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	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=IT+000</id>
	<title>Dwarf Fortress Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=IT+000"/>
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	<updated>2026-08-22T16:58:18Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:List_of_mods&amp;diff=172436</id>
		<title>v0.34:List of mods</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:List_of_mods&amp;diff=172436"/>
		<updated>2012-05-29T16:51:12Z</updated>

		<summary type="html">&lt;p&gt;IT 000: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{mod}}&lt;br /&gt;
&lt;br /&gt;
==[http://www.bay12forums.com/smf/index.php?topic=84186.0 Legends of Forlorn Realms (LFR)]==&lt;br /&gt;
'''''Current version: 0.17a ''''' for '''''DF Version 0.34.07'''''&amp;lt;br &amp;gt;&lt;br /&gt;
'''''Legacy version: 0.15a ''''' for '''''DF Version 0.31.25+'''''&lt;br /&gt;
&lt;br /&gt;
'''Description:'''&lt;br /&gt;
&lt;br /&gt;
Author: [http://www.bay12forums.com/smf/index.php?action=profile;u=32622 narhiril]&amp;lt;br /&amp;gt;&lt;br /&gt;
Type: Major&amp;lt;br /&amp;gt;&lt;br /&gt;
Summary: A major modification that aims to set itself apart from the other major expansion mods out there.  LFR includes dozens of new creatures (EVERY ONE with custom graphics), new metals and minerals, an obscene number of new weapons and armor types, and some very unique civilizations, each with their own distinctive flavor and style.  LFR contains extensive lore files, an incredibly detailed manual to help you navigate the new features, and two multi-tiered, interlocking technology trees to advance your civilization in the ways of innovation and spirituality.  Rife with new features to discover and a huge amount of hidden content, LFR is rewarding for both casual players and those looking for more of a challenge.&amp;lt;br &amp;gt;&lt;br /&gt;
&lt;br /&gt;
LFR offers support for both Ironhand and ASCII tilesets, and is fully compatible with Fortress Defense II, for those desiring even more chaos.&amp;lt;br &amp;gt;&lt;br /&gt;
&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=4242 Download]&amp;lt;br /&amp;gt;&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=5529 Legacy download]&amp;lt;br /&amp;gt;&lt;br /&gt;
[http://www.bay12forums.com/smf/index.php?topic=84186.0 Forum thread]&lt;br /&gt;
&lt;br /&gt;
==[http://www.bay12forums.com/smf/index.php?topic=98196.645 Masterwork Dwarf Fortress (MDF)]==&lt;br /&gt;
'''''Current version: 1.7.2 ''''' for '''''DF Version 0.34.07'''''&amp;lt;br &amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Description:'''&lt;br /&gt;
&lt;br /&gt;
Author: Meph&amp;lt;br /&amp;gt;&lt;br /&gt;
Type: Modpack&amp;lt;br /&amp;gt;&lt;br /&gt;
Summary: A massive modpack containing the best of the greatest mods, as well as fully configurable settings, with +100 options, as well as a wealth of new content, including: +45 buildings, +850 creatures, +160 plants, +120 trees, +25 instruments, +85 toys, +85 food types, +75 weapons and armor, +75 engravings, +250 pref-strings, +30 civs, and more!&amp;lt;br &amp;gt;&lt;br /&gt;
&lt;br /&gt;
Masterwork provides texture pack support for both Phoebus and ASCII tilesets, and has a fully integrated Fortress Defense II, as well as configurable creature settings.&amp;lt;br &amp;gt;&lt;br /&gt;
&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=5315 Download]&amp;lt;br /&amp;gt;&lt;br /&gt;
[http://www.bay12forums.com/smf/index.php?topic=98196.645 Forum thread]&lt;br /&gt;
&lt;br /&gt;
==[http://dffd.wimbli.com/file.php?id=4101 Corrosion]==&lt;br /&gt;
&lt;br /&gt;
'''Description:'''&lt;br /&gt;
&lt;br /&gt;
Author: IT 000&amp;lt;br /&amp;gt;&lt;br /&gt;
Type: Total Conversion&amp;lt;br /&amp;gt;&lt;br /&gt;
Summary: A Total Conversion featuring hundreds of changes. Face hordes of Infected in a barren, and decimated world in an attempt to create a flourishing fort. &amp;lt;br /&amp;gt;&lt;br /&gt;
Forum Post:[http://www.bay12forums.com/smf/index.php?topic=81068.0 Corrosion]&lt;/div&gt;</summary>
		<author><name>IT 000</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Jet&amp;diff=152483</id>
		<title>v0.31:Jet</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Jet&amp;diff=152483"/>
		<updated>2011-08-19T03:43:56Z</updated>

		<summary type="html">&lt;p&gt;IT 000: Added D-for-Dwarf banner.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|22:58, 10 November 2010 (UTC)}}{{stonelookup/0|wiki=Jet_(lignite)}}{{av}}&lt;br /&gt;
'''Jet''' is a standard dark gray {{L|stone}} found in large clusters in sedimentary layers. It is ''not'' magma safe, and may only be used for basic stone purposes.&lt;br /&gt;
&lt;br /&gt;
In real life, jet is actually derived from decaying wood under extreme pressure and is an extremely low grade of {{L|lignite}}. However, jet is useless as a {{L|fuel}}, although historically it has been a popular source of jewelry and {{L|finished goods|crafts}}.&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
&lt;br /&gt;
'''Jet''' is not to be mistaken with ''Fallout 2'' lore. Melting this rock in magma and trying to inhale the vapors will '''not''' make your dwarves behave differently. Even with furious testing with multiple dwarves they acted no differently to repeated dump jet tasks; and thus the only reasonable explanation is that melted jet is not intoxicating nor does it produce an addiction. Although I might need to add that some dwarves had much {{L|Fun}} with magma but I assume this was due to carelessness rather than intoxication. More research is needed.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{stones}}&lt;/div&gt;</summary>
		<author><name>IT 000</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Hammerman&amp;diff=152348</id>
		<title>v0.31:Hammerman</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Hammerman&amp;diff=152348"/>
		<updated>2011-08-13T21:51:46Z</updated>

		<summary type="html">&lt;p&gt;IT 000: **Nominated for Deletion**&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{del| that it is the only weapon skill with it's own separate page. Searching for all other weapon skills brings you to the [[Combat skill]] page. And clicking on the link to 40d and 23a pages below brings you to 'Weapon skill' (which was changed to Combat Skill)}}&lt;br /&gt;
{{quality|Exceptional|22:40, 23 October 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
The Hammerdwarf skill (called Hammerman in the case of humans) is a military skill that involves the use of {{l|Weapon|war hammers}}. Unlike most military units, equipping Hammerdwarves with {{l|adamantine}} weapons greatly ''decreases'' their effectiveness; weapons testing has shown {{l|silver}} to be the most effective hammer material, barring the results of {{l|strange mood}}s.&lt;br /&gt;
&lt;br /&gt;
War hammers are effective at dealing damage through {{l|armor}}; they are one of the few ways to reliably damage creatures with adamantine equipment.&lt;br /&gt;
&lt;br /&gt;
{{skills}}&lt;/div&gt;</summary>
		<author><name>IT 000</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Hammerman&amp;diff=152334</id>
		<title>v0.31 Talk:Hammerman</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Hammerman&amp;diff=152334"/>
		<updated>2011-08-13T04:04:10Z</updated>

		<summary type="html">&lt;p&gt;IT 000: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I read somewhere about people considering the silver war hammer the &amp;quot;best weapon in the game&amp;quot; excluding arena-specific things like the slade warhammer and gold warhammer. I lack the specific source, though; does someone else have it?&lt;br /&gt;
[[User:Fishsicles|Fishsicles]] 22:39, 23 October 2010 (UTC)&lt;br /&gt;
:I think you're thinking about the [[DF2010:Weapon#Arena Testing]] section.  Keep in mind that &amp;quot;best weapon in the game&amp;quot; is VERY situational;  that section itself says &amp;quot;unarmored steel axe&amp;quot; versus &amp;quot;unarmored silver war hammer&amp;quot; is likely a win for the axe.  It also says that &amp;quot;6 silver war hammer&amp;quot; versus &amp;quot;bronze colossus&amp;quot; is certainly a win for the colossus.  So I deleted that line, and cleaned up some of the rest. --[[User:DeMatt|DeMatt]] 22:59, 23 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Deletion ==&lt;br /&gt;
&lt;br /&gt;
Does anyone else think this page should be deleted? It's the only combat skill with it's own page. Searching for other combat skills (ex maceman spearman, swordsman etc) all link to the [[Combat skill]] page. Either every skill needs it's own page (might be the better avenue considering the diversity of weapons) or this article should be deleted and redirected to aforementioned Combat Skill page. --[[User:IT 000|IT 000]] 04:04, 13 August 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>IT 000</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:List_of_mods&amp;diff=152271</id>
		<title>v0.31:List of mods</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:List_of_mods&amp;diff=152271"/>
		<updated>2011-08-10T13:05:01Z</updated>

		<summary type="html">&lt;p&gt;IT 000: /* Corrosion */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|11:42, 26 December 2010 (UTC)}}{{av}}&lt;br /&gt;
{{mod}}&lt;br /&gt;
&lt;br /&gt;
  {| align=&amp;quot;right&amp;quot;&lt;br /&gt;
  | __TOC__&lt;br /&gt;
  |}&lt;br /&gt;
&lt;br /&gt;
= Modifications =&lt;br /&gt;
&lt;br /&gt;
Major modifications generally add or change a significant portion of the game, such as adding in new civilizations or altering the placement and properties of the game's metals and minerals.  Major modifications normally require a new world to be generated using the modified files before they can be played.&lt;br /&gt;
&lt;br /&gt;
Due to the wide range of modified files, major modifications have high likelihoods of conflicting with each other.  Make sure to check for compatibility issues before attempting to install multiple mods.&lt;br /&gt;
&lt;br /&gt;
==[[Civilization_Forge|Civilization Forge Mod]]==&lt;br /&gt;
'''''Current version: [http://dffd.wimbli.com/file.php?id=2277 2.31]''''' for '''''DF Version 0.31.18+'''''&lt;br /&gt;
&lt;br /&gt;
'''Description:'''&lt;br /&gt;
&lt;br /&gt;
Author: [[User:Mephansteras|Mephansteras]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Type: Major&amp;lt;br /&amp;gt;&lt;br /&gt;
Summary: Adds numerous races, animals, and items to Dwarf Fortress as well as rebalancing many aspects of the game.&amp;lt;br /&amp;gt;&lt;br /&gt;
[http://www.bay12forums.com/smf/index.php?topic=31157.0 Forum Thread]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Civilization_Forge|Civilization Forge Wiki Page]]&lt;br /&gt;
&lt;br /&gt;
==[http://dffd.wimbli.com/file.php?id=2281 Dig Deeper]==&lt;br /&gt;
'''''Current version: ALPHA''''' for '''''DF Version 0.31.03'''''&lt;br /&gt;
&lt;br /&gt;
'''Description:'''&lt;br /&gt;
&lt;br /&gt;
Author: [[User:The13thRonin|The13thRonin]]&amp;lt;br/&amp;gt;&lt;br /&gt;
Type: Total Conversion&amp;lt;br/&amp;gt;&lt;br /&gt;
Summary: Adds a whole lot of different changes.&amp;lt;br/&amp;gt;&lt;br /&gt;
[http://www.bay12forums.com/smf/index.php?topic=56229.0 Forum Thread]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==[http://dffd.wimbli.com/file.php?id=2316 Dwarf Chocolate]==&lt;br /&gt;
'''''Current version: 0.26b''''' for '''''DF Version 0.31.06'''''&lt;br /&gt;
&lt;br /&gt;
'''Description:'''&lt;br /&gt;
&lt;br /&gt;
Author: [[User:SethCreiyd|SethCreiyd]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Type: Major&amp;lt;br /&amp;gt;&lt;br /&gt;
Summary:  Contains many additions to Dwarf Fortress with the intention of diversifying the game while retaining its flavor.&amp;lt;br /&amp;gt;&lt;br /&gt;
[http://www.bay12forums.com/smf/index.php?topic=56828.0 Forum Thread]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==[http://dffd.wimbli.com/file.php?id=3393 Genesis Mod, Ironhand tileset version]|[http://dffd.wimbli.com/file.php?id=3582 Phoebus tileset]|[http://dffd.wimbli.com/file.php?id=3391 ASCII version]==&lt;br /&gt;
'''''Current version: 3.24b''''' (March, 2011) for '''''DF Version 0.31.25'''''&lt;br /&gt;
&lt;br /&gt;
'''Description:'''&lt;br /&gt;
&lt;br /&gt;
Author: [[User:Deon|Deon]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Type: Total Conversion&amp;lt;br /&amp;gt;&lt;br /&gt;
Summary: Adventure mode crafting and spells, 9 dwarven castes, 14 major races/subraces (dungeon keeper demons replaced goblins), 70+ new unique creatures, 50+ new items, 154 new plants, 76 new trees, ironworks, material overhaul deadly archery, lots of workshops.&amp;lt;br /&amp;gt;&lt;br /&gt;
[http://www.bay12games.com/forum/index.php?topic=52988.0 Forum Thread]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==[http://dffd.wimbli.com/file.php?id=2071 Kobold Camp]==&lt;br /&gt;
'''''Current version: 1.13''''' for '''''DF Version 0.31.18'''''&lt;br /&gt;
&lt;br /&gt;
'''Description:'''&lt;br /&gt;
&lt;br /&gt;
Author: Lagotrope&amp;lt;br /&amp;gt;&lt;br /&gt;
Type: Major&amp;lt;br /&amp;gt;&lt;br /&gt;
Summary: Makes Kobolds into a playable race, with new workshops, items, and weapons.&amp;lt;br /&amp;gt;&lt;br /&gt;
[http://www.bay12forums.com/smf/index.php?topic=70558.0 Forum Thread]&lt;br /&gt;
&lt;br /&gt;
==[[Fortress Defense II|Fortress Defense II Mod]]==&lt;br /&gt;
'''''Current version: [http://www.bay12forums.com/smf/index.php?topic=62874.0]''''' for '''''DF Version 0.31.25'''''&lt;br /&gt;
&lt;br /&gt;
'''Description:'''&lt;br /&gt;
&lt;br /&gt;
Author: [[darkflagrance]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Type: Major&amp;lt;br /&amp;gt;&lt;br /&gt;
Summary: Adds numerous (10+) hostile civilizations of increasing difficulty and power to besiege the players fortress.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==[http://dffd.wimbli.com/file.php?id=4101 Corrosion]==&lt;br /&gt;
&lt;br /&gt;
'''Description:'''&lt;br /&gt;
&lt;br /&gt;
Author: IT 000&amp;lt;br /&amp;gt;&lt;br /&gt;
Type: Total Conversion&amp;lt;br /&amp;gt;&lt;br /&gt;
Summary: A Total Conversion featuring hundreds of changes. Face hordes of Infected in a barren, and decimated world in an attempt to create a flourishing fort. &amp;lt;br /&amp;gt;&lt;br /&gt;
Forum Post:[http://www.bay12forums.com/smf/index.php?topic=81068.0 Corrosion]&lt;/div&gt;</summary>
		<author><name>IT 000</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:List_of_mods&amp;diff=152270</id>
		<title>v0.31:List of mods</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:List_of_mods&amp;diff=152270"/>
		<updated>2011-08-10T13:04:31Z</updated>

		<summary type="html">&lt;p&gt;IT 000: /* Corrosion */  Added some info, fixed grammar.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|11:42, 26 December 2010 (UTC)}}{{av}}&lt;br /&gt;
{{mod}}&lt;br /&gt;
&lt;br /&gt;
  {| align=&amp;quot;right&amp;quot;&lt;br /&gt;
  | __TOC__&lt;br /&gt;
  |}&lt;br /&gt;
&lt;br /&gt;
= Modifications =&lt;br /&gt;
&lt;br /&gt;
Major modifications generally add or change a significant portion of the game, such as adding in new civilizations or altering the placement and properties of the game's metals and minerals.  Major modifications normally require a new world to be generated using the modified files before they can be played.&lt;br /&gt;
&lt;br /&gt;
Due to the wide range of modified files, major modifications have high likelihoods of conflicting with each other.  Make sure to check for compatibility issues before attempting to install multiple mods.&lt;br /&gt;
&lt;br /&gt;
==[[Civilization_Forge|Civilization Forge Mod]]==&lt;br /&gt;
'''''Current version: [http://dffd.wimbli.com/file.php?id=2277 2.31]''''' for '''''DF Version 0.31.18+'''''&lt;br /&gt;
&lt;br /&gt;
'''Description:'''&lt;br /&gt;
&lt;br /&gt;
Author: [[User:Mephansteras|Mephansteras]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Type: Major&amp;lt;br /&amp;gt;&lt;br /&gt;
Summary: Adds numerous races, animals, and items to Dwarf Fortress as well as rebalancing many aspects of the game.&amp;lt;br /&amp;gt;&lt;br /&gt;
[http://www.bay12forums.com/smf/index.php?topic=31157.0 Forum Thread]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Civilization_Forge|Civilization Forge Wiki Page]]&lt;br /&gt;
&lt;br /&gt;
==[http://dffd.wimbli.com/file.php?id=2281 Dig Deeper]==&lt;br /&gt;
'''''Current version: ALPHA''''' for '''''DF Version 0.31.03'''''&lt;br /&gt;
&lt;br /&gt;
'''Description:'''&lt;br /&gt;
&lt;br /&gt;
Author: [[User:The13thRonin|The13thRonin]]&amp;lt;br/&amp;gt;&lt;br /&gt;
Type: Total Conversion&amp;lt;br/&amp;gt;&lt;br /&gt;
Summary: Adds a whole lot of different changes.&amp;lt;br/&amp;gt;&lt;br /&gt;
[http://www.bay12forums.com/smf/index.php?topic=56229.0 Forum Thread]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==[http://dffd.wimbli.com/file.php?id=2316 Dwarf Chocolate]==&lt;br /&gt;
'''''Current version: 0.26b''''' for '''''DF Version 0.31.06'''''&lt;br /&gt;
&lt;br /&gt;
'''Description:'''&lt;br /&gt;
&lt;br /&gt;
Author: [[User:SethCreiyd|SethCreiyd]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Type: Major&amp;lt;br /&amp;gt;&lt;br /&gt;
Summary:  Contains many additions to Dwarf Fortress with the intention of diversifying the game while retaining its flavor.&amp;lt;br /&amp;gt;&lt;br /&gt;
[http://www.bay12forums.com/smf/index.php?topic=56828.0 Forum Thread]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==[http://dffd.wimbli.com/file.php?id=3393 Genesis Mod, Ironhand tileset version]|[http://dffd.wimbli.com/file.php?id=3582 Phoebus tileset]|[http://dffd.wimbli.com/file.php?id=3391 ASCII version]==&lt;br /&gt;
'''''Current version: 3.24b''''' (March, 2011) for '''''DF Version 0.31.25'''''&lt;br /&gt;
&lt;br /&gt;
'''Description:'''&lt;br /&gt;
&lt;br /&gt;
Author: [[User:Deon|Deon]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Type: Total Conversion&amp;lt;br /&amp;gt;&lt;br /&gt;
Summary: Adventure mode crafting and spells, 9 dwarven castes, 14 major races/subraces (dungeon keeper demons replaced goblins), 70+ new unique creatures, 50+ new items, 154 new plants, 76 new trees, ironworks, material overhaul deadly archery, lots of workshops.&amp;lt;br /&amp;gt;&lt;br /&gt;
[http://www.bay12games.com/forum/index.php?topic=52988.0 Forum Thread]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==[http://dffd.wimbli.com/file.php?id=2071 Kobold Camp]==&lt;br /&gt;
'''''Current version: 1.13''''' for '''''DF Version 0.31.18'''''&lt;br /&gt;
&lt;br /&gt;
'''Description:'''&lt;br /&gt;
&lt;br /&gt;
Author: Lagotrope&amp;lt;br /&amp;gt;&lt;br /&gt;
Type: Major&amp;lt;br /&amp;gt;&lt;br /&gt;
Summary: Makes Kobolds into a playable race, with new workshops, items, and weapons.&amp;lt;br /&amp;gt;&lt;br /&gt;
[http://www.bay12forums.com/smf/index.php?topic=70558.0 Forum Thread]&lt;br /&gt;
&lt;br /&gt;
==[[Fortress Defense II|Fortress Defense II Mod]]==&lt;br /&gt;
'''''Current version: [http://www.bay12forums.com/smf/index.php?topic=62874.0]''''' for '''''DF Version 0.31.25'''''&lt;br /&gt;
&lt;br /&gt;
'''Description:'''&lt;br /&gt;
&lt;br /&gt;
Author: [[darkflagrance]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Type: Major&amp;lt;br /&amp;gt;&lt;br /&gt;
Summary: Adds numerous (10+) hostile civilizations of increasing difficulty and power to besiege the players fortress.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==[http://dffd.wimbli.com/file.php?id=4101 Corrosion]==&lt;br /&gt;
&lt;br /&gt;
'''Description:'''&lt;br /&gt;
&lt;br /&gt;
Author: IT 000&amp;lt;br /&amp;gt;&lt;br /&gt;
Type: Total Conversion&amp;lt;br /&amp;gt;&lt;br /&gt;
Summary: Face hordes of Infected in a barren, and decimated world in an attempt to create a flourishing fort. A Total Conversion featuring hundreds of changes.&amp;lt;br /&amp;gt;&lt;br /&gt;
Forum Post:[http://www.bay12forums.com/smf/index.php?topic=81068.0 Corrosion]&lt;/div&gt;</summary>
		<author><name>IT 000</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Gremlin&amp;diff=152247</id>
		<title>v0.31:Gremlin</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Gremlin&amp;diff=152247"/>
		<updated>2011-08-09T03:55:43Z</updated>

		<summary type="html">&lt;p&gt;IT 000: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|18:22, 8 November 2010 (UTC)}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|wiki=no&lt;br /&gt;
|contrib=no&lt;br /&gt;
|death=nobutcher&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
'''Gremlins''' are invisible until spotted, and cause various kinds of {{L|fun}} in your fortress by stepping on {{L|pressure plate}}s, pulling {{L|lever}}s, and opening {{L|cage}}s. They are also able to pick locks and open forbidden {{L|door}}s. You should prevent having Gremlins and easily accessible {{L|Stupid dwarf trick#Self Destruct Lever|self destruct lever}}s in the very same fortress.&lt;br /&gt;
&lt;br /&gt;
When a gremlin is discovered, the game pauses and centers on it, with the message: &amp;quot;A gremlin! Drive it away!&amp;quot;. You will only receive one gremlin per embark. Once it's gone it's gone for good.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Humanoids}}&lt;/div&gt;</summary>
		<author><name>IT 000</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Giant_earthworm&amp;diff=152246</id>
		<title>v0.31:Giant earthworm</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Giant_earthworm&amp;diff=152246"/>
		<updated>2011-08-09T03:54:01Z</updated>

		<summary type="html">&lt;p&gt;IT 000: What slime?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|19:32, 11 October 2010 (UTC)}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|meat=40-41&lt;br /&gt;
|brain=5-6&lt;br /&gt;
|heart=2-3&lt;br /&gt;
|intestine=17-18&lt;br /&gt;
|fat=13&lt;br /&gt;
|wiki=no&lt;br /&gt;
|contrib=yes&lt;br /&gt;
|skin=hide&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
Gigantic is an understatement -- a worm corpse of merely average weight is around 1700 kilograms.  Giant earthworms are also far faster than one might guess an earthworm to be.  Their lack of sharp corners and edges makes them not especially dangerous. However because of their lack of body parts they can be difficult to kill by severing.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>IT 000</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Creature&amp;diff=152245</id>
		<title>v0.31:Creature</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Creature&amp;diff=152245"/>
		<updated>2011-08-09T03:25:24Z</updated>

		<summary type="html">&lt;p&gt;IT 000: Corrected gorrila tile color.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|20:18, 26 December 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In Dwarf Fortress, '''creatures''' are defined as any (for the sake of this article, non-{{L|vermin}}) beings you can interact with. They come in all shapes and sizes, and range from the civilized races like {{L|dwarf|Dwarves}} to evil monsters like {{L|giant cave spider|giant cave spiders}}. Various creatures will interact with your fortress in many different ways.&lt;br /&gt;
&lt;br /&gt;
See also: {{L|Animals}}&lt;br /&gt;
&lt;br /&gt;
==Reading the Table==&lt;br /&gt;
{{CreatureCurrent table head}}&lt;br /&gt;
|}&lt;br /&gt;
The above columns indicate, in order:&lt;br /&gt;
&lt;br /&gt;
'''Symbol:''' The symbol assigned to the creature, how you will see it without a graphic set.&lt;br /&gt;
&lt;br /&gt;
'''Name:''' The name of the creature as it shows up ingame.&lt;br /&gt;
&lt;br /&gt;
'''Hostile:''' If &amp;quot;Yes&amp;quot; then the creature will attack on sight, if &amp;quot;No&amp;quot; then the creature is either neutral or friendly. {{L|Undead}} creatures are always hostile.&lt;br /&gt;
&lt;br /&gt;
'''Food Source:''' If &amp;quot;Yes&amp;quot; then the creature can be butchered into edible substance that your dwarves will feed on.&lt;br /&gt;
&lt;br /&gt;
'''Adult Body Size:''' The average size of the creature when an adult. This can be anywhere from 500 for a {{L|rabbit}} to 25,000,000 for a {{L|dragon}}. More or less equals the creature's weight in grams. These sizes do not correspond to the sizes which trigger {{L|pressure plate}}s. Size is modified with height and broadness (ie. incredible skinny and short is below the average weight, while a fat and tall one is above it).&lt;br /&gt;
&lt;br /&gt;
'''Pet Value:''' This is the value the creature can be bought and sold for as a {{L|pet}} during {{L|trading}}.&lt;br /&gt;
&lt;br /&gt;
'''Biome:''' Where the creature can be found.&lt;br /&gt;
&lt;br /&gt;
'''Features:''' Any special features the creature possesses, these can include things such as {{L|cave blob|causing a syndrome}}, {{L|dragon|breathing fire}}, or {{L|giant cave spider|spinning webs}}.&lt;br /&gt;
&lt;br /&gt;
==Creatures==&lt;br /&gt;
===Civilized===&lt;br /&gt;
====Main Races====&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
EDITORS - PLEASE READ:&lt;br /&gt;
&lt;br /&gt;
WHEN ADDING CREATURES, PLEASE MAKE SURE THAT YOU:&lt;br /&gt;
 o SORT CREATURES ALPHABETICALLY&lt;br /&gt;
 o BE CONSISTENT WITH HOW THE OTHER CREATURE'S INFORMATION IS DISPLAYED&lt;br /&gt;
 o TRY TO AVOID INCLUDING PERIODS IN ANY PART OF THE TABLE&lt;br /&gt;
 o PLACE A CREATURE IN ~MULTIPLE~ CATEGORIES IF THEY FIT INTO THEM (with the exception of Hidden Fun Stuff)&lt;br /&gt;
 o KEEP &amp;quot;NOTES&amp;quot; SHORT, AND ONLY INCLUDE IF THEY'RE DISTINCTIVE&lt;br /&gt;
 o And use Preview to make sure you got it all right! ;)&lt;br /&gt;
&lt;br /&gt;
THANKS!&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
WORK IN PROGRESS PLEASE DON'T DELETE!!&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
{{CreatureCurrent table head}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Dwarf}}|symbol=☺|color=3:0:0|hostile=No|food=No|size=60,000|value=Not tameable|biome=Fortresses|note=Trading race}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Elf}}|symbol=e|color=3:0:0|hostile=Variable&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;|food=No|size=60,000|value=Not tameable|biome=Forest retreats|note=Trading race}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Goblin}}|symbol=g|color=7:0:0|hostile=Variable&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;|food=No|size=60,000|value=Not tameable|biome=Dark fortresses|note=Trading race, Snatchers&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Human}}|symbol=U|color=3:0:0|hostile=Variable&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;|food=No|size=70,000|value=Not tameable|biome=Towns and cities|note=Trading race}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Kobold}}|symbol=k|color=6:0:0|hostile=Variable&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;|food=No|size=20,000|value=Not tameable|biome=Caves|note=Skulking race}}&lt;br /&gt;
|}&lt;br /&gt;
:&amp;lt;small&amp;gt;1. Whether or not you are hostile with select civilized races is randomized for every game world.&amp;lt;/small&amp;gt;&lt;br /&gt;
:&amp;lt;small&amp;gt;2. Snatchers try to snatch children of other civilizations. Snatched individuals become part of the Snatcher's civ.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Animalman Races====&lt;br /&gt;
'''Note: These creatures can form crude civilizations underground but will not trade with you. They wield some weapons and can join adventurers.'''&lt;br /&gt;
{{CreatureCurrent table head}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Amphibian man}}|symbol=a|color=6:0:0|hostile=Variable&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;|food=Yes|size=20,000|value=Not tameable|biome=Underground|note=Amphibious}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Antman}}|symbol=a|color=0:0:1|hostile=Variable&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;|food=Yes|size=Variable&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;|value=Not tameable|biome=Underground|note=Four castes}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Bat man}}|symbol=b|color=0:0:1|hostile=Variable&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;|food=Yes|size=70,000|value=Not tameable|biome=Underground|note=Can fly}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Cave fish man}}|symbol=f|color=7:0:1|hostile=Variable&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;|food=Yes|size=70,000|value=Not tameable|biome=Underground|note=Amphibious}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Cave swallow man}}|symbol=s|color=0:0:1|hostile=Variable&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;|food=Yes|size=70,000|value=Not tameable|biome=Underground|note=Can fly}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Olm man}}|symbol=o|color=7:0:1|hostile=Variable&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;|food=Yes|size=70,000|value=Not tameable|biome=Underground|note=Amphibious}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Reptile man}}|symbol=r|color=2:0:0|hostile=Variable&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;|food=Yes|size=50,000|value=Not tameable|biome=Underground|note=Amphibious}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Rodent man}}|symbol=r|color=0:0:1|hostile=Variable&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;|food=Yes|size=40,000|value=Not tameable|biome=Underground|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Serpent man}}|symbol=s|color=7:0:1|hostile=Variable&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;|food=Yes|size=50,000|value=Not tameable|biome=Underground|note=Amphibious; Causes {{L|Syndrome}}}}&lt;br /&gt;
|}&lt;br /&gt;
:&amp;lt;small&amp;gt;1. Whether a animalman civilization treats you as hostile or not seems random, though this has not been tested.&amp;lt;/small&amp;gt;{{verify}}&lt;br /&gt;
:&amp;lt;small&amp;gt;2. Antmen body sizes depend on their caste.&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;!--I am not sure about hostility. A antmen colony I found was hostile but I heard some others are not hostile. Maybe its random? Needs testing. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Domestic Animals====&amp;lt;!--&lt;br /&gt;
EDITORS - PLEASE READ NOTES AT TOP OF PAGE, thanks!--&amp;gt;&lt;br /&gt;
{{CreatureCurrent table head}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Alpaca}}|symbol=a|color=7:0:1|food=Yes|hostile=No|size=70,000|value=200|biome=N/A|note=Domestic, milkable and can be sheared}}&lt;br /&gt;
{{CreatureCurrent table row|name=&lt;br /&gt;
{{L|Blue peafowl}}|symbol=p|color=1:0:1|food=Yes|hostile=No|size=4,000|value=10|biome=Tropical broadleaf forest|note=Domestic, lay eggs}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Cat}}|symbol=c|color=0:0:1|food=Yes|hostile=No|size=5,000|value=20|biome=N/A|note=Domestic}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Cavy}}|symbol=c|color=7:0:0|food=No|hostile=No|size=800|value=3|biome=Tropical savanna, grassland, and shrubland|note=Domestic}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Chicken}}|symbol=c|color=6:0:0|food=Yes|hostile=No|size=3,000|value=10|biome=N/A|note=Domestic, lay eggs}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Cow}}|symbol=C|color=6:0:0|food=Yes|hostile=No|size=600,000|value=300|biome=N/A|note=Domestic and milkable}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Dog}}|symbol=d|color=6:0:0|food=Yes|hostile=No|size=30,000|value=30|biome=N/A|note=Domestic and trainable}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Duck}}|symbol=d|color=2:0:0|food=No|hostile=No|size=1,000|value=10|biome=Any lakes and any wetland|note=Domestic, lay eggs}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Donkey}}|symbol=D|color=6:0:0|food=Yes|hostile=No|size=300,000|value=200|biome=N/A|note=Domestic and milkable}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Goat}}|symbol=g|color=6:0:0|food=Yes|hostile=No|size=50,000|value=50|biome=N/A|note=Domestic and milkable}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Goose}}|symbol=g|color=7:0:1|food=Yes|hostile=No|size=4,500|value=10|biome=Temperate lakes and temperate marshes|note=Domestic, lay eggs}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Guineafowl}}|symbol=g|color=0:0:1|food=No|hostile=No|size=1,500|value=10|biome=N/A|note=Domestic, lay eggs}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Horse}}|symbol=H|color=7:0:0|food=Yes|hostile=No|size=500,000|value=200|biome=N/A|note=Domestic and milkable}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Llama}}|symbol=L|color=7:0:1|food=Yes|hostile=No|size=180,000|value=200|biome=N/A|note=Domestic, milkable and can be sheared}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Mule}}|symbol=M|color=6:0:0|food=Yes|hostile=No|size=400,000|value=200|biome=N/A|note=Domestic}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|One-humped camel}}|symbol=C|color=6:0:0|food=Yes|hostile=No|size=500,000|value=500|biome=Any desert|note=Domestic, milkable}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Pig}}|symbol=p|color=5:0:1|food=Yes|hostile=No|size=60,000|value=100|biome=N/A|note=Domestic and milkable}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Rabbit}}|symbol=r|color=6:0:0|food=No|hostile=No|size=500|value=3|biome=Temperate savanna, grassland, and shrubland|note=Domestic}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Reindeer}}|symbol=R|color=6:0:0|food=Yes|hostile=No|size=130,000|value=200|biome=Tundra and taiga|note=Domestic and milkable}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Sheep}}|symbol=s|color=7:0:1|food=Yes|hostile=No|size=50,000|value=100|biome=N/A|note=Domestic, milkable and can be sheared}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Turkey}}|symbol=t|color=4:0:1|food=Yes|hostile=No|size=5,000|value=10|biome=Temperate forest, swamp and shrubland|note=Domestic, lay eggs}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Two-humped camel}}|symbol=C|color=6:0:0|food=Yes|hostile=No|size=500,000|value=500|biome=Any desert|note=Domestic, milkable}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Wagon}}|symbol=W|color=6:0:0|food=No|hostile=No|size=12,000|value=Not tameable|biome=|note=A special &amp;quot;creature&amp;quot; - see {{L|wagon|article}}}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Water buffalo}}|symbol=W|color=0:0:1|food=Yes|hostile=No|size=1,000,000|value=200|biome=Tropical wetland|note=Domestic, milkable}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Yak}}|symbol=Y|color=6:0:0|food=Yes|hostile=No|size=700,000|value=200|biome=Mountains|note=Domestic, milkable}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Special===&lt;br /&gt;
====Megabeasts====&lt;br /&gt;
&amp;lt;!--EDITORS - PLEASE READ NOTES AT TOP OF PAGE, thanks!--&amp;gt;&lt;br /&gt;
{{CreatureCurrent table head}}&lt;br /&gt;
{{CreatureCurrent table row|name=&lt;br /&gt;
{{L|Bronze colossus}}|symbol=C|color=6:0:0|food=No|hostile=Yes|size=20,000,000|value=Not tameable|biome=All land|note=Made of bronze, fairly hard to kill}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Dragon}}|symbol=D|color=2:0:0|food=Yes|hostile=Yes|size=25,000,000|value=10000|biome=All land|note=Breathes fire, trainable}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Hydra}}|symbol=H|color=4:0:1|food=Yes|hostile=Yes|size=8,000,000|value=10000|biome=All land|note=Has seven heads}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Roc}}|symbol=R|color=7:0:1|food=Yes|hostile=Yes|size=20,000,000|value=10000|biome=All land|note=Can fly, trainable}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Semi-Megabeasts====&lt;br /&gt;
&amp;lt;!--EDITORS - PLEASE READ NOTES AT TOP OF PAGE, thanks!--&amp;gt;&lt;br /&gt;
{{CreatureCurrent table head}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Cyclops}}|symbol=C|color=4:0:1|food=Yes|hostile=Yes|size=8,000,000|value=Not tameable|biome=All land|note=One eyed}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Ettin}}|symbol=E|color=6:0:1|food=Yes|hostile=Yes|size=8,000,000|value=Not tameable|biome=All land|note=Has two heads}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Giant}}|symbol=G|color=3:0:0|food=Yes|hostile=Yes|size=9,000,000|value=Not tameable|biome=All land|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Minotaur}}|symbol=M|color=6:0:0|food=Yes|hostile=Yes|size=220,000|value=Not tameable|biome=All land|note=}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Nonexistent====&lt;br /&gt;
&amp;lt;!--EDITORS - PLEASE READ NOTES AT TOP OF PAGE, IT'S VERY IMPORTANT FOR THIS CATEGORY, thanks!--&amp;gt;&lt;br /&gt;
{{CreatureCurrent table head}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Centaur}}|symbol=C|color=6:0:0|food=No|size=N/A|value=N/A|hostile=N/A|biome=Nowhere|note=Only found in engravings}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Chimera}}|symbol=C|color=2:0:1|food=No|size=N/A|value=N/A|hostile=N/A|biome=Nowhere|note=Only found in engravings}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Griffon}}|symbol=G|color=7:0:1|food=No|size=N/A|value=N/A|hostile=N/A|biome=Nowhere|note=Only found in engravings}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Above Ground===&lt;br /&gt;
====Mountain====&lt;br /&gt;
&amp;lt;!--EDITORS - PLEASE READ NOTES AT TOP OF PAGE, thanks!--&amp;gt;&lt;br /&gt;
{{CreatureCurrent table head}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Dark gnome}}|symbol=g|color=3:0:0|food=No|hostile=Yes|size=15,000|value=Not tameable|biome=Evil mountains|note=Steals booze}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Giant eagle}}|symbol=E|color=6:0:0|food=Yes|hostile=Yes|size=100,000|value=700|biome=Savage mountains|note=Trainable}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Hoary marmot}}|symbol=m|color=7:0:0|food=Yes|hostile=No|size=10,000|value=50|biome=Mountains|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Mountain gnome}}|symbol=g|color=0:0:1|food=No|hostile=No|size=15,000|value=Not tameable|biome=Good mountains|note=Steals booze}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Mountain goat}}|symbol=g|color=7:0:1|food=Yes|hostile=No|size=50,000|value=50|biome=Mountains|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Yak}}|symbol=Y|color=6:0:0|food=Yes|hostile=No|size=700,000|value=200|biome=Mountains|note=Domestic, milkable}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Yeti}}|symbol=Y|color=7:0:1|food=Yes|hostile=Yes|size=300,000|value=Not tameable|biome=Mountains, glaciers, and tundra|note=}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Tundra====&lt;br /&gt;
&amp;lt;!--EDITORS - PLEASE READ NOTES AT TOP OF PAGE, thanks!--&amp;gt;&lt;br /&gt;
{{CreatureCurrent table head}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Blizzard man}}|symbol=M|color=3:0:1|food=No|hostile=Yes|size=300,000|value=Not tameable|biome=Tundra and glaciers|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Elk}}|symbol=E|color=6:0:0|food=Yes|hostile=No|size=300,000|value=100|biome=Tundra and temperate grassland|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Ice wolf}}|symbol=w|color=7:0:1|food=Yes|hostile=Yes|size=50,000|value=50|biome=Evil tundra and glaciers|note=Pack animal}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Muskox}}|symbol=M|color=7:0:0|food=Yes|hostile=No|size=285,000|value=300|biome=Tundra and grassland|note=Pulls wagons}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Polar bear}}|symbol=B|color=7:0:1|food=Yes|hostile=Yes|size=400,000|value=100|biome=Tundra and glaciers|note=Steals booze, trainable}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Reindeer}}|symbol=R|color=6:0:0|food=Yes|hostile=No|size=130,000|value=200|biome=Tundra and taiga|note=Domestic and milkable}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Werewolf}}|symbol=W|color=0:0:1|food=Yes|hostile=Yes|size=120,000|value=50 or 1000|biome=Evil tundra, grassland, taiga, and some evil forest|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Wolf}}|symbol=w|color=7:0:0|food=Yes|hostile=Yes|size=40,000|value=50|biome=Tundra, taiga, and temperate forest/shrubland|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Yeti}}|symbol=Y|color=7:0:1|food=Yes|hostile=Yes|size=300,000|value=Not tameable|biome=Mountains, glaciers, and tundra|note=}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Glacier====&lt;br /&gt;
&amp;lt;!--EDITORS - PLEASE READ NOTES AT TOP OF PAGE, thanks!--&amp;gt;&lt;br /&gt;
{{CreatureCurrent table head}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Blizzard man}}|symbol=M|color=3:0:1|food=No|hostile=Yes|size=300,000|value=Not tameable|biome=Evil tundra and glaciers|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Ice wolf}}|symbol=w|color=7:0:1|food=Yes|hostile=Yes|size=50,000|value=50|biome=Evil tundra and glaciers|note=Pack animal}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Polar bear}}|symbol=B|color=7:0:1|food=Yes|hostile=Yes|size=400,000|value=100|biome=Tundra and glaciers|note=Steals booze, trainable}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Yeti}}|symbol=Y|color=7:0:1|food=Yes|hostile=Yes|size=300,000|value=Not tameable|biome=Mountains, glaciers, and tundra|note=}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Desert====&lt;br /&gt;
&amp;lt;!--EDITORS - PLEASE READ NOTES AT TOP OF PAGE, thanks!--&amp;gt;&lt;br /&gt;
{{CreatureCurrent table head}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Buzzard}}|symbol=b|color=0:0:1|food=Yes|hostile=Yes|size=1,400|value=30|biome=All desert and temperate grassland, savanna, and marsh|note=Steals food}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Giant desert scorpion}}|symbol=S|color=6:0:0|food=Yes|hostile=Yes|size=200,000|value=2500|biome=Savage desert|note=No pain, no stun, no emotion; deadly {{L|Syndrome}}}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Giant jaguar}}|symbol=J|color=6:0:1|food=Yes|hostile=Yes|size=150,000|value=100|biome=Savage tropical areas, any desert|note=Trainable}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Giant leopard}}|symbol=L|color=6:0:1|food=Yes|hostile=Yes|size=100,000|value=100|biome=Savage tropical areas, any desert|note=Trainable}}&lt;br /&gt;
{{CreatureCurrent table row|name=&lt;br /&gt;
{{L|Honey badger}}|symbol=b|color=7:0:1|food=Yes|hostile=Yes|size=9,000|value=25|biome=Any tropical land and any desert|note=Prone to rage}}&lt;br /&gt;
{{CreatureCurrent table row|name=&lt;br /&gt;
{{L|Jaguar}}|symbol=J|color=6:0:1|food=Yes|hostile=Yes|size=75,000|value=100|biome=Any tropical land and any desert|note=Trainable}}&lt;br /&gt;
{{CreatureCurrent table row|name=&lt;br /&gt;
{{L|Leopard}}|symbol=L|color=6:0:1|food=Yes|hostile=Yes|size=50,000|value=100|biome=Any tropical land and any desert|note=Trainable}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Nightwing}}|symbol=N|color=0:0:1|food=Yes|hostile=Yes|size=120,000|value=50|biome=Evil desert|note=Can fly}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|One-humped camel}}|symbol=C|color=6:0:0|food=Yes|hostile=No|size=500,000|value=500|biome=All desert|note=Domestic, milkable}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Two-humped camel}}|symbol=C|color=6:0:0|food=Yes|hostile=No|size=500,000|value=500|biome=All desert|note=Domestic, milkable}}&lt;br /&gt;
{{CreatureCurrent table row|name=&lt;br /&gt;
{{L|Vulture}}|symbol=v|color=4:0:0|food=Yes|hostile=No|size=9,000|value=30|biome=Any desert and tropical grassland and savanna|note=Steals food}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Plains====&lt;br /&gt;
&lt;br /&gt;
=====''Temperate Savanna''=====&lt;br /&gt;
&amp;lt;!--EDITORS - PLEASE READ NOTES AT TOP OF PAGE, thanks!--&amp;gt;&lt;br /&gt;
{{CreatureCurrent table head}}&lt;br /&gt;
{{CreatureCurrent table row|name=&lt;br /&gt;
{{L|Badger}}|symbol=b|color=7:0:0|food=Yes|hostile=Yes|size=15,000|value=25|biome=Taiga and any temperate savanna, grassland, shrubland and forest|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Buzzard}}|symbol=b|color=0:0:1|food=Yes|hostile=Yes|size=1,400|value=30|biome=All desert and temperate grassland, savanna, and marsh|note=Steals food}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Groundhog}}|symbol=g|color=6:0:0|hostile=No|food=Yes|size=3,000|value=50|biome=Temperate savanna, grassland, and shrubland|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=&lt;br /&gt;
{{L|Harpy}}|symbol=h|color=6:0:0|food=No|hostile=Yes|size=60,000|value=Not tameable|biome=Evil savanna, grassland, shrubland and marshes|note=All harpies are females}}&lt;br /&gt;
{{CreatureCurrent table row|name=&lt;br /&gt;
{{L|Ogre}}|symbol=O|color=7:0:0|food=No|hostile=Yes|size=6,000,000|value=Not tameable|biome=Evil savanna, grassland, and shrubland|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=&lt;br /&gt;
{{L|Rhesus macaque}}|symbol=m|color=7:0:0|food=Yes|hostile=No|size=5,000|value=50|biome=Temperate savanna, grassland, and shrubland|note=Steals items and food}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====''Tropical Savanna''=====&lt;br /&gt;
&amp;lt;!--EDITORS - PLEASE READ NOTES AT TOP OF PAGE, thanks!--&amp;gt;&lt;br /&gt;
{{CreatureCurrent table head}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Cavy}}|symbol=c|color=7:0:0|food=No|hostile=No|size=800|value=3|biome=Tropical savanna, grassland, and shrubland|note=Domestic}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Cheetah}}|symbol=c|color=6:0:1|hostile=Yes|food=Yes|size=50,000|value=200|biome=Tropical savanna, grassland, and shrubland|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Gazelle}}|symbol=g|color=6:0:0|hostile=No|food=Yes|size=20,000|value=50|biome=Tropical savanna and grassland|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Giant cheetah}}|symbol=C|color=6:0:1|food=Yes|hostile=Yes|size=100,000|value=200|biome=Tropical savanna, grassland, and shrubland|note=Trainable}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Giant jaguar}}|symbol=J|color=6:0:1|food=Yes|hostile=Yes|size=150,000|value=100|biome=Savage tropical areas, any desert|note=Trainable}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Giant leopard}}|symbol=L|color=6:0:1|food=Yes|hostile=Yes|size=100,000|value=100|biome=Savage tropical areas, any desert|note=Trainable}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Giant lion}}|symbol=L|color=6:0:1|food=Yes|hostile=Yes|size=400,000|value=200|biome=Some land|note=Trainable}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Giraffe}}|symbol=G|color=6:0:0|food=Yes|hostile=No|size=1,000,000|value=500|biome=Tropical savanna and shrubland|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=&lt;br /&gt;
{{L|Harpy}}|symbol=h|color=6:0:0|food=No|hostile=Yes|size=60,000|value=Not tameable|biome=Evil savanna, grassland, shrubland and marshes|note=All harpies are females}}&lt;br /&gt;
{{CreatureCurrent table row|name=&lt;br /&gt;
{{L|Honey badger}}|symbol=b|color=7:0:1|food=Yes|hostile=Yes|size=9,000|value=25|biome=Any tropical land and any desert|note=Prone to rage}}&lt;br /&gt;
{{CreatureCurrent table row|name=&lt;br /&gt;
{{L|Jaguar}}|symbol=J|color=6:0:1|food=Yes|hostile=Yes|size=75,000|value=100|biome=Any tropical land and any desert|note=Trainable}}&lt;br /&gt;
{{CreatureCurrent table row|name=&lt;br /&gt;
{{L|Leopard}}|symbol=L|color=6:0:1|food=Yes|hostile=Yes|size=50,000|value=100|biome=Any tropical land and any desert|note=Trainable}}&lt;br /&gt;
{{CreatureCurrent table row|name=&lt;br /&gt;
{{L|Lion}}|symbol=L|color=6:0:1|food=Yes|hostile=Yes|size=200,000|value=200|biome=Tropical savanna, grassland, and shrubland|note=Trainable}}&lt;br /&gt;
{{CreatureCurrent table row|name=&lt;br /&gt;
{{L|Ogre}}|symbol=O|color=7:0:0|food=No|hostile=Yes|size=6,000,000|value=Not tameable|biome=Evil savanna, grassland, and shrubland|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Rhinoceros}}|symbol=R|color=7:0:0|food=Yes|hostile=No|size=3,000,000|value=500|biome=Tropical savanna, grassland and shrubland|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=&lt;br /&gt;
{{L|Vulture}}|symbol=v|color=4:0:0|food=Yes|hostile=No|size=9,000|value=30|biome=Any desert and tropical grassland and savanna|note=Steals food}}&lt;br /&gt;
{{CreatureCurrent table row|name=&lt;br /&gt;
{{L|Warthog}}|symbol=w|color=6:0:0|food=Yes|hostile=No|size=100,000|value=100|biome=Tropical savanna, grassland and shrubland|note=}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====''Temperate Grassland''=====&lt;br /&gt;
&amp;lt;!--EDITORS - PLEASE READ NOTES AT TOP OF PAGE, thanks!--&amp;gt;&lt;br /&gt;
{{CreatureCurrent table head}}&lt;br /&gt;
{{CreatureCurrent table row|name=&lt;br /&gt;
{{L|Badger}}|symbol=b|color=7:0:0|food=Yes|hostile=Yes|size=15,000|value=25|biome=Taiga and any temperate savanna, grassland, shrubland and forest|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Buzzard}}|symbol=b|color=0:0:1|food=Yes|hostile=Yes|size=1,400|value=30|biome=All desert and temperate grassland, savanna, and marsh|note=Steals food}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Elk}}|symbol=E|color=6:0:0|food=Yes|hostile=No|size=300,000|value=100|biome=Tundra and temperate grassland|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Groundhog}}|symbol=g|color=6:0:0|hostile=No|food=Yes|size=3,000|value=50|biome=Temperate savanna, grassland, and shrubland|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=&lt;br /&gt;
{{L|Harpy}}|symbol=h|color=6:0:0|food=No|hostile=Yes|size=60,000|value=Not tameable|biome=Evil savanna, grassland, shrubland and marshes|note=All harpies are females}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Muskox}}|symbol=M|color=7:0:0|food=Yes|hostile=No|size=285,000|value=300|biome=Tundra and grassland|note=Pulls wagons}}&lt;br /&gt;
{{CreatureCurrent table row|name=&lt;br /&gt;
{{L|Ogre}}|symbol=O|color=7:0:0|food=No|hostile=Yes|size=6,000,000|value=Not tameable|biome=Evil savanna, grassland, and shrubland|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=&lt;br /&gt;
{{L|Rhesus macaque}}|symbol=m|color=7:0:0|food=Yes|hostile=No|size=5,000|value=50|biome=Temperate savanna, grassland, and shrubland|note=Steals items and food}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Werewolf}}|symbol=W|color=0:0:1|food=Yes|hostile=Yes|size=120,000|value=50 or 1000|biome=Evil tundra, grassland, taiga, and some evil forest|note=}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====''Tropical Grassland''=====&lt;br /&gt;
&amp;lt;!--EDITORS - PLEASE READ NOTES AT TOP OF PAGE, thanks!--&amp;gt;&lt;br /&gt;
{{CreatureCurrent table head}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Cavy}}|symbol=c|color=7:0:0|food=No|hostile=No|size=800|value=3|biome=Tropical savanna, grassland, and shrubland|note=Domestic}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Cheetah}}|symbol=c|color=6:0:1|hostile=Yes|food=Yes|size=50,000|value=200|biome=Tropical savanna, grassland, and shrubland|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Gazelle}}|symbol=g|color=6:0:0|hostile=No|food=Yes|size=20,000|value=50|biome=Tropical savanna and grassland|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Giant cheetah}}|symbol=C|color=6:0:1|food=Yes|hostile=Yes|size=100,000|value=200|biome=Tropical savanna, grassland, and shrubland|note=Trainable}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Giant jaguar}}|symbol=J|color=6:0:1|food=Yes|hostile=Yes|size=150,000|value=100|biome=Savage tropical areas, any desert|note=Trainable}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Giant leopard}}|symbol=L|color=6:0:1|food=Yes|hostile=Yes|size=100,000|value=100|biome=Savage tropical areas, any desert|note=Trainable}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Giant lion}}|symbol=L|color=6:0:1|food=Yes|hostile=Yes|size=400,000|value=200|biome=Some land|note=Trainable}}&lt;br /&gt;
{{CreatureCurrent table row|name=&lt;br /&gt;
{{L|Harpy}}|symbol=h|color=6:0:0|food=No|hostile=Yes|size=60,000|value=Not tameable|biome=Evil savanna, grassland, shrubland and marshes|note=All harpies are females}}&lt;br /&gt;
{{CreatureCurrent table row|name=&lt;br /&gt;
{{L|Honey badger}}|symbol=b|color=7:0:1|food=Yes|hostile=Yes|size=9,000|value=25|biome=Any tropical land and any desert|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=&lt;br /&gt;
{{L|Jaguar}}|symbol=J|color=6:0:1|food=Yes|hostile=Yes|size=75,000|value=100|biome=Any tropical land and any desert|note=Trainable}}&lt;br /&gt;
{{CreatureCurrent table row|name=&lt;br /&gt;
{{L|Leopard}}|symbol=L|color=6:0:1|food=Yes|hostile=Yes|size=50,000|value=100|biome=Any tropical land and any desert|note=Trainable}}&lt;br /&gt;
{{CreatureCurrent table row|name=&lt;br /&gt;
{{L|Lion}}|symbol=L|color=6:0:1|food=Yes|hostile=Yes|size=200,000|value=200|biome=Tropical savanna, grassland, and shrubland|note=Trainable}}&lt;br /&gt;
{{CreatureCurrent table row|name=&lt;br /&gt;
{{L|Ogre}}|symbol=O|color=7:0:0|food=No|hostile=Yes|size=6,000,000|value=Not tameable|biome=Evil savanna, grassland, and shrubland|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Rhinoceros}}|symbol=R|color=7:0:0|food=Yes|hostile=No|size=3,000,000|value=500|biome=Tropical savanna, grassland and shrubland|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=&lt;br /&gt;
{{L|Vulture}}|symbol=v|color=4:0:0|food=Yes|hostile=No|size=9,000|value=30|biome=Any desert and tropical grassland and savanna|note=Steals food}}&lt;br /&gt;
{{CreatureCurrent table row|name=&lt;br /&gt;
{{L|Warthog}}|symbol=w|color=6:0:0|food=Yes|hostile=No|size=100,000|value=100|biome=Tropical savanna, grassland and shrubland|note=}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====''Temperate Shrubland''=====&lt;br /&gt;
&amp;lt;!--EDITORS - PLEASE READ NOTES AT TOP OF PAGE, thanks!--&amp;gt;&lt;br /&gt;
{{CreatureCurrent table head}}&lt;br /&gt;
{{CreatureCurrent table row|name=&lt;br /&gt;
{{L|Badger}}|symbol=b|color=7:0:0|food=Yes|hostile=Yes|size=15,000|value=25|biome=Taiga and any temperate savanna, grassland, shrubland and forest|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Cougar}}|symbol=C|color=6:0:1|hostile=Yes|food=Yes|size=60,000|value=100|biome=Any forest and shrubland|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Groundhog}}|symbol=g|color=6:0:0|hostile=No|food=Yes|size=3,000|value=50|biome=Temperate savanna, grassland, and shrubland|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=&lt;br /&gt;
{{L|Harpy}}|symbol=h|color=6:0:0|food=No|hostile=Yes|size=60,000|value=Not tameable|biome=Evil savanna, grassland, shrubland and marshes|note=All harpies are females}}&lt;br /&gt;
{{CreatureCurrent table row|name=&lt;br /&gt;
{{L|Ogre}}|symbol=O|color=7:0:0|food=No|hostile=Yes|size=6,000,000|value=Not tameable|biome=Evil savanna, grassland, and shrubland|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=&lt;br /&gt;
{{L|Rhesus macaque}}|symbol=m|color=7:0:0|food=Yes|hostile=No|size=5,000|value=50|biome=Temperate savanna, grassland, and shrubland|note=Steals items and food}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Turkey}}|symbol=t|color=4:0:1|food=Yes|hostile=No|size=5,000|value=10|biome=Temperate forest, swamp and shrubland|note=Domestic, lay eggs}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Unicorn}}|symbol=U|color=7:0:1|food=Yes|hostile=No|size=600,000|value=1000|biome=Good taiga, forest, and shrubland|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Wolf}}|symbol=w|color=7:0:0|food=Yes|hostile=Yes|size=40,000|value=50|biome=Tundra, taiga, and temperate forest/shrubland|note=}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====''Tropical Shrubland''=====&lt;br /&gt;
&amp;lt;!--EDITORS - PLEASE READ NOTES AT TOP OF PAGE, thanks!--&amp;gt;&lt;br /&gt;
{{CreatureCurrent table head}}&lt;br /&gt;
{{CreatureCurrent table row|name=&lt;br /&gt;
{{L|Bonobo}}|symbol=b|color=0:0:1|food=Yes|hostile=No|size=50,000|value=500|biome=Tropical broadleaf forest and shrubland|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Cavy}}|symbol=c|color=7:0:0|food=No|hostile=No|size=800|value=3|biome=Tropical savanna, grassland, and shrubland|note=Domestic}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Cheetah}}|symbol=c|color=6:0:1|hostile=Yes|food=Yes|size=50,000|value=200|biome=Tropical savanna, grassland, and shrubland|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Chimpanzee}}|symbol=c|color=0:0:1|hostile=No|food=Yes|size=50,000|value=500|biome=Tropical broadleaf forest and shrubland|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Cougar}}|symbol=C|color=6:0:1|hostile=Yes|food=Yes|size=60,000|value=100|biome=Any forest and shrubland|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Elephant}}|symbol=E|color=7:0:0|food=Yes|hostile=No|size=5,000,000|value=500|biome=Tropical forest and shrubland|note=Trainable}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Giant cheetah}}|symbol=C|color=6:0:1|food=Yes|hostile=Yes|size=100,000|value=200|biome=Tropical savanna, grassland, and shrubland|note=Trainable}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Giant jaguar}}|symbol=J|color=6:0:1|food=Yes|hostile=Yes|size=150,000|value=100|biome=Savage tropical areas, any desert|note=Trainable}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Giant leopard}}|symbol=L|color=6:0:1|food=Yes|hostile=Yes|size=100,000|value=100|biome=Savage tropical areas, any desert|note=Trainable}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Giant lion}}|symbol=L|color=6:0:1|food=Yes|hostile=Yes|size=400,000|value=200|biome=Some land|note=Trainable}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Giant tiger}}|symbol=T|color=6:0:1|food=Yes|hostile=Yes|size=450,000|value=200|biome=Some savage tropical areas|note=Trainable}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Giraffe}}|symbol=G|color=6:0:0|food=Yes|hostile=No|size=1,000,000|value=500|biome=Tropical savanna and shrubland|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=&lt;br /&gt;
{{L|Harpy}}|symbol=h|color=6:0:0|food=No|hostile=Yes|size=60,000|value=Not tameable|biome=Evil savanna, grassland, shrubland and marshes|note=All harpies are females}}&lt;br /&gt;
{{CreatureCurrent table row|name=&lt;br /&gt;
{{L|Honey badger}}|symbol=b|color=7:0:1|food=Yes|hostile=Yes|size=9,000|value=25|biome=Any tropical land and any desert|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=&lt;br /&gt;
{{L|Jaguar}}|symbol=J|color=6:0:1|food=Yes|hostile=Yes|size=75,000|value=100|biome=Any tropical land and any desert|note=Trainable}}&lt;br /&gt;
{{CreatureCurrent table row|name=&lt;br /&gt;
{{L|Leopard}}|symbol=L|color=6:0:1|food=Yes|hostile=Yes|size=50,000|value=100|biome=Any tropical land and any desert|note=Trainable}}&lt;br /&gt;
{{CreatureCurrent table row|name=&lt;br /&gt;
{{L|Lion}}|symbol=L|color=6:0:1|food=Yes|hostile=Yes|size=200,000|value=200|biome=Tropical savanna, grassland, and shrubland|note=Trainable}}&lt;br /&gt;
{{CreatureCurrent table row|name=&lt;br /&gt;
{{L|Ogre}}|symbol=O|color=7:0:0|food=No|hostile=Yes|size=6,000,000|value=Not tameable|biome=Evil savanna, grassland, and shrubland|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Rhinoceros}}|symbol=R|color=7:0:0|food=Yes|hostile=No|size=3,000,000|value=500|biome=Tropical savanna, grassland and shrubland|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=&lt;br /&gt;
{{L|Tiger}}|symbol=T|color=6:0:1|food=Yes|hostile=Yes|size=225,000|value=200|biome=Most tropical areas|note=Trainable}}&lt;br /&gt;
{{CreatureCurrent table row|name=&lt;br /&gt;
{{L|Tigerman}}|symbol=T|color=6:0:1|food=No|hostile=Yes|size=120,000|value=200|biome=Savage tropical areas|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Unicorn}}|symbol=U|color=7:0:1|food=Yes|hostile=No|size=600,000|value=1000|biome=Good taiga, forest, and shrubland|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=&lt;br /&gt;
{{L|Warthog}}|symbol=w|color=6:0:0|food=Yes|hostile=No|size=100,000|value=100|biome=Tropical savanna, grassland and shrubland|note=}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Wetland====&lt;br /&gt;
&lt;br /&gt;
=====''Temperate Marsh''=====&lt;br /&gt;
&amp;lt;!--EDITORS - PLEASE READ NOTES AT TOP OF PAGE, thanks!--&amp;gt;&lt;br /&gt;
{{CreatureCurrent table head}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Alligator}}|symbol=A|color=2:0:0|hostile=Yes|food=Yes|size=400,000|value=650|biome=Freshwater swamps, marshes and rivers|note=Amphibious}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Beak dog}}|symbol=B|color=4:0:0|food=Yes|hostile=Yes|size=150,000|value=50|biome=Evil marshes|note=Can be mounted by goblins}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Buzzard}}|symbol=b|color=0:0:1|food=Yes|hostile=Yes{{verify}}|size=1,400|value=30|biome=All desert and temperate grassland, savanna, and marsh|note=Steals food}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Capybara}}|symbol=c|color=6:0:0|food=Yes|hostile=No|size=45,000|value=100|biome=Any wetland|note=Makes sounds in Adventure mode}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Duck}}|symbol=d|color=2:0:0|food=No|hostile=No|size=1,000|value=10|biome=Any lakes and any wetland|note=Domestic, lay eggs}}&lt;br /&gt;
{{CreatureCurrent table row|name=&lt;br /&gt;
{{L|Giant capybara}}|symbol=C|color=6:0:0|food=Yes|hostile=No|size=450,000|value=500|biome=Any wetland|note=Makes sounds in Adventure mode}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Goose}}|symbol=g|color=7:0:1|food=Yes|hostile=No|size=4,500|value=10|biome=Temperate lakes and temperate marshes|note=Domestic, lay eggs}}&lt;br /&gt;
{{CreatureCurrent table row|name=&lt;br /&gt;
{{L|Harpy}}|symbol=h|color=6:0:0|food=No|hostile=Yes|size=60,000|value=Not tameable|biome=Evil savanna, grassland, shrubland and marshes|note=All harpies are females}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Slugman}}|symbol=s|color=6:0:0|hostile=No|food=No|size=50,000|value=Not tameable|biome=Any wetland and moist tropical broadleaf forest|note=No bones}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Snailman}}|symbol=s|color=7:0:0|hostile=No|food=No|size=50,000|value=Not tameable|biome=Any wetland and moist tropical broadleaf forest |note=No bones}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====''Tropical Marsh''=====&lt;br /&gt;
&amp;lt;!--EDITORS - PLEASE READ NOTES AT TOP OF PAGE, thanks!--&amp;gt;&lt;br /&gt;
{{CreatureCurrent table head}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Beak dog}}|symbol=B|color=4:0:0|food=Yes|hostile=Yes|size=150,000|value=50|biome=Evil marshes|note=Can be mounted by goblins}}&lt;br /&gt;
{{CreatureCurrent table row|name=&lt;br /&gt;
{{L|Capybara}}|symbol=c|color=6:0:0|food=Yes|hostile=No|size=45,000|value=100|biome=Any wetland|note=Makes sounds in Adventure mode}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Duck}}|symbol=d|color=2:0:0|food=No|hostile=No|size=1,000|value=10|biome=Any lakes and any wetland|note=Domestic, lay eggs}}&lt;br /&gt;
{{CreatureCurrent table row|name=&lt;br /&gt;
{{L|Giant capybara}}|symbol=C|color=6:0:0|food=Yes|hostile=No|size=450,000|value=500|biome=Any wetland|note=Makes sounds in Adventure mode}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Giant jaguar}}|symbol=J|color=6:0:1|food=Yes|hostile=Yes|size=150,000|value=100|biome=Savage tropical areas, any desert|note=Trainable}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Giant leopard}}|symbol=L|color=6:0:1|food=Yes|hostile=Yes|size=100,000|value=100|biome=Savage tropical areas, any desert|note=Trainable}}&lt;br /&gt;
{{CreatureCurrent table row|name=&lt;br /&gt;
{{L|Harpy}}|symbol=h|color=6:0:0|food=No|hostile=Yes|size=60,000|value=Not tameable|biome=Evil savanna, grassland, shrubland and marshes|note=All harpies are females}}&lt;br /&gt;
{{CreatureCurrent table row|name=&lt;br /&gt;
{{L|Honey badger}}|symbol=b|color=7:0:1|food=Yes|hostile=Yes|size=9,000|value=25|biome=Any tropical land and any desert|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=&lt;br /&gt;
{{L|Jaguar}}|symbol=J|color=6:0:1|food=Yes|hostile=Yes|size=75,000|value=100|biome=Any tropical land and any desert|note=Trainable}}&lt;br /&gt;
{{CreatureCurrent table row|name=&lt;br /&gt;
{{L|Leopard}}|symbol=L|color=6:0:1|food=Yes|hostile=Yes|size=50,000|value=100|biome=Any tropical land and any desert|note=Trainable}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Saltwater crocodile}}|symbol=C|color=2:0:0|hostile=Yes|food=Yes|size=800,000|value=700|biome=Any tropical swamps, marshes and rivers|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Slugman}}|symbol=s|color=6:0:0|hostile=No|food=Yes|size=50,000|value=Not tameable|biome=Any wetland and moist tropical broadleaf forest|note=No bones}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Snailman}}|symbol=s|color=7:0:0|hostile=No|food=Yes|size=50,000|value=Not tameable|biome=Any wetland and moist tropical broadleaf forest |note=No bones}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Water buffalo}}|symbol=W|color=0:0:1|food=Yes|hostile=No|size=1,000,000|value=200|biome=Tropical wetland|note=Domestic, milkable}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====''Temperate Swamp''=====&lt;br /&gt;
&amp;lt;!--EDITORS - PLEASE READ NOTES AT TOP OF PAGE, thanks!--&amp;gt;&lt;br /&gt;
{{CreatureCurrent table head}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Alligator}}|symbol=A|color=2:0:0|hostile=Yes|food=Yes|size=400,000|value=650|biome=Freshwater swamps, marshes and rivers|note=Amphibious}}&lt;br /&gt;
{{CreatureCurrent table row|name=&lt;br /&gt;
{{L|Capybara}}|symbol=c|color=6:0:0|food=Yes|hostile=No|size=45,000|value=100|biome=Any wetland|note=Makes sounds in Adventure mode}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Duck}}|symbol=d|color=2:0:0|food=No|hostile=No|size=1,000|value=10|biome=Any lakes and any wetland|note=Domestic, lay eggs}}&lt;br /&gt;
{{CreatureCurrent table row|name=&lt;br /&gt;
{{L|Giant capybara}}|symbol=C|color=6:0:0|food=Yes|hostile=No|size=450,000|value=500|biome=Any wetland|note=Makes sounds in Adventure mode}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Grimeling}}|symbol=g|color=2:0:0|food=No|hostile=Yes|size=70,000|value=Not tameable|biome=Evil swamps|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Slugman}}|symbol=s|color=6:0:0|hostile=No|food=Yes|size=50,000|value=Not tameable|biome=Any wetland and moist tropical broadleaf forest|note=No bones}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Snailman}}|symbol=s|color=7:0:0|hostile=No|food=Yes|size=50,000|value=Not tameable|biome=Any wetland and moist tropical broadleaf forest |note=No bones}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Turkey}}|symbol=t|color=4:0:1|food=Yes|hostile=No|size=5,000|value=10|biome=Temperate forest, swamp and shrubland|note=Domestic, lay eggs}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====''Tropical Swamp''=====&lt;br /&gt;
Note: This also may include mangrove swamps.&lt;br /&gt;
&amp;lt;!--EDITORS - PLEASE READ NOTES AT TOP OF PAGE, thanks!--&amp;gt;&lt;br /&gt;
{{CreatureCurrent table head}}&lt;br /&gt;
{{CreatureCurrent table row|name=&lt;br /&gt;
{{L|Capybara}}|symbol=c|color=6:0:0|food=Yes|hostile=No|size=45,000|value=100|biome=Any wetland|note=Makes sounds in Adventure mode}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Duck}}|symbol=d|color=2:0:0|food=No|hostile=No|size=1,000|value=10|biome=Any lakes and any wetland|note=Domestic, lay eggs}}&lt;br /&gt;
{{CreatureCurrent table row|name=&lt;br /&gt;
{{L|Giant capybara}}|symbol=C|color=6:0:0|food=Yes|hostile=No|size=450,000|value=500|biome=Any wetland|note=Makes sounds in Adventure mode}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Giant jaguar}}|symbol=J|color=6:0:1|food=Yes|hostile=Yes|size=150,000|value=100|biome=Savage tropical areas, any desert|note=Trainable}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Giant leopard}}|symbol=L|color=6:0:1|food=Yes|hostile=Yes|size=100,000|value=100|biome=Savage tropical areas, any desert|note=Trainable}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Giant tiger}}|symbol=T|color=6:0:1|food=Yes|hostile=Yes|size=450,000|value=200|biome=Some savage tropical areas|note=Trainable}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Gorilla}}|symbol=G|color=0:0:1|hostile=No|food=Yes|size=150,000|value=500|biome=Tropical broadleaf forest and swamp|note=Trainable}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Grimeling}}|symbol=g|color=2:0:0|food=No|hostile=Yes|size=70,000|value=Not tameable|biome=Evil swamps|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=&lt;br /&gt;
{{L|Honey badger}}|symbol=b|color=7:0:1|food=Yes|hostile=Yes|size=9,000|value=25|biome=Any tropical land and any desert|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=&lt;br /&gt;
{{L|Jaguar}}|symbol=J|color=6:0:1|food=Yes|hostile=Yes|size=75,000|value=100|biome=Any tropical land and any desert|note=Trainable}}&lt;br /&gt;
{{CreatureCurrent table row|name=&lt;br /&gt;
{{L|Leopard}}|symbol=L|color=6:0:1|food=Yes|hostile=Yes|size=50,000|value=100|biome=Any tropical land and any desert|note=Trainable}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Saltwater crocodile}}|symbol=C|color=2:0:0|hostile=Yes|food=Yes|size=800,000|value=700|biome=Any tropical swamps, marshes and rivers|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Slugman}}|symbol=s|color=6:0:0|hostile=No|food=Yes|size=50,000|value=Not tameable|biome=Any wetland and moist tropical broadleaf forest|note=No bones}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Snailman}}|symbol=s|color=7:0:0|hostile=No|food=Yes|size=50,000|value=Not tameable|biome=Any wetland and moist tropical broadleaf forest |note=No bones}}&lt;br /&gt;
{{CreatureCurrent table row|name=&lt;br /&gt;
{{L|Tiger}}|symbol=T|color=6:0:1|food=Yes|hostile=Yes|size=225,000|value=200|biome=Most tropical areas|note=Trainable}}&lt;br /&gt;
{{CreatureCurrent table row|name=&lt;br /&gt;
{{L|Tigerman}}|symbol=T|color=6:0:1|food=No|hostile=Yes|size=120,000|value=200|biome=Savage tropical areas|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Water buffalo}}|symbol=W|color=0:0:1|food=Yes|hostile=No|size=1,000,000|value=200|biome=Tropical wetland|note=Domestic, milkable}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Forest====&lt;br /&gt;
&lt;br /&gt;
=====''Taiga''=====&lt;br /&gt;
&amp;lt;!--EDITORS - PLEASE READ NOTES AT TOP OF PAGE, thanks!--&amp;gt;&lt;br /&gt;
{{CreatureCurrent table head}}&lt;br /&gt;
{{CreatureCurrent table row|name=&lt;br /&gt;
{{L|Badger}}|symbol=b|color=7:0:0|food=Yes|hostile=Yes|size=15,000|value=25|biome=Taiga and any temperate savanna, grassland, shrubland and forest|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Black bear}}|symbol=B|color=0:0:1|food=Yes|hostile=Yes|size=120,000|value=300|biome=Taiga and temperate forest|note=Steals booze}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Deer}}|symbol=d|color=6:0:0|hostile=No|food=Yes|size=140,000|value=50|biome=Taiga and temperate forest|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Fox}}|symbol=f|color=4:0:0|hostile=No|food=Yes|size=6,000|value=25|biome=Taiga and temperate forest|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Grizzly bear}}|symbol=B|color=6:0:0|food=Yes|hostile=Yes|size=200,000|value=500|biome=Taiga and temperate forest|note=Steals booze, trainable}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Moose}}|symbol=M|color=6:0:0|food=Yes|hostile=No|size=525,000 (males) 315,000 (females)|value=300|biome=Taiga and temperate forest|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=&lt;br /&gt;
{{L|Raccoon}}|symbol=r|color=7:0:0|food=Yes|hostile=No|size=7,000|value=25|biome=Taiga and temperate forest|note=Steals items and food}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Reindeer}}|symbol=R|color=6:0:0|food=Yes|hostile=No|size=130,000|value=200|biome=Tundra and taiga|note=Domestic and milkable}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Sasquatch}}|symbol=S|color=6:0:0|food=Yes|hostile=Yes|size=300,000|value=Not tameable|biome=Temperate forest and taiga|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Unicorn}}|symbol=U|color=7:0:1|food=Yes|hostile=No|size=600,000|value=1000|biome=Good taiga, forest, and shrubland|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Werewolf}}|symbol=W|color=0:0:1|food=Yes|hostile=Yes|size=120,000|value=50 or 1000|biome=Evil tundra, taiga, temperate forest and shrubland|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Wolf}}|symbol=w|color=7:0:0|food=Yes|hostile=Yes|size=40,000|value=50|biome=Tundra, taiga, and temperate forest/shrubland|note=}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====''Temperate forest''=====&lt;br /&gt;
&amp;lt;!--EDITORS - PLEASE READ NOTES AT TOP OF PAGE, thanks!--&amp;gt;&lt;br /&gt;
{{CreatureCurrent table head}}&lt;br /&gt;
{{CreatureCurrent table row|name=&lt;br /&gt;
{{L|Badger}}|symbol=b|color=7:0:0|food=Yes|hostile=Yes|size=15,000|value=25|biome=Taiga and any temperate savanna, grassland, shrubland and forest|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Black bear}}|symbol=B|color=0:0:1|food=Yes|hostile=Yes|size=120,000|value=300|biome=Taiga and temperate forest|note=Steals booze}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Cougar}}|symbol=C|color=6:0:1|hostile=Yes|food=Yes|size=60,000|value=100|biome=Any forest and shrubland|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Deer}}|symbol=d|color=6:0:0|hostile=No|food=Yes|size=140,000|value=50|biome=Taiga and temperate forest|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Foul blendec}}|symbol=b|color=0:0:1|food=Yes|hostile=Yes|size=60,000|value=250|biome=Most evil forest|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Fox}}|symbol=f|color=4:0:0|hostile=No|food=Yes|size=6,000|value=25|biome=Taiga and temperate forest|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Gigantic panda}}|symbol=P|color=7:0:1|food=Yes|hostile=No|size=650,000|value=1000|biome=Temperate forest|note=Trainable}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Grizzly bear}}|symbol=B|color=6:0:0|food=Yes|hostile=Yes|size=200,000|value=500|biome=Taiga and temperate forest|note=Steals booze, trainable}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Moose}}|symbol=M|color=6:0:0|food=Yes|hostile=No|size=525,000 (males) 315,000 (females)|value=300|biome=Taiga and temperate forest|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Panda}}|symbol=P|color=7:0:1|food=Yes|hostile=No|size=130,000|value=300|biome=Temperate forest|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=&lt;br /&gt;
{{L|Raccoon}}|symbol=r|color=7:0:0|food=Yes|hostile=No|size=7,000|value=25|biome=Taiga and temperate forest|note=Steals items and food}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Sasquatch}}|symbol=S|color=6:0:0|food=Yes|hostile=Yes|size=300,000|value=Not tameable|biome=Temperate forest and taiga|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=&lt;br /&gt;
{{L|Satyr}}|symbol=s|color=6:0:0|food=No|hostile=No|size=60,000|value=Not tameable|biome=Most good forest|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=&lt;br /&gt;
{{L|Turkey}}|symbol=t|color=4:0:1|food=Yes|hostile=No|size=5,000|value=10|biome=Temperate forest, swamp and shrubland|note=Domestic, lay eggs}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Unicorn}}|symbol=U|color=7:0:1|food=Yes|hostile=No|size=600,000|value=1000|biome=Good taiga, forest, and shrubland|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Werewolf}}|symbol=W|color=0:0:1|food=Yes|hostile=Yes|size=120,000|value=50 or 1000|biome=Evil tundra, taiga, temperate forest and shrubland|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Wolf}}|symbol=w|color=7:0:0|food=Yes|hostile=Yes|size=40,000|value=50|biome=Tundra, taiga, and temperate forest/shrubland|note=}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====''Tropical Forest''=====&lt;br /&gt;
&amp;lt;!--EDITORS - PLEASE READ NOTES AT TOP OF PAGE, thanks!--&amp;gt;&lt;br /&gt;
{{CreatureCurrent table head}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Bilou}}|symbol=g|color=0:0:1|food=Yes|hostile=No|size=6,000|value=500|biome=Tropical broadleaf forest|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Black-crested gibbon}}|symbol=g|color=0:0:1|food=Yes|hostile=No|size=6,000|value=500|biome=Tropical broadleaf forest|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Black-handed gibbon}}|symbol=g|color=0:0:1|food=Yes|hostile=No|size=6,000|value=500|biome=Tropical broadleaf forest|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=&lt;br /&gt;
{{L|Blue peafowl}}|symbol=p|color=1:0:1|food=Yes|hostile=No|size=4,000|value=10|biome=Tropical broadleaf forest|note=Domestic, lay eggs}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Bonobo}}|symbol=b|color=0:0:1|food=Yes|hostile=No|size=50,000|value=500|biome=Tropical broadleaf forest and shrubland|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Chimpanzee}}|symbol=c|color=0:0:1|hostile=No|food=Yes|size=50,000|value=500|biome=Tropical broadleaf forest and shrubland|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Elephant}}|symbol=E|color=7:0:0|food=Yes|hostile=No|size=5,000,000|value=500|biome=Tropical forest and shrubland|note=Trainable}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Cougar}}|symbol=C|color=6:0:1|hostile=Yes|food=Yes|size=60,000|value=100|biome=Any forest and shrubland|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Foul blendec}}|symbol=b|color=0:0:1|food=Yes|hostile=Yes|size=60,000|value=250|biome=Most evil forest|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Giant jaguar}}|symbol=J|color=6:0:1|food=Yes|hostile=Yes|size=150,000|value=100|biome=Savage tropical areas, any desert|note=Trainable}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Giant leopard}}|symbol=L|color=6:0:1|food=Yes|hostile=Yes|size=100,000|value=100|biome=Savage tropical areas, any desert|note=Trainable}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Giant tiger}}|symbol=T|color=6:0:1|food=Yes|hostile=Yes|size=450,000|value=200|biome=Some savage tropical areas|note=Trainable}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Gorilla}}|symbol=G|color=6:0:0|hostile=No|food=Yes|size=150,000|value=500|biome=Tropical broadleaf forest and swamp|note=Trainable}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Gray gibbon}}|symbol=g|color=0:0:1|hostile=No|food=Yes|size=6,000|value=500|biome=Tropical broadleaf forest|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=&lt;br /&gt;
{{L|Honey badger}}|symbol=b|color=7:0:1|food=Yes|hostile=Yes|size=9,000|value=25|biome=Any tropical land and any desert|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=&lt;br /&gt;
{{L|Jaguar}}|symbol=J|color=6:0:1|food=Yes|hostile=Yes|size=75,000|value=100|biome=Any tropical land and any desert|note=Trainable}}&lt;br /&gt;
{{CreatureCurrent table row|name=&lt;br /&gt;
{{L|Leopard}}|symbol=L|color=6:0:1|food=Yes|hostile=Yes|size=50,000|value=100|biome=Any tropical land and any desert|note=Trainable}}&lt;br /&gt;
{{CreatureCurrent table row|name=&lt;br /&gt;
{{L|Mandrill}}|symbol=m|color=1:0:1|food=Yes|hostile=No|size=20,000|value=50|biome=Tropical moist broadleaf forest|note=Trainable}}&lt;br /&gt;
{{CreatureCurrent table row|name=&lt;br /&gt;
{{L|Orangutan}}|symbol=O|color=6:0:0|food=Yes|hostile=No|size=80,000|value=500|biome=Tropical moist broadleaf forest|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=&lt;br /&gt;
{{L|Pileated gibbon}}|symbol=g|color=0:0:1|food=Yes|hostile=No|size=6,000|value=500|biome=Tropical moist broadleaf forest|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=&lt;br /&gt;
{{L|Satyr}}|symbol=s|color=6:0:0|food=No|hostile=No|size=60,000|value=Not tameable|biome=Most good forest|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=&lt;br /&gt;
{{L|Siamang}}|symbol=s|color=0:0:1|food=Yes|hostile=No|size=12,000|value=500|biome=Tropical moist broadleaf forest|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=&lt;br /&gt;
{{L|Silvery gibbon}}|symbol=g|color=0:0:1|food=Yes|hostile=No|size=6,000|value=500|biome=Tropical moist broadleaf forest|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Slugman}}|symbol=s|color=6:0:0|hostile=No|food=Yes|size=50,000|value=Not tameable|biome=Any wetland and moist tropical broadleaf forest|note=No bones}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Snailman}}|symbol=s|color=7:0:0|hostile=No|food=Yes|size=50,000|value=Not tameable|biome=Any wetland and moist tropical broadleaf forest |note=No bones}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Strangler}}|symbol=s|color=0:0:1|food=Yes|hostile=Yes|size=40,000|value=250|biome=Evil tropical moist broadleaf forest|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=&lt;br /&gt;
{{L|Tiger}}|symbol=T|color=6:0:1|food=Yes|hostile=Yes|size=225,000|value=200|biome=Most tropical lands|note=Trainable}}&lt;br /&gt;
{{CreatureCurrent table row|name=&lt;br /&gt;
{{L|Tigerman}}|symbol=T|color=6:0:1|food=No|hostile=Yes|size=120,000|value=200|biome=Most tropical lands|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Unicorn}}|symbol=U|color=7:0:1|food=Yes|hostile=No|size=600,000|value=1000|biome=Good taiga, forest, and shrubland|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=&lt;br /&gt;
{{L|White-browed gibbon}}|symbol=g|color=7:0:1|food=Yes|hostile=No|size=6,000|value=500|biome=Tropical moist broadleaf forest|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=&lt;br /&gt;
{{L|White-handed gibbon}}|symbol=g|color=6:0:0|food=Yes|hostile=No|size=6,000|value=500|biome=Tropical moist broadleaf forest|note=}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Subterranean===&lt;br /&gt;
====Magma====&lt;br /&gt;
{{CreatureCurrent table head}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Fire imp}}|symbol=i|color=6:0:1|food=Yes|hostile=Yes|size=6,000|value=Not tameable|biome=Magma|note=Throws fireballs}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Fire man}}|symbol=M|color=4:0:1|food=No|hostile=Yes|size=70,000|value=Not tameable|biome=Magma|note=Throws fireballs and leaves behind {{L|ash|ashes}}}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Magma crab}}|symbol=C|color=0:0:1|hostile=No|food=Yes|size=30,000|value=200|biome=Magma|note=Throws molten {{L|basalt}}}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Magma man}}|symbol=M|color=4:0:1|food=No|hostile=Yes|size=70,000|value=Not tameable|biome=Magma|note=Leaves behind {{L|obsidian}}}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Cavern====&lt;br /&gt;
&lt;br /&gt;
=====''First layer''=====&lt;br /&gt;
&amp;lt;!--EDITORS - PLEASE READ NOTES AT TOP OF PAGE, thanks!--&amp;gt;&lt;br /&gt;
{{CreatureCurrent table head}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Blind cave bear}}|symbol=B|color=7:0:1|food=Yes|hostile=Yes|size=200,000|value=500|biome=Caverns|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Cave crocodile}}|symbol=C|color=7:0:0|hostile=Yes|food=Yes|size=600,000|value=750|biome=Caverns|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Draltha}}&lt;br /&gt;
|symbol=D|color=6:0:1|hostile=No|food=Yes|size=2,500,000|value=500|biome=Caverns|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Drunian}}|symbol=d|color=7:0:0|hostile=No|food=Yes|size=50,000|value=50|biome=Caverns|note=Steals food and items}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Elk bird}}|symbol=E|color=6:0:0|food=Yes|hostile=No|size=100,000|value=400|biome=Caverns|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Giant bat}}&lt;br /&gt;
|symbol=B|color=0:0:1|food=Yes|hostile=Yes|size=100,000|value=750|biome=Caverns|note=Trainable}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Giant cave spider}}|symbol=S|color=7:0:0|food=Yes|hostile=Yes|size=100,000|value=2,500|biome=Caverns|note=Spins/throws {{L|web}}s and causes {{L|syndrome}}}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Giant cave swallow}}|symbol=C|color=0:0:1|food=Yes|hostile=No{{verify}}|size=100,000|value=700|biome=Caverns|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Giant earthworm}}&lt;br /&gt;
|symbol=W|color=7:0:0|food=Yes|hostile=No|size=1,500,000|value=500|biome=Caverns|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Giant mole}}&lt;br /&gt;
|symbol=m|color=6:0:0|food=Yes|hostile=No{{verify}}|size=200,000|value=350|biome=Caverns|note=Steals food and booze}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Giant olm}}&lt;br /&gt;
|symbol=O|color=7:0:1|food=Yes|hostile=Yes|size=300,000|value=750|biome=Caverns|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Giant rat}}&lt;br /&gt;
|symbol=R|color=0:0:1|food=Yes|hostile=No{{verify}}|size=100,000|value=500|biome=Caverns|note=Steals food and booze}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Giant toad}}&lt;br /&gt;
|symbol=T|color=2:0:0|food=Yes|hostile=Yes|size=300,000|value=750|biome=Caverns|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Gorlak}}|symbol=g|color=6:0:1|food=Yes|hostile=No|size=50,000|value=Not tameable|biome=Good caverns|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Gremlin}}|symbol=g|color=2:0:1|hostile=No|food=No|size=10,000|value=N/A|biome=Caverns|note={{L|Gremlin|Cause mischief around fortress}}}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Helmet snake}}&lt;br /&gt;
|symbol=s|color=7:0:1|food=Yes|hostile=Yes|size=50,000|value=30|biome=Caverns|note=Causes {{L|syndrome}}}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Large rat}}|symbol=r|color=0:0:1|food=Yes|hostile=No|size=25,000|value=250|biome=Caverns|note=Steals food}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Molemarian}}|symbol=M|color=4:0:1|food=No|hostile=Yes|size=90,000|value=400|biome=Caverns|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Naked mole dog}}|symbol=n|color=4:0:1|food=Yes|hostile=No|size=60,000|value=350|biome=Caverns|note=Steals food}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Pond grabber}}|symbol=p|color=1:0:1|food=Yes|hostile=Yes|size=30,000|value=50|biome=Caverns|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Troglodyte}}|symbol=t|color=6:0:0|food=No|hostile=Yes|size=6,000|value=Not tameable|biome=Caverns|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Troll}}|symbol=T|color=0:0:1|food=Yes|hostile=Yes|size=250,000|value=Not tameable|biome=Caverns|note=Forms civilizations}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====''Second layer''=====&lt;br /&gt;
&amp;lt;!--EDITORS - PLEASE READ NOTES AT TOP OF PAGE, thanks!--&amp;gt;&lt;br /&gt;
{{CreatureCurrent table head}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Blind cave bear}}|symbol=B|color=7:0:1|food=Yes|hostile=Yes|size=200,000|value=500|biome=Caverns|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Blind cave ogre}}|symbol=O|color=7:0:1|food=Yes|hostile=Yes|size=7,000,000|value=500|biome=Caverns|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Bugbat}}&lt;br /&gt;
|symbol=b|color=5:0:0|food=Yes|hostile=No|size=10,000|value=20|biome=Caverns|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Cave crocodile}}|symbol=C|color=7:0:0|hostile=Yes|food=Yes|size=600,000|value=750|biome=Caverns|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Crundle}}&lt;br /&gt;
|symbol=c|color=4:0:0|food=Yes|hostile=Yes|size=10,000|value=50|biome=Caverns|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Draltha}}&lt;br /&gt;
|symbol=D|color=6:0:1|hostile=No|food=Yes|size=2,500,000|value=500|biome=Caverns|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Drunian}}|symbol=d|color=7:0:0|hostile=No|food=Yes|size=50,000|value=50|biome=Caverns|note=Steals food and items}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Elk bird}}|symbol=E|color=6:0:0|food=Yes|hostile=No|size=100,000|value=400|biome=Caverns|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Floating guts}}|symbol=%|color=7:0:0|hostile=No|food=Yes|size=20,000|value=10|biome=Caverns}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Giant bat}}&lt;br /&gt;
|symbol=B|color=0:0:1|food=Yes|hostile=Yes|size=100,000|value=750|biome=Caverns|note=Trainable}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Giant cave spider}}|symbol=S|color=7:0:0|food=Yes|hostile=Yes|size=100,000|value=2,500|biome=Caverns|note=Spins/throws {{L|web}}s and causes {{L|syndrome}}}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Giant cave swallow}}|symbol=C|color=0:0:1|food=Yes|hostile=No{{verify}}|size=100,000|value=700|biome=Caverns|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Giant earthworm}}&lt;br /&gt;
|symbol=W|color=7:0:0|food=Yes|hostile=No|size=1,500,000|value=500|biome=Caverns|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Giant mole}}&lt;br /&gt;
|symbol=m|color=6:0:0|food=Yes|hostile=No{{verify}}|size=200,000|value=350|biome=Caverns|note=Steals food and booze}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Giant olm}}&lt;br /&gt;
|symbol=O|color=7:0:1|food=Yes|hostile=Yes|size=300,000|value=750|biome=Caverns|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Giant rat}}&lt;br /&gt;
|symbol=R|color=0:0:1|food=Yes|hostile=No{{verify}}|size=100,000|value=500|biome=Caverns|note=Steals food and booze}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Giant toad}}&lt;br /&gt;
|symbol=T|color=2:0:0|food=Yes|hostile=Yes|size=300,000|value=750|biome=Caverns|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Gorlak}}|symbol=g|color=6:0:1|food=Yes|hostile=No|size=50,000|value=Not tameable|biome=Good caverns|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Green devourer}}&lt;br /&gt;
|symbol=G|color=2:0:1|food=Yes|hostile=Yes|size=70,000|value=200|biome=Caverns|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Gremlin}}|symbol=g|color=2:0:1|hostile=No|food=No|size=10,000|value=N/A|biome=Caverns|note={{L|Gremlin|Cause mischief around fortress}}}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Helmet snake}}&lt;br /&gt;
|symbol=s|color=7:0:1|food=Yes|hostile=Yes|size=50,000|value=30|biome=Caverns|note=Causes {{L|syndrome}}}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Jabberer}}|symbol=J|color=5:0:1|food=Yes|hostile=Yes|size=4,500,000|value=1500|biome=Caverns|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Manera}}|symbol=m|color=6:0:0|food=No|hostile=Yes|size=60,000|value=Not tameable|biome=Evil caverns|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Molemarian}}|symbol=M|color=4:0:1|food=No|hostile=Yes|size=90,000|value=400|biome=Caverns|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Plump helmet man}}|symbol=m|color=5:0:0|food=No|hostile=No|size=50,000|value=Not tameable|biome=Caverns|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Pond grabber}}|symbol=P|color=1:0:1|food=Yes|hostile=Yes|size=300,000|value=50|biome=Caverns|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Reacher}}|symbol=R|color=7:0:0|food=Yes|hostile=Yes|size=70,000|value=100|biome=Caverns|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Rutherer}}&lt;br /&gt;
|symbol=R|color=7:0:0|food=Yes|hostile=No|size=3,000,000|value=600|biome=Caverns|note=Exotic Mount}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Troglodyte}}|symbol=t|color=6:0:0|food=No|hostile=Yes|size=6,000|value=Not tameable|biome=Caverns|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Troll}}|symbol=T|color=0:0:1|food=Yes|hostile=Yes|size=250,000|value=Not tameable|biome=Caverns|note=Forms civilizations}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Voracious cave crawler}}|symbol=C|color=1:0:0|food=Yes|hostile=Yes|size=900,000|value=1000|biome=Caverns|note=}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====''Third layer''=====&lt;br /&gt;
&amp;lt;!--EDITORS - PLEASE READ NOTES AT TOP OF PAGE, thanks!--&amp;gt;&lt;br /&gt;
{{CreatureCurrent table head}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Amethyst man}}|symbol=M|color=5:0:1|food=No|hostile=Yes|size=70,000|value=Not tameable|biome=Caverns|note=Leaves behind an {{L|amethyst}}}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Blind cave ogre}}|symbol=O|color=7:0:1|food=Yes|hostile=Yes|size=7,000,000|value=500|biome=Caverns|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Blood man}}|symbol=M|color=4:0:1|food=No|hostile=Yes|size=70,000|value=Not tameable|biome=Caverns|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Bugbat}}&lt;br /&gt;
|symbol=b|color=5:0:0|food=Yes|hostile=No|size=10,000|value=20|biome=Caverns|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Cave blob}}|symbol=o|color=6:0:1|food=No|hostile=No|size=20,000|value=50|biome=Caverns|note=Causes {{L|syndrome}}}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Cave dragon}}|symbol=D|color=7:0:1|hostile=Yes|food=Yes|size=15,000,000|value=10,000|biome=Caverns|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Cave floater}}|symbol=f|color=6:0:1|hostile=No|food=No|size=40,000|value=50|biome=Caverns|note=Causes {{L|syndrome}}}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Creeping eye}}|symbol=e|color=7:0:1|food=Yes|hostile=No|size=20,000|value=50|biome=Caverns|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Crundle}}&lt;br /&gt;
|symbol=c|color=4:0:0|food=Yes|hostile=Yes|size=10,000|value=50|biome=Caverns|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Elk bird}}|symbol=E|color=6:0:0|food=Yes|hostile=No|size=100,000|value=400|biome=Caverns|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Flesh ball}}&lt;br /&gt;
|symbol=o|color=6:0:0|food=Yes|hostile=No|size=70,000|value=10|biome=Subterranean water|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Floating guts}}|symbol=%|color=7:0:0|hostile=No|food=Yes|size=20,000|value=10|biome=Caverns}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Gabbro man}}|symbol=M|color=0:0:1|food=No|hostile=Yes|size=70,000|value=Not tameable|biome=Caverns|note=Leaves behind {{L|gabbro}}}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Gorlak}}|symbol=g|color=6:0:1|food=Yes|hostile=No|size=50,000|value=Not tameable|biome=Good caverns|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Green devourer}}&lt;br /&gt;
|symbol=G|color=2:0:1|food=Yes|hostile=Yes|size=70,000|value=200|biome=Caverns|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Gremlin}}|symbol=g|color=2:0:1|hostile=No|food=No|size=10,000|value=N/A|biome=Caverns|note={{L|Gremlin|Cause mischief around fortress}}}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Hungry head}}&lt;br /&gt;
|symbol=h|color=0:0:1|food=Yes|hostile=Yes|size=5,000|value=50|biome=Caverns|note=Flying}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Iron man}}|symbol=M|color=0:0:1|food=No|hostile=Yes|size=70,000|value=Not tameable|biome=Caverns|note=Causes {{L|syndrome}}}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Jabberer}}|symbol=J|color=5:0:1|food=Yes|hostile=Yes|size=4,500,000|value=1500|biome=Caverns|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Molemarian}}|symbol=M|color=4:0:1|food=No|hostile=Yes|size=90,000|value=400|biome=Caverns|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Mud man}}|symbol=M|color=6:0:0|food=No|hostile=Yes|size=70,000|value=Not tameable|biome=Caverns|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Plump helmet man}}|symbol=m|color=5:0:0|food=No|hostile=No|size=50,000|value=Not tameable|biome=Caverns|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Reacher}}|symbol=R|color=7:0:0|food=Yes|hostile=Yes|size=70,000|value=100|biome=Caverns|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Rutherer}}&lt;br /&gt;
|symbol=R|color=7:0:0|food=Yes|hostile=No|size=3,000,000|value=600|biome=Caverns|note=Exotic Mount}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Voracious cave crawler}}|symbol=C|color=1:0:0|food=Yes|hostile=Yes|size=900,000|value=1000|biome=Caverns|note=}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Aquatic===&lt;br /&gt;
Note: This does not include subterranean sea creatures.&lt;br /&gt;
====Ocean====&lt;br /&gt;
&lt;br /&gt;
=====''Arctic Ocean''=====&lt;br /&gt;
&amp;lt;!--EDITORS - PLEASE READ NOTES AT TOP OF PAGE, thanks!--&amp;gt;&lt;br /&gt;
{{CreatureCurrent table head}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Blue shark}}|symbol=S|color=1:0:1|food=Yes|hostile=Yes|size=300,000|value=400|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Bluefin tuna}}|symbol=α|color=1:0:1|food=Yes|hostile=No|size=600,000|value=200|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Cod}}|symbol=α|color=7:0:0|food=Yes|hostile=No|size=50,000|value=200|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Conger eel}}|symbol=~|color=7:0:0|food=Yes|hostile=No|size=50,000|value=400|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Emperor penguin}}|symbol=p|color=7:0:1|food=Yes|hostile=No|size=30,000|value=10|biome=Arctic ocean|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Frill shark}}|symbol=s|color=3:0:0|food=Yes|hostile=Yes|size=60,000|value=500|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Halibut}}|symbol=α|color=6:0:0|food=Yes|hostile=No|size=200,000|value=200|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Little penguin}}|symbol=p|color=1:0:1|food=No|hostile=No|size=1,500|value=10|biome=Arctic ocean|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Merperson}}|symbol=M|color=3:0:1|food=No|hostile=No|size=70,000|value=Not tameable|biome=Good oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Penguin}}|symbol=p|color=0:0:1|food=No|hostile=No|size=4,000|value=10|biome=Arctic ocean|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Sea lamprey}}|symbol=~|color=0:0:1|food=Yes|hostile=Yes|size=20,000|value=200|biome=Almost all water|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Sea monster}}|symbol=M|color=0:0:1|food=Yes|hostile=Yes|size=8,000,000|value=1000|biome=Evil oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Sea serpent}}|symbol=S|color=3:0:1|food=Yes|hostile=Yes|size=9,000,000|value=1000|biome=Savage oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Sturgeon}}|symbol=α|color=6:0:0|food=Yes|hostile=No|size=1,500,000|value=300|biome=Oceans and rivers|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Walrus}}|symbol=W|color=6:0:0|food=Yes|hostile=No|size=1,500,000|value=400|biome=Arctic ocean|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Whale}}|symbol=W|color=7:0:0|food=Yes|hostile=No|size=20,000,000|value=1000|biome=Oceans|note=}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====''Temperate Ocean''=====&lt;br /&gt;
&amp;lt;!--EDITORS - PLEASE READ NOTES AT TOP OF PAGE, thanks!--&amp;gt;&lt;br /&gt;
{{CreatureCurrent table head}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Angelshark}}|symbol=s|color=6:0:0|food=Yes|hostile=No|size=15,000|value=200|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Basking shark}}|symbol=S|color=7:0:0|food=Yes|hostile=No|size=15,000,000|value=1000|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Blue shark}}|symbol=S|color=1:0:1|food=Yes|hostile=Yes|size=300,000|value=400|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Bluefin tuna}}|symbol=α|color=1:0:1|food=Yes|hostile=No|size=600,000|value=200|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Bluefish}}|symbol=α|color=3:0:1|food=Yes|hostile=No|size=15,000|value=200|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Cod}}|symbol=α|color=7:0:0|food=Yes|hostile=No|size=50,000|value=200|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Common skate}}|symbol=ò|color=6:0:0|food=Yes|hostile=No|size=100,000|value=200|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Conger eel}}|symbol=~|color=7:0:0|food=Yes|hostile=No|size=50,000|value=400|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Frill shark}}|symbol=s|color=3:0:0|food=Yes|hostile=Yes|size=60,000|value=500|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Great white shark}}|symbol=S|color=7:0:1|food=Yes|hostile=Yes|size=2,000,000|value=500|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Halibut}}|symbol=α|color=6:0:0|food=Yes|hostile=No|size=200,000|value=200|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Hammerhead shark}}|symbol=S|color=6:0:0|food=Yes|hostile=Yes|size=500,000|value=500|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Longfin mako shark}}|symbol=S|color=3:0:1|food=Yes|hostile=Yes|size=30,000|value=500|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Marlin}}|symbol=α|color=1:0:1|food=Yes|hostile=No|size=800,000|value=500|biome=Tropical and temperate oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Merperson}}|symbol=M|color=3:0:1|food=No|hostile=No|size=70,000|value=Not tameable|biome=Good oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Nurse shark}}|symbol=S|color=6:0:0|food=Yes|hostile=No|size=150,000|value=300|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Ocean sunfish}}|symbol=α|color=3:0:0|food=Yes|hostile=No|size=1,000,000|value=500|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Opah}}|symbol=α|color=4:0:1|food=Yes|hostile=No|size=200,000|value=200|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Sea lamprey}}|symbol=~|color=0:0:1|food=Yes|hostile=Yes|size=20,000|value=200|biome=Almost all water|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Sea monster}}|symbol=M|color=0:0:1|food=Yes|hostile=Yes|size=8,000,000|value=1000|biome=Evil oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Sea serpent}}|symbol=S|color=3:0:1|food=Yes|hostile=Yes|size=9,000,000|value=1000|biome=Savage oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Shortfin mako shark}}|symbol=S|color=3:0:1|food=Yes|hostile=Yes|size=80,000|value=500|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Spiny dogfish}}|symbol=s|color=6:0:0|food=Yes|hostile=No|size=30,000|value=200|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Spotted wobbegong}}|symbol=S|color=6:0:0|food=Yes|hostile=No|size=80,000|value=200|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Sturgeon}}|symbol=α|color=6:0:0|food=Yes|hostile=No|size=1,500,000|value=300|biome=Oceans and rivers|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Swordfish}}|symbol=α|color=3:0:1|food=Yes|hostile=No|size=650,000|value=500|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Whale}}|symbol=W|color=7:0:0|food=Yes|hostile=No|size=20,000,000|value=1000|biome=Oceans|note=}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====''Tropical Ocean''=====&lt;br /&gt;
&amp;lt;!--EDITORS - PLEASE READ NOTES AT TOP OF PAGE, thanks!--&amp;gt;&lt;br /&gt;
{{CreatureCurrent table head}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Angelshark}}|symbol=s|color=6:0:0|food=Yes|hostile=No|size=15,000|value=200|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Blacktip reef shark}}|symbol=S|color=0:0:1|food=Yes|hostile=Yes|size=15,000|value=200|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Blue shark}}|symbol=S|color=1:0:1|food=Yes|hostile=Yes|size=300,000|value=400|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Bluefin tuna}}|symbol=α|color=1:0:1|food=Yes|hostile=No|size=600,000|value=200|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Bluefish}}|symbol=α|color=3:0:1|food=Yes|hostile=No|size=15,000|value=200|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Bull shark}}|symbol=S|color=7:0:1|food=Yes|hostile=Yes|size=150,000|value=500|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Coelacanth}}|symbol=c|color=1:0:1|food=Yes|hostile=No|size=80,000|value=200|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Common skate}}|symbol=ò|color=6:0:0|food=Yes|hostile=No|size=100,000|value=200|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Frill shark}}|symbol=s|color=3:0:0|food=Yes|hostile=Yes|size=60,000|value=500|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Giant grouper}}|symbol=G|color=1:0:0|food=Yes|hostile=No|size=600,000|value=200|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Great barracuda}}|symbol=B|color=2:0:0|food=Yes|hostile=Yes|size=60,000|value=200|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Great white shark}}|symbol=S|color=7:0:1|food=Yes|hostile=Yes|size=2,000,000|value=500|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Hammerhead shark}}|symbol=S|color=6:0:0|food=Yes|hostile=Yes|size=500,000|value=500|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Longfin mako shark}}|symbol=S|color=3:0:1|food=Yes|hostile=Yes|size=30,000|value=500|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Manta ray}}|symbol=►|color=7:0:0|food=Yes|hostile=No|size=2,300,000|value=500|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Marlin}}|symbol=α|color=1:0:1|food=Yes|hostile=No|size=800,000|value=500|biome=Tropical and temperate oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Merperson}}|symbol=M|color=3:0:1|food=No|hostile=No|size=70,000|value=Not tameable|biome=Good oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Milkfish}}|symbol=α|color=3:0:1|food=Yes|hostile=No|size=10,000|value=50|biome=Almost all water|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Ocean sunfish}}|symbol=α|color=3:0:0|food=Yes|hostile=No|size=1,000,000|value=500|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Opah}}|symbol=α|color=4:0:1|food=Yes|hostile=No|size=200,000|value=200|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Sea lamprey}}|symbol=~|color=0:0:1|food=Yes|hostile=Yes|size=20,000|value=200|biome=Almost all water|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Sea monster}}|symbol=M|color=0:0:1|food=Yes|hostile=Yes|size=8,000,000|value=1000|biome=Evil oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Sea serpent}}|symbol=S|color=3:0:1|food=Yes|hostile=Yes|size=9,000,000|value=1000|biome=Savage oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Shortfin mako shark}}|symbol=S|color=3:0:1|food=Yes|hostile=Yes|size=80,000|value=500|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Spiny dogfish}}|symbol=s|color=6:0:0|food=Yes|hostile=No|size=30,000|value=200|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Spotted wobbegong}}|symbol=S|color=6:0:0|food=Yes|hostile=No|size=80,000|value=200|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Stingray}}|symbol=ò|color=7:0:0|food=Yes|hostile=No|size=5,000|value=200|biome=Almost all water|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Swordfish}}|symbol=α|color=3:0:1|food=Yes|hostile=No|size=650,000|value=500|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Tiger shark}}|symbol=S|color=7:0:0|food=Yes|hostile=Yes|size=500,000|value=500|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Whale}}|symbol=W|color=7:0:0|food=Yes|hostile=No|size=20,000,000|value=1000|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Whale shark}}|symbol=W|color=6:0:0|food=Yes|hostile=No|size=20,000,000|value=1000|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Whitetip reef shark}}|symbol=S|color=7:0:1|food=Yes|hostile=Yes|size=15,000|value=200|biome=Oceans|note=}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Lakes====&lt;br /&gt;
&lt;br /&gt;
=====''Temperate Lake''=====&lt;br /&gt;
&amp;lt;!--EDITORS - PLEASE READ NOTES AT TOP OF PAGE, thanks!--&amp;gt;&lt;br /&gt;
{{CreatureCurrent table head}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Carp}}|symbol=α|color=3:0:0|hostile=No|food=Yes|size=40,000|value=50|biome=Freshwater rivers and lakes|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Duck}}|symbol=d|color=2:0:0|food=No|hostile=No|size=1,000|value=10|biome=Any lakes and any wetland|note=Domestic, lay eggs}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Goose}}|symbol=g|color=7:0:1|food=Yes|hostile=No|size=4,500|value=10|biome=Temperate lakes and temperate marshes|note=Domestic, lay eggs}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Leechman}}|symbol=l|color=0:0:1|hostile=yes|food=Yes|size=50,000|value=Not tameable|biome=Freshwater lakes|note=No bones, sucks blood}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Longnose gar}}|symbol=g|color=6:0:0|hostile=no|food=Yes|size=20,000|value=200|biome=Temperate rivers and lakes|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Pike}}|symbol=α|color=2:0:0|food=Yes|hostile=No|size=35,000|value=200|biome=Temperate rivers and lakes|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Sea lamprey}}|symbol=~|color=0:0:1|food=Yes|hostile=Yes|size=20,000|value=200|biome=Almost all water|note=}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====''Tropical Lake''=====&lt;br /&gt;
&amp;lt;!--EDITORS - PLEASE READ NOTES AT TOP OF PAGE, thanks!--&amp;gt;&lt;br /&gt;
{{CreatureCurrent table head}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Carp}}|symbol=α|color=3:0:0|hostile=No|food=Yes|size=40,000|value=50|biome=Freshwater rivers and lakes|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Duck}}|symbol=d|color=2:0:0|food=No|hostile=No|size=1,000|value=10|biome=Any lakes and any wetland|note=Domestic, lay eggs}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Hippo}}|symbol=H|color=7:0:0|hostile=No|food=Yes|size=1,500,000|value=400|biome=Tropical rivers and lakes|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Leechman}}|symbol=l|color=0:0:1|hostile=yes|food=Yes|size=50,000|value=Not tameable|biome=Freshwater lakes|note=No bones, sucks blood}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Milkfish}}|symbol=α|color=3:0:1|food=Yes|hostile=No|size=10,000|value=50|biome=Almost all water|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Stingray}}|symbol=ò|color=7:0:0|food=Yes|hostile=No|size=5,000|value=200|biome=Almost all water|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Tigerfish}}|symbol=α|color=3:0:1|food=Yes|hostile=Yes|size=50,000|value=200|biome=Tropical freshwater rivers and lakes|note=}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====River====&lt;br /&gt;
&lt;br /&gt;
=====''Temperate River''=====&lt;br /&gt;
{{CreatureCurrent table head}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Alligator}}|symbol=A|color=2:0:0|hostile=Yes|food=Yes|size=400,000|value=650|biome=Freshwater swamps, marshes and rivers|note=Amphibious}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Longnose gar}}|symbol=g|color=6:0:0|hostile=no|food=Yes|size=20,000|value=200|biome=Temperate rivers and lakes|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Pike}}|symbol=α|color=2:0:0|food=Yes|hostile=No|size=35,000|value=200|biome=Temperate rivers and lakes|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Platypus}}|symbol=p|color=6:0:0|food=No|hostile=No|size=2,000|value=10|biome=All rivers|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Sea lamprey}}|symbol=~|color=0:0:1|food=Yes|hostile=Yes|size=20,000|value=200|biome=Almost all water|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Sturgeon}}|symbol=α|color=6:0:0|food=Yes|hostile=No|size=1,500,000|value=300|biome=Oceans and rivers|note=}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====''Tropical River''=====&lt;br /&gt;
{{CreatureCurrent table head}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Alligator}}|symbol=A|color=2:0:0|hostile=Yes|food=Yes|size=400,000|value=650|biome=Freshwater swamps, marshes and rivers|note=Amphibious}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Hippo}}|symbol=H|color=7:0:0|hostile=No|food=Yes|size=1,500,000|value=400|biome=Tropical rivers and lakes|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Milkfish}}|symbol=α|color=3:0:1|food=Yes|hostile=No|size=10,000|value=50|biome=Almost all water|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Platypus}}|symbol=p|color=6:0:0|food=No|hostile=No|size=2,000|value=10|biome=All rivers|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Saltwater crocodile}}|symbol=C|color=2:0:0|hostile=Yes|food=Yes|size=800,000|value=700|biome=Any tropical swamps, marshes and rivers|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Stingray}}|symbol=ò|color=7:0:0|food=Yes|hostile=No|size=5,000|value=200|biome=Almost all water|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Tigerfish}}|symbol=α|color=3:0:1|food=Yes|hostile=Yes|size=50,000|value=200|biome=Tropical freshwater rivers and lakes|note=}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Hidden Fun Stuff==&lt;br /&gt;
&amp;lt;!--EDITORS - PLEASE READ NOTES AT TOP OF PAGE, thanks!--&amp;gt;&lt;br /&gt;
{{minorspoiler}}&lt;br /&gt;
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{{CreatureCurrent table head}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Demon}}|symbol=&amp;amp;|color=7:0:1|food=N/A|hostile=Yes|size=N/A|value=Not tameable|biome={{l|Hell}}|note=See article for more information}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Forgotten beast}}|symbol=Any|color=7:0:1|food=N/A|hostile=Yes|size=N/A|value=Not tameable|biome=All underground|note=See article for more information}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Night creature}}|symbol=Ñ|color=2:0:1|food=N/A|hostile=Yes|size=N/A|value=Not tameable|biome=All above-ground|note=See article for more information}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Titan}}|symbol=Any|color=7:0:1|food=N/A|hostile=N/A|size=N/A|value=Not tameable|biome=All above-ground|note=See article for more information}}&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>IT 000</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Giant_lion&amp;diff=152244</id>
		<title>v0.31:Giant lion</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Giant_lion&amp;diff=152244"/>
		<updated>2011-08-09T03:18:10Z</updated>

		<summary type="html">&lt;p&gt;IT 000: They have MOUNT_EXOTIC and thus can be used as mounts&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|07:01, 6 July 2010 (UTC)}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|wiki=no&lt;br /&gt;
|contrib=no&lt;br /&gt;
|bone=21&lt;br /&gt;
|meat=20&lt;br /&gt;
|fat=17&lt;br /&gt;
|lung=2&lt;br /&gt;
|heart=1&lt;br /&gt;
|intestine=1&lt;br /&gt;
|liver=1&lt;br /&gt;
|tripe=1&lt;br /&gt;
|sweetbread=1&lt;br /&gt;
|spleen=1&lt;br /&gt;
|kidney=2&lt;br /&gt;
|brain=1&lt;br /&gt;
|eye=2&lt;br /&gt;
|skull=1&lt;br /&gt;
|tooth=2&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
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'''Giant lions''' are strong carnivorous animals, living in savage tropical areas. They often hunt in small groups of 2 to 3 animals.&lt;br /&gt;
&lt;br /&gt;
They can be used as mount by some {{catlink|Races|races}}.&lt;br /&gt;
&lt;br /&gt;
A {{L|dungeon master}} must be present in order to {{L|tame}} giant lions. They are also trainable into war/hunting giant lions. See {{L|Kennel}} for how this is done, and for a list of other trainable creatures.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>IT 000</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Buzzard&amp;diff=152231</id>
		<title>v0.31 Talk:Buzzard</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Buzzard&amp;diff=152231"/>
		<updated>2011-08-08T20:19:02Z</updated>

		<summary type="html">&lt;p&gt;IT 000: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Very odd. I can't get my dorfs to butcher these (gradually mounting) pile of buzzard corpses the random immigrant hunter keeps bringing in. The corpses aren't rotten, they're sitting in a custom corpse pile less than a hundred steps from the butcher shop and they're still piling up because Urist McButcherDwarf cancels every butcher job (even the ones automatically generated by the hunter killing the buzzard!) with &amp;quot;Needs butcherable unrotten nearby item.&amp;quot;&lt;br /&gt;
This is getting tiresome. [[User:Scorch|Scorch]] 06:40, 9 February 2011 (UTC)&lt;br /&gt;
:Not sure if this is a bug or not.  It appears that you can only butcher them if they've been killed by a trap or shot out of the sky.  Any buzzards that die in hand-to-hand combat cannot be butchered... --[[User:MisterB777|MisterB777]] 00:39, 26 July 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
Actually some creatures won't be butchered if they do not produce enough resources. Hence why wild bunnies and cavys are not butchered half the time. --[[User:IT 000|IT 000]] 18:50, 7 August 2011 (UTC)&lt;br /&gt;
:True, but in actual testing, this issue seems to be peculiar with buzzards.  Try killing all the buzzards you get on a map in hand-to-hand, and none of them will be butcherable.  But, if they are all shot or killed with traps, they will all be butcherable.  It's weird, but I have a hard time believing that ALL the buzzards that are killed in hand-to-hand combat just happen to be too small to be butchered, but all of them that are shot or killed by traps are big enough to be butchered... Perhaps more testing or independent validation is required here. --[[User:MisterB777|MisterB777]] 17:26, 8 August 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
Melee has a higher chance of severing objects and thus making the bird to small to be butchered. However I am open to testing. --[[User:IT 000|IT 000]] 20:19, 8 August 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>IT 000</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Platypus&amp;diff=152221</id>
		<title>v0.31:Platypus</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Platypus&amp;diff=152221"/>
		<updated>2011-08-08T03:07:40Z</updated>

		<summary type="html">&lt;p&gt;IT 000: correction&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|fat=2&lt;br /&gt;
|meat=2&lt;br /&gt;
|skull=1&lt;br /&gt;
|skin=hide&lt;br /&gt;
|contrib=no}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
Overall they aren't that dangerous, their poison isn't deadly and more annoying if anything. They may be a useful for an {{l|egg}} industry, simply because the do not trample grass for other grazers. However their output is lower then many other animals.&lt;br /&gt;
&lt;br /&gt;
{{Gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>IT 000</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Platypus&amp;diff=152220</id>
		<title>v0.31:Platypus</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Platypus&amp;diff=152220"/>
		<updated>2011-08-08T03:07:04Z</updated>

		<summary type="html">&lt;p&gt;IT 000: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
fat=2&lt;br /&gt;
meat=2&lt;br /&gt;
skull=1&lt;br /&gt;
skin=hide&lt;br /&gt;
|contrib=no}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
Overall they aren't that dangerous, their poison isn't deadly and more annoying if anything. They may be a useful for an {{l|egg}} industry, simply because the do not trample grass for other grazers. However their output is lower then many other animals.&lt;br /&gt;
&lt;br /&gt;
{{Gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>IT 000</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Manera&amp;diff=152219</id>
		<title>v0.31:Manera</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Manera&amp;diff=152219"/>
		<updated>2011-08-08T02:58:12Z</updated>

		<summary type="html">&lt;p&gt;IT 000: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine|06:13, 8 July 2010 (UTC)}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|contrib=yes&lt;br /&gt;
|wiki=no&lt;br /&gt;
|death=nobutcher&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
They can prove to be dangerous to any civilian dwarf. However even a moderately armed one should be able to dispatch it easily. Currently it does not cling to ceilings and like all non-flying creatures walks on the map normally.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>IT 000</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Helmet_snake&amp;diff=152218</id>
		<title>v0.31:Helmet snake</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Helmet_snake&amp;diff=152218"/>
		<updated>2011-08-08T02:56:07Z</updated>

		<summary type="html">&lt;p&gt;IT 000: removed a few varify tags&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine|07:04, 7 July 2010 (UTC)}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|wiki=no&lt;br /&gt;
|contrib=yes&lt;br /&gt;
|bone=3&lt;br /&gt;
|skull=1&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
'''Helmet snakes''' are small snakes that carry a horrific {{L|syndrome|venom}}. Any body part bitten by a helmet snake will cause a bevy of {{L|symptoms}}, with the part eventually becoming necrotic and falling off unless treated quickly.{{verify}}&lt;br /&gt;
&lt;br /&gt;
Helmet snakes can be put to good use as exotic pets if you can manage to capture them safely. Helmet snake poison can quickly cripple an invader with constant pain and vomiting, making him much easier to finish off.&lt;br /&gt;
&lt;br /&gt;
Helmet snakes are perfectly safe to eat, however. Eating the venom itself is also perfectly safe, probably due to the way the game handles poisons, just as many real-world venoms have no adverse effects when eaten instead of being injected into the blood.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>IT 000</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Satyr&amp;diff=152217</id>
		<title>v0.31:Satyr</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Satyr&amp;diff=152217"/>
		<updated>2011-08-08T02:52:58Z</updated>

		<summary type="html">&lt;p&gt;IT 000: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|15:15, 22 January 2011 (UTC)}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|death=nobutcher&lt;br /&gt;
|contrib=yes&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
Satyrs are intelligent, half man-half goat creatures, found in good biomes. They are dangerous opponents when disturbed. Fortunately, they are not usually aggressive. &lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Humanoids}}&lt;/div&gt;</summary>
		<author><name>IT 000</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Gazelle&amp;diff=152216</id>
		<title>v0.31:Gazelle</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Gazelle&amp;diff=152216"/>
		<updated>2011-08-08T02:46:13Z</updated>

		<summary type="html">&lt;p&gt;IT 000: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|19:32, 11 October 2010 (UTC)}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|meat=8&lt;br /&gt;
|fat=8&lt;br /&gt;
|lung=2&lt;br /&gt;
|heart=1&lt;br /&gt;
|intestine=3&lt;br /&gt;
|liver=1&lt;br /&gt;
|tripe=1&lt;br /&gt;
|sweetbread=1&lt;br /&gt;
|spleen=1&lt;br /&gt;
|kidney=2&lt;br /&gt;
|brain=1&lt;br /&gt;
|eye=2&lt;br /&gt;
|skull=1&lt;br /&gt;
|hoof=4&lt;br /&gt;
|tooth=1&lt;br /&gt;
|horn=2&lt;br /&gt;
|skin=hide&lt;br /&gt;
|bone=8&lt;br /&gt;
|contrib=no&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
Gazelles provide a decent amount of meat and aren't as dangerous compared to other animals, thus they are great for hunting or military practice. They also provide hooves, horns, and teeth and are great for bone carvers as well. However, they aren't worth taming as other animals like a {{l|goat}} provide {{l|milk}} plus the hooves and horns. '''Gazelles''' require a {{l|pasture}} if tamed. &lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>IT 000</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Giraffe&amp;diff=152214</id>
		<title>v0.31:Giraffe</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Giraffe&amp;diff=152214"/>
		<updated>2011-08-08T02:40:15Z</updated>

		<summary type="html">&lt;p&gt;IT 000: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Tattered}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|meat=30&lt;br /&gt;
|fat=13&lt;br /&gt;
|lung=2&lt;br /&gt;
|heart=1&lt;br /&gt;
|intestine=3&lt;br /&gt;
|liver=1&lt;br /&gt;
|tripe=1&lt;br /&gt;
|sweetbread=1&lt;br /&gt;
|spleen=1&lt;br /&gt;
|kidney=2&lt;br /&gt;
|brain=1&lt;br /&gt;
|eye=2&lt;br /&gt;
|skull=1&lt;br /&gt;
|horn=2&lt;br /&gt;
|skin=hide&lt;br /&gt;
|bone=25&lt;br /&gt;
|contrib=no}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
'''Giraffes''' require a {{l|pasture}} to survive.  They tend to flee rather than fight, but if they do fight, their large size can allow them to easily dispatch a lone hunter who ventures to close.&lt;br /&gt;
&lt;br /&gt;
{{Gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>IT 000</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Nightwing&amp;diff=152213</id>
		<title>v0.31:Nightwing</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Nightwing&amp;diff=152213"/>
		<updated>2011-08-08T02:37:04Z</updated>

		<summary type="html">&lt;p&gt;IT 000: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|19:33, 11 October 2010 (UTC)}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|wiki=no&lt;br /&gt;
|contrib=yes&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
Nightwings can prove to be very dangerous creatures due to their horns and ability to fly. They are also double the size of a dwarf, and thus can easily kill an unarmed dwarf. They have the ability to suck blood, but it is unknown whether this has any positive effects on the Nightwing or negative effects on the dwarf.&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}On maps containing Batmen, Nightwings have been found to feel bitter at being constantly overshadowed.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;br /&gt;
{{Category|Humanoids}}&lt;/div&gt;</summary>
		<author><name>IT 000</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Yeti&amp;diff=152211</id>
		<title>v0.31:Yeti</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Yeti&amp;diff=152211"/>
		<updated>2011-08-08T02:30:24Z</updated>

		<summary type="html">&lt;p&gt;IT 000: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|19:35, 11 October 2010 (UTC)}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|meat=31&lt;br /&gt;
|fat=18&lt;br /&gt;
|lung=2&lt;br /&gt;
|spleen=1&lt;br /&gt;
|kidney=2&lt;br /&gt;
|brain=1&lt;br /&gt;
|heart=1&lt;br /&gt;
|liver=1&lt;br /&gt;
|tripe=1&lt;br /&gt;
|intestine=1&lt;br /&gt;
|sweetbread=1&lt;br /&gt;
|bone=32&lt;br /&gt;
|skull=1&lt;br /&gt;
|skin=hide&lt;br /&gt;
|contrib=no&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
Yetis are large dangerous creatures only found in {{l|savage}} areas that will invade your fortress to drink your booze and is a {{l|building destroyer}}. One should always use caution when engaging them as their immense size allows them to easily incapacitate a dwarf.&lt;br /&gt;
&lt;br /&gt;
{{l|Glacier}} areas will have a lot of trouble with them, especially early game. Due to Glacier's lack of animal life, your map will almost always spawn one right after the other. Making them a hazard for an early fortress. Fortunately, since they have a relatively low population number, you will receive no more then 5-10 Yetis before they become extinct in your biome.&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
&lt;br /&gt;
Though many take the Yeti to be violent, demented beasts, some have been tamed (with great difficulty) and even integrated into dwarven society. This can be attributed to their joyful and cheery nature; often they can be seen playfully tipping over workshops and 'accidentally' crushing anyone working within. Many dwarves admire this warped sense of humour and the Yeti's obvious love of beer, wine and spirits.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Creatures}}&lt;br /&gt;
{{Category|Humanoids}}&lt;/div&gt;</summary>
		<author><name>IT 000</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Rodent_man&amp;diff=152210</id>
		<title>v0.31:Rodent man</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Rodent_man&amp;diff=152210"/>
		<updated>2011-08-08T02:21:47Z</updated>

		<summary type="html">&lt;p&gt;IT 000: changed to 'fine'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|wiki=no&lt;br /&gt;
|contrib=no}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
Rodent men are found in {{l|caverns}}. They can form a crude civilization and usually have a few {{l|leather}} hides and {{l|meat}} scattered around.&lt;br /&gt;
&lt;br /&gt;
They carry wooden weapons which aren't much of a threat to armored dwarves. However their blowdarts can sometimes carry a deadly {{l|syndrome}}&lt;br /&gt;
&lt;br /&gt;
Overall however, they prove to be less of a threat then most other animal tribes due to their small size and unlike most other underground civilizations they cannot swim. But one shouldn't engage them with unarmored or unskilled dwarves as they may still get the upper hand.&lt;br /&gt;
&lt;br /&gt;
{{Gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;br /&gt;
{{Category|Humanoids}}&lt;/div&gt;</summary>
		<author><name>IT 000</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Rodent_man&amp;diff=152209</id>
		<title>v0.31:Rodent man</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Rodent_man&amp;diff=152209"/>
		<updated>2011-08-08T02:21:14Z</updated>

		<summary type="html">&lt;p&gt;IT 000: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Tattered}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|wiki=no&lt;br /&gt;
|contrib=no}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
Rodent men are found in {{l|caverns}}. They can form a crude civilization and usually have a few {{l|leather}} hides and {{l|meat}} scattered around.&lt;br /&gt;
&lt;br /&gt;
They carry wooden weapons which aren't much of a threat to armored dwarves. However their blowdarts can sometimes carry a deadly {{l|syndrome}}&lt;br /&gt;
&lt;br /&gt;
Overall however, they prove to be less of a threat then most other animal tribes due to their small size and unlike most other underground civilizations they cannot swim. But one shouldn't engage them with unarmored or unskilled dwarves as they may still get the upper hand.&lt;br /&gt;
&lt;br /&gt;
{{Gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;br /&gt;
{{Category|Humanoids}}&lt;/div&gt;</summary>
		<author><name>IT 000</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Rodent_man&amp;diff=152208</id>
		<title>v0.31:Rodent man</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Rodent_man&amp;diff=152208"/>
		<updated>2011-08-08T02:19:46Z</updated>

		<summary type="html">&lt;p&gt;IT 000: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Tattered}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|wiki=no&lt;br /&gt;
|contrib=no}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
{{Gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;br /&gt;
{{Category|Humanoids}}&lt;br /&gt;
&lt;br /&gt;
Rodent men are found in {{l|underground caverns}}. They can form a crude civilization and usually have a few {{l|leather}} hides and {{l|meat}} scattered around.&lt;br /&gt;
&lt;br /&gt;
They carry wooden weapons which aren't much of a threat to armored dwarves. However their blowdarts can sometimes carry deadly {{l|syndromes}}&lt;br /&gt;
&lt;br /&gt;
Overall however, they prove to be less of a threat then most other animal tribes due to their small size. But one shouldn't engage them with unarmored or unskilled dwarves as they may still get the upper hand.&lt;/div&gt;</summary>
		<author><name>IT 000</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Buzzard&amp;diff=152204</id>
		<title>v0.31 Talk:Buzzard</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Buzzard&amp;diff=152204"/>
		<updated>2011-08-07T18:50:19Z</updated>

		<summary type="html">&lt;p&gt;IT 000: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Very odd. I can't get my dorfs to butcher these (gradually mounting) pile of buzzard corpses the random immigrant hunter keeps bringing in. The corpses aren't rotten, they're sitting in a custom corpse pile less than a hundred steps from the butcher shop and they're still piling up because Urist McButcherDwarf cancels every butcher job (even the ones automatically generated by the hunter killing the buzzard!) with &amp;quot;Needs butcherable unrotten nearby item.&amp;quot;&lt;br /&gt;
This is getting tiresome. [[User:Scorch|Scorch]] 06:40, 9 February 2011 (UTC)&lt;br /&gt;
:Not sure if this is a bug or not.  It appears that you can only butcher them if they've been killed by a trap or shot out of the sky.  Any buzzards that die in hand-to-hand combat cannot be butchered... --[[User:MisterB777|MisterB777]] 00:39, 26 July 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
Actually some creatures won't be butchered if they do not produce enough resources. Hence why wild bunnies and cavys are not butchered half the time. --[[User:IT 000|IT 000]] 18:50, 7 August 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>IT 000</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Goblinite&amp;diff=152203</id>
		<title>v0.34:Goblinite</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Goblinite&amp;diff=152203"/>
		<updated>2011-08-07T18:42:44Z</updated>

		<summary type="html">&lt;p&gt;IT 000: biomes have no effect on metal frequency.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{D for Dwarf}}&lt;br /&gt;
'''Goblinite''' is an important ore of [[iron]] (and sometimes [[copper]], [[bronze]], and [[silver]], depending on your version). Unlike other ores, goblinite is not restricted to any particular layer, though it is most often found on or near the surface. It occurs in [[Thief|small clusters]], which can sometimes be dealt with by a solitary dwarf with a [[pick]], and [[Ambush|veins]] and [[Siege|large clusters]] which require greater effort to yield. The discovery of a large vein of goblinite is cause for celebration, a holiday known as [[Goblin christmas]]. Also, there have been some reports of goblinite spontaneously materializing in the vicinity of armed weapon traps.&lt;br /&gt;
&lt;br /&gt;
Once the [[Combat|mining]] is complete, the goblinite can be [[Forbid|unforbidden]] and your dwarfs can carry it off to the [[stockpile]]. To yield the precious metal, each piece of ore must be designated for [[melt]]ing and processed at a [[smelter]]; the yield is typically less than that of normal ores of iron and copper, but can be an important resource in a particularly metal-poor location. provided you have sufficient [[fuel]]. Many [[caravans]] prize raw goblinite, along with its attendant wrappings.&lt;br /&gt;
&lt;br /&gt;
As of the current version dwarves and goblins have the same adult body size, therefore allowing goblinite to be equipped directly without melting and reforging as an early or cheap source of low quality armor for a fortress.&lt;/div&gt;</summary>
		<author><name>IT 000</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Horn&amp;diff=152202</id>
		<title>v0.31:Horn</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Horn&amp;diff=152202"/>
		<updated>2011-08-07T18:36:58Z</updated>

		<summary type="html">&lt;p&gt;IT 000: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{Quality|Fine}}&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Horn&amp;quot; is the generic name for for both the hoofs and horns of animals. In Dwarf Fortress, hoofs and horns are functionally identical once stripped from their previous owners. Both are obtained by {{L|Butcher's shop|butchering}} certain animals, although horns are often only present on the male members of a particular species. &lt;br /&gt;
&lt;br /&gt;
They can either be carved into horn {{L|crafts}}, or used to {{L|decoration|decorate}} existing crafts at the [[Craftsdwarf's Workshop]]. Doing so uses the {{L|bone carver}} labor.&lt;br /&gt;
&lt;br /&gt;
Creatures with horns and hooves can be very formidable in combat, especially since most of them are several times larger then your average dwarf. They have the ability to cave skulls or bruise internal organs. It is best to approach all hoof/horn wielding creatures with caution.&lt;/div&gt;</summary>
		<author><name>IT 000</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Mule&amp;diff=152201</id>
		<title>v0.31:Mule</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Mule&amp;diff=152201"/>
		<updated>2011-08-07T18:31:16Z</updated>

		<summary type="html">&lt;p&gt;IT 000: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|06:53, 8 July 2010 (UTC)}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|contrib=no&lt;br /&gt;
|bone=13&lt;br /&gt;
|meat=12&lt;br /&gt;
|fat=9&lt;br /&gt;
|hoof=4&lt;br /&gt;
|eye=2&lt;br /&gt;
|lung=2&lt;br /&gt;
|heart=1&lt;br /&gt;
|intestine=1&lt;br /&gt;
|liver=1&lt;br /&gt;
|tripe=1&lt;br /&gt;
|sweetbread=1&lt;br /&gt;
|spleen=1&lt;br /&gt;
|kidney=2&lt;br /&gt;
|brain=1&lt;br /&gt;
|skull=1&lt;br /&gt;
|skin=hide&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
'''Mules''' are often used as pack {{Catlink|Animals|animals}} by {{L|Trading|merchant}}s. They can not breed, since all mules are sterile. In Dwarf Fortress, this is modeled by making all mules male, though female mules do exist in real life. For the common dwarven fortress they are nothing but living {{L|meat}}. Their inability to breed coupled with the fact that they cannot produce {{l|milk}} or {{l|yarn}} like other large herbivores makes them a poor choice for a {{l|meat industry}} They require a {{l|pasture}} to survive.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>IT 000</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Goat&amp;diff=152200</id>
		<title>v0.31:Goat</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Goat&amp;diff=152200"/>
		<updated>2011-08-07T18:27:03Z</updated>

		<summary type="html">&lt;p&gt;IT 000: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|13:38, 18 February 2011 (UTC)}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|contrib=no&lt;br /&gt;
|bone=10&lt;br /&gt;
|horn=2&lt;br /&gt;
|meat=8&lt;br /&gt;
|fat=8&lt;br /&gt;
|skull=1&lt;br /&gt;
|skin=hide&lt;br /&gt;
|hoof=4&lt;br /&gt;
|lung=2&lt;br /&gt;
|heart=1&lt;br /&gt;
|intestine=1&lt;br /&gt;
|liver=1&lt;br /&gt;
|tripe=1&lt;br /&gt;
|sweetbread=1&lt;br /&gt;
|spleen=1&lt;br /&gt;
|kidney=2&lt;br /&gt;
|brain=1&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
While not yielding as much meat as other large herbivores. Goats are notable because they require the least grass compared to every other {{l|milk}} bearing creature. Making them great for making {{l|cheese}}.  '''Goats''' require a {{l|pasture}} to survive.&lt;br /&gt;
Females can be milked.&lt;br /&gt;
The males are called &amp;quot;Billy Goats&amp;quot; the females are &amp;quot;Nanny Goats&amp;quot; and the young are called &amp;quot;kids&amp;quot;{{Gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>IT 000</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Reindeer&amp;diff=152199</id>
		<title>v0.31:Reindeer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Reindeer&amp;diff=152199"/>
		<updated>2011-08-07T18:19:30Z</updated>

		<summary type="html">&lt;p&gt;IT 000: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|23:47, 3 April 2011 (UTC)}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|fat=8&lt;br /&gt;
|lung=2&lt;br /&gt;
|heart=1&lt;br /&gt;
|intestine=1&lt;br /&gt;
|liver=1&lt;br /&gt;
|tripe=1&lt;br /&gt;
|sweetbread=1&lt;br /&gt;
|spleen=1&lt;br /&gt;
|kidney=2&lt;br /&gt;
|brain=1&lt;br /&gt;
|skull=1&lt;br /&gt;
|skin=hide&lt;br /&gt;
|meat=9&lt;br /&gt;
|horn=2&lt;br /&gt;
|bone=16&lt;br /&gt;
|hoof=4&lt;br /&gt;
|contrib=no}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
Reindeers are very versatile animals, not only do they have a respectable amount of meat, but they have horns and hooves that can be used for crafting. Furthermore they produce {{l|milk}} (which can be used to make {{l|cheese}}) '''Reindeer''' require a {{l|pasture}} to survive, but they do require less grass then most other large herbivores. All this combined makes them a great choice for the meat industry.&lt;br /&gt;
{{Gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>IT 000</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Martial_trance&amp;diff=152198</id>
		<title>v0.31 Talk:Martial trance</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Martial_trance&amp;diff=152198"/>
		<updated>2011-08-07T18:04:31Z</updated>

		<summary type="html">&lt;p&gt;IT 000: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I added some content, more of a joke really, but better than nothing. --[[User:Overspeculated|Overspeculated]] 18:06, 8 August 2010 (UTC)&lt;br /&gt;
:And now the page is a proper article! Great work!--[[User:Overspeculated|Overspeculated]] 16:03, 1 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Goblins ==&lt;br /&gt;
&lt;br /&gt;
I *think* I've seen goblins entering martial trance --[[User:Alpha|Alpha]] 16:28, 27 November 2010 (UTC)&lt;br /&gt;
:Probably &amp;quot;Enraged at all enemies&amp;quot;?&lt;br /&gt;
&lt;br /&gt;
== Additions ==&lt;br /&gt;
&lt;br /&gt;
I've added a sentence from 40d and I also jotted down a short note on it's effectiveness against bogeymen, and I can verify that removing the TRANCES tag indeed removes strange moods as well. --[[User:IT 000|IT 000]] 18:04, 7 August 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>IT 000</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Martial_trance&amp;diff=152197</id>
		<title>v0.31:Martial trance</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Martial_trance&amp;diff=152197"/>
		<updated>2011-08-07T18:01:07Z</updated>

		<summary type="html">&lt;p&gt;IT 000: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|16:45, 30 August 2010 (UTC)}}{{av}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Image:Champions.png|150px|thumb|right| The aftermath of a dwarf in martial trance. ]]&lt;br /&gt;
{{expand Topic}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
A {{l|creature}} enters '''martial trance''' when it is fighting multiple enemies at once. The trance offers a boost to the creature's abilities - a creature in a martial trance has a significantly increased chance of blocking or parrying an attack, and is more likely to hit their opponent. However, it does not give a direct damage bonus like '''enraged'''. The symbol for a dwarf in a trance is {{Tile|!|2:1}} which will flash over his {{L|Status icons|icon}}.&lt;br /&gt;
&lt;br /&gt;
{{l|Dwarves}} are the only creatures which enter martial trances without {{l|modding}}, the RAW tag which determines this also causes {{l|strange mood}}s. A dwarven adventurer may also enter a martial trance in {{l|Adventurer mode}}. Fresh recruits can, when pressed to fight, go into martial trance as well.&lt;br /&gt;
&lt;br /&gt;
This is also a great way to dispose of {{l|Bogeymen}} in adventurer mode, as you can dodge most of their attacks and most of your attacks will land successfully regardless of the difficulty of the shot.&lt;/div&gt;</summary>
		<author><name>IT 000</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Trading&amp;diff=152196</id>
		<title>v0.31:Trading</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Trading&amp;diff=152196"/>
		<updated>2011-08-07T17:43:19Z</updated>

		<summary type="html">&lt;p&gt;IT 000: /* Caravans */  varified, traders go insane if they cannot leave.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|07:56, 19 January 2011 (UTC)}}{{av}}&lt;br /&gt;
{{Buggy}}&lt;br /&gt;
&lt;br /&gt;
'''Trading''' in Dwarf Fortress first occurs in the first {{L|Calendar|autumn}} after establishing your fortress, with the arrival of the {{L|dwarf|Dwarven}} {{L|Trading#Caravans|caravan}}. Trading is a good way to acquire resources that are not available or are rare in the local area. It also allows for more freedom in selecting starting gear or purchase of additional skills for the expedition party, because items can always be obtained through trade later.&lt;br /&gt;
&lt;br /&gt;
'''Trader''' is the term used at your Trade Depot to refer to your fortress {{l|Broker}} when dealing with merchants in a visiting caravan ({{key|r}} - &amp;quot;''Trader requested at Depot&amp;quot;'').  As a {{L|profession}}, the term usually only applies to visiting merchants, or to a dwarf whose highest {{L|skill}} is {{L|Appraiser}}.&lt;br /&gt;
&lt;br /&gt;
== Trade Depot ==&lt;br /&gt;
Building a {{L|Trade depot}} is a requisite for trade with caravans that arrive at your fortress. &lt;br /&gt;
&lt;br /&gt;
While it may be convenient to build a Trade Depot outside at first, it is usually a really good idea to move it inside or build walls, bridges and other fortifications around it to protect caravans and your goods from animals (guzzlers), {{L|thief|thieves}} and {{L|goblin}}s.&lt;br /&gt;
&lt;br /&gt;
Everything that is on your map belongs to you, except:&lt;br /&gt;
* the items of non-fortress members (only if they are alive, when they are dead they belong to you if you claim the items),{{Verify}}&lt;br /&gt;
* the items that are on merchant animals{{Verify}}&lt;br /&gt;
* the items that are on the trade depot (they belong to the caravan until they are moved out of it)&lt;br /&gt;
&lt;br /&gt;
See the {{L|Trade depot}} article for more information on how to interact with it.&lt;br /&gt;
&lt;br /&gt;
==Trading Flowchart ==&lt;br /&gt;
{{:Trading/Flowchart}}&lt;br /&gt;
After entering the trade menu, select the items to offer from the right, and the desired items from the left. All caravans have a weight limit which cannot be exceeded, and the allowed additional weight is displayed in the lower right corner. If the acting broker has at least Novice or better {{L|Appraisal}} skill, the value of all items will be displayed.  Once the proposal is ready, press {{K|t}} to propose the trade, but merchants will not agree unless they make adequate profit.  Be sure to use '''trade''', not '''offer''' {{K|o}}, as this will make a gift of the selected items. The amount of acceptable profit is determined by the broker's {{L|Broker skills|skills}} and the merchant's mood, described below.  Merchants may attempt to propose counteroffers if they do not accept the proposal, which can then be accepted, rejected, or further amended by the broker.&lt;br /&gt;
&lt;br /&gt;
With more experienced brokers or pleased merchants, even marginally profitable trades can be successful, and counterproposals can be rejected safely, offering the same trade again. Note however that a low profit margin for the traders may not be desirable - it has been suggested that both export and profit numbers influence the size of next years caravan and, in the case of the dwarven caravan, immigration numbers.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
Goods brought by caravans do not have base quality higher than superior, but decorations on a good may be of any quality.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
== Trading cue colors ==&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color:black;color:{{fgcolor|6:0}}&amp;quot;&amp;gt;'''Brown'''&amp;lt;/span&amp;gt; Items have been created (or modified) by your fortress. They can be traded away or offered as a gift.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color:black;color:{{fgcolor|7:1}}&amp;quot;&amp;gt;'''White'''&amp;lt;/span&amp;gt; Items were created by another source. They can be traded, but if one of these items has been selected, the entire selection cannot be offered as a gift.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color:black;color:{{fgcolor|5:1}}&amp;quot;&amp;gt;'''Purple'''&amp;lt;/span&amp;gt; Items are under a no-export mandate.  If they are traded away it will result in disciplinary action (see [[justice]]) against the dwarf that brought the item to the depot.{{Verify}}&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color:black;color:{{fgcolor|2:1}}&amp;quot;&amp;gt;'''Green'''&amp;lt;/span&amp;gt; Items have just been gifted to the caravan and they will not trade it back.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color:black;color:{{fgcolor|4:1}}&amp;quot;&amp;gt;'''Red'''&amp;lt;/span&amp;gt; Items have been seized from another caravan and cannot be traded as is; you will need to decorate them or turn them into other items for them to become &amp;quot;valid&amp;quot; trading items. However, a caravan from a different civilization ''may'' accept stolen goods without changing them first.{{verify}}&lt;br /&gt;
&lt;br /&gt;
Note that containers (barrels, bins, etc) will be displayed according to the origin of the &amp;lt;i&amp;gt;container&amp;lt;/i&amp;gt;, not the contents. So a foreign barrel holding locally-produced beer will display as foreign (white). Once you {{k|v}}iew the container, the locally-made contents are displayed as local (brown).&lt;br /&gt;
&lt;br /&gt;
== Merchant mood ==&lt;br /&gt;
If your broker has Novice or better {{L|Judge of intent}} skill, there will be a line added below the merchant's dialogue describing the caravan's attitude. Their attitude rises with successful trades (especially if they get lots of profit) and falls when you propose deals they don't like. &lt;br /&gt;
&lt;br /&gt;
* (trader) seems ecstatic with the trading&lt;br /&gt;
* (trader) seems very happy about the trading&lt;br /&gt;
* (trader) seems pleased with the trading&lt;br /&gt;
* (trader) seems willing to trade (Default, at least for humans)&lt;br /&gt;
* (trader) seems to be rapidly losing patience&lt;br /&gt;
* (trader) is not going to take much more of this&lt;br /&gt;
* (trader) is unwilling to trade&lt;br /&gt;
&lt;br /&gt;
The happier you make a merchant, the less profit margin he will demand in a trade. If merchants reach the lowest level, no further trade will be possible, and they will immediately pack up and leave your depot. Since annoyed traders are more likely to reject deals, you should be generous in initial negotiations. Skilled negotiators seem less likely to offend traders with unsuccessful deals. &lt;br /&gt;
&lt;br /&gt;
An easy way to capitalize on this mood system is to perform several partial trades. First trade for a few items, offering goods twice the value of the items you ask for (eg, offer 2000☼ for 1000☼ of his stuff). This will likely make the merchant ecstatic about trading with you. Exit the trade screen, unpause briefly, and then return to trading with a vengeance. With the merchant in such a good mood, he is more likely to counteroffer than reject a trade outright.&lt;br /&gt;
&lt;br /&gt;
== Seizing items ==&lt;br /&gt;
&lt;br /&gt;
Pressing {{K|s}} from the trade menu will seize the selected items of the merchant's.  If you seize goods from a caravan, the merchant will respond &amp;quot;Take what you want. I can't stop you.&amp;quot; and then leave immediately without the seized goods.  Items cannot be seized from the dwarven caravan, and other races will not buy goods stolen from one of their caravans (then marked in red) unless they are tricked into asking for them via counteroffer, or the items are &amp;quot;laundered&amp;quot; by decoration or used to create other goods.  Seizing goods will hurt diplomatic relations, but is not grounds for an automatic {{L|siege}}.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
Pressing the seize button while no goods are selected will result in the merchant interpreting your seizure as a joke. This apparently does nothing to benefit or hinder your trading.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
As a side note, if you deconstruct your trade depot with a caravan in it, all the caravan's items will drop to the ground, to be readily hauled away by your Dwarves. This does not mark the items as stolen, and the caravan will leave. However, ''next'' year's caravan is partly based on the profits from the previous year - so if you are relying on that race's caravans for needed items, you're hurting yourself in the long run.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
Another way to steal without marking as stolen is to forbid the trade depot just before they leave, causing them to leave their goods at the depot.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
Note that the civilization attached to a particular caravan will keep track of the value of items the caravan was carrying when they set out to trade, and they will compare this value with the value of items they return home with. Regardless of what method you use to confiscate items from a caravan, even if you came to possess the goods through no fault of your own (an {{L|ambush}} killed the caravaners, for example) the parent civilization may decide that you stole from them and send a {{L|siege}} instead of a caravan the following year. It is prudent to take measures to protect caravans visiting your lands!{{Verify}}&lt;br /&gt;
&lt;br /&gt;
==Offering items==&lt;br /&gt;
&lt;br /&gt;
{{key|o}} You can also give away items, as gifts to the leaders of the {{L|civilization}} you are trading with. This presumably helps relations between yourself and the other faction, though there is not yet a clear correlation between the value of the offerings and the improvement to relations. The exact effects of offerings on trading are unknown but it is believed due to the offerings' net trade value being counted towards the traders' profit, possibly with a modifier (possibly a multiplier of more than 1 as a bonus or less than 1 to compensate for the improved relations){{Verify}}, which in turn increases the quantity and variety of trade goods brought by next year's caravan. Also the {{L|King}} requires offerings to be made before his arrival.(5,000 in 0.31.25) You cannot offer items that were not made at your fortress; the traders do not want your spare goblin harvest clothes.&lt;br /&gt;
&lt;br /&gt;
'''''Note:''' There are currently no benefits to offering goods to your king; the game developers have stated that this is to be changed in future versions.'' (&amp;quot;''Req174, REASON FOR OFFERING, (Future): There's no point of offering goods to your own king right now.)&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
Unless you are looking for [[fun]], under no conditions should you offer or trade items which are wooden or used wood in their creation (glass, for example) to [[elves]], as this will insult the traders, and may cause them to leave or even damage relations enough to provoke a war between you and the elven civilization you traded with. They will be equally insulted by you trading back their wood-related items - their refusal to accept back their wooden items is probably a bug which will be removed in a later release, though this has not been verified. It is also worth noting that in-game the only way to acquire wood is by chopping down trees, so it is likely that the elves have developed a method of growing and acquiring wood without killing trees which will be included in later development.&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous Trading Advice ==&lt;br /&gt;
&lt;br /&gt;
* Several small trades, exiting the trade window each time, will increase the Broker's relevant skills during the early game.&lt;br /&gt;
* Food inside the Trade Depot can go bad. Have a food stockpile nearby so you can quickly haul goods inside.&lt;br /&gt;
* Thieves and thieving critters tend to follow caravans. Expect assaults and intruders.&lt;br /&gt;
* Be careful about asking traders to bring lots of individual lightweight items (such as meat and fish) as it can result in traders taking a very long time to unload their goods. Unless the path to your depot is extremely long, though, this is unlikely to cause significant problems.{{Verify}}&lt;br /&gt;
* Create your trading depot inside your fort, preferably in the beginning. Place a 3-tile wide path (which must be free of obstructions such as stairways) to the entrance of the fort and line this with traps; this will help to protect the traders and keep the depot close to your supplies.&lt;br /&gt;
* All caravans will bring extra food (meat and edible plants) and wooden logs if the supplies of your fortress are low enough, independent of whether or not you requested them. This does not apply in the case that the weight limit is exceeded by (other) items you requested. The supply situation, as observed by traders, is based solely on the number of unforbidden items in your fortress, whether stockpiled or utilized in buildings (such as wooden axles, water wheels, windmills, or workshops); thus, it is possible to trick caravans into thinking your supplies are low by {{L|forbid}}ding all of your relevant stocks immediately prior to their arrival. &amp;lt;p&amp;gt; &amp;lt;!-- This puts a paragraph break into a list item --&amp;gt; This also seems to apply to elven caravans bringing {{L|cloth}} (except that cloth that's turned into {{L|clothing}}, {{L|bag}}s or {{L|rope}} isn't counted).  So if you want elven caravans to ''stop'' bringing cloth, buy up all the cloth that the first few caravans bring and stash them somewhere.&lt;br /&gt;
* Define your trade depot as a burrow. When traders arrive, you can add your broker or another dwarf, perhaps one you want to train in trading, to the burrow. They will head to the depot immediately, and stay there until you remove them from the burrow.&lt;br /&gt;
&lt;br /&gt;
== Caravans ==&lt;br /&gt;
Each friendly race will send a caravan per year, linked to one season, which is autumn for dwarves, summer for humans, spring for elves. In rare cases, goblins will show up in winter.{{verify}} However, in the first year only a dwarven caravan will arrive, although it will tend to arrive later than mid-autumn, unlike previous versions {{verify}}. Caravans will only show up if that race considers the fortress site accessible (as denoted on the embark screen), with the exception of dwarves, who always arrive unless they are extinct.{{verify}}  Caravans appear to enter the map from a random direction which does not coincide with the relative direction of the originating {{L|civilization}}, and they may appear from different directions or z-levels each year.  Caravans may leave without trading if it takes too long to reach the trade depot. Caravans will embark on their journey back exactly one month after their arrival, whether they have succeeded in reaching the depot or not.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
Note that if traders or their animals are prevented from leaving, they will eventually go {{L|insane}}.&lt;br /&gt;
&lt;br /&gt;
Also worth mention is the pathing behavior of the entire caravan. If one member of the caravan reaches a block in their chosen path (ie. a raised drawbridge that was lowered when they entered the map) the entire caravan will re-path, instead of encountering the obstacle one by one.&lt;br /&gt;
&lt;br /&gt;
== Liaisons ==&lt;br /&gt;
{{L|Liaison}}s may be sent with caravans to speak to important dwarves (and they ''will'' speak to those dwarves, even if they have to wait at their bedside in the hospital for months after the caravan has left).  Liaisons allow you to choose the type of items that your fortress is interested in, and will focus on bringing more of that kind of item on the next caravan (however, those items will also be more expensive).  In turn, they will present a list of the items they're willing to pay more for, which will be effective upon their next arrival.&lt;br /&gt;
&lt;br /&gt;
Trade agreements can be viewed at a later time through the Civilization menu ({{k|c}}). These trade agreements are cleared when a liaison of the corresponding civilization enters the screen, so they are generally not accessible after the caravan has arrived.&lt;br /&gt;
&lt;br /&gt;
If a liaison is prevented from leaving, they will eventually go {{L|insane}}. {{Verify}}&lt;br /&gt;
&lt;br /&gt;
==== {{L|Dwarves}} ====&lt;br /&gt;
:''&amp;quot;May our fortunes rise and fall together&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
The dwarven caravan:&lt;br /&gt;
* arrives in {{L|Calendar|autumn}}.&lt;br /&gt;
* carries metal bars, {{L|leather}}, weapons and armor, food and booze, and more.  Dwarves alone may bring {{L|steel}} and steel goods. They can still bring steel (and steel goods) and {{L|pig iron}} bars even if they do not have access to {{L|iron}}, but will not bring iron products.&lt;br /&gt;
* is well guarded.&lt;br /&gt;
* sends a liaison who will speak with the {{L|Expedition leader}}, {{L|Mayor}}, {{L|Baron}}, {{L|Count}}, or {{L|Duke}} to negotiate an import-export agreement (unless the {{L|Monarch}} is present).&lt;br /&gt;
* influences the number of immigrants received (if the caravan leaves intact).{{verify}}&lt;br /&gt;
* will not cause sieges when repeatedly destroyed or lost.&lt;br /&gt;
* is the only caravan to arrive during a fortress' first year.&lt;br /&gt;
* always arrives regardless of embark location, as long as the dwarven civilization is not extinct.{{verify}}&lt;br /&gt;
* cannot have its goods seized from the trade menu.&lt;br /&gt;
* may not arrive if your civilization lacks any notable figures.&lt;br /&gt;
&lt;br /&gt;
==== {{L|elf|Elves}} ====&lt;br /&gt;
[[Image:Evil_elves.png|thumb|400px|A typical elven caravan.]]&lt;br /&gt;
&lt;br /&gt;
The elven caravan:&lt;br /&gt;
* arrives in the {{L|Calendar|spring}}.&lt;br /&gt;
* carries {{L|cloth}}, {{L|rope}}s, various above-ground seeds, {{L|plant}}s and their byproducts, {{L|log}}s, {{L|wood}}en goods &amp;amp; {{L|weapon}}s, clothing and {{L|armor}}, and may carry tame exotic {{L|creature}}s.&lt;br /&gt;
* is unguarded.&lt;br /&gt;
* does not accept some items in trade:&lt;br /&gt;
&lt;br /&gt;
Elven traders do not like to be offered any tree byproducts.  Forbidden items include:&lt;br /&gt;
&lt;br /&gt;
* {{L|Wood}}en items (including subterranean mushrooms such as {{L|tower-cap}}s)&lt;br /&gt;
* Items derived from wood - {{L|ash}} and {{L|charcoal}}, as well as {{L|lye}}, {{L|potash}}, and {{L|pearlash}}&lt;br /&gt;
* Items made from clear and crystal {{L|glass}} (due to the {{L|pearlash}} used) - green glass appears to be perfectly acceptable&lt;br /&gt;
* Items {{L|decoration|decorated}} with any of the above materials&lt;br /&gt;
* {{L|Obsidian}} shortswords (since they have wooden handles)&lt;br /&gt;
* {{L|Soap}} (made with {{L|lye}})&lt;br /&gt;
&lt;br /&gt;
Offering or trading forbidden items will cause the mood of the trader to drop rapidly, causing them to refuse to trade any more that season and leave immediately.  Additionally you will be called uncouth, crude, and barbaric for not understanding their customs.&lt;br /&gt;
&lt;br /&gt;
However, {{L|stone}} and {{L|metal}} items, even when {{L|charcoal}} is used in production, are acceptable. Items made from {{L|silk}} are acceptable, as are all non-wooden plant-derived products such as {{L|cloth}} and {{L|thread}}. Items made of bone (totems too), horn, shell or leather are acceptable, so are meat and fish. You can also transport your goods to the {{L|trade depot}} in a wooden {{L|bin}}, as long as you do not try to sell the bin. Living animals are acceptable, as long as the {{L|cage}} or {{L|trap}} is not made of {{L|wood}}.&lt;br /&gt;
&lt;br /&gt;
Be especially careful with reselling decorated items from other caravans, as non-wood/glass items may have decorations of wood or clear/crystal glass.  All such items that elven caravans sell are also unacceptable to sell back to elves, as the dwarves have no means of proving that they were made in an &amp;quot;elf kosher&amp;quot; way &amp;amp;mdash; and all dwarves know that elves have terrible memory.&lt;br /&gt;
&lt;br /&gt;
==== {{L|Human}}s ====&lt;br /&gt;
The human caravan:&lt;br /&gt;
* arrives in {{L|Calendar|summer}}.&lt;br /&gt;
* carries metal bars, sand, {{L|leather}}, cloth, wood, food and booze, ropes, waterskins, quivers, backpacks, metal weapons and clothing and armor, cages and a few domestic animals.&lt;br /&gt;
* is moderately guarded.&lt;br /&gt;
&lt;br /&gt;
==== {{L|Goblin}}s{{Verify}} ====&lt;br /&gt;
A goblin caravan ''may'' arrive if your civilization is at peace with the goblins.&lt;br /&gt;
&lt;br /&gt;
The goblin caravan:&lt;br /&gt;
*will arrive every season, four times per year{{verify}}&lt;br /&gt;
*unguarded&lt;br /&gt;
*brings mostly food and cloth&lt;br /&gt;
*does not send a liaison or a guild representative&lt;br /&gt;
*does not make import/export agreements&lt;br /&gt;
&lt;br /&gt;
== Destruction ==&lt;br /&gt;
If caravans are destroyed (intentionally or unintentionally), the items may remain for use. Traders caught in a {{L|cave-in}} will flee as if they were attacked, but will leave all the items dropped by the caravan behind. Pack animals carrying items are affected just like a normal tamed {{L|mule}} and must be killed in the cave-in for them to drop items on the ground. It is however much more likely that the pack animals will only be stunned or rendered unconscious, and flee shortly after recovering from the hit.&lt;br /&gt;
&lt;br /&gt;
While caravans can defend themselves, they don't like being ambushed. An encounter with unfriendly creatures resulting in the death of any merchant or pack animal will cause them to retreat and forget about trading with you for the season. Repeated caravan destruction (intentional or unintentional) will strain diplomatic relations and may result in a {{L|siege}}.&lt;br /&gt;
&lt;br /&gt;
== Caravan Delay ==&lt;br /&gt;
If a caravan has arrived at your trade depot and is unable to leave for about six months after they arrived, the merchants and animals will go insane.  This can result in a bunch of merchants attacking your dwarves, or just standing around moping until they starve to death.  It is not known for certain if this hurts diplomatic relations, but most likely it's the same as any case where the entire caravan fails to return home.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
If you have locked the caravan into your fortress to hold out against a siege, it's a good idea to station a squad of soldiers near the trade depot in case the merchants {{L|Insanity#Types|go berserk}}. You may also want to make the depot a restricted area to encourage civilians to go around it. Alternatively, you can design the trade depot using drawbridges, so that it can be sealed off from the rest of the fortress during a siege.&lt;br /&gt;
&lt;br /&gt;
If you want the merchants to leave safely, you can build four or more tunnels to each corner of the map, connected to your fortress only by drawbridges. As long as there is no other way to enter and exit your fortress, invaders and merchants will both go towards any tunnel that you activate. You can lock the merchants into the trade depot, and then open a tunnel entrance on one side of the map to make the invaders head towards that tunnel. When they get close to it, you can close it, and then open the entrance on the other side of the map, and let the traders out of the depot. If your fortress and depot are in the middle of the map, this will give the traders quite a head-start to get away.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
Merchants can leave the map from any map edge-- including underground map edges.  If an unobstructed path through your fortress reaches an edge, then blocking an overland path will cause the merchants to travel underground.  This can be useful, if you're suffering a prolonged siege; it can also be dangerous, if your underground regions are less secure than your surface.&lt;br /&gt;
&lt;br /&gt;
Caravan guards cannot be starved, dehydrated, or driven to insanity if prevented from leaving, their employers and animals will however.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
&lt;br /&gt;
*No one brings wagons, even if there is a clear path to your depot. {{bug|197}}&lt;br /&gt;
*Wild animals cannot be traded; when a dwarf attempts to move the caged animal to the Depot, the creature is set free.&amp;lt;small&amp;gt;Only aggressive animals?&amp;lt;/small&amp;gt;&lt;br /&gt;
*If your {{L|hospital}} isn't already stocked with the specified amount of thread/cloth, your dwarves will carry off as much from the caravan as they need to fill it. {{Bug|66}}&lt;br /&gt;
*Caravans show up very late in the season. {{Bug|1756}}&lt;br /&gt;
*If you order your military to kill merchants from your own civilization, your soldiers will simultaneously become members ''and'' enemies of your civilization, resulting in a civil war within your fortress. When this happens, all current members of the fortress (excluding incoming migrants) will turn on each other yet they will still be seen as normal working dwarves in the status screens. This will only last for those who were alive ''during'' the attack, they will always be hostile to everyone including incoming migrants (yet they still do their jobs/ follow military orders and work as dwarves although they will interrupt other's work. They will not be shown as enemies in the Units screen).&lt;br /&gt;
&lt;br /&gt;
== Exploits ==&lt;br /&gt;
&lt;br /&gt;
*If you destroy the Depot while they are unloaded you will get the leaving message but they will leave before the building is completely destroyed, so they will not reclaim any of their stuff because it is not available until the building is fully deconstructed. However any animals they had caged will only become friendly, you won't actually own them.&lt;br /&gt;
&lt;br /&gt;
If you wait some time (2-3 months{{verify}}), you can &amp;quot;claim&amp;quot; animals by linking a lever to the cage and opening it, the animals will be released in a tamed state. Check the 'u'nit screen before releasing them; if the creatures still show as Merchant creatures, they will wander off the map when released; if they show as Tame creatures, they will stay once released.&lt;/div&gt;</summary>
		<author><name>IT 000</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Status_icon&amp;diff=152076</id>
		<title>v0.31:Status icon</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Status_icon&amp;diff=152076"/>
		<updated>2011-08-04T02:55:59Z</updated>

		<summary type="html">&lt;p&gt;IT 000: Removed 'Traumitized'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Masterwork|22:39, 17 April 2011 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:icons.gif]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Status icons''' are symbols that flash when a creature is under a certain effect. When a creature has multiple status icons, they will flash in succession.&lt;br /&gt;
&lt;br /&gt;
{{Tile|☺|4:1}}&lt;br /&gt;
flashes to...&lt;br /&gt;
* {{Tile|☺|4:0}} '''{{L|Legendary}}:''' The dwarf has a skill that has reached Legendary level. Take care of these fellows.&lt;br /&gt;
&lt;br /&gt;
* {{Tile|X|0:1}} '''{{L|Immigration|Migrant}}:''' The dwarf has just arrived at your fortress and is still getting used to the place. They won't do any jobs while in this state, which doesn't last long.&lt;br /&gt;
&lt;br /&gt;
* {{Tile|?|3:1}} '''No Job:''' The creature has no job and no destination. Tame animals will get this while they are being dragged to a {{L|restraint}}, {{L|cage}}, or {{L|butcher's shop}}.&lt;br /&gt;
&lt;br /&gt;
* {{Tile|?|4:1}} '''No Destination:''' The creature has a job, but no destination. They get this when you shut a door on their faces. Also momentarily flashes when they first get a job.&lt;br /&gt;
&lt;br /&gt;
* {{Tile|-|2:1}}{{Tile|\|2:1}}{{Tile|&amp;amp;#124;|2:1}}{{Tile|/|2:1}}{{Tile|-|2:1}} '''Multiple Creatures:''' More than one creature is on the same tile. The game will switch between them using this animated line.&lt;br /&gt;
&lt;br /&gt;
* {{Tile|↓|6:0}} '''Hungry:''' Dwarf needs {{L|food}} badly. &lt;br /&gt;
&lt;br /&gt;
* {{Tile|↓|1:1}} '''Thirsty:''' The creature needs {{L|water}} or {{L|alcohol}}.&lt;br /&gt;
&lt;br /&gt;
* {{Tile|↓|7:0}} '''Drowsy:''' The dwarf wants {{L|sleep}}.&lt;br /&gt;
&lt;br /&gt;
* {{Tile|↓|4:1}} '''Unhappy:''' The dwarf's unhappy thoughts are piling up. Not a good sign for a fortress, as this can lead to tantrums.&lt;br /&gt;
&lt;br /&gt;
* {{Tile|Z|0:1}} '''{{L|Sleep|Sleeping}}:''' This dwarf is not going to be productive, and the object it is sleeping on will have an effect on its mood.  A dwarf is considered unconscious while sleeping and has all the effects thereof, but not the unconsciousness icon.&lt;br /&gt;
&lt;br /&gt;
* {{Tile|!|7:1}} '''{{L|Strange mood|Fey Mood}}:''' The dwarf will find a workshop, get materials, and make an artifact. After this, it will have a skill increase to {{L|Legendary}}, along with attributes. If it cannot find the required workshop or items, it will wait until it goes insane, berserk, or melancholy.&lt;br /&gt;
&lt;br /&gt;
* {{Tile|!|5:1}} '''Possessed:''' The same thing as {{L|fey mood}}, but without the skill increase.&lt;br /&gt;
&lt;br /&gt;
* {{Tile|!|7:0}} '''Secretive Mood:''' The same thing as {{L|fey mood}}, though with more cryptic clues.&lt;br /&gt;
&lt;br /&gt;
* {{Tile|!|5:0}} '''Fell Mood:''' Similar to a {{L|fey mood}}, though resulting in a dwarf being murdered.&lt;br /&gt;
&lt;br /&gt;
* {{Tile|!|0:1}} '''Macabre Mood:''' Similar to a fell mood, though not requiring the death of a dwarf.&lt;br /&gt;
&lt;br /&gt;
* {{Tile|!|6:1}} '''{{L|Tantrum}}:''' The dwarf has finally had enough, and has lost his temper. The dwarf stops all work, and proceeds to throw things, destroy buildings and hurt other dwarves. This is not a permanent state, but extremely annoyed dwarves will tantrum repeatedly. &lt;br /&gt;
&lt;br /&gt;
* {{Tile|!|3:1}} '''{{L|Insane}}:''' Dwarves may eventually go crazy and babble, leading to this icon (usually because they couldn't complete an artifact). Dwarf moves erratically around while randomly removing and dropping articles of clothing until he/she dies of hunger or thirst. A form of madness.&lt;br /&gt;
&lt;br /&gt;
* {{Tile|!|1:1}} '''{{L|Melancholy}}:''' When a dwarf has sad thoughts for a very long time, it may lead to this. Dwarf sulks around very slowly until he/she dies of hunger or thirst, or tries to kill himself by drowning or chasm. A form of madness.&lt;br /&gt;
&lt;br /&gt;
* {{Tile|!|4:1}} '''{{L|Berserk}}:''' If a dwarf is extremely unhappy for too long, he/she may snap and enter a homicidal rage, attacking everyone in sight. A form of madness, and extremely dangerous.&lt;br /&gt;
&lt;br /&gt;
* {{Tile|!|4:0}} '''Enraged:''' When a creature is faced with insurmountable odds, particularly after another creature nearby is killed, it may become angry and attack with rushes and powerful hits.&lt;br /&gt;
&lt;br /&gt;
* {{Tile|!|2:1}} '''Martial Trance:''' When a single dwarf is being attacked by more than one enemy, it will fall into this state and supposedly focus better. [[Toady One]] has [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=12&amp;amp;t=000037 said]: ''You have to be a dwarf [to be able to get the martial trance]. It improves all kinds of combat rolls and modifiers (but no direct damage bonus -- 'enraged' does that).'' Dwarves in this state will seek fights with enemy or neutral creatures.&lt;br /&gt;
&lt;br /&gt;
* {{Tile|☺|4:5:1}} '''{{L|Wrestling}}:''' It is grabbing, or attempting to grab, another creature in a fight. Could also be holding on to a part of the opponent as well.&lt;br /&gt;
&lt;br /&gt;
* {{Tile|+|6:7:1}} '''Minor {{L|Wound|Injury}}:''' Any wound that leaves only one hand in working condition, including severings.&lt;br /&gt;
&lt;br /&gt;
* {{Tile|+|4:7:1}} '''Major {{L|Wound|Injury}}:''' Loss of the use of a leg, both arms, or a fatal injury to a vital organ that hasn't killed the dwarf yet.  Yellow or worse damage to any of the brain, throat, heart, guts, or both lungs are all mortal wounds. Yellow or worse damage to one lung is typically not fatal, but this status flag will remain on the dwarf permenantly as he goes about his day.&lt;br /&gt;
&lt;br /&gt;
* {{Tile|☼|3:1}} '''[[Combat#Paralysis|Paralyzed]]:''' The creature cannot move. Caused by poison or severe brain damage.&lt;br /&gt;
&lt;br /&gt;
* {{Tile|X|3:1}} '''Stunned:''' Dwarves can be stunned because of pain, and may lead to unconsciousness. Cave spider bites also cause periodic stunning. May also occur from a fall, usually from a dodge or a {{L|cave-in}}, or as a result of minor {{L|cave adaptation}}.&lt;br /&gt;
&lt;br /&gt;
* {{Tile|X|2:1}} '''Nausea:''' Can be caused by {{L|cave adaptation}}, and will cause {{L|vomit}}, or during combat, when one spears another through the vital organs in the abdomen.&lt;br /&gt;
&lt;br /&gt;
* {{Tile|X|7:0}} '''Winded:''' When a dwarf is out of breath, they are winded. This can be caused by being underwater, having a lung pierced or throat torn out.&lt;br /&gt;
&lt;br /&gt;
* {{Tile|X|7:1}} '''Unconscious:''' A bad sign for a dwarf, since (other than sleeping) they usually become unconscious in a fight and will die shortly afterwards. Sometimes, pain or permanent spinal injuries will make a dwarf periodically fall unconscious.  Regardless of the cause, any creature that falls unconscious on a {{L|trap}} will trigger it, with messy and/or humorous results.&lt;br /&gt;
&lt;br /&gt;
* {{Tile|X|4:7:1}} '''Fevered:''' This dwarf has a fever.  Exact results of a fever are unknown, but may indicate other health problems.&lt;br /&gt;
&lt;br /&gt;
In addition to the above symbols, creatures {{L|hauling}} an object will alternate between their usual icon and the icon of the object they are carrying.&lt;br /&gt;
&lt;br /&gt;
==Non-flashing==&lt;br /&gt;
&lt;br /&gt;
* {{Tile|☺|4:6:1}} '''Prone:''' The creature is lying on the ground. Several prone creatures can be in the same tile; therefore, in tight corridors, dwarves will be constantly lying down and standing so they can go through. Also happens in combat. Make sure to remember to {{k|s}}tand up if this happens in Adventure Mode.&lt;br /&gt;
&lt;br /&gt;
* {{Tile|☺|4:3:1}} '''Airborne:''' The creature has been thrown by a wrestling move, flung into the air by a raising drawbridge, fallen off a cliff, gone over a waterfall or gotten smashed by a blunt weapon and is flying backwards from the force of the blow. It's impossible to {{k|v}}iew a creature in this state (though it is possible to loo{{k|k}}) &amp;amp;ndash; but you'd probably be better off covering your eyes, anyway.  Creatures that are flying under their own power are displayed normally.&lt;br /&gt;
&lt;br /&gt;
* {{Tile|☺|1:1:1}} '''{{L|Swimmer#Drowning|Drowning}}:''' The creature is drowning. Large {{L|fish}} normally appear this way, except when in shallow water (in which case they are air-drowning).&lt;br /&gt;
&lt;br /&gt;
* {{Tile|☺|4:7:1}} '''Webbed:''' The icon that shows when a creature walks into a {{L|giant cave spider}}'s web.&lt;br /&gt;
&lt;br /&gt;
* {{Tile|☺|0:5:0}} '''Last seen:''' Indicates a hidden tile that contained a creature when last visible. Adventure mode only.&lt;br /&gt;
&lt;br /&gt;
* {{Tile|☺|4:4:1}} '''Dead:''' This dwarf is gone, far away from the horrors of the puppy-cooking, noble-drowning fortress.  Legendary dwarves and foes will still alternate colors after death.&lt;br /&gt;
&lt;br /&gt;
{{Game Interface FAQ}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Interface}}&lt;br /&gt;
{{Category|Creatures}}&lt;br /&gt;
{{Category|Dwarves}}&lt;br /&gt;
{{Category|Thoughts}}&lt;/div&gt;</summary>
		<author><name>IT 000</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Goose&amp;diff=151654</id>
		<title>v0.31:Goose</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Goose&amp;diff=151654"/>
		<updated>2011-07-23T02:10:04Z</updated>

		<summary type="html">&lt;p&gt;IT 000: Made a note about flying and job spam.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|10:51, 7 April 2011 (UTC)}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|meat=8-9&lt;br /&gt;
|fat=8&lt;br /&gt;
|intestine=1&lt;br /&gt;
|bone=6&lt;br /&gt;
|skull=1&lt;br /&gt;
|skin=hide&lt;br /&gt;
|contrib=no}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
'''Geese''' are {{L|domestic animal|domestic}} waterfowl, that can also be found in wild populations. Of the common domestic {{L|egg}}-laying animals, the goose is the second largest; only the {{L|turkey}} is larger. A male goose is called a ''gander'', and young geese are called ''goslings''. Because of their good size, the fact they reach adulthood and full size in only one year, and low {{L|embark}} cost, geese are useful for both {{L|egg production}} and the {{L|meat industry}}.&lt;br /&gt;
&lt;br /&gt;
Note that geese can fly, even while assigned to pastures. If they get up on a roof you will experience a large amount of spam as Dwarves attempt to reach them. It is recommended that you keep them away from elevated surfaces that your dwarves cannot access.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* {{L|Domestic_animal#Comparison_of_domestic_poultry|Comparison of domestic poultry}}&lt;br /&gt;
&lt;br /&gt;
{{Gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>IT 000</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Aquatic_creatures&amp;diff=151653</id>
		<title>v0.31:Aquatic creatures</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Aquatic_creatures&amp;diff=151653"/>
		<updated>2011-07-23T02:06:29Z</updated>

		<summary type="html">&lt;p&gt;IT 000: Moved from Tattered to Exceptional (If you think it's better/worse feel free to change it)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|17:58, 28 April 2011 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Aquatic creatures''' live in fresh or salt {{L|water}}, sometimes in both. Most are {{L|fish}} but some are amphibious or mammalian. While most are small creatures like perch or salmon, the majority are nearly alike in game terms and are not listed here.&lt;br /&gt;
&lt;br /&gt;
== Amphibious creatures ==&lt;br /&gt;
&lt;br /&gt;
'''Amphibious creatures''' live in water, but have lungs and can move on land. They have [AMPHIBIOUS] and sometimes [UNDERSWIM] tags in their raws. This category includes walrusses and such mammals but not whales.&lt;br /&gt;
&lt;br /&gt;
* {{L|Alligator}}&lt;br /&gt;
* {{L|Cave crocodile}}&lt;br /&gt;
* {{L|Giant olm}}&lt;br /&gt;
* {{L|Giant toad}}&lt;br /&gt;
* {{L|Grimeling}}&lt;br /&gt;
* {{L|Hippo}}&lt;br /&gt;
* {{L|Olmman}}&lt;br /&gt;
* {{L|Saltwater crocodile}}&lt;br /&gt;
* {{L|Turtle}}&lt;br /&gt;
* {{L|Walrus}}&lt;br /&gt;
* {{L|Platypus}}&lt;br /&gt;
* {{L|Cave fish man}}&lt;br /&gt;
* {{L|Reptile man}}&lt;br /&gt;
* {{L|Serpent man}}&lt;br /&gt;
* {{L|Amphibian man}}&lt;br /&gt;
* {{L|Cave fish man}}&lt;br /&gt;
* {{L|Hippo}}&lt;br /&gt;
&lt;br /&gt;
== Fish ==&lt;br /&gt;
&lt;br /&gt;
'''Fish''' are {{L|creatures}} that live solely on water. Most have gills, though a rare few have lungs. They generally have [AQUATIC], [UNDERSWIM] and [IMMOBILE_LAND] tags in their raws.&lt;br /&gt;
&lt;br /&gt;
* {{L|Angelshark}}&lt;br /&gt;
* {{L|Basking shark}}&lt;br /&gt;
* {{L|Blacktip reef shark}}&lt;br /&gt;
* {{L|Blue shark}}&lt;br /&gt;
* {{L|Bluefin tuna}}&lt;br /&gt;
* {{L|Bluefish}}&lt;br /&gt;
* {{L|Bull shark}}&lt;br /&gt;
* {{L|Carp}}&lt;br /&gt;
* {{L|Cave lobster}}&lt;br /&gt;
* {{L|Cod}}&lt;br /&gt;
* {{L|Coelacanth}}&lt;br /&gt;
* {{L|Common skate}}&lt;br /&gt;
* {{L|Conger eel}}&lt;br /&gt;
* {{L|Frill shark}}&lt;br /&gt;
* {{L|Giant grouper}}&lt;br /&gt;
* {{L|Great barracuda}}&lt;br /&gt;
* {{L|Great white shark}}&lt;br /&gt;
* {{L|Halibut}}&lt;br /&gt;
* {{L|Hammerhead shark}}&lt;br /&gt;
* {{L|Leechman}}&lt;br /&gt;
* {{L|Longfin mako shark}}&lt;br /&gt;
* {{L|Longnose gar}}&lt;br /&gt;
* {{L|Manta ray}}&lt;br /&gt;
* {{L|Marlin}}&lt;br /&gt;
* {{L|Milkfish}}&lt;br /&gt;
* {{L|Nurse shark}}&lt;br /&gt;
* {{L|Ocean sunfish}}&lt;br /&gt;
* {{L|Opah}}&lt;br /&gt;
* {{L|Pike (fish)|Pike}}&lt;br /&gt;
* {{L|Sea lamprey}}&lt;br /&gt;
* {{L|Sea monster}}&lt;br /&gt;
* {{L|Sea serpent}}&lt;br /&gt;
* {{L|Shortfin mako shark}}&lt;br /&gt;
* {{L|Spiny dogfish}}&lt;br /&gt;
* {{L|Stingray}}&lt;br /&gt;
* {{L|Sturgeon}}&lt;br /&gt;
* {{L|Swordfish}}&lt;br /&gt;
* {{L|Tiger shark}}&lt;br /&gt;
* {{L|Tigerfish}} &lt;br /&gt;
* {{L|Whale}}&lt;br /&gt;
* {{L|Whale shark}}&lt;br /&gt;
* {{L|Whitetip reef shark}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Creatures}}{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>IT 000</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Aquatic_creatures&amp;diff=151652</id>
		<title>v0.31:Aquatic creatures</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Aquatic_creatures&amp;diff=151652"/>
		<updated>2011-07-23T02:04:45Z</updated>

		<summary type="html">&lt;p&gt;IT 000: Updated from 40d&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Tattered|17:58, 28 April 2011 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Aquatic creatures''' live in fresh or salt {{L|water}}, sometimes in both. Most are {{L|fish}} but some are amphibious or mammalian. While most are small creatures like perch or salmon, the majority are nearly alike in game terms and are not listed here.&lt;br /&gt;
&lt;br /&gt;
== Amphibious creatures ==&lt;br /&gt;
&lt;br /&gt;
'''Amphibious creatures''' live in water, but have lungs and can move on land. They have [AMPHIBIOUS] and sometimes [UNDERSWIM] tags in their raws. This category includes walrusses and such mammals but not whales.&lt;br /&gt;
&lt;br /&gt;
* {{L|Alligator}}&lt;br /&gt;
* {{L|Cave crocodile}}&lt;br /&gt;
* {{L|Giant olm}}&lt;br /&gt;
* {{L|Giant toad}}&lt;br /&gt;
* {{L|Grimeling}}&lt;br /&gt;
* {{L|Hippo}}&lt;br /&gt;
* {{L|Olmman}}&lt;br /&gt;
* {{L|Saltwater crocodile}}&lt;br /&gt;
* {{L|Turtle}}&lt;br /&gt;
* {{L|Walrus}}&lt;br /&gt;
* {{L|Platypus}}&lt;br /&gt;
* {{L|Cave fish man}}&lt;br /&gt;
* {{L|Reptile man}}&lt;br /&gt;
* {{L|Serpent man}}&lt;br /&gt;
* {{L|Amphibian man}}&lt;br /&gt;
* {{L|Cave fish man}}&lt;br /&gt;
* {{L|Hippo}}&lt;br /&gt;
&lt;br /&gt;
== Fish ==&lt;br /&gt;
&lt;br /&gt;
'''Fish''' are {{L|creatures}} that live solely on water. Most have gills, though a rare few have lungs. They generally have [AQUATIC], [UNDERSWIM] and [IMMOBILE_LAND] tags in their raws.&lt;br /&gt;
&lt;br /&gt;
* {{L|Angelshark}}&lt;br /&gt;
* {{L|Basking shark}}&lt;br /&gt;
* {{L|Blacktip reef shark}}&lt;br /&gt;
* {{L|Blue shark}}&lt;br /&gt;
* {{L|Bluefin tuna}}&lt;br /&gt;
* {{L|Bluefish}}&lt;br /&gt;
* {{L|Bull shark}}&lt;br /&gt;
* {{L|Carp}}&lt;br /&gt;
* {{L|Cave lobster}}&lt;br /&gt;
* {{L|Cod}}&lt;br /&gt;
* {{L|Coelacanth}}&lt;br /&gt;
* {{L|Common skate}}&lt;br /&gt;
* {{L|Conger eel}}&lt;br /&gt;
* {{L|Frill shark}}&lt;br /&gt;
* {{L|Giant grouper}}&lt;br /&gt;
* {{L|Great barracuda}}&lt;br /&gt;
* {{L|Great white shark}}&lt;br /&gt;
* {{L|Halibut}}&lt;br /&gt;
* {{L|Hammerhead shark}}&lt;br /&gt;
* {{L|Leechman}}&lt;br /&gt;
* {{L|Longfin mako shark}}&lt;br /&gt;
* {{L|Longnose gar}}&lt;br /&gt;
* {{L|Manta ray}}&lt;br /&gt;
* {{L|Marlin}}&lt;br /&gt;
* {{L|Milkfish}}&lt;br /&gt;
* {{L|Nurse shark}}&lt;br /&gt;
* {{L|Ocean sunfish}}&lt;br /&gt;
* {{L|Opah}}&lt;br /&gt;
* {{L|Pike (fish)|Pike}}&lt;br /&gt;
* {{L|Sea lamprey}}&lt;br /&gt;
* {{L|Sea monster}}&lt;br /&gt;
* {{L|Sea serpent}}&lt;br /&gt;
* {{L|Shortfin mako shark}}&lt;br /&gt;
* {{L|Spiny dogfish}}&lt;br /&gt;
* {{L|Stingray}}&lt;br /&gt;
* {{L|Sturgeon}}&lt;br /&gt;
* {{L|Swordfish}}&lt;br /&gt;
* {{L|Tiger shark}}&lt;br /&gt;
* {{L|Tigerfish}} &lt;br /&gt;
* {{L|Whale}}&lt;br /&gt;
* {{L|Whale shark}}&lt;br /&gt;
* {{L|Whitetip reef shark}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Creatures}}{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>IT 000</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Giant_leopard&amp;diff=151651</id>
		<title>v0.31:Giant leopard</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Giant_leopard&amp;diff=151651"/>
		<updated>2011-07-23T01:40:21Z</updated>

		<summary type="html">&lt;p&gt;IT 000: removed a verify tag on &amp;quot;used as mounts by some races&amp;quot; they have [MOUNT_EXOTIC] Thus they can be used as mounts.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|06:58, 6 July 2010 (UTC)}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|wiki=no&lt;br /&gt;
|contrib=no&lt;br /&gt;
|bone=17&lt;br /&gt;
|meat=14&lt;br /&gt;
|fat=13&lt;br /&gt;
|lung=2&lt;br /&gt;
|heart=1&lt;br /&gt;
|intestine=1&lt;br /&gt;
|liver=1&lt;br /&gt;
|tripe=1&lt;br /&gt;
|sweetbread=1&lt;br /&gt;
|spleen=1&lt;br /&gt;
|kidney=2&lt;br /&gt;
|brain=1&lt;br /&gt;
|skull=1&lt;br /&gt;
|skin=hide&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
'''Giant leopard''' are strong carnivorous animals, living in savage tropical and desert areas. They are lonesome hunters.&lt;br /&gt;
&lt;br /&gt;
They can be used as mount by some {{catlink|Races|races}}.&lt;br /&gt;
&lt;br /&gt;
A {{L|dungeon master}} must be present in order to {{L|tame}} giant leopard. They are also trainable into war/hunting giant leopard. See {{L|Kennel}} for how this is done, and for a list of other trainable creatures.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>IT 000</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Alluvial_layer&amp;diff=150719</id>
		<title>v0.31:Alluvial layer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Alluvial_layer&amp;diff=150719"/>
		<updated>2011-06-26T03:36:49Z</updated>

		<summary type="html">&lt;p&gt;IT 000: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{Quality|Tattered|19:48, 24 May 2010 (UTC)}}&lt;br /&gt;
Several minerals and gems are specified to occur within '''alluvial layers'''. Alluvial Layers do not exist in vanilla as no stones in the inorganic_stone_layer raw file specify the alluvial layer. It is unknown if one can mod in an alluvial layer. All the minerals listed below show up elsewhere. See their specific links for details.&lt;br /&gt;
&lt;br /&gt;
If such layers are encountered, they contain small clusters of any of...&lt;br /&gt;
:*{{L|native gold}}&lt;br /&gt;
:*{{L|native platinum}}&lt;br /&gt;
:*{{L|cassiterite}}&lt;br /&gt;
:*jade {{L|gem}}s ({{L|blue jade|blue}}, {{L|lavender jade|lavender }}, {{L|pink jade|pink}}, {{L|white jade|white}}, and {{L|green jade|green}})&lt;br /&gt;
&lt;br /&gt;
{{Category|Stone Layers}}&lt;/div&gt;</summary>
		<author><name>IT 000</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Alluvial_layer&amp;diff=150718</id>
		<title>v0.31 Talk:Alluvial layer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Alluvial_layer&amp;diff=150718"/>
		<updated>2011-06-26T03:30:03Z</updated>

		<summary type="html">&lt;p&gt;IT 000: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;For now, alluvial layers are pretty much useless, or not? I hope that will change in the future. --[[User:Niggy|Niggy]] 21:16, 15 May 2010 (UTC)&lt;br /&gt;
:Not so much &amp;quot;useless&amp;quot; as &amp;quot;nonexistent&amp;quot;. --[[User:Quietust|Quietust]] 22:40, 15 May 2010 (UTC)&lt;br /&gt;
::Isn't that pretty much the same? Only used for modding? --[[User:Niggy|Niggy]] 13:45, 16 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Lavendar Jade discovered in sandstone layer, v3.19. However, I can't find any metal or coal in the usual places.&lt;br /&gt;
&lt;br /&gt;
From what I can tell, alluvial layers still don't exist, there are no stones tied to it in the inorganic_stone_layers folder. I'll fix it.[[Special:Contributions/70.231.250.12|70.231.250.12]] 01:48, 26 June 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>IT 000</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Alluvial_layer&amp;diff=150717</id>
		<title>v0.31 Talk:Alluvial layer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Alluvial_layer&amp;diff=150717"/>
		<updated>2011-06-26T03:28:23Z</updated>

		<summary type="html">&lt;p&gt;IT 000: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;For now, alluvial layers are pretty much useless, or not? I hope that will change in the future. --[[User:Niggy|Niggy]] 21:16, 15 May 2010 (UTC)&lt;br /&gt;
:Not so much &amp;quot;useless&amp;quot; as &amp;quot;nonexistent&amp;quot;. --[[User:Quietust|Quietust]] 22:40, 15 May 2010 (UTC)&lt;br /&gt;
::Isn't that pretty much the same? Only used for modding? --[[User:Niggy|Niggy]] 13:45, 16 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Lavendar Jade discovered in sandstone layer, v3.19. However, I can't find any metal or coal in the usual places.&lt;br /&gt;
&lt;br /&gt;
What stones make up alluvial layers? This article is extremely unhelpful on how to tell if you're actually IN an alluvial layer. [[Special:Contributions/70.231.250.12|70.231.250.12]] 01:48, 26 June 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
Indeed, I would like to know myself and how it ties into clay. --[[User:IT 000|IT 000]] 03:27, 26 June 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>IT 000</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Alluvial_layer&amp;diff=150716</id>
		<title>v0.31 Talk:Alluvial layer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Alluvial_layer&amp;diff=150716"/>
		<updated>2011-06-26T03:27:38Z</updated>

		<summary type="html">&lt;p&gt;IT 000: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;For now, alluvial layers are pretty much useless, or not? I hope that will change in the future. --[[User:Niggy|Niggy]] 21:16, 15 May 2010 (UTC)&lt;br /&gt;
:Not so much &amp;quot;useless&amp;quot; as &amp;quot;nonexistent&amp;quot;. --[[User:Quietust|Quietust]] 22:40, 15 May 2010 (UTC)&lt;br /&gt;
::Isn't that pretty much the same? Only used for modding? --[[User:Niggy|Niggy]] 13:45, 16 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Lavendar Jade discovered in sandstone layer, v3.19. However, I can't find any metal or coal in the usual places.&lt;br /&gt;
&lt;br /&gt;
What stones make up alluvial layers? This article is extremely unhelpful on how to tell if you're actually IN an alluvial layer. [[Special:Contributions/70.231.250.12|70.231.250.12]] 01:48, 26 June 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
Alluvial Layers ''do not exist''. You will ''never'' encounter them in the game. --[[User:IT 000|IT 000]] 03:27, 26 June 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>IT 000</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Loom&amp;diff=150704</id>
		<title>v0.31 Talk:Loom</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Loom&amp;diff=150704"/>
		<updated>2011-06-25T21:23:16Z</updated>

		<summary type="html">&lt;p&gt;IT 000: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I getting a bug where in order to collect webs, there needs to be 10 undisturbed webs, and to weave yarn into cloth, they need '''1500'''(!) pieces of yarn. As you could probably tell, this is sort of a problem. [[User:Abcdefg|Abcdefg]] 07:29, 25 June 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
Some items are divided up into fractions. This is because in the future, making a pair of cloves may not take an entire piece of cloth while making a shirt might take multiple sheets of cloth. Already your Sutures and Wound Dressers use fractions of thread and cloth. It isn't a bug, but a feature. They don't really need ten webs or 1500 things of yarn, but rather 10 fractions or web and 1500 fractions of yarn. --[[User:IT 000|IT 000]] 21:22, 25 June 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>IT 000</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Loom&amp;diff=150703</id>
		<title>v0.31 Talk:Loom</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Loom&amp;diff=150703"/>
		<updated>2011-06-25T21:22:22Z</updated>

		<summary type="html">&lt;p&gt;IT 000: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I getting a bug where in order to collect webs, there needs to be 10 undisturbed webs, and to weave yarn into cloth, they need '''1500'''(!) pieces of yarn. As you could probably tell, this is sort of a problem. [[User:Abcdefg|Abcdefg]] 07:29, 25 June 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
Some items are divided up into fractions. This is because in the future, making a pair of cloves may not take an entire piece of cloth while making a shirt might take multiple sheets of cloth. Already your Sutures and Wound Dressers use fractions of thread and cloth. It isn't a bug, but a feature. --[[User:IT 000|IT 000]] 21:22, 25 June 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>IT 000</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Egg&amp;diff=150674</id>
		<title>v0.31 Talk:Egg</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Egg&amp;diff=150674"/>
		<updated>2011-06-24T18:12:18Z</updated>

		<summary type="html">&lt;p&gt;IT 000: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Can they be eaten raw? --[[User:Dudemcman|Dudemcman]] 04:15, 11 March 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
So far i have seen no evidence of them being eaten raw. Maybe raw egg is low on a priority list. &lt;br /&gt;
&lt;br /&gt;
Of course they do get eaten if turned into meals. That is their greatest utility. Meals.&lt;br /&gt;
&lt;br /&gt;
:I have seen my dorf eat raw eggs, and have seen my egg stacks get smaller and smaller as time goes by. [[User:Gentgeen|Gentgeen]] 22:35, 11 March 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Sterile Turkeys==&lt;br /&gt;
I'm new to bird-animal husbandry, but I think my turkeys are doing it wrong.  I've had a fort running for three years now, and have accumulated almost a thousand eggs, and not one of them has hatched.  I embarked with a pair of gobblers and a dozen hens.  To ensure the hens had adequate time to roost I forbid the nest boxes and the eggs of the four fattest birds (so really I'm talking about 30ish eggs that have failed to hatch).  Two years later not one clutch has hatched.  It the problem that I forbade them?  Are my gobblers duds?  Does it have something to do with embark birds?  Has anyone seen a clutch of eggs hatch, and if so under what conditions?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When it hatches, a dozen poults will fly out and a message will appear. For me, I prevent eggs from being cooked by going to the z&amp;gt;Kitchen screen and turning turkey hen eggs to 'not cook'. Also, I put the birds into a room of nest boxes designated as a pen/pasture and restrict the doors until poults hatch. For extra security you can forbid the eggs that are inside the nest box by using the 't' screen, but I haven't tried forbidding the nest boxes themselves. Either way, restricting the doors to the nest room should work. --[[Special:Contributions/96.254.202.58|96.254.202.58]] 13:53, 11 May 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Hatching Times==&lt;br /&gt;
Hey, does anyone know how long a bird generally broods over an egg before it hatches? Is is related to the child tag in the raws or is it some standard time period? --[[User:Egodeus|Egodeus]] 07:53, 2 June 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
It is theorized that it is related to the egg size. But I have seen no definitive evidence to back this up.  --[[User:IT 000|IT 000]] 18:12, 24 June 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Store-bought eggs==&lt;br /&gt;
Can you hatch eggs purchased from traders? [[User:Kalon|Kalon]] 05:41, 24 June 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
No you cannot --[[User:IT 000|IT 000]] 18:12, 24 June 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>IT 000</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Mudstone&amp;diff=150673</id>
		<title>v0.31 Talk:Mudstone</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Mudstone&amp;diff=150673"/>
		<updated>2011-06-24T18:08:58Z</updated>

		<summary type="html">&lt;p&gt;IT 000: /* Iron in mudstone? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Iron in mudstone? ==&lt;br /&gt;
&lt;br /&gt;
Current fort got mudstone as the sedimentary layer, but all it has is alot of bituminous coal, bauxite, tetrahedrite, lignite and a few gem clusters. &lt;br /&gt;
I used reveal in dfhack and it revealed that this was all there was. And in such large quantities that I'm wondering if mudstone is supposed to have no iron at all or if all the coal, copper and bauxite simply overpowered the iron leaving nothing else on the layers. Or if I just got really unlucky. --[[User:Katie|Katie]] 15:57, 24 June 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
Iron will show up in mudstone. However, due to recent changes in Geology (versions 31.19 and beyond) you won't get every metal, and instead you receive a random selection of metals. Altering the mineral occurrence [http://df.magmawiki.com/index.php/World_gen#Mineral_Occurrence] in world gen will increase the amount of minerals you receive on embark. In the mean time, you should import iron through trading and take advantage of your copper and coal. Good Luck. --[[User:IT 000|IT 000]] 18:08, 24 June 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>IT 000</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Arena&amp;diff=150657</id>
		<title>v0.31:Arena</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Arena&amp;diff=150657"/>
		<updated>2011-06-24T00:29:59Z</updated>

		<summary type="html">&lt;p&gt;IT 000: /* Fighting in the Arena yourself */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Exceptional|08:10, 8 June 2010 (UTC)}}&lt;br /&gt;
The Arena is a fun place; you can test things, or just have some fun carnage. The arena is accessed through the main menu.&lt;br /&gt;
&lt;br /&gt;
== Spawning creatures ==&lt;br /&gt;
Creatures can be spawned while in the loo{{key|k}} menu. Press {{key|c}} to create a creature. Select the creature type, skills and equipment, and then press {{key|enter}}. Press {{key|Esc}} (or whatever you bound &amp;quot;leave screen&amp;quot; to) to cancel without creating the creature. You cannot delete creatures.&lt;br /&gt;
&lt;br /&gt;
=== Inventory and skills ===&lt;br /&gt;
While in the creature placement menu, it is possible to add skills to your creatures such as the fighter skill. It is also possible to add weapons, ammo, and armour to your creatures. Creatures unable to use the weapons given to them will drop them upon unpausing, but creatures such as dwarves will happily use the weapon as long as they at least have dabbling in the weapon skill. You can also set exactly how much of a certain item you want when you select it, by using the {{key|+}} or {{key|-}} keys, which is the only way to get a creature to hold more than one piece of ammo, as the arena lacks an option for spawning quivers or backpacks.&lt;br /&gt;
&lt;br /&gt;
=== Teams ===&lt;br /&gt;
It is possible to 'Team' creatures up by pressing {{k|s}} and {{k|d}} in the Creation menu which is shown on the top left hand side.  There are 99 teams, as well as &amp;quot;Independent&amp;quot;, which is the default and acts as every creature for himself.&lt;br /&gt;
&lt;br /&gt;
In this way you can create simulated battles against beasts or enemies.&amp;lt;br /&amp;gt;&lt;br /&gt;
You can test for example 20 sword-users versus 20 macemen and analyze the battle from the gamelog.txt.&lt;br /&gt;
&lt;br /&gt;
== Fighting in the Arena yourself ==&lt;br /&gt;
Loo{{key|k}} at any creature, and press {{key|a}} to play as them, and {{key|ctrl+a}} to exit back to the main mode.&lt;br /&gt;
*The controls here are exactly the same as in {{L|Adventurer mode}}, if you are playing a previous version of Dwarf Fortress you may be unable to set combat preference (as it used to require the same key to stop controlling a unit)&lt;br /&gt;
&lt;br /&gt;
*Attempting to {{key|a}} a corpse results in the corpse being butchered.&lt;br /&gt;
&lt;br /&gt;
== Spawning liquids ==&lt;br /&gt;
From the loo{{key|k}} menu, press {{key|l}} to spawn a 7/7 unit of lava, or {{key|w}} to spawn 7/7 water on the currently selected tile. If you place water and then lava in the same tile, they will immediately form a 'Rough-hewn Rock Wall' (i.e., before you unpause, or immediately as you do,) resulting in no spillage. However, placing lava and then water simply fills the tile with water, with the same effect as placing water without magma. You can place fluids in a tile that also has a wall in it; the result is a tile with both a wall ''and'' 7/7 units of the fluid you placed (water or lava). This combination behaves exactly the same normal water without the wall would, except the area is still considered inaccessible for water to move through.&lt;br /&gt;
&lt;br /&gt;
==Modifying the Arena layout==&lt;br /&gt;
The layout of the arena zone is stored in &amp;lt;Dwarf Fortress dir&amp;gt;\data\init\arena.txt&lt;br /&gt;
&lt;br /&gt;
This .txt doesnt change the arena space, just whats in it when you enter. &lt;br /&gt;
&lt;br /&gt;
The arena is composed of 9 z-levels (including 0, from Z=-4 to Z=4) of 144 x 144 tiles;&lt;br /&gt;
the contents of each tile are specified by a single character:&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Character&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{k|#}}&lt;br /&gt;
| Empty tile&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{k|.}}&lt;br /&gt;
| Block floor&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{k|P}}&lt;br /&gt;
| Block pillar/wall&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{k|R}}&lt;br /&gt;
| Block ramp&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{k|F}}&lt;br /&gt;
| Block fortification&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{k|+}}&lt;br /&gt;
| Water source?&amp;lt;sup&amp;gt;1 2&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{k|W}}&lt;br /&gt;
| 7/7 water&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{k|w}}&lt;br /&gt;
| 7/7 water + ramp&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{k|L}}&lt;br /&gt;
| 7/7 magma/lava&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{k|l}}&lt;br /&gt;
| 7/7 magma/lava + ramp&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
# Tile will have no floor unless a pillar/wall is constructed on the z-level below.&lt;br /&gt;
# Only seems to work when placed on map edge; behaves identically to {{k|W}} otherwise.&lt;br /&gt;
&lt;br /&gt;
There is no way of altering the temperature of the arena directly, and the arena temperature is considerably higher than what would be encountered in most areas of a world generated with the default temperatures. However, tiles that have formerly had lava or magma on them are considerably cooler.&lt;br /&gt;
&lt;br /&gt;
Standard arena temperature: 10069 Urist&lt;br /&gt;
&lt;br /&gt;
Temperature of magma-cooled tiles: 10037 Urist&lt;br /&gt;
&lt;br /&gt;
For comparison, the temperature of a subterranean tile is 10015 Urist and the dwarven homeotherm is 10067 Urist.&lt;/div&gt;</summary>
		<author><name>IT 000</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Arena&amp;diff=150656</id>
		<title>v0.31:Arena</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Arena&amp;diff=150656"/>
		<updated>2011-06-24T00:29:14Z</updated>

		<summary type="html">&lt;p&gt;IT 000: /* Fighting in the Arena yourself */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Exceptional|08:10, 8 June 2010 (UTC)}}&lt;br /&gt;
The Arena is a fun place; you can test things, or just have some fun carnage. The arena is accessed through the main menu.&lt;br /&gt;
&lt;br /&gt;
== Spawning creatures ==&lt;br /&gt;
Creatures can be spawned while in the loo{{key|k}} menu. Press {{key|c}} to create a creature. Select the creature type, skills and equipment, and then press {{key|enter}}. Press {{key|Esc}} (or whatever you bound &amp;quot;leave screen&amp;quot; to) to cancel without creating the creature. You cannot delete creatures.&lt;br /&gt;
&lt;br /&gt;
=== Inventory and skills ===&lt;br /&gt;
While in the creature placement menu, it is possible to add skills to your creatures such as the fighter skill. It is also possible to add weapons, ammo, and armour to your creatures. Creatures unable to use the weapons given to them will drop them upon unpausing, but creatures such as dwarves will happily use the weapon as long as they at least have dabbling in the weapon skill. You can also set exactly how much of a certain item you want when you select it, by using the {{key|+}} or {{key|-}} keys, which is the only way to get a creature to hold more than one piece of ammo, as the arena lacks an option for spawning quivers or backpacks.&lt;br /&gt;
&lt;br /&gt;
=== Teams ===&lt;br /&gt;
It is possible to 'Team' creatures up by pressing {{k|s}} and {{k|d}} in the Creation menu which is shown on the top left hand side.  There are 99 teams, as well as &amp;quot;Independent&amp;quot;, which is the default and acts as every creature for himself.&lt;br /&gt;
&lt;br /&gt;
In this way you can create simulated battles against beasts or enemies.&amp;lt;br /&amp;gt;&lt;br /&gt;
You can test for example 20 sword-users versus 20 macemen and analyze the battle from the gamelog.txt.&lt;br /&gt;
&lt;br /&gt;
== Fighting in the Arena yourself ==&lt;br /&gt;
Loo{{key|k}} at any creature, and press {{key|a}} to play as them, and {{key|ctrl+c}} to exit back to the main mode.&lt;br /&gt;
*The controls here are exactly the same as in {{L|Adventurer mode}}, if you are playing a previous version of Dwarf Fortress you may be unable to set combat preference (as it used to require the same key to stop controlling a unit).&lt;br /&gt;
&lt;br /&gt;
*Attempting to {{key|a}} a corpse results in the corpse being butchered.&lt;br /&gt;
&lt;br /&gt;
== Spawning liquids ==&lt;br /&gt;
From the loo{{key|k}} menu, press {{key|l}} to spawn a 7/7 unit of lava, or {{key|w}} to spawn 7/7 water on the currently selected tile. If you place water and then lava in the same tile, they will immediately form a 'Rough-hewn Rock Wall' (i.e., before you unpause, or immediately as you do,) resulting in no spillage. However, placing lava and then water simply fills the tile with water, with the same effect as placing water without magma. You can place fluids in a tile that also has a wall in it; the result is a tile with both a wall ''and'' 7/7 units of the fluid you placed (water or lava). This combination behaves exactly the same normal water without the wall would, except the area is still considered inaccessible for water to move through.&lt;br /&gt;
&lt;br /&gt;
==Modifying the Arena layout==&lt;br /&gt;
The layout of the arena zone is stored in &amp;lt;Dwarf Fortress dir&amp;gt;\data\init\arena.txt&lt;br /&gt;
&lt;br /&gt;
This .txt doesnt change the arena space, just whats in it when you enter. &lt;br /&gt;
&lt;br /&gt;
The arena is composed of 9 z-levels (including 0, from Z=-4 to Z=4) of 144 x 144 tiles;&lt;br /&gt;
the contents of each tile are specified by a single character:&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Character&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{k|#}}&lt;br /&gt;
| Empty tile&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{k|.}}&lt;br /&gt;
| Block floor&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{k|P}}&lt;br /&gt;
| Block pillar/wall&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{k|R}}&lt;br /&gt;
| Block ramp&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{k|F}}&lt;br /&gt;
| Block fortification&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{k|+}}&lt;br /&gt;
| Water source?&amp;lt;sup&amp;gt;1 2&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{k|W}}&lt;br /&gt;
| 7/7 water&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{k|w}}&lt;br /&gt;
| 7/7 water + ramp&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{k|L}}&lt;br /&gt;
| 7/7 magma/lava&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{k|l}}&lt;br /&gt;
| 7/7 magma/lava + ramp&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
# Tile will have no floor unless a pillar/wall is constructed on the z-level below.&lt;br /&gt;
# Only seems to work when placed on map edge; behaves identically to {{k|W}} otherwise.&lt;br /&gt;
&lt;br /&gt;
There is no way of altering the temperature of the arena directly, and the arena temperature is considerably higher than what would be encountered in most areas of a world generated with the default temperatures. However, tiles that have formerly had lava or magma on them are considerably cooler.&lt;br /&gt;
&lt;br /&gt;
Standard arena temperature: 10069 Urist&lt;br /&gt;
&lt;br /&gt;
Temperature of magma-cooled tiles: 10037 Urist&lt;br /&gt;
&lt;br /&gt;
For comparison, the temperature of a subterranean tile is 10015 Urist and the dwarven homeotherm is 10067 Urist.&lt;/div&gt;</summary>
		<author><name>IT 000</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Arena&amp;diff=150655</id>
		<title>v0.31:Arena</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Arena&amp;diff=150655"/>
		<updated>2011-06-24T00:27:13Z</updated>

		<summary type="html">&lt;p&gt;IT 000: /* Fighting in the Arena yourself */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Exceptional|08:10, 8 June 2010 (UTC)}}&lt;br /&gt;
The Arena is a fun place; you can test things, or just have some fun carnage. The arena is accessed through the main menu.&lt;br /&gt;
&lt;br /&gt;
== Spawning creatures ==&lt;br /&gt;
Creatures can be spawned while in the loo{{key|k}} menu. Press {{key|c}} to create a creature. Select the creature type, skills and equipment, and then press {{key|enter}}. Press {{key|Esc}} (or whatever you bound &amp;quot;leave screen&amp;quot; to) to cancel without creating the creature. You cannot delete creatures.&lt;br /&gt;
&lt;br /&gt;
=== Inventory and skills ===&lt;br /&gt;
While in the creature placement menu, it is possible to add skills to your creatures such as the fighter skill. It is also possible to add weapons, ammo, and armour to your creatures. Creatures unable to use the weapons given to them will drop them upon unpausing, but creatures such as dwarves will happily use the weapon as long as they at least have dabbling in the weapon skill. You can also set exactly how much of a certain item you want when you select it, by using the {{key|+}} or {{key|-}} keys, which is the only way to get a creature to hold more than one piece of ammo, as the arena lacks an option for spawning quivers or backpacks.&lt;br /&gt;
&lt;br /&gt;
=== Teams ===&lt;br /&gt;
It is possible to 'Team' creatures up by pressing {{k|s}} and {{k|d}} in the Creation menu which is shown on the top left hand side.  There are 99 teams, as well as &amp;quot;Independent&amp;quot;, which is the default and acts as every creature for himself.&lt;br /&gt;
&lt;br /&gt;
In this way you can create simulated battles against beasts or enemies.&amp;lt;br /&amp;gt;&lt;br /&gt;
You can test for example 20 sword-users versus 20 macemen and analyze the battle from the gamelog.txt.&lt;br /&gt;
&lt;br /&gt;
== Fighting in the Arena yourself ==&lt;br /&gt;
Loo{{key|k}} at any creature, and press {{key|a}} to play as them, and {{key|shift+c}} to exit back to the main mode.&lt;br /&gt;
*The controls here are exactly the same as in {{L|Adventurer mode}}, if you are playing a previous version of Dwarf Fortress you may be unable to set combat preference (as it used to require the same key to stop controlling a unit).&lt;br /&gt;
&lt;br /&gt;
*Attempting to {{key|a}} a corpse results in the corpse being butchered.&lt;br /&gt;
&lt;br /&gt;
== Spawning liquids ==&lt;br /&gt;
From the loo{{key|k}} menu, press {{key|l}} to spawn a 7/7 unit of lava, or {{key|w}} to spawn 7/7 water on the currently selected tile. If you place water and then lava in the same tile, they will immediately form a 'Rough-hewn Rock Wall' (i.e., before you unpause, or immediately as you do,) resulting in no spillage. However, placing lava and then water simply fills the tile with water, with the same effect as placing water without magma. You can place fluids in a tile that also has a wall in it; the result is a tile with both a wall ''and'' 7/7 units of the fluid you placed (water or lava). This combination behaves exactly the same normal water without the wall would, except the area is still considered inaccessible for water to move through.&lt;br /&gt;
&lt;br /&gt;
==Modifying the Arena layout==&lt;br /&gt;
The layout of the arena zone is stored in &amp;lt;Dwarf Fortress dir&amp;gt;\data\init\arena.txt&lt;br /&gt;
&lt;br /&gt;
This .txt doesnt change the arena space, just whats in it when you enter. &lt;br /&gt;
&lt;br /&gt;
The arena is composed of 9 z-levels (including 0, from Z=-4 to Z=4) of 144 x 144 tiles;&lt;br /&gt;
the contents of each tile are specified by a single character:&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Character&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{k|#}}&lt;br /&gt;
| Empty tile&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{k|.}}&lt;br /&gt;
| Block floor&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{k|P}}&lt;br /&gt;
| Block pillar/wall&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{k|R}}&lt;br /&gt;
| Block ramp&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{k|F}}&lt;br /&gt;
| Block fortification&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{k|+}}&lt;br /&gt;
| Water source?&amp;lt;sup&amp;gt;1 2&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{k|W}}&lt;br /&gt;
| 7/7 water&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{k|w}}&lt;br /&gt;
| 7/7 water + ramp&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{k|L}}&lt;br /&gt;
| 7/7 magma/lava&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{k|l}}&lt;br /&gt;
| 7/7 magma/lava + ramp&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
# Tile will have no floor unless a pillar/wall is constructed on the z-level below.&lt;br /&gt;
# Only seems to work when placed on map edge; behaves identically to {{k|W}} otherwise.&lt;br /&gt;
&lt;br /&gt;
There is no way of altering the temperature of the arena directly, and the arena temperature is considerably higher than what would be encountered in most areas of a world generated with the default temperatures. However, tiles that have formerly had lava or magma on them are considerably cooler.&lt;br /&gt;
&lt;br /&gt;
Standard arena temperature: 10069 Urist&lt;br /&gt;
&lt;br /&gt;
Temperature of magma-cooled tiles: 10037 Urist&lt;br /&gt;
&lt;br /&gt;
For comparison, the temperature of a subterranean tile is 10015 Urist and the dwarven homeotherm is 10067 Urist.&lt;/div&gt;</summary>
		<author><name>IT 000</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Immigration&amp;diff=150636</id>
		<title>v0.31:Immigration</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Immigration&amp;diff=150636"/>
		<updated>2011-06-23T10:40:49Z</updated>

		<summary type="html">&lt;p&gt;IT 000: /* Limiting/preventing immigration */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|21:11, 20 August 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
Immigration can occur at any time once per season. Smaller migrant waves of 2 to 10 seem typical in early seasons, followed by a large wave in the low double digits in the second Spring, one year after embark.  It may be the case that the first 2 migrant waves are special and possibly generated out of thin air, like all waves used to be. Even if your parent civilization is extinct, two waves will still show up. Each group of migrants will often include domestic animals, either as a pet or unclaimed livestock. Be prepared with adequate {{l|food}}, {{l|alcohol|drink}}, and {{l|bed}}s, among other things.  Max wave size reported to date is 28.&lt;br /&gt;
&lt;br /&gt;
Migrants will have skills that match your fortress' needs: Migrants with skills your fortress uses a lot or skills that your fortress doesn't have at all are more likely to show up at your gates. Important skills (mining, food production and basic crafting according to Toady) are weighed more heavily than other skills.&amp;lt;sup&amp;gt;[http://www.bay12games.com/media/Dwarf_Fortress_Talk_12.mp3 Source]&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Labor preference bug ==&lt;br /&gt;
&lt;br /&gt;
Each migrant can arrive with a wide collection of often unrelated skills, far greater than possible with one of the {{L|starting build|starting 7 dwarves}}, and {{L|experience}} levels as high as Legendary.&lt;br /&gt;
Any and all skills might be represented, including obscure military skills (like {{l|blowgunner}}), high levels of one or more {{l|social skill}}s, {{l|crutch walker}}, {{l|concentration}} and others. It's even possible to have dwarves with skills that may not be obtainable by other means, like {{l|military tactics}}.&lt;br /&gt;
&lt;br /&gt;
Immigrants may have high skills in certain {{l|labor|labors}} without actually having them enabled in their labor preferences. This leads to dwarves either doing jobs from an area they are not labeled for or no work at all. For example, an adequate cheese maker (with the cheese making labor turned on) may also have the skill bone carving on &amp;quot;high master&amp;quot;, albeit turned off in his preferences. The dwarf in question is listed as a bone carver on screen and in the {{l|status}} tab, but will only perform the cheese making labor. Individually checking each immigrant for skills and labor preferences is the only workaround so far. But the use of programs such as {{l|utilities|Dwarf Therapist}} can greatly decrease the time taken to check each dwarf's skills.&lt;br /&gt;
&lt;br /&gt;
==Military Immigrants==&lt;br /&gt;
Any immigrant, with apparently any collection of skills, may also arrive with some {{L|combat skill}}s, all of the same {{L|experience}} level.  These appear consistently to be:&lt;br /&gt;
&lt;br /&gt;
:* Armor User&lt;br /&gt;
:* Fighter&lt;br /&gt;
:* Dodger&lt;br /&gt;
...''and one of either''...&lt;br /&gt;
::* Wrestler, Striker, Kicker, or Biter&lt;br /&gt;
::...''or''...&lt;br /&gt;
::* 1 (or more*) weapon skill&lt;br /&gt;
:::''and''&lt;br /&gt;
::* Shield user&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;If more than 1, then the total experience divided between the skills seems to be approximately equal to that of any of the other skills.{{verify}}&lt;br /&gt;
&lt;br /&gt;
==Limiting/preventing immigration==&lt;br /&gt;
Immigration should stop when the fortress population exceeds the POPULATION_CAP option found in {{L|d_init.txt}}; to stop immigration, set it to a number lower than your current population.  The first two immigrant waves are hardcoded so you will always recieve them, and you must have more then 10 dwarves {{Verify}}. and it might only take effect after the first dwarven {{L|caravan}} leaves your site.  {{Verify}} For some people POPULATION_CAP doesn't work at all. {{Bug|2922}}  A possible workaround is to edit the {{L|raw file}}s so the the {{L|wealth|created wealth}} of your fortress is negative, which should scare away new migrants.&lt;br /&gt;
&lt;br /&gt;
It is worthy to note that you need more then twenty migrants for artifacts to take effect. Additionally, POPULATION_CAP still allows babies to be born. You will need to alter BABY_CAP in order to change it.&lt;br /&gt;
&lt;br /&gt;
==Immigration mechanics==&lt;br /&gt;
The date on which immigrants appear in a season seems to be fixed at the start of that season, but the number of immigrants and their skills are determined when the migrant wave arrives.&lt;br /&gt;
&lt;br /&gt;
There is never a migration in the first winter.  There won't even be a {{DFtext|The fortress attracted no migrants this season|DarkGoldenRod}} message.&lt;br /&gt;
&lt;br /&gt;
==Migrant wave sizes==&lt;br /&gt;
The first two migrant waves have a minimum size of 2 and a maximum size of 9 or 10.  The size of these waves is unaffected by fortress wealth.&lt;br /&gt;
&lt;br /&gt;
The third migrant wave and on are influenced by the {{L|created wealth}} of the fortress, with more wealth attracting more immigrants (more research is needed to determine specifics).  Specifically, they're influenced by the fortress wealth as reported by the last outgoing dwarven {{L|caravan}}.  Wealth created after the caravan leaves has no influence until the next year's caravan leaves.  If the caravan fails to make it out then the fortress' wealth is not reported. The dwarven {{L|liaison}} does not report on fortress wealth, in those circumstances where the liaison makes it out but the caravan doesn't.&lt;br /&gt;
&lt;br /&gt;
Imported wealth, caravan sales figures, absolute caravan profit and caravan profit margin either have no effect on migration numbers, or only have an effect by applying a percent modification to the numbers driven by created wealth.  If a fortress manages to {{L|trading|trade}} (not offer) away 100% of its created wealth then no immigrants will come the next season.  More research is needed to determine if the aforementioned statistics have any influence on migration numbers.&lt;/div&gt;</summary>
		<author><name>IT 000</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Immigration&amp;diff=150635</id>
		<title>v0.31 Talk:Immigration</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Immigration&amp;diff=150635"/>
		<updated>2011-06-23T10:37:39Z</updated>

		<summary type="html">&lt;p&gt;IT 000: /* Population Limit */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Population Limit ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Immigrant waves will not exceed the maximum number of dwarves you have specified in d_init.txt, but instead will match up exactly.Verify (or, of course, stay below)&amp;quot;&lt;br /&gt;
&lt;br /&gt;
I had my pop set to 7. The following migrant waves were 2, 8, and '''18'''. I'm not sure why. [[User:Richards|Richards]] 22:56, 10 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Same here... my pop cap settings seem to have no effect. [[User:Schm0|Schm0]] 00:44, 24 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:With default population cap of 200, I received a wave of migrants pushing me to 208, and then later received another wave of migrants (from 210, after children born) to 215. Population cap appears to be nonfunctional. [[User:RSOG|RSOG]] 11:49, 23 January 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
Cephalo said: &amp;quot;It has been reported that the first caravan has to leave safely in order to have the cap set itself. I have found this to be true. &amp;quot; --[[User:TomiTapio|TomiTapio]] 01:02, 26 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Does the population cap also affect important dwarves as dungeon master and other nobles?  --[[User:Blur|Blur]] 20:20, 26 December 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I have the same problem.&lt;br /&gt;
I attended &amp;quot;Hermit&amp;quot; challenge, when i left only 2 dwarves from starter 7. I turned also the pop.cap to 2, so population doesn't grow. I also DON'T trade with any caravan. But these imigrants just blow up the challenge. Even without trading they keep coming every season (even with pop.capped at 2) about 4-7 dwarves per wave. I am forced to put them into DAS to get rid of them. But only get ghosts, for which i must build memorials to get rid of spirits. And here it is: a bunch of memorials and never ending imigrants and ghosts. Also suffer drop in FPS. Problem is - migrants don't stop to come even after 5 years. Can't manage to build much memorials to all of them...  --[[User:Akirasip|Akirasip]] 23:48, 19 March 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
Okay, at least ghosts don't tend to make massive lag, but migrants are main problem...  --[[User:Akirasip|Akirasip]] 23:05, 27 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
The first two waves are hardcoded, and you must have &amp;gt;10 dwarves (I think I'll put the first one in keep the other one with a verify) But overall the population limit exceeds slightly, nor does it effect the baby limit. --[[User:IT 000|IT 000]] 10:37, 23 June 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
==skills==&lt;br /&gt;
First migrant wave, 3 migrants, 1st summer. One migrant, a &amp;quot;stoneworker&amp;quot;, had:&lt;br /&gt;
:* Competent (3) Armor User&lt;br /&gt;
:* Novice (1) Siege Operator&lt;br /&gt;
:* Competent (3) Fighter&lt;br /&gt;
:* Competent (3) Wrestler&lt;br /&gt;
:* Competent (3) Dodger&lt;br /&gt;
:* Expert (8) Engraver&lt;br /&gt;
:* Expert (8) Mason&lt;br /&gt;
:* Novice (1) Animal Dissector&lt;br /&gt;
:* Adequate* (2) Tanner ''(* the new term for the old &amp;quot;no label&amp;quot; level 2 experience slot)''&lt;br /&gt;
We ain't in Kansas any more!--[[User:Albedo|Albedo]] 07:49, 5 April 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
Another (rerun via seasonal save, same season as above):&lt;br /&gt;
:* one w/ High Master (13) Furnace Operator and Talented (6) Appraiser.&lt;br /&gt;
:* one with Talented (6) Cheese Maker, Adequate (2) Gem Cutter and Novice Archer, Dodger, Armor User and (yes) Blowgunner.&lt;br /&gt;
:* and a very familiar level 2 (Adequate) Dyer.&lt;br /&gt;
&lt;br /&gt;
 I had one with *two* Grand Master (14) medical skills show up. (anon)&lt;br /&gt;
GM is 1 short of Legendary. It seems at least two things are true: 1) experience can be quite high, and 2) skills are no longer grouped by &amp;quot;profession&amp;quot;, nor have to make any &amp;quot;sense&amp;quot; re matching up.--[[User:Albedo|Albedo]] 19:43, 5 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==size of waves==&lt;br /&gt;
:For what it's worth, I've noticed on two separate forts that giving the first Dwarf caravan a good deal (100% profit or thereabouts) tends to produce a massive migrant wave the following spring. One fortress had 19 show, the other had ~20 (can't quite remember). These were varying in skill from the virtually-nothing to a jeweller with Grand Master Gem Cutter and Grand Master Gem Setter...&lt;br /&gt;
&lt;br /&gt;
:For relatively new players like me, it might be worth noting here that you can get a migrant wave in the first spring after embark that literally doubles the size of your fortress and can prove a serious headache to manage if not anticipated. --[[User:Nimblewright|Nimblewright]] 09:11, 6 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::And that's why there are talk pages. In 40d, it's not the trade % that matters, it's the increase in your Created Wealth - and if you had the wealth to trade, that's 100% consistent with the old paradigm.  Not that things might not have changed in this version, but there are many, MANY variables in DF - which makes it that much harder to parse out. A LOT of our hard info comes from the RAW files, and from folk who can analyze the game code, but the rest comes from a combo of observation, confirmation and consensus.  For now, keep an eye on Trade %, but watch Created Wealth as well. --[[User:Albedo|Albedo]] 17:55, 6 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Just had a new migrant wave turn up. 25 dwarfs - including several with Grand Master skill levels, and some with jack all - plus 8 animals. Have updated main page to reflect this. Has anyone else experienced such a large migration? (this is the third spring of the fort) --[[Special:Contributions/131.111.254.209|131.111.254.209]] 12:45, 6 April 2010 (UTC)&lt;br /&gt;
:::25 used to be the max(iirc?) migration wave (plus children). I've had over 20, but haven't seen that many total to get any sense of what's &amp;quot;typical&amp;quot;. &amp;lt;br /&amp;gt;Has anyone had OVER 25 (not including children)?--[[User:Albedo|Albedo]] 17:55, 6 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
It seem that now immigration is a lot less random and more wealth dependant.  E.g. in the old version, your first year wave was entirely random and unless you never made a single item you would get exactly 8-10 sometime before spring (or not at all).  Unless you never got a first immigration in which case you'd get the first mandatory one at your first new spring, which was up to 25.&lt;br /&gt;
&lt;br /&gt;
Now I ALWAYS get a first summer immigration, with sizes so far from 2-8, the one with two in a fort without any craftsmen.  It's pretty clear you can reliably get immigrants as long as you have enough wealth. I'm willing to wager that a fort with X wealth by summer is guaranteed an immigration, but I'd need to test further.  [[User:Greep|Greep]] 01:55, 17 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I just got 26 (70 dwarves from 44, including at least 1 new child) on my 3rd Spring, after 2 (maybe 3?) seasons with 0 migrant. -- Cheshire&lt;br /&gt;
:Perhaps he only evened out the first year? I guess the question to ask is, has anyone missed a summer immigration with 20k wealth? [[User:Greep|Greep]] 09:44, 18 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Contrary to what is said in this wiki page, limiting the max population in the init.txt does NOT guarantee you will never get more than that number.  In fact I would say 75 percent of the time it goes way over that number and in several waves after that number is reached.  I believe the population cap doesn't kick in until the next year after the population cap is reached.  For people trying to keep a low population I would recommend maintaining a low wealth and limit trade until after you start getting the &amp;quot;no migrants this season&amp;quot; message.  Otherwise that 30 population you were shooting for can turn into 50 real quick. -- Lemunde&lt;br /&gt;
:In previous versions, the population cap would only be respected once the Dwarven caravan arrived and departed. Even then, childbirth will completely ignore it, which is quite annoying. --[[User:Quietust|Quietust]] 02:58, 14 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Just got 29 few minutes ago, and its only the 2nd year of my fortress (Late Spring) -- [User:Nephelos] (20:49 GMT+1, 14 June 2010)&lt;br /&gt;
&lt;br /&gt;
Okay, I started embarking with a dwarf with the appraisal skill and I assign him to be broker as soon as the map loads the first time.  Sure enough two of the maps I embarked to gave me an initial wealth of 100k.  This is a known bug but it is definitely what is causing the insane amount of immigrants early on.  I can only suggest that if you want to keep your population small, embark with an appraiser, check the value as soon as the map loads and if your wealth is an insane value, abandon(or save scum) and choose another location. -- Lemunde&lt;br /&gt;
&lt;br /&gt;
I've had 27. http://imgur.com/P32a8.png&lt;br /&gt;
13:32, 8 August 2010&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Just had 21 migrants. Up to now I had NO wealth created, never traded and only two dwarves survived till that point. Half the fortress flooded, Ogres everywhere. Don't know what they even want here... --[[Special:Contributions/194.156.172.203|194.156.172.203]] 10:07, 26 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
(Spoiler Alert) Could the 100k+ initial wealth be caused by starting your fortress in a location that includes a Demonic fortress?  The fortress includes a masterpiece adamantine weapon, which seams like it might be in the right value range to cause 100k of extra wealth.  I seem to remember seeing it in my stocks screens once or twice so it would seem that the game thinks that it is part of your fortress from the get go.  -- MozeeToby&lt;br /&gt;
00:38, 17 September 2010&lt;br /&gt;
&lt;br /&gt;
== labor turned on ==&lt;br /&gt;
Just a hunch, but does the game actually check if a dwarf (before that wave?) is present with higher skill and only ''if not'' turns on the labor? I can't check any more, but I think it fits and it's the only reasonable explanantion I can come up with for now. That would be nifty. --[[User:Confused|Confused]] 12:56, 11 April 2010 (UTC)&lt;br /&gt;
:I think dwarves are just assigned a history of jobs (like NPCs), and their &amp;quot;latest&amp;quot; one is the active one, even if they're far better suited at another job.  I've seen lower-skill miners and woodcutters arrive with their jobs on, although I cannot confirm if jobs like those are merely exceptions from your hypothesized rule or not. [[User:Trorbes|Trorbes]] 18:44, 11 April 2010 (UTC)&lt;br /&gt;
::I had the same thought as Trorbes here. I think this bug/feature would easily make sense in light of how dwarves will change their professions over time in Legends mode. But the immigrant dwarves are not pulled from existing creatures right? Are they still created on the spot to be immigrants? Either way, I would argue that arriving with multiple skills but only the most recent ones enabled is a fair simulation of world gen dwarves. [[User:Coaldiamond|-Coaldiamond]] 13:26, 28 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== pattern with military skills? ==&lt;br /&gt;
&lt;br /&gt;
It seems like immigrants arrive either completely without military skills, or they have quite a few.  In particular, if they have X weapon they almost always have some fighting, armor user, etc to go with it.  In addition, it seems like those non-weapon military skills are always smaller or equal to the highest weapon skill.  Can anyone confirm this? [[User:Greep|Greep]] 20:36, 16 April 2010 (UTC)&lt;br /&gt;
:I was noticing a different pattern - posted as such, with {verify} tag.--[[User:Albedo|Albedo]] 18:42, 20 April 2010 (UTC)&lt;br /&gt;
::I just got a guy w/ 6 in knife, 5 in pike, and 8 in dodger, fighter, shield, and armor. I then looked over my 38 total dorfs in DT. None of my dorfs has had to fight so far, and I only gave skills to one at the start. With the exception of that one, they all followed a few patterns:&amp;lt;br /&amp;gt;&lt;br /&gt;
::1.) A weapon-combat skill with x experience means they also get x in dodge, fight, shield and armor.&amp;lt;br /&amp;gt;&lt;br /&gt;
::2.) A nonweapon-combat skill (I only have a couple biters -- someone check w/ wrestler, please) comes with equal experience in dodge, fight, and armor -- Not shield!&amp;lt;br /&amp;gt;&lt;br /&gt;
::3.) If a dorf comes in with x experience in one weapon and y experience in another (Like that guy with 6 in knife and 5 in pike) they get x+y in dodge, fight, armor, and shield. That one guy had 4500 in knife, and 3500 in pike -- and 8000 in the other 4.&amp;lt;br /&amp;gt;&lt;br /&gt;
::4.) Nonmilitary combat/postcombat skills (Ambusher, crutchwalker, siege, etc) are not related to the above.&lt;br /&gt;
::Can someone get these data:&amp;lt;br /&amp;gt;&lt;br /&gt;
::1.) Dorf with weapon skill and nonweapon skill (Like biter and lasher, or wrestler and axedwarf) and check to see what skills those match to? I _think_ they'll have exp from both in fighter, dodger, and armor, but only the weapon in shield.&amp;lt;br /&amp;gt;&lt;br /&gt;
::2.) Wrestler data in general -- I think it'll follow the biter rules I'm sure of, but I don't know this.&amp;lt;br /&amp;gt; Need data!&amp;lt;br /&amp;gt;&lt;br /&gt;
::--[[User:Waladil|Waladil]] 19:47, 30 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::Just got a new migrant with the following mil skills:&lt;br /&gt;
&lt;br /&gt;
:::novice knife user&lt;br /&gt;
:::novice shield user&lt;br /&gt;
:::skilled armor user&lt;br /&gt;
:::proficient bowdwarf&lt;br /&gt;
:::novice fighter&lt;br /&gt;
:::proficient archer&lt;br /&gt;
:::skilled dodger&lt;br /&gt;
&lt;br /&gt;
:::.. which looks to me like &amp;quot;archer+related skills&amp;quot; (armor+dodge) added on top of &amp;quot;melee+related skills&amp;quot; (shield+armor+fighter+dodge). Still odd though.. I remember seeing a few bowdwarfs coming with armor+dodge skills, but don't remember them being -less- than their bow/archer skill levels. [[Special:Contributions/202.156.10.234|202.156.10.234]] 01:15, 29 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== More military skill patterns ==&lt;br /&gt;
&lt;br /&gt;
The section on military skils clearly needs some fixing. It's OK with regard to melee skills, but doesn't even mention the ranged skill combinations (ranged weapon + archer + armor + dodge (no shield)). Plus the archer patterns seem to only grant partial armor and dodge skill (something like 2/3 of the main skill?). Also, there is at least one civilian(ish) skillset which can mess with the patterns. For example, I've got an immigrant just now with the following skills:&lt;br /&gt;
&lt;br /&gt;
:novice swordsdwarf&lt;br /&gt;
:novice hammerdwarf&lt;br /&gt;
:talented marksdwarf&lt;br /&gt;
:adequate shield user&lt;br /&gt;
:proficient armor user&lt;br /&gt;
:proficient fighter&lt;br /&gt;
:competent striker&lt;br /&gt;
:professional(?!) dodger&lt;br /&gt;
:proficient observer&lt;br /&gt;
&lt;br /&gt;
..which caused me some headscratching until I noticed he also had &amp;quot;accomplished ambusher&amp;quot; and figured out the patterns were&lt;br /&gt;
&lt;br /&gt;
:novice melee (sword, shield, armor, fighter, dodger, observer)&lt;br /&gt;
:novice melee (hammer, shield, armor, fighter, dodger, observer)&lt;br /&gt;
:competent hand-to-hand (armor, fighter, striker, dodger, observer)&lt;br /&gt;
:accomplished hunter (ambusher, marksdwarf(2/3), dodger(2/3?))&lt;br /&gt;
&lt;br /&gt;
Also, as of some recent version (.14? .16?), observer skill is included in all the military skillsets. (up to .12, it was only included in the ranged skillsets).&lt;br /&gt;
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As far as I've seen, ''any'' combination of patterns is possible, leading to some pretty strange assortments of skills. [[Special:Contributions/202.156.10.234|202.156.10.234]] 05:54, 24 November 2010 (UTC)&lt;br /&gt;
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== HA! ==&lt;br /&gt;
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Oh this is funny... so I get this blacksmith immigrant, with no blacksmithing skills o.O.  His only skill? Competent Liar XD [[User:Greep|Greep]] 01:42, 17 April 2010 (UTC)&lt;br /&gt;
:nvm, prolly had labor skills turned off.  Bum :/ [[User:Greep|Greep]] 03:57, 17 April 2010 (UTC)&lt;br /&gt;
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== Crash bug ==&lt;br /&gt;
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Encountering repeated crash bug when recieving 3rd immigrant in second spring. Tired of reloading. No idea about the cause.&lt;br /&gt;
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== Never Legendary? ==&lt;br /&gt;
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So far I have seen quite a few high masters but not a single legendary.  Has anyone seen a legendary immigrant yet? [[User:Greep|Greep]] 00:45, 14 May 2010 (UTC)&lt;br /&gt;
:Huh! There just arrived a legendary glassmaker! (He's also a competent record keeper.) I'm playing version .06 --[[User:Doub|Doub]] 13:10, 14 June 2010 (UTC)&lt;br /&gt;
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: I just received a legendary gem cutter. --[[User:Falldog|Falldog]] 21:55, 23 June 2010 (UTC)&lt;br /&gt;
Second wave brought a legendary leatherworker today. I play quite a bit and this is definitely a rare occurrence.  -=[[User:Uninvited Guest|Uninvited Guest]]&lt;br /&gt;
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: Legendary weaponsmith. what a roll THAT was.--[[Special:Contributions/75.6.235.84|75.6.235.84]] 04:24, 24 November 2010 (UTC)&lt;br /&gt;
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== Odd thingy ==&lt;br /&gt;
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I think it may be worth mentioning that I just got an immigrant with some medical skills, and Adequate skill level in both Archer AND Bowman. A second one had some skill in Marksdwarf -- it seems that there are a few too many bow-skills around. --[[Special:Contributions/97.121.181.207|97.121.181.207]] 05:38, 12 June 2010 (UTC)&lt;br /&gt;
:Archer seems to be the general ranged weapon skill, just like all melee combatants learn the fighter skill. Bowman uses bows, Marksdwarf uses Crossbows ect ect--[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 00:31, 24 June 2010 (UTC)&lt;br /&gt;
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== No Migrants After first year ==&lt;br /&gt;
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My fort is in the mid-summer of its third year and I have not gotten any migrants except in the first year where I only got 7. My Fort in not in a remote location, and in the civ screen my parent civ has no notable dwarfs. I also haven't gotten a dwarven caravan ever. Does this mean my parent civ is too small, or have they been eradicated? &lt;br /&gt;
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I'm creating as much wealth as I can with 14 dwarves... looks like this one is going to be fun if it keeps going this way. --[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 14:21, 16 June 2010 (UTC)&lt;br /&gt;
:Hate to break it to ye... your civ is DEAD! [[User:Speed112|Speed112]] 16:46, 16 June 2010 (UTC)&lt;br /&gt;
::No... it shall live on in my 15 dwarves!! I will repopulate this fortress and make a Dwarven empire! I wonder if I can appoint a king... hmmm--[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 18:23, 16 June 2010 (UTC)&lt;br /&gt;
::How appropriate.. the Fort is called Kingdomgranite, off to forge a dwarven civalization! --[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 18:28, 16 June 2010 (UTC)&lt;br /&gt;
:::They all died :( --[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 00:32, 24 June 2010 (UTC)&lt;br /&gt;
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Ouch playing my first Game and im aproaching the summer of my 3rd year and only had 5 migrants in the first summer. Since then nothing. Im guessing i am in the same boat as you.   I'm allready mourning my dwarfsies. We even build an extra 20 bedrooms with chests and cabinets and decorations. and now noone will come.--- Eviltane--&lt;br /&gt;
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Wow, I sure get a medal for noobiness. Basically, mid third year of overground fortress and no migrants have arrived, nor dwarven caravans. I have only received the visit of elves, kobolds and macaques... --- Jacques ---&lt;br /&gt;
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I am having a similar problem, but I doubt my civ has been eradicated; On the civ screen it still says I have a general and a queen. But I get no immigrants, and the caravan from home won't leave. --[[User:HugoLuman|HugoLuman]] 06:36, 9 April 2011 (UTC)&lt;br /&gt;
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== Worldgen Immigrants ==&lt;br /&gt;
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Any information? Are the (virtually useless) 'proffesioned' immigrants specific to .13 or do they include .14 and beyond? Any workarounds to make them useful? Can they function as useful nobles?&lt;br /&gt;
[[User:Shabang50|Shabang50]] 19:56, 27 September 2010 (UTC)&lt;br /&gt;
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:fixed in .31.14 [[Special:Contributions/202.156.10.234|202.156.10.234]] 23:46, 18 October 2010 (UTC)&lt;br /&gt;
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== Worried Immigrants ==&lt;br /&gt;
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I have a fortress that has managed to survived for 16 years.  Now it's been made a capital and I have a king, I've gotten a message saying &amp;quot;Some Migrants have arrived, despite the danger.&amp;quot;, which I think is the first time in a few years I've had immigrants arrive.  I'm not sure what this danger is that is being referred to, but it seems that it could dissuade immigrants from coming.&lt;br /&gt;
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: The more dwarves that die in your fortress, the more dangerous it is perceived to be by migrants. At worst it can say &amp;quot;Some migrants have arrived, knowing that this place may be their grave&amp;quot;, I think. It's likely that over the years your fortress has been around you've racked up enough deaths to be considered a dangerous place. [[User:Calite|Calite]] 18:48, 11 October 2010 (UTC)&lt;br /&gt;
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::hmm, I don't think it's &amp;lt;i&amp;gt;just&amp;lt;/i&amp;gt; based on number of deaths. I got the message a few times once after losing ~45 out of ~55 dwarves in an early (unprepared) fort to an FB, but it went away after 2-3 migrant waves. Could be &amp;lt;i&amp;gt;recent&amp;lt;/i&amp;gt; deaths, or maybe &amp;lt;i&amp;gt;net&amp;lt;/i&amp;gt; deaths (i.e. deaths - births, my repopulating migrants turned out to be babymaking fiends), or maybe X # of deaths gives you a &amp;lt;i&amp;gt;one time&amp;lt;/i&amp;gt; danger message. Or something else, I dunno. But your (presumably) large, &amp;quot;dangerous&amp;quot; fort does make it sound like the threshold calculation doesn't consider total population or casualty percentages when calculating the danger level. [[Special:Contributions/202.156.10.234|202.156.10.234]] 23:46, 18 October 2010 (UTC)&lt;br /&gt;
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:::I've had zero deaths, set up a healthy fortress in a calm area, yet I got the &amp;quot;No one even considered making the journey to such an accursed death-trap.&amp;quot; I think there are two possibilities: 1) There were a ton of carp in the river, but they all died in last winter's freeze. 2) I might be next to a hostile civ, but I'm not sure.--[[Special:Contributions/128.120.206.169|128.120.206.169]] 04:53, 26 October 2010 (UTC)&lt;br /&gt;
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== Immigrant war dogs? ==&lt;br /&gt;
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Just had a migrant wave arrive with a &amp;quot;Stray war Dog (tame)&amp;quot;. Don't recall having had that happen before. Anyone else seen a war dog (or hunting dog) arrive with migrants? (v. .31.16) [[Special:Contributions/202.156.10.234|202.156.10.234]] 00:09, 19 October 2010 (UTC)&lt;br /&gt;
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== Negative created wealth scares away migrants ==&lt;br /&gt;
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While doing some SCIENCE on migration, I found that if I modded my raws so that the fortress' created wealth was negative, then I'd get the message {{DFtext|Migrants were too nervous to make the journey this season|red}}.  Interesting. -- [[User:Khym Chanur|Khym Chanur]] 01:17, 12 June 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>IT 000</name></author>
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