like a personal palace, having a bath, becoming a parent, [[Performer|performing]]&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|content|2:1}}&lt;br /&gt;
|Being able to [[rest]] and recuperate, eating a fine/pretty decent meal, having a fine/pretty decent drink, putting on a well-crafted/finely-crafted/superior item, sleeping in a [[bedroom]] like a personal palace, having a bath, being near to a [[waterfall]], discussing or pondering a [[topic]]&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|delighted|2:1}}&lt;br /&gt;
|Eating a truly decent/legendary meal, putting on an exceptional item, being near to a [[waterfall]], watching a [[performer|performance]]&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|elated|2:1}}&lt;br /&gt;
|Having [[justice|punishment]] delayed, being [[mayor|elected]]&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|enjoyment|2:1}}&lt;br /&gt;
|Being near to favourite [[animal]] in a [[cage]], [[Performer|performing]]&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, watching a [[performer|performance]]&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, playing with [[toy]]s&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, playing make believe&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|euphoric|2:1}}&lt;br /&gt;
|[[Alcohol|Drinking]]&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|expectant|2:1}}&lt;br /&gt;
|Discussing or pondering {[[topic]]}&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|free|2:1}}&lt;br /&gt;
|Being released from confinement&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|gaiety|2:1}}&lt;br /&gt;
|[[Performer|Performing]]&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|happy|2:1}}&lt;br /&gt;
|Adopting a new [[pet]], being granted residency&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|hope|2:1}}&lt;br /&gt;
|Being released from confinement&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|jovial|2:1}}&lt;br /&gt;
|Having a [[mandate]] deadline met&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|joy|2:1}}&lt;br /&gt;
|[[Performer|Performing]]&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|relieved|2:1}}&lt;br /&gt;
|Being rescued, bringing somebody to [[rest]] in bed, eating vermin to survive, having [[justice|punishment]] delayed, being near to a [[waterfall]], being released from confinement, yelling at/crying on [[mayor|somebody in charge]]&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|satisfied|2:1}}&lt;br /&gt;
|Receiving [[water]] or [[food]], being successful at work, mastering a [[skill]], teaching a [[skill]], producing a [[masterwork]], creating an [[artifact]], improving a [[skill]]&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, reading a [[book]]&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, learning a [[book]]&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, felling a [[tree]]&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, [[slaughter]]ing an animal&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, getting into an argument&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, [[cage|caging]] a [[creature]]&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being granted residency&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, realizing the value of leisure time&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, realizing the value of nature&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, realizing nuances of independence&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, realizing nuances of fairness&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, realizing nuances of loyalty&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, realizing nuances of law&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, realizing nuances of leisure time&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, realizing nuances of friendship&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, realizing the value of knowledge&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, realizing the worthlessness of eloquence&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, realizing the worthlessness of power&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|triumph|2:1}}&lt;br /&gt;
|Killing somebody, being [[mayor|elected]]/re-elected&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|optimistic|2:1}}&lt;br /&gt;
|Being able to [[rest]] and recuperate, having a [[mandate]] deadline met&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|astonished|1:1}}&lt;br /&gt;
|Having [[justice|punishment]] reduced, having [[justice|punishment]] delayed, being [[mayor|elected]]&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|awe|1:1}}&lt;br /&gt;
|Being next to completely sublime [[furniture]]&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|excited|1:1}}&lt;br /&gt;
|[[Performer|Performing]]&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|eager|1:1}}&lt;br /&gt;
|Being [[mayor|elected]]/re-elected&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|exhilarated|1:1}}&lt;br /&gt;
|Being [[combat|attacked]], getting into an argument, a [[sparring]] session, [[Performer|performing]]&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|interested|1:1}}&lt;br /&gt;
|Being next to fine/very fine/splendid/completely sublime [[furniture]], learning [[necromancer|the secrets of life and death]], watching a [[performer|performance]]&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being taught a [[skill]], reading a [[book]]&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, learning a [[book]]&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, realizing the value of nature&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, realizing nuances of perseverance&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, realizing nuances of craftsmanship&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, realizing the worthlessness of fairness&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, viewing something on display&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.44.01|v0.44.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|wonder|1:1}}&lt;br /&gt;
|Being taught a [[skill]], learning a [[book]]&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, communing with {[[deity]]}&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, realizing the worthlessness of perseverance&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, realizing the value of family&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, realizing the value of competition&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, realizing the value of cooperation&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, realizing the value of loyalty&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|accepting|7:0}}&lt;br /&gt;
|Seeing somebody's [[corpse|dead body]], having a [[mandate]] ignored, being caught in the [[rain]], being forced to drink [[vomit]], being forced to endure the decay of a [[pet]], retching on a [[miasma]], having to conduct an official [[meeting]] in a bedroom (many negative memories may change to acceptance as a result of the personality-change system&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.44.11|v0.44.11]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|ambivalent|7:0}}&lt;br /&gt;
|Delayed punishment of a [[crime|criminal]], putting on a well-crafted/finely-crafted item&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|grim satisfaction|5:1}}&lt;br /&gt;
|Seeing somebody's death&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|suspicious|5:1}}&lt;br /&gt;
|Having a [[mandate]] ignored&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|aggravated|6:0}}&lt;br /&gt;
|Being pestered by [[fly|flies]]&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|agitated|6:0}}&lt;br /&gt;
|Being utterly [[sleep]]-deprived&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|annoyed|6:0}}&lt;br /&gt;
|Being caught in the [[rain]], being caught in a [[weather|snow storm]], being [[cave adaptation|out in the sun]], eating without a [[table]] or [[chair]], eating without a proper [[dining room]], [[sleep]]ing on dirt/rocks/cave floor/in the grass, drinking water without a [[well]], suffering a minor [[injury]], choking on [[cave-in]] dust, choking on [[smoke]], being accosted by hated [[vermin]], being pestered by [[fly|flies]], drinking without a [[goblet]], [[cup]] or [[mug]]&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|anxious|6:0}}&lt;br /&gt;
|Discussing/pondering (topic)&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|bitter|6:0}}&lt;br /&gt;
|Wearing tattered [[clothes]], getting into an argument&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|bored|6:0}}&lt;br /&gt;
|Watching a [[performer|performance]]&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unoccupied&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to practice a craft&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to practice a martial art&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, not learning anything&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to use abstract thinking&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to wander&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to fight&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to hear eloquent speech&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, lack of trouble-making&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, doing nothing creative&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, generally leading an unexciting life&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|confused|6:0}}&lt;br /&gt;
|Being knocked out during a [[cave-in]]&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|contemptuous|6:0}}&lt;br /&gt;
|Getting into an argument&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|dejected|6:0}}&lt;br /&gt;
|Being caught in the [[rain]], being caught in a [[weather|snow storm]], wearing tattered [[clothes]], lack of decent meals&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to pray to {[[deity]]}&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being kept from [[alcohol]]&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to admire art&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to acquire something&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to be extravagant&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, lack of introspection&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, generally being unable to take it easy&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|disappointed|6:0}}&lt;br /&gt;
|Having a [[mandate]] deadline missed&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|disillusioned|6:0}}&lt;br /&gt;
|An [[animal]] was convicted of a [[crime]] &lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|dislike|6:0}}&lt;br /&gt;
|Talking to [[grudge|somebody annoying]]&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|embarrassed|6:0}}&lt;br /&gt;
|Sleeping without a proper [[room]], sleeping on a dirt/rocks/cave floor/in the grass, wearing tattered [[clothes]], having no [[clothes|shirt]], having no [[clothes|shoes]], being [[clothes|uncovered]], watching a [[performer|performance]]&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|exasperated|6:0}}&lt;br /&gt;
|Being caught in the [[rain]], being caught in a [[weather|snow storm]], getting into an argument&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|frustrated|6:0}}&lt;br /&gt;
|Considering the scarcity of cages and chains, having a [[mandate]] ignored, nobody could be punished for a [[mandate]] failure, getting into an argument&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, lack of decent meals&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to practice a skill&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to practice a craft&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to practice a martial art&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to pray to {[[deity]]}&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being kept from [[alcohol]]&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to acquire something&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to wander&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to fight&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to admire art&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, lack of abstract thinking&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, lack of trouble-making&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, generally leading an unexciting life&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|gloomy|6:0}}&lt;br /&gt;
|Being [[Cave adaptation|out in the sun]]&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|glum|6:0}}&lt;br /&gt;
|Getting into an argument&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|grouchy|6:0}}&lt;br /&gt;
|Being caught in the [[rain]], being caught in a [[weather|snow storm]], being [[cave adaptation|out in the sun]], eating the same old [[food]], drinking the same old [[booze]]&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|guilty|6:0}}&lt;br /&gt;
|Being confined, being able to [[rest]] and recuperate, being rescued&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|indignant|6:0}}&lt;br /&gt;
|Being forced to endure the decay of a (dead) [[friend]], delayed punishment of a [[crime|criminal]]&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|insulted|6:0}}&lt;br /&gt;
|Being forced to endure the decay of a (dead) [[friend]], getting into an argument&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|irritated|6:0}}&lt;br /&gt;
|Being [[cave adaptation|out in the sun]], being [[hungry]]/[[thirsty]]/[[sleep|drowsy]], eating at crowded [[table]], wearing old/tattered [[clothes]], sleeping uneasily due to [[noise]]&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|isolated|6:0}}&lt;br /&gt;
|Being unable to find [[mayor|somebody in charge]] to yell at&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|lonely|6:0}}&lt;br /&gt;
|Being away from family&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being away from [[friend]]s&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being away from people&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to make merry&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to make romance&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|regretful|6:0}}&lt;br /&gt;
|Toppling something over, starting a fist fight, throwing something, becoming a parent&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|resentful|6:0}}&lt;br /&gt;
|Giving somebody [[water]], experiencing trauma, getting into an argument&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|restless|6:0}}&lt;br /&gt;
|Being able to [[rest]] and recuperate, being unable to practice a craft&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to practice a martial art&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to learn&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to use abstract thinking&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to argue&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, lack of trouble-making&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, doing nothing creative&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, generally leading an unexciting life&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|self-pity|6:0}}&lt;br /&gt;
|Being away from family&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being away from friends&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to argue&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to fight&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to make merry&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to practice a craft&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to practice a martial art&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to wander&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, lack of abstract thinking&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unoccupied&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, doing nothing creative&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, not learning anything&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, generally leading an unexciting life&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|uneasy|6:0}}&lt;br /&gt;
|Being near to hated [[vermin]] in a [[cage]], being caught in [[evil weather|freakish weather]], seeing somebody's [[corpse|dead body]], being [[clothing|uncovered]], retching on a [[miasma]], being [[combat|attacked]], being attacked by [[undead|the dead]], giving birth to a [[baby]], being unable to pray to {[[deity]]}&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, lack of decent meals&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being kept from [[alcohol]]&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to be extravagant&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to help anybody&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to admire art&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to acquire something&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, generally being unable to take it easy&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|worried|6:0}}&lt;br /&gt;
|Lack of decent meals&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being kept from [[alcohol]]&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to pray to {[[deity]]}&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to be extravagant&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|anguish|6:1}}&lt;br /&gt;
|Experiencing a [[miscarriage]]&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|ashamed|6:1}}&lt;br /&gt;
|Eating without a [[chair]]&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|despair|6:1}}&lt;br /&gt;
|Being caught in [[evil weather|freakish weather]]&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|disgusted|6:1}}&lt;br /&gt;
|Retching on a [[miasma]], being [[cave adaptation|nauseated by the sun]], drinking water from [[murky pool]], being caught in [[evil weather|freakish weather]], being forced to eat [[vermin]], being forced to drink [[vomit]], being forced to endure the decay of a (dead) [[pet]], being accosted by hated [[vermin]]&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|distressed|6:1}}&lt;br /&gt;
|Being pestered by [[fly|flies]]&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|empty|6:1}}&lt;br /&gt;
|Having a [[masterwork]] destroyed&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|existential crisis|6:1}}&lt;br /&gt;
|Being unable to advance the study of [[topic]]&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|frightened|6:1}}&lt;br /&gt;
|Being haunted by [[ghost|the dead]]&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|grieved|6:1}}&lt;br /&gt;
|Unexpected [[death]] of somebody&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|hopeless|6:1}}&lt;br /&gt;
|Suffering a major [[injury]], being [[cave adaptation|nauseated by the sun]]&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|humiliated|6:1}}&lt;br /&gt;
|Eating without a [[table]] or [[chair]], wearing tattered [[clothes]], being [[clothes|uncovered]], not having any [[room]]s, having a [[mandate]] ignored&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|mortified|6:1}}&lt;br /&gt;
|Being forced to eat [[vermin]]&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|panicked|6:1}}&lt;br /&gt;
|Being [[combat|attacked]], being starving/dehydrated&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|sad|6:1}}&lt;br /&gt;
|Being separated from a loved one/loved ones, retching on a [[miasma]]&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|shaken|6:1}}&lt;br /&gt;
|Suffering a major [[injury]], being knocked out during [[cave-in]], being forced to endure the decay of a (dead) [[friend]]&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|shocked|6:1}}&lt;br /&gt;
|Being [[combat|attacked]], unexpected [[death]] of somebody, having a [[masterwork]] destroyed or [[thief|stolen]]&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|alarmed|4:1}}&lt;br /&gt;
|Seeing somebody's [[corpse|dead body]]&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|afraid|4:1}}&lt;br /&gt;
|Experiencing trauma&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|angry|4:1}}&lt;br /&gt;
|Getting into an argument, being forced to endure the decay of a (dead) [[friend]]&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|ferocity|4:1}}&lt;br /&gt;
|Being [[combat|attacked]]&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|horrified|4:1}}&lt;br /&gt;
|Seeing somebody die, seeing somebody's [[corpse|dead body]], being caught in a [[evil weather|freakish weather]], being haunted by [[ghost|the dead]], being attacked by [[undead|the dead]]&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|loathing|4:1}}&lt;br /&gt;
|Being [[cave adaptation|out in the sun]], being beaten up in the course of [[justice|dwarven justice]] or otherwise&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|outraged|4:1}}&lt;br /&gt;
|Being forced to endure the decay of a (dead) child/spouse&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|terrified|4:1}}&lt;br /&gt;
|Being in [[combat|conflict]]&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|vengeful|4:1}}&lt;br /&gt;
|Joining an existing [[combat|conflict]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Bug==&lt;br /&gt;
*Dwarves can quickly become stressed by exposure to corpses and body parts. {{bug|7435}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Thoughts}}&lt;br /&gt;
[[ru:Stress]]&lt;/div&gt;</summary>
		<author><name>Feather</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Stress&amp;diff=254789</id>
		<title>Stress</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Stress&amp;diff=254789"/>
		<updated>2020-09-14T07:50:15Z</updated>

		<summary type="html">&lt;p&gt;Feather: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|20:09, 20 September 2016 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{new in|0.40.14}}&lt;br /&gt;
{{buggy}}&lt;br /&gt;
{{stub}}&lt;br /&gt;
'''Stress''' is a condition that is similar to unhappiness in earlier versions. It will cause the dwarf to flash with a downward red arrow, and {{DFtext|Over the long term, Urist McStressed has been under a great deal of stress.|6:1}} will show on their [[thoughts and preferences]] tab.&lt;br /&gt;
&lt;br /&gt;
Dwarves under stress for long periods of time will develop worse symptoms of stress level: {{DFtext|Urist McStressed has become haggard and drawn due to the tremendous stresses placed on him.|4:1}}. In the short-term, excessive levels of stress will lead to temporary '''emotional breakdowns''' - throwing [[tantrum]]s, slipping into [[depression]], or stumbling around [[oblivious]]ly. In the long-term, excessive levels of stress may lead to '''[[insanity]]'''.&lt;br /&gt;
&lt;br /&gt;
Under even greater stress for prolonged periods of time, dwarves will become Harrowed, their thoughts and preferences tab reading: {{DFtext|Urist McStressed has been utterly harrowed by the nightmare that is his tragic life.|5:1}}&lt;br /&gt;
&lt;br /&gt;
Animals can also be stressed, which seems to happen when an animal has been constrained for a long time.&lt;br /&gt;
&lt;br /&gt;
Internally, stress level is tracked with one number, where a negative number is good and a positive number is bad. It is not possible to view this number without third-party [[utilities]].&lt;br /&gt;
&lt;br /&gt;
Stress ranges from -1000000 to +1000000, and the negative effects start appearing at +10000, +25000, and +50000.&lt;br /&gt;
&lt;br /&gt;
Stress itself gradually increases or decreases based on the emotions visible on the dwarf's Thoughts and Preferences screen - it basically adds up all of the positive emotions (to reduce stress) and the negative emotions (to increase stress) with appropriate weights on each one (since some emotions are much stronger than others), caps the two sums at 500, adjusts the stress boost based on the dwarf's Stress Vulnerability personality trait, then takes the difference and adds it to the dwarf's current stress level. &lt;br /&gt;
&lt;br /&gt;
== Managing Stress ==&lt;br /&gt;
{{mod}}&lt;br /&gt;
Here is a general guide on [[DF2014:Keeping_your_dwarves_unstressed|keeping your dwarves unstressed]].&lt;br /&gt;
&lt;br /&gt;
In v0.44.12 stress is bugged and very difficult to manage; dealing with it in-game typically involves a lot of micromanaging, which is decidedly un-fun. The problems include dwarves not socializing properly, requiring very specific food because it's their favorite, being away from family without any way for them to visit, and obsessively mulling over negative thoughts from rain, snow and seeing corpses, all of which lead to stress. Often those negative thoughts compound and heavily outweigh any positive thoughts they also have, leading to a fort where nobody works at anything but [[Tantrum|trying to kill each other]], but there are many workarounds; here are some helpful tips for dealing with stress in '''v0.44.12'''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Altering the raws ===&lt;br /&gt;
&lt;br /&gt;
* The easiest method is to alter the [[raw file]]s that control stress vulnerability. The dwarven file is found at /raw/objects/creature_standard.txt.  Inside that file under ``[CREATURE:DWARF]``, you will find {{token|PERSONALITY|creature|STRESS_VULNERABILITY:0:45:100}}. These numbers are dwarves' minimum (0), average (45), and maximum (100) capacity for stress.  Changing these values will cap stress vulnerability on all dwarves - for instance, ``0:30:70`` would limit the [[Personality_trait#Facets|maximum stress possible]] to the range of &amp;quot;High&amp;quot;, meaning that you can still get stress problems, but to a more manageable degree.  Making the values ``0:0:0`` would make all dwarves immune to stress entirely.  You do not need to generate a new world for this to work (if you want this fix to apply to an existing save, edit the raw file in data/save/(your world)/raw/objects instead).&lt;br /&gt;
* Another large source of stress is seeing corpses, cleaning up after a battle can stack stress from the {{DFtext|horrified|4:1}} emotion. A way to prevent this is to edit the Dwarf [[raw file]]s by adding the tag {{token|NATURAL_SKILL|creature|DISCIPLINE:#}}, where # is a value 1-15. ``[NATURAL_SKILL:DISCIPLINE:5]`` would make all dwarves [[Skill#Skill_level_names|Proficient]] in [[Discipline]], making them able to see and handle corpses without major effects. Making the value ``[NATURAL_SKILL:DISCIPLINE:15]`` would make them all [[Skill#Skill_level_names|Legendary]] in [[Discipline]], making them effectively immune to stress from corpses as well as preventing panic in battle.&lt;br /&gt;
* Weather is a huge cause of negative thoughts because dwarves hate nature and don't like to be rained on. Weather can be disabled by changing ``[WEATHER:YES]`` to ``[WEATHER:NO]`` in [[d_init.txt]]. The [[Utility:Lazy Newb Pack|Lazy Newb Pack]] also offers a control to toggle weather.&lt;br /&gt;
&lt;br /&gt;
=== DFHack Solutions ===&lt;br /&gt;
&lt;br /&gt;
If you are using [[Utility:DFHack|DFHack]] there are several helpful terminal commands you can run to improve your situation. &lt;br /&gt;
&lt;br /&gt;
* The command ``remove-stress -all`` will reset all units in your fort to -1,000,000 stress.&lt;br /&gt;
* The command ``fillneeds -all`` will fill the unmet needs of all units in your fort. Running this along with ``remove-stress -all`` will prevent almost any stress problems in a fort for at least a few months.  It is recommended to run these two commands whenever stress is starting to get out of control.&lt;br /&gt;
* The command ``brainwash`` will permanently alter a single selected unit's personality.  There are several options, including ``ideal``, ``baseline``, and ``stepford``. ``brainwash ideal`` will make a unit generally positive, ``brainwash baseline`` will make all traits average and ``brainwash stepford`` amplifies all good qualities to an excessive degree.  Using ``ideal`` and ``stepford`` are probably the best options for stress management.&lt;br /&gt;
* The command ``assign-skills -skills [ DISCIPLINE 14 ]`` will make the selected unit a grand master of discipline, which should stop the freakouts over violence and dead bodies. Note the spaces before and after the square brackets.&lt;br /&gt;
&lt;br /&gt;
=== Vanilla Options ===&lt;br /&gt;
&lt;br /&gt;
For those who don't want to use DFHack or edit the raws, you can try to [[Emigration|exile]] all dwarves with stress problems. To expel a dwarf, {{K|v}}iew their {{K|p}}rofessions, and choose {{K|e}}xpel.&lt;br /&gt;
&lt;br /&gt;
'''Problems with exiling'''&lt;br /&gt;
* Nobles can't be exiled&lt;br /&gt;
* Children can't be exiled&lt;br /&gt;
* Some dwarves can't be exiled because of a [http://www.bay12games.com/dwarves/mantisbt/view.php?id=10848 &amp;quot;Child is not present&amp;quot; bug]. &lt;br /&gt;
* Exiled (and stressed) dwarves from one player fortress will often show up in a new fortress in the same world, making it very hard to have multiple fortresses without having major stress problems.&lt;br /&gt;
* Some exiled dwarves have been reported to return to a fort, it's unclear if by migration wave or as visitors. This is rare and hasn't been verified but it is a possible bug that needs research.{{verify}}&lt;br /&gt;
&lt;br /&gt;
If you don't want to exile dwarves, it is worth remembering that stress prevention is far more important than mitigation, since mitigating negative thoughts is almost impossible without a turn-around in the dwarf's personality. This includes making sure that no dwarf that is not a corpse-hauler sees a dead sapient, resolving sieges via strategic use of traps that dispose of invader corpses as well as kill them (duh), and limiting the amount of indictments where possible (since beatings cause the &amp;quot;experiencing trauma&amp;quot; thought, which can make a dwarf more vulnerable to stress).&lt;br /&gt;
&lt;br /&gt;
Soldiers are especially prone to stress, considering the myriad negative thoughts that can come from seeing sapients die/their corpses, experiencing trauma and various other troubles. This can be circumvented by hardening these soldiers to combat through the strategic use of captured animals. Dwarves are hardened through combat by being involved in the battlefield, so this offers a stress-free way to protect your dwarves and their mental states against the tide of greenskin corpses that will inevitably pile up.&lt;br /&gt;
&lt;br /&gt;
If you still happen to have problems with stress, remember that giving birth to a child/becoming a parent both give extremely strong happy thoughts, and may be what your dwarf needs to come back from the brink. If you don't care about them being stressed but don't want them to go insane, having completed a dream (i.e dreams of creating a great work of art) prevents the dwarf from ever going insane, with the exception of failing a strange mood (this does not prevent tantrums).&lt;br /&gt;
&lt;br /&gt;
== Stress factors ==&lt;br /&gt;
Stress is affected by the [[emotion]]s a dwarf experiences upon encountering certain circumstances; these encounters are temporarily shown as [[thought]]s in the dwarf's [[profile]], though the resulting stress can linger long after the thoughts are gone. The strength of the emotions (and the resulting stress values) vary based on the dwarf's [[personality]]. [http://www.bay12forums.com/smf/index.php?topic=170698.0 Controlled testing] has shown that these sources of stress build up less in dwarves with high [BRAVERY] and low [STRESS_VULNERABILITY]. [ANXIETY_PROPENSITY] affects the rate at which dwarves dissipate stress. For example, being out in the sun seems to affect dwarves quite strongly in terms of stress.&lt;br /&gt;
&lt;br /&gt;
Emotions and the level of stress or stress relief they cause are detailed in the table of [[emotion]]s. Note that one event may cause different emotions for different dwarves (and, occasionally, for the same dwarf). The exact mechanisms of how it's decided what emotions are to follow are as of yet unclear, but there's a general consensus that it depends on both severity of factors and the personality of the dwarf in question.&lt;br /&gt;
&lt;br /&gt;
Here is a partial table of emotions and what they can be caused by:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Emotion&lt;br /&gt;
!Cause&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|adoration|3:1}}&lt;br /&gt;
|Giving birth to a [[baby]], becoming a parent&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|admiration|3:1}}&lt;br /&gt;
|Being next to completely sublime [[furniture]], watching a [[performer|performance]]&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|affection|3:1}}&lt;br /&gt;
|Interacting with a [[pet]], adopting a new [[pet]], forming a bond with the [[animal training|trained]] animal, talking with a [[friend]], making a new [[friend]]&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|aroused|3:1}}&lt;br /&gt;
|Talking with the spouse, watching a [[performer|performance]]&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|caring|3:1}}&lt;br /&gt;
|Giving somebody [[food]]&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|empathy|3:1}}&lt;br /&gt;
|Being yelled at/cried on by an unhappy citizen&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|enraptured|3:1}}&lt;br /&gt;
|Communing with [[deity]]&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|fondness|3:1}}&lt;br /&gt;
|Making a new [[friend]], talking with a [[friend]] or a sibling, interacting with a [[pet]]&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|gratitude|3:1}}&lt;br /&gt;
|Being rescued, receiving [[water]] or [[food]], being granted residency&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being elected as [[mayor]], [[sparring]]&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|lustful|3:1}}&lt;br /&gt;
|Talking with the spouse&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|love|3:1}}&lt;br /&gt;
|Talking with a parent, spouse, or child, gaining a sibling&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|passionate|3:1}}&lt;br /&gt;
|Talking with the spouse&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|pleasure|3:1}}&lt;br /&gt;
|Being next to fine/very fine/splendid/completely sublime [[furniture]], acquiring well-crafted items, putting on a well-crafted/exceptional item, [[Performer|performing]]&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, viewing something on display&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.44.01|v0.44.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|proud|3:1}}&lt;br /&gt;
|Owning a high quality [[furniture]], being elected as a [[mayor]], bringing somebody to [[rest]] in bed&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|repentant|3:1}}&lt;br /&gt;
|Being confined&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|sympathy|3:1}}&lt;br /&gt;
|Giving somebody [[water]] or [[food]], bringing somebody to [[rest]] in bed&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|tenderness|3:1}}&lt;br /&gt;
|Talking with the spouse, bringing somebody to [[rest]] in bed&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|amused|2:1}}&lt;br /&gt;
|Watching a [[performer|performance]]&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|blissful|2:1}}&lt;br /&gt;
|Dining in a legendary [[dining room]], sleeping in a good [[bedroom]]/great [[bedroom]]/[[bedroom]] like a personal palace, having a bath, becoming a parent, [[Performer|performing]]&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|content|2:1}}&lt;br /&gt;
|Being able to [[rest]] and recuperate, eating a fine/pretty decent meal, having a fine/pretty decent drink, putting on a well-crafted/finely-crafted/superior item, sleeping in a [[bedroom]] like a personal palace, having a bath, being near to a [[waterfall]], discussing or pondering a [[topic]]&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|delighted|2:1}}&lt;br /&gt;
|Eating a truly decent/legendary meal, putting on an exceptional item, being near to a [[waterfall]], watching a [[performer|performance]]&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|elated|2:1}}&lt;br /&gt;
|Having [[justice|punishment]] delayed, being [[mayor|elected]]&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|enjoyment|2:1}}&lt;br /&gt;
|Being near to favourite [[animal]] in a [[cage]], [[Performer|performing]]&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, watching a [[performer|performance]]&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, playing with [[toy]]s&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, playing make believe&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|euphoric|2:1}}&lt;br /&gt;
|[[Alcohol|Drinking]]&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|expectant|2:1}}&lt;br /&gt;
|Discussing or pondering {[[topic]]}&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|free|2:1}}&lt;br /&gt;
|Being released from confinement&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|gaiety|2:1}}&lt;br /&gt;
|[[Performer|Performing]]&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|happy|2:1}}&lt;br /&gt;
|Adopting a new [[pet]], being granted residency&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|hope|2:1}}&lt;br /&gt;
|Being released from confinement&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|jovial|2:1}}&lt;br /&gt;
|Having a [[mandate]] deadline met&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|joy|2:1}}&lt;br /&gt;
|[[Performer|Performing]]&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|relieved|2:1}}&lt;br /&gt;
|Being rescued, bringing somebody to [[rest]] in bed, eating vermin to survive, having [[justice|punishment]] delayed, being near to a [[waterfall]], being released from confinement, yelling at/crying on [[mayor|somebody in charge]]&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|satisfied|2:1}}&lt;br /&gt;
|Receiving [[water]] or [[food]], being successful at work, mastering a [[skill]], teaching a [[skill]], producing a [[masterwork]], creating an [[artifact]], improving a [[skill]]&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, reading a [[book]]&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, learning a [[book]]&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, felling a [[tree]]&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, [[slaughter]]ing an animal&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, getting into an argument&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, [[cage|caging]] a [[creature]]&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being granted residency&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, realizing the value of leisure time&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, realizing the value of nature&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, realizing nuances of independence&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, realizing nuances of fairness&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, realizing nuances of loyalty&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, realizing nuances of law&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, realizing nuances of leisure time&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, realizing nuances of friendship&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, realizing the value of knowledge&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, realizing the worthlessness of eloquence&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, realizing the worthlessness of power&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|triumph|2:1}}&lt;br /&gt;
|Killing somebody, being [[mayor|elected]]/re-elected&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|optimistic|2:1}}&lt;br /&gt;
|Being able to [[rest]] and recuperate, having a [[mandate]] deadline met&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|astonished|1:1}}&lt;br /&gt;
|Having [[justice|punishment]] reduced, having [[justice|punishment]] delayed, being [[mayor|elected]]&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|awe|1:1}}&lt;br /&gt;
|Being next to completely sublime [[furniture]]&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|excited|1:1}}&lt;br /&gt;
|[[Performer|Performing]]&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|eager|1:1}}&lt;br /&gt;
|Being [[mayor|elected]]/re-elected&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|exhilarated|1:1}}&lt;br /&gt;
|Being [[combat|attacked]], getting into an argument, a [[sparring]] session, [[Performer|performing]]&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|interested|1:1}}&lt;br /&gt;
|Being next to fine/very fine/splendid/completely sublime [[furniture]], learning [[necromancer|the secrets of life and death]], watching a [[performer|performance]]&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being taught a [[skill]], reading a [[book]]&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, learning a [[book]]&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, realizing the value of nature&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, realizing nuances of perseverance&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, realizing nuances of craftsmanship&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, realizing the worthlessness of fairness&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, viewing something on display&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.44.01|v0.44.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|wonder|1:1}}&lt;br /&gt;
|Being taught a [[skill]], learning a [[book]]&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, communing with {[[deity]]}&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, realizing the worthlessness of perseverance&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, realizing the value of family&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, realizing the value of competition&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, realizing the value of cooperation&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, realizing the value of loyalty&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|accepting|7:0}}&lt;br /&gt;
|Seeing somebody's [[corpse|dead body]], having a [[mandate]] ignored, being caught in the [[rain]], being forced to drink [[vomit]], being forced to endure the decay of a [[pet]], retching on a [[miasma]], having to conduct an official [[meeting]] in a bedroom (many negative memories may change to acceptance as a result of the personality-change system&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.44.11|v0.44.11]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|ambivalent|7:0}}&lt;br /&gt;
|Delayed punishment of a [[crime|criminal]], putting on a well-crafted/finely-crafted item&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|grim satisfaction|5:1}}&lt;br /&gt;
|Seeing somebody's death&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|suspicious|5:1}}&lt;br /&gt;
|Having a [[mandate]] ignored&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|aggravated|6:0}}&lt;br /&gt;
|Being pestered by [[fly|flies]]&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|agitated|6:0}}&lt;br /&gt;
|Being utterly [[sleep]]-deprived&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|annoyed|6:0}}&lt;br /&gt;
|Being caught in the [[rain]], being caught in a [[weather|snow storm]], being [[cave adaptation|out in the sun]], eating without a [[table]] or [[chair]], eating without a proper [[dining room]], [[sleep]]ing on dirt/rocks/cave floor/in the grass, drinking water without a [[well]], suffering a minor [[injury]], choking on [[cave-in]] dust, choking on [[smoke]], being accosted by hated [[vermin]], being pestered by [[fly|flies]], drinking without a [[goblet]], [[cup]] or [[mug]]&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|anxious|6:0}}&lt;br /&gt;
|Discussing/pondering (topic)&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|bitter|6:0}}&lt;br /&gt;
|Wearing tattered [[clothes]], getting into an argument&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|bored|6:0}}&lt;br /&gt;
|Watching a [[performer|performance]]&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unoccupied&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to practice a craft&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to practice a martial art&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, not learning anything&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to use abstract thinking&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to wander&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to fight&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to hear eloquent speech&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, lack of trouble-making&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, doing nothing creative&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, generally leading an unexciting life&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|confused|6:0}}&lt;br /&gt;
|Being knocked out during a [[cave-in]]&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|contemptuous|6:0}}&lt;br /&gt;
|Getting into an argument&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|dejected|6:0}}&lt;br /&gt;
|Being caught in the [[rain]], being caught in a [[weather|snow storm]], wearing tattered [[clothes]], lack of decent meals&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to pray to {[[deity]]}&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being kept from [[alcohol]]&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to admire art&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to acquire something&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to be extravagant&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, lack of introspection&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, generally being unable to take it easy&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|disappointed|6:0}}&lt;br /&gt;
|Having a [[mandate]] deadline missed&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|disillusioned|6:0}}&lt;br /&gt;
|An [[animal]] was convicted of a [[crime]] &lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|dislike|6:0}}&lt;br /&gt;
|Talking to [[grudge|somebody annoying]]&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|embarrassed|6:0}}&lt;br /&gt;
|Sleeping without a proper [[room]], sleeping on a dirt/rocks/cave floor/in the grass, wearing tattered [[clothes]], having no [[clothes|shirt]], having no [[clothes|shoes]], being [[clothes|uncovered]], watching a [[performer|performance]]&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|exasperated|6:0}}&lt;br /&gt;
|Being caught in the [[rain]], being caught in a [[weather|snow storm]], getting into an argument&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|frustrated|6:0}}&lt;br /&gt;
|Considering the scarcity of cages and chains, having a [[mandate]] ignored, nobody could be punished for a [[mandate]] failure, getting into an argument&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, lack of decent meals&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to practice a skill&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to practice a craft&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to practice a martial art&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to pray to {[[deity]]}&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being kept from [[alcohol]]&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to acquire something&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to wander&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to fight&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to admire art&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, lack of abstract thinking&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, lack of trouble-making&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, generally leading an unexciting life&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|gloomy|6:0}}&lt;br /&gt;
|Being [[Cave adaptation|out in the sun]]&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|glum|6:0}}&lt;br /&gt;
|Getting into an argument&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|grouchy|6:0}}&lt;br /&gt;
|Being caught in the [[rain]], being caught in a [[weather|snow storm]], being [[cave adaptation|out in the sun]], eating the same old [[food]], drinking the same old [[booze]]&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|guilty|6:0}}&lt;br /&gt;
|Being confined, being able to [[rest]] and recuperate, being rescued&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|indignant|6:0}}&lt;br /&gt;
|Being forced to endure the decay of a (dead) [[friend]], delayed punishment of a [[crime|criminal]]&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|insulted|6:0}}&lt;br /&gt;
|Being forced to endure the decay of a (dead) [[friend]], getting into an argument&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|irritated|6:0}}&lt;br /&gt;
|Being [[cave adaptation|out in the sun]], being [[hungry]]/[[thirsty]]/[[sleep|drowsy]], eating at crowded [[table]], wearing old/tattered [[clothes]], sleeping uneasily due to [[noise]]&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|isolated|6:0}}&lt;br /&gt;
|Being unable to find [[mayor|somebody in charge]] to yell at&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|lonely|6:0}}&lt;br /&gt;
|Being away from family&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being away from [[friend]]s&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being away from people&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to make merry&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to make romance&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|regretful|6:0}}&lt;br /&gt;
|Toppling something over, starting a fist fight, throwing something, becoming a parent&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|resentful|6:0}}&lt;br /&gt;
|Giving somebody [[water]], experiencing trauma, getting into an argument&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|restless|6:0}}&lt;br /&gt;
|Being able to [[rest]] and recuperate, being unable to practice a craft&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to practice a martial art&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to learn&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to use abstract thinking&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to argue&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, lack of trouble-making&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, doing nothing creative&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, generally leading an unexciting life&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|self-pity|6:0}}&lt;br /&gt;
|Being away from family&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being away from friends&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to argue&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to fight&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to make merry&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to practice a craft&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to practice a martial art&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to wander&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, lack of abstract thinking&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unoccupied&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, doing nothing creative&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, not learning anything&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, generally leading an unexciting life&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|uneasy|6:0}}&lt;br /&gt;
|Being near to hated [[vermin]] in a [[cage]], being caught in [[evil weather|freakish weather]], seeing somebody's [[corpse|dead body]], being [[clothing|uncovered]], retching on a [[miasma]], being [[combat|attacked]], being attacked by [[undead|the dead]], giving birth to a [[baby]], being unable to pray to {[[deity]]}&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, lack of decent meals&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being kept from [[alcohol]]&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to be extravagant&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to help anybody&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to admire art&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to acquire something&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, generally being unable to take it easy&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|worried|6:0}}&lt;br /&gt;
|Lack of decent meals&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being kept from [[alcohol]]&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to pray to {[[deity]]}&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to be extravagant&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|anguish|6:1}}&lt;br /&gt;
|Experiencing a [[miscarriage]]&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|ashamed|6:1}}&lt;br /&gt;
|Eating without a [[chair]]&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|despair|6:1}}&lt;br /&gt;
|Being caught in [[evil weather|freakish weather]]&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|disgusted|6:1}}&lt;br /&gt;
|Retching on a [[miasma]], being [[cave adaptation|nauseated by the sun]], drinking water from [[murky pool]], being caught in [[evil weather|freakish weather]], being forced to eat [[vermin]], being forced to drink [[vomit]], being forced to endure the decay of a (dead) [[pet]], being accosted by hated [[vermin]]&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|distressed|6:1}}&lt;br /&gt;
|Being pestered by [[fly|flies]]&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|empty|6:1}}&lt;br /&gt;
|Having a [[masterwork]] destroyed&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|existential crisis|6:1}}&lt;br /&gt;
|Being unable to advance the study of [[topic]]&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|frightened|6:1}}&lt;br /&gt;
|Being haunted by [[ghost|the dead]]&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|grieved|6:1}}&lt;br /&gt;
|Unexpected [[death]] of somebody&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|hopeless|6:1}}&lt;br /&gt;
|Suffering a major [[injury]], being [[cave adaptation|nauseated by the sun]]&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|humiliated|6:1}}&lt;br /&gt;
|Eating without a [[table]] or [[chair]], wearing tattered [[clothes]], being [[clothes|uncovered]], not having any [[room]]s, having a [[mandate]] ignored&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|mortified|6:1}}&lt;br /&gt;
|Being forced to eat [[vermin]]&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|panicked|6:1}}&lt;br /&gt;
|Being [[combat|attacked]], being starving/dehydrated&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|sad|6:1}}&lt;br /&gt;
|Being separated from a loved one/loved ones, retching on a [[miasma]]&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|shaken|6:1}}&lt;br /&gt;
|Suffering a major [[injury]], being knocked out during [[cave-in]], being forced to endure the decay of a (dead) [[friend]]&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|shocked|6:1}}&lt;br /&gt;
|Being [[combat|attacked]], unexpected [[death]] of somebody, having a [[masterwork]] destroyed or [[thief|stolen]]&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|alarmed|4:1}}&lt;br /&gt;
|Seeing somebody's [[corpse|dead body]]&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|afraid|4:1}}&lt;br /&gt;
|Experiencing trauma&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|angry|4:1}}&lt;br /&gt;
|Getting into an argument, being forced to endure the decay of a (dead) [[friend]]&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|ferocity|4:1}}&lt;br /&gt;
|Being [[combat|attacked]]&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|horrified|4:1}}&lt;br /&gt;
|Seeing somebody die, seeing somebody's [[corpse|dead body]], being caught in a [[evil weather|freakish weather]], being haunted by [[ghost|the dead]], being attacked by [[undead|the dead]]&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|loathing|4:1}}&lt;br /&gt;
|Being [[cave adaptation|out in the sun]], being beaten up in the course of [[justice|dwarven justice]] or otherwise&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|outraged|4:1}}&lt;br /&gt;
|Being forced to endure the decay of a (dead) child/spouse&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|terrified|4:1}}&lt;br /&gt;
|Being in [[combat|conflict]]&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|vengeful|4:1}}&lt;br /&gt;
|Joining an existing [[combat|conflict]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Bug==&lt;br /&gt;
*Dwarves can quickly become stressed by exposure to corpses and body parts. {{bug|7435}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Thoughts}}&lt;br /&gt;
[[ru:Stress]]&lt;/div&gt;</summary>
		<author><name>Feather</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Undead&amp;diff=254788</id>
		<title>Undead</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Undead&amp;diff=254788"/>
		<updated>2020-09-14T06:34:17Z</updated>

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