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		<id>https://dwarffortresswiki.org/index.php?title=Underworld&amp;diff=304684</id>
		<title>Underworld</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Underworld&amp;diff=304684"/>
		<updated>2024-11-29T07:18:40Z</updated>

		<summary type="html">&lt;p&gt;MountainGoatMan: /* Details */ Changed demon's wandering behavior&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}&lt;br /&gt;
{{av}} Caution: This article contains '''HFS''' (Hidden Fun Stuff). Reader discretion is advised. &lt;br /&gt;
{{spoiler}}&lt;br /&gt;
[[File:V50 underworld.png|thumb|right|400px|A portion of the Underworld. The large pink &amp;amp; black areas are eerie glowing pits, which go all the way to the lowest z-level in the map. Demons can be seen wandering through it.]]&lt;br /&gt;
:''&amp;quot;Hidden fun stuff&amp;quot;, &amp;quot;HFS&amp;quot; and &amp;quot;eerie glowing pit&amp;quot; redirects here. For other hidden content in the game, see [[easter eggs]].''&lt;br /&gt;
&lt;br /&gt;
The '''Underworld''' is the absolute bottom of the world, located below the [[semi-molten rock]] reached by digging under the [[magma sea]] and breaching a hollow [[raw adamantine]] vein. Breaching it serves as the end-game of [[dwarf fortress mode]] for those unfortunate or [[Stupid dwarf trick|daring enough]] to do so.&lt;br /&gt;
&lt;br /&gt;
== Details ==&lt;br /&gt;
&lt;br /&gt;
[[File:V50 adamantine spire.png|thumb|right|400px|A cross section of a typical adamantine spire you will need to mine through in order to reach the underworld. Beware that the single empty tiles are likely to contain fun surprises!]]&lt;br /&gt;
The Underworld takes the form of a massive open cavern of [[slade]], dotted with giant, bottomless eerie glowing pits ({{Tile|*|4:0:1}}) which will instantly kill anything that falls into them (unless [[floor]]s are constructed over them). It is inhabited by [[demon]]s who, when first encountered, will immediately rush to the nearest exit they can find, typically leading to overwhelming amounts of [[fun]]. The initial demon invasion may reach well over a hundred attackers, sometimes leading to [[Frames per second|FPS death]] before they even reach the fortress itself.&lt;br /&gt;
&lt;br /&gt;
The Underworld expands out in all directions without bound, with a height varying between 1-4 [[z-level]]s. Its rough floor slopes up and down, making it possible to walk around and explore should you get an [[Adventurer mode|adventurer]] down there. If you dig down through a hollow adamantine pillar, but had previously blocked off the particular hallway with a drawbridge and raise it, you can discover the location of all adamantine on the map with no negatives.&lt;br /&gt;
&lt;br /&gt;
Demons spawn on the edges of the Underworld much like animals do on the surface; demons thus spawned will typically rush towards your fortress and unfortunate dwarves, however a simple locked door can block their rushing. It is yet unclear whether the number of demons is finite; in information exported from the legends screen, the population of demonic species is listed as &amp;quot;unnumbered&amp;quot;, a descriptor usually reserved for [[ant]]s, [[worm]]s, and other omnipresent [[vermin]]. Clusters of [[web]]s can be found scattered across the Underworld's surface, marking the presence of demons able to spew webs as a form of combat. In worlds [[Advanced world generation|generated]] without demons, the Underworld is empty and [[goblin]]s are not present either, but goblins can still appear through historical deep-dig disasters. &lt;br /&gt;
&lt;br /&gt;
If not properly prepared, breaching into the Underworld can wipe out the entire fortress in seconds - it will be burned to ashes, and levers will often be useless for blocking them off through bridges, because those demons are extremely fast.&lt;br /&gt;
&lt;br /&gt;
When digging through the adamantine spire, there is a mixture of 7/7 squares of magma and water, obsidian, high-quality gems, and raw adamantine.  Intermingled with this are single-tile empty squares, which can contain four different types of things:&lt;br /&gt;
&lt;br /&gt;
# An artifact made with [[divine metal]]. &amp;quot;Deep within this strange place, we've uncovered what must be a treasure of the gods!&amp;quot;&lt;br /&gt;
# A gout of flame which shoots in a random direction. If it strikes your miner, they will be set on fire.  Otherwise, it will harmlessly strike a wall nearby, and burn out shortly. &amp;quot;We checked that stone for heat!  What devilry is this?!&amp;quot;&lt;br /&gt;
# A single [[demon]]. &amp;quot;Something evil is emerging from this newly exposed pocket!&amp;quot; or &amp;quot;Some ancient horror was encased here, until now!&amp;quot;&lt;br /&gt;
# A single [[angel]]. &amp;quot;We have unleashed the echo of a forgotten divine retribution!&amp;quot; or &amp;quot;Apocalypse! We are being judged by the gods!&amp;quot; If you dig out both of these at the same time, they will fight each other.&lt;br /&gt;
&lt;br /&gt;
== Names ==&lt;br /&gt;
&lt;br /&gt;
Upon first discovery, the place is referred to as an ''eerie cavern''. Nearly all other references in the game, including dialogues and descriptions, call it ''Underworld'' or ''underworld''.&lt;br /&gt;
&lt;br /&gt;
'''Hell''' is a popular alternative name among DF players due to its hellish overtones, but it is rarely referred to as such in-game. ''Hell'' is included in the game's [[language]]s, and generated names for people, sites, regions, etc., can contain the word ''hell''. When the Underworld and its contents are spoken of in the context of spoilers, players frequently use the term &amp;quot;'''Hidden Fun Stuff'''&amp;quot; ('''HFS''') or the &amp;quot;'''circus'''&amp;quot; (with demons nicknamed &amp;quot;clowns&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
==World generation==&lt;br /&gt;
&lt;br /&gt;
In world generation, two kinds of gates to the underworld can be created: a [[deity]] may thrust an [[underworld spire]] as part of their ritual to bring a unique demon into the world, and [[goblin]] civilizations will be built around them; or a dwarven civilization may dig too deep and inadvertently breach into the underworld, and the civilization is (abstractly) taken over by goblins. Only the first kind leads to an actual physical passage into the underworld, and every such goblin civilization will contain one.&lt;br /&gt;
&lt;br /&gt;
== Reaching the Underworld ==&lt;br /&gt;
===Fortress mode===&lt;br /&gt;
&lt;br /&gt;
[[File:Underworld.png|thumb|right|390px|Not the best vacationing spot.]]&lt;br /&gt;
Upon digging sufficiently deep (usually z-level ~160, but it can vary wildly) you will find [[Magma sea|huge magma lakes]]. These are surrounded by [[semi-molten rock]] which cannot be cleared by digging, but seems otherwise stable. Eventually, you will reach a layer which contains nothing but molten rock and little to no possibilities to pass. You can reach the critical layer by digging through solid rock which gets rarer the deeper you dig. In fortress mode, there are two ways through the impassable layer:&lt;br /&gt;
 &lt;br /&gt;
'''Digging through an adamantine vein:''' [[Raw adamantine]] veins are shaped like vertical tubes and breach through any layer of semi-molten rock, right down into the Underworld. The lower layers of the vein are often hollow and act as a tube, leading straight to your doom. Breaching into the hollow center of a vein has the same effect as breaching into the Underworld, so beware. You could easily dig around the hollow core provided you knew where it was, but every vein's hollow center is located at a different height - the risk is all part of the [[fun]]. Adamantine veins always seem to end in mid-air, so once you breach the final layer, you will face a horde of demons which hovers directly below your feet.&lt;br /&gt;
&lt;br /&gt;
'''Channeling through semi molten rock:''' It is possible to channel into semi-molten rock (and, to a lesser extent, slade) from above, as long as the tile below is not yet discovered. In older versions, you had to remove the magma-flow and ramps in a complicated procedure that killed one dwarf per level, but now it is possible to channel directly into the underworld without losing a dwarf, though the miner tapping it will likely get killed by demons or drop into an eerie glowing pit. The difference is that, in older versions, the miner was placed onto the magma flow, but now they are placed under the magma flow, and can channel on.&lt;br /&gt;
&lt;br /&gt;
* Start one or more levels above the lowest rock layer above the magma flow. (this is important, as the miner must fall below the magma flow)&lt;br /&gt;
* designate channels (d-h) from here down to the bottom of the map.&lt;br /&gt;
* The miner will first generate a downward ramp into the rock. Now build a hatch above this ramp.&lt;br /&gt;
* The miner walks down this ramp, and channels into the semi-molten rock, as the game only sees the granite upward slope.&lt;br /&gt;
* Now, the miner is trapped below a magma flow (floor) and surrounded by semi molten rock. They will proceed to channel down until they reach the underworld, leaving magma flow tiles above them, as well as channel one level into slade. (if they survive long enough)&lt;br /&gt;
* You now have a chute - blocked by magma flow floors - into the underworld. By constructing up/down stairways, you can build a stairway into the underworld (the magma flow is removed in that process).  &lt;br /&gt;
* If the site has no adamantine (otherwise you probably wouldn't do that), no demons will be generated (except the &amp;quot;wildlife&amp;quot;-demons), and you might even be able to save the miner, if you build the stairway before he starves to death. &lt;br /&gt;
* As both magma-free pillars and eerie glowing pits are placed in the corners of embark tiles, the miner will likely fall into an eerie glowing pit - use zones ({{K|i}}) to find solid slade floor and prevent this from happening.&lt;br /&gt;
&lt;br /&gt;
[[File:eerie_cavern.png|thumb|405px|Announcement upon revealing the Underworld]]&lt;br /&gt;
&lt;br /&gt;
Regardless of the method of breaching, you will receive an announcement upon piercing the Underworld. One step later, you will get a second announcement: '''''&amp;quot;Horrifying screams come from the darkness below!&amp;quot;''''' At this point, a ''massive'' number of demons will be spawned - though the number is not fixed, the demons will likely fill many pages on the Units screen. You'd do well to prepare for the worst.&lt;br /&gt;
&lt;br /&gt;
===Adventure mode===&lt;br /&gt;
&lt;br /&gt;
In adventure mode, one may find huge slade [[underworld spire]]s built as gateways to the Underworld. Only the sites that a unique demon rose up from will have an opening into the Underworld. The lowermost levels of these structures indeed lead directly into the Underworld, with several demons waiting below.&lt;br /&gt;
&lt;br /&gt;
Alternatively, adventurers may enter through player made fortresses that have opened a way into the Underworld. Generated Dwarven sites do not enter the Underworld, even if they have allegedly breached into an eerie cavern during world generation, and will terminate at the top of the magma sea.&lt;br /&gt;
&lt;br /&gt;
==== Starting Adventure mode in the Underworld ====&lt;br /&gt;
First, you need to build a [[camp]] and [[claim]] it for yourself. This will turn you into a lord, and make the camp into a proper site to which you will be able to recruit and assign [[hearthpeople]] to. &lt;br /&gt;
&lt;br /&gt;
Then, if you make a zone inside your camp several levels down, assign hearthpeople to that zone, and retire and unretire them, you may very well end up starting the game in the Underworld. In fact, any adventurer with a background of being a hearthperson to that site may start in the Underworld as well.&lt;br /&gt;
&lt;br /&gt;
== Invading the Underworld ==&lt;br /&gt;
Assuming you survive the initial onslaught, you may then proceed to explore the newly discovered land. The most impressive example of this feat is recorded by Sethatos in [http://www.bay12forums.com/smf/index.php?topic=156319.msg6814181#msg6814181 Archcrystal]. Dwarves of the highest skill are recommended.&lt;br /&gt;
&lt;br /&gt;
Note that the Underworld is completely devoid of useful resources, as most demons are sentient and cannot be [[butcher]]ed, there are no [[plant]]s, [[water]], [[soil]] or [[ore]]s, and the unique [[slade]] rock the Underworld is made out of cannot be mined. The only reason one would have to invade the Underworld is pure bragging rights.&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
&lt;br /&gt;
== After Settling In ==&lt;br /&gt;
For training purposes, the Underworld is a perfect place for a Dwarven Boot Camp. Even if a soldier dies in the battle for hell, you can track down their sorry dwarven butts, and drag them out of the eerie glowing pit... And right back to boot camp! Side effects of Underworld Boot Camp include: Mental trauma; repeated cases of death; losing the will to live; [[fun]].&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = Arôloram&lt;br /&gt;
| elvish  = Tariteyo&lt;br /&gt;
| goblin  = Sumspabuzong&lt;br /&gt;
| human   = Ngironra&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{World}}&lt;br /&gt;
[[Category:Spoilers]]&lt;br /&gt;
{{Category|HFS}}&lt;/div&gt;</summary>
		<author><name>MountainGoatMan</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Obsidian&amp;diff=304618</id>
		<title>Obsidian</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Obsidian&amp;diff=304618"/>
		<updated>2024-11-28T04:58:53Z</updated>

		<summary type="html">&lt;p&gt;MountainGoatMan: /* Suspicious Rock Formations */  One whole space. Best edit I've ever made.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior}}&lt;br /&gt;
{{layerlookup/0&lt;br /&gt;
|graphic=obsidian_sprite.png}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{minorspoiler}}&lt;br /&gt;
{{For/see|the month|[[Calendar]]}}&lt;br /&gt;
&lt;br /&gt;
'''Obsidian''' is one of the types of &amp;quot;[[stone]]&amp;quot; (technically volcanic [[glass]]) that forms entire [[Stone#Stones forming entire layers|layer]]s.  Obsidian is also found surrounding magma pools and volcanoes, exactly 1 tile thick, and has the distinction of being the only stone that can be [[obsidian farming|created during play]]. Obsidian is considered an [[Economic stones|economic stone]] by default; in order to allow general use at workshops, and in architecture, you must enable &amp;quot;obsidian&amp;quot; in the [[labor]] menu under 'stone use' =&amp;gt; 'economic stone'.  It is also notable in that it has the highest material value among non-ore stones and is also higher in value than some low-value ores like [[native copper]].&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Obsidian&amp;quot; is also the twelfth month of the dwarven [[calendar]], covering late Winter.&lt;br /&gt;
&lt;br /&gt;
==Rock short sword==&lt;br /&gt;
Obsidian can also be made into obsidian [[short sword]]s with one log at the craftsdwarf's workshop. If you embark on an obsidian [[mountain]] or manage to reach [[magma]] before finding metallic ores, these are good at first to defend your fort from early [[wolf]] and [[giant eagle]] attacks, but weak in comparison to any metal weaponry, being unable to defeat even basic copper armor, so keep that in mind once you start encountering metal-armored invaders. Note that as obsidian short swords use wood (used in the handle), [[Elf|elves]] will be offended if you trade obsidian swords, and refuse the trade.&lt;br /&gt;
&lt;br /&gt;
Obsidian is the only rock that can be used to make stone-based weapons.&lt;br /&gt;
&lt;br /&gt;
Previous versions lacked defined yield and shear values and used the defaults from the stone template; this rendered them very blunt and unable to cut skin. Since 40.05 obsidian features more proper yield and shear values, making these weapons much more viable. Obsidian now has glass-like yield and shear values, which allow rock short swords to slice through skin, leather armor, and wood armor used by [[Elf|elves]].&lt;br /&gt;
&lt;br /&gt;
Interestingly, Obsidian short swords in the Premium version look completely different depending on who is using them, with [[dwarf|dwarves]] getting a less-[https://en.wikipedia.org/wiki/Macuahuitl Aztec-looking] sprite than everyone else; not that you'd notice in gameplay, unless a [[kobold]] gets particularly lucky.&lt;br /&gt;
&lt;br /&gt;
==Obsidian formation==&lt;br /&gt;
Obsidian can be formed by mixing [[water]] and [[magma]]. Any tiles containing both [[water]] and [[magma]], except tiles also containing a [[magma flow]], will be replaced with unmined obsidian, generating abundant amounts of [[steam]]. Tiles on a [[magma flow]] will instead replace the [[water]] and [[magma]] with just [[steam]]. When dumping water via a pond zone onto magma, the water has to fall free for at least one z-level (i.e. the pond zone must be two or more z-levels above the magma); otherwise only steam will be produced. The formation of obsidian will not affect the light level.&lt;br /&gt;
&lt;br /&gt;
Most non-[[magma-safe]] objects that were in the [[magma]] prior to the formation of obsidian are completely destroyed, which can be an effective method of removing unwanted items or enemies, although long exposure times to magma are suggested to ensure destruction. All [[magma-safe]] items will be entombed in the tile, and can be regained by mining it along with any magma-unsafe items that happened to survive the casting process.  No instances of globs of molten metal surviving obsidian formation have been noted, though apparently [[fire|burning]] objects can remain on fire when cast in obsidian. The survival rate of magma-unsafe items is believed to depend on the exposure time to magma being short enough to not cause the item in question to melt or burn before obsidian formation occurs—fragile items placed in [[water]] that is then exposed to magma tend to survive casting unscathed. Creatures cast in obsidian die, even without significant exposure to magma. Creatures in cages will survive the casting process, though they may still die from exposure to the extreme temperature of magma.&lt;br /&gt;
 &lt;br /&gt;
[[Obsidian farming]] can be used to produce large amounts of obsidian for masonry, crafting, or construction.&lt;br /&gt;
&lt;br /&gt;
==Suspicious Rock Formations==&lt;br /&gt;
Recently, [[Unusual volcanic wall|strange formations]] of obsidian have been observed within the [[caverns]]. Shallow cavern layers will often feature 3x3 squares of ([[magma|warm]] or [[water|damp]]) obsidian, while deeper layers may sometimes feature large clusters of obsidian. In all cases these formations are composed solely of obsidian and studded with many high-value gems such as [[emerald]], diamond, star ruby, and [[star sapphire]]. Exploratory miners have reported many [[fun]] things contained within the gem-studded obsidian, such as magma, spontaneous explosions, [[divine metal|divine]] [[artifacts]], [[forgotten beast]]s, and [[demon|other]] [[angel|things]]. The full extent of new content is still being determined. Some [[scholars]] theorize that the precious gems were set as bait for careless dwarves who dig too greedily and too deeply.&lt;br /&gt;
&lt;br /&gt;
==Real life==&lt;br /&gt;
A common misconception is that the dark color of obsidian indicates an inclusion of metals like iron. In fact, obsidian is almost entirely quartz, just at a microcrystalline level. As there has yet to be any known threat by dragon or animated frost wights, the historical use of obsidian was mostly decorative until several peoples discovered its use as a sharp tool and eventually weaponized. Localized variants like &amp;quot;snowflake obsidian&amp;quot; and &amp;quot;chocolate&amp;quot; obsidian (with brown inclusions) are typically attributed to inclusionary quartz crystals and mafic minerals, respectively.  &lt;br /&gt;
&lt;br /&gt;
The use of obsidian to create short swords in ''Dwarf Fortress'' is almost certainly inspired by the ''macuahuitl'', a sword-club used by the Aztecs and the other native peoples of Mesoamerica. The weapon was a short, strong wooden staff (normally one-handed, but two-handed versions existed), set with obsidian-flake blades that were literally more than razor-sharp. Flaked obsidian can have a monomolecular edge; today, it's used for extremely high-quality surgical scalpels, which have to be handled with extreme care – a little pressure is enough for such a scalpel to cut deep, and if you cut yourself with one, you won't feel it until you start to bleed. The main disadvantage, however (other than the expense incurred from the labor to hand-knap high-quality blades), is that obsidian is quite brittle compared to metal (and alternative materials like chert or flint) – this can be mitigated to a degree through quality craftsmanship and skillful use, but there remains the risk that an obsidian blade will leave tiny but incredibly sharp glass flakes behind in the surgical wound.&lt;br /&gt;
&lt;br /&gt;
Macuahuitls could penetrate flesh and leather with ease; Spanish conquistadors reported one case where a blow from a two-handed macuahuitl decapitated a horse. But the obsidian edges shattered when they struck metal armor, and macuahuitls didn't have a thrusting attack. The Spanish soon learned to put their armored soldiers forward, to fight in chokepoints – and to recruit the Aztecs' enemies, to field macuahuitl-wielders of their own (and let them do more of the dying in their place).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Lipari-Obsidienne (5).jpg|Obsidian&lt;br /&gt;
File:ObsidianDomeCA.JPG|Obsidian rock face&lt;br /&gt;
File:Teotihuacán - Obsidianklinge.jpg|Obsidian blade&lt;br /&gt;
File:Snowflake_obsidian.jpg|Snowflake obsidian &amp;amp; an obsidian arrowhead&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{D for dwarf}}&lt;br /&gt;
Despite what other popular forms of media may perpetuate, obsidian – even when crafted into [[Block|blocks]] – will not provide any assistance in reaching the [[underworld]]. The only method of reaching the underworld known to dwarfkind is to physically dig down deep enough to get there.&lt;br /&gt;
&lt;br /&gt;
All claims that obsidian can be combined with [[blue diamond]]s to [[Magic|magically]] improve weapons and armor have been shut down by extensive Dwarven science.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{stones}}&lt;br /&gt;
{{Category|Economic Stone}}&lt;/div&gt;</summary>
		<author><name>MountainGoatMan</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Demon&amp;diff=304399</id>
		<title>Demon</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Demon&amp;diff=304399"/>
		<updated>2024-11-17T20:59:38Z</updated>

		<summary type="html">&lt;p&gt;MountainGoatMan: /* Their interaction with the world */  I generated a world where one god got two demons with completely different spheres to it's own into the world.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{spoiler}}&lt;br /&gt;
&lt;br /&gt;
[[File:demon_preview.png|right]]'''Demons''' {{Tile|&amp;amp;|7:0}} are procedurally-generated [[creature]]s who inhabit the [[Underworld]]. These immense, malicious and formidably powerful beasts are among the most powerful enemies in the game in both [[fortress mode]] and [[adventurer mode]]. They are not available to be spawned in the [[object testing arena]].&lt;br /&gt;
&lt;br /&gt;
Graphically, the sprites that demons use will be of black, mysterious-looking creatures that resemble the generated appearance they've been given. This same setup is used for other procedurally-generated creatures, such as [[megabeast]]s and [[experiment]]s.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
{{imagefix|[[File:demon_icon.png|left]]|8}}[[File:Assdemon.png|thumb|right|300px|&amp;quot;Etar Patternedtombs was a mint green demon. It was the only one of its kind. A gigantic feathered ass twisted into humanoid form. It undulates rhythmically. Its mint green feathers are patchy. Beware its deadly gas!&amp;quot; ([http://www.bay12forums.com/smf/index.php?topic=76346.msg2667300#msg2667300 post]).]]Demons inhabit the Underworld. They are randomly generated at worldgen, creating unique [[fun]] for every player. Examples of possible demons include giant centipedes made of ash that hunger for blood, eyeless mosquitoes that spit toxins, and emaciated fruitbats with giant clicking mandibles. The number of different types of demon created during world generation is closely related to world size, and it can be directly controlled with [[advanced world generation]] – a world generated with &amp;quot;{{tt|Number of Demon Types}}&amp;quot; set to {{tt|0}} in advanced world generation will not have any demons in it.&lt;br /&gt;
&lt;br /&gt;
[[File:demon_desc_v50_preview.png|thumb|300px|right|Description of a demon.]]All demons share certain traits. They are [[Creature token#SUPERNATURAL|supernatural]], [[fanciful]], evil-aligned creatures represented by an ampersand with a randomized [[color]]. They are all able to swim in and [[Amphibious|breathe]] water and magma, and [[Building destroyer|destroy buildings]]. Furthermore, they are [[Trapavoid|immune to traps]], [[No Pain|pain]], fear, nausea, [[No Stun|stunning]], [[No Exert|exertion]], dizziness, fevers, fire, any sort of poison, and have fixed body temperature, thus are unaffected by extremes of heat and cold (even if made of materials that would suggest otherwise). Roughly half possess [[Creature_token#EXTRAVISION|extravision]]. They are very large (size 10,000,000, smaller than a [[megabeast]], but larger than a [[giant]] and 167 times the size of a [[dwarf]]). They don't require sleep, food, or drink. All non-unique demons start out at Accomplished [[skill]] level in the following combat skills: wrestling, biting, striking, kicking, fighting, archery, dodging, and observing. Unique demons start out at Grand Master in the same skills. All unique demons, and roughly a half of non-unique ones, possess intelligence ([[Creature token#CAN_LEARN|&amp;lt;code&amp;gt;[CAN_LEARN]&amp;lt;/code&amp;gt;]] + [[Creature token#CAN_SPEAK|&amp;lt;code&amp;gt;[CAN_SPEAK]&amp;lt;/code&amp;gt;]]), so demons you face may well have developed their skills to a higher level than they began with; however, their skills cannot rust to a lower level. The initial wave spawns exactly one frame after you open the Underworld; the amount spawned can range from 10 to over 100. Demons inhabiting the Underworld spawn in groups of 1-5 individuals. The size of their population, specified as 5-10 in the raws, appears to be irrelevant, as the game makes all inhabitants of the Underworld spawn in limitless numbers. As long as the Underworld is unsealed, demons will continue to wander in from the edges of the map indefinitely, due to having populations that are (functionally) infinite.&lt;br /&gt;
&lt;br /&gt;
Demons receive large bonuses to every physical [[attribute]] except agility, and to the mental attributes of focus and willpower (also analytical ability, memory, linguistic ability, and social awareness, but those are less relevant). Many, but not all, are capable of flight. They may possess a wide variety of special attacks, including webbing, firebreath, poisonous appendages, toxic spittle or poison breath. Inorganic or zombie demons are especially difficult to kill; they can be killed by bisection, decapitation, or pulping via blunt weapons (inorganic blobs can only be killed in this manner), but this is far beyond the capabilities of an ordinary dwarf.&lt;br /&gt;
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Demons of each species can be all genderless, all male or all female, or have both male and female castes. The latter can breed if given enough time. All demons are born adults, and immediately reach their full size after being born. They have a [[pet|pet value]] of 2000☼, but cannot be tamed, and you are rather unlikely to capture one. If you have deactivated compressed saves, the raws for a given world's demons (as well as [[forgotten beast]]s, [[titan]]s, [[werebeast]]s, etc.) can be found in the [[Saved game folder|world.dat]] of its save folder. Blob/inorganic demons tend to be genderless and non-sapient, but more research is required on this.&lt;br /&gt;
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Due to their somewhat spoilery nature – new players are unlikely to know they exist, creating [[Fun|much surprise]] when they inevitably dig too deep – veteran ''Dwarf Fortress'' players tend to hide the existence of demons by giving them nicknames, the most famous being '''Hidden Fun Stuff''' and '''clowns''', with the Underworld being their &amp;quot;circus&amp;quot;. Unique demons (see below), by extension, are usually referred to as the '''ringleaders'''.&lt;br /&gt;
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Dwarves may [[Preferences|like]] a species of demon for their ''horrifying features'', their ''rhythmic undulations'' or their ''bloated appearance''.&lt;br /&gt;
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== Their interaction with the world ==&lt;br /&gt;
Certain types of demons, those described as &amp;quot;being twisted into humanoid form&amp;quot; and marked with {{token|UNIQUE_DEMON|c}} instead of {{token|DEMON|c}} in world.dat, will occasionally escape the underworld. This happens by the aid of a [[deity]] through a ritual conducted with an [[artifact]] [[slab]]. It is most common that the demon and deity share a sphere, though it is not a requirement. Once they are in the mortal world, they will gain rule over a [[goblin]] [[civilization]] – each goblin faction in the world will be led by a unique demon, and attempting to create a world without demons in it through [[advanced world generation]] will lead to goblins being locked away in the underworld until a dwarf civilization digs too deep. As noted in [[Legends|legends mode]], these demons will occasionally make journeys to the [[Cavern|depths of the world]] and tame the creatures that dwell in them – most specifically, species with the {{token|PET_EXOTIC}} token – going from [[giant rat]]s to [[voracious cave crawler]]s and [[cave dragon]]s. Presumably, this is how goblin civilizations gain access to these creatures to use them in [[siege]]s.&lt;br /&gt;
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Demons may also arise when a dwarven civilization digs too deep in [[world generation|worldgen]] – the dwarves have a chance to fight them off, but, most of the time, the fortress will be taken over by goblins under a demonic ruler.&lt;br /&gt;
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Found within the goblins' [[dark fortress]]es are demonic [[Underworld spire|spires]] made of [[slade]], whose lowermost levels lead directly into the Underworld. They will also create slade [[vault]]s, whose treasure is guarded by incredibly powerful and dangerous [[angel]]s. If you can manage to fight off those freakishly strong beings ([[Fun|don't expect to by the way]]), you can find in the vault's centre the slab that contains the demon's true name. Learning this name allows your adventurer to either banish it back to the Underworld or bind it to your servitude. Although you will have a next to unkillable super soldier on your side if you opt for the latter, it's more of a bragging-rights reward, if anything – getting past the angels already requires pretty much being a god among men.&lt;br /&gt;
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&amp;lt;gallery class=&amp;quot;center&amp;quot; widths=&amp;quot;400px&amp;quot; heights=&amp;quot;184px&amp;quot;&amp;gt;&lt;br /&gt;
File:Demon banish.png|Banishing a demon back to the Underworld&lt;br /&gt;
File:Demon compel service.png|Compelling service from demon&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
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In [[fortress mode]], goblin law-giver demons may arrive as part of a goblin siege and are most of the time very dangerous.{{verify}}&lt;br /&gt;
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Demons can (and, in most cases, will) spread sphere-aligned evil from sites they control. Nightmare or darkness demons will spread regions filled with [[bogeymen]], death demons will spread reanimating evil regions, and so on. The evil-spreading can be reversed if the demon is slain or their site conquered or razed (e.g. through a [[raid]].)&lt;br /&gt;
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Depending on their spheres, demons may also be granted abilities similar to those of [[necromancer]]s. Death demons are able to create [[experiment]]s and raise corpses and [[intelligent undead]], though they do not raise corpses in world gen because they would be hostile to the goblins they rule. Nightmare demons may be able to summon [[nightmare]]s and [[bogeymen]].&lt;br /&gt;
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== Demon generation ==&lt;br /&gt;
Although the exact algorithm used to produce demons is unknown, something of the algorithm can be gathered from the string dump and analysis of demons. When generating a demon, the game begins by picking a creature from a predefined list, which is fixed and includes creatures not found in vanilla DF (such as anteater, ankylosaurid) and more general shapes (blob, quadruped, and humanoid). It is granted spheres, with a preference for &amp;quot;negative&amp;quot; spheres like misery, death, and torture. If inorganic, a material will be chosen, either one of the hardcoded ones (such as salt, ash, ice, or vomit), flames, or a randomly chosen raw-defined inorganic (any type of stone, soil, gem, metal, or other, such as gypsum plaster). If organic, it will get some sort of randomly-colored covering (such as feathers or hair) and/or have some feature (such as its eyes, nose or skin) removed. It will be granted a few &amp;quot;extra&amp;quot; features, like a tail, a trunk, or a shell, and a flavorful descriptor (such as &amp;quot;it knows and intones the names of all it encounters&amp;quot;). It may get some sort of special attack (such as a poisonous sting, toxic breath, fire breath). It will finally be given a name consisting of an adjective and a noun. The adjective will be based on the creature's color, its material (such as &amp;quot;inferno&amp;quot; or &amp;quot;snow&amp;quot;), what animal it's shaped like, or a descriptor (such as &amp;quot;winged&amp;quot;, &amp;quot;three-eyed&amp;quot; or &amp;quot;skinless&amp;quot;), and the noun chosen from the following list: demon, devil, fiend, brute, monster, spirit, ghost, banshee, haunt, phantom, specter, or wraith.&lt;br /&gt;
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== Strategy ==&lt;br /&gt;
[[File:Demon_Size.png|thumb|right|200px|Estimated size comparison between a typical demon and a dwarf.]]&lt;br /&gt;
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Of all of the challenges facing a player, defeating a demon horde is probably the most difficult, unless you are using certain [[trap]] schemes – and even then, you will need to take special precautions.&lt;br /&gt;
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=== Containment ===&lt;br /&gt;
Containment is the simplest strategy for dealing with demons. A simple constructed wall will block any demon. Because of their building destroyer status, demons cannot be contained via locked doors. However, indestructible artifact-quality portals can stop them, as can some bridges. As building destroyers can only destroy objects on the same z-level, a [[floor grate]] or forbidden [[hatch cover]] on a staircase/channel will also block movement. It may be difficult to lure demons away from artifact furniture, should the area need to be accessed to reset a trap. If using [[bridge]]s, be aware that any raising bridge that lands on a demon will deconstruct, and that demons can easily have internal temperatures greatly exceeding the melting points of [[steel]] or [[iron]], leading to deconstruction as they pass over them. Because of their vast numbers, containment is an important part of any attempt to defeat them – fighting two groups of 25 demons is much easier than fighting one group of 50.&lt;br /&gt;
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One particular gentleman, AussieGuy on the Bay12 forums, has found an ingenious method for disposing of an entire demonic invasion at once: a [[Megaprojects|stupid dwarven trick]] known as &amp;quot;the dwarven checkerboard&amp;quot;.([http://www.bay12forums.com/smf/index.php?topic=94140.0 Source])&lt;br /&gt;
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When using forbidden hatches to control flow of demons, note that some demons may be spawned with CANOPENDOORS to be not set, so once you unforbid the hatch, only the demons that can open doors will go through the door. The ones that can't open doors will remain behind the hatch, even if it is passable.&lt;br /&gt;
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=== Traps ===&lt;br /&gt;
Because all demons avoid traps, trapping demons can be very difficult – but not impossible. Demons become vulnerable to traps when they are webbed, so if you can find a way to get web onto your traps, the demons will be affected as any other creature (including your own dwarves!) would be.&lt;br /&gt;
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Alternatively, advanced triggered traps may be used. Demons do not set off [[pressure plate]]s, but if you can contain them, retracting upright spikes, casting them into [[obsidian]], or caving a portion of mountain onto them are all effective. Any plan involving these kind of traps must involve both a way to bait the demons to where you want them and a way to keep the demons where you want them. Tame animals appear to work well as bait, but need to be replaced as they're killed. Bridges can be used to contain the demons, but be wary of the risks of deconstruction as described above.&lt;br /&gt;
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Many traps need to be designed with the potential for extreme temperatures in mind. Obsidian trappers may find water used in the casting process boiling into steam before it contacts magma. Frequently, demons made of fire or steam explode on death, broiling nearby creatures and furniture. This effect can destroy upright spikes, leaving you with a trap chamber full of demons that you have no way to deal with. Demons do not destroy supports directly, but a hot enough demon may cause the destruction of nearby supports, just through heat damage. A clever dwarf might find a way to turn that to their advantage, if only such a thing as a clever dwarf existed.&lt;br /&gt;
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=== Ranged combat ===&lt;br /&gt;
Ranged combat sounds appealing, especially in the face of demons that explode with unimaginable heat upon death, but should be considered carefully. Most demons have vastly more powerful ranged attacks than marksdwarves have. Demons made of weak materials can be easily killed or dismembered by bolts, but inorganic demons composed of stronger stuff will only suffer chipped &amp;quot;bones&amp;quot;.&lt;br /&gt;
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[[Fortification]]s are appealing, as they can be dug directly into [[adamantine]] without ever exposing your fortress to a path to the demons. Even demons made out of steam cannot pass through a fortification unless it is submerged in 7/7 water or magma. Demons with syndrome attacks may attack through fortifications even without a path, although they appear to do so less frequently than if they have a path.&lt;br /&gt;
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Still, should you contain a group of demons composed of weaker materials, marksdwarves can be very effective.&lt;br /&gt;
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=== Melee combat ===&lt;br /&gt;
Demons can be very frightening melee opponents, as each one alone is nearly the size of a [[megabeast]], extremely fast, and has tremendous natural combat skills. That would be bad enough, but there tend to be pages of them rather than individuals. However, demons can still be defeated in melee combat.&lt;br /&gt;
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Despite their powerful attacks, many demons are made up of very flimsy materials, such as salt, snow, steam, or filth. A strong punch can decapitate creatures like this. Some demons, however, can be made of much harder materials, and it can be very difficult to bring down a demon composed of minerals or armor-quality metal. Blunt weapons can be reasonably effective against weaker-material demons by severing limbs and body parts despite blunt status, but are not nearly as effective against demons as they are against earthly foes that suffer from pain and blood loss; without internal organs or blood loss, piercing weapons are relatively ineffective. Good slashing weapons can reliably take down demons of any material type.&lt;br /&gt;
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The challenge of melee combat is how to deal with an enormous number of strong combatants while protecting against area-of-effect syndrome attacks and death explosions. Restraining visibility via a labyrinthine battleground is a good start. The area effects suggest meeting them with successive small waves of melee dwarves, but if the dwarves are too few, they'll be butchered by hundreds of angry demons before making a dent.&lt;br /&gt;
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In all cases, your demon-fighting melee dwarves should be very well armed and armored (steel and adamantine) and Legendary in some, if not all, of the relevant combat skills.&lt;br /&gt;
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=== Clean-up ===&lt;br /&gt;
Unfortunately, once the wave of demons has been dealt with, it's not yet over. [[Syndrome]]-bearing dust and blood may litter the battlefield and your survivors, and can be very difficult to isolate and contain. Some dwarves may carry burning items back from their encounters with very hot demons. Survivors should all pass through a shallow pool of water to wash them and their equipment of anything dangerous and to douse any flames. Any path used for the fight is best abandoned and walled up. Demons will continue to enter the Underworld from its map edges, as wildlife do on the surface, but path differently from the initial wave, content to wander through the Underworld even should a simple unobstructed path exist into your fortress.&lt;br /&gt;
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== Killed demons ==&lt;br /&gt;
Only unintelligent demons can be butchered in unmodded games, and butchering them yields products similar to those from [[forgotten beast]]s, including copious amounts of [[meat]] and [[bone]]s, vividly-colored [[hair]], [[feather]]s, [[scale]]s or [[chitin]], and [[shell]]s, if the demon had one. All materials obtained from demons have a value multiplier of 1, and aren't appreciably better than their mundane counterparts.&lt;br /&gt;
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Inorganic demons cannot be butchered, and after killing them you obtain only a massive demonic corpse to use in your [[stupid dwarf trick]].&lt;br /&gt;
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{{D for Dwarf}}&lt;br /&gt;
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Little do demons know that though their claws and fire cannot pierce the [[adamantine]] sealing them away, a simple [[copper]] [[pick]] (or any other kind of pick, for that matter) can dig right through it with ease. Armok forbid these unholy creatures ever get their hands on one. &lt;br /&gt;
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{{gamedata|title=Example raws (as extracted from world.sav)|[OBJECT:CREATURE]&lt;br /&gt;
&lt;br /&gt;
[CREATURE:DEMON_1]&lt;br /&gt;
[NAME:brine brute:brine brutes:brine brute]&lt;br /&gt;
[CASTE_NAME:brine brute:brine brutes:brine brute]&lt;br /&gt;
[GENERATED]&lt;br /&gt;
[DEMON]&lt;br /&gt;
[NATURAL_SKILL:WRESTLING:10]&lt;br /&gt;
[NATURAL_SKILL:BITE:10]&lt;br /&gt;
[NATURAL_SKILL:GRASP_STRIKE:10]&lt;br /&gt;
[NATURAL_SKILL:STANCE_STRIKE:10]&lt;br /&gt;
[NATURAL_SKILL:MELEE_COMBAT:10]&lt;br /&gt;
[NATURAL_SKILL:RANGED_COMBAT:10]&lt;br /&gt;
[NATURAL_SKILL:DODGING:10]&lt;br /&gt;
[NATURAL_SKILL:SITUATIONAL_AWARENESS:10]&lt;br /&gt;
[LARGE_ROAMING]&lt;br /&gt;
[LARGE_PREDATOR]&lt;br /&gt;
[DIFFICULTY:10]&lt;br /&gt;
[BIOME:SUBTERRANEAN_CHASM]&lt;br /&gt;
[UNDERGROUND_DEPTH:5:5]&lt;br /&gt;
[POPULATION_NUMBER:5:10]&lt;br /&gt;
[CLUSTER_NUMBER:1:5]&lt;br /&gt;
[FEMALE]&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:PRIDE:100:100:100]&lt;br /&gt;
[PERSONALITY:GREED: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;
[MAGMA_VISION]&lt;br /&gt;
[EVIL]&lt;br /&gt;
[FANCIFUL]&lt;br /&gt;
[SUPERNATURAL]&lt;br /&gt;
[AMPHIBIOUS]&lt;br /&gt;
[PETVALUE:2000]&lt;br /&gt;
[GRASSTRAMPLE:20]&lt;br /&gt;
[BUILDINGDESTROYER:2]&lt;br /&gt;
[ALL_ACTIVE]&lt;br /&gt;
[SWIMS_INNATE]&lt;br /&gt;
[TRAPAVOID]&lt;br /&gt;
[NOPAIN]&lt;br /&gt;
[NOSTUN]&lt;br /&gt;
[NONAUSEA]&lt;br /&gt;
[NOFEAR]&lt;br /&gt;
[NOEXERT]&lt;br /&gt;
[NO_DIZZINESS]&lt;br /&gt;
[NO_FEVERS]&lt;br /&gt;
[LARGE_PREDATOR]&lt;br /&gt;
[SPHERE:FISHING]&lt;br /&gt;
[SPHERE:HUNTING]&lt;br /&gt;
[SPHERE:MISERY]&lt;br /&gt;
[SPHERE:TORTURE]&lt;br /&gt;
[BODY_SIZE:0:0:10000000]&lt;br /&gt;
[CREATURE_TILE:'&amp;amp;']&lt;br /&gt;
[NO_THOUGHT_CENTER_FOR_MOVEMENT]&lt;br /&gt;
[BODY:RCP_BASIC_BODY_STANCE_WITH_HEAD_FLAG:RCP_TWO_FLIGHTLESS_WINGS]&lt;br /&gt;
[TISSUE:UNIFORM_TIS]&lt;br /&gt;
[TISSUE_NAME:tissue:NP]&lt;br /&gt;
[TISSUE_MATERIAL:SALT]&lt;br /&gt;
[TISSUE_MAT_STATE:SOLID_POWDER]&lt;br /&gt;
[MUSCULAR]&lt;br /&gt;
[FUNCTIONAL]&lt;br /&gt;
[STRUCTURAL]&lt;br /&gt;
[RELATIVE_THICKNESS:1]&lt;br /&gt;
[CONNECTS]&lt;br /&gt;
[TISSUE_SHAPE:LAYER]&lt;br /&gt;
[TISSUE_LAYER:BY_CATEGORY:ALL:UNIFORM_TIS]&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_RELSIZES]&lt;br /&gt;
[NOT_LIVING]&lt;br /&gt;
[NOT_BUTCHERABLE]&lt;br /&gt;
[COLOR:7:0:1]&lt;br /&gt;
[NOBREATHE]&lt;br /&gt;
[EXTRAVISION]&lt;br /&gt;
[FLIER]&lt;br /&gt;
[FIXED_TEMP:10040]&lt;br /&gt;
[FIREIMMUNE]&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]( [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:FLY:Maximum Flight Speed:225:10:3:675:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]&lt;br /&gt;
[GAIT:FLY:Faster Flight:450:5:3:675:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]&lt;br /&gt;
[GAIT:FLY:Fast Flight:675:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]&lt;br /&gt;
[GAIT:FLY:Fly:900:NO_BUILD_UP:0]) [GAIT:FLY:Slow Flight:1900:NO_BUILD_UP:0]&lt;br /&gt;
[GAIT:FLY:Hover:2900:NO_BUILD_UP:0]&lt;br /&gt;
[GAIT:WALK:Scramble:725:10:3:2175:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]&lt;br /&gt;
[GAIT:WALK:Faster Crawl:1450:5:3:2175:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]&lt;br /&gt;
[GAIT:WALK:Fast Crawl:2175:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]&lt;br /&gt;
[GAIT:WALK:Crawl:2900:NO_BUILD_UP:0]&lt;br /&gt;
[GAIT:WALK:Slow Crawl:5900:NO_BUILD_UP:0]&lt;br /&gt;
[GAIT:WALK:Creep:8900: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;
[DESCRIPTION:A towering slug composed of salt.  It has wings and it has a gaunt appearance.]&lt;br /&gt;
[PREFSTRING:horrifying features]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{gamedata|title=Example [UNIQUE_DEMON] raws (as extracted from world.sav)|[OBJECT:CREATURE]&lt;br /&gt;
&lt;br /&gt;
[CREATURE:DEMON_3]&lt;br /&gt;
[NAME:clear devil:clear devils:clear devilish]&lt;br /&gt;
[CASTE_NAME:clear devil:clear devils:clear devilish]&lt;br /&gt;
[GENERATED]&lt;br /&gt;
[UNIQUE_DEMON]&lt;br /&gt;
[SPREAD_EVIL_SPHERES_IF_RULER]&lt;br /&gt;
[NATURAL_SKILL:WRESTLING:14]&lt;br /&gt;
[NATURAL_SKILL:BITE:14]&lt;br /&gt;
[NATURAL_SKILL:GRASP_STRIKE:14]&lt;br /&gt;
[NATURAL_SKILL:STANCE_STRIKE:14]&lt;br /&gt;
[NATURAL_SKILL:MELEE_COMBAT:14]&lt;br /&gt;
[NATURAL_SKILL:RANGED_COMBAT:14]&lt;br /&gt;
[NATURAL_SKILL:DODGING:14]&lt;br /&gt;
[NATURAL_SKILL:SITUATIONAL_AWARENESS:14]&lt;br /&gt;
[CAN_LEARN]&lt;br /&gt;
[CAN_SPEAK]&lt;br /&gt;
[DIFFICULTY:10]&lt;br /&gt;
[NO_GENDER]&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:PRIDE:100:100:100]&lt;br /&gt;
[PERSONALITY:GREED: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;
[MAGMA_VISION]&lt;br /&gt;
[EVIL]&lt;br /&gt;
[FANCIFUL]&lt;br /&gt;
[SUPERNATURAL]&lt;br /&gt;
[AMPHIBIOUS]&lt;br /&gt;
[PETVALUE:2000]&lt;br /&gt;
[GRASSTRAMPLE:20]&lt;br /&gt;
[BUILDINGDESTROYER:2]&lt;br /&gt;
[ALL_ACTIVE]&lt;br /&gt;
[SWIMS_INNATE]&lt;br /&gt;
[TRAPAVOID]&lt;br /&gt;
[NOPAIN]&lt;br /&gt;
[NOSTUN]&lt;br /&gt;
[NONAUSEA]&lt;br /&gt;
[NOFEAR]&lt;br /&gt;
[NOEXERT]&lt;br /&gt;
[NO_DIZZINESS]&lt;br /&gt;
[NO_FEVERS]&lt;br /&gt;
[LARGE_PREDATOR]&lt;br /&gt;
[SPHERE:BLIGHT]&lt;br /&gt;
[SPHERE:DEATH]&lt;br /&gt;
[SPHERE:MURDER]&lt;br /&gt;
[SPHERE:TWILIGHT]&lt;br /&gt;
[BODY_SIZE:0:0:10000000]&lt;br /&gt;
[CREATURE_TILE:'&amp;amp;']&lt;br /&gt;
[BODY:RCP_UPPER_BODY:RCP_LOWER_BODY:RCP_NECK:RCP_HEAD:RCP_TWO_PART_ARMS:RCP_TWO_PART_LEGS:RCP_TAIL:RCP_4_FINGERS:RCP_4_TOES:RCP_LUNGS:RCP_HEART:RCP_GUTS:RCP_THROAT:RCP_SPINE:RCP_UPPER_SPINE:RCP_BRAIN:RCP_SKULL:RCP_MOUTH:RCP_TONGUE:RCP_TEETH:RCP_RIBS]&lt;br /&gt;
[CANOPENDOORS]&lt;br /&gt;
[EQUIPS]&lt;br /&gt;
[BODY_DETAIL_PLAN:STANDARD_MATERIALS]&lt;br /&gt;
[REMOVE_MATERIAL:SKIN]&lt;br /&gt;
[REMOVE_MATERIAL:HAIR]&lt;br /&gt;
[USE_MATERIAL_TEMPLATE:SCALE:SCALE_TEMPLATE]&lt;br /&gt;
[BODY_DETAIL_PLAN:STANDARD_TISSUES]&lt;br /&gt;
[REMOVE_TISSUE:SKIN]&lt;br /&gt;
[REMOVE_TISSUE:HAIR]&lt;br /&gt;
[USE_TISSUE_TEMPLATE:SCALE:SCALE_TEMPLATE]&lt;br /&gt;
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SCALE:FAT:MUSCLE:BONE:CARTILAGE]&lt;br /&gt;
[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]&lt;br /&gt;
[BODY_DETAIL_PLAN:HUMANOID_HEAD_POSITIONS]&lt;br /&gt;
[BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS]&lt;br /&gt;
[BODY_DETAIL_PLAN:HUMANOID_RELSIZES]&lt;br /&gt;
[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]&lt;br /&gt;
[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;
[EXTRAVISION]&lt;br /&gt;
[FIXED_TEMP:10040]&lt;br /&gt;
[SELECT_MATERIAL:SCALE]&lt;br /&gt;
[STATE_COLOR:ALL_SOLID:CLEAR]&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:GOO:GOO_TEMPLATE]&lt;br /&gt;
[BLOOD:LOCAL_CREATURE_MAT:GOO:LIQUID]&lt;br /&gt;
[USE_MATERIAL_TEMPLATE:CLAW:NAIL_TEMPLATE]&lt;br /&gt;
[USE_TISSUE_TEMPLATE:CLAW:CLAW_TEMPLATE]&lt;br /&gt;
[TISSUE_LAYER:BY_CATEGORY:FINGER:CLAW:FRONT]&lt;br /&gt;
[TISSUE_LAYER:BY_CATEGORY:TOE:CLAW:FRONT]&lt;br /&gt;
[USE_MATERIAL_TEMPLATE:POISON:CREATURE_EXTRACT_TEMPLATE]&lt;br /&gt;
[ENTERS_BLOOD]&lt;br /&gt;
[SYNDROME]&lt;br /&gt;
[SYN_NAME:demon sickness]&lt;br /&gt;
[SYN_AFFECTED_CLASS:GENERAL_POISON]&lt;br /&gt;
[SYN_IMMUNE_CREATURE:DEMON_3:ALL]&lt;br /&gt;
[SYN_INJECTED]&lt;br /&gt;
[SYN_CONTACT]&lt;br /&gt;
[SYN_INHALED]&lt;br /&gt;
[SYN_INGESTED]&lt;br /&gt;
[CE_DROWSINESS:SEV:100:PROB:100:START:565:PEAK:1649:END:4938:RESISTABLE:SIZE_DELAYS:SIZE_DILUTES]&lt;br /&gt;
[SECRETION:LOCAL_CREATURE_MAT:POISON:LIQUID:BY_CATEGORY:ALL:SCALE]&lt;br /&gt;
[FIREIMMUNE]&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:CHILD_BODYPART_GROUP:BY_CATEGORY:HEAD:BY_CATEGORY:TOOTH]&lt;br /&gt;
[ATTACK_SKILL:BITE]&lt;br /&gt;
[ATTACK_VERB:bite:bites]&lt;br /&gt;
[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
[ATTACK_PENETRATION_PERC:100]&lt;br /&gt;
[ATTACK_PREPARE_AND_RECOVER:2:2]&lt;br /&gt;
[ATTACK_FLAG_EDGE]&lt;br /&gt;
[ATTACK_PRIORITY:MAIN]&lt;br /&gt;
[ATTACK_FLAG_CANLATCH]&lt;br /&gt;
[ATTACK:FSCRATCH:CHILD_TISSUE_LAYER_GROUP:BY_TYPE:GRASP:BY_CATEGORY:ALL:CLAW]&lt;br /&gt;
[ATTACK_SKILL:GRASP_STRIKE]&lt;br /&gt;
[ATTACK_VERB:scratch:scratches]&lt;br /&gt;
[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
[ATTACK_PENETRATION_PERC:100]&lt;br /&gt;
[ATTACK_PREPARE_AND_RECOVER:2:2]&lt;br /&gt;
[ATTACK_FLAG_EDGE]&lt;br /&gt;
[ATTACK_PRIORITY:MAIN]&lt;br /&gt;
[ATTACK:TSCRATCH:CHILD_TISSUE_LAYER_GROUP:BY_TYPE:STANCE:BY_CATEGORY:ALL:CLAW]&lt;br /&gt;
[ATTACK_SKILL:STANCE_STRIKE]&lt;br /&gt;
[ATTACK_VERB:scratch:scratches]&lt;br /&gt;
[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
[ATTACK_PENETRATION_PERC:100]&lt;br /&gt;
[ATTACK_PREPARE_AND_RECOVER:2:2]&lt;br /&gt;
[ATTACK_FLAG_EDGE]&lt;br /&gt;
[ATTACK_PRIORITY:MAIN]&lt;br /&gt;
[ATTACK_FLAG_BAD_MULTIATTACK]&lt;br /&gt;
[SELECT_MATERIAL:ALL]&lt;br /&gt;
[MAT_FIXED_TEMP:10040]&lt;br /&gt;
[HEATDAM_POINT:NONE]&lt;br /&gt;
[COLDDAM_POINT:NONE]&lt;br /&gt;
[IGNITE_POINT:NONE]&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;
[DESCRIPTION:A gigantic eyeless chameleon twisted into humanoid form.  It squirms and fidgets.  Its clear scales are large and set far apart.  Beware its noxious secretions!]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Amphibious}}&lt;br /&gt;
{{Category|Building destroyer}}&lt;br /&gt;
{{Category|HFS}}&lt;br /&gt;
{{Category|Fanciful}}&lt;br /&gt;
{{Category|Fire immune}}&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;
[[ru:Demon]]&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = uthgúr&lt;br /&gt;
| elvish  = slevina&lt;br /&gt;
| goblin  = arstruk&lt;br /&gt;
| human   = rohir&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>MountainGoatMan</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Water&amp;diff=304185</id>
		<title>Water</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Water&amp;diff=304185"/>
		<updated>2024-11-04T00:50:22Z</updated>

		<summary type="html">&lt;p&gt;MountainGoatMan: /* Depth */  Fixed level 6 redirect (redirected to df2014)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Exceptional}}&lt;br /&gt;
[[File:water_v50_anim.gif|thumb|122px|right|Roughly 4×4 tiles of a [[river]].]]&lt;br /&gt;
[[File:water_preview.png|frame|120px|right|A partially flooded fortress. ASCII mode.]]'''Water''' is a [[fluid]] found all over the world. It [[flow]]s from mountain springs, forming the world's [[ocean]]s, [[lake]]s, [[river]]s, and [[brook]]s, falling as [[rain]] and [[snow]], and freezes into [[ice]]. Water is home to a variety of [[Creature#Aquatic|aquatic creatures]]. Many creatures can [[Swimmer|swim]] in deep water, but air-breathing creatures that are submerged in water can [[Swimmer#Drowning|drown]] in it. Water comes in two varieties: '''freshwater''', which makes up almost all inland water, and '''saltwater''', which fills the seas.  Some brooks and [[murky pool]]s can be saltwater, even if the fortress site is partially mountainous. - it is not known if this is a bug.  To tell the difference, attempt to set up a drinking zone including some of the water in question - if there are zero tiles of water source available, the water is saltwater.   [[Mud]] is a [[contaminant]], which is created any time water covers an area. Any tiles that contain mud may be used for [[farming]].&lt;br /&gt;
&lt;br /&gt;
Water normally will be displayed with a blue tile. You can toggle depth indicators (a white number reflecting the current water level on a given tile) by pressing {{Menu icon|f}} or clicking on the Display Water Levels button to the left of the minimap. Water can also take on other colors indicating [[contaminant|contaminants]] such as '''blood''', '''ichor''', or '''goo'''.&lt;br /&gt;
&lt;br /&gt;
Dark-colored water symbols indicate the water is one [[Z-level]] below the camera level. Water has 7 depth levels per tile, with 1 being the equivalent of a shallow puddle, and 7 filling the tile completely. [[Dwarf|Dwarves]] can safely walk through water up to a depth of 3 - at depth 4 or higher, they will cancel jobs due to &amp;quot;Dangerous terrain&amp;quot; and begin to gain [[swimming]] experience. At depth 7, any dwarf that does not have sufficient swimming skill will drown.&lt;br /&gt;
&lt;br /&gt;
Interestingly, water can slow falls  - that is, with deep enough water and short enough falls, if the water is deep enough relative to the height of the fall, creatures can be less injured, or even completely uninjured (from a 4-level drop to a 3-level deep pool, for example)&lt;br /&gt;
&lt;br /&gt;
Objects made of [[wood]], including logs, do not float in water, but act like all other objects and sink to the bottom. Things that enter or fall into water will make visible splashes, as well as ripples.&lt;br /&gt;
&lt;br /&gt;
== Processes ==&lt;br /&gt;
===Evaporation===&lt;br /&gt;
In the normal underground temperature of {{ct|10015}}, evaporation occurs when water or [[magma]] is at a depth of 1/7. The exact rate of evaporation is unknown, but it is affected by temperature and surrounding liquids - a single 1/7 water tile will evaporate faster than a large recently-flooded area, or a 1/7 water tile by a river, for example.&lt;br /&gt;
&lt;br /&gt;
At high temperatures (usually found in [[Climate#Scorching|scorching climates]]) water can evaporate at greater depths, even 7/7. This is generally accompanied by the [[grass]] drying out and turning yellow. Such evaporation can be prevented by flooring over water tiles to make them Inside.&lt;br /&gt;
&lt;br /&gt;
Water or magma at 1/7 depth will not evaporate if it is on top of 7/7 depth liquid.&lt;br /&gt;
&lt;br /&gt;
=== Freezing and thawing ===&lt;br /&gt;
Many environments get cold enough for water to freeze in winter. When this happens, any water that is [[Tile attributes|Above Ground]] will [[ice|freeze into ice]]. However, water a single tile away that is in an underground tunnel will not freeze.&lt;br /&gt;
&lt;br /&gt;
When water freezes or thaws, it does so ''instantly''; therefore, any creature [[swimming]] in water when it freezes will die, and anything standing on a frozen pond when it thaws will fall into it and [[swimmer#Drowning|drown]] if it cannot [[swimmer|swim]]. When ice walls thaw, they always leave a 7/7 water tile regardless of how much water may have been present when the ice formed.&lt;br /&gt;
&lt;br /&gt;
Mining ice can produce chunks of ice.  Taking these chunks into a stone layer will cause them to eventually melt, turning them into [[Liquid|&amp;quot;water&amp;quot; items]] (much like those hauled in [[bucket]]s) which can't be used for anything. {{Bug|360}}&lt;br /&gt;
&lt;br /&gt;
[[Glacier#Cave-in_some ice_|Caving in an ice wall]] into a stone layer will cause it to instantly melt into water (provided it does not become exposed to the outdoors), which can be used to get water near the surface in a [[glacier]] biome without having to use a [[pump]] stack to pump water up from a [[cavern]] pool.&lt;br /&gt;
&lt;br /&gt;
If you constructed a [[well]] or a [[Grate|floor grate]] right over the top of some water and it freezes, the item will be deconstructed to its original parts, but some may fall into the water.&lt;br /&gt;
&lt;br /&gt;
==== Freezing point ====&lt;br /&gt;
The freezing point of water, {{ct|10000}}, is an important, if not ''the'' most important, [[temperature]] in ''Dwarf Fortress''. Below this point, water freezes into ice, and above this point, ice will melt into water. A [[biome]] that never dips below this temperature will make obtaining ice next to impossible, and a biome that never rises above this temperature will require underground storage, [[magma]], or an alternative heating method to obtain liquid water.&lt;br /&gt;
&lt;br /&gt;
Although it is most commonly known as the freezing point of water, {{ct|10000}} is also the freezing points of standard [[blood]], ichor, goo, slime, pus, [[milk]], egg white, and egg yolk. [[Nether-cap]]s are naturally constantly at this temperature, but will cause neither water to freeze nor ice to melt. The temperature also acts as the condensation point of [[cave floater]] gas, at which it becomes cave floater juice. As a result of these dependencies, many [[creature]]s will die if they cannot keep their internal body temperature above the freezing point of water.&lt;br /&gt;
&lt;br /&gt;
Below this point, many machine components, including [[screw pump]]s, [[windmill]]s, and [[minecart]] rollers will not work, instead displaying &amp;quot;Frozen here&amp;quot;.  In colder environments, these machines must either be kept indoors or heated with nearby [[fire]] or [[magma]].&lt;br /&gt;
&lt;br /&gt;
== Lakes and Rivers ==&lt;br /&gt;
===Lakes===&lt;br /&gt;
During world generation, the world will create lakes. Lakes are large bodies of still water (for an embark tile at least). They usually have rivers coming to-and-from the lake, giving and exporting water to the lake. Take note, however when embarking with even a partial part of the river on your embark tile, for there have been accounts of the lake being higher than your embark wagon, therefore flooding half of the embark tile. It is unknown whether or not this is a bug, but due to the circumstantial evidence, it most likely is. for more information on lakes, see [[lake]].&lt;br /&gt;
&lt;br /&gt;
===Rivers===&lt;br /&gt;
Rivers are bodies of water created during world-gen, that will flow from their starting point, all the way to either a [[lake]], or the [[ocean]]. Rivers can be extremely useful when you embark beside one, however, most rivers have at least a light [[aquifer]] on their tile, therefore making it difficult to settle there. Rivers can be used in many ways to help your fort, but if used improperly, will cause mayhem. for more information concerning rivers, see [[river]].&lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
===Depth===&lt;br /&gt;
{{Material properties}}&lt;br /&gt;
Water (as well as [[magma]]) can be one of seven different depths.  You can find out how deep water is by mousing over the tile containing the water or by turning on {{Menu icon|f}} numeric fluid depth with a button next to the minimap, or in the settings menu under the ''Game'' tab.&lt;br /&gt;
&lt;br /&gt;
Water depth ranges from 0-7, where 0 is no water and 7 is maximum depth.  Note that water depth is ''per [[z-level]]'' (or z-index); that is, if a tile is at depth 7/7, it means that the water ''on that level'' is at maximum depth, not that the water extends down 7 z-levels.  A lake three z-levels deep, with each level having 7/7 depth, can be thought of as having 21 levels of depth.&lt;br /&gt;
&lt;br /&gt;
Looking at water lower than the depth of its surface can reveal things that are swimming around or have fallen into it.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Depth&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0&lt;br /&gt;
| No water present.&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Water may evaporate. No effect on dwarven jobs.&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Knee-deep. Dwarves will suspend build orders if an affected tile has 2/7 or more water.&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Waist-deep. Water at this depth or lower will cause suffocation in [[aquatic]] creatures.&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Dangerous terrain. Movement trains [[swimming]]. Dwarves will not path through water at 4/7 or higher. Minimum height to make an ice wall when frozen.&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| Head height. [[Minecart]]s will skip over fluids at this level.&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| Over a dwarf's head, but even non-swimmers can tread water at this height for a time. [[Minecart]]s will collect fluids at this level.&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| Risk of drowning. Can have water on floorless tile above. [[Fortification|Fortifications]] no longer provide a barrier to creature movement.{{Bug|3327}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sourced water===&lt;br /&gt;
Water that comes from [[aquifer]]s, as well as any water source that extends from the edge of the map ([[river]]s, [[brook]]s, [[ocean]]s, and some [[lake]]s)  is considered to be '''sourced water'''. Any sourced water is an endless supply of water that can never run dry, although it can freeze for part or all of the year in colder biomes. Murky pools, although not 'sourced water' as described here, also slowly generate water during [[rain]] storms. This can make it possible for a murky pool to replenish itself even when it has been completely drained.&lt;br /&gt;
&lt;br /&gt;
When using sourced water you should strongly consider installing [[floodgate]]s, and be aware of how [[pressure]] works, or you could easily end up [[flood]]ing your fortress and having a lot more [[fun]] than anticipated.&lt;br /&gt;
&lt;br /&gt;
==Flow==&lt;br /&gt;
{{main|Flow}}&lt;br /&gt;
[[File:water_splash_anim.gif|thumb|478px|right|Cut tree logs falling into water, creating splashes and ripples.]]Water and [[magma]] are both fluids which are constantly trying to '''[[flow]]''' into adjacent tiles until they have filled all available space or until they run out of fluid. Fluids technically move in 9 directions: down, and to the sides. Fluids cannot move diagonally up or down. Fluids at a depth of 1/7 no longer attempt to move unless they can move down. Fluids under [[pressure]] can appear to travel upward until the pressure equalizes, though in reality they are moving downward and/or sideways relative to their source. The higher the temperature in the environment, the faster water will flow.&lt;br /&gt;
&lt;br /&gt;
When water falls onto a tile that is already full, the game will always attempt to move it into a non-full tile on the same [[Z-level]] that can be legally reached (i.e. without going through a wall or other obstruction), even if it has to &amp;quot;teleport&amp;quot; the incoming fluid a long distance to do so. Only when all available tiles are full will incoming water &amp;quot;pile up&amp;quot; on top. This behavior can be exploited to move water long distances very quickly (see &amp;quot;Getting rid of unwanted water&amp;quot; below).&lt;br /&gt;
&lt;br /&gt;
If the flow is strong enough, it can move objects such as dwarves, pets, stones, weapons or corpses. &lt;br /&gt;
&lt;br /&gt;
Fluids in ''Dwarf Fortress'' act like a fairly thick, viscous material. This makes it possible to do highly implausible things like [[pump]] out a dry hole in the middle of a [[river]] or [[ocean]].&lt;br /&gt;
&lt;br /&gt;
== Contamination ==&lt;br /&gt;
Water can be contaminated in different ways, both natural and artificial. This contamination can have a negative effect on the water's quality, and can even harm dwarves that ingest it.&lt;br /&gt;
&lt;br /&gt;
===Salt water===&lt;br /&gt;
Dwarves cannot use salt water directly; while healthy dwarves will usually prefer to drink [[booze]], wounded dwarves can only be given water to drink, so if you have only salt water on your map, it is helpful to desalinate it.&lt;br /&gt;
&lt;br /&gt;
To check to see if water is salty, use the {{k|z}} menu and place a water source zone to see how the game shows the pond/pool. If the &amp;quot;Water Source: #&amp;quot; is 0, then the source is salty. If not, then your dwarves will drink it.&lt;br /&gt;
&lt;br /&gt;
A [[screw pump]] or a [[Pressure#Water_in_a_U-Bend|U-bend]] made of stairs can be used to desalinate water. Dwarves will drink water from a well over salt water, give it to sick dwarves and use it to clean wounds. Even if you do not designate the well as a water source (which is unnecessary anyway), the dwarves will still use it.&lt;br /&gt;
&lt;br /&gt;
=== Stagnant water ===&lt;br /&gt;
&lt;br /&gt;
Water taken from a murky pool or wetlands biome will be stagnant, just as water taken from near the ocean will be salty.  Dwarves get an unhappy [[thought]] if they have to drink stagnant water, and a [[Health care|patient]] whose [[wound]] is cleaned with stagnant water will have an increased risk of [[Health care#Infection|infection]]. Stagnant water can be purified by the same means as salt water. Also, if clean water (or even salt water) flows into stagnant water, it will convert it to fresh water.{{cite release notes|0.34.09}} Note that water that spawns on the map (such as the output of a screw pump or a dumped bucket) in a tile orthogonally adjacent to a tile of stagnant water, will itself spawn as stagnant water.&lt;br /&gt;
&lt;br /&gt;
The game will describe stagnant water as stagnant if it was in a [[bucket]] or [[flask]]/[[waterskin]], and looking at standing or flowing water with {{K|k}} will indicate whether or not it is stagnant.&lt;br /&gt;
&lt;br /&gt;
=== Water laced with mud ===&lt;br /&gt;
If a water source is only one z-level deep and its floor is covered by &amp;quot;a pile of mud&amp;quot; (like most [[cavern|underground pools]]), then any water taken from it will be &amp;quot;water laced with mud&amp;quot;.  Drinking water laced with mud will give your dwarves an unhappy thought.  It might also cause [[Health care#Infection|infection]] if used to clean a [[wound]], similarly to stagnant water.&lt;br /&gt;
&lt;br /&gt;
Unlike stagnant water, merely moving the water with flow or gravity, or keeping a level of water higher than one z-level will take care of the problem, since it only occurs if the water source tile contains &amp;quot;a pile of mud&amp;quot;, and water coming into contact with a clean floor only creates &amp;quot;a dusting of mud&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===Contaminants===&lt;br /&gt;
&lt;br /&gt;
Water can be tainted by [[Contaminant|contaminants]] - it is considered tainted when the specific tile in question has more than a dusting/spattering directly on it.  Water can be tainted by a contaminated creature going through it, by flowing over dirty items or terrain, directly spilling contaminant into a tile, or by placing LIQUID_MISC items straight into water. Water can wash contaminants into walls, but walls will not spread contaminants to water.&lt;br /&gt;
&lt;br /&gt;
Should a creature walk through contaminated water without shoes, they'll come into contact with contaminants therein{{Verify}}, transferring any contact syndromes. Water contaminants obtained on creature as a result of this will not be considered tainted, however.&lt;br /&gt;
&lt;br /&gt;
Water items - such as in buckets when withdrawing water from a well - will always describe what contaminant they're tainted by. However, emptying out the buckets will not produce the contaminant. Additionally, stagnant and salt are special types of contaminants that change the description of liquid water itself.&lt;br /&gt;
&lt;br /&gt;
A dwarf that drinks the contaminated water will be affected by the contaminant if it has ingestion or contact syndrome, and contaminated water is always considered dirty, giving a negative thought to the dwarf.&lt;br /&gt;
&lt;br /&gt;
Contaminants that get into water currently can do very strange things. A pool of blood that gets covered by water will be pushed out of the water as the water flows, creating more pools of blood at the edge of the water. Overflowing a large reservoir that contains contaminants of blood will generate a large amount of blood very quickly. This behavior is thought to be &amp;lt;strike&amp;gt;the will of Armok&amp;lt;/strike&amp;gt; a bug.&lt;br /&gt;
&lt;br /&gt;
==Getting rid of unwanted water==&lt;br /&gt;
Water will flow off the edge of the map endlessly, which is one way to get rid of large amounts of water (evaporation works better with small amounts). Underground, there are at least two ways to accomplish this. One is to channel your excess water into a dry cavern that is open to the map edge, as the water will flow out (depending on slopes, original water level and such). Be careful if you dump the water into an underground lake, as such lakes have some sort of equilibrium built into them, and your excess water may cause them to flood. The other, probably easier method, is to mine to the map edge (since you cannot mine the map edge itself, just up to it), then smooth the edge and then carve [[fortification]]s into it. Water will flow through the fortifications and off the edge of the map. Make sure your exit flow is equal to or, for safety, greater than your input.&lt;br /&gt;
&lt;br /&gt;
Draining lakes and oceans from underneath can be a finicky task, but there's a bit of dwarven magic for it:  build a retractable bridge on the level beneath the sea bottom, with ramps directly underneath it.  Link this to a lever to control the flow as you desire.  Now evacuate the dwarves and wall off the area above the bridge.  Then, with the bridge in place, designate ramps around the bridge leading up - breaking through to the sea bottom.  Now how can the dwarves dig these squares out?  Yep, from beneath the bridge.  In this way, they get the water flow started without ever getting their feet wet.  This is a great way to set up channels one square in from the map edge near a water source, so that you can properly wall off the baddies from getting into the fort.&lt;br /&gt;
&lt;br /&gt;
'''NOTE: This technique no longer works. Attempt at your own risk.''' If you simply need to tap a single tile of the bottom of a lake/ocean there is a simple &amp;lt;s&amp;gt;and completely foolproof&amp;lt;/s&amp;gt; way to do it; dig a tunnel under the lake, and place a door at the very end of the tunnel. Now order the dwarf to dig an upward ramp at the end of the corridor (the upward ramp will pierce the bottom of the lake), he will do so while standing in the door tile and once he finishes digging he will take a step back and the door will automatically close preventing water from following the miner. The final step is to connect a lever to the door and pull the lever to open the door. Done right, this method allows piercing even the deepest lakes without risk to the miner and also provides a way of blocking the flow in future.&lt;br /&gt;
&lt;br /&gt;
Due to the way the game handles water flow, making your drainage vertical rather than horizontal whenever possible will drain water much more quickly and efficiently. IE: A tunnel one tile wide and two z-levels deep will drain water considerably faster than a 2 tile wide tunnel on a single z-level.&lt;br /&gt;
&lt;br /&gt;
Dwarves, especially babies, have an almost-supernatural talent for finding ways to get washed down drains. Putting [[grate]]s or floor [[bars]] over any drainage holes, no matter how unlikely they seem, will reduce tantrums by grieving parents.&lt;br /&gt;
[[File:water_preview2.jpg|thumb|250px|center|Liquid of life. or more commonly in Dwarf Fortress: liquid of !!FUN!!]]&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = arel&lt;br /&gt;
| elvish  = alu&lt;br /&gt;
| goblin  = esp&lt;br /&gt;
| human   = thomo&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{gamedata|{{raw|DF2014:hardcoded_materials.txt|MATERIAL|WATER}}}}&lt;br /&gt;
{{materials}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Physics}}&lt;br /&gt;
[[ru:Water]]&lt;/div&gt;</summary>
		<author><name>MountainGoatMan</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Water&amp;diff=304184</id>
		<title>Water</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Water&amp;diff=304184"/>
		<updated>2024-11-04T00:48:40Z</updated>

		<summary type="html">&lt;p&gt;MountainGoatMan: /* Depth */  Added some minecart physics stuff.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Exceptional}}&lt;br /&gt;
[[File:water_v50_anim.gif|thumb|122px|right|Roughly 4×4 tiles of a [[river]].]]&lt;br /&gt;
[[File:water_preview.png|frame|120px|right|A partially flooded fortress. ASCII mode.]]'''Water''' is a [[fluid]] found all over the world. It [[flow]]s from mountain springs, forming the world's [[ocean]]s, [[lake]]s, [[river]]s, and [[brook]]s, falling as [[rain]] and [[snow]], and freezes into [[ice]]. Water is home to a variety of [[Creature#Aquatic|aquatic creatures]]. Many creatures can [[Swimmer|swim]] in deep water, but air-breathing creatures that are submerged in water can [[Swimmer#Drowning|drown]] in it. Water comes in two varieties: '''freshwater''', which makes up almost all inland water, and '''saltwater''', which fills the seas.  Some brooks and [[murky pool]]s can be saltwater, even if the fortress site is partially mountainous. - it is not known if this is a bug.  To tell the difference, attempt to set up a drinking zone including some of the water in question - if there are zero tiles of water source available, the water is saltwater.   [[Mud]] is a [[contaminant]], which is created any time water covers an area. Any tiles that contain mud may be used for [[farming]].&lt;br /&gt;
&lt;br /&gt;
Water normally will be displayed with a blue tile. You can toggle depth indicators (a white number reflecting the current water level on a given tile) by pressing {{Menu icon|f}} or clicking on the Display Water Levels button to the left of the minimap. Water can also take on other colors indicating [[contaminant|contaminants]] such as '''blood''', '''ichor''', or '''goo'''.&lt;br /&gt;
&lt;br /&gt;
Dark-colored water symbols indicate the water is one [[Z-level]] below the camera level. Water has 7 depth levels per tile, with 1 being the equivalent of a shallow puddle, and 7 filling the tile completely. [[Dwarf|Dwarves]] can safely walk through water up to a depth of 3 - at depth 4 or higher, they will cancel jobs due to &amp;quot;Dangerous terrain&amp;quot; and begin to gain [[swimming]] experience. At depth 7, any dwarf that does not have sufficient swimming skill will drown.&lt;br /&gt;
&lt;br /&gt;
Interestingly, water can slow falls  - that is, with deep enough water and short enough falls, if the water is deep enough relative to the height of the fall, creatures can be less injured, or even completely uninjured (from a 4-level drop to a 3-level deep pool, for example)&lt;br /&gt;
&lt;br /&gt;
Objects made of [[wood]], including logs, do not float in water, but act like all other objects and sink to the bottom. Things that enter or fall into water will make visible splashes, as well as ripples.&lt;br /&gt;
&lt;br /&gt;
== Processes ==&lt;br /&gt;
===Evaporation===&lt;br /&gt;
In the normal underground temperature of {{ct|10015}}, evaporation occurs when water or [[magma]] is at a depth of 1/7. The exact rate of evaporation is unknown, but it is affected by temperature and surrounding liquids - a single 1/7 water tile will evaporate faster than a large recently-flooded area, or a 1/7 water tile by a river, for example.&lt;br /&gt;
&lt;br /&gt;
At high temperatures (usually found in [[Climate#Scorching|scorching climates]]) water can evaporate at greater depths, even 7/7. This is generally accompanied by the [[grass]] drying out and turning yellow. Such evaporation can be prevented by flooring over water tiles to make them Inside.&lt;br /&gt;
&lt;br /&gt;
Water or magma at 1/7 depth will not evaporate if it is on top of 7/7 depth liquid.&lt;br /&gt;
&lt;br /&gt;
=== Freezing and thawing ===&lt;br /&gt;
Many environments get cold enough for water to freeze in winter. When this happens, any water that is [[Tile attributes|Above Ground]] will [[ice|freeze into ice]]. However, water a single tile away that is in an underground tunnel will not freeze.&lt;br /&gt;
&lt;br /&gt;
When water freezes or thaws, it does so ''instantly''; therefore, any creature [[swimming]] in water when it freezes will die, and anything standing on a frozen pond when it thaws will fall into it and [[swimmer#Drowning|drown]] if it cannot [[swimmer|swim]]. When ice walls thaw, they always leave a 7/7 water tile regardless of how much water may have been present when the ice formed.&lt;br /&gt;
&lt;br /&gt;
Mining ice can produce chunks of ice.  Taking these chunks into a stone layer will cause them to eventually melt, turning them into [[Liquid|&amp;quot;water&amp;quot; items]] (much like those hauled in [[bucket]]s) which can't be used for anything. {{Bug|360}}&lt;br /&gt;
&lt;br /&gt;
[[Glacier#Cave-in_some ice_|Caving in an ice wall]] into a stone layer will cause it to instantly melt into water (provided it does not become exposed to the outdoors), which can be used to get water near the surface in a [[glacier]] biome without having to use a [[pump]] stack to pump water up from a [[cavern]] pool.&lt;br /&gt;
&lt;br /&gt;
If you constructed a [[well]] or a [[Grate|floor grate]] right over the top of some water and it freezes, the item will be deconstructed to its original parts, but some may fall into the water.&lt;br /&gt;
&lt;br /&gt;
==== Freezing point ====&lt;br /&gt;
The freezing point of water, {{ct|10000}}, is an important, if not ''the'' most important, [[temperature]] in ''Dwarf Fortress''. Below this point, water freezes into ice, and above this point, ice will melt into water. A [[biome]] that never dips below this temperature will make obtaining ice next to impossible, and a biome that never rises above this temperature will require underground storage, [[magma]], or an alternative heating method to obtain liquid water.&lt;br /&gt;
&lt;br /&gt;
Although it is most commonly known as the freezing point of water, {{ct|10000}} is also the freezing points of standard [[blood]], ichor, goo, slime, pus, [[milk]], egg white, and egg yolk. [[Nether-cap]]s are naturally constantly at this temperature, but will cause neither water to freeze nor ice to melt. The temperature also acts as the condensation point of [[cave floater]] gas, at which it becomes cave floater juice. As a result of these dependencies, many [[creature]]s will die if they cannot keep their internal body temperature above the freezing point of water.&lt;br /&gt;
&lt;br /&gt;
Below this point, many machine components, including [[screw pump]]s, [[windmill]]s, and [[minecart]] rollers will not work, instead displaying &amp;quot;Frozen here&amp;quot;.  In colder environments, these machines must either be kept indoors or heated with nearby [[fire]] or [[magma]].&lt;br /&gt;
&lt;br /&gt;
== Lakes and Rivers ==&lt;br /&gt;
===Lakes===&lt;br /&gt;
During world generation, the world will create lakes. Lakes are large bodies of still water (for an embark tile at least). They usually have rivers coming to-and-from the lake, giving and exporting water to the lake. Take note, however when embarking with even a partial part of the river on your embark tile, for there have been accounts of the lake being higher than your embark wagon, therefore flooding half of the embark tile. It is unknown whether or not this is a bug, but due to the circumstantial evidence, it most likely is. for more information on lakes, see [[lake]].&lt;br /&gt;
&lt;br /&gt;
===Rivers===&lt;br /&gt;
Rivers are bodies of water created during world-gen, that will flow from their starting point, all the way to either a [[lake]], or the [[ocean]]. Rivers can be extremely useful when you embark beside one, however, most rivers have at least a light [[aquifer]] on their tile, therefore making it difficult to settle there. Rivers can be used in many ways to help your fort, but if used improperly, will cause mayhem. for more information concerning rivers, see [[river]].&lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
===Depth===&lt;br /&gt;
{{Material properties}}&lt;br /&gt;
Water (as well as [[magma]]) can be one of seven different depths.  You can find out how deep water is by mousing over the tile containing the water or by turning on {{Menu icon|f}} numeric fluid depth with a button next to the minimap, or in the settings menu under the ''Game'' tab.&lt;br /&gt;
&lt;br /&gt;
Water depth ranges from 0-7, where 0 is no water and 7 is maximum depth.  Note that water depth is ''per [[z-level]]'' (or z-index); that is, if a tile is at depth 7/7, it means that the water ''on that level'' is at maximum depth, not that the water extends down 7 z-levels.  A lake three z-levels deep, with each level having 7/7 depth, can be thought of as having 21 levels of depth.&lt;br /&gt;
&lt;br /&gt;
Looking at water lower than the depth of its surface can reveal things that are swimming around or have fallen into it.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Depth&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0&lt;br /&gt;
| No water present.&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Water may evaporate. No effect on dwarven jobs.&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Knee-deep. Dwarves will suspend build orders if an affected tile has 2/7 or more water.&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Waist-deep. Water at this depth or lower will cause suffocation in [[aquatic]] creatures.&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Dangerous terrain. Movement trains [[swimming]]. Dwarves will not path through water at 4/7 or higher. Minimum height to make an ice wall when frozen.&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| Head height. [[Minecart]]s will skip over fluids at this level.&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| Over a dwarf's head, but even non-swimmers can tread water at this height for a time. [[Minecarts]] will collect fluids at this level.&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| Risk of drowning. Can have water on floorless tile above. [[Fortification|Fortifications]] no longer provide a barrier to creature movement.{{Bug|3327}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sourced water===&lt;br /&gt;
Water that comes from [[aquifer]]s, as well as any water source that extends from the edge of the map ([[river]]s, [[brook]]s, [[ocean]]s, and some [[lake]]s)  is considered to be '''sourced water'''. Any sourced water is an endless supply of water that can never run dry, although it can freeze for part or all of the year in colder biomes. Murky pools, although not 'sourced water' as described here, also slowly generate water during [[rain]] storms. This can make it possible for a murky pool to replenish itself even when it has been completely drained.&lt;br /&gt;
&lt;br /&gt;
When using sourced water you should strongly consider installing [[floodgate]]s, and be aware of how [[pressure]] works, or you could easily end up [[flood]]ing your fortress and having a lot more [[fun]] than anticipated.&lt;br /&gt;
&lt;br /&gt;
==Flow==&lt;br /&gt;
{{main|Flow}}&lt;br /&gt;
[[File:water_splash_anim.gif|thumb|478px|right|Cut tree logs falling into water, creating splashes and ripples.]]Water and [[magma]] are both fluids which are constantly trying to '''[[flow]]''' into adjacent tiles until they have filled all available space or until they run out of fluid. Fluids technically move in 9 directions: down, and to the sides. Fluids cannot move diagonally up or down. Fluids at a depth of 1/7 no longer attempt to move unless they can move down. Fluids under [[pressure]] can appear to travel upward until the pressure equalizes, though in reality they are moving downward and/or sideways relative to their source. The higher the temperature in the environment, the faster water will flow.&lt;br /&gt;
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When water falls onto a tile that is already full, the game will always attempt to move it into a non-full tile on the same [[Z-level]] that can be legally reached (i.e. without going through a wall or other obstruction), even if it has to &amp;quot;teleport&amp;quot; the incoming fluid a long distance to do so. Only when all available tiles are full will incoming water &amp;quot;pile up&amp;quot; on top. This behavior can be exploited to move water long distances very quickly (see &amp;quot;Getting rid of unwanted water&amp;quot; below).&lt;br /&gt;
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If the flow is strong enough, it can move objects such as dwarves, pets, stones, weapons or corpses. &lt;br /&gt;
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Fluids in ''Dwarf Fortress'' act like a fairly thick, viscous material. This makes it possible to do highly implausible things like [[pump]] out a dry hole in the middle of a [[river]] or [[ocean]].&lt;br /&gt;
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== Contamination ==&lt;br /&gt;
Water can be contaminated in different ways, both natural and artificial. This contamination can have a negative effect on the water's quality, and can even harm dwarves that ingest it.&lt;br /&gt;
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===Salt water===&lt;br /&gt;
Dwarves cannot use salt water directly; while healthy dwarves will usually prefer to drink [[booze]], wounded dwarves can only be given water to drink, so if you have only salt water on your map, it is helpful to desalinate it.&lt;br /&gt;
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To check to see if water is salty, use the {{k|z}} menu and place a water source zone to see how the game shows the pond/pool. If the &amp;quot;Water Source: #&amp;quot; is 0, then the source is salty. If not, then your dwarves will drink it.&lt;br /&gt;
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A [[screw pump]] or a [[Pressure#Water_in_a_U-Bend|U-bend]] made of stairs can be used to desalinate water. Dwarves will drink water from a well over salt water, give it to sick dwarves and use it to clean wounds. Even if you do not designate the well as a water source (which is unnecessary anyway), the dwarves will still use it.&lt;br /&gt;
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=== Stagnant water ===&lt;br /&gt;
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Water taken from a murky pool or wetlands biome will be stagnant, just as water taken from near the ocean will be salty.  Dwarves get an unhappy [[thought]] if they have to drink stagnant water, and a [[Health care|patient]] whose [[wound]] is cleaned with stagnant water will have an increased risk of [[Health care#Infection|infection]]. Stagnant water can be purified by the same means as salt water. Also, if clean water (or even salt water) flows into stagnant water, it will convert it to fresh water.{{cite release notes|0.34.09}} Note that water that spawns on the map (such as the output of a screw pump or a dumped bucket) in a tile orthogonally adjacent to a tile of stagnant water, will itself spawn as stagnant water.&lt;br /&gt;
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The game will describe stagnant water as stagnant if it was in a [[bucket]] or [[flask]]/[[waterskin]], and looking at standing or flowing water with {{K|k}} will indicate whether or not it is stagnant.&lt;br /&gt;
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=== Water laced with mud ===&lt;br /&gt;
If a water source is only one z-level deep and its floor is covered by &amp;quot;a pile of mud&amp;quot; (like most [[cavern|underground pools]]), then any water taken from it will be &amp;quot;water laced with mud&amp;quot;.  Drinking water laced with mud will give your dwarves an unhappy thought.  It might also cause [[Health care#Infection|infection]] if used to clean a [[wound]], similarly to stagnant water.&lt;br /&gt;
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Unlike stagnant water, merely moving the water with flow or gravity, or keeping a level of water higher than one z-level will take care of the problem, since it only occurs if the water source tile contains &amp;quot;a pile of mud&amp;quot;, and water coming into contact with a clean floor only creates &amp;quot;a dusting of mud&amp;quot;.&lt;br /&gt;
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===Contaminants===&lt;br /&gt;
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Water can be tainted by [[Contaminant|contaminants]] - it is considered tainted when the specific tile in question has more than a dusting/spattering directly on it.  Water can be tainted by a contaminated creature going through it, by flowing over dirty items or terrain, directly spilling contaminant into a tile, or by placing LIQUID_MISC items straight into water. Water can wash contaminants into walls, but walls will not spread contaminants to water.&lt;br /&gt;
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Should a creature walk through contaminated water without shoes, they'll come into contact with contaminants therein{{Verify}}, transferring any contact syndromes. Water contaminants obtained on creature as a result of this will not be considered tainted, however.&lt;br /&gt;
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Water items - such as in buckets when withdrawing water from a well - will always describe what contaminant they're tainted by. However, emptying out the buckets will not produce the contaminant. Additionally, stagnant and salt are special types of contaminants that change the description of liquid water itself.&lt;br /&gt;
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A dwarf that drinks the contaminated water will be affected by the contaminant if it has ingestion or contact syndrome, and contaminated water is always considered dirty, giving a negative thought to the dwarf.&lt;br /&gt;
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Contaminants that get into water currently can do very strange things. A pool of blood that gets covered by water will be pushed out of the water as the water flows, creating more pools of blood at the edge of the water. Overflowing a large reservoir that contains contaminants of blood will generate a large amount of blood very quickly. This behavior is thought to be &amp;lt;strike&amp;gt;the will of Armok&amp;lt;/strike&amp;gt; a bug.&lt;br /&gt;
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==Getting rid of unwanted water==&lt;br /&gt;
Water will flow off the edge of the map endlessly, which is one way to get rid of large amounts of water (evaporation works better with small amounts). Underground, there are at least two ways to accomplish this. One is to channel your excess water into a dry cavern that is open to the map edge, as the water will flow out (depending on slopes, original water level and such). Be careful if you dump the water into an underground lake, as such lakes have some sort of equilibrium built into them, and your excess water may cause them to flood. The other, probably easier method, is to mine to the map edge (since you cannot mine the map edge itself, just up to it), then smooth the edge and then carve [[fortification]]s into it. Water will flow through the fortifications and off the edge of the map. Make sure your exit flow is equal to or, for safety, greater than your input.&lt;br /&gt;
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Draining lakes and oceans from underneath can be a finicky task, but there's a bit of dwarven magic for it:  build a retractable bridge on the level beneath the sea bottom, with ramps directly underneath it.  Link this to a lever to control the flow as you desire.  Now evacuate the dwarves and wall off the area above the bridge.  Then, with the bridge in place, designate ramps around the bridge leading up - breaking through to the sea bottom.  Now how can the dwarves dig these squares out?  Yep, from beneath the bridge.  In this way, they get the water flow started without ever getting their feet wet.  This is a great way to set up channels one square in from the map edge near a water source, so that you can properly wall off the baddies from getting into the fort.&lt;br /&gt;
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'''NOTE: This technique no longer works. Attempt at your own risk.''' If you simply need to tap a single tile of the bottom of a lake/ocean there is a simple &amp;lt;s&amp;gt;and completely foolproof&amp;lt;/s&amp;gt; way to do it; dig a tunnel under the lake, and place a door at the very end of the tunnel. Now order the dwarf to dig an upward ramp at the end of the corridor (the upward ramp will pierce the bottom of the lake), he will do so while standing in the door tile and once he finishes digging he will take a step back and the door will automatically close preventing water from following the miner. The final step is to connect a lever to the door and pull the lever to open the door. Done right, this method allows piercing even the deepest lakes without risk to the miner and also provides a way of blocking the flow in future.&lt;br /&gt;
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Due to the way the game handles water flow, making your drainage vertical rather than horizontal whenever possible will drain water much more quickly and efficiently. IE: A tunnel one tile wide and two z-levels deep will drain water considerably faster than a 2 tile wide tunnel on a single z-level.&lt;br /&gt;
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Dwarves, especially babies, have an almost-supernatural talent for finding ways to get washed down drains. Putting [[grate]]s or floor [[bars]] over any drainage holes, no matter how unlikely they seem, will reduce tantrums by grieving parents.&lt;br /&gt;
[[File:water_preview2.jpg|thumb|250px|center|Liquid of life. or more commonly in Dwarf Fortress: liquid of !!FUN!!]]&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = arel&lt;br /&gt;
| elvish  = alu&lt;br /&gt;
| goblin  = esp&lt;br /&gt;
| human   = thomo&lt;br /&gt;
}}&lt;br /&gt;
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{{gamedata|{{raw|DF2014:hardcoded_materials.txt|MATERIAL|WATER}}}}&lt;br /&gt;
{{materials}}&lt;br /&gt;
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{{Category|Physics}}&lt;br /&gt;
[[ru:Water]]&lt;/div&gt;</summary>
		<author><name>MountainGoatMan</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Manera&amp;diff=304177</id>
		<title>Manera</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Manera&amp;diff=304177"/>
		<updated>2024-11-03T06:09:18Z</updated>

		<summary type="html">&lt;p&gt;MountainGoatMan: They can be in goblin fortresses.&lt;/p&gt;
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&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|image=manera_sprites.png&lt;br /&gt;
|death=nobutcher&lt;br /&gt;
|contrib=no&lt;br /&gt;
|wiki=no&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
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'''Maneras''' are rare, [[evil]]-aligned, four-armed [[creature]]s found in subterranean [[cavern]]s, exclusively at the second layer. They spawn one at a time and lurk the underground, occasionally pathing to your fortress and attacking [[dwarves]] who may cross their way. Maneras are the size of a dwarf and may prove a threat to civilians, but an equipped [[military]] squad will make quick work of them. All maneras are born with Legendary [[skill]] in [[Climber|climbing]].&lt;br /&gt;
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Maneras are intelligent creatures capable of learning at half the speed of a civilized one, but are not capable of speech. Because of this, dwarves will not [[butcher]] them, limiting their use to [[live training]] and occupying space in your [[refuse]] [[stockpile]]. They can't be spawned in the [[object testing arena]].&lt;br /&gt;
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Extremely rarely, they can be part of the same goblin servile underclass as trolls, ogres and blizzard men.&lt;br /&gt;
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Some dwarves [[Preferences|like]] maneras for their ''long arms''.&lt;br /&gt;
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==Gallery==&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;260px&amp;quot; heights=&amp;quot;260px&amp;quot;&amp;gt;&lt;br /&gt;
File:manera.jpg|''Art by Kruggsmash''.&lt;br /&gt;
File:Notebook_02_Manera.jpg|''Concept art by Bay 12 Games.''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
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{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>MountainGoatMan</name></author>
	</entry>
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