<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Tarncast</id>
	<title>Dwarf Fortress Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Tarncast"/>
	<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php/Special:Contributions/Tarncast"/>
	<updated>2026-04-13T09:56:59Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.35.11</generator>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Surroundings&amp;diff=294422</id>
		<title>Surroundings</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Surroundings&amp;diff=294422"/>
		<updated>2023-07-15T20:12:28Z</updated>

		<summary type="html">&lt;p&gt;Tarncast: /* Good */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
[[File:surroundings_preview.png|thumb|400px|right|A good biome, neutral biome and a bloody, evil biome.]]'''Surroundings''' affect the types of [[crop|plant]] life, wild [[animal]]s and [[creatures]] which will appear in play within a given [[biome]]. The surrounding type is formed of two components: spirit and savagery. It is possible to start a [[fortress]] that overlaps multiple alignment types (for example, a terrifying [[forest]] and a calm [[shrubland]]). Some players consider this desirable, as it provides diversity in your little corner of the world, but it also has its dangers in the form of more ferocious wildlife.&lt;br /&gt;
&lt;br /&gt;
Some plants and animals are unique to a certain type of surroundings and will only be found if those surroundings are present on the map. Note that most creatures also require a specific [[climate]] to spawn in. Again, it's important to check the specific biomes making up your site. Once a [[creature]] spawns on the map, it is under no compulsion to stay in its own biome and can roam as it pleases. Because of this, the specifics of what means what can be difficult to pin down sometimes.&lt;br /&gt;
&lt;br /&gt;
[[Cavern]]s are not affected by alignments, despite some subterranean creature definitions including an alignment. Good creatures like the [[gorlak]], evil creatures like the [[troll]] and savage creatures like the [[giant cave spider]] can be found in any cavern, regardless of whether the fortress is settled in good/evil/savage surroundings or not.&lt;br /&gt;
&lt;br /&gt;
Selecting surroundings is the closest (but not the only) thing to selecting a difficulty for the game. Surroundings may be removed in the 'Myth &amp;amp; Magic' update.&amp;lt;sup&amp;gt;[http://www.bay12forums.com/smf//index.php?topic=169696.msg8341484#msg8341484]&amp;lt;/sup&amp;gt; This version of the game currently does not have the surrounding types show as color-coded, though the information box at the side of the screen will still inform the player of any type of surroundings the player's cursor hovers over.&lt;br /&gt;
&lt;br /&gt;
== Combinations &amp;amp; characteristics of surroundings ==&lt;br /&gt;
The names given to different areas will reflect their moral standing. For example, good biomes may be named &amp;quot;The Hills of Sweetness&amp;quot; while an evil one may be named &amp;quot;The Prairie of Agony&amp;quot;. Neutral biomes will generally have more generic names, such as &amp;quot;The Beige Jungles&amp;quot;. Not all worlds will contain every kind of combinations. For example, a world that is low in savagery may not contain Joyous Wilds surroundings. &lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-style=&amp;quot;background:#dddddd&amp;quot;&lt;br /&gt;
|style=&amp;quot;background:#aaaaaa&amp;quot;| ||'''Benign'''||'''Neutral'''||'''Savage'''&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background:#dddddd&amp;quot;|'''Good'''||Serene||Mirthful||Joyous Wilds&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background:#dddddd&amp;quot;|'''Neutral'''||Calm||Wilderness||Untamed Wilds&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background:#dddddd&amp;quot;|'''Evil'''||Sinister||Haunted||Terrifying&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Good===&lt;br /&gt;
&lt;br /&gt;
:Including {{DFtext|Serene|1:1}}, {{DFtext|Mirthful|2:1}} and {{DFtext|Joyous Wilds|3:1}}&lt;br /&gt;
&lt;br /&gt;
[[File:good_biome_v50.png|thumb|120px|left|A sharp green good biome.]]'''Good''' biomes tend to have less aggressive (often {{token|BENIGN}}) and weaker [[creatures]], except for the [[unicorn]]. They also tend to have more [[fanciful]] creatures than neutral biomes. Good regions also support the wild [[sun berry]], which makes the best [[alcohol]] in the game. There are generally slight changes between ''Benign Good'' and ''Savage Good''. Though these biomes are the safest in the game, they can still come with a challenge. Therefore, players should still not be too complacent.&lt;br /&gt;
&lt;br /&gt;
Good biomes will usually appear as luscious green patches, with that green being a more vibrant and sharp green than neutral biomes.&lt;br /&gt;
&lt;br /&gt;
====Distinctive flora &amp;amp; fauna====&lt;br /&gt;
* Animals: [[merperson]], [[mountain gnome]], [[satyr]], [[unicorn]]&lt;br /&gt;
* Plants: [[bubble bulb]], [[downy grass]], [[sun berry]]&lt;br /&gt;
* Trees: [[feather tree]]&lt;br /&gt;
* Vermin: [[fairy]], [[fluffy wambler]], [[pixie]]&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Neutral===&lt;br /&gt;
&lt;br /&gt;
:Including {{DFtext|Calm|7:0}}, {{DFtext|Wilderness|2:0}} and {{DFtext|Untamed Wilds|6:1}}&lt;br /&gt;
&lt;br /&gt;
[[File:neutral_biome_v50.png|thumb|120px|left|A generic, neutral biome.]]'''Neutral''' regions are the easiest to understand. They generally mimic the real world, with recognizable wildlife.  They can be quite dangerous depending on the region, holding anything from benign and weak weasels, to the generally non-aggressive but physically powerful [[elephant]]s, to the very aggressive and very dangerous [[giant eagle]]s. As one might expect, ''Benign Neutral'' zones are really very safe, while ''Savage Neutral'' areas can pose some major difficulties, depending on the dominating climate, landforms, [[giant badger|or]] [[giant kea|wildlife]]. You'll find most of the standard aboveground plants in these alignments, such as [[prickle berry|prickle berries]], [[rope reed]], [[strawberry|strawberries]] and the like.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Evil===&lt;br /&gt;
:Including {{DFtext|Sinister|5:0}}, {{DFtext|Haunted|5:1}} and {{DFtext|Terrifying|5:1}}&lt;br /&gt;
&lt;br /&gt;
[[File:bad_biome_v50.png|frame|left|Dark brown patch of an evil biome.]]'''Evil''' regions are much more dangerous and strange than their ''Neutral'' and ''Good'' counterparts across the board. First, in addition to the ordinary wildlife native to the biome, various other [[creatures]] that are nasty, dangerous, and spiteful such as [[beak dog]]s, [[harpy|harpies]], and [[ogre]]s can be found in evil regions. &lt;br /&gt;
&lt;br /&gt;
Evil regions may exist either on their own (where they are known as &amp;quot;primordial&amp;quot; evil regions) or they may be caused by the presence of [[demon]]s or [[necromancer]]s ruling over a [[site]] in it (known as &amp;quot;circumstantial&amp;quot; evil regions). An evil region possesses [[sphere]]s associated with the entities, if any, inhabiting it, which influences the surroundings to some extent. E.G: Blight, death, and disease regions kill plant life, while nightmare regions are home to [[Bogeyman|bogeymen]]. Primordial evil areas are eternal, but circumstantial evil regions may fade away if there is no activity in the area, making it possible to revert it back to normal. Presumably, slaying the demons or necromancers responsible for the corruption is the way to do so.{{version|0.47.01}}&lt;br /&gt;
&lt;br /&gt;
Most evil regions have associated evil [[weather]]. Evil clouds can inflict various [[syndrome]]s on par with those of [[forgotten beast]]s, or instantly transform creatures into freakishly powerful [[Undead#Thralls, Husks, and_Zombies|thralls]].  Evil rains may also inflict random evil syndromes, albeit less severe ones, and always cause unhappy [[thought]]s and a desire to wash (evil!). Evil rain won't refill pools, but a single evil biome may have both evil and regular rain, even at the same time.&lt;br /&gt;
&lt;br /&gt;
About half of all evil regions are &amp;quot;reanimating&amp;quot;, meaning that all wildlife and plantlife will be [[undead]], and any creature that dies will, after a short time, be reanimated as undead. Undead are hostile to all living creatures, and feel no fear or pain. In general, undead wildlife is '''extremely''' dangerous, especially in Terrifying regions, since the undead may include zombified fliers that swoop down and rip your dwarves to shreds with little to no warning at all, and even discounting those, typically harmless creatures like [[beaver]]s will turn out to be necro-buffed monstrosities that are out for all living blood. &lt;br /&gt;
&lt;br /&gt;
Undead can only be killed in [[combat]] by beheading, bisection, or pulping damage, or otherwise by [[Butcher|butchering]], [[Cave-in|cave-ins]], [[Dwarven atom smasher|particle physics]], or good old fashioned [[Magma|magma]]. Beheading, bisection and butchering may leave remains that can be reanimated; any partial corpse or body part that is not &amp;quot;mangled&amp;quot; and contains at least one hand or head can reanimate. This includes [[skin]], and even [[hair]] left over from butchering or shearing. Remains can reanimate while your dwarves are processing them, frightening any nearby dwarves and canceling job orders. That being said, reanimated hair is not much of a threat and your dwarves will likely quickly dispatch them. The resulting mangled remains can still be processed just like the original material, but without the risk of job cancellations. {{clear}}&lt;br /&gt;
&lt;br /&gt;
Creatures that can [[Building destroyer|destroy buildings]], [[Trapavoid|avoid traps]] or [[Steals items|steal items]] will retain these abilities in undeath. Undead do not need to breathe, so they will not be stopped by rivers or moats, and aquatic undead can and will come ashore. Furthermore, the usual strategy of dealing with wildlife by avoiding confrontation is impossible since the undead will always stay in a state of &amp;quot;perpetually murderous towards all living beings&amp;quot; no matter how much you decide to bother them. Maybe a [[vampire]] or [[necromancer]] can help?&lt;br /&gt;
&lt;br /&gt;
If your [[Embark|embark]] site spans multiple biomes then only the evil part will have the reanimating effect, and only wildlife appearing from that side will be undead. The reanimating effect extends all the way underground. The trees at embark may all be dead, and though they can be cut down for logs, will not regrow. Undead shrubs are useless for [[Herbalist|gathering]], too. &lt;br /&gt;
&lt;br /&gt;
When embarking in a reanimating evil region, it is advised to move everything underground as soon as possible, and immediately set up plenty of [[trap]]s and/or a [[military]] armed with blunt weapons. Be very careful with [[refuse]] stockpiles and butcher's shops. Keep livestock to a minimum, as they are a liability. Needless to say, hunting is a very bad idea. &lt;br /&gt;
&lt;br /&gt;
Evil regions are so inhospitable that beginners might find evil surroundings—even ''Benign Evil''—too difficult. Still, players may wish to embark in such surroundings for &amp;lt;s&amp;gt;a challenge&amp;lt;/s&amp;gt; [[fun]].&lt;br /&gt;
&lt;br /&gt;
Evil regions can appear on the map as either dark brown or a dim sandy brown. There is no functional difference between these regions.&lt;br /&gt;
&lt;br /&gt;
: ''So, in ASCII, for most regions (not oceans apparently), there's a special variable that says whether an evil region is gray-red, or light/dark magenta.  It defaults to zero, which is the magenta version, but when the &amp;quot;evilify&amp;quot; region function is called, it is randomized from 0-1.  There's also a version of this function used for circumstantially evil areas, and it appears to also set the variable from 0-1.  If either of those things aren't working, then the colors would probably all be magenta.''&lt;br /&gt;
: &lt;br /&gt;
: — [https://dwarffortresswiki.org/index.php/Toady_One Toady One] ([http://www.bay12forums.com/smf//index.php?topic=169696.msg8341484#msg8341484])&lt;br /&gt;
&lt;br /&gt;
====Distinctive flora &amp;amp; fauna====&lt;br /&gt;
* Animals: [[beak dog]], [[blizzard man]], [[dark gnome]], [[foul blendec]], [[grimeling]], [[harpy]], [[ice wolf]], [[nightwing]], [[ogre]], [[sea monster]], [[strangler]]&lt;br /&gt;
* Plants: [[sliver barb]], [[staring eyeball]], [[wormy tendril]]&lt;br /&gt;
* Trees: [[glumprong]]&lt;br /&gt;
* Vermin: [[blood gnat]], [[demon rat]], [[knuckle worm]], [[phantom spider]]&lt;br /&gt;
&lt;br /&gt;
===Savage===&lt;br /&gt;
: Including {{DFtext|Untamed Wilds|6:1}}, {{DFtext|Joyous Wilds|3:1}} and {{DFtext|Terrifying|5:1}}&lt;br /&gt;
&lt;br /&gt;
'''Savage''' surroundings are the only surroundings which have [[giant animal|giant]] and [[animal people|humanoid]] versions of some animals. It is also possible that two groups of animals happen outside on a savage biome, instead of one. They are also far more varied in wildlife than the other biomes.&lt;br /&gt;
&lt;br /&gt;
Most of the creatures in savage biomes will leave you alone, especially the animal people, who are harmless (with a few exceptions), and most of the giant creatures will not be hostile, but then again, a savage biome may just surprise you with [[giant kea]]s or [[giant badger]]s, and some of the creatures found in savage biomes are dangerous indeed. If you don't know what to expect, just look it up. &amp;quot;Savage Good&amp;quot; regions are called Joyous Wilds, &amp;quot;Savage Neutral&amp;quot; regions are called Untamed Wilds, and &amp;quot;Savage Evil&amp;quot; regions are called &amp;lt;s&amp;gt;excessively fun&amp;lt;/s&amp;gt; Terrifying.&lt;br /&gt;
&lt;br /&gt;
Savage biomes also house [[whip vine]]s, a high-value millable/brewable aboveground crop, and [[highwood]]s, a slow-growing tree that can grow as thick as 3×3.&lt;br /&gt;
&lt;br /&gt;
As of v50.01, animals can become ''agitated'', which increases their proactive desire to attack your dwarves. This behavior occurs much earlier and more frequently in Savage regions, and presumably less so in Calm regions.&lt;br /&gt;
&lt;br /&gt;
Civilizations, except for [[elf|elves]], who are naturally at peace with animals, typically do not settle in high-savagery regions, which may cause problems during [[world generation]] if the game can't find enough low-savagery regions to place civilizations in. &lt;br /&gt;
&lt;br /&gt;
====Distinctive flora &amp;amp; fauna====&lt;br /&gt;
* Animals: above-ground [[animal people]], [[giant animal]]s, [[giant desert scorpion]] (pre-[[Release information/0.42.04|0.42.04]]), [[sasquatch]], [[sea serpent]], [[yeti]]&lt;br /&gt;
* Plants: [[whip vine]]&lt;br /&gt;
* Trees: [[highwood]]&lt;br /&gt;
* Vermin: [[acorn fly]], [[fox squirrel]], [[moghopper]], [[two-legged rhino lizard]]&lt;br /&gt;
&lt;br /&gt;
{{World}}&lt;/div&gt;</summary>
		<author><name>Tarncast</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Garbage_dump&amp;diff=279534</id>
		<title>Garbage dump</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Garbage_dump&amp;diff=279534"/>
		<updated>2022-12-24T12:41:00Z</updated>

		<summary type="html">&lt;p&gt;Tarncast: /* Marking items to Dump */ new controls&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{projects}}{{av}}&lt;br /&gt;
&lt;br /&gt;
[[File:Stockpile.png|thumb|350px|right|Garbage dumps are used most often for clearing out large areas of leftover stone - for instance, when constructing a [[stockpile]].]]&lt;br /&gt;
&lt;br /&gt;
'''Garbage dumps''' are [[activity zone]]s in which dwarves will throw items marked for dumping. (The garbage dump may be inappropriately named, as it's more of a matter compression zone. The specifics are beyond human understanding; however, dwarves are in fact capable of compressing an infinite amount of matter into only one tile, as long as it is specified as a garbage dump.)&lt;br /&gt;
&lt;br /&gt;
Garbage dumps are ''not'' the same as [[Refuse#Refuse|refuse]] stockpiles. &lt;br /&gt;
* Refuse stockpiles can be designated to accept specific type(s) of refuse, such as animal [[corpse]]s or [[bones]], and then are automatically filled by haulers whenever the items appear on the map. &lt;br /&gt;
* Garbage dumps don't have categories. If you tell your dwarves to Dump Items from a single block or an area, the dwarves will move all designated objects from those blocks to the Dump, including objects of value!&lt;br /&gt;
&lt;br /&gt;
Garbage dump zones are useful for many things beyond [[garbage disposal]]; they can create [[quantum stockpile]]s, transport materials to a job site, send items to the [[trade depot]] when no caravan is present, [[trap design#Falling_debris_trap|drop rocks]] on enemies below, and numerous other uses.&lt;br /&gt;
&lt;br /&gt;
=== Create Garbage Dump ===&lt;br /&gt;
To place a garbage dump, create a zone ({{k|i}}) on either a relatively empty plot of land or adjacent to a cliff face or hole and enable garbage {{k|d}}umping. If a garbage zone is designated beside a [[cliff]] or hole (both natural or dwarf made) garbage will be thrown off/in the z-space. Each ground tile within that zone is considered a garbage dump tile; thus, if you want to place a single-tile zone, place the zone onto a ground tile (optionally adjacent to a cliff or [[pit]]), not onto an [[open space]]. This mechanic also works with rivers.&lt;br /&gt;
&lt;br /&gt;
=== Marking items to Dump ===&lt;br /&gt;
Items can be marked for dumping either by using clicking an item and selecting the dump icon (one item at a time), or {{k|i}}-{{k|p}} (bulk dumping). &lt;br /&gt;
'''NOTE:''' Bulk dumping designates ''all'' items on the tiles for dumping, even built [[furniture]], the construction materials making up buildings, items inside [[container]]s, etc. In the case of built furniture and building components, this will have no immediate effect; however, upon deconstruction the item will immediately be dropped on a nearby square by the dwarf hauling the item to await disposal in the nearest dump.&lt;br /&gt;
&lt;br /&gt;
=== Moving items to Dump ===&lt;br /&gt;
Garbage dumps only accept items that have been marked for dumping, require dwarves to have [[refuse hauling]] [[labor]] enabled, and are subject to refuse [[standing orders]] ({{k|o}}-{{k|r}}). &lt;br /&gt;
&lt;br /&gt;
Dwarves usually throw dumped items in the nearest available garbage dump, although this is not an ironclad rule.  If a nearer zone becomes available after they have already started the job they will ignore it. They also have a preference for open space dumps. If a garbage dump is located next to open space, dwarves will always stand on a garbage dump square when throwing ''into'' that open space, even if it could potentially be done more efficiently.  If a garbage dump is located next to multiple tiles of open space, they seem to prefer the one farthest to the northwest.  If a tile to the north and a tile to the west are the only tiles available, they will throw to the west.  Such garbage dumps can be a very efficient method of moving materials to the lower levels of your fortress. However care must be taken to prevent dwarves and livestock from being struck by falling objects, perhaps with [[traffic]] designations and [[pasture]]s. &lt;br /&gt;
&lt;br /&gt;
Dwarves will ''not'' dump items that are in a tile marked &amp;quot;Above Ground&amp;quot; unless you allow them to ({{k|o}}-&amp;gt;{{k|r}}-&amp;gt;{{k|o}}). &lt;br /&gt;
&lt;br /&gt;
Items dumped into [[magma]] that are not [[magma safe]] will permanently disappear, which is useful for disposing of clutter and increasing [[FPS]]. Otherwise a single tile (either a dump zone, or the ground below the open space) will hold any number of dumped objects. Dumping items into [[magma]] can be [[fun|dangerous]] due to the [[magma mist]] generated when objects fall into magma. It is advised to dump items into magma from a hole several z-levels up to avoid [[Fire|!!Dwarves!!]] running around the fortress.&lt;br /&gt;
&lt;br /&gt;
'''NOTE:''' If you designate items for dumping, but forget to mark an active garbage dump, your dwarves will ignore the item until an active garbage dump is marked.&lt;br /&gt;
&lt;br /&gt;
=== Dumped Items ===&lt;br /&gt;
Dumped items are automatically marked as [[forbid]]den, preventing dwarves from touching them. Therefore, these items can't be used, or even selected, in workshop jobs, etc.&lt;br /&gt;
&lt;br /&gt;
=== Reclaim Dumped Items ===&lt;br /&gt;
If for some reason [[Main:Urist|Urist]] is yet again incapable of locating his favorite pair of cave troll leather socks, he should think to look among the black hole of matter that is the nearest garbage dump, as they could be snugly lodged between a few billion rocks.&lt;br /&gt;
&lt;br /&gt;
You can reclaim Dumped/forbidden items in three different ways:&lt;br /&gt;
* Press {{k|k}} to view the item and {{k|f}} to toggle forbid status.  &lt;br /&gt;
* Use the reclaim [[designation]] to reclaim simultaneously all of the items dumped by using {{k|d}}-{{k|b}}-{{k|c}} and tracing the designation over the objects in question.&lt;br /&gt;
* Remove the Garbage Dump zone with {{k|i}}-{{k|x}}-{{k|Enter}}  (Or {{k|i}}-{{k|x}}-{{k|X}})&lt;br /&gt;
&lt;br /&gt;
===Dwarves won't dump no matter what I do===&lt;br /&gt;
&lt;br /&gt;
# The key to set a zone for dumping is now {{k|d}} instead of {{k|g}}. Make sure that your muscle-memory has not caused you to designate a fruit gathering zone by accident.&lt;br /&gt;
# Probably due to a bug, dwarves occasionally ignore items that are meant to be dumped; viewing the item by pressing {{k|k}} then toggling forbid and dump status on, then off again ({{k|f}}-{{k|f}}-{{k|d}}-{{k|d}}) seems to correct this problem. Dumping items requires the '[[refuse hauling]]' labor. Items located in an &amp;quot;outside&amp;quot; tile will not be moved unless 'gather refuse from outside' is enabled in your [[standing orders]].&lt;br /&gt;
&lt;br /&gt;
=== Strategy ===&lt;br /&gt;
Garbage dumps are great space savers because they can hold an infinite number of items on one tile; with some micromanagement they can even compress large, one-item-per-tile [[stockpile]]s into single-tile [[quantum stockpile]]s (although this requires additional work and is usually considered an [[exploit]]). The most common use for garbage dumps is for cleaning away loose stones left in your fortress by your [[miner]]s: mark them for dumping, wait for the jobs to be completed, and then reclaim them ({{k|d}}-{{k|b}}-{{k|c}}) for use by your stonemasons; bonus points if you do this next to a stoneworking workshop and then re-designate the tile as a stone stockpile. If the dump is designated inside a workshop, the workshop will not become cluttered. However, if you put a garbage dump inside a magma workshop with the intent of dumping ores there, make sure the zone does not overlap any open pits of magma you may have carelessly left around, or as per intended behavior, items will be dumped into the magma.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Garbage disposal]]&lt;br /&gt;
[[ru:Garbage dump]]&lt;br /&gt;
&lt;br /&gt;
{{Activity zones}}&lt;br /&gt;
{{Category|Activity zones|Bedroom}}&lt;/div&gt;</summary>
		<author><name>Tarncast</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Talk:Bridge&amp;diff=279094</id>
		<title>Talk:Bridge</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Talk:Bridge&amp;diff=279094"/>
		<updated>2022-12-22T20:37:40Z</updated>

		<summary type="html">&lt;p&gt;Tarncast: /* Designation: DF Premium */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Designation: DF Premium ==&lt;br /&gt;
Is it allowed to use menus taken from the DFPremium resources or does this fall foul of copyright problems?&lt;br /&gt;
&lt;br /&gt;
[[File:Menu - Bridge Construction - Raising Direction.png|thumb|Bridge construction menu from DF Premium showing raising direction options]]&lt;br /&gt;
--[[User:Tarncast|Tarncast]] ([[User talk:Tarncast|talk]]) 20:37, 22 December 2022 (UTC)&lt;/div&gt;</summary>
		<author><name>Tarncast</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Menu_-_Bridge_Construction_-_Raising_Direction.png&amp;diff=279093</id>
		<title>File:Menu - Bridge Construction - Raising Direction.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Menu_-_Bridge_Construction_-_Raising_Direction.png&amp;diff=279093"/>
		<updated>2022-12-22T20:36:32Z</updated>

		<summary type="html">&lt;p&gt;Tarncast: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Menu showing raising direction options in DFPremium&lt;/div&gt;</summary>
		<author><name>Tarncast</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Bridge&amp;diff=279085</id>
		<title>Bridge</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Bridge&amp;diff=279085"/>
		<updated>2022-12-22T19:37:46Z</updated>

		<summary type="html">&lt;p&gt;Tarncast: Update for premium edition controls and sizes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
[[File:Lagos48.jpg|thumb|190px|right|Medieval-style drawbridge.]] '''Bridges''' are [[building]]s which provide a temporarily walkable floor that can either be removed (&amp;quot;retracting&amp;quot; bridges) or turned into a wall (&amp;quot;raising&amp;quot; bridges) via linked [[mechanism]]s. Bridges are useful for crossing empty space and dangerous terrain, serve a vital role in [[Defense design|fortress defense]], and have a host of ancillary uses. For example, using bridges to control [[flow|fluids]] can save a ton of mechanisms and time, especially when the [[magma|fluid in question]] requires a wide opening.&lt;br /&gt;
&lt;br /&gt;
==Building bridges==&lt;br /&gt;
When first built, any bridge is just a static walkway, often (but not necessarily) over open space. They can be used as is, and use less materials than a [[construction|constructed]] floor of the same size serving the same purpose. if you want them to raise or lower, they must be linked to a trigger (see [[Bridge#Raising and retracting bridges|below]]).&lt;br /&gt;
&lt;br /&gt;
Bridges can be built ({{k|b}} -&amp;gt; {{k|n}} -&amp;gt; {{k|b}}) of [[metal]], [[stone]] or [[wood]]. They are designed and built by a specialist worker in the material used* (e.g. a [[mason]] for a stone bridge, etc.). The size of the bridge can be altered using the mouse to expand from the initially selected point while placing it, up to a maximum size of 31 squares in each direction (31x31)**.&lt;br /&gt;
&lt;br /&gt;
: (* See note re &amp;quot;core material&amp;quot; under [[:Bridge#Materials|Materials]], below)&amp;lt;br&amp;gt;&lt;br /&gt;
: (** You can place additional bridges side by side to make them infinitely wider. You can also place a second bridge on the ''other'' side of a wide gap to span as much as 60 tiles. Any more requires some solid anchor to provide another 30 tile maximum (in both directions).)&lt;br /&gt;
&lt;br /&gt;
Raising bridges must be anchored to a solid surface on the &amp;quot;raising&amp;quot; edge.  Before placing a raising bridge, ensure that the bridge raises from the direction you want it by selecting the appropriate icon. The direction points to the side of the bridge which will become a wall when the bridge is raised. &lt;br /&gt;
&lt;br /&gt;
Since a retracting bridge completely disappears, direction doesn't matter. Retracting bridges are the default, but if you selected &amp;quot;raising&amp;quot; by mistake, there is a separate option shown to the right for a retracting bridge.&lt;br /&gt;
&lt;br /&gt;
=====Placement requirements=====&lt;br /&gt;
The error message 'Needs walkable perimeter' suggests that access is required all the way around the perimeter of the bridge, however, only one accessible adjacent tile is required. Placement of the bridge also requires that all of the tiles it occupies not have more than 1/7 water on them at the time of construction.&lt;br /&gt;
&lt;br /&gt;
===Materials===&lt;br /&gt;
Bridges require stone, logs, and/or [[block]]s - they can be mixed - with blocks being placed significantly faster during the actual construction.  The formula for the number of building materials needed is: number of tiles in the bridge divided by four, rounded down, plus one, or {size/4, rounded down}+1.&lt;br /&gt;
&lt;br /&gt;
So, for example, a 3-tile bridge takes {3 tiles/4=3/4 -&amp;gt; 0} +1 = 1 building material. A 4-tile bridge takes {4/4=1} +1 = 2. A 5x10 bridge would require {50/4=12 1/2 -&amp;gt; 12} +1 = 13, and so on.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;core&amp;quot; material of the bridge is the ''oldest'' individual building material used (i.e. the first item that was created in the fortress or that entered the map).{{cite forum|134816}} The core material determines the color, style, and description of the bridge, as well as the labor required for construction. &lt;br /&gt;
&lt;br /&gt;
Care should be taken when choosing materials for bridges that will be exposed to [[fire]] or [[magma]]: Bridges built with non-[[magma-safe]] materials will heat up and eventually melt if the center tile (with bias towards the northwest if the center doesn't fall on a single tile) gets covered in magma or exposed to fire, whether the bridge is raised, lowered, or even retracted. The ability of a bridge to withstand heat is limited by the ''least'' fire-resistant item involved - a single non-magmaproof building block or mechanism will cause the whole bridge to deconstruct when exposed to sufficient heat. [[Dragonfire]] almost immediately melts nearly all bridges ([[slade]] being the prime exception).&lt;br /&gt;
&lt;br /&gt;
==Raising and retracting bridges==&lt;br /&gt;
When designating a bridge to be built, you can choose to make it &amp;quot;retracting&amp;quot; (the default) or &amp;quot;raising&amp;quot;. A retracting bridge disappears when it is &amp;quot;up&amp;quot; and become invisible, and a raising bridge is a &amp;quot;drawbridge&amp;quot;, forming a visible wall when it's up. The &amp;quot;wall&amp;quot; is always just 1 z-level high x 1 tile thick (and as wide as the bridge is wide), no matter how long the &amp;quot;drawbridge&amp;quot; is when it's down. For raising bridges, you select which direction you want it to raise when you designate it to be built.  This cannot be changed later, which would require deconstructing and rebuilding a new bridge.&lt;br /&gt;
&lt;br /&gt;
All bridges can be either raised or retracted by linking it to a trigger with [[mechanism]]s - this requires a dwarf with the [[mechanics]] labor activated. Once the trigger (either a lever or pressure plate) is in place, use {{k|q}}uery on that trigger and select &amp;quot;link to {{k|b}}ridge&amp;quot;.  You will then get a pop-up map where you can cycle through all bridges that you have currently built in your fortress. Select one, and then select the 2 specific mechanisms you want to use to link the bridge. Quality of mechanism has no effect on the raising/lowering of the bridge, nor the time to install the mechanisms.&lt;br /&gt;
&lt;br /&gt;
Any bridge, retracting or raising, of any size, will respond to the trigger signal 100 [[Time|tick]]s after the signal is sent. You can link more than one bridge to the same trigger and they will all respond simultaneously.&lt;br /&gt;
&lt;br /&gt;
If a bridge is set to retract when trigger is activated, the bridge essentially disappears, ''tossing'' anything (friend, foe, or object) on the bridge onto whatever is underneath. Clearly this can be used to drop your enemies to rocky/watery/fiery deaths (or anything more imaginative you can think up!). Note that the creatures and objects are &amp;quot;tossed&amp;quot; with a semi-random initial velocity; this can reduce the lethality of pit traps (creatures bouncing off the walls lose the precious momentum that would otherwise result in an unsurvivable splat at the bottom), interfere with the reproducibility of dwarven !!SCIENCE!!, and be [[exploit]]ed as the key mechanic in [[#Coinstar training|coinstar training]]. &lt;br /&gt;
&lt;br /&gt;
If a bridge is set to raise when a lever is pulled, the bridge will become a [[wall]] along the edge selected with the {{k|w}}{{k|a}}{{k|d}}{{k|x}} keys when placing the bridge. When activated, the bridge &amp;quot;raises&amp;quot; very quickly, flinging anything on the bridge into the air, with unpleasant if not always deadly side effects. The resulting wall is always one z-level tall, watertight, and invulnerable to [[building destroyer]]s. Raising &amp;quot;drawbridges&amp;quot; can be used to block fortress entrances and corridors. When lowered, bridges will destroy most anything on the underlying tiles. By &amp;quot;destroying&amp;quot;, we mean dwarves, foes, and items will entirely disappear from the game, a rare event which led to the creation of the term [[dwarven atom smasher]].&lt;br /&gt;
&lt;br /&gt;
Any water displaced by a raising bridge is destroyed regardless of how much open space is on each side or above.  Water resting atop a retracting bridge falls straight down after the bridge retracts.&lt;br /&gt;
&lt;br /&gt;
==== And levers ====&lt;br /&gt;
Note that, depending on the design, retracting and raising bridges can provide the opposite reaction from an &amp;quot;open&amp;quot; signal. When the &amp;quot;open&amp;quot; signal is sent, both bridges &amp;quot;disappear&amp;quot; from view - the retracting bridge disappears completely, and the raising bridge becomes a 1-tile high, 1-tile thick wall. But this means that the raising bridge &amp;lt;u&amp;gt;closes&amp;lt;/u&amp;gt; the passage on the same level with that wall that it creates on the &amp;quot;open&amp;quot; signal. This can be used to create either an &amp;quot;open&amp;quot; passage or &amp;quot;closed&amp;quot; passage on the &amp;quot;open&amp;quot; signal, depending on the design. &lt;br /&gt;
&lt;br /&gt;
Of course, this is true for bridges and [[pressure plate]]s as well.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
&lt;br /&gt;
Bridges will not operate if any one creature of [[List of creatures by adult size#bridge|size 1,200,000]] or larger is on them.  This weight limit is not cumulative - a bridge will still retract if a hundred goblins are standing on it, but a single [[rutherer]] accompanying those goblins will prevent the bridge from operating.  Attempting to lower a drawbridge onto such a creature (in order to [[Dwarven atom smasher|atom-smash]] it) will cause the bridge itself to deconstruct. Attempting to &amp;quot;unretract&amp;quot; a bridge while such a creature is in any of the bridge tiles will similarly cause the bridge to deconstruct. The size limit does not apply to creatures inside cages.&lt;br /&gt;
&lt;br /&gt;
It is impossible to channel out stone that is directly under a bridge, raised or not. Likewise digging a ramp under a bridge will not remove the floor tile. To remove these floor tiles, the bridge must be deconstructed. Note that [[obsidian casting]] can ''create'' new floor tiles under a bridge, which then behave in the manner above. &lt;br /&gt;
&lt;br /&gt;
Big bridges can take weeks or even months to complete. You can shorten construction time by moving the materials to the site before starting construction, and by using blocks instead of stones. The material-gathering time is somewhat shorter for blocks due to their lesser weight, and the actual construction is three times faster for blocks.&lt;br /&gt;
&lt;br /&gt;
'''Warning:''' while bridges do not provide structural [[support]], the game will still allow you to place [[construction]]s adjacent to them. Any construction that is completed when attached only to a bridge will cause an immediate [[cave-in]], often tossing the unlucky mason off the edge, to &amp;lt;s&amp;gt;a horrible death&amp;lt;/s&amp;gt; any bystanders' great entertainment. However, a construction that connects to an existing supported construction when completed will not cause a cave-in, even if it is also adjacent to a bridge. To build constructions next to a bridge safely, ensure that ''all'' unbuilt constructions adjacent to a bridge are also adjacent to a construction that has already been completed. When building large constructions, it may be useful to [[suspend]] all tiles adjacent to a bridge until the neighboring constructions have been completed.&lt;br /&gt;
&amp;lt;br&amp;gt;'''Example:'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|Will cause a cave-in&lt;br /&gt;
|Will '''not''' cause a cave-in&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;diagram&amp;gt;&lt;br /&gt;
╔═╗[#3:0]▓[#]&lt;br /&gt;
║+║[#0:0][@6:0]O[#@]&lt;br /&gt;
╚═╝[#3:0]▓[#]&lt;br /&gt;
[#2:1].,'[#3:0]▓[#]&lt;br /&gt;
&amp;lt;/diagram&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;diagram&amp;gt;&lt;br /&gt;
╔═╗[#3:0]▓[#]&lt;br /&gt;
║+║[#0:0][@6:0]O[#@]&lt;br /&gt;
╚═╝║&lt;br /&gt;
[#2:1]`,.[#]O&lt;br /&gt;
&amp;lt;/diagram&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Deconstructing bridges can be hazardous, as dwarves are not as compunctuous as with constructions and diggings to make sure no one is standing on them before destroying them.&lt;br /&gt;
&lt;br /&gt;
A raised bridge cannot be linked to a lever from the inside - the mechanic must be able to access the center tile of the bridge when lowered.&lt;br /&gt;
&lt;br /&gt;
If you aren't sure whether or not a 1 tile thick bridge is raised or lowered, try to build a piece of furniture, like a statue, on it. If it says blocked, the bridge is raised, if it says building present, it is lowered. You can also link another (longer) drawbridge to the same lever, to use as a visual indicator of the other bridge's status. Since this takes additional time and mechanisms, this is best reserved for when it's especially important that you know at a glance whether that bridge is blocking things.&lt;br /&gt;
&lt;br /&gt;
==Uses==&lt;br /&gt;
Perhaps the most straightforward use of a bridge is spanning empty space or dangerous terrain. Bridges only need roughly 25% of the material that building [[floor]]s would require, and can be completed relatively quickly as well. Bridges are limited to a span of 20 tiles across open space; greater distances will require columns or other means of support. (&amp;quot;Floating&amp;quot; retracting bridges can be built into spans longer than 20 tiles, but they will deconstruct when support is checked.{{bug|9946}})&lt;br /&gt;
&lt;br /&gt;
===Remote controlled gateways===&lt;br /&gt;
Lever-controlled bridges are one of the safer ways to control access.  They are immune to building destroyers, though care must be taken to avoid operating them in the presence of exceptionally large creatures. [[Magma safe]] material should be used in the construction if there is any chance magma might flow over the bridge.&lt;br /&gt;
&lt;br /&gt;
Retracting bridges built covering the top of a ramp or stairway can never be destroyed from beneath.&lt;br /&gt;
&lt;br /&gt;
===Floodgates===&lt;br /&gt;
Raising bridges make a good replacement for most [[floodgate]] uses (e.g. flow and access control).  They have the advantage of not being as easily jammed: they fling or [[Dwarven_atom_smasher|atom smash]] all items and all but the largest enemies on their tile/s when they open or close, whereas a floodgate or door will jam open with a discarded sock in it.  Further, bridges cannot be destroyed by [[building destroyer]]s, while [[floodgate]]s can be.  A single bridge can also be made up to ten tiles wide, potentially replacing ten floodgates and saving many mechanisims and much work.  One minor downside of bridges compared to floodgates is that bridges with a width of 1 look the same when raised as when lowered, so it is easy to confuse whether they are closed or not. If you are unsure of a bridge's status, check the control lever if there is one (in most tilesets, lever to the right means closed), or try to build furniture on top of the bridge and check the resulting warning message (&amp;quot;blocked&amp;quot; means the bridge is raised, &amp;quot;building present&amp;quot; means it's lowered).&lt;br /&gt;
&lt;br /&gt;
===Waste disposal===&lt;br /&gt;
{{Main|Dwarven atom smasher}}&lt;br /&gt;
Lowering raised bridges can be used as [[waste disposal]] for unwanted stones, [[refuse]], [[goblin]]s (dead or alive), legendary [[cheese]] makers and [[nobles]], to name a few. Even fluids get destroyed. Note, however, that lowering a drawbridge onto a sufficiently large creature (such as a [[forgotten beast]]) simply causes the bridge to deconstruct.&lt;br /&gt;
&lt;br /&gt;
===[[Trap_design#Bridge_and_drop_traps|Traps]]===&lt;br /&gt;
Using two bridges at opposite ends of a corridor creates a very large and simple trap by walling in enemies. Or... Smashing them to tiny bits if placed to raise facing each other, with no space in between. &lt;br /&gt;
For added effect, place [[pressure plate]]s on both ends to raise the bridge when stepped on, to fling the units. If there is a [[floor]] directly above, they will be stunned. If there is a floor beneath the bridge, and if nobody is on the pressure plate, they will likely be smashed when the bridges come back down. If there is nothing above, they will land rather far away. Bonus points for making them land in a particularly [[Spike#Menacing_spike|nasty spot]].&lt;br /&gt;
If there is no floor beneath the bridge, they will fall, sometimes into something [[water|very,]] [[magma|very]] [[megabeast|bad.]]&lt;br /&gt;
&lt;br /&gt;
===Minecart routing===&lt;br /&gt;
Lowered/extended bridges &amp;quot;cover&amp;quot; [[Minecart]] track corners constructed or carved underneath, allowing carts to travel in a straight line instead. This can let you change minecart routes via pulling levers.&lt;br /&gt;
&lt;br /&gt;
===[[Cave-in]]s===&lt;br /&gt;
Since bridges don't support adjoining rock, it is possible to set up a cave-in so that dust can't come up, dwarves can't fall down, and flying creatures can't come up from beneath the cave-in before you set it off. Bridges are also instrumental in [[magma piston]] applications.&lt;br /&gt;
&lt;br /&gt;
===Improvised ceilings===&lt;br /&gt;
Building an outdoor structure, such as an [[Archery tower]], requires considerable expense and time. The reduced material requirements make bridges a viable alternative to roofing it up tile by tile. While it'll still be immune to [[Building destroyer]]s, a proper constructed ceiling is superior if you expect it to be exposed to [[Dragon|extreme temperatures]].&lt;br /&gt;
&lt;br /&gt;
===Improvised walls===&lt;br /&gt;
[[Wall]]s cannot be built along map edges above ground, but raising bridges can.  Because these bridges can be raised to act as walls, they can be used to control where wildlife, enemies, and [[caravan]]s spawn on the map edges.&lt;br /&gt;
&lt;br /&gt;
A similar technique can be used to prevent fliers from spawning above ground, but it requires bridges to be built at ''every'' z-level. This requires considerable effort, as each bridge needs to be accessible to the dwarves building it, as well as needing support for each bridge. It can also be somewhat [[fun|risky]] if a dangerous creature suddenly spawns near a dwarf working on the bridge (especially in [[evil]] biomes). Note that this technique, when completed, will also prevent fliers from leaving the map.&lt;br /&gt;
&lt;br /&gt;
===Ocean drains===&lt;br /&gt;
Designate ramps on the 2nd level below an ocean. Build a retracting bridge directly above the ramps (immediately under the ocean) leaving the ramps in place, and link it to a trigger. In order to build the bridge (and link it) you will need access to the level of the bridge. Now seal that access off (the constructed wall in the below diagram) so the chamber above the bridge is water tight. Now with the bridge in place, designate ramps up to the ocean adjacent to the bridge.  Diggers with access to the level ''below'' the bridge can dig those ramps up from the level of the bridge, allowing the ocean to fill the chamber; even with the ramp squares underwater they can still dig them out.  And not a drop of water will touch them... provided they clear out before you pull the lever.&lt;br /&gt;
&lt;br /&gt;
Shown below is a 2x1 bridge (any size bridge can be used) before and after designating the ramps adjacent to the bridge. The stairs and passage on Z2 satisfy the 'Needs walkable perimeter' requirement and provide access to the top of the bridge for linking to a trigger. The passage is then blocked with a wall to make it water tight.&lt;br /&gt;
&lt;br /&gt;
         Before breaking through      After&lt;br /&gt;
         side X       side Y          side X       side Y  &lt;br /&gt;
   Z3    ≥≥≥≥≥≥≥      ≥≥≥≥≥≥≥≥≥≥      ≥≥&amp;gt;≥&amp;gt;≥≥      ≥≥≥≥≥≥≥≥≥≥&lt;br /&gt;
   Z2    ###B###      ##Z_X_BB##      ##^B^##      ##Z_X_BB##&lt;br /&gt;
   Z1    ###^###        Z   ^^##      ###^###        Z   ^^##&lt;br /&gt;
   Z0    #######      ##########      #######      ##########&lt;br /&gt;
   &lt;br /&gt;
   ≥ = Water with floor     &amp;gt; = Water without floor  Z = Stairs&lt;br /&gt;
   ^ = Ramp      # = Solid Rock    X = Constructed Wall  _ = Floor (not constructed)&lt;br /&gt;
&lt;br /&gt;
===Caravan exits===&lt;br /&gt;
A bridge to nowhere, built well above ground level at the edge of the map, can sometimes serve as a handy exit for [[caravan]]s and [[diplomat]]s when your fortress is under [[siege]].&lt;br /&gt;
&lt;br /&gt;
===Stops on the elevator===&lt;br /&gt;
Designate a dumpsite or set up a floodgate at the top of a shaft; use multiple remote-controlled bridges to decide on which level the stuff, water, magma etc. gets off. (bonus: use water falling at one end of the bridge to flush stuff off that was dropped onto the other end without the manual labor)&lt;br /&gt;
&lt;br /&gt;
===Single lever airlock===&lt;br /&gt;
Raising bridges and retracting bridges controlled by a single lever will be in opposite states of being open or closed.  When one is closed (raised) the other is open (retracted) and vice versa.   This fact can be used to construct airlocks that are not vulnerable to [[building destroyer|building destroyers]] or mistimed lever pulls e.g. &lt;br /&gt;
   Side View:&lt;br /&gt;
   Z1    XXXXXXR____      D = Raising drawbridge   / = Ramp   _ = Floor&lt;br /&gt;
   Z0    D_____/XXXX      R = Retracting bridge    X = Solid Rock or Constructed Wall&lt;br /&gt;
&lt;br /&gt;
With a suitably long distance between the two bridges, the controlling lever can be placed within the airlock, and by setting the profile of the lever specific dwarves can be moved between isolated areas.&lt;br /&gt;
&lt;br /&gt;
===Decorations===&lt;br /&gt;
Bridges benefit from two [[quality]] modifiers--one for the [[architect]]'s design, and one for the builder's creation, and their multipliers are also applied to any attached mechanisms. High-quality bridges can inspire happy [[thought]]s in your dwarves and help meet room value needs. Bridges may also be used to form [[mosaic]]s or even [[Style_project#Mosaics|animations]].&lt;br /&gt;
&lt;br /&gt;
===Coinstar training===&lt;br /&gt;
The mechanical &amp;quot;tossing&amp;quot; action of retracting bridges can be used for training [[armor user]] and associated traits by repeatedly flinging small items at the trainee. See [[Danger_room#Coinstar_Room|Danger room]] for more information.&lt;br /&gt;
Alternatively, this design can be used as a trap: invaders atop a retracting bridge inside  locked room will get thrown around and optionally pummelled with &amp;quot;ammunition&amp;quot; like stones or weapons placed in the room.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
* Metal bridges can be constructed by dwarves with any of the &amp;quot;metalsmith&amp;quot; skills enabled, however the builder's blacksmith skill is used to determine quality{{bug|4899}}&lt;br /&gt;
* Trees grow through bridges, may make the bridges unusable{{bug|7872}}&lt;br /&gt;
* Retracting bridges can be built without support, but will deconstruct when support is checked{{bug|9946}}&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = sazir&lt;br /&gt;
| elvish  = valóna&lt;br /&gt;
| goblin  = romnu&lt;br /&gt;
| human   = ori&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{buildings}}&lt;br /&gt;
{{Category|Buildings}}&lt;/div&gt;</summary>
		<author><name>Tarncast</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Bridge&amp;diff=278624</id>
		<title>DF2014 Talk:Bridge</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Bridge&amp;diff=278624"/>
		<updated>2022-12-21T09:30:25Z</updated>

		<summary type="html">&lt;p&gt;Tarncast: /* Missing Information */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Missing Information ==&lt;br /&gt;
&lt;br /&gt;
From the Pressure Plate page: &amp;quot;(See the individual device pages for complete details of how open and close signals affect each device.)&amp;quot;&lt;br /&gt;
&lt;br /&gt;
This page is lacking *complete* details about how signals effect bridges. I'm not sure myself so would prefer someone else add the information. -[[User:AnnanFay|AnnanFay]] ([[User talk:AnnanFay|talk]]) 01:24, 9 February 2015 (UTC)&lt;br /&gt;
: Most of the information seems to be on [[Lever#On.2FOff_states]]. I am uncertain if there are any differences or the best way to solve the above inconsistency. -[[User:AnnanFay|AnnanFay]] ([[User talk:AnnanFay|talk]]) 01:28, 9 February 2015 (UTC)&lt;br /&gt;
&lt;br /&gt;
The lever on off states should be per item on the wiki I've been thinking for a long while, as you probably know there are a number of exceptions to the general convention so it feels like it belongs more to the items page rather than a central one that tries to list all items. &lt;br /&gt;
&lt;br /&gt;
I'd be happy to write a short section (adapted from the lever on off states page) I guess the best place to get this agreement would be over on that page's discussion?&lt;br /&gt;
--[[User:Tarncast|Tarncast]] ([[User talk:Tarncast|talk]]) 09:30, 21 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Value calculation ==&lt;br /&gt;
&lt;br /&gt;
It would be interesting to add something about value calculation of bridges. Does someone know what multipliers are used? In my case for example, my finely-designed and finely-built bridge had 25 displayed added (5*stone blocks) and 125 architecture. Is that simply x5 for the design then? I personally don't know, otherwise I'd add it myself.--[[User:Afghani84|Afghani84]] ([[User talk:Afghani84|talk]]) 07:11, 12 March 2015 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Misinformation ==&lt;br /&gt;
&lt;br /&gt;
 &amp;gt; While bridges do not provide structural support, the game will still allow you to place unsupported&lt;br /&gt;
 &amp;gt; constructions adjacent to them which will result in an immediate cave-in once completed, often tossing&lt;br /&gt;
 &amp;gt; the unlucky mason off the edge, to a horrible death any bystanders' great entertainment. However, extending&lt;br /&gt;
 &amp;gt; a supported construction alongside a bridge will not cause a cave-in.&lt;br /&gt;
&lt;br /&gt;
You definitely cannot safely extend an otherwise supported C-menu construction alongside a bridge safely in version 0.47.04. You must still build it in sections, extending out from already built parts, same as you always had to, to avoid unsupported portions adjacent to the bridge being built before the parts that support them.&lt;br /&gt;
&lt;br /&gt;
I've been playing Dwarf Fortress on and off since the days when you needed to make sure you didn't excavate too large an underground area to avoid it caving it, so I am well versed in avoiding cave-ins. I have just started playing 0.47.04. I had this exact situation come up. I figured there was no reason for me to be micromanaging things I no longer needed to micromanage if the game had advanced, which it has in so many ways.&lt;br /&gt;
&lt;br /&gt;
Here is what I had:&lt;br /&gt;
&lt;br /&gt;
 &amp;gt; ╚══════╝&lt;br /&gt;
 &amp;gt; +++++xxx&lt;br /&gt;
 &amp;gt; +...+xxx&lt;br /&gt;
 &amp;gt; +...+xxx&lt;br /&gt;
 &amp;gt; +...+xxx&lt;br /&gt;
 &amp;gt; +++++xxx&lt;br /&gt;
&lt;br /&gt;
The south end of the bridge is to the north of a constructed floor, actually the top of a wall around a windmill. The squares marked x are where I wanted to build a 3x5 constructed floor, which would have been perfectly safe to designate all at once if the bridge were not there (except I would have needed to build a ramp by the wall for dwarf access). In older versions with the bridge there I would have had to carefully designate and build the five sections to the west, then designate the middle five once those were finished, and finally the last five. That was how I was going to do it, but then I remembered reading something about how it was now safe to extend otherwise supported constructions alongside a bridge. So I reread this page, then confidently designated the entire floor.&lt;br /&gt;
&lt;br /&gt;
I figured the worst that would happen is that I would learn the wiki was wrong. Which is exactly what happened.&lt;br /&gt;
&lt;br /&gt;
I have generally found this wiki to be reliable. Could someone versed in editing here please fix this, amending the cited section so it says whatever it was supposed to say--I'm not even sure what the intent of the last sentence of my quoted passage is if not sabotage, though I trust someone wrote it with a valid reason--but without conveying misinformation?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Special:Contributions/108.48.179.167|108.48.179.167]] 16:34, 24 October 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
:The article wording dates back to the [[v0.34:Bridge|v0.34 version of the article]], and hasn't changed much since then. I think these two statements are saying the same thing (or are intended to):&lt;br /&gt;
:* From the article: &amp;quot;extending a supported construction alongside a bridge will not cause a cave-in&amp;quot;&lt;br /&gt;
:* From you: &amp;quot;You must still build it in sections, extending out from already built parts&amp;quot;&lt;br /&gt;
:I'm guessing what happened is that your dwarves tried to build sections of the floor that were accessible from the bridge, but were not yet connected to a supported construction, thus causing a cave-in. If this is what happened, the issue was that you were connecting the floors next to the bridge to an ''uncompleted'' construction, not a ''supported'' construction (which must be completed by definition). At any rate, the statement in the article is not &amp;quot;sabotage&amp;quot; or &amp;quot;misinformation&amp;quot;. It could be clarified that constructions actually need to be built to provide support, so I'll try to add some wording to emphasize this. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 20:29, 25 October 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: Thank you. The previous wording made it seem that a designation that was safe in the absence of the bridge would also be safe in its presence, which isn't true. Your wording is clear. I've signed up, as you can see, and have contributed some new text and corrected clear errors, but I am still reluctant to change things where I am uncertain of what was meant without a much better feel for the community.  [[User:Automeris|Automeris]] ([[User talk:Automeris|talk]]) 09:57, 8 November 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Draw Bridge Blocking Liquid while both down and up ==&lt;br /&gt;
&lt;br /&gt;
I don't know if this is a new bug or not, but I don't see it listed here. Feel free to delete this is this is a known issue.&lt;br /&gt;
&lt;br /&gt;
A drawbridge built over channels normally prevents liquid from flowing into the channel when down, but allows the liquid to flow into the channel when up. However, it seems that if you use the drawbridge to &amp;quot;atom-smash&amp;quot; any liquid on it's level (ie above the channels) and then raise the bridge again, the bridge will continue to block liquid from flowing into the channels even when raised.&lt;br /&gt;
&lt;br /&gt;
I just had this happen with my obsidian generator, and I'm not sure what to do to allow liquids to flow back into the channels. I think I may need to deconstruct the bridge.&lt;br /&gt;
[[User:Frewfrux|Frewfrux]] ([[User talk:Frewfrux|talk]]) 05:33, 28 October 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
:UPDATE - I worked out what was going on with the above &amp;quot;bug.&amp;quot; Apparently you can't remove the ground layer under a bridge after the bridge is built. If you dig a ramp under the bridge you will get the ramp, but the ground layer above it will not be removed. What was happening in my case was that I was digging out obsidian under the bridge using ramps, without realizing that this left the ground layer above the ramp, so it looked like the bridge stopped allowing liquids past even when raised. [[User:Frewfrux|Frewfrux]] ([[User talk:Frewfrux|talk]]) 13:42, 2 November 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Designation: DF Premium ==&lt;br /&gt;
&lt;br /&gt;
I'm not sure if this is true in the free version too but in premium you can designate a bridge length of way more than 10 blocks.&lt;br /&gt;
&lt;br /&gt;
I'll see if there is any limit but I'm struggling due to space on the map x D.&lt;br /&gt;
--[[User:Tarncast|Tarncast]] ([[User talk:Tarncast|talk]]) 09:12, 21 December 2022 (UTC)&lt;/div&gt;</summary>
		<author><name>Tarncast</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Bridge&amp;diff=278617</id>
		<title>DF2014 Talk:Bridge</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Bridge&amp;diff=278617"/>
		<updated>2022-12-21T09:13:18Z</updated>

		<summary type="html">&lt;p&gt;Tarncast: /* Designation: DF Premium */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Missing Information ==&lt;br /&gt;
&lt;br /&gt;
From the Pressure Plate page: &amp;quot;(See the individual device pages for complete details of how open and close signals affect each device.)&amp;quot;&lt;br /&gt;
&lt;br /&gt;
This page is lacking *complete* details about how signals effect bridges. I'm not sure myself so would prefer someone else add the information. -[[User:AnnanFay|AnnanFay]] ([[User talk:AnnanFay|talk]]) 01:24, 9 February 2015 (UTC)&lt;br /&gt;
: Most of the information seems to be on [[Lever#On.2FOff_states]]. I am uncertain if there are any differences or the best way to solve the above inconsistency. -[[User:AnnanFay|AnnanFay]] ([[User talk:AnnanFay|talk]]) 01:28, 9 February 2015 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Value calculation ==&lt;br /&gt;
&lt;br /&gt;
It would be interesting to add something about value calculation of bridges. Does someone know what multipliers are used? In my case for example, my finely-designed and finely-built bridge had 25 displayed added (5*stone blocks) and 125 architecture. Is that simply x5 for the design then? I personally don't know, otherwise I'd add it myself.--[[User:Afghani84|Afghani84]] ([[User talk:Afghani84|talk]]) 07:11, 12 March 2015 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Misinformation ==&lt;br /&gt;
&lt;br /&gt;
 &amp;gt; While bridges do not provide structural support, the game will still allow you to place unsupported&lt;br /&gt;
 &amp;gt; constructions adjacent to them which will result in an immediate cave-in once completed, often tossing&lt;br /&gt;
 &amp;gt; the unlucky mason off the edge, to a horrible death any bystanders' great entertainment. However, extending&lt;br /&gt;
 &amp;gt; a supported construction alongside a bridge will not cause a cave-in.&lt;br /&gt;
&lt;br /&gt;
You definitely cannot safely extend an otherwise supported C-menu construction alongside a bridge safely in version 0.47.04. You must still build it in sections, extending out from already built parts, same as you always had to, to avoid unsupported portions adjacent to the bridge being built before the parts that support them.&lt;br /&gt;
&lt;br /&gt;
I've been playing Dwarf Fortress on and off since the days when you needed to make sure you didn't excavate too large an underground area to avoid it caving it, so I am well versed in avoiding cave-ins. I have just started playing 0.47.04. I had this exact situation come up. I figured there was no reason for me to be micromanaging things I no longer needed to micromanage if the game had advanced, which it has in so many ways.&lt;br /&gt;
&lt;br /&gt;
Here is what I had:&lt;br /&gt;
&lt;br /&gt;
 &amp;gt; ╚══════╝&lt;br /&gt;
 &amp;gt; +++++xxx&lt;br /&gt;
 &amp;gt; +...+xxx&lt;br /&gt;
 &amp;gt; +...+xxx&lt;br /&gt;
 &amp;gt; +...+xxx&lt;br /&gt;
 &amp;gt; +++++xxx&lt;br /&gt;
&lt;br /&gt;
The south end of the bridge is to the north of a constructed floor, actually the top of a wall around a windmill. The squares marked x are where I wanted to build a 3x5 constructed floor, which would have been perfectly safe to designate all at once if the bridge were not there (except I would have needed to build a ramp by the wall for dwarf access). In older versions with the bridge there I would have had to carefully designate and build the five sections to the west, then designate the middle five once those were finished, and finally the last five. That was how I was going to do it, but then I remembered reading something about how it was now safe to extend otherwise supported constructions alongside a bridge. So I reread this page, then confidently designated the entire floor.&lt;br /&gt;
&lt;br /&gt;
I figured the worst that would happen is that I would learn the wiki was wrong. Which is exactly what happened.&lt;br /&gt;
&lt;br /&gt;
I have generally found this wiki to be reliable. Could someone versed in editing here please fix this, amending the cited section so it says whatever it was supposed to say--I'm not even sure what the intent of the last sentence of my quoted passage is if not sabotage, though I trust someone wrote it with a valid reason--but without conveying misinformation?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Special:Contributions/108.48.179.167|108.48.179.167]] 16:34, 24 October 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
:The article wording dates back to the [[v0.34:Bridge|v0.34 version of the article]], and hasn't changed much since then. I think these two statements are saying the same thing (or are intended to):&lt;br /&gt;
:* From the article: &amp;quot;extending a supported construction alongside a bridge will not cause a cave-in&amp;quot;&lt;br /&gt;
:* From you: &amp;quot;You must still build it in sections, extending out from already built parts&amp;quot;&lt;br /&gt;
:I'm guessing what happened is that your dwarves tried to build sections of the floor that were accessible from the bridge, but were not yet connected to a supported construction, thus causing a cave-in. If this is what happened, the issue was that you were connecting the floors next to the bridge to an ''uncompleted'' construction, not a ''supported'' construction (which must be completed by definition). At any rate, the statement in the article is not &amp;quot;sabotage&amp;quot; or &amp;quot;misinformation&amp;quot;. It could be clarified that constructions actually need to be built to provide support, so I'll try to add some wording to emphasize this. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 20:29, 25 October 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: Thank you. The previous wording made it seem that a designation that was safe in the absence of the bridge would also be safe in its presence, which isn't true. Your wording is clear. I've signed up, as you can see, and have contributed some new text and corrected clear errors, but I am still reluctant to change things where I am uncertain of what was meant without a much better feel for the community.  [[User:Automeris|Automeris]] ([[User talk:Automeris|talk]]) 09:57, 8 November 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Draw Bridge Blocking Liquid while both down and up ==&lt;br /&gt;
&lt;br /&gt;
I don't know if this is a new bug or not, but I don't see it listed here. Feel free to delete this is this is a known issue.&lt;br /&gt;
&lt;br /&gt;
A drawbridge built over channels normally prevents liquid from flowing into the channel when down, but allows the liquid to flow into the channel when up. However, it seems that if you use the drawbridge to &amp;quot;atom-smash&amp;quot; any liquid on it's level (ie above the channels) and then raise the bridge again, the bridge will continue to block liquid from flowing into the channels even when raised.&lt;br /&gt;
&lt;br /&gt;
I just had this happen with my obsidian generator, and I'm not sure what to do to allow liquids to flow back into the channels. I think I may need to deconstruct the bridge.&lt;br /&gt;
[[User:Frewfrux|Frewfrux]] ([[User talk:Frewfrux|talk]]) 05:33, 28 October 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
:UPDATE - I worked out what was going on with the above &amp;quot;bug.&amp;quot; Apparently you can't remove the ground layer under a bridge after the bridge is built. If you dig a ramp under the bridge you will get the ramp, but the ground layer above it will not be removed. What was happening in my case was that I was digging out obsidian under the bridge using ramps, without realizing that this left the ground layer above the ramp, so it looked like the bridge stopped allowing liquids past even when raised. [[User:Frewfrux|Frewfrux]] ([[User talk:Frewfrux|talk]]) 13:42, 2 November 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Designation: DF Premium ==&lt;br /&gt;
&lt;br /&gt;
I'm not sure if this is true in the free version too but in premium you can designate a bridge length of way more than 10 blocks.&lt;br /&gt;
&lt;br /&gt;
I'll see if there is any limit but I'm struggling due to space on the map x D.&lt;br /&gt;
--[[User:Tarncast|Tarncast]] ([[User talk:Tarncast|talk]]) 09:12, 21 December 2022 (UTC)&lt;/div&gt;</summary>
		<author><name>Tarncast</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Bridge&amp;diff=278616</id>
		<title>DF2014 Talk:Bridge</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Bridge&amp;diff=278616"/>
		<updated>2022-12-21T09:12:43Z</updated>

		<summary type="html">&lt;p&gt;Tarncast: /* Designation: DF Premium */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Missing Information ==&lt;br /&gt;
&lt;br /&gt;
From the Pressure Plate page: &amp;quot;(See the individual device pages for complete details of how open and close signals affect each device.)&amp;quot;&lt;br /&gt;
&lt;br /&gt;
This page is lacking *complete* details about how signals effect bridges. I'm not sure myself so would prefer someone else add the information. -[[User:AnnanFay|AnnanFay]] ([[User talk:AnnanFay|talk]]) 01:24, 9 February 2015 (UTC)&lt;br /&gt;
: Most of the information seems to be on [[Lever#On.2FOff_states]]. I am uncertain if there are any differences or the best way to solve the above inconsistency. -[[User:AnnanFay|AnnanFay]] ([[User talk:AnnanFay|talk]]) 01:28, 9 February 2015 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Value calculation ==&lt;br /&gt;
&lt;br /&gt;
It would be interesting to add something about value calculation of bridges. Does someone know what multipliers are used? In my case for example, my finely-designed and finely-built bridge had 25 displayed added (5*stone blocks) and 125 architecture. Is that simply x5 for the design then? I personally don't know, otherwise I'd add it myself.--[[User:Afghani84|Afghani84]] ([[User talk:Afghani84|talk]]) 07:11, 12 March 2015 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Misinformation ==&lt;br /&gt;
&lt;br /&gt;
 &amp;gt; While bridges do not provide structural support, the game will still allow you to place unsupported&lt;br /&gt;
 &amp;gt; constructions adjacent to them which will result in an immediate cave-in once completed, often tossing&lt;br /&gt;
 &amp;gt; the unlucky mason off the edge, to a horrible death any bystanders' great entertainment. However, extending&lt;br /&gt;
 &amp;gt; a supported construction alongside a bridge will not cause a cave-in.&lt;br /&gt;
&lt;br /&gt;
You definitely cannot safely extend an otherwise supported C-menu construction alongside a bridge safely in version 0.47.04. You must still build it in sections, extending out from already built parts, same as you always had to, to avoid unsupported portions adjacent to the bridge being built before the parts that support them.&lt;br /&gt;
&lt;br /&gt;
I've been playing Dwarf Fortress on and off since the days when you needed to make sure you didn't excavate too large an underground area to avoid it caving it, so I am well versed in avoiding cave-ins. I have just started playing 0.47.04. I had this exact situation come up. I figured there was no reason for me to be micromanaging things I no longer needed to micromanage if the game had advanced, which it has in so many ways.&lt;br /&gt;
&lt;br /&gt;
Here is what I had:&lt;br /&gt;
&lt;br /&gt;
 &amp;gt; ╚══════╝&lt;br /&gt;
 &amp;gt; +++++xxx&lt;br /&gt;
 &amp;gt; +...+xxx&lt;br /&gt;
 &amp;gt; +...+xxx&lt;br /&gt;
 &amp;gt; +...+xxx&lt;br /&gt;
 &amp;gt; +++++xxx&lt;br /&gt;
&lt;br /&gt;
The south end of the bridge is to the north of a constructed floor, actually the top of a wall around a windmill. The squares marked x are where I wanted to build a 3x5 constructed floor, which would have been perfectly safe to designate all at once if the bridge were not there (except I would have needed to build a ramp by the wall for dwarf access). In older versions with the bridge there I would have had to carefully designate and build the five sections to the west, then designate the middle five once those were finished, and finally the last five. That was how I was going to do it, but then I remembered reading something about how it was now safe to extend otherwise supported constructions alongside a bridge. So I reread this page, then confidently designated the entire floor.&lt;br /&gt;
&lt;br /&gt;
I figured the worst that would happen is that I would learn the wiki was wrong. Which is exactly what happened.&lt;br /&gt;
&lt;br /&gt;
I have generally found this wiki to be reliable. Could someone versed in editing here please fix this, amending the cited section so it says whatever it was supposed to say--I'm not even sure what the intent of the last sentence of my quoted passage is if not sabotage, though I trust someone wrote it with a valid reason--but without conveying misinformation?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Special:Contributions/108.48.179.167|108.48.179.167]] 16:34, 24 October 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
:The article wording dates back to the [[v0.34:Bridge|v0.34 version of the article]], and hasn't changed much since then. I think these two statements are saying the same thing (or are intended to):&lt;br /&gt;
:* From the article: &amp;quot;extending a supported construction alongside a bridge will not cause a cave-in&amp;quot;&lt;br /&gt;
:* From you: &amp;quot;You must still build it in sections, extending out from already built parts&amp;quot;&lt;br /&gt;
:I'm guessing what happened is that your dwarves tried to build sections of the floor that were accessible from the bridge, but were not yet connected to a supported construction, thus causing a cave-in. If this is what happened, the issue was that you were connecting the floors next to the bridge to an ''uncompleted'' construction, not a ''supported'' construction (which must be completed by definition). At any rate, the statement in the article is not &amp;quot;sabotage&amp;quot; or &amp;quot;misinformation&amp;quot;. It could be clarified that constructions actually need to be built to provide support, so I'll try to add some wording to emphasize this. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 20:29, 25 October 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: Thank you. The previous wording made it seem that a designation that was safe in the absence of the bridge would also be safe in its presence, which isn't true. Your wording is clear. I've signed up, as you can see, and have contributed some new text and corrected clear errors, but I am still reluctant to change things where I am uncertain of what was meant without a much better feel for the community.  [[User:Automeris|Automeris]] ([[User talk:Automeris|talk]]) 09:57, 8 November 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Draw Bridge Blocking Liquid while both down and up ==&lt;br /&gt;
&lt;br /&gt;
I don't know if this is a new bug or not, but I don't see it listed here. Feel free to delete this is this is a known issue.&lt;br /&gt;
&lt;br /&gt;
A drawbridge built over channels normally prevents liquid from flowing into the channel when down, but allows the liquid to flow into the channel when up. However, it seems that if you use the drawbridge to &amp;quot;atom-smash&amp;quot; any liquid on it's level (ie above the channels) and then raise the bridge again, the bridge will continue to block liquid from flowing into the channels even when raised.&lt;br /&gt;
&lt;br /&gt;
I just had this happen with my obsidian generator, and I'm not sure what to do to allow liquids to flow back into the channels. I think I may need to deconstruct the bridge.&lt;br /&gt;
[[User:Frewfrux|Frewfrux]] ([[User talk:Frewfrux|talk]]) 05:33, 28 October 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
:UPDATE - I worked out what was going on with the above &amp;quot;bug.&amp;quot; Apparently you can't remove the ground layer under a bridge after the bridge is built. If you dig a ramp under the bridge you will get the ramp, but the ground layer above it will not be removed. What was happening in my case was that I was digging out obsidian under the bridge using ramps, without realizing that this left the ground layer above the ramp, so it looked like the bridge stopped allowing liquids past even when raised. [[User:Frewfrux|Frewfrux]] ([[User talk:Frewfrux|talk]]) 13:42, 2 November 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Designation: DF Premium ==&lt;br /&gt;
&lt;br /&gt;
I'm not sure if this is true in the free version too but in premium you can designate a bridge of way more than 10 blocks.&lt;br /&gt;
&lt;br /&gt;
I'll see if there is any limit but I'm struggling due to space on the map x D.&lt;br /&gt;
--[[User:Tarncast|Tarncast]] ([[User talk:Tarncast|talk]]) 09:12, 21 December 2022 (UTC)&lt;/div&gt;</summary>
		<author><name>Tarncast</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Door&amp;diff=267190</id>
		<title>DF2014 Talk:Door</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Door&amp;diff=267190"/>
		<updated>2022-12-12T23:33:52Z</updated>

		<summary type="html">&lt;p&gt;Tarncast: /* Lever Activated Door */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Dwarves unlocking Doors ==&lt;br /&gt;
Why are Dwarves able to unlock doors when harvesting plants? Any way to prevent that?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Advanced Door Construction ==&lt;br /&gt;
This section no longer seems to be accurate, as of 0.40.24; designated doors are cancelled and constructed doors are deconstructed when the last cardinal wall is removed. [[Special:Contributions/96.44.63.105|96.44.63.105]] 05:08, 27 September 2015 (UTC) Qev&lt;br /&gt;
&lt;br /&gt;
:Removing a natural wall via mining behaves in the manner you've specified (and has for a while now). Removing a constructed wall still behaves in the manner described in the article, making long chains of free-standing doors possible in v0.40.24.--[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 19:50, 30 September 2015 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Doesn't explain why it's so important to have doors ==&lt;br /&gt;
&lt;br /&gt;
Twice the article said that doors are important to a fortress, but doesn't explain why. Is it because you can close and open them at will, to wall in invaders? I don't think that would be possible because the article also said invaders take control of doors they pass through. [[Special:Contributions/2601:645:4200:BEB0:FD27:673C:2455:5F8A|2601:645:4200:BEB0:FD27:673C:2455:5F8A]] 06:23, 27 January 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Lever Activated Door ==&lt;br /&gt;
&lt;br /&gt;
Can these injure dwarves?--[[User:Tarncast|Tarncast]] ([[User talk:Tarncast|talk]]) 23:33, 12 December 2022 (UTC)&lt;/div&gt;</summary>
		<author><name>Tarncast</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Werebeast&amp;diff=266423</id>
		<title>DF2014 Talk:Werebeast</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Werebeast&amp;diff=266423"/>
		<updated>2022-10-19T16:55:21Z</updated>

		<summary type="html">&lt;p&gt;Tarncast: /* berserk behaviour */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Chance of Infection ==&lt;br /&gt;
I question the implication that a humanoid with a &amp;quot;torn&amp;quot; injury has a chance NOT to become infected. I just watched four dwarves get bitten, and all four were infected. Maybe I'm just lucky.&lt;br /&gt;
&lt;br /&gt;
Has anyone seen a dwarf with a &amp;quot;torn&amp;quot; injury not get infected?&lt;br /&gt;
[[User:Leonidas|Leonidas]] ([[User talk:Leonidas|talk]]) 09:18, 19 February 2018 (UTC)&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
I have a carpenter who received &amp;quot;left lower arm, bone Torn open&amp;quot; the injury is classed in the health screen as X~ partially torn.&lt;br /&gt;
&lt;br /&gt;
I savescummed once and neither time did he turn, and all other 6 suspected infected turned each time. Werelizard infection--[[User:Tarncast|Tarncast]] ([[User talk:Tarncast|talk]]) 20:31, 17 June 2022 (UTC) -Tarncast&lt;br /&gt;
&lt;br /&gt;
== Bite Mechanics ==&lt;br /&gt;
Has anyone figured out the exact details of when a werebite infects someone? I recently had a mechanic bitten and shaken horribly before a friendly lumberjack disemboweled the werewombat assailant. The shaking inflicted massive injuries, but the bite itself only bruised the skin before grasping. The mechanic did not turn, and (barely) managed to survive the recovery process. Can anyone confirm a case in which a werebite both:&lt;br /&gt;
&lt;br /&gt;
1) Failed to break the skin, and&lt;br /&gt;
&lt;br /&gt;
2) Succeeded in infecting the victim?&lt;br /&gt;
&lt;br /&gt;
It'd be VERY nice to know if your dwarves are going to go postal in a month immediately after the battle, rather than AFTER putting them through surgery and carrying out lengthy quarantine procedures.&lt;br /&gt;
&lt;br /&gt;
== adv mod times and durations ==&lt;br /&gt;
&lt;br /&gt;
It's difficult to be precise, but the full phase appears to last 1.75 days. On 25th Granite it begins immediately at midnight and continues to sunset of the 26th. On 13th Limestone it appears to start around 03:00 and end around 21:00 the 14th. [[User:Uzu Bash|Uzu Bash]] ([[User talk:Uzu Bash|talk]]) 05:49, 20 July 2017 (UTC)&lt;br /&gt;
* Sandstone 10 at sunset until Sandstone 12,  ~3 hrs before sunset.  [[User:Uzu Bash|Uzu Bash]] ([[User talk:Uzu Bash|talk]]) 04:11, 29 July 2017 (UTC)&lt;br /&gt;
* Timber 8, 3hrs to sunset until noon of Timber 10. [[User:Uzu Bash|Uzu Bash]] ([[User talk:Uzu Bash|talk]]) 09:37, 10 August 2017 (UTC)&lt;br /&gt;
* Moonstone 6 at noon until ~3 hrs after dawn on Moonstone 8. Start transformations appear to occur at the same time as the previous end transformation. [[User:Uzu Bash|Uzu Bash]] ([[User talk:Uzu Bash|talk]]) 00:55, 18 August 2017 (UTC)&lt;br /&gt;
* Opal 4 3 hrs after dawn until Opal 6, 3 hrs before dawn. [[User:Uzu Bash|Uzu Bash]] ([[User talk:Uzu Bash|talk]]) 00:21, 23 August 2017 (UTC)&lt;br /&gt;
** That was probably off. Without better precision I can only estimate the hrs. [[User:Uzu Bash|Uzu Bash]] ([[User talk:Uzu Bash|talk]]) 17:31, 29 August 2017 (UTC)&lt;br /&gt;
* Obsidian 2nd a little after dawn, til Obsidian 4th a little after midnight. [[User:Uzu Bash|Uzu Bash]] ([[User talk:Uzu Bash|talk]]) 17:31, 29 August 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
==List of possible werebeasts==&lt;br /&gt;
&lt;br /&gt;
As the topic suggests, it’d be nice to have a list of all the different kinds of werebeasts in this article (and possibly partial raws for those?) [[User:Voliol|Voliol]] ([[User talk:Voliol|talk]]) 12:32, 14 April 2018 (UTC)&lt;br /&gt;
* Here’s the list, in case the forum thread meph put up today gets buried (http://www.bay12forums.com/smf/index.php?topic=175999.0):&lt;br /&gt;
 REPTILE_LIZARD&lt;br /&gt;
 REPTILE_CHAMELEON&lt;br /&gt;
 REPTILE_IGUANA&lt;br /&gt;
 REPTILE_GECKO&lt;br /&gt;
 REPTILE_SKINK&lt;br /&gt;
 REPTILE_GILA_MONSTER&lt;br /&gt;
 REPTILE_MONITOR&lt;br /&gt;
 REPTILE_TURTLE&lt;br /&gt;
 REPTILE_TORTOISE&lt;br /&gt;
 MAMMAL_OPOSSUM&lt;br /&gt;
 MAMMAL_KOALA&lt;br /&gt;
 MAMMAL_WOMBAT&lt;br /&gt;
 MAMMAL_KANGAROO&lt;br /&gt;
 MAMMAL_SLOTH&lt;br /&gt;
 MAMMAL_ANTEATER&lt;br /&gt;
 MAMMAL_ARMADILLO&lt;br /&gt;
 MAMMAL_SQUIRREL&lt;br /&gt;
 MAMMAL_MARMOT&lt;br /&gt;
 MAMMAL_BEAVER&lt;br /&gt;
 MAMMAL_GOPHER&lt;br /&gt;
 MAMMAL_RAT&lt;br /&gt;
 MAMMAL_MOUSE&lt;br /&gt;
 MAMMAL_PORCUPINE&lt;br /&gt;
 MAMMAL_CHINCHILLA&lt;br /&gt;
 MAMMAL_CAVY&lt;br /&gt;
 MAMMAL_CAPYBARA&lt;br /&gt;
 MAMMAL_RABBIT&lt;br /&gt;
 MAMMAL_HARE&lt;br /&gt;
 MAMMAL_LEMUR&lt;br /&gt;
 MAMMAL_LORIS&lt;br /&gt;
 MAMMAL_MONKEY&lt;br /&gt;
 MAMMAL_APE&lt;br /&gt;
 MAMMAL_HEDGEHOG&lt;br /&gt;
 MAMMAL_SHREW&lt;br /&gt;
 MAMMAL_MOLE&lt;br /&gt;
 MAMMAL_WOLF&lt;br /&gt;
 MAMMAL_COYOTE&lt;br /&gt;
 MAMMAL_FOX&lt;br /&gt;
 MAMMAL_JACKAL&lt;br /&gt;
 MAMMAL_RACCOON&lt;br /&gt;
 MAMMAL_COATI&lt;br /&gt;
 MAMMAL_WEASEL&lt;br /&gt;
 MAMMAL_BADGER&lt;br /&gt;
 MAMMAL_SKUNK&lt;br /&gt;
 MAMMAL_BEAR&lt;br /&gt;
 MAMMAL_PANDA&lt;br /&gt;
 MAMMAL_CAT&lt;br /&gt;
 MAMMAL_PANTHER&lt;br /&gt;
 MAMMAL_MONGOOSE&lt;br /&gt;
 MAMMAL_HYENA&lt;br /&gt;
 MAMMAL_CIVET&lt;br /&gt;
 MAMMAL_PANGOLIN&lt;br /&gt;
 MAMMAL_ELEPHANT&lt;br /&gt;
 MAMMAL_MAMMOTH&lt;br /&gt;
 MAMMAL_HORSE&lt;br /&gt;
 MAMMAL_ASS&lt;br /&gt;
 MAMMAL_ZEBRA&lt;br /&gt;
 MAMMAL_TAPIR&lt;br /&gt;
 MAMMAL_RHINOCEROS&lt;br /&gt;
 MAMMAL_PIG&lt;br /&gt;
 MAMMAL_WARTHOG&lt;br /&gt;
 MAMMAL_CAMEL&lt;br /&gt;
 MAMMAL_LLAMA&lt;br /&gt;
 MAMMAL_GIRAFFE&lt;br /&gt;
 MAMMAL_DEER&lt;br /&gt;
 MAMMAL_ELK&lt;br /&gt;
 MAMMAL_MOOSE&lt;br /&gt;
 MAMMAL_ANTELOPE&lt;br /&gt;
 MAMMAL_SHEEP&lt;br /&gt;
 MAMMAL_GOAT&lt;br /&gt;
 MAMMAL_BISON&lt;br /&gt;
 MAMMAL_BUFFALO&lt;br /&gt;
 MAMMAL_BULL &lt;br /&gt;
* -[[User:Voliol|Voliol]] ([[User talk:Voliol|talk]]) 10:18, 28 March 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Strange moods? ==&lt;br /&gt;
&lt;br /&gt;
Can werebeasts even get them? I don't think it's ever happened to me and I'm not sure it would even work given that they go insane once a month and artifact-making takes longer than that, which makes me think that it's not a thing.&lt;br /&gt;
&lt;br /&gt;
Can anyone confirm? I don't want to add something I'm not sure about, but it's also something that would be tough to go about proving since it's harder to prove a negative, and I can't say I've ever had a fort with a high enough population of werebeasts for them not having a mood to be meaningful. [[User:Feather|Feather]] ([[User talk:Feather|talk]]) 07:05, 1 October 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
* While transformed they don’t have the [[DF2014:Creature_token#STRANGE_MOODS|STRANGE_MOODS]] token, so the only option is for them to go into a strange mood between full moons. Here’s an experiment-concept: Enclose a bunch of (preferably already stressed) dwarves in individual rooms with a bunch of statues and make the rooms temples of a god with a known were-curse. Ensure the dwarves have a source of food and water. Perhaps dump the corpsw of a sentient in each room as well. Sooner or later, the dwarves should tantrum, and hopefully get cursed. Then, wait. If there is only a minority of non-cursed dwarves, and they keep getting the strange moods against all probability, then cursed dwarves probably can’t get moods. [[User:Voliol|Voliol]] ([[User talk:Voliol|talk]]) 10:52, 1 October 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
== 'Sparring dwarves teleport through 1-tile walls' - still valid? ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Note that as of 40.24 there is a nasty bug which lets sparring dwarves teleport through 1-tile walls, so make sure the walls to their prison are at least 2 tiles thick, and install two 1-tile bridges connected to one lever as a door.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Isolated this line in the article a while back. Does anyone know what bug this is referring to, and if it has been fixed? Cheers.&lt;br /&gt;
&lt;br /&gt;
[[User:Spdx|Spdx]] ([[User talk:Spdx|talk]]) 12:05, 31 March 2021 (UTC)&lt;br /&gt;
&lt;br /&gt;
Editing to say that I found the bug in the bug tracker and it's been marked as fixed in 47.04. Removing line. http://www.bay12games.com/dwarves/mantisbt/view.php?id=7444&lt;br /&gt;
&lt;br /&gt;
[[User:Spdx|Spdx]] ([[User talk:Spdx|talk]]) 12:30, 3 April 2021 (UTC)&lt;br /&gt;
&lt;br /&gt;
== berserk behaviour ==&lt;br /&gt;
&lt;br /&gt;
The article currently states that:&lt;br /&gt;
:&amp;quot;''In previous versions of Dwarf Fortress, a berserk werebeast would not attack another werebeast of the same species as themselves, however this behavior currently seems to be broken in fortress mode and transformed werebeasts are truly berserk.''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Broken? Is it a confirmed bug or possibly a feature where the berserk state of werebeast is now so intense that it attacks everyone? --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 14:01, 18 January 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
I have 6 werelizards holed up in a 3xe room together, no infighting. For whatever reason --[[User:Tarncast|Tarncast]] ([[User talk:Tarncast|talk]]) 20:33, 17 June 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
Maybe it's possible previous infighting was as the result of a loyalty following an attack on untransformed dwarves or vice versa?--[[User:Tarncast|Tarncast]] ([[User talk:Tarncast|talk]]) 20:46, 17 June 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
This is bizarre, certain werelizards started fighting each other this time when they transformed, the fight carried on including after transformation until one was left.--[[User:Tarncast|Tarncast]] ([[User talk:Tarncast|talk]]) 22:04, 17 June 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
I have a pit with two dwarf werelizards and they're not fighting when they transform. See https://youtu.be/GA5fPGDYn24 . My guess is that they might fight each other if they are triggered to fight something else, sort of like a loyalty cascade, but if they are not currently fighting anything they won't fight each other. --[[User:DogTrap|DogTrap]] ([[User talk:DogTrap|talk]]) 15:31, 18 October 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
I think you're right, it was a while ago now but I think I might have left the werelizard squad on duty when they transformed, and I think someone on here said soldiers will still attack on sight.&lt;br /&gt;
&lt;br /&gt;
So presumably if transformation is not exactly simultaneous one might have become aggressive and caused a loyalty cascade like you say.--[[User:Tarncast|Tarncast]] ([[User talk:Tarncast|talk]]) 18:10, 18 October 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
Well now, just as all this was working fine, I was watching those same two a few months later and they started attacking each other ''after'' they transformed back into dwarfs.  No idea what caused it. I don't think it was a loyalty cascade because the fortress was mostly peaceful lately.  Maybe they just saw each other in were form and freaked out?  Either way, this could complicate things for people who want to have a werebeast military and just sequester them in the barracks once a month.  [[User:DogTrap|DogTrap]] ([[User talk:DogTrap|talk]]) 16:07, 19 October 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
Should probably wrap this up in the article then, something along the lines of werebeasts do not consistently remain neutral to their fellow afflicted and are likely to result in a fight to the death  if housed together for multiple transformations.&lt;br /&gt;
--[[User:Tarncast|Tarncast]] ([[User talk:Tarncast|talk]]) 16:55, 19 October 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Images ==&lt;br /&gt;
&lt;br /&gt;
I thought to add [[:File:Fending off the wolves by ncorva.jpg|this image]] here, as illustration of ~werebeast threat across the world. But it seem like we already have too many images here. Any objection for replacing the [[:File:Werewolf preview.png]] with it (we already have something similar in adventure mode section, which also illustrates the transformation and loss of cloth) --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 18:00, 28 January 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
:In my opinion this article doesn't have too many images yet: it's quite a long article with four images. However, while Ncorva's image is beatiful, I don't think that the creatures depicted match DF werewolves very well. DF werebeasts are all humanoids, while the beasts in that image seem more or less like natural wolves. [[User:Tanamoril|Tanamoril]] ([[User talk:Tanamoril|talk]]) 07:14, 29 January 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: I like to have an illustration on every page, even for the most banal of topics. However, in terms of quantity I tend to side with less is more, because of the nature of our artworks here (widely different depictions, styles and quality) I feel that more tend to overwhelm and sometime slide into www cool art gallery territory.&lt;br /&gt;
:: I think that Ncorva's image is vague enough, those wolf heads can easily pass as werewolfs, and can serve a purpose to illustrate attacks on human villages in adventure mode. Meanwhile the [[:File:DnD Lycantrop.png]] can replace [[:File:Werewolf preview.png]] as it serves the same purpose plus showing a transformation and is less specific so leaves more to the imagination. But, i don't mind either way, whatever majority rules works for me. --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 19:57, 29 January 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Infecting your entire fortress ==&lt;br /&gt;
&lt;br /&gt;
I think this section might need to be removed or massively overhauled given that werebeasts are now fully berserk.&lt;br /&gt;
&lt;br /&gt;
Probably the only outcome is a battle royale playing out until one dwarf is left standing.--[[User:Tarncast|Tarncast]] ([[User talk:Tarncast|talk]]) 00:34, 18 June 2022 (UTC)&lt;/div&gt;</summary>
		<author><name>Tarncast</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Werebeast&amp;diff=266417</id>
		<title>DF2014 Talk:Werebeast</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Werebeast&amp;diff=266417"/>
		<updated>2022-10-18T18:10:40Z</updated>

		<summary type="html">&lt;p&gt;Tarncast: /* berserk behaviour */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Chance of Infection ==&lt;br /&gt;
I question the implication that a humanoid with a &amp;quot;torn&amp;quot; injury has a chance NOT to become infected. I just watched four dwarves get bitten, and all four were infected. Maybe I'm just lucky.&lt;br /&gt;
&lt;br /&gt;
Has anyone seen a dwarf with a &amp;quot;torn&amp;quot; injury not get infected?&lt;br /&gt;
[[User:Leonidas|Leonidas]] ([[User talk:Leonidas|talk]]) 09:18, 19 February 2018 (UTC)&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
I have a carpenter who received &amp;quot;left lower arm, bone Torn open&amp;quot; the injury is classed in the health screen as X~ partially torn.&lt;br /&gt;
&lt;br /&gt;
I savescummed once and neither time did he turn, and all other 6 suspected infected turned each time. Werelizard infection--[[User:Tarncast|Tarncast]] ([[User talk:Tarncast|talk]]) 20:31, 17 June 2022 (UTC) -Tarncast&lt;br /&gt;
&lt;br /&gt;
== Bite Mechanics ==&lt;br /&gt;
Has anyone figured out the exact details of when a werebite infects someone? I recently had a mechanic bitten and shaken horribly before a friendly lumberjack disemboweled the werewombat assailant. The shaking inflicted massive injuries, but the bite itself only bruised the skin before grasping. The mechanic did not turn, and (barely) managed to survive the recovery process. Can anyone confirm a case in which a werebite both:&lt;br /&gt;
&lt;br /&gt;
1) Failed to break the skin, and&lt;br /&gt;
&lt;br /&gt;
2) Succeeded in infecting the victim?&lt;br /&gt;
&lt;br /&gt;
It'd be VERY nice to know if your dwarves are going to go postal in a month immediately after the battle, rather than AFTER putting them through surgery and carrying out lengthy quarantine procedures.&lt;br /&gt;
&lt;br /&gt;
== adv mod times and durations ==&lt;br /&gt;
&lt;br /&gt;
It's difficult to be precise, but the full phase appears to last 1.75 days. On 25th Granite it begins immediately at midnight and continues to sunset of the 26th. On 13th Limestone it appears to start around 03:00 and end around 21:00 the 14th. [[User:Uzu Bash|Uzu Bash]] ([[User talk:Uzu Bash|talk]]) 05:49, 20 July 2017 (UTC)&lt;br /&gt;
* Sandstone 10 at sunset until Sandstone 12,  ~3 hrs before sunset.  [[User:Uzu Bash|Uzu Bash]] ([[User talk:Uzu Bash|talk]]) 04:11, 29 July 2017 (UTC)&lt;br /&gt;
* Timber 8, 3hrs to sunset until noon of Timber 10. [[User:Uzu Bash|Uzu Bash]] ([[User talk:Uzu Bash|talk]]) 09:37, 10 August 2017 (UTC)&lt;br /&gt;
* Moonstone 6 at noon until ~3 hrs after dawn on Moonstone 8. Start transformations appear to occur at the same time as the previous end transformation. [[User:Uzu Bash|Uzu Bash]] ([[User talk:Uzu Bash|talk]]) 00:55, 18 August 2017 (UTC)&lt;br /&gt;
* Opal 4 3 hrs after dawn until Opal 6, 3 hrs before dawn. [[User:Uzu Bash|Uzu Bash]] ([[User talk:Uzu Bash|talk]]) 00:21, 23 August 2017 (UTC)&lt;br /&gt;
** That was probably off. Without better precision I can only estimate the hrs. [[User:Uzu Bash|Uzu Bash]] ([[User talk:Uzu Bash|talk]]) 17:31, 29 August 2017 (UTC)&lt;br /&gt;
* Obsidian 2nd a little after dawn, til Obsidian 4th a little after midnight. [[User:Uzu Bash|Uzu Bash]] ([[User talk:Uzu Bash|talk]]) 17:31, 29 August 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
==List of possible werebeasts==&lt;br /&gt;
&lt;br /&gt;
As the topic suggests, it’d be nice to have a list of all the different kinds of werebeasts in this article (and possibly partial raws for those?) [[User:Voliol|Voliol]] ([[User talk:Voliol|talk]]) 12:32, 14 April 2018 (UTC)&lt;br /&gt;
* Here’s the list, in case the forum thread meph put up today gets buried (http://www.bay12forums.com/smf/index.php?topic=175999.0):&lt;br /&gt;
 REPTILE_LIZARD&lt;br /&gt;
 REPTILE_CHAMELEON&lt;br /&gt;
 REPTILE_IGUANA&lt;br /&gt;
 REPTILE_GECKO&lt;br /&gt;
 REPTILE_SKINK&lt;br /&gt;
 REPTILE_GILA_MONSTER&lt;br /&gt;
 REPTILE_MONITOR&lt;br /&gt;
 REPTILE_TURTLE&lt;br /&gt;
 REPTILE_TORTOISE&lt;br /&gt;
 MAMMAL_OPOSSUM&lt;br /&gt;
 MAMMAL_KOALA&lt;br /&gt;
 MAMMAL_WOMBAT&lt;br /&gt;
 MAMMAL_KANGAROO&lt;br /&gt;
 MAMMAL_SLOTH&lt;br /&gt;
 MAMMAL_ANTEATER&lt;br /&gt;
 MAMMAL_ARMADILLO&lt;br /&gt;
 MAMMAL_SQUIRREL&lt;br /&gt;
 MAMMAL_MARMOT&lt;br /&gt;
 MAMMAL_BEAVER&lt;br /&gt;
 MAMMAL_GOPHER&lt;br /&gt;
 MAMMAL_RAT&lt;br /&gt;
 MAMMAL_MOUSE&lt;br /&gt;
 MAMMAL_PORCUPINE&lt;br /&gt;
 MAMMAL_CHINCHILLA&lt;br /&gt;
 MAMMAL_CAVY&lt;br /&gt;
 MAMMAL_CAPYBARA&lt;br /&gt;
 MAMMAL_RABBIT&lt;br /&gt;
 MAMMAL_HARE&lt;br /&gt;
 MAMMAL_LEMUR&lt;br /&gt;
 MAMMAL_LORIS&lt;br /&gt;
 MAMMAL_MONKEY&lt;br /&gt;
 MAMMAL_APE&lt;br /&gt;
 MAMMAL_HEDGEHOG&lt;br /&gt;
 MAMMAL_SHREW&lt;br /&gt;
 MAMMAL_MOLE&lt;br /&gt;
 MAMMAL_WOLF&lt;br /&gt;
 MAMMAL_COYOTE&lt;br /&gt;
 MAMMAL_FOX&lt;br /&gt;
 MAMMAL_JACKAL&lt;br /&gt;
 MAMMAL_RACCOON&lt;br /&gt;
 MAMMAL_COATI&lt;br /&gt;
 MAMMAL_WEASEL&lt;br /&gt;
 MAMMAL_BADGER&lt;br /&gt;
 MAMMAL_SKUNK&lt;br /&gt;
 MAMMAL_BEAR&lt;br /&gt;
 MAMMAL_PANDA&lt;br /&gt;
 MAMMAL_CAT&lt;br /&gt;
 MAMMAL_PANTHER&lt;br /&gt;
 MAMMAL_MONGOOSE&lt;br /&gt;
 MAMMAL_HYENA&lt;br /&gt;
 MAMMAL_CIVET&lt;br /&gt;
 MAMMAL_PANGOLIN&lt;br /&gt;
 MAMMAL_ELEPHANT&lt;br /&gt;
 MAMMAL_MAMMOTH&lt;br /&gt;
 MAMMAL_HORSE&lt;br /&gt;
 MAMMAL_ASS&lt;br /&gt;
 MAMMAL_ZEBRA&lt;br /&gt;
 MAMMAL_TAPIR&lt;br /&gt;
 MAMMAL_RHINOCEROS&lt;br /&gt;
 MAMMAL_PIG&lt;br /&gt;
 MAMMAL_WARTHOG&lt;br /&gt;
 MAMMAL_CAMEL&lt;br /&gt;
 MAMMAL_LLAMA&lt;br /&gt;
 MAMMAL_GIRAFFE&lt;br /&gt;
 MAMMAL_DEER&lt;br /&gt;
 MAMMAL_ELK&lt;br /&gt;
 MAMMAL_MOOSE&lt;br /&gt;
 MAMMAL_ANTELOPE&lt;br /&gt;
 MAMMAL_SHEEP&lt;br /&gt;
 MAMMAL_GOAT&lt;br /&gt;
 MAMMAL_BISON&lt;br /&gt;
 MAMMAL_BUFFALO&lt;br /&gt;
 MAMMAL_BULL &lt;br /&gt;
* -[[User:Voliol|Voliol]] ([[User talk:Voliol|talk]]) 10:18, 28 March 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Strange moods? ==&lt;br /&gt;
&lt;br /&gt;
Can werebeasts even get them? I don't think it's ever happened to me and I'm not sure it would even work given that they go insane once a month and artifact-making takes longer than that, which makes me think that it's not a thing.&lt;br /&gt;
&lt;br /&gt;
Can anyone confirm? I don't want to add something I'm not sure about, but it's also something that would be tough to go about proving since it's harder to prove a negative, and I can't say I've ever had a fort with a high enough population of werebeasts for them not having a mood to be meaningful. [[User:Feather|Feather]] ([[User talk:Feather|talk]]) 07:05, 1 October 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
* While transformed they don’t have the [[DF2014:Creature_token#STRANGE_MOODS|STRANGE_MOODS]] token, so the only option is for them to go into a strange mood between full moons. Here’s an experiment-concept: Enclose a bunch of (preferably already stressed) dwarves in individual rooms with a bunch of statues and make the rooms temples of a god with a known were-curse. Ensure the dwarves have a source of food and water. Perhaps dump the corpsw of a sentient in each room as well. Sooner or later, the dwarves should tantrum, and hopefully get cursed. Then, wait. If there is only a minority of non-cursed dwarves, and they keep getting the strange moods against all probability, then cursed dwarves probably can’t get moods. [[User:Voliol|Voliol]] ([[User talk:Voliol|talk]]) 10:52, 1 October 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
== 'Sparring dwarves teleport through 1-tile walls' - still valid? ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Note that as of 40.24 there is a nasty bug which lets sparring dwarves teleport through 1-tile walls, so make sure the walls to their prison are at least 2 tiles thick, and install two 1-tile bridges connected to one lever as a door.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Isolated this line in the article a while back. Does anyone know what bug this is referring to, and if it has been fixed? Cheers.&lt;br /&gt;
&lt;br /&gt;
[[User:Spdx|Spdx]] ([[User talk:Spdx|talk]]) 12:05, 31 March 2021 (UTC)&lt;br /&gt;
&lt;br /&gt;
Editing to say that I found the bug in the bug tracker and it's been marked as fixed in 47.04. Removing line. http://www.bay12games.com/dwarves/mantisbt/view.php?id=7444&lt;br /&gt;
&lt;br /&gt;
[[User:Spdx|Spdx]] ([[User talk:Spdx|talk]]) 12:30, 3 April 2021 (UTC)&lt;br /&gt;
&lt;br /&gt;
== berserk behaviour ==&lt;br /&gt;
&lt;br /&gt;
The article currently states that:&lt;br /&gt;
:&amp;quot;''In previous versions of Dwarf Fortress, a berserk werebeast would not attack another werebeast of the same species as themselves, however this behavior currently seems to be broken in fortress mode and transformed werebeasts are truly berserk.''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Broken? Is it a confirmed bug or possibly a feature where the berserk state of werebeast is now so intense that it attacks everyone? --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 14:01, 18 January 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
I have 6 werelizards holed up in a 3xe room together, no infighting. For whatever reason --[[User:Tarncast|Tarncast]] ([[User talk:Tarncast|talk]]) 20:33, 17 June 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
Maybe it's possible previous infighting was as the result of a loyalty following an attack on untransformed dwarves or vice versa?--[[User:Tarncast|Tarncast]] ([[User talk:Tarncast|talk]]) 20:46, 17 June 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
This is bizarre, certain werelizards started fighting each other this time when they transformed, the fight carried on including after transformation until one was left.--[[User:Tarncast|Tarncast]] ([[User talk:Tarncast|talk]]) 22:04, 17 June 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
I have a pit with two dwarf werelizards and they're not fighting when they transform. See https://youtu.be/GA5fPGDYn24 . My guess is that they might fight each other if they are triggered to fight something else, sort of like a loyalty cascade, but if they are not currently fighting anything they won't fight each other. --[[User:DogTrap|DogTrap]] ([[User talk:DogTrap|talk]]) 15:31, 18 October 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
I think you're right, it was a while ago now but I think I might have left the werelizard squad on duty when they transformed, and I think someone on here said soldiers will still attack on sight.&lt;br /&gt;
&lt;br /&gt;
So presumably if transformation is not exactly simultaneous one might have become aggressive and caused a loyalty cascade like you say.--[[User:Tarncast|Tarncast]] ([[User talk:Tarncast|talk]]) 18:10, 18 October 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Images ==&lt;br /&gt;
&lt;br /&gt;
I thought to add [[:File:Fending off the wolves by ncorva.jpg|this image]] here, as illustration of ~werebeast threat across the world. But it seem like we already have too many images here. Any objection for replacing the [[:File:Werewolf preview.png]] with it (we already have something similar in adventure mode section, which also illustrates the transformation and loss of cloth) --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 18:00, 28 January 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
:In my opinion this article doesn't have too many images yet: it's quite a long article with four images. However, while Ncorva's image is beatiful, I don't think that the creatures depicted match DF werewolves very well. DF werebeasts are all humanoids, while the beasts in that image seem more or less like natural wolves. [[User:Tanamoril|Tanamoril]] ([[User talk:Tanamoril|talk]]) 07:14, 29 January 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: I like to have an illustration on every page, even for the most banal of topics. However, in terms of quantity I tend to side with less is more, because of the nature of our artworks here (widely different depictions, styles and quality) I feel that more tend to overwhelm and sometime slide into www cool art gallery territory.&lt;br /&gt;
:: I think that Ncorva's image is vague enough, those wolf heads can easily pass as werewolfs, and can serve a purpose to illustrate attacks on human villages in adventure mode. Meanwhile the [[:File:DnD Lycantrop.png]] can replace [[:File:Werewolf preview.png]] as it serves the same purpose plus showing a transformation and is less specific so leaves more to the imagination. But, i don't mind either way, whatever majority rules works for me. --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 19:57, 29 January 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Infecting your entire fortress ==&lt;br /&gt;
&lt;br /&gt;
I think this section might need to be removed or massively overhauled given that werebeasts are now fully berserk.&lt;br /&gt;
&lt;br /&gt;
Probably the only outcome is a battle royale playing out until one dwarf is left standing.--[[User:Tarncast|Tarncast]] ([[User talk:Tarncast|talk]]) 00:34, 18 June 2022 (UTC)&lt;/div&gt;</summary>
		<author><name>Tarncast</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Werebeast&amp;diff=264168</id>
		<title>DF2014 Talk:Werebeast</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Werebeast&amp;diff=264168"/>
		<updated>2022-06-18T00:34:44Z</updated>

		<summary type="html">&lt;p&gt;Tarncast: /* Infecting your entire fortress */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Chance of Infection ==&lt;br /&gt;
I question the implication that a humanoid with a &amp;quot;torn&amp;quot; injury has a chance NOT to become infected. I just watched four dwarves get bitten, and all four were infected. Maybe I'm just lucky.&lt;br /&gt;
&lt;br /&gt;
Has anyone seen a dwarf with a &amp;quot;torn&amp;quot; injury not get infected?&lt;br /&gt;
[[User:Leonidas|Leonidas]] ([[User talk:Leonidas|talk]]) 09:18, 19 February 2018 (UTC)&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
I have a carpenter who received &amp;quot;left lower arm, bone Torn open&amp;quot; the injury is classed in the health screen as X~ partially torn.&lt;br /&gt;
&lt;br /&gt;
I savescummed once and neither time did he turn, and all other 6 suspected infected turned each time. Werelizard infection--[[User:Tarncast|Tarncast]] ([[User talk:Tarncast|talk]]) 20:31, 17 June 2022 (UTC) -Tarncast&lt;br /&gt;
&lt;br /&gt;
== Bite Mechanics ==&lt;br /&gt;
Has anyone figured out the exact details of when a werebite infects someone? I recently had a mechanic bitten and shaken horribly before a friendly lumberjack disemboweled the werewombat assailant. The shaking inflicted massive injuries, but the bite itself only bruised the skin before grasping. The mechanic did not turn, and (barely) managed to survive the recovery process. Can anyone confirm a case in which a werebite both:&lt;br /&gt;
&lt;br /&gt;
1) Failed to break the skin, and&lt;br /&gt;
&lt;br /&gt;
2) Succeeded in infecting the victim?&lt;br /&gt;
&lt;br /&gt;
It'd be VERY nice to know if your dwarves are going to go postal in a month immediately after the battle, rather than AFTER putting them through surgery and carrying out lengthy quarantine procedures.&lt;br /&gt;
&lt;br /&gt;
== adv mod times and durations ==&lt;br /&gt;
&lt;br /&gt;
It's difficult to be precise, but the full phase appears to last 1.75 days. On 25th Granite it begins immediately at midnight and continues to sunset of the 26th. On 13th Limestone it appears to start around 03:00 and end around 21:00 the 14th. [[User:Uzu Bash|Uzu Bash]] ([[User talk:Uzu Bash|talk]]) 05:49, 20 July 2017 (UTC)&lt;br /&gt;
* Sandstone 10 at sunset until Sandstone 12,  ~3 hrs before sunset.  [[User:Uzu Bash|Uzu Bash]] ([[User talk:Uzu Bash|talk]]) 04:11, 29 July 2017 (UTC)&lt;br /&gt;
* Timber 8, 3hrs to sunset until noon of Timber 10. [[User:Uzu Bash|Uzu Bash]] ([[User talk:Uzu Bash|talk]]) 09:37, 10 August 2017 (UTC)&lt;br /&gt;
* Moonstone 6 at noon until ~3 hrs after dawn on Moonstone 8. Start transformations appear to occur at the same time as the previous end transformation. [[User:Uzu Bash|Uzu Bash]] ([[User talk:Uzu Bash|talk]]) 00:55, 18 August 2017 (UTC)&lt;br /&gt;
* Opal 4 3 hrs after dawn until Opal 6, 3 hrs before dawn. [[User:Uzu Bash|Uzu Bash]] ([[User talk:Uzu Bash|talk]]) 00:21, 23 August 2017 (UTC)&lt;br /&gt;
** That was probably off. Without better precision I can only estimate the hrs. [[User:Uzu Bash|Uzu Bash]] ([[User talk:Uzu Bash|talk]]) 17:31, 29 August 2017 (UTC)&lt;br /&gt;
* Obsidian 2nd a little after dawn, til Obsidian 4th a little after midnight. [[User:Uzu Bash|Uzu Bash]] ([[User talk:Uzu Bash|talk]]) 17:31, 29 August 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
==List of possible werebeasts==&lt;br /&gt;
&lt;br /&gt;
As the topic suggests, it’d be nice to have a list of all the different kinds of werebeasts in this article (and possibly partial raws for those?) [[User:Voliol|Voliol]] ([[User talk:Voliol|talk]]) 12:32, 14 April 2018 (UTC)&lt;br /&gt;
* Here’s the list, in case the forum thread meph put up today gets buried (http://www.bay12forums.com/smf/index.php?topic=175999.0):&lt;br /&gt;
 REPTILE_LIZARD&lt;br /&gt;
 REPTILE_CHAMELEON&lt;br /&gt;
 REPTILE_IGUANA&lt;br /&gt;
 REPTILE_GECKO&lt;br /&gt;
 REPTILE_SKINK&lt;br /&gt;
 REPTILE_GILA_MONSTER&lt;br /&gt;
 REPTILE_MONITOR&lt;br /&gt;
 REPTILE_TURTLE&lt;br /&gt;
 REPTILE_TORTOISE&lt;br /&gt;
 MAMMAL_OPOSSUM&lt;br /&gt;
 MAMMAL_KOALA&lt;br /&gt;
 MAMMAL_WOMBAT&lt;br /&gt;
 MAMMAL_KANGAROO&lt;br /&gt;
 MAMMAL_SLOTH&lt;br /&gt;
 MAMMAL_ANTEATER&lt;br /&gt;
 MAMMAL_ARMADILLO&lt;br /&gt;
 MAMMAL_SQUIRREL&lt;br /&gt;
 MAMMAL_MARMOT&lt;br /&gt;
 MAMMAL_BEAVER&lt;br /&gt;
 MAMMAL_GOPHER&lt;br /&gt;
 MAMMAL_RAT&lt;br /&gt;
 MAMMAL_MOUSE&lt;br /&gt;
 MAMMAL_PORCUPINE&lt;br /&gt;
 MAMMAL_CHINCHILLA&lt;br /&gt;
 MAMMAL_CAVY&lt;br /&gt;
 MAMMAL_CAPYBARA&lt;br /&gt;
 MAMMAL_RABBIT&lt;br /&gt;
 MAMMAL_HARE&lt;br /&gt;
 MAMMAL_LEMUR&lt;br /&gt;
 MAMMAL_LORIS&lt;br /&gt;
 MAMMAL_MONKEY&lt;br /&gt;
 MAMMAL_APE&lt;br /&gt;
 MAMMAL_HEDGEHOG&lt;br /&gt;
 MAMMAL_SHREW&lt;br /&gt;
 MAMMAL_MOLE&lt;br /&gt;
 MAMMAL_WOLF&lt;br /&gt;
 MAMMAL_COYOTE&lt;br /&gt;
 MAMMAL_FOX&lt;br /&gt;
 MAMMAL_JACKAL&lt;br /&gt;
 MAMMAL_RACCOON&lt;br /&gt;
 MAMMAL_COATI&lt;br /&gt;
 MAMMAL_WEASEL&lt;br /&gt;
 MAMMAL_BADGER&lt;br /&gt;
 MAMMAL_SKUNK&lt;br /&gt;
 MAMMAL_BEAR&lt;br /&gt;
 MAMMAL_PANDA&lt;br /&gt;
 MAMMAL_CAT&lt;br /&gt;
 MAMMAL_PANTHER&lt;br /&gt;
 MAMMAL_MONGOOSE&lt;br /&gt;
 MAMMAL_HYENA&lt;br /&gt;
 MAMMAL_CIVET&lt;br /&gt;
 MAMMAL_PANGOLIN&lt;br /&gt;
 MAMMAL_ELEPHANT&lt;br /&gt;
 MAMMAL_MAMMOTH&lt;br /&gt;
 MAMMAL_HORSE&lt;br /&gt;
 MAMMAL_ASS&lt;br /&gt;
 MAMMAL_ZEBRA&lt;br /&gt;
 MAMMAL_TAPIR&lt;br /&gt;
 MAMMAL_RHINOCEROS&lt;br /&gt;
 MAMMAL_PIG&lt;br /&gt;
 MAMMAL_WARTHOG&lt;br /&gt;
 MAMMAL_CAMEL&lt;br /&gt;
 MAMMAL_LLAMA&lt;br /&gt;
 MAMMAL_GIRAFFE&lt;br /&gt;
 MAMMAL_DEER&lt;br /&gt;
 MAMMAL_ELK&lt;br /&gt;
 MAMMAL_MOOSE&lt;br /&gt;
 MAMMAL_ANTELOPE&lt;br /&gt;
 MAMMAL_SHEEP&lt;br /&gt;
 MAMMAL_GOAT&lt;br /&gt;
 MAMMAL_BISON&lt;br /&gt;
 MAMMAL_BUFFALO&lt;br /&gt;
 MAMMAL_BULL &lt;br /&gt;
* -[[User:Voliol|Voliol]] ([[User talk:Voliol|talk]]) 10:18, 28 March 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Strange moods? ==&lt;br /&gt;
&lt;br /&gt;
Can werebeasts even get them? I don't think it's ever happened to me and I'm not sure it would even work given that they go insane once a month and artifact-making takes longer than that, which makes me think that it's not a thing.&lt;br /&gt;
&lt;br /&gt;
Can anyone confirm? I don't want to add something I'm not sure about, but it's also something that would be tough to go about proving since it's harder to prove a negative, and I can't say I've ever had a fort with a high enough population of werebeasts for them not having a mood to be meaningful. [[User:Feather|Feather]] ([[User talk:Feather|talk]]) 07:05, 1 October 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
* While transformed they don’t have the [[DF2014:Creature_token#STRANGE_MOODS|STRANGE_MOODS]] token, so the only option is for them to go into a strange mood between full moons. Here’s an experiment-concept: Enclose a bunch of (preferably already stressed) dwarves in individual rooms with a bunch of statues and make the rooms temples of a god with a known were-curse. Ensure the dwarves have a source of food and water. Perhaps dump the corpsw of a sentient in each room as well. Sooner or later, the dwarves should tantrum, and hopefully get cursed. Then, wait. If there is only a minority of non-cursed dwarves, and they keep getting the strange moods against all probability, then cursed dwarves probably can’t get moods. [[User:Voliol|Voliol]] ([[User talk:Voliol|talk]]) 10:52, 1 October 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
== 'Sparring dwarves teleport through 1-tile walls' - still valid? ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Note that as of 40.24 there is a nasty bug which lets sparring dwarves teleport through 1-tile walls, so make sure the walls to their prison are at least 2 tiles thick, and install two 1-tile bridges connected to one lever as a door.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Isolated this line in the article a while back. Does anyone know what bug this is referring to, and if it has been fixed? Cheers.&lt;br /&gt;
&lt;br /&gt;
[[User:Spdx|Spdx]] ([[User talk:Spdx|talk]]) 12:05, 31 March 2021 (UTC)&lt;br /&gt;
&lt;br /&gt;
Editing to say that I found the bug in the bug tracker and it's been marked as fixed in 47.04. Removing line. http://www.bay12games.com/dwarves/mantisbt/view.php?id=7444&lt;br /&gt;
&lt;br /&gt;
[[User:Spdx|Spdx]] ([[User talk:Spdx|talk]]) 12:30, 3 April 2021 (UTC)&lt;br /&gt;
&lt;br /&gt;
== berserk behaviour ==&lt;br /&gt;
&lt;br /&gt;
The article currently states that:&lt;br /&gt;
:&amp;quot;''In previous versions of Dwarf Fortress, a berserk werebeast would not attack another werebeast of the same species as themselves, however this behavior currently seems to be broken in fortress mode and transformed werebeasts are truly berserk.''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Broken? Is it a confirmed bug or possibly a feature where the berserk state of werebeast is now so intense that it attacks everyone? --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 14:01, 18 January 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
I have 6 werelizards holed up in a 3xe room together, no infighting. For whatever reason --[[User:Tarncast|Tarncast]] ([[User talk:Tarncast|talk]]) 20:33, 17 June 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
Maybe it's possible previous infighting was as the result of a loyalty following an attack on untransformed dwarves or vice versa?--[[User:Tarncast|Tarncast]] ([[User talk:Tarncast|talk]]) 20:46, 17 June 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
This is bizarre, certain werelizards started fighting each other this time when they transformed, the fight carried on including after transformation until one was left.--[[User:Tarncast|Tarncast]] ([[User talk:Tarncast|talk]]) 22:04, 17 June 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Images ==&lt;br /&gt;
&lt;br /&gt;
I thought to add [[:File:Fending off the wolves by ncorva.jpg|this image]] here, as illustration of ~werebeast threat across the world. But it seem like we already have too many images here. Any objection for replacing the [[:File:Werewolf preview.png]] with it (we already have something similar in adventure mode section, which also illustrates the transformation and loss of cloth) --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 18:00, 28 January 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
:In my opinion this article doesn't have too many images yet: it's quite a long article with four images. However, while Ncorva's image is beatiful, I don't think that the creatures depicted match DF werewolves very well. DF werebeasts are all humanoids, while the beasts in that image seem more or less like natural wolves. [[User:Tanamoril|Tanamoril]] ([[User talk:Tanamoril|talk]]) 07:14, 29 January 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: I like to have an illustration on every page, even for the most banal of topics. However, in terms of quantity I tend to side with less is more, because of the nature of our artworks here (widely different depictions, styles and quality) I feel that more tend to overwhelm and sometime slide into www cool art gallery territory.&lt;br /&gt;
:: I think that Ncorva's image is vague enough, those wolf heads can easily pass as werewolfs, and can serve a purpose to illustrate attacks on human villages in adventure mode. Meanwhile the [[:File:DnD Lycantrop.png]] can replace [[:File:Werewolf preview.png]] as it serves the same purpose plus showing a transformation and is less specific so leaves more to the imagination. But, i don't mind either way, whatever majority rules works for me. --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 19:57, 29 January 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Infecting your entire fortress ==&lt;br /&gt;
&lt;br /&gt;
I think this section might need to be removed or massively overhauled given that werebeasts are now fully berserk.&lt;br /&gt;
&lt;br /&gt;
Probably the only outcome is a battle royale playing out until one dwarf is left standing.--[[User:Tarncast|Tarncast]] ([[User talk:Tarncast|talk]]) 00:34, 18 June 2022 (UTC)&lt;/div&gt;</summary>
		<author><name>Tarncast</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Werebeast&amp;diff=264165</id>
		<title>DF2014 Talk:Werebeast</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Werebeast&amp;diff=264165"/>
		<updated>2022-06-17T22:04:57Z</updated>

		<summary type="html">&lt;p&gt;Tarncast: /* berserk behaviour */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Chance of Infection ==&lt;br /&gt;
I question the implication that a humanoid with a &amp;quot;torn&amp;quot; injury has a chance NOT to become infected. I just watched four dwarves get bitten, and all four were infected. Maybe I'm just lucky.&lt;br /&gt;
&lt;br /&gt;
Has anyone seen a dwarf with a &amp;quot;torn&amp;quot; injury not get infected?&lt;br /&gt;
[[User:Leonidas|Leonidas]] ([[User talk:Leonidas|talk]]) 09:18, 19 February 2018 (UTC)&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
I have a carpenter who received &amp;quot;left lower arm, bone Torn open&amp;quot; the injury is classed in the health screen as X~ partially torn.&lt;br /&gt;
&lt;br /&gt;
I savescummed once and neither time did he turn, and all other 6 suspected infected turned each time. Werelizard infection--[[User:Tarncast|Tarncast]] ([[User talk:Tarncast|talk]]) 20:31, 17 June 2022 (UTC) -Tarncast&lt;br /&gt;
&lt;br /&gt;
== Bite Mechanics ==&lt;br /&gt;
Has anyone figured out the exact details of when a werebite infects someone? I recently had a mechanic bitten and shaken horribly before a friendly lumberjack disemboweled the werewombat assailant. The shaking inflicted massive injuries, but the bite itself only bruised the skin before grasping. The mechanic did not turn, and (barely) managed to survive the recovery process. Can anyone confirm a case in which a werebite both:&lt;br /&gt;
&lt;br /&gt;
1) Failed to break the skin, and&lt;br /&gt;
&lt;br /&gt;
2) Succeeded in infecting the victim?&lt;br /&gt;
&lt;br /&gt;
It'd be VERY nice to know if your dwarves are going to go postal in a month immediately after the battle, rather than AFTER putting them through surgery and carrying out lengthy quarantine procedures.&lt;br /&gt;
&lt;br /&gt;
== adv mod times and durations ==&lt;br /&gt;
&lt;br /&gt;
It's difficult to be precise, but the full phase appears to last 1.75 days. On 25th Granite it begins immediately at midnight and continues to sunset of the 26th. On 13th Limestone it appears to start around 03:00 and end around 21:00 the 14th. [[User:Uzu Bash|Uzu Bash]] ([[User talk:Uzu Bash|talk]]) 05:49, 20 July 2017 (UTC)&lt;br /&gt;
* Sandstone 10 at sunset until Sandstone 12,  ~3 hrs before sunset.  [[User:Uzu Bash|Uzu Bash]] ([[User talk:Uzu Bash|talk]]) 04:11, 29 July 2017 (UTC)&lt;br /&gt;
* Timber 8, 3hrs to sunset until noon of Timber 10. [[User:Uzu Bash|Uzu Bash]] ([[User talk:Uzu Bash|talk]]) 09:37, 10 August 2017 (UTC)&lt;br /&gt;
* Moonstone 6 at noon until ~3 hrs after dawn on Moonstone 8. Start transformations appear to occur at the same time as the previous end transformation. [[User:Uzu Bash|Uzu Bash]] ([[User talk:Uzu Bash|talk]]) 00:55, 18 August 2017 (UTC)&lt;br /&gt;
* Opal 4 3 hrs after dawn until Opal 6, 3 hrs before dawn. [[User:Uzu Bash|Uzu Bash]] ([[User talk:Uzu Bash|talk]]) 00:21, 23 August 2017 (UTC)&lt;br /&gt;
** That was probably off. Without better precision I can only estimate the hrs. [[User:Uzu Bash|Uzu Bash]] ([[User talk:Uzu Bash|talk]]) 17:31, 29 August 2017 (UTC)&lt;br /&gt;
* Obsidian 2nd a little after dawn, til Obsidian 4th a little after midnight. [[User:Uzu Bash|Uzu Bash]] ([[User talk:Uzu Bash|talk]]) 17:31, 29 August 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
==List of possible werebeasts==&lt;br /&gt;
&lt;br /&gt;
As the topic suggests, it’d be nice to have a list of all the different kinds of werebeasts in this article (and possibly partial raws for those?) [[User:Voliol|Voliol]] ([[User talk:Voliol|talk]]) 12:32, 14 April 2018 (UTC)&lt;br /&gt;
* Here’s the list, in case the forum thread meph put up today gets buried (http://www.bay12forums.com/smf/index.php?topic=175999.0):&lt;br /&gt;
 REPTILE_LIZARD&lt;br /&gt;
 REPTILE_CHAMELEON&lt;br /&gt;
 REPTILE_IGUANA&lt;br /&gt;
 REPTILE_GECKO&lt;br /&gt;
 REPTILE_SKINK&lt;br /&gt;
 REPTILE_GILA_MONSTER&lt;br /&gt;
 REPTILE_MONITOR&lt;br /&gt;
 REPTILE_TURTLE&lt;br /&gt;
 REPTILE_TORTOISE&lt;br /&gt;
 MAMMAL_OPOSSUM&lt;br /&gt;
 MAMMAL_KOALA&lt;br /&gt;
 MAMMAL_WOMBAT&lt;br /&gt;
 MAMMAL_KANGAROO&lt;br /&gt;
 MAMMAL_SLOTH&lt;br /&gt;
 MAMMAL_ANTEATER&lt;br /&gt;
 MAMMAL_ARMADILLO&lt;br /&gt;
 MAMMAL_SQUIRREL&lt;br /&gt;
 MAMMAL_MARMOT&lt;br /&gt;
 MAMMAL_BEAVER&lt;br /&gt;
 MAMMAL_GOPHER&lt;br /&gt;
 MAMMAL_RAT&lt;br /&gt;
 MAMMAL_MOUSE&lt;br /&gt;
 MAMMAL_PORCUPINE&lt;br /&gt;
 MAMMAL_CHINCHILLA&lt;br /&gt;
 MAMMAL_CAVY&lt;br /&gt;
 MAMMAL_CAPYBARA&lt;br /&gt;
 MAMMAL_RABBIT&lt;br /&gt;
 MAMMAL_HARE&lt;br /&gt;
 MAMMAL_LEMUR&lt;br /&gt;
 MAMMAL_LORIS&lt;br /&gt;
 MAMMAL_MONKEY&lt;br /&gt;
 MAMMAL_APE&lt;br /&gt;
 MAMMAL_HEDGEHOG&lt;br /&gt;
 MAMMAL_SHREW&lt;br /&gt;
 MAMMAL_MOLE&lt;br /&gt;
 MAMMAL_WOLF&lt;br /&gt;
 MAMMAL_COYOTE&lt;br /&gt;
 MAMMAL_FOX&lt;br /&gt;
 MAMMAL_JACKAL&lt;br /&gt;
 MAMMAL_RACCOON&lt;br /&gt;
 MAMMAL_COATI&lt;br /&gt;
 MAMMAL_WEASEL&lt;br /&gt;
 MAMMAL_BADGER&lt;br /&gt;
 MAMMAL_SKUNK&lt;br /&gt;
 MAMMAL_BEAR&lt;br /&gt;
 MAMMAL_PANDA&lt;br /&gt;
 MAMMAL_CAT&lt;br /&gt;
 MAMMAL_PANTHER&lt;br /&gt;
 MAMMAL_MONGOOSE&lt;br /&gt;
 MAMMAL_HYENA&lt;br /&gt;
 MAMMAL_CIVET&lt;br /&gt;
 MAMMAL_PANGOLIN&lt;br /&gt;
 MAMMAL_ELEPHANT&lt;br /&gt;
 MAMMAL_MAMMOTH&lt;br /&gt;
 MAMMAL_HORSE&lt;br /&gt;
 MAMMAL_ASS&lt;br /&gt;
 MAMMAL_ZEBRA&lt;br /&gt;
 MAMMAL_TAPIR&lt;br /&gt;
 MAMMAL_RHINOCEROS&lt;br /&gt;
 MAMMAL_PIG&lt;br /&gt;
 MAMMAL_WARTHOG&lt;br /&gt;
 MAMMAL_CAMEL&lt;br /&gt;
 MAMMAL_LLAMA&lt;br /&gt;
 MAMMAL_GIRAFFE&lt;br /&gt;
 MAMMAL_DEER&lt;br /&gt;
 MAMMAL_ELK&lt;br /&gt;
 MAMMAL_MOOSE&lt;br /&gt;
 MAMMAL_ANTELOPE&lt;br /&gt;
 MAMMAL_SHEEP&lt;br /&gt;
 MAMMAL_GOAT&lt;br /&gt;
 MAMMAL_BISON&lt;br /&gt;
 MAMMAL_BUFFALO&lt;br /&gt;
 MAMMAL_BULL &lt;br /&gt;
* -[[User:Voliol|Voliol]] ([[User talk:Voliol|talk]]) 10:18, 28 March 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Strange moods? ==&lt;br /&gt;
&lt;br /&gt;
Can werebeasts even get them? I don't think it's ever happened to me and I'm not sure it would even work given that they go insane once a month and artifact-making takes longer than that, which makes me think that it's not a thing.&lt;br /&gt;
&lt;br /&gt;
Can anyone confirm? I don't want to add something I'm not sure about, but it's also something that would be tough to go about proving since it's harder to prove a negative, and I can't say I've ever had a fort with a high enough population of werebeasts for them not having a mood to be meaningful. [[User:Feather|Feather]] ([[User talk:Feather|talk]]) 07:05, 1 October 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
* While transformed they don’t have the [[DF2014:Creature_token#STRANGE_MOODS|STRANGE_MOODS]] token, so the only option is for them to go into a strange mood between full moons. Here’s an experiment-concept: Enclose a bunch of (preferably already stressed) dwarves in individual rooms with a bunch of statues and make the rooms temples of a god with a known were-curse. Ensure the dwarves have a source of food and water. Perhaps dump the corpsw of a sentient in each room as well. Sooner or later, the dwarves should tantrum, and hopefully get cursed. Then, wait. If there is only a minority of non-cursed dwarves, and they keep getting the strange moods against all probability, then cursed dwarves probably can’t get moods. [[User:Voliol|Voliol]] ([[User talk:Voliol|talk]]) 10:52, 1 October 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
== 'Sparring dwarves teleport through 1-tile walls' - still valid? ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Note that as of 40.24 there is a nasty bug which lets sparring dwarves teleport through 1-tile walls, so make sure the walls to their prison are at least 2 tiles thick, and install two 1-tile bridges connected to one lever as a door.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Isolated this line in the article a while back. Does anyone know what bug this is referring to, and if it has been fixed? Cheers.&lt;br /&gt;
&lt;br /&gt;
[[User:Spdx|Spdx]] ([[User talk:Spdx|talk]]) 12:05, 31 March 2021 (UTC)&lt;br /&gt;
&lt;br /&gt;
Editing to say that I found the bug in the bug tracker and it's been marked as fixed in 47.04. Removing line. http://www.bay12games.com/dwarves/mantisbt/view.php?id=7444&lt;br /&gt;
&lt;br /&gt;
[[User:Spdx|Spdx]] ([[User talk:Spdx|talk]]) 12:30, 3 April 2021 (UTC)&lt;br /&gt;
&lt;br /&gt;
== berserk behaviour ==&lt;br /&gt;
&lt;br /&gt;
The article currently states that:&lt;br /&gt;
:&amp;quot;''In previous versions of Dwarf Fortress, a berserk werebeast would not attack another werebeast of the same species as themselves, however this behavior currently seems to be broken in fortress mode and transformed werebeasts are truly berserk.''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Broken? Is it a confirmed bug or possibly a feature where the berserk state of werebeast is now so intense that it attacks everyone? --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 14:01, 18 January 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
I have 6 werelizards holed up in a 3xe room together, no infighting. For whatever reason --[[User:Tarncast|Tarncast]] ([[User talk:Tarncast|talk]]) 20:33, 17 June 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
Maybe it's possible previous infighting was as the result of a loyalty following an attack on untransformed dwarves or vice versa?--[[User:Tarncast|Tarncast]] ([[User talk:Tarncast|talk]]) 20:46, 17 June 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
This is bizarre, certain werelizards started fighting each other this time when they transformed, the fight carried on including after transformation until one was left.--[[User:Tarncast|Tarncast]] ([[User talk:Tarncast|talk]]) 22:04, 17 June 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Images ==&lt;br /&gt;
&lt;br /&gt;
I thought to add [[:File:Fending off the wolves by ncorva.jpg|this image]] here, as illustration of ~werebeast threat across the world. But it seem like we already have too many images here. Any objection for replacing the [[:File:Werewolf preview.png]] with it (we already have something similar in adventure mode section, which also illustrates the transformation and loss of cloth) --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 18:00, 28 January 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
:In my opinion this article doesn't have too many images yet: it's quite a long article with four images. However, while Ncorva's image is beatiful, I don't think that the creatures depicted match DF werewolves very well. DF werebeasts are all humanoids, while the beasts in that image seem more or less like natural wolves. [[User:Tanamoril|Tanamoril]] ([[User talk:Tanamoril|talk]]) 07:14, 29 January 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: I like to have an illustration on every page, even for the most banal of topics. However, in terms of quantity I tend to side with less is more, because of the nature of our artworks here (widely different depictions, styles and quality) I feel that more tend to overwhelm and sometime slide into www cool art gallery territory.&lt;br /&gt;
:: I think that Ncorva's image is vague enough, those wolf heads can easily pass as werewolfs, and can serve a purpose to illustrate attacks on human villages in adventure mode. Meanwhile the [[:File:DnD Lycantrop.png]] can replace [[:File:Werewolf preview.png]] as it serves the same purpose plus showing a transformation and is less specific so leaves more to the imagination. But, i don't mind either way, whatever majority rules works for me. --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 19:57, 29 January 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Infecting your entire fortress ==&lt;br /&gt;
&lt;br /&gt;
I think this section might need to be removed or massively overhauled given that werebeasts are now fully berserk.&lt;br /&gt;
&lt;br /&gt;
Probably the only outcome is a battle royale playing out until one dwarf is left standing.&lt;/div&gt;</summary>
		<author><name>Tarncast</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Werebeast&amp;diff=264163</id>
		<title>DF2014 Talk:Werebeast</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Werebeast&amp;diff=264163"/>
		<updated>2022-06-17T20:47:02Z</updated>

		<summary type="html">&lt;p&gt;Tarncast: /* berserk behaviour */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Chance of Infection ==&lt;br /&gt;
I question the implication that a humanoid with a &amp;quot;torn&amp;quot; injury has a chance NOT to become infected. I just watched four dwarves get bitten, and all four were infected. Maybe I'm just lucky.&lt;br /&gt;
&lt;br /&gt;
Has anyone seen a dwarf with a &amp;quot;torn&amp;quot; injury not get infected?&lt;br /&gt;
[[User:Leonidas|Leonidas]] ([[User talk:Leonidas|talk]]) 09:18, 19 February 2018 (UTC)&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
I have a carpenter who received &amp;quot;left lower arm, bone Torn open&amp;quot; the injury is classed in the health screen as X~ partially torn.&lt;br /&gt;
&lt;br /&gt;
I savescummed once and neither time did he turn, and all other 6 suspected infected turned each time. Werelizard infection--[[User:Tarncast|Tarncast]] ([[User talk:Tarncast|talk]]) 20:31, 17 June 2022 (UTC) -Tarncast&lt;br /&gt;
&lt;br /&gt;
== Bite Mechanics ==&lt;br /&gt;
Has anyone figured out the exact details of when a werebite infects someone? I recently had a mechanic bitten and shaken horribly before a friendly lumberjack disemboweled the werewombat assailant. The shaking inflicted massive injuries, but the bite itself only bruised the skin before grasping. The mechanic did not turn, and (barely) managed to survive the recovery process. Can anyone confirm a case in which a werebite both:&lt;br /&gt;
&lt;br /&gt;
1) Failed to break the skin, and&lt;br /&gt;
&lt;br /&gt;
2) Succeeded in infecting the victim?&lt;br /&gt;
&lt;br /&gt;
It'd be VERY nice to know if your dwarves are going to go postal in a month immediately after the battle, rather than AFTER putting them through surgery and carrying out lengthy quarantine procedures.&lt;br /&gt;
&lt;br /&gt;
== adv mod times and durations ==&lt;br /&gt;
&lt;br /&gt;
It's difficult to be precise, but the full phase appears to last 1.75 days. On 25th Granite it begins immediately at midnight and continues to sunset of the 26th. On 13th Limestone it appears to start around 03:00 and end around 21:00 the 14th. [[User:Uzu Bash|Uzu Bash]] ([[User talk:Uzu Bash|talk]]) 05:49, 20 July 2017 (UTC)&lt;br /&gt;
* Sandstone 10 at sunset until Sandstone 12,  ~3 hrs before sunset.  [[User:Uzu Bash|Uzu Bash]] ([[User talk:Uzu Bash|talk]]) 04:11, 29 July 2017 (UTC)&lt;br /&gt;
* Timber 8, 3hrs to sunset until noon of Timber 10. [[User:Uzu Bash|Uzu Bash]] ([[User talk:Uzu Bash|talk]]) 09:37, 10 August 2017 (UTC)&lt;br /&gt;
* Moonstone 6 at noon until ~3 hrs after dawn on Moonstone 8. Start transformations appear to occur at the same time as the previous end transformation. [[User:Uzu Bash|Uzu Bash]] ([[User talk:Uzu Bash|talk]]) 00:55, 18 August 2017 (UTC)&lt;br /&gt;
* Opal 4 3 hrs after dawn until Opal 6, 3 hrs before dawn. [[User:Uzu Bash|Uzu Bash]] ([[User talk:Uzu Bash|talk]]) 00:21, 23 August 2017 (UTC)&lt;br /&gt;
** That was probably off. Without better precision I can only estimate the hrs. [[User:Uzu Bash|Uzu Bash]] ([[User talk:Uzu Bash|talk]]) 17:31, 29 August 2017 (UTC)&lt;br /&gt;
* Obsidian 2nd a little after dawn, til Obsidian 4th a little after midnight. [[User:Uzu Bash|Uzu Bash]] ([[User talk:Uzu Bash|talk]]) 17:31, 29 August 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
==List of possible werebeasts==&lt;br /&gt;
&lt;br /&gt;
As the topic suggests, it’d be nice to have a list of all the different kinds of werebeasts in this article (and possibly partial raws for those?) [[User:Voliol|Voliol]] ([[User talk:Voliol|talk]]) 12:32, 14 April 2018 (UTC)&lt;br /&gt;
* Here’s the list, in case the forum thread meph put up today gets buried (http://www.bay12forums.com/smf/index.php?topic=175999.0):&lt;br /&gt;
 REPTILE_LIZARD&lt;br /&gt;
 REPTILE_CHAMELEON&lt;br /&gt;
 REPTILE_IGUANA&lt;br /&gt;
 REPTILE_GECKO&lt;br /&gt;
 REPTILE_SKINK&lt;br /&gt;
 REPTILE_GILA_MONSTER&lt;br /&gt;
 REPTILE_MONITOR&lt;br /&gt;
 REPTILE_TURTLE&lt;br /&gt;
 REPTILE_TORTOISE&lt;br /&gt;
 MAMMAL_OPOSSUM&lt;br /&gt;
 MAMMAL_KOALA&lt;br /&gt;
 MAMMAL_WOMBAT&lt;br /&gt;
 MAMMAL_KANGAROO&lt;br /&gt;
 MAMMAL_SLOTH&lt;br /&gt;
 MAMMAL_ANTEATER&lt;br /&gt;
 MAMMAL_ARMADILLO&lt;br /&gt;
 MAMMAL_SQUIRREL&lt;br /&gt;
 MAMMAL_MARMOT&lt;br /&gt;
 MAMMAL_BEAVER&lt;br /&gt;
 MAMMAL_GOPHER&lt;br /&gt;
 MAMMAL_RAT&lt;br /&gt;
 MAMMAL_MOUSE&lt;br /&gt;
 MAMMAL_PORCUPINE&lt;br /&gt;
 MAMMAL_CHINCHILLA&lt;br /&gt;
 MAMMAL_CAVY&lt;br /&gt;
 MAMMAL_CAPYBARA&lt;br /&gt;
 MAMMAL_RABBIT&lt;br /&gt;
 MAMMAL_HARE&lt;br /&gt;
 MAMMAL_LEMUR&lt;br /&gt;
 MAMMAL_LORIS&lt;br /&gt;
 MAMMAL_MONKEY&lt;br /&gt;
 MAMMAL_APE&lt;br /&gt;
 MAMMAL_HEDGEHOG&lt;br /&gt;
 MAMMAL_SHREW&lt;br /&gt;
 MAMMAL_MOLE&lt;br /&gt;
 MAMMAL_WOLF&lt;br /&gt;
 MAMMAL_COYOTE&lt;br /&gt;
 MAMMAL_FOX&lt;br /&gt;
 MAMMAL_JACKAL&lt;br /&gt;
 MAMMAL_RACCOON&lt;br /&gt;
 MAMMAL_COATI&lt;br /&gt;
 MAMMAL_WEASEL&lt;br /&gt;
 MAMMAL_BADGER&lt;br /&gt;
 MAMMAL_SKUNK&lt;br /&gt;
 MAMMAL_BEAR&lt;br /&gt;
 MAMMAL_PANDA&lt;br /&gt;
 MAMMAL_CAT&lt;br /&gt;
 MAMMAL_PANTHER&lt;br /&gt;
 MAMMAL_MONGOOSE&lt;br /&gt;
 MAMMAL_HYENA&lt;br /&gt;
 MAMMAL_CIVET&lt;br /&gt;
 MAMMAL_PANGOLIN&lt;br /&gt;
 MAMMAL_ELEPHANT&lt;br /&gt;
 MAMMAL_MAMMOTH&lt;br /&gt;
 MAMMAL_HORSE&lt;br /&gt;
 MAMMAL_ASS&lt;br /&gt;
 MAMMAL_ZEBRA&lt;br /&gt;
 MAMMAL_TAPIR&lt;br /&gt;
 MAMMAL_RHINOCEROS&lt;br /&gt;
 MAMMAL_PIG&lt;br /&gt;
 MAMMAL_WARTHOG&lt;br /&gt;
 MAMMAL_CAMEL&lt;br /&gt;
 MAMMAL_LLAMA&lt;br /&gt;
 MAMMAL_GIRAFFE&lt;br /&gt;
 MAMMAL_DEER&lt;br /&gt;
 MAMMAL_ELK&lt;br /&gt;
 MAMMAL_MOOSE&lt;br /&gt;
 MAMMAL_ANTELOPE&lt;br /&gt;
 MAMMAL_SHEEP&lt;br /&gt;
 MAMMAL_GOAT&lt;br /&gt;
 MAMMAL_BISON&lt;br /&gt;
 MAMMAL_BUFFALO&lt;br /&gt;
 MAMMAL_BULL &lt;br /&gt;
* -[[User:Voliol|Voliol]] ([[User talk:Voliol|talk]]) 10:18, 28 March 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Strange moods? ==&lt;br /&gt;
&lt;br /&gt;
Can werebeasts even get them? I don't think it's ever happened to me and I'm not sure it would even work given that they go insane once a month and artifact-making takes longer than that, which makes me think that it's not a thing.&lt;br /&gt;
&lt;br /&gt;
Can anyone confirm? I don't want to add something I'm not sure about, but it's also something that would be tough to go about proving since it's harder to prove a negative, and I can't say I've ever had a fort with a high enough population of werebeasts for them not having a mood to be meaningful. [[User:Feather|Feather]] ([[User talk:Feather|talk]]) 07:05, 1 October 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
* While transformed they don’t have the [[DF2014:Creature_token#STRANGE_MOODS|STRANGE_MOODS]] token, so the only option is for them to go into a strange mood between full moons. Here’s an experiment-concept: Enclose a bunch of (preferably already stressed) dwarves in individual rooms with a bunch of statues and make the rooms temples of a god with a known were-curse. Ensure the dwarves have a source of food and water. Perhaps dump the corpsw of a sentient in each room as well. Sooner or later, the dwarves should tantrum, and hopefully get cursed. Then, wait. If there is only a minority of non-cursed dwarves, and they keep getting the strange moods against all probability, then cursed dwarves probably can’t get moods. [[User:Voliol|Voliol]] ([[User talk:Voliol|talk]]) 10:52, 1 October 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
== 'Sparring dwarves teleport through 1-tile walls' - still valid? ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Note that as of 40.24 there is a nasty bug which lets sparring dwarves teleport through 1-tile walls, so make sure the walls to their prison are at least 2 tiles thick, and install two 1-tile bridges connected to one lever as a door.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Isolated this line in the article a while back. Does anyone know what bug this is referring to, and if it has been fixed? Cheers.&lt;br /&gt;
&lt;br /&gt;
[[User:Spdx|Spdx]] ([[User talk:Spdx|talk]]) 12:05, 31 March 2021 (UTC)&lt;br /&gt;
&lt;br /&gt;
Editing to say that I found the bug in the bug tracker and it's been marked as fixed in 47.04. Removing line. http://www.bay12games.com/dwarves/mantisbt/view.php?id=7444&lt;br /&gt;
&lt;br /&gt;
[[User:Spdx|Spdx]] ([[User talk:Spdx|talk]]) 12:30, 3 April 2021 (UTC)&lt;br /&gt;
&lt;br /&gt;
== berserk behaviour ==&lt;br /&gt;
&lt;br /&gt;
The article currently states that:&lt;br /&gt;
:&amp;quot;''In previous versions of Dwarf Fortress, a berserk werebeast would not attack another werebeast of the same species as themselves, however this behavior currently seems to be broken in fortress mode and transformed werebeasts are truly berserk.''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Broken? Is it a confirmed bug or possibly a feature where the berserk state of werebeast is now so intense that it attacks everyone? --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 14:01, 18 January 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
I have 6 werelizards holed up in a 3xe room together, no infighting. For whatever reason --[[User:Tarncast|Tarncast]] ([[User talk:Tarncast|talk]]) 20:33, 17 June 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
Maybe it's possible previous infighting was as the result of a loyalty following an attack on untransformed dwarves or vice versa?--[[User:Tarncast|Tarncast]] ([[User talk:Tarncast|talk]]) 20:46, 17 June 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Images ==&lt;br /&gt;
&lt;br /&gt;
I thought to add [[:File:Fending off the wolves by ncorva.jpg|this image]] here, as illustration of ~werebeast threat across the world. But it seem like we already have too many images here. Any objection for replacing the [[:File:Werewolf preview.png]] with it (we already have something similar in adventure mode section, which also illustrates the transformation and loss of cloth) --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 18:00, 28 January 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
:In my opinion this article doesn't have too many images yet: it's quite a long article with four images. However, while Ncorva's image is beatiful, I don't think that the creatures depicted match DF werewolves very well. DF werebeasts are all humanoids, while the beasts in that image seem more or less like natural wolves. [[User:Tanamoril|Tanamoril]] ([[User talk:Tanamoril|talk]]) 07:14, 29 January 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: I like to have an illustration on every page, even for the most banal of topics. However, in terms of quantity I tend to side with less is more, because of the nature of our artworks here (widely different depictions, styles and quality) I feel that more tend to overwhelm and sometime slide into www cool art gallery territory.&lt;br /&gt;
:: I think that Ncorva's image is vague enough, those wolf heads can easily pass as werewolfs, and can serve a purpose to illustrate attacks on human villages in adventure mode. Meanwhile the [[:File:DnD Lycantrop.png]] can replace [[:File:Werewolf preview.png]] as it serves the same purpose plus showing a transformation and is less specific so leaves more to the imagination. But, i don't mind either way, whatever majority rules works for me. --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 19:57, 29 January 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Infecting your entire fortress ==&lt;br /&gt;
&lt;br /&gt;
I think this section might need to be removed or massively overhauled given that werebeasts are now fully berserk.&lt;br /&gt;
&lt;br /&gt;
Probably the only outcome is a battle royale playing out until one dwarf is left standing.&lt;/div&gt;</summary>
		<author><name>Tarncast</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Werebeast&amp;diff=264161</id>
		<title>DF2014 Talk:Werebeast</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Werebeast&amp;diff=264161"/>
		<updated>2022-06-17T20:34:10Z</updated>

		<summary type="html">&lt;p&gt;Tarncast: /* berserk behaviour */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Chance of Infection ==&lt;br /&gt;
I question the implication that a humanoid with a &amp;quot;torn&amp;quot; injury has a chance NOT to become infected. I just watched four dwarves get bitten, and all four were infected. Maybe I'm just lucky.&lt;br /&gt;
&lt;br /&gt;
Has anyone seen a dwarf with a &amp;quot;torn&amp;quot; injury not get infected?&lt;br /&gt;
[[User:Leonidas|Leonidas]] ([[User talk:Leonidas|talk]]) 09:18, 19 February 2018 (UTC)&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
I have a carpenter who received &amp;quot;left lower arm, bone Torn open&amp;quot; the injury is classed in the health screen as X~ partially torn.&lt;br /&gt;
&lt;br /&gt;
I savescummed once and neither time did he turn, and all other 6 suspected infected turned each time. Werelizard infection--[[User:Tarncast|Tarncast]] ([[User talk:Tarncast|talk]]) 20:31, 17 June 2022 (UTC) -Tarncast&lt;br /&gt;
&lt;br /&gt;
== Bite Mechanics ==&lt;br /&gt;
Has anyone figured out the exact details of when a werebite infects someone? I recently had a mechanic bitten and shaken horribly before a friendly lumberjack disemboweled the werewombat assailant. The shaking inflicted massive injuries, but the bite itself only bruised the skin before grasping. The mechanic did not turn, and (barely) managed to survive the recovery process. Can anyone confirm a case in which a werebite both:&lt;br /&gt;
&lt;br /&gt;
1) Failed to break the skin, and&lt;br /&gt;
&lt;br /&gt;
2) Succeeded in infecting the victim?&lt;br /&gt;
&lt;br /&gt;
It'd be VERY nice to know if your dwarves are going to go postal in a month immediately after the battle, rather than AFTER putting them through surgery and carrying out lengthy quarantine procedures.&lt;br /&gt;
&lt;br /&gt;
== adv mod times and durations ==&lt;br /&gt;
&lt;br /&gt;
It's difficult to be precise, but the full phase appears to last 1.75 days. On 25th Granite it begins immediately at midnight and continues to sunset of the 26th. On 13th Limestone it appears to start around 03:00 and end around 21:00 the 14th. [[User:Uzu Bash|Uzu Bash]] ([[User talk:Uzu Bash|talk]]) 05:49, 20 July 2017 (UTC)&lt;br /&gt;
* Sandstone 10 at sunset until Sandstone 12,  ~3 hrs before sunset.  [[User:Uzu Bash|Uzu Bash]] ([[User talk:Uzu Bash|talk]]) 04:11, 29 July 2017 (UTC)&lt;br /&gt;
* Timber 8, 3hrs to sunset until noon of Timber 10. [[User:Uzu Bash|Uzu Bash]] ([[User talk:Uzu Bash|talk]]) 09:37, 10 August 2017 (UTC)&lt;br /&gt;
* Moonstone 6 at noon until ~3 hrs after dawn on Moonstone 8. Start transformations appear to occur at the same time as the previous end transformation. [[User:Uzu Bash|Uzu Bash]] ([[User talk:Uzu Bash|talk]]) 00:55, 18 August 2017 (UTC)&lt;br /&gt;
* Opal 4 3 hrs after dawn until Opal 6, 3 hrs before dawn. [[User:Uzu Bash|Uzu Bash]] ([[User talk:Uzu Bash|talk]]) 00:21, 23 August 2017 (UTC)&lt;br /&gt;
** That was probably off. Without better precision I can only estimate the hrs. [[User:Uzu Bash|Uzu Bash]] ([[User talk:Uzu Bash|talk]]) 17:31, 29 August 2017 (UTC)&lt;br /&gt;
* Obsidian 2nd a little after dawn, til Obsidian 4th a little after midnight. [[User:Uzu Bash|Uzu Bash]] ([[User talk:Uzu Bash|talk]]) 17:31, 29 August 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
==List of possible werebeasts==&lt;br /&gt;
&lt;br /&gt;
As the topic suggests, it’d be nice to have a list of all the different kinds of werebeasts in this article (and possibly partial raws for those?) [[User:Voliol|Voliol]] ([[User talk:Voliol|talk]]) 12:32, 14 April 2018 (UTC)&lt;br /&gt;
* Here’s the list, in case the forum thread meph put up today gets buried (http://www.bay12forums.com/smf/index.php?topic=175999.0):&lt;br /&gt;
 REPTILE_LIZARD&lt;br /&gt;
 REPTILE_CHAMELEON&lt;br /&gt;
 REPTILE_IGUANA&lt;br /&gt;
 REPTILE_GECKO&lt;br /&gt;
 REPTILE_SKINK&lt;br /&gt;
 REPTILE_GILA_MONSTER&lt;br /&gt;
 REPTILE_MONITOR&lt;br /&gt;
 REPTILE_TURTLE&lt;br /&gt;
 REPTILE_TORTOISE&lt;br /&gt;
 MAMMAL_OPOSSUM&lt;br /&gt;
 MAMMAL_KOALA&lt;br /&gt;
 MAMMAL_WOMBAT&lt;br /&gt;
 MAMMAL_KANGAROO&lt;br /&gt;
 MAMMAL_SLOTH&lt;br /&gt;
 MAMMAL_ANTEATER&lt;br /&gt;
 MAMMAL_ARMADILLO&lt;br /&gt;
 MAMMAL_SQUIRREL&lt;br /&gt;
 MAMMAL_MARMOT&lt;br /&gt;
 MAMMAL_BEAVER&lt;br /&gt;
 MAMMAL_GOPHER&lt;br /&gt;
 MAMMAL_RAT&lt;br /&gt;
 MAMMAL_MOUSE&lt;br /&gt;
 MAMMAL_PORCUPINE&lt;br /&gt;
 MAMMAL_CHINCHILLA&lt;br /&gt;
 MAMMAL_CAVY&lt;br /&gt;
 MAMMAL_CAPYBARA&lt;br /&gt;
 MAMMAL_RABBIT&lt;br /&gt;
 MAMMAL_HARE&lt;br /&gt;
 MAMMAL_LEMUR&lt;br /&gt;
 MAMMAL_LORIS&lt;br /&gt;
 MAMMAL_MONKEY&lt;br /&gt;
 MAMMAL_APE&lt;br /&gt;
 MAMMAL_HEDGEHOG&lt;br /&gt;
 MAMMAL_SHREW&lt;br /&gt;
 MAMMAL_MOLE&lt;br /&gt;
 MAMMAL_WOLF&lt;br /&gt;
 MAMMAL_COYOTE&lt;br /&gt;
 MAMMAL_FOX&lt;br /&gt;
 MAMMAL_JACKAL&lt;br /&gt;
 MAMMAL_RACCOON&lt;br /&gt;
 MAMMAL_COATI&lt;br /&gt;
 MAMMAL_WEASEL&lt;br /&gt;
 MAMMAL_BADGER&lt;br /&gt;
 MAMMAL_SKUNK&lt;br /&gt;
 MAMMAL_BEAR&lt;br /&gt;
 MAMMAL_PANDA&lt;br /&gt;
 MAMMAL_CAT&lt;br /&gt;
 MAMMAL_PANTHER&lt;br /&gt;
 MAMMAL_MONGOOSE&lt;br /&gt;
 MAMMAL_HYENA&lt;br /&gt;
 MAMMAL_CIVET&lt;br /&gt;
 MAMMAL_PANGOLIN&lt;br /&gt;
 MAMMAL_ELEPHANT&lt;br /&gt;
 MAMMAL_MAMMOTH&lt;br /&gt;
 MAMMAL_HORSE&lt;br /&gt;
 MAMMAL_ASS&lt;br /&gt;
 MAMMAL_ZEBRA&lt;br /&gt;
 MAMMAL_TAPIR&lt;br /&gt;
 MAMMAL_RHINOCEROS&lt;br /&gt;
 MAMMAL_PIG&lt;br /&gt;
 MAMMAL_WARTHOG&lt;br /&gt;
 MAMMAL_CAMEL&lt;br /&gt;
 MAMMAL_LLAMA&lt;br /&gt;
 MAMMAL_GIRAFFE&lt;br /&gt;
 MAMMAL_DEER&lt;br /&gt;
 MAMMAL_ELK&lt;br /&gt;
 MAMMAL_MOOSE&lt;br /&gt;
 MAMMAL_ANTELOPE&lt;br /&gt;
 MAMMAL_SHEEP&lt;br /&gt;
 MAMMAL_GOAT&lt;br /&gt;
 MAMMAL_BISON&lt;br /&gt;
 MAMMAL_BUFFALO&lt;br /&gt;
 MAMMAL_BULL &lt;br /&gt;
* -[[User:Voliol|Voliol]] ([[User talk:Voliol|talk]]) 10:18, 28 March 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Strange moods? ==&lt;br /&gt;
&lt;br /&gt;
Can werebeasts even get them? I don't think it's ever happened to me and I'm not sure it would even work given that they go insane once a month and artifact-making takes longer than that, which makes me think that it's not a thing.&lt;br /&gt;
&lt;br /&gt;
Can anyone confirm? I don't want to add something I'm not sure about, but it's also something that would be tough to go about proving since it's harder to prove a negative, and I can't say I've ever had a fort with a high enough population of werebeasts for them not having a mood to be meaningful. [[User:Feather|Feather]] ([[User talk:Feather|talk]]) 07:05, 1 October 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
* While transformed they don’t have the [[DF2014:Creature_token#STRANGE_MOODS|STRANGE_MOODS]] token, so the only option is for them to go into a strange mood between full moons. Here’s an experiment-concept: Enclose a bunch of (preferably already stressed) dwarves in individual rooms with a bunch of statues and make the rooms temples of a god with a known were-curse. Ensure the dwarves have a source of food and water. Perhaps dump the corpsw of a sentient in each room as well. Sooner or later, the dwarves should tantrum, and hopefully get cursed. Then, wait. If there is only a minority of non-cursed dwarves, and they keep getting the strange moods against all probability, then cursed dwarves probably can’t get moods. [[User:Voliol|Voliol]] ([[User talk:Voliol|talk]]) 10:52, 1 October 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
== 'Sparring dwarves teleport through 1-tile walls' - still valid? ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Note that as of 40.24 there is a nasty bug which lets sparring dwarves teleport through 1-tile walls, so make sure the walls to their prison are at least 2 tiles thick, and install two 1-tile bridges connected to one lever as a door.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Isolated this line in the article a while back. Does anyone know what bug this is referring to, and if it has been fixed? Cheers.&lt;br /&gt;
&lt;br /&gt;
[[User:Spdx|Spdx]] ([[User talk:Spdx|talk]]) 12:05, 31 March 2021 (UTC)&lt;br /&gt;
&lt;br /&gt;
Editing to say that I found the bug in the bug tracker and it's been marked as fixed in 47.04. Removing line. http://www.bay12games.com/dwarves/mantisbt/view.php?id=7444&lt;br /&gt;
&lt;br /&gt;
[[User:Spdx|Spdx]] ([[User talk:Spdx|talk]]) 12:30, 3 April 2021 (UTC)&lt;br /&gt;
&lt;br /&gt;
== berserk behaviour ==&lt;br /&gt;
&lt;br /&gt;
The article currently states that:&lt;br /&gt;
:&amp;quot;''In previous versions of Dwarf Fortress, a berserk werebeast would not attack another werebeast of the same species as themselves, however this behavior currently seems to be broken in fortress mode and transformed werebeasts are truly berserk.''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Broken? Is it a confirmed bug or possibly a feature where the berserk state of werebeast is now so intense that it attacks everyone? --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 14:01, 18 January 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
I have 6 werelizards holed up in a 3xe room together, no infighting. For whatever reason --[[User:Tarncast|Tarncast]] ([[User talk:Tarncast|talk]]) 20:33, 17 June 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Images ==&lt;br /&gt;
&lt;br /&gt;
I thought to add [[:File:Fending off the wolves by ncorva.jpg|this image]] here, as illustration of ~werebeast threat across the world. But it seem like we already have too many images here. Any objection for replacing the [[:File:Werewolf preview.png]] with it (we already have something similar in adventure mode section, which also illustrates the transformation and loss of cloth) --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 18:00, 28 January 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
:In my opinion this article doesn't have too many images yet: it's quite a long article with four images. However, while Ncorva's image is beatiful, I don't think that the creatures depicted match DF werewolves very well. DF werebeasts are all humanoids, while the beasts in that image seem more or less like natural wolves. [[User:Tanamoril|Tanamoril]] ([[User talk:Tanamoril|talk]]) 07:14, 29 January 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: I like to have an illustration on every page, even for the most banal of topics. However, in terms of quantity I tend to side with less is more, because of the nature of our artworks here (widely different depictions, styles and quality) I feel that more tend to overwhelm and sometime slide into www cool art gallery territory.&lt;br /&gt;
:: I think that Ncorva's image is vague enough, those wolf heads can easily pass as werewolfs, and can serve a purpose to illustrate attacks on human villages in adventure mode. Meanwhile the [[:File:DnD Lycantrop.png]] can replace [[:File:Werewolf preview.png]] as it serves the same purpose plus showing a transformation and is less specific so leaves more to the imagination. But, i don't mind either way, whatever majority rules works for me. --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 19:57, 29 January 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Infecting your entire fortress ==&lt;br /&gt;
&lt;br /&gt;
I think this section might need to be removed or massively overhauled given that werebeasts are now fully berserk.&lt;br /&gt;
&lt;br /&gt;
Probably the only outcome is a battle royale playing out until one dwarf is left standing.&lt;/div&gt;</summary>
		<author><name>Tarncast</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Werebeast&amp;diff=264160</id>
		<title>DF2014 Talk:Werebeast</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Werebeast&amp;diff=264160"/>
		<updated>2022-06-17T20:31:56Z</updated>

		<summary type="html">&lt;p&gt;Tarncast: /* Chance of Infection */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Chance of Infection ==&lt;br /&gt;
I question the implication that a humanoid with a &amp;quot;torn&amp;quot; injury has a chance NOT to become infected. I just watched four dwarves get bitten, and all four were infected. Maybe I'm just lucky.&lt;br /&gt;
&lt;br /&gt;
Has anyone seen a dwarf with a &amp;quot;torn&amp;quot; injury not get infected?&lt;br /&gt;
[[User:Leonidas|Leonidas]] ([[User talk:Leonidas|talk]]) 09:18, 19 February 2018 (UTC)&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
I have a carpenter who received &amp;quot;left lower arm, bone Torn open&amp;quot; the injury is classed in the health screen as X~ partially torn.&lt;br /&gt;
&lt;br /&gt;
I savescummed once and neither time did he turn, and all other 6 suspected infected turned each time. Werelizard infection--[[User:Tarncast|Tarncast]] ([[User talk:Tarncast|talk]]) 20:31, 17 June 2022 (UTC) -Tarncast&lt;br /&gt;
&lt;br /&gt;
== Bite Mechanics ==&lt;br /&gt;
Has anyone figured out the exact details of when a werebite infects someone? I recently had a mechanic bitten and shaken horribly before a friendly lumberjack disemboweled the werewombat assailant. The shaking inflicted massive injuries, but the bite itself only bruised the skin before grasping. The mechanic did not turn, and (barely) managed to survive the recovery process. Can anyone confirm a case in which a werebite both:&lt;br /&gt;
&lt;br /&gt;
1) Failed to break the skin, and&lt;br /&gt;
&lt;br /&gt;
2) Succeeded in infecting the victim?&lt;br /&gt;
&lt;br /&gt;
It'd be VERY nice to know if your dwarves are going to go postal in a month immediately after the battle, rather than AFTER putting them through surgery and carrying out lengthy quarantine procedures.&lt;br /&gt;
&lt;br /&gt;
== adv mod times and durations ==&lt;br /&gt;
&lt;br /&gt;
It's difficult to be precise, but the full phase appears to last 1.75 days. On 25th Granite it begins immediately at midnight and continues to sunset of the 26th. On 13th Limestone it appears to start around 03:00 and end around 21:00 the 14th. [[User:Uzu Bash|Uzu Bash]] ([[User talk:Uzu Bash|talk]]) 05:49, 20 July 2017 (UTC)&lt;br /&gt;
* Sandstone 10 at sunset until Sandstone 12,  ~3 hrs before sunset.  [[User:Uzu Bash|Uzu Bash]] ([[User talk:Uzu Bash|talk]]) 04:11, 29 July 2017 (UTC)&lt;br /&gt;
* Timber 8, 3hrs to sunset until noon of Timber 10. [[User:Uzu Bash|Uzu Bash]] ([[User talk:Uzu Bash|talk]]) 09:37, 10 August 2017 (UTC)&lt;br /&gt;
* Moonstone 6 at noon until ~3 hrs after dawn on Moonstone 8. Start transformations appear to occur at the same time as the previous end transformation. [[User:Uzu Bash|Uzu Bash]] ([[User talk:Uzu Bash|talk]]) 00:55, 18 August 2017 (UTC)&lt;br /&gt;
* Opal 4 3 hrs after dawn until Opal 6, 3 hrs before dawn. [[User:Uzu Bash|Uzu Bash]] ([[User talk:Uzu Bash|talk]]) 00:21, 23 August 2017 (UTC)&lt;br /&gt;
** That was probably off. Without better precision I can only estimate the hrs. [[User:Uzu Bash|Uzu Bash]] ([[User talk:Uzu Bash|talk]]) 17:31, 29 August 2017 (UTC)&lt;br /&gt;
* Obsidian 2nd a little after dawn, til Obsidian 4th a little after midnight. [[User:Uzu Bash|Uzu Bash]] ([[User talk:Uzu Bash|talk]]) 17:31, 29 August 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
==List of possible werebeasts==&lt;br /&gt;
&lt;br /&gt;
As the topic suggests, it’d be nice to have a list of all the different kinds of werebeasts in this article (and possibly partial raws for those?) [[User:Voliol|Voliol]] ([[User talk:Voliol|talk]]) 12:32, 14 April 2018 (UTC)&lt;br /&gt;
* Here’s the list, in case the forum thread meph put up today gets buried (http://www.bay12forums.com/smf/index.php?topic=175999.0):&lt;br /&gt;
 REPTILE_LIZARD&lt;br /&gt;
 REPTILE_CHAMELEON&lt;br /&gt;
 REPTILE_IGUANA&lt;br /&gt;
 REPTILE_GECKO&lt;br /&gt;
 REPTILE_SKINK&lt;br /&gt;
 REPTILE_GILA_MONSTER&lt;br /&gt;
 REPTILE_MONITOR&lt;br /&gt;
 REPTILE_TURTLE&lt;br /&gt;
 REPTILE_TORTOISE&lt;br /&gt;
 MAMMAL_OPOSSUM&lt;br /&gt;
 MAMMAL_KOALA&lt;br /&gt;
 MAMMAL_WOMBAT&lt;br /&gt;
 MAMMAL_KANGAROO&lt;br /&gt;
 MAMMAL_SLOTH&lt;br /&gt;
 MAMMAL_ANTEATER&lt;br /&gt;
 MAMMAL_ARMADILLO&lt;br /&gt;
 MAMMAL_SQUIRREL&lt;br /&gt;
 MAMMAL_MARMOT&lt;br /&gt;
 MAMMAL_BEAVER&lt;br /&gt;
 MAMMAL_GOPHER&lt;br /&gt;
 MAMMAL_RAT&lt;br /&gt;
 MAMMAL_MOUSE&lt;br /&gt;
 MAMMAL_PORCUPINE&lt;br /&gt;
 MAMMAL_CHINCHILLA&lt;br /&gt;
 MAMMAL_CAVY&lt;br /&gt;
 MAMMAL_CAPYBARA&lt;br /&gt;
 MAMMAL_RABBIT&lt;br /&gt;
 MAMMAL_HARE&lt;br /&gt;
 MAMMAL_LEMUR&lt;br /&gt;
 MAMMAL_LORIS&lt;br /&gt;
 MAMMAL_MONKEY&lt;br /&gt;
 MAMMAL_APE&lt;br /&gt;
 MAMMAL_HEDGEHOG&lt;br /&gt;
 MAMMAL_SHREW&lt;br /&gt;
 MAMMAL_MOLE&lt;br /&gt;
 MAMMAL_WOLF&lt;br /&gt;
 MAMMAL_COYOTE&lt;br /&gt;
 MAMMAL_FOX&lt;br /&gt;
 MAMMAL_JACKAL&lt;br /&gt;
 MAMMAL_RACCOON&lt;br /&gt;
 MAMMAL_COATI&lt;br /&gt;
 MAMMAL_WEASEL&lt;br /&gt;
 MAMMAL_BADGER&lt;br /&gt;
 MAMMAL_SKUNK&lt;br /&gt;
 MAMMAL_BEAR&lt;br /&gt;
 MAMMAL_PANDA&lt;br /&gt;
 MAMMAL_CAT&lt;br /&gt;
 MAMMAL_PANTHER&lt;br /&gt;
 MAMMAL_MONGOOSE&lt;br /&gt;
 MAMMAL_HYENA&lt;br /&gt;
 MAMMAL_CIVET&lt;br /&gt;
 MAMMAL_PANGOLIN&lt;br /&gt;
 MAMMAL_ELEPHANT&lt;br /&gt;
 MAMMAL_MAMMOTH&lt;br /&gt;
 MAMMAL_HORSE&lt;br /&gt;
 MAMMAL_ASS&lt;br /&gt;
 MAMMAL_ZEBRA&lt;br /&gt;
 MAMMAL_TAPIR&lt;br /&gt;
 MAMMAL_RHINOCEROS&lt;br /&gt;
 MAMMAL_PIG&lt;br /&gt;
 MAMMAL_WARTHOG&lt;br /&gt;
 MAMMAL_CAMEL&lt;br /&gt;
 MAMMAL_LLAMA&lt;br /&gt;
 MAMMAL_GIRAFFE&lt;br /&gt;
 MAMMAL_DEER&lt;br /&gt;
 MAMMAL_ELK&lt;br /&gt;
 MAMMAL_MOOSE&lt;br /&gt;
 MAMMAL_ANTELOPE&lt;br /&gt;
 MAMMAL_SHEEP&lt;br /&gt;
 MAMMAL_GOAT&lt;br /&gt;
 MAMMAL_BISON&lt;br /&gt;
 MAMMAL_BUFFALO&lt;br /&gt;
 MAMMAL_BULL &lt;br /&gt;
* -[[User:Voliol|Voliol]] ([[User talk:Voliol|talk]]) 10:18, 28 March 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Strange moods? ==&lt;br /&gt;
&lt;br /&gt;
Can werebeasts even get them? I don't think it's ever happened to me and I'm not sure it would even work given that they go insane once a month and artifact-making takes longer than that, which makes me think that it's not a thing.&lt;br /&gt;
&lt;br /&gt;
Can anyone confirm? I don't want to add something I'm not sure about, but it's also something that would be tough to go about proving since it's harder to prove a negative, and I can't say I've ever had a fort with a high enough population of werebeasts for them not having a mood to be meaningful. [[User:Feather|Feather]] ([[User talk:Feather|talk]]) 07:05, 1 October 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
* While transformed they don’t have the [[DF2014:Creature_token#STRANGE_MOODS|STRANGE_MOODS]] token, so the only option is for them to go into a strange mood between full moons. Here’s an experiment-concept: Enclose a bunch of (preferably already stressed) dwarves in individual rooms with a bunch of statues and make the rooms temples of a god with a known were-curse. Ensure the dwarves have a source of food and water. Perhaps dump the corpsw of a sentient in each room as well. Sooner or later, the dwarves should tantrum, and hopefully get cursed. Then, wait. If there is only a minority of non-cursed dwarves, and they keep getting the strange moods against all probability, then cursed dwarves probably can’t get moods. [[User:Voliol|Voliol]] ([[User talk:Voliol|talk]]) 10:52, 1 October 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
== 'Sparring dwarves teleport through 1-tile walls' - still valid? ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Note that as of 40.24 there is a nasty bug which lets sparring dwarves teleport through 1-tile walls, so make sure the walls to their prison are at least 2 tiles thick, and install two 1-tile bridges connected to one lever as a door.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Isolated this line in the article a while back. Does anyone know what bug this is referring to, and if it has been fixed? Cheers.&lt;br /&gt;
&lt;br /&gt;
[[User:Spdx|Spdx]] ([[User talk:Spdx|talk]]) 12:05, 31 March 2021 (UTC)&lt;br /&gt;
&lt;br /&gt;
Editing to say that I found the bug in the bug tracker and it's been marked as fixed in 47.04. Removing line. http://www.bay12games.com/dwarves/mantisbt/view.php?id=7444&lt;br /&gt;
&lt;br /&gt;
[[User:Spdx|Spdx]] ([[User talk:Spdx|talk]]) 12:30, 3 April 2021 (UTC)&lt;br /&gt;
&lt;br /&gt;
== berserk behaviour ==&lt;br /&gt;
&lt;br /&gt;
The article currently states that:&lt;br /&gt;
:&amp;quot;''In previous versions of Dwarf Fortress, a berserk werebeast would not attack another werebeast of the same species as themselves, however this behavior currently seems to be broken in fortress mode and transformed werebeasts are truly berserk.''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Broken? Is it a confirmed bug or possibly a feature where the berserk state of werebeast is now so intense that it attacks everyone? --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 14:01, 18 January 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Images ==&lt;br /&gt;
&lt;br /&gt;
I thought to add [[:File:Fending off the wolves by ncorva.jpg|this image]] here, as illustration of ~werebeast threat across the world. But it seem like we already have too many images here. Any objection for replacing the [[:File:Werewolf preview.png]] with it (we already have something similar in adventure mode section, which also illustrates the transformation and loss of cloth) --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 18:00, 28 January 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
:In my opinion this article doesn't have too many images yet: it's quite a long article with four images. However, while Ncorva's image is beatiful, I don't think that the creatures depicted match DF werewolves very well. DF werebeasts are all humanoids, while the beasts in that image seem more or less like natural wolves. [[User:Tanamoril|Tanamoril]] ([[User talk:Tanamoril|talk]]) 07:14, 29 January 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: I like to have an illustration on every page, even for the most banal of topics. However, in terms of quantity I tend to side with less is more, because of the nature of our artworks here (widely different depictions, styles and quality) I feel that more tend to overwhelm and sometime slide into www cool art gallery territory.&lt;br /&gt;
:: I think that Ncorva's image is vague enough, those wolf heads can easily pass as werewolfs, and can serve a purpose to illustrate attacks on human villages in adventure mode. Meanwhile the [[:File:DnD Lycantrop.png]] can replace [[:File:Werewolf preview.png]] as it serves the same purpose plus showing a transformation and is less specific so leaves more to the imagination. But, i don't mind either way, whatever majority rules works for me. --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 19:57, 29 January 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Infecting your entire fortress ==&lt;br /&gt;
&lt;br /&gt;
I think this section might need to be removed or massively overhauled given that werebeasts are now fully berserk.&lt;br /&gt;
&lt;br /&gt;
Probably the only outcome is a battle royale playing out until one dwarf is left standing.&lt;/div&gt;</summary>
		<author><name>Tarncast</name></author>
	</entry>
</feed>