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	<updated>2026-05-13T04:57:21Z</updated>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Boogeymen&amp;diff=314627</id>
		<title>Boogeymen</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Boogeymen&amp;diff=314627"/>
		<updated>2026-02-02T21:49:14Z</updated>

		<summary type="html">&lt;p&gt;MissinM: another redirect for bogeyman&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Bogeyman]]&lt;/div&gt;</summary>
		<author><name>MissinM</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Boogeyman&amp;diff=314626</id>
		<title>Boogeyman</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Boogeyman&amp;diff=314626"/>
		<updated>2026-02-02T21:48:30Z</updated>

		<summary type="html">&lt;p&gt;MissinM: added a redirect to bogeyman page because of many different spellings&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Bogeyman]]&lt;/div&gt;</summary>
		<author><name>MissinM</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Bogeyman&amp;diff=314625</id>
		<title>Bogeyman</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Bogeyman&amp;diff=314625"/>
		<updated>2026-02-02T21:46:07Z</updated>

		<summary type="html">&lt;p&gt;MissinM: added d for dwarf section, will add redirects (there's a lot of ways to spell bogeyman)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Tattered}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{old|Bogeymen were updated with 0.47.01, are now restricted to certain evil regions and gained new powers}}&lt;br /&gt;
&lt;br /&gt;
[[File:bogeyman_sprite_preview.png|right]]A '''bogeyman''' {{Tile|ñ|0:1}} is a procedurally-generated [[night creature]] which is mostly known for attacking unwary [[adventurer mode|adventurers]] who [[Adventurer mode#Fast Travel|travel]] or [[Adventurer mode#Sleep|sleep]] outside at night, alone, within those [[Sphere|domains of evil affiliated with shadows or nightmares]] – both fast travelling and travelling normally on the local map trigger the appearance of bogeymen. The bane of many a young adventurer, bogeymen can prove to be deadly foes for the inexperienced and the unprepared.&lt;br /&gt;
&lt;br /&gt;
Graphically, the default sprites that bogeymen use will be of malformed, humanoid creatures that resemble the randomly-generated appearance they've been given. This same setup is used for other procedurally-generated creatures, such as [[megabeast]]s and [[demon]]s. However, given the fact that bogeymen can transform into other creatures, they can borrow other sprites as well.&lt;br /&gt;
&lt;br /&gt;
== Characteristics ==&lt;br /&gt;
[[File:bogeymen_transforming_anim.gif|thumb|275px|right|Two bogeymen transforming in the [[object testing arena]].]][[File:Bogeyman Attack.png|thumb|286px|right|A group of bogeymen attacking a hapless adventurer.]]A number of different types of bogeyman are procedurally generated at every world creation, similar to [[night troll]]s. Their numbers are normally dependent on world size, but can be directly controlled with [[advanced world generation]] – if you prefer not having to deal with bogeymen, generating a world with &amp;quot;{{tt|Number of bogeymen types}}&amp;quot; set to {{tt|0}} in advanced world generation will ensure that no bogeymen exist in your world. &lt;br /&gt;
&lt;br /&gt;
While procedurally generated, bogeymen all possess certain characteristics in common. They are all [[fanciful]], evil-aligned humanoids with either extra or missing features; for example, some bogeymen are generated with wings and thus have the ability to fly, but this doesn't usually affect adventurers unless they too can fly. Others might be generated with appendages such as horns which can be used to gore the bogeyman's prey. All bogeymen are intelligent creatures, and reading their description will reveal the bogeyman &amp;quot;hurls vicious insults constantly&amp;quot;. Bogeymen are restricted to regions aligned with [[demon]]ic evil, particularly the [[sphere]]s of nightmares or darkness. Bogeymen can be summoned by [[necromancer]]s with the appropriate [[secret]]s, and by nightmare-aligned [[demon]]s.&lt;br /&gt;
&lt;br /&gt;
Bogeymen are by far the smallest of all night creatures (save transformed small creatures), ranging from 10,000 cm³ to 20,000 cm³, making the largest bogeymen only as big as a [[kobold]]. However, this doesn't mean they should be underestimated; all bogeymen possess Expert [[skill]] in [[wrestling]], [[Combat skill|biting, fighting, striking, kicking, dodging]] and [[Observer|observing]], on top of being one of the most agile types of creature in the game, which makes them exceptionally hard to hit. Bogeymen can [[Amphibious|breathe underwater]], [[No Exert|feel no exertion]], [[No Stun|cannot be stunned]] and are [[No Pain|immune to pain]], nausea, dizziness and fevers. Bogeymen need no food, water or sleep to survive, nor do they need to breathe, meaning they cannot be drowned or strangled. Interestingly, their raws also reveal an [[Trapavoid|immunity to traps]], the ability of [[building destroyer|destroying buildings]] and a [[pet]] value of 2,000. In previous versions, they did not exist in [[fortress mode]], but it seems like visiting necromancers can now sometimes summon them in combat.&lt;br /&gt;
&lt;br /&gt;
Bogeymen have the powers to transform into animals, as well as to 'call upon the night' and summon other creatures – including more bogeymen! They do this, presumably, by using the [[Interaction_token#I_EFFECT|Summon interaction]]. This can make even a single bogeyman quickly turn into several, which then each begin to summon wild animals such as [[tiger]]s. More research needs to be done on the exact limitations of these abilities, and exact data is difficult to extrapolate due to summon interactions being both new and difficult to reverse engineer.&lt;br /&gt;
&lt;br /&gt;
Bogeymen dissolve into harmless smoke shortly after being killed. Severed body parts can be picked up, but they, too, vaporize quickly. However, it is sometimes possible to keep them if you pick them up and fast-travel away before they start smoking. They can't be animated by [[necromancer]]s.&lt;br /&gt;
&lt;br /&gt;
During a bogeyman attack, the &amp;quot;give up&amp;quot; option in the {{k|Esc}} screen becomes {{DFtext|Give in to the night.|7:1}} Selecting this will end the game immediately – if you end the game in this way, you will be described in [[legends mode]] as having {{DFtext|died in the dark.|7:0}}&lt;br /&gt;
&lt;br /&gt;
Bogeymen summoned in fortress mode are friendly.&lt;br /&gt;
&lt;br /&gt;
Some dwarves [[Preferences|like]] bogeymen for their ''terror-inspiring antics''.&lt;br /&gt;
&lt;br /&gt;
== Avoiding bogeymen ==&lt;br /&gt;
Bogeymen can be avoided by not traveling in evil, nightmare-aligned regions, and having a companion is no longer necessary to avoid them. &lt;br /&gt;
&lt;br /&gt;
When you are [[ambush]]ed by bogeymen, you will get the message:&lt;br /&gt;
&lt;br /&gt;
{{gametext|You are surrounded by incessant cackling.|5:1}}&lt;br /&gt;
&lt;br /&gt;
A turn after receiving this message, 4–6 bogeymen will begin spawning around you.&lt;br /&gt;
&lt;br /&gt;
If you try to travel or sleep/wait while at least one of the bogeymen is still alive, you will receive the message:&lt;br /&gt;
&lt;br /&gt;
{{gametext|You are still surrounded by cackling.|5:1}}&lt;br /&gt;
&lt;br /&gt;
Interestingly, bogeymen will be friendly towards creatures with the {{token|NOFEAR}} token. Playing as one of those will make you totally safe from bogeymen; in an unmodded game, the (three currently) available creatures with this token are humanoid arachnid people: the [[bark scorpion man]], the [[brown recluse spider man]], and the [[jumping spider man]]. It doesn't prevent bogeyman encounters, however; sleeping in the wilderness may still result in getting surrounded by cackling, and the bogeymen will still teleport towards you, as well as prevent you from sleeping or traveling.&lt;br /&gt;
&lt;br /&gt;
Bogeymen will ambush [[werebeasts]], and are as unfriendly as anyone else toward them, but will vanish on their own within the game hour.&lt;br /&gt;
&lt;br /&gt;
== Dealing with bogeymen ==&lt;br /&gt;
If you're playing as an adventurer with a [[gait|speed]] of over 1000, you may be able to run away from bogeymen. However, there is no escaping the night. No matter where you run, the bogeymen will teleport near you if you ever get too far away. You can get rid of these pesky creatures in three ways:&lt;br /&gt;
&lt;br /&gt;
=== Killing them all ===&lt;br /&gt;
The most obvious solution. However, it is probably the most difficult one for inexperienced adventurers, and anyone who attempts to do this should be well-prepared. Once your adventurer becomes skilled, this will become a usually trivial task, but don't underestimate their blows. See the &amp;quot;Fighting bogeymen&amp;quot; section for more information.&lt;br /&gt;
&lt;br /&gt;
=== Surviving until dawn ===&lt;br /&gt;
Bogeymen will be [[smoke|vaporized]] by the [[The Sun|morning sun]], so if you can't kill them but are able to run away from them or dodge/block their attacks well, you have another option: keep on doing that until dawn breaks. Unfortunately, this can take quite a while, depending on the time of night you were ambushed.&lt;br /&gt;
&lt;br /&gt;
=== Entering a shelter ===&lt;br /&gt;
&amp;quot;Shelter&amp;quot; here refers to (non-ruined) buildings, (currently used) paved roads, (inhabited or uninhabited) lairs (including shrines and labyrinths) and [[cave|caves]]. Seeking refuge in such a place will make the bogeymen disappear in a puff of smoke. Incidentally, this was one of the reasons why townspeople encouraged you to spend the night in their homes. You can find the nearest shelter by examining the map in your {{k|Q}}uest Log. &lt;br /&gt;
&lt;br /&gt;
Once you succeed in doing one of the above, you'll get the message:&lt;br /&gt;
{{gametext|The cackling fades away.|5:1}}&lt;br /&gt;
and then you can get back to adventuring. They will not attack again for the rest of the night.&lt;br /&gt;
&lt;br /&gt;
Note that even if you successfully defeat bogeymen using any of the three methods described above, you can never get rid of them permanently, as they will ambush you again some other night if you do not take precautions.&lt;br /&gt;
&lt;br /&gt;
== Fighting bogeymen ==&lt;br /&gt;
Bogeymen are tough because they have very high agility, giving them a high speed and are naturally skilled in unarmed combat and dodging, so their punches hurt and they are difficult to hit. With low weapon skills you'll have a hard time hitting them, but once you can hit them they become very easy to kill. If you know how to fight them effectively, they will go down surprisingly easily. Here are a few tips for fighting them:&lt;br /&gt;
&lt;br /&gt;
*A [[shield]] is invaluable, as getting hit can break your bones and quickly spell your death. Ditto for some [[armor]].&lt;br /&gt;
*Legendary [[weapon skill]] or near is highly recommended to help overcome their dodging. &lt;br /&gt;
*Carefully planned maneuvering is the key to survival.&lt;br /&gt;
*Use your [[size]] to your advantage. Bogeymen are surprisingly small relative to the playable races available in unmodded games. Set your combat preference to '''charge''', and you will knock them over every time you strike. This can easily give you the upper hand in battle, as being prone slows bogeymen down and gives you more time to act.&lt;br /&gt;
*Wrestling moves will usually work. Bogeymen are so small that they have a hard time breaking wrestling holds from the other races. They do not feel pain so breaking bones will not disable them, but breaking a leg will slow them down.&lt;br /&gt;
&amp;lt;!--*Your [[speed]] is an important factor when it comes to fighting bogeymen. Whilst a slow adventurer can be swarmed and killed in seconds, one who is faster than the bogeymen has a distinct advantage.--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Remember, prone bogeymen are much slower, so charge at them as often as you can, so you can knock them off their feet. You could also try to sever off feet or legs, as this will make them permanently prone. If you are carrying a lot of heavy objects, it might be a good idea to drop your backpack or, better yet, [[thrower|throw]] the [[weight|heavier]] and/or pointier objects at the bogeymen if they are not too close to you.&lt;br /&gt;
&lt;br /&gt;
If you are not opposed to cheesy tactics, or just too slow to run away, you can instead block their line of sight by setting grass fires. If you can create at least a partial or full circle of fire around you, the terrestrial bogeymen will be unable to fight you. Once the bogeymen lose sight of your adventurer, it becomes a trivial game of throwing whatever can be grabbed. If you're feeling particularly vindictive, you can jump out of the fire behind them, and just behead them. Be wary of trees, as bogeymen have no qualms about climbing their way to you from above.&lt;br /&gt;
&lt;br /&gt;
If you are really desperate for speed, you might also want to consider dropping your [[armor]] if it is slowing you down too much. Note that, while the extra speed might very well prove vital for your survival, you will also be more exposed to bogeymen attacks and will probably die faster if they manage to attack you and you are not a good [[dodger]]. You might want to consider keeping your helmet-a punch to the head by one of these creatures can easily ram your skull through your brain and end your life.&lt;br /&gt;
&lt;br /&gt;
Despite what your imagination might imply, bogeymen are actually organic creatures. This means that they can be killed by damage to the brain, beheading, bisection (the separation of the lower body from the upper body) and excessive blood loss, and it is also generally easy to sever limbs and break bones. However, like a number of other night creatures, bogeymen do not feel pain and do not breathe, so they do not receive pain-related penalties or die from suffocation. This means that the most effective [[weapon]]s to use against them are edged weapons. With sufficient weapon skill, it is easy to score a hit that will sever a limb or puncture a vital organ such as the heart. Due to their small size, it is also easy to chop off the head or the lower body, killing the bogeyman instantly.&lt;br /&gt;
&lt;br /&gt;
*Whatever you do, don't allow yourself to get surrounded. If a group of bogeymen are approaching you from one direction, move in the opposite direction. This generally leads to them approaching you in a line rather than a group, as the fastest bogeyman reaches you first. Thus you can fight them one at a time if you are fast enough. &lt;br /&gt;
*Don't let bogeymen get the initiative. If you let the bogeyman attack you, their skilled punches will likely break a bone and you'll be dead. So you should charge at one, attack it and run away before it has the chance to strike back.  &lt;br /&gt;
*If the odds are against you, don't hesitate to flee. Remember that you don't need to kill bogeymen to get rid of them – you just have to survive the night or enter a shelter. Thus you should try to run in the direction of the nearest [[town]], [[fortress]], [[cave]] or [[lair]]. If you have a high enough speed, running away should actually be quite easy, as the bogeymen won't be able to catch up with you despite their constant teleportation. If a bogeyman manages to get too close to you, charge at it to knock it over and slow it down, and then continue running.&lt;br /&gt;
*Above all, remember that [[Losing|losing is fun]]!&lt;br /&gt;
&lt;br /&gt;
== Summoning ==&lt;br /&gt;
Very rarely in world generation, a deity aligned with both the spheres of &amp;quot;death&amp;quot; and &amp;quot;nightmares&amp;quot; will create a [[necromancer]] [[secret]] that allows the creation of bogeymen. The resulting activated ability allows the user to conjure a bogeyman, who will appear at a random location fixed around the conjurer. The bogeyman will still be hostile to the summoner. Due to the lack of sphere relations between death and nightmares, a deity that can grant a bogeyman-summoning slab is unlikely, and even in such cases the slab may not contain the secret at all.&lt;br /&gt;
&lt;br /&gt;
[[File:bogeyman2.png|thumb|300px|center|A drawing of bogeymen.&amp;lt;br /&amp;gt;''Art by kruggsmash'']]&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
&amp;lt;!-- Reference:Metallica Song &amp;quot;Enter Sandman&amp;quot;--&amp;gt;&lt;br /&gt;
Bogeymen most likely don't take their victims to a place called &amp;quot;Never-Never Land&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
{{gamedata|title=Example raws (as extracted from world.dat in version [[DF2014:Release_information/0.47.04|0.47.04]])|[CREATURE:NIGHT_CREATURE_16]&lt;br /&gt;
	[NAME:bogeyman:bogeymen:bogeyman]&lt;br /&gt;
	[CASTE_NAME:bogeyman:bogeymen:bogeyman]&lt;br /&gt;
	[GENERATED]&lt;br /&gt;
	[ATTACK_TRIGGER:50:5000:50000]&lt;br /&gt;
	[NIGHT_CREATURE_BOGEYMAN]&lt;br /&gt;
	[NATURAL_SKILL:WRESTLING:6]&lt;br /&gt;
	[NATURAL_SKILL:BITE:6]&lt;br /&gt;
	[NATURAL_SKILL:MELEE_COMBAT:6]&lt;br /&gt;
	[NATURAL_SKILL:GRASP_STRIKE:6]&lt;br /&gt;
	[NATURAL_SKILL:STANCE_STRIKE:6]&lt;br /&gt;
	[NATURAL_SKILL:DODGING:6]&lt;br /&gt;
	[NATURAL_SKILL:SITUATIONAL_AWARENESS:6]&lt;br /&gt;
	[CAN_LEARN]&lt;br /&gt;
	[CAN_SPEAK]&lt;br /&gt;
	[NO_GENDER]&lt;br /&gt;
	[CLUSTER_NUMBER:4:6]&lt;br /&gt;
	[PHYS_ATT_RANGE:STRENGTH:450:1050:1150:1250:1350:1550:2250]&lt;br /&gt;
	[PHYS_ATT_RANGE:TOUGHNESS:450:1050:1150:1250:1350:1550:2250]&lt;br /&gt;
	[PHYS_ATT_RANGE:ENDURANCE:450:1050:1150:1250:1350:1550:2250]&lt;br /&gt;
	[PHYS_ATT_RANGE:RECUPERATION:450:1050:1150:1250:1350:1550:2250]&lt;br /&gt;
	[PHYS_ATT_RANGE:DISEASE_RESISTANCE:700:1300:1400:1500:1600:1800:2500]&lt;br /&gt;
	[MENT_ATT_RANGE:ANALYTICAL_ABILITY:1250:1500:1750:2000:2500:3000:5000]&lt;br /&gt;
	[MENT_ATT_RANGE:FOCUS:1250:1500:1750:2000:2500:3000:5000]&lt;br /&gt;
	[MENT_ATT_RANGE:WILLPOWER:1250:1500:1750:2000:2500:3000:5000]&lt;br /&gt;
	[MENT_ATT_RANGE:PATIENCE:0:333:666:1000:2333:3666:5000]&lt;br /&gt;
	[MENT_ATT_RANGE:MEMORY:1250:1500:1750:2000:2500:3000:5000]&lt;br /&gt;
	[MENT_ATT_RANGE:LINGUISTIC_ABILITY:450:1050:1150:1250:1350:1550:2250]&lt;br /&gt;
	[MENT_ATT_RANGE:MUSICALITY:0:333:666:1000:2333:3666:5000]&lt;br /&gt;
	[MENT_ATT_RANGE:SOCIAL_AWARENESS:700:1300:1400:1500:1600:1800:2500]&lt;br /&gt;
	[PERSONALITY:ANXIETY_PROPENSITY:0:0:0]&lt;br /&gt;
	[PERSONALITY:DEPRESSION_PROPENSITY:0:0:0]&lt;br /&gt;
	[PERSONALITY:BASHFUL:0:0:0]&lt;br /&gt;
	[PERSONALITY:STRESS_VULNERABILITY:0:0:0]&lt;br /&gt;
	[PERSONALITY:FRIENDLINESS:0:0:0]&lt;br /&gt;
	[PERSONALITY:ASSERTIVENESS:100:100:100]&lt;br /&gt;
	[PERSONALITY:DISDAIN_ADVICE:100:100:100]&lt;br /&gt;
	[PERSONALITY:CHEER_PROPENSITY:0:0:0]&lt;br /&gt;
	[PERSONALITY:GRATITUDE:0:0:0]&lt;br /&gt;
	[PERSONALITY:TRUST:0:0:0]&lt;br /&gt;
	[PERSONALITY:ALTRUISM:0:0:0]&lt;br /&gt;
	[PERSONALITY:SWAYED_BY_EMOTIONS:0:0:0]&lt;br /&gt;
	[PERSONALITY:CRUELTY:100:100:100]&lt;br /&gt;
	[PERSONALITY:HUMOR:100:100:100]&lt;br /&gt;
	[NO_DRINK]&lt;br /&gt;
	[NO_EAT]&lt;br /&gt;
	[NO_SLEEP]&lt;br /&gt;
	[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]&lt;br /&gt;
	[BODY_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]&lt;br /&gt;
	[LARGE_PREDATOR]&lt;br /&gt;
	[EVIL]&lt;br /&gt;
	[SUPERNATURAL]&lt;br /&gt;
	[FANCIFUL]&lt;br /&gt;
	[AMPHIBIOUS]&lt;br /&gt;
	[SWIMS_INNATE]&lt;br /&gt;
	[NONAUSEA]&lt;br /&gt;
	[NOEXERT]&lt;br /&gt;
	[NO_DIZZINESS]&lt;br /&gt;
	[NOPAIN]&lt;br /&gt;
	[NOSTUN]&lt;br /&gt;
	[PETVALUE:2000]&lt;br /&gt;
	[ALL_ACTIVE]&lt;br /&gt;
	[NOFEAR]&lt;br /&gt;
	[NO_FEVERS]&lt;br /&gt;
	[LARGE_PREDATOR]&lt;br /&gt;
	[SPHERE:MISERY]&lt;br /&gt;
	[SPHERE:NIGHT]&lt;br /&gt;
	[SPHERE:NIGHTMARES]&lt;br /&gt;
	[BODY_SIZE:0:0:14000]&lt;br /&gt;
	[CREATURE_TILE:164]&lt;br /&gt;
	[BODY:RCP_UPPER_BODY:RCP_LOWER_BODY:RCP_NECK:RCP_HEAD:RCP_TWO_PART_ARMS:RCP_TWO_PART_LEGS:RCP_TRUNK:RCP_2_EYES:RCP_LUNGS:RCP_HEART:RCP_GUTS:RCP_SPINE:RCP_UPPER_SPINE:RCP_BRAIN:RCP_SKULL:RCP_MOUTH:RCP_TONGUE:RCP_RIBS]&lt;br /&gt;
	[CANOPENDOORS]&lt;br /&gt;
	[EQUIPS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_MATERIALS]&lt;br /&gt;
		[REMOVE_MATERIAL:HAIR]&lt;br /&gt;
		[REMOVE_MATERIAL:SKIN]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_TISSUES]&lt;br /&gt;
		[REMOVE_TISSUE:HAIR]&lt;br /&gt;
		[REMOVE_TISSUE:SKIN]&lt;br /&gt;
	[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:NONE:FAT:MUSCLE:BONE:CARTILAGE]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:HUMANOID_HEAD_POSITIONS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:HUMANOID_RELSIZES]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]&lt;br /&gt;
	[TENDONS:LOCAL_CREATURE_MAT:SINEW:200]&lt;br /&gt;
	[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]&lt;br /&gt;
	[HAS_NERVES]&lt;br /&gt;
	[NOBREATHE]&lt;br /&gt;
	[HOMEOTHERM:10040]&lt;br /&gt;
	[NO_UNIT_TYPE_COLOR]&lt;br /&gt;
	[COLOR:0:0:1]&lt;br /&gt;
	[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]&lt;br /&gt;
	 [PLUS_TISSUE_LAYER:SCALE:BY_CATEGORY:THROAT]&lt;br /&gt;
		[TL_MAJOR_ARTERIES]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]&lt;br /&gt;
		[STATE_COLOR:ALL:DARK_INDIGO]&lt;br /&gt;
	[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]&lt;br /&gt;
	[ATTACK:PUNCH:BODYPART:BY_TYPE:GRASP]&lt;br /&gt;
		[ATTACK_SKILL:GRASP_STRIKE]&lt;br /&gt;
		[ATTACK_VERB:punch:punches]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
		[ATTACK_PREPARE_AND_RECOVER:2:2]&lt;br /&gt;
		[ATTACK_FLAG_WITH]&lt;br /&gt;
		[ATTACK_PRIORITY:MAIN]&lt;br /&gt;
	[ATTACK:KICK:BODYPART:BY_TYPE:STANCE]&lt;br /&gt;
		[ATTACK_SKILL:STANCE_STRIKE]&lt;br /&gt;
		[ATTACK_VERB:kick:kicks]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
		[ATTACK_PREPARE_AND_RECOVER:2:2]&lt;br /&gt;
		[ATTACK_FLAG_WITH]&lt;br /&gt;
		[ATTACK_PRIORITY:MAIN]&lt;br /&gt;
		[ATTACK_FLAG_BAD_MULTIATTACK]&lt;br /&gt;
	[ATTACK:BITE:BODYPART:BY_CATEGORY:MOUTH]&lt;br /&gt;
		[ATTACK_SKILL:BITE]&lt;br /&gt;
		[ATTACK_VERB:bite:bites]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
		[ATTACK_PREPARE_AND_RECOVER:2:2]&lt;br /&gt;
		[ATTACK_PRIORITY:MAIN]&lt;br /&gt;
		[ATTACK_FLAG_CANLATCH]&lt;br /&gt;
	[GAIT:SWIM:Maximum Swim Speed:725:10:3:2175:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]&lt;br /&gt;
	[GAIT:SWIM:Faster Swim:1450:5:3:2175:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]&lt;br /&gt;
	[GAIT:SWIM:Fast Swim:2175:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]&lt;br /&gt;
	[GAIT:SWIM:Swim:2900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:SWIM:Slow Swim:3900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:SWIM:Creeping Swim:5900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:WALK:Sprint:225:10:3:675:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]&lt;br /&gt;
	[GAIT:WALK:Run:450:5:3:675:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]&lt;br /&gt;
	[GAIT:WALK:Jog:675:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]&lt;br /&gt;
	[GAIT:WALK:Walk:900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:WALK:Stroll:1900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:WALK:Creep:2900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:CRAWL:Scramble:225:10:3:675:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]&lt;br /&gt;
	[GAIT:CRAWL:Faster Crawl:450:5:3:675:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]&lt;br /&gt;
	[GAIT:CRAWL:Fast Crawl:675:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]&lt;br /&gt;
	[GAIT:CRAWL:Crawl:900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:CRAWL:Slow Crawl:1900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:CRAWL:Creep:2900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:CLIMB:Scramble:225:10:3:675:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]&lt;br /&gt;
	[GAIT:CLIMB:Faster Climb:450:5:3:675:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]&lt;br /&gt;
	[GAIT:CLIMB:Fast Climb:675:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]&lt;br /&gt;
	[GAIT:CLIMB:Climb:900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:CLIMB:Slow Climb:1900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:CLIMB:Creep:2900:NO_BUILD_UP:0]&lt;br /&gt;
	[CAN_DO_INTERACTION:BOGEYMAN_POLYMORPH]&lt;br /&gt;
		[CDI:ADV_NAME:Transform]&lt;br /&gt;
		[CDI:TARGET:A:SELF_ONLY]&lt;br /&gt;
		[CDI:USAGE_HINT:DEFEND]&lt;br /&gt;
		[CDI:WAIT_PERIOD:100]&lt;br /&gt;
	[DESCRIPTION:A small skinless humanoid.  It has a curling trunk and it hurls vicious insults constantly.  Now you will know why you fear the night.]&lt;br /&gt;
	[PREFSTRING:terror-inspiring antics]&lt;br /&gt;
&lt;br /&gt;
[CREATURE:NIGHT_CREATURE_17]&lt;br /&gt;
	[NAME:bogeyman:bogeymen:bogeyman]&lt;br /&gt;
	[CASTE_NAME:bogeyman:bogeymen:bogeyman]&lt;br /&gt;
	[GENERATED]&lt;br /&gt;
	[ATTACK_TRIGGER:50:5000:50000]&lt;br /&gt;
	[NIGHT_CREATURE_BOGEYMAN]&lt;br /&gt;
	[NATURAL_SKILL:WRESTLING:6]&lt;br /&gt;
	[NATURAL_SKILL:BITE:6]&lt;br /&gt;
	[NATURAL_SKILL:MELEE_COMBAT:6]&lt;br /&gt;
	[NATURAL_SKILL:GRASP_STRIKE:6]&lt;br /&gt;
	[NATURAL_SKILL:STANCE_STRIKE:6]&lt;br /&gt;
	[NATURAL_SKILL:DODGING:6]&lt;br /&gt;
	[NATURAL_SKILL:SITUATIONAL_AWARENESS:6]&lt;br /&gt;
	[CAN_LEARN]&lt;br /&gt;
	[CAN_SPEAK]&lt;br /&gt;
	[NO_GENDER]&lt;br /&gt;
	[CLUSTER_NUMBER:4:6]&lt;br /&gt;
	[PHYS_ATT_RANGE:STRENGTH:450:1050:1150:1250:1350:1550:2250]&lt;br /&gt;
	[PHYS_ATT_RANGE:TOUGHNESS:450:1050:1150:1250:1350:1550:2250]&lt;br /&gt;
	[PHYS_ATT_RANGE:ENDURANCE:450:1050:1150:1250:1350:1550:2250]&lt;br /&gt;
	[PHYS_ATT_RANGE:RECUPERATION:450:1050:1150:1250:1350:1550:2250]&lt;br /&gt;
	[PHYS_ATT_RANGE:DISEASE_RESISTANCE:700:1300:1400:1500:1600:1800:2500]&lt;br /&gt;
	[MENT_ATT_RANGE:ANALYTICAL_ABILITY:1250:1500:1750:2000:2500:3000:5000]&lt;br /&gt;
	[MENT_ATT_RANGE:FOCUS:1250:1500:1750:2000:2500:3000:5000]&lt;br /&gt;
	[MENT_ATT_RANGE:WILLPOWER:1250:1500:1750:2000:2500:3000:5000]&lt;br /&gt;
	[MENT_ATT_RANGE:PATIENCE:0:333:666:1000:2333:3666:5000]&lt;br /&gt;
	[MENT_ATT_RANGE:MEMORY:1250:1500:1750:2000:2500:3000:5000]&lt;br /&gt;
	[MENT_ATT_RANGE:LINGUISTIC_ABILITY:450:1050:1150:1250:1350:1550:2250]&lt;br /&gt;
	[MENT_ATT_RANGE:MUSICALITY:0:333:666:1000:2333:3666:5000]&lt;br /&gt;
	[MENT_ATT_RANGE:SOCIAL_AWARENESS:700:1300:1400:1500:1600:1800:2500]&lt;br /&gt;
	[PERSONALITY:ANXIETY_PROPENSITY:0:0:0]&lt;br /&gt;
	[PERSONALITY:DEPRESSION_PROPENSITY:0:0:0]&lt;br /&gt;
	[PERSONALITY:BASHFUL:0:0:0]&lt;br /&gt;
	[PERSONALITY:STRESS_VULNERABILITY:0:0:0]&lt;br /&gt;
	[PERSONALITY:FRIENDLINESS:0:0:0]&lt;br /&gt;
	[PERSONALITY:ASSERTIVENESS:100:100:100]&lt;br /&gt;
	[PERSONALITY:DISDAIN_ADVICE:100:100:100]&lt;br /&gt;
	[PERSONALITY:CHEER_PROPENSITY:0:0:0]&lt;br /&gt;
	[PERSONALITY:GRATITUDE:0:0:0]&lt;br /&gt;
	[PERSONALITY:TRUST:0:0:0]&lt;br /&gt;
	[PERSONALITY:ALTRUISM:0:0:0]&lt;br /&gt;
	[PERSONALITY:SWAYED_BY_EMOTIONS:0:0:0]&lt;br /&gt;
	[PERSONALITY:CRUELTY:100:100:100]&lt;br /&gt;
	[PERSONALITY:HUMOR:100:100:100]&lt;br /&gt;
	[NO_DRINK]&lt;br /&gt;
	[NO_EAT]&lt;br /&gt;
	[NO_SLEEP]&lt;br /&gt;
	[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]&lt;br /&gt;
	[BODY_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]&lt;br /&gt;
	[LARGE_PREDATOR]&lt;br /&gt;
	[EVIL]&lt;br /&gt;
	[SUPERNATURAL]&lt;br /&gt;
	[FANCIFUL]&lt;br /&gt;
	[AMPHIBIOUS]&lt;br /&gt;
	[SWIMS_INNATE]&lt;br /&gt;
	[NONAUSEA]&lt;br /&gt;
	[NOEXERT]&lt;br /&gt;
	[NO_DIZZINESS]&lt;br /&gt;
	[NOPAIN]&lt;br /&gt;
	[NOSTUN]&lt;br /&gt;
	[PETVALUE:2000]&lt;br /&gt;
	[ALL_ACTIVE]&lt;br /&gt;
	[NOFEAR]&lt;br /&gt;
	[NO_FEVERS]&lt;br /&gt;
	[LARGE_PREDATOR]&lt;br /&gt;
	[SPHERE:MISERY]&lt;br /&gt;
	[SPHERE:NIGHT]&lt;br /&gt;
	[SPHERE:NIGHTMARES]&lt;br /&gt;
	[BODY_SIZE:0:0:14000]&lt;br /&gt;
	[CREATURE_TILE:164]&lt;br /&gt;
	[BODY:RCP_UPPER_BODY:RCP_LOWER_BODY:RCP_NECK:RCP_HEAD:RCP_TWO_PART_ARMS:RCP_TWO_PART_LEGS:RCP_TWO_FLIGHTLESS_WINGS:RCP_2_EYES:RCP_LUNGS:RCP_HEART:RCP_GUTS:RCP_THROAT:RCP_SPINE:RCP_UPPER_SPINE:RCP_BRAIN:RCP_SKULL:RCP_MOUTH:RCP_TONGUE:RCP_RIBS]&lt;br /&gt;
	[CANOPENDOORS]&lt;br /&gt;
	[EQUIPS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_MATERIALS]&lt;br /&gt;
		[REMOVE_MATERIAL:HAIR]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_TISSUES]&lt;br /&gt;
		[REMOVE_TISSUE:HAIR]&lt;br /&gt;
	[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:HUMANOID_HEAD_POSITIONS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:HUMANOID_RELSIZES]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]&lt;br /&gt;
	[TENDONS:LOCAL_CREATURE_MAT:SINEW:200]&lt;br /&gt;
	[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]&lt;br /&gt;
	[HAS_NERVES]&lt;br /&gt;
	[NOBREATHE]&lt;br /&gt;
	[HOMEOTHERM:10040]&lt;br /&gt;
	[SELECT_MATERIAL:SKIN]&lt;br /&gt;
		[STATE_COLOR:ALL_SOLID:SLATE_GRAY]&lt;br /&gt;
	[NO_UNIT_TYPE_COLOR]&lt;br /&gt;
	[COLOR:0:0:1]&lt;br /&gt;
	[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]&lt;br /&gt;
	 [PLUS_TISSUE_LAYER:SCALE:BY_CATEGORY:THROAT]&lt;br /&gt;
		[TL_MAJOR_ARTERIES]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]&lt;br /&gt;
		[STATE_COLOR:ALL:DARK_INDIGO]&lt;br /&gt;
	[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]&lt;br /&gt;
	[ATTACK:PUNCH:BODYPART:BY_TYPE:GRASP]&lt;br /&gt;
		[ATTACK_SKILL:GRASP_STRIKE]&lt;br /&gt;
		[ATTACK_VERB:punch:punches]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
		[ATTACK_PREPARE_AND_RECOVER:2:2]&lt;br /&gt;
		[ATTACK_FLAG_WITH]&lt;br /&gt;
		[ATTACK_PRIORITY:MAIN]&lt;br /&gt;
	[ATTACK:KICK:BODYPART:BY_TYPE:STANCE]&lt;br /&gt;
		[ATTACK_SKILL:STANCE_STRIKE]&lt;br /&gt;
		[ATTACK_VERB:kick:kicks]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
		[ATTACK_PREPARE_AND_RECOVER:2:2]&lt;br /&gt;
		[ATTACK_FLAG_WITH]&lt;br /&gt;
		[ATTACK_PRIORITY:MAIN]&lt;br /&gt;
		[ATTACK_FLAG_BAD_MULTIATTACK]&lt;br /&gt;
	[ATTACK:BITE:BODYPART:BY_CATEGORY:MOUTH]&lt;br /&gt;
		[ATTACK_SKILL:BITE]&lt;br /&gt;
		[ATTACK_VERB:bite:bites]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
		[ATTACK_PREPARE_AND_RECOVER:2:2]&lt;br /&gt;
		[ATTACK_PRIORITY:MAIN]&lt;br /&gt;
		[ATTACK_FLAG_CANLATCH]&lt;br /&gt;
	[GAIT:SWIM:Maximum Swim Speed:725:10:3:2175:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]&lt;br /&gt;
	[GAIT:SWIM:Faster Swim:1450:5:3:2175:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]&lt;br /&gt;
	[GAIT:SWIM:Fast Swim:2175:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]&lt;br /&gt;
	[GAIT:SWIM:Swim:2900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:SWIM:Slow Swim:3900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:SWIM:Creeping Swim:5900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:WALK:Sprint:225:10:3:675:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]&lt;br /&gt;
	[GAIT:WALK:Run:450:5:3:675:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]&lt;br /&gt;
	[GAIT:WALK:Jog:675:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]&lt;br /&gt;
	[GAIT:WALK:Walk:900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:WALK:Stroll:1900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:WALK:Creep:2900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:CRAWL:Scramble:225:10:3:675:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]&lt;br /&gt;
	[GAIT:CRAWL:Faster Crawl:450:5:3:675:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]&lt;br /&gt;
	[GAIT:CRAWL:Fast Crawl:675:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]&lt;br /&gt;
	[GAIT:CRAWL:Crawl:900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:CRAWL:Slow Crawl:1900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:CRAWL:Creep:2900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:CLIMB:Scramble:225:10:3:675:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]&lt;br /&gt;
	[GAIT:CLIMB:Faster Climb:450:5:3:675:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]&lt;br /&gt;
	[GAIT:CLIMB:Fast Climb:675:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]&lt;br /&gt;
	[GAIT:CLIMB:Climb:900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:CLIMB:Slow Climb:1900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:CLIMB:Creep:2900:NO_BUILD_UP:0]&lt;br /&gt;
	[CAN_DO_INTERACTION:BOGEYMAN_POLYMORPH]&lt;br /&gt;
		[CDI:ADV_NAME:Transform]&lt;br /&gt;
		[CDI:TARGET:A:SELF_ONLY]&lt;br /&gt;
		[CDI:USAGE_HINT:DEFEND]&lt;br /&gt;
		[CDI:WAIT_PERIOD:100]&lt;br /&gt;
	[DESCRIPTION:A small humanoid with lidless eyes.  It has thin wings of stretched skin and it hurls vicious insults constantly.  Its slate gray skin is sleek and smooth.  Now you will know why you fear the night.]&lt;br /&gt;
	[PREFSTRING:terror-inspiring antics]&lt;br /&gt;
}}&lt;br /&gt;
{{Scriptdata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Amphibious}}&lt;br /&gt;
{{Category|Building destroyer}}&lt;br /&gt;
{{Category|Fanciful}}&lt;br /&gt;
{{Category|Learns}}&lt;br /&gt;
{{Category|No Exert}}&lt;br /&gt;
{{Category|No Pain}}&lt;br /&gt;
{{Category|No Stun}}&lt;br /&gt;
{{Category|Trapavoid}}&lt;br /&gt;
[[ru:Bogeyman]]&lt;/div&gt;</summary>
		<author><name>MissinM</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Ettin&amp;diff=313780</id>
		<title>Ettin</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Ettin&amp;diff=313780"/>
		<updated>2026-01-10T01:14:06Z</updated>

		<summary type="html">&lt;p&gt;MissinM: added reference meaning in edit history&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|image=ettin_sprites.png&lt;br /&gt;
|portrait=ettin_portrait.png&lt;br /&gt;
|death=nobutcher&lt;br /&gt;
|contrib=no&lt;br /&gt;
|wiki=Ettin (Dungeons &amp;amp; Dragons)&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
'''Ettins''' are a [[Creature|species]] of massive, two-headed [[semi-megabeast]]s. They inhabit [[cave]]s and may attack your fortress once it reaches a certain amount of [[wealth]].&lt;br /&gt;
&lt;br /&gt;
Rampaging ettins will [[Building destroyer|destroy buildings]] and tear through unskilled [[Dwarf|dwarves]] with impunity thanks to their great strength. The most notable characteristic of the ettin, compared to a [[giant]] or [[cyclops]], is the fact they have two heads, meaning more than one decapitation is required to dispose of them. Additionally, ettins are [[No Stun|immune to stunning]] and will usually continue to fight even if they lose one of their heads, though they aren't immune to pain and can be slowed by it. Treat an ettin as if it were a stronger [[cyclops]] and prepare yourself accordingly.&lt;br /&gt;
&lt;br /&gt;
Despite their huge size, ettins can be easily captured in any [[cage]] [[trap]]. Since they are intelligent, dwarves will not attempt to eat or make products out of them, limiting their use to [[live training]] or to serve as decoration for one of your rooms.&lt;br /&gt;
&lt;br /&gt;
Beware of ettins and other [[semi-megabeast]]s who have managed to substantially increase their skills, which, by the way, is something no [[megabeast]] is able to do.&lt;br /&gt;
&lt;br /&gt;
Some dwarves [[Preferences|like]] ettins for their ''arguing heads''.&lt;br /&gt;
&lt;br /&gt;
[[File:ettin_preview.jpg|thumb|270px|center|Double the heads, double the anger.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
&lt;br /&gt;
Ettins also seem to have an affinity for clothing-based weaponry, as was documented by a certain &amp;lt;s&amp;gt;bearded bastard&amp;lt;/s&amp;gt; dwarf as he saw an Ettin with a pair of trousers bashing in the heads of a few dwarves. It led to some dwarven blacksmiths and clothesdwarves questioning the head-splattering efficiency of pants in combat and their popularity among beasts.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Reference: Monty Python and the Holy Grail, The Tale of Sir Robin --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It is well known that ettins have difficulty reaching any kind of consensus. There are rumors of a three-headed ettin, that took so long to decide whether or not to kill its prey that said prey could easily escape.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;/div&gt;</summary>
		<author><name>MissinM</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Magnetite&amp;diff=308617</id>
		<title>Magnetite</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Magnetite&amp;diff=308617"/>
		<updated>2025-03-16T20:47:19Z</updated>

		<summary type="html">&lt;p&gt;MissinM: corrected accuracy of reference&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}&lt;br /&gt;
{{stonelookup/0&lt;br /&gt;
|graphic=ore_silvery_sprite.png}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Magnetite''' is an [[ore]] of [[iron]], appearing as large, oval-shaped [[Vein|cluster]]s inside [[sedimentary layer]]s and small clusters in [[metamorphic layer]]s and [[igneous layer]]s. A magnetite cluster may sometimes contain [[vein]]s of [[native platinum]], which can continue outside of the cluster itself.&lt;br /&gt;
&lt;br /&gt;
In terms of [[Metalsmith|metalsmithing]], magnetite is identical to [[hematite]] and [[limonite]], producing four [[iron]] [[bars]] when smelted at a [[smelter]]. However, magnetite is distinguished by the extreme size of each deposit compared to the other iron ores, for sedimentary clusters anyway. While a vein might hold 100 tiles of ore, a cluster can contain around 750 -- this is offset somewhat by the 25% lower chance for a [[mine]]d tile to drop an [[ore]] boulder, compared to vein stone, but the typical yield of the entire large cluster is still much higher.&lt;br /&gt;
&lt;br /&gt;
==In the real world==&lt;br /&gt;
Magnetite is the most magnetic of all the naturally occurring minerals.  It is often found in the form of [[black sand]].&lt;br /&gt;
&lt;br /&gt;
[[File:Magnetite-131586.jpg|thumb|center|300px|Magnetite.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
&amp;lt;!-- Reference: Magnite (Deep Rock Galactic) --&amp;gt;&lt;br /&gt;
Magnetite is silvery in color, not red with black specks. It also does not generate more frequently in [[Glacier|glaciers]] or the [[Magma sea|fourth layer of the caverns]].&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{stones}}&lt;br /&gt;
{{Category|Ore}}&lt;br /&gt;
{{Category|Economic Stone}}&lt;/div&gt;</summary>
		<author><name>MissinM</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Magnetite&amp;diff=308596</id>
		<title>Magnetite</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Magnetite&amp;diff=308596"/>
		<updated>2025-03-15T16:54:19Z</updated>

		<summary type="html">&lt;p&gt;MissinM: corrected punctuation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}&lt;br /&gt;
{{stonelookup/0&lt;br /&gt;
|graphic=ore_silvery_sprite.png}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Magnetite''' is an [[ore]] of [[iron]], appearing as large, oval-shaped [[Vein|cluster]]s inside [[sedimentary layer]]s and small clusters in [[metamorphic layer]]s and [[igneous layer]]s. A magnetite cluster may sometimes contain [[vein]]s of [[native platinum]], which can continue outside of the cluster itself.&lt;br /&gt;
&lt;br /&gt;
In terms of [[Metalsmith|metalsmithing]], magnetite is identical to [[hematite]] and [[limonite]], producing four [[iron]] [[bars]] when smelted at a [[smelter]]. However, magnetite is distinguished by the extreme size of each deposit compared to the other iron ores, for sedimentary clusters anyway. While a vein might hold 100 tiles of ore, a cluster can contain around 750 -- this is offset somewhat by the 25% lower chance for a [[mine]]d tile to drop an [[ore]] boulder, compared to vein stone, but the typical yield of the entire large cluster is still much higher.&lt;br /&gt;
&lt;br /&gt;
==In the real world==&lt;br /&gt;
Magnetite is the most magnetic of all the naturally occurring minerals.  It is often found in the form of [[black sand]].&lt;br /&gt;
&lt;br /&gt;
[[File:Magnetite-131586.jpg|thumb|center|300px|Magnetite.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
&amp;lt;!-- Reference: Magnite (Deep Rock Galactic) --&amp;gt;&lt;br /&gt;
Magnetite is silvery in color, not red with black specks. It also does not generate more frequently in [[Desert|sand deserts]] or the [[Magma sea|fourth layer of the caverns]].&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{stones}}&lt;br /&gt;
{{Category|Ore}}&lt;br /&gt;
{{Category|Economic Stone}}&lt;/div&gt;</summary>
		<author><name>MissinM</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Magnetite&amp;diff=308595</id>
		<title>Magnetite</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Magnetite&amp;diff=308595"/>
		<updated>2025-03-15T16:53:27Z</updated>

		<summary type="html">&lt;p&gt;MissinM: added a deep rock regference&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}&lt;br /&gt;
{{stonelookup/0&lt;br /&gt;
|graphic=ore_silvery_sprite.png}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Magnetite''' is an [[ore]] of [[iron]], appearing as large, oval-shaped [[Vein|cluster]]s inside [[sedimentary layer]]s and small clusters in [[metamorphic layer]]s and [[igneous layer]]s. A magnetite cluster may sometimes contain [[vein]]s of [[native platinum]], which can continue outside of the cluster itself.&lt;br /&gt;
&lt;br /&gt;
In terms of [[Metalsmith|metalsmithing]], magnetite is identical to [[hematite]] and [[limonite]], producing four [[iron]] [[bars]] when smelted at a [[smelter]]. However, magnetite is distinguished by the extreme size of each deposit compared to the other iron ores, for sedimentary clusters anyway. While a vein might hold 100 tiles of ore, a cluster can contain around 750 -- this is offset somewhat by the 25% lower chance for a [[mine]]d tile to drop an [[ore]] boulder, compared to vein stone, but the typical yield of the entire large cluster is still much higher.&lt;br /&gt;
&lt;br /&gt;
==In the real world==&lt;br /&gt;
Magnetite is the most magnetic of all the naturally occurring minerals.  It is often found in the form of [[black sand]].&lt;br /&gt;
&lt;br /&gt;
[[File:Magnetite-131586.jpg|thumb|center|300px|Magnetite.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
&amp;lt;!-- Reference: Magnite (Deep Rock Galactic) --&amp;gt;&lt;br /&gt;
Magnetite is silvery in color, not red with black specks. It also does not generate more frequently in [[Desert|sand deserts]] or the [[Magma sea|fourth layer of the caverns]]&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{stones}}&lt;br /&gt;
{{Category|Ore}}&lt;br /&gt;
{{Category|Economic Stone}}&lt;/div&gt;</summary>
		<author><name>MissinM</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Reacher&amp;diff=303424</id>
		<title>Reacher</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Reacher&amp;diff=303424"/>
		<updated>2024-09-08T02:14:58Z</updated>

		<summary type="html">&lt;p&gt;MissinM: added a reference teller&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|image=reacher_sprites.png&lt;br /&gt;
|wiki=no&lt;br /&gt;
|bone=18-22&lt;br /&gt;
|meat=20-21&lt;br /&gt;
|fat=16&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;
|contrib=no&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
'''Reachers''' are [[evil]]-aligned humanoid [[creature]]s found in subterranean [[cavern]]s, from the second layer downwards. They spawn one at a time and lurk the underground, occasionally pathing to your fortress and attacking [[dwarves]] who may cross their way. Reachers stand at the size of a [[human]] and may prove a threat to civilians, but an equipped [[military]] squad will make quick work of them. Despite being humanoid in anatomy, reachers are animals and can be freely [[butcher]]ed and eaten by your dwarves.&lt;br /&gt;
&lt;br /&gt;
Despite their description, reachers are not able to feign death, nor do they live near [[water]]. Reachers possess a [[pet]] value of 100, but lack the necessary tokens to be [[Animal trainer|trainable]]. They can't be spawned in the [[object testing arena]].&lt;br /&gt;
&lt;br /&gt;
Some dwarves [[Preferences|like]] reachers for their ''sinister nature''.&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Reference: The &amp;quot;Witch&amp;quot; special infected from the Left 4 Dead games. --&amp;gt;&lt;br /&gt;
Female reachers spend most of their time sitting down, crying the corners of abandoned [[human]] buildings. If a light is shown in their direction, they will attack wildly.&lt;br /&gt;
&lt;br /&gt;
Some claim to have seen [[humans]] climbing into oddly human shaped holes in cliff faces, only to emerge as reachers from distorted holes elsewhere. As these supposed holes have yet to be directly observed by any reputable source, this is as-yet unsubstantiated.&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;300px&amp;quot; heights=&amp;quot;200px&amp;quot;&amp;gt;&lt;br /&gt;
File:reacher_preview.png|''Art by Arne''.&lt;br /&gt;
File:Notebook_05_Reacher.jpg|''Concept art by Bay 12 Games.''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{creatures}}&lt;br /&gt;
{{Category|Humanoids}}&lt;/div&gt;</summary>
		<author><name>MissinM</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Reacher&amp;diff=303423</id>
		<title>Reacher</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Reacher&amp;diff=303423"/>
		<updated>2024-09-08T02:12:55Z</updated>

		<summary type="html">&lt;p&gt;MissinM: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|image=reacher_sprites.png&lt;br /&gt;
|wiki=no&lt;br /&gt;
|bone=18-22&lt;br /&gt;
|meat=20-21&lt;br /&gt;
|fat=16&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;
|contrib=no&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
'''Reachers''' are [[evil]]-aligned humanoid [[creature]]s found in subterranean [[cavern]]s, from the second layer downwards. They spawn one at a time and lurk the underground, occasionally pathing to your fortress and attacking [[dwarves]] who may cross their way. Reachers stand at the size of a [[human]] and may prove a threat to civilians, but an equipped [[military]] squad will make quick work of them. Despite being humanoid in anatomy, reachers are animals and can be freely [[butcher]]ed and eaten by your dwarves.&lt;br /&gt;
&lt;br /&gt;
Despite their description, reachers are not able to feign death, nor do they live near [[water]]. Reachers possess a [[pet]] value of 100, but lack the necessary tokens to be [[Animal trainer|trainable]]. They can't be spawned in the [[object testing arena]].&lt;br /&gt;
&lt;br /&gt;
Some dwarves [[Preferences|like]] reachers for their ''sinister nature''.&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
&lt;br /&gt;
Female reachers spend most of their time sitting down, crying the corners of abandoned [[human]] buildings. If a light is shown in their direction, they will attack wildly.&lt;br /&gt;
&lt;br /&gt;
Some claim to have seen [[humans]] climbing into oddly human shaped holes in cliff faces, only to emerge as reachers from distorted holes elsewhere. As these supposed holes have yet to be directly observed by any reputable source, this is as-yet unsubstantiated.&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;300px&amp;quot; heights=&amp;quot;200px&amp;quot;&amp;gt;&lt;br /&gt;
File:reacher_preview.png|''Art by Arne''.&lt;br /&gt;
File:Notebook_05_Reacher.jpg|''Concept art by Bay 12 Games.''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{creatures}}&lt;br /&gt;
{{Category|Humanoids}}&lt;/div&gt;</summary>
		<author><name>MissinM</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Reacher&amp;diff=303422</id>
		<title>Reacher</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Reacher&amp;diff=303422"/>
		<updated>2024-09-08T02:12:45Z</updated>

		<summary type="html">&lt;p&gt;MissinM: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|image=reacher_sprites.png&lt;br /&gt;
|wiki=no&lt;br /&gt;
|bone=18-22&lt;br /&gt;
|meat=20-21&lt;br /&gt;
|fat=16&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;
|contrib=no&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
'''Reachers''' are [[evil]]-aligned humanoid [[creature]]s found in subterranean [[cavern]]s, from the second layer downwards. They spawn one at a time and lurk the underground, occasionally pathing to your fortress and attacking [[dwarves]] who may cross their way. Reachers stand at the size of a [[human]] and may prove a threat to civilians, but an equipped [[military]] squad will make quick work of them. Despite being humanoid in anatomy, reachers are animals and can be freely [[butcher]]ed and eaten by your dwarves.&lt;br /&gt;
&lt;br /&gt;
Despite their description, reachers are not able to feign death, nor do they live near [[water]]. Reachers possess a [[pet]] value of 100, but lack the necessary tokens to be [[Animal trainer|trainable]]. They can't be spawned in the [[object testing arena]].&lt;br /&gt;
&lt;br /&gt;
Some dwarves [[Preferences|like]] reachers for their ''sinister nature''.&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
&lt;br /&gt;
Female reachers spend most of their time sitting down, crying the corners of abandoned [[human]] buildings. If a light is shown in their direction, they will attack wildly.&lt;br /&gt;
Some claim to have seen [[humans]] climbing into oddly human shaped holes in cliff faces, only to emerge as reachers from distorted holes elsewhere. As these supposed holes have yet to be directly observed by any reputable source, this is as-yet unsubstantiated.&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;300px&amp;quot; heights=&amp;quot;200px&amp;quot;&amp;gt;&lt;br /&gt;
File:reacher_preview.png|''Art by Arne''.&lt;br /&gt;
File:Notebook_05_Reacher.jpg|''Concept art by Bay 12 Games.''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{creatures}}&lt;br /&gt;
{{Category|Humanoids}}&lt;/div&gt;</summary>
		<author><name>MissinM</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Giant_moth&amp;diff=303381</id>
		<title>Giant moth</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Giant_moth&amp;diff=303381"/>
		<updated>2024-09-04T21:58:33Z</updated>

		<summary type="html">&lt;p&gt;MissinM: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|image=giant_moth_sprite.png&lt;br /&gt;
|contrib=no&lt;br /&gt;
|wiki=no&lt;br /&gt;
|fat=17&lt;br /&gt;
|intestine=8&lt;br /&gt;
|heart=1&lt;br /&gt;
|brain=2&lt;br /&gt;
|meat=42&lt;br /&gt;
|skin=chitin&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
Despite differences in real life, in ''Dwarf Fortress'', the '''giant moth''' is physically exactly like a [[giant thrips]]. It, too, lacks any attacks besides [[push]]ing. It has the same size, same bodyparts, same [[wrestling]] ability, same [[flying]] tag and same wings. These giant variations are even more similar to each other than their normal-sized types are; normal [[moth]]s are significantly faster than normal [[thrips]], but the giant varieties have the same speed.  Even though it is quite fast, it is still not much of a threat. It is good for [[food]] and [[marksdwarf]] training, but not much else. They are also very short-lived, like all the other giant insects.&lt;br /&gt;
&lt;br /&gt;
Some dwarves [[Preferences|like]] giant moths for their ''coloration''.&lt;br /&gt;
[[File:giant_moth_preview.jpg|thumb|300px|center|Still not the worst thing those two [[human]]s have seen.&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;''Art by Josh Guglielmo''&amp;lt;/small&amp;gt;]]&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
Rumours of intelligent, [[Megabeast]]-sized giant moths with a hatred for 3-headed [[Hydra]]s and a tendancy to team up with [[Giant saltwater crocodile|giant saltwater crocodile]]s remain, to this day, uncomfirmed.&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;/div&gt;</summary>
		<author><name>MissinM</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Giant_moth&amp;diff=303380</id>
		<title>Giant moth</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Giant_moth&amp;diff=303380"/>
		<updated>2024-09-04T21:57:57Z</updated>

		<summary type="html">&lt;p&gt;MissinM: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|image=giant_moth_sprite.png&lt;br /&gt;
|contrib=no&lt;br /&gt;
|wiki=no&lt;br /&gt;
|fat=17&lt;br /&gt;
|intestine=8&lt;br /&gt;
|heart=1&lt;br /&gt;
|brain=2&lt;br /&gt;
|meat=42&lt;br /&gt;
|skin=chitin&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
Despite differences in real life, in ''Dwarf Fortress'', the '''giant moth''' is physically exactly like a [[giant thrips]]. It, too, lacks any attacks besides [[push]]ing. It has the same size, same bodyparts, same [[wrestling]] ability, same [[flying]] tag and same wings. These giant variations are even more similar to each other than their normal-sized types are; normal [[moth]]s are significantly faster than normal [[thrips]], but the giant varieties have the same speed.  Even though it is quite fast, it is still not much of a threat. It is good for [[food]] and [[marksdwarf]] training, but not much else. They are also very short-lived, like all the other giant insects.&lt;br /&gt;
&lt;br /&gt;
Some dwarves [[Preferences|like]] giant moths for their ''coloration''.&lt;br /&gt;
[[File:giant_moth_preview.jpg|thumb|300px|center|Still not the worst thing those two [[human]]s have seen.&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;''Art by Josh Guglielmo''&amp;lt;/small&amp;gt;]]&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
Rumours of intelligent, [[Megabeast]]-sized giant moths with a hatred for 3-headed [[Hydra]]s and a tendancy to team up with [[Giant saltwater crocodile]]s remain, to this day, uncomfirmed.&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;/div&gt;</summary>
		<author><name>MissinM</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Sedimentary_layer&amp;diff=303355</id>
		<title>Sedimentary layer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Sedimentary_layer&amp;diff=303355"/>
		<updated>2024-09-01T19:14:03Z</updated>

		<summary type="html">&lt;p&gt;MissinM: updated some things&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{av}}{{Quality|Unrated}}&lt;br /&gt;
[[File:Layers of sedimentary rock in Makhtesh Ramon (50749).jpg|thumb|310px|right|Layers of sedimentary rock in Makhtesh Ramon.]]&lt;br /&gt;
'''Sedimentary''' [[stone layers]] contain [[hematite]], [[limonite]], [[magnetite]], [[tetrahedrite]], [[bituminous coal]], [[lignite]], and [[gypsum]]. [[Chalk]]*, [[chert]]**, [[claystone]], [[conglomerate]], [[dolomite]]*/**, [[limestone]]*, [[mudstone]], [[rock salt]], [[sandstone]]**, [[siltstone]] and [[shale]] layers are sedimentary.&lt;br /&gt;
:&amp;lt;sup&amp;gt;(* These also function as [[flux]].  **These are also [[magma-safe]].)&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Sedimentary layers are, on average, the most economically valuable of the four [[stone layers]].  They are your only source of [[bituminous coal]] and [[lignite]], vital for fueling non-[[magma]] forges and for the [[coke]] that [[steel]]-making requires (especially if you lack [[tree]]s).  They are much richer in [[iron]] [[ore]]s than other rock formations.  Several sedimentary rocks - [[dolomite]], [[chalk]], and [[limestone]] - are [[flux]]es, required for [[steel]]-making and also being twice as valuable as normal stone, making them useful for [[crafts|trade goods]] or [[furniture]].&lt;br /&gt;
&lt;br /&gt;
Sedimentary layers can be tricky to locate - if you are starting off, and you want access to an embark area with sedimentary layers, use the &amp;quot;Find Desirable Location&amp;quot; function before embark and set your parameters to include sites with [[flux]] stone. Since most flux stones are found in sedimentary layers, this will increase your chances that a suitable site will have sedimentary rock near the surface. Be careful when using the &amp;quot;Find Desirable Location&amp;quot; function, as it will sometimes list green sites that have flux stone but not indicate that it does, actually, have flux stone. To find iron ores, search for a location that has flux stone, medium elevation, and either high or low drainage. On large maps, the ore is sometimes located near mountains and major rivers in large (min ~10x10) chunks.&lt;br /&gt;
&lt;br /&gt;
Alternatively, a [[mountain]] biome that has an [[aquifer]] is guaranteed to be sedimentary as well, due to mountains lacking soil, which means the aquifer must be in sedimentary layers.&lt;br /&gt;
&lt;br /&gt;
If your [[Embark#Changing_Views|embark civilization]] has access to sedimentary layer stones [[Embark#Prepare_Carefully|when preparing]], it is likely one or more of the biomes in their sites overlap a biome containing it.&lt;br /&gt;
&lt;br /&gt;
(In real-world geology, sedimentary [[stone]] is formed by sediment, which gets carried away by rivers and deposited in constantly-growing heaps, where the pressure at the bottom eventually forms the sediment into stone.)&lt;br /&gt;
&lt;br /&gt;
==Sedimentary layers==&lt;br /&gt;
{{Layerlookup/layers|SEDIMENTARY}}&lt;br /&gt;
&lt;br /&gt;
==Stone found in sedimentary layers==&lt;br /&gt;
{{Layerlookup/stones|SEDIMENTARY}}&lt;br /&gt;
&lt;br /&gt;
==Gems  found in sedimentary layers==&lt;br /&gt;
{{Layerlookup/gems|SEDIMENTARY}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;* See also: [[stone found everywhere]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{stones}}&lt;br /&gt;
{{Category|Stone Layers}}&lt;br /&gt;
[[ru:Sedimentary layer]]&lt;/div&gt;</summary>
		<author><name>MissinM</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Sasquatch&amp;diff=303320</id>
		<title>Sasquatch</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Sasquatch&amp;diff=303320"/>
		<updated>2024-08-29T22:31:38Z</updated>

		<summary type="html">&lt;p&gt;MissinM: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|image=sasquatch_sprites.png&lt;br /&gt;
|wiki=Bigfoot&lt;br /&gt;
|contrib=no&lt;br /&gt;
|bone=39&lt;br /&gt;
|meat=40&lt;br /&gt;
|fat=25&lt;br /&gt;
|skull=1&lt;br /&gt;
|skin=hide&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;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
'''Sasquatches''' are large, [[fanciful]], dangerous [[creature]]s found in [[savage]] [[temperate]] [[forest]]s and [[taiga]]s. They are fully capable of massacring dozens of unarmed [[dwarves]] due to their large size, and their disposition to [[building_destroyer#Dangerous_Fun_Variety|destroy buildings]] will draw them into contact with fortresses, where they will topple [[furniture]] and wreck [[workshop]]s in their path. Sasquatches can equip items and open unlocked [[door]]s, though the former is not typically seen in normal play and the latter is normally ignored, as the Sasquatch will simply destroy the whole door instead of opening it.&lt;br /&gt;
&lt;br /&gt;
Sasquatches are exceptionally rare creatures and share their [[biome]] with dozens of other animals, making sighting them a very uncommon event. Even if you do encounter them, since they have a relatively low population number, no more than 5-10 Sasquatches will spawn before they become [[extinct]] in your [[biome]]. Despite their humanoid physiology, Sasquatches are not intelligent and your dwarves will gleefully [[butcher]] them into [[food]] and [[bone]]s for crafting. Items made from Sasquatch parts are [[Item value|worth]] 3 times more than those of your standard [[domestic animal]]s.&lt;br /&gt;
&lt;br /&gt;
Sasquatches can be captured with [[cage]] [[trap]]s, but cannot be [[Animal trainer|trained]]. If the player doesn't want to butcher them for meat, their extremely long lifespan can make them valuable as permanent decorations for your fortress.&lt;br /&gt;
&lt;br /&gt;
Some dwarves [[Preferences|like]] Sasquatches for their ''reclusive nature''.&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
Also known as &amp;quot;Bigfoot&amp;quot; by the [[human]]s, the Sasquatch has been sought by fervent Cryptozoologists, a job title the tall ones made up. Despite several generations of camping out in the wild and being exposed to the elements of fun, the foolish humans never seem to be able to find one. Dwarves have killed and eaten (or been eaten by) many Sasquatches over the centuries, proving not only that Sasquatches exist, but that there is a thriving population to make them a viable food source, and that humans are not very good at finding giant angry things. A good day for dwarfkind, it is.&lt;br /&gt;
&lt;br /&gt;
Contrary to popular belief, Sasquatches do not steal dried meat products from human caravans. There are also no recorded events of humans annoying Sasquatches in relation to any aforementioned dried meat products or the advertisement for such products. They do however possess considerable skill at soap-making.&lt;br /&gt;
&lt;br /&gt;
[[File:sasquatch_preview.png|thumb|260px|center|Best viewed in blurry, grainy videos.]]&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>MissinM</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Black_bear&amp;diff=303319</id>
		<title>Black bear</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Black_bear&amp;diff=303319"/>
		<updated>2024-08-29T22:28:33Z</updated>

		<summary type="html">&lt;p&gt;MissinM: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|image=black_bear_sprites.png&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;
|tooth=2&lt;br /&gt;
|skin=hide&lt;br /&gt;
|contrib=no&lt;br /&gt;
|wiki=American black bear&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
'''Black bears''' are dangerous and rare creatures that [[Thief|raid]] your [[food]] and [[alcohol|drink]] [[stockpile]]s who may be found in [[temperate]] [[forest]]s and [[taiga]]s. They are mainly a threat early in a fort's existence before defenses have been established.&lt;br /&gt;
&lt;br /&gt;
In any given region, up to three black bears may appear before they become [[extinct]]. They are always solitary, and hibernate during the [[Calendar|winter]]. This makes winter a decent time to set up a bear [[trap]]: surround a small food stockpile with [[cage]] traps, and black bears will be yours, assuming it doesn't get overwhelmed by other natural thieves (like [[raccoon]]s or [[grizzly bear]]s) first. &lt;br /&gt;
&lt;br /&gt;
Black bears can be [[Animal trainer|trained]] and have a reasonably high [[pet]] value of 300. This makes them a fairly decent option for a highly rewarding breeding program: black bear parts are worth twice as much as those of more [[domestic animal]]s. However, unlike [[grizzly bear]]s, black bears cannot be trained for hunting or war without [[modding]].&lt;br /&gt;
&lt;br /&gt;
Some dwarves [[Preferences|like]] black bears for their ''strength''.&lt;br /&gt;
&lt;br /&gt;
{{Translation| dwarven = udir uvel | elvish = opa atha | goblin = ogur ron | human = oth rorec}}&lt;br /&gt;
[[File:01 Schwarzbär.jpg|thumb|center|400px|Admired for its ''strength''.]]&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
&lt;br /&gt;
Black bears are rumored to extort [[raccoon]]s who have destroyed their food supply.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>MissinM</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Black_bear&amp;diff=303318</id>
		<title>Black bear</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Black_bear&amp;diff=303318"/>
		<updated>2024-08-29T22:28:20Z</updated>

		<summary type="html">&lt;p&gt;MissinM: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|image=black_bear_sprites.png&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;
|tooth=2&lt;br /&gt;
|skin=hide&lt;br /&gt;
|contrib=no&lt;br /&gt;
|wiki=American black bear&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
'''Black bears''' are dangerous and rare creatures that [[Thief|raid]] your [[food]] and [[alcohol|drink]] [[stockpile]]s who may be found in [[temperate]] [[forest]]s and [[taiga]]s. They are mainly a threat early in a fort's existence before defenses have been established.&lt;br /&gt;
&lt;br /&gt;
In any given region, up to three black bears may appear before they become [[extinct]]. They are always solitary, and hibernate during the [[Calendar|winter]]. This makes winter a decent time to set up a bear [[trap]]: surround a small food stockpile with [[cage]] traps, and black bears will be yours, assuming it doesn't get overwhelmed by other natural thieves (like [[raccoon]]s or [[grizzly bear]]s) first. &lt;br /&gt;
&lt;br /&gt;
Black bears can be [[Animal trainer|trained]] and have a reasonably high [[pet]] value of 300. This makes them a fairly decent option for a highly rewarding breeding program: black bear parts are worth twice as much as those of more [[domestic animal]]s. However, unlike [[grizzly bear]]s, black bears cannot be trained for hunting or war without [[modding]].&lt;br /&gt;
&lt;br /&gt;
Some dwarves [[Preferences|like]] black bears for their ''strength''.&lt;br /&gt;
&lt;br /&gt;
{{Translation| dwarven = udir uvel | elvish = opa atha | goblin = ogur ron | human = oth rorec}}&lt;br /&gt;
[[File:01 Schwarzbär.jpg|thumb|center|400px|Admired for its ''strength''.]]&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
&lt;br /&gt;
Black bears are rumored to extort [[raccoons]] who have destroyed their food supply.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>MissinM</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Slab&amp;diff=303192</id>
		<title>Slab</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Slab&amp;diff=303192"/>
		<updated>2024-08-19T23:07:49Z</updated>

		<summary type="html">&lt;p&gt;MissinM: added more space so the spoiler tag works better&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}{{av}}&lt;br /&gt;
&lt;br /&gt;
{{V50_furniture&lt;br /&gt;
|graphic=[[File:Slab_Premium.png]]&lt;br /&gt;
|name=Slab&lt;br /&gt;
|tile=∩&lt;br /&gt;
|stonecarve=y&lt;br /&gt;
|metal=n&lt;br /&gt;
|glass=n&lt;br /&gt;
|rooms=&lt;br /&gt;
* [[Memorial hall]]&lt;br /&gt;
|value=10&lt;br /&gt;
|size=60,000&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Slabs''' are buildings which serve primarily to commemorate the dead. Unlike [[coffin]]s, slabs do not require any body part of the deceased to function, allowing you to prevent the appearance of [[ghost]]s of dwarves whose bodies are no longer recoverable. Engraved slab [[memorial]]s are usually made for your fort's citizens, but can be made in remembrance of any historical figure which dies on your lands. If a ghost has appeared in a fortress, but a slab commemorating that deceased individual has been placed somewhere, the ghost's spirit will be calmed and disappear. When this happens, the following message appears:&amp;lt;br&amp;gt;&lt;br /&gt;
{{DFtext|Urist McGhost, Ghostly Cheesemaker has been put to rest.|5:1}}&lt;br /&gt;
&lt;br /&gt;
A slab must first be constructed at a [[stoneworker's workshop]] ({{k|Alt}}+{{k|s}}lab) from a single [[stone]], and can then be turned into a [[memorial]] at a [[stoneworker's workshop]] (same workshop) by an [[engraver]] (using {{k|Alt}}+{{k|s}}:Engrave memorial slab). After it has been engraved, you may build the slab using {{k|b}}-{{k|f}}-{{k|l}}. In order to prevent placing slabs which have not yet been engraved, use the dropdown menus in the list when selecting which slab should be placed.&lt;br /&gt;
&lt;br /&gt;
You can use an engraved slab to create a [[memorial hall]] from the slab's {{k|q}} menu. This is functionally identical to a [[sculpture garden]]. Engraved slabs can be read in fortress mode using {{k|t|Enter|v}}, revealing information on the arrival and death of the creature. If the subject slew any important figures or fortress citizens, this may also be noted on the slab. If you're not sure how a dwarf or creature died, engraving a slab in their memory may reveal the killer.&lt;br /&gt;
&lt;br /&gt;
Slabs, whether blank or engraved, can also be built solely to increase a [[room]]'s [[value]]. They aren't uniquely valuable, but don't block movement.&lt;br /&gt;
&lt;br /&gt;
== Adventurer mode ==&lt;br /&gt;
In [[adventurer mode]], slabs made out of [[wood]] are occasionally used as shop and tavern signs in human [[town]]. They also appear in two particularly interesting places.&lt;br /&gt;
{{minorspoiler}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you manage to infiltrate or conquer a [[necromancer]]'s [[Tower (necromancy)|tower]], you may find an engraved slab which contains &amp;quot;the secrets of life and death&amp;quot;. To read this, you need to pick it up with {{k|g}}, enter advanced interaction menu with {{k|Shift}}+{{k|I}}, select the slab, select {{k|a}} to read it, and voila! You can now raise the dead too. Basic [[reader|reading]] [[skill]]s are required to do this, so make sure to start your adventurer with some reading skill.&lt;br /&gt;
&lt;br /&gt;
[[Artifact]] slabs can also be found in [[vault]]s throughout the world. Although extremely well-guarded, you can perform raid [[mission]]s in either mode to capture them and bring them back to your fortress. These slabs contain a different kind of secret, which an adventurer can wield. See the [[Vault]] article for further details.&lt;br /&gt;
&lt;br /&gt;
{{Buildings}}&lt;br /&gt;
{{Category|Furniture}}&lt;/div&gt;</summary>
		<author><name>MissinM</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Dagger&amp;diff=302832</id>
		<title>Dagger</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Dagger&amp;diff=302832"/>
		<updated>2024-08-09T02:32:08Z</updated>

		<summary type="html">&lt;p&gt;MissinM: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
:''For a comparison of different weapons, see [[Weapon]].''&lt;br /&gt;
&lt;br /&gt;
[[File:dagger_sprite_preview.png|right]]&lt;br /&gt;
A '''large dagger''' is an [[attack types|edged]] [[weapon]] that is essentially larger than a knife but smaller than a [[short sword]]. Compared to the standard short sword, large daggers have no &amp;quot;flat&amp;quot; attack and a significantly less lethal &amp;quot;slash&amp;quot; attack, but gain a much more vicious &amp;quot;stab&amp;quot; attack with 1/10 the contact area of a sword point. This makes large daggers particularly effective against [[armor]]ed opponents: an iron dagger has a fair chance to pierce even [[steel]] armor, and the resulting internal injuries can be debilitating and deadly.&lt;br /&gt;
&lt;br /&gt;
Large daggers use and train the [[knife user]] skill, and are common weapons for [[kobold]] and [[goblin]] thieves. As foreign weapons, dwarves cannot [[forge]] large daggers, limiting supply to whatever low-[[quality]] specimens can be scavenged from ambushers. [[Weapon#Size|Even the smallest dwarves]] are able to equip large daggers one-handed.&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = [[urist]]&lt;br /&gt;
| elvish  = acita&lt;br /&gt;
| goblin  = ulspa&lt;br /&gt;
| human   = olith&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Weapons}}&lt;br /&gt;
{{Category|Weapons}}&lt;/div&gt;</summary>
		<author><name>MissinM</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Borax&amp;diff=302808</id>
		<title>Borax</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Borax&amp;diff=302808"/>
		<updated>2024-08-07T01:34:47Z</updated>

		<summary type="html">&lt;p&gt;MissinM: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior}}&lt;br /&gt;
{{stonelookup/0&lt;br /&gt;
|graphic=borax_sprite.png}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Borax''' is an unremarkable white stone which can be found in large quantities within [[rock salt]] and in small quantities within [[gypsum]].&lt;br /&gt;
&lt;br /&gt;
Unlike real life, Borax can '''NOT''' be used as [[flux]] in game.&lt;br /&gt;
&lt;br /&gt;
==Real life==&lt;br /&gt;
In real-life, borax is used as powder to either protect wood or is used as a [[flux]] while forging iron among many other uses (borax is a great aid for hot-forging two metals, for example it is needed to forge &amp;quot;damascus steel&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
[[File:Borax 01.jpg|center|thumb|290px|Borax.]]&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
&lt;br /&gt;
Some dwarves claim that borax &amp;quot;speaks for the stones&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{stones}}&lt;/div&gt;</summary>
		<author><name>MissinM</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Borax&amp;diff=302807</id>
		<title>Borax</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Borax&amp;diff=302807"/>
		<updated>2024-08-07T01:34:32Z</updated>

		<summary type="html">&lt;p&gt;MissinM: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior}}&lt;br /&gt;
{{stonelookup/0&lt;br /&gt;
|graphic=borax_sprite.png}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Borax''' is an unremarkable white stone which can be found in large quantities within [[rock salt]] and in small quantities within [[gypsum]].&lt;br /&gt;
&lt;br /&gt;
Unlike real life, Borax can '''NOT''' be used as [[flux]] in game.&lt;br /&gt;
&lt;br /&gt;
==Real life==&lt;br /&gt;
In real-life, borax is used as powder to either protect wood or is used as a [[flux]] while forging iron among many other uses (borax is a great aid for hot-forging two metals, for example it is needed to forge &amp;quot;damascus steel&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
[[File:Borax 01.jpg|center|thumb|290px|Borax.]]&lt;br /&gt;
&lt;br /&gt;
{{D For Dwarf}}&lt;br /&gt;
&lt;br /&gt;
Some dwarves claim that borax &amp;quot;speaks for the stones&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{stones}}&lt;/div&gt;</summary>
		<author><name>MissinM</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Borax&amp;diff=302806</id>
		<title>Borax</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Borax&amp;diff=302806"/>
		<updated>2024-08-07T01:34:17Z</updated>

		<summary type="html">&lt;p&gt;MissinM: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior}}&lt;br /&gt;
{{stonelookup/0&lt;br /&gt;
|graphic=borax_sprite.png}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Borax''' is an unremarkable white stone which can be found in large quantities within [[rock salt]] and in small quantities within [[gypsum]].&lt;br /&gt;
&lt;br /&gt;
Unlike real life, Borax can '''NOT''' be used as [[flux]] in game.&lt;br /&gt;
&lt;br /&gt;
==Real life==&lt;br /&gt;
In real-life, borax is used as powder to either protect wood or is used as a [[flux]] while forging iron among many other uses (borax is a great aid for hot-forging two metals, for example it is needed to forge &amp;quot;damascus steel&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
[[File:Borax 01.jpg|center|thumb|290px|Borax.]]&lt;br /&gt;
&lt;br /&gt;
{{D For Dwarf}}&lt;br /&gt;
Some dwarves claim that borax &amp;quot;speaks for the stones&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{stones}}&lt;/div&gt;</summary>
		<author><name>MissinM</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Beetle_man&amp;diff=302721</id>
		<title>Beetle man</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Beetle_man&amp;diff=302721"/>
		<updated>2024-07-30T23:13:03Z</updated>

		<summary type="html">&lt;p&gt;MissinM: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|image=beetle_man_sprite.png&lt;br /&gt;
|portrait=beetle_man_portrait.png}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
'''Beetle men''' are [[animal people]] variants of the common [[beetle]] who can inhabit most [[savage]] [[biome]]s. They spawn in groups of 2-5 individuals and are generally content to keep to themselves, but may pick fights if provoked. In terms of size, they are a little over half the weight of the average [[dwarf]]. Like normal beetles, they have a pair of wings but are unable to fly with them. All beetle men are born with Legendary [[skill]] in [[Climber|climbing]].&lt;br /&gt;
&lt;br /&gt;
Like other savage animal people, beetle men can join [[civilization]]s, become [[historical figure]]s, appear as [[visitor]]s and be playable in [[adventurer mode]].&lt;br /&gt;
&lt;br /&gt;
Some dwarves [[Preferences|like]] beetle men for their ''protective shells''.&lt;br /&gt;
&lt;br /&gt;
[[File:beetle_man.jpg|thumb|251px|center|Sort of &amp;quot;comes with&amp;quot; armor.]]&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
If allowed residence in a fortress, Beetle men may form immensely popular rock 'n roll bands. These bands have been known to cause a [[strange mood]] that primarily affects young female dwarves.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- warning: massive amounts of cope, mald, and seethe incoming --&amp;gt;&lt;br /&gt;
Beetle men in groups of five are known to be dirty vile repulsive cheating scumbags who should never be given a happy ending. &lt;br /&gt;
&lt;br /&gt;
{{Translation| dwarven = ngárak udos | elvish = pama onino | goblin = strog ngorûg | human = agthreb abo}}&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>MissinM</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Building_destroyer&amp;diff=302675</id>
		<title>Building destroyer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Building_destroyer&amp;diff=302675"/>
		<updated>2024-07-26T23:00:44Z</updated>

		<summary type="html">&lt;p&gt;MissinM: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{Catbox}}&lt;br /&gt;
'''Building destroyers''' are creatures with the {{token|BUILDINGDESTROYER|c}} token and will actively seek out various [[furniture|furnishings]], [[workshop]]s and other [[building]]s and topple or destroy them. Uncompleted [[construction]]s are [[Construction#Destruction|vulnerable]], but completed ones are not. They come in two varieties, the first being annoying, and the second dangerous.  Most buildings will be &amp;quot;toppled&amp;quot; (deconstructed), leaving the building material or furniture unbuilt but otherwise unharmed, however [[door]]s, [[hatch cover]]s, and [[floodgate]]s will be damaged until destroyed, not deconstructed.&lt;br /&gt;
&lt;br /&gt;
Creatures with this tag are gifted with an incredible ability to sense exactly where your buildings are, and will generally charge a building from 10 tiles away, with the exception of forgotten beasts and (semi-)megabeasts. Plan your [[defense guide|defenses]] accordingly.  Building destroyers still prefer to attack creatures, and if a valid creature target for their aggression is or becomes visible to them, they will abandon building destruction in favor of classic creature destruction.&lt;br /&gt;
&lt;br /&gt;
The time it takes for a building destroyer to destroy a building depends on the [[quality]] of the building.  [[Artifact]] quality furniture can never be damaged or destroyed, but some kinds of artifact furniture will be deconstructed by a building destroyer, given enough time: for instance, artifact statues will eventually be deconstructed; artifact hatch covers never will.&lt;br /&gt;
&lt;br /&gt;
Building destroyers will destroy nearly '''all''' types of buildings they can reach, whether or not they block their path - [[door]]s, [[floodgate]]s, [[hatch]] covers, vertical/horizontal [[bars]], floor/wall [[grate]]s, [[statue]]s, [[workshop]]s, and even furniture are vulnerable.{{verify|Are all buildings are still targeted in current ver?}} The only buildings that will be spared by a building destroyer are [[well]]s, [[bridge]]s, [[road]]s, [[trap]]s (including [[lever]]s and track stops), [[animal trap]]s, [[chain]]s, [[cage]]s, [[stockpile]]s, [[Trap#Upright Spear/Spike|upright weapon]]s, and any buildings submerged in 4/7 or deeper [[Water#Depth|liquid]] (even if they're innate swimmers). They can destroy most furniture and buildings from a lower [[z-level]] when a valid path exists to that furniture, though locked hatches and closed grates are safe as long as no alternative paths exist. Building destroyers will path to and destroy even opened (or stuck open) doors, hatches, floodgates, or vertical bars. They will cause damage to any attached mechanisms during building destruction, sometimes leading to the unlinking of furniture to a lever before the furniture in question is fully destroyed.&lt;br /&gt;
&lt;br /&gt;
==Destroying from underneath==&lt;br /&gt;
&lt;br /&gt;
Building destroyers cannot destroy buildings unless they can path to the building on the z-level of the building. This means that building destroyers '''cannot''' destroy, for instance, a forbidden hatch above them (note that non-forbidden, i.e. passable, hatches are vulnerable!) or a magma forge from the magma underneath it '''unless''' a clear alternate path to the building exists. If such a path exists, they do not have to follow it; they can destroy the building from the z-level below while standing on a ramp or stairs that leads up to the building's z-level.&lt;br /&gt;
&lt;br /&gt;
Consider the following diagrams, as viewed from the side:&lt;br /&gt;
{|&lt;br /&gt;
|{{diagram|spaces=yes|\&lt;br /&gt;
 ╔════&lt;br /&gt;
═╝ [#0FF]+&lt;br /&gt;
 [#F00]B▲╔══&lt;br /&gt;
═══╝&lt;br /&gt;
}}&lt;br /&gt;
| style=&amp;quot;padding: 1em&amp;quot; |Here, the {{Raw Tile|B|#F00|#000}}uilding destroyer cannot pass through the cyan door while it is forbidden, but the instant the door becomes unforbidden, the building destroyer will destroy the door-- from the tile on which it stands.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|{{diagram|spaces=yes|\&lt;br /&gt;
 ╔════&lt;br /&gt;
═╝[#0FF]¢&lt;br /&gt;
 [#F00]B▲╔══&lt;br /&gt;
═══╝&lt;br /&gt;
}}&lt;br /&gt;
| style=&amp;quot;padding: 1em&amp;quot; |Here, the cyan hatch cannot be destroyed while it is forbidden, but when it is unforbidden, the {{Raw Tile|B|#F00|#000}}uilding destroyer will destroy it.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|{{diagram|spaces=yes|\&lt;br /&gt;
 ╔════&lt;br /&gt;
═╝  [#0FF]+&lt;br /&gt;
 [#F00]B▲╔══&lt;br /&gt;
═══╝&lt;br /&gt;
}}&lt;br /&gt;
| style=&amp;quot;padding: 1em&amp;quot; |Here, the {{Raw Tile|B|#F00|#000}}uilding destroyer will stand on the ramp and destroy the door (or any other furniture), regardless of whether the door is forbidden.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|{{diagram|spaces=yes|\&lt;br /&gt;
 ╔═══╗&lt;br /&gt;
═╝ [#0FF]+ ╚&lt;br /&gt;
 [#F00]B▲║▲&lt;br /&gt;
═══╩══&lt;br /&gt;
}}&lt;br /&gt;
| style=&amp;quot;padding: 1em&amp;quot; |Here, the {{Raw Tile|B|#F00|#000}}uilding destroyer will be unable to pass the door if it's forbidden; should it become unforbidden, the building destroyer will ignore the door (probably passing through in order to target a different piece of furniture).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|{{diagram|spaces=yes|\&lt;br /&gt;
 ╔══════&lt;br /&gt;
═╝ [#0FF]+  &amp;gt;&lt;br /&gt;
[#F00]B&amp;gt;▲╔═╗X╔&lt;br /&gt;
╗X═╩═╝X║&lt;br /&gt;
║&amp;lt;    &amp;lt;║&lt;br /&gt;
╚══════╝&lt;br /&gt;
}}&lt;br /&gt;
| style=&amp;quot;padding: 1em&amp;quot; |Here, the {{Raw Tile|B|#F00|#000}}uilding destroyer has path to a square from which it can destroy the cyan door; thus, '''it can destroy the door, even if forbidden, from the tile directly in front of it.'''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This was tested with trolls in an entrance-way accessed by both lever-controlled floodgates and a manually locked door. Ramps led up to the floodgates and the door. When both were closed, the trolls showed no interest. When the door was unlocked, a troll began to destroy it. When the door was locked again, the troll went away. When the floodgates were opened, a troll returned and destroyed the locked door from the ramp outside, while the open floodgates were also apparently being destroyed from the ramps by other trolls. This may be related to the bug in which dwarves appear to be building diagonally as long as they can access the spot orthogonally. It is unknown whether this applies to an open path extending through the full length of a fortress, rather than just a few steps away through open floodgates.&lt;br /&gt;
&lt;br /&gt;
==Annoying Variety: level 1==&lt;br /&gt;
When the value is '''1''', the creature will go after [[statue]]s, [[window]]s (glass or gem), [[archery target]]s, [[slab]]s, wooden [[door]]s, and wooden [[hatch]]es. They can't destroy homes during world gen as (semi)megabeasts.&lt;br /&gt;
&lt;br /&gt;
'''[BUILDINGDESTROYER:1] creatures:'''&lt;br /&gt;
*[[Cave crocodile]]&lt;br /&gt;
*[[Giant cave spider]]&lt;br /&gt;
*[[Giant desert scorpion]]&lt;br /&gt;
*[[Giant olm]]&lt;br /&gt;
*[[Giant cave toad]]&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;s&amp;gt;Dangerous&amp;lt;/s&amp;gt; Fun Variety: level 2==&lt;br /&gt;
When the value is '''2''' the creature will actively seek out [[building]]s and destroy them. They can also destroy buildings during world-gen with this tag. Megabeasts rely on this token for their pathing when attacking your fort. [[Construction]]s (walls, staircase, floors, etc.) are still safe, since they're processed the same way natural terrain is for most situations. &lt;br /&gt;
&lt;br /&gt;
The simplest way to keep building destroyer 2's from targets is with walls or channels.  A [[bridge|drawbridge]] will act like a constructed wall ''(if up)'' or floor ''(if down)'', blocking building destroyer 2's without that danger of being destroyed.&lt;br /&gt;
&lt;br /&gt;
Tame animals still carry their building destroyer tokens, and have been observed to occasionally topple a statue.&lt;br /&gt;
&lt;br /&gt;
'''[BUILDINGDESTROYER:2] creatures:'''&lt;br /&gt;
*[[Amethyst man]]&lt;br /&gt;
*[[Blind cave ogre]]&lt;br /&gt;
*[[Bronze colossus]]&lt;br /&gt;
*[[Cave dragon]]&lt;br /&gt;
*[[Cyclops]]&lt;br /&gt;
*[[Dragon]]&lt;br /&gt;
*[[Ettin]]&lt;br /&gt;
*[[Experiment]]&lt;br /&gt;
*[[Fire man]]&lt;br /&gt;
*[[Gabbro man]]&lt;br /&gt;
*[[Giant]]&lt;br /&gt;
*[[Hydra]]&lt;br /&gt;
*[[Iron man]]&lt;br /&gt;
*[[Magma man]]&lt;br /&gt;
*[[Minotaur]]&lt;br /&gt;
*[[Mud man]]&lt;br /&gt;
*[[Ogre]]&lt;br /&gt;
*[[Sasquatch]]&lt;br /&gt;
*[[Troll]]&lt;br /&gt;
*[[Voracious cave crawler]]&lt;br /&gt;
*[[Yeti]]&lt;br /&gt;
*All [[forgotten beast]]s, [[titan]]s, and [[demon|HFS creatures]]&lt;br /&gt;
*[[Werebeast]]s (in werebeast form only)&lt;br /&gt;
&lt;br /&gt;
Level 2 building destroyers can destroy chairs, beds, tables, coffins, non-empty farm plots, furnaces, trade depots, shops, doors, floodgates, chests, weapon racks, armor stands, workshops, cabinets, statues, glass windows, gem windows, siege engines, archery targets, your embark wagon, screw pumps, unfinished constructions, floor hatches, wall/floor grates, wall/floor bars, gear assemblies, horizontal/vertical axles, water wheels, and windmills.&lt;br /&gt;
&lt;br /&gt;
See the [[Modding guide]] for more information on creature tokens.&lt;br /&gt;
&lt;br /&gt;
==Capture==&lt;br /&gt;
&lt;br /&gt;
Considering a good part of the building destroyers are useful to capture, and that most of them are not trapavoid, you can easily trap them with the right arrangement of cage traps, furniture and walls.&lt;br /&gt;
&lt;br /&gt;
See [[Trap design]] for more information on this subject. &lt;br /&gt;
&lt;br /&gt;
==Undead==&lt;br /&gt;
All [[undead]] building destroyers are level 1 (except if they are undead versions of level 2 destroyers), and they also gain the ability to destroy wooden [[support]]s, which generally ends poorly for the creature.&lt;br /&gt;
&lt;br /&gt;
Due to the way undeath is classified, &amp;quot;non-living&amp;quot; creatures such as [[magma man|magma men]], [[bronze colossus]]es, and inorganic [[forgotten beast]]s/[[titan]]s are also considered to be undead.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
* Building destroyers can, and will, destroy buildings even if there's one tile of empty space between them and the building. {{Bug|4585}}  In fact, they cannot destroy immediately adjacent buildings, and they can become stuck if they start destroying the building while adjacent. This can be a result of a fight, for instance when a Forgotten Beast kills the last defender while standing in such a spot, then it won't move to a better suiting position and will stand idling, unless killed or distracted.&lt;br /&gt;
&lt;br /&gt;
{{Category|Creature attributes}}&lt;br /&gt;
[[ru:Building destroyer]]&lt;/div&gt;</summary>
		<author><name>MissinM</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Building_destroyer&amp;diff=302674</id>
		<title>Building destroyer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Building_destroyer&amp;diff=302674"/>
		<updated>2024-07-26T23:00:24Z</updated>

		<summary type="html">&lt;p&gt;MissinM: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{Catbox}}&lt;br /&gt;
'''Building destroyers''' are creatures with the {{token|BUILDINGDESTROYER|c}} token and will actively seek out various [[furniture|furnishings]], [[workshop]]s and other [[building]]s and topple or destroy them. Uncompleted [[construction]]s are [[Construction#Destruction|vulnerable]], but completed ones are not. They come in two varieties, the first being annoying, and the second dangerous.  Most buildings will be &amp;quot;toppled&amp;quot; (deconstructed), leaving the building material or furniture unbuilt but otherwise unharmed, however [[door]]s, [[hatch cover]]s, and [[floodgate]]s will be damaged until destroyed, not deconstructed.&lt;br /&gt;
&lt;br /&gt;
Creatures with this tag are gifted with an incredible ability to sense exactly where your buildings are, and will generally charge a building from 10 tiles away, with the exception of forgotten beasts and (semi-)megabeasts. Plan your [[defense guide|defenses]] accordingly.  Building destroyers still prefer to attack creatures, and if a valid creature target for their aggression is or becomes visible to them, they will abandon building destruction in favor of classic creature destruction.&lt;br /&gt;
&lt;br /&gt;
The time it takes for a building destroyer to destroy a building depends on the [[quality]] of the building.  [[Artifact]] quality furniture can never be damaged or destroyed, but some kinds of artifact furniture will be deconstructed by a building destroyer, given enough time: for instance, artifact statues will eventually be deconstructed; artifact hatch covers never will.&lt;br /&gt;
&lt;br /&gt;
Building destroyers will destroy nearly '''all''' types of buildings they can reach, whether or not they block their path - [[door]]s, [[floodgate]]s, [[hatch]] covers, vertical/horizontal [[bars]], floor/wall [[grate]]s, [[statue]]s, [[workshop]]s, and even furniture are vulnerable.{{verify|Are all buildings are still targeted in current ver?}} The only buildings that will be spared by a building destroyer are [[well]]s, [[bridge]]s, [[road]]s, [[trap]]s (including [[lever]]s and track stops), [[animal trap]]s, [[chain]]s, [[cage]]s, [[stockpile]]s, [[Trap#Upright Spear/Spike|upright weapon]]s, and any buildings submerged in 4/7 or deeper [[Water#Depth|liquid]] (even if they're innate swimmers). They can destroy most furniture and buildings from a lower [[z-level]] when a valid path exists to that furniture, though locked hatches and closed grates are safe as long as no alternative paths exist. Building destroyers will path to and destroy even opened (or stuck open) doors, hatches, floodgates, or vertical bars. They will cause damage to any attached mechanisms during building destruction, sometimes leading to the unlinking of furniture to a lever before the furniture in question is fully destroyed.&lt;br /&gt;
&lt;br /&gt;
==Destroying from underneath==&lt;br /&gt;
&lt;br /&gt;
Building destroyers cannot destroy buildings unless they can path to the building on the z-level of the building. This means that building destroyers '''cannot''' destroy, for instance, a forbidden hatch above them (note that non-forbidden, i.e. passable, hatches are vulnerable!) or a magma forge from the magma underneath it '''unless''' a clear alternate path to the building exists. If such a path exists, they do not have to follow it; they can destroy the building from the z-level below while standing on a ramp or stairs that leads up to the building's z-level.&lt;br /&gt;
&lt;br /&gt;
Consider the following diagrams, as viewed from the side:&lt;br /&gt;
{|&lt;br /&gt;
|{{diagram|spaces=yes|\&lt;br /&gt;
 ╔════&lt;br /&gt;
═╝ [#0FF]+&lt;br /&gt;
 [#F00]B▲╔══&lt;br /&gt;
═══╝&lt;br /&gt;
}}&lt;br /&gt;
| style=&amp;quot;padding: 1em&amp;quot; |Here, the {{Raw Tile|B|#F00|#000}}uilding destroyer cannot pass through the cyan door while it is forbidden, but the instant the door becomes unforbidden, the building destroyer will destroy the door-- from the tile on which it stands.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|{{diagram|spaces=yes|\&lt;br /&gt;
 ╔════&lt;br /&gt;
═╝[#0FF]¢&lt;br /&gt;
 [#F00]B▲╔══&lt;br /&gt;
═══╝&lt;br /&gt;
}}&lt;br /&gt;
| style=&amp;quot;padding: 1em&amp;quot; |Here, the cyan hatch cannot be destroyed while it is forbidden, but when it is unforbidden, the {{Raw Tile|B|#F00|#000}}uilding destroyer will destroy it.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|{{diagram|spaces=yes|\&lt;br /&gt;
 ╔════&lt;br /&gt;
═╝  [#0FF]+&lt;br /&gt;
 [#F00]B▲╔══&lt;br /&gt;
═══╝&lt;br /&gt;
}}&lt;br /&gt;
| style=&amp;quot;padding: 1em&amp;quot; |Here, the {{Raw Tile|B|#F00|#000}}uilding destroyer will stand on the ramp and destroy the door (or any other furniture), regardless of whether the door is forbidden.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|{{diagram|spaces=yes|\&lt;br /&gt;
 ╔═══╗&lt;br /&gt;
═╝ [#0FF]+ ╚&lt;br /&gt;
 [#F00]B▲║▲&lt;br /&gt;
═══╩══&lt;br /&gt;
}}&lt;br /&gt;
| style=&amp;quot;padding: 1em&amp;quot; |Here, the {{Raw Tile|B|#F00|#000}}uilding destroyer will be unable to pass the door if it's forbidden; should it become unforbidden, the building destroyer will ignore the door (probably passing through in order to target a different piece of furniture).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|{{diagram|spaces=yes|\&lt;br /&gt;
 ╔══════&lt;br /&gt;
═╝ [#0FF]+  &amp;gt;&lt;br /&gt;
[#F00]B&amp;gt;▲╔═╗X╔&lt;br /&gt;
╗X═╩═╝X║&lt;br /&gt;
║&amp;lt;    &amp;lt;║&lt;br /&gt;
╚══════╝&lt;br /&gt;
}}&lt;br /&gt;
| style=&amp;quot;padding: 1em&amp;quot; |Here, the {{Raw Tile|B|#F00|#000}}uilding destroyer has path to a square from which it can destroy the cyan door; thus, '''it can destroy the door, even if forbidden, from the tile directly in front of it.'''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This was tested with trolls in an entrance-way accessed by both lever-controlled floodgates and a manually locked door. Ramps led up to the floodgates and the door. When both were closed, the trolls showed no interest. When the door was unlocked, a troll began to destroy it. When the door was locked again, the troll went away. When the floodgates were opened, a troll returned and destroyed the locked door from the ramp outside, while the open floodgates were also apparently being destroyed from the ramps by other trolls. This may be related to the bug in which dwarves appear to be building diagonally as long as they can access the spot orthogonally. It is unknown whether this applies to an open path extending through the full length of a fortress, rather than just a few steps away through open floodgates.&lt;br /&gt;
&lt;br /&gt;
==Annoying Variety: level 1==&lt;br /&gt;
When the value is '''1''', the creature will go after [[statue]]s, [[window]]s (glass or gem), [[archery target]]s, [[slab]]s, wooden [[door]]s, and wooden [[hatch]]es. They can't destroy homes during world gen as (semi)megabeasts.&lt;br /&gt;
&lt;br /&gt;
'''[BUILDINGDESTROYER:1] creatures:'''&lt;br /&gt;
*[[Cave crocodile]]&lt;br /&gt;
*[[Giant cave spider]]&lt;br /&gt;
*[[Giant desert scorpion]]&lt;br /&gt;
*[[Giant olm]]&lt;br /&gt;
*[[Giant cave toad]]&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;s&amp;gt;Dangerous&amp;lt;/s&amp;gt; Fun Variety: level 2==&lt;br /&gt;
When the value is '''2''' the creature will actively seek out [[building]]s and destroy them. They can also destroy buildings during world-gen with this tag. Megabeasts rely on this token for their pathing when attacking your fort. [[Construction]]s (walls, staircase, floors, etc.) are still safe, since they're processed the same way natural terrain is for most situations. &lt;br /&gt;
&lt;br /&gt;
The simplest way to keep building destroyer 2's from targets is with walls or channels.  A [[bridge|drawbridge]] will act like a constructed wall ''(if up)'' or floor ''(if down)'', blocking building destroyer 2's without that danger of being destroyed.&lt;br /&gt;
&lt;br /&gt;
Tame animals still carry their building destroyer tokens, and have been observed to occasionally topple a statue.&lt;br /&gt;
&lt;br /&gt;
'''[BUILDINGDESTROYER:2] creatures:'''&lt;br /&gt;
*[[Amethyst man]]&lt;br /&gt;
*[[Blind cave ogre]]&lt;br /&gt;
*[[Bronze colossus]]&lt;br /&gt;
*[[Cave dragon]]&lt;br /&gt;
*[[Cyclops]]&lt;br /&gt;
*[[Dragon]]&lt;br /&gt;
*[[Ettin]]&lt;br /&gt;
*[[Experiment]]&lt;br /&gt;
*[[Fire man]]&lt;br /&gt;
*[[Gabbro man]]&lt;br /&gt;
*[[Giant]]&lt;br /&gt;
*[[Hydra]]&lt;br /&gt;
*[[Iron man]]&lt;br /&gt;
*[[Magma man]]&lt;br /&gt;
*[[Minotaur]]&lt;br /&gt;
*[[Mud man]]&lt;br /&gt;
*[[Ogre]]&lt;br /&gt;
*[[Sasquatch]]&lt;br /&gt;
*[[Troll]]&lt;br /&gt;
*[[Voracious cave crawler]]&lt;br /&gt;
*[[Yeti]]&lt;br /&gt;
*All [[forgotten beast]]s, [[titan]]s, and [[demon|HFS creatures]]s&lt;br /&gt;
*[[Werebeast]]s (in werebeast form only)&lt;br /&gt;
&lt;br /&gt;
Level 2 building destroyers can destroy chairs, beds, tables, coffins, non-empty farm plots, furnaces, trade depots, shops, doors, floodgates, chests, weapon racks, armor stands, workshops, cabinets, statues, glass windows, gem windows, siege engines, archery targets, your embark wagon, screw pumps, unfinished constructions, floor hatches, wall/floor grates, wall/floor bars, gear assemblies, horizontal/vertical axles, water wheels, and windmills.&lt;br /&gt;
&lt;br /&gt;
See the [[Modding guide]] for more information on creature tokens.&lt;br /&gt;
&lt;br /&gt;
==Capture==&lt;br /&gt;
&lt;br /&gt;
Considering a good part of the building destroyers are useful to capture, and that most of them are not trapavoid, you can easily trap them with the right arrangement of cage traps, furniture and walls.&lt;br /&gt;
&lt;br /&gt;
See [[Trap design]] for more information on this subject. &lt;br /&gt;
&lt;br /&gt;
==Undead==&lt;br /&gt;
All [[undead]] building destroyers are level 1 (except if they are undead versions of level 2 destroyers), and they also gain the ability to destroy wooden [[support]]s, which generally ends poorly for the creature.&lt;br /&gt;
&lt;br /&gt;
Due to the way undeath is classified, &amp;quot;non-living&amp;quot; creatures such as [[magma man|magma men]], [[bronze colossus]]es, and inorganic [[forgotten beast]]s/[[titan]]s are also considered to be undead.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
* Building destroyers can, and will, destroy buildings even if there's one tile of empty space between them and the building. {{Bug|4585}}  In fact, they cannot destroy immediately adjacent buildings, and they can become stuck if they start destroying the building while adjacent. This can be a result of a fight, for instance when a Forgotten Beast kills the last defender while standing in such a spot, then it won't move to a better suiting position and will stand idling, unless killed or distracted.&lt;br /&gt;
&lt;br /&gt;
{{Category|Creature attributes}}&lt;br /&gt;
[[ru:Building destroyer]]&lt;/div&gt;</summary>
		<author><name>MissinM</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Sliver_barb&amp;diff=302673</id>
		<title>Sliver barb</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Sliver_barb&amp;diff=302673"/>
		<updated>2024-07-26T22:57:41Z</updated>

		<summary type="html">&lt;p&gt;MissinM: &lt;/p&gt;
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{{plantlookup&lt;br /&gt;
|graphic=sliver_barb_shrub_sprite.png&lt;br /&gt;
|seedimage=sliver_barb_seeds_sprite.png&lt;br /&gt;
|uses=&lt;br /&gt;
* [[Dye]]&lt;br /&gt;
* [[Alcohol]]|wiki=no}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Sliver barb''' is an [[above ground|aboveground]] [[crop]] that can be [[brewing|brewed]] into '''gutter cruor''', a low-[[value]] [[alcohol]], or [[Milling|milled]] into black [[dye|sliver dye]], a high-value dye.  It only grows in [[evil]] areas - since [[human]] and [[elf|elven]] [[civilization|civilizations]] never live in these areas, your [[trade|trading partners]] won't have [[seed|seeds]] for it. To get this plant, your [[dwarves]] will need to brave the [[evil weather]] and [[plant gathering|pull it from the earth]] themselves.&lt;br /&gt;
&lt;br /&gt;
Some dwarves [[Preferences|like]] sliver barbs for their ''wicked thorns''.&lt;br /&gt;
&lt;br /&gt;
[[Image:SilentAnnetteSliverbarb.png|206px|thumb|Sliver barb found in the wild (Steam version).]]&lt;br /&gt;
&lt;br /&gt;
{{d for dwarf}}&lt;br /&gt;
&lt;br /&gt;
Dwarves tend to be surprised at the fact that they appear more gray than silver. This may be due to misreading the name while drunk. The plant is thorny and rhymes with &amp;quot;liver&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
There have been reports of dungeon masters mandating export bans on sliver barbs due to them apparently being &amp;quot;way too strong for a 1st-level plant&amp;quot;, whatever that means. However, these stories are obviously false because dungeon masters can't make mandates.&lt;br /&gt;
&lt;br /&gt;
{{Translation| dwarven = rasuk robek | elvish = rili úpe | goblin = uz tuxxu | human = ápiv zomuth}}&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Plants}}&lt;/div&gt;</summary>
		<author><name>MissinM</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Crab_man&amp;diff=302668</id>
		<title>Crab man</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Crab_man&amp;diff=302668"/>
		<updated>2024-07-26T15:54:02Z</updated>

		<summary type="html">&lt;p&gt;MissinM: &lt;/p&gt;
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|image=Crab_man_sprite.png&lt;br /&gt;
|portrait=crab_man_portrait.png}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
'''Crab men''' are [[animal people]] variants of the common [[crab]], who can be found in [[savage]] [[ocean]]s. They spawn in groups of 1-5 individuals and are generally content to keep to themselves. In terms of size, they are a little over half the weight of the average [[dwarf]].&lt;br /&gt;
&lt;br /&gt;
Like other savage animal people, they can join [[civilization]]s, become [[historical figure]]s, appear as [[visitor]]s and be playable in [[adventurer mode]].&lt;br /&gt;
&lt;br /&gt;
Some dwarves [[Preferences|like]] crab men for their ''pincers'' and their ''sideways walk''.&lt;br /&gt;
[[File:crab_man.png|thumb|250px|center|Tastes equally as good as standard crab.&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;''Art by wallsofwoe''&amp;lt;/small&amp;gt;]]&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
Due to extensive research by ocean-based fortresses, we can conclude that crab men are, in fact, '''not''' related to the infamous cavern-dwelling Crab People - that is to say, the ones that taste like crabs, yet talk like [[humans|people]]. They are also known to occasionally throw an extreme sleepover [[party]]. Crab men are generally unwilling to give up any [[currency|coins]] they have obtained, and often enlist the work of [[sponge_man|sponge men]] and [[squid_man|squid men]] to prepare [[food]].&lt;br /&gt;
&lt;br /&gt;
Crab men [[Agent|spies]] are seemingly their own subspecies, and are considered to be very rare.&lt;br /&gt;
&lt;br /&gt;
{{Translation| dwarven = ozsit udos | elvish = ditari onino | goblin = slalsto ngorûg | human = julosm abo}}&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;/div&gt;</summary>
		<author><name>MissinM</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Crab_man&amp;diff=302667</id>
		<title>Crab man</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Crab_man&amp;diff=302667"/>
		<updated>2024-07-26T15:53:26Z</updated>

		<summary type="html">&lt;p&gt;MissinM: &lt;/p&gt;
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&lt;div&gt;{{Quality|Exceptional}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|image=Crab_man_sprite.png&lt;br /&gt;
|portrait=crab_man_portrait.png}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
'''Crab men''' are [[animal people]] variants of the common [[crab]], who can be found in [[savage]] [[ocean]]s. They spawn in groups of 1-5 individuals and are generally content to keep to themselves. In terms of size, they are a little over half the weight of the average [[dwarf]].&lt;br /&gt;
&lt;br /&gt;
Like other savage animal people, they can join [[civilization]]s, become [[historical figure]]s, appear as [[visitor]]s and be playable in [[adventurer mode]].&lt;br /&gt;
&lt;br /&gt;
Some dwarves [[Preferences|like]] crab men for their ''pincers'' and their ''sideways walk''.&lt;br /&gt;
[[File:crab_man.png|thumb|250px|center|Tastes equally as good as standard crab.&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;''Art by wallsofwoe''&amp;lt;/small&amp;gt;]]&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
Due to extensive research by ocean-based fortresses, we can conclude that crab men are, in fact, '''not''' related to the infamous cavern-dwelling Crab People - that is to say, the ones that taste like crabs, yet talk like [[humans|people]]. They are also known to occasionally throw an extreme sleepover [[party]]. Crab men are generally unwilling to give up any [[currency|coins]] they have obtained, and often enlist the work of [[sponge_man|sponge men]] and [[squid_man|squid men]] to prepare [[food]].&lt;br /&gt;
&lt;br /&gt;
Crab men [[Visitor#Secret_agents|spies]] are seemingly their own subspecies, and are considered to be very rare.&lt;br /&gt;
&lt;br /&gt;
{{Translation| dwarven = ozsit udos | elvish = ditari onino | goblin = slalsto ngorûg | human = julosm abo}}&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;/div&gt;</summary>
		<author><name>MissinM</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Hippo_man&amp;diff=302659</id>
		<title>Hippo man</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Hippo_man&amp;diff=302659"/>
		<updated>2024-07-25T15:57:28Z</updated>

		<summary type="html">&lt;p&gt;MissinM: added some D for Dwarf stuff&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|image=hippo_man_sprite.png&lt;br /&gt;
|portrait=hippo_man_portrait.png&lt;br /&gt;
|contrib=no}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{new in v0.42}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
'''Hippo men''' are [[animal people]] variants of the common [[hippo]] who can be found in [[savage]] [[temperate]] [[lake]]s and [[river]]s. They spawn in groups of 2-10 individuals and should be approached with extreme caution; a hippo man is over 13 times larger than a [[dwarf]] and can make short work of any civilian who provokes them. Do not attempt to fight them without an equipped [[military]] [[squad]].&lt;br /&gt;
&lt;br /&gt;
Like other savage animal people, they can join [[civilization]]s, become [[historical figure]]s, appear as [[visitor]]s and be playable in [[adventurer mode]].&lt;br /&gt;
&lt;br /&gt;
Some dwarves [[Preferences|like]] hippo men for their ''strength''.&lt;br /&gt;
&lt;br /&gt;
[[File:hippo_man.jpg|thumb|260px|center|''Art by aokamidu'']]&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
&amp;lt;!-- Reference: &amp;quot;King Hippo&amp;quot; opponent from &amp;quot;Punch-Out!!&amp;quot; video game series --&amp;gt;&lt;br /&gt;
Despite popular belief, hippo men are not well-trained boxers, and are not the kings of South Pacific islands.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Reference:D&amp;amp;D &amp;quot;Giff&amp;quot; monster --&amp;gt;&lt;br /&gt;
Rumors of hippo men traveling the stars and shooting people with flintlocks are greatly exaggerated.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Reference: &amp;quot;Moto Moto&amp;quot; from &amp;quot;Madagascar: Escape 2 Africa&amp;quot; movie --&amp;gt;&lt;br /&gt;
Hippo men are known to enjoy the company of the largest hippo women in an area. As a result, they are often at odds with [[giraffe|giraffes]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Reference: Animaniacs characters, Flavio and Marito --&amp;gt;&lt;br /&gt;
Hippo men do not come in other colors (unless they're [[undead]], which would make them indigo). More specifically, male and female hippos that are blue and purple respectively are not normally seen as married couples, let alone seen as in the aforementioned colors.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Reference: Hungry Hungry Hippos board game --&amp;gt;&lt;br /&gt;
Groups of hippo men love to dump barrels of tree fruit into murky pools, form a circle around the fruit, and then compete to see who can consume the most food using nothing but their mouth.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Creatures}}&lt;/div&gt;</summary>
		<author><name>MissinM</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Blood&amp;diff=302574</id>
		<title>Blood</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Blood&amp;diff=302574"/>
		<updated>2024-07-19T14:31:34Z</updated>

		<summary type="html">&lt;p&gt;MissinM: &lt;/p&gt;
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{{av}}&lt;br /&gt;
[[File:blood_splat_preview.png|right]]'''Blood''' is a fluid and [[contaminant]] found in the bodies of most living [[creature]]s. The preferred fluid of [[Armok]], it serves as a vital part of those who possess it; losing it tends to be invariably fatal to most things which have it.&lt;br /&gt;
&lt;br /&gt;
[[Blood man|Blood men]] are creatures made out of blood, and [[vampire]]s require it to satiate their thirst needs.&lt;br /&gt;
&lt;br /&gt;
==Dealing with blood==&lt;br /&gt;
[[File:troll_blood_preview.png|thumb|161px|[[Troll]] blood. Known to vampires as &amp;quot;off brand&amp;quot;.]][[File:Champions.png|161px|thumb|right|Ground smeared in blood, coming straight from the [[Goblin|source]]. ASCII mode.]]Much like other contaminants, blood tends to spread ''everywhere'' {{bug|296}}. Dwarves walking on tiles with a blood smear will spread it to the next tile, where it will form a spattering of blood, then a smear, which is why bloody areas tend to grow quickly above ground when heavily trafficked. &lt;br /&gt;
&lt;br /&gt;
Blood smears located [[tile attributes|indoors]] will automatically be [[Cleaning|cleaned]] by passing dwarves, while those located outdoors will remain there until cleaned by some external factor like [[rain]]. Allocating bloody indoor underground areas as a [[activity zone#Meeting Area|meeting area]] seems to increase their cleaning priority, and they will get cleaned pretty quickly if you have enough idle workers. It is possible to remove blood from a [[soil]] [[floor]] by building a [[dirt road]] on it.&lt;br /&gt;
&lt;br /&gt;
Brooks and similar sources of [[water]] replicate any blood that falls on their tiles, resulting in an endlessly-growing carpet of blood. This can be dealt with by covering the offending brook tiles with [[wall]]s or floors. It is better to forbid an area with blood in above ground areas as rain will randomly clear tiles where it touches it. To be rid of blood splatters on a rough wall, designating the splattered area to be smoothed will make it disappear.&lt;br /&gt;
&lt;br /&gt;
An option in the game [[settings]] permits disabling the spreading of contaminants, including blood.&lt;br /&gt;
&lt;br /&gt;
==Obtaining blood==&lt;br /&gt;
Beyond the obvious method of injuring creatures, [[barrel]]s full of blood can be brought with a [[dwarf|dwarven]] expedition upon [[embark]], and bought from dwarven and [[human]] civilizations during [[trading]]. Barrels of blood possess no use beyond being trade goods (making buying them redundant at best and a waste of dwarfbucks at worst, unless you are using it as a currency). Player-controlled dwarves are not able to create blood barrels.&lt;br /&gt;
&lt;br /&gt;
Selecting blood inside a barrel for dumping does not empty the barrel. Using the [[soap|workaround]] for dumping liquids from lye buckets works - view the contents of the barrel, select the blood and forbid or dump it. Alternatively, forbid/dump the blood from the stocks screen in 'liquids' then order the barrel to be brought for trading at the depot.&lt;br /&gt;
&lt;br /&gt;
As with all other contaminants, blood created from injured creatures can't be used for anything (beyond morbid decoration) except smeared blood from a [[vampire]], as drinking vampiric blood will turn the person into a vampire themselves. &lt;br /&gt;
&lt;br /&gt;
==Assorted blood types==&lt;br /&gt;
Not all creatures have the same dark red blood that most do:&lt;br /&gt;
&lt;br /&gt;
*Most intelligent and most land creatures will have standard red blood, containing hemoglobin. ([[File:blood_red_sprite.png|15px]])&lt;br /&gt;
*Most invertebrates ([[ant]]s, [[honey bee]]s, [[creeping eye]]s, [[giant cave spider]]s, etc.) possess white-colored '''ichor''', which is functionally identical to blood. ([[File:blood_ichor_sprite.png|15px]])&lt;br /&gt;
*[[Crab]]s, [[cuttlefish]], [[nautilus]]es, [[octopus]]es and [[squid]]s possess copper-based dark blue blood. ([[File:blood_cyan_sprite.png|15px]])&lt;br /&gt;
*[[Troll]]s possess cyan-colored blood. ([[File:blood_cyan_sprite.png|15px]])&lt;br /&gt;
*[[Fire imp]]s, [[Blind cave ogre]]s, and [[demon rat]]s possess gray-colored goo instead of normal blood. ([[File:blood_goo_sprite.png|15px]])&lt;br /&gt;
*The game files contain magenta-colored blood, but it is unknown what creatures have it. ([[File:blood_magenta_sprite.png|15px]])&lt;br /&gt;
&lt;br /&gt;
Inorganic creatures such as the [[bronze colossus]], the [[magma man]] and the [[amethyst man]] don't have blood, including particular organics, such as [[sponge]]s and [[Sponge man|their]] [[Giant sponge|variants]], similarly for some types of [[undead]] (skeletons or animated [[skin]]).&lt;br /&gt;
&lt;br /&gt;
Some creatures, when injured, may leave residue like a normal creature would bleed, but not actual blood. For example, a [[titan]] made out of salt may leave piles of salt where it was injured.&lt;br /&gt;
&lt;br /&gt;
==Blood in combat==&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = nazush&lt;br /&gt;
| elvish  = cameda&lt;br /&gt;
| goblin  = ogom&lt;br /&gt;
| human   = cadem&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Blood makes a significant impact during [[combat]]. A strike which causes damage to major arteries can open them, leading the creature to begin bleeding out rapidly. Without any treatment, the wound may eventually cause the creature to die of blood loss, even if it isn't struck down by any other means. This is especially important in [[adventurer mode]], where the impact of blood loss is more noticeable on an individual level. This type of death is common with creatures who get their limbs severed from their bodies.&lt;br /&gt;
&lt;br /&gt;
Most [[syndrome]]s are contracted when the poison enters the victim's blood. Certain sicknesses (such as [[iron man]] cough) include coughing or vomiting blood as symptoms, which may lead to bleeding damage on the afflicted individual. These are usually not fatal, but may lead to the person being left vulnerable in the face of danger. Certain creatures will suck the blood out of their victims upon landing a bite attack (such as female [[mosquito]]s, [[leech]]es and [[nightwing]]s). This is largely irrelevant with [[vermin]] (who can't interact with other creatures anyway), but may be a problem when dealing with their [[savage]] humanoid/giant counterparts.&lt;br /&gt;
&lt;br /&gt;
Creatures with no blood pose a greater challenge to kill as they can't die of blood loss, and they will continue to fight no matter how much damage they suffer to whatever it is they're made of. [[Giant sponge]]s were particularly famous for this.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{materials}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Materials}}&lt;br /&gt;
[[ru:Blood]]&lt;/div&gt;</summary>
		<author><name>MissinM</name></author>
	</entry>
</feed>