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		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Trap_design&amp;diff=135841</id>
		<title>v0.31:Trap design</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Trap_design&amp;diff=135841"/>
		<updated>2011-02-08T12:34:31Z</updated>

		<summary type="html">&lt;p&gt;Used: /* Trapping efficiently part 1 */  diagram&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Masterwork|14:49, 24 January 2011 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:''This page is one of several inter-related articles on the broader topic of defending your fortress and your dwarves. '''Trap design''' focuses on the theory and design of complex traps, mechanical systems and other automation for defending your fortress, and also on unusual uses of simple mechanic's {{l|trap}}s. For a general overview of the threats that will challenge your fortress and things to consider when preparing a standard defense, see the '''{{l|defense guide}}'''. For tips on laying out your architecture to protect your military, see '''{{l|security design}}'''. For specific advice on how to get your soldiers prepared for any threat, see '''{{l|military design}}'''.  See '''{{l|trapper}}''' for catching vermin-sized creatures in animal traps.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* For suggestions on disposing of nobles and other unwanted residents, see {{l|unfortunate accident|unfortunate accident}}.&lt;br /&gt;
* For a basic overview of how the different machine parts work and work together, see {{l|machinery|machinery}}.&lt;br /&gt;
 &lt;br /&gt;
:::::'''''Editors &amp;amp; Contributors''' - Please see the discussion page before posting.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
Simple one-tile {{l|trap|trap}}s* are just that - they exist only on their own tile, trigger themselves when a target walks onto that one tile, and affect only that one tile.  Complex traps and automation rely on linking {{l|door|door}}s, {{l|hatch cover|hatch}}es, {{l|floodgate|floodgate}}s, {{l|bridge|bridge}}s and mechanic's traps to {{l|lever|lever}}s or {{l|pressure plate|pressure plate}}s, along with {{l|machinery|machinery}} to provide the power to run some of the more diabolical designs.  When the trigger is activated, it sends a {{l|lever|signal}} to the linked device. That signal is not always as simple as &amp;quot;do it now&amp;quot;, but it's specifically either to &amp;quot;open&amp;quot; or to &amp;quot;close&amp;quot;.  By manipulating what does what and when, and what follows from that, impressive results can be achieved.&lt;br /&gt;
&lt;br /&gt;
:''(* specifically, the {{l|Trap#Stone-fall_Trap|stone-fall trap}}, {{l|Trap#Weapon_Trap|weapon trap}}, and {{l|Trap#Cage_Trap|cage trap}}.)''&lt;br /&gt;
&lt;br /&gt;
* To fully understand how these component objects work individually (before combining them into diabolical and complex combinations), see those main articles.&lt;br /&gt;
&lt;br /&gt;
==Basic traps==&lt;br /&gt;
These are the simple {{l|trap|trap}}s that are placed by a mechanic. They require one {{l|mechanism|mechanism}} but do not require levers or triggers.  They can be a quick, easy and brutally effective &amp;quot;first defense&amp;quot; for a fledgling fortress, but they can also be combined into key parts of more complex set ups. For tips on using these basic traps effectively, see the Trap Strategies section.&lt;br /&gt;
&lt;br /&gt;
===Stone fall trap===&lt;br /&gt;
:This is the easiest trap to build, so you can easily build them in large numbers. Building lots of them is an easy way to earn experience for your {{l|mechanic|mechanic}}, and add to the depth of your fort's defenses at the same time. Surrounding intersections and stairways is a good way of handling threats that make it inside the fortress, including berserk dwarves.&lt;br /&gt;
&lt;br /&gt;
===Weapon trap===&lt;br /&gt;
:The gold standard of lethal traps. This is the only simple trap that works repeatedly without reloading. They do get jammed, however. View the trap with the '''items in room''' {{key|t}} mode, and if there's a corpse inside the trap, it's jammed. None of the weapons on a jammed trap will function. It may be wiser to have several weapon traps with fewer weapons, rather than a smaller number of ten-weapon traps. &lt;br /&gt;
&lt;br /&gt;
:Using {{l|crossbow|crossbow}}s or other projectile weapons in weapon traps avoids the problem of jamming, but they must be kept loaded with {{l|ammo|ammo}}.  Mechanics will load them with any ammo that is not forbidden.  They will load each until each type of weapon has ten rounds of ammo.  Hammers seem to jam less than swords or axes, and spears seem to jam the most. Your dwarves will attempt to unjam traps unless otherwise forbidden.&lt;br /&gt;
&lt;br /&gt;
===Cage trap===&lt;br /&gt;
:A very powerful type of trap. Maybe even too powerful - currently, even a wooden or glass {{l|cage|cage}} can hold indefinitely any creature short of a [[titan]], even trolls and megabeasts. A cage trap never fails, although creatures with the {{L|creature token|[TRAP_AVOID]}} tag cannot be captured unless knocked unconscious or [[Giant cave spider|webbed]] first. Use cage traps as your outermost traps to catch the occasional wandering animal, angry wounded {{l|elephant|elephant}} or {{l|unicorn|unicorn}}, or even {{l|zombie|zombie}}s. Caged animals and enemies will be safely brought to any animal stockpiles you have, but may escape later if you are not careful. For more information, see {{l|captured creatures}}.&lt;br /&gt;
&lt;br /&gt;
==Linked traps==&lt;br /&gt;
These traps require a trigger such as a {{l|pressure plate|pressure plate}} or {{l|lever|lever}}. They will require at least three {{l|mechanisms|mechanisms}}, one for the trigger and two to create the link. The trigger can be located any distance from the trap, typically close for a pressure plate or far away for a lever.&lt;br /&gt;
&lt;br /&gt;
For a system that repeatedly activates automatically and regularly regardless of enemies, see {{l|Repeater}}.&lt;br /&gt;
&lt;br /&gt;
===Menacing spikes===&lt;br /&gt;
Menacing {{l|trap component|spike}}s or upright spears appear on the basic mechanic's {{k|T}}rap menu, but must be activated remotely to pop out of the ground and impale anyone standing on that tile.  Vast forests of these can make any area a killing field.  &lt;br /&gt;
&lt;br /&gt;
While upright spike defense systems never jam, they also do not discriminate. When activated, they will inflict piercing damage on whatever is standing on the tile, whether it be friend or foe.  You can use {{L|traffic|traffic designations}} to help somewhat.  Designate the spike trap tiles as &amp;quot;restricted&amp;quot; then make a longer path going around the spikes that's designated as &amp;quot;high traffic.&amp;quot;  Pets will probably still get skewered, though.&lt;br /&gt;
&lt;br /&gt;
==Trap strategies==&lt;br /&gt;
These are some basic tricks that can be used with most any trap design, basic or complex.&lt;br /&gt;
&lt;br /&gt;
===Bait animals===&lt;br /&gt;
Enemies will hunt down and kill friendly tame animals wandering outside if they have nothing better to do. Put an expendable animal on a {{l|restraint}} in some random spot outside, build a few columns around it to reduce the chance of them shooting it, and trap that area to hell and back. Also known as the &amp;quot;Tar Baby&amp;quot; strategy.&lt;br /&gt;
&lt;br /&gt;
Note that this is a horrible method of getting rid of cats, as they will often adopt a dwarf who will then attempt to free the cat. This may lead to the unfortunate situation of Urist McCatlover getting skewered by an ambush party while on his way to free Mr. Baitykins.&lt;br /&gt;
&lt;br /&gt;
===Trapping efficiently part 1===&lt;br /&gt;
As the converse of building many traps everywhere, consider instead herding your enemies into a few traps. A cross-hair pattern of walls or impassable channels with an array of traps in the middle gap will increase the usage of each individual trap. This is particularly useful when capturing wildlife.  You may also want a few traps near the edges, to catch the creatures that attempt to go around it.&lt;br /&gt;
&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
 +++++++[#F00]^[#F00]^[#F00]^+++++++      [#FFF]l[#FFF]e[#FFF]g[#FFF]e[#FFF]n[#FFF]d&lt;br /&gt;
 ++++++++▓++++++++   ▓  stone/wall&lt;br /&gt;
 ++++++++▓++++++++   [#F00]^  trap&lt;br /&gt;
 ++++++++▓++++++++   +  floor&lt;br /&gt;
 ++++++++▓++++++++&lt;br /&gt;
 ++++++[#F00]^[#F00]^▓[#F00]^[#F00]^++++++&lt;br /&gt;
 [#F00]^+++++[#F00]^[#F00]^▓[#F00]^[#F00]^+++++[#F00]^&lt;br /&gt;
 [#F00]^▓▓▓▓▓▓▓[#F00]^▓▓▓▓▓▓▓[#F00]^&lt;br /&gt;
 [#F00]^+++++[#F00]^[#F00]^▓[#F00]^[#F00]^+++++[#F00]^&lt;br /&gt;
 ++++++[#F00]^[#F00]^▓[#F00]^[#F00]^++++++&lt;br /&gt;
 ++++++++▓++++++++&lt;br /&gt;
 ++++++++▓++++++++&lt;br /&gt;
 ++++++++▓++++++++&lt;br /&gt;
 ++++++++▓++++++++&lt;br /&gt;
 +++++++[#F00]^[#F00]^[#F00]^+++++++&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Trapping efficiently part 2===&lt;br /&gt;
&lt;br /&gt;
If the path where you will place your traps has bends, expect the enemy to take the most direct path -  it's not guaranteed, but they will tend to hug the inside of a corner, and rarely detour to a dead-end (represented by &amp;quot;x&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
       ╔═════════ &lt;br /&gt;
   ║   ║xx    ??&lt;br /&gt;
   ║   ║x    ??? &lt;br /&gt;
   ║???║   .????     ? = unpredictable path &lt;br /&gt;
   ║???║  .╔═════&lt;br /&gt;
   ║ ??║ . ║         . = ''most likely'' path&lt;br /&gt;
   ║  .║g  ║         g = invader&lt;br /&gt;
   ║x  .  x║&lt;br /&gt;
   ║xx   xx║         x = ''unlikely'' detour &lt;br /&gt;
   ╚═══════╝&lt;br /&gt;
&lt;br /&gt;
Once in a straight hall, anything is possible (represented by &amp;quot;?&amp;quot;), but placing your best (or first) traps on the inside path near &amp;quot;inside&amp;quot; corners (and de-emphasizing outside &amp;quot;dead-end&amp;quot; corners) is the best bet. If two invaders are side-by-side, they will wander, and random actions are always possible, but if you had to guess, this is the way to do it.&lt;br /&gt;
&lt;br /&gt;
===Trapping efficiently part 3===&lt;br /&gt;
&lt;br /&gt;
If there are a lot of hills outside, remove most of the ramps, then trap those last few routes.  The only way for creatures to get around will be to go through your traps.&lt;br /&gt;
&lt;br /&gt;
 ░░░░░░░░░░░░░░░░░░&lt;br /&gt;
 ▲▲▲▲▲▲▲▲▲▲▲▲▲▲▲▲▲▲   Before&lt;br /&gt;
 ++++++++++++++++++&lt;br /&gt;
 &lt;br /&gt;
 ░░░░░░░░░░░░░░░░░░&lt;br /&gt;
 +++++++^▲^++++++++   After&lt;br /&gt;
 +++++++^^^++++++++&lt;br /&gt;
&lt;br /&gt;
===Trapping efficiently part 4===&lt;br /&gt;
&lt;br /&gt;
Have a river or any kind of chasm?  Construct a floor over it (not a bridge), then build traps over it.  Brooks won't work for this, because everything can already walk over the top of a brook.  It also won't work as well in winter on a map that freezes.&lt;br /&gt;
&lt;br /&gt;
 +++++++++++░^^░+++++++++++&lt;br /&gt;
 +++++++++++░^^░+++++++++++&lt;br /&gt;
 +++++++++++░^^░+++++++++++&lt;br /&gt;
 ~~ ~~ ~~ ~~░^^░~~ ~~ ~~ ~~  Nobody ever said that it had to end at the river banks.&lt;br /&gt;
 ~~ ~~ ~~ ~~░^^░~~ ~~ ~~ ~~  Building walls along the side allows you to make it longer&lt;br /&gt;
 +++++++++++░^^░+++++++++++  and to fill it with more traps.&lt;br /&gt;
 +++++++++++░^^░+++++++++++&lt;br /&gt;
 +++++++++++░^^░+++++++++++&lt;br /&gt;
&lt;br /&gt;
==Crushing weight traps==&lt;br /&gt;
&lt;br /&gt;
===Dropping the Hammer===&lt;br /&gt;
Lowering {{l|drawbridge|drawbridge}}s on invaders will {{l|dwarven atom smasher|crush}} them into nothingness. Known as the 'Dwarven Atom Smasher', bridges will destroy most things with some notable exceptions including {{l|wagon}}s and {{l|elephant}}s, who will not only survive unscathed but also destroy the bridge.&lt;br /&gt;
&lt;br /&gt;
Try replacing the side wall of a part of your main entrance with a drawbridge, big enough so it spans the whole hallway.  To prevent enemies with the {{l|Creature token|[BUILDINGDESTROYER]}} tag from wrecking it, you can dig a {{l|channel}} in front of it for protection while it's raised.  Link the drawbridge to a {{l|lever|trigger}}, and whenever you feel like it activate the trap.  This can be done with minimal effort and used to smash {{l|invader}}s, unwanted {{l|immigrants}}, bothersome {{l|nobles}}, or simply to destroy your garbage.&lt;br /&gt;
&lt;br /&gt;
===Intentional cave-in===&lt;br /&gt;
{{l|Support|Support}}s can be linked to triggers. Building a section of floor that is deliberately held up only by a trapped support allows for an intentional {{l|cave-in|cave-in}}.&lt;br /&gt;
* Invaders dropped into a pit can be wounded or killed. &lt;br /&gt;
* Dropping a floor or wall directly onto any creature will ''instantly'' kill it, regardless of its size.&lt;br /&gt;
* The cave-in will also knock nearby invaders unconscious. This will stun them, and also make them susceptible to simple traps (even if normally immune).&lt;br /&gt;
* Cave-ins will ''not'' reveal invisible invaders, such as {{l|ambush|ambush}}ers unless it kills them outright, in which case their bodies become visible.&lt;br /&gt;
&lt;br /&gt;
The biggest drawback of this sort of trap is the &amp;quot;reload&amp;quot; process, which can be relatively time consuming.  Have a drawbridge that can seal off the work area so your {{l|mechanic|mechanic}}s and {{l|mason|mason}}s can reconstruct the setup in peace.&lt;br /&gt;
&lt;br /&gt;
==Water traps==&lt;br /&gt;
These traps drown, freeze, boil, or wash targets away.  Errors in execution can be quite &amp;lt;s&amp;gt;{{l|flood|harmful}} to your fortress&amp;lt;/s&amp;gt; {{l|fun}}, so use with caution.&lt;br /&gt;
&lt;br /&gt;
===Drown and burn===&lt;br /&gt;
&lt;br /&gt;
A flooding room trap combined with an unextinguishable burning Lignite bin. The water will evaporate on the bin's tile, causing the water from the surrounding tiles to move to it, which then get evaporated as well. The water will also push the invaders onto the fire, causing them to burn to death... in a flooding chamber.&lt;br /&gt;
&lt;br /&gt;
NOTE: Traps involving large quantities of water turning into steam are as effective at killing your {{l|framerate}} as they are {{l|goblin|goblins}}. Use with caution, and have the cut-off lever at the ready.&lt;br /&gt;
&lt;br /&gt;
===Drowning hall===&lt;br /&gt;
 	&lt;br /&gt;
'''Level 0'''&lt;br /&gt;
&lt;br /&gt;
  ░░░░░░░░░░░░░░░░░░░░░░░░░░░░   &amp;lt;tt&amp;gt;░&amp;lt;/tt&amp;gt;  - Wall &lt;br /&gt;
  -&amp;gt;++▼··················▼++-&amp;gt;   &amp;lt;tt&amp;gt;-&amp;amp;gt;&amp;lt;/tt&amp;gt; - Direction of traffic&lt;br /&gt;
  -&amp;gt;++▼··················▼++-&amp;gt;   &amp;lt;tt&amp;gt;▼&amp;lt;/tt&amp;gt;  - Down-Ramps (as visible from one level above = see {{l|ramp|ramp}})&lt;br /&gt;
  -&amp;gt;++▼··················▼++-&amp;gt;   &amp;lt;tt&amp;gt;+&amp;lt;/tt&amp;gt;  - Floor  &lt;br /&gt;
  ░░░░░░░░░░░░░░░░░░░░░░░░░░░░   &amp;lt;tt&amp;gt;·&amp;lt;/tt&amp;gt; - Open space &lt;br /&gt;
			&lt;br /&gt;
'''Level -1'''&lt;br /&gt;
    ░░░░░░XX░░░░░░░░XX░░░░░░   &amp;lt;tt&amp;gt;X &amp;lt;/tt&amp;gt; - Inflow &lt;br /&gt;
    ░░▲++▼··▼++++++▼··▼++▲░░   &lt;br /&gt;
    ░░▲++▼··▼++++++▼··▼++▲░░   &amp;lt;tt&amp;gt;▲&amp;lt;/tt&amp;gt; - Up-Ramps &lt;br /&gt;
    ░░▲++▼··▼++++++▼··▼++▲░░   &lt;br /&gt;
    ░░░░░░XX░░░░░░░░XX░░░░░░   &amp;lt;tt&amp;gt;▼&amp;lt;/tt&amp;gt; - Down-Ramps&lt;br /&gt;
			&lt;br /&gt;
'''Level -2'''&lt;br /&gt;
    ░░░░░░xx░░░░░░░░xx░░░░░░   &amp;lt;tt&amp;gt;x&amp;lt;/tt&amp;gt; - Outflow&lt;br /&gt;
    ░░░░░▲++▲░░░░░░▲++▲░░░░░&lt;br /&gt;
    ░░░░░▲++▲░░░░░░▲++▲░░░░░&lt;br /&gt;
    ░░░░░▲++▲░░░░░░▲++▲░░░░░&lt;br /&gt;
    ░░░░░░xx░░░░░░░░xx░░░░░░&lt;br /&gt;
&lt;br /&gt;
If enemies are in the middle of Level -1, open the inflow, then the water will first trap, and then drown them. If the pit is full, close the in- and open the outflow. You can automate this by using {{l|pressure plate|pressure plate}}s, or if you want to have more fun, replace the water with {{l|magma|magma}} (which would require pressure plates and floodgates to be {{l|magma-safe|magma-safe}}).&lt;br /&gt;
&lt;br /&gt;
===Selective smiting tower===&lt;br /&gt;
&lt;br /&gt;
This is a trap that can be built in discrete units. Each unit requires a lot of labor and protects only a small area, though in a dramatic manner. A wall of these around the map sharing a single massive water reservoir makes a very effective {{l|siege}} defense, as each tower component can be linked to a {{l|lever}} and used to wipe out a single invading squad at a time. Note: This may count as a {{l|stupid dwarf trick}}.&lt;br /&gt;
&lt;br /&gt;
While a {{l|pressure plate}} in the center of this trap can trigger it and drown hidden ambushers, such an arrangement is subject to double-activation and failure.  A pressure plate that only triggers once will break and the system will be incapable of self-reloading. A lever is highly recommended.&lt;br /&gt;
&lt;br /&gt;
Using a cross-hair pattern of walls, invaders are herded through the trap. Inside the fortress, Urist McLeverpuller does his job. {{l|Floodgate}}s on the ground close, {{l|hatch}}es on the ceiling open, and drowning ensues. When all enemies are dead, the lever is pulled again. The hatches close and the floodgates open, allowing a rush of water and bodies to spill out. &lt;br /&gt;
&lt;br /&gt;
Schematics shown are for a stand-alone tower, though the upper level can be linked with many similar towers for a grid-like defensive system.&lt;br /&gt;
&lt;br /&gt;
'''Level 0'''&lt;br /&gt;
&lt;br /&gt;
  ░░X░░X░X░░X░░   &amp;lt;tt&amp;gt;░&amp;lt;/tt&amp;gt; - Wall &lt;br /&gt;
  ░+++++░+++++░   &amp;lt;tt&amp;gt;+&amp;lt;/tt&amp;gt; - Floor&lt;br /&gt;
  X+++++░+++++X   &amp;lt;tt&amp;gt;X&amp;lt;/tt&amp;gt; - Floodgate&lt;br /&gt;
  ░+++++░+++++░   &amp;lt;tt&amp;gt;H&amp;lt;/tt&amp;gt; - Hatch&lt;br /&gt;
  ░+++++░+++++░   &amp;lt;tt&amp;gt;-&amp;lt;/tt&amp;gt; - Water Reservior&lt;br /&gt;
  X+++++░+++++X&lt;br /&gt;
  ░░░░░░+░░░░░░&lt;br /&gt;
  X+++++░+++++X&lt;br /&gt;
  ░+++++░+++++░&lt;br /&gt;
  ░+++++░+++++░&lt;br /&gt;
  X+++++░+++++X&lt;br /&gt;
  ░+++++░+++++░&lt;br /&gt;
  ░░X░░X░X░░X░░&lt;br /&gt;
&lt;br /&gt;
'''Level 1'''&lt;br /&gt;
  ░░░░░░░░░░░░░&lt;br /&gt;
  ░-----------░&lt;br /&gt;
  ░-H--H-H--H-░&lt;br /&gt;
  ░-----------░&lt;br /&gt;
  ░-----------░&lt;br /&gt;
  ░-H-------H-░&lt;br /&gt;
  ░-----------░&lt;br /&gt;
  ░-H-------H-░&lt;br /&gt;
  ░-----------░&lt;br /&gt;
  ░-----------░&lt;br /&gt;
  ░-H--H-H--H-░&lt;br /&gt;
  ░-----------░&lt;br /&gt;
  ░░░░░░░░░░░░░&lt;br /&gt;
&lt;br /&gt;
===Degrinchinator===&lt;br /&gt;
&lt;br /&gt;
Water open to the sky in freezing biomes will freeze instantly, completely destroying anything caught in it. By digging a channel entrance to your fort and selectively allowing it to flood as invaders pass through, you can commit genocide with appalling efficiency. The only disadvantage to this trap is its size: because water freezes so quickly, each entry channel must have a source of non-freezing water right next to it. &lt;br /&gt;
&lt;br /&gt;
Observe: http://mkv25.net/dfma/movie-231-degrinchinator&lt;br /&gt;
&lt;br /&gt;
===Semi-automatic Orcsicle maker===&lt;br /&gt;
Similar to the aforementioned Degrinchinator design but widened to permit the freezing of entire caravans. This model also boasts a handy mechanical reset feature.&lt;br /&gt;
&lt;br /&gt;
Observe: http://mkv25.net/dfma/movie-1675-semi-automaticorcsiclemaker&lt;br /&gt;
&lt;br /&gt;
[[User:Vattic/Orcsicle_maker_Explained|In depth design, pictures and caveats for this trap.]]&lt;br /&gt;
&lt;br /&gt;
=== Flusher ===&lt;br /&gt;
&lt;br /&gt;
Have a water reservoir to one side of the path the intruders should take, and a deep chasm at the other side. When invaders are on the path, just pull a lever to flush them out.&lt;br /&gt;
&lt;br /&gt;
A compact version of this can be set up with a reservoir tower and a path circling it:&lt;br /&gt;
&lt;br /&gt;
'''Level 0'''&lt;br /&gt;
&lt;br /&gt;
  ·····························   &amp;lt;tt&amp;gt;░&amp;lt;/tt&amp;gt; - Wall &lt;br /&gt;
  -&amp;gt;++++++++++++++++++++++++++·   &amp;lt;tt&amp;gt;-&amp;amp;gt;&amp;lt;/tt&amp;gt; - Direction of traffic&lt;br /&gt;
  -&amp;gt;++++++++++++++++++++++++++·   &amp;lt;tt&amp;gt;▼&amp;lt;/tt&amp;gt; - Down-Ramps (as visible from one level above = see {{l|ramp|ramp}})&lt;br /&gt;
  -&amp;gt;++++++++++++++++++++++++++·   &amp;lt;tt&amp;gt;+&amp;lt;/tt&amp;gt; - Floor  &lt;br /&gt;
  ░XXXXXXXXXXXXXXXXXXXXXXX░+++·   &amp;lt;tt&amp;gt;·&amp;lt;/tt&amp;gt; - Open space &lt;br /&gt;
  ░&amp;lt;nowiki&amp;gt;~~~~~~~~~~~~~~~~~~~~~~~&amp;lt;/nowiki&amp;gt;X+++·   &amp;lt;tt&amp;gt;X&amp;lt;/tt&amp;gt; - Floodgate OR retracting bridge&lt;br /&gt;
  ░&amp;lt;nowiki&amp;gt;~~~~~~~~~~~~~~~~~~~~~~~&amp;lt;/nowiki&amp;gt;X+++·   &amp;lt;tt&amp;gt;~&amp;lt;/tt&amp;gt; - Water&lt;br /&gt;
  ░&amp;lt;nowiki&amp;gt;~~~~~~~~~~~~~~~~~~~~~~~&amp;lt;/nowiki&amp;gt;X+++·&lt;br /&gt;
  ░&amp;lt;nowiki&amp;gt;~~~~~~~~~~~~~~~~~~~~~~~&amp;lt;/nowiki&amp;gt;X+++·&lt;br /&gt;
  ░XXXXXXXXXXXXXXXXXXXXXXX░+++·&lt;br /&gt;
  &amp;lt;-++++++++++++++++++++++++++·&lt;br /&gt;
  &amp;lt;-++++++++++++++++++++++++++·&lt;br /&gt;
  &amp;lt;-++++++++++++++++++++++++++·&lt;br /&gt;
  ·····························&lt;br /&gt;
	&lt;br /&gt;
Be sure that the reservoir can hold enough water to flush everything out (3 levels should be enough), that it can be automatically or easily refilled quickly, and be advised that flushing your own dwarves can be much [[fun]]. Adjust the height of the chasm depending on how much damage you want to cause to intruders or to [[Unfortunate_accident|innocent bystanders]] (7 levels start to do some serious damage).&lt;br /&gt;
&lt;br /&gt;
Once flushed, the victims will try a way out (to re-invade the fortress, or to flee). Make sure there are some maintenance-free traps in their way. If you plan to collect goblinite afterwards, have a way to drain the bottom of the trap dry.&lt;br /&gt;
&lt;br /&gt;
==Magma and fire traps==&lt;br /&gt;
These traps incinerate targets, or possibly encase them in obsidian.  Magma does not play favorites - read up (again) on {{l|magma|magma}}, and use with ''extreme'' caution. Fire traps are included in this category because magma is often the best method of starting a fire. &lt;br /&gt;
&lt;br /&gt;
===Sealed fate===&lt;br /&gt;
&lt;br /&gt;
Create an airlock using two bridges, two doors or whatever you like best.  Make it a medium sized chamber, perhaps 10x10 or so.  Channel out the floors around the rim, and rig up a system to pump magma into the room, or drop it from the roof.  Enemies will quickly be destroyed, and with the magma in the channels, you can pump it out for future use or just leave it.  The idea here is a re-useable magma trap; you can use this with a pressure plate, too.  It also leaves behind any magma-proof items the invaders might have been carrying.&lt;br /&gt;
&lt;br /&gt;
Variation: By placing magma-safe hatches on the ceiling and quickly activating and deactivating the trap, you can limit the use of magma. It doesn't take a lot of magma to set a goblin on fire: only 1/7 deep will do it, and using less magma means it will dry on its own. It does take a while for an enemy to burn to death, but what's better than spending the whole summer watching a room full of smoke and dying goblins?&lt;br /&gt;
&lt;br /&gt;
===Dwarven incinerator===&lt;br /&gt;
&lt;br /&gt;
Certain minerals such as {{L|lignite}} and {{L|graphite}} have an ignition point but no melting point, meaning that once they are set on {{L|fire}} they will never stop burning. Any item made out of these materials has this property, which can be used to design horrifying fiery death traps.&lt;br /&gt;
&lt;br /&gt;
Consider a hallway filled with lignite {{L|floor grate}}s, which can be built directly on the floor and do not impede the passage of enemies. Pouring {{L|magma}} on any one of these grates will set it alight, and the fire will spread to all connected grates. The end result is a lot of constant smoke and a hallway that kills anything that passes through it. Consider {{L|traffic|restricting access}} to your dwarves or building this in a pit with a retractable bridge over top: the mere fact that a location is on fire will not stop them from walking through it. On the plus side, {{L|goblin}}s are just as stupid.&lt;br /&gt;
&lt;br /&gt;
==Misc trap designs==&lt;br /&gt;
By clever and creative use of various elements, it is possible to create impressive systems that fill a variety of functions. &lt;br /&gt;
&lt;br /&gt;
===Casual impalement===&lt;br /&gt;
&lt;br /&gt;
One method of creating a zone of constant slaughter is to link a pressure plate in your main dining hall or main hallway to a patch of menacing spikes or spears. As your dwarves/pets mill around conversing/mating, they will constantly trigger the spike system without regard to the consequences.&lt;br /&gt;
&lt;br /&gt;
Variation: Drop goblins into a holding pit with various spike traps linked to your pressure plate artfully placed around the chamber. Watch as every dining hall {{l|party}} begins to be measured in goblin blood. &lt;br /&gt;
&lt;br /&gt;
===Chasm trap===&lt;br /&gt;
The easiest chasm trap is just a retractable bridge, very high up or over a very deep hole; instead of flinging invaders when raised, it just drops them.&lt;br /&gt;
&lt;br /&gt;
A more complicated collapsing spiral trap can take out ten goblins at a time. When finished, it looks like this:&lt;br /&gt;
&lt;br /&gt;
           +++&lt;br /&gt;
 ..........+++&lt;br /&gt;
 .++++++++#+++&lt;br /&gt;
 .+╔══════.     # = retractable bridge &lt;br /&gt;
 .+║++++++.&lt;br /&gt;
 .+║+╔══╗+.     + = floor&lt;br /&gt;
 .+║+║A+║+.&lt;br /&gt;
 .+║+╚═+║+.     . = open space&lt;br /&gt;
 .+║++^+║+.&lt;br /&gt;
 .+╚════╝+.     ^ = pressure plate&lt;br /&gt;
 .++++++++.&lt;br /&gt;
 ..........     A = bait animal &lt;br /&gt;
&lt;br /&gt;
The goblins are lured in by a {{l|restraint|restrain}}ed bait animal, and can't shoot it due to the surrounding walls. Just before they reach the bait, they trigger a pressure plate that retracts the bridge and collapses the support holding up the whole spiral.  Goblins, bait animal, walls and all plummet into the chasm.&lt;br /&gt;
&lt;br /&gt;
When building, you will need to {{l|construction|build}} a span of floor underneath, for the support, as bridges do not support constructions (''which is also why you want a bridge as the access, so it will not hold up the trap*)''. You will also need to have a floor tile between your floor and solid ground or wall while constructing, as the bridge alone will not work as a base, but you can remove it once the support is in place.&lt;br /&gt;
&lt;br /&gt;
Because the outcome of this fairly complex trap can be easily obtained by just using a retractable bridge,  it qualifies as a {{l|stupid dwarf trick}}.&lt;br /&gt;
&lt;br /&gt;
===Land mines===&lt;br /&gt;
In any suitable open area which hasn't been dug out underneath, build a support and an adjacent multi-use pressure plate set to trigger on creatures (but not citizens), link them together, then build floor tiles above the support and pressure plate. When an enemy steps on the pressure plate, the game will pause and recenter the view with the announcement &amp;quot;''A section of the cavern has collapsed!''&amp;quot;, at which point the enemy will be crushed and its companions will be stunned or knocked unconscious by the cloud of dust (though not necessarily revealed, in the case of an {{l|ambush|ambush}}). &lt;br /&gt;
&lt;br /&gt;
===Pitfall trap===&lt;br /&gt;
A long retracting bridge in your entrance tunnel, with the pressure plate right in front of the fortress doors. The expression on the face of the point-goblin who reaches them only to watch his comrades plunge to whatever gruesome fate you have prepared for them will be a mental picture to cherish.&lt;br /&gt;
&lt;br /&gt;
You may also consider linking these bridges to levers for more control, just in case a goblin thief triggers the pressure plate while a caravan is on the bridge.&lt;br /&gt;
&lt;br /&gt;
===Door number one===&lt;br /&gt;
If you're having trouble dealing with building destroyers that don't set off traps, consider the following design, as seen from the side:&lt;br /&gt;
&lt;br /&gt;
                         bridge____&lt;br /&gt;
 MAGMA+^______________________/&lt;br /&gt;
&lt;br /&gt;
Put the magma behind a door (probably with an open floodgate, so you can re-use the trap).  In front of the door, place a pressure plate set to go off on magma of 0 to 0.  Link the pressure plate to a retracting bridge that covers the exit ramp to the area.  Although you can't get the creature to set off traps, as soon as it breaks the door, magma will spill over the pressure plate, locking the creature in the hallway that is rapidly filling with magma.  You could combine this with a simple levered hatch for drainage, but it's recommended you combine it instead with a bridged reservoir above for an obsidian trap, as magma kills too slowly to allow you to reuse the trap on the next trapavoid building destroyer.&lt;br /&gt;
&lt;br /&gt;
=== Goblin Grinder ===&lt;br /&gt;
Designed by forum member Fenwah in this thread: http://www.bay12forums.com/smf/index.php?topic=62798.0&lt;br /&gt;
&lt;br /&gt;
This is an extremely effective and nearly maintenance-free way of defending against invading enemies. The simplest design is a straight corridor with a {{L|hatch}} on either end, triggered by a {{L|pressure plate}} immediately before it.  A channel is carved under the hatches and the ramp removed.  The corridor is then filled with traps.  &lt;br /&gt;
&lt;br /&gt;
 ======================&lt;br /&gt;
 ¢^ ^^^^^^^^^^^^^^^^ ^¢&lt;br /&gt;
 ======================&lt;br /&gt;
&lt;br /&gt;
The ends of the corridor are left open, allowing invaders to rush down the corridor, thinking it is an easy entrance into your fort.  When they step on the pressure plate at the end, the hatch raises, exposing the uncrossable channel and blocking the exit.  The invader's pathfinding decides to run back the other way, as that is now the only exit.  As he reaches the other end, that hatch opens, causing him to run back and forth inside the corridor, unable to escape.  As he runs back and forth, the traps grind himself into a fine mist with no effort on your part.  Creatures will occasionally fall into the pit dug underneath the hatches, but these are easily dealt with such as building a room underneath the channels filled with more traps.&lt;br /&gt;
&lt;br /&gt;
By setting the pressure plates to be unaffected by citizens, it's easy for them to walk through and collect the remaining goblinite unharmed once the siege ends. &lt;br /&gt;
&lt;br /&gt;
Its two main disadvantages are being susceptible to both trap-avoiding creatures and {{L|building destroyer|Building Destroyers}}. These can be safeguarded by any of the other many usual ways of defending against this type of creature.  It's also possible for a creature to be &amp;quot;stuck&amp;quot; in only the first few tiles of the trap, as they try to escape after taking enough damage, only walking two or three steps into the trap, then immediately turning around and trying to exit, and so only walking past already-triggered traps.  Again, you can get rid of these with your military with no problem.&lt;br /&gt;
&lt;br /&gt;
Some usage ideas from the thread:&lt;br /&gt;
&lt;br /&gt;
* Without traps and placing only one pressure plate/hatch combination at the end leading into your fort, it makes a very simple dwarf-only one-way door into your fort.  Non dwarves that attempt to enter will be blocked and turn around and take the exit.  Alternately a good way of keeping creatures inside an area while allowing dwarf passage.&lt;br /&gt;
* With some additional work (details in the thread), it can be built as a repeater system, with a pressure plate inside hooked up to some other device that you want to repeatedly trigger.  A pet running back and forth inside attempting to reach its owner or releasing a trapped prisoner and tempting them with freedom in exchange for running back and forth will repeatedly hit the pressure plate inside.  &lt;br /&gt;
* Similarly, place a pressure plate inside that will link to some other action such as spike traps outside the entrance, impaling invaders waiting for their turn to enter the grinder as their friends run down the corridor. &lt;br /&gt;
* Don't fill with traps; instead, carve fortifications into the walls and use the trapped invaders as target practice and training for your archers.&lt;br /&gt;
* Don't fill with traps; instead fill with magma at your convenience.&lt;br /&gt;
* Fill with very weak weapon traps that will only maim the prisoner.  Put an {{L|dwarven atom smasher|atom smasher}} near the other end that will be triggered as he tries to crawl towards freedom.&lt;br /&gt;
* With some effort and design, it could possibly be used as a component in building dwarven logic gates.&lt;br /&gt;
&lt;br /&gt;
{{Military v0.31}}&lt;/div&gt;</summary>
		<author><name>Used</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Release_information/0.31.12&amp;diff=135705</id>
		<title>v0.31:Release information/0.31.12</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Release_information/0.31.12&amp;diff=135705"/>
		<updated>2011-02-05T08:26:18Z</updated>

		<summary type="html">&lt;p&gt;Used: typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Dwarf Fortress 0.31.12 was released on July 25, 2010&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
'''Aside from the major bug fixes listed below, I made skill increases a little faster during training.  Part of the problem is with how classes work -- the teacher and student skills are important, and they can heavily amplify the effects, so the gains for people without those skills were small.  Now it'll be even more extreme that the base rate has increased, so we'll have to see how that plays out in forts that get good teachers.'''&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''If your old fort has a dead liaison, your replacement liaison will be named after one of the standard professions most likely, but they should still perform their job.  New worlds should have dead liaisons kicked out completely and get new liaisons.'''&lt;br /&gt;
--[[Toady One|Toady]]&lt;br /&gt;
&amp;lt;/blockquote&amp;gt; &lt;br /&gt;
&lt;br /&gt;
== Crash fixes ==&lt;br /&gt;
&lt;br /&gt;
* fixed military training crash&lt;br /&gt;
* fixed a crash during dwarf creation in arena mode after dwarf mode game had been played&lt;br /&gt;
* fullscreen/windowed mode switch crash fixed (Baughn)&lt;br /&gt;
&lt;br /&gt;
== Major bug fixes ==&lt;br /&gt;
&lt;br /&gt;
* fixed new liaison coming when previous liaison is unavailable for any reason&lt;br /&gt;
* fixed problem which stopped the liaison from talking about making a barony&lt;br /&gt;
&lt;br /&gt;
== Other bug fixes/tweaks ==&lt;br /&gt;
&lt;br /&gt;
* adjusted skill rates up a bit on indiv training and demonstrations&lt;br /&gt;
* made att/skill rate loader treat 0s like NONE instead of the fastest rate&lt;/div&gt;</summary>
		<author><name>Used</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Release_information/0.31.13&amp;diff=135704</id>
		<title>v0.31:Release information/0.31.13</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Release_information/0.31.13&amp;diff=135704"/>
		<updated>2011-02-05T08:25:46Z</updated>

		<summary type="html">&lt;p&gt;Used: Clean Up&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Dwarf Fortress 0.31.13 was released on September 15, 2010&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
'''The framework for villages and sprawl is in place, and there are now &amp;quot;entity populations&amp;quot; which are made up of thousands of critters for which less information is tracked.  As it stands, this amounts to, say, ten times the number of historical figures after world generation has been running for a while, though it can vary a lot.  These changes have left adventure mode gutted, so don't expect old adventure mode saves to retain much information or work all that well.  Old dwarf mode saves should be fine for continued dwarf fortresses.  In new worlds, you can wander around the new villages, but don't expect anything to be going on.  This is the launching pad for what should be the Funification of adventure mode in the next (non-fix) release, but like many launching pads, it is kind of dull and gray.'''&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''As for the merits of this release, there are the bug fixes in the lists below.  The game should also be a bit faster.  I'm on a new compiler in Windows, which led to a general speed increase, and I also optimized some code for improvements on all OSs.  It's not the end of the story there by a long shot, but it is progress, anyway.  World generation itself might be a bit slower overall, since there's a lot more going on site-wise.  This is going to change as we set up relationships between the leaders, one way or another, but I can make a medium island world in around 10 minutes without the memory going totally nuts, and I thought that state was fit for release.'''&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''There are some side effects to not having any stable relationships between world gen sites while cutting down on site destructions, like having a site get pillaged for the thousandth time and so on, which will iron themselves out later.  For now, it's a bit weird.  I also saw a battle with negative numbers of soldiers but couldn't reproduce the situation, so there are probably additional issues as well.'''&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''The SDL version has the first pass at the experimental TrueType font support that Baughn is working on.  It is off by default in init.txt and it only works in the 2D print mode.  There are lots of justification etc. problems -- you don't need to report those.  Getting those fixed up is part of the process.  It's difficult to read in the standard window size, so you might want to limit yourself to full-screen or a large window with large grid cells when you are trying it out.'''&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''The SDL Windows version may be missing some DLLs.  The additional DLLs are [http://www.bay12games.com/dwarves/old_dlls.zip here] in case it comes up.  Just unzip that in the main folder.  Hopefully I'll have a Mac version together soon -- I need to update GCC to get the new SDL stuff to run (as well as some of the new optimizations), and that is taking time.'''&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''''ll post fixes as necessary before embarking on the next proper release.  I changed a lot of stuff between entity populations and optimizations, so I'd be surprised if there weren't a bag of issues.'''&lt;br /&gt;
--[[Toady One|Toady]]&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Crash fixes ==&lt;br /&gt;
&lt;br /&gt;
* fixed some potential problems with aborting zone placement, though it's not guaranteed to solve the crash there&lt;br /&gt;
&lt;br /&gt;
== Major bug fixes ==&lt;br /&gt;
&lt;br /&gt;
* fixed problem causing dwarves to not sleep in any bed&lt;br /&gt;
* fixed problem causing dwarves not to respect ownership in sleeping priorities&lt;br /&gt;
* made cursor center on buildings properly when linking them up to a lever etc.&lt;br /&gt;
* stopped other civilizations from bringing liaisons&lt;br /&gt;
* stopped building destroyer diplomats/traders from destroying things&lt;br /&gt;
* made units check the validity of targets more often (counters certain interrupt spam)&lt;br /&gt;
&lt;br /&gt;
== Other bug fixes/tweaks ==&lt;br /&gt;
&lt;br /&gt;
* fixed broken vial making jobs&lt;br /&gt;
* make rock short swords use the proper material for the final product&lt;br /&gt;
* made horn silver use the stone template&lt;br /&gt;
* moved all native metals off of metal template&lt;br /&gt;
* stopped season counter from resetting to spring after travel in adventure mode&lt;/div&gt;</summary>
		<author><name>Used</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Release_information&amp;diff=135703</id>
		<title>v0.31:Release information</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Release_information&amp;diff=135703"/>
		<updated>2011-02-05T08:17:51Z</updated>

		<summary type="html">&lt;p&gt;Used: /* Newer Release informations */  Link to 0.31.13 was missing&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Masterwork|08:00, 22 May 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
This version, '''DF 0.31.01''', was released on '''April 1st, 2010'''. The latest version is '''v{{current/version}}''', released on '''{{current/lastupdate}}'''.&lt;br /&gt;
This page lists the changes in the current [[version]] of [[Dwarf]] [[Fort]]ress.  The page links to currently existing pages which either have been or will need to be modified to list new details from the new version.  It also lists to pages about entirely new subjects introduced in this version, such as [[Burrows]], articles created or completely changed based off of this version are marked in '''bold'''.&lt;br /&gt;
&lt;br /&gt;
Adapted from the [http://docs.google.com/Doc?docid=0AT8EQVUjrv96ZGc5cnBwOHZfMjgyY3FzZHFtanA&amp;amp;hl=en&amp;amp;pli=1 google docs file] by SirPenguin about the upcoming release.&lt;br /&gt;
&lt;br /&gt;
== Newer Release informations ==&lt;br /&gt;
&lt;br /&gt;
For Bug Fixes of newer Versions please follow the links below.&lt;br /&gt;
* {{L|Release information/0.31.02}}&lt;br /&gt;
* {{L|Release information/0.31.03}}&lt;br /&gt;
* {{L|Release information/0.31.04}}&lt;br /&gt;
* {{L|Release information/0.31.05}}&lt;br /&gt;
* {{L|Release information/0.31.06}}&lt;br /&gt;
* {{L|Release information/0.31.07}}&lt;br /&gt;
* {{L|Release information/0.31.08}}&lt;br /&gt;
* {{L|Release information/0.31.09}}&lt;br /&gt;
* {{L|Release information/0.31.10}}&lt;br /&gt;
* {{L|Release information/0.31.11}}&lt;br /&gt;
* {{L|Release information/0.31.12}}&lt;br /&gt;
* {{L|Release information/0.31.13}}&lt;br /&gt;
* {{L|Release information/0.31.14}}&lt;br /&gt;
* {{L|Release information/0.31.15}}&lt;br /&gt;
* {{L|Release information/0.31.16}}&lt;br /&gt;
* {{L|Release information/0.31.17}}&lt;br /&gt;
* {{L|Release information/0.31.18}}&lt;br /&gt;
&lt;br /&gt;
== Behind the scenes ==&lt;br /&gt;
&lt;br /&gt;
===  Materials ===&lt;br /&gt;
* The {{l|material}} system has been rewritten, and just about everything is made from a material now.&lt;br /&gt;
* It is now possible to track the identity of certain materials, such as {{l|blood}} spatter.&lt;br /&gt;
* The {{l|color}} of a base {{l|material}} will now have more effects - a [[wagon]] made out of featherwood will reflect the color of the wood.&lt;br /&gt;
* Material breath [[weapons]] are possible, and can be made of any material. These are mainly linked with poisons, and when inhaled by a creature, they will become poisoned.&lt;br /&gt;
* Small amounts of certain {{l|materials}} ({{l|blood}}, snow, etc.) can accumulate in a tile.&lt;br /&gt;
** For example, if enough liquid [[gold]] accumulates in a tile, it will cool into a [[glob]] of gold.&lt;br /&gt;
** This also works for {{l|materials}} such as liquid (molten) {{l|metal}}, which will cool into a [[glob]] which can then be used to [[melt]] down into a bar.&lt;br /&gt;
* {{l|Weapons}} and {{l|armor}} now use various &amp;quot;real world&amp;quot; {{l|attributes}} to calculate their effectiveness. Each {{l|material}} (rock, {{l|metal}}) uses the following:&lt;br /&gt;
** '''{{l|Density}}'''&lt;br /&gt;
** '''{{l|Impact/shear yield}}'''&lt;br /&gt;
** '''{{l|Impact/shear fracture}}'''&lt;br /&gt;
** '''{{l|Impact/shear elasticity}}'''&lt;br /&gt;
** '''{{l|Edge}}'''&lt;br /&gt;
&lt;br /&gt;
see '''{{L|Material science}}''' for an explanation of what the yield/fracture/elasticity terminology means.&lt;br /&gt;
&lt;br /&gt;
* {{l|Mechanisms}} can be constructed out of more than stone, and more materials are {{l|magma-safe}}, resulting in {{l|magma}} being easier to handle.&lt;br /&gt;
&lt;br /&gt;
===  {{l|raw file|Raws}} ===&lt;br /&gt;
* Entity positions are now stored in the raw folders, allowing for custom positions through modding, as well as editing existing positions as you see fit.&lt;br /&gt;
** These include the {{l|Noble|new military positions}} (General/Lieutenant/Captain/Militia Commander/Militia Captain).&lt;br /&gt;
* {{l|Attribute|Attributes}} have also moved into the {{l|raw file|raws}}, allowing you set all sorts of values such as how fast an attribute increases.&lt;br /&gt;
* Many objects - trees, plants, {{l|stone}}s, etc. - now have {{l|material}} lists in the {{l|raw file|raws}}.&lt;br /&gt;
** Some {{l|raw file|raws}} have been merged, such as trees/plants, and {{l|stone}}s/{{l|metal}}s.&lt;br /&gt;
* A {{l|region}}'s raw files are now stored in their respective {{l|save}} folder.&lt;br /&gt;
&lt;br /&gt;
===  The d# series (Not implemented in first release)=== &lt;br /&gt;
* Translucent {{l|tilesets}} are supported, using PNG.&lt;br /&gt;
* The DF window can be resized on the fly.&lt;br /&gt;
* The grid size is autogenerated on startup; such {{l|init.txt|init.txt settings}} are ignored.&lt;br /&gt;
* Current desktop size is used for fullscreen size if fullscreen resolution is set to 0x0.&lt;br /&gt;
* The DF window can be zoomed on the fly using the mouse wheel. There are two modes, it defaults to mode 1. Pressing mouse wheel switches modes. Pressing F12 resets mode 1, not 2. In mode 1, the zoom from mode 2 is not visible. (And yes, you can use both at once.)&lt;br /&gt;
* The keyboard input system has been totally rewritten:&lt;br /&gt;
** You can bind multiple {{l|Key bindings|keys}} to one command.&lt;br /&gt;
** You can create keyboard {{l|macros}}.&lt;br /&gt;
** Input bindings are divided into sections.&lt;br /&gt;
* Lots of bugfixes and performance improvements.&lt;br /&gt;
&lt;br /&gt;
===  Arenas ===&lt;br /&gt;
* Arenas allow the player to set up battles with any kind of creatures with any type of equipment and have them face off.&lt;br /&gt;
*  The Arena is accessed via a special mode that has to be turned on in the init file.&lt;br /&gt;
* You can make as many [[creatures]] of any type a you want, equip them with any [[items]] you want, etc.&lt;br /&gt;
** [[Items]] can be made out of any of the current logical [[materials]]&lt;br /&gt;
* You can also assign them to teams or have them go at it solo&lt;br /&gt;
* The [[arena]] itself contains a flat fighting place as well as a pool of [[magma]] or [[water]]&lt;br /&gt;
* You can also edit the layout of the arena by adding or removing water and magma and so on.&lt;br /&gt;
&lt;br /&gt;
=== World Generation ===&lt;br /&gt;
* Island-type worlds are now the default choice&lt;br /&gt;
* An (incomplete) XML dump option of a world is now available.&lt;br /&gt;
&lt;br /&gt;
=== Controlling which announcements pause and recenter ===&lt;br /&gt;
&lt;br /&gt;
The file '''announcements.txt''' (at Dwarf Fortress/data/init/announcements.txt) can be used to control which {{L|announcement}}s do or don't cause the game to recenter and/or pause.  For example, you can make the game pause and recenter when ores and economic stones are uncovered, but not when ordinary stone like microcline is uncovered.&lt;br /&gt;
&lt;br /&gt;
== [[Combat]] ==&lt;br /&gt;
&lt;br /&gt;
===  [[Squads]] ===&lt;br /&gt;
* The [[fortress guard]] is considered a squad under the [[sheriff]], and the [[royal guard]] is considered a squad under the [[Hammerer]].&lt;br /&gt;
* '''[[Captains]]''' can be appointed under your '''[[General]]''' and lead [[squads]].&lt;br /&gt;
* There is a system in place that will try its best to keep your [[schedules]] staffed, going so far as finding replacements when [[soldier]]s get hungry/tired, as well as forcing soldiers to stay on duty if no replacements are found.&lt;br /&gt;
* You have complete control over how [[squads]] handle rations - [[food]] and [[drink]] stored in backpacks and flasks - and [[alcohol]] can now be stored as a [[drink]] option.&lt;br /&gt;
* [[Champions#Heroes_and_Champions|Champions]] as heavily trained soldiers are no more. Rather, a single '''[[Champion]]''' is an appointed position that your [[duke]]/[[count]]/[[baron]] appoints.&lt;br /&gt;
* &amp;quot;Lord&amp;quot; [[soldier]]s aren't restricted in their weapon choice, and can be made into [[civilian]]s again.&lt;br /&gt;
* Beds, racks, stands, boxes/chests and [[cabinets]] can now be assigned to squad positions.&lt;br /&gt;
* You can now use the [[note]] making system to lay out stations and patrol routes for your [[squads]].&lt;br /&gt;
* [[Sparring]] has been redone.  One such change is the addition of [[Combat Drills]].&lt;br /&gt;
* A [[dwarf]] skilled in one [[skill]] can teach students via demonstrations of how to fight. This is set up in a classroom environment, so no actual [[sparring]] takes place (less dangerous).&lt;br /&gt;
** Even slightly skilled [[dwarves]] can teach people below them.&lt;br /&gt;
** There are also instructor monitored drill and [[sparring]] sessions.&lt;br /&gt;
** &amp;quot;They can currently teach weapon [[skill]]s, [[wrestling]], dodging, punching (grasp strikes), kicking (stance strikes), shield and [[armor]] use, yeah.  They can also teach general close-quarters/ranged [[combat]] principles.&amp;quot;&lt;br /&gt;
* [[Personalities]] play a role in these lessons. Naturally lazy [[dwarves]] will have a harder time learning and concentrating, though they can overcome them with [[skill]]/attribute increases.&lt;br /&gt;
** An instructor's [[personality]] is also taken into account, as a naturally reckless instructor is more willing to send green recruits into [[sparring]] sessions.&lt;br /&gt;
* Squad selection/[[orders]] now can occur in real time.&lt;br /&gt;
* The [[military]] menu has been entirely redone.&lt;br /&gt;
* You can issue [[orders]] to several [[squads]] at once or several individuals across different squads.&lt;br /&gt;
* Kill [[orders]] are now possible. You can select any creature your [[fort]] does not control to be killed.&lt;br /&gt;
* You can give [[squads]] nicknames if you wish.&lt;br /&gt;
** You can also give your [[barracks]] nicknames to help keep them separated.&lt;br /&gt;
&lt;br /&gt;
===  Squad [[Equipment]] ===&lt;br /&gt;
* Prior to .31.9 a position called the '''[[Arsenal dwarf]]''' existed who handled various [[equipment]] delegation. Toady One has removed the position for the time being (.9 onward)to make the equipment handling run smoother, it will reappear in later releases but not until it has some better uses&lt;br /&gt;
* You can now establish &amp;quot;'''[[uniforms]]'''&amp;quot; for your [[soldier]]s. With it, you can assign specific [[armor]], [[weapons]], and other such [[equipment]] that you want all soldiers in a squad to wear.&lt;br /&gt;
** This allows for you to establish either [[equipment]] protocols (I want this squad to carry a [[sword]] and a shield) or literal uniforms, such as all guards wearing dyed blue cloaks.&lt;br /&gt;
* [[Soldier]]s know the difference between [[training]], battle, and [[civilian]] [[equipment]], and when/how to switch between them, as well as how to store them, which is usually done in [[barracks]] via boxes (which can be assigned to [[squads]]).&lt;br /&gt;
** The above also extends to [[Wood cutter|woodcutters]]/[[Miner|miners]], who know how to properly retrieve/store their picks and axes.&lt;br /&gt;
** [[Equipment]] can be stored in squad boxes.&lt;br /&gt;
* You can now handle [[ammo]] allocation by [[material]], so you can set aside [[metal]] [[bolts]] for battle and [[wood]]en bolts for [[training]]. [[Squads]] will maintain such ammo counts on their own.&lt;br /&gt;
** You can also handle [[ammo]] by type, so that you can have a squad that only uses [[bolts]]/arrows left over by invaders, etc.&lt;br /&gt;
** You have similar control over [[Hunter]] [[ammo]].&lt;br /&gt;
* [[Training]] [[weapons]] are in now, made at the carpenter's shop. Due to the nature of the [[material]] rewrite, these [[weapons]] lack edges, making them far less dangerous.&lt;br /&gt;
* [[Dwarves]] can handle any [[weapon|weapons]] now (they are not limited to the 6 weapons allowed in previous versions). &lt;br /&gt;
** [[Blowdart]] [[squads]] confirmed.&lt;br /&gt;
* [[Critter]]s now become familiar/accustomed to [[items]] they use often, such as [[armor]] and [[weapons]]. Being familiar with an item gives them better rolls during [[combat]].&lt;br /&gt;
** They can also become attached to [[items]] and will refuse upgrades.&lt;br /&gt;
* [[Items]] keep track of [[creatures]] they kill now, and that will show up in the [[legends mode]].&lt;br /&gt;
* [[Items]] can become &amp;quot;named&amp;quot; - raised to a semi-[[artifact]] level - if they have seen a lot of battles or have killed someone of a historical figure era-level of importance.&lt;br /&gt;
* [[Dwarves]] will now fill up their [[Quiver|quivers]] properly - they will not go into [[combat]] with 1 bolt in their quiver if they can help it.&lt;br /&gt;
* You can assign specific [[items]] to units (useful for cases such as [[artifact]]s).&lt;br /&gt;
* [[Dwarves]] assigned to [[squads]] will go train in their free time if they have self-discipline. This includes individual drilling practice.&lt;br /&gt;
* 1/3 of [[dwarves]] have a &amp;quot;favored&amp;quot; weapon.&lt;br /&gt;
&lt;br /&gt;
===  [[Weapons]] and [[Armor]] ===&lt;br /&gt;
[[Image:DF2010_1.png|thumb|400px|The new [[combat report]]s. [[Note]] the date, ability to zoom on location, and more flavorful descriptions.]]&lt;br /&gt;
* All [[weapons]] now have multiple '''[[attack types]]''' (a [[sword]] can use a thrusting attack, or with the blade itself, or even the pommel) and each attack can do a different type of [[damage]].&lt;br /&gt;
* Armor [[skill]] and quality of the [[armor]] increases your &amp;quot;deflection&amp;quot; roll, which alters the effective force of an attack.&lt;br /&gt;
* [[Weapons]] don't use hard-coded percentage [[damage]] anymore, but rather, use their [[material]]'s various properties in order to determine damage.&lt;br /&gt;
* The swing velocity of a [[hammer]] is determined by the strength and weight of the hammer itself, among other things.&lt;br /&gt;
* Woven/Chain [[items]] have a &amp;quot;structural elasticity&amp;quot; property (compared to [[plate]]/scale).&lt;br /&gt;
&lt;br /&gt;
===  Attacks ===&lt;br /&gt;
* [[Combat]] has been entirely rebalanced due to the new [[material]] and body changes.&lt;br /&gt;
* Small [[creatures]] are now able to take on larger creatures by pecking away at their bodies, something which was impossible in the old [[version]].&lt;br /&gt;
** Thanks to the [[material]] rewrite, though, a well [[armor]]ed knight will fare without many problems against 20 groundhogs.&lt;br /&gt;
** Multiple small attacks will have a cumulative effect.&lt;br /&gt;
* &amp;quot;I had a [[dragon]] fight some lions, and after a little bit of dragonfire and close [[combat]], I ended up with a dragon covered with the grammatically-in-progress &amp;quot;lion [[melted]] [[fat]] spatter&amp;quot;.&amp;quot;&lt;br /&gt;
* Attacks take into account the position and relative nature of the body. Attacks won't &amp;quot;loopity-loop&amp;quot; through the body.&lt;br /&gt;
* Temperature transfer between wrestlers is now possible, so think twice before [[wrestling]] that [[spirit of fire]].&lt;br /&gt;
** Stuck-ins also transfer temperature.&lt;br /&gt;
* Ranged damage has been nerfed, in addition to [[bolts]] making &amp;quot;logical&amp;quot; paths now. The firing rate remains the same.&lt;br /&gt;
* There's now a notion of a &amp;quot;squared shot&amp;quot;, in that your attack could hit someone's arm full force, but if you didn't hit in in the right area, the [[bone]] would not break. This helps many problems, such as with [[bolts]], as well as [[axe]]s/[[sword]]s not lopping everything off every time you swing.&lt;br /&gt;
* Twisting your weapon in a [[wound]] has been balanced, and won't just amplify [[damage]] forever.&lt;br /&gt;
* [[Toady]] on the path of the force of an attack: &amp;quot;The [[armor]] is all checked in order from outer to inner, then it gets at the tissue [[layer]]s, altering the character of the attack as it goes.&amp;quot;&lt;br /&gt;
* Attacks can pass through a [[wound]] sufficiently large enough.&lt;br /&gt;
* Force from blunt [[weapons]] can transcend [[layer]]s. For instance, a [[hammer]] can bruise the [[skin]] while breaking the [[bone]] underneath.&lt;br /&gt;
** As such, [[plate]] [[armor]]'s benefits are generally ignored by blunt attacks, and [[leather]] armor would prove to be more effective.&lt;br /&gt;
* &amp;quot;Solid breath can take the form of a forward moving dust puff that accidentally knocks people out due to some [[cave-in]] code.  When I fix that, KOs may or may not be a parameter.  Solid breath can also take the form of a solid [[glob]] (a small one right now) that is hurled like a [[stone]].  It might as well be a thrown stone of the solid.  Solid breath can also be an undirected dust puff (also accidental knockouts).&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== [[Creatures]] (general) ==&lt;br /&gt;
&lt;br /&gt;
===  [[Attributes]]/[[Skill]]s ===&lt;br /&gt;
* The attribute system has received an overhaul. There are now 19 [[attributes]] split across physical and mental. They are:&lt;br /&gt;
** Body:&lt;br /&gt;
*** '''[[strength]]'''&lt;br /&gt;
*** '''[[agility]]'''&lt;br /&gt;
*** '''[[toughness]]'''&lt;br /&gt;
*** '''[[endurance]]''' - this'll take some of the weight off of [[toughness]] and control your exertion.&lt;br /&gt;
*** '''[[recuperation]]''' - somebody suggested &amp;quot;resilience&amp;quot;. i don't really like any of the names... in any case, this will control the [[healing]] of your physical [[wound]]s.&lt;br /&gt;
*** '''[[disease resistance]]''' - the more time i spend on infection and venom, the more this will matter for this release. there will also likely be a notion of specific immunities, some of which you could gain with exposure or whatever ends up making the most sense.&lt;br /&gt;
** '''[[soul]]''':&lt;br /&gt;
*** '''[[analytical ability]]''' - thinky stuff.&lt;br /&gt;
*** '''[[memory]]''' - remembery stuff.&lt;br /&gt;
*** '''[[creativity]]''' - being able to make up neat stuff.&lt;br /&gt;
*** '''[[intuition]]''' - being able to get stuff.&lt;br /&gt;
*** '''[[focus]]''' - being able to get into stuff.&lt;br /&gt;
*** '''[[willpower]]''' - being able to keep on with and cope with stuff.&lt;br /&gt;
*** '''[[patience]]''' - being able to handle not doing stuff.&lt;br /&gt;
*** '''[[spatial sense]]''' - sense of surrounding stuff.&lt;br /&gt;
*** '''[[kinesthetic sense]]''' - sense of own stuff.&lt;br /&gt;
*** '''[[linguistic ability]]''' - all of the wordsy stuff.&lt;br /&gt;
*** '''[[musicality]]''' - musicky stuff.&lt;br /&gt;
*** '''[[empathy]]''' - being able to feel other peoples' stuff.&lt;br /&gt;
*** '''[[social awareness]]''' - being able to manage and handle social stuff.&lt;br /&gt;
&lt;br /&gt;
* [[Creatures]] now have '''[[souls]]''', and these souls serve as storage for a creature's mental [[attributes]] and [[skill]]s.&lt;br /&gt;
** [[Creatures]] can have multiple souls, though there is no such use in the current [[version]].&lt;br /&gt;
* [[Attributes]] and [[skill]]s can now &amp;quot;'''[[Skill rust|rust]]'''&amp;quot; if the attribute/skill is unused for a long period of time. The more rust the skill or attribute has, the less effective it is, and high enough rust will actually &amp;quot;delevel&amp;quot; the ability. Rust can be worked off by simply using the attribute or skill in question.&lt;br /&gt;
* Attribute/[[skill]] display system has been redone so as to not overwhelm the player.&lt;br /&gt;
** [[Skill]]s have been split up into '''[[Skill groups|15 logical groups]]''' to make assigning skills easier.&lt;br /&gt;
* [[Creatures]] now have a &amp;quot;'''[[situational awareness]]'''&amp;quot; [[skill]], which handles a creature's ability to deal with surprise attacks and ambushes.&lt;br /&gt;
* The [[wrestling]] [[skill]] has been split into the following skills:&lt;br /&gt;
** '''[[Wrestling]]'''&lt;br /&gt;
** '''[[Dodging]]'''&lt;br /&gt;
** '''[[Grasp strikes]]'''&lt;br /&gt;
** '''[[Stance strikes]]'''&lt;br /&gt;
* There are also general '''melee''' and '''range attack''' [[skill]]s (which help with [[combat]] rolls but are separate from &amp;quot;axe mastery&amp;quot;, etc.)&lt;br /&gt;
* [[Attributes]] and rust rates are linked to specific castes, so you could have brutes intermixed with brainy [[creatures]] of a single race.&lt;br /&gt;
* &amp;quot;Ceilings of [[attributes]] are a percentage of the starting value.  So a strength 1000 [[dwarf]] might attain 2000, and a strength 750 dwarf might attain 1500.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===  Appearances ===&lt;br /&gt;
[[Image:DF2010_2.png|thumb|400px|The new description window]]&lt;br /&gt;
* [[Creatures]] are now unique to each other with different appearances, including hair [[color]], facial features, etc.&lt;br /&gt;
** These are visible in [[adventurer]] mode as well.&lt;br /&gt;
** Different [[color]] patterns are also available, like striped or mottled.&lt;br /&gt;
* [[Creatures]] can also be fatter/taller/etc. than usual. This affects their [[size]]. Fatter creatures can last without [[food]] longer.&lt;br /&gt;
** [[Creatures]] have a '''[[metabolism]]''' now, which deals with how fast they heal and how fast they burn [[fat]].&lt;br /&gt;
** [[Fat]] [[creatures]] also move slower.&lt;br /&gt;
* The trimming of hair/nails is also possible for civilized [[creatures]], and they will grow long and unkempt without such activities.&lt;br /&gt;
* [[Creatures]] '''[[genetics|inherit appearances from their parents]]'''. This includes dominant/recessive genes.&lt;br /&gt;
** As one example, you can use this system to breed your dogs to a certain [[color]]/[[size]].&lt;br /&gt;
* [[Layer]] trimming/caring uses style definitions from a culture. Some cultures may grow beards, others may shave them. Prisoners, etc. may be forced to adapt these new styles.&lt;br /&gt;
* Speaking of beards, as if it wasn't obvious by now, but this means [[dwarves]] finally have [[Beard|beards]]!&lt;br /&gt;
** On a more startling note - so do [[elves]]!&lt;br /&gt;
* [[Creatures]] can now be part of a '''[[caste]]''', and this may govern many things, such as their profession, appearance, etc.&lt;br /&gt;
&lt;br /&gt;
===  Bodies ===&lt;br /&gt;
* Tissues now come in [[layer]]s. You must bypass a layer to reach one below it. Some layers are dependent on others (hair can only exist if there's [[skin]] underneath it, etc.)&lt;br /&gt;
* '''[[Hair]]''' acts as a [[layer]] on [[skin]]. It can come in many different styles (sparse, strands, etc.)&lt;br /&gt;
*  '''[[Hair]]''' grows and eventually grays over time. It can be trimmed, and if left alone it will become shaggy and unkempt.&lt;br /&gt;
* Body parts and tissue [[layer]]s can be made out of any [[material]] you want, such as for logical [[creatures]] like [[Iron man|Iron Men]], and illogical abominations like [[Dwarf]] Lung Men.&lt;br /&gt;
* It's now possible for some [[creatures]] to be made out of solid [[material]], such as [[Iron man|Iron Men]], who are much harder to fight.&lt;br /&gt;
* You can also have hollow body parts, perhaps filled with air or other [[materials]].&lt;br /&gt;
* Some [[layer]]s can serve as protection, such as [[Chitin|chitin layer]]s. [[Bone|Bone layer]]s also protect organs, such as the [[skull]] protecting the brain.&lt;br /&gt;
* [[Creatures]] now have teeth, rib, cheeks, eyelids, nails, and lips. Teeth and ribs are not individualized, but rather are tracked by groups (i.e., top left molars, etc.)&lt;br /&gt;
* [[Creatures]] also now have tendons and ligaments, and are made from the &amp;quot;sinew&amp;quot; [[material]].&lt;br /&gt;
* [[Creatures]] store energy from their [[food]], getting [[fat]]ter and more muscular.&lt;br /&gt;
** [[Fat]] affects such things as insulation, speed, etc.&lt;br /&gt;
** Strength also increases muscle [[size]]. Both have an effect on a creature's total size.&lt;br /&gt;
* Guts are realistically [[color]]ed - crazy stuff!&lt;br /&gt;
* It is now possible to &amp;quot;flay&amp;quot; a creature. Have fun!&lt;br /&gt;
* We've also got [[water]] freezing into frosty stuffs on people if they get [[wet]] and then step out into the cold, and [[steam]] coming off of spirits of fire in the rain. &lt;br /&gt;
* [[Skeletal]] [[critter]]s now have their [[bone]]s held together by rotted ligaments.&lt;br /&gt;
&lt;br /&gt;
===  [[Thoughts]] ===&lt;br /&gt;
* &amp;quot;[[Thoughts]]&amp;quot; of a [[dwarf]] have been redone. The new screen includes their current thoughts, age/birthday, physical description paragraph, a description of their [[attributes]], their likes/dislikes, and their mannerisms. Also included are descriptions for their [[wound]]s/scars.&lt;br /&gt;
* A [[dwarf]]'s birthday and age are stored in their [[profile]] now.&lt;br /&gt;
* [[Dwarves]] now have '''[[mannerisms]]''', such as &amp;quot;always scratches his head when he's trying to remember something&amp;quot;, &amp;quot;laughs at his own jokes&amp;quot; or &amp;quot;talks to herself whenever she's bored&amp;quot;. There are 65 types with 3-5 situation qualifiers.&lt;br /&gt;
&lt;br /&gt;
== [[Fortress Mode]] ==&lt;br /&gt;
&lt;br /&gt;
===  Organization ===&lt;br /&gt;
* '''[[Burrows]]'''! Burrows are areas in your [[fort]] where [[dwarves]] live and work in. You can assign these areas like [[zones]] and assign dwarves to them. Dwarves will only use [[workshops]], rooms, etc. in burrows they are assigned to.&lt;br /&gt;
* There are a significant number of ways to utilize burrows, from restricting certain [[mining]] expeditions to [[skill]]ed [[dwarves]], to making noble districts, to setting &amp;quot;emergency&amp;quot; [[zones]] for [[civilian]]s to flee to, etc.&lt;br /&gt;
* You can set [[soldier]]s so that they defend certain [[burrow]]s. If an enemy enters a burrow they know enough to stop what they're doing and head towards it to defend it.&lt;br /&gt;
* You may choose and appoint someone as your [[baron]] when you reach [[barony]] status. You can elect not to have one as well.&lt;br /&gt;
* There are now &amp;quot;code generated&amp;quot; positions, such as '''[[priests]]''' who are named after the [[god]] they worship (Priest of Ciramore, etc.)&lt;br /&gt;
* [[Dwarves]] won't immediately drop everything if they find themselves hungry or tired, and will try to finish their current [[job]] first.&lt;br /&gt;
* There's a difference between sleeping [[barracks]] (known as a [[Dormitory]]) and squad barracks.&lt;br /&gt;
* Liaisons will be generated from scratch if they die.&lt;br /&gt;
&lt;br /&gt;
===  [[Workshops]] ===&lt;br /&gt;
[[Image:DF2010_3.png|thumb|400px|[[Statues]] now have art associated with them.]]&lt;br /&gt;
[[Image:DF2010_4.png|thumb|400px|Some new [[crafts]] you can make.]]&lt;br /&gt;
* [[Statues]] and figurines now have art associated with them.&lt;br /&gt;
** &amp;quot;[[Statues]] of specific [[dwarves]] get the dwarf's name right in the item name.&amp;quot;&lt;br /&gt;
* Custom [[workshops]] are now able to be modded in, allowing you to set up custom [[reactions]].&lt;br /&gt;
** These can support [[corpse]] harvested [[items]], like shells/horns, and might use barrels/other [[containers]].&lt;br /&gt;
* You can now make [[crafts]] out of horn, ivory, teeth, and other new body parts.&lt;br /&gt;
** These include dragon tooth [[rings]] and ivory [[crown]]s.&lt;br /&gt;
* [[Butchery]] has been overhauled due to the new body part systems, with [[creatures]] yielding many more parts for consumption.&lt;br /&gt;
* It is now possible to have automated [[fishing]] [[cleaning]] and [[fat]] rendering.&lt;br /&gt;
&lt;br /&gt;
===  [[Alerts]] and [[Announcements]] ===&lt;br /&gt;
* The alert statuses (i.e., &amp;quot;Stay Indoors&amp;quot;) has been entirely redone. You may set several custom alerts with a user defined behavior. For instance, you could set a &amp;quot;[[Underground]] Attack&amp;quot; alert where you force [[soldier]]s to equip melee [[weapons]] and head to a predefined location.&lt;br /&gt;
* These alerts can also be assigned to [[civilian]]s, such as telling them to flee to the great hall.&lt;br /&gt;
* The [[Alerts]] system is also a part of how you get your Dwarves to [[Train]] (the new way to [[Spar]]).&lt;br /&gt;
* [[Combat reports]] have been redone in hopes of consolidating sentences and making it more interesting to read.&lt;br /&gt;
* Combat reports are separated into [[combat]], [[sparring]], and hunting reports. You'll see a notification on the side of the screen letting you know a [[combat report]] has been generated.&lt;br /&gt;
** They are also timestamped.&lt;br /&gt;
* You can choose different options for each announcement, like whether you want it to pause the game or recenter your view.&lt;br /&gt;
&lt;br /&gt;
=== Trading ===&lt;br /&gt;
* Caravans can now bring sand and glass!&lt;br /&gt;
* Also flasks, waterskins, quivers and backpacks.&lt;br /&gt;
&lt;br /&gt;
== [[Healthcare]] ==&lt;br /&gt;
&lt;br /&gt;
===  Doctors, hospitals, and how to cure what ails you ===&lt;br /&gt;
[[Image:DF2010_5.png|thumb|400px|The new [[wound]] [[color]]ing system.]]&lt;br /&gt;
* '''[[Hospitals]]''' are used like [[zones]]. [[Items]] used within these zones (beds, tables, boxes) allow for hospital use.&lt;br /&gt;
** They also use a new item, called a '''[[traction bench]].'''&lt;br /&gt;
* '''[[Doctors]]''' can &amp;quot;prescribe&amp;quot; treatment, such as bed rest, using splints for broken [[bone]]s, amputation for infected limbs, and surgery.&lt;br /&gt;
** Doctors will set [[bone]]s for simple fractures, use traction for difficult overlapping fractures and use surgery for disgusting compound fractures. They also excise [[rotting]] tissue and amputate limbs too rotted off to save.&lt;br /&gt;
** The system where [[dwarves]] heal on the [[season]] change is gone.&lt;br /&gt;
* [[Wound]]s are dressed with '''[[bandages]]''', which speeds [[healing]] and slows bleeding.&lt;br /&gt;
** '''[[Sutures]]''' make [[wound]]s heal faster.&lt;br /&gt;
** Sutures can be ripped out in [[combat]], causing pain/bleeding.&lt;br /&gt;
* '''[[Crutches]]''' are now in the game, allowing one legged [[dwarves]]/injured people to walk normally (as opposed to crawl). They will move faster as they get comfortable with their new crutch.&lt;br /&gt;
** '''[[Casts]]''' are also in.&lt;br /&gt;
* [[Creatures]] can now clean the filth they acquire due to various [[materials]], like mud, [[blood]], [[vomit]], etc.&lt;br /&gt;
** As such, [[soap]] has a use now, which deserves its own bullet point.&lt;br /&gt;
* You can appoint a &amp;quot;'''[[Chief medical dwarf]]'''&amp;quot; to handle the various medical information, which requires the &amp;quot;'''[[Diagnosis]]'''&amp;quot; [[skill]].&lt;br /&gt;
** What type of various medical information? &amp;quot;unit [[wound]]s/status/required treatments/medical history, etc.&amp;quot; - Think of it like the [[bookkeeper]].&lt;br /&gt;
* [[Dwarves]] are more proactive in saving [[wound]]ed people, and will do what they can in regards to bleeding on the way to the hospital.&lt;br /&gt;
* &amp;quot;Eyelids clean the eyes so you don't have to [[soap]] them off, but if an eyelid is torn off, I think they might [[soap]] the eyes.&amp;quot;&lt;br /&gt;
* Patients can use [[soap]]/[[water]] to clean [[wound]]s and grime to reduce infections. Sutures, casts, etc. will reduce infection as well.&lt;br /&gt;
* All cloth and thread [[items]] have associated lengths/areas now. Threads are use for sutures (thus, one &amp;quot;thread&amp;quot; item could be used for multiple sutures) and cloth is used for bandages. [[Items]] in this way aren't split (a la coins or [[bolts]]), but rather, they're consumed in pieces.&lt;br /&gt;
* Unskilled or apprentice doctors can make mistakes when treating a patient or doing surgery.&lt;br /&gt;
* &amp;quot;[[Healthcare]]&amp;quot; as a [[skill]] is gone. It's been replaced by 7 new labor [[settings]], 5 unit types, and 6 new skills.&lt;br /&gt;
** There are different type of doctors associated with the [[skill]]s.&lt;br /&gt;
** Dressing [[wound]]s, diagnosis, surgery, setting [[bone]]s, suturing and walking with crutches appear to be the new [[skill]]s.&lt;br /&gt;
&lt;br /&gt;
===  [[Wound]]s and [[injuries]] ===&lt;br /&gt;
* The current 15HP-per-body-part system has been dropped in favor of individual [[wound]] tracking.&lt;br /&gt;
** The above also allows for scars.&lt;br /&gt;
* Open [[wound]]s can get simple infections, which results in oozing pus, slow [[healing]], and can even kill.&lt;br /&gt;
** [[Rotting]] [[wound]]s smell and contribute to infection levels, as does grime buildup.&lt;br /&gt;
* Tissue [[layer]]s can boil off when exposed to extreme heat.&lt;br /&gt;
* Phantom pains are gone.&lt;br /&gt;
* You can [[damage]] a creature's motor and sensitivity nerves. Motor damage prevents that part from working, and sensory nerve damage makes you lose feeling in that body part.&lt;br /&gt;
* Partial and compound fractures are now possible.&lt;br /&gt;
* Fractured [[bone]] can be knocked inwards to cause [[damage]] to organs, like forcing a jagged piece of [[skull]] into the brain. Bones can also [[pierce]] [[layer]]s, like having bone sticking out of your [[skin]].&lt;br /&gt;
* Guts are under [[pressure]] and can pop out of a [[wound]].&lt;br /&gt;
* Injured [[creatures]] can continue to work if they are treated. A miner who breaks his left hand will go back to [[mining]] with his right hand (after his broken hand is set in a cast).&lt;br /&gt;
* &amp;quot;There are lots of [[wound]]s that won't heal now if they aren't treated (aside from the nerve stuff, the three kinds of bad breaks won't heal if not treated), and infected wounds heal very slowly.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===  Poisons ===&lt;br /&gt;
* Types of poison effects: pain, swelling, oozing [[wound]]s, bruising, blisters, numbness, paralysis, fever, bleeding, coughing/[[vomit]]ing [[blood]], nausea, vomiting, unconsciousness, necrosis, impaired vision, drowsiness, and dizziness.&lt;br /&gt;
* Poisons can be contacted, injected, or inhaled.&lt;br /&gt;
* You can be immune to poisons; [[creatures]] seem immune to their own poisons.&lt;br /&gt;
* Severs transfer containment, so that a ripped off venom fang from a [[Giant Cave Spider]] will remain venomous. As of now you cannot use it as a [[weapon]].&lt;br /&gt;
&lt;br /&gt;
== The Underground ==&lt;br /&gt;
 &lt;br /&gt;
[[Image:DF2010_6.png|thumb|400px|An example of the new caverns. Here you can see open areas and [[underground]] lakes, as well as passages linking them together]]&lt;br /&gt;
&lt;br /&gt;
=== Underground Features ===&lt;br /&gt;
* Underground [[layer]]s have been entirely revamped, allowing for more diverse [[underground]] with new [[creatures]], features, and other interesting goodies, such as Mushroom Forests.&lt;br /&gt;
* The standard amount of [[layer]]s (around 15) has been scrapped and increased dramatically; upwards of 50-100 layers.&lt;br /&gt;
* Each cave [[layer]] [[region]] (which is a certain depth and portion of the world map) has its own name, animal populations, [[civilizations]], etc.&lt;br /&gt;
** They also show up on the legends screen.&lt;br /&gt;
* '''[[Caverns]]''' now exist [[underground]]. Caverns are open areas underneath the earth, and are home to [[creatures]], [[underground]] lakes, and other interesting features.&lt;br /&gt;
* Features are much more easy to discover, and almost every site is guaranteed to have SOMETHING interesting in it.&lt;br /&gt;
** For instance, [[magma]] is almost always guaranteed to be near the very bottom [[layer]] (ex:-150z tiles).&lt;br /&gt;
* Features can span multiple world tiles, and can be explored via adventure mode and [[dwarf]] [[fortress]] mode.&lt;br /&gt;
* You can use [[world gen]] parameters to get rid of [[underground]] features. The default [[settings]] are set for cavernous so you're guaranteed to find cool stuff.&lt;br /&gt;
* Features are not instantly revealed anymore. [[Underground]] areas must be explored by [[dwarves]] prior to revealing features. &lt;br /&gt;
** So yeah, the new system is to have a 60 or so tile [[flood]] out from your [[dwarves]] as they go [[underground]], and any time they get within 30 tiles of the 60 tile flood (flags are kept when the flood got out to 30, roughly), it'll flood out again, picking up those flags and placing new ones, so it moves out in a kind of chunky way.&lt;br /&gt;
** [[Squads]] can't take [[orders]] to walk into hidden [[zones]] (must reveal first).&lt;br /&gt;
* It's possible for an [[adventurer]] to enter a massive [[underground]] cavern on one side of the world and journey all the way to the other.&lt;br /&gt;
* Chasms as they were in 40d are gone for the time being, replaced by finite caverns.&lt;br /&gt;
&lt;br /&gt;
===  [[Critter]]s (normal and animalman-y) ===&lt;br /&gt;
* Underground [[animal-people]] can use crude [[weapons]] and mounts now.&lt;br /&gt;
** [[Batmen]] could ride giant bats and shoot poison darts at you with makeshift blowguns made from [[giant cave spider]] legs - whoa!&lt;br /&gt;
** Their goal is to cause as much havoc as they can before sneaking back home.&lt;br /&gt;
* Underground [[critter]]s are &amp;quot;drawn&amp;quot; from a large population that is off site. They will replenish their population so long as a cavern has an open &amp;quot;edge&amp;quot; allowing them to spawn in.&lt;br /&gt;
* The above, coupled with other changes, allows for the possibility of never-ending attacks.&lt;br /&gt;
* [[Antmen]] now have creature castes which separate them, including queens.&lt;br /&gt;
** There are also [[antmen]] nests to worry about.&lt;br /&gt;
* '''[[Gremlins]]''' are back. These sneaky dudes are invisible until spotted, and will step on [[pressure]] [[plate]]s, pull levers, and open cages.&lt;br /&gt;
* There are many new (toadyOne mentioned around 40) [[underground]] [[critter]]s.&lt;br /&gt;
&lt;br /&gt;
===  [[Critter]]s (random beasts) ===&lt;br /&gt;
* Random [[critter]]s are now possible. They come in two flavors: &amp;quot;'''[[Titans]]'''&amp;quot;, which are above ground and serve as megabeasts, and &amp;quot;'''[[Forgotten Beasts]]'''&amp;quot;, who live [[underground]]&lt;br /&gt;
* Random [[creatures]] are just that - random. The can have unique attacks, like firebreath or poison, as well as a random number of body modifiers like legs, wings, etc.&lt;br /&gt;
** Some examples: a ribbon worm with wings made of stretched [[skin]]. An eyeless antenna lizard. A [[glob]] of [[vomit]] inside a round shell. &lt;br /&gt;
* They pull from certain base types (blob, quadruped, humanoid) as well as various animal/creature features. &lt;br /&gt;
** Dinosaur types (?!) are also now possible&lt;br /&gt;
*** They have feathers to boot&lt;br /&gt;
* These are seen as the ultimate challenge of the game&lt;br /&gt;
&lt;br /&gt;
===  [[Hidden Fun Stuff]] ===&lt;br /&gt;
* The old [[HFS]] that we know of is gone, replaced by a [[eerie cavern|larger area]] that is both hard to get to and present on every map. The specific [[critter]]s of the old HFS did not survive [[version]] change and have been replaced with procedurally-generated beasties in greater numbers and strength.&lt;br /&gt;
* A secondary feature of the new HFS is the rarer [[curious structure]], of which there are one per map tile (as frequent as the old HFS).&lt;br /&gt;
&lt;br /&gt;
== The World ==&lt;br /&gt;
&lt;br /&gt;
===  [[Civilizations]] ===&lt;br /&gt;
* There is now the notion of a '''[[split leadership]]'''. Some leaders may prefer to be &amp;quot;traditional&amp;quot; rulers, hanging back in their cities while appointing generals to command their armies. Others may prefer to lead battles and wars themselves.&lt;br /&gt;
* [[Goblin]] society is more violent than ever. They respect those with power, and [[demons]] will be forced to kill for their loyalty. Other [[goblin]]s, however, can do the same.&lt;br /&gt;
** [[Goblin]]s obtain their structure over the course of world generation. For instance, [[demons]] are not hard-coded as leaders, and must earn their position.&lt;br /&gt;
* Forgotten beasts can escape from the [[underground]] and try and pass themselves off as [[god]]s, gaining worshipers and taking control of [[civilizations]].&lt;br /&gt;
* Leaders of [[civilizations]] can now own &amp;quot;pets&amp;quot; - and by that, I mean they can [[tame]] wild animals and use them in war. [[Giant eagle]]s, [[tiger]]s, everything is fair game.&lt;br /&gt;
** [[Elves]] have a great advantage here for obvious reasons, but [[dwarves]] will be able to make use of [[underground]] beasts.&lt;br /&gt;
* '''[[Priests]]''' are back.&lt;br /&gt;
&lt;br /&gt;
===  [[World Generation]] ===&lt;br /&gt;
* &amp;quot;I've added the ability to specify in the [[world gen]] parameters the number of sky z-levels, the number of z-levels minimum between each [[layer]] (it'll often be more because of elevation changes), and the number of extra z-levels down at the bottom.&amp;quot;&lt;br /&gt;
* Much of the map feature code was rewritten to be more flexible in future expansions and updates.&lt;br /&gt;
&lt;br /&gt;
=== [[Megabeasts]] (general and [[Titans]]) ===&lt;br /&gt;
* [[Megabeasts]] aren't pushovers in worldgen anymore, and have been toughed up a bit too much (bug). Don't expect to leave the Age of Myth.&lt;br /&gt;
* [[Titans]] in good areas will be benign/neutral to [[creatures]].&lt;br /&gt;
&lt;br /&gt;
==  Bugs ==&lt;br /&gt;
Please add bugs to {{L|Known bugs and issues}}.  Please do not add them to this page.&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12games.com/dwarves/mantisbt/view_all_bug_page.php Official DF2010 bug tracker]&lt;/div&gt;</summary>
		<author><name>Used</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Release_information/0.31.12&amp;diff=135686</id>
		<title>v0.31:Release information/0.31.12</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Release_information/0.31.12&amp;diff=135686"/>
		<updated>2011-02-04T15:35:13Z</updated>

		<summary type="html">&lt;p&gt;Used: clean up&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Dwarf Fortress 0.31.11 was released on July 25, 2010&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
'''Aside from the major bug fixes listed below, I made skill increases a little faster during training.  Part of the problem is with how classes work -- the teacher and student skills are important, and they can heavily amplify the effects, so the gains for people without those skills were small.  Now it'll be even more extreme that the base rate has increased, so we'll have to see how that plays out in forts that get good teachers.'''&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
'''If your old fort has a dead liaison, your replacement liaison will be named after one of the standard professions most likely, but they should still perform their job.  New worlds should have dead liaisons kicked out completely and get new liaisons.'''&lt;br /&gt;
--[[Toady One|Toady]]&lt;br /&gt;
&amp;lt;/blockquote&amp;gt; &lt;br /&gt;
&lt;br /&gt;
== Crash fixes ==&lt;br /&gt;
&lt;br /&gt;
* fixed military training crash&lt;br /&gt;
* fixed a crash during dwarf creation in arena mode after dwarf mode game had been played&lt;br /&gt;
* fullscreen/windowed mode switch crash fixed (Baughn)&lt;br /&gt;
&lt;br /&gt;
== Major bug fixes ==&lt;br /&gt;
&lt;br /&gt;
* fixed new liaison coming when previous liaison is unavailable for any reason&lt;br /&gt;
* fixed problem which stopped the liaison from talking about making a barony&lt;br /&gt;
&lt;br /&gt;
== Other bug fixes/tweaks ==&lt;br /&gt;
&lt;br /&gt;
* adjusted skill rates up a bit on indiv training and demonstrations&lt;br /&gt;
* made att/skill rate loader treat 0s like NONE instead of the fastest rate&lt;/div&gt;</summary>
		<author><name>Used</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Release_information/0.31.11&amp;diff=135623</id>
		<title>v0.31:Release information/0.31.11</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Release_information/0.31.11&amp;diff=135623"/>
		<updated>2011-02-02T14:33:57Z</updated>

		<summary type="html">&lt;p&gt;Used: Clean Up&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Dwarf Fortress 0.31.11 was released on July 23, 2010&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
'''Combat was the focus last time, and this time I moved over to equipment and training.  There are a number of bugs left to fix, but a lot of the largest problems should be cleaned up and training should be somewhat usable now.  I wanted to shift ammunition over to a default system where it doesn't get tied to particular squads/hunters (with the old way left as a default for people that want to control it more), since that remains one of the more annoying things, but I didn't have time to finish it up.  Just make sure you have some extra bolts sitting around, and 'm'-'f' should show you how your squads are doing ammo-wise.  Barracks should also probably default to a non-reserved/non-purposed system, though that's not as bad as ammunition reservation is.  In any case, I'll be moving on to the month-end project and entity populations, though I'll release again sooner if something comes up.'''&lt;br /&gt;
--[[Toady One|Toady]]&lt;br /&gt;
&amp;lt;/blockquote&amp;gt; &lt;br /&gt;
&lt;br /&gt;
== Crash fixes ==&lt;br /&gt;
&lt;br /&gt;
* stopped crash when individual squad members were selected in 's' and you go back to 's' after leaving&lt;br /&gt;
* fixed crash moving from ammo assignment creation to material assignment&lt;br /&gt;
* fixed reclaim crash&lt;br /&gt;
* fixed text mode crash in SDL version (Baughn)&lt;br /&gt;
&lt;br /&gt;
== Major bug fixes ==&lt;br /&gt;
* freed up assigned items properly when uniforms are overwritten&lt;br /&gt;
* freed up equipment properly from empty positions when squad is disbanded&lt;br /&gt;
* made civilian jobs respect attributes properly&lt;br /&gt;
* fixed turtle (vermin) shell crafts/helms/gauntlets/etc.&lt;br /&gt;
* stopped squad/off-time training activities from persisting when guy goes off to eat, do squad orders, die, etc.&lt;br /&gt;
* made inactive/ordered squads free up their old training activities more quickly&lt;br /&gt;
* stopped off-time training from gumming up squad training barracks assignment&lt;br /&gt;
* removed dead/crazy/etc. dwarves from squads&lt;br /&gt;
* dropped injured dwarves out of their activities properly&lt;br /&gt;
* stopped bleeding dwarves from thinking they need to jump on the ground and be dragged to the hospital&lt;br /&gt;
* stopped miners/woodcutters coming out of the military from thinking they had a claim to old tools&lt;br /&gt;
* made people doing off-time training stop if it becomes inappropriate (kicked out of squad, etc.)&lt;br /&gt;
* made quota countdown respect reactions again&lt;br /&gt;
&lt;br /&gt;
== Other bug fixes/tweaks  ==&lt;br /&gt;
* stopped body-component-based artifacts from defaulting out to iron figurines&lt;br /&gt;
* made skill rust display properly on 'v' and made temporary skill loss conditions not display on military screen&lt;br /&gt;
* changed rust display for skills&lt;br /&gt;
* restricted shell moods to dwarves with shell prefs&lt;br /&gt;
* stopped metal goblet/flask construction jobs from shuffling metal of product&lt;br /&gt;
* fixed up idle strings for non-soldiers vs. lingering squad activities&lt;br /&gt;
* decreased effect of low self-discipline on individual training&lt;br /&gt;
* sped up training organization&lt;br /&gt;
* WINDOWEDX/Y values respected when moving to windowed mode from full screen (Baughn)&lt;br /&gt;
* fixed problem with skill demonstration session timer&lt;br /&gt;
* added timers for sparring and individual combat drills&lt;br /&gt;
* adjusted sparring pulled shots for recent combat balancing&lt;br /&gt;
* adjusted skill rates for all practice activities&lt;br /&gt;
* put forest start biome on humans (for proactive forest clearing)&lt;br /&gt;
* changed hauling encumbrance speed formula and made hauling build atts slowly&lt;br /&gt;
* stopped picks from being available to indiv choice soldiers&lt;br /&gt;
* required subtype match for armor even under &amp;quot;partial match&amp;quot;&lt;br /&gt;
* made off-duty archery training occur for indiv choice ranged weapons (not just crossbow)&lt;br /&gt;
* cleaned up various raw typos (see file_changes.txt)&lt;br /&gt;
* fixed a bunch of the &amp;quot;you&amp;quot; announcements in dwarf mode&lt;br /&gt;
* made counter to stop excessive party attendence work properly&lt;br /&gt;
* made it set up default ammo profiles for ranged squads&lt;/div&gt;</summary>
		<author><name>Used</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Dog&amp;diff=126923</id>
		<title>v0.31 Talk:Dog</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Dog&amp;diff=126923"/>
		<updated>2010-09-02T08:16:13Z</updated>

		<summary type="html">&lt;p&gt;Used: /* Guard dogs in cages? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== We don't know ==&lt;br /&gt;
&lt;br /&gt;
* how much more damage war dogs do than regular dogs. &lt;br /&gt;
* if dogs are still the best purchase at the embark screen for meat&lt;br /&gt;
* that the comments about war dogs being &amp;quot;weak&amp;quot; still have any merit: personal experience suggests a pack of them are very dangerous indeed&lt;br /&gt;
&lt;br /&gt;
'''This still needs to be tested.'''&lt;br /&gt;
&lt;br /&gt;
== Still relevant? ==&lt;br /&gt;
&lt;br /&gt;
''&amp;quot;A hunting animal will target the creature its owner is targeting if the owner is hunting, and it will be sneaking without a movement penalty if it is reasonably close to its hunting owner. A hunting animal notices creatures from farther away, although this isn't exactly effective if it decides to target what its owner is targeting. It all needs a bit of work, but that is true of hunting in general.&amp;quot;'' -[[Toady One]], long before DF2010&lt;br /&gt;
&lt;br /&gt;
== Puppies ==&lt;br /&gt;
&lt;br /&gt;
Can War Dogs breed? I've converted my entire fortress canine population into war dogs, and haven't seen any dog birth messages in a while. --[[Special:Contributions/162.83.223.4|162.83.223.4]] 20:29, 10 August 2010 (UTC)&lt;br /&gt;
:How many dogs do you have? If you've got more than 50 or so, you won't get any more births. --[[User:Quietust|Quietust]] 21:43, 10 August 2010 (UTC)&lt;br /&gt;
::I often take 1 male wardog and 2 female normal dogs at embark and this always led to little, cute puppys.--[[User:Used|Used]] 06:10, 11 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Guard dogs in cages? ==&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
You can assign dogs to cages or restraints to act as guard dogs.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Does this work? would a dog (or other creature) in a cage spot a hidden ambusher if they walked past him? I have my doubts about this&lt;br /&gt;
--[[User:Syndic|Syndic]] 13:50, 30 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Dogs in cages do '''not''' spot enemies, dogs tied to restraints will do. --[[User:Used|Used]] 08:16, 2 September 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Used</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Template:V0.31_creatures&amp;diff=126921</id>
		<title>Template:V0.31 creatures</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Template:V0.31_creatures&amp;diff=126921"/>
		<updated>2010-09-02T08:08:35Z</updated>

		<summary type="html">&lt;p&gt;Used: Undo revision 126893 by Andkore (Talk) It was fine too. All the time we missed the Llamas. Thanks&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;&lt;br /&gt;
{| {{listboxformat}}&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;border: 1px solid #aaa; font-weight:bold; background-color: #ccf; padding-left: 1em; padding-right: 1em;&amp;quot; | {{L|Creature}}s&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color: #ccf; padding-left: 1em; padding-right: 1em;&amp;quot; rowspan=&amp;quot;2&amp;quot; | {{Catlink|Races|Races}}&lt;br /&gt;
| {{L|Dwarf|Dwarves}} • {{L|Elf|Elves}} • {{L|Goblin}}s • {{L|Human}}s  • {{L|Kobold}}s&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Amphibian man}} • {{L|Antman}} • {{L|Batman}} • {{L|Cave fish man}} • {{L|Cave swallow man}} • {{L|Olm man}} • {{L|Reptile man}} • {{L|Serpent man}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color: #ccf; padding-left: 1em; padding-right: 1em;&amp;quot; | Outdoor {{Catlink|Animals|Animals}}&lt;br /&gt;
| {{L|Alligator}} • {{L|Beak dog}} • {{L|Bilou}} • {{L|Black-crested gibbon}} • {{L|Black-handed gibbon}} • {{L|Black bear}} • {{L|Bonobo}} • {{L|Buzzard}} • {{L|Cat}} • {{L|Cheetah}} • {{L|Chimpanzee}} • {{L|Cougar}} • {{L|Cow}} • {{L|Deer}} • {{L|Dog}} • {{L|Donkey}} • {{L|Elephant}} • {{L|Elk}} • {{L|Fox}} • {{L|Gazelle}} • {{L|Giant cheetah}} • {{L|Giant desert scorpion}} • {{L|Giant eagle}} • {{L|Giant jaguar}} • {{L|Giant leopard}} • {{L|Giant lion}} • {{L|Giant tiger}} • {{L|Gorilla}} • {{L|Gray gibbon}} • {{L|Grimeling}} • {{L|Grizzly bear}} • {{L|Groundhog}} • {{L|Hippo}} • {{L|Hoary marmot}} • {{L|Horse}} • {{L|Ice wolf}} • {{L|Jaguar}} • {{L|Leopard}} • {{L|Lion}} • {{L|Llama}} • {{L|Mandrill}} • {{L|Mountain goat}} • {{L|Mule}} • {{L|Muskox}} • {{L|One-humped camel}} • {{L|Orangutan}} • {{L|Pileated gibbon}} • {{L|Polar bear}} • {{L|Raccoon}} • {{L|Rhesus macaque}} • {{L|Saltwater crocodile}} • {{L|Sasquatch}} • {{L|Siamang}} • {{L|Silvery gibbon}} • {{L|Strangler}} • {{L|Tiger}} • {{L|Two-humped camel}} • {{L|Unicorn}} • {{L|Vulture}} • {{L|Walrus}} • {{L|Warthog}} • {{L|White-browed gibbon}} • {{L|White-handed gibbon}} • {{L|Wolf}} • {{L|Yeti}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color: #ccf; padding-left: 1em; padding-right: 1em;&amp;quot; | Subterranean {{Catlink|Animals|Animals}}&lt;br /&gt;
| {{L|Blind cave bear}} • {{L|Bugbat}} • {{L|Cave blob}} • {{L|Cave crocodile}} • {{L|Cave dragon}} • {{L|Cave floater}} • {{L|Creeping eye}} • {{L|Crundle}} • {{L|Draltha}} • {{L|Drunian}} • {{L|Elk bird}} • {{L|Flesh ball}} • {{L|Floating guts}} • {{L|Giant bat}} • {{L|Giant cave spider}} • {{L|Giant cave swallow}} • {{L|Giant earthworm}} • {{L|Giant mole}} • {{L|Giant olm}} • {{L|Giant rat}} • {{L|Giant toad}} • {{L|Green devourer}} • {{L|Helmet snake}} • {{L|Hungry head}} • {{L|Jabberer}} • {{L|Large rat}} • {{L|Magma crab}} • {{L|Manera}} • {{L|Naked mole dog}} • {{L|Rutherer}} • {{L|Voracious cave crawler}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color: #ccf; padding-left: 1em; padding-right: 1em;&amp;quot; | Aquatic&lt;br /&gt;
| {{L|Angelshark}} • {{L|Basking shark}} • {{L|Blacktip reef shark}} • {{L|Blue shark}} • {{L|Bluefin tuna}} • {{L|Bluefish}} • {{L|Bull shark}} • {{L|Carp}} • {{L|Cod}} • {{L|Coelacanth}} • {{L|Common skate}} • {{L|Conger eel}} • {{L|Frill shark}} • {{L|Giant grouper}} • {{L|Great barracuda}} • {{L|Great white shark}} • {{L|Halibut}} • {{L|Hammerhead shark}} • {{L|Longfin mako shark}} • {{L|Longnose gar}} • {{L|Manta ray}} • {{L|Marlin}} • {{L|Milkfish}} • {{L|Nurse shark}} • {{L|Ocean sunfish}} • {{L|Opah}} • {{L|Pike (fish)|Pike}} • {{L|Pond grabber}} • {{L|Sea lamprey}} • {{L|Sea monster}} • {{L|Sea serpent}} • {{L|Shortfin mako shark}} • {{L|Spiny dogfish}} • {{L|Spotted wobbegong}} • {{L|Stingray}} • {{L|Sturgeon}} • {{L|Swordfish}} • {{L|Tigerfish}} • {{L|Tiger shark}} • {{L|Whale}} • {{L|Whale shark}} • {{L|Whitetip reef shark}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color: #ccf; padding-left: 1em; padding-right: 1em;&amp;quot; | {{Catlink|Humanoids|Humanoids}}&lt;br /&gt;
| {{L|Amethyst man}} • {{L|Blind cave ogre}} • {{L|Blizzard man}} • {{L|Blood man}} • {{L|Dark gnome}} • {{L|Fire imp}} • {{L|Fire man}} • {{L|Foul blendec}} • {{L|Gabbro man}} • {{L|Gorlak}} • {{L|Gremlin}} • {{L|Harpy}} • {{L|Iron man}} • {{L|Leechman}} • {{L|Magma man}} • {{L|Merperson}} • {{L|Molemarian}} • {{L|Mountain gnome}} • {{L|Mud man}} • {{L|Nightwing}} • {{L|Ogre}} • {{L|Plump helmet man}} • {{L|Reacher}} • {{L|Satyr}} • {{L|Slugman}} • {{L|Snailman}} • {{L|Tigerman}} • {{L|Troglodyte}} • {{L|Troll}} • {{L|Werewolf}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color: #ccf; padding-left: 1em; padding-right: 1em;&amp;quot; | {{Catlink|Semi-megabeasts|Semi-Megabeasts}}&lt;br /&gt;
| {{L|Cyclops}} • {{L|Ettin}} • {{L|Giant}} • {{L|Minotaur}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color: #ccf; padding-left: 1em; padding-right: 1em;&amp;quot; | {{Catlink|Megabeasts|Megabeasts}}&lt;br /&gt;
| {{L|Bronze colossus}} • {{L|Dragon}} • {{L|Hydra}} • {{L|Titan}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color: #ccf; padding-left: 1em; padding-right: 1em;&amp;quot; | Nonexistant&lt;br /&gt;
| {{L|Centaur}} • {{L|Chimera}} • {{L|Griffon}}&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;/center&amp;gt;&amp;lt;noinclude&amp;gt;[[Category:Templates]]&amp;lt;/noinclude&amp;gt;&amp;lt;includeonly&amp;gt;{{Category|Creatures}}&amp;lt;/includeonly&amp;gt;&lt;/div&gt;</summary>
		<author><name>Used</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki_talk:Awesome&amp;diff=126774</id>
		<title>Dwarf Fortress Wiki talk:Awesome</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki_talk:Awesome&amp;diff=126774"/>
		<updated>2010-09-01T16:53:02Z</updated>

		<summary type="html">&lt;p&gt;Used: Suggestion&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Suggestion ==&lt;br /&gt;
&lt;br /&gt;
At first I'd like to say that this is going to be awesome! ;)&lt;br /&gt;
DF has such a strong community, we can do this!&lt;br /&gt;
&lt;br /&gt;
It is really hard for non native english speaking people to learn this really awesome(!) game. So, I'm native german and currently writing a [http://patientguard.blogspot.com/p/gaming-computer.html german tutorial] and I would be glad to contribute this. Maybe we could add some multilanguage stuff for people all around the world.&lt;br /&gt;
Greetings --[[User:Used|Used]] 16:53, 1 September 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Used</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Sparring&amp;diff=125892</id>
		<title>v0.31:Sparring</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Sparring&amp;diff=125892"/>
		<updated>2010-08-18T06:37:40Z</updated>

		<summary type="html">&lt;p&gt;Used: /* Danger Room */ fixed links and formatting and difference between weapon and spike traps&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}} {{Quality|Fine}} &amp;lt;br&amp;gt; {{Expand Topic}}&lt;br /&gt;
&lt;br /&gt;
== Introduction == &lt;br /&gt;
&lt;br /&gt;
'''Sparring''' is a form of (usually) non-lethal {{l|combat}}, led by the {{l|Militia Captain}} in charge of the respective {{l|squad}}, to train {{L|soldier}}s in their {{{l|combat skill}}s in {{L|fortress mode}}.  Sparring takes place at a {{L|barracks}}; off-duty soldiers will engage in training activities, such as {{l|observer|watching}} combat demonstrations and {{l|combat drills|individual training drills}} with other off-duty soldiers.&lt;br /&gt;
&lt;br /&gt;
To assign a soldier to sparring, you must {{l|schedule}} his or her squad to train.  This is accomplished by opening the {{key|m}}{{l|military interface|ilitary screen}}, selecting the squad from the list, choosing to {{key|a}}lerts the selected squad, then assigning the squad to Active/Training (Or whatever you have named it). Back out of the military screen and press {{k|s}} for squads. Highlight the squad you want to train and make sure they are set to active by pressing {{k|t}}. It will cycle between active and inactive, make sure it is set to active. Now press {{k|q}} to highlight your {{l|bed}}, {{l|weapon rack}}, and/or {{l|armor stand}} that you used to designate the barracks. Highlight which squad you wish to train and press {{k|t}} again. A {{k|T}} should appear on the right side of the screen beside that squads name. Now your squads should start to train.&lt;br /&gt;
&lt;br /&gt;
It may seem confusing at first, but there is a reason for all the hoops. Because of the way the system is setup you can assign individual squads to only train in certain areas. That way when trouble strikes they are already nearby. For instance if you have 3 entrances into your fort, instead of having a central training area you station a squad near each, with its own barracks. This insures quicker reaction times and hopefully fewer casualties. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
&lt;br /&gt;
When soldiers spar, they practice (and thereby gain experience) with whatever {{L|weapon}} and {{L|armor}} they have been assigned, including {{L|shield}}s.  Thus, in order to train {{L|axedwarf|axedwarves}}, it is necessary to assign the recruits axes, and so forth with all other {{L|weapon}}s. The weapon you wish for them to spar with can be chosen through the {{K|m}}ilitary screen, and then the {{K|e}}quip selection.&lt;br /&gt;
&lt;br /&gt;
== Injury ==&lt;br /&gt;
&lt;br /&gt;
During sparring soldiers can get {{l|wound}}ed, ranging from minor injuries to loss of ability. This cripples their training time (leading to death in real combat) or disables them from fighting at all. To avoid injury you can&lt;br /&gt;
&lt;br /&gt;
* '''Equip''' them with {{l|training weapon}}s. However, there are only training axes, swords, and spears. Mace and hammer dwarves will have to use real weaponry. And during an {{l|ambush}}, it might be difficult to switch over to effective weapons. Therefore build your weapon {{l|stockpile}} or weapon racks close to the {{l|barracks}}.&lt;br /&gt;
* '''Equip''' them with {{l|armor}}; this lowers damage being received and allowing them to train with their armor. However, it has been observed that training is less {{l|fun|spartan and dangerous}} than previous incarnations, and it seems that {{l|dwarf|dwarves}} are less likely to consider training to be a Mortal Kombat match. &lt;br /&gt;
&lt;br /&gt;
Also note, {{l|Healthcare|healing}} injury caused by sparring is good {{l|experience}} for a new {{L|doctor}}.&lt;br /&gt;
==Scheduling training==&lt;br /&gt;
Many players make the mistake of assuming that the Active/Training {{L|scheduling#Alert_Levels|alert}} sets your squad to train year round. However this is not the case. Instead it simply fills a squads {{L|schedule}} with the priority to train. That is, your soldiers will put on their uniforms and grab their weapons but they may continue to do jobs outside the military. In order to make them actually train you must do the following after setting their alert to Active/Training (or by scheduling Train under the schedule screen).&lt;br /&gt;
&lt;br /&gt;
#Designate a {{L|barracks}} from an item.&lt;br /&gt;
#Press {{k|q}} and highlight the item used to designate the barracks from.&lt;br /&gt;
#Select the squad you want to train in that particular barracks and press {{k|t}}. A T will appear beside the squads name in the menu.&lt;br /&gt;
#Multiple squads can be set to train in the same barracks. Whether or not this means they will train between squads is unknown{{verify}}.&lt;br /&gt;
&lt;br /&gt;
Things to note: The default alert Active/Training requires 10 members of a squad to activate. This can be changed from the {{L|scheduling}} menu. Dead squad members used to stay in the squad, but as of 31.12 they are removed upon death. At that point another member must be appointed or the minimum number required to train lowered to accommodate the new squad count. &lt;br /&gt;
== Danger Room ==&lt;br /&gt;
There is a method to train up your military to legendary {{L|skill}}s with little interaction from the player. It involves the creation of a room, designated as a {{L|barracks}}, that is filled with {{L|Traps#Upright_Spear/Spike|spike traps}}. The traps are loaded with wooden {{L|training weapon|training spear}} only, so they are not very dangerous. The traps are linked to a single {{L|lever}} set to repeat. As your military stands in the room, engaging in whatever training excercise they would normaly be doing, they will gain skill increases in other areas as well. So far the following skills have been confirmed to increase: armor user, dodge, shield user, and weapons skills (see {{L|Combat Skill|here}} for more details on each). It should be noted that crossbowdwarfs will increase their weapon skill as well, due to parrying the trap weapons with their crossbows. In order to build your own do the following steps:&lt;br /&gt;
&lt;br /&gt;
#Create an area suitably large to hold your militia/training squad, but the smaller the better, by {{k|d}}esignating an {{L|armor stand}} or {{L|weapon rack}} and creating a {{L|barracks}}.&lt;br /&gt;
#Cover all of the floor tiles in spike traps loaded with a training spear (a single spear would be the savest). This part is what separates highly trained dwarves from dwarves who are having too much {{L|fun}}.&lt;br /&gt;
#Link all of the traps to a single {{L|lever}} and set the lever to be pulled on repeat. &lt;br /&gt;
#Set your {{L|military}} to train in that room.&lt;br /&gt;
&lt;br /&gt;
Some words of caution. Any {{L|pet}}s caught following their master into this room will be slaughtered. Whether this is a positive or negative feature will be left for the player to decide. Because the dwarves will be taking damage there is the possibility of death due to infection or a string of unlucky hits. It is however much more unlikely that a serious injury will occur. An infection could give your doctors some practice as well. &lt;br /&gt;
&lt;br /&gt;
Please see [http://www.bay12forums.com/smf/index.php?topic=63528.0 this link] for more information and verification.&lt;br /&gt;
&lt;br /&gt;
== See also==&lt;br /&gt;
&lt;br /&gt;
{{L|Military|DF2010:Military}}&lt;br /&gt;
&lt;br /&gt;
{{Military FAQ}}&lt;/div&gt;</summary>
		<author><name>Used</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Snailman&amp;diff=125890</id>
		<title>v0.31 Talk:Snailman</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Snailman&amp;diff=125890"/>
		<updated>2010-08-18T06:26:47Z</updated>

		<summary type="html">&lt;p&gt;Used: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is the only source of shells except for fishes and forgotten beasts. It shouldn't hurt to have some of them in your backyard.--[[User:Niggy|Niggy]] 22:17, 4 June 2010 (UTC)&lt;br /&gt;
:But the shell is unobtainable since you can not butcher them. --[[User:Used|Used]] 06:25, 18 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Snailmen yielding bones ==&lt;br /&gt;
My carpenter killed a couple of snailmen in my current fortress. The butcher refused to work with them but surprisingly they rotted and left snailmen bones, despite the [NOBONES] tag.&lt;/div&gt;</summary>
		<author><name>Used</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Snailman&amp;diff=125889</id>
		<title>v0.31 Talk:Snailman</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Snailman&amp;diff=125889"/>
		<updated>2010-08-18T06:25:52Z</updated>

		<summary type="html">&lt;p&gt;Used: bones&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is the only source of shells except for fishes and forgotten beasts. It shouldn't hurt to have some of them in your backyard.--[[User:Niggy|Niggy]] 22:17, 4 June 2010 (UTC)&lt;br /&gt;
:But the shell is unobtainable since you can not butcher them. --[[User:Used|Used]] 06:25, 18 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Snailmen yielding bones ==&lt;br /&gt;
My carpenter killed a couple of snailmen in my current fortress. The butcher refuded to work with them but surprisingly they rotted and they left snailmen bones, despite the [NOBONES] Tag.&lt;/div&gt;</summary>
		<author><name>Used</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:97.103.240.127&amp;diff=125625</id>
		<title>User talk:97.103.240.127</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:97.103.240.127&amp;diff=125625"/>
		<updated>2010-08-16T06:13:06Z</updated>

		<summary type="html">&lt;p&gt;Used: Barrels can't be made at a farmers workshop&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Barrels can't be made at a farmers workshop===&lt;br /&gt;
You can create [[barrels]] at the [[carpenter's workshop]] (ot of wood) or in a [[forge]] out of metal).&lt;br /&gt;
Please don't mess up pages with questions you can easiely answer by searching the wiki.&lt;br /&gt;
Thanks --[[User:Used|Used]] 06:13, 16 August 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Used</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Farmer%27s_workshop&amp;diff=125624</id>
		<title>v0.31:Farmer's workshop</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Farmer%27s_workshop&amp;diff=125624"/>
		<updated>2010-08-16T06:07:46Z</updated>

		<summary type="html">&lt;p&gt;Used: undo question&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Workshop|name=Farmer's workshop|key=w|job={{L|Thresher|Plant processing}}, {{L|Milker|Milking}}, {{L|Cheese maker|Cheese making}}&lt;br /&gt;
|construction=&lt;br /&gt;
1 of&lt;br /&gt;
* {{L|Block}}&lt;br /&gt;
* {{L|Stone}}&lt;br /&gt;
* {{L|Wood}}&lt;br /&gt;
* {{L|Metal}}&lt;br /&gt;
|construction_job=&lt;br /&gt;
Any Workshop Farming:&lt;br /&gt;
* {{L|Thresher|Plant processing}}, or {{L|Milker|Milking}}, or {{L|Cheese maker|Cheese making}}&lt;br /&gt;
|use=&lt;br /&gt;
* Various {{L|crop}}s&lt;br /&gt;
* {{L|Container|Bags, barrels}} and {{L|vial}}s for their respective tasks&lt;br /&gt;
* Various animals and {{L|milk}}&lt;br /&gt;
|production=&lt;br /&gt;
* {{L|Pig tail}} {{L|thread}}s (process plants)&lt;br /&gt;
* {{L|Rope reed}} {{L|thread}}s (process plants)&lt;br /&gt;
* {{L|Quarry bush}} leaves (&amp;quot; &amp;quot; to {{L|bag}})&lt;br /&gt;
* {{L|Dwarven syrup}} (&amp;quot; &amp;quot; to {{L|barrel}})&lt;br /&gt;
* Plant {{L|extracts}} (&amp;quot; &amp;quot; to {{L|vial}})&lt;br /&gt;
* {{L|Milk}}&lt;br /&gt;
* {{L|Cheese}}&lt;br /&gt;
}}&lt;br /&gt;
{{Quality|Exceptional|19:50, 12 June 2010 (UTC)}}&lt;br /&gt;
&lt;br /&gt;
The '''Farmer's workshop''' is the {{L|workshop}} used for any {{L|job}}s involving processing {{L|plant}}s or {{L|animal}} products. It is built with any contruction material, and it must be built by a {{L|dwarf}} with the {{L|Thresher|Plant processing}}, {{L|Milker|Milking}}, or {{L|Cheese maker|Cheese making}} {{L|labor}} enabled.&lt;br /&gt;
&lt;br /&gt;
The farmer's workshop is primarily used to turn plants into {{L|thread}}, for {{L|weaving}} at a {{L|loom}}. It can also be used to turn certain plants into {{L|food}} and {{L|extracts}}, or to harvest {{L|milk}} and turn it into {{L|cheese}}. &lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*{{L|Textile industry}}&lt;br /&gt;
&lt;br /&gt;
{{Workshops}}&lt;/div&gt;</summary>
		<author><name>Used</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Werewolf&amp;diff=124954</id>
		<title>v0.31:Werewolf</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Werewolf&amp;diff=124954"/>
		<updated>2010-08-12T08:29:37Z</updated>

		<summary type="html">&lt;p&gt;Used: creatureinfo / rating timestamped&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Tattered|08:29, 12 August 2010 (UTC)}}&lt;br /&gt;
{{CreatureInfo v0.31&lt;br /&gt;
|name=Werewolf&lt;br /&gt;
|symbol=W|color=0:0:1&lt;br /&gt;
|align=savage&lt;br /&gt;
|biome=&lt;br /&gt;
* Any {{L|Forest|temperate forest}}&lt;br /&gt;
* {{L|Forest|Taiga}}&lt;br /&gt;
* {{L|Tundra}}&lt;br /&gt;
* {{L|Shrubland|Temperate shrubland}}&lt;br /&gt;
|contib=yes&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
:''A monster, half man, half beast.  It is a fur-covered humanoid with the head of a wolf.''&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Humanoids}}&lt;/div&gt;</summary>
		<author><name>Used</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Template:CreatureInfo_v0.31&amp;diff=124953</id>
		<title>Template:CreatureInfo v0.31</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Template:CreatureInfo_v0.31&amp;diff=124953"/>
		<updated>2010-08-12T08:29:01Z</updated>

		<summary type="html">&lt;p&gt;Used: contrib reenabled&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infostart|&lt;br /&gt;
{{{name}}}}}&lt;br /&gt;
{{infocell|{{char|{{{symbol|?}}}}}|style=color: {{fgcolor|{{{color|7:0:1}}}}}; background: black; font-size:x-large; font-weight: bold; font-family: 'Courier New', 'Quicktype Mono', 'Bitstream Vera Sans Mono', 'Lucida Console',  'Lucida Sans Typewriter', monospace; text-align:center; vertical-align:center}}&lt;br /&gt;
{{infoheader|{{L|Biome}}}}&lt;br /&gt;
{{#switch:{{{align|}}}&lt;br /&gt;
|good={{infocell|'''In {{L|Surroundings#Good|good}} areas of'''}}&lt;br /&gt;
|evil={{infocell|'''In {{L|Surroundings#Evil|evil}} areas of'''}}&lt;br /&gt;
|savage={{infocell|'''In {{L|Surroundings#Savage|savage}} areas of'''}}&lt;br /&gt;
|neutral&lt;br /&gt;
|#default=&lt;br /&gt;
}}&lt;br /&gt;
{{infocell|{{{biome|}}}}}&lt;br /&gt;
{{infoheader|{{#switch:{{{death|}}}&lt;br /&gt;
|rot=Rotting leaves&lt;br /&gt;
|item=Becomes after death&lt;br /&gt;
|nobutcher=This creature can not be butchered&lt;br /&gt;
|butcher |#default={{L|Meat industry|Butchering returns}}}}}}&lt;br /&gt;
{{#if: {{{valm|}}} | ({{L|Multiply value|Value multiplier}} x{{{valm|}}})}}&lt;br /&gt;
{{#ifeq:{{{death|}}}|item|{{infocell|{{{item|}}}}}|{{!-}}}}&lt;br /&gt;
{{#switch:{{{death|}}}&lt;br /&gt;
|nobutcher&lt;br /&gt;
|item={{!-}}&lt;br /&gt;
|#default={{infocell|'''Food items'''}}}}&lt;br /&gt;
{{#if:{{{meat|}}}|{{inforow|{{L|Meat}}|{{{meat|}}}}}|{{!-}}}}&lt;br /&gt;
{{#if:{{{fat|}}}|{{inforow|{{L|Fat}}|{{{fat|}}}}}|{{!-}}}}&lt;br /&gt;
{{#if:{{{brain|}}}|{{inforow|{{L|Brain}}|{{{brain|}}}}}|{{#if:{{{brains|}}}|{{inforow|{{L|Brain}}|{{{brains|}}}}}|{{!-}}}}}}&lt;br /&gt;
{{#if:{{{heart|}}}|{{inforow|{{L|Heart}}|{{{heart|}}}}}|{{#if:{{{hearts|}}}|{{inforow|{{L|Heart}}|{{{hearts|}}}}}|{{!-}}}}}}&lt;br /&gt;
{{#if:{{{lung|}}}|{{inforow|{{L|Lung}}s|{{{lung|}}}}}|{{#if:{{{lungs|}}}|{{inforow|{{L|Lung}}s|{{{lungs|}}}}}|{{!-}}}}}}&lt;br /&gt;
{{#if:{{{intestine|}}}|{{inforow|{{L|Intestines}}|{{{intestine|}}}}}|{{#if:{{{intestines|}}}|{{inforow|{{L|Intestines}}|{{{intestines|}}}}}|{{!-}}}}}}&lt;br /&gt;
{{#if:{{{liver|}}}|{{inforow|{{L|Liver}}|{{{liver|}}}}}|{{#if:{{{livers|}}}|{{inforow|{{L|Liver}}|{{{livers|}}}}}|{{!-}}}}}}&lt;br /&gt;
{{#if:{{{kidney|}}}|{{inforow|{{L|Kidney}}s|{{{kidney|}}}}}|{{#if:{{{kidneys|}}}|{{inforow|{{L|Kidney}}s|{{{kidneys|1}}}}}|{{!-}}}}}}&lt;br /&gt;
{{#if:{{{tripe|}}}|{{inforow|{{L|Tripe}}|{{{tripe|}}}}}|{{#if:{{{tripes|}}}|{{inforow|{{L|Tripe}}|{{{tripes|}}}}}|{{!-}}}}}}&lt;br /&gt;
{{#if:{{{sweetbread|}}}|{{inforow|{{L|Sweetbread}}|{{{sweetbread|}}}}}|{{#if:{{{sweetbreads|}}}|{{inforow|{{L|Sweetbread}}|{{{sweetbreads|1}}}}}|{{!-}}}}}}&lt;br /&gt;
{{#if:{{{eye|}}}|{{inforow|{{L|Eye}}s|{{{eye|}}}}}|{{#if:{{{eyes|}}}|{{inforow|{{L|Eye}}s|{{{eyes|}}}}}|{{!-}}}}}}&lt;br /&gt;
{{#if:{{{spleen|}}}|{{inforow|{{L|Spleen}}|{{{spleen|}}}}}|{{#if:{{{spleens|}}}|{{inforow|{{L|Spleen}}|{{{spleens|}}}}}|{{!-}}}}}}&lt;br /&gt;
{{#switch:{{{death|}}}&lt;br /&gt;
|nobutcher&lt;br /&gt;
|item={{!-}}&lt;br /&gt;
|#default={{infocell|'''Raw materials'''}}}}&lt;br /&gt;
{{#if:{{{bone|}}}|{{inforow|{{L|Bones}}|{{{bone|}}}}}|{{#if:{{{bones|}}}|{{inforow|{{L|Bones}}|{{{bones|}}}}}|{{!-}}}}}}&lt;br /&gt;
{{#if:{{{skull|}}}|{{inforow|{{L|Skull}}|{{{skull|}}}}}|{{#if:{{{skulls|}}}|{{inforow|{{L|Skull}}|{{{skulls|}}}}}|{{!-}}}}}}&lt;br /&gt;
{{#if:{{{ivory|}}}|{{inforow|{{L|Ivory}}|{{{ivory|}}}}}|{{!-}}}}&lt;br /&gt;
{{#if:{{{tooth|}}}|{{inforow|{{L|Teeth}}|{{{tooth|}}}}}|{{#if:{{{Teeth|}}}|{{inforow|{{L|teeth}}|{{{teeth|}}}}}|{{!-}}}}}}&lt;br /&gt;
{{#if:{{{hoof|}}}|{{inforow|{{L|Hooves}}|{{{hoof|}}}}}|{{#if:{{{hooves|}}}|{{inforow|{{L|Hooves}}|{{{hooves|}}}}}|{{#if:{{{hoofs|}}}|{{inforow|{{L|Hooves}}|{{{hoofs|}}}}}|{{!-}}}}}}}}&lt;br /&gt;
{{#if:{{{nail|}}}|{{inforow|{{L|Nail}}|{{{nail|}}}}}|{{#if:{{{nail|}}}|{{inforow|{{L|Nail}}|{{{nails|}}}}}|{{!-}}}}}}&lt;br /&gt;
{{#if:{{{horn|}}}|{{inforow|{{L|Horns}}|{{{horn|}}}}}|{{#if:{{{horns|}}}|{{inforow|{{L|Horns}}|{{{horns|}}}}}|{{!-}}}}}}&lt;br /&gt;
{{#if:{{{skin|}}}|{{inforow|{{L|Skin}}|{{#switch:{{{skin|hide}}}|hide=Raw hide |scale=Scales |chitin=Chitin |none=not skinable}}}}|{{!-}}}}&lt;br /&gt;
{{#ifeq:{{{contrib|}}}|no|{{!-}}|{{infocell|style=text-align:center; background-color: #eee; border-top: 1px solid #aaa|''There is too little information about this creature.&amp;lt;br /&amp;gt; Please contribute if you can!''}}|{{!-}}}}&lt;br /&gt;
{{#ifeq:{{{wiki|}}}|no|{{!-}}|{{infocell|style=text-align:center; background-color: #eee; border-top: 1px solid #aaa|1={{wp|{{{wiki|{{{name}}}}}}|Wikipedia article}}}}|{{!-}}}}&lt;br /&gt;
{{infoend}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;{{documentation}}&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Used</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Troll&amp;diff=124952</id>
		<title>v0.31:Troll</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Troll&amp;diff=124952"/>
		<updated>2010-08-12T08:24:41Z</updated>

		<summary type="html">&lt;p&gt;Used: creatureinfo / rating timestamped&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine|08:24, 12 August 2010 (UTC)}}&lt;br /&gt;
{{CreatureInfo v0.31&lt;br /&gt;
|name=Troll&lt;br /&gt;
|symbol=T|color=0:0:1&lt;br /&gt;
|biome=&lt;br /&gt;
* {{L|cavern|Subterranean cavern}}&amp;lt;br /&amp;gt;(Depth 1 - 2)&lt;br /&gt;
|wiki=no&lt;br /&gt;
|contrib=no&lt;br /&gt;
|death=nobutcher&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
:''A huge humanoid monster with coarse fur, large tusks and horns.''&lt;br /&gt;
&lt;br /&gt;
'''Trolls''' are large, predatory, dangerous subterranean creatures that often appear under the command of goblins during sieges, noted for their &amp;quot;terrifying features&amp;quot;.  They are {{L|building destroyer}}s, and will path to your buildings simply for the joy of sheer destruction. During sieges, they act as battering rams so {{L|trap design|design your defenses accordingly}}.&lt;br /&gt;
&lt;br /&gt;
Goblins can take trolls as {{L|pet}}s to start a fort.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{creatures}}&lt;br /&gt;
{{Category|Humanoids}}&lt;/div&gt;</summary>
		<author><name>Used</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Troglodyte&amp;diff=124951</id>
		<title>v0.31:Troglodyte</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Troglodyte&amp;diff=124951"/>
		<updated>2010-08-12T08:23:30Z</updated>

		<summary type="html">&lt;p&gt;Used: creatureinfo / rating timestamped&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|08:23, 12 August 2010 (UTC)}}&lt;br /&gt;
{{CreatureInfo v0.31&lt;br /&gt;
|name=Troglodyte&lt;br /&gt;
|symbol=t|color=6:0:0&lt;br /&gt;
|biome=&lt;br /&gt;
* {{L|cavern|Subterranean cavern}}&amp;lt;br /&amp;gt;(Depth 1 - 2)&lt;br /&gt;
|wiki=no&lt;br /&gt;
|contrib=no&lt;br /&gt;
|death=nobutcher&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
:''A savage man-like cave creature.''&lt;br /&gt;
&lt;br /&gt;
'''Troglodytes''' are fairly common {{L|creatures}} in the upper {{L|cavern}} layers, and while an individual may not pose a great threat to a fortress they usually occur in large groups. They are capable of causing serious injury to unarmed civilians, so it is recommended that military dwarves or {{L|trap}}s be used to dispatch any troglodytes which are encountered. They are not butcherable.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Humanoids}}&lt;/div&gt;</summary>
		<author><name>Used</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Template:V0.31_creatures&amp;diff=124950</id>
		<title>Template:V0.31 creatures</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Template:V0.31_creatures&amp;diff=124950"/>
		<updated>2010-08-12T08:21:00Z</updated>

		<summary type="html">&lt;p&gt;Used: Strangler are just crazy monkeys no humanoids&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;&lt;br /&gt;
{| {{listboxformat}}&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;border: 1px solid #aaa; font-weight:bold; background-color: #ccf; padding-left: 1em; padding-right: 1em;&amp;quot; | {{L|Creature}}s&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color: #ccf; padding-left: 1em; padding-right: 1em;&amp;quot; rowspan=&amp;quot;2&amp;quot; | {{Catlink|Races|Races}}&lt;br /&gt;
| {{L|Dwarf|Dwarves}} • {{L|Elf|Elves}} • {{L|Goblin}}s • {{L|Human}}s  • {{L|Kobold}}s&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Amphibian man}} • {{L|Antman}} • {{L|Batman}} • {{L|Cave fish man}} • {{L|Cave swallow man}} • {{L|Olm man}} • {{L|Reptile man}} • {{L|Serpent man}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color: #ccf; padding-left: 1em; padding-right: 1em;&amp;quot; | {{Catlink|Animals|Animals}}&lt;br /&gt;
| {{L|Alligator}} • {{L|Beak dog}} • {{L|Bilou}} • {{L|Black-crested gibbon}} • {{L|Black-handed gibbon}} • {{L|Black bear}} • {{L|Blind cave bear}} • {{L|Bonobo}} • {{L|Buzzard}} • {{L|Cat}} • {{L|Cave blob}} • {{L|Cave crocodile}} • {{L|Cave dragon}} • {{L|Cave floater}} • {{L|Cheetah}} • {{L|Chimpanzee}} • {{L|Cougar}} • {{L|Cow}} • {{L|Creeping eye}} • {{L|Deer}} • {{L|Dog}} • {{L|Donkey}} • {{L|Draltha}} • {{L|Elephant}} • {{L|Elk}} • {{L|Elk bird}} • {{L|Flesh ball}} • {{L|Floating guts}} • {{L|Fox}} • {{L|Gazelle}} • {{L|Giant bat}} • {{L|Giant cave spider}} • {{L|Giant cave swallow}} • {{L|Giant cheetah}} • {{L|Giant desert scorpion}} • {{L|Giant eagle}} • {{L|Giant earthworm}} • {{L|Giant jaguar}} • {{L|Giant leopard}} • {{L|Giant lion}} • {{L|Giant mole}} • {{L|Giant olm}} • {{L|Giant rat}} • {{L|Giant tiger}} • {{L|Giant toad}} • {{L|Gorilla}} • {{L|Gray gibbon}} • {{L|Grimeling}} • {{L|Grizzly bear}} • {{L|Groundhog}} • {{L|Helmet snake}} • {{L|Hippo}} • {{L|Hoary marmot}} • {{L|Horse}} • {{L|Hungry head}} • {{L|Ice wolf}} • {{L|Jabberer}} • {{L|Jaguar}} • {{L|Large rat}} • {{L|Leopard}} • {{L|Lion}} • {{L|Magma crab}} • {{L|Mandrill}} • {{L|Manera}} • {{L|Mountain goat}} • {{L|Mule}} • {{L|Muskox}} • {{L|Naked mole dog}} • {{L|One-humped camel}} • {{L|Orangutan}} • {{L|Pileated gibbon}} • {{L|Polar bear}} • {{L|Raccoon}} • {{L|Rhesus macaque}} • {{L|Rutherer}} • {{L|Saltwater crocodile}} • {{L|Sasquatch}} • {{L|Siamang}} • {{L|Silvery gibbon}} • {{L|Strangler}} • {{L|Tiger}} • {{L|Two-humped camel}} • {{L|Unicorn}} • {{L|Voracious cave crawler}} • {{L|Vulture}} • {{L|Walrus}} • {{L|Warthog}} • {{L|White-browed gibbon}} • {{L|White-handed gibbon}} • {{L|Wolf}} • {{L|Yeti}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color: #ccf; padding-left: 1em; padding-right: 1em;&amp;quot; | Aquatic&lt;br /&gt;
| {{L|Angelshark}} • {{L|Basking shark}} • {{L|Blacktip reef shark}} • {{L|Blue shark}} • {{L|Bluefin tuna}} • {{L|Bluefish}} • {{L|Bull shark}} • {{L|Carp}} • {{L|Cod}} • {{L|Coelacanth}} • {{L|Common skate}} • {{L|Conger eel}} • {{L|Frill shark}} • {{L|Giant grouper}} • {{L|Great barracuda}} • {{L|Great white shark}} • {{L|Halibut}} • {{L|Hammerhead shark}} • {{L|Longfin mako shark}} • {{L|Longnose gar}} • {{L|Manta ray}} • {{L|Marlin}} • {{L|Milkfish}} • {{L|Nurse shark}} • {{L|Ocean sunfish}} • {{L|Opah}} • {{L|Pike (fish)|Pike}} • {{L|Pond grabber}} • {{L|Sea lamprey}} • {{L|Sea monster}} • {{L|Sea serpent}} • {{L|Shortfin mako shark}} • {{L|Spiny dogfish}} • {{L|Spotted wobbegong}} • {{L|Stingray}} • {{L|Sturgeon}} • {{L|Swordfish}} • {{L|Tigerfish}} • {{L|Tiger shark}} • {{L|Whale}} • {{L|Whale shark}} • {{L|Whitetip reef shark}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color: #ccf; padding-left: 1em; padding-right: 1em;&amp;quot; | {{Catlink|Humanoids|Humanoids}}&lt;br /&gt;
| {{L|Amethyst man}} • {{L|Blind cave ogre}} • {{L|Blizzard man}} • {{L|Blood man}} • {{L|Bugbat}} • {{L|Crundle}} • {{L|Dark gnome}} • {{L|Drunian}} • {{L|Fire imp}} • {{L|Fire man}} • {{L|Foul blendec}} • {{L|Gabbro man}} • {{L|Gorlak}} • {{L|Green devourer}} • {{L|Gremlin}} • {{L|Harpy}} • {{L|Iron man}} • {{L|Leechman}} • {{L|Magma man}} • {{L|Merperson}} • {{L|Molemarian}} • {{L|Mountain gnome}} • {{L|Mud man}} • {{L|Nightwing}} • {{L|Ogre}} • {{L|Plump helmet man}} • {{L|Reacher}} • {{L|Satyr}} • {{L|Slugman}} • {{L|Snailman}} • {{L|Tigerman}} • {{L|Troglodyte}} • {{L|Troll}} • {{L|Werewolf}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color: #ccf; padding-left: 1em; padding-right: 1em;&amp;quot; | {{Catlink|Semi-megabeasts|Semi-Megabeasts}}&lt;br /&gt;
| {{L|Cyclops}} • {{L|Ettin}} • {{L|Giant}} • {{L|Minotaur}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color: #ccf; padding-left: 1em; padding-right: 1em;&amp;quot; | {{Catlink|Megabeasts|Megabeasts}}&lt;br /&gt;
| {{L|Bronze colossus}} • {{L|Dragon}} • {{L|Hydra}} • {{L|Titan}}&lt;br /&gt;
|}&amp;lt;/center&amp;gt;&amp;lt;noinclude&amp;gt;[[Category:Templates]]&amp;lt;/noinclude&amp;gt;&amp;lt;includeonly&amp;gt;{{Category|Creatures}}&amp;lt;/includeonly&amp;gt;&lt;/div&gt;</summary>
		<author><name>Used</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Tigerman&amp;diff=124949</id>
		<title>v0.31:Tigerman</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Tigerman&amp;diff=124949"/>
		<updated>2010-08-12T08:19:19Z</updated>

		<summary type="html">&lt;p&gt;Used: creatureinfo / rated exceptional&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|08:19, 12 August 2010 (UTC)}}&lt;br /&gt;
{{CreatureInfo v0.31&lt;br /&gt;
|name=Tigerman&lt;br /&gt;
|symbol=T|color=6:0:1&lt;br /&gt;
|align=savage&lt;br /&gt;
|biome=&lt;br /&gt;
* {{L|Forest|Tropical forest}}s&lt;br /&gt;
* {{L|Shrubland|Tropical shrubland}}s&lt;br /&gt;
* {{L|Wetland|Tropical freshwater swamp}}s&lt;br /&gt;
* {{L|Wetland|Tropical saltwater swamp}}s&lt;br /&gt;
* {{L|Wetland|Mangrove swamp}}s&lt;br /&gt;
|wiki=no&lt;br /&gt;
|death=nobutcher&lt;br /&gt;
|contrib=no}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
:''An orange striped man with the head of a tiger.''&lt;br /&gt;
&lt;br /&gt;
'''Tigermen''' (half man, half tiger) are the anthropomorphic (or human-like) relatives of tigers, often inhabiting tropical forests and coastal/wetland areas.  They are large, predatory carnivores that can present a significant threat to an unarmed dwarf.&lt;br /&gt;
&lt;br /&gt;
{{L|Elves|Elven}} merchants will sometimes bring tamed (call it enslaved) Tigermen to trade.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Humanoids}}&lt;/div&gt;</summary>
		<author><name>Used</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Strangler&amp;diff=124948</id>
		<title>v0.31:Strangler</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Strangler&amp;diff=124948"/>
		<updated>2010-08-12T08:16:01Z</updated>

		<summary type="html">&lt;p&gt;Used: creatureinfo / tattered&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Tattered|08:16, 12 August 2010 (UTC)}}&lt;br /&gt;
{{CreatureInfo v0.31&lt;br /&gt;
|name=Strangler&lt;br /&gt;
|symbol=s|color=0:0:1&lt;br /&gt;
|align=evil&lt;br /&gt;
|biome=&lt;br /&gt;
* {{L|Forest|Tropical moist broadleaf forest}}&lt;br /&gt;
|wiki=no&lt;br /&gt;
|contrib=yes&lt;br /&gt;
|valm=2&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
:''A large, four-armed ape creature with three eyes and razor-sharp teeth.''&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>Used</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Slugman&amp;diff=124947</id>
		<title>v0.31:Slugman</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Slugman&amp;diff=124947"/>
		<updated>2010-08-12T08:13:54Z</updated>

		<summary type="html">&lt;p&gt;Used: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|08:13, 12 August 2010 (UTC)}}&lt;br /&gt;
{{CreatureInfo v0.31&lt;br /&gt;
|name=Slugman&lt;br /&gt;
|symbol=s|color=6:0:0&lt;br /&gt;
|align=savage&lt;br /&gt;
|biome=&lt;br /&gt;
* Any {{L|wetland}}&lt;br /&gt;
* {{L|forest|Tropical moist broadleaf forest}}s&lt;br /&gt;
|wiki=no&lt;br /&gt;
|contrib=no&lt;br /&gt;
|death=nobutcher&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
:''A great slug with the torso of a man.  It pulls itself across the ground with its hands for greater speed.''&lt;br /&gt;
&lt;br /&gt;
Half man, half slug. It kind of oozes around the map. They will flee when attacked. Slightly more threatening than a ordinary garden slug.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Humanoids}}&lt;/div&gt;</summary>
		<author><name>Used</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Slugman&amp;diff=124946</id>
		<title>v0.31:Slugman</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Slugman&amp;diff=124946"/>
		<updated>2010-08-12T08:13:06Z</updated>

		<summary type="html">&lt;p&gt;Used: creatureinfo / some occured in my current fortress and they yield nothing and got stuck down by my woodcutter&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|08:13, 12 August 2010 (UTC)}}&lt;br /&gt;
{CreatureInfo v0.31&lt;br /&gt;
|name=Slugman&lt;br /&gt;
|symbol=s|color=6:0:0&lt;br /&gt;
|align=savage&lt;br /&gt;
|biome=&lt;br /&gt;
* Any {{L|wetland}}&lt;br /&gt;
* {{L|forest|Tropical moist broadleaf forest}}s&lt;br /&gt;
|wiki=no&lt;br /&gt;
|contrib=no&lt;br /&gt;
|death=nobutcher}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
:''A great slug with the torso of a man.  It pulls itself across the ground with its hands for greater speed.''&lt;br /&gt;
&lt;br /&gt;
Half man, half slug. It kind of oozes around the map. They will flee when attacked. Slightly more threatening than a ordinary garden slug.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Humanoids}}&lt;/div&gt;</summary>
		<author><name>Used</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Snailman&amp;diff=124945</id>
		<title>v0.31:Snailman</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Snailman&amp;diff=124945"/>
		<updated>2010-08-12T08:09:37Z</updated>

		<summary type="html">&lt;p&gt;Used: creatureinfo / rating timestamped&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|08:09, 12 August 2010 (UTC)}}&lt;br /&gt;
{{CreatureInfo v0.31&lt;br /&gt;
|name=Snailman&lt;br /&gt;
|symbol=s|color=7:0:0&lt;br /&gt;
|align=savage&lt;br /&gt;
|biome=&lt;br /&gt;
* Any {{L|wetland}}&lt;br /&gt;
* {{L|Forest|Tropical moist broadleaf forest}}&lt;br /&gt;
|wiki=no&lt;br /&gt;
|contrib=no&lt;br /&gt;
|death=nobutcher&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
:''A creature with the shape of a man, but with stalks for eyes, and a great shell on its back''&lt;br /&gt;
&lt;br /&gt;
'''Snailmen''' have {{L|shell}}s, but are intelligent enough that dwarves refuse to butcher them. Unlike underground sentient races, snailmen do not use weapons and are incredibly nonthreatening. &lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Humanoids}}&lt;/div&gt;</summary>
		<author><name>Used</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Camel&amp;diff=124943</id>
		<title>v0.31:Camel</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Camel&amp;diff=124943"/>
		<updated>2010-08-12T07:59:19Z</updated>

		<summary type="html">&lt;p&gt;Used: No need to rate this page. Please treat it as an enlarged redirect.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
&lt;br /&gt;
Camels come in {{L|one-humped camel|one-humped}} and {{L|two-humped camel|two-humped}} varieties. See these articles for more information.&lt;br /&gt;
&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>Used</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Dining_room&amp;diff=124753</id>
		<title>v0.31:Dining room</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Dining_room&amp;diff=124753"/>
		<updated>2010-08-11T12:58:45Z</updated>

		<summary type="html">&lt;p&gt;Used: what the...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine|12:58, 11 August 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A '''dining room''' is a room for consuming {{L|food}}.&lt;br /&gt;
&lt;br /&gt;
A dining room may either be made specifically for an {{L|nobles|individual dwarf}} or designated as a '''dining hall'''. A communal dining hall is often an excellent way to {{L|Thought|keep dwarves happy}}, as they tend to be quite large, and dwarves receive a happy thought for dining in a valuable dining room. Your jobless and pausing dwarfs can meet here and become acquainted.&lt;br /&gt;
&lt;br /&gt;
==Furniture needed==&lt;br /&gt;
&lt;br /&gt;
A {{L|table}} is needed to designate a dining room. But dwarves also require a {{L|chair}} for each table in the room in order to properly use them. You can place more than one chair at each table, but only one dwarf can eat per table/chair.&lt;br /&gt;
&lt;br /&gt;
A common design for a dining room is the following:&lt;br /&gt;
&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
 ▓▓▓▓▓▓▓▓   [#FFF]l[#FFF]e[#FFF]g[#FFF]e[#FFF]n[#FFF]d       &lt;br /&gt;
 ▓......▓   ▓  stone&lt;br /&gt;
 ▓.[#FFF]╥[#FFF]╤[#FFF]╤[#FFF]╥.▓   .  floor&lt;br /&gt;
 ▓.[#FFF]╥[#FFF]╤[#FFF]╤[#FFF]╥.▓   [#FFF]╥  chair&lt;br /&gt;
 ▓.[#FFF]╥[#FFF]╤[#FFF]╤[#FFF]╥.▓   [#FFF]╤  table&lt;br /&gt;
 ▓.[#FFF]╥[#FFF]╤[#FFF]╤[#FFF]╥.▓   [#FFF]┼  door&lt;br /&gt;
 ▓.[#FFF]╥[#FFF]╤[#FFF]╤[#FFF]╥.▓&lt;br /&gt;
 ▓.[#FFF]╥[#FFF]╤[#FFF]╤[#FFF]╥.▓&lt;br /&gt;
 ▓......[#FFF]┼&lt;br /&gt;
 ▓▓▓▓▓▓▓▓&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
With a nearby {{L|Stockpile#Food|food stockpile}} your dwarfs can save time.&lt;br /&gt;
&lt;br /&gt;
{{Buildings}}&lt;/div&gt;</summary>
		<author><name>Used</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Dining_room&amp;diff=124752</id>
		<title>v0.31:Dining room</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Dining_room&amp;diff=124752"/>
		<updated>2010-08-11T12:57:11Z</updated>

		<summary type="html">&lt;p&gt;Used: typos&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|09:44, 11 August 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A '''dining room''' is a room for consuming {{L|food}}. It can also be a meeting area, where &lt;br /&gt;
&lt;br /&gt;
A dining room may either be made specifically for an {{L|nobles|individual dwarf}} or designated as a '''dining hall'''. A communal dining hall is often an excellent way to {{L|Thought|keep dwarves happy}}, as they tend to be quite large, and dwarves receive a happy thought for dining in a valuable dining room. Your jobless and pausing dwarfs can meet here and become acquainted.&lt;br /&gt;
&lt;br /&gt;
==Furniture needed==&lt;br /&gt;
&lt;br /&gt;
A {{L|table}} is needed to designate a dining room. But dwarves also require a {{L|chair}} for each table in the room in order to properly use them. You can place more than one chair at each table, but only one dwarf can eat per table/chair.&lt;br /&gt;
&lt;br /&gt;
A common design for a dining room is the following:&lt;br /&gt;
&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
 ▓▓▓▓▓▓▓▓   [#FFF]l[#FFF]e[#FFF]g[#FFF]e[#FFF]n[#FFF]d       &lt;br /&gt;
 ▓......▓   ▓  stone&lt;br /&gt;
 ▓.[#FFF]╥[#FFF]╤[#FFF]╤[#FFF]╥.▓   .  floor&lt;br /&gt;
 ▓.[#FFF]╥[#FFF]╤[#FFF]╤[#FFF]╥.▓   [#FFF]╥  chair&lt;br /&gt;
 ▓.[#FFF]╥[#FFF]╤[#FFF]╤[#FFF]╥.▓   [#FFF]╤  table&lt;br /&gt;
 ▓.[#FFF]╥[#FFF]╤[#FFF]╤[#FFF]╥.▓   [#FFF]┼  door&lt;br /&gt;
 ▓.[#FFF]╥[#FFF]╤[#FFF]╤[#FFF]╥.▓&lt;br /&gt;
 ▓.[#FFF]╥[#FFF]╤[#FFF]╤[#FFF]╥.▓&lt;br /&gt;
 ▓......[#FFF]┼&lt;br /&gt;
 ▓▓▓▓▓▓▓▓&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
With a nearby {{L|Stockpile#Food|food stockpile}} your dwarfs can save time.&lt;br /&gt;
&lt;br /&gt;
{{Buildings}}&lt;/div&gt;</summary>
		<author><name>Used</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Dining_room&amp;diff=124747</id>
		<title>v0.31:Dining room</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Dining_room&amp;diff=124747"/>
		<updated>2010-08-11T09:45:50Z</updated>

		<summary type="html">&lt;p&gt;Used: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|09:44, 11 August 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A '''dining room''' is a room for consuming {{L|food}}.&lt;br /&gt;
&lt;br /&gt;
A dining room may either be made specifically for an {{L|nobles|individual dwarf}} or designated as a '''dining hall'''. A communal dining hall is often an excellent way to {{L|Thought|keep dwarves happy}}, as they tend to be quite large, and dwarves receive a happy thought for dining in a valuable dining room. Your jobless and pausing dwarfs can meet here and become acquainted.&lt;br /&gt;
&lt;br /&gt;
==Furniture needed==&lt;br /&gt;
&lt;br /&gt;
A {{L|table}} is needed to designate a dining room. But dwarves also require a {{L|chair}} for each table in the room in order to properly use them. You can place more than on chair at each table, but only one dwarf can eat per table/chair.&lt;br /&gt;
&lt;br /&gt;
A common design for a dining romm is the following:&lt;br /&gt;
&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
 ▓▓▓▓▓▓▓▓   [#FFF]l[#FFF]e[#FFF]g[#FFF]e[#FFF]n[#FFF]d       &lt;br /&gt;
 ▓......▓   ▓  stone&lt;br /&gt;
 ▓.[#FFF]╥[#FFF]╤[#FFF]╤[#FFF]╥.▓   .  floor&lt;br /&gt;
 ▓.[#FFF]╥[#FFF]╤[#FFF]╤[#FFF]╥.▓   [#FFF]╥  chair&lt;br /&gt;
 ▓.[#FFF]╥[#FFF]╤[#FFF]╤[#FFF]╥.▓   [#FFF]╤  table&lt;br /&gt;
 ▓.[#FFF]╥[#FFF]╤[#FFF]╤[#FFF]╥.▓   [#FFF]┼  door&lt;br /&gt;
 ▓.[#FFF]╥[#FFF]╤[#FFF]╤[#FFF]╥.▓&lt;br /&gt;
 ▓.[#FFF]╥[#FFF]╤[#FFF]╤[#FFF]╥.▓&lt;br /&gt;
 ▓......[#FFF]┼&lt;br /&gt;
 ▓▓▓▓▓▓▓▓&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
With a nearby {{L|Stockpile#Food|food stockpile}} your dwarfs can save time.&lt;br /&gt;
&lt;br /&gt;
{{Buildings}}&lt;/div&gt;</summary>
		<author><name>Used</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Dining_room&amp;diff=124746</id>
		<title>v0.31:Dining room</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Dining_room&amp;diff=124746"/>
		<updated>2010-08-11T09:44:46Z</updated>

		<summary type="html">&lt;p&gt;Used: expanded / please review&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|09:44, 11 August 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A '''dining room''' is a room for consuming {{L|food}}. It can also be a meeting area, where &lt;br /&gt;
&lt;br /&gt;
A dining room may either be made specifically for an {{L|nobles|individual dwarf}} or designated as a '''dining hall'''. A communal dining hall is often an excellent way to {{L|Thought|keep dwarves happy}}, as they tend to be quite large, and dwarves receive a happy thought for dining in a valuable dining room. Your jobless and pausing dwarfs can meet here and become acquainted.&lt;br /&gt;
&lt;br /&gt;
==Furniture needed==&lt;br /&gt;
&lt;br /&gt;
A {{L|table}} is needed to designate a dining room. But dwarves also require a {{L|chair}} for each table in the room in order to properly use them. You can place more than on chair at each table, but only one dwarf can eat per table/chair.&lt;br /&gt;
&lt;br /&gt;
A common design for a dining romm is the following:&lt;br /&gt;
&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
 ▓▓▓▓▓▓▓▓   [#FFF]l[#FFF]e[#FFF]g[#FFF]e[#FFF]n[#FFF]d       &lt;br /&gt;
 ▓......▓   ▓  stone&lt;br /&gt;
 ▓.[#FFF]╥[#FFF]╤[#FFF]╤[#FFF]╥.▓   .  floor&lt;br /&gt;
 ▓.[#FFF]╥[#FFF]╤[#FFF]╤[#FFF]╥.▓   [#FFF]╥  chair&lt;br /&gt;
 ▓.[#FFF]╥[#FFF]╤[#FFF]╤[#FFF]╥.▓   [#FFF]╤  table&lt;br /&gt;
 ▓.[#FFF]╥[#FFF]╤[#FFF]╤[#FFF]╥.▓   [#FFF]┼  door&lt;br /&gt;
 ▓.[#FFF]╥[#FFF]╤[#FFF]╤[#FFF]╥.▓&lt;br /&gt;
 ▓.[#FFF]╥[#FFF]╤[#FFF]╤[#FFF]╥.▓&lt;br /&gt;
 ▓......[#FFF]┼&lt;br /&gt;
 ▓▓▓▓▓▓▓▓&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
With a nearby {{L|Stockpile#Food|food stockpile}} your dwarfs can save time.&lt;br /&gt;
&lt;br /&gt;
{{Buildings}}&lt;/div&gt;</summary>
		<author><name>Used</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Used/Projects&amp;diff=124744</id>
		<title>User:Used/Projects</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Used/Projects&amp;diff=124744"/>
		<updated>2010-08-11T06:58:21Z</updated>

		<summary type="html">&lt;p&gt;Used: /* Vanilla Creature Project (VCP) */ update&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Vanilla Creature Project (VCP)==&lt;br /&gt;
&lt;br /&gt;
Here I'm going to keep track oft the stuff that has to be done (and has been done) with the creature pages.&lt;br /&gt;
&lt;br /&gt;
'''Of course you are welcome to help with this project. Everybody can contribute! Just sign your changes here on the page and please read the Legend before posting.''' &lt;br /&gt;
&lt;br /&gt;
Comments are welcome on the talk page.&lt;br /&gt;
&lt;br /&gt;
'''Legend:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;s&amp;gt;Strike&amp;lt;/s&amp;gt; pages you think are ready.&amp;lt;br /&amp;gt;&lt;br /&gt;
Ready means:&lt;br /&gt;
* sufficient description&lt;br /&gt;
* information about features (building destroyer, trainable, can open doors, petvalue, ...)&lt;br /&gt;
* value multiplier (when != 1), alignment (when != neutral) are present &lt;br /&gt;
* '''no''' contribute message (contrib=no)&lt;br /&gt;
* wikipage is linked correctly&lt;br /&gt;
* butchering results are existing (and are verified)&lt;br /&gt;
* should be rated exceptional when finished&lt;br /&gt;
&lt;br /&gt;
Write '''Butcher''' to pages that require butchering results (or rotting results).&lt;br /&gt;
&lt;br /&gt;
Write '''Description''' to pages that require a better description.&lt;br /&gt;
&lt;br /&gt;
''Comments'' should be written italic.&lt;br /&gt;
&lt;br /&gt;
'''Note:''' ''If you don't know how to work with the CreatureInfo look [[Template:CreatureInfo_v0.31|here]]'' &lt;br /&gt;
&lt;br /&gt;
=== {{Catlink|Animals|Animals}} ===&lt;br /&gt;
&lt;br /&gt;
[[DF2010:Bonobo]] '''Description''' ''could be better / more detailed''&lt;br /&gt;
[[DF2010:Cow]] '''Description''' ''could be better / more detailed''--[[User:Used|Used]] 08:04, 12 July 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
[[DF2010:Creeping eye]] ''are there evil underground caverns?''--[[User:Used|Used]] 08:04, 12 July 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
[[DF2010:Flesh ball]] '''Butcher''' --[[User:Used|Used]] 07:09, 12 July 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
[[DF2010:Floating guts]] '''Butcher''' --[[User:Used|Used]] 07:09, 12 July 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
[[DF2010:Fox]] '''Description''' '''Butcher''' --[[User:Used|Used]] 09:24, 9 July 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
[[DF2010:Gazelle]] '''Description''' '''Butcher'''--[[User:Used|Used]] 07:09, 12 July 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
[[DF2010:Giant bat]] '''Description''' '''Butcher'''--[[User:Used|Used]] 07:09, 12 July 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
[[DF2010:Giant cave swallow]] '''Butcher'''--[[User:Used|Used]] 07:09, 12 July 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
[[DF2010:Giant eagle]] '''Butcher'''--[[User:Used|Used]] 07:09, 12 July 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
[[DF2010:Giant earthworm]] '''Description''' '''Butcher'''--[[User:Used|Used]] 07:09, 12 July 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
[[DF2010:Giant jaguar]] '''Description''' '''Butcher'''--[[User:Used|Used]] 07:09, 12 July 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
[[DF2010:Giant rat]] '''Description''' '''Butcher'''--[[User:Used|Used]] 07:09, 12 July 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
[[DF2010:Giant tiger]] '''Description''' '''Butcher'''--[[User:Used|Used]] 07:09, 12 July 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;s&amp;gt;[[DF2010:Giant toad]]&amp;lt;/s&amp;gt;--[[User:Used|Used]] 07:09, 12 July 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
[[DF2010:Gorilla]] '''Butcher'''--[[User:Used|Used]] 07:09, 12 July 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;s&amp;gt;[[DF2010:Gray gibbon]]&amp;lt;/s&amp;gt;--[[User:Used|Used]] 07:09, 12 July 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
[[DF2010:Grimeling]] '''Description''' '''Butcher'''--[[User:Used|Used]] 07:09, 12 July 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;s&amp;gt;[[DF2010:Grizzly bear]]&amp;lt;/s&amp;gt;--[[User:Used|Used]] 07:09, 12 July 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;s&amp;gt;[[DF2010:Groundhog]]&amp;lt;/s&amp;gt; ''Maybe some additions''&amp;lt;br /&amp;gt;&lt;br /&gt;
[[DF2010:Helmet snake]] '''Butcher'''--[[User:Used|Used]] 07:09, 12 July 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
[[DF2010:Hippo]] '''Butcher'''--[[User:Used|Used]] 07:09, 12 July 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;s&amp;gt;[[DF2010:Hoary marmot]]&amp;lt;/s&amp;gt;--[[User:Used|Used]] 07:09, 12 July 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;s&amp;gt;[[DF2010:Horse]]&amp;lt;/s&amp;gt;--[[User:Used|Used]] 07:09, 12 July 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
[[DF2010:Hungry head]] '''Description''' '''Butcher'''--[[User:Used|Used]] 07:09, 12 July 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
[[DF2010:Ice wolf]] '''Description''' --[[User:Used|Used]] 07:09, 12 July 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;s&amp;gt;[[DF2010:Jabberer]]&amp;lt;/s&amp;gt;--[[User:Used|Used]] 07:09, 12 July 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
[[DF2010:Jaguar]] '''Description''' '''Butcher'''--[[User:Used|Used]] 07:09, 12 July 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;s&amp;gt;[[DF2010:Large rat]]&amp;lt;/s&amp;gt; --[[User:Used|Used]] 14:28, 26 July 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
[[DF2010:Leopard]] '''Description''' '''Butcher'''--[[User:Used|Used]] 07:09, 12 July 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
[[DF2010:Lion]] '''Description''' '''Butcher'''--[[User:Used|Used]] 07:09, 12 July 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;s&amp;gt;[[DF2010:Magma crab]]&amp;lt;/s&amp;gt;--[[User:Used|Used]] 08:04, 12 July 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
[[DF2010:Mandrill]] '''Butcher'''--[[User:Used|Used]] 07:09, 12 July 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
[[DF2010:Manera]] '''Description''' '''Butcher'''--[[User:Used|Used]] 07:09, 12 July 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
[[DF2010:Molemarian]] '''Butcher'''--[[User:Used|Used]] 07:09, 12 July 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;s&amp;gt;[[DF2010:Mountain goat]]&amp;lt;/s&amp;gt;--[[User:Used|Used]] 07:09, 12 July 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;s&amp;gt;[[DF2010:Mule]]&amp;lt;/s&amp;gt;--[[User:Used|Used]] 07:09, 12 July 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
[[DF2010:Muskox]] '''Butcher'''--[[User:Used|Used]] 07:09, 12 July 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;s&amp;gt;[[DF2010:Naked mole dog]]&amp;lt;/s&amp;gt;--[[User:Used|Used]] 07:09, 12 July 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;s&amp;gt;[[DF2010:One-humped camel]]&amp;lt;/s&amp;gt;--[[User:Used|Used]] 07:09, 12 July 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
[[DF2010:Orangutan]] '''Description''' '''Butcher'''--[[User:Used|Used]] 07:09, 12 July 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;s&amp;gt;[[DF2010:Pileated gibbon]]&amp;lt;/s&amp;gt;--[[User:Used|Used]] 08:04, 12 July 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
[[DF2010:Polar bear]] '''Butcher'''--[[User:Used|Used]] 07:09, 12 July 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
[[DF2010:Raccoon]] '''Description''' --[[User:Used|Used]] 07:09, 12 July 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;s&amp;gt;[[DF2010:Rhesus macaque]]&amp;lt;/s&amp;gt;--[[User:Used|Used]] 08:04, 12 July 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
[[DF2010:Rutherer]] '''Description''' --[[User:Used|Used]] 07:09, 12 July 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
[[DF2010:Saltwater crocodile]] '''Description''' '''Butcher'''--[[User:Used|Used]] 07:09, 12 July 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;s&amp;gt;[[DF2010:Sasquatch]]&amp;lt;/s&amp;gt;--[[User:Used|Used]] 07:09, 12 July 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
[[DF2010:Siamang]] '''Butcher'''--[[User:Used|Used]] 07:09, 12 July 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;s&amp;gt;[[DF2010:Silvery gibbon]]&amp;lt;/s&amp;gt;--[[User:Used|Used]] 07:09, 12 July 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
[[DF2010:Tiger]] '''Description''' '''Butcher'''--[[User:Used|Used]] 07:09, 12 July 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;s&amp;gt;[[DF2010:Two-humped camel]]&amp;lt;/s&amp;gt;--[[User:Used|Used]] 07:09, 12 July 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;s&amp;gt;[[DF2010:Unicorn]]&amp;lt;/s&amp;gt;--[[User:Used|Used]] 07:09, 12 July 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;s&amp;gt;[[DF2010:Voracious cave crawler]]&amp;lt;/s&amp;gt;--[[User:Used|Used]] 07:09, 12 July 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;s&amp;gt;[[DF2010:Vulture]]&amp;lt;/s&amp;gt;--[[User:Used|Used]] 07:09, 12 July 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;s&amp;gt;[[DF2010:Walrus]]&amp;lt;/s&amp;gt;--[[User:Used|Used]] 07:55, 20 July 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
[[DF2010:Warthog]] '''Description''' '''Butcher'''--[[User:Used|Used]] 07:09, 12 July 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;s&amp;gt;[[DF2010:White-browed gibbon]]&amp;lt;/s&amp;gt;--[[User:Used|Used]] 07:09, 12 July 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;s&amp;gt;[[DF2010:White-handed gibbon]]&amp;lt;/s&amp;gt;--[[User:Used|Used]] 07:09, 12 July 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;s&amp;gt;[[DF2010:Wolf]]&amp;lt;/s&amp;gt;--[[User:Used|Used]] 07:09, 12 July 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;s&amp;gt;[[DF2010:Yeti]]&amp;lt;/s&amp;gt;--[[User:Used|Used]] 07:09, 12 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
=== Aquatic ===&lt;br /&gt;
&lt;br /&gt;
Finished: '''19''' / 42 &lt;br /&gt;
&lt;br /&gt;
&amp;lt;s&amp;gt;[[DF2010:Angelshark]]&amp;lt;/s&amp;gt;--[[User:Used|Used]] 08:04, 12 July 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;s&amp;gt;[[DF2010:Basking shark]]&amp;lt;/s&amp;gt;--[[User:Used|Used]] 08:03, 13 July 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;s&amp;gt;[[DF2010:Blacktip reef shark]]&amp;lt;/s&amp;gt;--[[User:Used|Used]] 09:00, 3 August 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;s&amp;gt;[[DF2010:Blue shark]]&amp;lt;/s&amp;gt;--[[User:Used|Used]] 08:03, 13 July 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;s&amp;gt;[[DF2010:Bluefin tuna]]&amp;lt;/s&amp;gt;--[[User:Used|Used]] 08:03, 13 July 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;s&amp;gt;[[DF2010:Bluefish]]&amp;lt;/s&amp;gt;--[[User:Used|Used]] 07:33, 14 July 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;s&amp;gt;[[DF2010:Bull shark]]&amp;lt;/s&amp;gt;--[[User:Used|Used]] 07:33, 14 July 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;s&amp;gt;[[DF2010:Carp]]&amp;lt;/s&amp;gt;--[[User:Used|Used]] 14:27, 26 July 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;s&amp;gt;[[DF2010:Cod]]&amp;lt;/s&amp;gt; --[[User:Used|Used]] 14:27, 26 July 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
[[DF2010:Coelacanth]]  '''Description''--[[User:Used|Used]] 14:27, 26 July 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
[[DF2010:Common skate]]  '''Description'''--[[User:Used|Used]] 14:27, 26 July 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
[[DF2010:Conger eel]]  '''Description'''--[[User:Used|Used]] 14:27, 26 July 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;s&amp;gt;[[DF2010:Frill shark]]&amp;lt;/s&amp;gt;--[[User:Used|Used]] 14:27, 26 July 2010 (UTC) &amp;lt;br /&amp;gt;&lt;br /&gt;
[[DF2010:Giant grouper]] '''Description'''--[[User:Used|Used]] 07:33, 14 July 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
[[DF2010:Great barracuda]] '''Description'''--[[User:Used|Used]] 09:00, 3 August 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;s&amp;gt;[[DF2010:Great white shark]]&amp;lt;/s&amp;gt; --[[User:Used|Used]] 09:00, 3 August 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
[[DF2010:Halibut]] '''Description'''--[[User:Used|Used]] 09:00, 3 August 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;s&amp;gt;[[DF2010:Hammerhead shark]]&amp;lt;/s&amp;gt;--[[User:Used|Used]] 07:33, 14 July 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;s&amp;gt;[[DF2010:Longfin mako shark]]&amp;lt;/s&amp;gt;--[[User:Used|Used]] 09:00, 3 August 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
[[DF2010:Longnose gar]]'''Description'''--[[User:Used|Used]] 09:00, 3 August 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
[[DF2010:Manta ray]]'''Description'''--[[User:Used|Used]] 09:00, 3 August 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;s&amp;gt;[[DF2010:Marlin]]&amp;lt;/s&amp;gt;--[[User:Used|Used]] 08:01, 15 July 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;s&amp;gt;[[DF2010:Milkfish]]&amp;lt;/s&amp;gt;--[[User:Used|Used]] 08:01, 15 July 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;s&amp;gt;[[DF2010:Nurse shark]]&amp;lt;/s&amp;gt;--[[User:Used|Used]] 09:00, 3 August 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
[[DF2010:Ocean sunfish]] '''Butcher''' --[[User:Used|Used]] 08:05, 19 July 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
[[DF2010:Opah]] '''Butcher''' '''Description''' --[[User:Used|Used]] 08:05, 19 July 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
[[DF2010:Pike (fish)]] '''Butcher''' '''Description''' ''(some more)'' --[[User:Used|Used]] 08:05, 19 July 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;s&amp;gt;[[DF2010:Pond grabber]]&amp;lt;/s&amp;gt;--[[User:Used|Used]] 08:05, 19 July 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
[[DF2010:Sea lamprey]]'''Description''' --[[User:Used|Used]] 08:05, 19 July 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;s&amp;gt;[[DF2010:Sea monster]]&amp;lt;/s&amp;gt;--[[User:Used|Used]] 08:05, 19 July 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
[[DF2010:Sea serpent]] '''Description''' --07:55, 20 July 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
[[DF2010:Shortfin mako shark]] '''Butcher''' '''Description''' --07:55, 20 July 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
[[DF2010:Spiny dogfish]] '''Butcher''' '''Description''' --07:55, 20 July 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
[[DF2010:Spotted wobbegong]] '''Butcher''' '''Description''' --07:55, 20 July 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
[[DF2010:Stingray]] '''Description''' --07:55, 20 July 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
[[DF2010:Sturgeon]] '''Butcher''' '''Description''' --07:55, 20 July 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
[[DF2010:Swordfish]] '''Butcher''' '''Description''' --07:55, 20 July 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
[[DF2010:Tigerfish]] '''Butcher''' '''Description''' --07:55, 20 July 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
[[DF2010:Tiger shark]] '''Butcher''' '''Description''' --07:55, 20 July 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;s&amp;gt;[[DF2010:Whale]]&amp;lt;/s&amp;gt;--[[User:Used|Used]] 07:04, 21 July 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
[[DF2010:Whale shark]] '''Butcher''' --[[User:Used|Used]] 07:04, 21 July 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
[[DF2010:Whitetip reef shark]]'''Butcher''' --[[User:Used|Used]] 07:04, 21 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
=== {{Catlink|Humanoids|Humanoids}} ===&lt;br /&gt;
&lt;br /&gt;
Finished: '''6''' / 41&lt;br /&gt;
&lt;br /&gt;
&amp;lt;s&amp;gt;[[DF2010:Amethyst man]]&amp;lt;/s&amp;gt;--[[User:Used|Used]] 08:08, 22 July 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;s&amp;gt;[[DF2010:Amphibian man]]&amp;lt;/s&amp;gt;--[[User:Used|Used]] 08:08, 22 July 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
[[DF2010:Antman]] '''Butcher''' ''take Masterwork into account!''--[[User:Used|Used]] 08:08, 22 July 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
[[DF2010:Batman]] '''Description''' '''Butcher''' --[[User:Used|Used]] 08:08, 22 July 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;s&amp;gt;[[DF2010:Blind cave ogre]]&amp;lt;/s&amp;gt; ''take Masterwork into account!'' --[[User:Used|Used]] 08:08, 22 July 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
[[DF2010:Blizzard man]] '''Description''' '''Butcher''' --[[User:Used|Used]] 08:08, 22 July 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
[[DF2010:Bugbat]]'''Description''' '''Butcher''' --[[User:Used|Used]] 07:28, 27 July 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
[[DF2010:Cave fish man]]'''Description''' '''Butcher''' --[[User:Used|Used]] 07:28, 27 July 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
[[DF2010:Cave swallow man]]'''Description''' '''Butcher''' --[[User:Used|Used]] 07:28, 27 July 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;s&amp;gt;[[DF2010:Crundle]]&amp;lt;/s&amp;gt;--[[User:Used|Used]] 07:28, 27 July 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
[[DF2010:Dark gnome]] '''Butcher''' --[[User:Used|Used]] 07:28, 27 July 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
[[DF2010:Drunian]] '''Description''' '''Butcher''' --[[User:Used|Used]] 07:28, 27 July 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
[[DF2010:Fire imp]] '''Butcher''' --[[User:Used|Used]] 07:28, 27 July 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
[[DF2010:Fire man]] '''Description''' --[[User:Used|Used]] 07:59, 28 July 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
[[DF2010:Foul blendec]] '''Description''' '''Butcher''' --[[User:Used|Used]] 07:59, 28 July 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
[[DF2010:Gabbro man]]'''Description''' --[[User:Used|Used]] 07:59, 28 July 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
[[DF2010:Gorlak]]'''Description''' '''Butcher''' --[[User:Used|Used]] 07:59, 28 July 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
[[DF2010:Green devourer]] '''Description''' '''Butcher''' --[[User:Used|Used]] 07:59, 28 July 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
[[DF2010:Gremlin]] '''Butcher''' --[[User:Used|Used]] 07:59, 28 July 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
[[DF2010:Harpy]] '''Butcher''' --[[User:Used|Used]] 07:59, 28 July 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
[[DF2010:Iron man]] '''Description''' --[[User:Used|Used]] 07:59, 28 July 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
[[DF2010:Leechman]]'''Description''' '''Butcher'''--[[User:Used|Used]] 07:43, 29 July 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;s&amp;gt;[[DF2010:Magma man]]&amp;lt;/s&amp;gt;--[[User:Used|Used]] 07:43, 29 July 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
[[DF2010:Merperson]]'''Description''' '''Butcher'''--[[User:Used|Used]] 07:43, 29 July 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
[[DF2010:Mountain gnome]] '''Butcher'''--[[User:Used|Used]] 07:43, 29 July 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
[[DF2010:Mud man]] '''Description'''--[[User:Used|Used]] 07:43, 29 July 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
[[DF2010:Nightwing]] '''Description''' '''Butcher'''--[[User:Used|Used]] 07:43, 29 July 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
[[DF2010:Ogre]]'''Description''' '''Butcher'''--[[User:Used|Used]] 08:19, 4 August 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
[[DF2010:Olmman]] '''Butcher'''--[[User:Used|Used]] 08:19, 4 August 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;s&amp;gt;[[DF2010:Plump helmet man]]&amp;lt;/s&amp;gt;--[[User:Used|Used]] 08:19, 4 August 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
[[DF2010:Reacher]]'''Description''' '''Butcher'''--[[User:Used|Used]] 08:19, 4 August 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
[[DF2010:Reptile man]]'''Description''' '''Butcher'''--[[User:Used|Used]] 08:19, 4 August 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
[[DF2010:Satyr]]'''Description''' '''Butcher'''--[[User:Used|Used]] 08:19, 4 August 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
[[DF2010:Serpent man]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[DF2010:Slugman]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[DF2010:Snailman]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[DF2010:Strangler]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[DF2010:Tigerman]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[DF2010:Troglodyte]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[DF2010:Troll]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[DF2010:Werewolf]]&lt;br /&gt;
&lt;br /&gt;
=== {{Catlink|Semi-megabeasts|Semi-Megabeasts}} ===&lt;br /&gt;
&lt;br /&gt;
[[DF2010:Cyclops]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[DF2010:Ettin]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[DF2010:Giant]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[DF2010:Minotaur]]&lt;br /&gt;
&lt;br /&gt;
=== {{Catlink|Megabeasts|Megabeasts}} ===&lt;br /&gt;
&lt;br /&gt;
[[DF2010:Bronze colossus]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[DF2010:Dragon]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[DF2010:Hydra]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[DF2010:Titan]]&lt;/div&gt;</summary>
		<author><name>Used</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Giant_earthworm&amp;diff=124743</id>
		<title>v0.31:Giant earthworm</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Giant_earthworm&amp;diff=124743"/>
		<updated>2010-08-11T06:54:35Z</updated>

		<summary type="html">&lt;p&gt;Used: tattered&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Tattered|06:54, 11 August 2010 (UTC)}}&lt;br /&gt;
{{CreatureInfo v0.31&lt;br /&gt;
|name=Giant earthworm&lt;br /&gt;
|symbol=W|color=7:0:0&lt;br /&gt;
|biome=&lt;br /&gt;
* {{L|cavern|Subterranean cavern}}&amp;lt;br /&amp;gt;(Depth 1 - 2)&lt;br /&gt;
|wiki=no&lt;br /&gt;
|contrib=yes&lt;br /&gt;
|valm=2&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
:''A gigantic version of its tiny cousin, this long, slimy creature tunnels through the rocks deep underground.''&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>Used</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Elephant&amp;diff=124742</id>
		<title>v0.31:Elephant</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Elephant&amp;diff=124742"/>
		<updated>2010-08-11T06:44:44Z</updated>

		<summary type="html">&lt;p&gt;Used: small changes / links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|06:44, 11 August 2010 (UTC)}}&lt;br /&gt;
{{CreatureInfo v0.31&lt;br /&gt;
|name=Elephant&lt;br /&gt;
|symbol=E|color=7:0:0&lt;br /&gt;
|biome=&lt;br /&gt;
* Any {{L|forest|Tropical forest}}&lt;br /&gt;
* {{L|Shrubland|Tropical shrubland}}&lt;br /&gt;
|contrib=no&lt;br /&gt;
|valm=5&lt;br /&gt;
|bones=49-67&lt;br /&gt;
|meat=36-190&lt;br /&gt;
|fat=13-58&lt;br /&gt;
|lung=8-12&lt;br /&gt;
|heart=2-3&lt;br /&gt;
|ivory=3&lt;br /&gt;
|intestines=14-19&lt;br /&gt;
|liver=4-6&lt;br /&gt;
|tripe=4-6&lt;br /&gt;
|sweetbread=2-3&lt;br /&gt;
|spleen=2-3&lt;br /&gt;
|kidney=4-6&lt;br /&gt;
|brain=4-6&lt;br /&gt;
|skulls=1&lt;br /&gt;
|skin=hide&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
:''A huge, hairless mammal, found grazing in grasslands in groups.  It eats plants which it lifts up with its long trunk.  When angered, it will attack with its long tusks.''&lt;br /&gt;
&lt;br /&gt;
'''Elephants''' are trainable into War/hunting elephants at the {{L|kennel}}s by a {{l|dwarf}} with the {{l|animal trainer}} {{l|labor}} enabled.&lt;br /&gt;
&lt;br /&gt;
Being the largest land animals besides {{Catlink|Megabeasts|megabeasts}}, they are sure to make a good choice to train and put in your {{l|military}}. Their sheer size means that they pack a huge blunt force, making them good against pretty much anything, including well-{{l|armor}}ed {{l|goblin}}s. Known in past releases as [[Boatmurdered|a cold, emotionless and highly effective dwarf killing machine]], with blood eternally dripping from their ivory tusks.&lt;br /&gt;
&lt;br /&gt;
They come with {{l|elf|elven}} {{l|caravan}}s pre-tamed but they can also be caught in {{L|Trap#Cage_Trap|cage traps}} and {{l|tame}}d by one of your dwarves, without the assistance of a {{L|dungeon master}}, making them an even a greater choice for a war animal.&lt;br /&gt;
&lt;br /&gt;
Even in death, elephants are wonderful creatures. Elephant parts and products are worth ''five'' times as much as those of more boring animals like cows.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>Used</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Dog&amp;diff=124740</id>
		<title>v0.31 Talk:Dog</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Dog&amp;diff=124740"/>
		<updated>2010-08-11T06:10:58Z</updated>

		<summary type="html">&lt;p&gt;Used: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== We don't know ==&lt;br /&gt;
&lt;br /&gt;
* how much more damage war dogs do than regular dogs. &lt;br /&gt;
* if dogs are still the best purchase at the embark screen for meat&lt;br /&gt;
* that the comments about war dogs being &amp;quot;weak&amp;quot; still have any merit: personal experience suggests a pack of them are very dangerous indeed&lt;br /&gt;
&lt;br /&gt;
'''This still needs to be tested.'''&lt;br /&gt;
&lt;br /&gt;
== Still relevant? ==&lt;br /&gt;
&lt;br /&gt;
''&amp;quot;A hunting animal will target the creature its owner is targeting if the owner is hunting, and it will be sneaking without a movement penalty if it is reasonably close to its hunting owner. A hunting animal notices creatures from farther away, although this isn't exactly effective if it decides to target what its owner is targeting. It all needs a bit of work, but that is true of hunting in general.&amp;quot;'' -[[Toady One]], long before DF2010&lt;br /&gt;
&lt;br /&gt;
== Puppies ==&lt;br /&gt;
&lt;br /&gt;
Can War Dogs breed? I've converted my entire fortress canine population into war dogs, and haven't seen any dog birth messages in a while. --[[Special:Contributions/162.83.223.4|162.83.223.4]] 20:29, 10 August 2010 (UTC)&lt;br /&gt;
:How many dogs do you have? If you've got more than 50 or so, you won't get any more births. --[[User:Quietust|Quietust]] 21:43, 10 August 2010 (UTC)&lt;br /&gt;
::I often take 1 male wardog and 2 female normal dogs at embark and this always led to little, cute puppys.--[[User:Used|Used]] 06:10, 11 August 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Used</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Dog&amp;diff=124739</id>
		<title>v0.31 Talk:Dog</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Dog&amp;diff=124739"/>
		<updated>2010-08-11T06:10:29Z</updated>

		<summary type="html">&lt;p&gt;Used: /* Puppies */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== We don't know ==&lt;br /&gt;
&lt;br /&gt;
* how much more damage war dogs do than regular dogs. &lt;br /&gt;
* if dogs are still the best purchase at the embark screen for meat&lt;br /&gt;
* that the comments about war dogs being &amp;quot;weak&amp;quot; still have any merit: personal experience suggests a pack of them are very dangerous indeed&lt;br /&gt;
&lt;br /&gt;
'''This still needs to be tested.'''&lt;br /&gt;
&lt;br /&gt;
== Still relevant? ==&lt;br /&gt;
&lt;br /&gt;
''&amp;quot;A hunting animal will target the creature its owner is targeting if the owner is hunting, and it will be sneaking without a movement penalty if it is reasonably close to its hunting owner. A hunting animal notices creatures from farther away, although this isn't exactly effective if it decides to target what its owner is targeting. It all needs a bit of work, but that is true of hunting in general.&amp;quot;'' -[[Toady One]], long before DF2010&lt;br /&gt;
&lt;br /&gt;
== Puppies ==&lt;br /&gt;
&lt;br /&gt;
Can War Dogs breed? I've converted my entire fortress canine population into war dogs, and haven't seen any dog birth messages in a while. --[[Special:Contributions/162.83.223.4|162.83.223.4]] 20:29, 10 August 2010 (UTC)&lt;br /&gt;
:How many dogs do you have? If you've got more than 50 or so, you won't get any more births. --[[User:Quietust|Quietust]] 21:43, 10 August 2010 (UTC)&lt;br /&gt;
::I often take 1 male wardog and 2 female normal dogs at embark and this always led to little, cute puppys.&lt;/div&gt;</summary>
		<author><name>Used</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Skin&amp;diff=124615</id>
		<title>v0.31:Skin</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Skin&amp;diff=124615"/>
		<updated>2010-08-10T08:22:31Z</updated>

		<summary type="html">&lt;p&gt;Used: small changes / links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine|08:22, 10 August 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Skin''' is a tissue layer common to most {{L|creature}}s. When butchered, the skins of common creatures become '''raw hides''' that can be {{L|Tanner's shop|tanned}} into {{L|leather}}. The skins of insectoid creatures (like {{L|giant cave spider}}s or {{L|giant desert scorpion}}s) are called '''chitin''' and that of reptilian creatures (like {{L|dragon}}s) and most {{L|fish}}es '''scale''', but they function in the same manner (except that scale cannot be used for leather goods).&lt;/div&gt;</summary>
		<author><name>Used</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Ivory&amp;diff=124614</id>
		<title>v0.31:Ivory</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Ivory&amp;diff=124614"/>
		<updated>2010-08-10T08:16:44Z</updated>

		<summary type="html">&lt;p&gt;Used: timestamp / av&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine|08:16, 10 August 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Ivory''' is a resource used to decorate crafts at the {{L|craftsdwarf's workshop}}. Teeth are treated as ivory for the purpose of this task.&lt;br /&gt;
&lt;br /&gt;
Ivory and teeth are obtained from {{L|butchering}} certain animals at the {{L|butcher's shop}}, and may also be produced by vicious bouts of teeth-tearing {{L|combat}} by animals and invaders that don't normally drop ivory when butchered.&lt;/div&gt;</summary>
		<author><name>Used</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Teeth&amp;diff=124613</id>
		<title>v0.31:Teeth</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Teeth&amp;diff=124613"/>
		<updated>2010-08-10T08:15:34Z</updated>

		<summary type="html">&lt;p&gt;Used: redirect to tooth&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[cv:tooth]]&lt;/div&gt;</summary>
		<author><name>Used</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Fisherdwarf&amp;diff=124610</id>
		<title>v0.31:Fisherdwarf</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Fisherdwarf&amp;diff=124610"/>
		<updated>2010-08-10T07:38:24Z</updated>

		<summary type="html">&lt;p&gt;Used: circular link deleted&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|07:38, 10 August 2010 (UTC)}}&lt;br /&gt;
{{Skill&lt;br /&gt;
| color      = 1:0&lt;br /&gt;
| skill      = Fisherdwarf&lt;br /&gt;
| profession = {{L|Fishery Worker}}&lt;br /&gt;
| job name   = Fishing&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Fishing&lt;br /&gt;
| attributes =&lt;br /&gt;
* Focus&lt;br /&gt;
* Patience&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Fisherdwarves''' is the skill associated with the '''fishing''' {{L|labor}}. Fisherdwarves catch {{L|Fish|fish}} from available {{L|Water|water}} sources: ponds, {{L|Brook|brook}}s, {{L|River|river}}s, {{L|Lake|lake}}s and the {{L|Ocean|ocean}}. The higher the fisherdwarf skill, the faster they catch fish. Unfortunately they also deplete the stocks of fish in the water faster. &lt;br /&gt;
&lt;br /&gt;
In order to have fisherdwarves catch fish, a {{L|zone}}({{k|i}}) must be created, and if there is any fish-bearing water inside, it can be set to be used for {{K|f}}ishing. Once this is done, any {{L|dwarf}} with the fishing labor enabled will occasionally go to a fishing zone to catch fish.&lt;br /&gt;
&lt;br /&gt;
{{skills}}&lt;/div&gt;</summary>
		<author><name>Used</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Fishing&amp;diff=124609</id>
		<title>v0.31:Fishing</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Fishing&amp;diff=124609"/>
		<updated>2010-08-10T07:35:38Z</updated>

		<summary type="html">&lt;p&gt;Used: redirected to fisherdwarf&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[cv:Fisherdwarf]]&lt;/div&gt;</summary>
		<author><name>Used</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Cave_crocodile&amp;diff=124608</id>
		<title>v0.31:Cave crocodile</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Cave_crocodile&amp;diff=124608"/>
		<updated>2010-08-10T07:23:33Z</updated>

		<summary type="html">&lt;p&gt;Used: nail / timestamp&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|07:23, 10 August 2010 (UTC)}}&lt;br /&gt;
{{CreatureInfo v0.31&lt;br /&gt;
|name=Cave crocodile&lt;br /&gt;
|symbol=C|color=7:0:0&lt;br /&gt;
|biome=&lt;br /&gt;
* {{L|cavern|Subterranean seas}}&amp;lt;br /&amp;gt;(Depth 1 - 2)&lt;br /&gt;
|wiki=no&lt;br /&gt;
|contrib=no&lt;br /&gt;
|bones=21-33&lt;br /&gt;
|meat=18-40&lt;br /&gt;
|fat=17-29&lt;br /&gt;
|eyes=2&lt;br /&gt;
|lung=2&lt;br /&gt;
|heart=1&lt;br /&gt;
|nail=1&lt;br /&gt;
|intestines=2&lt;br /&gt;
|liver=1&lt;br /&gt;
|tripe=1&lt;br /&gt;
|sweetbread=1&lt;br /&gt;
|spleen=1&lt;br /&gt;
|kidney=1&lt;br /&gt;
|brain=1&lt;br /&gt;
|skulls=1&lt;br /&gt;
|skin=scale&lt;br /&gt;
|valm=4&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
:''A huge, predatory reptile with pale, colorless scales and red eyes. It lives in caves and ambushes its prey.''&lt;br /&gt;
[[Image:Crazy_crocodile.png|thumb|left|Crocodiles prefer hiding in caverns and out of sight. Except when they instead decide to go on a rampage through your fortress, then they instead prefer tearing dwarves apart.]]&lt;br /&gt;
&lt;br /&gt;
'''Cave crocodiles''' are the bane of {{L|fisherdwarf|fisher dwarves}}. Lurking in pools in caverns close to the surface of the world, these animals are predators capable of smashing down wooden buildings. &lt;br /&gt;
&lt;br /&gt;
Because they are often in the first set of caverns, cave crocodiles are one of the first major threats a fledgling fort faces. Plan accordingly, with either a decent {{L|military}} or a good {{L|trap}} line.&lt;br /&gt;
&lt;br /&gt;
Capturing or killing cave crocodiles is highly rewarding. These animals have a tremendous value as pets, and body parts gained at the {{L|butcher}}'s shop are worth four times as much of those of domestic animals. However, they cannot be tamed and bred until the {{L|dungeon master}} arrives.&lt;br /&gt;
&lt;br /&gt;
Cave crocodiles will occasionally show up as mounts for {{L|goblin}} siegers. They act both as powerful warriors against your military and as powerful battering rams for breaking down any wooden buildings you may have. See the {{L|Building_destroyer#Annoying_Variety|building destroyer}} article for more information on how to prepare for this.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>Used</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Cave_dragon&amp;diff=124607</id>
		<title>v0.31:Cave dragon</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Cave_dragon&amp;diff=124607"/>
		<updated>2010-08-10T07:22:40Z</updated>

		<summary type="html">&lt;p&gt;Used: nail / timestamp&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|07:22, 10 August 2010 (UTC)}}&lt;br /&gt;
{{CreatureInfo v0.31&lt;br /&gt;
|name=Cave dragon&lt;br /&gt;
|symbol=D|color=7:0:1&lt;br /&gt;
|biome=&lt;br /&gt;
* {{L|cavern|Subterranean cavern}}&amp;lt;br /&amp;gt;(Depth 3)&lt;br /&gt;
|wiki=no&lt;br /&gt;
|contrib=no&lt;br /&gt;
|valm=4&lt;br /&gt;
|bones=174-225&lt;br /&gt;
|meat=247-622&lt;br /&gt;
|fat=35-195&lt;br /&gt;
|nail=1&lt;br /&gt;
|eyes=2&lt;br /&gt;
|lung=24-32&lt;br /&gt;
|heart=6-8&lt;br /&gt;
|intestines=37-48&lt;br /&gt;
|liver=12-16&lt;br /&gt;
|tripe=12-16&lt;br /&gt;
|sweetbread=6-8&lt;br /&gt;
|spleen=6-8&lt;br /&gt;
|kidney=12-14&lt;br /&gt;
|brain=12-15&lt;br /&gt;
|ivory=3&lt;br /&gt;
|modvalue=4&lt;br /&gt;
|skulls=1&lt;br /&gt;
|skin=scale&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
:''A gigantic monster, once a dragon, now adapted to and polluted by the underground. Its wings fall limp at its side. Its face is full of incredibly long teeth. Its eyes are large to penetrate the darkness.''&lt;br /&gt;
&lt;br /&gt;
'''Cave dragons''' are gigantic beasts which were once {{L|dragon|dragons}} who have adapted to life underground. Unlike their above-ground {{L|dragon|brethren}}, they do not breathe fire, but they do appear to be immune to the effects of fire. Happily, they are not immune to the effects of a {{L|magma|dwarf's best friend}}. These beasts lack the ability to fly and have white scales, but besides this are exactly as dangerous as their above ground cousins. &lt;br /&gt;
&lt;br /&gt;
Cave dragons are among the largest creatures in the game, and grow into their adult size of 15,000,000 after 1000 years. The butchery values in the right-hand column assume that an adult is being butchered: worlds younger than 1000 years will only have juvenile cave dragons, which drop far less meat.&lt;br /&gt;
&lt;br /&gt;
Cave dragons are {{L|building destroyer}}s which means, among other things, that {{L|door}}s are useless as defense. &lt;br /&gt;
&lt;br /&gt;
Cave dragons can be tamed with the help of the {{L|Dungeon Master}} {{L|noble}} and provide the insanely wonderful pet value of 10,000.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Creatures}}&lt;/div&gt;</summary>
		<author><name>Used</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Alligator&amp;diff=124606</id>
		<title>v0.31:Alligator</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Alligator&amp;diff=124606"/>
		<updated>2010-08-10T07:21:54Z</updated>

		<summary type="html">&lt;p&gt;Used: nail / timestamp&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|18:42, 9 August 2010 (UTC)}}&lt;br /&gt;
{{CreatureInfo v0.31&lt;br /&gt;
|name=Alligator&lt;br /&gt;
|symbol=A|color=2:0:0&lt;br /&gt;
|biome=&lt;br /&gt;
* {{L|River|Tropical river}}&lt;br /&gt;
* {{L|Wetland|Tropical swamp}}&lt;br /&gt;
* {{L|Wetland|Tropical marsh}}&lt;br /&gt;
* {{L|River|Temperate river}}&lt;br /&gt;
* {{L|Wetland|Temperate swamp}}&lt;br /&gt;
* {{L|Wetland|Temperate marsh}}&lt;br /&gt;
|contrib=no&lt;br /&gt;
|valm=3&lt;br /&gt;
|bones=21&lt;br /&gt;
|meat=18-22&lt;br /&gt;
|fat=17&lt;br /&gt;
|nail=1&lt;br /&gt;
|eyes=2&lt;br /&gt;
|lung=2&lt;br /&gt;
|heart=1&lt;br /&gt;
|intestines=1&lt;br /&gt;
|liver=1&lt;br /&gt;
|tripe=1&lt;br /&gt;
|sweetbread=1&lt;br /&gt;
|spleen=1&lt;br /&gt;
|kidney=2&lt;br /&gt;
|brain=1&lt;br /&gt;
|skulls=1&lt;br /&gt;
|skin=scale&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
: ''A huge reptile, found in rivers and marshlands.  It is an ambush predator, solitary and territorial.''&lt;br /&gt;
&lt;br /&gt;
'''Alligators''' are intimidating beasts found in temperate and tropical fresh waters. They are not tremendously aggressive, and will only attack {{L|Dwarf|dwarves}} who {{L|ambusher|venture foolishly close}}. &lt;br /&gt;
&lt;br /&gt;
Alligator derived products are worth three times as much as products from boring domestic animals, and alligators are large enough to provide a ''lot'' of {{L|bone|products}}. &lt;br /&gt;
&lt;br /&gt;
Until the {{L|dungeon master}} arrives, alligators cannot be tamed or bred and you must rely on the small groups of one to three alligators that show up occasionally to feed your {{L|meat industry}}. &lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>Used</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Sasquatch&amp;diff=124605</id>
		<title>v0.31:Sasquatch</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Sasquatch&amp;diff=124605"/>
		<updated>2010-08-10T07:21:16Z</updated>

		<summary type="html">&lt;p&gt;Used: nail / timestamp&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|07:21, 10 August 2010 (UTC)}}&lt;br /&gt;
{{CreatureInfo v0.31&lt;br /&gt;
|name=Sasquatch&lt;br /&gt;
|symbol=S|color=6:0:0&lt;br /&gt;
|biome=&lt;br /&gt;
* {{L|Forest|Temperate forest}}&lt;br /&gt;
* {{L|Taiga}}&lt;br /&gt;
|wiki=Bigfoot&lt;br /&gt;
|contrib=no&lt;br /&gt;
|valm=3&lt;br /&gt;
|bones=39&lt;br /&gt;
|meat=40&lt;br /&gt;
|fat=25&lt;br /&gt;
|skulls=1&lt;br /&gt;
|skin=hide&lt;br /&gt;
|eyes=2&lt;br /&gt;
|lung=2&lt;br /&gt;
|heart=1&lt;br /&gt;
|intestines=1&lt;br /&gt;
|liver=1&lt;br /&gt;
|tripe=1&lt;br /&gt;
|sweetbread=1&lt;br /&gt;
|spleen=1&lt;br /&gt;
|kidney=2&lt;br /&gt;
|brain=1&lt;br /&gt;
|nail=1&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
:''A large and mysterious ape-like creature found in temperate forests.''&lt;br /&gt;
&lt;br /&gt;
'''Sasquatches''' are medium to large animals, weighing 7.5 times as much as the average adult dwarf upon maturity. They are also able to equip {{L|weapons}} and {{L|armor}} and open unforbidden {{L|door}}s.&lt;br /&gt;
&lt;br /&gt;
Sasquatches are enabled with the ability to {{L|Building destroyer|destroy buildings}}, so watch for out-side {{L|Trading|trading depot}}s not protected by {{L|wall}}s.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>Used</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Sea_monster&amp;diff=124604</id>
		<title>v0.31:Sea monster</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Sea_monster&amp;diff=124604"/>
		<updated>2010-08-10T07:19:48Z</updated>

		<summary type="html">&lt;p&gt;Used: nail / timestamp&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|07:19, 10 August 2010 (UTC)}}&lt;br /&gt;
{{CreatureInfo v0.31&lt;br /&gt;
|name=Sea monster&lt;br /&gt;
|symbol=M|color=0:0:1&lt;br /&gt;
|align=evil&lt;br /&gt;
|biome=* Any {{L|ocean}}&lt;br /&gt;
|wiki=no&lt;br /&gt;
|contrib=no&lt;br /&gt;
|valm=5&lt;br /&gt;
|meat=231&lt;br /&gt;
|fat=19-24&lt;br /&gt;
|brain=8-11&lt;br /&gt;
|heart=4-5&lt;br /&gt;
|lung=16-22&lt;br /&gt;
|intestines=26-31&lt;br /&gt;
|liver=8-11&lt;br /&gt;
|kidney=8-10&lt;br /&gt;
|tripe=8-11&lt;br /&gt;
|sweetbread=4-5&lt;br /&gt;
|eyes=6&lt;br /&gt;
|spleen=4-5&lt;br /&gt;
|bones=23-32&lt;br /&gt;
|nail=1&lt;br /&gt;
|skin=scale&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
:''A giant creature with many eyes and arms to terrify the sea.''&lt;br /&gt;
&lt;br /&gt;
'''Sea monsters''' are just that; huge, sea dwelling monsters. They can weight up to 8 tons and come armed with six tentacles, two pincers and powerful jaws. When {{L|Meat industry|butchered}} they produce a large amount of {{L|food}}, worth five times the standard value. &lt;br /&gt;
&lt;br /&gt;
Though tough, they are immobile on land.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>Used</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Jabberer&amp;diff=124603</id>
		<title>v0.31:Jabberer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Jabberer&amp;diff=124603"/>
		<updated>2010-08-10T07:18:13Z</updated>

		<summary type="html">&lt;p&gt;Used: nail / timestamp&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|07:18, 10 August 2010 (UTC)}}&lt;br /&gt;
{{CreatureInfo v0.31&lt;br /&gt;
|name=Jabberer&lt;br /&gt;
|symbol=J|color=5:0:1&lt;br /&gt;
|biome=&lt;br /&gt;
* {{L|Cavern|Subterranean cavern}}&amp;lt;br /&amp;gt;(Depth 2 - 3)&lt;br /&gt;
|wiki=no&lt;br /&gt;
|contrib=no&lt;br /&gt;
|valm=4&lt;br /&gt;
|bones=62&lt;br /&gt;
|fat=30&lt;br /&gt;
|skin=hide&lt;br /&gt;
|skulls=1&lt;br /&gt;
|meat=150&lt;br /&gt;
|eyes=2&lt;br /&gt;
|lung=16&lt;br /&gt;
|heart=4&lt;br /&gt;
|intestines=25&lt;br /&gt;
|liver=8&lt;br /&gt;
|tripe=8&lt;br /&gt;
|sweetbread=4&lt;br /&gt;
|spleen=4&lt;br /&gt;
|kidney=8&lt;br /&gt;
|brain=8&lt;br /&gt;
|nail=1&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
:''A huge monster that lurks in caverns deep under the earth.  It uses its wide beak to reach down and pluck up unsuspecting intruders.''&lt;br /&gt;
&lt;br /&gt;
'''Jabberers''' are giant feathery {{L|creatures}} with a beak.&lt;br /&gt;
&lt;br /&gt;
They are very big and the value of their body parts is multiplied by four, making them a great target for your {{L|butcher}}s.&lt;br /&gt;
&lt;br /&gt;
Jabberers have a very high pet {{L|value}} of 1500. Due their strength, they also make up a good line of defense. A {{L|dungeon master}} must be present in order to {{L|tame}} them.&lt;br /&gt;
&lt;br /&gt;
Jabberers may be used as a mount by {{L|goblin}} {{L|siege}}rs, and will rip apart dwarves given the opportunity. Consider using {{L|trap design|traps}} instead of military dwarves to kill them.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>Used</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Template:CreatureInfo_v0.31/doc&amp;diff=124602</id>
		<title>Template:CreatureInfo v0.31/doc</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Template:CreatureInfo_v0.31/doc&amp;diff=124602"/>
		<updated>2010-08-10T07:13:59Z</updated>

		<summary type="html">&lt;p&gt;Used: updated&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CreatureInfo v0.31&lt;br /&gt;
|name=Whale&lt;br /&gt;
|symbol=W|color=7:0:0&lt;br /&gt;
|biome=&lt;br /&gt;
* Any {{L|ocean}}&lt;br /&gt;
|algin=Neutral&lt;br /&gt;
|meat=574-773&lt;br /&gt;
|fat=107-236&lt;br /&gt;
|eyes=2&lt;br /&gt;
|lung=84-120&lt;br /&gt;
|heart=21-30&lt;br /&gt;
|intestines=127-180&lt;br /&gt;
|liver=42-60&lt;br /&gt;
|tripe=42-60&lt;br /&gt;
|sweetbread=21-30&lt;br /&gt;
|spleen=21-30&lt;br /&gt;
|kidney=42-60&lt;br /&gt;
|brain=42-60&lt;br /&gt;
|bones=109-157&lt;br /&gt;
|skulls=1&lt;br /&gt;
|contrib=no&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== '''CreatureInfo 0.31''' ==&lt;br /&gt;
&lt;br /&gt;
* It is possible to display Itemcorpses (for example [[bronze colossus]]).&lt;br /&gt;
* It is possible to display [NOT_BUTCHERABLE] ( for example [[magma crab]]).&lt;br /&gt;
* Unnecessary lines are not displayed (like hooves for [[whale]]s)&lt;br /&gt;
* Alignment (good evil savage) integrated, but not displayed if it is neutral&lt;br /&gt;
* Butchering results are working in plural and singular notation (see variables)&lt;br /&gt;
&lt;br /&gt;
=== Variables ===&lt;br /&gt;
&lt;br /&gt;
==== General ====&lt;br /&gt;
&lt;br /&gt;
* '''name'''   = name of the creature&lt;br /&gt;
* '''symbol''' = symbol of the creature&lt;br /&gt;
* '''color'''  = color of the symbol&lt;br /&gt;
* '''align'''  = alignment&lt;br /&gt;
** ''good''   -&amp;gt; good alignment is displayed&lt;br /&gt;
** ''evil''   -&amp;gt; evil alignment is displayed&lt;br /&gt;
** ''savage'' -&amp;gt; savage alignment is displayed&lt;br /&gt;
** ''neutral'' or nothing -&amp;gt; alignment is ignored&lt;br /&gt;
* '''biome'''  = list of the biomes&lt;br /&gt;
* '''death'''  = selects caption for &amp;quot;what happens after death&amp;quot;&lt;br /&gt;
** ''rot''     -&amp;gt; rotting leaves&lt;br /&gt;
** ''item''    -&amp;gt; turns after Death to&lt;br /&gt;
***'''item'''   = if death=item then item description&lt;br /&gt;
** ''nobutcher'' -&amp;gt; creature can not be butchered&lt;br /&gt;
** ''butcher'' or nothing -&amp;gt; butchering returns&lt;br /&gt;
* '''valm'''   = Value multiplier returns nothing when left out&amp;lt;br /&amp;gt;&lt;br /&gt;
* '''contrib''' = displays contribute message&amp;lt;br /&amp;gt;&lt;br /&gt;
* '''wiki'''   = links to wiki or not&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Butchering results ====&lt;br /&gt;
&lt;br /&gt;
* '''meat'''&lt;br /&gt;
* '''fat'''&lt;br /&gt;
* '''brain / brains'''&lt;br /&gt;
* '''heart / hearts'''&lt;br /&gt;
* '''lung / lungs'''&lt;br /&gt;
* '''intestines / intestines'''&lt;br /&gt;
* '''liver / livers'''&lt;br /&gt;
* '''kidney / kidneys'''&lt;br /&gt;
* '''tripe / tripes'''&lt;br /&gt;
* '''sweetbread / sweetbread'''&lt;br /&gt;
* '''eye / eyes'''&lt;br /&gt;
* '''spleen / spleens'''&lt;br /&gt;
* '''bone / bones'''&lt;br /&gt;
* '''skull / skulls'''&lt;br /&gt;
* '''ivory'''&lt;br /&gt;
* '''teeth / tooth'''&lt;br /&gt;
* '''hoofs / hoofs / hooves'''&lt;br /&gt;
* '''horn / horns'''&lt;br /&gt;
* '''nail / nails '''&lt;br /&gt;
* '''skin'''   = selects skintype (and skinnable)&amp;lt;br /&amp;gt;&lt;br /&gt;
** ''none''   -&amp;gt; not skinable&amp;lt;br /&amp;gt;&lt;br /&gt;
** ''scale''  -&amp;gt; scale&amp;lt;br /&amp;gt;&lt;br /&gt;
** ''chitin'' -&amp;gt; chitin&amp;lt;br /&amp;gt;&lt;br /&gt;
** ''hide''   -&amp;gt; raw hide&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Usage===&lt;br /&gt;
&amp;lt;pre&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
{{CreatureInfo v0.31&lt;br /&gt;
|name=Whale&lt;br /&gt;
|symbol=W|color=7:0:0&lt;br /&gt;
|biome=* Any {{L|ocean}}&lt;br /&gt;
|align=neutral&lt;br /&gt;
|meat=574-773&lt;br /&gt;
|fat=107-236&lt;br /&gt;
|eyes=2&lt;br /&gt;
|lung=84-120&lt;br /&gt;
|heart=21-30&lt;br /&gt;
|intestines=127-180&lt;br /&gt;
|liver=42-60&lt;br /&gt;
|tripe=42-60&lt;br /&gt;
|sweetbread=21-30&lt;br /&gt;
|spleen=21-30&lt;br /&gt;
|kidney=42-60&lt;br /&gt;
|brain=42-60&lt;br /&gt;
|bones=109-157&lt;br /&gt;
|skulls=1&lt;br /&gt;
|contrib=no&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;includeonly&amp;gt;[[Category:Templates]]&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;[[Category:Template Documentation]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Used</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Template:CreatureInfo_v0.31&amp;diff=124601</id>
		<title>Template:CreatureInfo v0.31</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Template:CreatureInfo_v0.31&amp;diff=124601"/>
		<updated>2010-08-10T07:06:57Z</updated>

		<summary type="html">&lt;p&gt;Used: added some links / added nail row / made singular AND plural stuff working&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infostart|&lt;br /&gt;
{{{name}}}}}&lt;br /&gt;
{{infocell|{{char|{{{symbol|?}}}}}|style=color: {{fgcolor|{{{color|7:0:1}}}}}; background: black; font-size:x-large; font-weight: bold; font-family: 'Courier New', 'Quicktype Mono', 'Bitstream Vera Sans Mono', 'Lucida Console',  'Lucida Sans Typewriter', monospace; text-align:center; vertical-align:center}}&lt;br /&gt;
{{infoheader|{{L|Biome}}}}&lt;br /&gt;
{{#switch:{{{align|}}}&lt;br /&gt;
|good={{infocell|'''In {{L|Surroundings#Good|good}} areas of'''}}&lt;br /&gt;
|evil={{infocell|'''In {{L|Surroundings#Evil|evil}} areas of'''}}&lt;br /&gt;
|savage={{infocell|'''In {{L|Surroundings#Savage|savage}} areas of'''}}&lt;br /&gt;
|neutral&lt;br /&gt;
|#default=&lt;br /&gt;
}}&lt;br /&gt;
{{infocell|{{{biome|}}}}}&lt;br /&gt;
{{infoheader|{{#switch:{{{death|}}}&lt;br /&gt;
|rot=Rotting leaves&lt;br /&gt;
|item=Becomes after death&lt;br /&gt;
|nobutcher=This creature can not be butchered&lt;br /&gt;
|butcher |#default={{L|Meat industry|Butchering returns}}}}}}&lt;br /&gt;
{{#if: {{{valm|}}} | ({{L|Multiply value|Value multiplier}} x{{{valm|}}})}}&lt;br /&gt;
{{#ifeq:{{{death|}}}|item|{{infocell|{{{item|}}}}}|{{!-}}}}&lt;br /&gt;
{{#switch:{{{death|}}}&lt;br /&gt;
|nobutcher&lt;br /&gt;
|item={{!-}}&lt;br /&gt;
|#default={{infocell|'''Food items'''}}}}&lt;br /&gt;
{{#if:{{{meat|}}}|{{inforow|{{L|Meat}}|{{{meat|}}}}}|{{!-}}}}&lt;br /&gt;
{{#if:{{{fat|}}}|{{inforow|{{L|Fat}}|{{{fat|}}}}}|{{!-}}}}&lt;br /&gt;
{{#if:{{{brain|}}}|{{inforow|{{L|Brain}}|{{{brain|}}}}}|{{#if:{{{brains|}}}|{{inforow|{{L|Brain}}|{{{brains|}}}}}|{{!-}}}}}}&lt;br /&gt;
{{#if:{{{heart|}}}|{{inforow|{{L|Heart}}|{{{heart|}}}}}|{{#if:{{{hearts|}}}|{{inforow|{{L|Heart}}|{{{hearts|}}}}}|{{!-}}}}}}&lt;br /&gt;
{{#if:{{{lung|}}}|{{inforow|{{L|Lung}}s|{{{lung|}}}}}|{{#if:{{{lungs|}}}|{{inforow|{{L|Lung}}s|{{{lungs|}}}}}|{{!-}}}}}}&lt;br /&gt;
{{#if:{{{intestine|}}}|{{inforow|{{L|Intestines}}|{{{intestine|}}}}}|{{#if:{{{intestines|}}}|{{inforow|{{L|Intestines}}|{{{intestines|}}}}}|{{!-}}}}}}&lt;br /&gt;
{{#if:{{{liver|}}}|{{inforow|{{L|Liver}}|{{{liver|}}}}}|{{#if:{{{livers|}}}|{{inforow|{{L|Liver}}|{{{livers|}}}}}|{{!-}}}}}}&lt;br /&gt;
{{#if:{{{kidney|}}}|{{inforow|{{L|Kidney}}s|{{{kidney|}}}}}|{{#if:{{{kidneys|}}}|{{inforow|{{L|Kidney}}s|{{{kidneys|1}}}}}|{{!-}}}}}}&lt;br /&gt;
{{#if:{{{tripe|}}}|{{inforow|{{L|Tripe}}|{{{tripe|}}}}}|{{#if:{{{tripes|}}}|{{inforow|{{L|Tripe}}|{{{tripes|}}}}}|{{!-}}}}}}&lt;br /&gt;
{{#if:{{{sweetbread|}}}|{{inforow|{{L|Sweetbread}}|{{{sweetbread|}}}}}|{{#if:{{{sweetbreads|}}}|{{inforow|{{L|Sweetbread}}|{{{sweetbreads|1}}}}}|{{!-}}}}}}&lt;br /&gt;
{{#if:{{{eye|}}}|{{inforow|{{L|Eye}}s|{{{eye|}}}}}|{{#if:{{{eyes|}}}|{{inforow|{{L|Eye}}s|{{{eyes|}}}}}|{{!-}}}}}}&lt;br /&gt;
{{#if:{{{spleen|}}}|{{inforow|{{L|Spleen}}|{{{spleen|}}}}}|{{#if:{{{spleens|}}}|{{inforow|{{L|Spleen}}|{{{spleens|}}}}}|{{!-}}}}}}&lt;br /&gt;
{{#switch:{{{death|}}}&lt;br /&gt;
|nobutcher&lt;br /&gt;
|item={{!-}}&lt;br /&gt;
|#default={{infocell|'''Raw materials'''}}}}&lt;br /&gt;
{{#if:{{{bone|}}}|{{inforow|{{L|Bones}}|{{{bone|}}}}}|{{#if:{{{bones|}}}|{{inforow|{{L|Bones}}|{{{bones|}}}}}|{{!-}}}}}}&lt;br /&gt;
{{#if:{{{skull|}}}|{{inforow|{{L|Skull}}|{{{skull|}}}}}|{{#if:{{{skulls|}}}|{{inforow|{{L|Skull}}|{{{skulls|}}}}}|{{!-}}}}}}&lt;br /&gt;
{{#if:{{{ivory|}}}|{{inforow|{{L|Ivory}}|{{{ivory|}}}}}|{{!-}}}}&lt;br /&gt;
{{#if:{{{tooth|}}}|{{inforow|{{L|Teeth}}|{{{tooth|}}}}}|{{#if:{{{Teeth|}}}|{{inforow|{{L|teeth}}|{{{teeth|}}}}}|{{!-}}}}}}&lt;br /&gt;
{{#if:{{{hoof|}}}|{{inforow|{{L|Hooves}}|{{{hoof|}}}}}|{{#if:{{{hooves|}}}|{{inforow|{{L|Hooves}}|{{{hooves|}}}}}|{{#if:{{{hoofs|}}}|{{inforow|{{L|Hooves}}|{{{hoofs|}}}}}|{{!-}}}}}}}}&lt;br /&gt;
{{#if:{{{nail|}}}|{{inforow|{{L|Nail}}|{{{nail|}}}}}|{{#if:{{{nail|}}}|{{inforow|{{L|Nail}}|{{{nails|}}}}}|{{!-}}}}}}&lt;br /&gt;
{{#if:{{{horn|}}}|{{inforow|{{L|Horns}}|{{{horn|}}}}}|{{#if:{{{horns|}}}|{{inforow|{{L|Horns}}|{{{horns|}}}}}|{{!-}}}}}}&lt;br /&gt;
{{#if:{{{skin|}}}|{{inforow|{{L|Skin}}|{{#switch:{{{skin|hide}}}|hide=Raw hide |scale=Scales |chitin=Chitin |none=not skinable}}}}|{{!-}}}}&lt;br /&gt;
{{#ifeq:{{{contrib|no}}}|no|{{!-}}|{{infocell|style=text-align:center; background-color: #eee; border-top: 1px solid #aaa|''There is too little information about this creature.&amp;lt;br /&amp;gt; Please contribute if you can!''}}|{{!-}}}}&lt;br /&gt;
{{#ifeq:{{{wiki|}}}|no|{{!-}}|{{infocell|style=text-align:center; background-color: #eee; border-top: 1px solid #aaa|1={{wp|{{{wiki|{{{name}}}}}}|Wikipedia article}}}}|{{!-}}}}&lt;br /&gt;
{{infoend}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;{{documentation}}&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Used</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Used/Projects&amp;diff=124449</id>
		<title>User:Used/Projects</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Used/Projects&amp;diff=124449"/>
		<updated>2010-08-09T18:54:57Z</updated>

		<summary type="html">&lt;p&gt;Used: update&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Vanilla Creature Project (VCP)==&lt;br /&gt;
&lt;br /&gt;
Here I'm going to keep track oft the stuff that has to be done (and has been done) with the creature pages.&lt;br /&gt;
&lt;br /&gt;
'''Of course you are welcome to help with this project. Everybody can contribute! Just sign your changes here on the page and please read the Legend before posting.''' &lt;br /&gt;
&lt;br /&gt;
Comments are welcome on the talk page.&lt;br /&gt;
&lt;br /&gt;
'''Legend:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;s&amp;gt;Strike&amp;lt;/s&amp;gt; pages you think are ready.&amp;lt;br /&amp;gt;&lt;br /&gt;
Ready means:&lt;br /&gt;
* sufficient description&lt;br /&gt;
* information about features (building destroyer, trainable, can open doors, petvalue, ...)&lt;br /&gt;
* value multiplier (when != 1), alignment (when != neutral) are present &lt;br /&gt;
* '''no''' contribute message (contrib=no)&lt;br /&gt;
* wikipage is linked correctly&lt;br /&gt;
* butchering results are existing (and are verified)&lt;br /&gt;
* should be rated exceptional when finished&lt;br /&gt;
&lt;br /&gt;
Write '''Butcher''' to pages that require butchering results (or rotting results).&lt;br /&gt;
&lt;br /&gt;
Write '''Description''' to pages that require a better description.&lt;br /&gt;
&lt;br /&gt;
''Comments'' should be written italic.&lt;br /&gt;
&lt;br /&gt;
'''Note:''' ''If you don't know how to work with the CreatureInfo look [[Template:CreatureInfo_v0.31|here]]'' &lt;br /&gt;
&lt;br /&gt;
=== {{Catlink|Animals|Animals}} ===&lt;br /&gt;
&lt;br /&gt;
[[DF2010:Bonobo]] '''Description''' ''could be better / more detailed''&lt;br /&gt;
[[DF2010:Cow]] '''Description''' ''could be better / more detailed''--[[User:Used|Used]] 08:04, 12 July 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
[[DF2010:Creeping eye]] ''are there evil underground caverns?''--[[User:Used|Used]] 08:04, 12 July 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;s&amp;gt;[[DF2010:Deer]]&amp;lt;/s&amp;gt; enough...--[[User:Used|Used]] 08:04, 12 July 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;s&amp;gt;[[DF2010:Dog]]&amp;lt;/s&amp;gt;--[[User:Used|Used]] 17:28, 9 July 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
[[DF2010:Donkey]] '''Description''' ''could be better / more detailed''--[[User:Used|Used]] 08:04, 12 July 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;s&amp;gt;[[DF2010:Draltha]]&amp;lt;/s&amp;gt;--[[User:Used|Used]] 07:09, 12 July 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;s&amp;gt;[[DF2010:Elephant]]&amp;lt;/s&amp;gt;--[[User:Used|Used]] 07:09, 12 July 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;s&amp;gt;[[DF2010:Elk]]&amp;lt;/s&amp;gt;--[[User:Used|Used]] 07:09, 12 July 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;s&amp;gt;[[DF2010:Elk bird]]&amp;lt;/s&amp;gt;--[[User:Used|Used]] 07:09, 12 July 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
[[DF2010:Flesh ball]] '''Butcher''' --[[User:Used|Used]] 07:09, 12 July 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
[[DF2010:Floating guts]] '''Butcher''' --[[User:Used|Used]] 07:09, 12 July 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
[[DF2010:Fox]] '''Description''' '''Butcher''' --[[User:Used|Used]] 09:24, 9 July 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
[[DF2010:Gazelle]] '''Description''' '''Butcher'''--[[User:Used|Used]] 07:09, 12 July 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
[[DF2010:Giant bat]] '''Description''' '''Butcher'''--[[User:Used|Used]] 07:09, 12 July 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;s&amp;gt;[[DF2010:Giant cave spider]]&amp;lt;/s&amp;gt;--[[User:Used|Used]] 07:09, 12 July 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
[[DF2010:Giant cave swallow]] '''Butcher'''--[[User:Used|Used]] 07:09, 12 July 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;s&amp;gt;[[DF2010:Giant cheetah]]&amp;lt;/s&amp;gt;--[[User:Used|Used]] 07:13, 13 July 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;s&amp;gt;[[DF2010:Giant desert scorpion]]&amp;lt;/s&amp;gt;--[[User:Used|Used]] 07:13, 13 July 2010 (UTC) &amp;lt;br /&amp;gt;&lt;br /&gt;
[[DF2010:Giant eagle]] '''Butcher'''--[[User:Used|Used]] 07:09, 12 July 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
[[DF2010:Giant earthworm]] '''Description''' '''Butcher'''--[[User:Used|Used]] 07:09, 12 July 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
[[DF2010:Giant jaguar]] '''Description''' '''Butcher'''--[[User:Used|Used]] 07:09, 12 July 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;s&amp;gt;[[DF2010:Giant leopard]]&amp;lt;/s&amp;gt;--[[User:Used|Used]] 07:13, 13 July 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;s&amp;gt;[[DF2010:Giant lion]]&amp;lt;/s&amp;gt;--[[User:Used|Used]] 07:13, 13 July 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;s&amp;gt;[[DF2010:Giant mole]]&amp;lt;/s&amp;gt;--[[User:Used|Used]] 07:09, 12 July 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;s&amp;gt;[[DF2010:Giant olm]]&amp;lt;/s&amp;gt;--[[User:Used|Used]] 07:09, 12 July 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
[[DF2010:Giant rat]] '''Description''' '''Butcher'''--[[User:Used|Used]] 07:09, 12 July 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
[[DF2010:Giant tiger]] '''Description''' '''Butcher'''--[[User:Used|Used]] 07:09, 12 July 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;s&amp;gt;[[DF2010:Giant toad]]&amp;lt;/s&amp;gt;--[[User:Used|Used]] 07:09, 12 July 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
[[DF2010:Gorilla]] '''Butcher'''--[[User:Used|Used]] 07:09, 12 July 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;s&amp;gt;[[DF2010:Gray gibbon]]&amp;lt;/s&amp;gt;--[[User:Used|Used]] 07:09, 12 July 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
[[DF2010:Grimeling]] '''Description''' '''Butcher'''--[[User:Used|Used]] 07:09, 12 July 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;s&amp;gt;[[DF2010:Grizzly bear]]&amp;lt;/s&amp;gt;--[[User:Used|Used]] 07:09, 12 July 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;s&amp;gt;[[DF2010:Groundhog]]&amp;lt;/s&amp;gt; ''Maybe some additions''&amp;lt;br /&amp;gt;&lt;br /&gt;
[[DF2010:Helmet snake]] '''Butcher'''--[[User:Used|Used]] 07:09, 12 July 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
[[DF2010:Hippo]] '''Butcher'''--[[User:Used|Used]] 07:09, 12 July 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;s&amp;gt;[[DF2010:Hoary marmot]]&amp;lt;/s&amp;gt;--[[User:Used|Used]] 07:09, 12 July 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;s&amp;gt;[[DF2010:Horse]]&amp;lt;/s&amp;gt;--[[User:Used|Used]] 07:09, 12 July 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
[[DF2010:Hungry head]] '''Description''' '''Butcher'''--[[User:Used|Used]] 07:09, 12 July 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
[[DF2010:Ice wolf]] '''Description''' --[[User:Used|Used]] 07:09, 12 July 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;s&amp;gt;[[DF2010:Jabberer]]&amp;lt;/s&amp;gt;--[[User:Used|Used]] 07:09, 12 July 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
[[DF2010:Jaguar]] '''Description''' '''Butcher'''--[[User:Used|Used]] 07:09, 12 July 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;s&amp;gt;[[DF2010:Large rat]]&amp;lt;/s&amp;gt; --[[User:Used|Used]] 14:28, 26 July 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
[[DF2010:Leopard]] '''Description''' '''Butcher'''--[[User:Used|Used]] 07:09, 12 July 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
[[DF2010:Lion]] '''Description''' '''Butcher'''--[[User:Used|Used]] 07:09, 12 July 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;s&amp;gt;[[DF2010:Magma crab]]&amp;lt;/s&amp;gt;--[[User:Used|Used]] 08:04, 12 July 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
[[DF2010:Mandrill]] '''Butcher'''--[[User:Used|Used]] 07:09, 12 July 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
[[DF2010:Manera]] '''Description''' '''Butcher'''--[[User:Used|Used]] 07:09, 12 July 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
[[DF2010:Molemarian]] '''Butcher'''--[[User:Used|Used]] 07:09, 12 July 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;s&amp;gt;[[DF2010:Mountain goat]]&amp;lt;/s&amp;gt;--[[User:Used|Used]] 07:09, 12 July 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;s&amp;gt;[[DF2010:Mule]]&amp;lt;/s&amp;gt;--[[User:Used|Used]] 07:09, 12 July 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
[[DF2010:Muskox]] '''Butcher'''--[[User:Used|Used]] 07:09, 12 July 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;s&amp;gt;[[DF2010:Naked mole dog]]&amp;lt;/s&amp;gt;--[[User:Used|Used]] 07:09, 12 July 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;s&amp;gt;[[DF2010:One-humped camel]]&amp;lt;/s&amp;gt;--[[User:Used|Used]] 07:09, 12 July 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
[[DF2010:Orangutan]] '''Description''' '''Butcher'''--[[User:Used|Used]] 07:09, 12 July 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;s&amp;gt;[[DF2010:Pileated gibbon]]&amp;lt;/s&amp;gt;--[[User:Used|Used]] 08:04, 12 July 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
[[DF2010:Polar bear]] '''Butcher'''--[[User:Used|Used]] 07:09, 12 July 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
[[DF2010:Raccoon]] '''Description''' --[[User:Used|Used]] 07:09, 12 July 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;s&amp;gt;[[DF2010:Rhesus macaque]]&amp;lt;/s&amp;gt;--[[User:Used|Used]] 08:04, 12 July 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
[[DF2010:Rutherer]] '''Description''' --[[User:Used|Used]] 07:09, 12 July 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
[[DF2010:Saltwater crocodile]] '''Description''' '''Butcher'''--[[User:Used|Used]] 07:09, 12 July 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;s&amp;gt;[[DF2010:Sasquatch]]&amp;lt;/s&amp;gt;--[[User:Used|Used]] 07:09, 12 July 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
[[DF2010:Siamang]] '''Butcher'''--[[User:Used|Used]] 07:09, 12 July 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;s&amp;gt;[[DF2010:Silvery gibbon]]&amp;lt;/s&amp;gt;--[[User:Used|Used]] 07:09, 12 July 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
[[DF2010:Tiger]] '''Description''' '''Butcher'''--[[User:Used|Used]] 07:09, 12 July 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;s&amp;gt;[[DF2010:Two-humped camel]]&amp;lt;/s&amp;gt;--[[User:Used|Used]] 07:09, 12 July 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;s&amp;gt;[[DF2010:Unicorn]]&amp;lt;/s&amp;gt;--[[User:Used|Used]] 07:09, 12 July 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;s&amp;gt;[[DF2010:Voracious cave crawler]]&amp;lt;/s&amp;gt;--[[User:Used|Used]] 07:09, 12 July 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;s&amp;gt;[[DF2010:Vulture]]&amp;lt;/s&amp;gt;--[[User:Used|Used]] 07:09, 12 July 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;s&amp;gt;[[DF2010:Walrus]]&amp;lt;/s&amp;gt;--[[User:Used|Used]] 07:55, 20 July 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
[[DF2010:Warthog]] '''Description''' '''Butcher'''--[[User:Used|Used]] 07:09, 12 July 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;s&amp;gt;[[DF2010:White-browed gibbon]]&amp;lt;/s&amp;gt;--[[User:Used|Used]] 07:09, 12 July 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;s&amp;gt;[[DF2010:White-handed gibbon]]&amp;lt;/s&amp;gt;--[[User:Used|Used]] 07:09, 12 July 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;s&amp;gt;[[DF2010:Wolf]]&amp;lt;/s&amp;gt;--[[User:Used|Used]] 07:09, 12 July 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;s&amp;gt;[[DF2010:Yeti]]&amp;lt;/s&amp;gt;--[[User:Used|Used]] 07:09, 12 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
=== Aquatic ===&lt;br /&gt;
&lt;br /&gt;
Finished: '''19''' / 42 &lt;br /&gt;
&lt;br /&gt;
&amp;lt;s&amp;gt;[[DF2010:Angelshark]]&amp;lt;/s&amp;gt;--[[User:Used|Used]] 08:04, 12 July 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;s&amp;gt;[[DF2010:Basking shark]]&amp;lt;/s&amp;gt;--[[User:Used|Used]] 08:03, 13 July 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;s&amp;gt;[[DF2010:Blacktip reef shark]]&amp;lt;/s&amp;gt;--[[User:Used|Used]] 09:00, 3 August 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;s&amp;gt;[[DF2010:Blue shark]]&amp;lt;/s&amp;gt;--[[User:Used|Used]] 08:03, 13 July 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;s&amp;gt;[[DF2010:Bluefin tuna]]&amp;lt;/s&amp;gt;--[[User:Used|Used]] 08:03, 13 July 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;s&amp;gt;[[DF2010:Bluefish]]&amp;lt;/s&amp;gt;--[[User:Used|Used]] 07:33, 14 July 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;s&amp;gt;[[DF2010:Bull shark]]&amp;lt;/s&amp;gt;--[[User:Used|Used]] 07:33, 14 July 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;s&amp;gt;[[DF2010:Carp]]&amp;lt;/s&amp;gt;--[[User:Used|Used]] 14:27, 26 July 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;s&amp;gt;[[DF2010:Cod]]&amp;lt;/s&amp;gt; --[[User:Used|Used]] 14:27, 26 July 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
[[DF2010:Coelacanth]]  '''Description''--[[User:Used|Used]] 14:27, 26 July 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
[[DF2010:Common skate]]  '''Description'''--[[User:Used|Used]] 14:27, 26 July 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
[[DF2010:Conger eel]]  '''Description'''--[[User:Used|Used]] 14:27, 26 July 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;s&amp;gt;[[DF2010:Frill shark]]&amp;lt;/s&amp;gt;--[[User:Used|Used]] 14:27, 26 July 2010 (UTC) &amp;lt;br /&amp;gt;&lt;br /&gt;
[[DF2010:Giant grouper]] '''Description'''--[[User:Used|Used]] 07:33, 14 July 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
[[DF2010:Great barracuda]] '''Description'''--[[User:Used|Used]] 09:00, 3 August 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;s&amp;gt;[[DF2010:Great white shark]]&amp;lt;/s&amp;gt; --[[User:Used|Used]] 09:00, 3 August 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
[[DF2010:Halibut]] '''Description'''--[[User:Used|Used]] 09:00, 3 August 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;s&amp;gt;[[DF2010:Hammerhead shark]]&amp;lt;/s&amp;gt;--[[User:Used|Used]] 07:33, 14 July 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;s&amp;gt;[[DF2010:Longfin mako shark]]&amp;lt;/s&amp;gt;--[[User:Used|Used]] 09:00, 3 August 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
[[DF2010:Longnose gar]]'''Description'''--[[User:Used|Used]] 09:00, 3 August 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
[[DF2010:Manta ray]]'''Description'''--[[User:Used|Used]] 09:00, 3 August 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;s&amp;gt;[[DF2010:Marlin]]&amp;lt;/s&amp;gt;--[[User:Used|Used]] 08:01, 15 July 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;s&amp;gt;[[DF2010:Milkfish]]&amp;lt;/s&amp;gt;--[[User:Used|Used]] 08:01, 15 July 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;s&amp;gt;[[DF2010:Nurse shark]]&amp;lt;/s&amp;gt;--[[User:Used|Used]] 09:00, 3 August 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
[[DF2010:Ocean sunfish]] '''Butcher''' --[[User:Used|Used]] 08:05, 19 July 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
[[DF2010:Opah]] '''Butcher''' '''Description''' --[[User:Used|Used]] 08:05, 19 July 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
[[DF2010:Pike (fish)]] '''Butcher''' '''Description''' ''(some more)'' --[[User:Used|Used]] 08:05, 19 July 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;s&amp;gt;[[DF2010:Pond grabber]]&amp;lt;/s&amp;gt;--[[User:Used|Used]] 08:05, 19 July 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
[[DF2010:Sea lamprey]]'''Description''' --[[User:Used|Used]] 08:05, 19 July 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;s&amp;gt;[[DF2010:Sea monster]]&amp;lt;/s&amp;gt;--[[User:Used|Used]] 08:05, 19 July 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
[[DF2010:Sea serpent]] '''Description''' --07:55, 20 July 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
[[DF2010:Shortfin mako shark]] '''Butcher''' '''Description''' --07:55, 20 July 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
[[DF2010:Spiny dogfish]] '''Butcher''' '''Description''' --07:55, 20 July 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
[[DF2010:Spotted wobbegong]] '''Butcher''' '''Description''' --07:55, 20 July 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
[[DF2010:Stingray]] '''Description''' --07:55, 20 July 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
[[DF2010:Sturgeon]] '''Butcher''' '''Description''' --07:55, 20 July 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
[[DF2010:Swordfish]] '''Butcher''' '''Description''' --07:55, 20 July 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
[[DF2010:Tigerfish]] '''Butcher''' '''Description''' --07:55, 20 July 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
[[DF2010:Tiger shark]] '''Butcher''' '''Description''' --07:55, 20 July 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;s&amp;gt;[[DF2010:Whale]]&amp;lt;/s&amp;gt;--[[User:Used|Used]] 07:04, 21 July 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
[[DF2010:Whale shark]] '''Butcher''' --[[User:Used|Used]] 07:04, 21 July 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
[[DF2010:Whitetip reef shark]]'''Butcher''' --[[User:Used|Used]] 07:04, 21 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
=== {{Catlink|Humanoids|Humanoids}} ===&lt;br /&gt;
&lt;br /&gt;
Finished: '''6''' / 41&lt;br /&gt;
&lt;br /&gt;
&amp;lt;s&amp;gt;[[DF2010:Amethyst man]]&amp;lt;/s&amp;gt;--[[User:Used|Used]] 08:08, 22 July 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;s&amp;gt;[[DF2010:Amphibian man]]&amp;lt;/s&amp;gt;--[[User:Used|Used]] 08:08, 22 July 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
[[DF2010:Antman]] '''Butcher''' ''take Masterwork into account!''--[[User:Used|Used]] 08:08, 22 July 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
[[DF2010:Batman]] '''Description''' '''Butcher''' --[[User:Used|Used]] 08:08, 22 July 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;s&amp;gt;[[DF2010:Blind cave ogre]]&amp;lt;/s&amp;gt; ''take Masterwork into account!'' --[[User:Used|Used]] 08:08, 22 July 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
[[DF2010:Blizzard man]] '''Description''' '''Butcher''' --[[User:Used|Used]] 08:08, 22 July 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
[[DF2010:Bugbat]]'''Description''' '''Butcher''' --[[User:Used|Used]] 07:28, 27 July 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
[[DF2010:Cave fish man]]'''Description''' '''Butcher''' --[[User:Used|Used]] 07:28, 27 July 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
[[DF2010:Cave swallow man]]'''Description''' '''Butcher''' --[[User:Used|Used]] 07:28, 27 July 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;s&amp;gt;[[DF2010:Crundle]]&amp;lt;/s&amp;gt;--[[User:Used|Used]] 07:28, 27 July 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
[[DF2010:Dark gnome]] '''Butcher''' --[[User:Used|Used]] 07:28, 27 July 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
[[DF2010:Drunian]] '''Description''' '''Butcher''' --[[User:Used|Used]] 07:28, 27 July 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
[[DF2010:Fire imp]] '''Butcher''' --[[User:Used|Used]] 07:28, 27 July 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
[[DF2010:Fire man]] '''Description''' --[[User:Used|Used]] 07:59, 28 July 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
[[DF2010:Foul blendec]] '''Description''' '''Butcher''' --[[User:Used|Used]] 07:59, 28 July 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
[[DF2010:Gabbro man]]'''Description''' --[[User:Used|Used]] 07:59, 28 July 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
[[DF2010:Gorlak]]'''Description''' '''Butcher''' --[[User:Used|Used]] 07:59, 28 July 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
[[DF2010:Green devourer]] '''Description''' '''Butcher''' --[[User:Used|Used]] 07:59, 28 July 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
[[DF2010:Gremlin]] '''Butcher''' --[[User:Used|Used]] 07:59, 28 July 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
[[DF2010:Harpy]] '''Butcher''' --[[User:Used|Used]] 07:59, 28 July 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
[[DF2010:Iron man]] '''Description''' --[[User:Used|Used]] 07:59, 28 July 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
[[DF2010:Leechman]]'''Description''' '''Butcher'''--[[User:Used|Used]] 07:43, 29 July 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;s&amp;gt;[[DF2010:Magma man]]&amp;lt;/s&amp;gt;--[[User:Used|Used]] 07:43, 29 July 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
[[DF2010:Merperson]]'''Description''' '''Butcher'''--[[User:Used|Used]] 07:43, 29 July 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
[[DF2010:Mountain gnome]] '''Butcher'''--[[User:Used|Used]] 07:43, 29 July 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
[[DF2010:Mud man]] '''Description'''--[[User:Used|Used]] 07:43, 29 July 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
[[DF2010:Nightwing]] '''Description''' '''Butcher'''--[[User:Used|Used]] 07:43, 29 July 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
[[DF2010:Ogre]]'''Description''' '''Butcher'''--[[User:Used|Used]] 08:19, 4 August 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
[[DF2010:Olmman]] '''Butcher'''--[[User:Used|Used]] 08:19, 4 August 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;s&amp;gt;[[DF2010:Plump helmet man]]&amp;lt;/s&amp;gt;--[[User:Used|Used]] 08:19, 4 August 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
[[DF2010:Reacher]]'''Description''' '''Butcher'''--[[User:Used|Used]] 08:19, 4 August 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
[[DF2010:Reptile man]]'''Description''' '''Butcher'''--[[User:Used|Used]] 08:19, 4 August 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
[[DF2010:Satyr]]'''Description''' '''Butcher'''--[[User:Used|Used]] 08:19, 4 August 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
[[DF2010:Serpent man]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[DF2010:Slugman]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[DF2010:Snailman]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[DF2010:Strangler]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[DF2010:Tigerman]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[DF2010:Troglodyte]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[DF2010:Troll]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[DF2010:Werewolf]]&lt;br /&gt;
&lt;br /&gt;
=== {{Catlink|Semi-megabeasts|Semi-Megabeasts}} ===&lt;br /&gt;
&lt;br /&gt;
[[DF2010:Cyclops]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[DF2010:Ettin]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[DF2010:Giant]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[DF2010:Minotaur]]&lt;br /&gt;
&lt;br /&gt;
=== {{Catlink|Megabeasts|Megabeasts}} ===&lt;br /&gt;
&lt;br /&gt;
[[DF2010:Bronze colossus]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[DF2010:Dragon]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[DF2010:Hydra]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[DF2010:Titan]]&lt;/div&gt;</summary>
		<author><name>Used</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Deer&amp;diff=124448</id>
		<title>v0.31:Deer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Deer&amp;diff=124448"/>
		<updated>2010-08-09T18:52:52Z</updated>

		<summary type="html">&lt;p&gt;Used: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|18:52, 9 August 2010 (UTC)}}&lt;br /&gt;
{{CreatureInfo v0.31&lt;br /&gt;
|name=Deer&lt;br /&gt;
|symbol=d|color=6:0:0&lt;br /&gt;
|biome=&lt;br /&gt;
* {{L|Taiga}} &lt;br /&gt;
* {{L|Forest|Temperate forest}}&lt;br /&gt;
|contrib=no&lt;br /&gt;
|bones=13&lt;br /&gt;
|meat=10&lt;br /&gt;
|fat=9&lt;br /&gt;
|lung=2&lt;br /&gt;
|heart=1&lt;br /&gt;
|intestines=1&lt;br /&gt;
|liver=1&lt;br /&gt;
|tripe=1&lt;br /&gt;
|sweetbread=1&lt;br /&gt;
|spleen=1&lt;br /&gt;
|kidney=2&lt;br /&gt;
|brain=1|&lt;br /&gt;
|skulls=1&lt;br /&gt;
|skin=hide&lt;br /&gt;
|hoofs=4&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
:''A medium-sized hoofed forest creature that grows its antlers back each year.''&lt;br /&gt;
&lt;br /&gt;
'''Deer''' are small ungulates that wander through forests in herds. They are highly exploitable by {{L|hunter}}s, and make a decent {{L|food}} source.&lt;br /&gt;
&lt;br /&gt;
Deer can also be {{L|tame}}d by a {{L|dungeon master}}, but they have a low pet value of 50 and won't be useful for fortress defense.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>Used</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Cougar&amp;diff=124447</id>
		<title>v0.31:Cougar</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Cougar&amp;diff=124447"/>
		<updated>2010-08-09T18:51:33Z</updated>

		<summary type="html">&lt;p&gt;Used: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|18:51, 9 August 2010 (UTC)}}&lt;br /&gt;
{{CreatureInfo v0.31&lt;br /&gt;
|name=Cougar&lt;br /&gt;
|symbol=C|color=6:0:1&lt;br /&gt;
|biome=&lt;br /&gt;
* {{L|Forest|Temperate Forest}}&lt;br /&gt;
* {{L|Forest|Tropical Forest}}&lt;br /&gt;
* {{L|Shrubland|Temperate Shrubland}}&lt;br /&gt;
* {{L|Shrubland|Tropical Shrubland}}&lt;br /&gt;
|contrib=no&lt;br /&gt;
|valm=2&lt;br /&gt;
|meat=13&lt;br /&gt;
|fat=13&lt;br /&gt;
|lung=2&lt;br /&gt;
|heart=1&lt;br /&gt;
|intestines=1&lt;br /&gt;
|liver=1&lt;br /&gt;
|tripe=1&lt;br /&gt;
|sweetbread=1&lt;br /&gt;
|spleen=1&lt;br /&gt;
|kidney=2&lt;br /&gt;
|brain=1&lt;br /&gt;
|bones=11-15&lt;br /&gt;
|skulls=1&lt;br /&gt;
|skin=hide&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
:''A large solitary feline.  It is found in mountains and woodland, ambushing its prey.''&lt;br /&gt;
&lt;br /&gt;
'''Cougars''' are somewhat rare large cats that live in shrub- and woodlands. They rarely attack dwarves, preferring instead to wander around far from your fortress. &lt;br /&gt;
&lt;br /&gt;
Cougars can be captured and {{L|tame}}d by a {{L|dungeon master}}. While cougar parts are worth twice as much as {{L|domestic animal}} parts, it will take a long time to start a breeding program unless the {{L|elf|elves}} bring a breeding pair.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>Used</name></author>
	</entry>
</feed>