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	<title>Dwarf Fortress Wiki - User contributions [en]</title>
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	<updated>2026-05-01T19:12:47Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Talk:Weapon&amp;diff=311993</id>
		<title>Talk:Weapon</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Talk:Weapon&amp;diff=311993"/>
		<updated>2025-12-07T01:00:05Z</updated>

		<summary type="html">&lt;p&gt;DikbutDaGrate: /* Combat Formulae - What is &amp;quot;min&amp;quot;?  */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Quality and its effects ==&lt;br /&gt;
In the section [[Weapon#Quality_and_strange_moods|Quality and strange moods]] it is mentioned that quality affects sharpness (base quality has &amp;quot;50%&amp;quot; sharpness, for example). I can't find any source for that, and it's a bit confusing. Later, on the [[Weapon#Combat_formulae|Combat formulae]] section, that sharpness percentage is no longer used. In that section, I interpret that the used value is the raws number (divided by 10.000) and the weapon quality multiplier. If my understanding is correct, then either the sharpness % is not used (in which case I don't know why it would be there) or there is something missing to understand it correctly. --[[User:Jose96xd|Jose96xd]] ([[User talk:Jose96xd|talk]]) 14:10, 24 October 2024 (UTC)&lt;br /&gt;
:The &amp;quot;source&amp;quot; for weapon quality affecting sharpness is an analysis of the game's code - all weapons (and ammo, siege ammo, trap components, tools, and small rocks) have a &amp;quot;current_edge&amp;quot; property, and it's initialized to 50-100% of the material's MAX_EDGE based on its quality level. Exactly how that sharpness works into the damage formula, I don't know. --[[User:Quietust|Quietust]] ([[User talk:Quietust|talk]]) 01:53, 25 October 2024 (UTC)&lt;br /&gt;
:It's in the second formula as &amp;quot;Sha * w_quality&amp;quot;, though it looks to me like the explanation for w_quality should use the percentages instead of the multipliers.[[User:Ziusudra|Ziusudra]] ([[User talk:Ziusudra|talk]]) 02:04, 25 October 2024 (UTC)&lt;br /&gt;
:That actually makes sense since the multipliers it mentions currently (x1 base quality, x3 artifact) seem to be about the probability to hit. I have programmed the formulas and can easily change stuff and will try to gather experimental data. --[[User:Jose96xd|Jose96xd]] ([[User talk:Jose96xd|talk]]) 07:41, 25 October 2024 (UTC)&lt;br /&gt;
:I have run some tests. With base-quality iron spears, math using the current weapon quality (x1 base quality, x3 artifact) should penetrate steel armor, but it doesn't. If we use the sharp quality multiplier (50% base quality, 100% artifact), the results of the experiments and the math match. I believe that's the proper number to use in the formula. I'm going to change this page and the material science page (since the formula comes from there). If there is any other place that also uses this formula (with the x1, x3 rather than the %) it should be changed too. --[[User:Jose96xd|Jose96xd]] ([[User talk:Jose96xd|talk]]) 10:19, 25 October 2024 (UTC)&lt;br /&gt;
::Be careful when changing the formulas - your latest modification actually '''changes the numerical result''', which means it might be incorrect now. --[[User:Quietust|Quietust]] ([[User talk:Quietust|talk]]) 12:52, 25 October 2024 (UTC)&lt;br /&gt;
::I don't think I follow. There is no section with numerical results for the edge condition, so I don't know what you mean. The previous formula (or at least my implementation of it) didn't match the experimental results, and it didn't make logical sense for the &amp;quot;hit chance&amp;quot; to be the one multiplying the sharpness of the material (basically, before the sharpness % weren't used anywhere). --[[User:Jose96xd|Jose96xd]] ([[User talk:Jose96xd|talk]]) 13:09, 25 October 2024 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Combat Formulae - What is &amp;quot;min&amp;quot;?  ==&lt;br /&gt;
&lt;br /&gt;
Under projectile math, &amp;quot;min&amp;quot; is not addressed in the listing out all of the combat math variables, and it is unclear what it represents.&lt;/div&gt;</summary>
		<author><name>DikbutDaGrate</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Great_pick/raw&amp;diff=311987</id>
		<title>Great pick/raw</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Great_pick/raw&amp;diff=311987"/>
		<updated>2025-12-07T00:34:17Z</updated>

		<summary type="html">&lt;p&gt;DikbutDaGrate: Added raws for Great Pick&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[ITEM_WEAPON:ITEM_WEAPON_PICK_GREAT]&lt;br /&gt;
[NAME:great pick:great picks]&lt;br /&gt;
[SIZE:4000]&lt;br /&gt;
[SKILL:MINING]&lt;br /&gt;
[TWO_HANDED:275000]&lt;br /&gt;
[MINIMUM_SIZE:225000]&lt;br /&gt;
[MATERIAL_SIZE:12]&lt;br /&gt;
[ATTACK:EDGE:100:4000:strike:strikes:NO_SUB:2000]&lt;br /&gt;
	[ATTACK_PREPARE_AND_RECOVER:3:3]&lt;/div&gt;</summary>
		<author><name>DikbutDaGrate</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Creature_token&amp;diff=311698</id>
		<title>Creature token</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Creature_token&amp;diff=311698"/>
		<updated>2025-11-21T02:43:09Z</updated>

		<summary type="html">&lt;p&gt;DikbutDaGrate: Update NIGHT_CREATURE token description&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{Modding}}&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;code&amp;gt;[OBJECT:CREATURE]&amp;lt;/code&amp;gt; [[token]] begins the definition of a ''Dwarf Fortress'' [[creature]] [[raw file]]. Each creature definition that follows begins with the {{token|creature|c|creature ID}} token, and the creature's exact properties and behavior are then specified by the use of further creature tokens.  All known creature tokens are listed below. &lt;br /&gt;
&lt;br /&gt;
Vanilla creature definitions can be found in &amp;lt;code&amp;gt;[[Game folder|&amp;lt;Dwarf Fortress&amp;gt;]]\data\vanilla\vanilla_creatures\&amp;lt;/code&amp;gt;. &lt;br /&gt;
Creature ID is also used with [[graphics token]]s to make customizable [[graphics set]]s.&lt;br /&gt;
&lt;br /&gt;
The [[caste]] tokens allow defining sub-species within the broader creature definition, including true biological castes and lesser variations, such as sexes. Creature tokens can either be 'Creature' or 'CASTE-only' type which can only be applied to creature or caste respectively, or 'CASTE' which can be applied to both. In the table bellow, creature type distinguishes tokens that can be applied to creature only, caste only, and both ('creature', 'CASTE-only', and 'CASTE' respectively)&lt;br /&gt;
&lt;br /&gt;
__NOTOC__ &lt;br /&gt;
{{clear}}&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==A==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ADOPTS_OWNER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Prevents the tamed creature from being made available for adoption, instead allowing it to automatically adopt whoever it wants. The basic requirements for adoption are intact, and the creature will only adopt individuals who have a [[preference]] for their species. Used by [[cat]]s in the vanilla game. When {{k|v}}iewing a tame creature with this token, the message &amp;quot;This animal isn't interested in your wishes&amp;quot; will appear instead of &amp;quot;This [adorable] animal can't work&amp;quot; or &amp;quot;This animal is waiting to be trained&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ALCOHOL_DEPENDENT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature need [[alcohol]] to get through the working day; it will choose to drink booze instead of [[water]] if possible. Going sober for too long reduces speed.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ALL_ACTIVE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| When set, the creature will appear at any time of day. Overrides {{token|DIURNAL|c}}, {{token|NOCTURNAL|c}}, {{token|CREPUSCULAR|c}}, {{token|MATUTINAL|c}}, and {{token|VESPERTINE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ALTTILE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*'character' or tile number&lt;br /&gt;
| If set, the creature will blink between its {{token|TILE|c}} and its ALTTILE. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AMBUSHPREDATOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature start out hidden and remain near its original location until its prey draws near. When combined with {{token|WEBBER|c}}, causes them to lay gigantic webs near their spawn location, though only for creatures present during embark.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AMPHIBIOUS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to breathe both in and out of [[water]] (unlike {{token|AQUATIC|c}}) - does not prevent drowning in [[magma]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APP_MOD_DESC_RANGE}}&lt;br /&gt;
| Appearance Modifier&lt;br /&gt;
|&lt;br /&gt;
*Range (6 values, low to high)&lt;br /&gt;
| Based on info from [http://www.bay12forums.com/smf/index.php?topic=113762.msg3473069#msg3473069 Wannabehero on the forums]: When used with an appearance modifier token (BP_APPEARANCE_MODIFIER or BODY_APPEARANCE_MODIFIER), tells the game what numeric ranges to map to which descriptors.&lt;br /&gt;
&lt;br /&gt;
The game uses 7 descriptor levels for each modifier, with the center one generally being to omit the thing from the creature description entirely. The six values in APP_MOD_DESC_RANGE define the boundaries between each described range. If this is not specified it uses the numbers 10:50:95:105:150:190.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APP_MOD_GENETIC_MODEL}}&lt;br /&gt;
| Appearance Modifier&lt;br /&gt;
|&lt;br /&gt;
*Model (Accepts DOMINANT_MORE, DOMINANT_LESS, and MIX)&lt;br /&gt;
| Defines a genetic model for the relevant appearance modifier(s). May or may not do anything significant at present.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APP_MOD_IMPORTANCE}}&lt;br /&gt;
| Appearance Modifier&lt;br /&gt;
|&lt;br /&gt;
*number&lt;br /&gt;
| Determines how important the appearance modifier is, for determining whether it shows up in the creature description.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APP_MOD_NOUN}}&lt;br /&gt;
| Appearance Modifier&lt;br /&gt;
| &lt;br /&gt;
*noun&lt;br /&gt;
*SINGULAR or PLURAL &lt;br /&gt;
| Creates a noun for the appearance, and whether it is singular or plural.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APP_MOD_RATE}}&lt;br /&gt;
| Appearance Modifier&lt;br /&gt;
| &lt;br /&gt;
*Rate (integer)&lt;br /&gt;
*Scale (DAILY, YEARLY)&lt;br /&gt;
*min (growth)&lt;br /&gt;
*max (growth)&lt;br /&gt;
*start year&lt;br /&gt;
*start day&lt;br /&gt;
*end year&lt;br /&gt;
*end day &lt;br /&gt;
| Setting the growth rate of the modifier. The last two tokens can be replaced by NO_END to have growth continue indefinitely.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APPLY_CREATURE_VARIATION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*creature variation ID&lt;br /&gt;
*(optional) any amount of arbitrary arguments&lt;br /&gt;
| Applies the specified [[creature variation token|creature variation]]. See [[Creature_variation_token#Arguments_and_conditional_tokens]] for how the subsequent arguments may be used.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APPLY_CURRENT_CREATURE_VARIATION}}&lt;br /&gt;
| Special&lt;br /&gt;
|  &lt;br /&gt;
| Applies the effects of all pending {{token|CV_ADD_TAG|c}} and {{token|CV_REMOVE_TAG|c}} tokens that have been defined in the current creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AQUATIC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Enables the creature to breathe in water, but causes it to air-drown on dry land. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ARENA_RESTRICTED}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Causes the creature to be excluded from the [[object testing arena]]'s creature spawning list.  Typically applied to spoileriffic creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ARTIFICIAL_HIVEABLE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
| Enables the creature to be kept in artificial [[hive]]s by [[beekeeper]]s.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AT_PEACE_WITH_WILDLIFE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Prevents the creature from attacking or frightening creatures with the {{Token|NATURAL|c}} tag.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*token&lt;br /&gt;
*selection criteria (it's complicated)&lt;br /&gt;
| Defines the attack name, and the body part used. See [[#Attack Tokens|below]] for valid subtokens&lt;br /&gt;
'''Example:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;[ATTACK:GORE:BODYPART:BY_CATEGORY:HORN]&amp;lt;/code&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
''GORE'' = name of the attack&amp;lt;br /&amp;gt;&lt;br /&gt;
''BODYPART:BY_CATEGORY:HORN'' = the horn is used to attack (presuming the creature has one)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_TRIGGER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*population&lt;br /&gt;
*exported wealth&lt;br /&gt;
*created wealth&lt;br /&gt;
| Specifies when a [[megabeast]] or [[semi-megabeast]] will attack the fortress. The attacks will start occurring when all of the requirements are met. Setting a value to 0 disables the trigger.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==B==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BABY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*integer &lt;br /&gt;
| Age at which creature is considered a child, the default is zero. One can think of this as the duration of the baby stage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BABYNAME}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*singular&lt;br /&gt;
*plural &lt;br /&gt;
| Defines a new name for a creature in baby state at the caste level. For non-caste-specific baby names, see {{token|GENERAL_BABY_NAME|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BEACH_FREQUENCY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*integer&lt;br /&gt;
| Creature may be subject to [[beaching]], becoming stranded on [[Beach|shores]], where they will eventually air-drown. The number indicates the frequency of the occurrence. Presumably requires the creature to be {{token|AQUATIC|c}}. Used by [[orca]]s, [[sperm whale]]s and [[sea nettle jellyfish]] in the vanilla game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BENIGN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is non-aggressive by default, and will never automatically be engaged by companions or soldiers, running away from any creatures that are not friendly to it, and will only defend itself if it becomes enraged. Can be thought of as the counterpoint of the {{token|LARGE_PREDATOR|c}} tag. When tamed, animals with this tag will be useless for fortress defense.&lt;br /&gt;
&lt;br /&gt;
This and {{token|TRADE_CAPACITY|c}} are required for {{token|PACK_ANIMAL|c}} to function properly, if an animal contains the aforementioned requirements without this tag: items loaded by the merchants will be dropped upon departure.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BIOME}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
* [[biome token]]&lt;br /&gt;
| Select a [[biome]] the creature may appear in.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BLOOD}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;[[material token]]&amp;gt;&lt;br /&gt;
* &amp;lt;[[Material_definition_token#Material_States|material state]]&amp;gt;&lt;br /&gt;
| Specifies what the creature's blood is made of.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BLOODSUCKER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Causes [[vampire]]-like behaviour; the creature will suck the [[Creature_token#BLOOD|blood]] of unconscious victims when its [[Syndrome#TIME_SINCE_SUCKED_BLOOD|thirst for blood]] grows sufficiently large. When controlling the creature in adventure mode, this can be done at will. Seems to be required to make the creature denouncable (in-world) as a creature of the night.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BODY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*body parts &lt;br /&gt;
| Draws body parts from OBJECT:BODY files (such as body_default.txt)&lt;br /&gt;
'''Example:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY:BODY_WITH_HEAD_FLAG:HEART:GUTS:BRAIN:MOUTH] &amp;lt;br /&amp;gt;&lt;br /&gt;
This is the body from a [[purring maggot]]. It creates a body with head, a heart, some guts, a brain, and a mouth. That's all a maggot needs.&lt;br /&gt;
&lt;br /&gt;
The body parts need to be listed in an order such that any parent part appears before its connected children. For example [BODY:HEART:BODY_WITH_HEAD_FLAG] produces a &amp;quot;Body Token Recognized But Could Not Connect: HEART&amp;quot; error because HEART can't find any UPPERBODY(s) to connect to. Switching the order to [BODY:BODY_WITH_HEAD_FLAG:HEART] fixes the problem because now the UPPERBODY is created before the HEART tries to connect to it.&lt;br /&gt;
&lt;br /&gt;
'''If the body is left undefined, the creature (or caste) will be tagged as [DOES_NOT_EXIST].''' {{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BODY_APPEARANCE_MODIFIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*ATTRIBUTE&lt;br /&gt;
*lowest&lt;br /&gt;
*lower&lt;br /&gt;
*low&lt;br /&gt;
*median&lt;br /&gt;
*high&lt;br /&gt;
*higher&lt;br /&gt;
*highest &lt;br /&gt;
| These body modifiers give individual creatures different characteristics. In the case of HEIGHT, BROADNESS and LENGTH, the modifier is also a percentage change to the BODY_SIZE of the individual creature. The seven numbers afterward give a distribution of ranges. Each interval has an equal chance of occurring.&lt;br /&gt;
'''Example:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110] &amp;lt;br /&amp;gt;&lt;br /&gt;
''HEIGHT'' : marks the height to be changed &amp;lt;br /&amp;gt;&lt;br /&gt;
''90:95:98:100:102:105:110'' : sets the range from the shortest (90% of the average height) to the tallest (110% of the average height) creature variation.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BODY_DETAIL_PLAN}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*PlanName&lt;br /&gt;
*Arguments &lt;br /&gt;
| Loads a plan from listed OBJECT:BODY_DETAIL_PLAN files, such as b_detail_plan_default.txt. Mass applies USE_MATERIAL_TEMPLATE, mass alters RELSIZE, alters body part positions, and will allow tissue layers to be defined. Tissue layers are defined in order of skin to bone here.&lt;br /&gt;
'''Example:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE] &amp;lt;br /&amp;gt;&lt;br /&gt;
This creates the detailed body of a [[fox]], the skin, fat, muscle, bones and cartilage out of the vertebrate tissues.&amp;lt;br /&amp;gt;&lt;br /&gt;
A [[Purring maggot|maggot]] would only need:&amp;lt;br /&amp;gt;&lt;br /&gt;
''[BODY_DETAIL_PLAN:EXOSKELETON_TISSUE_LAYERS:SKIN:FAT:MUSCLE]'' &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BODY_SIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*years&lt;br /&gt;
*days&lt;br /&gt;
*size &lt;br /&gt;
| Sets size at a given age. Size is in cubic centimeters, and for normal body materials, is roughly equal to the creature's average weight in grams.&lt;br /&gt;
'''Example:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_SIZE:0:0:10000]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_SIZE:1:168:50000]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_SIZE:12:0:220000]&amp;lt;br /&amp;gt;&lt;br /&gt;
This describes the size of a [[minotaur]]. Its birth size would be 10,000 cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; (~10 kg). At 1 year and 168 days old it would be 50,000 cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; (~50 kg). And as an adult (at 12 years old) it would be 220,000 cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; and weigh roughly 220 kg.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BODYGLOSS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*gloss &lt;br /&gt;
| Substitutes body part text with replacement text. Draws gloss information from OBJECT:BODY files (such as body_default.txt)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BONECARN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature eats bones. Implies {{token|CARNIVORE|c}}.  Currently does not work due to a bug ({{Bug|11069}}).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BP_ADD_TYPE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Adds a type to a body part - used with {{token|SET_BP_GROUP|c}}. In vanilla DF, this is used for adding the type '[[Body token#GELDABLE|GELDABLE]]' to the lower body of certain [[cat|creatures]]. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BP_APPEARANCE_MODIFIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*QUALITY&lt;br /&gt;
*lowest&lt;br /&gt;
*lower&lt;br /&gt;
*low&lt;br /&gt;
*median&lt;br /&gt;
*high&lt;br /&gt;
*higher&lt;br /&gt;
*highest &lt;br /&gt;
| Sets up the breadth of possibilities for appearance qualities for a selected BP group. EG. Eyes (CLOSE_SET, DEEP_SET, ROUND_VS_NARROW, LARGE_IRIS),Lips (THICKNESS), Nose (BROADNESS, LENGTH, UPTURNED, CONVEX), Ear (SPLAYED_OUT, HANGING_LOBES, BROADNESS, HEIGHT), Tooth (GAPS), Skull (HIGH_CHEEKBONES, BROAD_CHIN, JUTTING CHIN, SQUARE_CHIN), Neck (DEEP_VOICE, RASPY_VOICE), Head (BROADNESS, HEIGHT)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BP_REMOVE_TYPE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Removes a type from a body part. Used with {{token|SET_BP_GROUP|c}}. &lt;br /&gt;
 &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BUILDINGDESTROYER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*1 or 2 &lt;br /&gt;
| Allows a creature to destroy furniture and buildings. Value [1] targets mostly doors, hatches, furniture and the like. Value [2] targets anything not made with the {{k|b}} + {{k|C}} commands. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==C==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CAN_DO_INTERACTION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*interaction token&lt;br /&gt;
| The creature can perform an interaction. See [[interaction token]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CAN_LEARN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature gains [[skill]]s and can have [[labor|professions]]. If a member of a civilization (even a pet) has this token, it'll need to eat, drink and sleep. Note that this token makes the creature unable to be eaten by an adventurer, so it is not recommended for uncivilized monsters. Adventurers lacking this token can allocate but not increase attributes and skills. Skills allocated will disappear on start. A creature with at least this token or the {{token|CAN_SPEAK|c}} token will be able to have [[Personality value|values]] and [[Personality goal|goals]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CAN_SPEAK}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Can [[talking|talk]]. Note that this is not necessary for a creature to gain social skills but to make friends in fortress mode. A creature with at least this token or the {{token|CAN_LEARN|c}} token will be able to have [[Personality value|values]] and [[Personality goal|goals]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CANNOT_CLIMB}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature cannot [[climber|climb]], even if it has free grasp parts.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CANNOT_JUMP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature cannot [[jump]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CANNOT_UNDEAD}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Acts like {{token|NOT_LIVING|c}}, except that {{token|OPPOSED_TO_LIFE|c}} creatures will attack them.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CANOPENDOORS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Defunct, as doors cannot be set as tightly closed anymore.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CARNIVORE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature ''only'' eats [[meat]]. If the creature goes on rampages in worldgen, it will often devour the people/animals it kills.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*name &lt;br /&gt;
| Defines a [[caste]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_ALTTILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*tile number or &amp;quot;letter&amp;quot;&lt;br /&gt;
| Caste-specific {{token|ALTTILE|c}}. Requires {{token|CASTE_TILE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_COLOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*fg&lt;br /&gt;
*bg&lt;br /&gt;
*brightness&lt;br /&gt;
| Caste-specific {{token|COLOR|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_GLOWCOLOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*fg&lt;br /&gt;
*bg&lt;br /&gt;
*brightness&lt;br /&gt;
| Caste-specific {{token|GLOWCOLOR|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_GLOWTILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*tile value or &amp;quot;letter&amp;quot;&lt;br /&gt;
| Caste-specific {{token|GLOWTILE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_NAME}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*singular&lt;br /&gt;
*plural&lt;br /&gt;
*adjective &lt;br /&gt;
| While {{token|NAME|c}} describes the name of the species, {{token|CASTE_NAME|c}} names individuals of the species. Unlike other caste-specific descriptions, this token is required, even for creatures without separate castes. If left undefined, the creature will not show up in the [[arena]] and members of the species will be labeled as &amp;quot;nothing&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_PROFESSION_NAME}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Unit type token]] (Profession)&lt;br /&gt;
*singular&lt;br /&gt;
*plural &lt;br /&gt;
| Caste-specific {{token|PROFESSION_NAME|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_SOLDIER_ALTTILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*'character' or tile number&lt;br /&gt;
| Caste-specific {{token|SOLDIER_ALTTILE|c}}. Requires {{token|CASTE_SOLDIER_TILE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_SOLDIER_TILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*'character' or tile number&lt;br /&gt;
| Caste-specific {{token|CREATURE_SOLDIER_TILE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_TILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* tile number or &amp;quot;letter&amp;quot;&lt;br /&gt;
| Caste-specific {{token|CREATURE_TILE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CAVE_ADAPT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Causes the creature to develop [[cave adaptation]].&lt;br /&gt;
&lt;br /&gt;
Allows for creature's race to be involved in jokes that end in &amp;quot;And the [race] saw the sun and vomited on the spot!&amp;quot; &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CDI}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*Varies&lt;br /&gt;
| Specifies interaction details following a {{token|CAN_DO_INTERACTION|c}} token. See [[interaction token]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CHANGE_BODY_SIZE_PERC}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*integer&lt;br /&gt;
| Multiplies body size by a factor of (integer)%. 50 halves size, 200 doubles.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CHANGE_FREQUENCY_PERC}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*integer&lt;br /&gt;
| Multiplies frequency by a factor of (integer)%.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CHILD}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*integer &lt;br /&gt;
| Age at which creature is considered an adult - one can think of this as the duration of the [[children|child]] stage. Allows the creature's offspring to be rendered fully tame if [[animal trainer|trained]] during their childhood. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CHILDNAME}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*singular&lt;br /&gt;
*plural &lt;br /&gt;
| Defines a new name for a creature in the child state at the caste level. For non-caste-specific child names, see {{token|GENERAL_CHILD_NAME|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CLUSTER_NUMBER}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*min&lt;br /&gt;
*max&lt;br /&gt;
| The minimum/maximum numbers of how many creatures per spawned cluster. Vermin fish with this token in combination with temperate ocean and river biome tokens [http://www.bay12forums.com/smf/index.php?topic=51864.msg1122319#msg1122319 will perform seasonal migrations]. Defaults to 1:1 if not specified.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CLUTCH_SIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*min&lt;br /&gt;
*max&lt;br /&gt;
|Number of [[egg]]s laid in one sitting.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COLONY_EXTERNAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Caste hovers around colony.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COLOR}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*foreground&lt;br /&gt;
*background&lt;br /&gt;
*brightness &lt;br /&gt;
| Color of the creature's tile. (See [[Color]] for usage.)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMMON_DOMESTIC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| When combined with any of {{token|PET|c}}, {{token|PACK_ANIMAL|c}}, {{token|WAGON_PULLER|c}} and/or {{token|MOUNT|c}}, the creature is guaranteed to be domesticated by any [[civilization]] with {{token|COMMON_DOMESTIC_PET|e}}, {{token|COMMON_DOMESTIC_PACK|e}},  {{token|COMMON_DOMESTIC_PULL|e}} and/or {{token|COMMON_DOMESTIC_MOUNT|e}} respectively. Such civilizations will always have access to the creature, even in the absence of wild populations. This token is invalid on {{token|FANCIFUL|c}} creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CONVERTED_SPOUSE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Creatures of this caste's species with the {{token|SPOUSE_CONVERTER|c}} and {{token|NIGHT_CREATURE_HUNTER|c}} tokens will kidnap {{token|SPOUSE_CONVERSION_TARGET|c}}s of an appropriate sex and convert them into castes with CONVERTED_SPOUSE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COOKABLE_LIVE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Set this to allow the creature to be cooked in meals while it is still alive, as well as when it's dead but not yet [[fishery|cleaned]]. Used by some water-dwelling vermin such as [[mussel]]s, [[nautilus]]es and [[oyster]]s. Currently does not work correctly when applied to non-{{token|FISHITEM|c}} vermin.{{bug|13200}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CRAZED}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Creature is '[[insanity|berserk]]' and will attack all other creatures, except members of its own species that '''also''' have the CRAZED tag. It will show {{DFtext|Berserk|4:1}} in the [[unit list]]. Berserk creatures go on rampages during [[world generation|worldgen]] much more frequently than non-berserk ones.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COPY_TAGS_FROM}}&lt;br /&gt;
| Special&lt;br /&gt;
| &lt;br /&gt;
*creature ID&lt;br /&gt;
| Copies another specified creature. This will override any definitions made before it; essentially, it makes this creature identical to the other one, which can then be modified. Often used in combination with {{token|APPLY_CREATURE_VARIATION|c}} to import standard variations from a file. The vanilla [[giant animal]]s and [[animal person|animal people]]s are examples of this token combination.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREATURE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*creature ID&lt;br /&gt;
| A unique, arbitrary identifier that begins the definition of each new creature, and is used to reference the creature in other tokens and raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREATURE_CLASS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*classname&lt;br /&gt;
| An arbitrary creature classification. Can be set to anything, but the only vanilla uses are GENERAL_POISON (used in syndromes), EDIBLE_GROUND_BUG (used as targets for {{token|GOBBLE_VERMIN_CLASS|c}}), MAMMAL, and POISONOUS (both used for kobold pet eligibility). A single creature can have multiple classes.&lt;br /&gt;
&lt;br /&gt;
The full list of tokens that use creature classes is: &lt;br /&gt;
&lt;br /&gt;
* Creature tokens: {{token|GOBBLE_VERMIN_CLASS|c}}, {{token|GOBBLE_VERMIN_CLASS|c}}&lt;br /&gt;
* Interaction tokens: {{token|IT_AFFECTED_CLASS|in}}, {{token|IT_IMMUNE_CLASS|in}}&lt;br /&gt;
* Animal definition (Entity) tokens: {{token|ANIMAL_CLASS|e}}, {{token|ANIMAL_FORBIDDEN_CLASS|e}}&lt;br /&gt;
* Position (Entity) token: {{token|ALLOWED_CLASS|po}}&lt;br /&gt;
* Syndrome tokens: {{token|SYN_AFFECTED_CLASS|sy}}, {{token|SYN_IMMUNE_CLASS|sy}}, {{token|CE_SENSE_CREATURE_CLASS|sy}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREATURE_SOLDIER_TILE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*'character' or tile number&lt;br /&gt;
| Creatures active in their civilization's [[military]] will use this tile instead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREATURE_TILE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*'character' or tile number &lt;br /&gt;
| The symbol of the creature in ASCII mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREPUSCULAR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| When set, the creature will appear at dawn (between 4:30 AM and 6:00 AM) and in the evening (between 8:00 PM and 10:05 PM) in [[Adventurer mode]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CURIOUSBEAST_EATER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to [[Steals food|steal and eat edible items]] from a site. It will attempt to grab a food item and immediately make its way to the map's edge, where it will disappear with it. If the creature goes on rampages during worldgen, it will often steal food instead of attacking. Trained and tame instances of the creature will no longer display this behavior.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CURIOUSBEAST_GUZZLER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to (very quickly) [[Steals drink|drink your alcohol]]. Or spill the barrel to the ground. Also affects undead versions of the creature. Unlike food or item thieves, drink thieves will consume your alcohol on the spot rather than run away with one piece of it. Trained and tame instances of the creature will no longer display this behavior.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CURIOUSBEAST_ITEM}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to [[Steals items|steal things]] (apparently, of the highest value it can find). It will attempt to grab an item of value and immediately make its way to the map's edge, where it will disappear with it. If a creature with any of the CURIOUSBEAST tokens carries anything off the map, even if it is a caravan's pack animal, it will be reported as stealing everything it carries. If the creature goes on rampages in worldgen, it will often steal items instead of attacking - [[kea]] birds are infamous for this. Trained and tame instances of the creature will no longer display this behavior. Also, makes the creature unable to drop hauled items until it enters combat.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CV_ADD_TAG}}&lt;br /&gt;
| Special&lt;br /&gt;
| &lt;br /&gt;
*TAG NAME &lt;br /&gt;
| Adds a tag. Used in conjunction with creature variation templates.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CV_REMOVE_TAG}}&lt;br /&gt;
| Special&lt;br /&gt;
| &lt;br /&gt;
*TAG NAME &lt;br /&gt;
| Removes a tag. Used in conjunction with creature variation templates. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==D==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DEMON}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Found on generated [[demon]]s.&lt;br /&gt;
&lt;br /&gt;
At least 1 demon generated, or custom must have the {{token|FLIER|c}} token in order for the [[Underworld|horrifying screams]] event to trigger.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DESCRIPTION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*text &lt;br /&gt;
| A brief description of the creature type, as displayed when viewing the creature's description/[[Thoughts and preferences|thoughts &amp;amp; preferences]] screen.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIE_WHEN_VERMIN_BITE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Causes the creature to die upon attacking. Used by [[honey bee]]s to simulate them dying after using their stingers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIFFICULTY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*integer &lt;br /&gt;
| Increases experience gain during adventure mode. Creatures with a difficulty of 11 or higher are not assigned for quests in adventure mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIURNAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| When set, the creature will only appear during the day (between 6:00 AM and 8:00 PM) in [[Adventurer mode]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIVE_HUNTS_VERMIN}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| The creature hunts vermin by diving from the air. On tame creatures, it has the same effect as {{token|HUNTS_VERMIN|c}}. Found on [[peregrine falcon]]s.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DOES_NOT_EXIST}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Adding this token to a creature prevents it from appearing in generated worlds (unless it's marked as [[Entity_token#ANIMAL_ALWAYS_PRESENT|always present]] for a particular civilisation). For example, adding it to [[dog]]s will lead to worlds being generated without dogs in them. Also removes the creature from the [[object testing arena]]'s spawn list. If combined with {{token|FANCIFUL|c}}, artistic depictions of the creature will occur regardless. Used by [[centaur]]s, [[chimera]]s and [[griffon]]s in the vanilla game. &lt;br /&gt;
&lt;br /&gt;
Note: a creature tagged as DOES_NOT_EXIST can still be [[Interaction_token#I_EFFECT|summoned]] successfully, as long as it has a body defined in its raws [http://www.bay12forums.com/smf/index.php?topic=165213.msg8086938#msg8086938], or, another creature can [[Syndrome#CE_BODY_TRANSFORMATION|transform]] into it.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==E==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EBO_ITEM}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[item token]]&lt;br /&gt;
*[[material token]] (ANY_HARD_STONE can be used for the material)&lt;br /&gt;
| Defines the item that the creature drops upon being [[butcher|butchered]]. Used with {{token|EXTRA_BUTCHER_OBJECT|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EBO_SHAPE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*gem shape&lt;br /&gt;
| The shape of the creature's extra [[butcher|butchering]] drop. Used with {{token|EXTRA_BUTCHER_OBJECT|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EGG_MATERIAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* &amp;lt;[[material token]]&amp;gt;&lt;br /&gt;
* &amp;lt;[[Material_definition_token#Material_States|material state]]&amp;gt;&lt;br /&gt;
| Defines the material composition of [[egg]]s laid by the creature. [[creature_token#LAYS_EGGS|Egg-laying]] creatures in the default game define this 3 times, using LOCAL_CREATURE_MAT:EGGSHELL, LOCAL_CREATURE_MAT:EGG_WHITE, and then LOCAL_CREATURE_MAT:EGG_YOLK. Eggs will be made out of eggshell. Edibility is determined by tags on whites or yolk, but they otherwise do not exist.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EGG_SIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*size&lt;br /&gt;
| Determines the size of laid [[egg]]s. Doesn't affect hatching or cooking, but bigger eggs will be heavier, and may take longer to be hauled depending on the hauler's strength.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EQUIPMENT_WAGON}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature appear as a large 3×3 [[wagon]] responsible for carrying trade goods, pulled by two {{token|WAGON_PULLER|c}} creatures and driven by a merchant.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EQUIPS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to wear or wield items.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EVIL}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creature is considered evil and will only show up in evil biomes. Civilizations with {{token|USE_EVIL_ANIMALS|e}} can domesticate them regardless of exotic status. Has no effect on cavern creatures except to restrict taming. A civilization with evil creatures can colonize evil areas. &lt;br /&gt;
&lt;br /&gt;
Civilizations which list evil creatures as one of their main population options will potentially emerge following an underworld mining disaster, with the added caveat that a demon will be in charge of the civ. The rules which govern which noble position the demon in charge adopts however, are unclear. It either picks one of the predefined positions, or simply makes its own. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EXTRA_BUTCHER_OBJECT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[Body token#CATEGORY|BY_CATEGORY]] or [[Body token#CONTYPE|BY_TYPE]] or [[Body token#BP|BY_TOKEN]]&lt;br /&gt;
* TYPE, CATEGORY, or TOKEN&lt;br /&gt;
| The creature drops an additional object when [[butcher|butchered]], as defined by {{token|EBO_ITEM|c}} and {{token|EBO_SHAPE|c}}. Used for [[gizzard stone]]s in default creatures. For some materials, needs to be defined after caste definitions with SELECT_CASTE:ALL{{Bug|6355}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EXTRACT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* [[material token]]&lt;br /&gt;
| Defines a creature extract which can be obtained via [[small animal dissection]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EXTRAVISION}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature can see regardless of whether it has working eyes and has full 360 degree vision, making it impossible to strike the creature from a blind spot in combat. Invisible creatures will also be seen, namely [[intelligent undead]] using a &amp;quot;vanish&amp;quot; power.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==F==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FANCIFUL}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creature is a thing of legend and known to all civilizations. Its materials cannot be requested or preferred. The tag also adds some art value modifiers. Used by a [[Fanciful|number of creatures]]. Conflicts with {{token|COMMON_DOMESTIC|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FEATURE_ATTACK_GROUP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on [[Animal people#Subterranean animal people|subterranean animal-man]] tribals. Currently defunct. In previous versions{{verify}}, it caused these creatures to crawl out of chasms and underground rivers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FEATURE_BEAST}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on [[forgotten beast]]s. Presumably makes it act as such, initiating underground attacks on fortresses, or leads to the pop-up message upon encountering one{{verify}}. Displays the creature's {{token|DESCRIPTION|c}} in its [[legends mode]] entry and hides the creature from displaying in a world_sites_and_pops file. Does not create historical figures like generated forgotten beasts do.&lt;br /&gt;
&lt;br /&gt;
Requires specifying a {{token|BIOME|c}} in which the creature will live, and both surface and subterranean biomes are allowed. Does not stack with {{token|LARGE_ROAMING|c}} and if both are used the creature will not spawn. Appears to be incompatible with {{token|DEMON|c}} even if used in separate castes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FEMALE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature biologically female, enabling her to [[Breeding|bear young]]. Usually specified inside a caste.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FIREIMMUNE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature immune to [[Interaction_token#FIREBALL|FIREBALL]] and [[Interaction_token#FIREJET|FIREJET]] attacks, and allows it to path through high temperature zones, like lava or fires. Does not, by itself, make the creature immune to the damaging effects of burning in [[fire]], and does not prevent general heat damage or melting on its own (this would require adjustments to be made to the creature's body [[Material_definition_token|materials]] - see the [[Dragon/raw|dragon raws]] for an example).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FIREIMMUNE_SUPER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Like {{token|FIREIMMUNE|c}}, but also renders the creature immune to [[Interaction_token#DRAGONFIRE|DRAGONFIRE]] attacks. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FISHITEM}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature's corpse is a single [[Item_token#FISH_RAW|FISH_RAW]] food item that needs to be cleaned (into a [[Item_token#FISH|FISH]] item) at a [[fishery]] to become edible. Before being cleaned the item is referred to as &amp;quot;raw&amp;quot;. The food item is categorized under &amp;quot;fish&amp;quot; on the food and stocks screens, and when uncleaned it is sorted under &amp;quot;raw fish&amp;quot; in the stocks (but does not show up on the food screen). &lt;br /&gt;
Without this or {{token|COOKABLE_LIVE|c}}, [[fishing|fished]] vermin will turn into food the same way as non-vermin creatures, resulting in multiple units of food (meat, brain, lungs, eyes, spleen etc.) from a single fished vermin. These units of food are categorized as meat by the game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FIXED_TEMP}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*temperature &lt;br /&gt;
| The creature's body is constantly at this temperature, heating up or cooling the surrounding area. Alters the temperature of the creature's inventory and all adjacent tiles, [[Temperature|with all the effects that this implies]] - may trigger wildfires at high enough values. Also makes the creature immune to extreme heat or cold, as long as the temperature set is not harmful to the materials that the creature is made from. Corpses and body parts of creatures with a fixed temperature maintain their temperature even after death.&lt;br /&gt;
&lt;br /&gt;
Note that temperatures of 12000 and higher may cause [[path|pathfinding]] issues in fortress mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FLEEQUICK}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| If engaged in combat, the creature will flee at the first sign of resistance. Used by [[kobold]]s in the vanilla game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FLIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to fly, independent of it having wings or not. Fortress Mode pathfinding only partially incorporates flying - flying creatures need a land path to exist between them and an area in order to access it, but as long as one such path exists, they do not need to use it, instead being able to fly over intervening obstacles. Winged creatures with this token can lose their ability to fly if their wings are crippled or severed. Winged creatures without this token will be unable to fly. (A 'wing' in this context refers to any body part with its own [[Body_token#FLIER|FLIER]] token).&lt;br /&gt;
&lt;br /&gt;
At least 1 [[Demon]] must have the flier token in order for the [[Underworld|horrifying screams]] event to trigger.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FREQUENCY}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*number, max 100&lt;br /&gt;
| The {{token|FREQUENCY|c}} value plays two separate roles. The first is in determining the initial distribution of creatures across the world map. Each creature is randomly assigned a single x, y co-ordinate on the world map, which act as the epicenter for that creature's distribution. A square is drawn around that x, y co-ordinate with a Manhattan radius equal to the {{token|FREQUENCY|c}} value divided by 100 times the world map size. For example, in a 256 by 256 size world map, the [[lion]] might be assigned 14, 112. The [[lion]] has {{token|FREQUENCY:5|c}}, and so a square is drawn by moving 13 tiles in each direction from the [[lion]]'s x, y co-ordinate. This is the [[lion]]'s &amp;quot;territory&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Each sub-region in the world will attempt to fill lists of wildlife. There are five lists - {{token|VERMIN_GROUNDER|c}}, {{token|VERMIN_SOIL|c}}, {{token|VERMIN_SOIL_COLONY|c}}, {{token|LARGE_ROAMING|c}}, and {{token|LARGE_PREDATOR|c}}, corresponding with the relevant tokens. The game will attempt to place seven creatures in each list for each sub-region. The game will select the seven nearest valid creatures. Creatures are valid for sub-region's list if they have the requisite token for that list, if they have the valid token for that sub-region's biome (for example, the [lion] can only be selected for {{token|BIOME:SAVANNA_TROPICAL|c}}, {{token|BIOME:GRASSLAND_TROPICAL|c}}, and {{token|BIOME:SHRUBLAND_TROPICAL|c}}, and if their &amp;quot;territory&amp;quot; as defined by their random epicenter and {{token|FREQUENCY|c}} radius overlaps with that sub-region. These lists then determine the creatures that can actually appear within that sub-region during gameplay.&lt;br /&gt;
&lt;br /&gt;
There are some exceptions to the above. If the game was not capable of filling all seven entries in a list, it will drop the overlapping territory requirement, and simply pull the nearest creature which has the correct token and biome availability. Conversely, if a creature has an epicenter but has not appeared on any of the list for any of the world map's sub-regions, the creature will be assigned to the relevant list for the nearest appropriate sub-region - meaning it is occasionally possible to have lists of eight creatures or more. This is more common in smaller worlds where there are less possible sub-regions to be assigned towards. Creatures with the {{token|GOOD|c}} and {{token|EVIL|c}} tokens ignore the epicenter distribution system altogether. They are always capable of appearing in appropriate biomes which are {{token|GOOD|b}} or {{token|EVIL|b}} respectively. This is not true for {{token|SAVAGE|c}}, which acts more like the biome tokens. Creatures with {{token|UBIQUITOUS|c}} have a &amp;quot;territory&amp;quot; which covers the entire map, regardless of their epicenter (although they can still fail to be chosen if there are 7 creatures which are eligible and have nearer epicenters to the sub-region in question).&lt;br /&gt;
&lt;br /&gt;
The second use for {{token|FREQUENCY|c}} is to determine how often a creature actually appears on map. In Fortress Mode, the game will try and spawn large wildlife (creatures with {{token|LARGE_ROAMING|c}} or {{token|LARGE_PREDATOR|c}} in fairly regular waves. These waves include {{token|LARGE_ROAMING|c}}, {{token|LARGE_ROAMING|c}} combined with {{token|FLIER|c}}, {{token|LARGE_PREDATOR|c}}, and {{token|CURIOUS_BEAST|c}} - so a [[lion]] does not compete for selection with a [[gazelle]]. When the game decides it needs to spawn in a fresh wave of e.g. {{token|LARGE_ROAMING|c}} creatures, it will select one of the creatures available to it from the lists for that sub-region at random, with all creatures weighted equally. Once it has selected a creature, it then effectively rolls a d100 against the relevant creature's {{token|FREQUENCY|c}}. If the d100 is equal to the creature's {{token|FREQUENCY|c}} or less, that creature is then spawned in. If the d100 is above the creature's {{token|FREQUENCY|c}}, the game returns to the relevant list and selects again. {{token|UBIQUITOUS|c}} acts as {{token|FREQUENCY:100|c}} for these purposes - in other words, the creature cannot fail the d100 check and will always be spawned in if it is selected from the list.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==G==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GAIT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;gait type&amp;gt;&lt;br /&gt;
* &amp;lt;gait name&amp;gt;&lt;br /&gt;
* &amp;lt;max [[Gait#Speed|speed]]&amp;gt;&lt;br /&gt;
* &amp;lt;build up time&amp;gt;&lt;br /&gt;
* &amp;lt;max turning [[Gait#Speed|speed]]&amp;gt;&lt;br /&gt;
* &amp;lt;start [[Gait#Speed|speed]]&amp;gt;&lt;br /&gt;
* &amp;lt;energy expenditure&amp;gt;&lt;br /&gt;
* &amp;lt;gait flag(s)&amp;gt;&lt;br /&gt;
| Defines a gait by which the creature can move. See [[Gait]] for more information. Specifically, you likely want to use one of the existing STANDARD_X_GAITS creature variations, as described in [[Gait#Gaits_and_Modding|this subsection]].&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;max speed&amp;gt; indicates the maximum [[Gait#Speed|speed]] achievable by a creature using this gait&lt;br /&gt;
* &amp;lt;start speed&amp;gt; indicates the creature's speed when it starts moving using this gait&lt;br /&gt;
* &amp;lt;build up time&amp;gt; indicates how long it will take for a creature using this gait to go from &amp;lt;start speed&amp;gt; to &amp;lt;max speed&amp;gt;. For example, a value of 10 means that it should be able to reach the maximum speed by moving 10 [[tile]]s in a straight line over even terrain.&lt;br /&gt;
* &amp;lt;max turning speed&amp;gt; indicates the maximum speed permissible when the creature suddenly changes its direction of motion. The creature's speed will be reduced to &amp;lt;max turning speed&amp;gt; if travelling at a higher speed than this before turning.&lt;br /&gt;
* &amp;lt;energy expenditure&amp;gt; indicates how energy-consuming the gait is. Higher values cause the creature to tire out faster. Persistent usage of a high-intensity gait will eventually lead to exhaustion and [[Status_icon#Non-flashing|collapse]].&lt;br /&gt;
&lt;br /&gt;
'''NO_BUILD_UP''' can be specified instead of a &amp;lt;start speed&amp;gt; value to make the &amp;lt;max speed&amp;gt; instantly achievable upon initiating movement (this is equivalent to a &amp;lt;build up time&amp;gt; of 0). Note that &amp;lt;build up time&amp;gt; and &amp;lt;max turning speed&amp;gt; are both ignored if specified alongside this (as NO_BUILD_UP trumps &amp;lt;build up time&amp;gt; and preserves &amp;lt;max speed&amp;gt; whilst turning, and &amp;lt;max turning speed&amp;gt; cannot exceed &amp;lt;max speed&amp;gt;) so it is permissible to omit them so long as they are '''both''' omitted together.&lt;br /&gt;
&lt;br /&gt;
It's possible to specify a &amp;lt;start speed&amp;gt; greater than the &amp;lt;max speed&amp;gt;; the moving creature will decelerate towards its &amp;lt;max speed&amp;gt; in this case.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''valid gait types:'''&lt;br /&gt;
*'''WALK'''&amp;lt;br&amp;gt;&lt;br /&gt;
Used for moving normally over ground tiles.&lt;br /&gt;
&lt;br /&gt;
*'''CRAWL'''&amp;lt;br&amp;gt;&lt;br /&gt;
Used for moving over ground tiles whilst [[Status_icon#Non-flashing|prone]].&lt;br /&gt;
&lt;br /&gt;
*'''SWIM'''&amp;lt;br&amp;gt;&lt;br /&gt;
Used for moving through tiles containing [[water]] or [[magma]] at a [[Water#Depth|depth]] of at least 4/7. &lt;br /&gt;
&lt;br /&gt;
*'''FLY'''&amp;lt;br&amp;gt;&lt;br /&gt;
Used for moving through [[open space]].&lt;br /&gt;
&lt;br /&gt;
*'''CLIMB'''&amp;lt;br&amp;gt;&lt;br /&gt;
Used for moving whilst [[Climber|climbing]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''valid gait flags:'''&lt;br /&gt;
* '''AGILITY'''&amp;lt;br&amp;gt;&lt;br /&gt;
Speeds/slows movement depending on the creature's [[Attribute#Agility|Agility]] stat.&lt;br /&gt;
&lt;br /&gt;
* '''STRENGTH'''&amp;lt;br&amp;gt;&lt;br /&gt;
Speeds/slows movement depending on the creature's [[Attribute#Strength|Strength]] stat.&lt;br /&gt;
&lt;br /&gt;
* '''LAYERS_SLOW'''&amp;lt;br&amp;gt;&lt;br /&gt;
Makes [[Tissue_definition_token#THICKENS_ON_ENERGY_STORAGE|THICKENS_ON_ENERGY_STORAGE]] and [[Tissue_definition_token#THICKENS_ON_STRENGTH|THICKENS_ON_STRENGTH]] tissue layers slow movement depending on how thick they are. Adding the STRENGTH gait flag counteracts the impact of the latter layer.&lt;br /&gt;
&lt;br /&gt;
* '''STEALTH_SLOWS:'''&amp;lt;percentage&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Slows movement by the specified percentage when the creature is [[Ambusher|sneaking]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GENERAL_BABY_NAME}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*singular&lt;br /&gt;
*plural &lt;br /&gt;
| Like {{token|BABYNAME|c}}, but applied regardless of caste.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GENERAL_CHILD_NAME}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*singular&lt;br /&gt;
*plural &lt;br /&gt;
| Like {{token|CHILDNAME|c}}, but applied regardless of caste.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GENERAL_MATERIAL_FORCE_MULTIPLIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value A&lt;br /&gt;
*value B&lt;br /&gt;
| Has the same function as {{token|MATERIAL_FORCE_MULTIPLIER|c}}, but applies to all attacks instead of just those involving a specific material. Appears to be overridden by MATERIAL_FORCE_MULTIPLIER ([[werebeast]]s, for example, use both tokens to provide resistance to all materials, with one exception to which they are especially vulnerable).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GENERATED}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Found on procedurally generated creatures like [[forgotten beast]]s, [[titan]]s, [[demon]]s, [[angel]]s, and [[night creature]]s. Cannot be specified in user-defined raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GETS_INFECTIONS_FROM_ROT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature get [[Health_care#Infection|infections]] from necrotic tissue.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GETS_WOUND_INFECTIONS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature's wounds become [[Health_care#Infection|infected]] if left untreated for too long.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GLOWCOLOR}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*foreground&lt;br /&gt;
*background&lt;br /&gt;
*brightness &lt;br /&gt;
| The colour of the creature's {{token|GLOWTILE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GLOWTILE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*ascii character &lt;br /&gt;
| If present, the being glows in the dark (generally used for Adventurer Mode). The tile is what replaces the being's current tile when it is obscured from your sight by darkness. The default setting for kobolds (a yellow quotation mark) provides a nice &amp;quot;glowing eyes&amp;quot; effect. The game is also hardcoded to automatically convert quotation mark GLOWTILES into apostrophes if the creature has lost one eye. This works at the generic creature level - for caste-specific glow tiles, use {{token|CASTE_GLOWTILE|c}} instead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GNAWER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*verb&lt;br /&gt;
| The creature can and will gnaw its way out of [[animal trap]]s and [[cage]]s using the specified verb, depending on the material from which it is made (normally wood).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GOBBLE_VERMIN_CLASS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*class&lt;br /&gt;
| The creature eats vermin of the specified class.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GOBBLE_VERMIN_CREATURE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*creature&lt;br /&gt;
*caste&lt;br /&gt;
| The creature eats a specified [[vermin]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GO_TO_END}}&lt;br /&gt;
| Special&lt;br /&gt;
|  &lt;br /&gt;
| When using tags from an existing creature, inserts new tags at the end of the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GO_TO_START}}&lt;br /&gt;
| Special&lt;br /&gt;
|  &lt;br /&gt;
| When using tags from an existing creature, inserts new tags at the beginning of the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GO_TO_TAG}}&lt;br /&gt;
| Special&lt;br /&gt;
|  &lt;br /&gt;
| When using tags from an existing creature, inserts new tags ''before'' the specified tag.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GOOD}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Creature is considered good and will only show up in good biomes - [[unicorn]]s, for example. Civilizations with {{token|USE_GOOD_ANIMALS|e}} can domesticate them regardless of exotic status. Has no effect on cavern creatures except to restrict taming. A civilization that has good creatures can colonise good areas in world-gen.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GRASSTRAMPLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value &lt;br /&gt;
| The value determines how rapidly [[grass]] is trampled when a creature steps on it - a value of 0 causes the creature to never damage grass, while a value of 100 causes grass to be trampled as rapidly as possible. Defaults to 5.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GRAVITATE_BODY_SIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*target value&lt;br /&gt;
| Used in Creature Variants. This token changes the adult body size to the average of the old adult body size and the target value and scales all intermediate growth stages by the same factor.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GRAZER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*number&lt;br /&gt;
| The creature is a grazer - if tamed in fortress mode, it needs a pasture to survive. The higher the number, the less frequently it needs to eat in order to live. Not used since 0.40.12, replaced by {{token|STANDARD_GRAZER|c}} to fix {{bugl|4113}}.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==H==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HABIT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*type&lt;br /&gt;
*probability&lt;br /&gt;
| Defines certain behaviors for the creature. The habit types are:&lt;br /&gt;
*COLLECT_TROPHIES&lt;br /&gt;
*COOK_PEOPLE&lt;br /&gt;
*COOK_VERMIN&lt;br /&gt;
*GRIND_VERMIN&lt;br /&gt;
*COOK_BLOOD&lt;br /&gt;
*GRIND_BONE_MEAL&lt;br /&gt;
*EAT_BONE_PORRIDGE&lt;br /&gt;
*USE_ANY_MELEE_WEAPON&lt;br /&gt;
*GIANT_NEST&lt;br /&gt;
*COLLECT_WEALTH.&lt;br /&gt;
These require the creature to have a {{token|LAIR|c}} to work properly, and also don't seem to work on creatures who are not a {{token|SEMIMEGABEAST|c}}, {{token|MEGABEAST|c}}, or{{token|NIGHT_CREATURE_HUNTER|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HABIT_NUM}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*number or TEST_ALL&lt;br /&gt;
| &amp;quot;If you set HABIT_NUM to a number, it should give you that exact number of habits according to the weights.&amp;quot;.{{cite forum|60554/1719248}} All lists of HABITs are preceded by [HABIT_NUM:TEST_ALL]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HAS_NERVES}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature has nerves in its muscles. Cutting the muscle tissue can sever motor and sensory nerves, disabling the limb.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HASSHELL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature has a shell. Seemingly no longer used - holdover from previous versions.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HIVE_PRODUCT}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*number&lt;br /&gt;
*[[time]]&lt;br /&gt;
*[[item token]]s&lt;br /&gt;
| What product is harvested from [[Beekeeping industry|beekeeping]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HOMEOTHERM}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*number or NONE&lt;br /&gt;
| Default 'NONE'. The creature's normal body [[temperature]]. Creature ceases maintaining temperature on death unlike fixed material temperatures. Provides minor protection from environmental temperature to the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HUNTS_VERMIN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Creature hunts and kills nearby [[vermin]], randomly walking between places with food laying on the ground or in stockpiles, to check for possible [VERMIN_EATER] vermin, but they'll kill any other vermin too. Do not include this creature token on an intelligent entity that you intend to play as in fortress mode because it will prevent them from feeding themselves.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==I==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IMMOBILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| The creature cannot move. Found on [[sponge]]s. Will also stop a creature from breeding in fortress mode (MALE and FEMALE are affected, if one is IMMOBILE; no breeding will happen).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IMMOBILE_LAND}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is immobile while on land. Only works on {{token|AQUATIC|c}} creatures which can't breathe on land.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IMMOLATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature radiates [[fire]]. It will ignite, and potentially completely destroy, items the creature is standing on. Also gives the vermin a high chance of escaping from [[animal trap]]s and [[cage]]s made of any flammable materials (specifically ones that could be ignited by magma).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|INTELLIGENT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Alias for {{token|CAN_SPEAK|c}} + {{token|CAN_LEARN|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ITEMCORPSE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
* [[item token]]&lt;br /&gt;
* [[material token]]&lt;br /&gt;
| Determines if the creature leaves behind a non-standard corpse (i.e. wood, statue, bars, stone, pool of liquid, etc.). [[Ethics]] may prevent actually using the item in jobs or reactions.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ITEMCORPSE_QUALITY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* number&lt;br /&gt;
| The [[quality]] of an item-type corpse left behind. Valid values are: 0 for ordinary, 1 for well-crafted, 2 for finely-crafted, 3 for superior, 4 for exceptional, 5 for masterpiece.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==L==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAIR}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*type&lt;br /&gt;
*probability&lt;br /&gt;
| Found on megabeasts, semimegabeasts, and night creatures. The creature will seek out sites of this type and take them as lairs. The lair types are:&lt;br /&gt;
*SIMPLE_BURROW&lt;br /&gt;
*SIMPLE_MOUND&lt;br /&gt;
*WILDERNESS_LOCATION&lt;br /&gt;
*SHRINE&lt;br /&gt;
*LABYRINTH&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAIR_CHARACTERISTIC}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*characteristic&lt;br /&gt;
*probability&lt;br /&gt;
| Defines certain features of the creature's lair. The only valid characteristic is HAS_DOORS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAIR_HUNTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| This creature will actively hunt adventurers in its lair.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAIR_HUNTER_SPEECH}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*speech file&lt;br /&gt;
| What this creature says while hunting adventurers in its lair.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LARGE_PREDATOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Will attack other creatures that are smaller than it. Tamed large predators will still attack wildlife. In [[fortress mode]], only one group of &amp;quot;large predators&amp;quot; (possibly two groups on &amp;quot;savage&amp;quot; maps) will appear on any given map. In [[adventurer mode]], large predators will try to ambush and attack you (and your party will attack them back). When tamed, large predators tend to be much more aggressive to enemies than non-large predators, making them a good choice for an animal army. They may go on rampages in worldgen, and adventurers may receive quests to kill them. Also, they can be mentioned in the intro paragraph when starting a fortress e.g. &amp;quot;ere the wolves get hungry.&amp;quot;&lt;br /&gt;
A single biome supports 7 large predator species, picking randomly and rolling a d100 under its {{token|FREQUENCY|c}} to add it until all 7 slots are filled.&lt;br /&gt;
&lt;br /&gt;
Incompatible with {{token|PACK_ANIMAL|c}} on a technicality, if included: hauled items are likely to be dropped upon entering the map (even if {{token|TRADE_CAPACITY|c}} is present) in contrast to when the merchants depart.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LARGE_ROAMING}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| This is the core requisite tag allowing the creature to spawn as a wild animal in the appropriate biomes. Requires specifying a {{token|BIOME|c}} in which the creature will spawn. Does not require specifying a frequency, population number, or cluster number.&lt;br /&gt;
&lt;br /&gt;
This tag stacks with {{token|MEGABEAST|c}}, {{token|SEMIMEGABEAST|c}}, or {{token|NIGHT_CREATURE_HUNTER|c}}; if used with one of these tags, the creature will spawn as both a boss and as a wild animal. This tag does not stack with {{token|FEATURE_BEAST|c}} and if both are used the creature will not spawn. This tag is unaffected by {{token|DEMON|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAYS_EGGS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Creature lays [[egg]]s instead of giving birth to live young.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAYS_UNUSUAL_EGGS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* [[item token]]&lt;br /&gt;
* [[material token]]&lt;br /&gt;
| Creature lays the specified item instead of regular eggs.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIGAMENTS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
*healing rate &lt;br /&gt;
| The creature has ligaments in its {{token|CONNECTIVE_TISSUE_ANCHOR|td}} tissues (bone or chitin by default). Cutting the bone/chitin tissue severs the ligaments, disabling motor function if the target is a limb.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIGHT_GEN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| A vermin featuring this tag will remain visible to an adventurer even at night. &lt;br /&gt;
&lt;br /&gt;
Subterranean vermin which feature this token will flicker in unexposed and unrevealed cavern layers while playing in Fortress Mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIKES_FIGHTING}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature will attack enemies rather than flee from them. This tag has the same effect on player-controlled creatures - including modded dwarves. Retired as of v0.40.14 in favor of {{token|LARGE_PREDATOR|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LISP}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Creature uses &amp;quot;sssssnake talk&amp;quot; (multiplies 'S' when talking - &amp;quot;My name isss Recisssiz.&amp;quot;). Used by [[Serpent man|serpent men]] and [[Reptile man|reptile men]] in the vanilla game. C's with the same pronunciation (depending on the word) are not affected by this token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LITTERSIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* minimum&lt;br /&gt;
* maximum&lt;br /&gt;
| Determines the number of offspring per one birth; default 1-3, not used in vanilla raws. See also {{token|MULTIPLE_LITTER_RARE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LOCAL_POPS_CONTROLLABLE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
| Allows you to play as a wild animal of this species in adventurer mode. Prevents trading of (tame) instances of this creature in caravans.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LOCAL_POPS_PRODUCE_HEROES}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
| Wild animals of this species may occasionally join a civilization. Prevents trading of (tame) instances of this creature in caravans.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LOCKPICKER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Lets a creature open [[door]]s that are set to forbidden in fortress mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LOOSE_CLUSTERS}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creatures will scatter if they have this tag, or form tight packs if they don't. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LOW_LIGHT_VISION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*number&lt;br /&gt;
| Determines how well a creature can see in the dark - higher is better. Dwarves have 10000, which amounts to perfect nightvision.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==M==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAGICAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| According to Toady One, this is completely interchangeable with {{token|AT_PEACE_WITH_WILDLIFE|c}} and might have been used in very early versions of the game by wandering wizards or the ent-type tree creatures that used to be animated by elves. [http://www.bay12forums.com/smf/index.php?topic=169696.msg8316954#msg8316954]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAGMA_VISION}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is able to see while submerged in [[magma]]. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MALE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature biologically male. Usually declared inside a caste.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| {{text anchor|MANNERISM|MANNERISM_*}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*occasionally body part &lt;br /&gt;
| Adds a possible mannerism to the creature's profile.  See [[creature mannerism token]] for further info.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MATERIAL}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*material id&lt;br /&gt;
| Begins defining a new local material. Follow this with standard material definition tokens to define the material.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MATERIAL_FORCE_MULTIPLIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Material token]]&lt;br /&gt;
*value A&lt;br /&gt;
*value B&lt;br /&gt;
| When struck with a weapon made of the specified material, the force exerted will be multiplied by A/B, thus making the creature more or less susceptible to this material. For example, if A is 2 and B is 1, the force exerted by the defined material will be doubled. If A is 1 and B is 2, it will be halved instead. See also  {{token|GENERAL_MATERIAL_FORCE_MULTIPLIER|c}}, which can be used to make this sort of effect applicable to all materials.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MATUTINAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| When set, the creature will only appear at dawn (between 4:30 AM and 6:00 AM) in [[Adventurer mode]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAXAGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*min&lt;br /&gt;
*max &lt;br /&gt;
| Determines the creature's natural lifespan, using the specified minimum and maximum age values (in years). Each individual creature with this token is generated with a predetermined date (calculated down to the exact [[time|tick]]!) between these values, at which it is destined to die of old age, should it live long enough. Note that the probability of death at any given age does not increase as the creature gets older [http://i.imgur.com/A1A4aA9.png]. &lt;br /&gt;
Creatures which lack this token are naturally immortal. The [[Syndrome#CE_ADD_TAG|NO_AGING]] syndrome tag will prevent death by old age from occurring. Also note that, among civilized creatures, castes which lack this token will refuse to marry others with it, and vice versa.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MEANDERER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature slowly stroll around, unless it's in combat or performing a job. If combined with {{token|CAN_LEARN|c}}, will severely impact their [[pathfinding]] and lead the creature to move extremely slowly when not performing any task. Problematically applies to animal people based on the animal and war trained animals{{bug|9588}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MEGABEAST}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| A 'boss' creature. A small number of the creatures are created during worldgen, their histories and descendants (if any) will be tracked in worldgen (as opposed to simply 'spawning'), and they will occasionally go on rampages, potentially leading to worship if they attack the same place multiple times. Their presence and number will also influence age names. When appearing in fortress mode, they will have a pop-up message announcing their arrival. They will remain hostile to military even after being tamed.{{bug|10731}} See [[megabeast]] page for more details. &lt;br /&gt;
&lt;br /&gt;
Requires specifying a {{token|BIOME|c}} in which the creature will live. Subterranean biomes appear to not be allowed. Does stack with {{token|LARGE_ROAMING|c}} and if both are used the creature will spawn as both historical bosses and as wild animals.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MENT_ATT_CAP_PERC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*[[Attribute|ATTRIBUTE]] Token&lt;br /&gt;
*Cap %&lt;br /&gt;
|Default is 200.  This means you can increase your attribute to 200% of its starting value (or the average value + your starting value if that is higher).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MENT_ATT_RANGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*[[Attribute|ATTRIBUTE]]&lt;br /&gt;
*lowest&lt;br /&gt;
*lower&lt;br /&gt;
*low&lt;br /&gt;
*median&lt;br /&gt;
*high&lt;br /&gt;
*higher&lt;br /&gt;
*highest &lt;br /&gt;
| Sets up a [[Attribute#Soul_attributes|mental attribute]]'s range of values (0-5000). All mental attribute ranges default to 200:800:900:1000:1100:1300:2000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MENT_ATT_RATES}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Attribute|ATTRIBUTE]] Token&lt;br /&gt;
*cost to improve&lt;br /&gt;
*unused counter rate&lt;br /&gt;
*rust counter rate&lt;br /&gt;
*demotion counter rate&lt;br /&gt;
| [[Attribute#Soul_attributes|Mental attribute]] gain/decay rates. Lower numbers in the last three slots make decay occur faster. Defaults are 500:4:5:4.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MILKABLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
* frequency&lt;br /&gt;
| Allows the creature to be [[milk]]ed in the [[farmer's workshop]]. The frequency is the amount of [[time|ticks]] the creature needs to &amp;quot;recharge&amp;quot; (i.e. how much time needs to pass before it can be milked again). Does not work on [[#CAN_LEARN|sentient]] creatures, regardless of [[ethics]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MISCHIEVIOUS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Alias for {{token|MISCHIEVOUS|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MISCHIEVOUS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature spawns [[stealth]]ed and will attempt to path into the fortress, pulling any [[lever]]s it comes across. It will be invisible on the map and [[unit list]] until spotted by a citizen, at which point the game will pause and recenter on the creature. Used by [[gremlin]]s in the vanilla game. &amp;quot;They go on little missions to mess with various fortress buildings, not just levers.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MODVALUE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Seemingly no longer used.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MOUNT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature may be used as a [[mount]]. No use for the player in fortress mode, but enemy sieging forces may arrive with cavalry. Mounts are usable in adventure mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MOUNT_EXOTIC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature may be used as a [[mount]], but civilizations cannot domesticate it in worldgen without certain exceptions.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MULTIPART_FULL_VISION}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to have all-around vision, as long as it has multiple heads that can see.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MULTIPLE_LITTER_RARE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Makes the species usually produce a single offspring per birth, with a 1/500 chance of using the {{token|LITTERSIZE|c}} as usual.  Requires {{token|FEMALE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MUNDANE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Marks if the creature is an actual real-life creature. Only used for age-names at present.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==N==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NAME}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*singular&lt;br /&gt;
*plural&lt;br /&gt;
*adjective &lt;br /&gt;
| The generic name for any creature of this type - will be used for referring to the species in the abstract, such as the default material prefix. For labeling individual creatures, {{token|CASTE_NAME|c}} is necessary. If left undefined, the creature will be labeled as &amp;quot;nothing&amp;quot; by the game.&lt;br /&gt;
&lt;br /&gt;
Some examples of adjective use:&lt;br /&gt;
* &amp;quot;super''dwarven'' strength&amp;quot;&lt;br /&gt;
* &amp;quot;the ''dwarven'' hillocks of X&amp;quot;&lt;br /&gt;
* Deity species as in &amp;quot;''feline'' deity&amp;quot;&lt;br /&gt;
* Megabeast attacks in worldgen. One with multiple dragons being a &amp;quot;''draconic'' rampage&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NATURAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Animal is considered to be natural. NATURAL animals will not engage creatures tagged with {{token|AT_PEACE_WITH_WILDLIFE|c}} in combat unless they are members of a hostile entity and vice-versa.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NATURAL_ANIMAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Alias of {{token|NATURAL|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NATURAL_SKILL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Skill_token|Skill token]]&lt;br /&gt;
*value&lt;br /&gt;
| The creature possesses the specified [[skill]] at this level inherently - that is, it begins with the skill at this level, and the skill may never rust below that. A value of 15 is legendary.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NIGHT_CREATURE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Creatures with this token can appear as [[experiment|experiments]]. Causes the creature to count as {{token|NOT_LIVING|c}}. &lt;br /&gt;
&lt;br /&gt;
Killing a creature featuring this token provides one point of &amp;quot;hero&amp;quot; reputation. Adds the creature's description as part of the initial summary of their historical figure in legends mode. People will react to creatures with this token as a night creature (natch). In adventure mode, ambushes involving these units will say &amp;quot;Night creature!&amp;quot; instead of &amp;quot;Ambush!&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Prevents creature behavior enabled by {{token|LARGE_PREDATOR|c}}.&lt;br /&gt;
&lt;br /&gt;
Removes the high nature value check imposed by {{token|LOCAL_POPS_PRODUCE_HEROES|c}}.&lt;br /&gt;
&lt;br /&gt;
Prevents the AI from using ANIMATE interactions, unless the newly-animated{{token|OPPOSED_TO_LIFE|c}}undead will not attack them. The check for this is specifically whether the unit is: &lt;br /&gt;
*a ghost&lt;br /&gt;
*an animated unit &lt;br /&gt;
*a unit with the {{token|NO_AGING|c}} token added via {{token|CE_ADD_TAG|c}}. (This allows for the default exclusion of elves and goblins, unless raised as intelligent undead.)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NIGHT_CREATURE_BOGEYMAN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Creatures with this token can appear in [[bogeyman|bogeyman ambushes]] in [[adventure mode]], where they adopt classical bogeyman traits such as stalking the adventurer and vaporising when dawn breaks. Such traits do not manifest if the creature is encountered outside of a bogeyman ambush (for instance, as a megabeast or a civilised being). In addition, their corpses and severed body parts turn into [[smoke]] after a short while. Note that setting the &amp;quot;Number of Bogeyman Types&amp;quot; in [[advanced world generation]] to 0 will only remove randomly-generated bogeymen.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NIGHT_CREATURE_EXPERIMENTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on some [[necromancer]]s. Creatures with this tag may periodically &amp;quot;perform horrible experiments&amp;quot; offscreen, during which they can use creature-targeting interactions with an &amp;lt;code&amp;gt;[[Interaction_token#I_SOURCE|[I_SOURCE:EXPERIMENT]]]&amp;lt;/code&amp;gt; tag on living creatures in their area. Worlds are generated with a list of procedurally-generated experiments, allowing necromancers to turn living people and animals into [[Infected_ghoul|ghouls]] and [[Experiment|other experimental creatures]], and these will automatically be available to all experimenters; it does not appear possible to prevent this. You can mod in your own custom experiment interactions, but these are used very infrequently due to the large number of generated experiments.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NIGHT_CREATURE_HUNTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on [[night troll]]s and [[werebeast]]s. Implies that the creature is a [[night creature]], and shows its description in [[legends mode]] entry. The creature is always hostile and will start [[no quarter]] combat with any nearby creatures, except for members of its own race. Note that this tag does not override the creature's normal behavior in [[fortress mode]] except for the aforementioned aggression, and doesn't prevent the creature from fleeing the battles it started. It also removes the creature's materials from stockpile settings list, making them be stored there regardless of settings.&lt;br /&gt;
&lt;br /&gt;
Does stack with {{token|LARGE_ROAMING|c}} and if both are used the creature will spawn as both historical hunters and as wild animals; this requires specifying a {{token|BIOME|c}} in which the creature will live, and subterranean biomes are allowed.&lt;br /&gt;
&lt;br /&gt;
This tag causes the usual behaviour of werebeasts in worldgen, that is, fleeing towns upon being cursed and conducting raids from a lair. If this tag is absent from a deity curse, the accursed will simply be driven out of towns in a similar manner to [[vampire]]s. When paired with SPOUSE_CONVERTER, a very small population of the creature will be created during worldgen (sometimes only a single individual will be created), and their histories will be tracked (that is, they will not spawn spontaneously later, they must either have children or convert other creatures to increase their numbers). The creature will settle in a lair and go on rampages during worldgen. It will actively attempt to seek out potential conversion targets to abduct, convert, and have children with (if possible).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NIGHT_CREATURE_NIGHTMARE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on [[nightmare]]s. Corpses and severed body parts derived from creatures with this token turn into [[smoke]] after a short while.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_AUTUMN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature caste does not appear in [[Calendar|autumn]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_CONNECTIONS_FOR_MOVEMENT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Creature doesn't require connected body parts to move{{verify}}; generally used on undead creatures with connections that have rotted away.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_DIZZINESS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature cannot become [[Symptom#Dizziness|dizzy]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_DRINK}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature does not need to drink. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_EAT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature does not need to [[food|eat]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_FEVERS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature cannot suffer [[Symptom#Fever|fevers]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_GENDER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| The creature is biologically sexless, making it unable to [[breeding|breed]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_PHYS_ATT_GAIN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| The creature cannot raise any [[Attribute#Body_attributes|physical attributes]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_PHYS_ATT_RUST}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| The creature cannot lose any [[Attribute#Body_attributes|physical attributes]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_SLEEP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature does not need to sleep, but can still be rendered unconscious by other means.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_SPRING}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature caste does not appear in [[Calendar|spring]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_SUMMER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature caste does not appear in [[Calendar|summer]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_THOUGHT_CENTER_FOR_MOVEMENT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The bodyparts of this creature don't need to be connected to an organ with the {{token|THOUGHT|body}} tag in order to have motor function. Generally used on creatures that don't have brains. If a creature doesn't have a thought part and doesn't have this token, it will be unable to grasp or stand. Nautilus men experience this issue in vanilla.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_UNIT_TYPE_COLOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Prevents creature from selecting its color based on its profession (e.g. Miner, Hunter, Wrestler).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_VEGETATION_PERTURB}}&lt;br /&gt;
| Caste{{Verify}}&lt;br /&gt;
|  &lt;br /&gt;
| Likely prevents the creature from leaving broken vegetation tracks.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_WINTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature caste does not appear in [[Calendar|winter]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOBONES}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature has no bones.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOBREATHE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't need to breathe or have {{token|BREATHE|body}}parts in its body, nor can it drown or be strangled. Creatures living in magma must have this tag, otherwise they will drown.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOCTURNAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| When set, the creature will only appear at night (after 10:05 PM and before 4:30 AM) in [[Adventurer mode]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOEMOTION}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature has no emotions, thus; it is immune to the effects of [[stress]] and unable to rage, and its [[need]]s cannot be fulfilled in any way. Used on [[undead]] in the vanilla game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOEXERT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature can't become tired or over-exerted from taking too many combat actions, or moving at full speed for extended periods of time. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOFEAR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't feel fear and will never flee from battle, and will be immune to [[ghost]]s' attempts to 'scare it to death'. Additionally, it causes [[bogeyman|bogeymen]] and [[nightmare]]s to become friendly towards the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOMEAT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature will not be hunted or fed to wild beasts.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NONAUSEA}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature isn't nauseated by gut hits and cannot vomit.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOPAIN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't feel pain. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOSKIN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature will not drop a hide when [[butcher|butchered]]. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOSKULL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature will not drop a skull on butchering, rot, or decay of severed head.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOSMELLYROT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Does not produce [[miasma]] when rotting.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOSTUCKINS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Weapons can't get stuck in the creature. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOSTUN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature can't be stunned and knocked unconscious by pain or head injuries. Creatures with this tag never wake up from sleep in Fortress Mode. If this creature needs to sleep while playing, it &amp;lt;b&amp;gt;will&amp;lt;/b&amp;gt; die.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOT_BUTCHERABLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Corpses from this creature cannot be [[butcher|butchered]]. Does not prevent the creature from being slaughtered while alive, however.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOT_LIVING}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Cannot be raised from the dead by necromancers or evil clouds. Implies the creature is not a normal living being. Used by [[vampire]]s, [[Mummy|mummies]] and inorganic creatures like the [[amethyst man]] and [[bronze colossus]]. Creatures who are {{token|OPPOSED_TO_LIFE|c}} (undead) will be docile towards creatures with this token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOTHOUGHT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't require a {{token|THOUGHT|body}} body part to survive. Has the added effect of preventing speech, though directly controlling creatures that would otherwise be capable of speaking allows them to engage in conversation.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==O==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ODOR_LEVEL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*number&lt;br /&gt;
| How easy the creature is to [[smell]]. The higher the number, the easier the creature is to sniff out. Defaults to 50. Vanilla creatures have values from 0 (undetectable) to 90 (noticeable by humans and dwarves).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ODOR_STRING}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*string&lt;br /&gt;
| What the creature [[smell]]s like. If no odor string is defined, the creature name (not the caste name) is used.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|OPPOSED_TO_LIFE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Is hostile to all creatures except undead and other non-living ones and will show {{DFtext|Opposed to life|0:1}} in the [[unit list]]. Used by [[undead]] in the vanilla game. Functions without the {{token|NOT_LIVING|c}} token, and seems to imply said token as well. Undead will not be hostile to otherwise-living creatures given this token. Living creatures given this token will attack living creatures that lack it, while ignoring other living creatures that also have this token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ORIENTATION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*MALE/FEMALE&lt;br /&gt;
*disinterested chance&lt;br /&gt;
*casual chance&lt;br /&gt;
*strong chance&lt;br /&gt;
| Determines caste's likelihood of having sexual attraction to certain sexes. Values default to 75:20:5 for the same sex and 5:20:75 for the opposite sex. The first value indicates how likely to be entirely uninterested in the sex, the second decides if the creature will be able to become lovers with that sex, the third decides whether they will be able to marry in worldgen and post-worldgen world activities (which implies being able to become lovers). Marriage seems to be able to happen in fort mode play regardless, as long as they are lovers first.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|OUTSIDER_CONTROLLABLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Lets you play as an [[Adventurer_mode_character_creation#Outsider|outsider]] of this species in adventure mode.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==P==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PACK_ANIMAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to be used as a pack animal. Used by [[trading|merchants]] without wagons and adventurers. Also prevents creature from dropping hauled items on its own -- do ''not'' use for player-controllable creatures! May lead to the creature being domesticated during worldgen, even if it doesn't have {{token|COMMON_DOMESTIC|c}}.&lt;br /&gt;
&lt;br /&gt;
Creatures with this tag but without {{token|BENIGN|c}}, and/or with {{token|LARGE_PREDATOR|c}} leads to hauled items being dropped.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PARALYZEIMMUNE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is immune to all [[Syndrome#CE_PARALYSIS|paralyzing]] special attacks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PATTERNFLIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Used to control the bat riders with paralyze-dart blowguns that flew through the 2D chasm. Doesn't do anything now.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PCG_LAYERING}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*[[Procedural graphics layer|Layering type]]&lt;br /&gt;
| Adds a layer to the current {{token|PROCEDURAL_CREATURE_GRAPHICS|c}} definition. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PEARL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Does nothing.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PENETRATEPOWER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value &lt;br /&gt;
| Controls the ability of [[vermin]] to find a way into containers when they are eating food from your stockpiles.&lt;br /&gt;
&lt;br /&gt;
Objects made of most materials (e.g. metal) roll a number from 0-100, and if the resulting number is greater than the penetrate power, their contents escape for the time being. Objects made of [[wood]], [[leather]], [[amber]], or [[coral]] roll 0-95, and items made of [[cloth]] roll 0-90.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PERSONALITY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*ATTRIBUTE&lt;br /&gt;
*lowest&lt;br /&gt;
*median&lt;br /&gt;
*highest &lt;br /&gt;
| Determines the range and chance of personality facets. Standard is 0:50:100. See [[personality facet]] for more info.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PET}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to be [[Animal_trainer|tamed]] in Fortress mode. Prerequisite for all other working animal roles. Civilizations that encounter it in worldgen will tame and domesticate it for their own use. Adding this to civilization members will classify them as pets instead of citizens, with all the [[Fun|problems]] that entails. However, you can solve these problems using the popular plugin [https://dffd.bay12games.com/file.php?id=13095| Dwarf Therapist], which is completely unaffected by the tag.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PET_EXOTIC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to be [[Animal_trainer|tamed]] in Fortress mode. Prequisite for all other working animal roles. Civilizations cannot domesticate it in worldgen, with certain exceptions. More difficult to tame?{{verify}} Adding this to civilization members will classify them as pets instead of citizens, with all the [[Fun|problems]] that entails. ([[Gremlin|Example]]).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PETVALUE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value &lt;br /&gt;
| How valuable a tamed animal is. Actual cost in points in the embarking screen is 1+(PETVALUE/2) for an untrained animal, 1+PETVALUE for a war/hunting one. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PETVALUE_DIVISOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
| Divides the creature's {{token|PETVALUE|c}} by the specified number. Used by [[honey bee]]s to prevent a single hive from being worth a fortune.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PHYS_ATT_CAP_PERC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*[[Attribute|ATTRIBUTE]] Token&lt;br /&gt;
*Cap %&lt;br /&gt;
|Default is 200. This means you can increase your attribute to 200% of its starting value (or the average value + your starting value if that is higher).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PHYS_ATT_RANGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Attribute|ATTRIBUTE]]&lt;br /&gt;
*lowest&lt;br /&gt;
*lower&lt;br /&gt;
*low&lt;br /&gt;
*median&lt;br /&gt;
*high&lt;br /&gt;
*higher&lt;br /&gt;
*highest &lt;br /&gt;
| Sets up a [[Attribute#Body_attributes|physical attribute]]'s range of values (0-5000). All physical attribute ranges default to 200:700:900:1000:1100:1300:2000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PHYS_ATT_RATES}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Attribute|ATTRIBUTE]] Token&lt;br /&gt;
*cost to improve&lt;br /&gt;
*unused counter rate&lt;br /&gt;
*rust counter rate&lt;br /&gt;
*demotion counter rate&lt;br /&gt;
| [[Attribute#Body_attributes|Physical attribute]] gain/decay rates. Lower numbers in the last three slots make decay occur faster. Defaults for STRENGTH, AGILITY, TOUGHNESS, and ENDURANCE are 500:3:4:3, while RECUPERATION and DISEASE_RESISTANCE default to 500:NONE:NONE:NONE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PLUS_BP_GROUP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*BY_TYPE, BY_CATEGORY, or BY_TOKEN&lt;br /&gt;
*body type, category, or token&lt;br /&gt;
| Adds a body part group to selected body part group. Presumably used immediately after {{token|SET_BP_GROUP|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PLUS_MATERIAL}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*material&lt;br /&gt;
| Adds a material to selected materials. Used immediately after {{token|SELECT_MATERIAL|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|POP_RATIO}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
*number (max 100000)&lt;br /&gt;
| Weighted population of caste; Lower is rarer. Not to be confused with {{token|FREQUENCY|c}}. A weight of 0 will{{version|51.06 experimental}} prevent a caste from spawning naturally. Regardless of pop ratio, [[Position token|Position]]s that only allow a certain caste can force it to spawn.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|POPULATION_NUMBER}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*min&lt;br /&gt;
*max &lt;br /&gt;
| The minimum/maximum numbers of how many of these creatures are present in each world map tile of the appropriate region. Defaults to 1:1 if not specified. If the creature's chosen {{token|CLUSTER_NUMBER|c}} happens to be larger, it will be used instead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|POWER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Allows the being to represent itself as a deity, allowing it to become the leader of a civilized group. Not used by any creatures in the vanilla game. Requires {{token|CAN_SPEAK|c}} to actually do anything more than settle at a location (e.g. write books, lead armies, profane temples). Doesn't appear to do anything for creatures that are already civilized. Once the creature ascends to a position of leadership, it will proceed to act as a standard ruler for their entity and fulfill the same functions (hold tournaments, tame creatures, etc.).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PREFSTRING}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*string&lt;br /&gt;
| Sets what other creatures [[Preferences|prefer]] about this creature. &amp;quot;Urist likes dwarves for their beards.&amp;quot; Multiple entries will be chosen from at random. Creatures lacking a PREFSTRING token will never appear under another's preferences.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PROCEDURAL_CREATURE_GRAPHICS}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
* [[Graphics_token#Basic_creature_sprite_types|Sprite type]] or Caste then sprite type&lt;br /&gt;
| Makes the creature have procedural graphics built for it, like forgotten beasts/demons/titans/experiments. Must be associated with PCG_LAYERING tokens.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PROFESSION_NAME}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*[[Unit type token]] (Profession)&lt;br /&gt;
*singular&lt;br /&gt;
*plural &lt;br /&gt;
| The generic name for members of this profession, at the creature level. In order to give members of specific castes different names for professions, use {{token|CASTE_PROFESSION_NAME|c}} instead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PRONE_TO_RAGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*Chance&lt;br /&gt;
| Creature has a percentage chance to flip out at visible non-friendly creatures. Enraged creatures attack anything regardless of timidity and get a strength bonus to their hits. This is what makes [[badger]]s so hardcore.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PUS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;[[material token]]&amp;gt;&lt;br /&gt;
* &amp;lt;[[Material_definition_token#Material_States|material state]]&amp;gt;&lt;br /&gt;
| The creature has pus. Specifies the stuff secreted by [[Health_care#Infection|infected wounds]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==R==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|RELSIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*body category, type, or token&lt;br /&gt;
*Relsize &lt;br /&gt;
| Specifies a new relative size for a part than what is stated in the body plan. For example, dwarves have larger livers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMAINS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*singular&lt;br /&gt;
*plural&lt;br /&gt;
| What the creature's [[remains]] are called.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMAINS_COLOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| What color the creature's [[remains]] are.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMAINS_ON_VERMIN_BITE_DEATH}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Goes with {{token|VERMIN_BITE|c}} and {{token|DIE_WHEN_VERMIN_BITE|c}}, the vermin creature will leave remains on death when biting. Leaving this tag out will cause the creature to disappear entirely after it bites.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMAINS_UNDETERMINED}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Nothing.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMOVE_MATERIAL}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*material token &lt;br /&gt;
| Removes a material from the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMOVE_TISSUE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*tissue token&lt;br /&gt;
| Removes a tissue from the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|RETRACT_INTO_BP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*BY_TYPE, BY_CATEGORY or BY_TOKEN&lt;br /&gt;
*body type, [[Body_token#CATEGORY|category]], or [[Body_token#BP|token]]&lt;br /&gt;
*Second person (&amp;quot;You&amp;quot;) retract verb text&lt;br /&gt;
*Third person (&amp;quot;The giant snail&amp;quot;) retract verb text&lt;br /&gt;
*Second person cancel retract text&lt;br /&gt;
*Third person cancel retract text&lt;br /&gt;
| The creature will retract into the specified body part(s) when threatened. It will be unable to move or attack, but enemies will only be able to attack the specified body part(s). When one of the specified body part is severed off, the creature automatically unretracts and cannot retract anymore. More than one body part can be selected by using BY_TYPE or BY_CATEGORY.&lt;br /&gt;
&lt;br /&gt;
Second-person descriptions are used for adventurer mode natural ability. &amp;quot;&amp;lt;pro_pos&amp;gt;&amp;quot; can be used in the descriptions, being replaced with the proper pronoun (or lack thereof) in-game.&lt;br /&gt;
&lt;br /&gt;
Undead curled up creatures are buggy, specifically those that retract into their upper bodies: [[echidna]]s, [[hedgehog]]s and [[pangolin]]s.{{bug|11463}}{{bug|10519}} The upper body is prevented from collapsing by a separate body part (the middle spine), which cannot be attacked when the creature is retracted. See {{token|PREVENTS_PARENT_COLLAPSE|bo}}. Living creatures eventually succumb to blood loss, but undead creatures do not. Giant creatures also take a very long time to bleed out.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|RETURNS_VERMIN_KILLS_TO_OWNER}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
| Cat behavior. If it kills a vermin creature and has an owner, it carries the remains in its mouth and drops them at their feet. Requires {{token|HUNTS_VERMIN|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ROOT_AROUND}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*BY_TYPE, BY_CATEGORY or BY_TOKEN&lt;br /&gt;
*body type, [[Body_token#CATEGORY|category]], or [[Body_token#BP|token]]&lt;br /&gt;
*Second person (&amp;quot;You&amp;quot;) verb text&lt;br /&gt;
*Third person (&amp;quot;The hen&amp;quot;) verb text&lt;br /&gt;
| Creature will occasionally root around in the grass, looking for insects.  Used for flavor in Adventurer Mode, spawns vermin edible for this creature in Fortress Mode. Creatures missing the specified body part will be unable to perform this action. The action produces a message (visible in adventure mode) in the form:&lt;br /&gt;
&lt;br /&gt;
{{DFtext|[creature] [verb text] the [description of creature's location].|6:0}}&lt;br /&gt;
&lt;br /&gt;
In adventure mode, the &amp;quot;rooting around&amp;quot; ability will be included in the &amp;quot;natural abilities&amp;quot; menu, represented by its second person verb text.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==S==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SAVAGE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creature will only show up in &amp;quot;savage&amp;quot; biomes. Has no effect on cavern creatures. Cannot be combined with {{token|GOOD|c}} or {{token|EVIL|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SECRETION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*&amp;lt;[[material token]]&amp;gt;&lt;br /&gt;
*&amp;lt;[[Material_definition_token#Material_States|material state]]&amp;gt;&lt;br /&gt;
*BY_TOKEN / BY_CATEGORY / BY_TYPE&lt;br /&gt;
*&amp;lt;[[Body_token#BP|body part ID]]&amp;gt; / &amp;lt;[[Body_token#CATEGORY|category]]&amp;gt; or ALL / &amp;lt;type (e.g. [[Body_token#GRASP|GRASP]])&amp;gt;&lt;br /&gt;
*&amp;lt;[[Body_detail_plan_token#BP_LAYERS|tissue layer]]&amp;gt; or ALL&lt;br /&gt;
*&amp;lt;trigger&amp;gt;&lt;br /&gt;
| Causes the specified tissue layer(s) of the indicated body part(s) to secrete the designated material. A size 100 ('covering') [[contaminant]] is created over the affected body part(s) in its specified material state (and at the temperature appropriate to this state) when the trigger condition is met, as long as one of the secretory tissue layers is still intact. Valid triggers are:&lt;br /&gt;
*'''CONTINUOUS'''&lt;br /&gt;
Secretion occurs once every 40 [[time|ticks]] in [[fortress mode]], and every tick in [[adventurer mode]].&lt;br /&gt;
*'''EXERTION'''&lt;br /&gt;
Secretion occurs continuously (at the rate described above) whilst the creature is at minimum &amp;lt;span style=&amp;quot;font-size:75%&amp;quot;&amp;gt;{{Tile|Tired|6:1}}&amp;lt;/span&amp;gt; following physical exertion. Note that this cannot occur if the creature has {{token|NOEXERT|c}}.&lt;br /&gt;
*'''EXTREME_EMOTION'''&lt;br /&gt;
Secretion occurs continuously (as above) whilst the creature is distressed. Cannot occur in creatures with {{token|NOEMOTION|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SELECT_ADDITIONAL_CASTE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*&amp;lt;caste&amp;gt;&lt;br /&gt;
| Adds an additional previously defined caste to the selection. Used after {{token|SELECT_CASTE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SELECT_CASTE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*&amp;lt;caste&amp;gt; or ALL &lt;br /&gt;
| Selects a previously defined caste&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SELECT_MATERIAL}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*&amp;lt;[[material token]]&amp;gt;&lt;br /&gt;
| Selects a locally defined material. Can be ALL.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SELECT_TISSUE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*tissue token&lt;br /&gt;
| Selects a tissue for editing.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SEMIMEGABEAST}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Essentially the same as {{token|MEGABEAST|c}}, but more of them are created during worldgen. See the [[semi-megabeast]] page for details.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SENSE_CREATURE_CLASS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;[[Creature_token#CREATURE_CLASS|creature class]]&amp;gt;&lt;br /&gt;
* [[Tilesets|&amp;lt;tile value or character&amp;gt;]]&lt;br /&gt;
* [[Color#Color_values|&amp;lt;foreground color&amp;gt;:&amp;lt;background color&amp;gt;:&amp;lt;foreground brightness&amp;gt;]]&lt;br /&gt;
| Gives the creature the ability to sense creatures belonging to the specified [[Creature_token#CREATURE_CLASS|creature class]] even when they lie far beyond line of sight, including through walls and floors. It also appears to reduce or negate the combat penalty of [[Wound#Blindness|blind]] units when fighting creatures they can sense. In [[adventure mode]], the specified tile will be used to represent sensed creatures when they cannot be seen directly.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SET_BP_GROUP}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*selection criteria BY_TYPE, BY_CATEGORY, BY_TOKEN&lt;br /&gt;
*category, type, or token &lt;br /&gt;
| Begins a selection of body parts.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_LEARN_RATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*&amp;lt;[[skill_token]]&amp;gt;&lt;br /&gt;
*&amp;lt;percentage&amp;gt;&lt;br /&gt;
| The rate at which this creature learns this skill. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_LEARN_RATES}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*&amp;lt;percentage&amp;gt;&lt;br /&gt;
| The rate at which this creature learns all skills. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_RATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[skill_token]]&lt;br /&gt;
*&amp;lt;% of improvement points gained&amp;gt;&lt;br /&gt;
*&amp;lt;unused counter rate&amp;gt;&lt;br /&gt;
*&amp;lt;rust counter rate&amp;gt;&lt;br /&gt;
*&amp;lt;demotion counter rate&amp;gt;&lt;br /&gt;
| Like {{token|SKILL_RATES|c}}, but applies to individual skills instead. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_RATES}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
*&amp;lt;% of improvement points gained&amp;gt;&lt;br /&gt;
*&amp;lt;unused counter rate&amp;gt;&lt;br /&gt;
*&amp;lt;rust counter rate&amp;gt;&lt;br /&gt;
*&amp;lt;demotion counter rate&amp;gt;&lt;br /&gt;
| Affects skill gain and decay. Lower numbers in the last three slots make decay occur faster ([SKILL_RATES:100:1:1:1] would cause rapid decay). The counter rates may also be replaced with NONE.&lt;br /&gt;
Default is [SKILL_RATES:100:8:16:16]. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_RUST_RATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[skill_token]]&lt;br /&gt;
*value&lt;br /&gt;
*value&lt;br /&gt;
*value&lt;br /&gt;
| The rate at which this skill decays. Lower values cause the skill to decay faster. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_RUST_RATES}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
*value&lt;br /&gt;
*value&lt;br /&gt;
| The rate at which all skills decay. Lower values cause the skills to decay faster. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SLAIN_CASTE_SPEECH}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Speech file|text set]]&lt;br /&gt;
| Caste-specific {{token|SLAIN_SPEECH|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SLAIN_SPEECH}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*[[Speech file|text set]]&lt;br /&gt;
| Boasting speeches relating to killing this creature. Examples include [[text_dwarf.txt/raw|text_dwarf.txt]] (&amp;lt;code&amp;gt;[SLAIN_SPEECH:SLAIN_DWARF]&amp;lt;/code&amp;gt;) and text_elf.txt (&amp;lt;code&amp;gt;[SLAIN_SPEECH:SLAIN_ELF]&amp;lt;/code&amp;gt;) in data\vanilla\vanilla_creatures\objects.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SLOW_LEARNER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Shorthand for {{token|CAN_LEARN|c}} + &amp;lt;code&amp;gt;[[Creature_token#SKILL_LEARN_RATES|[SKILL_LEARN_RATES:50]]]&amp;lt;/code&amp;gt;.{{verify}} Used by a number of 'primitive' creatures (like [[ogre]]s, [[giant]]s and [[troglodyte]]s) in the vanilla game. Applicable to player races. Prevents a player from recruiting nobility, even basic ones. Subterranean creatures with this token combined with {{token|EVIL|c}} will become servants of goblins in their civilizations, in the style of [[troll]]s.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SMALL_REMAINS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature leaves &amp;quot;[[item token#REMAINS|remains]]&amp;quot; instead of a corpse. Used by [[vermin]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SMELL_TRIGGER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
| Determines how keen a creature's sense of smell is - lower is better. At 10000, a creature cannot smell at all.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SOLDIER_ALTTILE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*'character' or tile number&lt;br /&gt;
| If this creature is active in its civilization's military, it will blink between its default tile and this one.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SOUND}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* Sound application (currently accepts ALERT or PEACEFUL_INTERMITTENT)&lt;br /&gt;
* Sound range (in tiles)&lt;br /&gt;
* Sound delay (lower values = sound is produced more often)&lt;br /&gt;
* VOCALIZATION or NONE (determines whether the sound requires breathing or not)&lt;br /&gt;
* First-person description&lt;br /&gt;
* Third-person description&lt;br /&gt;
* Description when out of sight&lt;br /&gt;
| Creature makes sounds periodically, which can be heard in Adventure mode.&lt;br /&gt;
* First-person reads &amp;quot;You '''bark'''&amp;quot;&lt;br /&gt;
* Third-person reads &amp;quot;The [[capybara]] '''barks'''&amp;quot;&lt;br /&gt;
* Out of sight reads &amp;quot;You hear '''a loud bark'''&amp;quot;&lt;br /&gt;
with the text in bold being the description arguments of the token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SOURCE_HFID}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*Integer&lt;br /&gt;
| Found on generated [[angel]]s. This is the historical figure ID of the deity with which the angel is associated. Since HFIDs are not predictable before worldgen, this isn't terribly usable in mods.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPECIFIC_FOOD}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* PLANT or CREATURE&lt;br /&gt;
* Plant/creature ID&lt;br /&gt;
| Creature will only appear in biomes with this plant or creature available. Grazers given a specific type of grass (such as [[panda]]s and [[bamboo]]) will only eat that grass and nothing else, risking starvation if there's none available. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPHERE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
* [[Sphere#Available_spheres|sphere]]&lt;br /&gt;
| Sets what religious spheres the creature is aligned to, for purposes of being worshipped via the {{token|POWER|c}} token. Also affects the creature's name.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPOUSE_CONVERSION_TARGET}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| This creature can be converted by a night creature with {{token|SPOUSE_CONVERTER|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPOUSE_CONVERTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| If the creature has the {{token|NIGHT_CREATURE_HUNTER|c}} tag, it will kidnap {{token|SPOUSE_CONVERSION_TARGET|c}}s and transform them into the caste of its species with the {{token|CONVERTED_SPOUSE|c}} tag during worldgen. It may also start families this way.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPREAD_EVIL_SPHERES_IF_RULER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| If the creature rules over a [[site]], it will cause the local landscape to be corrupted into [[Surroundings#Evil|evil surroundings]] associated with the creature's [[Creature_token#SPHERE|sphere]]s. The creature must have at least one of the following [[sphere]]s for this to take effect: BLIGHT, DEATH, DISEASE, DEFORMITY, NIGHTMARES. The first three kill vegetation, while the others sometimes do.  The last two get [[Plant_token#EVIL|evil plants]] and [[Creature_token#EVIL|evil animals]] sometimes. NIGHTMARES gets [[bogeyman|bogeymen]]. [http://www.bay12forums.com/smf/index.php?topic=169696.msg8162224#msg8162224] Used by [[demon]]s in the vanilla game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|STANCE_CLIMBER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Caste does not require &amp;lt;code&amp;gt;[[Body_token#GRASP|[GRASP]]]&amp;lt;/code&amp;gt; body parts to climb -- it can climb with &amp;lt;code&amp;gt;[[Body_token#STANCE|[STANCE]]]&amp;lt;/code&amp;gt; parts instead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|STANDARD_GRAZER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Acts as {{token|GRAZER|c}} but set to 20000*G*(max size)^(-3/4), where G defaults to 100 but can be set in d_init, and the whole thing is trapped between 150 and 3 million. Used for all grazers in the default creature raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|STRANGE_MOODS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| The creature will get [[strange mood]]s in fortress mode and can produce artifacts.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SUPERNATURAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Gives the creature knowledge of any secrets with &amp;lt;code&amp;gt;[[Interaction_token#IS_SECRET|[SUPERNATURAL_LEARNING_POSSIBLE]]]&amp;lt;/code&amp;gt; that match its [[Creature_token#SPHERE|spheres]] and also prevents it from becoming a [[vampire]] or [[werebeast]]. Other effects are unknown.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SWIMS_INNATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature naturally knows how to swim perfectly and does not use the [[swimmer]] skill, as opposed to {{token|SWIMS_LEARNED|c}} below. However, Fortress mode AI never paths into water anyway, so it's less useful there. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SWIMS_LEARNED}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature swims only as well as their present [[Swimmer|swimming skill]] allows them to.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SYNDROME_DILUTION_FACTOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &amp;lt;[[Syndrome#SYN_IDENTIFIER|syndrome identifier]]&amp;gt;:&amp;lt;percentage&amp;gt;&lt;br /&gt;
| Dilutes the effects of syndromes which have the specified identifier. A percentage of 100 is equal to the regular syndrome effect severity, higher percentages reduce severity.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==T==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TENDONS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
*healing rate &lt;br /&gt;
| The creature has tendons in its {{token|CONNECTIVE_TISSUE_ANCHOR|td}} tissues (bone or chitin by default). Cutting the bone/chitin tissue severs the tendons, disabling motor function if the target is a limb.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|THICKWEB}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature's [[web]]s can catch larger creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*name &lt;br /&gt;
| Begins defining a tissue in the creature file. Follow this with standard tissue definition tokens to define the tissue properties.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_LAYER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*BY_TYPE, BY_CATEGORY, BY_TOKEN&lt;br /&gt;
*TYPE,CATEGORY, or TOKEN&lt;br /&gt;
*TISSUE&lt;br /&gt;
*LOCATION &lt;br /&gt;
| Adds the tissue layer to wherever it is required.&lt;br /&gt;
Non-argument Locations can be FRONT, RIGHT, LEFT, TOP, BOTTOM. Argument locations are AROUND and CLEANS, requiring a further body part and a % of coverage/cleansing&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_LAYER_OVER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*BY_TYPE, BY_CATEGORY, BY_TOKEN&lt;br /&gt;
*TYPE,CATEGORY, or TOKEN&lt;br /&gt;
*TISSUE&lt;br /&gt;
*LOCATION &lt;br /&gt;
| Alias for TISSUE_LAYER&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_LAYER_UNDER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*BY_TYPE, BY_CATEGORY, BY_TOKEN&lt;br /&gt;
*TYPE,CATEGORY, or TOKEN&lt;br /&gt;
*TISSUE&lt;br /&gt;
| Adds the tissue layer under a given part.&lt;br /&gt;
For example, an [[iron man]] has a gaseous poison within, and this tissue (GAS is its name) has the token [TISSUE_LEAKS] and its state is GAS, so when you puncture the iron outside and damage this tissue it leaks gas (can have a syndrome by using a previous one in the creature sample.) [TISSUE_LAYER_UNDER:BY_CATEGORY:ALL:{tissue}] {tissue} is what will be under the TISSUE_LAYER; here is an example Tissue from the Iron Man:&amp;lt;br&amp;gt; &lt;br /&gt;
[TISSUE:GAS] [TISSUE_NAME:gas:NP] [TISSUE_MATERIAL:LOCAL_CREATURE_MAT:GAS] [TISSUE_MAT_STATE:GAS] [RELATIVE_THICKNESS:50] [TISSUE_LEAKS] [TISSUE_SHAPE:LAYER] &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TITAN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on [[titan]]s. Cannot be specified in user-defined raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRADE_CAPACITY}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
*number&lt;br /&gt;
| How much the creature can carry when used by merchants. 1000 by default. Completely ignored if the animal does not also have PACK_ANIMAL or WAGON, instead using BODY_SIZE^(2/3)/20, even if they're a pack animal due to ANIMAL_ALWAYS_PACK_ANIMAL.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAINABLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Shortcut for {{token|TRAINABLE_HUNTING|c}} + {{token|TRAINABLE_WAR|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAINABLE_HUNTING}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Can be [[Animal trainer|trained]] as a hunting beast, increasing speed.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAINABLE_WAR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Can be [[Animal trainer|trained]] as a war beast, increasing strength and endurance.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRANCES}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to go into [[martial trance]]s. Used by dwarves in the vanilla game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAPAVOID}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature will never trigger [[trap]]s it steps on. Used by a [[Trapavoid|number of creatures]]. Doesn't make the creature immune to remotely activated traps (like retractable spikes being triggered while the creature is standing over them). TRAPAVOID creatures lose this power if they're immobilized while standing in a trap, be it by stepping on thick web, being paralyzed or being knocked unconscious.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRIGGERABLE_GROUP}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*min&lt;br /&gt;
*max &lt;br /&gt;
| A large swarm of vermin can be disturbed, usually in adventurer mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TSU_NOUN}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*noun&lt;br /&gt;
*SINGULAR or PLURAL &lt;br /&gt;
| Noun for the {{token|TISSUE_STYLE_UNIT|c}}, used in the description of the tissue layer's style.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==U==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UBIQUITOUS}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
| Creature will occur in every region with the correct biome. Does not apply to {{token|EVIL|c}}/{{token|GOOD|c}} tags. Supersedes {{token|FREQUENCY|c}} for the purposes of distributing populations through the map, they are present in every part of the valid biome. Respects {{token|FREQUENCY|c}} for the frequency of unit [[Creature token#CLUSTER_NUMBER|cluster]] spawns being of this species.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UNDERGROUND_DEPTH}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*mindepth&lt;br /&gt;
*maxdepth &lt;br /&gt;
| Depth that the creature appears underground. Numbers can be from 0 to 5. 0 is actually 'above ground' and can be used if the creature is to appear both above and below ground. Values from 1-3 are the respective [[cavern]] levels, 4 is the [[magma sea]] and 5 is the [[HFS]]. A single argument may be used instead of min and max. [[Demon]]s use only 5:5; user-defined creatures with both this depth and {{token|FLIER}} will take part in the initial wave from the HFS alongside generated demons, but without {{token|FLIER}} they will only spawn from the map edges. Civilizations that can use underground plants or animals will only export (via the embark screen or caravans) things that are available at depth 1.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UNDERSWIM}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is displayed as blue when in [[Water#Depth|7/7 water]]. Used on fish and amphibious creatures which swim under the water.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UNIQUE_DEMON}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Found on generated [[demon]]s; causes the game to create a single named instance of the demon which will emerge from the underworld and take over civilizations during worldgen.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_CASTE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*new caste token&lt;br /&gt;
*old caste token&lt;br /&gt;
| Defines a new caste derived directly from a previous caste. The new caste inherits all properties of the old one. The effect of this tag is automatic if one has not yet defined any castes: &amp;quot;Any caste-level tag that occurs before castes are explicitly declared is saved up and placed on any caste that is declared later, unless the caste is explicitly derived from another caste.&amp;quot;&lt;br /&gt;
Roostre: &amp;quot;When DF detects duplicate tokens in the raws of the same object, a failsafe seems to kick in; it takes the bottom-most of the duplicates, and disregards the others. In the case of tokens added by a mod, it prioritizes the duplicate in the mod.&amp;quot; This means that if a tag is defined in the base-caste and redefined in the derived caste, the derived tag overwrites the base tag. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_MATERIAL}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*new material ID&lt;br /&gt;
*old material ID&lt;br /&gt;
| Defines a new local creature material and populates it with all properties defined in the specified local creature material.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_MATERIAL_TEMPLATE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*new material token&lt;br /&gt;
*material template &lt;br /&gt;
| Defines a new local creature material and populates it with all properties defined in the specified template. [http://www.bay12forums.com/smf/index.php?topic=175437.msg8441368#msg8441368 There seems to be a limit of 200 materials per creature].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_TISSUE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*new tissue token&lt;br /&gt;
*old tissue id&lt;br /&gt;
| Defines a new local creature tissue and populates it with all properties defined in the local tissue specified in the second argument.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_TISSUE_TEMPLATE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*new tissue token&lt;br /&gt;
*tissue template&lt;br /&gt;
| Loads a tissue template listed in OBJECT:TISSUE_TEMPLATE files, such as tissue_template_default.txt. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UTTERANCES}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Changes the language of the creature into unintelligible 'kobold-speak', which creatures of other species will be unable to understand. If a civilized creature has this and is not part of a {{token|SKULKING|e}} civ, it will tend to start wars with all nearby civilizations and will be unable to make peace treaties due to 'inability to communicate'.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==V==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VEGETATION}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Like {{token|AT_PEACE_WITH_WILDLIFE}}, but also makes the creature more valued in artwork by civilisations with the PLANT [[sphere]]. [http://www.bay12forums.com/smf/index.php?topic=169696.msg8316954#msg8316954] Used by [[grimeling]]s in the vanilla game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_BITE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*chance of occurrence{{verify}}&lt;br /&gt;
*verb (bitten, stung, etc.)&lt;br /&gt;
* [[material token]]&lt;br /&gt;
* [[Material_definition_token#Material_States|material state]]&lt;br /&gt;
| Enables vermin to bite other creatures, injecting the specified material. See {{token|SPECIALATTACK_INJECT_EXTRACT|c}} for details about injection - this token presumably works in a similar manner.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_EATER}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
| The vermin creature will attempt to eat exposed food. See {{token|PENETRATEPOWER|c}}. Distinct from {{token|VERMIN_ROTTER|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_FISH}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The vermin appears in [[water]] and will attempt to swim around.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_GROUNDER}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creature appears in &amp;quot;general&amp;quot; surface ground locations. Note that this doesn't stop the creature from flying if it can (most vermin birds have this tag).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_HATEABLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Some dwarves will [[Preferences|hate]] the creature and get unhappy thoughts when around it. See the [[Hateable|list of hateable vermin]] for details.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_MICRO}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| This makes the creature move in a swarm of creatures of the same race as it (e.g. swarm of flies, swarm of ants).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_NOFISH}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature cannot be caught by [[fishing]]. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_NOROAM}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature will not be observed randomly roaming about the map. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_NOTRAP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature cannot be caught in baited [[animal trap]]s; however, a &amp;quot;[[Trapper|catch live land animal]]&amp;quot; task may still be able to capture one if a dwarf finds one roaming around.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_ROTTER}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The vermin are attracted to rotting stuff and loose food left in the open and cause unhappy thoughts to dwarves who encounter them. Present on flies, knuckle worms, acorn flies, and blood gnats.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_SOIL}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creature randomly appears near dirt or mud, and may be uncovered by creatures that have the {{token|ROOT_AROUND|c}} interaction such as [[goose|geese]] and [[chicken]]s. Dwarves will ignore the creature when given the &amp;quot;Capture live land animal&amp;quot; task.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_SOIL_COLONY}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The vermin will appear in a single tile cluster of many vermin, such as a colony of ants.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMINHUNTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Old shorthand for &amp;quot;does cat stuff&amp;quot;. Contains {{token|AT_PEACE_WITH_WILDLIFE|c}} + {{token|RETURNS_VERMIN_KILLS_TO_OWNER|c}} + {{token|HUNTS_VERMIN|c}} + {{token|ADOPTS_OWNER|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VESPERTINE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| When set, the creature will only appear in the evening (between 8:00 PM and 10:05 PM) in [[Adventurer mode]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VIEWRANGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
| Value should determine how close you have to get to a critter before it attacks (or prevents adv mode travel etc.) Default is 20.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VISION_ARC}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*binocular vision arc&lt;br /&gt;
*non-binocular vision arc&lt;br /&gt;
| The width of the creature's vision arcs, in degrees (i.e. 0 to 360). The first number is binocular vision, the second is non-binocular vision.  Binocular vision has a minimum of about 10 degrees, monocular, a maximum of about 350 degrees. Values past these limits will be accepted, but will default to ~10 degrees and ~350 degrees respectively. Defaults are 60:120.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==W==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WAGON_PULLER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to pull caravan wagons. If a civilization doesn't have access to any, it is restricted to trading with pack animals.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WEBBER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
| Allows the creature to create [[web]]s, and defines what the webs are made of.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WEBIMMUNE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature will not get caught in thick [[web]]s. Used by creatures who can shoot thick webs (such as [[giant cave spider]]s) in order to make them immune to their own attacks.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Attack Tokens==&lt;br /&gt;
&lt;br /&gt;
Attacks can use four different part selection criteria. Except for TISSUE_LAYER, the base game makes use of all of these in its attacks.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Part type token&lt;br /&gt;
! width=&amp;quot;30%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BODYPART}}&lt;br /&gt;
| &lt;br /&gt;
* BY_TYPE/BY_TOKEN/BY_CATEGORY&lt;br /&gt;
* type/token/category&lt;br /&gt;
| This attack uses a particular body part; for example, ATTACK:PUNCH:BODYPART:BY_TYPE:GRASP will make it use any part that can hold onto an object.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_LAYER}}&lt;br /&gt;
|&lt;br /&gt;
* BY_TYPE/BY_TOKEN/BY_CATEGORY&lt;br /&gt;
* type/token/category&lt;br /&gt;
* tissue layer&lt;br /&gt;
| This attack uses a specific tissue layer on a specific body part; ATTACK:SCRATCH:TISSUE_LAYER:BY_TYPE:GRASP:BONE will make it use the bone of the hands.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CHILD_BODYPART_GROUP}}&lt;br /&gt;
|&lt;br /&gt;
* BY_TYPE/BY_TOKEN/BY_CATEGORY&lt;br /&gt;
* type/token/category&lt;br /&gt;
* BY_TYPE/BY_TOKEN/BY_CATEGORY&lt;br /&gt;
* type/token/category&lt;br /&gt;
| Uses a body part that is subordinate to another; ATTACK:SLAP:CHILD_BODYPART_GROUP:BY_CATEGORY:ARM_LOWER:BY_TYPE:GRASP will make it use every hand attached to each lower arm (so it will generate one attack per lower arm, each of which will use every hand on that arm, assuming there are multiple hands per arm).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CHILD_TISSUE_LAYER_GROUP}}&lt;br /&gt;
| &lt;br /&gt;
* BY_TYPE/BY_TOKEN/BY_CATEGORY&lt;br /&gt;
* type/token/category&lt;br /&gt;
* BY_TYPE/BY_TOKEN/BY_CATEGORY&lt;br /&gt;
* type/token/category&lt;br /&gt;
* tissue layer&lt;br /&gt;
| As CHILD_BODYPART_GROUP, but specifying a tissue, too; ATTACK:BITE:CHILD_BODYPART_GROUP:BY_CATEGORY:HEAD:BY_CATEGORY:TOOTH&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_SKILL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Skill token]]&lt;br /&gt;
| Defines the skill used by the attack.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_VERB}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*2nd person&lt;br /&gt;
*3rd person &lt;br /&gt;
| Descriptive text for the attack.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_CONTACT_PERC}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*% value &lt;br /&gt;
| The contact area of the attack, measured in % of the body part's volume. Note that all attack percentages can be more than 100%.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_PENETRATION_PERC}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*% value &lt;br /&gt;
| The penetration value of the attack, measured in % of the body part's volume. Requires ATTACK_FLAG_EDGE. Maximum value: 15000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_PRIORITY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*MAIN or SECOND &lt;br /&gt;
| Usage frequency. MAIN attacks are 100 times more frequently chosen than SECOND. Opportunity attacks ignore this preference.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_VELOCITY_MODIFIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*number&lt;br /&gt;
| The velocity multiplier of the attack, multiplied by 1000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_FLAG_CANLATCH}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Attacks that damage tissue have the chance to latch on in a wrestling hold. The grabbing bodypart can then use the &amp;quot;shake around&amp;quot; wrestling move, causing severe, armor-bypassing tensile damage according to the attacker's body volume.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_FLAG_WITH}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Displays the name of the body part used to perform an attack while announcing it, e.g. &amp;quot;The weaver punches the bugbat with his right hand&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_FLAG_EDGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The attack is edged, with all the effects on physical resistance and contact area that it entails.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_PREPARE_AND_RECOVER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* Preparation time&lt;br /&gt;
* Recovery time&lt;br /&gt;
| Determines the length of time to prepare this attack and until one can perform this attack again. Values appear to be calculated in adventure mode ticks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_FLAG_BAD_MULTIATTACK}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Multiple strikes with this attack cannot be performed effectively.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_FLAG_INDEPENDENT_MULTIATTACK}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Multiple strikes with this attack can be performed with no penalty. The creature will use all attacks with this token at once.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPECIALATTACK_INJECT_EXTRACT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*&amp;lt;[[material token]]&amp;gt;&lt;br /&gt;
*&amp;lt;[[Material_definition_token#Material_States|material state]]&amp;gt;&lt;br /&gt;
*&amp;lt;min quantity&amp;gt;&lt;br /&gt;
*&amp;lt;max quantity&amp;gt;&lt;br /&gt;
| When added to an attack, causes the attack to inject the specified material into the victim's bloodstream. Once injected, the material will participate in [[temperature|thermal]] exchange within the creature - injecting something like molten [[iron]] (INORGANIC:IRON:LIQUID) would cause most unmodded creatures to melt (note that some of the injected material also [[contaminant|splatters]] over the bodypart used to carry out the attack, so it should be protected appropriately). If the injected material has an associated [[syndrome]] with the [[Syndrome#SYN_INJECTED|[SYN_INJECTED]]] token, it will be transmitted to the victim. If the attack is blunt, the injected material lacks the [[Material definition token#ENTERS_BLOOD|[ENTERS_BLOOD]]] token, the attacked bodypart has no [[Tissue_definition_token#VASCULAR|[VASCULAR]]] tissues, or the victim is bloodless, the material will splatter over the attacked body part instead. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPECIALATTACK_INTERACTION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*interaction&lt;br /&gt;
| When this attack lands successfully, a specified interaction will take effect on the target creature. The attack must break the target creature's skin in order to work. This will take effect in worldgen as well. If the attack would break skin, the interaction will occur '''before the attack actually lands'''.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPECIALATTACK_SUCK_BLOOD}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*min&lt;br /&gt;
*max&lt;br /&gt;
| Successful attack draws out an amount of blood randomized between the min and max value. Beware that this '''will''' trigger any ingestion syndromes attached to the target creature's blood - for example, using this attack on a vampire will turn you into one too.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Tissue Layer Tokens==&lt;br /&gt;
Tissue layers are added to a creature's body parts by the creature tokens [[#TISSUE_LAYER|TISSUE_LAYER]], [[#TISSUE_LAYER_OVER|TISSUE_LAYER_OVER]], [[#TISSUE_LAYER_UNDER|TISSUE_LAYER_UNDER]], and the body detail plan token [[#TL_LAYERS|TL_LAYERS]].&lt;br /&gt;
&lt;br /&gt;
These tissue layers are not the same thing as tissues, which are defined at creature level, but rather applications of the tissues. If the SKIN tissue of a creature is the more general and abstract notion of what skin is for that creature, then a tissue layer may be the &amp;quot;actual&amp;quot; skin on the creature's nose, head, or second toe. As most creatures have more than one body part, tissue layers are normally selected en masse.&lt;br /&gt;
&lt;br /&gt;
Some tissue layer tokens are analogous to tissue definition tokens, e.g. [[#TL_CONNECTS|TL_CONNECTS]] to [[tissue_definition_token#CONNECTS|CONNECTS]].&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SELECT_TISSUE_LAYER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*TISSUE&lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*Location - category, type, or token | Selects a tissue at a location&lt;br /&gt;
* (optional) FRONT, BACK, LEFT, RIGHT, TOP, BOTTOM, AROUND.&lt;br /&gt;
| Begins a selection of tissue layers. &lt;br /&gt;
[SELECT_TISSUE_LAYER:HEART:BY_TYPE:HEART]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PLUS_TISSUE_LAYER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*TISSUE&lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*Location - category, type, or token &lt;br /&gt;
| Adds tissue layers to those selected.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SET_TL_GROUP}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*TISSUE&lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*Location - category, type, or token&lt;br /&gt;
*tissue &lt;br /&gt;
| Begins a selection of tissue layers. Only usable for descriptor and cosmetic purposes. &lt;br /&gt;
&lt;br /&gt;
Research has implied it may be redundant with SELECT_TISSUE_LAYER, as the latter allows for cosmetics as well as &amp;quot;functional&amp;quot; tokens such as TL_MAJOR_ARTERIES. Vanilla raws still use SET_TL_GROUP though, for all cosmetic purposes. More research is needed on this subject.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PLUS_TL_GROUP}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*Location - category, type, or token&lt;br /&gt;
*tissue &lt;br /&gt;
| Adds tissue layers to those selected. Like SET_TL_GROUP, it may be redundant even if used in the vanilla raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SET_LAYER_TISSUE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*TISSUE&lt;br /&gt;
| Sets a selected tissue layer to be made of a different tissue.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SHEARABLE_TISSUE_LAYER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* tissue modifier&lt;br /&gt;
* required value&lt;br /&gt;
| Tissue layer can be sheared for its component material. The specified modifier must be at least of the desired value for shearing to be possible (for example, a [[llama]]'s wool must have a LENGTH of 300 before it is shearable).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_LAYER_APPEARANCE_MODIFIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*QUALITY&lt;br /&gt;
*lowest&lt;br /&gt;
*lower&lt;br /&gt;
*low&lt;br /&gt;
*median&lt;br /&gt;
*high&lt;br /&gt;
*higher&lt;br /&gt;
*highest &lt;br /&gt;
| Sets the range of qualities, including LENGTH, DENSE, HIGH_POSITION, CURLY, GREASY, WRINKLY&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_STYLE_UNIT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*tissue style unit ID&lt;br /&gt;
*shaping&lt;br /&gt;
| Sets tissue layer to be the target of TISSUE_STYLE token specified for an entity, works only on entity members. Mostly used with tissues HAIR, BEARD, MOUSTACHE, SIDEBURNS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_COLOR_MODIFIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*COLOR&lt;br /&gt;
*freq&lt;br /&gt;
*COLOR&lt;br /&gt;
*freq etc. &lt;br /&gt;
| Creates a list of colors/color patterns, giving each a relative frequency. If the given color or pattern does not exist, the tissue is described as being &amp;quot;transparent&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TLCM_GENETIC_MODEL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| The way the color modifier is passed on to offspring. May or may not work right now.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TLCM_IMPORTANCE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*number&lt;br /&gt;
| Presumably modifies the importance of the tissue layer color modifier, for description purposes.&lt;br /&gt;
HOWEVER using this appears to remove all mention of colour from creature descriptions. It does not appear in any default creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TLCM_NOUN}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*name&lt;br /&gt;
*SINGULAR or PLURAL&lt;br /&gt;
| Names the tissue layer color modifier, and determines the noun. Also used by [[Utility:Stonesense|Stonesense]] for colouring body parts. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TLCM_TIMING}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*ROOT&lt;br /&gt;
*start change window years&lt;br /&gt;
*days&lt;br /&gt;
*end change window years&lt;br /&gt;
*days&lt;br /&gt;
| Determines the point in the creature's life when the color change begins and ends.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_CONNECTS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Gives the CONNECTS attribute to selected layers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_HEALING_RATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
| Changes the HEALING_RATE of the selected tissue layers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_MAJOR_ARTERIES}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Gives the &amp;quot;major arteries&amp;quot; attribute to selected layers. Used to add massive bleeding properties to the throat, made from skin.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_PAIN_RECEPTORS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
| Changes the number of pain receptors for selected tissue layers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_RELATIVE_THICKNESS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
| Changes the relative thickness for selected tissue layers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_VASCULAR}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
| Sets a new VASCULAR value (which modulates bleeding) for selected tissue layers.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Body detail plan token]]&lt;br /&gt;
*[[Body token]]&lt;br /&gt;
*[[Material definition token]]&lt;br /&gt;
*[[Syndrome]]&lt;br /&gt;
*[[Tissue definition token]]&lt;br /&gt;
*[[Creature examples]]&lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
{{Category|Tokens}}&lt;br /&gt;
[[ru:Creature token]]&lt;/div&gt;</summary>
		<author><name>DikbutDaGrate</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Combat_skill&amp;diff=311031</id>
		<title>Combat skill</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Combat_skill&amp;diff=311031"/>
		<updated>2025-10-04T19:56:43Z</updated>

		<summary type="html">&lt;p&gt;DikbutDaGrate: Yes, bashing with shield trains misc. object user skill.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}&lt;br /&gt;
{{av}}&lt;br /&gt;
[[File:combat_skill_preview.png|right]]&lt;br /&gt;
&lt;br /&gt;
'''Combat skills''' are a collection of different but interrelated [[skill]]s that, without exception, have an impact on dwarves' and other creatures' [[combat]] effectiveness.&lt;br /&gt;
&lt;br /&gt;
== General combat skills==&lt;br /&gt;
General combat skills are a category of skills that are collectively unrelated to whether a dwarf (''or [[human]], perhaps [[elf|leaf-lover]]'') is using weapons or armor, but are useful for combat.&lt;br /&gt;
* '''[[Archer]]''' - increases with the use of any ranged attack, including throwing. Its exact function is unknown, except that it was shown to decrease the probability of an enemy dodging a ranged attack. Aside from that, it can serve as an indicator of how much ranged weapons are used.&lt;br /&gt;
* '''Biter''' - increases whenever a character chooses to bite an opponent. This is probably the most effective attack for a creature whose biting causes a [[syndrome]], but some [[Immigration|immigrants]] will arrive with this skill as well, and unarmed combatants will occasionally learn a little of this skill when they choose to bite during a combat. Goring with horns and tusks also uses the biting skill.&lt;br /&gt;
* '''Dodger''' - aids creatures in avoidance, causing enemies to miss more often. Scanning of combat reports suggest that dodging is very common and effective - assuming that messages referring to dodging are in essence caused by the dodger skill. Dodging can, unfortunately, cause dwarves to fall through Z-levels into [[deep pit]]s, [[water]], or even [[magma]]; they do not attempt to avoid dodging into perilous locales. Dodging can even be done while lying on the ground, making it a particularly valuable skill.&lt;br /&gt;
* '''Fighter''' - increases with each melee attack (from or to a target), no matter what kind of weapon is used, and can increase rather quickly. It influences weapon accuracy, though to a lesser extent than particular weapon skills.&lt;br /&gt;
* '''Kicker''' - increased by kicking in unarmed combat. Stance strikes from kicking and tail slapping tend to have a blunt [[attack type]], though stings from a [[bark scorpion man]] will also rely on the kicking skill.&lt;br /&gt;
* '''Striker''' - increased by throwing punches and scratching with claws or nails in unarmed combat. Creatures with pincers will snatch at targets instead.&lt;br /&gt;
* '''[[Wrestling|Wrestler]]''' - pertains to incapacitating enemies by holding limbs. Wrestlers are generally unable to kill ''much'', but they ''may'' make killing easier for their armed comrades - and their punches do kill fellow dwarves when tantruming. Wrestlers can strangle enemies unconscious, break joints, and even take away weapons and armor, but the AI is rather unlikely to do so (making [[adventurer mode|adventurer]]-wrestlers much more effective).&lt;br /&gt;
* '''[[Observer]]''' -  used to note and anticipate the attacks of enemies. Skilled observers are less likely to be surprised by an opponent's charge, for instance, and less likely to receive a penalty for being attacked from the side. In adventure mode, higher levels of the skill also give more information - which arm/weapon the opponent is using for its next attack, for example. &lt;br /&gt;
&lt;br /&gt;
Your &amp;quot;deflection roll&amp;quot; is based on your armor use skill, but in the first calculation, your dodge roll counts more and replaces your deflection roll if it is higher.  That roll is thrown into an equation with the hit roll to get the &amp;quot;squareness&amp;quot; of the attack from 0 to 20.  There's some pure luck at this stage, though, and the squareness can sometimes be increased regardless of the rolls.  Later, the same deflection roll is used directly with relevant worn items one by one to modify attack momentum using the material/etc. -- dodge rolls don't enter into this.  Item familiarity can increase this deflection bonus.&lt;br /&gt;
&lt;br /&gt;
In addition to speed, high armor skill also decreases your &amp;quot;clunkiness&amp;quot; with heavy worn objects.  The clunkiness sum applies a minus to many skill rolls (mostly combat, but a few non-combat skills).&lt;br /&gt;
&lt;br /&gt;
== Equipment skills ==&lt;br /&gt;
[[File:armor_skill_preview.png|right]]Equipment skills are associated with the use of non-weapon equipment, and as a class increase dwarven survivability.&lt;br /&gt;
* '''Armor User''' - related to how well a dwarf moves in [[armor]], and increases whenever a dwarf wearing armor attacks or is attacked, with triple the gain if the dwarf was actually struck on their armor. Higher levels of this skill reduces the encumbrance penalties of armor, allowing dwarves wearing full steel plate and shield to move at normal speed. Arena testing also indicates that armor users become tired less easily than non-armor wearers (300 vs 100 announcements vs bronze colossus). Because even leather [[clothes]] count as armor, this skill often appears at dabbling level on civilians who briefly struggle with a [[kobold]] [[thief]] or predatory animals. A creature with a [[Modding|tough enough body]] will also gain armor user skill when glancing blows are struck to their bare flesh([[Metal|?]]), though anything durable enough to do that would have little need for normal armor. Armor User skill possibly used for shield-based attacks.&lt;br /&gt;
{| style=&amp;quot;margin: 0 auto; border: 1px solid black; border-spacing: 0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;33%&amp;quot; style=&amp;quot;border-right: 1px solid black;&amp;quot; |&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! align=&amp;quot;left&amp;quot; |Skill level !! align=&amp;quot;left&amp;quot; |Armor weight&lt;br /&gt;
|-&lt;br /&gt;
| Novice/Dabbling || align=&amp;quot;left&amp;quot; |×1.0&lt;br /&gt;
|-&lt;br /&gt;
| Adequate (2) || align=&amp;quot;left&amp;quot; |×0.8125&lt;br /&gt;
|-&lt;br /&gt;
| Competent (3)    || align=&amp;quot;left&amp;quot; |×0.75&lt;br /&gt;
|-&lt;br /&gt;
| Skilled (4)      || align=&amp;quot;left&amp;quot; |×0.6875&lt;br /&gt;
|-&lt;br /&gt;
| Proficient (5)   || align=&amp;quot;left&amp;quot; |×0.625&lt;br /&gt;
|}&lt;br /&gt;
| width=&amp;quot;33%&amp;quot; style=&amp;quot;border-right: 1px solid black;&amp;quot; |&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! align=&amp;quot;left&amp;quot; |Skill level !! align=&amp;quot;left&amp;quot; |Armor weight&lt;br /&gt;
|-&lt;br /&gt;
| Talented (6)     || align=&amp;quot;left&amp;quot; |×0.5625&lt;br /&gt;
|-&lt;br /&gt;
| Adept (7)        || align=&amp;quot;left&amp;quot; |×0.5&lt;br /&gt;
|-&lt;br /&gt;
| Expert (8)       || align=&amp;quot;left&amp;quot; |×0.4375&lt;br /&gt;
|-&lt;br /&gt;
| Professional (9) || align=&amp;quot;left&amp;quot; |×0.375&lt;br /&gt;
|-&lt;br /&gt;
| Accomplished (10) || align=&amp;quot;left&amp;quot; |×0.3125&lt;br /&gt;
|}&lt;br /&gt;
| width=&amp;quot;33%&amp;quot; |&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! align=&amp;quot;left&amp;quot; |Skill level !! align=&amp;quot;left&amp;quot; |Armor weight&lt;br /&gt;
|-&lt;br /&gt;
| Great (11)        || align=&amp;quot;left&amp;quot; |×0.25&lt;br /&gt;
|-&lt;br /&gt;
| Master (12)       || align=&amp;quot;left&amp;quot; |×0.1875&lt;br /&gt;
|-&lt;br /&gt;
| High Master (13)  || align=&amp;quot;left&amp;quot; |×0.125&lt;br /&gt;
|-&lt;br /&gt;
| Grand Master (14) || align=&amp;quot;left&amp;quot; |×0.0625&lt;br /&gt;
|-&lt;br /&gt;
| Legendary (15+)    || align=&amp;quot;left&amp;quot; |×0.0&lt;br /&gt;
|}&lt;br /&gt;
|}{{verify}}&lt;br /&gt;
&lt;br /&gt;
* '''Shield User''' - increases whenever a dwarf uses a [[shield]] or [[buckler]] to block an attack, which is often. Shields increase the survivability of dwarves a great deal, and can block anything from a [[goblin]] axe to [[dragonfire]].&lt;br /&gt;
&lt;br /&gt;
== Weapon skills ==&lt;br /&gt;
[[File:weapon_skill_preview.png|right]]Weapon skills are associated with the use of a particular [[weapon]] type, even if that weapon type is &amp;quot;thrown [[vomit]]&amp;quot; in adventure mode. Arena testing indicates weapon skill is more powerful per-point than any other combat skill (assuming the appropriate weapon is equipped!), it contributes to offensive ability and parrying. The name of many of these skills is dependent on species: a dwarven spear user will be known as a 'Speardwarf'. The fighter skill does everything these do, but less.&lt;br /&gt;
* '''Axeman''' - allows characters to use [[battle axe]]s, [[great axe]]s, and [[halberd]]s more effectively.&lt;br /&gt;
* '''Blowgunner''' - allows characters to use [[blowgun]]s more effectively.&lt;br /&gt;
* '''Bowman''' - allows characters to use [[bow]]s more effectively. (&amp;quot;Bowdwarf&amp;quot; for dwarves).&lt;br /&gt;
* '''[[Crossbowman]]''' - allows characters to use [[crossbow]]s more effectively. ('Marksdwarf' for dwarves).&lt;br /&gt;
* '''Hammerman''' - allows characters to use [[maul]]s and [[war hammer]]s more effectively, as well as [[crossbow]]s in melee.&lt;br /&gt;
* '''Knife User''' - allows characters to use large [[dagger]]s and knives more effectively.&lt;br /&gt;
* '''Lasher''' - allows characters to use [[whip]]s and [[scourge]]s more effectively.&lt;br /&gt;
* '''Maceman''' - allows characters to use [[flail]]s, [[mace]]s, and [[morningstar]]s more effectively.&lt;br /&gt;
* '''[[Miner]]''' - not strictly a weapon skill, but allows characters to use [[pick]]s more effectively as weapons. This is also the only moodable combat-usable skill.&lt;br /&gt;
* '''Misc. Object User''' - allows characters to use objects like tables and chairs (''etc.'') more effectively as weapons. In fortress mode, dwarves will often use this skill when attacking with held [[goblet]]s. It also is used with shields, making it useful if a military dwarf is disarmed (either literally or not).&lt;br /&gt;
* '''Pikeman''' - allows characters to use [[Pike (weapon)|pike]]s more effectively.&lt;br /&gt;
* '''Spearman''' - allows characters to use [[spear]]s more effectively.&lt;br /&gt;
* '''Swordsman''' - allows characters to use [[long sword]]s, [[scimitar]]s, [[short sword]]s, and [[two-handed sword]]s more effectively, as well as blowguns and bows in melee.&lt;br /&gt;
* '''[[Thrower]]''' - allows characters to throw miscellaneous objects more effectively. Throwing is still as hilariously overpowered as in previous versions - you can, for instance, kill a charging elephant with thrown water.  This generally isn't seen in fortress mode, other than the occasional dwarf going on a tantrum and throwing whatever is in their hands.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[User:Shinziril#Skills|Outstanding research]] on several combat skills by Shinziril&lt;br /&gt;
* A scientific test of how the Archer and Marksdwarf skills affect ranged combat: [http://www.bay12forums.com/smf/index.php?topic=117284.0 Dwarven Research: A Study of the 'Archer' and 'Marksdwarf' Skills]&lt;br /&gt;
*A [[Advanced Marksdwarf Training Guide|Marksdwarf Training Guide]] is available to handle many issues and confusion relating to marksdwarves, as well as provide methods to get them more reliably training and firing.&lt;br /&gt;
* [http://www.bay12forums.com/smf/index.php?topic=134779.0 Dwarven Research: A Study on Shielding] Explains everything you need to know about shields.&lt;br /&gt;
&lt;br /&gt;
{{skills}}&lt;br /&gt;
{{Category|Combat Skills| }}&lt;/div&gt;</summary>
		<author><name>DikbutDaGrate</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Animal_trainer&amp;diff=310558</id>
		<title>Animal trainer</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Animal_trainer&amp;diff=310558"/>
		<updated>2025-08-20T21:55:47Z</updated>

		<summary type="html">&lt;p&gt;DikbutDaGrate: /* Animal knowledge */  Updated citations. Cites two separate Toady One responses. Prior citation listed was practically a fictious reference from all the way in 2013.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{v50_skill&lt;br /&gt;
| color      = 2:0&lt;br /&gt;
| graphic    = [[File:green_sprite_icon.png]]&lt;br /&gt;
| graphicmargin = 106px&lt;br /&gt;
| skill      = Animal Trainer&lt;br /&gt;
| profession = [[Ranger]]&lt;br /&gt;
| job name   = [[Animal training]]&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Train [[dog|war animal]]&lt;br /&gt;
* Train [[dog|hunting animal]]&lt;br /&gt;
* Train large animal&lt;br /&gt;
* Train small animal&lt;br /&gt;
| workshop = [[Vermin catcher's shop]]&lt;br /&gt;
| attributes =&lt;br /&gt;
* Agility&lt;br /&gt;
* Toughness&lt;br /&gt;
* Endurance&lt;br /&gt;
* Intuition&lt;br /&gt;
* Patience&lt;br /&gt;
* Empathy&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Animal trainer''' is the skill associated with the '''animal training''' [[labor]]. An animal trainer works with [[animal]]s, either training wild ones or training certain species for war or hunting. They also train certain kinds of captured live [[vermin]].&lt;br /&gt;
&lt;br /&gt;
The Pets/Livestock tab of the citizen information menu ({{menu icon|u}}) has a list of all animals that belong to your civilization, and are tame, trained, or trainable. Each animal on the list can be assigned a trainer, who will then train (if needed) the animal, increase its training (if not already tame) or train it for war or hunting (if selected for hunting or training). Which animals are known and how well can be checked with the &amp;quot;Overall Training&amp;quot; button in the lower right corner of the &amp;quot;Pets/Livestock&amp;quot; tab. There is no way to tame a specific type of vermin.&lt;br /&gt;
&lt;br /&gt;
An [[Activity_zone#Animal_training|animal training zone]] or [[Activity_zone#Pen/Pasture|pasture]] is required for all training activities for animals. Taming vermin instead requires a [[vermin catcher's shop]].&lt;br /&gt;
&lt;br /&gt;
== Domesticating wild animals ==&lt;br /&gt;
=== Capture ===&lt;br /&gt;
[[File:animal_train_comic.png|thumb|200px|right|The butchers have it worse, they gotta 'obtain' the dogs' leather.&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Art by p3ach_tea&amp;lt;/small&amp;gt;]]In order to train an animal, you must first have an animal to train, so before you can do any training, you must capture some wild animals. Which animals appear at your fortress (and thus which animals you can train, besides the [[Caverns|subterranean]] creatures that are randomly present) is dependent upon your [[surroundings]], which is in turn dependent upon the local [[biome]] or biomes, if your fortress overlaps multiple [[region]]s.&lt;br /&gt;
&lt;br /&gt;
Wild [[creature]]s can only be captured by [[cage trap]]s; as above-ground traffic is, as a rule, unrestricted, and as creatures can enter and exit the map from any direction, the only reliable way to force wildlife into your cages is to build a lot of them. The same is true of the [[caverns]], although since they are usually not nearly so expansive, capturing passing creatures is a little easier; on the other hand, you have to be much more worried about exposing your dwarves to the various subterranean nasties. Note that [[animal trap]]s are ''not'' used in this role, but are instead used by [[trapper]]s to capture live [[vermin]], and thus, surprisingly enough, trappers are not involved in the trapping of actual creatures.&lt;br /&gt;
&lt;br /&gt;
Just because you have a creature stowed away in your cages [[stockpile]], does not mean that it can be trained, as only creatures with the {{token|PET|c}} or {{token|PET_EXOTIC|c}} [[creature token]] can be trained. Most creatures have one of the two flags, but there are exceptions, notably some underground creatures. Sentient creatures (such as [[goblin]]s or [[animal people]]), [[forgotten beast]]s and [[titan]]s are among the creatures that can never be trained or tamed. Additionally, {{token|TRAPAVOID|c}} creatures ignore cage traps entirely. Captured [[siege|war]] [[mount]]s and any other [[name]]d enemies of your civilization can also be trained, but they will, regardless of training level, remain hostile to your civilization and will, if released from bondage, attack your units without mercy; even worse, these creatures [http://www.bay12forums.com/smf/index.php?topic=111357.0 may cause] a [[loyalty cascade]] if you order your [[military]] to deal with the situation.{{bug|6051}} To make use of captured creatures that you cannot or do not want to train, see [[live training]] and [[mass pitting]].&lt;br /&gt;
&lt;br /&gt;
=== Training ===&lt;br /&gt;
{| style=&amp;quot;text-align:center; float:right; margin:8px;&amp;quot; class=wikitable&lt;br /&gt;
! '''Designation'''&lt;br /&gt;
! '''Description''' &lt;br /&gt;
|-&lt;br /&gt;
| Wild || Not Tame&lt;br /&gt;
|-&lt;br /&gt;
| Semi-wild || Semi-wild&lt;br /&gt;
|-&lt;br /&gt;
| Trained || Trained&lt;br /&gt;
|-&lt;br /&gt;
| -Trained- || Well-trained &lt;br /&gt;
|-&lt;br /&gt;
| +Trained+ || Skillfully trained &lt;br /&gt;
|-&lt;br /&gt;
| *Trained* ||Expertly trained&lt;br /&gt;
|-&lt;br /&gt;
| ≡Trained≡ || Exceptionally trained &lt;br /&gt;
|-&lt;br /&gt;
| ☼Trained☼ || Masterfully trained &lt;br /&gt;
|-&lt;br /&gt;
| Domesticated || Tame&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Once you have a captured, trainable creature trapped in a cage, you can start training it. You will need an [[Activity zone#Animal training|animal training zone]] and some [[plants]] or [[meat]] depending on whether the animal is herbivorous or carnivorous. To have your animal trainer begin training a wild animal, use {{menu icon|u}} to open the citizen information screen and select the animal menu. Scroll through the list until your captured wild animal is selected and use the whistle icon to set a trainer to train it. Note that if a caged animal is fed a plant, [[seed]]s will stay in the cage. This has no effect on training, but if you later release the animal, you will need to [[Activity zone#Garbage Dump|dump]] the seeds from the cage before it can be reused.&lt;br /&gt;
&lt;br /&gt;
The trainer will bring food to the cage and perform the initial training, setting the animal to one of the trained levels (see table at right). A fully wild animal must be trained from its cage, but once an animal has been initially trained and it is no longer wild, it may be safely released from its cage (and preferably assigned to an enclosed [[pasture]] or [[restraint]], to keep it hemmed in case problems arise later).&lt;br /&gt;
&lt;br /&gt;
A notable exception from &amp;quot;training levels&amp;quot; are animals which are a member of a species your civilization already has domesticated. Only a few of them can occur in the wild to be captured - e.g. [[water buffalo]] and [[turkey]]. Such creatures become fully tame upon the completion of training, and after that they will never require or receive training again, even if assigned to a trainer.&lt;br /&gt;
&lt;br /&gt;
Only wild animals can be trained in a cage. If you want your animal trainer to provide further training you must release the trained animal. Alternatively, with a difficult-to-train animal or a poor trainer, you may want to leave the animal in its cage. A caged animal will eventually revert to its wild state, at which point your trainer will perform the initial training again, safely giving your trainer experience and your civilization more knowledge about the animal. Note that {{token|GRAZER|c}}animals need a pasture to survive, and will die if left to linger in a cage for too long.&lt;br /&gt;
&lt;br /&gt;
The overall difficulty and time required to train an animal is roughly proportional to its [[List of creatures by pet value|pet value]]. As a general guideline, animals with pet values of less than 100 are easy to train, those with values of 100+ take some effort and a few years to train well, and creatures with pet values of 1000+ such as [[dragon]]s are very slow to train.&lt;br /&gt;
&lt;br /&gt;
Adult trained animals will slowly revert to their wild origins over time, and must be permanently scheduled for training (through the Pets/Livestock tab in [[Creatures menu]] {{menu icon|u}}) to ensure they remain friendly, through regular re-training. Trained animals have a quality associated to their training that affects how long they will retain composure before reverting to the wild, but which may have other effects as well. The last state an animal reaches before it becomes fully wild is semi-wild, which prompts an [[announcement]].&lt;br /&gt;
&lt;br /&gt;
Dwarves will instinctively know when their animal training partners need retraining, and will prioritize doing so, but will obviously not be able to if they are [[wound|injured]], experiencing a [[strange mood]], or are otherwise unable to reach their trainees. If you assign a single dwarf to an animal (Any available trainer is also an option) only that dwarf will ever attempt to train or retrain the creature, so care must be taken to keep your trainers healthy and available.&lt;br /&gt;
&lt;br /&gt;
Trading animals brought by [[merchants]] will immediately make them belong to the receiving party. This means that if another civilization brought them as tame animals, and you buy them, they will retain their tame status and will never revert to a wild state. This is also true when you seize the animals, or kill all the merchants. Note that killing all the merchants will '''not''' make the pack animals a part of your civilization, and will become &amp;quot;friendly&amp;quot; and wander around the map. Also, animals that become yours in this way will be in cages at first, so you will have to release them in some way. Due to a bug, the only way to do this is pasturing them and then removing them from the pasture. This is very important if they are grazers as they will starve due to the lack of grass in the cage.&lt;br /&gt;
&lt;br /&gt;
=== Animal knowledge ===&lt;br /&gt;
&lt;br /&gt;
When training animals that your [[civilization]] has never domesticated before, successful training will result in some knowledge being transferred to your civilization every time the dwarven [[caravan]] returns to the mountainhomes. Although a number of farm animals are domesticated by your civilization from the beginning of the game, your fortress cannot individually &amp;quot;civilization-level&amp;quot; domesticate a species.{{cite forum|169696/7990286}}{{cite forum|169696/8134419}}&lt;br /&gt;
&lt;br /&gt;
Every tame animal job increases overall fort training points for that animal by 10, and the fort training knowledge levels are attained at 30, 100, 250 and 500 (it zeroes points when it increases level).  War and hunting jobs are also worth 10 points, but a maintenance job is only worth 3. If your fort level is higher than the civ level for a given animal, 10 points of knowledge are transferred with each caravan that gets off the map (so it'd take 88 years worth of caravans to bring the civ all the way up to &amp;quot;expert&amp;quot;, but just 3 years to get every subsequent fort to start at &amp;quot;few facts&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
The fort level of knowledge has a strong effect on in-fort training. When attempting to train an animal, a skill roll will be matched against a threshold that depends on animal knowledge.&lt;br /&gt;
For instance, if you know nothing about the animal, the animal training roll must be 30 to get past semi-wild and 100 to be masterfully trained (with 40/50/65/80 for the others). As you gain knowledge, the thresholds become lower and easier to attain:&lt;br /&gt;
&lt;br /&gt;
*&amp;quot;Few facts&amp;quot;: 20/30/40/60/70/90&lt;br /&gt;
*&amp;quot;Familiar&amp;quot;: 15/20/30/50/60/80&lt;br /&gt;
*&amp;quot;Knowledgeable&amp;quot;: 10/15/25/40/50/70&lt;br /&gt;
*&amp;quot;Expert&amp;quot;: 5/10/20/30/40/60&lt;br /&gt;
&lt;br /&gt;
The calculations for skill rolls are complicated, but by these numbers, your trainers are almost twice as good at expert-level fort knowledge, if they weren't already great trainers in their own right (in which case they'll probably crack 100 most times without help).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:80%; align:center&amp;quot;&lt;br /&gt;
! Announcement&lt;br /&gt;
! Training level in {{k|z}} screen&lt;br /&gt;
|-&lt;br /&gt;
| {{Gametext|The dwarves of (civ) now know a few facts about (animal) training.|cyan}}&lt;br /&gt;
| {{DFtext|A few facts|red}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Gametext|The dwarves of (civ) have attained a general familiarity with (animal) training methods.|cyan}}&lt;br /&gt;
| {{DFtext|General familiarity|yellow}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Gametext|The dwarves of (civ) are now quite knowledgeable (animal) trainers.|cyan}}&lt;br /&gt;
| {{DFtext|Knowledgeable|white}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Gametext|The dwarves of (civ) are now expert (animal) trainers.|cyan}}&lt;br /&gt;
| {{DFtext|Expert|cyan}}&lt;br /&gt;
|-&lt;br /&gt;
| {{center|-}}&lt;br /&gt;
|{{DFtext|Domesticated|lime}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Taming children ===&lt;br /&gt;
Animals who can be trained and possess a child state (allowed by the {{token|CHILD}} token) can produce a fully tamed population. Note that animals cannot get pregnant in cages (in fact, this is one of the ''few'' times they can't), so you'll have to move past the initial training stage to have them.&lt;br /&gt;
&lt;br /&gt;
Animals born from a partially-trained mother will not revert to a wild state while they are still children: for example, if a wild female [[wolf]] is captured and trained up to the +T+ level, and gives birth, the pups may forget this &amp;quot;inherited&amp;quot; training, but will never go lower than Semi-Wild while they're still pups. They can, and will, revert to a wild state when they become adult wolves, though going back to a fully wild state will still take some time after they've reached adulthood. The training level of the father does not count for anything when it comes to the child.&lt;br /&gt;
&lt;br /&gt;
Animal children always become fully tame upon receiving training ''once''. This not only allows making children of trained mothers fully tame, it also allows instant taming of caught animal children or of children born in captivity to fully wild mothers. Only children can be permanently tamed, and once the young animal grows up the opportunity for this will no longer be available.&amp;lt;sup&amp;gt;&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[http://www.bay12forums.com/smf/index.php?topic=121150.0 1]&amp;lt;/span&amp;gt;&amp;lt;/sup&amp;gt; Once an animal child becomes fully tame, it will never require training again, nor will it receive any even if assigned to a trainer - this means taming children gives you a fully tame population at the cost of removing a source of experience from your trainers.&lt;br /&gt;
&lt;br /&gt;
Animals in ''Dwarf Fortress'' give birth in one of two ways, either with live birth, or by laying and incubating [[egg]]s. Child-bearing animals that give birth to their young is easy: with an adjacent male of the species, children may be conceived, inheriting their mother's pasture status in the process. Egg-layers are more complicated: The female must be adjacent to a male for fertilization, there must be an open constructed [[nest box]] for the female to occupy and lay a clutch of eggs in, and they and the mother must remain undisturbed during the process as the mother must incubate her eggs; even training is inadmissible. Thus the eggs must be [[forbid]]den and the mother should have her trainer de-assigned during the duration of her stay; they also will ''not'' inherit their mother's pasture status.&amp;lt;sup&amp;gt;&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[http://www.bay12forums.com/smf/index.php?topic=121150.0 1]&amp;lt;/span&amp;gt;&amp;lt;/sup&amp;gt; The resultant children will have the taming status of their mother when they were ''laid'', not hatched.&lt;br /&gt;
&lt;br /&gt;
Creatures missing the {{token|CHILD}} token are considered adults at birth. Because of it, they can never be rendered fully tame and will require re-training for the rest of their lives {{bug|7983}}. Examples of such creatures include [[crundle]]s, [[giant cave spider]]s and [[hydra]]s. Previously [[dragon]]s could not be tamed, however with the release of the steam version, they were given the {{token|CHILD}} token and are now considered adults at age 10, thus allowing [[dragon]]s to be fully tamed by a fortress.&lt;br /&gt;
&lt;br /&gt;
==Animal AI==&lt;br /&gt;
If a trained animal is &amp;quot;stray&amp;quot;, that is, it's not a pet, it will (usually) wander around your fortress randomly, spending most of its time in meeting areas, and attacking any hostiles that it comes across or wild animals that are attacking citizens. Animals with the {{token|LARGE_PREDATOR}} token are somewhat more aggressive than animals lacking this token, and are more likely to attack hostiles, while animals with a {{token|BENIGN}} token will simply run away from any hostiles, which makes them useless for [[Attack|dwarven]] defense, but they can be used as arrow fodder to keep the enemy entertained while you're bunkering in. Grazing animals should be assigned to a [[pasture]] because they will otherwise starve to death.&lt;br /&gt;
&lt;br /&gt;
A pet or work animal, if not assigned to a pasture, will alternate between following its owner and visiting [[meeting area]]s. Should their owner die, the animal may instead be seen alternating between meeting areas and visiting the site of their death (even if their body is no longer there).&lt;br /&gt;
&lt;br /&gt;
==Hunting/War training==&lt;br /&gt;
Some trained animals can receive additional training for hunting or for war, for which you need a [[Zone#Animal_Training|training zone]] and a dwarf with the animal training labor enabled. Then you can go to your Pets/Livestock list and find your trainable animal. Trainable animals are those where you see either war training or hunting training icons in the middle column. If you wish you can also select a particular trainer to perform this task with the first icon in the column.&lt;br /&gt;
&lt;br /&gt;
Some domesticated animal juveniles, such as puppies, are unable to be trained until they reach adulthood, at which point they only need hunting/war training once in their training zone.&lt;br /&gt;
&lt;br /&gt;
===Train a hunting animal===&lt;br /&gt;
''This Animal hunts at will.''&lt;br /&gt;
&lt;br /&gt;
This requires an [[Cage|uncaged]] trainable animal with {{token|TRAINABLE|c}} or {{token|TRAINABLE_HUNTING|c}}, an animal training activity zone, and an animal trainer. Note that an animal that is in a pasture can only be trained if the zone is also in the same [[pasture]]. Hunting animals can be assigned to follow a hunter and assist in the hunting process; once assigned they cannot be unassigned. They are intrinsically faster and more agile than a regular animal, and can [[ambusher|sneak]] alongside their partner, but are not as strong as a war animal.&lt;br /&gt;
&lt;br /&gt;
=== Train a war animal ===&lt;br /&gt;
''This Animal is waiting for conflict.''&lt;br /&gt;
&lt;br /&gt;
This requires an [[Cage|uncaged]] trainable animal with {{token|TRAINABLE|c}} or {{token|TRAINABLE_WAR|c}}, an animal training activity zone, and an animal trainer. [[Pasture|Pastured]] animals can only be trained if the zone is located within their pasture. War animals are significantly stronger than their untrained counterparts; war dogs make excellent companions when starting a fortress, when you can't spare many dwarves for fighting.&lt;br /&gt;
&lt;br /&gt;
Like hunting animals, they can be assigned to individual dwarves the same way, and cannot be unassigned; combined with their strength, this makes them effective expendable bodyguards for any dwarf likely to see danger or who you feel is valuable enough to be worth protecting. Even if they fail to defeat an attacker, they can often buy their charge time to escape or for additional reinforcements to arrive.&lt;br /&gt;
&lt;br /&gt;
== Bonding ==&lt;br /&gt;
As animal trainers work with an animal, they may become [[Relationships|bonded]] to it (&amp;quot;formed a bond with an animal training partner&amp;quot;), and this relationship is visible in the dwarf's relationships screen. This happens even if the dwarf is not specifically assigned to the animal and appears to disregard training quality. The death of a bonded animal results in a bad thought for the trainer (&amp;quot;has lost an animal training partner to tragedy&amp;quot;), whose exact severity is unknown but fairly significant. It is unknown whether working with a bonded animal gives a happy thought similar to the one gained from talking to a friend.&lt;br /&gt;
&lt;br /&gt;
An animal trainer with a preference for the animal may adopt and name the animal at the time of training, even if the animal is not designated for adoption. This leaves the trainer highly susceptible to the bad &amp;quot;pet death&amp;quot; thought, renders the animal inedible, and eventually requires an extra coffin. It may be advisable to disable animal training on any trainer with such a preference, especially for war training.&lt;br /&gt;
&lt;br /&gt;
== Trainable war/hunting animals ==&lt;br /&gt;
The following creatures can be trained into war or hunting animals once they are tamed. Bigger animals ''tend'' to be stronger in combat. For comparison, an average adult dwarf is size 60,000.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Animal&lt;br /&gt;
! Size (cm³)&lt;br /&gt;
! Pet value&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
|[[Bobcat]]&lt;br /&gt;
|8,000&lt;br /&gt;
|75&lt;br /&gt;
|Too small ≈&lt;br /&gt;
|-&lt;br /&gt;
|[[Mandrill]]&lt;br /&gt;
|20,000&lt;br /&gt;
|50&lt;br /&gt;
|^&lt;br /&gt;
|-&lt;br /&gt;
|[[Lynx]]&lt;br /&gt;
|25,000&lt;br /&gt;
|75&lt;br /&gt;
|^ ≈&lt;br /&gt;
|-&lt;br /&gt;
|[[Ocelot]]&lt;br /&gt;
|25,000&lt;br /&gt;
|100&lt;br /&gt;
|^ ≈&lt;br /&gt;
|-&lt;br /&gt;
|[[Dog]]&lt;br /&gt;
|30,000&lt;br /&gt;
|30&lt;br /&gt;
|^ ♪&lt;br /&gt;
|-&lt;br /&gt;
|[[Cheetah]]&lt;br /&gt;
|50,000&lt;br /&gt;
|200&lt;br /&gt;
|^ ♪ ≈&lt;br /&gt;
|-&lt;br /&gt;
|[[Leopard]]&lt;br /&gt;
|50,000 &lt;br /&gt;
|100&lt;br /&gt;
|^ ♪ ≈&lt;br /&gt;
|-&lt;br /&gt;
|[[Jaguar]]&lt;br /&gt;
|75,000&lt;br /&gt;
|100&lt;br /&gt;
|† ♪ ≈&lt;br /&gt;
|-&lt;br /&gt;
|[[Gorilla]]&lt;br /&gt;
|150,000&lt;br /&gt;
|500&lt;br /&gt;
|† ≈&lt;br /&gt;
|-&lt;br /&gt;
|[[Giant bat]]&lt;br /&gt;
|200,000&lt;br /&gt;
|750&lt;br /&gt;
|♪ Hunting only&lt;br /&gt;
|-&lt;br /&gt;
|[[Giant cave swallow]]&lt;br /&gt;
|200,000&lt;br /&gt;
|700&lt;br /&gt;
|♪ Hunting only&lt;br /&gt;
|-&lt;br /&gt;
|[[Grizzly bear]]&lt;br /&gt;
|200,000&lt;br /&gt;
|500&lt;br /&gt;
|† ♪ ≈&lt;br /&gt;
|-&lt;br /&gt;
|[[Lion]]&lt;br /&gt;
|200,000 &lt;br /&gt;
|200&lt;br /&gt;
|† ♪ ≈&lt;br /&gt;
|-&lt;br /&gt;
|[[Tiger]]&lt;br /&gt;
|225,000&lt;br /&gt;
|200&lt;br /&gt;
|† ♪ ≈&lt;br /&gt;
|-&lt;br /&gt;
|[[Giant bobcat]]&lt;br /&gt;
|256,320&lt;br /&gt;
|500&lt;br /&gt;
|☼ ≈&lt;br /&gt;
|-&lt;br /&gt;
|[[Giant mandrill]]&lt;br /&gt;
|341,800&lt;br /&gt;
|500&lt;br /&gt;
|☼&lt;br /&gt;
|-&lt;br /&gt;
|[[Giant lynx]]&lt;br /&gt;
|377,750&lt;br /&gt;
|500&lt;br /&gt;
|☼ ≈&lt;br /&gt;
|-&lt;br /&gt;
|[[Giant ocelot]]&lt;br /&gt;
|377,750&lt;br /&gt;
|500&lt;br /&gt;
|☼ ≈&lt;br /&gt;
|-&lt;br /&gt;
|[[Polar bear]]&lt;br /&gt;
|400,000&lt;br /&gt;
|500&lt;br /&gt;
|☼ ≈&lt;br /&gt;
|-&lt;br /&gt;
|[[Giant cheetah]]&lt;br /&gt;
|560,000&lt;br /&gt;
|200&lt;br /&gt;
|☼ ♪ ≈&lt;br /&gt;
|-&lt;br /&gt;
|[[Giant leopard]]&lt;br /&gt;
|560,000 &lt;br /&gt;
|100&lt;br /&gt;
|☼ ♪ ≈&lt;br /&gt;
|-&lt;br /&gt;
|[[Giant jaguar]]&lt;br /&gt;
|750,000&lt;br /&gt;
|100&lt;br /&gt;
|☼ ♪ ≈&lt;br /&gt;
|-&lt;br /&gt;
|[[Gigantic panda]]&lt;br /&gt;
|1,160,900&lt;br /&gt;
|1,000&lt;br /&gt;
|☼ ‼ ≈&lt;br /&gt;
|-&lt;br /&gt;
|[[Giant grizzly bear]]&lt;br /&gt;
|1,700,000&lt;br /&gt;
|500&lt;br /&gt;
|☼ ♪ ≈&lt;br /&gt;
|-&lt;br /&gt;
|[[Giant lion]]&lt;br /&gt;
|1,700,000 &lt;br /&gt;
|200&lt;br /&gt;
|☼ ♪ ≈&lt;br /&gt;
|-&lt;br /&gt;
|[[Giant tiger]]&lt;br /&gt;
|1,900,000 &lt;br /&gt;
|200&lt;br /&gt;
|☼ ♪ ≈&lt;br /&gt;
|-&lt;br /&gt;
|[[Rhinoceros]]&lt;br /&gt;
|3,000,000&lt;br /&gt;
|500&lt;br /&gt;
|☼ ♪ ‼ ≈ War only&lt;br /&gt;
|-&lt;br /&gt;
|[[Giant polar bear]]&lt;br /&gt;
|3,268,000&lt;br /&gt;
|500&lt;br /&gt;
|☼ ≈&lt;br /&gt;
|-&lt;br /&gt;
|[[Jabberer]]&lt;br /&gt;
|4,500,000&lt;br /&gt;
|1,500&lt;br /&gt;
|☼&lt;br /&gt;
|-&lt;br /&gt;
|[[Elephant]]&lt;br /&gt;
|5,000,000&lt;br /&gt;
|500&lt;br /&gt;
|☼ ‼ ≈&lt;br /&gt;
|-&lt;br /&gt;
|[[Cave dragon]]&lt;br /&gt;
|15,000,000&lt;br /&gt;
|10,000&lt;br /&gt;
|☼ ○&lt;br /&gt;
|-&lt;br /&gt;
|[[Roc]]&lt;br /&gt;
|20,000,000&lt;br /&gt;
|10,000&lt;br /&gt;
|☼ ♪ [[Megabeast]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Giant rhinoceros]]&lt;br /&gt;
|24,000,000&lt;br /&gt;
|500&lt;br /&gt;
|☼ ♪ ‼ ≈ War only&lt;br /&gt;
|-&lt;br /&gt;
|[[Dragon]]&lt;br /&gt;
|25,000,000&lt;br /&gt;
|10,000&lt;br /&gt;
|☼ [[Megabeast]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Giant elephant]]&lt;br /&gt;
|40,000,000&lt;br /&gt;
|500&lt;br /&gt;
|☼ ‼ ≈&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
: ☼ — ''Recommended choice for armies due to their great size.''&amp;lt;!-- size ≥ trolls (250k) --&amp;gt;&lt;br /&gt;
: † — ''Recommended choice for bodyguards, stalls most creatures enough to give dwarves time to escape safely.''&lt;br /&gt;
: ^ — ''Recommended choice for fort patrols and supporting dwarves in small skirmishes. Effective in very large numbers.''&lt;br /&gt;
: ♪ — ''Recommended hunting companions for their speed and mobility. Smaller animals also sneak more successfully.''&amp;lt;!-- spd ≥ 50 kph or flight --&amp;gt;&lt;br /&gt;
: ‼ — ''Poor choice for training due to their voracious appetites for [[grass]].''&lt;br /&gt;
: ≈ — ''Possesses the {{token|MEANDERER}} token, which severely slows their movement speed. Will likely fall behind any moving squad and miss offensive combat situations due to it.''&lt;br /&gt;
: ○ — ''Offspring are born adults and cannot be fully tamed. They also grow extremely slowly.''&lt;br /&gt;
: [[Megabeast]]s  — ''While extremely powerful, megabeasts are currently hostile to all military dwarves, regardless of training level.''{{Verify}} {{bug|10731}}&lt;br /&gt;
&lt;br /&gt;
Remember to keep a breeding pair out of harm's way if you want more of a particular animal, in case the ones in service die.&lt;br /&gt;
&lt;br /&gt;
==Training water creatures==&lt;br /&gt;
With a great deal of effort and some clever engineering, it is possible to capture, train, and butcher water creatures.&amp;lt;sup&amp;gt;&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[http://www.bay12forums.com/smf/index.php?topic=75780.0 2]&amp;lt;/span&amp;gt;&amp;lt;/sup&amp;gt; Water creatures can survive indefinitely in [[cage]]s, but will drown at water levels below 4/7 while dwarves will cancel tasks at water levels at or above 4/7, making training extremely tricky. This basic problem can be solved with one of the more interesting bugs in the game: [[ghost]] trainers.&amp;lt;sup&amp;gt;&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[http://www.bay12forums.com/smf/index.php?topic=127659 3]&amp;lt;/span&amp;gt;&amp;lt;/sup&amp;gt; It is currently unknown what bug causes this, but some animal trainers that are killed and never [[burial|buried]] or [[memorial]]ized will continue to perform their job from the grave. This removes the fundamental problem of water depth incompatibility and makes the task much easier. An easier solution, however, would be [[vampire]] animal trainers: they are unbreathing and will path through such water normally, so long as there is no flow. Taming water creatures in vanilla is fairly useless, however, as without [[modding]] they never have children, nor can they receive war (or hunting, however that would work) training.&lt;br /&gt;
&lt;br /&gt;
==Training hostile creatures==&lt;br /&gt;
&lt;br /&gt;
Training hostile creatures like enemy [[mount]]s does not cancel their hostility. While the job is completed and the animal trainer gains experience, the trained creature remains hostile to your civilization and will attack your dwarves. A creature will also be hostile if it becomes an enemy of your civilization, for instance if it killed one of your dwarves before. The rule of thumb is: if it has a [[name]], it's hostile, don't release it from its cage. Though, if you know how it got the name, wild animals that get names from killing other named entities like forgotten beasts, invaders, uninvited guests, etc. will still be friendly after training.&lt;br /&gt;
&lt;br /&gt;
However, it does seem that the offspring of hostile creatures belong to your civilization, because trained mounts &amp;lt;s&amp;gt;amusingly&amp;lt;/s&amp;gt; disturbingly attack and subsequently kill their offspring at birth. If you are careful and [[stupid dwarf trick|ingenious]] enough, you can separate the parents and children at birth.&lt;br /&gt;
&lt;br /&gt;
Note that hostile egg-layers, such as [[cave crocodile]]s, might not use [[nest box]]es and therefore generate no offspring.&lt;br /&gt;
&lt;br /&gt;
==Handling dangerous creatures==&lt;br /&gt;
&lt;br /&gt;
Only dwarves with the animal trainer labor active will move non-trained (wild or hostile) captive creatures to a chain or to another cage. This restriction only applies to non-trained creatures and only to the &amp;quot;chain large creature&amp;quot; and &amp;quot;cage large creature&amp;quot; jobs. Throwing such a creature into a pit or pond can be done by anybody, and the chaining and caging of trained creatures is similarly unrestricted.&lt;br /&gt;
&lt;br /&gt;
==Taming vermin==&lt;br /&gt;
&lt;br /&gt;
First, a [[trapper]] needs to catch vermin in an animal trap. A few types of vermin can escape from wooden traps, such as the [[hamster]], so it might be a good idea to use only metal traps. An animal trainer will train a vermin at a vermin catcher's shop. Unlike animals, vermin do not have training levels - they are either tame or not tame. Taming vermin does not pass civilization-wide experience with that vermin to the parent civilization, like taming animals does. Taming requires a food item. Vermin cannot be trained for war or hunting.&lt;br /&gt;
&lt;br /&gt;
There isn't much purpose to taming vermin. It allows vermin to be adopted as pets, but few dwarves have a preference for vermin, so they will rarely be adopted. Vermin don't breed like animals do, so there is no need to have a tame pair to produce offspring. [[Animal dissector]]s can't make [[extract]]s from tame vermin, though there isn't much reason to make extracts either. Tame vermin have little value so they aren't of much use for export either. Taming vermin does give experience to animal trainers, so they can improve their skill in a fort with few animals, especially since vermin are inexhaustible.&lt;br /&gt;
&lt;br /&gt;
==Taming intelligent creatures==&lt;br /&gt;
&lt;br /&gt;
If you mod the game to have trainable intelligent creatures (or if you find a [[gremlin]]) they may be captured in cage traps and trained. However, several things differ from when training other creatures, as training sapients display a number of strange behaviors.&lt;br /&gt;
&lt;br /&gt;
First off, the game will consider any trained (or semi-wild) sentient an inhabitant of your fortress (or at least partially so). This will increase your population count, which likely has the same effects as when the count is increased by [[immigration|immigrants]] arriving or [[children|babies]] being born. The trained creature will be considered a peasant in the z-screen. Despite this, the trained creature cannot work, as it is impossible to set any labor preferences. Neither can they be enlisted to the militia or have any pets. Once trained, they will be subject to hunger, thirst and drowsiness, and as such will require food, drink and sleep to survive. The creature will pick up and wear [[clothes]], but only if they are the right [[size]].&lt;br /&gt;
&lt;br /&gt;
It is impossible to view their general stats screen, trying to do so will only bring you to a simple description of the creature as with any other non-inhabitant of your fort. It might not be possible to view the creature's thoughts, but they still exist, proven by the fact that the trained creature can become [[insane]]. Having the creatures socialize with your dwarves, and each other, as well as [[Keeping_your_dwarves_unstressed|all the other countermeasures to prevent insanity]] seems to prevent this though. As caged creatures cannot do any of these actions, keeping trained creatures in [[cage]]s for elongated periods of time is advised against.&lt;br /&gt;
&lt;br /&gt;
It is normally impossible to give the trained creature a nickname, causing individuals of the same species to be difficult to tell apart, but if you train them for hunting or war and then assign them to one of your dwarves, they will obtain a [[name]]. The further implications of doing so are not known as of yet. Trained sapients may be assigned for butchering (which is otherwise impossible), but their returns are completely unusable and will just be taken to the nearest [[refuse]] [[stockpile]] to rot away.&lt;br /&gt;
&lt;br /&gt;
Because they tend to go wherever they please, a trained intelligent creature will rarely be at a training zone out of their own volition, making re-training them difficult. Depending on how well they're trained, it brings the risk of them going wild again, potentially leading to their escape or for them to attack your dwarves due to becoming hostile. The animal trainer assigned to train these creatures may also be stuck at the training zone waiting for the creature's arrival, potentially leading to hunger and thirst. Making use of [[burrow]]s to force the creature into the training zone is an option, as the training itself will be done as long as the creature and the trainer are within the zone for a few moments.&lt;br /&gt;
&lt;br /&gt;
A trained intelligent creature will only become fully controllable if it applies for [[citizenship]] in your fortress, in which case they'll be able to perform labors and their stats screen will give you full descriptions of their person and personalities. Whether trained sapients apply for citizenship in the same manner as [[visitor]]s do (2 years after becoming part of the fortress) and if they still require training after applying for citizenship requires verification.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
&lt;br /&gt;
* Capturing and training [[siege|war]] [[mount]]s [http://www.bay12forums.com/smf/index.php?topic=111357.0 may cause] a [[loyalty cascade]] if your [[military]] has to put them down.{{bug|6051}}&lt;br /&gt;
* Trained [[flying|fliers]] may swap positions with dwarves, leaving the dwarves stranded in an inaccessible area.{{bug|3371}}&lt;br /&gt;
* Training herbivores leaves [[seed]]s in [[cage]]s, which must be manually removed.{{bug|201}}&lt;br /&gt;
* Creatures lacking the {{token|CHILD}} tag are impossible to tame. {{bug|7983}} You can work around this by adding {{token|CHILD|c|X}} to the raws for that animal. Replace X with years creature is a child.&lt;br /&gt;
* [[Megabeast]]s and active [[squad]]s attack each other on sight, regardless of the former's training level, making [[dragon]]s, [[hydra]]s and [[roc]]s unusable without excessive micromanaging.{{Verify}} {{bug|10731}}&lt;br /&gt;
&lt;br /&gt;
{{skills}}&lt;/div&gt;</summary>
		<author><name>DikbutDaGrate</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Giant_giraffe&amp;diff=310280</id>
		<title>Giant giraffe</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Giant_giraffe&amp;diff=310280"/>
		<updated>2025-07-17T06:32:18Z</updated>

		<summary type="html">&lt;p&gt;DikbutDaGrate: giant giraffe bug&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|image=giant_giraffe_sprite.png&lt;br /&gt;
|contrib=no&lt;br /&gt;
|bone=70-102&lt;br /&gt;
|meat=150-223&lt;br /&gt;
|fat=41-58&lt;br /&gt;
|eye=2&lt;br /&gt;
|lung=12-20&lt;br /&gt;
|heart=3-5&lt;br /&gt;
|intestine=20-30&lt;br /&gt;
|liver=6-10&lt;br /&gt;
|tripe=6-10&lt;br /&gt;
|sweetbread=3-5&lt;br /&gt;
|spleen=3-5&lt;br /&gt;
|kidney=6-10&lt;br /&gt;
|brain=6-10&lt;br /&gt;
|skull=1&lt;br /&gt;
|tooth=1&lt;br /&gt;
|horns=2&lt;br /&gt;
|skin=hide&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{new in v0.42}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
'''Giant giraffes''' are gargantuan versions of the [[giraffe]], a long-necked [[grazer]] found roaming [[savage]] [[tropical]] [[savanna]]s and [[shrubland]]s. Being a [[giant animal|giant creature]], giant giraffes provide an absurd amount of (extremely valuable, being 5x the value of common [[domestic animal]]s) [[butchering]] returns, but also are an animal that you do not want [[Creature#Agitation|agitated]].&lt;br /&gt;
&lt;br /&gt;
Giant giraffes also make decent [[exotic pet]]s, but their real value lies as a staple of the [[meat industry]].&lt;br /&gt;
&lt;br /&gt;
Due to an error, giant giraffes walk far slower than they can stroll. Their strolling speed is equal to 60 kph, much greater than either their trot or canter speed. As a consequence, giant giraffes are very difficult to chase, as they will never get tired from maintaining this speed. They may also sneak at this speed without suffering penalty to their stealth, but will likely never abuse this in game.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>DikbutDaGrate</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Giraffe&amp;diff=310279</id>
		<title>Giraffe</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Giraffe&amp;diff=310279"/>
		<updated>2025-07-17T06:31:22Z</updated>

		<summary type="html">&lt;p&gt;DikbutDaGrate: Giraffe bug&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|00:49, 18 February 2023 (CST)}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|image=giraffe_sprites.png&lt;br /&gt;
|meat=21-31&lt;br /&gt;
|fat=13&lt;br /&gt;
|lung=2&lt;br /&gt;
|heart=1&lt;br /&gt;
|intestine=2-3&lt;br /&gt;
|liver=1&lt;br /&gt;
|tripe=1&lt;br /&gt;
|sweetbread=1&lt;br /&gt;
|spleen=1&lt;br /&gt;
|kidney=2&lt;br /&gt;
|brain=1&lt;br /&gt;
|eye=2&lt;br /&gt;
|skull=1&lt;br /&gt;
|horn=2&lt;br /&gt;
|skin=hide&lt;br /&gt;
|bone=20-24&lt;br /&gt;
|contrib=no&lt;br /&gt;
|wiki=yes}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
'''Giraffes''' are huge [[Creature|animals]] found in [[tropical]] [[savanna]]s and [[shrubland]]s, where they appear in herds of 3-7 individuals. They're over 16 times heavier than the average [[dwarf]], but are generally benign and timid creatures who flee rather than fight, but if they do fight, their large size can allow them to easily dispatch a lone [[hunter]] who ventures too close; in combat, their hooves and mass make a good [[natural weapon]]. A new born giraffe is called a ''calf''.&lt;br /&gt;
&lt;br /&gt;
Giraffes can be captured in [[cage]] [[trap]]s and [[Animal trainer|trained]] into valuable exotic [[pet]]s. Their large size means they provide great amounts of returns when [[butcher]]ed, making them good targets for a [[meat industry]]. Products made from giraffe parts are [[item value|worth]] 5 times more than those made from common animals. They take 10 years to reach adulthood, but are fully grown by the age of 5. When trained, giraffes become [[grazer]]s, and as such they'll require a constant source of [[grass]] to survive; tree browsing has yet to be implemented, so giraffes will not deforest your surroundings, though the ability for them to browse trees is a planned feature. Giraffes are [[mount]]s and may be used against you during [[siege]]s, in which case, their large size will truly become a problem to your fortress.&lt;br /&gt;
&lt;br /&gt;
Due to an error, giraffes walk far slower than they can stroll. Their strolling speed is equal to 60 kph, much greater than either their trot or canter speed. As a consequence, giraffes are very difficult to chase, as they will never get tired from maintaining this speed. They may also sneak at this speed without suffering penalty to their stealth, but will likely never abuse this in game.&lt;br /&gt;
&lt;br /&gt;
Some dwarves [[Preferences|like]] giraffes for their ''long necks''.&lt;br /&gt;
&lt;br /&gt;
[[File:GiraffaCamelopardalisTippelskirchi-Masaai-Mara.JPG|thumb|center|400px|Admired for their ''long necks'']]&lt;br /&gt;
&lt;br /&gt;
{{Gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>DikbutDaGrate</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Weapon&amp;diff=309959</id>
		<title>Weapon</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Weapon&amp;diff=309959"/>
		<updated>2025-06-24T02:22:43Z</updated>

		<summary type="html">&lt;p&gt;DikbutDaGrate: Fork don't get 1.25x velocity.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
:''This page deals entirely with manufactured weapons. For natural weapons, see [[Natural weapon]].''&lt;br /&gt;
[[File:weapons_sprites_preview.png|right]]A '''weapon''', in the sense described on this page, is any [[item]] specifically designed to be wielded in [[combat]] against others. In [[fortress mode]], weapons can be made at a [[metalsmith's forge]] (all metal weapons, including [[crossbow]]s, and [[bolt]]s in stacks of 25) using a single bar of metal*, a [[bowyer's workshop]] ([[wood|wooden]] and [[bone]] crossbows and bolts in stacks of 25 or 5 respectively) with a single [[log]] or [[bone]], or at a [[craftsdwarf's workshop]] (obsidian short swords* only) with one stone of obsidian plus one log.&lt;br /&gt;
&lt;br /&gt;
: (* No &amp;quot;wooden handle&amp;quot; is required for most non-wooden weapons. The unique [[obsidian]] option for [[short sword]]s is the sole exception to this. Any metal weapons, including short swords made from metal, need no wood for their production.)&lt;br /&gt;
Graphically, each weapon's color palette will change according to the material used to make them.&lt;br /&gt;
&lt;br /&gt;
Many creatures with a humanoid form ([[giant]], [[magma man|magma men]], [[animal people]], etc.), or even some non-humanoid creatures with hands can also wield weapons, which can be seen in the items tab after clicking on a creature, although their sprite will not reflect this. This is because only dwarves, humans, elves, goblins and kobolds currently have dedicated sprites to resemble what they're wearing and wielding.&lt;br /&gt;
&lt;br /&gt;
== Basics ==&lt;br /&gt;
=== Native vs. foreign ===&lt;br /&gt;
In fortress mode, weapons can be split into two categories: those that you can produce, and those that you can't. [[Weaponsmith]]s can produce seven types of native weapons at a [[metalsmith's forge]], but there are also fourteen foreign weapons that can be found in the hands of enemy combatants, or bought from trading caravans (note, however, that due to bugs, several foreign weapons currently are effectively unusable by dwarves).  These may use skills your dwarves are unfamiliar with, it is impossible to buy them in bulk, and they are of variable quality and material. Like all weapons, they tend to be expensive as trade goods, and may be worth using if you can secure a high-quality specimen (see [[#Quality and strange moods|Quality]] below). Since they are common for other nations, it is important to understand their properties when you have to fight enemies wielding them.&lt;br /&gt;
&lt;br /&gt;
=== Types of weapons ===&lt;br /&gt;
{{main|Attack types}}&lt;br /&gt;
Mechanically, all weapon attacks are separated into &amp;quot;edge&amp;quot; and &amp;quot;blunt&amp;quot; types, although these can be further split into four practical categories:&lt;br /&gt;
*Slashing&lt;br /&gt;
*Piercing&lt;br /&gt;
*Crushing&lt;br /&gt;
*Ranged&lt;br /&gt;
&lt;br /&gt;
(Weapons that are native to dwarven culture, that dwarves can create for themselves, are listed first, with ''foreign weapons'', types that must be looted off dead enemies or traded for, listed in parentheses and italics. Dwarves can use many types of foreign weapons, but finding a good-[[quality]] one is rare.)&lt;br /&gt;
&lt;br /&gt;
====Slashing weapons====&lt;br /&gt;
* [[battle axe]]s, [[short sword]]s ''(also [[scimitar]]s, [[scourge]]s, [[great axe]]s, [[halberd]]s, [[long sword]]s and [[two-handed sword]]s)''&lt;br /&gt;
&lt;br /&gt;
These work by concentrating their force along a sharp edge, allowing them to cut gashes in or to completely sever body parts. Severing is most likely when the body part's thickness is smaller than the weapon's contact edge. They make the quickest work of unarmored opponents who are not tremendously large. They are far less effective against armored targets, however, as armor will usually prevent the cutting, converting strikes into weaker blunt damage. An advantage of severing parts is that they cannot be targetted again, allowing dwarves to better focus on more vital parts.&lt;br /&gt;
&lt;br /&gt;
'''Short swords''' are, generally speaking, less effective than axes. Although categorized as a &amp;quot;slashing&amp;quot; weapon, analysis of combat statistics shows that short swords also deliver piercing and bludgeoning blows (the latter from the butt-end of the handle). However, they do all of these less effectively than other weapons in those categories, making them the &amp;quot;Jack of all trades, master of none&amp;quot; weapon. However, if going against heavily armored opponents, they do have that occasional piercing attack as an advantage over axes, if only that.  Also, if [[obsidian]] is available (along with spare wood), obsidian short swords can be produced outside of the usual metal industry chain of production.&lt;br /&gt;
&lt;br /&gt;
====Crushing weapons====&lt;br /&gt;
* [[war hammer]]s, [[mace]]s, training weapon attacks (see below), melee attacks with [[crossbow]]s ''(also  [[flail]]s, [[maul]]s, [[whip]]s)''&lt;br /&gt;
&lt;br /&gt;
Also known as &amp;quot;blunt&amp;quot; or &amp;quot;bludgeoning&amp;quot; weapons, these work by concentrating their force behind a tiny, blunt point, (notably, war hammers have half the contact area of spears), smashing right through armor and breaking bones beneath their blows. As broken bones cause extreme pain, living creatures that can feel it will often &amp;quot;give in&amp;quot; to it and fall unconscious very quickly. Attacks against such helpless targets will always result in perfectly accurate and perfectly square strikes to the head, which will usually cause fatal brain injury. Nevertheless, blunt weapons are still slower to kill unarmored enemies than slashing weapons are.&lt;br /&gt;
&lt;br /&gt;
====Piercing weapons====&lt;br /&gt;
* [[spear]]s, [[pick]]s, [[crossbow]] bolts ''(also [[dagger]]s, [[Pike (weapon)|pikes]], [[morningstar]], [[arrow]]s and [[blowdart]]s)''&lt;br /&gt;
&lt;br /&gt;
These work by concentrating their force at a point, allowing them to punch through armor and damage internal organs. They often get stuck in the opponent, forcing their wielder to spend valuable time pulling the weapon back out between uses. &lt;br /&gt;
&lt;br /&gt;
====Ranged weapons====&lt;br /&gt;
* [[crossbow]]s ''(also [[bow]]s and [[blowgun]]s)''&lt;br /&gt;
&lt;br /&gt;
These are effectively lightweight piercing weapons which work from a distance. When opponents engage the user in melee, the users are then forced to wield these weapons as melee weapons. Ranged weapons depend on shoot force and the material composition of the ammunition to deal damage. Best used against light to medium armored targets. All ranged ammunition deals &amp;quot;edged&amp;quot; damage. Wielding any of these as melee weapons is not recommended.&lt;br /&gt;
&lt;br /&gt;
====Training weapons====&lt;br /&gt;
&lt;br /&gt;
There exists one more umbrella category of weapon: the so-called &amp;quot;'''training weapon'''&amp;quot;. Training weapons are wooden, and are made at a [[carpenter's workshop]]. Training axes, spears, and short swords can be constructed in fortress mode. They all do blunt impact damage, but only a tiny amount due to the poor [[material science|material properties]] of wood for a combat weapon. While every weapon is actually safe to use in [[Training|sparring]], the primary purpose of training weapons in fortress mode is to allow your dwarves to start training before you have a working metal industry. They can also be used during live combat exercises (beating upon a disarmed goblin, etc.) to extend the training session's length. Finally, they may be issued to the guards to reduce the lethality of a [[justice|criminal beating]].&lt;br /&gt;
&lt;br /&gt;
=== Weapon skill ===&lt;br /&gt;
{{main|Combat skill#Weapon skill}}&lt;br /&gt;
Every type of weapon has its own associated [[military]] [[skill]]. The higher a dwarf is in his skill with a weapon, the better he will be able to use it in combat, connecting hammer blows to more advantageous sweet spots and sending spears right through enemy hearts and lungs with greater accuracy. The higher the weapon skill, the better at fighting the dwarf will be.&lt;br /&gt;
&lt;br /&gt;
Once a dwarf has reached &amp;quot;Great&amp;quot; skill in a certain weapon, they become '''[weapon] lords''' for that specific weapon. They will love fighting and will no longer complain about long patrol duties. Weapon skill is trained in fighting enemies in combat, demonstrations, and combat drills, but if you leave your dwarves shield-less, a [[danger room]] will train their skill very, very quickly. Note that this does not quite work for marksdwarves - danger rooming ranged weapons increases their melee skill, increasing their hammerdwarf skill, although [[Cross-training|this may be the point]].&lt;br /&gt;
&lt;br /&gt;
=== Attachment ===&lt;br /&gt;
A dwarf that has used a particular weapon for a long time will grow [[Attachment|attached]] to it, equipping it whenever their uniform allows them to. This is fine if they are wielding a ☼steel mace☼, but a major problem if they are wielding what is meant to be a training weapon (be it a wooden axe or a copper spear). You can avoid this pitfall by not using training weapons and not forging weapons until you have real weaponsmithing underway. These events generate [[announcement]]s. If a dwarf does become attached, you can easily force him to relinquish the weapon by assigning a 'specific weapon' instead in his equipment view.&lt;br /&gt;
&lt;br /&gt;
In addition, dwarves that reach a certain number or level of kills, or train long enough with a weapon, will name it. This prompts a major announcement.  The weapon in question may have no kills associated with it (legendary dwarves occasionally name their weapons while training with them).  Once named, the weapon will appear in the artifact list, albeit in blue.  It is unknown if named weapons perform better than unnamed weapons.  Dwarves may also become attached to shields and name them in the same way.&lt;br /&gt;
&lt;br /&gt;
=== Quality and strange moods ===&lt;br /&gt;
The [[quality]] of a weapon has a significant impact on its combat performance, as well as its [[value]].&lt;br /&gt;
&lt;br /&gt;
{{:Item quality/Table}}&lt;br /&gt;
&lt;br /&gt;
Weaponsmithing is a [[moodable]] profession, which means that you can get [[artifact]] weapons.  Artifact weapons have a 3x combat bonus and can be made out of a wide range of materials; ordinarily a [[hippo]] [[bone]] spear is impossible, but a moody dwarf can create one with a stack of hippo bone. Artifact weapons made of totally inappropriate materials are inferior to regular ones made of weapons-grade metal, although the exact balance is still under discussion. As with other moodable skills, a dwarf who creates an artifact using the weaponsmith skill stands a [[Strange mood#Skills_and_workshops|high chance]] of becoming a legendary weaponsmith.&lt;br /&gt;
&lt;br /&gt;
=== Weapons as tools ===&lt;br /&gt;
[[Hunter]]s use crossbows, [[wood cutter]]s use [[battle axe]]s, and [[miner]]s use [[pick]]s. They must be in possession of these items to do their jobs, and it's as simple as that.&lt;br /&gt;
&lt;br /&gt;
Hunters gain [[marksdwarf]] skill from hunting, but wood cutters do not gain [[axedwarf]] weapon skill from cutting trees. Miners gain [[mining]] skill, which is not considered a military skill, but is used as a weapon skill when fighting with a pick. A dwarf using a weapon as a tool will not use the same tool as a military weapon, instead dropping their tool to pick up another for military use.{{bug|1451}} Dwarves may carry only one weapon as a tool at a time; for example, woodcutters/hunters will drop their axes then go and pick up crossbows every time they begin hunting.&lt;br /&gt;
&lt;br /&gt;
=== Ammunition ===&lt;br /&gt;
:''Main article: [[Ammunition]]''&lt;br /&gt;
&lt;br /&gt;
[[Crossbow]]s and other ranged weapons require [[ammunition]] (in the case of the crossbow, [[bolt]]s). This ammunition is carried in a [[quiver]] in packs of about 25, and when they run out they will switch to using their ranged weapons as crude hammers. It's often a good idea to try to get them to retreat once they run out of ammo &amp;amp;mdash; crossbows are meant for shooting, not bashing.&lt;br /&gt;
&lt;br /&gt;
=== Secondary weapons ===&lt;br /&gt;
Although it sounds like a cool idea, equipping a marksdwarf with a backup short sword &amp;quot;just in case&amp;quot; doesn't often work, as dwarves are just as quick to run up to their foes and start bashing them with a crossbow as they are to draw their swords and do it properly.&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;Best&amp;quot; weapon choices ===&lt;br /&gt;
To put it simply, the combat system behind ''Dwarf Fortress'' is ''very'' complicated. It's not just a question of ''&amp;quot;What is the weapon with the biggest number?&amp;quot;'' - no such thing here. If you want technical specifics, that's addressed in the bottom half of this article (and elsewhere), but for now, from both study of the formulae and observed behavior, there are some patterns for what weapons seem to work &amp;quot;best&amp;quot; against certain targets, and what don't, and (basically) why.&lt;br /&gt;
&lt;br /&gt;
''Dwarf Fortress'' combat is rarely &amp;quot;one-shot&amp;quot;, nor is it a long process of whittling away a huge pile of &amp;quot;hit points&amp;quot; (which do not exist in DF). Your best tactic is to try to quickly cripple or stun an opponent, so that you can then deliver a killing blow against a (momentarily) defenseless target, and then move on to the next opponent. The recommended weapons are chosen with this in mind.&lt;br /&gt;
&lt;br /&gt;
==== Superior metal rule ====&lt;br /&gt;
As a general rule, if a weapon slashes or pierces, it wants to be made from a &amp;quot;better&amp;quot; metal than the [[armor]] it's trying to penetrate. If it is, it goes through more easily; if it is equal, it has some problems, and if it's inferior, it has some real problems. That does '''not''' mean that a copper spear can't hurt a superior-metal-clad target - just understand that the odds drop compared to weapons of equal metal, and, similarly, superior weapons start to ignore armor of inferior metal.&lt;br /&gt;
&lt;br /&gt;
Also, note that this effectively works in steps - copper is weak against bronze/iron targets, but feeble against steel.&lt;br /&gt;
&lt;br /&gt;
(Note: In this section, if 2 metals are equivalent to each other, they will be placed together in parentheses for ease of comparison.)&lt;br /&gt;
&lt;br /&gt;
* [[steel]], the clear best*&lt;br /&gt;
* ([[bronze]] or [[iron]]), very respectable, roughly equivalent** to each other&lt;br /&gt;
* [[copper]], a distant third&lt;br /&gt;
* [[silver]], a ''very'' distant last (included only because silver is listed to make slashing/piercing weapons)&lt;br /&gt;
&lt;br /&gt;
: (* There is also [[adamantine]], which is late game only, in a different league from the rest. That is not the subject of a &amp;quot;basic&amp;quot; discussion.)&lt;br /&gt;
: (** There are some &amp;quot;X weapon vs Y armor&amp;quot; situations where iron is slightly better, but a couple where bronze is actually better than iron - but each is a very specific case. &amp;quot;Roughly equivalent&amp;quot; is a good rule of thumb.)&lt;br /&gt;
&lt;br /&gt;
Ranged attacks (for dwarves, [[crossbow]]s, but also bows and arrows for enemies) are also piercing, and suffer even more from the &amp;quot;superior metal&amp;quot; rule, especially since everything except adamantine has essentially equal density when it comes to bolts due to their max velocity and force. It can be very disheartening to see all those cheap bolts bounce off their armored targets when it matters most.&lt;br /&gt;
&lt;br /&gt;
Note that [[Attack_types#Blunt_weapons|blunt]] weapons, such as [[mace]]s or [[war hammer]]s, do '''''not''''' follow this rule. For them, generally speaking, &amp;quot;heavier is better&amp;quot;, so [[density|denser]] metals, such as silver, perform well, although the hardness of steel makes it another strong performer. In terms of which is actually better, it depends on the skill level of the dwarf swinging the weapon. Unskilled dwarves are much better off using steel because of its lower weight; silver tires them out far too quickly. This means blunt weapons made of steel are good for militias, or any squad that doesn't do much dedicated training. For more skilled dwarves, however, silver's weight tends to tire the wielder out much slower now, and the extra damage per hit makes it better than steel in this case. This means that if you have a squad that trains for most of the year, they will make much better use of a silver blunt weapon than a steel one. For the other weapons-grade metals, they are all a close third to these and are perfectly serviceable, as the small differences in density do not matter that much. Rare heavy artifact blunt weapons from [[gold]] or, better, [[platinum]], do only slightly more damage (despite being 273% the density of steel, platinum only gets about 1% more momentum), but with the greater weight comes a greater risk of tiring out the wielder in a long fight.[http://www.bay12forums.com/smf/index.php?topic=181479]&lt;br /&gt;
&lt;br /&gt;
==== vs. unarmored ====&lt;br /&gt;
This includes most wild [[animal]]s, [[siege]]-mounts, [[thief|thieves]], [[kobold]]s, etc. Leather/bone armor helps against animal attacks, not against metal weapons.&lt;br /&gt;
&lt;br /&gt;
It may also include some [[semi-megabeast]]s and [[megabeast]]s, depending on specifics.&lt;br /&gt;
&lt;br /&gt;
* recommended weapon: any sharp weapon&lt;br /&gt;
&lt;br /&gt;
Most unarmored creatures are biological beings much larger than dwarf, a situation where spear excels at reaching the vitals. Axes have 60% the penetration and swords 40% of the penetration of spears, but much larger areas, which leads to much more bleeding and more chance of pulping. In theory, all edged weapons follow the &amp;quot;superior metal&amp;quot; rule, but, against unarmored targets, skin and bone will always lose to ''any'' edged metal weapon - even silver!  (However, see &amp;quot;vs. undead&amp;quot;, below.)&lt;br /&gt;
&lt;br /&gt;
Blunt weapons can break bones, which stuns the target and allows a killing blow, but removing a limb is obviously better. War hammers break bones more easily than maces, causing pain, though maces achieve total pulping blows sooner. However, unless you're facing small enemies even the best blunt weapon is going to lose to the worst sharp weapon.&lt;br /&gt;
&lt;br /&gt;
Crossbows can hit a vital organ, knee or guts if lucky, but otherwise are slow to cripple and may get off only 2-3 shots before melee combat begins. They are, however, excellent for chasing down fleeing targets, making them ideal against various thieves/wildlife.&lt;br /&gt;
&lt;br /&gt;
And the bonus lesson here is... armor your military.&lt;br /&gt;
&lt;br /&gt;
==== vs. [[armor]]ed ====&lt;br /&gt;
&lt;br /&gt;
Usually showing up only during a [[siege]] or [[ambush]]. [[Quality]] has a significant effect, but copper chain pieces have much less stopping power than bronze/iron plate pieces.&lt;br /&gt;
&lt;br /&gt;
* recommended weapon: steel spear&lt;br /&gt;
* other choices: any steel sharp weapon, any warhammer or pick&lt;br /&gt;
&lt;br /&gt;
Your typical goblin or human sieges will never have steel. Even when undead have it, the coverage is only partial.&lt;br /&gt;
&lt;br /&gt;
Steel spears are the only edged weapon that can consistently pierce armor. Unless held by an extremely strong dwarf or made of adamantine, a sword will have difficulty getting through a breastplate, and an axe '''never''' will.&lt;br /&gt;
&lt;br /&gt;
Steel swords have biggest variety of attacks, allowing them to both stab organs and remove limbs. Picks have the velocity of a blunt weapon with the edge of a sharp weapon, giving them extra punch. Functionally, having &amp;quot;superior metal&amp;quot; will make the battle much like removing enemy armor.  &lt;br /&gt;
&lt;br /&gt;
(Note also that piercing weapons have a chance to get stuck in an opponent, which can lead to [[wrestling]] to get the weapon out, or to apply more punishment.)&lt;br /&gt;
&lt;br /&gt;
Blunt weapons work on flexible chain just as well as against an unarmored opponent, and can deform solid armor (which is everything &amp;quot;not chain&amp;quot;) to land a killing blow. Warhammers are superior to maces in penetrating solid, &amp;quot;non-chain&amp;quot; armor and breaking bones.&lt;br /&gt;
&lt;br /&gt;
Slashing weapons really suffer here, and especially so against non-chain targets. It's critical that they be superior metal if you want any chance of them having much reliable effect against heavy armor. A lucky blow can still take a limb, but often slashing blows just do little more than anger the target, even with steel.&lt;br /&gt;
&lt;br /&gt;
Crossbows suffer doubly from superior metal issues against chain, and it only gets worse against plate &amp;lt;sup&amp;gt;[http://www.bay12forums.com/smf/index.php?topic=160814.msg7192083#msg7192083 3]&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== vs. [[undead]] ====&lt;br /&gt;
&lt;br /&gt;
* recommended weapon: mace or war hammer if you want to have a single corpse, axe if you want efficiency.&lt;br /&gt;
* other choices: sword will do a fine job.&lt;br /&gt;
&lt;br /&gt;
u/MrNorrelDoesHisPart:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Maces did indeed perform the best in terms of creating the smallest number of additional reanimated opponents. They always scored perfectly and thus don’t have a margin of error. Axes produced the largest number of additional reanimated opponents, and spears produced relatively few reanimated body parts...(However) Axes and spears tie for fastest and maces come a distant third. Although it is true that an axe is much messier than a mace, it seems that an axe’s greater killing ability more than compensates for this problem. Maces thus appear to be the best choice when cleanliness is a priority but the worst choice when combat efficiency is important.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
*Newest Dwarven [https://www.reddit.com/r/dwarffortress/comments/11bh54h/combat_science_iii_fighting_the_undead/ !!Science!!] shows that while axe create a messy pile of reanimated corpse, the axe generally takes only 1/3 the time to kill all the reanimated bits. Therefore without considering the extra hauling labor, battle axe is the superior solution to reanimated corpse.&lt;br /&gt;
&lt;br /&gt;
War hammers can be preferable to maces when fighting living enemies that you don't want to resurrect. Killing a living enemy with a war hammer will usually result in a mangled corpse just like in the case of maces, but a war hammer will deal more damage due to its superior ability to penetrate outer layers and damage internal organs and bones, as well as better ability to stun enemies. An axe can still kill unarmored living creatures faster, but it will cut off limbs and head which can later resurrect. Resurrected body parts are often easy to kill, even for unarmed dwarves (although sometimes they are significantly stronger, such as a resurrected neck killing multiple dwarves), but can generate job cancellation spam and unhappy thoughts from being attacked by the dead. Also, resurrected body parts may need to be killed many times before they are mangled, even when using maces or war hammers.&lt;br /&gt;
&lt;br /&gt;
==== vs. Undead megabeast and other large fleshy creatures ====&lt;br /&gt;
&lt;br /&gt;
** recommended weapon if has access to steel: large army with steel spears.&lt;br /&gt;
** recommended weapon if has access to adamantine: adamantine axe.&lt;br /&gt;
** unrecomended weapon: anything inferior than steel.&lt;br /&gt;
&lt;br /&gt;
The result varies between axe, spear and sword. When a squad of 4 armored dwarves fight an undead cyclops with metal inferior to adamantine, only the ones armed with steel spears have a chance of winning. The squads with axe, mace and sword stand no fighting chance.&lt;br /&gt;
&lt;br /&gt;
With an adamantine weapon, however, axe and sword outperforms spear. Even one grandmaster axedwarf with an adamantine axe stands a chance to defeat the undead cyclops.&lt;br /&gt;
&lt;br /&gt;
==== vs. others ====&lt;br /&gt;
This category consists of the rare &amp;quot;not like anything else&amp;quot; creature, the type you get when you breach the [[cavern]]s or [[magma]] (or deeper), or once your fortress is large enough to get their attention.   &lt;br /&gt;
&lt;br /&gt;
* recommended weapon: (varies) &lt;br /&gt;
* other choices: any steel axe (depending), crossbow (from behind fortifications), whip&lt;br /&gt;
&lt;br /&gt;
There are many different types here, and no one approach works for all.  Some are merely gigantic but (more or less) &amp;quot;normal&amp;quot;, but many are non-organic, and most enjoy the &amp;quot;[[No Pain|don't feel pain]]&amp;quot; tag, including [[titan]]s, [[forgotten beast]]s, [[bronze colossus]]es, [[Iron man|iron men]], and [[HFS|hidden fun stuff]]. Many of these enemies ''have'' no internal organs while being huge, weakening the effectiveness of pain and pierce. Some are still flesh and blood, and they're functionally like unarmored wildlife, but some are made from some material that may be very difficult to slash at.* In the worst case of being made of steel, it leaves chipping away at the target until they collapse from cumulative damage, which means either penetrating a LOT of armor (warhammer or ideally whip) or breaking everything (mace). Some few megabeasts are metal (e.g. [[bronze colossus]]), and the &amp;quot;superior metal&amp;quot; rule goes ''strongly'' in effect there - use steel sharp weapons for them, though whip would be best if you don't have those.&lt;br /&gt;
&lt;br /&gt;
(* although a forgotten beast made of, for instance, &amp;quot;mud&amp;quot; is laughably easy to kill)&lt;br /&gt;
&lt;br /&gt;
Ranged attacks are useful for taking care of the ones who are unapproachable themselves while being incredibly fragile. And at the very least, you're at less risk when raining down bolts from above, even if it won't do much damage.&lt;br /&gt;
&lt;br /&gt;
==== Final verdict ====&lt;br /&gt;
Now, all that said, overall, if you had to choose one &amp;quot;least worst&amp;quot; weapon, it would probably have to be... the &amp;lt;/u&amp;gt;steel short sword&amp;lt;/u&amp;gt;. It has no true counters, no enemy it cannot ever defeat - while axes falls to iron men and copper armor and maces/hammers/spears falls to big creatures. If you cannot get steel, a second option would be the goblin-made whip, which is still somewhat effective against bronze colossuses and big beasts, and maces and hammers will always be effective no matter what they're made of.&lt;br /&gt;
&lt;br /&gt;
Outside that, for edged/piercing weapons (axe, spear, bolts, and sword) against unarmored (and non-&amp;quot;unusual&amp;quot; targets) any metal will be overpowered, easily cutting/chopping/piercing all equally. Soft targets aside, make edged/piercing weapons out of the best metal you can (steel &amp;gt; iron &amp;gt; bronze &amp;gt; copper &amp;gt; silver) for use against armor, if/when you meet that. Crushing weapons (in order: hammer, mace, and crossbow in melee) can be any metal, steel being quite a bit better for untrained dwarves, and silver being the best for trained dwarves. If you want to add megabeasts into the consideration, go with steel to be safe, for any weapon type.&lt;br /&gt;
&lt;br /&gt;
= Technical =&lt;br /&gt;
From here down, there are tables of values pulled from the raws, some technical analyses, a few statistical observations, and some solid and speculative inferences and conclusions.&lt;br /&gt;
&lt;br /&gt;
Insert obligatory &amp;quot;math warning&amp;quot; here.&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
=== Native weapons ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
! Type&lt;br /&gt;
! Graphic&lt;br /&gt;
! Size&lt;br /&gt;
! Attack&lt;br /&gt;
! [[Attack type]]&lt;br /&gt;
! Contact Area&lt;br /&gt;
! Penetration&lt;br /&gt;
! Velocity&lt;br /&gt;
! Skill Used&lt;br /&gt;
! Hands&amp;lt;br&amp;gt;Used&lt;br /&gt;
! [[Weaponsmith|Metal]]&lt;br /&gt;
! [[Bowyer|Wood]]&lt;br /&gt;
! [[Bowyer|Bone]]&lt;br /&gt;
! [[Stone crafter|Obsidian]]&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| [[battle axe|Battle Axe]]&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| [[File:battle_axe_sprite.png]]&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| 800&lt;br /&gt;
| Hack || Edge || 40000 || 6000 || 1.25×&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Axe&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| one&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Yes&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| No&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| No&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| No&lt;br /&gt;
|-&lt;br /&gt;
| Flat slap || Blunt || 40000 || (6000) || 1.25×&lt;br /&gt;
|-&lt;br /&gt;
| Pommel strike || Blunt || 100 || (1000) || 1.0×&lt;br /&gt;
|-&lt;br /&gt;
| [[Crossbow]] (Melee)&lt;br /&gt;
| [[File:crossbow_sprite.png]]&lt;br /&gt;
| 400&lt;br /&gt;
| Bash || Blunt || 10000 || (4000) || 1.25×&lt;br /&gt;
| Hammer&lt;br /&gt;
| two&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| [[Mace]]&lt;br /&gt;
| [[File:mace_sprite.png]]&lt;br /&gt;
| 800&lt;br /&gt;
| Bash || Blunt || 20 || (200) || 2.0×&lt;br /&gt;
| Mace&lt;br /&gt;
| one&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| [[Pick]] (foreign)&lt;br /&gt;
| [[File:pickaxe_sprite.png]]&lt;br /&gt;
| 500&lt;br /&gt;
| Strike || Edge || 100 || 4000 || 2.0×&lt;br /&gt;
| Mining&lt;br /&gt;
| one&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| [[short sword|Short Sword]]&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| [[File:short_sword_sprite.png]]&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| 300&lt;br /&gt;
| Slash || Edge || 20000 || 4000 || 1.25×&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| Sword&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| one&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| Yes&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| No&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| No&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| Yes&lt;br /&gt;
|-&lt;br /&gt;
| Stab || Edge || 50 || 2000 || 1.0×&lt;br /&gt;
|-&lt;br /&gt;
| Flat slap || Blunt || 20000 || (4000) || 1.25×&lt;br /&gt;
|-&lt;br /&gt;
| Pommel strike || Blunt || 100 || (1000) || 1.0×&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| [[Spear]]&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| [[File:spear_sprite.png]]&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| 400&lt;br /&gt;
| Stab || Edge || 20 || 10000 || 1.0×&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Spear&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| one&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Yes&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| No&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| No&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| No&lt;br /&gt;
|-&lt;br /&gt;
| Shaft bash || Blunt || 10000 || (6000) || 1.25×&lt;br /&gt;
|-&lt;br /&gt;
| [[war hammer|War Hammer]]&lt;br /&gt;
| [[File:war_hammer_sprite.png]]&lt;br /&gt;
| 400&lt;br /&gt;
| Bash || Blunt || 10 || (200) || 2.0×&lt;br /&gt;
| Hammer&lt;br /&gt;
| one&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note that although the [[pick]] is a foreign weapon, it can be produced by dwarves and is therefore considered native.{{bug|680}}&lt;br /&gt;
&lt;br /&gt;
=== Details ===&lt;br /&gt;
*If you find your dwarves wearing more than one weapon – or any unwanted [[armor]], for that matter – one way to get rid of them is to dump the weapon from their {{k|v}}-{{k|i}} inventory screen. This does not always work, as they might re-equip the item. Another option is to remove any weapons and/or shields listed on their military equip screen. This too does not always work. At least &amp;quot;left-handedness&amp;quot; seems to not pose a problem. If you cancel the work by {{k|v}}-{{k|p}} and selecting a job that needs a tool they will sometimes put it back in the pile. Example: Miners use picks, cancel their mining job and they will put the pick away AFTER you ordered it to be dumped. &lt;br /&gt;
* Using weapons is much more effective than unarmed combat – an untrained swordsdwarf with an [[iron]] weapon can defeat a grand master [[wrestler]], provided neither is wearing armor. Larger weapons tend to do more damage due to the [[Material science#Attack Momentum|momentum formula]]&lt;br /&gt;
* The size for a weapon is its volume in cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* Attacks of type EDGE will either slice or pierce their target, depending on the contact area and penetration depth, while BLUNT attacks tend to damage internal organs without necessarily causing significant damage to outer layers.&lt;br /&gt;
* The contact area represents the area of contact of the weapon, and the penetration determines how deep the attack goes (and is apparently ignored entirely for BLUNT attacks – indicated by numbers in parentheses). The game does not distinguish between &amp;quot;piercing&amp;quot; and &amp;quot;slashing&amp;quot; attacks, despite this page using those terms often--the only difference is that piercing weapons have small contact area and slashing ones have large contact area. Penetration tends to be the same between either, but large contact area makes it much more difficult for weapons to get through armor--armor that a spear can barely pierce would require '''400 times''' as much momentum for an axe to pierce.&lt;br /&gt;
* The velocity is a direct multiplier on the attack's [[Material science#Attack Momentum|momentum]] - for example, war hammers have a 2x velocity multiplier, presumably to model the fact that the hammer's mass is concentrated at the tip which, when combined with a long handle, permits swinging it harder than a weapon whose mass is evenly distributed (such as a sword).&lt;br /&gt;
* Crossbows can be made of metal, wood, and bone. Metal crossbows are made by a [[weaponsmith]] at a [[forge]], while wood and bone crossbows are made by a [[bowyer]] at a [[bowyer's workshop]]. The material of a crossbow does not affect its firing ability, only its melee damage. A dwarf's marksmanship skill is only affected by the core [[item quality|quality]] of the bow. This may be a consideration when deciding which dwarf you want outfitting your marksdwarves: a [[experience|legendary]] bowyer is a better choice than a proficient weaponsmith.&lt;br /&gt;
* Dwarves will never select a pick for a weapon if allowed &amp;quot;individual choice.&amp;quot; You must specify picks as part of their uniform, or on the individual equip screen, if you wish to utilize them as weapons.&lt;br /&gt;
&lt;br /&gt;
=== Training weapons ===&lt;br /&gt;
All [[training weapon]]s must be made of [[wood]] at the [[carpenter's workshop]].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Type&lt;br /&gt;
! Graphic&lt;br /&gt;
! Size&lt;br /&gt;
! Attack&lt;br /&gt;
! [[Attack type]]&lt;br /&gt;
! Contact Area&lt;br /&gt;
! Penetration&lt;br /&gt;
! Velocity&lt;br /&gt;
! Skill Used&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Training Axe&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| [[File:training_axe_sprite.png]]&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| 800&lt;br /&gt;
| Hack || Blunt || 30000 || (6000) || 1.25×&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Axe&lt;br /&gt;
|-&lt;br /&gt;
| Flat slap || Blunt || 30000 || (6000) || 1.25×&lt;br /&gt;
|-&lt;br /&gt;
| Pommel strike || Blunt || 100 || (1000) || 1.0×&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| Training Sword&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| [[File:training_sword_sprite.png]]&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| 300&lt;br /&gt;
| Slash || Blunt || 20000 || (4000) || 1.25×&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| Sword&lt;br /&gt;
|-&lt;br /&gt;
| Stab || Blunt || 50 || (2000) || 1.0×&lt;br /&gt;
|-&lt;br /&gt;
| Flat slap || Blunt || 20000 || (4000) || 1.25×&lt;br /&gt;
|-&lt;br /&gt;
| Pommel strike || Blunt || 100 || (1000) || 1.0×&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Training Spear&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| [[File:training_spear_sprite.png]]&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| 400&lt;br /&gt;
| Stab || Blunt || 200 || (10000) || 1.0×&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Spear&lt;br /&gt;
|-&lt;br /&gt;
| Shaft bash || Blunt || 10000 || (6000) || 1.25×&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Foreign weapons ===&lt;br /&gt;
Using any multi-grasp weapon in a single hand (i.e. with a shield in the other hand) without being of the proper size/broadness (which dwarves in Fortress Mode almost never are), gives you a disability to hit - do not equip two-handed swords with a shield, for instance. '''The game will not stop you from doing this''', so be wary about it.&lt;br /&gt;
&lt;br /&gt;
In Adventurer Mode, however, if your character passes the one-handed check for single-handing a multi-grasp weapon, it is possible to wield a two-handed sword, or any multi-grasp weapon, in one hand without penalty (allowing for the simultaneous use of a shield). For example, if you create a human character, and manage to spawn into a world with a &amp;quot;broad body&amp;quot; or a &amp;quot;tall body&amp;quot; in the character description, you will be able to single-hand any multi-grasp weapon (and will be forced to, much like you are forced to single-hand any single-grasp weapon), which allows for the simultaneous, disability-free use of a shield, thus making your damage and defensive capabilities much higher than they would be with a single-grasp weapon and shield.  Note that upping Strength to Superior (and eventually Superhuman) will make all attacks more likely to deal extra damage, making cutting off the limbs of your enemies much easier.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Type&lt;br /&gt;
! Graphic&lt;br /&gt;
! Size&lt;br /&gt;
! Attack&lt;br /&gt;
! [[Attack type]]&lt;br /&gt;
! Contact Area&lt;br /&gt;
! Penetration&lt;br /&gt;
! Velocity&lt;br /&gt;
! Skill Used&lt;br /&gt;
! Used by&lt;br /&gt;
! Hands Used (average human)&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| [[Two-handed sword]]&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| [[File:two_handed_sword_sprite.png]]&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| 900&lt;br /&gt;
| Slash || Edge || 100000 || 8000 || 1.25×&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| Sword&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| [[Goblin]], [[Human]]&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| Multi-grasp&lt;br /&gt;
|-&lt;br /&gt;
| Stab || Edge || 50 || 4000 || 1.0×&lt;br /&gt;
|-&lt;br /&gt;
| Flat slap || Blunt || 100000 || (8000) || 1.25×&lt;br /&gt;
|-&lt;br /&gt;
| Pommel strike || Blunt || 100 || (1000) || 1.0×&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[Blowgun]] (Melee)&lt;br /&gt;
| [[File:blowgun_sprite.png]]&lt;br /&gt;
| 150&lt;br /&gt;
| Bash || Blunt || 10000 || (4000) || 1.25×&lt;br /&gt;
| Sword&lt;br /&gt;
| Subterranean [[animal people]]&lt;br /&gt;
| Single-grasp&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[Bow]] (Melee)&lt;br /&gt;
| [[File:bow_sprite.png]]&lt;br /&gt;
| 300&lt;br /&gt;
| Bash || Blunt || 10000 || (4000) || 1.25×&lt;br /&gt;
| Sword&lt;br /&gt;
| [[Elf]], [[Goblin]], [[Human]], [[Kobold]]&lt;br /&gt;
| Single-grasp&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[Flail]]&lt;br /&gt;
| [[File:flail_sprite.png]]&lt;br /&gt;
| 500&lt;br /&gt;
| Bash || Blunt || 200 || (4000) || 2.5×&lt;br /&gt;
| Mace&lt;br /&gt;
| [[Goblin]], [[Human]]&lt;br /&gt;
| Single-grasp&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| [[great axe|Great Axe]]&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| [[File:great_axe_sprite.png]]&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| 1300&lt;br /&gt;
| Hack || Edge || 60000 || 8000 || 1.25×&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Axe&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| [[Goblin]], [[Human]]&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Multi-grasp&lt;br /&gt;
|-&lt;br /&gt;
| Flat slap || Blunt || 60000 || (8000) || 1.25×&lt;br /&gt;
|-&lt;br /&gt;
| Pommel strike || Blunt || 100 || (1000) || 1.0×&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| [[Halberd]]&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| [[File:halberd_sprite.png]]&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| 1200&lt;br /&gt;
| Slash || Edge || 20000 || 8000 || 1.25×&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Axe&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| [[Goblin]], [[Human]]&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Multi-grasp&lt;br /&gt;
|-&lt;br /&gt;
| Stab || Edge || 50 || 2000 || 1.0×&lt;br /&gt;
|-&lt;br /&gt;
| Shaft bash || Blunt || 20000 || (6000) || 1.25×&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| [[Dagger]] (Large)&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| [[File:dagger_sprite.png]]&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| 200&lt;br /&gt;
| Slash || Edge || 1000 || 800 || 1.25×&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Dagger&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| [[Goblin]], [[Kobold]]&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Single-grasp&lt;br /&gt;
|-&lt;br /&gt;
| Stab || Edge || 5 || 1000 || 1.0×&lt;br /&gt;
|-&lt;br /&gt;
| Pommel strike || Blunt || 20 || (600) || 1.0×&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| [[long sword|Long Sword]]&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| [[FIle:long_sword_sprite.png]]&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| 700&lt;br /&gt;
| Slash || Edge || 60000 || 6000 || 1.25×&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| Sword&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| [[Elf]], [[Goblin]], [[Human]]&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| Single-grasp&lt;br /&gt;
|-&lt;br /&gt;
| Stab || Edge || 50 || 3000 || 1.0×&lt;br /&gt;
|-&lt;br /&gt;
| Flat slap || Blunt || 60000 || (6000) || 1.25×&lt;br /&gt;
|-&lt;br /&gt;
| Pommel strike || Blunt || 100 || (1000) || 1.0×&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[Maul]]&lt;br /&gt;
| [[File:maul_sprite.png]]&lt;br /&gt;
| 1300&lt;br /&gt;
| Bash || Blunt || 100 || (6000) || 2.0×&lt;br /&gt;
| Hammer&lt;br /&gt;
| [[Goblin]], [[Human]]&lt;br /&gt;
| Multi-grasp&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| [[Morningstar]]&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| [[File:morningstar_sprite.png]]&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| 500&lt;br /&gt;
| Bash || Edge || 10 || 500 || 2.0×&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Mace&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| [[Goblin]], [[Human]]&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Single-grasp&lt;br /&gt;
|-&lt;br /&gt;
| Pommel strike || Blunt || 50 || (1000) || 1.0×&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| [[pike (weapon)|Pike]]&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| [[File:pike_weapon_sprite.png]]&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| 800&lt;br /&gt;
| Stab || Edge || 20 || 12000 || 1.0×&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Pike&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| [[Goblin]], [[Human]]&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Multigrasp&lt;br /&gt;
|-&lt;br /&gt;
| Shaft bash || Blunt || 10000 || (6000) || 1.25×&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| [[Scimitar]]&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| [[File:scimitar_sprite.png]]&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| 300&lt;br /&gt;
| Slash || Edge || 20000 || 4000 || 1.25×&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| Sword&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| [[Goblin]], [[Human]]&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| Single-grasp&lt;br /&gt;
|-&lt;br /&gt;
| Stab || Edge || 50 || 2000 || 1.0×&lt;br /&gt;
|-&lt;br /&gt;
| Flat slap || Blunt || 20000 || (4000) || 1.25×&lt;br /&gt;
|-&lt;br /&gt;
| Pommel strike || Blunt || 50 || (1000) || 1.0×&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[Scourge]]&lt;br /&gt;
| [[File:scourge_sprite.png]]&lt;br /&gt;
| 300&lt;br /&gt;
| Lash || Edge || 10 || 50 || 2.0×&lt;br /&gt;
| Whip&lt;br /&gt;
| [[Goblin]]&lt;br /&gt;
| Single-grasp&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[Whip]]&lt;br /&gt;
| [[File:whip_sprite.png]]&lt;br /&gt;
| 100&lt;br /&gt;
| Lash || Blunt || 1 || (10) || 5.0×&lt;br /&gt;
| Whip&lt;br /&gt;
| [[Goblin]], [[Human]]&lt;br /&gt;
| Single-grasp&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Stone axe&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;|[[File:stone_axe_sprite.png]]&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| 400&lt;br /&gt;
| Hack || Edge || 800 || 400 || 1.25×&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Axe&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Player in [[adventurer mode]]&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Single-grasp&lt;br /&gt;
|-&lt;br /&gt;
| Slap|| Blunt || 800|| 400 || 1.25×&lt;br /&gt;
|-&lt;br /&gt;
| Strike || Blunt || 20|| 400 || 1.0×&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Carving knife&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;|[[File:carving_knife_sprite.png]]&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| 150&lt;br /&gt;
| Slash || Edge || 800 || 600 || 1.25×&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Dagger&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Non-warrior NPCs in [[adventurer mode]]&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Single-grasp&lt;br /&gt;
|-&lt;br /&gt;
| Stab || Edge || 4 || 800 || 1.0×&lt;br /&gt;
|-&lt;br /&gt;
| Strike|| Blunt || 15|| 400 || 1.0×&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Boning knife&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;|[[File:boning_knife_sprite.png]]&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| 50&lt;br /&gt;
| Slash || Edge || 500 || 300 || 1.25×&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Dagger&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Non-warrior NPCs in [[adventurer mode]]&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Single-grasp&lt;br /&gt;
|-&lt;br /&gt;
| Stab || Edge || 2 || 400 || 1.0×&lt;br /&gt;
|-&lt;br /&gt;
| Strike|| Blunt || 10 || 200 || 1.0×&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Slicing knife&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;|[[File:slicing_knife_sprite.png]]&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| 150&lt;br /&gt;
| Slash || Edge || 900 || 700|| 1.25×&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Dagger&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Non-warrior NPCs in [[adventurer mode]]&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Single-grasp&lt;br /&gt;
|-&lt;br /&gt;
| Stab || Edge || 3 || 900 || 1.0×&lt;br /&gt;
|-&lt;br /&gt;
| Strike|| Blunt || 15 || 400 || 1.0×&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Meat cleaver&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;|[[File:meat_cleaver_sprite.png]]&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| 300&lt;br /&gt;
| Hack|| Edge || 800 || 400 || 1.25×&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Axe&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Non-warrior NPCs in [[adventurer mode]]&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Single-grasp&lt;br /&gt;
|-&lt;br /&gt;
| Clap || Blunt || 800 || 400 || 1.25×&lt;br /&gt;
|-&lt;br /&gt;
| Strike || Blunt || 20 || 400 || 1.0×&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Carving fork&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| [[File:carving_fork_sprite.png]]&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| 150&lt;br /&gt;
| Stab|| Edge || 1 || 100 || 1.0×&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Dagger&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Non-warrior NPCs in [[adventurer mode]]&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Single-grasp&lt;br /&gt;
|-&lt;br /&gt;
| Strike || Blunt || 15 || 400 || 1.0×&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Special variations===&lt;br /&gt;
Some rare entities have their own [[divine equipment|procedurally generated variations]] of weapons. Currently, these weapons are produced by copying the default properties of the &amp;quot;base&amp;quot; weapon, and adding an adjective (&amp;quot;bulky&amp;quot;, &amp;quot;large-headed&amp;quot;, &amp;quot;branching&amp;quot;, etc.) or renaming the weapon altogether (&amp;quot;blade&amp;quot;, &amp;quot;curved sword&amp;quot;). Dwarves in [[strange mood]]s which select from all weapons with a certain tag may produce one of these procedurally generated weapons. Since they retain the properties of their base items, these weapons should be as usable as a standard weapon of the base type.&lt;br /&gt;
&lt;br /&gt;
== Size ==&lt;br /&gt;
&lt;br /&gt;
Weapons have a minimum size to use at all, and a minimum size to use one-handed. Adult dwarves vary in size between 33750 and 93750 (average 60000) based on their height and broadness.  Unfortunately, this is currently bugged in fortress mode.{{Bug|0005812}}  'One-handed' vs. 'two-handed' checks are performed correctly, but 'can wield' vs. 'can't wield' ignores height and broadness modifiers.  So dwarves in fortress mode will never equip two-handed swords, great axes, halberds, mauls, or pikes. Other weapons have a minimum wielding size of less than 60000, and are wielded one-handed if the individual dwarf is large enough.  See [http://www.bay12forums.com/smf/index.php?topic=119068.msg3790913#msg3790913 this] forum post.&lt;br /&gt;
&lt;br /&gt;
The following table shows approximately how many dwarves ''should be'' able to use each weapon one- or two-handed (see [http://www.bay12forums.com/smf/index.php?topic=101379.msg3029579#msg3029579 this forum post] for details), with all fractional numbers being approximate. While there are seven categories each for height and broadness, the number used is chosen randomly from within each category.&lt;br /&gt;
&lt;br /&gt;
Note that there are other factors (such as fat and muscle mass) affecting dwarf size, and e.g. [[DFHack]] {{k|Alt}}+{{k|I}} will take them into account, but (at least in adventure mode) only base height and broadness appear to determine weapon wieldability.&lt;br /&gt;
&lt;br /&gt;
Additionally, even if a creature is large enough to wield a weapon with one hand/appendage, it is still possible to wield it with both/more through [[Wrestling#Bugs|wrestling]] by first lodging it into a target, then grabbing it with a free hand/appendage, and then pulling it free.&lt;br /&gt;
&lt;br /&gt;
Where the size checking bug affects weapon wielding for dwarves, correct approximate figures are given in brackets.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Type&lt;br /&gt;
! Min Size&lt;br /&gt;
(Two-Handed)&lt;br /&gt;
! Min Size&lt;br /&gt;
(One-Handed)&lt;br /&gt;
! Dwarves&lt;br /&gt;
Can't Wield&lt;br /&gt;
! Dwarves Wield&lt;br /&gt;
Two-Handed&lt;br /&gt;
! Dwarves Wield&lt;br /&gt;
One-Handed&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[battle axe|Battle Axe]]&lt;br /&gt;
| 42500&lt;br /&gt;
| 47500&lt;br /&gt;
| 1/49 (0)&lt;br /&gt;
| 10/49 (11/49)&lt;br /&gt;
| 38/49&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[Crossbow]] (Melee)&lt;br /&gt;
| 15000&lt;br /&gt;
| 0&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| 49/49&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[Mace]]&lt;br /&gt;
| 32500&lt;br /&gt;
| 37500&lt;br /&gt;
| -&lt;br /&gt;
| 1/49&lt;br /&gt;
| 48/49&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[Pick]]&lt;br /&gt;
| 42500&lt;br /&gt;
| 47500&lt;br /&gt;
| 1/49 (0)&lt;br /&gt;
| 10/49 (11/49)&lt;br /&gt;
| 38/49&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[short sword|Short Sword]]&lt;br /&gt;
| 32500&lt;br /&gt;
| 37500&lt;br /&gt;
| -&lt;br /&gt;
| 1/49&lt;br /&gt;
| 48/49&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[Spear]]&lt;br /&gt;
| 5000&lt;br /&gt;
| 47500&lt;br /&gt;
| -&lt;br /&gt;
| 11/49&lt;br /&gt;
| 38/49&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[war hammer|War Hammer]]&lt;br /&gt;
| 32500&lt;br /&gt;
| 37500&lt;br /&gt;
| -&lt;br /&gt;
| 1/49&lt;br /&gt;
| 48/49&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| Training Axe&lt;br /&gt;
| 42500&lt;br /&gt;
| 47500&lt;br /&gt;
| 1/49 (0)&lt;br /&gt;
| 10/49 (11/49)&lt;br /&gt;
| 38/49&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| Training Sword&lt;br /&gt;
| 32500&lt;br /&gt;
| 37500&lt;br /&gt;
| -&lt;br /&gt;
| 1/49&lt;br /&gt;
| 48/49 &lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| Training Spear&lt;br /&gt;
| 42500&lt;br /&gt;
| 47500&lt;br /&gt;
| 1/49 (0)&lt;br /&gt;
| 10/49 (11/49)&lt;br /&gt;
| 38/49&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[two-handed sword|2H Sword]]&lt;br /&gt;
| 62500&lt;br /&gt;
| 77500&lt;br /&gt;
| 32/49 (ALL)&lt;br /&gt;
| 14/49 (0)&lt;br /&gt;
| 3/49 (0)&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[Blowgun]] (Melee)&lt;br /&gt;
| 15000&lt;br /&gt;
| 0&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| 49/49&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[Bow]] (Melee)&lt;br /&gt;
| 15000&lt;br /&gt;
| 0&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| 49/49&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[Flail]]&lt;br /&gt;
| 42500&lt;br /&gt;
| 47500&lt;br /&gt;
| 1/49 (0)&lt;br /&gt;
| 10/49 (11/49)&lt;br /&gt;
| 38/49&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[great axe|Great Axe]]&lt;br /&gt;
| 62500&lt;br /&gt;
| 77500&lt;br /&gt;
| 32/49 (ALL)&lt;br /&gt;
| 14/49 (0)&lt;br /&gt;
| 3/49 (0)&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[Halberd]]&lt;br /&gt;
| 62500&lt;br /&gt;
| 77500&lt;br /&gt;
| 32/49 (ALL)&lt;br /&gt;
| 14/49 (0)&lt;br /&gt;
| 3/49 (0)&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[Dagger]] (Large)&lt;br /&gt;
| 5000&lt;br /&gt;
| 27500&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| 49/49&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[long sword|Long Sword]]&lt;br /&gt;
| 52500&lt;br /&gt;
| 57500&lt;br /&gt;
| 11/49 (0)&lt;br /&gt;
| 7/49 (18/49)&lt;br /&gt;
| 31/49&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[Maul]]&lt;br /&gt;
| 62500&lt;br /&gt;
| 77500&lt;br /&gt;
| 32/49 (ALL)&lt;br /&gt;
| 14/49 (0)&lt;br /&gt;
| 3/49 (0)&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[Morningstar]]&lt;br /&gt;
| 32500&lt;br /&gt;
| 37500&lt;br /&gt;
| -&lt;br /&gt;
| 1/49&lt;br /&gt;
| 48/49&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[pike (weapon)|Pike]]&lt;br /&gt;
| 62500&lt;br /&gt;
| 77500&lt;br /&gt;
| 32/49 (ALL)&lt;br /&gt;
| 14/49 (0)&lt;br /&gt;
| 3/49 (0)&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[Scimitar]]&lt;br /&gt;
| 32500&lt;br /&gt;
| 37500&lt;br /&gt;
| -&lt;br /&gt;
| 1/49&lt;br /&gt;
| 48/49&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[Scourge]]&lt;br /&gt;
| 22500&lt;br /&gt;
| 27500&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| 49/49&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[Whip]]&lt;br /&gt;
| 22500&lt;br /&gt;
| 27500&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| 49/49&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Material==&lt;br /&gt;
&lt;br /&gt;
Weapons and armor (with a few exceptions) can only be forged from weapon-grade metals (adamantine, steel, iron, silver, bronze, bismuth bronze, copper, and divine metal), wood, or bone. The exceptions include obsidian short-swords and items created during a strange mood.&lt;br /&gt;
&lt;br /&gt;
{{v0.31 material metal table head}}&lt;br /&gt;
&lt;br /&gt;
{{v0.31 material metal table row|name=Adamantine|color={{Tile|/|3:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;3:3:1&amp;lt;/span&amp;gt;|source=[[Raw adamantine]]|notes=&amp;lt;br/&amp;gt;|soliddensity=0.200|mp=25000|val=300|valinc=+50|impactyield=5000|impactfracture=5000|impactelasticity=0|shearyield=5000|shearfracture=5000|shearelasticity=0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.31 material metal table row|name=Divine metal|notes= &amp;lt;br/&amp;gt;|soliddensity=1.0|val=300|impactyield=1000|impactfracture=2000|impactelasticity=0|shearyield=1000|shearfracture=2000|shearelasticity=0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.31 material metal table row|name=Steel|color={{Tile|/|0:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0:7:1&amp;lt;/span&amp;gt;|source=[[Iron]] + [[Pig iron]] + [[flux]] stone + [[fuel]] '''!'''|notes= |soliddensity=7.85|val=30|valinc=+20|mp=12718|impactyield=1505|impactfracture=2520|impactelasticity=940|shearyield=430|shearfracture=720|shearelasticity=215&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.31 material metal table row|name=Bismuth bronze|color={{Tile|/|6:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:6:1&amp;lt;/span&amp;gt;|source=2 [[Copper]] + 1 [[Tin]] + 1 [[Bismuth]] '''!'''|notes= |soliddensity=8.25|val=6|valinc=+4|mp=11868|impactyield=602|impactfracture=843|impactelasticity=547|shearyield=172|shearfracture=241|shearelasticity=156&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.31 material metal table row|name=Bronze|color={{Tile|/|6:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:4:0&amp;lt;/span&amp;gt;|source=[[Tin]] + [[Copper]]|notes= |soliddensity=8.25|val=5|valinc=+3|mp=11868|impactyield=602|impactfracture=843|impactelasticity=547|shearyield=172|shearfracture=241|shearelasticity=156&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.31 material metal table row|name=Iron|color={{Tile|/|0:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0:7:1&amp;lt;/span&amp;gt;|source=[[Hematite]], [[Limonite]], [[Magnetite]]|notes= |soliddensity=7.85|mp=12768|val=10|valinc=+2|impactyield=542|impactfracture=1080|impactelasticity=319|shearyield=155|shearfracture=310|shearelasticity=189&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.31 material metal table row|name=Copper|color={{Tile|/|6:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:4:0&amp;lt;/span&amp;gt;|source=[[Native copper]], [[Malachite]], [[Tetrahedrite]]|notes= |soliddensity=8.93|mp=11952|val=2|valinc=+0, +0, -1*|impactyield=245|impactfracture=770|impactelasticity=175|shearyield=70|shearfracture=220|shearelasticity=145&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.31 material metal table row|name=Silver|color={{Tile|/|7:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:7:1&amp;lt;/span&amp;gt;|source=[[Native silver]], [[Horn silver]],&amp;lt;br /&amp;gt;[[Galena]] (50%), [[Tetrahedrite]] (20%) |notes= |soliddensity=10.49|mp=11731|val=10|valinc=+0, +0,&amp;lt;br /&amp;gt;+5*, +7*|impactyield=350|impactfracture=595|impactelasticity=350|shearyield=100|shearfracture=170|shearelasticity=333&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.31 material metal table row|name=Platinum|color={{Tile|/|7:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:7:1&amp;lt;/span&amp;gt;|source=[[Native platinum]]|notes= Only available as artifact weapons.|soliddensity=21.4|mp=13182|val=40|valinc=+?, +?,&amp;lt;br /&amp;gt;+?, +?|impactyield=350|impactfracture=700|impactelasticity=152|shearyield=100|shearfracture=200|shearelasticity=164&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.31 material metal table row|name=Bone|color={{Tile|/|7:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:7:1&amp;lt;/span&amp;gt;|source=Creatures|notes= |soliddensity=0.50|mp=NONE(burn at 10250)|val=1|valinc=+?, +?,&amp;lt;br /&amp;gt;+?, +?|impactyield=200|impactfracture=200|impactelasticity=100|shearyield=115|shearfracture=130|shearelasticity=100&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.31 material metal table row|name=Wood|color={{Tile|/|6:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:7:1&amp;lt;/span&amp;gt;|source=Trees|notes= |soliddensity=0.50|mp=NONE(burn at 10250)|val=1|valinc=+?, +?,&amp;lt;br /&amp;gt;+?, +?|impactyield=10|impactfracture=10|impactelasticity=1000|shearyield=40|shearfracture=40|shearelasticity=1000&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.31 material metal table row|name=Shell|color={{Tile|/|2:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:7:1&amp;lt;/span&amp;gt;|source=Creatures|notes= Only available as artifact weapons.|soliddensity=0.50|mp=NONE(burn at 10250)|val=1|valinc=+?, +?,&amp;lt;br /&amp;gt;+?, +?|impactyield=200|impactfracture=200|impactelasticity=100|shearyield=115|shearfracture=130|shearelasticity=100&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.31 material metal table row|name=Leather|color={{Tile|/|2:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:7:1&amp;lt;/span&amp;gt;|source=Creatures|notes= Material data added for comparison.|soliddensity=0.50|mp=NONE(burn at 10250)|val=1|valinc=+?, +?,&amp;lt;br /&amp;gt;+?, +?|impactyield=10|impactfracture=10|impactelasticity=50000|shearyield=25|shearfracture=25|shearelasticity=50000&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.31 material metal table row|name=Obsidian|color={{Tile|/|0:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:7:1&amp;lt;/span&amp;gt;|source=Lava|notes= Only available for Short Swords.|soliddensity=2.67|mp=13600|val=3|valinc=+0|impactyield=1000|impactfracture=1000|impactelasticity=2222|shearyield=35|shearfracture=35|shearelasticity=114&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.31 material metal table row|name=Crystal glass|color={{Tile|/|7:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:7:1&amp;lt;/span&amp;gt;|source=Sand|notes= Only available as trap components.|soliddensity=2.6|mp=13600|val=10|valinc=+0|impactyield=1000|impactfracture=1000|impactelasticity=2222|shearyield=33|shearfracture=33|shearelasticity=113&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.31 material metal table row|name=Clear glass|color={{Tile|/|3:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:7:1&amp;lt;/span&amp;gt;|source=Sand|notes= Only available as trap components.|soliddensity=2.6|mp=13600|val=5|valinc=+0|impactyield=1000|impactfracture=1000|impactelasticity=2222|shearyield=33|shearfracture=33|shearelasticity=113&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.31 material metal table row|name=Green glass|color={{Tile|/|2:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:7:1&amp;lt;/span&amp;gt;|source=Sand|notes= Only available as trap components.|soliddensity=2.6|mp=13600|val=2|valinc=+0|impactyield=1000|impactfracture=1000|impactelasticity=2222|shearyield=33|shearfracture=33|shearelasticity=113&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*''Combat information'' is used internally by the game to determine the combat properties of weapons and armor made from this metal:&lt;br /&gt;
**'''Density''': Used in conjunction with other factors - heavier weapons (higher numbers) hit with a bit more force, very light weapons tend to have less penetration.  Value shown here is g/cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;, which is the raw value divided by 10&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
**'''Impact yield''': Used for blunt-force combat; ''higher'' is better for blunt weapons, but ''lower'' is better for armor. This is the raw value divided by 10&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; (i.e., kPa).&lt;br /&gt;
**'''Impact fracture''': Used for blunt-force combat; ''higher'' is better. This is the raw value divided by 10&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; (i.e., kPa).&lt;br /&gt;
**'''Impact elasticity''' (or '''strain at yield'''): Used for blunt-force combat; ''lower'' is better. This is the raw value.&lt;br /&gt;
**'''Shear yield''': Used for cutting calculations in combat; ''higher'' is better. This is the raw value divided by 10&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; (i.e., kPa).&lt;br /&gt;
**'''Shear fracture''': Used for cutting calculations in combat; ''higher'' is better. This is the most important indicator of edged strength. This is the raw value divided by 10&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; (i.e., kPa).&lt;br /&gt;
**'''Shear elasticity''' (or '''strain at yield'''): Used for cutting calculations in combat; ''lower'' is better. This is the raw value.&lt;br /&gt;
&lt;br /&gt;
*General Term Explanations (from Wikipedia)&lt;br /&gt;
**'''Yield Strength''' - The stress at which material strain changes from elastic deformation to plastic deformation, causing it to deform permanently.&lt;br /&gt;
**'''Fracture Strength''' - The stress coordinate on the stress-strain curve at the point of rupture.&lt;br /&gt;
**'''Stress''' - Force per area = F/A&lt;br /&gt;
**'''Strain''' - Deformation of a solid due to stress = Stress/Young's Modulus&lt;br /&gt;
&lt;br /&gt;
=== Explanation ===&lt;br /&gt;
* '''Yield Strength''' is the amount of stress required to permanently deform (bend) a material (plastic deformation).&lt;br /&gt;
* '''Fracture Strength''' is the amount of stress required to permanently break (rupture) a material.&lt;br /&gt;
* '''Elasticity''' or '''Strain at yield''' is the amount of deformation (bending) that occurs at the yield point.&lt;br /&gt;
&lt;br /&gt;
=== Implications ===&lt;br /&gt;
Yield strength combined with strain at yield can tell what a material will do under stress (be it from a hammer, axe, or arrow); higher yield means that it takes more stress to deform, while lower strain at yield means that it will deform less when stress is applied.&lt;br /&gt;
&lt;br /&gt;
== Combat formulae ==&lt;br /&gt;
&lt;br /&gt;
Penetration is poorly understood, but most of the rest of combat is fairly well understood. Maybe it defines how deep a blade may go through layers of armor and flesh and bones and even cut off limbs. This may explain why it does not apply for blunt attacks that do not go through layers.&lt;br /&gt;
&lt;br /&gt;
First, you need to calculate your weapon's momentum.&lt;br /&gt;
&lt;br /&gt;
Melee Weapon Momentum:  M = Skill * Size * Str * Vel / (10&amp;lt;sup&amp;gt;6&amp;lt;/sup&amp;gt; * (1 + i_Size/(w_density*w_size) ))&lt;br /&gt;
* Dwarf Melee Momentum: M = 0.06 * Str * Vel / (1 + i_Size/(w_density*w_size) )&lt;br /&gt;
* Quick attacks halve melee momentum, wild and heavy attacks multiply it by 1.5&lt;br /&gt;
* Attacking a prone opponent in melee doubles momentum.&lt;br /&gt;
&lt;br /&gt;
Ranged Weapon Momentum: M = (w_density*w_size)/10&amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt; * min(10&amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt;*(SHOOT_FORCE/20)/(w_density*w_size), SHOOT_MAXVEL/10)&lt;br /&gt;
* Bow and Crossbow Momentum: M = (w_density*150)/10&amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt; * min(10&amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt;/(w_density*3), 20)&lt;br /&gt;
** If 20 is smaller because the ammunition is density 1666 or less, M = w_density*3/100 = w_density*0.03&lt;br /&gt;
** If 20 is larger because the ammunition is density 1667 or larger, M = 50&lt;br /&gt;
* Blowgun Momentum: M = (w_density*20)/10&amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt; * min(10&amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt;/(w_density*4), 100)&lt;br /&gt;
** If 100 is smaller because the ammunition is density 250 or less, M = w_density/50 = w_density*0.02&lt;br /&gt;
** If 100 is larger because the ammunition is density 251 or more, M = 5&lt;br /&gt;
&lt;br /&gt;
where:&lt;br /&gt;
* '''M''' is the momentum.&lt;br /&gt;
* '''Skill''' is a gradual multiplier based on skill level, from 1x base up to 2x at Grand Master.&lt;br /&gt;
* '''Str''' is the creature's strength (e.g. 1250 for the average dwarf)&lt;br /&gt;
* '''Vel''' is the weapon's velocity modifier if present (e.g. 1.25x, 2x)&lt;br /&gt;
* '''Size''' is the average creature size (e.g. 60000 for dwarves)&lt;br /&gt;
* '''i_Size''' is the specific creature's size&lt;br /&gt;
** Dwarves range from a minimum size of 33750 to a maximum size of 93750, with an average size of 60000.&lt;br /&gt;
* '''w_density''' is the weapon's material's density for melee weapons, or the ammunition's density for ranged weapons&lt;br /&gt;
* '''w_size''' is the weapon's size for melee weapons, or the ammunition's size for ranged weapons&lt;br /&gt;
* '''SHOOT_FORCE''' is the ranged weapon's SHOOT_FORCE constant, which is used to determine its maximum momentum.&lt;br /&gt;
* '''SHOOT_MAXVEL''' is the ranged weapon's SHOOT_MAXVEL constant, which is used to determine its maximum velocity, where ammo momentum = ammo mass * ammo velocity.&lt;br /&gt;
&lt;br /&gt;
An edged weapon undergoes the following comparison:&lt;br /&gt;
&lt;br /&gt;
M &amp;gt;= (aSY/wSY + (A+1)*aSF/wSF) * (10 + 2*a_quality) / (Sha * w_quality),&lt;br /&gt;
&lt;br /&gt;
where:&lt;br /&gt;
* '''aSY''' is the armor's SHEAR_YIELD, which is based on its material&lt;br /&gt;
* '''wSY''' is the weapon's SHEAR_YIELD, which is based on its material&lt;br /&gt;
* '''aSF''' is the armor's SHEAR_FRACTURE, which is based on its material&lt;br /&gt;
* '''wSF''' is the weapon's SHEAR_FRACTURE, which is based on its material&lt;br /&gt;
* '''A''' is attack [[Material science#Contact_Area|contact area]]&lt;br /&gt;
* '''Sha''' is weapon material [[edge|sharpness]] multiplier (1x for most metals, 1.2x for [[divine metal]], 1.5x for [[glass]], 2x for [[obsidian]], 10x for [[adamantine]] and 0.1x for all other materials)&lt;br /&gt;
* '''w_quality''' is weapon [[quality]] sharpness multiplier (0.5x for normal quality, 0.7x for fine, 1x for masterwork, etc.)&lt;br /&gt;
* '''a_quality''' is armor [[quality]] multiplier&lt;br /&gt;
&lt;br /&gt;
Expressed in the above terms,&lt;br /&gt;
&lt;br /&gt;
* 0.06 * Str * Vel / (1 + i_Size/(w_density*w_size)) &amp;gt;= (aSY/wSY + (A+1)*aSF/wSF) * (10 + 2*Qa) / (Sha * w_quality)&lt;br /&gt;
* 0.06 * Sha * w_quality * Str * Vel / (1 + i_Size/(w_density*w_size)) &amp;gt;= (aSY/wSY + (A+1)*aSF/wSF) * (10 + 2*a_quality)&lt;br /&gt;
* 0.06 * Sha * w_quality * Str * Vel / ((1 + i_Size/(w_density*w_size)) * (10 + 2*a_quality)) &amp;gt;= aSY/wSY + (A+1)*aSF/wSF&lt;br /&gt;
&lt;br /&gt;
Because Shear Yield and Shear Fracture are always within a power of 10 of each other for actually available materials, but the smallest possible A value is 20 (a blowgun dart, which is smaller than the smallest item of clothing/armor a dwarf can wear), this means that in practice, Shear Fracture is significantly more important than Shear Yield, and you can reliably compare weapons and armor without paying attention to Shear Yield.  In both cases, higher is better on both weapons and armor, as is quality.  Sharpness only matters to the weapon, and smaller contact area is better for the attacker.&lt;br /&gt;
&lt;br /&gt;
If the test is passed, attack momentum is decreased by some 5% and the layer is considered punctured/severed, and the process continues to the next layer, including working through layers of the defender's body.  If the test is failed, the attack becomes blunt for this layer.&lt;br /&gt;
&lt;br /&gt;
If the attack is blunt, either due to starting off blunt or due to failing the above test, it is then subjected to this test:&lt;br /&gt;
&lt;br /&gt;
2 * w_size * wIY &amp;gt; A * a_density&lt;br /&gt;
&lt;br /&gt;
where:&lt;br /&gt;
* '''a_density''' is the armor material's density&lt;br /&gt;
* '''wIY''' is the weapon's impact yield in MPa (i.e. raw value divided by 10&amp;lt;sup&amp;gt;6&amp;lt;/sup&amp;gt;). {{verify}}&lt;br /&gt;
&lt;br /&gt;
Failure means the attack bounces off, meaning denser, larger armor resists blunt attacks better, but larger blunt weapons with smaller contact areas and higher impact yields get through armor better.  This also means adamantine armor is some of the worst in the game at outright deflecting attacks, due to its poor density, but this is not typically relevant, as impact yields are typically at least 10 times larger than density values for the actual metals available, so this step is routinely passed by most weapons regardless of relative materials.&lt;br /&gt;
&lt;br /&gt;
On success, the following test is applied:&lt;br /&gt;
&lt;br /&gt;
M &amp;gt;= (2*aIF - aIY) * (2 + 0.4*a_quality) * A,&lt;br /&gt;
&lt;br /&gt;
where: &lt;br /&gt;
* '''aIF''' is the armor's impact fracture in MPa (i.e. raw value divided by 10&amp;lt;sup&amp;gt;6&amp;lt;/sup&amp;gt;)&lt;br /&gt;
* '''aIY''' is the armor's impact yield in MPa (i.e. raw value divided by 10&amp;lt;sup&amp;gt;6&amp;lt;/sup&amp;gt;).&lt;br /&gt;
&lt;br /&gt;
Note that the armor wants as high impact fracture as possible to make this test fail.  The armor also wants low impact yield, although the weapon's impact fracture does not matter, and high quality and high contact area.&lt;br /&gt;
&lt;br /&gt;
On a success, attack momentum is decreased by some 5% and the layer is considered punctured/severed, and the process continues to the next layer, including working through layers of the defender's body. If the attack was edged, it becomes edged again.  On a failure, the momentum is multiplied by SHEAR_STRAIN_AT_YIELD/50000 for edged attacks or IMPACT_STRAIN_AT_YIELD/50000 for blunt attacks, then it becomes *permanently* blunt, and is passed on to the next layer.  This means most rigid metal armor will reduce blocked attacks by 98%-99%, but elastic armor, such as a mail shirt, has both strain at yield values raised to 50000, so it multiplies by 1 at this step (i.e. does nothing to the momentum, but does still convert it to blunt) regardless of material.&lt;br /&gt;
&lt;br /&gt;
== Combat testing ==&lt;br /&gt;
In regards to edged weaponry: [[adamantine]] and [[steel]] take first and a distant second place respectively, with [[iron]] a slightly less distant third best material in the game, nearly matched by the [[bronze]]s. Beyond that is [[copper]], the second worst material, and [[silver]] is the worst weapon material available (and due to the existence of training weapons, not even useful in that regard).&lt;br /&gt;
&lt;br /&gt;
Additionally, with regards to blunt weapons, almost all of the non-adamantine materials perform equally well, with a very slight edge towards steel and silver. Here is the thread with the details: [http://www.bay12forums.com/smf/index.php?topic=53571.0].&lt;br /&gt;
&lt;br /&gt;
Keep in mind that, given how unbelievably complicated this system is, very little should be taken as word of law yet. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! &lt;br /&gt;
! Best&lt;br /&gt;
! Better&lt;br /&gt;
! Good&lt;br /&gt;
! Fair&lt;br /&gt;
! Poor&lt;br /&gt;
! Terrible&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Armor&lt;br /&gt;
| Adamantine&lt;br /&gt;
| Steel&lt;br /&gt;
| Iron&lt;br /&gt;
| Bronze, Bismuth Bronze&lt;br /&gt;
| Copper&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Edged Weapons&lt;br /&gt;
| Adamantine&lt;br /&gt;
| Steel&lt;br /&gt;
| Iron&lt;br /&gt;
| Bronze, Bismuth Bronze&lt;br /&gt;
| Copper&lt;br /&gt;
| Silver&lt;br /&gt;
| For piercing iron armor, copper is better than bronze, but when piercing copper or bronze armor, bronze is better than copper.&lt;br /&gt;
|-&lt;br /&gt;
| Ammunition&lt;br /&gt;
| Steel, Iron, Bronze, Bismuth Bronze, Copper, Silver&lt;br /&gt;
| &lt;br /&gt;
| Adamantine&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| Adamantine bolts deflect off of adamantine armor, but otherwise their performance is on par with bolts made out of other metals.&lt;br /&gt;
|-&lt;br /&gt;
| Blunt Weapons&lt;br /&gt;
| Platinum, Slade&lt;br /&gt;
| Steel, Silver&lt;br /&gt;
| Copper, Bismuth Bronze, Bronze, Iron&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| Adamantine&lt;br /&gt;
| All six standard weapon metals perform nearly identically. Steel has a slightly higher rate of critical wounds, while silver is slightly more likely to penetrate armor. Platinum (only available as [[artifact]] weapons) has twice the density of silver and several other improved properties, making it the best metal for impact weapons, though very limited in production. Adamantine's light weight makes it a terrible choice for blunt weapons, roughly the same as making a weapon out of [[featherwood]] or cork.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Cross referencing this table with the table at the top of this section seems to indicate that low densities, high impact fractures, and high shear fractures contribute to the killing power of edged weapons.&lt;br /&gt;
&lt;br /&gt;
===Analysis===&lt;br /&gt;
Testing of weapons (15 dwarves-versus-15 dwarves combat) in the [[object testing arena]] shows that the best dwarven-made weapon against unarmored humanoids is the battle axe, while the war hammer performs the best against armored targets.&lt;br /&gt;
&lt;br /&gt;
Even in 15&amp;amp;times;(steel armor+silver war hammer) versus 15&amp;amp;times;(adamantine armor+adamantine battle axe) matches, hammerdwarves won with less than 50% casualties (mostly one-strike kills). However, when the dwarves in question were without armor or only wearing leather/cloth, the result was inverted &amp;amp;mdash; axedwarves won with less than 50% casualties. In battles against megabeasts, 6 silver hammerdwarves were barely able to scratch a [[bronze colossus]] (attacks were glancing away) due to bronze being a better &amp;quot;weapon&amp;quot; material.&lt;br /&gt;
&lt;br /&gt;
This is because silver has the highest solid density of all materials that can regularly be made into weapons by dwarves.  Tests show that indeed [[gold]] and [[platinum]] (increasingly dense) do increasing amounts of damage, and that war hammers remain the tool of choice, however they can only be produced by a moody dwarf (and a very lucky one at that).&lt;br /&gt;
&lt;br /&gt;
For more on ranged ammunition see the forum thread [http://www.bay12forums.com/smf/index.php?topic=116151.0 Dwarven Research: A Comparison Study on the Effectiveness of Bolts vs Armors].&lt;br /&gt;
&lt;br /&gt;
More arena tests are available in the [[Main:Military testing|Military testing]] article.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
*Equipping weapons/armor on military is erratic. This is likely due to a single piece of weapons/armor being erroneously assigned to multiple dwarves and seems to occur when dwarves are upgrading their equipment or going on raids. Removing and reassigning equipment for all military dwarves can temporarily fix this problem.{{Bug|535}}&lt;br /&gt;
*'One-handed' vs. 'two-handed' checks are performed correctly, but 'can wield' vs. 'can't wield' ignores height and broadness modifiers, so dwarves in Fortress mode cannot equip two-handed swords, great axes, halberds, mauls, or pikes.{{bug|5812}}&lt;br /&gt;
*In the Premium version, the sprite sheets for equipped gear are mostly incomplete. The material of equipped gear is currently distinguished for [[dwarf|dwarves]], for [[elf|elves']] and [[kobold|kobolds']] [[armor]] (including metal armor), and for elves' wooden weapons; everything else has a default, 'gray' color palette.&lt;br /&gt;
*The Premium version has placeholder sprites for equipped artifact gear (which can be any material), but these are not used for gear of nonstandard materials spawned in the [[object testing arena]], resulting in creatures that use them appearing un-equipped.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[User:Shinziril#Weapons_and_Armor|Outstanding research]] on weapons and armor by Shinziril&lt;br /&gt;
&lt;br /&gt;
{{Weapons}}&lt;br /&gt;
{{Industry}}&lt;br /&gt;
{{Category|Weapons}}&lt;/div&gt;</summary>
		<author><name>DikbutDaGrate</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Vermin&amp;diff=309957</id>
		<title>Vermin</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Vermin&amp;diff=309957"/>
		<updated>2025-06-24T00:13:00Z</updated>

		<summary type="html">&lt;p&gt;DikbutDaGrate: Moon snail was listed as no capture. However, it can be caught due to vermin grounder.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Exceptional|1:00, 2 Februaru 2023 (UTC)}}&lt;br /&gt;
[[File:vermin_sprites_preview.png|right]]'''Vermin''' includes small land [[creature]]s such as [[rat]]s, [[bat]]s, and [[lizard]]s, and also the type of [[fish]] which are caught by [[fisherdwarf|fisherdwarves]]. They are below 2 kg (4 lb) in size, much smaller than [[cat]]s. Vermin are hard to see, but can be noted if you are particularly observant, as they will occasionally blink into and out of view on the screen. Unlike other non-vermin creatures, they cannot be selected and have their attributes viewed.&lt;br /&gt;
&lt;br /&gt;
The main distinctions between vermin and creatures are that vermin:&lt;br /&gt;
# Cannot be engaged in [[combat]] or trigger [[trap]]s, save those specifically made to trap them, though some (such as the [[cave spider]]) can bite and inflict syndromes;&lt;br /&gt;
# Do not usually provide [[meat]] or [[bone]]s. Exceptions are the [[creepy crawler]], which  can be butchered, and the [[purring maggot]] which can be milked;&lt;br /&gt;
# Do not breed, but &amp;quot;spawn&amp;quot;, spontaneously appearing in their natural environment or [[biome]].  Some types of vermin are inexhaustible and will always be able to spawn, regardless of how many are killed or captured;&lt;br /&gt;
# Are sometimes &amp;quot;[[hateable]]&amp;quot;, meaning dwarves can have an anti-[[preference]], which gives them a negative [[thought]] when they see the hated vermin.&lt;br /&gt;
{{catbox}}&lt;br /&gt;
Vermin can be problematic, as many types feed on [[stockpile]]s, thus making it more difficult to keep enough [[food]] and [[alcohol|drink]] to survive. Vermin can be hunted by [[cat]]s and [[peregrine falcon]]s to reduce this problem, though the [[remains]] will still need to be [[Activity zone#Garbage Dump|removed]]. Cats and falcons can be [[pasture]]d at the relevant stockpiles to further reduce the problem.&lt;br /&gt;
&lt;br /&gt;
Some vermin can be captured in [[animal trap]]s, but those with the {{token|VERMIN_NOTRAP|c}} token can only be caught with a &amp;quot;Capture a Live Land Animal&amp;quot; job, while those with the {{token|VERMIN_SOIL|c}} token will be ignored for that job. Once caught, some can be trained as [[pet]]s. A few particular captured vermin can be used to produce [[extract]]s using a glass [[vial]] and the [[animal dissector]] labor. Captured [[purring maggot]]s can also be [[milk]]ed at a farmer's workshop. Vermin don't die of old age at all - if you capture one, it should last forever. &lt;br /&gt;
&lt;br /&gt;
Captured vermin can be assigned to built cages, but not to pastures.&lt;br /&gt;
&lt;br /&gt;
Graphically, the sprites of some flying vermin, such as the [[acorn fly]], [[fly]], [[blood gnat]], [[honey bee]], [[mosquito]] and [[pixie|pixies]], will resemble multiple bugs of that type in a single tile; they can be seen in amounts of one, three, five and nine; depending on how large the swarm is. Dwarves will eat vermin if no other [[food]] source is available, resulting in an unhappy [[thought]]. Most vermin cannot be spawned in the [[object testing arena]], as those are not able to engage in combat anyway.&lt;br /&gt;
&lt;br /&gt;
In [[adventure mode]], you can reveal the location of previously-hidden, nearby vermin by pressing {{Adv menu icon|L}}. Your character can also pick up vermin if they are on the same tile. Attempting to ''eat'' any collected vermin, however, will make a unique message appear: {{DFtext|No. That's disgusting.|2:0}}, unless the character is actually starving.&lt;br /&gt;
&lt;br /&gt;
==Reading the Table==&lt;br /&gt;
{{v50_creaturecurrent table head}}&lt;br /&gt;
|}&lt;br /&gt;
The above columns indicate, in order:&lt;br /&gt;
*'''Graphic:''' The sprite assigned to the creature; seen only in the [[premium version#Premium_version_.282020.E2.80.93Present.29|premium version]]s.&lt;br /&gt;
*'''Tile:''' The symbol assigned to the vermin, how you will see it without a graphic set.&lt;br /&gt;
*'''Name:''' The name of the vermin as it shows up in-game.&lt;br /&gt;
*'''Playable:''' Whether the vermin is playable in any of the game modes. As of now, no vermin are playable.&lt;br /&gt;
*'''Hostile:''' Whether the vermin is hostile to the player. As of now, no vermin are hostile to dwarves.&lt;br /&gt;
*'''Food Source:''' If &amp;quot;Yes&amp;quot; then the vermin can be turned into food when processed in a [[fishery]].&lt;br /&gt;
*'''Adult Body Size:''' The average size of the vermin when an adult. This can be anywhere from 1 for a [[fly]], to 2,000 for a [[fox squirrel]]. More or less equals the creature's weight in grams.&lt;br /&gt;
*'''Pet Value:''' This is the value the vermin can be bought and sold for as a [[pet]], during [[trading]].&lt;br /&gt;
*'''Biome:''' Where the vermin can be found.&lt;br /&gt;
*'''Features:''' Any special features the vermin possesses, these can include alignment and special properties. The value after 'Eater' indicates the vermin's [[Creature_token#PENETRATEPOWER|container penetration value]].&lt;br /&gt;
&lt;br /&gt;
==Vermin==&lt;br /&gt;
{{v50_creaturecurrent table head|class=&amp;quot;wikitable sortable&amp;quot;}}&lt;br /&gt;
{{v50_creaturecurrent table row|graphic=[[File:acorn_fly_sprite_anim.gif]]|name=Acorn fly|symbol=·|color=6:0:1|food=No|playable=No|hostile=N/A|size=20|value=0|biome=Any pool|note=Savage, no trap, attracted to rot}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Anchovy|symbol=α|color=7:0:1|food=Yes|playable=No|hostile=N/A|size=200|value=0|biome=Temperate oceans|note=No trap}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Anole|symbol=∙|color=2:0:1|food=No|playable=No|hostile=N/A|size=90|value=10|biome=Any tropical forest|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Ant|symbol=∙|color=7:0:0|food=No|playable=No|hostile=N/A|size=1|value=0|biome=Not freezing|note=No trap}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Axolotl|symbol=∙|color=5:0:0|food=No|playable=No|hostile=N/A|size=200|value=10|biome=Tropical saltwater, brackish and freshwater lakes|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Banded knifefish|symbol=α|color=6:0:0|food=Yes|playable=No|hostile=N/A|size=200|value=0|biome=Tropical freshwater lakes and rivers|note=No trap}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Bark scorpion|symbol=∙|color=6:0:1|food=No|playable=No|hostile=N/A|size=3|value=0|biome=Tropical grasslands, savannas, shrublands, coniferous forests and any desert|note=Hateable}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Bat|symbol=∙|color=0:0:1|food=No|playable=No|hostile=N/A|size=100|value=10|biome=Not freezing, subterranean chasms|note=Hateable}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Bat ray|symbol=ò|color=7:0:0|food=Yes|playable=No|hostile=N/A|size=200|value=0|biome=Temperate and tropical oceans|note=No trap}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Beetle|symbol=·|color=4:0:0|food=No|playable=No|hostile=N/A|size=1|value=0|biome=Not freezing|note=No trap, no capture}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Black bullhead|symbol=α|color=6:0:0|food=Yes|playable=No|hostile=N/A|size=200|value=0|biome=Temperate brackish and freshwater lakes|note=No trap}}&lt;br /&gt;
{{v50_creaturecurrent table row|graphic=[[File:blood_gnat_sprite_anim.gif]]|name=Blood gnat|symbol=·|color=4:0:1|food=No|playable=No|hostile=N/A|size=1|value=0|biome=Any pool|note=Hateable, no trap, evil, attracted to rot}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Blue jay|symbol=∙|color=1:0:1|food=No|playable=No|hostile=N/A|size=100|value=30|biome=Temperate grasslands, savannas, shrublands, broadleaf and coniferous forests|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Brook lamprey|symbol=~|color=3:0:0|food=Yes|playable=No|hostile=N/A|size=200|value=0|biome=Temperate saltwater, brackish and freshwater lakes, tropical oceans|note=No trap}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Brown bullhead|symbol=α|color=6:0:0|food=Yes|playable=No|hostile=N/A|size=200|value=0|biome=Temperate brackish and freshwater lakes|note=No trap}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Brown recluse spider|symbol=∙|color=6:0:0|food=No|playable=No|hostile=N/A|size=1|value=0|biome=Temperate broadleaf forests|note=Hateable, produces [[web]]}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Bumblebee|symbol=·|color=6:0:1|food=No|playable=No|hostile=N/A|size=1|value=0|biome=Not freezing|note=No trap}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Bushtit|symbol=∙|color=6:0:0|food=No|playable=No|hostile=N/A|size=5|value=30|biome=Any temperate forest|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Cap hopper|symbol=∙|color=2:0:0|food=No|playable=No|hostile=N/A|size=200|value=10|biome=Subterranean water|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Cardinal|symbol=∙|color=4:0:1|food=No|playable=No|hostile=N/A|size=50|value=30|biome=Temperate grasslands, savannas, shrublands, broadleaf and coniferous forests|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Cave fish|symbol=α|color=7:0:1|food=Yes|playable=No|hostile=N/A|size=1000|value=0|biome=Subterranean water|note=No trap}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Cave lobster|symbol=¥|color=7:0:1|food=Yes|playable=No|hostile=N/A|size=600|value=0|biome=Subterranean water|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Cave spider|symbol=∙|color=7:0:0|food=No|playable=No|hostile=N/A|size=50|value=0|biome=Subterranean water and chasm|note=Hateable, produces web}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Cave swallow|symbol=∙|color=0:0:1|food=No|playable=No|hostile=N/A|size=100|value=30|biome=Subterranean chasm|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Chameleon|symbol=∙|color=2:0:1|food=No|playable=No|hostile=N/A|size=150|value=10|biome=Any tropical forest, tropical shrublands and savannas, any desert|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Char|symbol=α|color=0:0:1|food=Yes|playable=No|hostile=N/A|size=200|value=0|biome=Temperate freshwater rivers and lakes|note=No trap}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Chipmunk|symbol=∙|color=6:0:0|food=No|playable=No|hostile=N/A|size=300|value=10|biome=Any temperate forest|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Clown loach|symbol=α|color=6:0:1|food=Yes|playable=No|hostile=N/A|size=200|value=0|biome=Tropical freshwater rivers and lakes|note=No trap}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Clownfish|symbol=α|color=4:0:1|food=Yes|playable=No|hostile=N/A|size=200|value=0|biome=Tropical oceans|note=No trap}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Cockatiel|symbol=∙|color=7:0:1|food=No|playable=No|hostile=N/A|size=90|value=30|biome=Any desert, temperate grasslands|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Creepy crawler|symbol=*|color=6:0:0|food=Yes|playable=No|hostile=N/A|size=1000|value=20|biome=Underground chasm|note=Evil, attracted to rot, butcherable}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Crow|symbol=∙|color=0:0:1|food=No|playable=No|hostile=N/A|size=500|value=10|biome=Temperate forests, grasslands, savannas, shrublands and wetlands, taiga|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Cuttlefish|symbol=♂|color=6:0:0|food=Yes|playable=No|hostile=N/A|size=1000|value=10|biome=Any ocean|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Damselfly|symbol=∙|color=3:0:1|food=No|playable=No|hostile=N/A|size=1|value=0|biome=Any pool|note=No trap}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Demon rat|symbol=∙|color=4:0:0|food=No|playable=No|hostile=N/A|size=300|value=20|biome=Not freezing|note=Evil, eater 3}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Dragonfly|symbol=∙|color=3:0:1|food=No|playable=No|hostile=N/A|size=1|value=0|biome=Any pool|note=No trap}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Fairy|symbol=∙|color=6:0:1|food=No|playable=No|hostile=N/A|size=100|value=10|biome=All except pools, rivers, and underground|note=No trap, good, [[fanciful]]}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Fire snake|symbol=∙|color=6:0:1|food=No|playable=No|hostile=N/A|size=1000|value=10|biome=Subterranean lava|note=Hateable}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Firefly|symbol=∙|color=2:0:1|food=No|playable=No|hostile=N/A|size=1|value=0|biome=Not freezing|note=No trap}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Flounder|symbol=α|color=6:0:0|food=Yes|playable=No|hostile=N/A|size=200|value=0|biome=Temperate oceans|note=No trap}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Fluffy wambler|symbol=∙|color=7:0:1|food=No|playable=No|hostile=N/A|size=2000|value=20|biome=Any land|note=Good, eater 1}}&lt;br /&gt;
{{v50_creaturecurrent table row|graphic=[[File:fly_sprite_anim.gif]]|name=Fly|symbol=·|color=0:0:1|food=No|playable=No|hostile=N/A|size=1|value=0|biome=Not freezing, any pool|note=Hateable, no trap, attracted to rot}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Flying squirrel|symbol=∙|color=6:0:0|food=No|playable=No|hostile=N/A|size=200|value=10|biome=Any temperate forest|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Fox squirrel|symbol=∙|color=6:0:0|food=No|playable=No|hostile=N/A|size=2000|value=100|biome=Any temperate forest|note=Savage}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Glasseye|symbol=α|color=4:0:1|food=Yes|playable=No|hostile=N/A|size=200|value=0|biome=Tropical oceans|note=No trap}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Grackle|symbol=∙|color=0:0:1|food=No|playable=No|hostile=N/A|size=120|value=30|biome=Temperate grasslands and savannas|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Grasshopper|symbol=·|color=2:0:1|food=No|playable=No|hostile=N/A|size=1|value=0|biome=Not freezing|note=No trap}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Gray squirrel|symbol=∙|color=7:0:0|food=No|playable=No|hostile=N/A|size=300|value=10|biome=Any temperate forest|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Green tree frog|symbol=∙|color=2:0:1|food=No|playable=No|hostile=N/A|size=100|value=10|biome=Temperate freshwater lakes, pools, swamps and marshes|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Guppy|symbol=α|color=1:0:1|food=Yes|playable=No|hostile=N/A|size=200|value=0|biome=Tropical brackish, saltwater and freshwater lakes and rivers|note=No trap}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Hagfish|symbol=~|color=6:0:0|food=Yes|playable=No|hostile=N/A|size=200|value=0|biome=Arctic and temperate oceans|note=No trap}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Hake|symbol=α|color=7:0:1|food=Yes|playable=No|hostile=N/A|size=200|value=0|biome=Arctic and temperate oceans|note=No trap}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Hamster|symbol=∙|color=7:0:0|food=No|playable=No|hostile=N/A|size=150|value=10|biome=Not freezing|note=Hateable, eater 2}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Hedgehog|symbol=∙|color=6:0:0|food=No|playable=No|hostile=N/A|size=800|value=10|biome=Temperate shrublands and savannas|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Herring|symbol=α|color=3:0:1|food=Yes|playable=No|hostile=N/A|size=200|value=0|biome=Arctic and temperate oceans|note=No trap}}&lt;br /&gt;
{{v50_creaturecurrent table row|graphic=[[File:honey_bee_sprite_anim.gif]]|name=Honey bee|symbol=·|color=6:0:1|food=No|playable=No|hostile=N/A|size=1|value=1|biome=Not freezing|note=Usable for [[beekeeping industry]], no trap}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Jumping spider|symbol=·|color=0:0:1|food=No|playable=No|hostile=N/A|size=1|value=0|biome=Not freezing|note=Hateable}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Knuckle worm|symbol=~|color=0:0:1|food=No|playable=No|hostile=N/A|size=1000|value=100|biome=Not freezing|note=Evil}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Large roach|symbol=∙|color=6:0:0|food=No|playable=No|hostile=N/A|size=1|value=5|biome=Not freezing|note=Hateable, eater 2, no trap}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Leech|symbol=~|color=0:0:1|food=No|playable=No|hostile=N/A|size=100|value=10|biome=Any lake and pool|note=Hateable, no trap, no capture}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Leopard gecko|symbol=∙|color=6:0:1|food=No|playable=No|hostile=N/A|size=50|value=10|biome=Any desert|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Lion tamarin|symbol=∙|color=6:0:1|food=No|playable=No|hostile=N/A|size=620|value=10|biome=Tropical moist broadleaf forests|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Lizard|symbol=∙|color=6:0:0|food=No|playable=No|hostile=N/A|size=200|value=10|biome=Not freezing|note=Hateable, eater 1}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Lorikeet|symbol=∙|color=4:0:1|food=No|playable=No|hostile=N/A|size=200|value=30|biome=Tropical moist broadleaf forests, mangrove swamps|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Louse|symbol=·|color=6:0:0|food=No|playable=No|hostile=N/A|size=1|value=0|biome=Not freezing|note=No trap, no capture}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Lungfish|symbol=α|color=6:0:0|food=Yes|playable=No|hostile=N/A|size=200|value=0|biome=Tropical brackish, saltwater and freshwater lakes, rivers and pools|note=No trap}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Mackerel|symbol=α|color=7:0:0|food=Yes|playable=No|hostile=N/A|size=200|value=0|biome=Arctic and temperate oceans|note=No trap}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Magpie|symbol=∙|color=0:0:1|food=No|playable=No|hostile=N/A|size=200|value=30|biome=Temperate grasslands, savannas and shrublands|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Mantis|symbol=·|color=2:0:1|food=No|playable=No|hostile=N/A|size=1|value=0|biome=Not freezing|note=No trap}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Masked lovebird|symbol=∙|color=2:0:1|food=No|playable=No|hostile=N/A|size=90|value=30|biome=Any tropical forest|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Moghopper|symbol=∙|color=6:0:0|food=No|playable=No|hostile=N/A|size=300|value=20|biome=Any pool|note=Savage, only usable creature for [[fish dissector]]s}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Monarch butterfly|symbol=∙|color=4:0:1|food=No|playable=No|hostile=N/A|size=1|value=0|biome=Not freezing|note=No trap}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Moon snail|symbol=∙|color=4:0:1|food=No|playable=No|hostile=N/A|size=200|value=10|biome=Temperate oceans|note=Hateable, no trap}}&lt;br /&gt;
{{v50_creaturecurrent table row|graphic=[[File:mosquito_sprite_anim.gif]]|name=Mosquito|symbol=·|color=0:0:1|food=No|playable=No|hostile=N/A|size=1|value=0|biome=Not freezing, any pool|note=Hateable, no trap}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Moth|symbol=∙|color=6:0:0|food=No|playable=No|hostile=N/A|size=1|value=0|biome=Not freezing|note=No trap}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Mussel|symbol=m|color=7:0:1|food=Yes|playable=No|hostile=N/A|size=200|value=10|biome=Any ocean, lake and river|note=Hateable, shell source}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Nautilus|symbol=♂|color=4:0:1|food=Yes|playable=No|hostile=N/A|size=500|value=10|biome=Any ocean|note=shell source}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Olm|symbol=∙|color=7:0:1|food=No|playable=No|hostile=N/A|size=200|value=10|biome=Subterranean water|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Oriole|symbol=∙|color=6:0:1|food=No|playable=No|hostile=N/A|size=40|value=30|biome=Temperate broadleaf forests|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Oyster|symbol=o|color=7:0:1|food=Yes|playable=No|hostile=N/A|size=200|value=10|biome=Any ocean|note=Hateable, shell source}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Parakeet|symbol=∙|color=2:0:1|food=No|playable=No|hostile=N/A|size=120|value=30|biome=Tropical grasslands, savannas, shrublands and forests|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Peach-faced lovebird|symbol=∙|color=2:0:1|food=No|playable=No|hostile=N/A|size=60|value=30|biome=Temperate grasslands, savannas, shrublands and broadleaf forests|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Perch|symbol=α|color=7:0:1|food=Yes|playable=No|hostile=N/A|size=200|value=0|biome=Temperate freshwater rivers and lakes|note=No trap}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Phantom spider|symbol=∙|color=7:0:1|food=No|playable=No|hostile=N/A|size=500|value=0|biome=Temperate and tropical forests|note=Evil, produces web}}&lt;br /&gt;
{{v50_creaturecurrent table row|graphic=[[File:pixie_sprite_anim.gif]]|name=Pixie|symbol=·|color=3:0:1|food=No|playable=No|hostile=N/A|size=1|value=10|biome=All except pools, rivers, and underground|note=No trap, good, [[fanciful]]}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Pond turtle|symbol=☼|color=2:0:0|food=Yes|playable=No|hostile=N/A|size=500|value=10|biome=Any pool|note=shell source}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Purring maggot|symbol={|color=7:0:1|food=No|playable=No|hostile=N/A|size=1000|value=10|biome=Underground chasm|note=Hateable, produces [[milk]]}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Rainbow trout|symbol=α|color=2:0:1|food=Yes|playable=No|hostile=N/A|size=200|value=0|biome=Temperate freshwater rivers and lakes|note=No trap}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Rat|symbol=∙|color=0:0:1|food=No|playable=No|hostile=N/A|size=300|value=10|biome=Not freezing|note=Hateable, eater 2}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Red squirrel|symbol=∙|color=6:0:0|food=No|playable=No|hostile=N/A|size=300|value=10|biome=Any temperate forest|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|graphic=[[File:red-winged_blackbird_sprite.png]]|name=Red-winged blackbird|symbol=∙|color=0:0:1|food=No|playable=No|hostile=N/A|size=50|value=30|biome=Temperate salwater and freshwater marshes|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Sailfin molly|symbol=α|color=2:0:0|food=Yes|playable=No|hostile=N/A|size=200|value=0|biome=Temperate brackish, saltwater and freshwater lakes, rivers and pools|note=No trap}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Salmon|symbol=α|color=4:0:1|food=Yes|playable=No|hostile=N/A|size=200|value=0|biome=Temperate brackish, saltwater and freshwater lakes, temperate oceans|note=No trap}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Sea nettle jellyfish|symbol=Ω|color=6:0:0|food=Yes|playable=No|hostile=N/A|size=200|value=10|biome=Temperate oceans|note=No trap}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Seahorse|symbol=α|color=2:0:0|food=Yes|playable=No|hostile=N/A|size=200|value=0|biome=Temperate and tropical oceans|note=No trap}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Shad|symbol=α|color=3:0:1|food=Yes|playable=No|hostile=N/A|size=200|value=0|biome=Temperate brackish, saltwater and freshwater lakes, temperate and arctic oceans|note=No trap}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Skink|symbol=∙|color=7:0:0|food=No|playable=No|hostile=N/A|size=500|value=10|biome=Any desert, temperate and tropical|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Slug|symbol=~|color=6:0:0|food=No|playable=No|hostile=N/A|size=1|value=10|biome=Not freezing|note=Hateable, no trap, no capture}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Snail|symbol=∙|color=7:0:0|food=No|playable=No|hostile=N/A|size=1|value=10|biome=Not freezing|note=Hateable, no trap, no capture}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Sole|symbol=α|color=6:0:0|food=Yes|playable=No|hostile=N/A|size=200|value=0|biome=Temperate and arctic oceans|note=No trap}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Sparrow|symbol=∙|color=6:0:0|food=No|playable=No|hostile=N/A|size=30|value=30|biome=Any grassland, savanna, shrubland, temperate and tropical forest, desert and wetland|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Spotted ratfish|symbol=α|color=6:0:0|food=Yes|playable=No|hostile=N/A|size=200|value=0|biome=Temperate oceans|note=No trap}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Squid|symbol=♂|color=7:0:1|food=Yes|playable=No|hostile=N/A|size=200|value=10|biome=Any ocean|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Steelhead trout|symbol=α|color=3:0:1|food=Yes|playable=No|hostile=N/A|size=200|value=0|biome=Temperate brackish, saltwater and freshwater lakes, temperate and arctic oceans|note=No trap}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Termite|symbol=·|color=7:0:1|food=No|playable=No|hostile=N/A|size=1|value=0|biome=Not freezing|note=No trap}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Thornback ray|symbol=ò|color=6:0:0|food=Yes|playable=No|hostile=N/A|size=200|value=0|biome=Temperate and tropical oceans|note=No trap}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Thrips|symbol=·|color=7:0:1|food=No|playable=No|hostile=N/A|size=1|value=0|biome=Not freezing|note=No trap, no capture}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Tick|symbol=·|color=0:0:1|food=No|playable=No|hostile=N/A|size=1|value=0|biome=Not freezing|note=No trap, no capture}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Toad|symbol=∙|color=2:0:0|food=No|playable=No|hostile=N/A|size=200|value=10|biome=Any pool|note=Hateable}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Two-legged rhino lizard|symbol=∙|color=7:0:0|food=No|playable=No|hostile=N/A|size=1000|value=20|biome=Any land|note=Savage, eater 2}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=White-spotted puffer|symbol=α|color=7:0:0|food=Yes|playable=No|hostile=N/A|size=200|value=0|biome=Tropical oceans|note=No trap}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Worm|symbol=~|color=7:0:0|food=No|playable=No|hostile=N/A|size=100|value=10|biome=Any temperate, any tropical, taiga|note=Hateable, no trap, no capture}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Wren|symbol=∙|color=6:0:0|food=No|playable=No|hostile=N/A|size=40|value=30|biome=Any grassland, savanna, shrubland, forest, desert and wetland|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Yellow bullhead|symbol=α|color=6:0:0|food=Yes|playable=No|hostile=N/A|size=200|value=0|biome=Temperate brackish and freshwater lakes|note=No trap}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Note:''' All vermin with 0 value in the above table don't have the [PET_VALUE:#] tag.&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = bomik&lt;br /&gt;
| elvish  = nirica&lt;br /&gt;
| goblin  = otod&lt;br /&gt;
| human   = strilu&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Vermin}}&lt;br /&gt;
{{Category|Vermin|0}}&lt;br /&gt;
&lt;br /&gt;
[[ru:DF2012:Vermin]]&lt;/div&gt;</summary>
		<author><name>DikbutDaGrate</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Creature_token&amp;diff=309956</id>
		<title>Creature token</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Creature_token&amp;diff=309956"/>
		<updated>2025-06-24T00:05:14Z</updated>

		<summary type="html">&lt;p&gt;DikbutDaGrate: Added information on evil creatures effect on entity mechanics&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{Modding}}&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;code&amp;gt;[OBJECT:CREATURE]&amp;lt;/code&amp;gt; [[token]] begins the definition of a ''Dwarf Fortress'' [[creature]] [[raw file]]. Each creature definition that follows begins with the {{token|creature|c|creature ID}} token, and the creature's exact properties and behavior are then specified by the use of further creature tokens.  All known creature tokens are listed below. &lt;br /&gt;
&lt;br /&gt;
Vanilla creature definitions can be found in &amp;lt;code&amp;gt;[[Game folder|&amp;lt;Dwarf Fortress&amp;gt;]]\data\vanilla\vanilla_creatures\&amp;lt;/code&amp;gt;. &lt;br /&gt;
Creature ID is also used with [[graphics token]]s to make customizable [[graphics set]]s.&lt;br /&gt;
&lt;br /&gt;
The [[caste]] tokens allow defining sub-species within the broader creature definition, including true biological castes and lesser variations, such as sexes. Creature tokens can either be 'Creature' or 'CASTE-only' type which can only be applied to creature or caste respectively, or 'CASTE' which can be applied to both. In the table bellow, creature type distinguishes tokens that can be applied to creature only, caste only, and both ('creature', 'CASTE-only', and 'CASTE' respectively)&lt;br /&gt;
&lt;br /&gt;
__NOTOC__ &lt;br /&gt;
{{clear}}&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==A==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ADOPTS_OWNER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Prevents the tamed creature from being made available for adoption, instead allowing it to automatically adopt whoever it wants. The basic requirements for adoption are intact, and the creature will only adopt individuals who have a [[preference]] for their species. Used by [[cat]]s in the vanilla game. When {{k|v}}iewing a tame creature with this token, the message &amp;quot;This animal isn't interested in your wishes&amp;quot; will appear instead of &amp;quot;This [adorable] animal can't work&amp;quot; or &amp;quot;This animal is waiting to be trained&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ALCOHOL_DEPENDENT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature need [[alcohol]] to get through the working day; it will choose to drink booze instead of [[water]] if possible. Going sober for too long reduces speed.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ALL_ACTIVE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| When set, the creature will appear at any time of day. Overrides {{token|DIURNAL|c}}, {{token|NOCTURNAL|c}}, {{token|CREPUSCULAR|c}}, {{token|MATUTINAL|c}}, and {{token|VESPERTINE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ALTTILE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*'character' or tile number&lt;br /&gt;
| If set, the creature will blink between its {{token|TILE|c}} and its ALTTILE. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AMBUSHPREDATOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature start out hidden and remain near its original location until its prey draws near. When combined with {{token|WEBBER|c}}, causes them to lay gigantic webs near their spawn location, though only for creatures present during embark.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AMPHIBIOUS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to breathe both in and out of [[water]] (unlike {{token|AQUATIC|c}}) - does not prevent drowning in [[magma]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APP_MOD_DESC_RANGE}}&lt;br /&gt;
| Appearance Modifier&lt;br /&gt;
|&lt;br /&gt;
*Range (6 values, low to high)&lt;br /&gt;
| Based on info from [http://www.bay12forums.com/smf/index.php?topic=113762.msg3473069#msg3473069 Wannabehero on the forums]: When used with an appearance modifier token (BP_APPEARANCE_MODIFIER or BODY_APPEARANCE_MODIFIER), tells the game what numeric ranges to map to which descriptors.&lt;br /&gt;
&lt;br /&gt;
The game uses 7 descriptor levels for each modifier, with the center one generally being to omit the thing from the creature description entirely. The six values in APP_MOD_DESC_RANGE define the boundaries between each described range. If this is not specified it uses the numbers 10:50:95:105:150:190.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APP_MOD_GENETIC_MODEL}}&lt;br /&gt;
| Appearance Modifier&lt;br /&gt;
|&lt;br /&gt;
*Model (Accepts DOMINANT_MORE, DOMINANT_LESS, and MIX)&lt;br /&gt;
| Defines a genetic model for the relevant appearance modifier(s). May or may not do anything significant at present.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APP_MOD_IMPORTANCE}}&lt;br /&gt;
| Appearance Modifier&lt;br /&gt;
|&lt;br /&gt;
*number&lt;br /&gt;
| Determines how important the appearance modifier is, for determining whether it shows up in the creature description.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APP_MOD_NOUN}}&lt;br /&gt;
| Appearance Modifier&lt;br /&gt;
| &lt;br /&gt;
*noun&lt;br /&gt;
*SINGULAR or PLURAL &lt;br /&gt;
| Creates a noun for the appearance, and whether it is singular or plural.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APP_MOD_RATE}}&lt;br /&gt;
| Appearance Modifier&lt;br /&gt;
| &lt;br /&gt;
*Rate (integer)&lt;br /&gt;
*Scale (DAILY, YEARLY)&lt;br /&gt;
*min (growth)&lt;br /&gt;
*max (growth)&lt;br /&gt;
*start year&lt;br /&gt;
*start day&lt;br /&gt;
*end year&lt;br /&gt;
*end day &lt;br /&gt;
| Setting the growth rate of the modifier. The last two tokens can be replaced by NO_END to have growth continue indefinitely.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APPLY_CREATURE_VARIATION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*creature variation ID&lt;br /&gt;
*(optional) any amount of arbitrary arguments&lt;br /&gt;
| Applies the specified [[creature variation token|creature variation]]. See [[Creature_variation_token#Arguments_and_conditional_tokens]] for how the subsequent arguments may be used.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APPLY_CURRENT_CREATURE_VARIATION}}&lt;br /&gt;
| Special&lt;br /&gt;
|  &lt;br /&gt;
| Applies the effects of all pending {{token|CV_ADD_TAG|c}} and {{token|CV_REMOVE_TAG|c}} tokens that have been defined in the current creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AQUATIC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Enables the creature to breathe in water, but causes it to air-drown on dry land. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ARENA_RESTRICTED}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Causes the creature to be excluded from the [[object testing arena]]'s creature spawning list.  Typically applied to spoileriffic creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ARTIFICIAL_HIVEABLE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
| Enables the creature to be kept in artificial [[hive]]s by [[beekeeper]]s.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AT_PEACE_WITH_WILDLIFE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Prevents the creature from attacking or frightening creatures with the {{Token|NATURAL|c}} tag.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*token&lt;br /&gt;
*selection criteria (it's complicated)&lt;br /&gt;
| Defines the attack name, and the body part used. See [[#Attack Tokens|below]] for valid subtokens&lt;br /&gt;
'''Example:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;[ATTACK:GORE:BODYPART:BY_CATEGORY:HORN]&amp;lt;/code&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
''GORE'' = name of the attack&amp;lt;br /&amp;gt;&lt;br /&gt;
''BODYPART:BY_CATEGORY:HORN'' = the horn is used to attack (presuming the creature has one)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_TRIGGER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*population&lt;br /&gt;
*exported wealth&lt;br /&gt;
*created wealth&lt;br /&gt;
| Specifies when a [[megabeast]] or [[semi-megabeast]] will attack the fortress. The attacks will start occurring when all of the requirements are met. Setting a value to 0 disables the trigger.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==B==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BABY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*integer &lt;br /&gt;
| Age at which creature is considered a child, the default is zero. One can think of this as the duration of the baby stage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BABYNAME}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*singular&lt;br /&gt;
*plural &lt;br /&gt;
| Defines a new name for a creature in baby state at the caste level. For non-caste-specific baby names, see {{token|GENERAL_BABY_NAME|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BEACH_FREQUENCY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*integer&lt;br /&gt;
| Creature may be subject to [[beaching]], becoming stranded on [[Beach|shores]], where they will eventually air-drown. The number indicates the frequency of the occurrence. Presumably requires the creature to be {{token|AQUATIC|c}}. Used by [[orca]]s, [[sperm whale]]s and [[sea nettle jellyfish]] in the vanilla game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BENIGN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is non-aggressive by default, and will never automatically be engaged by companions or soldiers, running away from any creatures that are not friendly to it, and will only defend itself if it becomes enraged. Can be thought of as the counterpoint of the {{token|LARGE_PREDATOR|c}} tag. When tamed, animals with this tag will be useless for fortress defense.&lt;br /&gt;
&lt;br /&gt;
This and {{token|TRADE_CAPACITY|c}} are required for {{token|PACK_ANIMAL|c}} to function properly, if an animal contains the aforementioned requirements without this tag: items loaded by the merchants will be dropped upon departure.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BIOME}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
* [[biome token]]&lt;br /&gt;
| Select a [[biome]] the creature may appear in.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BLOOD}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;[[material token]]&amp;gt;&lt;br /&gt;
* &amp;lt;[[Material_definition_token#Material_States|material state]]&amp;gt;&lt;br /&gt;
| Specifies what the creature's blood is made of.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BLOODSUCKER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Causes [[vampire]]-like behaviour; the creature will suck the [[Creature_token#BLOOD|blood]] of unconscious victims when its [[Syndrome#TIME_SINCE_SUCKED_BLOOD|thirst for blood]] grows sufficiently large. When controlling the creature in adventure mode, this can be done at will. Seems to be required to make the creature denouncable (in-world) as a creature of the night.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BODY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*body parts &lt;br /&gt;
| Draws body parts from OBJECT:BODY files (such as body_default.txt)&lt;br /&gt;
'''Example:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY:BODY_WITH_HEAD_FLAG:HEART:GUTS:BRAIN:MOUTH] &amp;lt;br /&amp;gt;&lt;br /&gt;
This is the body from a [[purring maggot]]. It creates a body with head, a heart, some guts, a brain, and a mouth. That's all a maggot needs.&lt;br /&gt;
&lt;br /&gt;
The body parts need to be listed in an order such that any parent part appears before its connected children. For example [BODY:HEART:BODY_WITH_HEAD_FLAG] produces a &amp;quot;Body Token Recognized But Could Not Connect: HEART&amp;quot; error because HEART can't find any UPPERBODY(s) to connect to. Switching the order to [BODY:BODY_WITH_HEAD_FLAG:HEART] fixes the problem because now the UPPERBODY is created before the HEART tries to connect to it.&lt;br /&gt;
&lt;br /&gt;
'''If the body is left undefined, the creature (or caste) will be tagged as [DOES_NOT_EXIST].''' {{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BODY_APPEARANCE_MODIFIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*ATTRIBUTE&lt;br /&gt;
*lowest&lt;br /&gt;
*lower&lt;br /&gt;
*low&lt;br /&gt;
*median&lt;br /&gt;
*high&lt;br /&gt;
*higher&lt;br /&gt;
*highest &lt;br /&gt;
| These body modifiers give individual creatures different characteristics. In the case of HEIGHT, BROADNESS and LENGTH, the modifier is also a percentage change to the BODY_SIZE of the individual creature. The seven numbers afterward give a distribution of ranges. Each interval has an equal chance of occurring.&lt;br /&gt;
'''Example:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110] &amp;lt;br /&amp;gt;&lt;br /&gt;
''HEIGHT'' : marks the height to be changed &amp;lt;br /&amp;gt;&lt;br /&gt;
''90:95:98:100:102:105:110'' : sets the range from the shortest (90% of the average height) to the tallest (110% of the average height) creature variation.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BODY_DETAIL_PLAN}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*PlanName&lt;br /&gt;
*Arguments &lt;br /&gt;
| Loads a plan from listed OBJECT:BODY_DETAIL_PLAN files, such as b_detail_plan_default.txt. Mass applies USE_MATERIAL_TEMPLATE, mass alters RELSIZE, alters body part positions, and will allow tissue layers to be defined. Tissue layers are defined in order of skin to bone here.&lt;br /&gt;
'''Example:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE] &amp;lt;br /&amp;gt;&lt;br /&gt;
This creates the detailed body of a [[fox]], the skin, fat, muscle, bones and cartilage out of the vertebrate tissues.&amp;lt;br /&amp;gt;&lt;br /&gt;
A [[Purring maggot|maggot]] would only need:&amp;lt;br /&amp;gt;&lt;br /&gt;
''[BODY_DETAIL_PLAN:EXOSKELETON_TISSUE_LAYERS:SKIN:FAT:MUSCLE]'' &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BODY_SIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*years&lt;br /&gt;
*days&lt;br /&gt;
*size &lt;br /&gt;
| Sets size at a given age. Size is in cubic centimeters, and for normal body materials, is roughly equal to the creature's average weight in grams.&lt;br /&gt;
'''Example:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_SIZE:0:0:10000]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_SIZE:1:168:50000]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_SIZE:12:0:220000]&amp;lt;br /&amp;gt;&lt;br /&gt;
This describes the size of a [[minotaur]]. Its birth size would be 10,000 cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; (~10 kg). At 1 year and 168 days old it would be 50,000 cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; (~50 kg). And as an adult (at 12 years old) it would be 220,000 cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; and weigh roughly 220 kg.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BODYGLOSS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*gloss &lt;br /&gt;
| Substitutes body part text with replacement text. Draws gloss information from OBJECT:BODY files (such as body_default.txt)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BONECARN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature eats bones. Implies {{token|CARNIVORE|c}}. [[Adventurer mode|Adventurers]] with this token are currently unable to eat bones.{{Bug|11069}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BP_ADD_TYPE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Adds a type to a body part - used with {{token|SET_BP_GROUP|c}}. In vanilla DF, this is used for adding the type '[[Body token#GELDABLE|GELDABLE]]' to the lower body of certain [[cat|creatures]]. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BP_APPEARANCE_MODIFIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*QUALITY&lt;br /&gt;
*lowest&lt;br /&gt;
*lower&lt;br /&gt;
*low&lt;br /&gt;
*median&lt;br /&gt;
*high&lt;br /&gt;
*higher&lt;br /&gt;
*highest &lt;br /&gt;
| Sets up the breadth of possibilities for appearance qualities for a selected BP group. EG. Eyes (CLOSE_SET, DEEP_SET, ROUND_VS_NARROW, LARGE_IRIS),Lips (THICKNESS), Nose (BROADNESS, LENGTH, UPTURNED, CONVEX), Ear (SPLAYED_OUT, HANGING_LOBES, BROADNESS, HEIGHT), Tooth (GAPS), Skull (HIGH_CHEEKBONES, BROAD_CHIN, JUTTING CHIN, SQUARE_CHIN), Neck (DEEP_VOICE, RASPY_VOICE), Head (BROADNESS, HEIGHT)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BP_REMOVE_TYPE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Removes a type from a body part. Used with {{token|SET_BP_GROUP|c}}. &lt;br /&gt;
 &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BUILDINGDESTROYER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*1 or 2 &lt;br /&gt;
| Allows a creature to destroy furniture and buildings. Value [1] targets mostly doors, hatches, furniture and the like. Value [2] targets anything not made with the {{k|b}} + {{k|C}} commands. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==C==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CAN_DO_INTERACTION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*interaction token&lt;br /&gt;
| The creature can perform an interaction. See [[interaction token]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CAN_LEARN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature gains [[skill]]s and can have [[labor|professions]]. If a member of a civilization (even a pet) has this token, it'll need to eat, drink and sleep. Note that this token makes the creature unable to be eaten by an adventurer, so it is not recommended for uncivilized monsters. Adventurers lacking this token can allocate but not increase attributes and skills. Skills allocated will disappear on start. A creature with at least this token or the {{token|CAN_SPEAK|c}} token will be able to have [[Personality value|values]] and [[Personality goal|goals]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CAN_SPEAK}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Can [[talking|talk]]. Note that this is not necessary for a creature to gain social skills but to make friends in fortress mode. A creature with at least this token or the {{token|CAN_LEARN|c}} token will be able to have [[Personality value|values]] and [[Personality goal|goals]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CANNOT_CLIMB}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature cannot [[climber|climb]], even if it has free grasp parts.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CANNOT_JUMP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature cannot [[jump]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CANNOT_UNDEAD}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Acts like {{token|NOT_LIVING|c}}, except that {{token|OPPOSED_TO_LIFE|c}} creatures will attack them.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CANOPENDOORS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Defunct, as doors cannot be set as tightly closed anymore.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CARNIVORE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature ''only'' eats [[meat]]. If the creature goes on rampages in worldgen, it will often devour the people/animals it kills.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*name &lt;br /&gt;
| Defines a [[caste]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_ALTTILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*tile number or &amp;quot;letter&amp;quot;&lt;br /&gt;
| Caste-specific {{token|ALTTILE|c}}. Requires {{token|CASTE_TILE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_COLOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*fg&lt;br /&gt;
*bg&lt;br /&gt;
*brightness&lt;br /&gt;
| Caste-specific {{token|COLOR|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_GLOWCOLOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*fg&lt;br /&gt;
*bg&lt;br /&gt;
*brightness&lt;br /&gt;
| Caste-specific {{token|GLOWCOLOR|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_GLOWTILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*tile value or &amp;quot;letter&amp;quot;&lt;br /&gt;
| Caste-specific {{token|GLOWTILE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_NAME}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*singular&lt;br /&gt;
*plural&lt;br /&gt;
*adjective &lt;br /&gt;
| While {{token|NAME|c}} describes the name of the species, {{token|CASTE_NAME|c}} names individuals of the species. Unlike other caste-specific descriptions, this token is required, even for creatures without separate castes. If left undefined, the creature will not show up in the [[arena]] and members of the species will be labeled as &amp;quot;nothing&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_PROFESSION_NAME}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Unit type token]] (Profession)&lt;br /&gt;
*singular&lt;br /&gt;
*plural &lt;br /&gt;
| Caste-specific {{token|PROFESSION_NAME|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_SOLDIER_ALTTILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*'character' or tile number&lt;br /&gt;
| Caste-specific {{token|SOLDIER_ALTTILE|c}}. Requires {{token|CASTE_SOLDIER_TILE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_SOLDIER_TILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*'character' or tile number&lt;br /&gt;
| Caste-specific {{token|CREATURE_SOLDIER_TILE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_TILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* tile number or &amp;quot;letter&amp;quot;&lt;br /&gt;
| Caste-specific {{token|CREATURE_TILE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CAVE_ADAPT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Causes the creature to develop [[cave adaptation]].&lt;br /&gt;
&lt;br /&gt;
Allows for creature's race to be involved in jokes that end in &amp;quot;And the [race] saw the sun and vomited on the spot!&amp;quot; &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CDI}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*Varies&lt;br /&gt;
| Specifies interaction details following a {{token|CAN_DO_INTERACTION|c}} token. See [[interaction token]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CHANGE_BODY_SIZE_PERC}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*integer&lt;br /&gt;
| Multiplies body size by a factor of (integer)%. 50 halves size, 200 doubles.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CHANGE_FREQUENCY_PERC}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*integer&lt;br /&gt;
| Multiplies frequency by a factor of (integer)%.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CHILD}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*integer &lt;br /&gt;
| Age at which creature is considered an adult - one can think of this as the duration of the [[children|child]] stage. Allows the creature's offspring to be rendered fully tame if [[animal trainer|trained]] during their childhood. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CHILDNAME}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*singular&lt;br /&gt;
*plural &lt;br /&gt;
| Defines a new name for a creature in the child state at the caste level. For non-caste-specific child names, see {{token|GENERAL_CHILD_NAME|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CLUSTER_NUMBER}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*min&lt;br /&gt;
*max&lt;br /&gt;
| The minimum/maximum numbers of how many creatures per spawned cluster. Vermin fish with this token in combination with temperate ocean and river biome tokens [http://www.bay12forums.com/smf/index.php?topic=51864.msg1122319#msg1122319 will perform seasonal migrations]. Defaults to 1:1 if not specified.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CLUTCH_SIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*min&lt;br /&gt;
*max&lt;br /&gt;
|Number of [[egg]]s laid in one sitting.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COLONY_EXTERNAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Caste hovers around colony.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COLOR}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*foreground&lt;br /&gt;
*background&lt;br /&gt;
*brightness &lt;br /&gt;
| Color of the creature's tile. (See [[Color]] for usage.)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMMON_DOMESTIC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| When combined with any of {{token|PET|c}}, {{token|PACK_ANIMAL|c}}, {{token|WAGON_PULLER|c}} and/or {{token|MOUNT|c}}, the creature is guaranteed to be domesticated by any [[civilization]] with {{token|COMMON_DOMESTIC_PET|e}}, {{token|COMMON_DOMESTIC_PACK|e}},  {{token|COMMON_DOMESTIC_PULL|e}} and/or {{token|COMMON_DOMESTIC_MOUNT|e}} respectively. Such civilizations will always have access to the creature, even in the absence of wild populations. This token is invalid on {{token|FANCIFUL|c}} creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CONVERTED_SPOUSE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Creatures of this caste's species with the {{token|SPOUSE_CONVERTER|c}} and {{token|NIGHT_CREATURE_HUNTER|c}} tokens will kidnap {{token|SPOUSE_CONVERSION_TARGET|c}}s of an appropriate sex and convert them into castes with CONVERTED_SPOUSE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COOKABLE_LIVE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Set this to allow the creature to be cooked in meals while it is still alive, as well as when it's dead but not yet [[fishery|cleaned]]. Used by some water-dwelling vermin such as [[mussel]]s, [[nautilus]]es and [[oyster]]s. Currently does not work correctly when applied to non-{{token|FISHITEM|c}} vermin.{{bug|13200}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CRAZED}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Creature is '[[insanity|berserk]]' and will attack all other creatures, except members of its own species that '''also''' have the CRAZED tag. It will show {{DFtext|Berserk|4:1}} in the [[unit list]]. Berserk creatures go on rampages during [[world generation|worldgen]] much more frequently than non-berserk ones.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COPY_TAGS_FROM}}&lt;br /&gt;
| Special&lt;br /&gt;
| &lt;br /&gt;
*creature ID&lt;br /&gt;
| Copies another specified creature. This will override any definitions made before it; essentially, it makes this creature identical to the other one, which can then be modified. Often used in combination with {{token|APPLY_CREATURE_VARIATION|c}} to import standard variations from a file. The vanilla [[giant animal]]s and [[animal person|animal people]]s are examples of this token combination.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREATURE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*creature ID&lt;br /&gt;
| A unique, arbitrary identifier that begins the definition of each new creature, and is used to reference the creature in other tokens and raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREATURE_CLASS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*classname&lt;br /&gt;
| An arbitrary creature classification. Can be set to anything, but the only vanilla uses are GENERAL_POISON (used in syndromes), EDIBLE_GROUND_BUG (used as targets for {{token|GOBBLE_VERMIN_CLASS|c}}), MAMMAL, and POISONOUS (both used for kobold pet eligibility). A single creature can have multiple classes.&lt;br /&gt;
&lt;br /&gt;
The full list of tokens that use creature classes is: &lt;br /&gt;
&lt;br /&gt;
* Creature tokens: {{token|GOBBLE_VERMIN_CLASS|c}}, {{token|GOBBLE_VERMIN_CLASS|c}}&lt;br /&gt;
* Interaction tokens: {{token|IT_AFFECTED_CLASS|in}}, {{token|IT_IMMUNE_CLASS|in}}&lt;br /&gt;
* Animal definition (Entity) tokens: {{token|ANIMAL_CLASS|e}}, {{token|ANIMAL_FORBIDDEN_CLASS|e}}&lt;br /&gt;
* Position (Entity) token: {{token|ALLOWED_CLASS|po}}&lt;br /&gt;
* Syndrome tokens: {{token|SYN_AFFECTED_CLASS|sy}}, {{token|SYN_IMMUNE_CLASS|sy}}, {{token|CE_SENSE_CREATURE_CLASS|sy}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREATURE_SOLDIER_TILE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*'character' or tile number&lt;br /&gt;
| Creatures active in their civilization's [[military]] will use this tile instead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREATURE_TILE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*'character' or tile number &lt;br /&gt;
| The symbol of the creature in ASCII mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREPUSCULAR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| When set, the creature will appear at dawn (between 4:30 AM and 6:00 AM) and in the evening (between 8:00 PM and 10:05 PM) in [[Adventurer mode]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CURIOUSBEAST_EATER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to [[Steals food|steal and eat edible items]] from a site. It will attempt to grab a food item and immediately make its way to the map's edge, where it will disappear with it. If the creature goes on rampages during worldgen, it will often steal food instead of attacking. Trained and tame instances of the creature will no longer display this behavior.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CURIOUSBEAST_GUZZLER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to (very quickly) [[Steals drink|drink your alcohol]]. Or spill the barrel to the ground. Also affects undead versions of the creature. Unlike food or item thieves, drink thieves will consume your alcohol on the spot rather than run away with one piece of it. Trained and tame instances of the creature will no longer display this behavior.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CURIOUSBEAST_ITEM}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to [[Steals items|steal things]] (apparently, of the highest value it can find). It will attempt to grab an item of value and immediately make its way to the map's edge, where it will disappear with it. If a creature with any of the CURIOUSBEAST tokens carries anything off the map, even if it is a caravan's pack animal, it will be reported as stealing everything it carries. If the creature goes on rampages in worldgen, it will often steal items instead of attacking - [[kea]] birds are infamous for this. Trained and tame instances of the creature will no longer display this behavior. Also, makes the creature unable to drop hauled items until it enters combat.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CV_ADD_TAG}}&lt;br /&gt;
| Special&lt;br /&gt;
| &lt;br /&gt;
*TAG NAME &lt;br /&gt;
| Adds a tag. Used in conjunction with creature variation templates.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CV_REMOVE_TAG}}&lt;br /&gt;
| Special&lt;br /&gt;
| &lt;br /&gt;
*TAG NAME &lt;br /&gt;
| Removes a tag. Used in conjunction with creature variation templates. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==D==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DEMON}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Found on generated [[demon]]s.&lt;br /&gt;
&lt;br /&gt;
At least 1 demon generated, or custom must have the {{token|FLIER|c}} token in order for the [[Underworld|horrifying screams]] event to trigger.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DESCRIPTION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*text &lt;br /&gt;
| A brief description of the creature type, as displayed when viewing the creature's description/[[Thoughts and preferences|thoughts &amp;amp; preferences]] screen.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIE_WHEN_VERMIN_BITE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Causes the creature to die upon attacking. Used by [[honey bee]]s to simulate them dying after using their stingers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIFFICULTY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*integer &lt;br /&gt;
| Increases experience gain during adventure mode. Creatures with a difficulty of 11 or higher are not assigned for quests in adventure mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIURNAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| When set, the creature will only appear during the day (between 6:00 AM and 8:00 PM) in [[Adventurer mode]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIVE_HUNTS_VERMIN}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| The creature hunts vermin by diving from the air. On tame creatures, it has the same effect as {{token|HUNTS_VERMIN|c}}. Found on [[peregrine falcon]]s.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DOES_NOT_EXIST}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Adding this token to a creature prevents it from appearing in generated worlds (unless it's marked as [[Entity_token#ANIMAL_ALWAYS_PRESENT|always present]] for a particular civilisation). For example, adding it to [[dog]]s will lead to worlds being generated without dogs in them. Also removes the creature from the [[object testing arena]]'s spawn list. If combined with {{token|FANCIFUL|c}}, artistic depictions of the creature will occur regardless. Used by [[centaur]]s, [[chimera]]s and [[griffon]]s in the vanilla game. &lt;br /&gt;
&lt;br /&gt;
Note: a creature tagged as DOES_NOT_EXIST can still be [[Interaction_token#I_EFFECT|summoned]] successfully, as long as it has a body defined in its raws [http://www.bay12forums.com/smf/index.php?topic=165213.msg8086938#msg8086938], or, another creature can[[Syndrome#CE_BODY_TRANSFORMATION|transform]] into it.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==E==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EBO_ITEM}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[item token]]&lt;br /&gt;
*[[material token]] (ANY_HARD_STONE can be used for the material)&lt;br /&gt;
| Defines the item that the creature drops upon being [[butcher|butchered]]. Used with {{token|EXTRA_BUTCHER_OBJECT|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EBO_SHAPE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*gem shape&lt;br /&gt;
| The shape of the creature's extra [[butcher|butchering]] drop. Used with {{token|EXTRA_BUTCHER_OBJECT|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EGG_MATERIAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* &amp;lt;[[material token]]&amp;gt;&lt;br /&gt;
* &amp;lt;[[Material_definition_token#Material_States|material state]]&amp;gt;&lt;br /&gt;
| Defines the material composition of [[egg]]s laid by the creature. [[creature_token#LAYS_EGGS|Egg-laying]] creatures in the default game define this 3 times, using LOCAL_CREATURE_MAT:EGGSHELL, LOCAL_CREATURE_MAT:EGG_WHITE, and then LOCAL_CREATURE_MAT:EGG_YOLK. Eggs will be made out of eggshell. Edibility is determined by tags on whites or yolk, but they otherwise do not exist.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EGG_SIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*size&lt;br /&gt;
| Determines the size of laid [[egg]]s. Doesn't affect hatching or cooking, but bigger eggs will be heavier, and may take longer to be hauled depending on the hauler's strength.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EQUIPMENT_WAGON}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature appear as a large 3×3 [[wagon]] responsible for carrying trade goods, pulled by two {{token|WAGON_PULLER|c}} creatures and driven by a merchant.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EQUIPS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to wear or wield items.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EVIL}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creature is considered evil and will only show up in evil biomes. Civilizations with {{token|USE_EVIL_ANIMALS|e}} can domesticate them regardless of exotic status. Has no effect on cavern creatures except to restrict taming. A civilization with evil creatures can colonize evil areas. &lt;br /&gt;
&lt;br /&gt;
Civilizations which list evil creatures as one of their main population options will potentially emerge following an underworld mining disaster, with the added caveat that a demon will be in charge of the civ. The rules which govern which noble position the demon in charge adopts however, are unclear. It either picks one of the predefined positions, or simply makes its own. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EXTRA_BUTCHER_OBJECT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[Body token#CATEGORY|BY_CATEGORY]] or [[Body token#CONTYPE|BY_TYPE]] or [[Body token#BP|BY_TOKEN]]&lt;br /&gt;
* TYPE, CATEGORY, or TOKEN&lt;br /&gt;
| The creature drops an additional object when [[butcher|butchered]], as defined by {{token|EBO_ITEM|c}} and {{token|EBO_SHAPE|c}}. Used for [[gizzard stone]]s in default creatures. For some materials, needs to be defined after caste definitions with SELECT_CASTE:ALL{{Bug|6355}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EXTRACT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* [[material token]]&lt;br /&gt;
| Defines a creature extract which can be obtained via [[small animal dissection]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EXTRAVISION}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature can see regardless of whether it has working eyes and has full 360 degree vision, making it impossible to strike the creature from a blind spot in combat. Invisible creatures will also be seen, namely [[intelligent undead]] using a &amp;quot;vanish&amp;quot; power.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==F==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FANCIFUL}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creature is a thing of legend and known to all civilizations. Its materials cannot be requested or preferred. The tag also adds some art value modifiers. Used by a [[Fanciful|number of creatures]]. Conflicts with {{token|COMMON_DOMESTIC|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FEATURE_ATTACK_GROUP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on [[Animal people#Subterranean animal people|subterranean animal-man]] tribals. Currently defunct. In previous versions{{verify}}, it caused these creatures to crawl out of chasms and underground rivers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FEATURE_BEAST}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on [[forgotten beast]]s. Presumably makes it act as such, initiating underground attacks on fortresses, or leads to the pop-up message upon encountering one{{verify}}. Hides the creature from displaying in a world_sites_and_pops file. Does not create historical figures like generated forgotten beasts do.&lt;br /&gt;
&lt;br /&gt;
Requires specifying a {{token|BIOME|c}} in which the creature will live, and both surface and subterranean biomes are allowed. Does not stack with {{token|LARGE_ROAMING|c}} and if both are used the creature will not spawn. Appears to be incompatible with {{token|DEMON|c}} even if used in separate castes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FEMALE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature biologically female, enabling her to [[Breeding|bear young]]. Usually specified inside a caste.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FIREIMMUNE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature immune to [[Interaction_token#FIREBALL|FIREBALL]] and [[Interaction_token#FIREJET|FIREJET]] attacks, and allows it to path through high temperature zones, like lava or fires. Does not, by itself, make the creature immune to the damaging effects of burning in [[fire]], and does not prevent general heat damage or melting on its own (this would require adjustments to be made to the creature's body [[Material_definition_token|materials]] - see the [[Dragon/raw|dragon raws]] for an example).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FIREIMMUNE_SUPER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Like {{token|FIREIMMUNE|c}}, but also renders the creature immune to [[Interaction_token#DRAGONFIRE|DRAGONFIRE]] attacks. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FISHITEM}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature's corpse is a single [[Item_token#FISH_RAW|FISH_RAW]] food item that needs to be cleaned (into a [[Item_token#FISH|FISH]] item) at a [[fishery]] to become edible. Before being cleaned the item is referred to as &amp;quot;raw&amp;quot;. The food item is categorized under &amp;quot;fish&amp;quot; on the food and stocks screens, and when uncleaned it is sorted under &amp;quot;raw fish&amp;quot; in the stocks (but does not show up on the food screen). &lt;br /&gt;
Without this or {{token|COOKABLE_LIVE|c}}, [[fishing|fished]] vermin will turn into food the same way as non-vermin creatures, resulting in multiple units of food (meat, brain, lungs, eyes, spleen etc.) from a single fished vermin. These units of food are categorized as meat by the game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FIXED_TEMP}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*temperature &lt;br /&gt;
| The creature's body is constantly at this temperature, heating up or cooling the surrounding area. Alters the temperature of the creature's inventory and all adjacent tiles, [[Temperature|with all the effects that this implies]] - may trigger wildfires at high enough values. Also makes the creature immune to extreme heat or cold, as long as the temperature set is not harmful to the materials that the creature is made from. Corpses and body parts of creatures with a fixed temperature maintain their temperature even after death.&lt;br /&gt;
&lt;br /&gt;
Note that temperatures of 12000 and higher may cause [[path|pathfinding]] issues in fortress mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FLEEQUICK}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| If engaged in combat, the creature will flee at the first sign of resistance. Used by [[kobold]]s in the vanilla game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FLIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to fly, independent of it having wings or not. Fortress Mode pathfinding only partially incorporates flying - flying creatures need a land path to exist between them and an area in order to access it, but as long as one such path exists, they do not need to use it, instead being able to fly over intervening obstacles. Winged creatures with this token can lose their ability to fly if their wings are crippled or severed. Winged creatures without this token will be unable to fly. (A 'wing' in this context refers to any body part with its own [[Body_token#FLIER|FLIER]] token).&lt;br /&gt;
&lt;br /&gt;
At least 1 [[Demon]] must have the flier token in order for the [[Underworld|horrifying screams]] event to trigger.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FREQUENCY}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*number, max 100&lt;br /&gt;
| Determines the chances of a creature appearing within its environment, with higher values resulting in more frequent appearance. Also affects the chance of a creature being brought in a caravan for trading.&lt;br /&gt;
This value is used multiply to determine the rarity of animal populations. A creature with [FREQUENCY:50] will appear in 50% of valid biomes, and be present in 50% of the area within those biomes.&lt;br /&gt;
When a [[Creature token#CLUSTER_NUMBER|cluster]] spawns, the game effectively considers all creatures that can possibly appear and uses the FREQUENCY value as a ''weight'' - for example, if there are three creatures with frequencies 10/25/50, the creature with [FREQUENCY:50] will appear approximately 58.8% of the time. Defaults to 50 if not specified. Not to be confused with {{token|POP_RATIO|c}}.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==G==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GAIT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;gait type&amp;gt;&lt;br /&gt;
* &amp;lt;gait name&amp;gt;&lt;br /&gt;
* &amp;lt;max [[Gait#Speed|speed]]&amp;gt;&lt;br /&gt;
* &amp;lt;build up time&amp;gt;&lt;br /&gt;
* &amp;lt;max turning [[Gait#Speed|speed]]&amp;gt;&lt;br /&gt;
* &amp;lt;start [[Gait#Speed|speed]]&amp;gt;&lt;br /&gt;
* &amp;lt;energy expenditure&amp;gt;&lt;br /&gt;
* &amp;lt;gait flag(s)&amp;gt;&lt;br /&gt;
| Defines a gait by which the creature can move. See [[Gait]] for more information. Specifically, you likely want to use one of the existing STANDARD_X_GAITS creature variations, as described in [[Gait#Gaits_and_Modding|this subsection]].&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;max speed&amp;gt; indicates the maximum [[Gait#Speed|speed]] achievable by a creature using this gait&lt;br /&gt;
* &amp;lt;start speed&amp;gt; indicates the creature's speed when it starts moving using this gait&lt;br /&gt;
* &amp;lt;build up time&amp;gt; indicates how long it will take for a creature using this gait to go from &amp;lt;start speed&amp;gt; to &amp;lt;max speed&amp;gt;. For example, a value of 10 means that it should be able to reach the maximum speed by moving 10 [[tile]]s in a straight line over even terrain.&lt;br /&gt;
* &amp;lt;max turning speed&amp;gt; indicates the maximum speed permissible when the creature suddenly changes its direction of motion. The creature's speed will be reduced to &amp;lt;max turning speed&amp;gt; if travelling at a higher speed than this before turning.&lt;br /&gt;
* &amp;lt;energy expenditure&amp;gt; indicates how energy-consuming the gait is. Higher values cause the creature to tire out faster. Persistent usage of a high-intensity gait will eventually lead to exhaustion and [[Status_icon#Non-flashing|collapse]].&lt;br /&gt;
&lt;br /&gt;
'''NO_BUILD_UP''' can be specified instead of a &amp;lt;start speed&amp;gt; value to make the &amp;lt;max speed&amp;gt; instantly achievable upon initiating movement (this is equivalent to a &amp;lt;build up time&amp;gt; of 0). Note that &amp;lt;build up time&amp;gt; and &amp;lt;max turning speed&amp;gt; are both ignored if specified alongside this (as NO_BUILD_UP trumps &amp;lt;build up time&amp;gt; and preserves &amp;lt;max speed&amp;gt; whilst turning, and &amp;lt;max turning speed&amp;gt; cannot exceed &amp;lt;max speed&amp;gt;) so it is permissible to omit them so long as they are '''both''' omitted together.&lt;br /&gt;
&lt;br /&gt;
It's possible to specify a &amp;lt;start speed&amp;gt; greater than the &amp;lt;max speed&amp;gt;; the moving creature will decelerate towards its &amp;lt;max speed&amp;gt; in this case.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''valid gait types:'''&lt;br /&gt;
*'''WALK'''&amp;lt;br&amp;gt;&lt;br /&gt;
Used for moving normally over ground tiles.&lt;br /&gt;
&lt;br /&gt;
*'''CRAWL'''&amp;lt;br&amp;gt;&lt;br /&gt;
Used for moving over ground tiles whilst [[Status_icon#Non-flashing|prone]].&lt;br /&gt;
&lt;br /&gt;
*'''SWIM'''&amp;lt;br&amp;gt;&lt;br /&gt;
Used for moving through tiles containing [[water]] or [[magma]] at a [[Water#Depth|depth]] of at least 4/7. &lt;br /&gt;
&lt;br /&gt;
*'''FLY'''&amp;lt;br&amp;gt;&lt;br /&gt;
Used for moving through [[open space]].&lt;br /&gt;
&lt;br /&gt;
*'''CLIMB'''&amp;lt;br&amp;gt;&lt;br /&gt;
Used for moving whilst [[Climber|climbing]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''valid gait flags:'''&lt;br /&gt;
* '''AGILITY'''&amp;lt;br&amp;gt;&lt;br /&gt;
Speeds/slows movement depending on the creature's [[Attribute#Agility|Agility]] stat.&lt;br /&gt;
&lt;br /&gt;
* '''STRENGTH'''&amp;lt;br&amp;gt;&lt;br /&gt;
Speeds/slows movement depending on the creature's [[Attribute#Strength|Strength]] stat.&lt;br /&gt;
&lt;br /&gt;
* '''LAYERS_SLOW'''&amp;lt;br&amp;gt;&lt;br /&gt;
Makes [[Tissue_definition_token#THICKENS_ON_ENERGY_STORAGE|THICKENS_ON_ENERGY_STORAGE]] and [[Tissue_definition_token#THICKENS_ON_STRENGTH|THICKENS_ON_STRENGTH]] tissue layers slow movement depending on how thick they are. Adding the STRENGTH gait flag counteracts the impact of the latter layer.&lt;br /&gt;
&lt;br /&gt;
* '''STEALTH_SLOWS:'''&amp;lt;percentage&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Slows movement by the specified percentage when the creature is [[Ambusher|sneaking]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GENERAL_BABY_NAME}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*singular&lt;br /&gt;
*plural &lt;br /&gt;
| Like {{token|BABYNAME|c}}, but applied regardless of caste.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GENERAL_CHILD_NAME}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*singular&lt;br /&gt;
*plural &lt;br /&gt;
| Like {{token|CHILDNAME|c}}, but applied regardless of caste.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GENERAL_MATERIAL_FORCE_MULTIPLIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value A&lt;br /&gt;
*value B&lt;br /&gt;
| Has the same function as {{token|MATERIAL_FORCE_MULTIPLIER|c}}, but applies to all attacks instead of just those involving a specific material. Appears to be overridden by MATERIAL_FORCE_MULTIPLIER ([[werebeast]]s, for example, use both tokens to provide resistance to all materials, with one exception to which they are especially vulnerable).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GENERATED}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Found on procedurally generated creatures like [[forgotten beast]]s, [[titan]]s, [[demon]]s, [[angel]]s, and [[night creature]]s. Cannot be specified in user-defined raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GETS_INFECTIONS_FROM_ROT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature get [[Health_care#Infection|infections]] from necrotic tissue.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GETS_WOUND_INFECTIONS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature's wounds become [[Health_care#Infection|infected]] if left untreated for too long.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GLOWCOLOR}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*foreground&lt;br /&gt;
*background&lt;br /&gt;
*brightness &lt;br /&gt;
| The colour of the creature's {{token|GLOWTILE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GLOWTILE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*ascii character &lt;br /&gt;
| If present, the being glows in the dark (generally used for Adventurer Mode). The tile is what replaces the being's current tile when it is obscured from your sight by darkness. The default setting for kobolds (a yellow quotation mark) provides a nice &amp;quot;glowing eyes&amp;quot; effect. The game is also hardcoded to automatically convert quotation mark GLOWTILES into apostrophes if the creature has lost one eye. This works at the generic creature level - for caste-specific glow tiles, use {{token|CASTE_GLOWTILE|c}} instead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GNAWER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*verb&lt;br /&gt;
| The creature can and will gnaw its way out of [[animal trap]]s and [[cage]]s using the specified verb, depending on the material from which it is made (normally wood).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GOBBLE_VERMIN_CLASS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*class&lt;br /&gt;
| The creature eats vermin of the specified class.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GOBBLE_VERMIN_CREATURE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*creature&lt;br /&gt;
*caste&lt;br /&gt;
| The creature eats a specified [[vermin]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GO_TO_END}}&lt;br /&gt;
| Special&lt;br /&gt;
|  &lt;br /&gt;
| When using tags from an existing creature, inserts new tags at the end of the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GO_TO_START}}&lt;br /&gt;
| Special&lt;br /&gt;
|  &lt;br /&gt;
| When using tags from an existing creature, inserts new tags at the beginning of the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GO_TO_TAG}}&lt;br /&gt;
| Special&lt;br /&gt;
|  &lt;br /&gt;
| When using tags from an existing creature, inserts new tags ''before'' the specified tag.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GOOD}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Creature is considered good and will only show up in good biomes - [[unicorn]]s, for example. Civilizations with {{token|USE_GOOD_ANIMALS|e}} can domesticate them regardless of exotic status. Has no effect on cavern creatures except to restrict taming. A civilization that has good creatures can colonise good areas in world-gen.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GRASSTRAMPLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value &lt;br /&gt;
| The value determines how rapidly [[grass]] is trampled when a creature steps on it - a value of 0 causes the creature to never damage grass, while a value of 100 causes grass to be trampled as rapidly as possible. Defaults to 5.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GRAVITATE_BODY_SIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*target value&lt;br /&gt;
| Used in Creature Variants. This token changes the adult body size to the average of the old adult body size and the target value and scales all intermediate growth stages by the same factor.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GRAZER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*number&lt;br /&gt;
| The creature is a grazer - if tamed in fortress mode, it needs a pasture to survive. The higher the number, the less frequently it needs to eat in order to live. Not used since 0.40.12, replaced by {{token|STANDARD_GRAZER|c}} to fix {{bugl|4113}}.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==H==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HABIT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*type&lt;br /&gt;
*probability&lt;br /&gt;
| Defines certain behaviors for the creature. The habit types are:&lt;br /&gt;
*COLLECT_TROPHIES&lt;br /&gt;
*COOK_PEOPLE&lt;br /&gt;
*COOK_VERMIN&lt;br /&gt;
*GRIND_VERMIN&lt;br /&gt;
*COOK_BLOOD&lt;br /&gt;
*GRIND_BONE_MEAL&lt;br /&gt;
*EAT_BONE_PORRIDGE&lt;br /&gt;
*USE_ANY_MELEE_WEAPON&lt;br /&gt;
*GIANT_NEST&lt;br /&gt;
*COLLECT_WEALTH.&lt;br /&gt;
These require the creature to have a {{token|LAIR|c}} to work properly, and also don't seem to work on creatures who are not a {{token|SEMIMEGABEAST|c}}, {{token|MEGABEAST|c}}, or{{token|NIGHT_CREATURE_HUNTER|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HABIT_NUM}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*number or TEST_ALL&lt;br /&gt;
| &amp;quot;If you set HABIT_NUM to a number, it should give you that exact number of habits according to the weights.&amp;quot;.{{cite forum|60554/1719248}} All lists of HABITs are preceded by [HABIT_NUM:TEST_ALL]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HAS_NERVES}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature has nerves in its muscles. Cutting the muscle tissue can sever motor and sensory nerves.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HASSHELL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature has a shell. Seemingly no longer used - holdover from previous versions.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HIVE_PRODUCT}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*number&lt;br /&gt;
*[[time]]&lt;br /&gt;
*[[item token]]s&lt;br /&gt;
| What product is harvested from [[Beekeeping industry|beekeeping]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HOMEOTHERM}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*number or NONE&lt;br /&gt;
| Default 'NONE'. The creature's normal body [[temperature]]. Creature ceases maintaining temperature on death unlike fixed material temperatures. Provides minor protection from environmental temperature to the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HUNTS_VERMIN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Creature hunts and kills nearby [[vermin]], randomly walking between places with food laying on the ground or in stockpiles, to check for possible [VERMIN_EATER] vermin, but they'll kill any other vermin too. Do not include this creature token on an intelligent entity that you intend to play as in fortress mode because it will prevent them from feeding themselves.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==I==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IMMOBILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| The creature cannot move. Found on [[sponge]]s. Will also stop a creature from breeding in fortress mode (MALE and FEMALE are affected, if one is IMMOBILE; no breeding will happen).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IMMOBILE_LAND}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is immobile while on land. Only works on {{token|AQUATIC|c}} creatures which can't breathe on land.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IMMOLATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature radiates [[fire]]. It will ignite, and potentially completely destroy, items the creature is standing on. Also gives the vermin a high chance of escaping from [[animal trap]]s and [[cage]]s made of any flammable materials (specifically ones that could be ignited by magma).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|INTELLIGENT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Alias for {{token|CAN_SPEAK|c}} + {{token|CAN_LEARN|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ITEMCORPSE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
* [[item token]]&lt;br /&gt;
* [[material token]]&lt;br /&gt;
| Determines if the creature leaves behind a non-standard corpse (i.e. wood, statue, bars, stone, pool of liquid, etc.). [[Ethics]] may prevent actually using the item in jobs or reactions.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ITEMCORPSE_QUALITY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* number&lt;br /&gt;
| The [[quality]] of an item-type corpse left behind. Valid values are: 0 for ordinary, 1 for well-crafted, 2 for finely-crafted, 3 for superior, 4 for exceptional, 5 for masterpiece.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==L==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAIR}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*type&lt;br /&gt;
*probability&lt;br /&gt;
| Found on megabeasts, semimegabeasts, and night creatures. The creature will seek out sites of this type and take them as lairs. The lair types are:&lt;br /&gt;
*SIMPLE_BURROW&lt;br /&gt;
*SIMPLE_MOUND&lt;br /&gt;
*WILDERNESS_LOCATION&lt;br /&gt;
*SHRINE&lt;br /&gt;
*LABYRINTH&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAIR_CHARACTERISTIC}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*characteristic&lt;br /&gt;
*probability&lt;br /&gt;
| Defines certain features of the creature's lair. The only valid characteristic is HAS_DOORS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAIR_HUNTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| This creature will actively hunt adventurers in its lair.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAIR_HUNTER_SPEECH}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*speech file&lt;br /&gt;
| What this creature says while hunting adventurers in its lair.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LARGE_PREDATOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Will attack other creatures that are smaller than it. Tamed large predators will still attack wildlife. In [[fortress mode]], only one group of &amp;quot;large predators&amp;quot; (possibly two groups on &amp;quot;savage&amp;quot; maps) will appear on any given map. In [[adventurer mode]], large predators will try to ambush and attack you (and your party will attack them back). When tamed, large predators tend to be much more aggressive to enemies than non-large predators, making them a good choice for an animal army. They may go on rampages in worldgen, and adventurers may receive quests to kill them. Also, they can be mentioned in the intro paragraph when starting a fortress e.g. &amp;quot;ere the wolves get hungry.&amp;quot;&lt;br /&gt;
A single biome supports 7 large predator species, picking randomly and rolling a d100 under its {{token|FREQUENCY|c}} to add it until all 7 slots are filled.&lt;br /&gt;
&lt;br /&gt;
Incompatible with {{token|PACK_ANIMAL|c}} on a technicality, if included: hauled items are likely to be dropped upon entering the map (even if {{token|TRADE_CAPACITY|c}} is present) in contrast to when the merchants depart.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LARGE_ROAMING}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| This is the core requisite tag allowing the creature to spawn as a wild animal in the appropriate biomes. Requires specifying a {{token|BIOME|c}} in which the creature will spawn. Does not require specifying a frequency, population number, or cluster number.&lt;br /&gt;
&lt;br /&gt;
This tag stacks with {{token|MEGABEAST|c}}, {{token|SEMIMEGABEAST|c}}, or {{token|NIGHT_CREATURE_HUNTER|c}}; if used with one of these tags, the creature will spawn as both a boss and as a wild animal. This tag does not stack with {{token|FEATURE_BEAST|c}} and if both are used the creature will not spawn. This tag is unaffected by {{token|DEMON|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAYS_EGGS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Creature lays [[egg]]s instead of giving birth to live young.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAYS_UNUSUAL_EGGS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* [[item token]]&lt;br /&gt;
* [[material token]]&lt;br /&gt;
| Creature lays the specified item instead of regular eggs.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIGAMENTS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
*healing rate &lt;br /&gt;
| The creature has ligaments in its {{token|CONNECTIVE_TISSUE_ANCHOR|td}} tissues (bone or chitin by default). Cutting the bone/chitin tissue severs the ligaments, disabling motor function if the target is a limb.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIGHT_GEN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| A vermin featuring this tag will remain visible to an adventurer even at night. &lt;br /&gt;
&lt;br /&gt;
Subterranean vermin which feature this token will flicker in unexposed and unrevealed cavern layers while playing in Fortress Mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIKES_FIGHTING}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature will attack enemies rather than flee from them. This tag has the same effect on player-controlled creatures - including modded dwarves. Retired as of v0.40.14 in favor of {{token|LARGE_PREDATOR|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LISP}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Creature uses &amp;quot;sssssnake talk&amp;quot; (multiplies 'S' when talking - &amp;quot;My name isss Recisssiz.&amp;quot;). Used by [[Serpent man|serpent men]] and [[Reptile man|reptile men]] in the vanilla game. C's with the same pronunciation (depending on the word) are not affected by this token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LITTERSIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* minimum&lt;br /&gt;
* maximum&lt;br /&gt;
| Determines the number of offspring per one birth; default 1-3, not used in vanilla raws. See also {{token|MULTIPLE_LITTER_RARE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LOCAL_POPS_CONTROLLABLE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
| Allows you to play as a wild animal of this species in adventurer mode. Prevents trading of (tame) instances of this creature in caravans.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LOCAL_POPS_PRODUCE_HEROES}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
| Wild animals of this species may occasionally join a civilization. Prevents trading of (tame) instances of this creature in caravans.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LOCKPICKER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Lets a creature open [[door]]s that are set to forbidden in fortress mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LOOSE_CLUSTERS}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creatures will scatter if they have this tag, or form tight packs if they don't. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LOW_LIGHT_VISION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*number&lt;br /&gt;
| Determines how well a creature can see in the dark - higher is better. Dwarves have 10000, which amounts to perfect nightvision.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==M==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAGICAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| According to Toady One, this is completely interchangeable with {{token|AT_PEACE_WITH_WILDLIFE|c}} and might have been used in very early versions of the game by wandering wizards or the ent-type tree creatures that used to be animated by elves. [http://www.bay12forums.com/smf/index.php?topic=169696.msg8316954#msg8316954]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAGMA_VISION}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is able to see while submerged in [[magma]]. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MALE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature biologically male. Usually declared inside a caste.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| {{text anchor|MANNERISM|MANNERISM_*}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*occasionally body part &lt;br /&gt;
| Adds a possible mannerism to the creature's profile.  See [[creature mannerism token]] for further info.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MATERIAL}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*material id&lt;br /&gt;
| Begins defining a new local material. Follow this with standard material definition tokens to define the material.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MATERIAL_FORCE_MULTIPLIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Material token]]&lt;br /&gt;
*value A&lt;br /&gt;
*value B&lt;br /&gt;
| When struck with a weapon made of the specified material, the force exerted will be multiplied by A/B, thus making the creature more or less susceptible to this material. For example, if A is 2 and B is 1, the force exerted by the defined material will be doubled. If A is 1 and B is 2, it will be halved instead. See also  {{token|GENERAL_MATERIAL_FORCE_MULTIPLIER|c}}, which can be used to make this sort of effect applicable to all materials.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MATUTINAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| When set, the creature will only appear at dawn (between 4:30 AM and 6:00 AM) in [[Adventurer mode]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAXAGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*min&lt;br /&gt;
*max &lt;br /&gt;
| Determines the creature's natural lifespan, using the specified minimum and maximum age values (in years). Each individual creature with this token is generated with a predetermined date (calculated down to the exact [[time|tick]]!) between these values, at which it is destined to die of old age, should it live long enough. Note that the probability of death at any given age does not increase as the creature gets older [http://i.imgur.com/A1A4aA9.png]. &lt;br /&gt;
Creatures which lack this token are naturally immortal. The [[Syndrome#CE_ADD_TAG|NO_AGING]] syndrome tag will prevent death by old age from occurring. Also note that, among civilized creatures, castes which lack this token will refuse to marry others with it, and vice versa.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MEANDERER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature slowly stroll around, unless it's in combat or performing a job. If combined with {{token|CAN_LEARN|c}}, will severely impact their [[pathfinding]] and lead the creature to move extremely slowly when not performing any task. Problematically applies to animal people based on the animal and war trained animals{{bug|9588}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MEGABEAST}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| A 'boss' creature. A small number of the creatures are created during worldgen, their histories and descendants (if any) will be tracked in worldgen (as opposed to simply 'spawning'), and they will occasionally go on rampages, potentially leading to worship if they attack the same place multiple times. Their presence and number will also influence age names. When appearing in fortress mode, they will have a pop-up message announcing their arrival. They will remain hostile to military even after being tamed.{{bug|10731}} See [[megabeast]] page for more details. &lt;br /&gt;
&lt;br /&gt;
Requires specifying a {{token|BIOME|c}} in which the creature will live. Subterranean biomes appear to not be allowed. Does stack with {{token|LARGE_ROAMING|c}} and if both are used the creature will spawn as both historical bosses and as wild animals.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MENT_ATT_CAP_PERC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*[[Attribute|ATTRIBUTE]] Token&lt;br /&gt;
*Cap %&lt;br /&gt;
|Default is 200.  This means you can increase your attribute to 200% of its starting value (or the average value + your starting value if that is higher).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MENT_ATT_RANGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*[[Attribute|ATTRIBUTE]]&lt;br /&gt;
*lowest&lt;br /&gt;
*lower&lt;br /&gt;
*low&lt;br /&gt;
*median&lt;br /&gt;
*high&lt;br /&gt;
*higher&lt;br /&gt;
*highest &lt;br /&gt;
| Sets up a [[Attribute#Soul_attributes|mental attribute]]'s range of values (0-5000). All mental attribute ranges default to 200:800:900:1000:1100:1300:2000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MENT_ATT_RATES}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Attribute|ATTRIBUTE]] Token&lt;br /&gt;
*cost to improve&lt;br /&gt;
*unused counter rate&lt;br /&gt;
*rust counter rate&lt;br /&gt;
*demotion counter rate&lt;br /&gt;
| [[Attribute#Soul_attributes|Mental attribute]] gain/decay rates. Lower numbers in the last three slots make decay occur faster. Defaults are 500:4:5:4.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MILKABLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
* frequency&lt;br /&gt;
| Allows the creature to be [[milk]]ed in the [[farmer's workshop]]. The frequency is the amount of [[time|ticks]] the creature needs to &amp;quot;recharge&amp;quot; (i.e. how much time needs to pass before it can be milked again). Does not work on [[#CAN_LEARN|sentient]] creatures, regardless of [[ethics]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MISCHIEVIOUS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Alias for {{token|MISCHIEVOUS|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MISCHIEVOUS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature spawns [[stealth]]ed and will attempt to path into the fortress, pulling any [[lever]]s it comes across. It will be invisible on the map and [[unit list]] until spotted by a citizen, at which point the game will pause and recenter on the creature. Used by [[gremlin]]s in the vanilla game. &amp;quot;They go on little missions to mess with various fortress buildings, not just levers.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MODVALUE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Seemingly no longer used.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MOUNT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature may be used as a [[mount]]. No use for the player in fortress mode, but enemy sieging forces may arrive with cavalry. Mounts are usable in adventure mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MOUNT_EXOTIC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature may be used as a [[mount]], but civilizations cannot domesticate it in worldgen without certain exceptions.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MULTIPART_FULL_VISION}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to have all-around vision, as long as it has multiple heads that can see.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MULTIPLE_LITTER_RARE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Makes the species usually produce a single offspring per birth, with a 1/500 chance of using the {{token|LITTERSIZE|c}} as usual.  Requires {{token|FEMALE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MUNDANE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Marks if the creature is an actual real-life creature. Only used for age-names at present.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==N==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NAME}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*singular&lt;br /&gt;
*plural&lt;br /&gt;
*adjective &lt;br /&gt;
| The generic name for any creature of this type - will be used for referring to the species in the abstract, such as the default material prefix. For labeling individual creatures, {{token|CASTE_NAME|c}} is necessary. If left undefined, the creature will be labeled as &amp;quot;nothing&amp;quot; by the game.&lt;br /&gt;
&lt;br /&gt;
Some examples of adjective use:&lt;br /&gt;
* &amp;quot;super''dwarven'' strength&amp;quot;&lt;br /&gt;
* &amp;quot;the ''dwarven'' hillocks of X&amp;quot;&lt;br /&gt;
* Deity species as in &amp;quot;''feline'' deity&amp;quot;&lt;br /&gt;
* Megabeast attacks in worldgen. One with multiple dragons being a &amp;quot;''draconic'' rampage&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NATURAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Animal is considered to be natural. NATURAL animals will not engage creatures tagged with {{token|AT_PEACE_WITH_WILDLIFE|c}} in combat unless they are members of a hostile entity and vice-versa.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NATURAL_ANIMAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Alias of {{token|NATURAL|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NATURAL_SKILL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Skill_token|Skill token]]&lt;br /&gt;
*value&lt;br /&gt;
| The creature possesses the specified [[skill]] at this level inherently - that is, it begins with the skill at this level, and the skill may never rust below that. A value of 15 is legendary.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NIGHT_CREATURE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Creatures with this token can appear as [[experiment|experiments]]. Causes the creature to count as {{token|NOT_LIVING|c}}. Killing a creature featuring this token provides one point of &amp;quot;hero&amp;quot; reputation. Adds the creature's description as part of the initial summary of their historical figure in legends mode. People will react to creatures with this token as a night creature (natch). In adventure mode, ambushes involving these units will say &amp;quot;Night creature!&amp;quot; instead of &amp;quot;Ambush!&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Prevents creature behavior enabled by {{token|LARGE_PREDATOR|c}}&lt;br /&gt;
&lt;br /&gt;
Prevents the AI from using ANIMATE interactions, unless the newly-animated{{token|OPPOSED_TO_LIFE|c}}undead will not attack them. The check for this is specifically whether the unit is: &lt;br /&gt;
*a ghost&lt;br /&gt;
*an animated unit &lt;br /&gt;
*a unit with the {{token|NO_AGING|c}} token added via {{token|CE_ADD_TAG|c}}. (This allows for the default exclusion of elves and goblins, unless raised as intelligent undead.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;''This token should not be confused with other NIGHT_CREATURE_X tokens.''&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;''This token is not well understood at the present time.''&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NIGHT_CREATURE_BOGEYMAN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Creatures with this token can appear in [[bogeyman|bogeyman ambushes]] in [[adventure mode]], where they adopt classical bogeyman traits such as stalking the adventurer and vaporising when dawn breaks. Such traits do not manifest if the creature is encountered outside of a bogeyman ambush (for instance, as a megabeast or a civilised being). In addition, their corpses and severed body parts turn into [[smoke]] after a short while. Note that setting the &amp;quot;Number of Bogeyman Types&amp;quot; in [[advanced world generation]] to 0 will only remove randomly-generated bogeymen.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NIGHT_CREATURE_EXPERIMENTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on some [[necromancer]]s. Creatures with this tag may periodically &amp;quot;perform horrible experiments&amp;quot; offscreen, during which they can use creature-targeting interactions with an &amp;lt;code&amp;gt;[[Interaction_token#I_SOURCE|[I_SOURCE:EXPERIMENT]]]&amp;lt;/code&amp;gt; tag on living creatures in their area. Worlds are generated with a list of procedurally-generated experiments, allowing necromancers to turn living people and animals into [[Infected_ghoul|ghouls]] and [[Experiment|other experimental creatures]], and these will automatically be available to all experimenters; it does not appear possible to prevent this. You can mod in your own custom experiment interactions, but these are used very infrequently due to the large number of generated experiments.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NIGHT_CREATURE_HUNTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on [[night troll]]s and [[werebeast]]s. Implies that the creature is a [[night creature]], and shows its description in [[legends mode]] entry. The creature is always hostile and will start [[no quarter]] combat with any nearby creatures, except for members of its own race. Note that this tag does not override the creature's normal behavior in [[fortress mode]] except for the aforementioned aggression, and doesn't prevent the creature from fleeing the battles it started. It also removes the creature's materials from stockpile settings list, making them be stored there regardless of settings.&lt;br /&gt;
&lt;br /&gt;
Does stack with {{token|LARGE_ROAMING|c}} and if both are used the creature will spawn as both historical hunters and as wild animals; this requires specifying a {{token|BIOME|c}} in which the creature will live, and subterranean biomes are allowed.&lt;br /&gt;
&lt;br /&gt;
This tag causes the usual behaviour of werebeasts in worldgen, that is, fleeing towns upon being cursed and conducting raids from a lair. If this tag is absent from a deity curse, the accursed will simply be driven out of towns in a similar manner to [[vampire]]s. When paired with SPOUSE_CONVERTER, a very small population of the creature will be created during worldgen (sometimes only a single individual will be created), and their histories will be tracked (that is, they will not spawn spontaneously later, they must either have children or convert other creatures to increase their numbers). The creature will settle in a lair and go on rampages during worldgen. It will actively attempt to seek out potential conversion targets to abduct, convert, and have children with (if possible).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NIGHT_CREATURE_NIGHTMARE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on [[nightmare]]s. Corpses and severed body parts derived from creatures with this token turn into [[smoke]] after a short while.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_AUTUMN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature caste does not appear in [[Calendar|autumn]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_CONNECTIONS_FOR_MOVEMENT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Creature doesn't require connected body parts to move{{verify}}; generally used on undead creatures with connections that have rotted away.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_DIZZINESS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature cannot become [[Symptom#Dizziness|dizzy]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_DRINK}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature does not need to drink. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_EAT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature does not need to [[food|eat]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_FEVERS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature cannot suffer [[Symptom#Fever|fevers]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_GENDER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| The creature is biologically sexless, making it unable to [[breeding|breed]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_PHYS_ATT_GAIN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| The creature cannot raise any [[Attribute#Body_attributes|physical attributes]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_PHYS_ATT_RUST}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| The creature cannot lose any [[Attribute#Body_attributes|physical attributes]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_SLEEP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature does not need to sleep, but can still be rendered unconscious by other means.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_SPRING}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature caste does not appear in [[Calendar|spring]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_SUMMER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature caste does not appear in [[Calendar|summer]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_THOUGHT_CENTER_FOR_MOVEMENT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The bodyparts of this creature don't need to be connected to an organ with the {{token|THOUGHT|body}} tag in order to have motor function. Generally used on creatures that don't have brains. If a creature doesn't have a thought part and doesn't have this token, it will be unable to grasp or stand. Nautilus men experience this issue in vanilla.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_UNIT_TYPE_COLOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Prevents creature from selecting its color based on its profession (e.g. Miner, Hunter, Wrestler).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_VEGETATION_PERTURB}}&lt;br /&gt;
| Caste{{Verify}}&lt;br /&gt;
|  &lt;br /&gt;
| Likely prevents the creature from leaving broken vegetation tracks.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_WINTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature caste does not appear in [[Calendar|winter]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOBONES}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature has no bones.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOBREATHE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't need to breathe or have {{token|BREATHE|body}}parts in its body, nor can it drown or be strangled. Creatures living in magma must have this tag, otherwise they will drown.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOCTURNAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| When set, the creature will only appear at night (after 10:05 PM and before 4:30 AM) in [[Adventurer mode]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOEMOTION}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature has no emotions, thus; it is immune to the effects of [[stress]] and unable to rage, and its [[need]]s cannot be fulfilled in any way. Used on [[undead]] in the vanilla game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOEXERT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature can't become tired or over-exerted from taking too many combat actions, or moving at full speed for extended periods of time. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOFEAR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't feel fear and will never flee from battle, and will be immune to [[ghost]]s' attempts to 'scare it to death'. Additionally, it causes [[bogeyman|bogeymen]] and [[nightmare]]s to become friendly towards the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOMEAT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature will not be hunted or fed to wild beasts.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NONAUSEA}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature isn't nauseated by gut hits and cannot vomit.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOPAIN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't feel pain. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOSKIN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature will not drop a hide when [[butcher|butchered]]. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOSKULL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature will not drop a skull on butchering, rot, or decay of severed head.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOSMELLYROT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Does not produce [[miasma]] when rotting.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOSTUCKINS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Weapons can't get stuck in the creature. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOSTUN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature can't be stunned and knocked unconscious by pain or head injuries. Creatures with this tag never wake up from sleep in Fortress Mode. If this creature needs to sleep while playing, it &amp;lt;b&amp;gt;will&amp;lt;/b&amp;gt; die.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOT_BUTCHERABLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Corpses from this creature cannot be [[butcher|butchered]]. Does not prevent the creature from being slaughtered while alive, however.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOT_LIVING}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Cannot be raised from the dead by necromancers or evil clouds. Implies the creature is not a normal living being. Used by [[vampire]]s, [[Mummy|mummies]] and inorganic creatures like the [[amethyst man]] and [[bronze colossus]]. Creatures who are {{token|OPPOSED_TO_LIFE|c}} (undead) will be docile towards creatures with this token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOTHOUGHT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't require a {{token|THOUGHT|body}} body part to survive. Has the added effect of preventing speech, though directly controlling creatures that would otherwise be capable of speaking allows them to engage in conversation.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==O==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ODOR_LEVEL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*number&lt;br /&gt;
| How easy the creature is to [[smell]]. The higher the number, the easier the creature is to sniff out. Defaults to 50. Vanilla creatures have values from 0 (undetectable) to 90 (noticeable by humans and dwarves).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ODOR_STRING}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*string&lt;br /&gt;
| What the creature [[smell]]s like. If no odor string is defined, the creature name (not the caste name) is used.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|OPPOSED_TO_LIFE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Is hostile to all creatures except undead and other non-living ones and will show {{DFtext|Opposed to life|0:1}} in the [[unit list]]. Used by [[undead]] in the vanilla game. Functions without the {{token|NOT_LIVING|c}} token, and seems to imply said token as well. Undead will not be hostile to otherwise-living creatures given this token. Living creatures given this token will attack living creatures that lack it, while ignoring other living creatures that also have this token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ORIENTATION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*MALE/FEMALE&lt;br /&gt;
*disinterested chance&lt;br /&gt;
*casual chance&lt;br /&gt;
*strong chance&lt;br /&gt;
| Determines caste's likelihood of having sexual attraction to certain sexes. Values default to 75:20:5 for the same sex and 5:20:75 for the opposite sex. The first value indicates how likely to be entirely uninterested in the sex, the second decides if the creature will be able to become lovers with that sex, the third decides whether they will be able to marry in worldgen and post-worldgen world activities (which implies being able to become lovers). Marriage seems to be able to happen in fort mode play regardless, as long as they are lovers first.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|OUTSIDER_CONTROLLABLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Lets you play as an [[Adventurer_mode_character_creation#Outsider|outsider]] of this species in adventure mode.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==P==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PACK_ANIMAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to be used as a pack animal. Used by [[trading|merchants]] without wagons and adventurers. Also prevents creature from dropping hauled items on its own -- do ''not'' use for player-controllable creatures! May lead to the creature being domesticated during worldgen, even if it doesn't have {{token|COMMON_DOMESTIC|c}}.&lt;br /&gt;
&lt;br /&gt;
Creatures with this tag but without {{token|BENIGN|c}}, and/or with {{token|LARGE_PREDATOR|c}} leads to hauled items being dropped.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PARALYZEIMMUNE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is immune to all [[Syndrome#CE_PARALYSIS|paralyzing]] special attacks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PATTERNFLIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Used to control the bat riders with paralyze-dart blowguns that flew through the 2D chasm. Doesn't do anything now.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PCG_LAYERING}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*[[Procedural graphics layer|Layering type]]&lt;br /&gt;
| Adds a layer to the current {{token|PROCEDURAL_CREATURE_GRAPHICS|c}} definition. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PEARL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Does nothing.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PENETRATEPOWER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value &lt;br /&gt;
| Controls the ability of [[vermin]] to find a way into containers when they are eating food from your stockpiles.&lt;br /&gt;
&lt;br /&gt;
Objects made of most materials (e.g. metal) roll a number from 0-100, and if the resulting number is greater than the penetrate power, their contents escape for the time being. Objects made of [[wood]], [[leather]], [[amber]], or [[coral]] roll 0-95, and items made of [[cloth]] roll 0-90.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PERSONALITY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*ATTRIBUTE&lt;br /&gt;
*lowest&lt;br /&gt;
*median&lt;br /&gt;
*highest &lt;br /&gt;
| Determines the range and chance of personality facets. Standard is 0:50:100. See [[personality facet]] for more info.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PET}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to be [[Animal_trainer|tamed]] in Fortress mode. Prerequisite for all other working animal roles. Civilizations that encounter it in worldgen will tame and domesticate it for their own use. Adding this to civilization members will classify them as pets instead of citizens, with all the [[Fun|problems]] that entails. However, you can solve these problems using the popular plugin [https://dffd.bay12games.com/file.php?id=13095| Dwarf Therapist], which is completely unaffected by the tag.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PET_EXOTIC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to be [[Animal_trainer|tamed]] in Fortress mode. Prequisite for all other working animal roles. Civilizations cannot domesticate it in worldgen, with certain exceptions. More difficult to tame?{{verify}} Adding this to civilization members will classify them as pets instead of citizens, with all the [[Fun|problems]] that entails. ([[Gremlin|Example]]).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PETVALUE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value &lt;br /&gt;
| How valuable a tamed animal is. Actual cost in points in the embarking screen is 1+(PETVALUE/2) for an untrained animal, 1+PETVALUE for a war/hunting one. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PETVALUE_DIVISOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
| Divides the creature's {{token|PETVALUE|c}} by the specified number. Used by [[honey bee]]s to prevent a single hive from being worth a fortune.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PHYS_ATT_CAP_PERC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*[[Attribute|ATTRIBUTE]] Token&lt;br /&gt;
*Cap %&lt;br /&gt;
|Default is 200. This means you can increase your attribute to 200% of its starting value (or the average value + your starting value if that is higher).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PHYS_ATT_RANGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Attribute|ATTRIBUTE]]&lt;br /&gt;
*lowest&lt;br /&gt;
*lower&lt;br /&gt;
*low&lt;br /&gt;
*median&lt;br /&gt;
*high&lt;br /&gt;
*higher&lt;br /&gt;
*highest &lt;br /&gt;
| Sets up a [[Attribute#Body_attributes|physical attribute]]'s range of values (0-5000). All physical attribute ranges default to 200:700:900:1000:1100:1300:2000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PHYS_ATT_RATES}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Attribute|ATTRIBUTE]] Token&lt;br /&gt;
*cost to improve&lt;br /&gt;
*unused counter rate&lt;br /&gt;
*rust counter rate&lt;br /&gt;
*demotion counter rate&lt;br /&gt;
| [[Attribute#Body_attributes|Physical attribute]] gain/decay rates. Lower numbers in the last three slots make decay occur faster. Defaults for STRENGTH, AGILITY, TOUGHNESS, and ENDURANCE are 500:3:4:3, while RECUPERATION and DISEASE_RESISTANCE default to 500:NONE:NONE:NONE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PLUS_BP_GROUP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*BY_TYPE, BY_CATEGORY, or BY_TOKEN&lt;br /&gt;
*body type, category, or token&lt;br /&gt;
| Adds a body part group to selected body part group. Presumably used immediately after {{token|SET_BP_GROUP|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PLUS_MATERIAL}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*material&lt;br /&gt;
| Adds a material to selected materials. Used immediately after {{token|SELECT_MATERIAL|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|POP_RATIO}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
*number (max 100000)&lt;br /&gt;
| Weighted population of caste; Lower is rarer. Not to be confused with {{token|FREQUENCY|c}}. A weight of 0 will{{version|51.06 experimental}} prevent a caste from spawning naturally. Regardless of pop ratio, [[Position token|Position]]s that only allow a certain caste can force it to spawn.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|POPULATION_NUMBER}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*min&lt;br /&gt;
*max &lt;br /&gt;
| The minimum/maximum numbers of how many of these creatures are present in each world map tile of the appropriate region. Defaults to 1:1 if not specified.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|POWER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Allows the being to represent itself as a deity, allowing it to become the leader of a civilized group. Not used by any creatures in the vanilla game. Requires {{token|CAN_SPEAK|c}} to actually do anything more than settle at a location (e.g. write books, lead armies, profane temples). Doesn't appear to do anything for creatures that are already civilized. Once the creature ascends to a position of leadership, it will proceed to act as a standard ruler for their entity and fulfill the same functions (hold tournaments, tame creatures, etc.).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PREFSTRING}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*string&lt;br /&gt;
| Sets what other creatures [[Preferences|prefer]] about this creature. &amp;quot;Urist likes dwarves for their beards.&amp;quot; Multiple entries will be chosen from at random. Creatures lacking a PREFSTRING token will never appear under another's preferences.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PROCEDURAL_CREATURE_GRAPHICS}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
* [[Graphics_token#Basic_creature_sprite_types|Sprite type]] or Caste then sprite type&lt;br /&gt;
| Makes the creature have procedural graphics built for it, like forgotten beasts/demons/titans/experiments. Must be associated with PCG_LAYERING tokens.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PROFESSION_NAME}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*[[Unit type token]] (Profession)&lt;br /&gt;
*singular&lt;br /&gt;
*plural &lt;br /&gt;
| The generic name for members of this profession, at the creature level. In order to give members of specific castes different names for professions, use {{token|CASTE_PROFESSION_NAME|c}} instead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PRONE_TO_RAGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*Chance&lt;br /&gt;
| Creature has a percentage chance to flip out at visible non-friendly creatures. Enraged creatures attack anything regardless of timidity and get a strength bonus to their hits. This is what makes [[badger]]s so hardcore.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PUS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;[[material token]]&amp;gt;&lt;br /&gt;
* &amp;lt;[[Material_definition_token#Material_States|material state]]&amp;gt;&lt;br /&gt;
| The creature has pus. Specifies the stuff secreted by [[Health_care#Infection|infected wounds]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==R==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|RELSIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*body category, type, or token&lt;br /&gt;
*Relsize &lt;br /&gt;
| Specifies a new relative size for a part than what is stated in the body plan. For example, dwarves have larger livers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMAINS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*singular&lt;br /&gt;
*plural&lt;br /&gt;
| What the creature's [[remains]] are called.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMAINS_COLOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| What color the creature's [[remains]] are.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMAINS_ON_VERMIN_BITE_DEATH}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Goes with {{token|VERMIN_BITE|c}} and {{token|DIE_WHEN_VERMIN_BITE|c}}, the vermin creature will leave remains on death when biting. Leaving this tag out will cause the creature to disappear entirely after it bites.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMAINS_UNDETERMINED}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Nothing.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMOVE_MATERIAL}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*material token &lt;br /&gt;
| Removes a material from the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMOVE_TISSUE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*tissue token&lt;br /&gt;
| Removes a tissue from the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|RETRACT_INTO_BP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*BY_TYPE, BY_CATEGORY or BY_TOKEN&lt;br /&gt;
*body type, [[Body_token#CATEGORY|category]], or [[Body_token#BP|token]]&lt;br /&gt;
*Second person (&amp;quot;You&amp;quot;) retract verb text&lt;br /&gt;
*Third person (&amp;quot;The giant snail&amp;quot;) retract verb text&lt;br /&gt;
*Second person cancel retract text&lt;br /&gt;
*Third person cancel retract text&lt;br /&gt;
| The creature will retract into the specified body part(s) when threatened. It will be unable to move or attack, but enemies will only be able to attack the specified body part(s). When one of the specified body part is severed off, the creature automatically unretracts and cannot retract anymore. More than one body part can be selected by using BY_TYPE or BY_CATEGORY.&lt;br /&gt;
&lt;br /&gt;
Second-person descriptions are used for adventurer mode natural ability. &amp;quot;&amp;lt;pro_pos&amp;gt;&amp;quot; can be used in the descriptions, being replaced with the proper pronoun (or lack thereof) in-game.&lt;br /&gt;
&lt;br /&gt;
Undead curled up creatures are buggy, specifically those that retract into their upper bodies: [[echidna]]s, [[hedgehog]]s and [[pangolin]]s.{{bug|11463}}{{bug|10519}} The upper body is prevented from collapsing by a separate body part (the middle spine), which cannot be attacked when the creature is retracted. See {{token|PREVENTS_PARENT_COLLAPSE|bo}}. Living creatures eventually succumb to blood loss, but undead creatures do not. Giant creatures also take a very long time to bleed out.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|RETURNS_VERMIN_KILLS_TO_OWNER}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
| Cat behavior. If it kills a vermin creature and has an owner, it carries the remains in its mouth and drops them at their feet. Requires {{token|HUNTS_VERMIN|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ROOT_AROUND}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*BY_TYPE, BY_CATEGORY or BY_TOKEN&lt;br /&gt;
*body type, [[Body_token#CATEGORY|category]], or [[Body_token#BP|token]]&lt;br /&gt;
*Second person (&amp;quot;You&amp;quot;) verb text&lt;br /&gt;
*Third person (&amp;quot;The hen&amp;quot;) verb text&lt;br /&gt;
| Creature will occasionally root around in the grass, looking for insects.  Used for flavor in Adventurer Mode, spawns vermin edible for this creature in Fortress Mode. Creatures missing the specified body part will be unable to perform this action. The action produces a message (visible in adventure mode) in the form:&lt;br /&gt;
&lt;br /&gt;
[creature] [verb text] the [description of creature's location]&lt;br /&gt;
&lt;br /&gt;
In adventure mode, the &amp;quot;rooting around&amp;quot; ability will be included in the &amp;quot;natural abilities&amp;quot; menu, represented by its second person verb text.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==S==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SAVAGE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creature will only show up in &amp;quot;savage&amp;quot; biomes. Has no effect on cavern creatures. Cannot be combined with {{token|GOOD|c}} or {{token|EVIL|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SECRETION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*&amp;lt;[[material token]]&amp;gt;&lt;br /&gt;
*&amp;lt;[[Material_definition_token#Material_States|material state]]&amp;gt;&lt;br /&gt;
*BY_TOKEN / BY_CATEGORY / BY_TYPE&lt;br /&gt;
*&amp;lt;[[Body_token#BP|body part ID]]&amp;gt; / &amp;lt;[[Body_token#CATEGORY|category]]&amp;gt; or ALL / &amp;lt;type (e.g. [[Body_token#GRASP|GRASP]])&amp;gt;&lt;br /&gt;
*&amp;lt;[[Body_detail_plan_token#BP_LAYERS|tissue layer]]&amp;gt; or ALL&lt;br /&gt;
*&amp;lt;trigger&amp;gt;&lt;br /&gt;
| Causes the specified tissue layer(s) of the indicated body part(s) to secrete the designated material. A size 100 ('covering') [[contaminant]] is created over the affected body part(s) in its specified material state (and at the temperature appropriate to this state) when the trigger condition is met, as long as one of the secretory tissue layers is still intact. Valid triggers are:&lt;br /&gt;
*'''CONTINUOUS'''&lt;br /&gt;
Secretion occurs once every 40 [[time|ticks]] in [[fortress mode]], and every tick in [[adventurer mode]].&lt;br /&gt;
*'''EXERTION'''&lt;br /&gt;
Secretion occurs continuously (at the rate described above) whilst the creature is at minimum &amp;lt;span style=&amp;quot;font-size:75%&amp;quot;&amp;gt;{{Tile|Tired|6:1}}&amp;lt;/span&amp;gt; following physical exertion. Note that this cannot occur if the creature has {{token|NOEXERT|c}}.&lt;br /&gt;
*'''EXTREME_EMOTION'''&lt;br /&gt;
Secretion occurs continuously (as above) whilst the creature is distressed. Cannot occur in creatures with {{token|NOEMOTION|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SELECT_ADDITIONAL_CASTE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*&amp;lt;caste&amp;gt;&lt;br /&gt;
| Adds an additional previously defined caste to the selection. Used after {{token|SELECT_CASTE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SELECT_CASTE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*&amp;lt;caste&amp;gt; or ALL &lt;br /&gt;
| Selects a previously defined caste&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SELECT_MATERIAL}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*&amp;lt;[[material token]]&amp;gt;&lt;br /&gt;
| Selects a locally defined material. Can be ALL.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SELECT_TISSUE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*tissue token&lt;br /&gt;
| Selects a tissue for editing.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SEMIMEGABEAST}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Essentially the same as {{token|MEGABEAST|c}}, but more of them are created during worldgen. See the [[semi-megabeast]] page for details.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SENSE_CREATURE_CLASS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;[[Creature_token#CREATURE_CLASS|creature class]]&amp;gt;&lt;br /&gt;
* [[Tilesets|&amp;lt;tile value or character&amp;gt;]]&lt;br /&gt;
* [[Color#Color_values|&amp;lt;foreground color&amp;gt;:&amp;lt;background color&amp;gt;:&amp;lt;foreground brightness&amp;gt;]]&lt;br /&gt;
| Gives the creature the ability to sense creatures belonging to the specified [[Creature_token#CREATURE_CLASS|creature class]] even when they lie far beyond line of sight, including through walls and floors. It also appears to reduce or negate the combat penalty of [[Wound#Blindness|blind]] units when fighting creatures they can sense. In [[adventure mode]], the specified tile will be used to represent sensed creatures when they cannot be seen directly.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SET_BP_GROUP}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*selection criteria BY_TYPE, BY_CATEGORY, BY_TOKEN&lt;br /&gt;
*category, type, or token &lt;br /&gt;
| Begins a selection of body parts.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_LEARN_RATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*&amp;lt;[[skill_token]]&amp;gt;&lt;br /&gt;
*&amp;lt;percentage&amp;gt;&lt;br /&gt;
| The rate at which this creature learns this skill. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_LEARN_RATES}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*&amp;lt;percentage&amp;gt;&lt;br /&gt;
| The rate at which this creature learns all skills. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_RATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[skill_token]]&lt;br /&gt;
*&amp;lt;% of improvement points gained&amp;gt;&lt;br /&gt;
*&amp;lt;unused counter rate&amp;gt;&lt;br /&gt;
*&amp;lt;rust counter rate&amp;gt;&lt;br /&gt;
*&amp;lt;demotion counter rate&amp;gt;&lt;br /&gt;
| Like {{token|SKILL_RATES|c}}, but applies to individual skills instead. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_RATES}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
*&amp;lt;% of improvement points gained&amp;gt;&lt;br /&gt;
*&amp;lt;unused counter rate&amp;gt;&lt;br /&gt;
*&amp;lt;rust counter rate&amp;gt;&lt;br /&gt;
*&amp;lt;demotion counter rate&amp;gt;&lt;br /&gt;
| Affects skill gain and decay. Lower numbers in the last three slots make decay occur faster ([SKILL_RATES:100:1:1:1] would cause rapid decay). The counter rates may also be replaced with NONE.&lt;br /&gt;
Default is [SKILL_RATES:100:8:16:16]. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_RUST_RATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[skill_token]]&lt;br /&gt;
*value&lt;br /&gt;
*value&lt;br /&gt;
*value&lt;br /&gt;
| The rate at which this skill decays. Lower values cause the skill to decay faster. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_RUST_RATES}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
*value&lt;br /&gt;
*value&lt;br /&gt;
| The rate at which all skills decay. Lower values cause the skills to decay faster. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SLAIN_CASTE_SPEECH}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Speech file|text set]]&lt;br /&gt;
| Caste-specific {{token|SLAIN_SPEECH|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SLAIN_SPEECH}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*[[Speech file|text set]]&lt;br /&gt;
| Boasting speeches relating to killing this creature. Examples include [[text_dwarf.txt/raw|text_dwarf.txt]] (&amp;lt;code&amp;gt;[SLAIN_SPEECH:SLAIN_DWARF]&amp;lt;/code&amp;gt;) and text_elf.txt (&amp;lt;code&amp;gt;[SLAIN_SPEECH:SLAIN_ELF]&amp;lt;/code&amp;gt;) in data\vanilla\vanilla_creatures\objects.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SLOW_LEARNER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Shorthand for {{token|CAN_LEARN|c}} + &amp;lt;code&amp;gt;[[Creature_token#SKILL_LEARN_RATES|[SKILL_LEARN_RATES:50]]]&amp;lt;/code&amp;gt;.{{verify}} Used by a number of 'primitive' creatures (like [[ogre]]s, [[giant]]s and [[troglodyte]]s) in the vanilla game. Applicable to player races. Prevents a player from recruiting nobility, even basic ones. Subterranean creatures with this token combined with {{token|EVIL|c}} will become servants of goblins in their civilizations, in the style of [[troll]]s.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SMALL_REMAINS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature leaves &amp;quot;[[item token#REMAINS|remains]]&amp;quot; instead of a corpse. Used by [[vermin]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SMELL_TRIGGER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
| Determines how keen a creature's sense of smell is - lower is better. At 10000, a creature cannot smell at all.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SOLDIER_ALTTILE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*'character' or tile number&lt;br /&gt;
| If this creature is active in its civilization's military, it will blink between its default tile and this one.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SOUND}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* Sound application (currently accepts ALERT or PEACEFUL_INTERMITTENT)&lt;br /&gt;
* Sound range (in tiles)&lt;br /&gt;
* Sound delay (lower values = sound is produced more often)&lt;br /&gt;
* VOCALIZATION or NONE (determines whether the sound requires breathing or not)&lt;br /&gt;
* First-person description&lt;br /&gt;
* Third-person description&lt;br /&gt;
* Description when out of sight&lt;br /&gt;
| Creature makes sounds periodically, which can be heard in Adventure mode.&lt;br /&gt;
* First-person reads &amp;quot;You '''bark'''&amp;quot;&lt;br /&gt;
* Third-person reads &amp;quot;The [[capybara]] '''barks'''&amp;quot;&lt;br /&gt;
* Out of sight reads &amp;quot;You hear '''a loud bark'''&amp;quot;&lt;br /&gt;
with the text in bold being the description arguments of the token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SOURCE_HFID}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*Integer&lt;br /&gt;
| Found on generated [[angel]]s. This is the historical figure ID of the deity with which the angel is associated. Since HFIDs are not predictable before worldgen, this isn't terribly usable in mods.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPECIFIC_FOOD}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* PLANT or CREATURE&lt;br /&gt;
* Plant/creature ID&lt;br /&gt;
| Creature will only appear in biomes with this plant or creature available. Grazers given a specific type of grass (such as [[panda]]s and [[bamboo]]) will only eat that grass and nothing else, risking starvation if there's none available. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPHERE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
* [[Sphere#Available_spheres|sphere]]&lt;br /&gt;
| Sets what religious spheres the creature is aligned to, for purposes of being worshipped via the {{token|POWER|c}} token. Also affects the creature's name.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPOUSE_CONVERSION_TARGET}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| This creature can be converted by a night creature with {{token|SPOUSE_CONVERTER|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPOUSE_CONVERTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| If the creature has the {{token|NIGHT_CREATURE_HUNTER|c}} tag, it will kidnap {{token|SPOUSE_CONVERSION_TARGET|c}}s and transform them into the caste of its species with the {{token|CONVERTED_SPOUSE|c}} tag during worldgen. It may also start families this way.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPREAD_EVIL_SPHERES_IF_RULER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| If the creature rules over a [[site]], it will cause the local landscape to be corrupted into [[Surroundings#Evil|evil surroundings]] associated with the creature's [[Creature_token#SPHERE|sphere]]s. The creature must have at least one of the following [[sphere]]s for this to take effect: BLIGHT, DEATH, DISEASE, DEFORMITY, NIGHTMARES. The first three kill vegetation, while the others sometimes do.  The last two get [[Plant_token#EVIL|evil plants]] and [[Creature_token#EVIL|evil animals]] sometimes. NIGHTMARES gets [[bogeyman|bogeymen]]. [http://www.bay12forums.com/smf/index.php?topic=169696.msg8162224#msg8162224] Used by [[demon]]s in the vanilla game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|STANCE_CLIMBER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Caste does not require &amp;lt;code&amp;gt;[[Body_token#GRASP|[GRASP]]]&amp;lt;/code&amp;gt; body parts to climb -- it can climb with &amp;lt;code&amp;gt;[[Body_token#STANCE|[STANCE]]]&amp;lt;/code&amp;gt; parts instead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|STANDARD_GRAZER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Acts as {{token|GRAZER|c}} but set to 20000*G*(max size)^(-3/4), where G defaults to 100 but can be set in d_init, and the whole thing is trapped between 150 and 3 million. Used for all grazers in the default creature raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|STRANGE_MOODS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| The creature will get [[strange mood]]s in fortress mode and can produce artifacts.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SUPERNATURAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Gives the creature knowledge of any secrets with &amp;lt;code&amp;gt;[[Interaction_token#IS_SECRET|[SUPERNATURAL_LEARNING_POSSIBLE]]]&amp;lt;/code&amp;gt; that match its [[Creature_token#SPHERE|spheres]] and also prevents it from becoming a [[vampire]] or [[werebeast]]. Other effects are unknown.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SWIMS_INNATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature naturally knows how to swim perfectly and does not use the [[swimmer]] skill, as opposed to {{token|SWIMS_LEARNED|c}} below. However, Fortress mode AI never paths into water anyway, so it's less useful there. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SWIMS_LEARNED}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature swims only as well as their present [[Swimmer|swimming skill]] allows them to.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SYNDROME_DILUTION_FACTOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &amp;lt;[[Syndrome#SYN_IDENTIFIER|syndrome identifier]]&amp;gt;:&amp;lt;percentage&amp;gt;&lt;br /&gt;
| Dilutes the effects of syndromes which have the specified identifier. A percentage of 100 is equal to the regular syndrome effect severity, higher percentages reduce severity.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==T==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TENDONS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
*healing rate &lt;br /&gt;
| The creature has tendons in its {{token|CONNECTIVE_TISSUE_ANCHOR|td}} tissues (bone or chitin by default). Cutting the bone/chitin tissue severs the tendons, disabling motor function if the target is a limb.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|THICKWEB}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature's [[web]]s can catch larger creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*name &lt;br /&gt;
| Begins defining a tissue in the creature file. Follow this with standard tissue definition tokens to define the tissue properties.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_LAYER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*BY_TYPE, BY_CATEGORY, BY_TOKEN&lt;br /&gt;
*TYPE,CATEGORY, or TOKEN&lt;br /&gt;
*TISSUE&lt;br /&gt;
*LOCATION &lt;br /&gt;
| Adds the tissue layer to wherever it is required.&lt;br /&gt;
Non-argument Locations can be FRONT, RIGHT, LEFT, TOP, BOTTOM. Argument locations are AROUND and CLEANS, requiring a further body part and a % of coverage/cleansing&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_LAYER_OVER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*BY_TYPE, BY_CATEGORY, BY_TOKEN&lt;br /&gt;
*TYPE,CATEGORY, or TOKEN&lt;br /&gt;
*TISSUE&lt;br /&gt;
*LOCATION &lt;br /&gt;
| Alias for TISSUE_LAYER&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_LAYER_UNDER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*BY_TYPE, BY_CATEGORY, BY_TOKEN&lt;br /&gt;
*TYPE,CATEGORY, or TOKEN&lt;br /&gt;
*TISSUE&lt;br /&gt;
| Adds the tissue layer under a given part.&lt;br /&gt;
For example, an [[iron man]] has a gaseous poison within, and this tissue (GAS is its name) has the token [TISSUE_LEAKS] and its state is GAS, so when you puncture the iron outside and damage this tissue it leaks gas (can have a syndrome by using a previous one in the creature sample.) [TISSUE_LAYER_UNDER:BY_CATEGORY:ALL:{tissue}] {tissue} is what will be under the TISSUE_LAYER; here is an example Tissue from the Iron Man:&amp;lt;br&amp;gt; &lt;br /&gt;
[TISSUE:GAS] [TISSUE_NAME:gas:NP] [TISSUE_MATERIAL:LOCAL_CREATURE_MAT:GAS] [TISSUE_MAT_STATE:GAS] [RELATIVE_THICKNESS:50] [TISSUE_LEAKS] [TISSUE_SHAPE:LAYER] &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TITAN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on [[titan]]s. Cannot be specified in user-defined raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRADE_CAPACITY}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
*number&lt;br /&gt;
| How much the creature can carry when used by merchants. 1000 by default. Completely ignored if the animal does not also have PACK_ANIMAL or WAGON, instead using BODY_SIZE^(2/3)/20, even if they're a pack animal due to ANIMAL_ALWAYS_PACK_ANIMAL.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAINABLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Shortcut for {{token|TRAINABLE_HUNTING|c}} + {{token|TRAINABLE_WAR|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAINABLE_HUNTING}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Can be [[Animal trainer|trained]] as a hunting beast, increasing speed.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAINABLE_WAR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Can be [[Animal trainer|trained]] as a war beast, increasing strength and endurance.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRANCES}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to go into [[martial trance]]s. Used by dwarves in the vanilla game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAPAVOID}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature will never trigger [[trap]]s it steps on. Used by a [[Trapavoid|number of creatures]]. Doesn't make the creature immune to remotely activated traps (like retractable spikes being triggered while the creature is standing over them). TRAPAVOID creatures lose this power if they're immobilized while standing in a trap, be it by stepping on thick web, being paralyzed or being knocked unconscious.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRIGGERABLE_GROUP}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*min&lt;br /&gt;
*max &lt;br /&gt;
| A large swarm of vermin can be disturbed, usually in adventurer mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TSU_NOUN}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*noun&lt;br /&gt;
*SINGULAR or PLURAL &lt;br /&gt;
| Noun for the {{token|TISSUE_STYLE_UNIT|c}}, used in the description of the tissue layer's style.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==U==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UBIQUITOUS}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
| Creature will occur in every region with the correct biome. Does not apply to {{token|EVIL|c}}/{{token|GOOD|c}} tags. Supersedes {{token|FREQUENCY|c}} for the purposes of distributing populations through the map, they are present in every part of the valid biome. Respects {{token|FREQUENCY|c}} for the frequency of unit [[Creature token#CLUSTER_NUMBER|cluster]] spawns being of this species.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UNDERGROUND_DEPTH}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*mindepth&lt;br /&gt;
*maxdepth &lt;br /&gt;
| Depth that the creature appears underground. Numbers can be from 0 to 5. 0 is actually 'above ground' and can be used if the creature is to appear both above and below ground. Values from 1-3 are the respective [[cavern]] levels, 4 is the [[magma sea]] and 5 is the [[HFS]]. A single argument may be used instead of min and max. [[Demon]]s use only 5:5; user-defined creatures with both this depth and {{token|FLIER}} will take part in the initial wave from the HFS alongside generated demons, but without {{token|FLIER}} they will only spawn from the map edges. Civilizations that can use underground plants or animals will only export (via the embark screen or caravans) things that are available at depth 1.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UNDERSWIM}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is displayed as blue when in [[Water#Depth|7/7 water]]. Used on fish and amphibious creatures which swim under the water.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UNIQUE_DEMON}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Found on generated [[demon]]s; causes the game to create a single named instance of the demon which will emerge from the underworld and take over civilizations during worldgen.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_CASTE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*new caste token&lt;br /&gt;
*old caste token&lt;br /&gt;
| Defines a new caste derived directly from a previous caste. The new caste inherits all properties of the old one. The effect of this tag is automatic if one has not yet defined any castes: &amp;quot;Any caste-level tag that occurs before castes are explicitly declared is saved up and placed on any caste that is declared later, unless the caste is explicitly derived from another caste.&amp;quot;&lt;br /&gt;
Roostre: &amp;quot;When DF detects duplicate tokens in the raws of the same object, a failsafe seems to kick in; it takes the bottom-most of the duplicates, and disregards the others. In the case of tokens added by a mod, it prioritizes the duplicate in the mod.&amp;quot; This means that if a tag is defined in the base-caste and redefined in the derived caste, the derived tag overwrites the base tag. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_MATERIAL}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*new material ID&lt;br /&gt;
*old material ID&lt;br /&gt;
| Defines a new local creature material and populates it with all properties defined in the specified local creature material.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_MATERIAL_TEMPLATE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*new material token&lt;br /&gt;
*material template &lt;br /&gt;
| Defines a new local creature material and populates it with all properties defined in the specified template. [http://www.bay12forums.com/smf/index.php?topic=175437.msg8441368#msg8441368 There seems to be a limit of 200 materials per creature].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_TISSUE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*new tissue token&lt;br /&gt;
*old tissue id&lt;br /&gt;
| Defines a new local creature tissue and populates it with all properties defined in the local tissue specified in the second argument.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_TISSUE_TEMPLATE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*new tissue token&lt;br /&gt;
*tissue template&lt;br /&gt;
| Loads a tissue template listed in OBJECT:TISSUE_TEMPLATE files, such as tissue_template_default.txt. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UTTERANCES}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Changes the language of the creature into unintelligible 'kobold-speak', which creatures of other species will be unable to understand. If a civilized creature has this and is not part of a {{token|SKULKING|e}} civ, it will tend to start wars with all nearby civilizations and will be unable to make peace treaties due to 'inability to communicate'.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==V==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VEGETATION}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Like {{token|AT_PEACE_WITH_WILDLIFE}}, but also makes the creature more valued in artwork by civilisations with the PLANT [[sphere]]. [http://www.bay12forums.com/smf/index.php?topic=169696.msg8316954#msg8316954] Used by [[grimeling]]s in the vanilla game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_BITE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*chance of occurrence{{verify}}&lt;br /&gt;
*verb (bitten, stung, etc.)&lt;br /&gt;
* [[material token]]&lt;br /&gt;
* [[Material_definition_token#Material_States|material state]]&lt;br /&gt;
| Enables vermin to bite other creatures, injecting the specified material. See {{token|SPECIALATTACK_INJECT_EXTRACT|c}} for details about injection - this token presumably works in a similar manner.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_EATER}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
| The vermin creature will attempt to eat exposed food. See {{token|PENETRATEPOWER|c}}. Distinct from {{token|VERMIN_ROTTER|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_FISH}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The vermin appears in [[water]] and will attempt to swim around.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_GROUNDER}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creature appears in &amp;quot;general&amp;quot; surface ground locations. Note that this doesn't stop the creature from flying if it can (most vermin birds have this tag).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_HATEABLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Some dwarves will [[Preferences|hate]] the creature and get unhappy thoughts when around it. See the [[Hateable|list of hateable vermin]] for details.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_MICRO}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| This makes the creature move in a swarm of creatures of the same race as it (e.g. swarm of flies, swarm of ants).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_NOFISH}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature cannot be caught by [[fishing]]. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_NOROAM}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature will not be observed randomly roaming about the map. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_NOTRAP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature cannot be caught in baited [[animal trap]]s; however, a &amp;quot;[[Trapper|catch live land animal]]&amp;quot; task may still be able to capture one if a dwarf finds one roaming around.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_ROTTER}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The vermin are attracted to rotting stuff and loose food left in the open and cause unhappy thoughts to dwarves who encounter them. Present on flies, knuckle worms, acorn flies, and blood gnats.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_SOIL}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creature randomly appears near dirt or mud, and may be uncovered by creatures that have the {{token|ROOT_AROUND|c}} interaction such as [[goose|geese]] and [[chicken]]s. Dwarves will ignore the creature when given the &amp;quot;Capture live land animal&amp;quot; task.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_SOIL_COLONY}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The vermin will appear in a single tile cluster of many vermin, such as a colony of ants.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMINHUNTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Old shorthand for &amp;quot;does cat stuff&amp;quot;. Contains {{token|AT_PEACE_WITH_WILDLIFE|c}} + {{token|RETURNS_VERMIN_KILLS_TO_OWNER|c}} + {{token|HUNTS_VERMIN|c}} + {{token|ADOPTS_OWNER|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VESPERTINE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| When set, the creature will only appear in the evening (between 8:00 PM and 10:05 PM) in [[Adventurer mode]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VIEWRANGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
| Value should determine how close you have to get to a critter before it attacks (or prevents adv mode travel etc.) Default is 20.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VISION_ARC}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*binocular vision arc&lt;br /&gt;
*non-binocular vision arc&lt;br /&gt;
| The width of the creature's vision arcs, in degrees (i.e. 0 to 360). The first number is binocular vision, the second is non-binocular vision.  Binocular vision has a minimum of about 10 degrees, monocular, a maximum of about 350 degrees. Values past these limits will be accepted, but will default to ~10 degrees and ~350 degrees respectively. Defaults are 60:120.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==W==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WAGON_PULLER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to pull caravan wagons. If a civilization doesn't have access to any, it is restricted to trading with pack animals.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WEBBER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
| Allows the creature to create [[web]]s, and defines what the webs are made of.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WEBIMMUNE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature will not get caught in thick [[web]]s. Used by creatures who can shoot thick webs (such as [[giant cave spider]]s) in order to make them immune to their own attacks.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Attack Tokens==&lt;br /&gt;
&lt;br /&gt;
Attacks can use four different part selection criteria. Except for TISSUE_LAYER, the base game makes use of all of these in its attacks.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Part type token&lt;br /&gt;
! width=&amp;quot;30%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BODYPART}}&lt;br /&gt;
| &lt;br /&gt;
* BY_TYPE/BY_TOKEN/BY_CATEGORY&lt;br /&gt;
* type/token/category&lt;br /&gt;
| This attack uses a particular body part; for example, ATTACK:PUNCH:BODYPART:BY_TYPE:GRASP will make it use any part that can hold onto an object.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_LAYER}}&lt;br /&gt;
|&lt;br /&gt;
* BY_TYPE/BY_TOKEN/BY_CATEGORY&lt;br /&gt;
* type/token/category&lt;br /&gt;
* tissue layer&lt;br /&gt;
| This attack uses a specific tissue layer on a specific body part; ATTACK:SCRATCH:TISSUE_LAYER:BY_TYPE:GRASP:BONE will make it use the bone of the hands.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CHILD_BODYPART_GROUP}}&lt;br /&gt;
|&lt;br /&gt;
* BY_TYPE/BY_TOKEN/BY_CATEGORY&lt;br /&gt;
* type/token/category&lt;br /&gt;
* BY_TYPE/BY_TOKEN/BY_CATEGORY&lt;br /&gt;
* type/token/category&lt;br /&gt;
| Uses a body part that is subordinate to another; ATTACK:SLAP:CHILD_BODYPART_GROUP:BY_CATEGORY:ARM_LOWER:BY_TYPE:GRASP will make it use every hand attached to each lower arm (so it will generate one attack per lower arm, each of which will use every hand on that arm, assuming there are multiple hands per arm).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CHILD_TISSUE_LAYER_GROUP}}&lt;br /&gt;
| &lt;br /&gt;
* BY_TYPE/BY_TOKEN/BY_CATEGORY&lt;br /&gt;
* type/token/category&lt;br /&gt;
* BY_TYPE/BY_TOKEN/BY_CATEGORY&lt;br /&gt;
* type/token/category&lt;br /&gt;
* tissue layer&lt;br /&gt;
| As CHILD_BODYPART_GROUP, but specifying a tissue, too; ATTACK:BITE:CHILD_BODYPART_GROUP:BY_CATEGORY:HEAD:BY_CATEGORY:TOOTH&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_SKILL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Skill token]]&lt;br /&gt;
| Defines the skill used by the attack.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_VERB}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*2nd person&lt;br /&gt;
*3rd person &lt;br /&gt;
| Descriptive text for the attack.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_CONTACT_PERC}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*% value &lt;br /&gt;
| The contact area of the attack, measured in % of the body part's volume. Note that all attack percentages can be more than 100%.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_PENETRATION_PERC}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*% value &lt;br /&gt;
| The penetration value of the attack, measured in % of the body part's volume. Requires ATTACK_FLAG_EDGE. Maximum value: 15000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_PRIORITY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*MAIN or SECOND &lt;br /&gt;
| Usage frequency. MAIN attacks are 100 times more frequently chosen than SECOND. Opportunity attacks ignore this preference.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_VELOCITY_MODIFIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*number&lt;br /&gt;
| The velocity multiplier of the attack, multiplied by 1000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_FLAG_CANLATCH}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Attacks that damage tissue have the chance to latch on in a wrestling hold. The grabbing bodypart can then use the &amp;quot;shake around&amp;quot; wrestling move, causing severe, armor-bypassing tensile damage according to the attacker's body volume.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_FLAG_WITH}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Displays the name of the body part used to perform an attack while announcing it, e.g. &amp;quot;The weaver punches the bugbat with his right hand&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_FLAG_EDGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The attack is edged, with all the effects on physical resistance and contact area that it entails.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_PREPARE_AND_RECOVER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* Preparation time&lt;br /&gt;
* Recovery time&lt;br /&gt;
| Determines the length of time to prepare this attack and until one can perform this attack again. Values appear to be calculated in adventure mode ticks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_FLAG_BAD_MULTIATTACK}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Multiple strikes with this attack cannot be performed effectively.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_FLAG_INDEPENDENT_MULTIATTACK}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Multiple strikes with this attack can be performed with no penalty. The creature will use all attacks with this token at once.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPECIALATTACK_INJECT_EXTRACT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*&amp;lt;[[material token]]&amp;gt;&lt;br /&gt;
*&amp;lt;[[Material_definition_token#Material_States|material state]]&amp;gt;&lt;br /&gt;
*&amp;lt;min quantity&amp;gt;&lt;br /&gt;
*&amp;lt;max quantity&amp;gt;&lt;br /&gt;
| When added to an attack, causes the attack to inject the specified material into the victim's bloodstream. Once injected, the material will participate in [[temperature|thermal]] exchange within the creature - injecting something like molten [[iron]] (INORGANIC:IRON:LIQUID) would cause most unmodded creatures to melt (note that some of the injected material also [[contaminant|splatters]] over the bodypart used to carry out the attack, so it should be protected appropriately). If the injected material has an associated [[syndrome]] with the [[Syndrome#SYN_INJECTED|[SYN_INJECTED]]] token, it will be transmitted to the victim. If the attack is blunt, the injected material lacks the [[Material definition token#ENTERS_BLOOD|[ENTERS_BLOOD]]] token, the attacked bodypart has no [[Tissue_definition_token#VASCULAR|[VASCULAR]]] tissues, or the victim is bloodless, the material will splatter over the attacked body part instead. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPECIALATTACK_INTERACTION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*interaction&lt;br /&gt;
| When this attack lands successfully, a specified interaction will take effect on the target creature. The attack must break the target creature's skin in order to work. This will take effect in worldgen as well. If the attack would break skin, the interaction will occur '''before the attack actually lands'''.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPECIALATTACK_SUCK_BLOOD}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*min&lt;br /&gt;
*max&lt;br /&gt;
| Successful attack draws out an amount of blood randomized between the min and max value. Beware that this '''will''' trigger any ingestion syndromes attached to the target creature's blood - for example, using this attack on a vampire will turn you into one too.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Tissue Layer Tokens==&lt;br /&gt;
Tissue layers are added to a creature's body parts by the creature tokens [[#TISSUE_LAYER|TISSUE_LAYER]], [[#TISSUE_LAYER_OVER|TISSUE_LAYER_OVER]], [[#TISSUE_LAYER_UNDER|TISSUE_LAYER_UNDER]], and the body detail plan token [[#TL_LAYERS|TL_LAYERS]].&lt;br /&gt;
&lt;br /&gt;
These tissue layers are not the same thing as tissues, which are defined at creature level, but rather applications of the tissues. If the SKIN tissue of a creature is the more general and abstract notion of what skin is for that creature, then a tissue layer may be the &amp;quot;actual&amp;quot; skin on the creature's nose, head, or second toe. As most creatures have more than one body part, tissue layers are normally selected en masse.&lt;br /&gt;
&lt;br /&gt;
Some tissue layer tokens are analogous to tissue definition tokens, e.g. [[#TL_CONNECTS|TL_CONNECTS]] to [[tissue_definition_token#CONNECTS|CONNECTS]].&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SELECT_TISSUE_LAYER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*TISSUE&lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*Location - category, type, or token | Selects a tissue at a location&lt;br /&gt;
* (optional) FRONT, BACK, LEFT, RIGHT, TOP, BOTTOM, AROUND.&lt;br /&gt;
| Begins a selection of tissue layers. &lt;br /&gt;
[SELECT_TISSUE_LAYER:HEART:BY_TYPE:HEART]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PLUS_TISSUE_LAYER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*TISSUE&lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*Location - category, type, or token &lt;br /&gt;
| Adds tissue layers to those selected.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SET_TL_GROUP}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*TISSUE&lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*Location - category, type, or token&lt;br /&gt;
*tissue &lt;br /&gt;
| Begins a selection of tissue layers. Only usable for descriptor and cosmetic purposes. &lt;br /&gt;
&lt;br /&gt;
Research has implied it may be redundant with SELECT_TISSUE_LAYER, as the latter allows for cosmetics as well as &amp;quot;functional&amp;quot; tokens such as TL_MAJOR_ARTERIES. Vanilla raws still use SET_TL_GROUP though, for all cosmetic purposes. More research is needed on this subject.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PLUS_TL_GROUP}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*Location - category, type, or token&lt;br /&gt;
*tissue &lt;br /&gt;
| Adds tissue layers to those selected. Like SET_TL_GROUP, it may be redundant even if used in the vanilla raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SET_LAYER_TISSUE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*TISSUE&lt;br /&gt;
| Sets a selected tissue layer to be made of a different tissue.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SHEARABLE_TISSUE_LAYER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* tissue modifier&lt;br /&gt;
* required value&lt;br /&gt;
| Tissue layer can be sheared for its component material. The specified modifier must be at least of the desired value for shearing to be possible (for example, a [[llama]]'s wool must have a LENGTH of 300 before it is shearable).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_LAYER_APPEARANCE_MODIFIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*QUALITY&lt;br /&gt;
*lowest&lt;br /&gt;
*lower&lt;br /&gt;
*low&lt;br /&gt;
*median&lt;br /&gt;
*high&lt;br /&gt;
*higher&lt;br /&gt;
*highest &lt;br /&gt;
| Sets the range of qualities, including LENGTH, DENSE, HIGH_POSITION, CURLY, GREASY, WRINKLY&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_STYLE_UNIT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*tissue style unit ID&lt;br /&gt;
*shaping&lt;br /&gt;
| Sets tissue layer to be the target of TISSUE_STYLE token specified for an entity, works only on entity members. Mostly used with tissues HAIR, BEARD, MOUSTACHE, SIDEBURNS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_COLOR_MODIFIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*COLOR&lt;br /&gt;
*freq&lt;br /&gt;
*COLOR&lt;br /&gt;
*freq etc. &lt;br /&gt;
| Creates a list of colors/color patterns, giving each a relative frequency. If the given color or pattern does not exist, the tissue is described as being &amp;quot;transparent&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TLCM_GENETIC_MODEL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| The way the color modifier is passed on to offspring. May or may not work right now.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TLCM_IMPORTANCE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*number&lt;br /&gt;
| Presumably modifies the importance of the tissue layer color modifier, for description purposes.&lt;br /&gt;
HOWEVER using this appears to remove all mention of colour from creature descriptions. It does not appear in any default creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TLCM_NOUN}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*name&lt;br /&gt;
*SINGULAR or PLURAL&lt;br /&gt;
| Names the tissue layer color modifier, and determines the noun. Also used by [[Utility:Stonesense|Stonesense]] for colouring body parts. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TLCM_TIMING}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*ROOT&lt;br /&gt;
*start change window years&lt;br /&gt;
*days&lt;br /&gt;
*end change window years&lt;br /&gt;
*days&lt;br /&gt;
| Determines the point in the creature's life when the color change begins and ends.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_CONNECTS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Gives the CONNECTS attribute to selected layers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_HEALING_RATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
| Changes the HEALING_RATE of the selected tissue layers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_MAJOR_ARTERIES}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Gives the &amp;quot;major arteries&amp;quot; attribute to selected layers. Used to add massive bleeding properties to the throat, made from skin.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_PAIN_RECEPTORS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
| Changes the number of pain receptors for selected tissue layers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_RELATIVE_THICKNESS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
| Changes the relative thickness for selected tissue layers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_VASCULAR}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
| Sets a new VASCULAR value (which modulates bleeding) for selected tissue layers.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Body detail plan token]]&lt;br /&gt;
*[[Body token]]&lt;br /&gt;
*[[Material definition token]]&lt;br /&gt;
*[[Syndrome]]&lt;br /&gt;
*[[Tissue definition token]]&lt;br /&gt;
*[[Creature examples]]&lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
{{Category|Tokens}}&lt;br /&gt;
[[ru:Creature token]]&lt;/div&gt;</summary>
		<author><name>DikbutDaGrate</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Creature_token&amp;diff=309955</id>
		<title>Creature token</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Creature_token&amp;diff=309955"/>
		<updated>2025-06-23T23:44:11Z</updated>

		<summary type="html">&lt;p&gt;DikbutDaGrate: Inspected verification request on demon tag - info was false.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{Modding}}&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;code&amp;gt;[OBJECT:CREATURE]&amp;lt;/code&amp;gt; [[token]] begins the definition of a ''Dwarf Fortress'' [[creature]] [[raw file]]. Each creature definition that follows begins with the {{token|creature|c|creature ID}} token, and the creature's exact properties and behavior are then specified by the use of further creature tokens.  All known creature tokens are listed below. &lt;br /&gt;
&lt;br /&gt;
Vanilla creature definitions can be found in &amp;lt;code&amp;gt;[[Game folder|&amp;lt;Dwarf Fortress&amp;gt;]]\data\vanilla\vanilla_creatures\&amp;lt;/code&amp;gt;. &lt;br /&gt;
Creature ID is also used with [[graphics token]]s to make customizable [[graphics set]]s.&lt;br /&gt;
&lt;br /&gt;
The [[caste]] tokens allow defining sub-species within the broader creature definition, including true biological castes and lesser variations, such as sexes. Creature tokens can either be 'Creature' or 'CASTE-only' type which can only be applied to creature or caste respectively, or 'CASTE' which can be applied to both. In the table bellow, creature type distinguishes tokens that can be applied to creature only, caste only, and both ('creature', 'CASTE-only', and 'CASTE' respectively)&lt;br /&gt;
&lt;br /&gt;
__NOTOC__ &lt;br /&gt;
{{clear}}&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==A==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ADOPTS_OWNER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Prevents the tamed creature from being made available for adoption, instead allowing it to automatically adopt whoever it wants. The basic requirements for adoption are intact, and the creature will only adopt individuals who have a [[preference]] for their species. Used by [[cat]]s in the vanilla game. When {{k|v}}iewing a tame creature with this token, the message &amp;quot;This animal isn't interested in your wishes&amp;quot; will appear instead of &amp;quot;This [adorable] animal can't work&amp;quot; or &amp;quot;This animal is waiting to be trained&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ALCOHOL_DEPENDENT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature need [[alcohol]] to get through the working day; it will choose to drink booze instead of [[water]] if possible. Going sober for too long reduces speed.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ALL_ACTIVE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| When set, the creature will appear at any time of day. Overrides {{token|DIURNAL|c}}, {{token|NOCTURNAL|c}}, {{token|CREPUSCULAR|c}}, {{token|MATUTINAL|c}}, and {{token|VESPERTINE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ALTTILE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*'character' or tile number&lt;br /&gt;
| If set, the creature will blink between its {{token|TILE|c}} and its ALTTILE. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AMBUSHPREDATOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature start out hidden and remain near its original location until its prey draws near. When combined with {{token|WEBBER|c}}, causes them to lay gigantic webs near their spawn location, though only for creatures present during embark.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AMPHIBIOUS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to breathe both in and out of [[water]] (unlike {{token|AQUATIC|c}}) - does not prevent drowning in [[magma]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APP_MOD_DESC_RANGE}}&lt;br /&gt;
| Appearance Modifier&lt;br /&gt;
|&lt;br /&gt;
*Range (6 values, low to high)&lt;br /&gt;
| Based on info from [http://www.bay12forums.com/smf/index.php?topic=113762.msg3473069#msg3473069 Wannabehero on the forums]: When used with an appearance modifier token (BP_APPEARANCE_MODIFIER or BODY_APPEARANCE_MODIFIER), tells the game what numeric ranges to map to which descriptors.&lt;br /&gt;
&lt;br /&gt;
The game uses 7 descriptor levels for each modifier, with the center one generally being to omit the thing from the creature description entirely. The six values in APP_MOD_DESC_RANGE define the boundaries between each described range. If this is not specified it uses the numbers 10:50:95:105:150:190.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APP_MOD_GENETIC_MODEL}}&lt;br /&gt;
| Appearance Modifier&lt;br /&gt;
|&lt;br /&gt;
*Model (Accepts DOMINANT_MORE, DOMINANT_LESS, and MIX)&lt;br /&gt;
| Defines a genetic model for the relevant appearance modifier(s). May or may not do anything significant at present.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APP_MOD_IMPORTANCE}}&lt;br /&gt;
| Appearance Modifier&lt;br /&gt;
|&lt;br /&gt;
*number&lt;br /&gt;
| Determines how important the appearance modifier is, for determining whether it shows up in the creature description.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APP_MOD_NOUN}}&lt;br /&gt;
| Appearance Modifier&lt;br /&gt;
| &lt;br /&gt;
*noun&lt;br /&gt;
*SINGULAR or PLURAL &lt;br /&gt;
| Creates a noun for the appearance, and whether it is singular or plural.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APP_MOD_RATE}}&lt;br /&gt;
| Appearance Modifier&lt;br /&gt;
| &lt;br /&gt;
*Rate (integer)&lt;br /&gt;
*Scale (DAILY, YEARLY)&lt;br /&gt;
*min (growth)&lt;br /&gt;
*max (growth)&lt;br /&gt;
*start year&lt;br /&gt;
*start day&lt;br /&gt;
*end year&lt;br /&gt;
*end day &lt;br /&gt;
| Setting the growth rate of the modifier. The last two tokens can be replaced by NO_END to have growth continue indefinitely.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APPLY_CREATURE_VARIATION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*creature variation ID&lt;br /&gt;
*(optional) any amount of arbitrary arguments&lt;br /&gt;
| Applies the specified [[creature variation token|creature variation]]. See [[Creature_variation_token#Arguments_and_conditional_tokens]] for how the subsequent arguments may be used.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APPLY_CURRENT_CREATURE_VARIATION}}&lt;br /&gt;
| Special&lt;br /&gt;
|  &lt;br /&gt;
| Applies the effects of all pending {{token|CV_ADD_TAG|c}} and {{token|CV_REMOVE_TAG|c}} tokens that have been defined in the current creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AQUATIC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Enables the creature to breathe in water, but causes it to air-drown on dry land. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ARENA_RESTRICTED}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Causes the creature to be excluded from the [[object testing arena]]'s creature spawning list.  Typically applied to spoileriffic creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ARTIFICIAL_HIVEABLE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
| Enables the creature to be kept in artificial [[hive]]s by [[beekeeper]]s.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AT_PEACE_WITH_WILDLIFE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Prevents the creature from attacking or frightening creatures with the {{Token|NATURAL|c}} tag.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*token&lt;br /&gt;
*selection criteria (it's complicated)&lt;br /&gt;
| Defines the attack name, and the body part used. See [[#Attack Tokens|below]] for valid subtokens&lt;br /&gt;
'''Example:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;[ATTACK:GORE:BODYPART:BY_CATEGORY:HORN]&amp;lt;/code&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
''GORE'' = name of the attack&amp;lt;br /&amp;gt;&lt;br /&gt;
''BODYPART:BY_CATEGORY:HORN'' = the horn is used to attack (presuming the creature has one)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_TRIGGER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*population&lt;br /&gt;
*exported wealth&lt;br /&gt;
*created wealth&lt;br /&gt;
| Specifies when a [[megabeast]] or [[semi-megabeast]] will attack the fortress. The attacks will start occurring when all of the requirements are met. Setting a value to 0 disables the trigger.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==B==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BABY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*integer &lt;br /&gt;
| Age at which creature is considered a child, the default is zero. One can think of this as the duration of the baby stage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BABYNAME}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*singular&lt;br /&gt;
*plural &lt;br /&gt;
| Defines a new name for a creature in baby state at the caste level. For non-caste-specific baby names, see {{token|GENERAL_BABY_NAME|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BEACH_FREQUENCY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*integer&lt;br /&gt;
| Creature may be subject to [[beaching]], becoming stranded on [[Beach|shores]], where they will eventually air-drown. The number indicates the frequency of the occurrence. Presumably requires the creature to be {{token|AQUATIC|c}}. Used by [[orca]]s, [[sperm whale]]s and [[sea nettle jellyfish]] in the vanilla game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BENIGN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is non-aggressive by default, and will never automatically be engaged by companions or soldiers, running away from any creatures that are not friendly to it, and will only defend itself if it becomes enraged. Can be thought of as the counterpoint of the {{token|LARGE_PREDATOR|c}} tag. When tamed, animals with this tag will be useless for fortress defense.&lt;br /&gt;
&lt;br /&gt;
This and {{token|TRADE_CAPACITY|c}} are required for {{token|PACK_ANIMAL|c}} to function properly, if an animal contains the aforementioned requirements without this tag: items loaded by the merchants will be dropped upon departure.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BIOME}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
* [[biome token]]&lt;br /&gt;
| Select a [[biome]] the creature may appear in.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BLOOD}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;[[material token]]&amp;gt;&lt;br /&gt;
* &amp;lt;[[Material_definition_token#Material_States|material state]]&amp;gt;&lt;br /&gt;
| Specifies what the creature's blood is made of.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BLOODSUCKER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Causes [[vampire]]-like behaviour; the creature will suck the [[Creature_token#BLOOD|blood]] of unconscious victims when its [[Syndrome#TIME_SINCE_SUCKED_BLOOD|thirst for blood]] grows sufficiently large. When controlling the creature in adventure mode, this can be done at will. Seems to be required to make the creature denouncable (in-world) as a creature of the night.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BODY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*body parts &lt;br /&gt;
| Draws body parts from OBJECT:BODY files (such as body_default.txt)&lt;br /&gt;
'''Example:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY:BODY_WITH_HEAD_FLAG:HEART:GUTS:BRAIN:MOUTH] &amp;lt;br /&amp;gt;&lt;br /&gt;
This is the body from a [[purring maggot]]. It creates a body with head, a heart, some guts, a brain, and a mouth. That's all a maggot needs.&lt;br /&gt;
&lt;br /&gt;
The body parts need to be listed in an order such that any parent part appears before its connected children. For example [BODY:HEART:BODY_WITH_HEAD_FLAG] produces a &amp;quot;Body Token Recognized But Could Not Connect: HEART&amp;quot; error because HEART can't find any UPPERBODY(s) to connect to. Switching the order to [BODY:BODY_WITH_HEAD_FLAG:HEART] fixes the problem because now the UPPERBODY is created before the HEART tries to connect to it.&lt;br /&gt;
&lt;br /&gt;
'''If the body is left undefined, the creature (or caste) will be tagged as [DOES_NOT_EXIST].''' {{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BODY_APPEARANCE_MODIFIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*ATTRIBUTE&lt;br /&gt;
*lowest&lt;br /&gt;
*lower&lt;br /&gt;
*low&lt;br /&gt;
*median&lt;br /&gt;
*high&lt;br /&gt;
*higher&lt;br /&gt;
*highest &lt;br /&gt;
| These body modifiers give individual creatures different characteristics. In the case of HEIGHT, BROADNESS and LENGTH, the modifier is also a percentage change to the BODY_SIZE of the individual creature. The seven numbers afterward give a distribution of ranges. Each interval has an equal chance of occurring.&lt;br /&gt;
'''Example:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110] &amp;lt;br /&amp;gt;&lt;br /&gt;
''HEIGHT'' : marks the height to be changed &amp;lt;br /&amp;gt;&lt;br /&gt;
''90:95:98:100:102:105:110'' : sets the range from the shortest (90% of the average height) to the tallest (110% of the average height) creature variation.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BODY_DETAIL_PLAN}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*PlanName&lt;br /&gt;
*Arguments &lt;br /&gt;
| Loads a plan from listed OBJECT:BODY_DETAIL_PLAN files, such as b_detail_plan_default.txt. Mass applies USE_MATERIAL_TEMPLATE, mass alters RELSIZE, alters body part positions, and will allow tissue layers to be defined. Tissue layers are defined in order of skin to bone here.&lt;br /&gt;
'''Example:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE] &amp;lt;br /&amp;gt;&lt;br /&gt;
This creates the detailed body of a [[fox]], the skin, fat, muscle, bones and cartilage out of the vertebrate tissues.&amp;lt;br /&amp;gt;&lt;br /&gt;
A [[Purring maggot|maggot]] would only need:&amp;lt;br /&amp;gt;&lt;br /&gt;
''[BODY_DETAIL_PLAN:EXOSKELETON_TISSUE_LAYERS:SKIN:FAT:MUSCLE]'' &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BODY_SIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*years&lt;br /&gt;
*days&lt;br /&gt;
*size &lt;br /&gt;
| Sets size at a given age. Size is in cubic centimeters, and for normal body materials, is roughly equal to the creature's average weight in grams.&lt;br /&gt;
'''Example:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_SIZE:0:0:10000]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_SIZE:1:168:50000]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_SIZE:12:0:220000]&amp;lt;br /&amp;gt;&lt;br /&gt;
This describes the size of a [[minotaur]]. Its birth size would be 10,000 cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; (~10 kg). At 1 year and 168 days old it would be 50,000 cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; (~50 kg). And as an adult (at 12 years old) it would be 220,000 cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; and weigh roughly 220 kg.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BODYGLOSS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*gloss &lt;br /&gt;
| Substitutes body part text with replacement text. Draws gloss information from OBJECT:BODY files (such as body_default.txt)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BONECARN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature eats bones. Implies {{token|CARNIVORE|c}}. [[Adventurer mode|Adventurers]] with this token are currently unable to eat bones.{{Bug|11069}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BP_ADD_TYPE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Adds a type to a body part - used with {{token|SET_BP_GROUP|c}}. In vanilla DF, this is used for adding the type '[[Body token#GELDABLE|GELDABLE]]' to the lower body of certain [[cat|creatures]]. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BP_APPEARANCE_MODIFIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*QUALITY&lt;br /&gt;
*lowest&lt;br /&gt;
*lower&lt;br /&gt;
*low&lt;br /&gt;
*median&lt;br /&gt;
*high&lt;br /&gt;
*higher&lt;br /&gt;
*highest &lt;br /&gt;
| Sets up the breadth of possibilities for appearance qualities for a selected BP group. EG. Eyes (CLOSE_SET, DEEP_SET, ROUND_VS_NARROW, LARGE_IRIS),Lips (THICKNESS), Nose (BROADNESS, LENGTH, UPTURNED, CONVEX), Ear (SPLAYED_OUT, HANGING_LOBES, BROADNESS, HEIGHT), Tooth (GAPS), Skull (HIGH_CHEEKBONES, BROAD_CHIN, JUTTING CHIN, SQUARE_CHIN), Neck (DEEP_VOICE, RASPY_VOICE), Head (BROADNESS, HEIGHT)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BP_REMOVE_TYPE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Removes a type from a body part. Used with {{token|SET_BP_GROUP|c}}. &lt;br /&gt;
 &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BUILDINGDESTROYER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*1 or 2 &lt;br /&gt;
| Allows a creature to destroy furniture and buildings. Value [1] targets mostly doors, hatches, furniture and the like. Value [2] targets anything not made with the {{k|b}} + {{k|C}} commands. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==C==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CAN_DO_INTERACTION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*interaction token&lt;br /&gt;
| The creature can perform an interaction. See [[interaction token]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CAN_LEARN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature gains [[skill]]s and can have [[labor|professions]]. If a member of a civilization (even a pet) has this token, it'll need to eat, drink and sleep. Note that this token makes the creature unable to be eaten by an adventurer, so it is not recommended for uncivilized monsters. Adventurers lacking this token can allocate but not increase attributes and skills. Skills allocated will disappear on start. A creature with at least this token or the {{token|CAN_SPEAK|c}} token will be able to have [[Personality value|values]] and [[Personality goal|goals]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CAN_SPEAK}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Can [[talking|talk]]. Note that this is not necessary for a creature to gain social skills but to make friends in fortress mode. A creature with at least this token or the {{token|CAN_LEARN|c}} token will be able to have [[Personality value|values]] and [[Personality goal|goals]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CANNOT_CLIMB}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature cannot [[climber|climb]], even if it has free grasp parts.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CANNOT_JUMP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature cannot [[jump]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CANNOT_UNDEAD}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Acts like {{token|NOT_LIVING|c}}, except that {{token|OPPOSED_TO_LIFE|c}} creatures will attack them.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CANOPENDOORS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Defunct, as doors cannot be set as tightly closed anymore.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CARNIVORE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature ''only'' eats [[meat]]. If the creature goes on rampages in worldgen, it will often devour the people/animals it kills.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*name &lt;br /&gt;
| Defines a [[caste]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_ALTTILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*tile number or &amp;quot;letter&amp;quot;&lt;br /&gt;
| Caste-specific {{token|ALTTILE|c}}. Requires {{token|CASTE_TILE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_COLOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*fg&lt;br /&gt;
*bg&lt;br /&gt;
*brightness&lt;br /&gt;
| Caste-specific {{token|COLOR|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_GLOWCOLOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*fg&lt;br /&gt;
*bg&lt;br /&gt;
*brightness&lt;br /&gt;
| Caste-specific {{token|GLOWCOLOR|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_GLOWTILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*tile value or &amp;quot;letter&amp;quot;&lt;br /&gt;
| Caste-specific {{token|GLOWTILE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_NAME}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*singular&lt;br /&gt;
*plural&lt;br /&gt;
*adjective &lt;br /&gt;
| While {{token|NAME|c}} describes the name of the species, {{token|CASTE_NAME|c}} names individuals of the species. Unlike other caste-specific descriptions, this token is required, even for creatures without separate castes. If left undefined, the creature will not show up in the [[arena]] and members of the species will be labeled as &amp;quot;nothing&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_PROFESSION_NAME}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Unit type token]] (Profession)&lt;br /&gt;
*singular&lt;br /&gt;
*plural &lt;br /&gt;
| Caste-specific {{token|PROFESSION_NAME|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_SOLDIER_ALTTILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*'character' or tile number&lt;br /&gt;
| Caste-specific {{token|SOLDIER_ALTTILE|c}}. Requires {{token|CASTE_SOLDIER_TILE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_SOLDIER_TILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*'character' or tile number&lt;br /&gt;
| Caste-specific {{token|CREATURE_SOLDIER_TILE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_TILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* tile number or &amp;quot;letter&amp;quot;&lt;br /&gt;
| Caste-specific {{token|CREATURE_TILE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CAVE_ADAPT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Causes the creature to develop [[cave adaptation]].&lt;br /&gt;
&lt;br /&gt;
Allows for creature's race to be involved in jokes that end in &amp;quot;And the [race] saw the sun and vomited on the spot!&amp;quot; &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CDI}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*Varies&lt;br /&gt;
| Specifies interaction details following a {{token|CAN_DO_INTERACTION|c}} token. See [[interaction token]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CHANGE_BODY_SIZE_PERC}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*integer&lt;br /&gt;
| Multiplies body size by a factor of (integer)%. 50 halves size, 200 doubles.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CHANGE_FREQUENCY_PERC}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*integer&lt;br /&gt;
| Multiplies frequency by a factor of (integer)%.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CHILD}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*integer &lt;br /&gt;
| Age at which creature is considered an adult - one can think of this as the duration of the [[children|child]] stage. Allows the creature's offspring to be rendered fully tame if [[animal trainer|trained]] during their childhood. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CHILDNAME}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*singular&lt;br /&gt;
*plural &lt;br /&gt;
| Defines a new name for a creature in the child state at the caste level. For non-caste-specific child names, see {{token|GENERAL_CHILD_NAME|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CLUSTER_NUMBER}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*min&lt;br /&gt;
*max&lt;br /&gt;
| The minimum/maximum numbers of how many creatures per spawned cluster. Vermin fish with this token in combination with temperate ocean and river biome tokens [http://www.bay12forums.com/smf/index.php?topic=51864.msg1122319#msg1122319 will perform seasonal migrations]. Defaults to 1:1 if not specified.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CLUTCH_SIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*min&lt;br /&gt;
*max&lt;br /&gt;
|Number of [[egg]]s laid in one sitting.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COLONY_EXTERNAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Caste hovers around colony.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COLOR}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*foreground&lt;br /&gt;
*background&lt;br /&gt;
*brightness &lt;br /&gt;
| Color of the creature's tile. (See [[Color]] for usage.)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMMON_DOMESTIC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| When combined with any of {{token|PET|c}}, {{token|PACK_ANIMAL|c}}, {{token|WAGON_PULLER|c}} and/or {{token|MOUNT|c}}, the creature is guaranteed to be domesticated by any [[civilization]] with {{token|COMMON_DOMESTIC_PET|e}}, {{token|COMMON_DOMESTIC_PACK|e}},  {{token|COMMON_DOMESTIC_PULL|e}} and/or {{token|COMMON_DOMESTIC_MOUNT|e}} respectively. Such civilizations will always have access to the creature, even in the absence of wild populations. This token is invalid on {{token|FANCIFUL|c}} creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CONVERTED_SPOUSE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Creatures of this caste's species with the {{token|SPOUSE_CONVERTER|c}} and {{token|NIGHT_CREATURE_HUNTER|c}} tokens will kidnap {{token|SPOUSE_CONVERSION_TARGET|c}}s of an appropriate sex and convert them into castes with CONVERTED_SPOUSE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COOKABLE_LIVE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Set this to allow the creature to be cooked in meals while it is still alive, as well as when it's dead but not yet [[fishery|cleaned]]. Used by some water-dwelling vermin such as [[mussel]]s, [[nautilus]]es and [[oyster]]s. Currently does not work correctly when applied to non-{{token|FISHITEM|c}} vermin.{{bug|13200}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CRAZED}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Creature is '[[insanity|berserk]]' and will attack all other creatures, except members of its own species that '''also''' have the CRAZED tag. It will show {{DFtext|Berserk|4:1}} in the [[unit list]]. Berserk creatures go on rampages during [[world generation|worldgen]] much more frequently than non-berserk ones.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COPY_TAGS_FROM}}&lt;br /&gt;
| Special&lt;br /&gt;
| &lt;br /&gt;
*creature ID&lt;br /&gt;
| Copies another specified creature. This will override any definitions made before it; essentially, it makes this creature identical to the other one, which can then be modified. Often used in combination with {{token|APPLY_CREATURE_VARIATION|c}} to import standard variations from a file. The vanilla [[giant animal]]s and [[animal person|animal people]]s are examples of this token combination.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREATURE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*creature ID&lt;br /&gt;
| A unique, arbitrary identifier that begins the definition of each new creature, and is used to reference the creature in other tokens and raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREATURE_CLASS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*classname&lt;br /&gt;
| An arbitrary creature classification. Can be set to anything, but the only vanilla uses are GENERAL_POISON (used in syndromes), EDIBLE_GROUND_BUG (used as targets for {{token|GOBBLE_VERMIN_CLASS|c}}), MAMMAL, and POISONOUS (both used for kobold pet eligibility). A single creature can have multiple classes.&lt;br /&gt;
&lt;br /&gt;
The full list of tokens that use creature classes is: &lt;br /&gt;
&lt;br /&gt;
* Creature tokens: {{token|GOBBLE_VERMIN_CLASS|c}}, {{token|GOBBLE_VERMIN_CLASS|c}}&lt;br /&gt;
* Interaction tokens: {{token|IT_AFFECTED_CLASS|in}}, {{token|IT_IMMUNE_CLASS|in}}&lt;br /&gt;
* Animal definition (Entity) tokens: {{token|ANIMAL_CLASS|e}}, {{token|ANIMAL_FORBIDDEN_CLASS|e}}&lt;br /&gt;
* Position (Entity) token: {{token|ALLOWED_CLASS|po}}&lt;br /&gt;
* Syndrome tokens: {{token|SYN_AFFECTED_CLASS|sy}}, {{token|SYN_IMMUNE_CLASS|sy}}, {{token|CE_SENSE_CREATURE_CLASS|sy}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREATURE_SOLDIER_TILE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*'character' or tile number&lt;br /&gt;
| Creatures active in their civilization's [[military]] will use this tile instead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREATURE_TILE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*'character' or tile number &lt;br /&gt;
| The symbol of the creature in ASCII mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREPUSCULAR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| When set, the creature will appear at dawn (between 4:30 AM and 6:00 AM) and in the evening (between 8:00 PM and 10:05 PM) in [[Adventurer mode]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CURIOUSBEAST_EATER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to [[Steals food|steal and eat edible items]] from a site. It will attempt to grab a food item and immediately make its way to the map's edge, where it will disappear with it. If the creature goes on rampages during worldgen, it will often steal food instead of attacking. Trained and tame instances of the creature will no longer display this behavior.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CURIOUSBEAST_GUZZLER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to (very quickly) [[Steals drink|drink your alcohol]]. Or spill the barrel to the ground. Also affects undead versions of the creature. Unlike food or item thieves, drink thieves will consume your alcohol on the spot rather than run away with one piece of it. Trained and tame instances of the creature will no longer display this behavior.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CURIOUSBEAST_ITEM}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to [[Steals items|steal things]] (apparently, of the highest value it can find). It will attempt to grab an item of value and immediately make its way to the map's edge, where it will disappear with it. If a creature with any of the CURIOUSBEAST tokens carries anything off the map, even if it is a caravan's pack animal, it will be reported as stealing everything it carries. If the creature goes on rampages in worldgen, it will often steal items instead of attacking - [[kea]] birds are infamous for this. Trained and tame instances of the creature will no longer display this behavior. Also, makes the creature unable to drop hauled items until it enters combat.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CV_ADD_TAG}}&lt;br /&gt;
| Special&lt;br /&gt;
| &lt;br /&gt;
*TAG NAME &lt;br /&gt;
| Adds a tag. Used in conjunction with creature variation templates.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CV_REMOVE_TAG}}&lt;br /&gt;
| Special&lt;br /&gt;
| &lt;br /&gt;
*TAG NAME &lt;br /&gt;
| Removes a tag. Used in conjunction with creature variation templates. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==D==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DEMON}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Found on generated [[demon]]s.&lt;br /&gt;
&lt;br /&gt;
At least 1 demon generated, or custom must have the {{token|FLIER|c}} token in order for the [[Underworld|horrifying screams]] event to trigger.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DESCRIPTION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*text &lt;br /&gt;
| A brief description of the creature type, as displayed when viewing the creature's description/[[Thoughts and preferences|thoughts &amp;amp; preferences]] screen.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIE_WHEN_VERMIN_BITE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Causes the creature to die upon attacking. Used by [[honey bee]]s to simulate them dying after using their stingers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIFFICULTY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*integer &lt;br /&gt;
| Increases experience gain during adventure mode. Creatures with a difficulty of 11 or higher are not assigned for quests in adventure mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIURNAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| When set, the creature will only appear during the day (between 6:00 AM and 8:00 PM) in [[Adventurer mode]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIVE_HUNTS_VERMIN}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| The creature hunts vermin by diving from the air. On tame creatures, it has the same effect as {{token|HUNTS_VERMIN|c}}. Found on [[peregrine falcon]]s.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DOES_NOT_EXIST}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Adding this token to a creature prevents it from appearing in generated worlds (unless it's marked as [[Entity_token#ANIMAL_ALWAYS_PRESENT|always present]] for a particular civilisation). For example, adding it to [[dog]]s will lead to worlds being generated without dogs in them. Also removes the creature from the [[object testing arena]]'s spawn list. If combined with {{token|FANCIFUL|c}}, artistic depictions of the creature will occur regardless. Used by [[centaur]]s, [[chimera]]s and [[griffon]]s in the vanilla game. &lt;br /&gt;
&lt;br /&gt;
Note: a creature tagged as DOES_NOT_EXIST can still be [[Interaction_token#I_EFFECT|summoned]] successfully, as long as it has a body defined in its raws [http://www.bay12forums.com/smf/index.php?topic=165213.msg8086938#msg8086938], or, another creature can[[Syndrome#CE_BODY_TRANSFORMATION|transform]] into it.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==E==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EBO_ITEM}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[item token]]&lt;br /&gt;
*[[material token]] (ANY_HARD_STONE can be used for the material)&lt;br /&gt;
| Defines the item that the creature drops upon being [[butcher|butchered]]. Used with {{token|EXTRA_BUTCHER_OBJECT|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EBO_SHAPE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*gem shape&lt;br /&gt;
| The shape of the creature's extra [[butcher|butchering]] drop. Used with {{token|EXTRA_BUTCHER_OBJECT|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EGG_MATERIAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* &amp;lt;[[material token]]&amp;gt;&lt;br /&gt;
* &amp;lt;[[Material_definition_token#Material_States|material state]]&amp;gt;&lt;br /&gt;
| Defines the material composition of [[egg]]s laid by the creature. [[creature_token#LAYS_EGGS|Egg-laying]] creatures in the default game define this 3 times, using LOCAL_CREATURE_MAT:EGGSHELL, LOCAL_CREATURE_MAT:EGG_WHITE, and then LOCAL_CREATURE_MAT:EGG_YOLK. Eggs will be made out of eggshell. Edibility is determined by tags on whites or yolk, but they otherwise do not exist.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EGG_SIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*size&lt;br /&gt;
| Determines the size of laid [[egg]]s. Doesn't affect hatching or cooking, but bigger eggs will be heavier, and may take longer to be hauled depending on the hauler's strength.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EQUIPMENT_WAGON}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature appear as a large 3×3 [[wagon]] responsible for carrying trade goods, pulled by two {{token|WAGON_PULLER|c}} creatures and driven by a merchant.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EQUIPS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to wear or wield items.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EVIL}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creature is considered evil and will only show up in evil biomes. Civilizations with {{token|USE_EVIL_ANIMALS|e}} can domesticate them regardless of exotic status. Has no effect on cavern creatures except to restrict taming. A civilization with evil creatures can colonise evil areas.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EXTRA_BUTCHER_OBJECT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[Body token#CATEGORY|BY_CATEGORY]] or [[Body token#CONTYPE|BY_TYPE]] or [[Body token#BP|BY_TOKEN]]&lt;br /&gt;
* TYPE, CATEGORY, or TOKEN&lt;br /&gt;
| The creature drops an additional object when [[butcher|butchered]], as defined by {{token|EBO_ITEM|c}} and {{token|EBO_SHAPE|c}}. Used for [[gizzard stone]]s in default creatures. For some materials, needs to be defined after caste definitions with SELECT_CASTE:ALL{{Bug|6355}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EXTRACT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* [[material token]]&lt;br /&gt;
| Defines a creature extract which can be obtained via [[small animal dissection]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EXTRAVISION}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature can see regardless of whether it has working eyes and has full 360 degree vision, making it impossible to strike the creature from a blind spot in combat. Invisible creatures will also be seen, namely [[intelligent undead]] using a &amp;quot;vanish&amp;quot; power.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==F==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FANCIFUL}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creature is a thing of legend and known to all civilizations. Its materials cannot be requested or preferred. The tag also adds some art value modifiers. Used by a [[Fanciful|number of creatures]]. Conflicts with {{token|COMMON_DOMESTIC|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FEATURE_ATTACK_GROUP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on [[Animal people#Subterranean animal people|subterranean animal-man]] tribals. Currently defunct. In previous versions{{verify}}, it caused these creatures to crawl out of chasms and underground rivers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FEATURE_BEAST}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on [[forgotten beast]]s. Presumably makes it act as such, initiating underground attacks on fortresses, or leads to the pop-up message upon encountering one{{verify}}. Hides the creature from displaying in a world_sites_and_pops file. Does not create historical figures like generated forgotten beasts do.&lt;br /&gt;
&lt;br /&gt;
Requires specifying a {{token|BIOME|c}} in which the creature will live, and both surface and subterranean biomes are allowed. Does not stack with {{token|LARGE_ROAMING|c}} and if both are used the creature will not spawn. Appears to be incompatible with {{token|DEMON|c}} even if used in separate castes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FEMALE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature biologically female, enabling her to [[Breeding|bear young]]. Usually specified inside a caste.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FIREIMMUNE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature immune to [[Interaction_token#FIREBALL|FIREBALL]] and [[Interaction_token#FIREJET|FIREJET]] attacks, and allows it to path through high temperature zones, like lava or fires. Does not, by itself, make the creature immune to the damaging effects of burning in [[fire]], and does not prevent general heat damage or melting on its own (this would require adjustments to be made to the creature's body [[Material_definition_token|materials]] - see the [[Dragon/raw|dragon raws]] for an example).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FIREIMMUNE_SUPER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Like {{token|FIREIMMUNE|c}}, but also renders the creature immune to [[Interaction_token#DRAGONFIRE|DRAGONFIRE]] attacks. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FISHITEM}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature's corpse is a single [[Item_token#FISH_RAW|FISH_RAW]] food item that needs to be cleaned (into a [[Item_token#FISH|FISH]] item) at a [[fishery]] to become edible. Before being cleaned the item is referred to as &amp;quot;raw&amp;quot;. The food item is categorized under &amp;quot;fish&amp;quot; on the food and stocks screens, and when uncleaned it is sorted under &amp;quot;raw fish&amp;quot; in the stocks (but does not show up on the food screen). &lt;br /&gt;
Without this or {{token|COOKABLE_LIVE|c}}, [[fishing|fished]] vermin will turn into food the same way as non-vermin creatures, resulting in multiple units of food (meat, brain, lungs, eyes, spleen etc.) from a single fished vermin. These units of food are categorized as meat by the game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FIXED_TEMP}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*temperature &lt;br /&gt;
| The creature's body is constantly at this temperature, heating up or cooling the surrounding area. Alters the temperature of the creature's inventory and all adjacent tiles, [[Temperature|with all the effects that this implies]] - may trigger wildfires at high enough values. Also makes the creature immune to extreme heat or cold, as long as the temperature set is not harmful to the materials that the creature is made from. Corpses and body parts of creatures with a fixed temperature maintain their temperature even after death.&lt;br /&gt;
&lt;br /&gt;
Note that temperatures of 12000 and higher may cause [[path|pathfinding]] issues in fortress mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FLEEQUICK}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| If engaged in combat, the creature will flee at the first sign of resistance. Used by [[kobold]]s in the vanilla game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FLIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to fly, independent of it having wings or not. Fortress Mode pathfinding only partially incorporates flying - flying creatures need a land path to exist between them and an area in order to access it, but as long as one such path exists, they do not need to use it, instead being able to fly over intervening obstacles. Winged creatures with this token can lose their ability to fly if their wings are crippled or severed. Winged creatures without this token will be unable to fly. (A 'wing' in this context refers to any body part with its own [[Body_token#FLIER|FLIER]] token).&lt;br /&gt;
&lt;br /&gt;
At least 1 [[Demon]] must have the flier token in order for the [[Underworld|horrifying screams]] event to trigger.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FREQUENCY}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*number, max 100&lt;br /&gt;
| Determines the chances of a creature appearing within its environment, with higher values resulting in more frequent appearance. Also affects the chance of a creature being brought in a caravan for trading.&lt;br /&gt;
This value is used multiply to determine the rarity of animal populations. A creature with [FREQUENCY:50] will appear in 50% of valid biomes, and be present in 50% of the area within those biomes.&lt;br /&gt;
When a [[Creature token#CLUSTER_NUMBER|cluster]] spawns, the game effectively considers all creatures that can possibly appear and uses the FREQUENCY value as a ''weight'' - for example, if there are three creatures with frequencies 10/25/50, the creature with [FREQUENCY:50] will appear approximately 58.8% of the time. Defaults to 50 if not specified. Not to be confused with {{token|POP_RATIO|c}}.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==G==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GAIT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;gait type&amp;gt;&lt;br /&gt;
* &amp;lt;gait name&amp;gt;&lt;br /&gt;
* &amp;lt;max [[Gait#Speed|speed]]&amp;gt;&lt;br /&gt;
* &amp;lt;build up time&amp;gt;&lt;br /&gt;
* &amp;lt;max turning [[Gait#Speed|speed]]&amp;gt;&lt;br /&gt;
* &amp;lt;start [[Gait#Speed|speed]]&amp;gt;&lt;br /&gt;
* &amp;lt;energy expenditure&amp;gt;&lt;br /&gt;
* &amp;lt;gait flag(s)&amp;gt;&lt;br /&gt;
| Defines a gait by which the creature can move. See [[Gait]] for more information. Specifically, you likely want to use one of the existing STANDARD_X_GAITS creature variations, as described in [[Gait#Gaits_and_Modding|this subsection]].&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;max speed&amp;gt; indicates the maximum [[Gait#Speed|speed]] achievable by a creature using this gait&lt;br /&gt;
* &amp;lt;start speed&amp;gt; indicates the creature's speed when it starts moving using this gait&lt;br /&gt;
* &amp;lt;build up time&amp;gt; indicates how long it will take for a creature using this gait to go from &amp;lt;start speed&amp;gt; to &amp;lt;max speed&amp;gt;. For example, a value of 10 means that it should be able to reach the maximum speed by moving 10 [[tile]]s in a straight line over even terrain.&lt;br /&gt;
* &amp;lt;max turning speed&amp;gt; indicates the maximum speed permissible when the creature suddenly changes its direction of motion. The creature's speed will be reduced to &amp;lt;max turning speed&amp;gt; if travelling at a higher speed than this before turning.&lt;br /&gt;
* &amp;lt;energy expenditure&amp;gt; indicates how energy-consuming the gait is. Higher values cause the creature to tire out faster. Persistent usage of a high-intensity gait will eventually lead to exhaustion and [[Status_icon#Non-flashing|collapse]].&lt;br /&gt;
&lt;br /&gt;
'''NO_BUILD_UP''' can be specified instead of a &amp;lt;start speed&amp;gt; value to make the &amp;lt;max speed&amp;gt; instantly achievable upon initiating movement (this is equivalent to a &amp;lt;build up time&amp;gt; of 0). Note that &amp;lt;build up time&amp;gt; and &amp;lt;max turning speed&amp;gt; are both ignored if specified alongside this (as NO_BUILD_UP trumps &amp;lt;build up time&amp;gt; and preserves &amp;lt;max speed&amp;gt; whilst turning, and &amp;lt;max turning speed&amp;gt; cannot exceed &amp;lt;max speed&amp;gt;) so it is permissible to omit them so long as they are '''both''' omitted together.&lt;br /&gt;
&lt;br /&gt;
It's possible to specify a &amp;lt;start speed&amp;gt; greater than the &amp;lt;max speed&amp;gt;; the moving creature will decelerate towards its &amp;lt;max speed&amp;gt; in this case.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''valid gait types:'''&lt;br /&gt;
*'''WALK'''&amp;lt;br&amp;gt;&lt;br /&gt;
Used for moving normally over ground tiles.&lt;br /&gt;
&lt;br /&gt;
*'''CRAWL'''&amp;lt;br&amp;gt;&lt;br /&gt;
Used for moving over ground tiles whilst [[Status_icon#Non-flashing|prone]].&lt;br /&gt;
&lt;br /&gt;
*'''SWIM'''&amp;lt;br&amp;gt;&lt;br /&gt;
Used for moving through tiles containing [[water]] or [[magma]] at a [[Water#Depth|depth]] of at least 4/7. &lt;br /&gt;
&lt;br /&gt;
*'''FLY'''&amp;lt;br&amp;gt;&lt;br /&gt;
Used for moving through [[open space]].&lt;br /&gt;
&lt;br /&gt;
*'''CLIMB'''&amp;lt;br&amp;gt;&lt;br /&gt;
Used for moving whilst [[Climber|climbing]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''valid gait flags:'''&lt;br /&gt;
* '''AGILITY'''&amp;lt;br&amp;gt;&lt;br /&gt;
Speeds/slows movement depending on the creature's [[Attribute#Agility|Agility]] stat.&lt;br /&gt;
&lt;br /&gt;
* '''STRENGTH'''&amp;lt;br&amp;gt;&lt;br /&gt;
Speeds/slows movement depending on the creature's [[Attribute#Strength|Strength]] stat.&lt;br /&gt;
&lt;br /&gt;
* '''LAYERS_SLOW'''&amp;lt;br&amp;gt;&lt;br /&gt;
Makes [[Tissue_definition_token#THICKENS_ON_ENERGY_STORAGE|THICKENS_ON_ENERGY_STORAGE]] and [[Tissue_definition_token#THICKENS_ON_STRENGTH|THICKENS_ON_STRENGTH]] tissue layers slow movement depending on how thick they are. Adding the STRENGTH gait flag counteracts the impact of the latter layer.&lt;br /&gt;
&lt;br /&gt;
* '''STEALTH_SLOWS:'''&amp;lt;percentage&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Slows movement by the specified percentage when the creature is [[Ambusher|sneaking]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GENERAL_BABY_NAME}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*singular&lt;br /&gt;
*plural &lt;br /&gt;
| Like {{token|BABYNAME|c}}, but applied regardless of caste.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GENERAL_CHILD_NAME}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*singular&lt;br /&gt;
*plural &lt;br /&gt;
| Like {{token|CHILDNAME|c}}, but applied regardless of caste.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GENERAL_MATERIAL_FORCE_MULTIPLIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value A&lt;br /&gt;
*value B&lt;br /&gt;
| Has the same function as {{token|MATERIAL_FORCE_MULTIPLIER|c}}, but applies to all attacks instead of just those involving a specific material. Appears to be overridden by MATERIAL_FORCE_MULTIPLIER ([[werebeast]]s, for example, use both tokens to provide resistance to all materials, with one exception to which they are especially vulnerable).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GENERATED}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Found on procedurally generated creatures like [[forgotten beast]]s, [[titan]]s, [[demon]]s, [[angel]]s, and [[night creature]]s. Cannot be specified in user-defined raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GETS_INFECTIONS_FROM_ROT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature get [[Health_care#Infection|infections]] from necrotic tissue.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GETS_WOUND_INFECTIONS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature's wounds become [[Health_care#Infection|infected]] if left untreated for too long.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GLOWCOLOR}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*foreground&lt;br /&gt;
*background&lt;br /&gt;
*brightness &lt;br /&gt;
| The colour of the creature's {{token|GLOWTILE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GLOWTILE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*ascii character &lt;br /&gt;
| If present, the being glows in the dark (generally used for Adventurer Mode). The tile is what replaces the being's current tile when it is obscured from your sight by darkness. The default setting for kobolds (a yellow quotation mark) provides a nice &amp;quot;glowing eyes&amp;quot; effect. The game is also hardcoded to automatically convert quotation mark GLOWTILES into apostrophes if the creature has lost one eye. This works at the generic creature level - for caste-specific glow tiles, use {{token|CASTE_GLOWTILE|c}} instead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GNAWER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*verb&lt;br /&gt;
| The creature can and will gnaw its way out of [[animal trap]]s and [[cage]]s using the specified verb, depending on the material from which it is made (normally wood).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GOBBLE_VERMIN_CLASS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*class&lt;br /&gt;
| The creature eats vermin of the specified class.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GOBBLE_VERMIN_CREATURE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*creature&lt;br /&gt;
*caste&lt;br /&gt;
| The creature eats a specified [[vermin]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GO_TO_END}}&lt;br /&gt;
| Special&lt;br /&gt;
|  &lt;br /&gt;
| When using tags from an existing creature, inserts new tags at the end of the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GO_TO_START}}&lt;br /&gt;
| Special&lt;br /&gt;
|  &lt;br /&gt;
| When using tags from an existing creature, inserts new tags at the beginning of the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GO_TO_TAG}}&lt;br /&gt;
| Special&lt;br /&gt;
|  &lt;br /&gt;
| When using tags from an existing creature, inserts new tags ''before'' the specified tag.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GOOD}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Creature is considered good and will only show up in good biomes - [[unicorn]]s, for example. Civilizations with {{token|USE_GOOD_ANIMALS|e}} can domesticate them regardless of exotic status. Has no effect on cavern creatures except to restrict taming. A civilization that has good creatures can colonise good areas in world-gen.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GRASSTRAMPLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value &lt;br /&gt;
| The value determines how rapidly [[grass]] is trampled when a creature steps on it - a value of 0 causes the creature to never damage grass, while a value of 100 causes grass to be trampled as rapidly as possible. Defaults to 5.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GRAVITATE_BODY_SIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*target value&lt;br /&gt;
| Used in Creature Variants. This token changes the adult body size to the average of the old adult body size and the target value and scales all intermediate growth stages by the same factor.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GRAZER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*number&lt;br /&gt;
| The creature is a grazer - if tamed in fortress mode, it needs a pasture to survive. The higher the number, the less frequently it needs to eat in order to live. Not used since 0.40.12, replaced by {{token|STANDARD_GRAZER|c}} to fix {{bugl|4113}}.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==H==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HABIT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*type&lt;br /&gt;
*probability&lt;br /&gt;
| Defines certain behaviors for the creature. The habit types are:&lt;br /&gt;
*COLLECT_TROPHIES&lt;br /&gt;
*COOK_PEOPLE&lt;br /&gt;
*COOK_VERMIN&lt;br /&gt;
*GRIND_VERMIN&lt;br /&gt;
*COOK_BLOOD&lt;br /&gt;
*GRIND_BONE_MEAL&lt;br /&gt;
*EAT_BONE_PORRIDGE&lt;br /&gt;
*USE_ANY_MELEE_WEAPON&lt;br /&gt;
*GIANT_NEST&lt;br /&gt;
*COLLECT_WEALTH.&lt;br /&gt;
These require the creature to have a {{token|LAIR|c}} to work properly, and also don't seem to work on creatures who are not a {{token|SEMIMEGABEAST|c}}, {{token|MEGABEAST|c}}, or{{token|NIGHT_CREATURE_HUNTER|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HABIT_NUM}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*number or TEST_ALL&lt;br /&gt;
| &amp;quot;If you set HABIT_NUM to a number, it should give you that exact number of habits according to the weights.&amp;quot;.{{cite forum|60554/1719248}} All lists of HABITs are preceded by [HABIT_NUM:TEST_ALL]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HAS_NERVES}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature has nerves in its muscles. Cutting the muscle tissue can sever motor and sensory nerves.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HASSHELL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature has a shell. Seemingly no longer used - holdover from previous versions.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HIVE_PRODUCT}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*number&lt;br /&gt;
*[[time]]&lt;br /&gt;
*[[item token]]s&lt;br /&gt;
| What product is harvested from [[Beekeeping industry|beekeeping]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HOMEOTHERM}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*number or NONE&lt;br /&gt;
| Default 'NONE'. The creature's normal body [[temperature]]. Creature ceases maintaining temperature on death unlike fixed material temperatures. Provides minor protection from environmental temperature to the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HUNTS_VERMIN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Creature hunts and kills nearby [[vermin]], randomly walking between places with food laying on the ground or in stockpiles, to check for possible [VERMIN_EATER] vermin, but they'll kill any other vermin too. Do not include this creature token on an intelligent entity that you intend to play as in fortress mode because it will prevent them from feeding themselves.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==I==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IMMOBILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| The creature cannot move. Found on [[sponge]]s. Will also stop a creature from breeding in fortress mode (MALE and FEMALE are affected, if one is IMMOBILE; no breeding will happen).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IMMOBILE_LAND}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is immobile while on land. Only works on {{token|AQUATIC|c}} creatures which can't breathe on land.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IMMOLATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature radiates [[fire]]. It will ignite, and potentially completely destroy, items the creature is standing on. Also gives the vermin a high chance of escaping from [[animal trap]]s and [[cage]]s made of any flammable materials (specifically ones that could be ignited by magma).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|INTELLIGENT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Alias for {{token|CAN_SPEAK|c}} + {{token|CAN_LEARN|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ITEMCORPSE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
* [[item token]]&lt;br /&gt;
* [[material token]]&lt;br /&gt;
| Determines if the creature leaves behind a non-standard corpse (i.e. wood, statue, bars, stone, pool of liquid, etc.). [[Ethics]] may prevent actually using the item in jobs or reactions.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ITEMCORPSE_QUALITY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* number&lt;br /&gt;
| The [[quality]] of an item-type corpse left behind. Valid values are: 0 for ordinary, 1 for well-crafted, 2 for finely-crafted, 3 for superior, 4 for exceptional, 5 for masterpiece.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==L==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAIR}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*type&lt;br /&gt;
*probability&lt;br /&gt;
| Found on megabeasts, semimegabeasts, and night creatures. The creature will seek out sites of this type and take them as lairs. The lair types are:&lt;br /&gt;
*SIMPLE_BURROW&lt;br /&gt;
*SIMPLE_MOUND&lt;br /&gt;
*WILDERNESS_LOCATION&lt;br /&gt;
*SHRINE&lt;br /&gt;
*LABYRINTH&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAIR_CHARACTERISTIC}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*characteristic&lt;br /&gt;
*probability&lt;br /&gt;
| Defines certain features of the creature's lair. The only valid characteristic is HAS_DOORS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAIR_HUNTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| This creature will actively hunt adventurers in its lair.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAIR_HUNTER_SPEECH}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*speech file&lt;br /&gt;
| What this creature says while hunting adventurers in its lair.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LARGE_PREDATOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Will attack other creatures that are smaller than it. Tamed large predators will still attack wildlife. In [[fortress mode]], only one group of &amp;quot;large predators&amp;quot; (possibly two groups on &amp;quot;savage&amp;quot; maps) will appear on any given map. In [[adventurer mode]], large predators will try to ambush and attack you (and your party will attack them back). When tamed, large predators tend to be much more aggressive to enemies than non-large predators, making them a good choice for an animal army. They may go on rampages in worldgen, and adventurers may receive quests to kill them. Also, they can be mentioned in the intro paragraph when starting a fortress e.g. &amp;quot;ere the wolves get hungry.&amp;quot;&lt;br /&gt;
A single biome supports 7 large predator species, picking randomly and rolling a d100 under its {{token|FREQUENCY|c}} to add it until all 7 slots are filled.&lt;br /&gt;
&lt;br /&gt;
Incompatible with {{token|PACK_ANIMAL|c}} on a technicality, if included: hauled items are likely to be dropped upon entering the map (even if {{token|TRADE_CAPACITY|c}} is present) in contrast to when the merchants depart.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LARGE_ROAMING}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| This is the core requisite tag allowing the creature to spawn as a wild animal in the appropriate biomes. Requires specifying a {{token|BIOME|c}} in which the creature will spawn. Does not require specifying a frequency, population number, or cluster number.&lt;br /&gt;
&lt;br /&gt;
This tag stacks with {{token|MEGABEAST|c}}, {{token|SEMIMEGABEAST|c}}, or {{token|NIGHT_CREATURE_HUNTER|c}}; if used with one of these tags, the creature will spawn as both a boss and as a wild animal. This tag does not stack with {{token|FEATURE_BEAST|c}} and if both are used the creature will not spawn. This tag is unaffected by {{token|DEMON|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAYS_EGGS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Creature lays [[egg]]s instead of giving birth to live young.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAYS_UNUSUAL_EGGS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* [[item token]]&lt;br /&gt;
* [[material token]]&lt;br /&gt;
| Creature lays the specified item instead of regular eggs.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIGAMENTS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
*healing rate &lt;br /&gt;
| The creature has ligaments in its {{token|CONNECTIVE_TISSUE_ANCHOR|td}} tissues (bone or chitin by default). Cutting the bone/chitin tissue severs the ligaments, disabling motor function if the target is a limb.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIGHT_GEN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| A vermin featuring this tag will remain visible to an adventurer even at night. &lt;br /&gt;
&lt;br /&gt;
Subterranean vermin which feature this token will flicker in unexposed and unrevealed cavern layers while playing in Fortress Mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIKES_FIGHTING}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature will attack enemies rather than flee from them. This tag has the same effect on player-controlled creatures - including modded dwarves. Retired as of v0.40.14 in favor of {{token|LARGE_PREDATOR|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LISP}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Creature uses &amp;quot;sssssnake talk&amp;quot; (multiplies 'S' when talking - &amp;quot;My name isss Recisssiz.&amp;quot;). Used by [[Serpent man|serpent men]] and [[Reptile man|reptile men]] in the vanilla game. C's with the same pronunciation (depending on the word) are not affected by this token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LITTERSIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* minimum&lt;br /&gt;
* maximum&lt;br /&gt;
| Determines the number of offspring per one birth; default 1-3, not used in vanilla raws. See also {{token|MULTIPLE_LITTER_RARE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LOCAL_POPS_CONTROLLABLE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
| Allows you to play as a wild animal of this species in adventurer mode. Prevents trading of (tame) instances of this creature in caravans.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LOCAL_POPS_PRODUCE_HEROES}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
| Wild animals of this species may occasionally join a civilization. Prevents trading of (tame) instances of this creature in caravans.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LOCKPICKER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Lets a creature open [[door]]s that are set to forbidden in fortress mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LOOSE_CLUSTERS}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creatures will scatter if they have this tag, or form tight packs if they don't. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LOW_LIGHT_VISION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*number&lt;br /&gt;
| Determines how well a creature can see in the dark - higher is better. Dwarves have 10000, which amounts to perfect nightvision.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==M==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAGICAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| According to Toady One, this is completely interchangeable with {{token|AT_PEACE_WITH_WILDLIFE|c}} and might have been used in very early versions of the game by wandering wizards or the ent-type tree creatures that used to be animated by elves. [http://www.bay12forums.com/smf/index.php?topic=169696.msg8316954#msg8316954]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAGMA_VISION}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is able to see while submerged in [[magma]]. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MALE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature biologically male. Usually declared inside a caste.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| {{text anchor|MANNERISM|MANNERISM_*}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*occasionally body part &lt;br /&gt;
| Adds a possible mannerism to the creature's profile.  See [[creature mannerism token]] for further info.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MATERIAL}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*material id&lt;br /&gt;
| Begins defining a new local material. Follow this with standard material definition tokens to define the material.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MATERIAL_FORCE_MULTIPLIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Material token]]&lt;br /&gt;
*value A&lt;br /&gt;
*value B&lt;br /&gt;
| When struck with a weapon made of the specified material, the force exerted will be multiplied by A/B, thus making the creature more or less susceptible to this material. For example, if A is 2 and B is 1, the force exerted by the defined material will be doubled. If A is 1 and B is 2, it will be halved instead. See also  {{token|GENERAL_MATERIAL_FORCE_MULTIPLIER|c}}, which can be used to make this sort of effect applicable to all materials.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MATUTINAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| When set, the creature will only appear at dawn (between 4:30 AM and 6:00 AM) in [[Adventurer mode]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAXAGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*min&lt;br /&gt;
*max &lt;br /&gt;
| Determines the creature's natural lifespan, using the specified minimum and maximum age values (in years). Each individual creature with this token is generated with a predetermined date (calculated down to the exact [[time|tick]]!) between these values, at which it is destined to die of old age, should it live long enough. Note that the probability of death at any given age does not increase as the creature gets older [http://i.imgur.com/A1A4aA9.png]. &lt;br /&gt;
Creatures which lack this token are naturally immortal. The [[Syndrome#CE_ADD_TAG|NO_AGING]] syndrome tag will prevent death by old age from occurring. Also note that, among civilized creatures, castes which lack this token will refuse to marry others with it, and vice versa.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MEANDERER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature slowly stroll around, unless it's in combat or performing a job. If combined with {{token|CAN_LEARN|c}}, will severely impact their [[pathfinding]] and lead the creature to move extremely slowly when not performing any task. Problematically applies to animal people based on the animal and war trained animals{{bug|9588}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MEGABEAST}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| A 'boss' creature. A small number of the creatures are created during worldgen, their histories and descendants (if any) will be tracked in worldgen (as opposed to simply 'spawning'), and they will occasionally go on rampages, potentially leading to worship if they attack the same place multiple times. Their presence and number will also influence age names. When appearing in fortress mode, they will have a pop-up message announcing their arrival. They will remain hostile to military even after being tamed.{{bug|10731}} See [[megabeast]] page for more details. &lt;br /&gt;
&lt;br /&gt;
Requires specifying a {{token|BIOME|c}} in which the creature will live. Subterranean biomes appear to not be allowed. Does stack with {{token|LARGE_ROAMING|c}} and if both are used the creature will spawn as both historical bosses and as wild animals.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MENT_ATT_CAP_PERC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*[[Attribute|ATTRIBUTE]] Token&lt;br /&gt;
*Cap %&lt;br /&gt;
|Default is 200.  This means you can increase your attribute to 200% of its starting value (or the average value + your starting value if that is higher).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MENT_ATT_RANGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*[[Attribute|ATTRIBUTE]]&lt;br /&gt;
*lowest&lt;br /&gt;
*lower&lt;br /&gt;
*low&lt;br /&gt;
*median&lt;br /&gt;
*high&lt;br /&gt;
*higher&lt;br /&gt;
*highest &lt;br /&gt;
| Sets up a [[Attribute#Soul_attributes|mental attribute]]'s range of values (0-5000). All mental attribute ranges default to 200:800:900:1000:1100:1300:2000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MENT_ATT_RATES}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Attribute|ATTRIBUTE]] Token&lt;br /&gt;
*cost to improve&lt;br /&gt;
*unused counter rate&lt;br /&gt;
*rust counter rate&lt;br /&gt;
*demotion counter rate&lt;br /&gt;
| [[Attribute#Soul_attributes|Mental attribute]] gain/decay rates. Lower numbers in the last three slots make decay occur faster. Defaults are 500:4:5:4.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MILKABLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
* frequency&lt;br /&gt;
| Allows the creature to be [[milk]]ed in the [[farmer's workshop]]. The frequency is the amount of [[time|ticks]] the creature needs to &amp;quot;recharge&amp;quot; (i.e. how much time needs to pass before it can be milked again). Does not work on [[#CAN_LEARN|sentient]] creatures, regardless of [[ethics]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MISCHIEVIOUS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Alias for {{token|MISCHIEVOUS|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MISCHIEVOUS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature spawns [[stealth]]ed and will attempt to path into the fortress, pulling any [[lever]]s it comes across. It will be invisible on the map and [[unit list]] until spotted by a citizen, at which point the game will pause and recenter on the creature. Used by [[gremlin]]s in the vanilla game. &amp;quot;They go on little missions to mess with various fortress buildings, not just levers.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MODVALUE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Seemingly no longer used.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MOUNT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature may be used as a [[mount]]. No use for the player in fortress mode, but enemy sieging forces may arrive with cavalry. Mounts are usable in adventure mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MOUNT_EXOTIC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature may be used as a [[mount]], but civilizations cannot domesticate it in worldgen without certain exceptions.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MULTIPART_FULL_VISION}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to have all-around vision, as long as it has multiple heads that can see.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MULTIPLE_LITTER_RARE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Makes the species usually produce a single offspring per birth, with a 1/500 chance of using the {{token|LITTERSIZE|c}} as usual.  Requires {{token|FEMALE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MUNDANE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Marks if the creature is an actual real-life creature. Only used for age-names at present.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==N==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NAME}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*singular&lt;br /&gt;
*plural&lt;br /&gt;
*adjective &lt;br /&gt;
| The generic name for any creature of this type - will be used for referring to the species in the abstract, such as the default material prefix. For labeling individual creatures, {{token|CASTE_NAME|c}} is necessary. If left undefined, the creature will be labeled as &amp;quot;nothing&amp;quot; by the game.&lt;br /&gt;
&lt;br /&gt;
Some examples of adjective use:&lt;br /&gt;
* &amp;quot;super''dwarven'' strength&amp;quot;&lt;br /&gt;
* &amp;quot;the ''dwarven'' hillocks of X&amp;quot;&lt;br /&gt;
* Deity species as in &amp;quot;''feline'' deity&amp;quot;&lt;br /&gt;
* Megabeast attacks in worldgen. One with multiple dragons being a &amp;quot;''draconic'' rampage&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NATURAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Animal is considered to be natural. NATURAL animals will not engage creatures tagged with {{token|AT_PEACE_WITH_WILDLIFE|c}} in combat unless they are members of a hostile entity and vice-versa.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NATURAL_ANIMAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Alias of {{token|NATURAL|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NATURAL_SKILL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Skill_token|Skill token]]&lt;br /&gt;
*value&lt;br /&gt;
| The creature possesses the specified [[skill]] at this level inherently - that is, it begins with the skill at this level, and the skill may never rust below that. A value of 15 is legendary.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NIGHT_CREATURE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Creatures with this token can appear as [[experiment|experiments]]. Causes the creature to count as {{token|NOT_LIVING|c}}. Killing a creature featuring this token provides one point of &amp;quot;hero&amp;quot; reputation. Adds the creature's description as part of the initial summary of their historical figure in legends mode. People will react to creatures with this token as a night creature (natch). In adventure mode, ambushes involving these units will say &amp;quot;Night creature!&amp;quot; instead of &amp;quot;Ambush!&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Prevents creature behavior enabled by {{token|LARGE_PREDATOR|c}}&lt;br /&gt;
&lt;br /&gt;
Prevents the AI from using ANIMATE interactions, unless the newly-animated{{token|OPPOSED_TO_LIFE|c}}undead will not attack them. The check for this is specifically whether the unit is: &lt;br /&gt;
*a ghost&lt;br /&gt;
*an animated unit &lt;br /&gt;
*a unit with the {{token|NO_AGING|c}} token added via {{token|CE_ADD_TAG|c}}. (This allows for the default exclusion of elves and goblins, unless raised as intelligent undead.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;''This token should not be confused with other NIGHT_CREATURE_X tokens.''&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;''This token is not well understood at the present time.''&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NIGHT_CREATURE_BOGEYMAN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Creatures with this token can appear in [[bogeyman|bogeyman ambushes]] in [[adventure mode]], where they adopt classical bogeyman traits such as stalking the adventurer and vaporising when dawn breaks. Such traits do not manifest if the creature is encountered outside of a bogeyman ambush (for instance, as a megabeast or a civilised being). In addition, their corpses and severed body parts turn into [[smoke]] after a short while. Note that setting the &amp;quot;Number of Bogeyman Types&amp;quot; in [[advanced world generation]] to 0 will only remove randomly-generated bogeymen.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NIGHT_CREATURE_EXPERIMENTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on some [[necromancer]]s. Creatures with this tag may periodically &amp;quot;perform horrible experiments&amp;quot; offscreen, during which they can use creature-targeting interactions with an &amp;lt;code&amp;gt;[[Interaction_token#I_SOURCE|[I_SOURCE:EXPERIMENT]]]&amp;lt;/code&amp;gt; tag on living creatures in their area. Worlds are generated with a list of procedurally-generated experiments, allowing necromancers to turn living people and animals into [[Infected_ghoul|ghouls]] and [[Experiment|other experimental creatures]], and these will automatically be available to all experimenters; it does not appear possible to prevent this. You can mod in your own custom experiment interactions, but these are used very infrequently due to the large number of generated experiments.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NIGHT_CREATURE_HUNTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on [[night troll]]s and [[werebeast]]s. Implies that the creature is a [[night creature]], and shows its description in [[legends mode]] entry. The creature is always hostile and will start [[no quarter]] combat with any nearby creatures, except for members of its own race. Note that this tag does not override the creature's normal behavior in [[fortress mode]] except for the aforementioned aggression, and doesn't prevent the creature from fleeing the battles it started. It also removes the creature's materials from stockpile settings list, making them be stored there regardless of settings.&lt;br /&gt;
&lt;br /&gt;
Does stack with {{token|LARGE_ROAMING|c}} and if both are used the creature will spawn as both historical hunters and as wild animals; this requires specifying a {{token|BIOME|c}} in which the creature will live, and subterranean biomes are allowed.&lt;br /&gt;
&lt;br /&gt;
This tag causes the usual behaviour of werebeasts in worldgen, that is, fleeing towns upon being cursed and conducting raids from a lair. If this tag is absent from a deity curse, the accursed will simply be driven out of towns in a similar manner to [[vampire]]s. When paired with SPOUSE_CONVERTER, a very small population of the creature will be created during worldgen (sometimes only a single individual will be created), and their histories will be tracked (that is, they will not spawn spontaneously later, they must either have children or convert other creatures to increase their numbers). The creature will settle in a lair and go on rampages during worldgen. It will actively attempt to seek out potential conversion targets to abduct, convert, and have children with (if possible).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NIGHT_CREATURE_NIGHTMARE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on [[nightmare]]s. Corpses and severed body parts derived from creatures with this token turn into [[smoke]] after a short while.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_AUTUMN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature caste does not appear in [[Calendar|autumn]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_CONNECTIONS_FOR_MOVEMENT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Creature doesn't require connected body parts to move{{verify}}; generally used on undead creatures with connections that have rotted away.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_DIZZINESS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature cannot become [[Symptom#Dizziness|dizzy]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_DRINK}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature does not need to drink. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_EAT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature does not need to [[food|eat]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_FEVERS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature cannot suffer [[Symptom#Fever|fevers]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_GENDER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| The creature is biologically sexless, making it unable to [[breeding|breed]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_PHYS_ATT_GAIN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| The creature cannot raise any [[Attribute#Body_attributes|physical attributes]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_PHYS_ATT_RUST}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| The creature cannot lose any [[Attribute#Body_attributes|physical attributes]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_SLEEP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature does not need to sleep, but can still be rendered unconscious by other means.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_SPRING}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature caste does not appear in [[Calendar|spring]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_SUMMER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature caste does not appear in [[Calendar|summer]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_THOUGHT_CENTER_FOR_MOVEMENT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The bodyparts of this creature don't need to be connected to an organ with the {{token|THOUGHT|body}} tag in order to have motor function. Generally used on creatures that don't have brains. If a creature doesn't have a thought part and doesn't have this token, it will be unable to grasp or stand. Nautilus men experience this issue in vanilla.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_UNIT_TYPE_COLOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Prevents creature from selecting its color based on its profession (e.g. Miner, Hunter, Wrestler).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_VEGETATION_PERTURB}}&lt;br /&gt;
| Caste{{Verify}}&lt;br /&gt;
|  &lt;br /&gt;
| Likely prevents the creature from leaving broken vegetation tracks.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_WINTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature caste does not appear in [[Calendar|winter]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOBONES}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature has no bones.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOBREATHE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't need to breathe or have {{token|BREATHE|body}}parts in its body, nor can it drown or be strangled. Creatures living in magma must have this tag, otherwise they will drown.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOCTURNAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| When set, the creature will only appear at night (after 10:05 PM and before 4:30 AM) in [[Adventurer mode]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOEMOTION}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature has no emotions, thus; it is immune to the effects of [[stress]] and unable to rage, and its [[need]]s cannot be fulfilled in any way. Used on [[undead]] in the vanilla game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOEXERT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature can't become tired or over-exerted from taking too many combat actions, or moving at full speed for extended periods of time. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOFEAR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't feel fear and will never flee from battle, and will be immune to [[ghost]]s' attempts to 'scare it to death'. Additionally, it causes [[bogeyman|bogeymen]] and [[nightmare]]s to become friendly towards the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOMEAT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature will not be hunted or fed to wild beasts.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NONAUSEA}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature isn't nauseated by gut hits and cannot vomit.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOPAIN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't feel pain. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOSKIN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature will not drop a hide when [[butcher|butchered]]. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOSKULL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature will not drop a skull on butchering, rot, or decay of severed head.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOSMELLYROT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Does not produce [[miasma]] when rotting.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOSTUCKINS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Weapons can't get stuck in the creature. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOSTUN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature can't be stunned and knocked unconscious by pain or head injuries. Creatures with this tag never wake up from sleep in Fortress Mode. If this creature needs to sleep while playing, it &amp;lt;b&amp;gt;will&amp;lt;/b&amp;gt; die.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOT_BUTCHERABLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Corpses from this creature cannot be [[butcher|butchered]]. Does not prevent the creature from being slaughtered while alive, however.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOT_LIVING}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Cannot be raised from the dead by necromancers or evil clouds. Implies the creature is not a normal living being. Used by [[vampire]]s, [[Mummy|mummies]] and inorganic creatures like the [[amethyst man]] and [[bronze colossus]]. Creatures who are {{token|OPPOSED_TO_LIFE|c}} (undead) will be docile towards creatures with this token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOTHOUGHT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't require a {{token|THOUGHT|body}} body part to survive. Has the added effect of preventing speech, though directly controlling creatures that would otherwise be capable of speaking allows them to engage in conversation.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==O==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ODOR_LEVEL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*number&lt;br /&gt;
| How easy the creature is to [[smell]]. The higher the number, the easier the creature is to sniff out. Defaults to 50. Vanilla creatures have values from 0 (undetectable) to 90 (noticeable by humans and dwarves).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ODOR_STRING}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*string&lt;br /&gt;
| What the creature [[smell]]s like. If no odor string is defined, the creature name (not the caste name) is used.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|OPPOSED_TO_LIFE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Is hostile to all creatures except undead and other non-living ones and will show {{DFtext|Opposed to life|0:1}} in the [[unit list]]. Used by [[undead]] in the vanilla game. Functions without the {{token|NOT_LIVING|c}} token, and seems to imply said token as well. Undead will not be hostile to otherwise-living creatures given this token. Living creatures given this token will attack living creatures that lack it, while ignoring other living creatures that also have this token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ORIENTATION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*MALE/FEMALE&lt;br /&gt;
*disinterested chance&lt;br /&gt;
*casual chance&lt;br /&gt;
*strong chance&lt;br /&gt;
| Determines caste's likelihood of having sexual attraction to certain sexes. Values default to 75:20:5 for the same sex and 5:20:75 for the opposite sex. The first value indicates how likely to be entirely uninterested in the sex, the second decides if the creature will be able to become lovers with that sex, the third decides whether they will be able to marry in worldgen and post-worldgen world activities (which implies being able to become lovers). Marriage seems to be able to happen in fort mode play regardless, as long as they are lovers first.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|OUTSIDER_CONTROLLABLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Lets you play as an [[Adventurer_mode_character_creation#Outsider|outsider]] of this species in adventure mode.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==P==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PACK_ANIMAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to be used as a pack animal. Used by [[trading|merchants]] without wagons and adventurers. Also prevents creature from dropping hauled items on its own -- do ''not'' use for player-controllable creatures! May lead to the creature being domesticated during worldgen, even if it doesn't have {{token|COMMON_DOMESTIC|c}}.&lt;br /&gt;
&lt;br /&gt;
Creatures with this tag but without {{token|BENIGN|c}}, and/or with {{token|LARGE_PREDATOR|c}} leads to hauled items being dropped.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PARALYZEIMMUNE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is immune to all [[Syndrome#CE_PARALYSIS|paralyzing]] special attacks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PATTERNFLIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Used to control the bat riders with paralyze-dart blowguns that flew through the 2D chasm. Doesn't do anything now.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PCG_LAYERING}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*[[Procedural graphics layer|Layering type]]&lt;br /&gt;
| Adds a layer to the current {{token|PROCEDURAL_CREATURE_GRAPHICS|c}} definition. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PEARL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Does nothing.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PENETRATEPOWER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value &lt;br /&gt;
| Controls the ability of [[vermin]] to find a way into containers when they are eating food from your stockpiles.&lt;br /&gt;
&lt;br /&gt;
Objects made of most materials (e.g. metal) roll a number from 0-100, and if the resulting number is greater than the penetrate power, their contents escape for the time being. Objects made of [[wood]], [[leather]], [[amber]], or [[coral]] roll 0-95, and items made of [[cloth]] roll 0-90.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PERSONALITY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*ATTRIBUTE&lt;br /&gt;
*lowest&lt;br /&gt;
*median&lt;br /&gt;
*highest &lt;br /&gt;
| Determines the range and chance of personality facets. Standard is 0:50:100. See [[personality facet]] for more info.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PET}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to be [[Animal_trainer|tamed]] in Fortress mode. Prerequisite for all other working animal roles. Civilizations that encounter it in worldgen will tame and domesticate it for their own use. Adding this to civilization members will classify them as pets instead of citizens, with all the [[Fun|problems]] that entails. However, you can solve these problems using the popular plugin [https://dffd.bay12games.com/file.php?id=13095| Dwarf Therapist], which is completely unaffected by the tag.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PET_EXOTIC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to be [[Animal_trainer|tamed]] in Fortress mode. Prequisite for all other working animal roles. Civilizations cannot domesticate it in worldgen, with certain exceptions. More difficult to tame?{{verify}} Adding this to civilization members will classify them as pets instead of citizens, with all the [[Fun|problems]] that entails. ([[Gremlin|Example]]).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PETVALUE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value &lt;br /&gt;
| How valuable a tamed animal is. Actual cost in points in the embarking screen is 1+(PETVALUE/2) for an untrained animal, 1+PETVALUE for a war/hunting one. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PETVALUE_DIVISOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
| Divides the creature's {{token|PETVALUE|c}} by the specified number. Used by [[honey bee]]s to prevent a single hive from being worth a fortune.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PHYS_ATT_CAP_PERC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*[[Attribute|ATTRIBUTE]] Token&lt;br /&gt;
*Cap %&lt;br /&gt;
|Default is 200. This means you can increase your attribute to 200% of its starting value (or the average value + your starting value if that is higher).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PHYS_ATT_RANGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Attribute|ATTRIBUTE]]&lt;br /&gt;
*lowest&lt;br /&gt;
*lower&lt;br /&gt;
*low&lt;br /&gt;
*median&lt;br /&gt;
*high&lt;br /&gt;
*higher&lt;br /&gt;
*highest &lt;br /&gt;
| Sets up a [[Attribute#Body_attributes|physical attribute]]'s range of values (0-5000). All physical attribute ranges default to 200:700:900:1000:1100:1300:2000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PHYS_ATT_RATES}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Attribute|ATTRIBUTE]] Token&lt;br /&gt;
*cost to improve&lt;br /&gt;
*unused counter rate&lt;br /&gt;
*rust counter rate&lt;br /&gt;
*demotion counter rate&lt;br /&gt;
| [[Attribute#Body_attributes|Physical attribute]] gain/decay rates. Lower numbers in the last three slots make decay occur faster. Defaults for STRENGTH, AGILITY, TOUGHNESS, and ENDURANCE are 500:3:4:3, while RECUPERATION and DISEASE_RESISTANCE default to 500:NONE:NONE:NONE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PLUS_BP_GROUP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*BY_TYPE, BY_CATEGORY, or BY_TOKEN&lt;br /&gt;
*body type, category, or token&lt;br /&gt;
| Adds a body part group to selected body part group. Presumably used immediately after {{token|SET_BP_GROUP|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PLUS_MATERIAL}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*material&lt;br /&gt;
| Adds a material to selected materials. Used immediately after {{token|SELECT_MATERIAL|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|POP_RATIO}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
*number (max 100000)&lt;br /&gt;
| Weighted population of caste; Lower is rarer. Not to be confused with {{token|FREQUENCY|c}}. A weight of 0 will{{version|51.06 experimental}} prevent a caste from spawning naturally. Regardless of pop ratio, [[Position token|Position]]s that only allow a certain caste can force it to spawn.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|POPULATION_NUMBER}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*min&lt;br /&gt;
*max &lt;br /&gt;
| The minimum/maximum numbers of how many of these creatures are present in each world map tile of the appropriate region. Defaults to 1:1 if not specified.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|POWER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Allows the being to represent itself as a deity, allowing it to become the leader of a civilized group. Not used by any creatures in the vanilla game. Requires {{token|CAN_SPEAK|c}} to actually do anything more than settle at a location (e.g. write books, lead armies, profane temples). Doesn't appear to do anything for creatures that are already civilized. Once the creature ascends to a position of leadership, it will proceed to act as a standard ruler for their entity and fulfill the same functions (hold tournaments, tame creatures, etc.).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PREFSTRING}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*string&lt;br /&gt;
| Sets what other creatures [[Preferences|prefer]] about this creature. &amp;quot;Urist likes dwarves for their beards.&amp;quot; Multiple entries will be chosen from at random. Creatures lacking a PREFSTRING token will never appear under another's preferences.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PROCEDURAL_CREATURE_GRAPHICS}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
* [[Graphics_token#Basic_creature_sprite_types|Sprite type]] or Caste then sprite type&lt;br /&gt;
| Makes the creature have procedural graphics built for it, like forgotten beasts/demons/titans/experiments. Must be associated with PCG_LAYERING tokens.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PROFESSION_NAME}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*[[Unit type token]] (Profession)&lt;br /&gt;
*singular&lt;br /&gt;
*plural &lt;br /&gt;
| The generic name for members of this profession, at the creature level. In order to give members of specific castes different names for professions, use {{token|CASTE_PROFESSION_NAME|c}} instead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PRONE_TO_RAGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*Chance&lt;br /&gt;
| Creature has a percentage chance to flip out at visible non-friendly creatures. Enraged creatures attack anything regardless of timidity and get a strength bonus to their hits. This is what makes [[badger]]s so hardcore.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PUS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;[[material token]]&amp;gt;&lt;br /&gt;
* &amp;lt;[[Material_definition_token#Material_States|material state]]&amp;gt;&lt;br /&gt;
| The creature has pus. Specifies the stuff secreted by [[Health_care#Infection|infected wounds]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==R==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|RELSIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*body category, type, or token&lt;br /&gt;
*Relsize &lt;br /&gt;
| Specifies a new relative size for a part than what is stated in the body plan. For example, dwarves have larger livers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMAINS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*singular&lt;br /&gt;
*plural&lt;br /&gt;
| What the creature's [[remains]] are called.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMAINS_COLOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| What color the creature's [[remains]] are.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMAINS_ON_VERMIN_BITE_DEATH}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Goes with {{token|VERMIN_BITE|c}} and {{token|DIE_WHEN_VERMIN_BITE|c}}, the vermin creature will leave remains on death when biting. Leaving this tag out will cause the creature to disappear entirely after it bites.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMAINS_UNDETERMINED}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Nothing.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMOVE_MATERIAL}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*material token &lt;br /&gt;
| Removes a material from the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMOVE_TISSUE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*tissue token&lt;br /&gt;
| Removes a tissue from the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|RETRACT_INTO_BP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*BY_TYPE, BY_CATEGORY or BY_TOKEN&lt;br /&gt;
*body type, [[Body_token#CATEGORY|category]], or [[Body_token#BP|token]]&lt;br /&gt;
*Second person (&amp;quot;You&amp;quot;) retract verb text&lt;br /&gt;
*Third person (&amp;quot;The giant snail&amp;quot;) retract verb text&lt;br /&gt;
*Second person cancel retract text&lt;br /&gt;
*Third person cancel retract text&lt;br /&gt;
| The creature will retract into the specified body part(s) when threatened. It will be unable to move or attack, but enemies will only be able to attack the specified body part(s). When one of the specified body part is severed off, the creature automatically unretracts and cannot retract anymore. More than one body part can be selected by using BY_TYPE or BY_CATEGORY.&lt;br /&gt;
&lt;br /&gt;
Second-person descriptions are used for adventurer mode natural ability. &amp;quot;&amp;lt;pro_pos&amp;gt;&amp;quot; can be used in the descriptions, being replaced with the proper pronoun (or lack thereof) in-game.&lt;br /&gt;
&lt;br /&gt;
Undead curled up creatures are buggy, specifically those that retract into their upper bodies: [[echidna]]s, [[hedgehog]]s and [[pangolin]]s.{{bug|11463}}{{bug|10519}} The upper body is prevented from collapsing by a separate body part (the middle spine), which cannot be attacked when the creature is retracted. See {{token|PREVENTS_PARENT_COLLAPSE|bo}}. Living creatures eventually succumb to blood loss, but undead creatures do not. Giant creatures also take a very long time to bleed out.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|RETURNS_VERMIN_KILLS_TO_OWNER}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
| Cat behavior. If it kills a vermin creature and has an owner, it carries the remains in its mouth and drops them at their feet. Requires {{token|HUNTS_VERMIN|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ROOT_AROUND}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*BY_TYPE, BY_CATEGORY or BY_TOKEN&lt;br /&gt;
*body type, [[Body_token#CATEGORY|category]], or [[Body_token#BP|token]]&lt;br /&gt;
*Second person (&amp;quot;You&amp;quot;) verb text&lt;br /&gt;
*Third person (&amp;quot;The hen&amp;quot;) verb text&lt;br /&gt;
| Creature will occasionally root around in the grass, looking for insects.  Used for flavor in Adventurer Mode, spawns vermin edible for this creature in Fortress Mode. Creatures missing the specified body part will be unable to perform this action. The action produces a message (visible in adventure mode) in the form:&lt;br /&gt;
&lt;br /&gt;
[creature] [verb text] the [description of creature's location]&lt;br /&gt;
&lt;br /&gt;
In adventure mode, the &amp;quot;rooting around&amp;quot; ability will be included in the &amp;quot;natural abilities&amp;quot; menu, represented by its second person verb text.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==S==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SAVAGE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creature will only show up in &amp;quot;savage&amp;quot; biomes. Has no effect on cavern creatures. Cannot be combined with {{token|GOOD|c}} or {{token|EVIL|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SECRETION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*&amp;lt;[[material token]]&amp;gt;&lt;br /&gt;
*&amp;lt;[[Material_definition_token#Material_States|material state]]&amp;gt;&lt;br /&gt;
*BY_TOKEN / BY_CATEGORY / BY_TYPE&lt;br /&gt;
*&amp;lt;[[Body_token#BP|body part ID]]&amp;gt; / &amp;lt;[[Body_token#CATEGORY|category]]&amp;gt; or ALL / &amp;lt;type (e.g. [[Body_token#GRASP|GRASP]])&amp;gt;&lt;br /&gt;
*&amp;lt;[[Body_detail_plan_token#BP_LAYERS|tissue layer]]&amp;gt; or ALL&lt;br /&gt;
*&amp;lt;trigger&amp;gt;&lt;br /&gt;
| Causes the specified tissue layer(s) of the indicated body part(s) to secrete the designated material. A size 100 ('covering') [[contaminant]] is created over the affected body part(s) in its specified material state (and at the temperature appropriate to this state) when the trigger condition is met, as long as one of the secretory tissue layers is still intact. Valid triggers are:&lt;br /&gt;
*'''CONTINUOUS'''&lt;br /&gt;
Secretion occurs once every 40 [[time|ticks]] in [[fortress mode]], and every tick in [[adventurer mode]].&lt;br /&gt;
*'''EXERTION'''&lt;br /&gt;
Secretion occurs continuously (at the rate described above) whilst the creature is at minimum &amp;lt;span style=&amp;quot;font-size:75%&amp;quot;&amp;gt;{{Tile|Tired|6:1}}&amp;lt;/span&amp;gt; following physical exertion. Note that this cannot occur if the creature has {{token|NOEXERT|c}}.&lt;br /&gt;
*'''EXTREME_EMOTION'''&lt;br /&gt;
Secretion occurs continuously (as above) whilst the creature is distressed. Cannot occur in creatures with {{token|NOEMOTION|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SELECT_ADDITIONAL_CASTE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*&amp;lt;caste&amp;gt;&lt;br /&gt;
| Adds an additional previously defined caste to the selection. Used after {{token|SELECT_CASTE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SELECT_CASTE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*&amp;lt;caste&amp;gt; or ALL &lt;br /&gt;
| Selects a previously defined caste&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SELECT_MATERIAL}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*&amp;lt;[[material token]]&amp;gt;&lt;br /&gt;
| Selects a locally defined material. Can be ALL.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SELECT_TISSUE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*tissue token&lt;br /&gt;
| Selects a tissue for editing.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SEMIMEGABEAST}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Essentially the same as {{token|MEGABEAST|c}}, but more of them are created during worldgen. See the [[semi-megabeast]] page for details.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SENSE_CREATURE_CLASS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;[[Creature_token#CREATURE_CLASS|creature class]]&amp;gt;&lt;br /&gt;
* [[Tilesets|&amp;lt;tile value or character&amp;gt;]]&lt;br /&gt;
* [[Color#Color_values|&amp;lt;foreground color&amp;gt;:&amp;lt;background color&amp;gt;:&amp;lt;foreground brightness&amp;gt;]]&lt;br /&gt;
| Gives the creature the ability to sense creatures belonging to the specified [[Creature_token#CREATURE_CLASS|creature class]] even when they lie far beyond line of sight, including through walls and floors. It also appears to reduce or negate the combat penalty of [[Wound#Blindness|blind]] units when fighting creatures they can sense. In [[adventure mode]], the specified tile will be used to represent sensed creatures when they cannot be seen directly.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SET_BP_GROUP}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*selection criteria BY_TYPE, BY_CATEGORY, BY_TOKEN&lt;br /&gt;
*category, type, or token &lt;br /&gt;
| Begins a selection of body parts.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_LEARN_RATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*&amp;lt;[[skill_token]]&amp;gt;&lt;br /&gt;
*&amp;lt;percentage&amp;gt;&lt;br /&gt;
| The rate at which this creature learns this skill. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_LEARN_RATES}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*&amp;lt;percentage&amp;gt;&lt;br /&gt;
| The rate at which this creature learns all skills. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_RATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[skill_token]]&lt;br /&gt;
*&amp;lt;% of improvement points gained&amp;gt;&lt;br /&gt;
*&amp;lt;unused counter rate&amp;gt;&lt;br /&gt;
*&amp;lt;rust counter rate&amp;gt;&lt;br /&gt;
*&amp;lt;demotion counter rate&amp;gt;&lt;br /&gt;
| Like {{token|SKILL_RATES|c}}, but applies to individual skills instead. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_RATES}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
*&amp;lt;% of improvement points gained&amp;gt;&lt;br /&gt;
*&amp;lt;unused counter rate&amp;gt;&lt;br /&gt;
*&amp;lt;rust counter rate&amp;gt;&lt;br /&gt;
*&amp;lt;demotion counter rate&amp;gt;&lt;br /&gt;
| Affects skill gain and decay. Lower numbers in the last three slots make decay occur faster ([SKILL_RATES:100:1:1:1] would cause rapid decay). The counter rates may also be replaced with NONE.&lt;br /&gt;
Default is [SKILL_RATES:100:8:16:16]. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_RUST_RATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[skill_token]]&lt;br /&gt;
*value&lt;br /&gt;
*value&lt;br /&gt;
*value&lt;br /&gt;
| The rate at which this skill decays. Lower values cause the skill to decay faster. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_RUST_RATES}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
*value&lt;br /&gt;
*value&lt;br /&gt;
| The rate at which all skills decay. Lower values cause the skills to decay faster. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SLAIN_CASTE_SPEECH}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Speech file|text set]]&lt;br /&gt;
| Caste-specific {{token|SLAIN_SPEECH|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SLAIN_SPEECH}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*[[Speech file|text set]]&lt;br /&gt;
| Boasting speeches relating to killing this creature. Examples include [[text_dwarf.txt/raw|text_dwarf.txt]] (&amp;lt;code&amp;gt;[SLAIN_SPEECH:SLAIN_DWARF]&amp;lt;/code&amp;gt;) and text_elf.txt (&amp;lt;code&amp;gt;[SLAIN_SPEECH:SLAIN_ELF]&amp;lt;/code&amp;gt;) in data\vanilla\vanilla_creatures\objects.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SLOW_LEARNER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Shorthand for {{token|CAN_LEARN|c}} + &amp;lt;code&amp;gt;[[Creature_token#SKILL_LEARN_RATES|[SKILL_LEARN_RATES:50]]]&amp;lt;/code&amp;gt;.{{verify}} Used by a number of 'primitive' creatures (like [[ogre]]s, [[giant]]s and [[troglodyte]]s) in the vanilla game. Applicable to player races. Prevents a player from recruiting nobility, even basic ones. Subterranean creatures with this token combined with {{token|EVIL|c}} will become servants of goblins in their civilizations, in the style of [[troll]]s.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SMALL_REMAINS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature leaves &amp;quot;[[item token#REMAINS|remains]]&amp;quot; instead of a corpse. Used by [[vermin]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SMELL_TRIGGER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
| Determines how keen a creature's sense of smell is - lower is better. At 10000, a creature cannot smell at all.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SOLDIER_ALTTILE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*'character' or tile number&lt;br /&gt;
| If this creature is active in its civilization's military, it will blink between its default tile and this one.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SOUND}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* Sound application (currently accepts ALERT or PEACEFUL_INTERMITTENT)&lt;br /&gt;
* Sound range (in tiles)&lt;br /&gt;
* Sound delay (lower values = sound is produced more often)&lt;br /&gt;
* VOCALIZATION or NONE (determines whether the sound requires breathing or not)&lt;br /&gt;
* First-person description&lt;br /&gt;
* Third-person description&lt;br /&gt;
* Description when out of sight&lt;br /&gt;
| Creature makes sounds periodically, which can be heard in Adventure mode.&lt;br /&gt;
* First-person reads &amp;quot;You '''bark'''&amp;quot;&lt;br /&gt;
* Third-person reads &amp;quot;The [[capybara]] '''barks'''&amp;quot;&lt;br /&gt;
* Out of sight reads &amp;quot;You hear '''a loud bark'''&amp;quot;&lt;br /&gt;
with the text in bold being the description arguments of the token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SOURCE_HFID}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*Integer&lt;br /&gt;
| Found on generated [[angel]]s. This is the historical figure ID of the deity with which the angel is associated. Since HFIDs are not predictable before worldgen, this isn't terribly usable in mods.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPECIFIC_FOOD}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* PLANT or CREATURE&lt;br /&gt;
* Plant/creature ID&lt;br /&gt;
| Creature will only appear in biomes with this plant or creature available. Grazers given a specific type of grass (such as [[panda]]s and [[bamboo]]) will only eat that grass and nothing else, risking starvation if there's none available. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPHERE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
* [[Sphere#Available_spheres|sphere]]&lt;br /&gt;
| Sets what religious spheres the creature is aligned to, for purposes of being worshipped via the {{token|POWER|c}} token. Also affects the creature's name.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPOUSE_CONVERSION_TARGET}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| This creature can be converted by a night creature with {{token|SPOUSE_CONVERTER|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPOUSE_CONVERTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| If the creature has the {{token|NIGHT_CREATURE_HUNTER|c}} tag, it will kidnap {{token|SPOUSE_CONVERSION_TARGET|c}}s and transform them into the caste of its species with the {{token|CONVERTED_SPOUSE|c}} tag during worldgen. It may also start families this way.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPREAD_EVIL_SPHERES_IF_RULER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| If the creature rules over a [[site]], it will cause the local landscape to be corrupted into [[Surroundings#Evil|evil surroundings]] associated with the creature's [[Creature_token#SPHERE|sphere]]s. The creature must have at least one of the following [[sphere]]s for this to take effect: BLIGHT, DEATH, DISEASE, DEFORMITY, NIGHTMARES. The first three kill vegetation, while the others sometimes do.  The last two get [[Plant_token#EVIL|evil plants]] and [[Creature_token#EVIL|evil animals]] sometimes. NIGHTMARES gets [[bogeyman|bogeymen]]. [http://www.bay12forums.com/smf/index.php?topic=169696.msg8162224#msg8162224] Used by [[demon]]s in the vanilla game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|STANCE_CLIMBER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Caste does not require &amp;lt;code&amp;gt;[[Body_token#GRASP|[GRASP]]]&amp;lt;/code&amp;gt; body parts to climb -- it can climb with &amp;lt;code&amp;gt;[[Body_token#STANCE|[STANCE]]]&amp;lt;/code&amp;gt; parts instead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|STANDARD_GRAZER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Acts as {{token|GRAZER|c}} but set to 20000*G*(max size)^(-3/4), where G defaults to 100 but can be set in d_init, and the whole thing is trapped between 150 and 3 million. Used for all grazers in the default creature raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|STRANGE_MOODS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| The creature will get [[strange mood]]s in fortress mode and can produce artifacts.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SUPERNATURAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Gives the creature knowledge of any secrets with &amp;lt;code&amp;gt;[[Interaction_token#IS_SECRET|[SUPERNATURAL_LEARNING_POSSIBLE]]]&amp;lt;/code&amp;gt; that match its [[Creature_token#SPHERE|spheres]] and also prevents it from becoming a [[vampire]] or [[werebeast]]. Other effects are unknown.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SWIMS_INNATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature naturally knows how to swim perfectly and does not use the [[swimmer]] skill, as opposed to {{token|SWIMS_LEARNED|c}} below. However, Fortress mode AI never paths into water anyway, so it's less useful there. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SWIMS_LEARNED}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature swims only as well as their present [[Swimmer|swimming skill]] allows them to.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SYNDROME_DILUTION_FACTOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &amp;lt;[[Syndrome#SYN_IDENTIFIER|syndrome identifier]]&amp;gt;:&amp;lt;percentage&amp;gt;&lt;br /&gt;
| Dilutes the effects of syndromes which have the specified identifier. A percentage of 100 is equal to the regular syndrome effect severity, higher percentages reduce severity.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==T==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TENDONS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
*healing rate &lt;br /&gt;
| The creature has tendons in its {{token|CONNECTIVE_TISSUE_ANCHOR|td}} tissues (bone or chitin by default). Cutting the bone/chitin tissue severs the tendons, disabling motor function if the target is a limb.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|THICKWEB}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature's [[web]]s can catch larger creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*name &lt;br /&gt;
| Begins defining a tissue in the creature file. Follow this with standard tissue definition tokens to define the tissue properties.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_LAYER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*BY_TYPE, BY_CATEGORY, BY_TOKEN&lt;br /&gt;
*TYPE,CATEGORY, or TOKEN&lt;br /&gt;
*TISSUE&lt;br /&gt;
*LOCATION &lt;br /&gt;
| Adds the tissue layer to wherever it is required.&lt;br /&gt;
Non-argument Locations can be FRONT, RIGHT, LEFT, TOP, BOTTOM. Argument locations are AROUND and CLEANS, requiring a further body part and a % of coverage/cleansing&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_LAYER_OVER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*BY_TYPE, BY_CATEGORY, BY_TOKEN&lt;br /&gt;
*TYPE,CATEGORY, or TOKEN&lt;br /&gt;
*TISSUE&lt;br /&gt;
*LOCATION &lt;br /&gt;
| Alias for TISSUE_LAYER&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_LAYER_UNDER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*BY_TYPE, BY_CATEGORY, BY_TOKEN&lt;br /&gt;
*TYPE,CATEGORY, or TOKEN&lt;br /&gt;
*TISSUE&lt;br /&gt;
| Adds the tissue layer under a given part.&lt;br /&gt;
For example, an [[iron man]] has a gaseous poison within, and this tissue (GAS is its name) has the token [TISSUE_LEAKS] and its state is GAS, so when you puncture the iron outside and damage this tissue it leaks gas (can have a syndrome by using a previous one in the creature sample.) [TISSUE_LAYER_UNDER:BY_CATEGORY:ALL:{tissue}] {tissue} is what will be under the TISSUE_LAYER; here is an example Tissue from the Iron Man:&amp;lt;br&amp;gt; &lt;br /&gt;
[TISSUE:GAS] [TISSUE_NAME:gas:NP] [TISSUE_MATERIAL:LOCAL_CREATURE_MAT:GAS] [TISSUE_MAT_STATE:GAS] [RELATIVE_THICKNESS:50] [TISSUE_LEAKS] [TISSUE_SHAPE:LAYER] &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TITAN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on [[titan]]s. Cannot be specified in user-defined raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRADE_CAPACITY}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
*number&lt;br /&gt;
| How much the creature can carry when used by merchants. 1000 by default. Completely ignored if the animal does not also have PACK_ANIMAL or WAGON, instead using BODY_SIZE^(2/3)/20, even if they're a pack animal due to ANIMAL_ALWAYS_PACK_ANIMAL.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAINABLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Shortcut for {{token|TRAINABLE_HUNTING|c}} + {{token|TRAINABLE_WAR|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAINABLE_HUNTING}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Can be [[Animal trainer|trained]] as a hunting beast, increasing speed.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAINABLE_WAR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Can be [[Animal trainer|trained]] as a war beast, increasing strength and endurance.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRANCES}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to go into [[martial trance]]s. Used by dwarves in the vanilla game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAPAVOID}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature will never trigger [[trap]]s it steps on. Used by a [[Trapavoid|number of creatures]]. Doesn't make the creature immune to remotely activated traps (like retractable spikes being triggered while the creature is standing over them). TRAPAVOID creatures lose this power if they're immobilized while standing in a trap, be it by stepping on thick web, being paralyzed or being knocked unconscious.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRIGGERABLE_GROUP}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*min&lt;br /&gt;
*max &lt;br /&gt;
| A large swarm of vermin can be disturbed, usually in adventurer mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TSU_NOUN}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*noun&lt;br /&gt;
*SINGULAR or PLURAL &lt;br /&gt;
| Noun for the {{token|TISSUE_STYLE_UNIT|c}}, used in the description of the tissue layer's style.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==U==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UBIQUITOUS}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
| Creature will occur in every region with the correct biome. Does not apply to {{token|EVIL|c}}/{{token|GOOD|c}} tags. Supersedes {{token|FREQUENCY|c}} for the purposes of distributing populations through the map, they are present in every part of the valid biome. Respects {{token|FREQUENCY|c}} for the frequency of unit [[Creature token#CLUSTER_NUMBER|cluster]] spawns being of this species.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UNDERGROUND_DEPTH}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*mindepth&lt;br /&gt;
*maxdepth &lt;br /&gt;
| Depth that the creature appears underground. Numbers can be from 0 to 5. 0 is actually 'above ground' and can be used if the creature is to appear both above and below ground. Values from 1-3 are the respective [[cavern]] levels, 4 is the [[magma sea]] and 5 is the [[HFS]]. A single argument may be used instead of min and max. [[Demon]]s use only 5:5; user-defined creatures with both this depth and {{token|FLIER}} will take part in the initial wave from the HFS alongside generated demons, but without {{token|FLIER}} they will only spawn from the map edges. Civilizations that can use underground plants or animals will only export (via the embark screen or caravans) things that are available at depth 1.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UNDERSWIM}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is displayed as blue when in [[Water#Depth|7/7 water]]. Used on fish and amphibious creatures which swim under the water.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UNIQUE_DEMON}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Found on generated [[demon]]s; causes the game to create a single named instance of the demon which will emerge from the underworld and take over civilizations during worldgen.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_CASTE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*new caste token&lt;br /&gt;
*old caste token&lt;br /&gt;
| Defines a new caste derived directly from a previous caste. The new caste inherits all properties of the old one. The effect of this tag is automatic if one has not yet defined any castes: &amp;quot;Any caste-level tag that occurs before castes are explicitly declared is saved up and placed on any caste that is declared later, unless the caste is explicitly derived from another caste.&amp;quot;&lt;br /&gt;
Roostre: &amp;quot;When DF detects duplicate tokens in the raws of the same object, a failsafe seems to kick in; it takes the bottom-most of the duplicates, and disregards the others. In the case of tokens added by a mod, it prioritizes the duplicate in the mod.&amp;quot; This means that if a tag is defined in the base-caste and redefined in the derived caste, the derived tag overwrites the base tag. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_MATERIAL}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*new material ID&lt;br /&gt;
*old material ID&lt;br /&gt;
| Defines a new local creature material and populates it with all properties defined in the specified local creature material.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_MATERIAL_TEMPLATE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*new material token&lt;br /&gt;
*material template &lt;br /&gt;
| Defines a new local creature material and populates it with all properties defined in the specified template. [http://www.bay12forums.com/smf/index.php?topic=175437.msg8441368#msg8441368 There seems to be a limit of 200 materials per creature].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_TISSUE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*new tissue token&lt;br /&gt;
*old tissue id&lt;br /&gt;
| Defines a new local creature tissue and populates it with all properties defined in the local tissue specified in the second argument.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_TISSUE_TEMPLATE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*new tissue token&lt;br /&gt;
*tissue template&lt;br /&gt;
| Loads a tissue template listed in OBJECT:TISSUE_TEMPLATE files, such as tissue_template_default.txt. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UTTERANCES}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Changes the language of the creature into unintelligible 'kobold-speak', which creatures of other species will be unable to understand. If a civilized creature has this and is not part of a {{token|SKULKING|e}} civ, it will tend to start wars with all nearby civilizations and will be unable to make peace treaties due to 'inability to communicate'.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==V==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VEGETATION}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Like {{token|AT_PEACE_WITH_WILDLIFE}}, but also makes the creature more valued in artwork by civilisations with the PLANT [[sphere]]. [http://www.bay12forums.com/smf/index.php?topic=169696.msg8316954#msg8316954] Used by [[grimeling]]s in the vanilla game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_BITE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*chance of occurrence{{verify}}&lt;br /&gt;
*verb (bitten, stung, etc.)&lt;br /&gt;
* [[material token]]&lt;br /&gt;
* [[Material_definition_token#Material_States|material state]]&lt;br /&gt;
| Enables vermin to bite other creatures, injecting the specified material. See {{token|SPECIALATTACK_INJECT_EXTRACT|c}} for details about injection - this token presumably works in a similar manner.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_EATER}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
| The vermin creature will attempt to eat exposed food. See {{token|PENETRATEPOWER|c}}. Distinct from {{token|VERMIN_ROTTER|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_FISH}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The vermin appears in [[water]] and will attempt to swim around.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_GROUNDER}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creature appears in &amp;quot;general&amp;quot; surface ground locations. Note that this doesn't stop the creature from flying if it can (most vermin birds have this tag).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_HATEABLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Some dwarves will [[Preferences|hate]] the creature and get unhappy thoughts when around it. See the [[Hateable|list of hateable vermin]] for details.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_MICRO}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| This makes the creature move in a swarm of creatures of the same race as it (e.g. swarm of flies, swarm of ants).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_NOFISH}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature cannot be caught by [[fishing]]. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_NOROAM}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature will not be observed randomly roaming about the map. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_NOTRAP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature cannot be caught in baited [[animal trap]]s; however, a &amp;quot;[[Trapper|catch live land animal]]&amp;quot; task may still be able to capture one if a dwarf finds one roaming around.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_ROTTER}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The vermin are attracted to rotting stuff and loose food left in the open and cause unhappy thoughts to dwarves who encounter them. Present on flies, knuckle worms, acorn flies, and blood gnats.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_SOIL}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creature randomly appears near dirt or mud, and may be uncovered by creatures that have the {{token|ROOT_AROUND|c}} interaction such as [[goose|geese]] and [[chicken]]s. Dwarves will ignore the creature when given the &amp;quot;Capture live land animal&amp;quot; task.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_SOIL_COLONY}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The vermin will appear in a single tile cluster of many vermin, such as a colony of ants.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMINHUNTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Old shorthand for &amp;quot;does cat stuff&amp;quot;. Contains {{token|AT_PEACE_WITH_WILDLIFE|c}} + {{token|RETURNS_VERMIN_KILLS_TO_OWNER|c}} + {{token|HUNTS_VERMIN|c}} + {{token|ADOPTS_OWNER|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VESPERTINE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| When set, the creature will only appear in the evening (between 8:00 PM and 10:05 PM) in [[Adventurer mode]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VIEWRANGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
| Value should determine how close you have to get to a critter before it attacks (or prevents adv mode travel etc.) Default is 20.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VISION_ARC}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*binocular vision arc&lt;br /&gt;
*non-binocular vision arc&lt;br /&gt;
| The width of the creature's vision arcs, in degrees (i.e. 0 to 360). The first number is binocular vision, the second is non-binocular vision.  Binocular vision has a minimum of about 10 degrees, monocular, a maximum of about 350 degrees. Values past these limits will be accepted, but will default to ~10 degrees and ~350 degrees respectively. Defaults are 60:120.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==W==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WAGON_PULLER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to pull caravan wagons. If a civilization doesn't have access to any, it is restricted to trading with pack animals.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WEBBER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
| Allows the creature to create [[web]]s, and defines what the webs are made of.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WEBIMMUNE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature will not get caught in thick [[web]]s. Used by creatures who can shoot thick webs (such as [[giant cave spider]]s) in order to make them immune to their own attacks.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Attack Tokens==&lt;br /&gt;
&lt;br /&gt;
Attacks can use four different part selection criteria. Except for TISSUE_LAYER, the base game makes use of all of these in its attacks.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Part type token&lt;br /&gt;
! width=&amp;quot;30%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BODYPART}}&lt;br /&gt;
| &lt;br /&gt;
* BY_TYPE/BY_TOKEN/BY_CATEGORY&lt;br /&gt;
* type/token/category&lt;br /&gt;
| This attack uses a particular body part; for example, ATTACK:PUNCH:BODYPART:BY_TYPE:GRASP will make it use any part that can hold onto an object.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_LAYER}}&lt;br /&gt;
|&lt;br /&gt;
* BY_TYPE/BY_TOKEN/BY_CATEGORY&lt;br /&gt;
* type/token/category&lt;br /&gt;
* tissue layer&lt;br /&gt;
| This attack uses a specific tissue layer on a specific body part; ATTACK:SCRATCH:TISSUE_LAYER:BY_TYPE:GRASP:BONE will make it use the bone of the hands.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CHILD_BODYPART_GROUP}}&lt;br /&gt;
|&lt;br /&gt;
* BY_TYPE/BY_TOKEN/BY_CATEGORY&lt;br /&gt;
* type/token/category&lt;br /&gt;
* BY_TYPE/BY_TOKEN/BY_CATEGORY&lt;br /&gt;
* type/token/category&lt;br /&gt;
| Uses a body part that is subordinate to another; ATTACK:SLAP:CHILD_BODYPART_GROUP:BY_CATEGORY:ARM_LOWER:BY_TYPE:GRASP will make it use every hand attached to each lower arm (so it will generate one attack per lower arm, each of which will use every hand on that arm, assuming there are multiple hands per arm).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CHILD_TISSUE_LAYER_GROUP}}&lt;br /&gt;
| &lt;br /&gt;
* BY_TYPE/BY_TOKEN/BY_CATEGORY&lt;br /&gt;
* type/token/category&lt;br /&gt;
* BY_TYPE/BY_TOKEN/BY_CATEGORY&lt;br /&gt;
* type/token/category&lt;br /&gt;
* tissue layer&lt;br /&gt;
| As CHILD_BODYPART_GROUP, but specifying a tissue, too; ATTACK:BITE:CHILD_BODYPART_GROUP:BY_CATEGORY:HEAD:BY_CATEGORY:TOOTH&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_SKILL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Skill token]]&lt;br /&gt;
| Defines the skill used by the attack.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_VERB}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*2nd person&lt;br /&gt;
*3rd person &lt;br /&gt;
| Descriptive text for the attack.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_CONTACT_PERC}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*% value &lt;br /&gt;
| The contact area of the attack, measured in % of the body part's volume. Note that all attack percentages can be more than 100%.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_PENETRATION_PERC}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*% value &lt;br /&gt;
| The penetration value of the attack, measured in % of the body part's volume. Requires ATTACK_FLAG_EDGE. Maximum value: 15000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_PRIORITY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*MAIN or SECOND &lt;br /&gt;
| Usage frequency. MAIN attacks are 100 times more frequently chosen than SECOND. Opportunity attacks ignore this preference.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_VELOCITY_MODIFIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*number&lt;br /&gt;
| The velocity multiplier of the attack, multiplied by 1000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_FLAG_CANLATCH}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Attacks that damage tissue have the chance to latch on in a wrestling hold. The grabbing bodypart can then use the &amp;quot;shake around&amp;quot; wrestling move, causing severe, armor-bypassing tensile damage according to the attacker's body volume.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_FLAG_WITH}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Displays the name of the body part used to perform an attack while announcing it, e.g. &amp;quot;The weaver punches the bugbat with his right hand&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_FLAG_EDGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The attack is edged, with all the effects on physical resistance and contact area that it entails.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_PREPARE_AND_RECOVER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* Preparation time&lt;br /&gt;
* Recovery time&lt;br /&gt;
| Determines the length of time to prepare this attack and until one can perform this attack again. Values appear to be calculated in adventure mode ticks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_FLAG_BAD_MULTIATTACK}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Multiple strikes with this attack cannot be performed effectively.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_FLAG_INDEPENDENT_MULTIATTACK}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Multiple strikes with this attack can be performed with no penalty. The creature will use all attacks with this token at once.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPECIALATTACK_INJECT_EXTRACT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*&amp;lt;[[material token]]&amp;gt;&lt;br /&gt;
*&amp;lt;[[Material_definition_token#Material_States|material state]]&amp;gt;&lt;br /&gt;
*&amp;lt;min quantity&amp;gt;&lt;br /&gt;
*&amp;lt;max quantity&amp;gt;&lt;br /&gt;
| When added to an attack, causes the attack to inject the specified material into the victim's bloodstream. Once injected, the material will participate in [[temperature|thermal]] exchange within the creature - injecting something like molten [[iron]] (INORGANIC:IRON:LIQUID) would cause most unmodded creatures to melt (note that some of the injected material also [[contaminant|splatters]] over the bodypart used to carry out the attack, so it should be protected appropriately). If the injected material has an associated [[syndrome]] with the [[Syndrome#SYN_INJECTED|[SYN_INJECTED]]] token, it will be transmitted to the victim. If the attack is blunt, the injected material lacks the [[Material definition token#ENTERS_BLOOD|[ENTERS_BLOOD]]] token, the attacked bodypart has no [[Tissue_definition_token#VASCULAR|[VASCULAR]]] tissues, or the victim is bloodless, the material will splatter over the attacked body part instead. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPECIALATTACK_INTERACTION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*interaction&lt;br /&gt;
| When this attack lands successfully, a specified interaction will take effect on the target creature. The attack must break the target creature's skin in order to work. This will take effect in worldgen as well. If the attack would break skin, the interaction will occur '''before the attack actually lands'''.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPECIALATTACK_SUCK_BLOOD}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*min&lt;br /&gt;
*max&lt;br /&gt;
| Successful attack draws out an amount of blood randomized between the min and max value. Beware that this '''will''' trigger any ingestion syndromes attached to the target creature's blood - for example, using this attack on a vampire will turn you into one too.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Tissue Layer Tokens==&lt;br /&gt;
Tissue layers are added to a creature's body parts by the creature tokens [[#TISSUE_LAYER|TISSUE_LAYER]], [[#TISSUE_LAYER_OVER|TISSUE_LAYER_OVER]], [[#TISSUE_LAYER_UNDER|TISSUE_LAYER_UNDER]], and the body detail plan token [[#TL_LAYERS|TL_LAYERS]].&lt;br /&gt;
&lt;br /&gt;
These tissue layers are not the same thing as tissues, which are defined at creature level, but rather applications of the tissues. If the SKIN tissue of a creature is the more general and abstract notion of what skin is for that creature, then a tissue layer may be the &amp;quot;actual&amp;quot; skin on the creature's nose, head, or second toe. As most creatures have more than one body part, tissue layers are normally selected en masse.&lt;br /&gt;
&lt;br /&gt;
Some tissue layer tokens are analogous to tissue definition tokens, e.g. [[#TL_CONNECTS|TL_CONNECTS]] to [[tissue_definition_token#CONNECTS|CONNECTS]].&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SELECT_TISSUE_LAYER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*TISSUE&lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*Location - category, type, or token | Selects a tissue at a location&lt;br /&gt;
* (optional) FRONT, BACK, LEFT, RIGHT, TOP, BOTTOM, AROUND.&lt;br /&gt;
| Begins a selection of tissue layers. &lt;br /&gt;
[SELECT_TISSUE_LAYER:HEART:BY_TYPE:HEART]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PLUS_TISSUE_LAYER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*TISSUE&lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*Location - category, type, or token &lt;br /&gt;
| Adds tissue layers to those selected.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SET_TL_GROUP}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*TISSUE&lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*Location - category, type, or token&lt;br /&gt;
*tissue &lt;br /&gt;
| Begins a selection of tissue layers. Only usable for descriptor and cosmetic purposes. &lt;br /&gt;
&lt;br /&gt;
Research has implied it may be redundant with SELECT_TISSUE_LAYER, as the latter allows for cosmetics as well as &amp;quot;functional&amp;quot; tokens such as TL_MAJOR_ARTERIES. Vanilla raws still use SET_TL_GROUP though, for all cosmetic purposes. More research is needed on this subject.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PLUS_TL_GROUP}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*Location - category, type, or token&lt;br /&gt;
*tissue &lt;br /&gt;
| Adds tissue layers to those selected. Like SET_TL_GROUP, it may be redundant even if used in the vanilla raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SET_LAYER_TISSUE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*TISSUE&lt;br /&gt;
| Sets a selected tissue layer to be made of a different tissue.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SHEARABLE_TISSUE_LAYER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* tissue modifier&lt;br /&gt;
* required value&lt;br /&gt;
| Tissue layer can be sheared for its component material. The specified modifier must be at least of the desired value for shearing to be possible (for example, a [[llama]]'s wool must have a LENGTH of 300 before it is shearable).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_LAYER_APPEARANCE_MODIFIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*QUALITY&lt;br /&gt;
*lowest&lt;br /&gt;
*lower&lt;br /&gt;
*low&lt;br /&gt;
*median&lt;br /&gt;
*high&lt;br /&gt;
*higher&lt;br /&gt;
*highest &lt;br /&gt;
| Sets the range of qualities, including LENGTH, DENSE, HIGH_POSITION, CURLY, GREASY, WRINKLY&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_STYLE_UNIT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*tissue style unit ID&lt;br /&gt;
*shaping&lt;br /&gt;
| Sets tissue layer to be the target of TISSUE_STYLE token specified for an entity, works only on entity members. Mostly used with tissues HAIR, BEARD, MOUSTACHE, SIDEBURNS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_COLOR_MODIFIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*COLOR&lt;br /&gt;
*freq&lt;br /&gt;
*COLOR&lt;br /&gt;
*freq etc. &lt;br /&gt;
| Creates a list of colors/color patterns, giving each a relative frequency. If the given color or pattern does not exist, the tissue is described as being &amp;quot;transparent&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TLCM_GENETIC_MODEL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| The way the color modifier is passed on to offspring. May or may not work right now.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TLCM_IMPORTANCE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*number&lt;br /&gt;
| Presumably modifies the importance of the tissue layer color modifier, for description purposes.&lt;br /&gt;
HOWEVER using this appears to remove all mention of colour from creature descriptions. It does not appear in any default creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TLCM_NOUN}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*name&lt;br /&gt;
*SINGULAR or PLURAL&lt;br /&gt;
| Names the tissue layer color modifier, and determines the noun. Also used by [[Utility:Stonesense|Stonesense]] for colouring body parts. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TLCM_TIMING}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*ROOT&lt;br /&gt;
*start change window years&lt;br /&gt;
*days&lt;br /&gt;
*end change window years&lt;br /&gt;
*days&lt;br /&gt;
| Determines the point in the creature's life when the color change begins and ends.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_CONNECTS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Gives the CONNECTS attribute to selected layers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_HEALING_RATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
| Changes the HEALING_RATE of the selected tissue layers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_MAJOR_ARTERIES}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Gives the &amp;quot;major arteries&amp;quot; attribute to selected layers. Used to add massive bleeding properties to the throat, made from skin.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_PAIN_RECEPTORS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
| Changes the number of pain receptors for selected tissue layers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_RELATIVE_THICKNESS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
| Changes the relative thickness for selected tissue layers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_VASCULAR}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
| Sets a new VASCULAR value (which modulates bleeding) for selected tissue layers.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Body detail plan token]]&lt;br /&gt;
*[[Body token]]&lt;br /&gt;
*[[Material definition token]]&lt;br /&gt;
*[[Syndrome]]&lt;br /&gt;
*[[Tissue definition token]]&lt;br /&gt;
*[[Creature examples]]&lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
{{Category|Tokens}}&lt;br /&gt;
[[ru:Creature token]]&lt;/div&gt;</summary>
		<author><name>DikbutDaGrate</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Syndrome&amp;diff=309912</id>
		<title>Syndrome</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Syndrome&amp;diff=309912"/>
		<updated>2025-06-21T19:38:05Z</updated>

		<summary type="html">&lt;p&gt;DikbutDaGrate: Updating a sentence&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Masterwork}}&lt;br /&gt;
{{av}}&lt;br /&gt;
[[File:syndrome_statuses_anim.gif|right]]In ''Dwarf Fortress'', a '''syndrome''' can be thought of as a condition which applies a collection of [[Syndrome#Creature Effect Tokens|effects]] to [[creature]]s who contract it. Syndromes give rise to several of the game's [[fun|more interesting]] [[Health care|medical]] [[Status_icon|predicaments]], such as [[alcohol]] inebriation, venomous snake bites, and the brain-rotting secretions of certain [[Forgotten beast|uninvited guests]]. That said, the syndrome system isn't functionally restricted to the simulation of disease  -  many of the game's supernatural features, such as [[werewolf|werewolves]], [[vampire]]s, [[necromancer]]s, [[mummy|mummy curses]] and the [[undead]], are in fact produced by applying various [[Syndrome#Special_Effects|special effects]] to creatures via syndromes.&lt;br /&gt;
&lt;br /&gt;
Graphically, [[Dwarf|dwarves]], [[human]]s, [[elf|elves]], [[goblin]]s and [[kobold]]s with supernatural syndromes will have a different skin color, as seen in the image to the right. Other creatures will appear exactly as they are with no alterations, unless they're undead, in which they will appear with an indigo/blue tint, black eyes and white pupils, as every creature will have a unique undead sprite (including that of children and babies for some creatures).&lt;br /&gt;
&lt;br /&gt;
''&amp;quot;Yeah, I know this. I was looking for [[Syndrome examples|modded examples]]...&amp;quot;''&lt;br /&gt;
[[File:skin_color_preview.png|thumb|right|What different undead/immortal creatures' skin colors mean, which are also syndromes.]]&lt;br /&gt;
==List of syndromes==&lt;br /&gt;
In unmodded games, syndromes are generally named after the animal, substance or effect that delivers them. They can cause unpleasant and sometimes fatal [[symptom]]s over a short to long duration, but some will clear up over time or with the assistance of a [[doctor]]. A [[Health care|hospital]] is required to diagnose and potentially treat those that can be helped by treatment. Note that in a world with [[dragon]]s and [[giant elephant]]s, dwarves (and elves and humans) fall into the &amp;quot;small creatures&amp;quot; category for purposes of this discussion.&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Syndrome&lt;br /&gt;
! Venom&lt;br /&gt;
! Acquired&lt;br /&gt;
! Short-term Symptoms&lt;br /&gt;
! Long-term Symptoms&lt;br /&gt;
! Chronic Symptoms &lt;br /&gt;
|-&lt;br /&gt;
| Adder bite&lt;br /&gt;
| adder venom (injected)&lt;br /&gt;
| Being bitten by an [[adder]], [[giant adder]] or [[adder man]]&lt;br /&gt;
| Strong pain&lt;br /&gt;
| Swelling&amp;lt;br&amp;gt;Blisters&amp;lt;br&amp;gt;Nausea&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Bark scorpion sting&lt;br /&gt;
| bark scorpion venom (injected)&lt;br /&gt;
| Being stung by a [[bark scorpion]], [[giant bark scorpion]] or [[bark scorpion man]]&lt;br /&gt;
| Strong pain&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Black mamba bite&lt;br /&gt;
| black mamba venom (injected)&lt;br /&gt;
| Being bitten by a [[black mamba]], [[giant black mamba]] or [[black mamba man]]&lt;br /&gt;
| Dizziness&amp;lt;br&amp;gt;Drowsiness&amp;lt;br&amp;gt;Strong pain&amp;lt;br&amp;gt;Fever&amp;lt;br&amp;gt;Unconsciousness&amp;lt;br&amp;gt;Complete paralysis&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Blob blisters&lt;br /&gt;
| cave blob fluid&amp;lt;br /&amp;gt;(contact or ingested)&lt;br /&gt;
| Touching a [[cave blob]]&lt;br /&gt;
| Mild pain&amp;lt;br/&amp;gt;Mild blisters&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Brown recluse spider bite&lt;br /&gt;
| brown recluse spider venom (injected)&lt;br /&gt;
| Being bitten by a [[brown recluse spider]], [[giant brown recluse spider]] or [[brown recluse spider man]]&lt;br /&gt;
| Nausea&amp;lt;br&amp;gt;Fever&amp;lt;br&amp;gt;Pain&amp;lt;br&amp;gt;&lt;br /&gt;
| Severe localized necrosis&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Bumblebee sting&lt;br /&gt;
| bumblebee venom (injected)&lt;br /&gt;
| Being stung by a [[bumblebee]] worker&lt;br /&gt;
| Pain&amp;lt;br&amp;gt;Strong swelling&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Bushmaster bite&lt;br /&gt;
| bushmaster venom (injected)&lt;br /&gt;
| Being bitten by a [[bushmaster]], [[giant bushmaster]] or [[bushmaster man]]&lt;br /&gt;
| Strong pain&amp;lt;br&amp;gt;Mild bleeding&amp;lt;br&amp;gt;Dizziness&amp;lt;br&amp;gt;Nausea&amp;lt;br&amp;gt;Unconsciousness&amp;lt;br&amp;gt;Complete paralysis&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Cave floater sickness&lt;br /&gt;
| cave floater gas&amp;lt;br /&amp;gt;(inhaled or ingested)&lt;br /&gt;
| Expelled from [[cave floater]]&lt;br /&gt;
| Mild nausea&lt;br /&gt;
| Fever&amp;lt;br/&amp;gt;Strong drowsiness (delayed)&amp;lt;br/&amp;gt;Strong dizziness (delayed)&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Cave spider bite&lt;br /&gt;
| cave spider venom&amp;lt;br /&amp;gt;(injected)&lt;br /&gt;
| Being bitten by a [[cave spider]]&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
| Very mild dizziness&lt;br /&gt;
|-&lt;br /&gt;
| Copperhead snake bite&lt;br /&gt;
| copperhead snake venom (injected)&lt;br /&gt;
| Being bitten by a [[copperhead snake]], [[giant copperhead snake]] or [[copperhead snake man]]&lt;br /&gt;
| Pain&amp;lt;br&amp;gt;Swelling&amp;lt;br&amp;gt;Nausea&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Giant cave spider bite&lt;br /&gt;
| giant cave spider venom&amp;lt;br /&amp;gt;(injected)&lt;br /&gt;
| Being bitten by a [[giant cave spider]]&lt;br /&gt;
| Size-dependant paralysis.&lt;br /&gt;
| Death by asphyxiation, in small targets. Large targets are generally unhindered...unless you count the high probability of being eaten by the giant cave spider as a hindrance.&lt;br /&gt;
| None, not that it really matters.&lt;br /&gt;
|-&lt;br /&gt;
| Gila monster bite&lt;br /&gt;
| gila monster venom (injected)&lt;br /&gt;
| Being bitten by a [[gila monster]], [[giant gila monster]] or [[gila monster man]]&lt;br /&gt;
| Pain&amp;lt;br&amp;gt;Mild swelling&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Gnomeblight&lt;br /&gt;
| [[gnomeblight]]&amp;lt;br /&amp;gt;(contact, inhaled, injected, or ingested)&lt;br /&gt;
| Purposely exposing oneself to the extract. Only affects [[mountain gnome]]s and [[dark gnome]]s.&lt;br /&gt;
| None&lt;br /&gt;
| Severe systemic necrosis&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Giant desert scorpion sting&lt;br /&gt;
| giant desert scorpion venom&amp;lt;br /&amp;gt;(injected)&lt;br /&gt;
| Being stung by a [[giant desert scorpion]] &lt;br /&gt;
| Necrosis of the brain and nervous system&lt;br /&gt;
| '''Certain death'''&lt;br /&gt;
| None, not that it really matters.&lt;br /&gt;
|- &lt;br /&gt;
| Helmet snake bite&lt;br /&gt;
| helmet snake venom&amp;lt;br /&amp;gt;(injected)&lt;br /&gt;
| Being bitten by a [[helmet snake]]&lt;br /&gt;
| Minor bleeding&lt;br /&gt;
| Fever&amp;lt;br/&amp;gt;Nausea&amp;lt;br/&amp;gt;Dizziness&amp;lt;br/&amp;gt;Localized swelling&amp;lt;br/&amp;gt;Localized oozing&amp;lt;br/&amp;gt;Localized bruising&amp;lt;br/&amp;gt;Strong pain&amp;lt;br/&amp;gt;Intense localized necrosis&amp;lt;br/&amp;gt;Possible loss of limb &lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Honey bee sting&lt;br /&gt;
| honey bee venom (injected)&lt;br /&gt;
| Being stung by a [[honey bee]] worker&lt;br /&gt;
| Pain&amp;lt;br&amp;gt;Strong swelling&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Inebriation&lt;br /&gt;
| [[Alcohol]] (consumed/injected)&lt;br /&gt;
| Consuming alcoholic drinks&lt;br /&gt;
| Nausea&amp;lt;br&amp;gt;Dizziness&amp;lt;br&amp;gt;Unconsciousness&amp;lt;br&amp;gt;Personality changes&amp;lt;br&amp;gt;Euphoria&amp;lt;br&amp;gt;Erratic behavior&amp;lt;br&amp;gt;Trouble breathing&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Iron man cough&lt;br /&gt;
| iron man gas&amp;lt;br /&amp;gt;(inhaled)&lt;br /&gt;
| Expelled by [[iron man]]&lt;br /&gt;
| Coughing blood&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| King cobra bite&lt;br /&gt;
| king cobra venom&amp;lt;br /&amp;gt;(injected)&lt;br /&gt;
| Being bitten by a [[king cobra]]&lt;br /&gt;
| Complete paralysis&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&amp;lt;br/&amp;gt;Pain, dizziness, drowsiness&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Phantom spider bite&lt;br /&gt;
| phantom spider venom&amp;lt;br /&amp;gt;(injected)&lt;br /&gt;
| Being bitten by a [[phantom spider]]&lt;br /&gt;
| None&lt;br /&gt;
| Numbness and mild dizziness&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Platypus sting&lt;br /&gt;
| platypus venom&amp;lt;br /&amp;gt;(injected)&lt;br /&gt;
| Being kicked by a [[platypus]], [[giant platypus]] or [[platypus man]]&lt;br /&gt;
| Pain and swelling&lt;br /&gt;
| Extreme pain, swelling possibly to the point of necrosis&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Rattlesnake bite&lt;br /&gt;
| rattlesnake venom&amp;lt;br /&amp;gt;(injected)&lt;br /&gt;
| Being bitten by a [[rattlesnake]], [[giant rattlesnake]] or [[rattlesnake man]]&lt;br /&gt;
| Pain, nausea, blisters, swelling, bruising&lt;br /&gt;
| Severe localized necrosis&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Serpent man bite&lt;br /&gt;
| serpent man venom&amp;lt;br /&amp;gt;(injected)&lt;br /&gt;
| Being bitten by a [[serpent man]]&lt;br /&gt;
| Complete paralysis&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Mummy's curse&lt;br /&gt;
| [[Mummy|Disturbance interaction]].&lt;br /&gt;
| Being cursed by a [[mummy]], when caught raiding their tombs&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
| 20% chance of any skill roll failing, regardless of skill.&lt;br /&gt;
|-&lt;br /&gt;
| Vampirism&lt;br /&gt;
| [[Deity|Divine]] curse&lt;br /&gt;
| Drinking the blood of a [[vampire]]. Toppling statues in shrines and temples (random chance), rolling divination dice too frequently.&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
| Victim becomes a [[vampire]].&lt;br /&gt;
|-&lt;br /&gt;
| Werebeast curse&lt;br /&gt;
| [[Deity|Divine]] curse&lt;br /&gt;
| Being bitten by a [[werebeast]], toppling statues in shrines and temples (random chance), rolling divination dice too frequently.&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
| Victim becomes a [[werebeast]].&lt;br /&gt;
|-&lt;br /&gt;
| Necromancy&lt;br /&gt;
| Secret&lt;br /&gt;
| Reading a book/slab that contains the secrets of life and death.&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
| Reader becomes a [[necromancer]].&lt;br /&gt;
|-&lt;br /&gt;
| evil rain sickness&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
|rowspan=7| Random&lt;br /&gt;
| Being caught outside in [[Weather#Evil weather|freakish weather]] in an evil [[biome]]&lt;br /&gt;
|rowspan=7| Random&lt;br /&gt;
|rowspan=7| Random&lt;br /&gt;
|rowspan=7| Random&lt;br /&gt;
|-&lt;br /&gt;
| evil cloud sickness&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;&lt;br /&gt;
| Being caught in a [[Weather#Evil weather|creeping cloud]] in an evil [[biome]]&lt;br /&gt;
|-&lt;br /&gt;
| beast sickness&amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt;&lt;br /&gt;
| Encounters with [[forgotten beast]]s&lt;br /&gt;
|-&lt;br /&gt;
| titan sickness&amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt;&lt;br /&gt;
| Encounters with [[titan]]s&lt;br /&gt;
|-&lt;br /&gt;
| night sickness&amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt;&lt;br /&gt;
| Encounters with [[nightmare]]s or [[experiment]]s&lt;br /&gt;
|-&lt;br /&gt;
| demon sickness&amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt;&lt;br /&gt;
| Encounters with [[demon]]s&lt;br /&gt;
|-&lt;br /&gt;
| divine sickness&amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt;&lt;br /&gt;
| Encounters with [[angel]]s&lt;br /&gt;
|}&lt;br /&gt;
: 1. For small creatures such as humans and dwarves, paralysis tends to result in suffocation.&lt;br /&gt;
: 2. Necrosis of the brain will eventually result in death once the brain rots away completely. &lt;br /&gt;
: 3. Evil rain typically only causes minor symptoms such as blisters, bruising, coughing blood, dizziness, fever, nausea, oozing, and pain. &lt;br /&gt;
: 4. Evil clouds either cause major symptoms (as with beast/titan/demon sicknesses) or permanently transform creatures into [[Undead|zombie-like]] forms. &lt;br /&gt;
: 5. [[Titan]]s, [[forgotten beast]]s, [[nightmare]]s, [[experiment]]s, [[demon]]s and [[angel]]s have a chance to have a randomized syndrome. These range from mildly hazardous (mild [[Symptom#Blisters|blisters]] from inhaling boiling blood) to instantly fatal (severe necrosis from a contact poison attached to a breath weapon/creature made of blood).&lt;br /&gt;
&lt;br /&gt;
==The anatomy of a syndrome==&lt;br /&gt;
To recap, syndromes are &amp;quot;diseases&amp;quot; which inflict effects upon creatures who acquire them. Mechanically, they're composed of a bunch of different syndrome tokens which detail [[Syndrome#Basic syndrome tokens|how it works]] and [[Syndrome#Creature effect tokens|what it does]]. Syndrome acquisition can be boiled down into two main routes: (1) via materials and (2) via interactions. Unlike most objects in the game, syndromes aren't defined in their own raw file; they're instead built up within the raw definition of the material or interaction effect to which they are tied, as described below.&lt;br /&gt;
{{Modding}}&lt;br /&gt;
'''1) Transmission via Materials'''&lt;br /&gt;
Any material (be it [[Material_token#INORGANIC|inorganic]], [[Material_token#CREATURE_MAT|creature-derived]], or [[Material_token#PLANT_MAT|plant-derived]]) can have one or more syndromes added to it, simply by defining the syndrome within the material's own raw definition. The addition of certain tokens (detailed [[Syndrome#SYN_CONTACT|below]]) to the syndrome will determine what must be done to the material so as to transmit the syndrome to a creature; the current modes of transmission are as follows: [[Syndrome#SYN_CONTACT|bodily contact]] with the material, [[Syndrome#SYN_INGESTED|ingestion]] or [[Syndrome#SYN_INHALED|inhalation]] of the material, or [[Syndrome#SYN_INJECTED|injection]] of the material into the bloodstream. Any combination of transmission modes can be specified per syndrome.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Here's the material definition of [[giant cave spider]] venom with its associated syndrome as an example:&lt;br /&gt;
&lt;br /&gt;
''(See [[Giant cave spider/raw|here]] for the complete creature raw.)''&lt;br /&gt;
    [USE_MATERIAL_TEMPLATE:POISON:CREATURE_EXTRACT_TEMPLATE]&lt;br /&gt;
        [STATE_NAME:ALL_SOLID:frozen giant cave spider venom]&lt;br /&gt;
        [STATE_ADJ:ALL_SOLID:frozen giant cave spider venom]&lt;br /&gt;
        [STATE_NAME:LIQUID:giant cave spider venom]&lt;br /&gt;
        [STATE_ADJ:LIQUID:giant cave spider venom]&lt;br /&gt;
        [STATE_NAME:GAS:boiling giant cave spider venom]&lt;br /&gt;
        [STATE_ADJ:GAS:boiling giant cave spider venom]&lt;br /&gt;
        [PREFIX:NONE]&lt;br /&gt;
        [ENTERS_BLOOD]&lt;br /&gt;
        '''[SYNDROME]'''&lt;br /&gt;
            '''[SYN_NAME:giant cave spider bite]'''&lt;br /&gt;
            '''[SYN_AFFECTED_CLASS:GENERAL_POISON]'''&lt;br /&gt;
            '''[SYN_IMMUNE_CREATURE:SPIDER_CAVE_GIANT:ALL]'''&lt;br /&gt;
            '''[SYN_INJECTED]'''&lt;br /&gt;
            '''[CE_PARALYSIS:SEV:100:PROB:100:RESISTABLE:SIZE_DILUTES:START:5:PEAK:10:END:20]'''&lt;br /&gt;
&lt;br /&gt;
In the above, the non-bolded section consists of various [[material definition token]]s used to define and customise the venom material. (USE_MATERIAL_TEMPLATE defines a material called 'POISON', and creates it using the template 'CREATURE_EXTRACT_TEMPLATE' as a basis, which is then altered by the other tokens placed below it. See [[Material_definition_token#STATE_NAME|STATE_NAME]], [[Material_definition_token#STATE_ADJ|STATE_ADJ]], and [[Material_definition_token#PREFIX|PREFIX]] for more information about these tokens). The relevance of [[Material_definition_token#ENTERS_BLOOD|ENTERS_BLOOD]] in this context is explained below.&lt;br /&gt;
&lt;br /&gt;
The bolded section consists of the syndrome definition, which is initiated using the [[Syndrome#SYNDROME|[SYNDROME]]] token. The tokens placed after this (which are described in further detail [[Syndrome#Basic syndrome tokens|below]]) flesh out the syndrome - in this case they name it &amp;quot;giant cave spider bite&amp;quot;, make it work only against creatures belonging to the 'GENERAL_POISON' [[Creature token#CREATURE_CLASS|creature class]], render giant cave spiders immune to it, and cause creatures to contract it if the venom is injected into them. The creature effect at the very bottom makes the syndrome inflict progressive complete paralysis upon the victim after a short delay, for what would be a relatively short-lived period were it not for the fact that most small creatures tend to suffocate before the effect wears off (that, or they get eaten by the giant cave spider that caused it).&lt;br /&gt;
&lt;br /&gt;
Great, so how do we get this lethal venom into a creature's bloodstream to transmit the syndrome? Giant cave spiders are able to do this via the [[Creature token#SPECIALATTACK_INJECT_EXTRACT|SPECIALATTACK_INJECT_EXTRACT]] token appended to their bite attack as such:&lt;br /&gt;
    [SPECIALATTACK_INJECT_EXTRACT:LOCAL_CREATURE_MAT:POISON:LIQUID:100:100]&lt;br /&gt;
This makes their bites inject 100 units of the 'POISON' material in its liquid [[Material_definition_token#Material_States|state]]. Note that '[[Material_token#LOCAL_CREATURE_MAT|LOCAL_CREATURE_MAT]]:POISON' indicates that the 'POISON' material is defined amidst the same creature raws where the attack was detailed i.e. within the SPIDER_CAVE_GIANT creature definition; we could have written '[[Material_token#CREATURE_MAT|CREATURE_MAT]]:SPIDER_CAVE_GIANT:POISON' instead for the same result. Also note that we can make the attack inject any material we want it to, not just creature-associated materials. (Want your spider to inject molten [[gold]] into its victims to melt them from the inside out instead of bothering with syndromes? Simply replace 'LOCAL_CREATURE_MAT:POISON:LIQUID' with '[[Material_token#INORGANIC|INORGANIC]]:GOLD:LIQUID' and you're good to go).&lt;br /&gt;
&lt;br /&gt;
Note that [ENTERS_BLOOD] must be added to the material definition for injection attacks making use of this material to function properly. Without this token, the material would simply [[contaminant|splatter]] over the attacked bodypart instead of entering the bloodstream, so the above syndrome, which relies solely on the [[Syndrome#SYN_INJECTED|injectable]] transmission route, wouldn't be contracted. [ENTERS_BLOOD] can of course be left out intentionally, if the aim is to cover creatures with a material that transmits syndromes [[Syndrome#SYN_CONTACT|on contact]]. Keep in mind that splattering in lieu of injection also occurs with blunt attacks, on attacked body parts devoid of [[Tissue_definition_token#VASCULAR|VASCULAR]] tissue, and on [[Creature token#BLOOD|bloodless]] victims (including creatures who've had their blood removed via [[Syndrome#CE_REMOVE_TAG|CE_REMOVE_TAG:HAS_BLOOD]]).&lt;br /&gt;
&lt;br /&gt;
A fun variation on typical creature venoms is to add a [[Syndrome#SYN_CONTACT|contact-transmissible]] syndrome to the creature's [[Creature token#BLOOD|blood]] material - this tends to end poorly for any predator that chooses to attack them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''2) Transmission via Interactions'''&lt;br /&gt;
&lt;br /&gt;
The [[Interaction token|interaction]] system can be used to add syndromes to creatures directly via certain interaction effects, most notably [[Interaction token#I_EFFECT|I_EFFECT:ADD_SYNDROME]]. After placing this I_EFFECT in an interaction definition, the syndrome to be added is defined beneath it in exactly the same manner as that used for the material-bound syndromes described above. (Note that any [[Interaction_token#IE_TARGET|IE_ tokens]] used with this I_EFFECT can be placed before or after the syndrome definition; the order doesn’t really matter). The [[Interaction token#I_EFFECT| ANIMATE]] and [[Interaction token#I_EFFECT| RESURRECT]] interaction effects also allow syndromes to be tied to them in the same manner; in this case the syndrome is applied to the target creature after it is animated or resurrected respectively.&lt;br /&gt;
&lt;br /&gt;
See [[Syndrome#Spreading_diseases|below]] for an example of a syndrome-transmitting interaction.&lt;br /&gt;
&lt;br /&gt;
==Basic syndrome tokens==&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;Bisque&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SYNDROME}}&lt;br /&gt;
| &lt;br /&gt;
| Used to begin defining a new syndrome.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SYN_NAME}}&lt;br /&gt;
| &amp;lt;your text&amp;gt;&lt;br /&gt;
| Used to specify the name of the syndrome as it appears in-game. Names don't have to be unique; it's perfectly acceptable to have multiple syndromes with identical names.&lt;br /&gt;
&lt;br /&gt;
For example, this name is displayed when &amp;lt;nowiki&amp;gt;[&amp;lt;/nowiki&amp;gt;[[Syndrome#CE_FEEL_EMOTION|CE_FEEL_EMOTION:&amp;lt;...&amp;gt;]]] causes an emotional reaction {{dftext|Urist is |0:1}}{{dftext|&amp;lt;emotion&amp;gt;|6:0}}{{dftext| due to &amp;lt;your_syn_name&amp;gt;.|0:1}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SYN_CLASS}}&lt;br /&gt;
| &amp;lt;your text&amp;gt;&lt;br /&gt;
| Can be included to create a syndrome class and assign the syndrome to it, for use with the [[Interaction token#IT_CANNOT_HAVE_SYNDROME_CLASS|IT_CANNOT_HAVE_SYNDROME_CLASS]] interaction token. Can be specified more than once to assign the syndrome to multiple classes. Other syndromes can also be assigned to the same class.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SYN_CONTACT}}&lt;br /&gt;
| &lt;br /&gt;
| If the syndrome is tied to a material, creatures who come into contact with this material will contract the syndrome if this token is included in the syndrome definition. Contact transmission occurs when a creature's body becomes [[contaminant|contaminated]] with the material (visible as [material name] 'smear', 'dusting' or 'covering' over body parts when viewing the creature's inventory). Note that contact with [[item]]s made of a syndrome-inducing material currently doesn't result in transmission.&lt;br /&gt;
&lt;br /&gt;
Methods of getting a material contaminant onto a creature's body include: &lt;br /&gt;
* [[Creature token#SECRETION|secretions]]&lt;br /&gt;
* [[Interaction_token#LIQUID_GLOB|liquid projectiles]] (contaminate struck body parts if exposed)&lt;br /&gt;
* [[Interaction_token#TRAILING_VAPOR_FLOW|vapor]] and [[Interaction_token#TRAILING_DUST_FLOW|dust clouds]] (contaminate all external body parts, even if covered)&lt;br /&gt;
* [[Interaction_token#SPATTER_LIQUID|puddles]] and [[Interaction_token#SPATTER_POWDER|dust piles]] ([[Body_token#STANCE|STANCE]] body parts become contaminated if the creature walks into them [[clothing|barefoot]], and all uncovered external body parts are contaminated if the creature is [[Status icon#Non-flashing|prone]])&lt;br /&gt;
* [[Interaction_token#WEATHER_FALLING_MATERIAL|freakish rain]] (contaminates all external body parts, even if covered, if the creature is outside)&lt;br /&gt;
* unprotected bodily contact with a contaminated creature (including performing or receiving body part attacks such as punches and [[wrestling]] moves, creature collisions, as well as [[Interaction_token#I_EFFECT|CONTACT]] interaction effects, if the involved body parts are exposed)&lt;br /&gt;
* items [[Material_definition_token#MELTING_POINT|melting]] whilst equipped or hauled (this contaminates the body part that was holding them if exposed)&lt;br /&gt;
* striking the creature's body with a contaminated item (see below)&lt;br /&gt;
&lt;br /&gt;
It is possible to use this token for syndromes intended to be applied via envenomed weapons (but also check out [[Syndrome#SYN_INJECTED|SYN_INJECTED]]). When a creature's body is struck with an item which is contaminated with a contact syndrome-inducing material, the syndrome will be transmitted to the struck creature, even if the attack doesn't pierce the flesh. Syndrome transmission in this context often occurs in the absence of a visible contaminant on the body.&lt;br /&gt;
&lt;br /&gt;
Contact transmission only appears to occur at the moment of contamination (which is to say, when a new bodily spatter is created). If the syndrome ends (once all its [[Syndrome#Creature_effect_tokens|creature effects]] reach their END point, at which point it will be removed from the creature), it will NOT be reapplied by the original syndrome-inducing contaminant (assuming it hasn't been cleaned off yet); the creature will need to be recontaminated with the causative material for this to occur. (Note that in the case of [[Creature token#SECRETION|secretions]], the secreted contaminants are continuously reapplied to the secretory body parts, so any associated short-lasting contact syndromes allowed to target the secreting creature can potentially be reapplied at the rate of secretion; this may work differently in [[adventurer mode]]).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SYN_INGESTED}}&lt;br /&gt;
| &lt;br /&gt;
| If the syndrome is tied to a material, creatures who [[food|eat]] or drink substances comprising, containing or [[contaminant|contaminated]] with this material will contract the syndrome if this token is included. This includes [[kitchen|prepared meals]] when any of the constituent ingredients contains the material in question.&lt;br /&gt;
&lt;br /&gt;
This also applies to [[creature token#GRAZER|grazing]] creatures which happen to munch on a [[plant token#GRASS|grass]] that has an ingestion-triggered syndrome tied to any of its constituent materials.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SYN_INHALED}}&lt;br /&gt;
| &lt;br /&gt;
| If the syndrome is tied to a material, creatures who inhale the material will contract the syndrome if this token is included. Materials can only be inhaled in their [[Material_definition_token#BOILING_POINT|gaseous]] state, which is attainable by [[temperature|boiling]], or in the form of a [[Interaction_token#TRAILING_GAS_FLOW|TRAILING_GAS_FLOW]], [[Interaction_token#UNDIRECTED_GAS|UNDIRECTED_GAS]] or [[Interaction_token#WEATHER_CREEPING_GAS|WEATHER_CREEPING_GAS]]. Creatures can also be made to [[Tissue_definition_token#TISSUE_LEAKS|leak]] [[Tissue_definition_token#TISSUE_MAT_STATE|gaseous tissue]] when damaged.&lt;br /&gt;
&lt;br /&gt;
Note that {{token|AQUATIC|c}} creatures never inhale gaseous materials, and creatures which do breathe air aren't guaranteed to inhale gases when exposed to them for a short time. Contrary to what one might expect, creatures with {{token|NOBREATHE|c}} are in fact capable of contracting inhalation syndromes; this is presumably a bug.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SYN_INJECTED}}&lt;br /&gt;
| &lt;br /&gt;
| If the syndrome is tied to a material, the injection of this material into a creature's bloodstream will cause it to contract the syndrome if this token is included. Injection can be carried out as part of a creature attack via [[Creature_token#SPECIALATTACK_INJECT_EXTRACT|SPECIALATTACK_INJECT_EXTRACT]], or by piercing the flesh of a creature with an [[item]] that has been [[contaminant|contaminated]] with the material. Thus, this token can be used as a more specific alternative to [[Syndrome#SYN_CONTACT|SYN_CONTACT]] for syndromes intended to be administered by envenomed weapons. &lt;br /&gt;
&lt;br /&gt;
For injection to work, the material definition must include [[Material_definition_token#ENTERS_BLOOD|ENTERS_BLOOD]], the attacked body part needs to have [[Tissue_definition_token#VASCULAR|VASCULAR]] tissue, and the intended victim must have [[Creature token#BLOOD|BLOOD]] (so it won't work on creatures with the [[Syndrome#CE_REMOVE_TAG|CE_REMOVE_TAG:HAS_BLOOD]] syndrome effect). Getting the weapon &amp;quot;lodged into the wound&amp;quot; isn't a requirement.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SYN_AFFECTED_CLASS}}&lt;br /&gt;
| &amp;lt;[[Creature token#CREATURE_CLASS|creature class]]&amp;gt;&lt;br /&gt;
| If this is included, only creatures which belong to the specified [[Creature token#CREATURE_CLASS|creature class]] (as well as creatures which pass the [[Syndrome#SYN_AFFECTED_CREATURE|SYN_AFFECTED_CREATURE]] check if this is included) will be able to contract the syndrome. This token can be specified multiple times per syndrome, in which case creatures which have at least one matching class will be considered susceptible. If [[Syndrome#SYN_IMMUNE_CLASS|SYN_IMMUNE_CLASS]] and/or [[Syndrome#SYN_IMMUNE_CREATURE|SYN_IMMUNE_CREATURE]] are included, creatures which fail these checks will be unable to contract the syndrome even if they pass this class check.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SYN_IMMUNE_CLASS}}&lt;br /&gt;
| &amp;lt;[[Creature token#CREATURE_CLASS|creature class]]&amp;gt;&lt;br /&gt;
| If this is included, creatures which belong to the specified [[Creature token#CREATURE_CLASS|creature class]] will be unable to contract the syndrome. This token can be specified multiple times per syndrome, in which case creatures with at least one matching class will be considered immune (unless overridden by [[Syndrome#SYN_AFFECTED_CREATURE|SYN_AFFECTED_CREATURE]]).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SYN_AFFECTED_CREATURE}}&lt;br /&gt;
| &amp;lt;creature&amp;gt;:&amp;lt;[[Creature_token#CASTE|caste]]&amp;gt;&lt;br /&gt;
| If this is included, only the specified creature (and, if [[Syndrome#SYN_AFFECTED_CLASS|SYN_AFFECTED_CLASS]] is included, also creatures which pass this check as explained above) will be able to contract the syndrome. This token can be used multiple times per syndrome. If used alongside [[Syndrome#SYN_IMMUNE_CLASS|SYN_IMMUNE_CLASS]], the specified creature will be able to contract the syndrome regardless of this class check.&lt;br /&gt;
&lt;br /&gt;
DWARF:FEMALE is an example of a valid &amp;lt;creature&amp;gt;:&amp;lt;caste&amp;gt; combination; &amp;quot;ALL&amp;quot; can be used in place of a specific caste so as to indicate that this applies to all castes of the specified creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SYN_IMMUNE_CREATURE}}&lt;br /&gt;
| &amp;lt;creature&amp;gt;:&amp;lt;[[Creature_token#CASTE|caste]]&amp;gt;&lt;br /&gt;
| If this is included, the specified creature will be unable to contract the syndrome (even if it matches [[Syndrome#SYN_AFFECTED_CLASS|SYN_AFFECTED_CLASS]]). It can be specified multiple times per syndrome. As above, &amp;quot;ALL&amp;quot; can be used in place of a specific caste.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SYN_NO_HOSPITAL}}&lt;br /&gt;
| &lt;br /&gt;
| Prevents creatures from being admitted to [[health care|hospital]] for problems arising directly as a result of the syndrome's effects, no matter how bad they get.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SYN_IDENTIFIER}}&lt;br /&gt;
| &amp;lt;your text&amp;gt;&lt;br /&gt;
| This token can be included to give a syndrome an identifier which can be shared between multiple syndromes. Only one identifier may be specified per syndrome.&lt;br /&gt;
&lt;br /&gt;
Syndrome identifiers can be used in conjunction with the [[Creature token#SYNDROME_DILUTION_FACTOR|SYNDROME_DILUTION_FACTOR]] creature token to alter a creature’s innate resistance to the relevant [[Syndrome#Symptomatic effects|effects]] of any syndromes that possess the specified identifier. For example, every [[alcohol|alcoholic beverage]] in unmodded games comes with its own copy of an intoxicating syndrome, each of which has a &amp;lt;code&amp;gt;[SYN_IDENTIFIER:INEBRIATION]&amp;lt;/code&amp;gt; token. All [[dwarf|dwarves]] have &amp;lt;code&amp;gt;[SYNDROME_DILUTION_FACTOR:INEBRIATION:150]&amp;lt;/code&amp;gt;, which decreases the severity of any effects derived from a syndrome with the INEBRIATION identifier, thus enabling them to better handle all forms of alcohol.&lt;br /&gt;
&lt;br /&gt;
When a creature gets a new syndrome with the same SYN_IDENTIFIER, it merges the effects of the new syndrome into the old one, resetting any overlapping syndrome effects to their PEAK time. If the new one comes with a [[Syndrome#SYN_CONCENTRATION_ADDED|SYN_CONCENTRATION_ADDED]] token, it will additionally adjust the first syndrome's concentration on any overlapping syndrome effects as described below. Taking the above example once again, a sober dwarf drinking their first alcoholic beverage would be exposed to an INEBRIATION syndrome, contracting it and having its effects manifest normally. If the dwarf were to have another drink before the effects of this first syndrome have all worn off (by reaching their [[Syndrome#Creature effect tokens|END]] point), then exposure to the second INEBRIATION syndrome would increase the severity of the original syndrome's effects, making the dwarf progressively more intoxicated, and reset the timer on inebriation to its PEAK.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SYN_CONCENTRATION_ADDED}}&lt;br /&gt;
| &amp;lt;amount&amp;gt;:&amp;lt;max&amp;gt;&lt;br /&gt;
| Syndrome concentration is essentially a quantity which impacts the severity of the syndrome's relevant [[Syndrome#Symptomatic effects|effects]]. The higher the syndrome's concentration, the greater its severity. When a syndrome is contracted, the value specified in &amp;lt;amount&amp;gt; is its initial concentration level.&lt;br /&gt;
&lt;br /&gt;
As described above, if a creature is exposed to a syndrome with a particular [[Syndrome#SYN_IDENTIFIER|SYN_IDENTIFIER]] when already possessing an active syndrome with the same identifier, then this later syndrome isn't contracted, instead contributing to the original syndrome's concentration as indicated by its SYN_CONCENTRATION_ADDED token, if present. The syndrome in question will increase the original syndrome's concentration by &amp;lt;amount&amp;gt; whenever the creature is exposed to it, until its specified &amp;lt;max&amp;gt; concentration is reached by the original syndrome, causing subsequent exposure to this particular syndrome to do nothing (that is, until the original syndrome ends, at which point a new one may be contracted normally). Should the creature be exposed to a different syndrome with the same identifier and a higher &amp;lt;max&amp;gt; value, the concentration will of course increase further.&lt;br /&gt;
&lt;br /&gt;
For example, all forms of [[alcohol]] in the vanilla game have a syndrome with &amp;lt;code&amp;gt;[SYN_IDENTIFIER:INEBRIATION]&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;[SYN_CONCENTRATION_ADDED:100:1000]&amp;lt;/code&amp;gt;. When alcohol is first drunk, the creature contracts the relevant inebriating syndrome at a concentration level of 100. Every subsequent drink will increase the concentration of this first syndrome by a further 100, intensifying its effects, until it plateaus at concentration level 1000. Once all the effects of the original syndrome have ended, the cycle can be started anew (assuming the drinker hasn't died of [[Alcohol#Alcohol_poisoning|alcohol poisoning]] yet). As described by Toady, &amp;quot;Each 100 of &amp;lt;amount&amp;gt; will contribute SEV in general to each effect (before [[Creature token#SYNDROME_DILUTION_FACTOR|dilution]]), &amp;lt;max&amp;gt; goes up to 1000. The concentration does not decrease, but will stay at the maximum attained until the syndrome wears off.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Some of the generated interaction-derived syndromes come with &amp;lt;code&amp;gt;[SYN_CONCENTRATION_ADDED:1000:0]&amp;lt;/code&amp;gt;. According to Toady, this &amp;quot;was a precaution after I had one bug with effects not fully manifesting due to low levels. It may not be necessary, but I decided to give everybody a full dose of the juice until I could get a closer look at it.&amp;quot; [http://www.bay12forums.com/smf/index.php?topic=169696.msg8083872#msg8083872]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Creature Effect Tokens==&lt;br /&gt;
Each and every syndrome has a number of creature effect tokens, represented by CE_X - these lovely little beauties determine exactly how the poor creature suffering from the syndrome is affected.  An example CE token is as follows:&lt;br /&gt;
&lt;br /&gt;
  [CE_NECROSIS:SEV:100:PROB:100:LOCALIZED:VASCULAR_ONLY:RESISTABLE:START:50:PEAK:1000:END:2000]&lt;br /&gt;
&lt;br /&gt;
In this example, we have an effect that will always cause severe necrosis in whichever bodypart it touches, so long as that bodypart is vascular and that the creature is not able to resist it in some manner.  The effect begins shortly after the syndrome is contracted, peaks 1000 [[time|time units]] afterwards, and finally ceases another 1000 time units later.&lt;br /&gt;
&lt;br /&gt;
As a general rule of thumb, so long as CE_X starts the string and START/(PEAK/END) ends it, the order of the intervening tokens isn't important.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;Bisque&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_X}}&lt;br /&gt;
| &lt;br /&gt;
| The effect type.  This can be a number of different tokens, as detailed in the tables that follow this one.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SEV}}&lt;br /&gt;
| &amp;lt;amount&amp;gt;&lt;br /&gt;
| The severity of the effect.  Higher values appear to be worse, with SEV:1000 CE_NECROSIS causing a part to near-instantly become rotten. Can go as high as 2147483647, and can be negative.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PROB}}&lt;br /&gt;
| &amp;lt;amount&amp;gt;&lt;br /&gt;
| The probability of the effect actually manifesting in the victim, as a percentage.  100 means always, 1 means a 1 in 100 chance.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BP}}&lt;br /&gt;
| &amp;lt;body part&amp;gt;:&amp;lt;tissue&amp;gt;&lt;br /&gt;
| (Optional; overridden by [[Syndrome#LOCALIZED|LOCALIZED]]) Specifies which body parts and tissues the effect is to be applied to. Not every effect requires a target!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;body part&amp;gt; can be BY_CATEGORY:X to target body parts with a matching [CATEGORY:X] [[body token]] (or ALL to affect everything), BY_TYPE:X to target body parts having a particular type (UPPERBODY, LOWERBODY, HEAD, GRASP, or STANCE), or BY_TOKEN:X to target individual body parts by their ID as specified by the [BP] token of the body plan definition. For example, if you wanted to target the lungs of a creature, you would use BP:BY_CATEGORY:LUNG:ALL.  The effect would act on all body parts within the creature with the CATEGORY tag LUNG and affect all tissue layers.  For another example, say you wanted to cause the skin to rot off a creature - you could use BP:BY_CATEGORY:ALL:SKIN, targeting the SKIN tissue on all body parts. Multiple targets can be given in one effect by placing the BP tokens end to end. This is one of the most powerful and useful aspects of the syndrome system, as it allows you to selectively target body parts relevant to the contagion, like lungs for coal dust inhalation, or the eyes for exposure to an acid gas.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LOCALIZED}}&lt;br /&gt;
| &lt;br /&gt;
| (Optional; overrides [[Syndrome#BP|BP]] tokens) This tag causes an effect to ignore all BP tokens and then forces the game to attempt to apply the effect to the limb that came into contact with the contagion - i.e. the part that was bitten by the creature injecting the syndrome material, or the one that was splattered by a contact contagion. If an effect can not be applied to the contacted limb (such as IMPAIR_FUNCTION on a non-organ) then this token makes the effect do nothing. This token also makes inhaled syndromes have no effect.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VASCULAR_ONLY}}&lt;br /&gt;
| &lt;br /&gt;
| (Optional) This effect only affects tissue layers with the VASCULAR token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MUSCULAR_ONLY}}&lt;br /&gt;
| &lt;br /&gt;
| (Optional) This effect only affects tissue layers with the MUSCULAR token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SIZE_DILUTES}}&lt;br /&gt;
| &lt;br /&gt;
| (Optional) This token presumably causes the severity of the effect to scale with the size of the creature compared to the size of the dose of contagion they received, but has yet to be extensively tested.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SIZE_DELAYS}}&lt;br /&gt;
| &lt;br /&gt;
| (Optional) As above, this token has yet to be tested but presumably delays the onset of an effect according to the size of the victim.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CAN_BE_HIDDEN}}&lt;br /&gt;
| &lt;br /&gt;
| (Optional) Can be hidden by a unit assuming a secret identity, such as a [[vampire]]. {{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|RESISTABLE}} (sic)&lt;br /&gt;
| &lt;br /&gt;
| (Optional) Whether a syndrome can build tolerance by exposure. If this token is present, each application of the syndrome will cause future applications to be weaker. This seems to be a permanent effect that does not fall off over time. (yes, it's spelled incorrectly)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DWF_STRETCH}}&lt;br /&gt;
| &amp;lt;amount&amp;gt;&lt;br /&gt;
| (Optional) Multiplies the duration values of the effect by the specified amount in Fortress mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ABRUPT_START}}&lt;br /&gt;
| &lt;br /&gt;
| (Optional) Makes the effect begin immediately rather than ramping up.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ABRUPT_END}}&lt;br /&gt;
| &lt;br /&gt;
| (Optional) Makes the effect end immediately rather than ramping down.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ABRUPT}}&lt;br /&gt;
| &lt;br /&gt;
| (Optional) Combination of ABRUPT_START and ABRUPT_END.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|START}}&lt;br /&gt;
| &amp;lt;time&amp;gt;&lt;br /&gt;
| Determines the time after exposure, in ticks, when the effect starts. Required for all effects.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PEAK}}&lt;br /&gt;
| &amp;lt;time&amp;gt;&lt;br /&gt;
| (Optional) Determines the time after exposure, in ticks, when the effect reaches its peak intensity.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|END}}&lt;br /&gt;
| &amp;lt;time&amp;gt;&lt;br /&gt;
| (Optional) Determines the time after exposure, in ticks, when the effect ends.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A key point that needs to be understood with regards to damaging syndrome effects such as [[Syndrome#CE_BRUISING|bruising]] is that they deal a quantity of damage (based on the effect's SEV and other modifiers) '''every [[time|tick]]''', and this damage accumulates over time. Thus, even a bruising effect at the lowest possible severity value '''will''' eventually lead to destruction of the affected body part(s) if the effect has a long enough duration. Similarly, [[Syndrome#Healing_Effects|healing effects]] undo a specific amount of damage every tick whilst the effect lasts.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Symptomatic Effects===&lt;br /&gt;
&lt;br /&gt;
The following table contains [[Syndrome#Creature effect tokens|creature effect tokens]] which cause purely medical [[symptom]]s.&lt;br /&gt;
&lt;br /&gt;
Non-targeted effects will ignore any BP tokens and LOCALIZED tokens.&lt;br /&gt;
&lt;br /&gt;
The details of this table are still being thrashed out by modders, so if you have anything to add, please don't hesitate to hit the edit button!&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;Bisque&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Accepts Target&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_BRUISING}}&lt;br /&gt;
| Yes&lt;br /&gt;
| Causes the targeted body part to undergo bruising.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_BLISTERS}}&lt;br /&gt;
| Yes&lt;br /&gt;
| Covers the targeted body part with blisters.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_OOZING}}&lt;br /&gt;
| Yes&lt;br /&gt;
| Causes pus to ooze from the afflicted body part.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_BLEEDING}}&lt;br /&gt;
| Yes&lt;br /&gt;
| Causes the targeted body part to start bleeding, with heavy enough bleeding resulting in the death of the sufferer. Some conditions seem to cause bleeding to be fatal no matter how weak.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_SWELLING}}&lt;br /&gt;
| Yes&lt;br /&gt;
| Causes the targeted body part to swell up. Extreme swelling may lead to necrosis.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_NECROSIS}}&lt;br /&gt;
| Yes&lt;br /&gt;
| Causes the targeted body part to rot, with associated tissue damage, miasma emission and bleeding. The victim slowly bleeds to death if the wound is not treated. Badly necrotic limbs will require amputation.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_NUMBNESS}}&lt;br /&gt;
| Optional&lt;br /&gt;
| Causes numbness in the affected body part, blocking pain. Extreme numbness may lead to sensory nerve damage.  If no target is specified this applies to all body parts.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_PAIN}}&lt;br /&gt;
| Optional&lt;br /&gt;
| Afflicts the targeted body part with intense pain.  If no target is specified this applies to all body parts.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_PARALYSIS}}&lt;br /&gt;
| Optional&lt;br /&gt;
| Causes complete paralysis of the affected body part. Paralysis on a limb may lead to motor nerve damage. If no target is specified this causes total paralysis, which can lead to suffocation of smaller creatures.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_IMPAIR_FUNCTION}}&lt;br /&gt;
| Yes&lt;br /&gt;
| An organ afflicted with this effect is rendered inoperable - for example, if both lungs are impaired the creature can't breathe and will suffocate.  This token only affects organs, not limbs. Note that this effect is currently bugged, and will not &amp;quot;turn off&amp;quot; until the creature receives a wound to cause its body parts to update.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_DIZZINESS}}&lt;br /&gt;
| No&lt;br /&gt;
| Inflicts the Dizziness condition, occasional fainting and a general slowdown in movement and work speed.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_DROWSINESS}}&lt;br /&gt;
| No&lt;br /&gt;
| Causes the Drowsiness condition.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_UNCONSCIOUSNESS}}&lt;br /&gt;
| No&lt;br /&gt;
| Renders the creature unconscious.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_FEVER}}&lt;br /&gt;
| No&lt;br /&gt;
| Causes the Fever condition.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_NAUSEA}}&lt;br /&gt;
| No&lt;br /&gt;
| Causes the Nausea condition, and heavy vomiting. Can eventually lead to dehydration and death.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_COUGH_BLOOD}}&lt;br /&gt;
| No&lt;br /&gt;
| This effect results in the sufferer periodically coughing blood, which stains the tile they're on and requires cleanup.  It doesn't appear to be lethal, but may cause minor bleeding damage.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_VOMIT_BLOOD}}&lt;br /&gt;
| No&lt;br /&gt;
| This effect results in the sufferer periodically vomiting blood, which stains the tile they're on and requires cleanup.  It doesn't appear to be lethal, but may cause minor bleeding damage.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Healing Effects===&lt;br /&gt;
Most of the [[Syndrome#Symptomatic_Effects|above]] effects have counterparts to alleviate [[symptom]]s and heal physical damage:&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;Bisque&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Accepts Target&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_REDUCE_PAIN}}&lt;br /&gt;
| Yes&lt;br /&gt;
| Decreases the severity of pain produced by wounds or syndrome effects on the targeted body part. The SEV value probably controls by how much the pain is decreased.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_REDUCE_SWELLING}}&lt;br /&gt;
| Yes&lt;br /&gt;
| Decreases the severity of swelling on the targeted body part.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_REDUCE_PARALYSIS}}&lt;br /&gt;
| Yes&lt;br /&gt;
| Decreases the severity of any paralysis effects on the targeted body part.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_REDUCE_DIZZINESS}}&lt;br /&gt;
| No&lt;br /&gt;
| Decreases the severity of any dizziness the creature has.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_REDUCE_NAUSEA}}&lt;br /&gt;
| No&lt;br /&gt;
| Decreases the severity of any nausea the creature has.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_REDUCE_FEVER}}&lt;br /&gt;
| No&lt;br /&gt;
| Decreases the severity of any fever the creature has.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_STOP_BLEEDING}}&lt;br /&gt;
| Yes&lt;br /&gt;
| Decreases the severity of the bleeding of any wounds or syndrome effects on the targeted body part. The SEV value probably controls by how much the bleeding is decreased.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_CLOSE_OPEN_WOUNDS}}&lt;br /&gt;
| Yes&lt;br /&gt;
| Closes any wounds on the targeted body part with speed depending on the SEV value.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_CURE_INFECTION}}&lt;br /&gt;
| Yes?&lt;br /&gt;
| Probably decreases the severity of the infection from infected wounds over time.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_HEAL_TISSUES}}&lt;br /&gt;
| Yes&lt;br /&gt;
| Heals the tissues of the targeted body part with speed depending on the SEV value.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_HEAL_NERVES}}&lt;br /&gt;
| Yes&lt;br /&gt;
| Heals the nerves of the targeted body part with speed depending on the SEV value.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_REGROW_PARTS}}&lt;br /&gt;
| Yes&lt;br /&gt;
| Causes missing body parts to regrow. SEV controls how quickly body parts are regrown. In adventure, parts may be lost again once you travel or wait/sleep {{bug|0011396}}.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Special Effects===&lt;br /&gt;
Several special syndrome effects take different arguments than the above. These are used for generated interactions in unmodded games, but may be used as well for any custom substance or interaction. CE_FEEL_EMOTION is the only one of these that takes SEV.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;Bisque&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Accepts Target&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_ADD_TAG}}&lt;br /&gt;
| No&lt;br /&gt;
| &amp;lt;tag 1&amp;gt;:&amp;lt;tag 2&amp;gt;:etc&lt;br /&gt;
| Adds the specified tag(s) to the affected creature. Multiple tags can be specified sequentially within a single effect token. Valid tags:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Special tags:'''&lt;br /&gt;
&lt;br /&gt;
*NO_AGING&lt;br /&gt;
Halts the creature's aging process and prevents [[Creature token#MAXAGE|death by old age]].&lt;br /&gt;
&lt;br /&gt;
*STERILE&lt;br /&gt;
Makes the creature unable to produce [[children|offspring]].&lt;br /&gt;
&lt;br /&gt;
*HAS_BLOOD&lt;br /&gt;
*MORTAL&lt;br /&gt;
*FIT_FOR_ANIMATION&lt;br /&gt;
*FIT_FOR_RESURRECTION&lt;br /&gt;
Adding these tags to a creature doesn't appear to do anything.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Creature tokens:'''&lt;br /&gt;
&lt;br /&gt;
*[[Creature_token#BLOODSUCKER|BLOODSUCKER]]&lt;br /&gt;
*[[Creature_token#CAN_LEARN|CAN_LEARN]]&lt;br /&gt;
*[[Creature_token#CAN_SPEAK|CAN_SPEAK]]&lt;br /&gt;
*[[Creature_token#CRAZED|CRAZED]]&lt;br /&gt;
*[[Creature_token#EXTRAVISION|EXTRAVISION]]&lt;br /&gt;
*[[Creature_token#MISCHIEVOUS|MISCHIEVOUS]] (or [[Creature_token#MISCHIEVIOUS|MISCHIEVIOUS]])&lt;br /&gt;
*[[Creature_token#NO_CONNECTIONS_FOR_MOVEMENT|NO_CONNECTIONS_FOR_MOVEMENT]]&lt;br /&gt;
*[[Creature_token#NO_DIZZINESS|NO_DIZZINESS]]&lt;br /&gt;
*[[Creature_token#NO_DRINK|NO_DRINK]]&lt;br /&gt;
*[[Creature_token#NO_EAT|NO_EAT]]&lt;br /&gt;
*[[Creature_token#NO_FEVERS|NO_FEVERS]]&lt;br /&gt;
*[[Creature_token#NO_PHYS_ATT_GAIN|NO_PHYS_ATT_GAIN]]&lt;br /&gt;
*[[Creature_token#NO_PHYS_ATT_RUST|NO_PHYS_ATT_RUST]]&lt;br /&gt;
*[[Creature_token#NO_SLEEP|NO_SLEEP]]&lt;br /&gt;
*[[Creature_token#NO_THOUGHT_CENTER_FOR_MOVEMENT|NO_THOUGHT_CENTER_FOR_MOVEMENT]]&lt;br /&gt;
*[[Creature_token#NOBREATHE|NOBREATHE]]&lt;br /&gt;
*[[Creature_token#NOEMOTION|NOEMOTION]]&lt;br /&gt;
*[[Creature_token#NOEXERT|NOEXERT]]&lt;br /&gt;
*[[Creature_token#NOFEAR|NOFEAR]]&lt;br /&gt;
*[[Creature_token#NONAUSEA|NONAUSEA]]&lt;br /&gt;
*[[Creature_token#NOPAIN|NOPAIN]]&lt;br /&gt;
*[[Creature_token#NOSTUN|NOSTUN]]&lt;br /&gt;
*[[Creature_token#NOT_LIVING|NOT_LIVING]]&lt;br /&gt;
*[[Creature_token#NOTHOUGHT|NOTHOUGHT]]&lt;br /&gt;
*[[Creature_token#OPPOSED_TO_LIFE|OPPOSED_TO_LIFE]]&lt;br /&gt;
*[[Creature_token#PARALYZEIMMUNE|PARALYZEIMMUNE]]&lt;br /&gt;
*[[Creature_token#SUPERNATURAL|SUPERNATURAL]]&lt;br /&gt;
*[[Creature_token#TRANCES|TRANCES]]&lt;br /&gt;
*[[Creature_token#UTTERANCES|UTTERANCES]]&lt;br /&gt;
*[[Creature_token#NIGHT_CREATURE_EXPERIMENTER|NIGHT_CREATURE_EXPERIMENTER]]&lt;br /&gt;
&lt;br /&gt;
Adding tags will cause the creature to pass/fail any relevant &amp;lt;code&amp;gt;[[Interaction token#IT_REQUIRES|IT_REQUIRES]]&amp;lt;/code&amp;gt;/&amp;lt;code&amp;gt;[[Interaction_token#IT_FORBIDDEN|IT_FORBIDDEN]]&amp;lt;/code&amp;gt; checks (with the apparent exceptions of FIT_FOR_ANIMATION and FIT_FOR_RESURRECTION). Note that [[Syndrome#CE_REMOVE_TAG|CE_REMOVE_TAG]] overrides this effect.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_REMOVE_TAG}}&lt;br /&gt;
| No&lt;br /&gt;
| &amp;lt;tag 1&amp;gt;:&amp;lt;tag 2&amp;gt;:etc&lt;br /&gt;
| Removes the specified tag(s) from the affected creature. Multiple tags can be specified sequentially within a single effect token. The tags listed [[Syndrome#CE_ADD_TAG|above]] can all be removed via this effect.&lt;br /&gt;
&lt;br /&gt;
If a particular tag is targeted by both CE_REMOVE_TAG and [[Syndrome#CE_ADD_TAG|CE_ADD_TAG]], and both effects are active simultaneously, CE_REMOVE_TAG takes precedence (i.e. the overall effect is that of tag removal for as long as CE_REMOVE_TAG remains active). The order in which the effects activate doesn't affect this, not even if CE_ADD_TAG is added later/earlier via a different syndrome.&lt;br /&gt;
&lt;br /&gt;
Removing tags will cause the creature to fail/pass any relevant &amp;lt;code&amp;gt;[[Interaction token#IT_REQUIRES|IT_REQUIRES]]&amp;lt;/code&amp;gt;/&amp;lt;code&amp;gt;[[Interaction_token#IT_FORBIDDEN|IT_FORBIDDEN]]&amp;lt;/code&amp;gt; checks (with the apparent exceptions of FIT_FOR_ANIMATION and FIT_FOR_RESURRECTION).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Special tags:'''&lt;br /&gt;
&lt;br /&gt;
* HAS_BLOOD&lt;br /&gt;
If this tag is removed, the creature behaves as though it has no [[Creature token#BLOOD|blood]]; it doesn't bleed when [[Tissue definition token#VASCULAR|VASCULAR]] tissues are damaged (and thus cannot die of blood loss), and substances cannot be [[Syndrome#SYN_INJECTED|injected]] into it.&lt;br /&gt;
&lt;br /&gt;
* NO_AGING&lt;br /&gt;
* STERILE&lt;br /&gt;
Removing these tags doesn't appear to do anything unless they've been added to a creature via [[Syndrome#CE_ADD_TAG|CE_ADD_TAG]], in which case their effects will be negated as described above.&lt;br /&gt;
&lt;br /&gt;
* MORTAL&lt;br /&gt;
* FIT_FOR_ANIMATION&lt;br /&gt;
* FIT_FOR_RESURRECTION&lt;br /&gt;
Removing these tags doesn't appear to do anything.&lt;br /&gt;
&lt;br /&gt;
|- a&lt;br /&gt;
| {{text anchor|CE_DISPLAY_NAME}}&lt;br /&gt;
| No&lt;br /&gt;
| NAME:singular:plural:adjective&lt;br /&gt;
| Attaches the specified name to the creature's normal name.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_DISPLAY_TILE}}&lt;br /&gt;
| No&lt;br /&gt;
| TILE:[[Tilesets|&amp;lt;tile value or character&amp;gt;]]:[[Color#Color_values|&amp;lt;foreground color&amp;gt;:&amp;lt;background color&amp;gt;:&amp;lt;foreground brightness&amp;gt;]]&lt;br /&gt;
| Causes the creature to display the specified tile instead of its normal one.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_FLASH_TILE}}&lt;br /&gt;
| No&lt;br /&gt;
| TILE:[[Tilesets|&amp;lt;tile value or character&amp;gt;]]:[[Color#Color_values|&amp;lt;foreground color&amp;gt;:&amp;lt;background color&amp;gt;:&amp;lt;foreground brightness&amp;gt;]]:FREQUENCY:&amp;lt;frames default tile&amp;gt;:&amp;lt;frames syndrome tile&amp;gt;&lt;br /&gt;
| Causes the creature to flash between its normal tile and the one specified here.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_PHYS_ATT_CHANGE}}&lt;br /&gt;
| No&lt;br /&gt;
| [[Attribute]]:percentage:fixed boost(?)&lt;br /&gt;
| Alters the creature's specified [[Attribute#Body_attributes|physical attribute]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_MENT_ATT_CHANGE}}&lt;br /&gt;
| No&lt;br /&gt;
| [[Attribute]]:percentage:fixed boost(?)&lt;br /&gt;
| Alters the creature's specified [[Attribute#Soul_attributes|mental attribute]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_SPEED_CHANGE}}&lt;br /&gt;
| No&lt;br /&gt;
| speed modifier:number&lt;br /&gt;
| Changes the creature's speed.&lt;br /&gt;
Speed modifier contains one or both of:&lt;br /&gt;
* SPEED_PERC:percentage (this modifies a creature's in-game speed, so higher numbers are faster)&lt;br /&gt;
* SPEED_ADD:number (this modifies a creature's [SPEED:XX] token, so higher numbers are slower. Negative numbers are accepted though will only reduce a creature's speed to zero)&lt;br /&gt;
The minimum and maximum speeds able to be created by CE_SPEED_CHANGE are 99 and 10,000 respectively.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_SKILL_ROLL_ADJUST}}&lt;br /&gt;
| No&lt;br /&gt;
| PERC:percentage:PERC_ON:percentage&lt;br /&gt;
| Alters the results of all [[Skill#Skills in use|skill rolls]] the creature makes, multiplying them by ``PERC / 100``. The ``PERC_ON`` value specifies the probability of the effect being applied on a particular roll.&lt;br /&gt;
e.g. This causes a 20% chance of any skill roll being 0 (multiplies the current skill level by 0/100) instead of the normal result&lt;br /&gt;
 [CE_SKILL_ROLL_ADJUST:PROB:100:PERC:0:PERC_ON:20:START:0]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_BODY_APPEARANCE_MODIFIER}}&lt;br /&gt;
| No&lt;br /&gt;
| APPEARANCE_MODIFIER:HEIGHT/LENGTH/BROADNESS:percentage(?) &lt;br /&gt;
| Alters the size of the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_BP_APPEARANCE_MODIFIER}}&lt;br /&gt;
| Yes&lt;br /&gt;
| body part:APPEARANCE_MODIFIER:attribute:number&lt;br /&gt;
| Alters the characteristics (height, width etc.) of a body part. &amp;quot;body part&amp;quot; here can either be BP, followed by the usual BY_CATEGORY etc., or TL, followed by the usual selection for SELECT_TISSUE_LAYER.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_BODY_TRANSFORMATION}}&lt;br /&gt;
| No&lt;br /&gt;
|&lt;br /&gt;
| Makes the affected unit transform into a different creature. The target creature may either be specified directly by following this with a CE:CREATURE token, or else set to be randomly selected as indicated by the additional tokens listed below (of which multiple may be specified).&lt;br /&gt;
&lt;br /&gt;
Note that transformation into or out of the target form causes the creature to drop all items in its inventory and instantly heals all of its wounds.  If an [[undead]] limb happens to be transformed, its entire body will regenerate upon transforming back. &lt;br /&gt;
&lt;br /&gt;
Transformation will also re-roll a creature's age to somewhere within the new form's adult age range. This prevents a 70 year old dwarf from dying the moment it turns into a bat ([[Creature token#MAXAGE|max age]] of 3). If it remains stuck as a bat for (at most) three consecutive years it will die of old age as a bat before the syndrome is able to wear off.&lt;br /&gt;
&lt;br /&gt;
A transformed creature generally retains its previous group and civilization membership (unless it becomes [[Creature token#OPPOSED_TO_LIFE|OPPOSED_TO_LIFE]] for example). A transformed dwarf will remain a member of your fortress (and may still hold or gain [[Noble|positions]]), a transformed trader will hang out at the trade depot and eventually leave along with its fellow traders, and a transformed goblin will continue sieging your fortress with its fellow siege members.&lt;br /&gt;
&lt;br /&gt;
A transformed diplomat (like a trade liaison or expedition leader) will still be able to conduct diplomatic meetings even if they no longer [[Creature token#CAN_SPEAK|CAN_SPEAK]].&lt;br /&gt;
&lt;br /&gt;
Transformed creatures can be trained and adopted following the usual rules. However note that if a transformed creature is a member of your fortress then [[Animal Training|animal trainers]] will not attempt to train it. &lt;br /&gt;
&lt;br /&gt;
A transformed creature can produce offspring with creatures of the species it has transformed into and will follow that creature's normal rules for reproduction.&lt;br /&gt;
&lt;br /&gt;
[[Butcher#Butchering|Butchering]] a transformed creature may produce an odd mix of products. For example, if Urist the dwarf is transformed into a [[Cow|bull]] and then is led to the butcher's block for slaughter the resulting products will contain some bull creature parts like &amp;quot;Urist's horn&amp;quot;, &amp;quot;Urist's hoof&amp;quot;, and &amp;quot;Urist's skin&amp;quot; (which becomes &amp;quot;cow leather&amp;quot; when [[Tanner|tanned]]) but will also contain some dwarf creature parts like &amp;quot;dwarf meat&amp;quot;, &amp;quot;dwarf eye&amp;quot;, and &amp;quot;dwarf brain&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Specific transformation:'''&lt;br /&gt;
&lt;br /&gt;
* '''CE:CREATURE:'''&amp;lt;creature&amp;gt;:&amp;lt;caste&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
This can be used to specify a target creature to transform into ([CE:CREATURE:DWARF:FEMALE], for example). '''ALL''' or '''ANY''' can be used in place of a specific caste to randomise this for every transformation. &lt;br /&gt;
Do note that using '''ALL''' or '''ANY''' for transformation castes will make the creature transform over and over again with the interval depending on the '''START''' token. This can lead to an unending transformation loop. [[Syndrome#looping_problem|However, there is a way to get around this.]] &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Random transformation:'''&lt;br /&gt;
&lt;br /&gt;
* '''CE:CREATURE_FLAG:'''&amp;lt;[[Interaction_token#Creature_and_Caste_Flags|creature flag]]&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Narrows down the selection to creatures which have the specified [[Interaction_token#Creature_and_Caste_Flags|creature flag]]. May be used multiple times per transformation effect; creatures which lack any of the indicated flags will never be transformed into.&lt;br /&gt;
&lt;br /&gt;
* '''CE:FORBIDDEN_CREATURE_FLAG:'''&amp;lt;[[Interaction_token#Creature_and_Caste_Flags|creature flag]]&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Excludes creatures with the specified [[Interaction_token#Creature_and_Caste_Flags|creature flag]] from the random selection pool. May be used multiple times per transformation effect; creatures which possess any of the indicated flags will never be transformed into.&lt;br /&gt;
&lt;br /&gt;
* '''CE:CREATURE_CASTE_FLAG:'''&amp;lt;[[Interaction_token#Creature_and_Caste_Flags|caste flag]]&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Narrows down the selection to creatures which have the specified [[Interaction_token#Creature_and_Caste_Flags|caste flag]]. May be used multiple times per transformation effect; creatures which lack any of the indicated flags will never be transformed into.&lt;br /&gt;
&lt;br /&gt;
* '''CE:FORBIDDEN_CREATURE_CASTE_FLAG:'''&amp;lt;[[Interaction_token#Creature_and_Caste_Flags|caste flag]]&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Excludes any creature with the specified [[Interaction_token#Creature_and_Caste_Flags|caste flag]] from the random selection pool. May be used multiple times per transformation effect; creatures which possess any of the indicated flags will never be transformed into.&lt;br /&gt;
&lt;br /&gt;
*'''CE:HAVE_FAST_EFFORTLESS_GAIT_SPEED:'''&amp;lt;minimum [[Gait#Speed|gait speed]]&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Narrows down the selection to creatures which have at least one [[gait]] with an [[Creature_token#GAIT|&amp;lt;energy expenditure&amp;gt;]] of 0 and a [[Creature_token#GAIT|&amp;lt;max speed&amp;gt;]] less than or equal to the specified &amp;lt;minimum gait speed&amp;gt; (&amp;quot;less than&amp;quot; because lower is faster in the scale used for [[Gait#Speed|gait speed]]). This is used in generated [[Die#Adventurer_Mode|divination curses]] to prevent the player from being transformed into a creature that is frustratingly slow to play as. [http://www.bay12forums.com/smf/index.php?topic=169696.msg8243222#msg8243222]&lt;br /&gt;
&lt;br /&gt;
*'''CE:ALL_SLOW_EFFORTLESS_GAIT_SPEED:'''&amp;lt;maximum [[Gait#Speed|gait speed]]&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Excludes any creatures which have at least one [[gait]] with an [[Creature_token#GAIT|&amp;lt;energy expenditure&amp;gt;]] of 0 and a [[Creature_token#GAIT|&amp;lt;max speed&amp;gt;]] value less than or equal to the specified &amp;lt;maximum gait speed&amp;gt; (note that larger values are slower in the scale used for [[Gait#Speed|gait speed]]). [http://www.bay12forums.com/smf/index.php?topic=169696.msg8243222#msg8243222]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_MATERIAL_FORCE_MULTIPLIER}}&lt;br /&gt;
| No&lt;br /&gt;
| MAT_MULT:[[material token|&amp;lt;material token&amp;gt;]]:&amp;lt;value A&amp;gt;:&amp;lt;value B&amp;gt;&lt;br /&gt;
| When the affected creature is struck with a weapon made of the specified material, the force exerted will be multiplied by A/B, thus making the creature more or less susceptible to this material. For example, if A is 2 and B is 1, the force exerted by the defined material will be doubled. If A is 1 and B is 2, it will be halved instead. '''NONE:NONE''' can be used in place of a specific material token so as to make the effect applicable to all materials. Note that this syndrome effect is equivalent to the [[Creature_token#MATERIAL_FORCE_MULTIPLIER|MATERIAL_FORCE_MULTIPLIER]] creature token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_CAN_DO_INTERACTION}}&lt;br /&gt;
| No&lt;br /&gt;
| &lt;br /&gt;
| Makes the creature able to perform an [[Interaction_token|interaction]]. Follow this effect token with [[Interaction_token#INTERACTION|[CDI:INTERACTION:&amp;lt;interaction name&amp;gt;]]] to specify the desired interaction, and add other [[Interaction_token#Usage|CDI tokens]] as required.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_SPECIAL_ATTACK_INTERACTION}}&lt;br /&gt;
| Yes&lt;br /&gt;
| INTERACTION:&amp;lt;interaction name&amp;gt;:BP:&amp;lt;selection criteria&amp;gt;:&amp;lt;name of category,type, or token of designated part/parts&amp;gt;&lt;br /&gt;
| Makes the creature able to perform an interaction when using an attack with a designated body part/parts. See [[#In 0.47.01|below]] for an example&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_BODY_MAT_INTERACTION}}&lt;br /&gt;
| No&lt;br /&gt;
| MAT_TOKEN:&amp;lt;body material token&amp;gt;&lt;br /&gt;
| This is used to tie an [[Interaction_token|interaction]] to one of the creature’s body materials. Generated [[vampire]] syndromes use this effect to make vampire blood pass on the vampirism curse when consumed.&lt;br /&gt;
&lt;br /&gt;
The target body material is specified by inserting its ID as defined in the creature raws. For example, when a syndrome with “CE_BODY_MAT_INTERACTION:MAT_TOKEN:SWEAT” is gained by a unit, the effect will apply to any material defined as “SWEAT” in the creature raws of that unit, if such a material is present.&lt;br /&gt;
'''RESERVED_BLOOD''' is a special body material token which can be used to specify the [[Creature_token#BLOOD|[BLOOD]]] material of any creature, regardless of the material's actual ID.&lt;br /&gt;
&lt;br /&gt;
The following tokens should be placed after this effect:&lt;br /&gt;
* '''CE:SYNDROME_TAG:'''&amp;lt;transmission method&amp;gt; is used to specify what must be done with the body material to trigger the interaction. Replace &amp;quot;&amp;lt;transmission method&amp;gt;&amp;quot; with any of '''[[Syndrome#SYN_INGESTED|SYN_INGESTED]], [[Syndrome#SYN_INJECTED|SYN_INJECTED]], [[Syndrome#SYN_CONTACT|SYN_CONTACT]], [[Syndrome#SYN_INHALED|SYN_INHALED]]'''. Multiple instances of this tag may be used to specify different valid transmission routes. ''However, SYN_INGESTED appears to be the only one that works at present.''&lt;br /&gt;
* '''CE:INTERACTION:'''&amp;lt;[[Interaction_token#INTERACTION|interaction ID]]&amp;gt; is used to specify which interaction is to be run (replace &amp;quot;&amp;lt;interaction ID&amp;gt;&amp;quot; with the name of the desired interaction). Appropriate interaction effects with a creature target (such as [[Interaction_token#I_EFFECT|ADD_SYNDROME]]) will be inflicted upon the unit who interacts with the body material as specified above. Note that the linked interaction must have an [[Interaction_token#I_SOURCE|[I_SOURCE:INGESTION]]] token for this to work.&lt;br /&gt;
&lt;br /&gt;
This currently only works on materials obtained from historical figures. That is to say, the material must bear the source unit's name, such as &amp;quot;Urist McVampire's dwarf blood&amp;quot; as opposed to mere &amp;quot;dwarf blood&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_SENSE_CREATURE_CLASS}}&lt;br /&gt;
| No&lt;br /&gt;
| CLASS:&amp;lt;[[Creature_token#CREATURE_CLASS|creature class]]&amp;gt;:&lt;br /&gt;
[[Tilesets|&amp;lt;tile value or character&amp;gt;]]:&lt;br /&gt;
[[Color#Color_values|&amp;lt;foreground color&amp;gt;:&amp;lt;background color&amp;gt;:&amp;lt;foreground brightness&amp;gt;]]&lt;br /&gt;
| Provides the ability to sense creatures belonging to the specified [[Creature_token#CREATURE_CLASS|creature class]] even when such creatures lie far beyond line of sight, including through walls and floors. It also appears to reduce or negate the combat penalty of [[Wound#Blindness|blind]] units when fighting creatures they can sense. In [[adventure mode]], the specified tile will be used to represent sensed creatures when they cannot be seen directly.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_FEEL_EMOTION}}&lt;br /&gt;
| No&lt;br /&gt;
| EMOTION:&amp;lt;[[emotion]]&amp;gt;&lt;br /&gt;
| Makes the creature feel a specific [[emotion]]. The effect's SEV value determines how intense the emotion is. The creature also receives a [[thought]] in the following format: &amp;quot;[creature] feels [emotion] due to [[Syndrome#SYN_NAME|[syndrome name]]]&amp;quot;. See [[Emotion]] for the list of valid emotions.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_CHANGE_PERSONALITY}}&lt;br /&gt;
| No&lt;br /&gt;
| FACET:&amp;lt;[[Personality facet|personality facet]]&amp;gt;:&amp;lt;amount&amp;gt;&lt;br /&gt;
| Changes a [[personality facet]] by the given amount. Multiple FACET:&amp;lt;facet&amp;gt;:&amp;lt;amount&amp;gt; sets may be used, and &amp;lt;amount&amp;gt; can be negative. For example, generated [[necromancer]] syndromes come with the following effect:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;[CE_CHANGE_PERSONALITY:FACET:ANXIETY_PROPENSITY:50:FACET:TRUST:-50:START:0:ABRUPT]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
According to Toady, CE_CHANGE_PERSONALITY effects can cause creatures to re-evaluate their [[Personality goal|goals]] in worldgen; the boost to anxiety and distrust given to necromancers makes it more likely for them to develop the goal of [[Personality goal#RULE_THE_WORLD|ruling the world]]. [http://www.bay12forums.com/smf/index.php?topic=169696.msg8275328#msg8275328]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_ERRATIC_BEHAVIOR}}&lt;br /&gt;
| No&lt;br /&gt;
|&lt;br /&gt;
| Causes erratic behavior, meaning &amp;quot;People that [[Personality facet#VIOLENT|like to brawl]] have a chance of starting a brawl-level fight with any nearby adult.&amp;quot; [http://www.bay12forums.com/smf//index.php?topic=159164.msg7632503#msg7632503 -Toady]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''All''' creature effect tokens take START, END and PROB numbers, and can be followed by [CE:PERIODIC] and/or [CE:COUNTER_TRIGGER] to restrict when they actually take effect.&lt;br /&gt;
&lt;br /&gt;
===Periodic Triggers===&lt;br /&gt;
&lt;br /&gt;
'''[CE:{{text anchor|PERIODIC}}:&amp;lt;period_type&amp;gt;:&amp;lt;min_value&amp;gt;:&amp;lt;max_value&amp;gt;]'''&lt;br /&gt;
&lt;br /&gt;
When this token is placed after a syndrome effect, it will prevent that effect from working unless within the specified period range.&lt;br /&gt;
&lt;br /&gt;
For example, generated [[werebeast]] syndromes have a [[Syndrome#CE_BODY_TRANSFORMATION|body transformation effect]] with &amp;lt;code&amp;gt;[CE:PERIODIC:[[Syndrome#MOON_PHASE|MOON_PHASE]]:27:0]&amp;lt;/code&amp;gt;, which makes the transformation active only throughout moon phases 27 to 0 (the full moon period). Once the moon phase changes from 0 to 1, the transformation will end and remain inactive until phase 27 is reached again (unless of course the effect has an END time which is reached before this happens. On that note, keep in mind that the START time of the effect needs to have been reached for activation to have become possible).&lt;br /&gt;
&lt;br /&gt;
Only one periodic trigger may currently be specified per effect. [[Syndrome#Counter_Triggers|Counter triggers]] can also be specified for the same effect, in which case both the periodic trigger and at least one counter trigger will need to have its conditions met for the effect to be allowed to work.&lt;br /&gt;
&lt;br /&gt;
MOON_PHASE is currently the only valid period type:&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;Bisque&amp;quot;&lt;br /&gt;
! Period&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MOON_PHASE}}&lt;br /&gt;
| The lunar cycle in ''Dwarf Fortress'' is composed of 28 segments (each slightly shorter than a [[time|day]] in duration), with each segment represented by a value ranging from 0 to 27. These correspond to moon phases as follows:&lt;br /&gt;
* '''0''' = full moon&lt;br /&gt;
* '''1-4''' = waning gibbous&lt;br /&gt;
* '''5-8''' = waning half&lt;br /&gt;
* '''9-12''' = waning crescent&lt;br /&gt;
* '''13-14''' = new moon&lt;br /&gt;
* '''15-18''' = waxing crescent&lt;br /&gt;
* '''19-22''' = waxing half&lt;br /&gt;
* '''23-26''' = waxing gibbous&lt;br /&gt;
* '''27''' = full moon&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Counter Triggers===&lt;br /&gt;
&lt;br /&gt;
'''[CE:{{text anchor|COUNTER_TRIGGER}}:&amp;lt;counter_name&amp;gt;:&amp;lt;min_value&amp;gt;:&amp;lt;max_value&amp;gt;:REQUIRED]'''&lt;br /&gt;
&lt;br /&gt;
Creatures in ''Dwarf Fortress'' possess internal counters which keep track of their various activities and statuses. When this token is placed after a syndrome effect, it will prevent the effect from working unless the affected creature has the indicated counter, and its value lies within the specified range.&lt;br /&gt;
&lt;br /&gt;
For example, generated [[vampire]] syndromes use &amp;lt;code&amp;gt;[CE:COUNTER_TRIGGER:[[Syndrome#DRINKING_BLOOD|DRINKING_BLOOD]]:1:NONE:REQUIRED]&amp;lt;/code&amp;gt; with an [[Syndrome#CE_BP_APPEARANCE_MODIFIER|appearance modifier]] to make the vampire's teeth temporarily lengthen whilst leeching blood.&lt;br /&gt;
&lt;br /&gt;
Note that &amp;lt;code&amp;gt;NONE&amp;lt;/code&amp;gt; can be used in place of &amp;lt;max_value&amp;gt; to indicate that any value above &amp;lt;min_value&amp;gt; is valid. &amp;lt;code&amp;gt;NONE&amp;lt;/code&amp;gt; can also be used in place of &amp;lt;min_value&amp;gt;, which is equivalent to the lowest value attainable by a counter.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;REQUIRED&amp;lt;/code&amp;gt; implies that the effect won't proceed if the counter exists but doesn't lie within the range provided. However, it's actually redunant as COUNTER_TRIGGER always checks for both of these conditions [http://www.bay12forums.com/smf/index.php?topic=169696.msg8173424#msg8173424]; replacing it with &amp;lt;code&amp;gt;NONE&amp;lt;/code&amp;gt; doesn't alter the way the trigger functions, though it ''will'' fail to work if this slot is left empty instead.&lt;br /&gt;
&lt;br /&gt;
As detailed below, most counters only exist temporarily, so their use as triggers is somewhat more restricted than intuition suggests. For example, specifying &amp;lt;code&amp;gt;0&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;NONE&amp;lt;/code&amp;gt; as the &amp;lt;min_value&amp;gt; for a [[Syndrome#CAVE_ADAPT|CAVE_ADAPT]] trigger wouldn't permit the effect to work when the affected creature is outside, since this counter is removed from the unit as soon as its value decreases past 1. Similarly, [[Syndrome#MILK_COUNTER|MILK_COUNTER]] is only present for some time ''after'' a creature is milked.&lt;br /&gt;
&lt;br /&gt;
Multiple counter triggers can be specified per effect, in which case the effect will be permitted to work if at least one of the trigger conditions is met. A [[Syndrome#Periodic_Triggers|periodic trigger]] can also be specified for the same effect, in which case both the periodic trigger and at least one counter trigger will need to have their conditions met for the effect to work.&lt;br /&gt;
&lt;br /&gt;
The following is a list of valid counter types including a couple of notable values:&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;Bisque&amp;quot;&lt;br /&gt;
! Counter&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ALCOHOLIC}}&lt;br /&gt;
| For {{token|ALCOHOL_DEPENDENT|c}} creatures, this counter increases by 1 each [[time|tick]], and is reset to 0 when the creature drinks [[alcohol]]. The following messages are added after &amp;quot;needs alcohol to get through the working day&amp;quot; in the creature's description when the counter reaches the specified values:&lt;br /&gt;
* 100800 (3 months) = and is starting to work slowly due to its scarcity&lt;br /&gt;
* 201600 (6 months) = and really wants a drink&lt;br /&gt;
* 302400 (9 months) = and has gone without a drink for far, far too long&lt;br /&gt;
* 403200 (1 year) = and can't even remember the last time (s)he had some&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CAVE_ADAPT}}&lt;br /&gt;
| For creatures with the {{token|CAVE_ADAPT|c}} token, this counter is created and increases by 1 each [[time|tick]] when the creature is in the {{DFtext|Dark|0:1}}, and is deleted once the dwarf steps outside and [[vomit]]s. See [[cave adaptation]] for more information.&lt;br /&gt;
* 403200 (1 year) = going outside causes irritation&lt;br /&gt;
* 604800 (1.5 years) = going outside causes nausea&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MILK_COUNTER}}&lt;br /&gt;
| When a creature is milked, this counter is created and set to the frequency value specified in the creature's {{token|MILKABLE|c}} token, and subsequently decreases by 1 each [[time|tick]] until it reaches 0, at which point it is immediately removed, making the creature available for milking again.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EGG_SPENT}}&lt;br /&gt;
| This counter is created and set to 100800 (3 months' worth of [[time|tick]]s in fortress mode) when a creature [[Creature_token#LAYS_EGGS|lays eggs]], and thereafter decreases by 1 each tick until it reaches 0, at which point it is removed and the creature regains the ability to lay eggs.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GROUNDED_ANIMAL_ANGER}}&lt;br /&gt;
| This counter is added and increases by 200 whenever a unit is lying on the ground and does not have [CAN_LEARN]. It subsequently decreases by 1 each [[time|tick]], with a 1% chance to increase by 200. The counter is removed if it decreases to 0.  If the counter is greater than 45000 the unit will lash out at a random nearby unit and the counter will be reset to 40000. This is the counter's only effect. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TIME_SINCE_SUCKED_BLOOD}}&lt;br /&gt;
| This counter rises by 1 every [[time|tick]] for creatures with the {{token|BLOODSUCKER|c}} token. When it rises high enough (generally around 100800; 3 months in fortress mode time), the creature will seek an [[sleep|unconscious]] victim to leech off of.  Blood-sucking causes the counter to decrease, and will continue until either the victim is dead or the counter reaches 0. Note that this counter isn't removed when 0 is reached.&lt;br /&gt;
&lt;br /&gt;
When playing as a bloodsucker in [[adventure mode]], the following bloodthirst indicators are displayed when this counter reaches the specified values:&lt;br /&gt;
* 172800 (1 day in adventure mode time) = {{DFtext|Thirsty|4:0}}&lt;br /&gt;
* 1209600 (1 week) = {{DFtext|Thirsty!|4:1}}&lt;br /&gt;
* 2419200 (2 weeks) = {{DFtext|Thirsty!|5:1}}&lt;br /&gt;
Various penalties are applied as bloodthirst increases; see the [[vampire]] article for more information.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DRINKING_BLOOD}}&lt;br /&gt;
| This appears to be created and set to a fixed value of 20 whilst the creature is sucking blood, and begins to decrease by 1 each [[time|tick]] once blood-sucking ceases (as described [[Syndrome#TIME_SINCE_SUCKED_BLOOD|above]]) until it reaches 0, at which point the counter is removed.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{mod}}&lt;br /&gt;
&lt;br /&gt;
==Inorganic syndromes and you!==&lt;br /&gt;
It's perfectly possible - and quite simple - to add a nasty syndrome to a type of rock or metal - you simply add the syndrome tokens to the material definition in the same manner that you would add them to a creature material definition.  The only catch is that since your hapless dwarves will only normally encounter the material in metal, gem or boulder form, a bit of creativity must be used to actually get them inside your citizens - that is, you need to make them 'explosively boil' as soon as they're mined or produced.  This has the sad side effect of destroying the actual item - sorry, no highly radioactive uranium this release.  &lt;br /&gt;
&lt;br /&gt;
The easiest way to accomplish this is to assign the material a low boiling point, usually just under room temperature, and make sure its temperature is fixed to a point above it.&lt;br /&gt;
  [MELTING_POINT:NONE]&lt;br /&gt;
  [BOILING_POINT:10000]&lt;br /&gt;
  [MAT_FIXED_TEMP:10001]&lt;br /&gt;
  [SPEC_HEAT:1]&lt;br /&gt;
Now, as soon as this substance hits the open air - by being mined, smelted or reaction-produced at a custom workshop - it will EXPLOSIVELY BOIL, flooding a small area with delicious syndrome-rich gas.  Creatures who inhale the gas will be immediately hit with the [[Syndrome#SYN_INHALED|SYN_INHALED]] syndrome you thoughtfully attached to the material definition earlier! Note that creatures do not need to inhale every tick, so there is a chance that the gas will dissipate before it can infect any particular creature.&lt;br /&gt;
&lt;br /&gt;
There are a number of other tokens you can use to control the colour and naming conventions of your syndrome material, referred to as [[material definition token]]s.&lt;br /&gt;
&lt;br /&gt;
==Spreading diseases==&lt;br /&gt;
It's fully possible to make a nasty disease capable of spreading itself from an infected dwarf to others, though it requires some skill in modding [[interaction token|interactions]] as well. Here is an example of a plague-inflicting interaction:&lt;br /&gt;
&lt;br /&gt;
  [INTERACTION:PLAGUE]&lt;br /&gt;
  	[I_TARGET:A:CREATURE]&lt;br /&gt;
  		[IT_LOCATION:CONTEXT_CREATURE]&lt;br /&gt;
  		[IT_FORBIDDEN:NOT_LIVING]&lt;br /&gt;
  		[IT_AFFECTED_CLASS:GENERAL_POISON]&lt;br /&gt;
  		[IT_MANUAL_INPUT:creatures]&lt;br /&gt;
  	[I_EFFECT:ADD_SYNDROME]&lt;br /&gt;
  		[IE_TARGET:A]&lt;br /&gt;
  		[IE_IMMEDIATE]&lt;br /&gt;
  		[SYNDROME]&lt;br /&gt;
  			[SYN_NAME:the plague]&lt;br /&gt;
  			[SYN_AFFECTED_CLASS:GENERAL_POISON]&lt;br /&gt;
  			[CE_FEVER:SEV:250:PROB:100:START:250:PEAK:1500:END:25000]&lt;br /&gt;
  			[CE_BLISTERS:SEV:325:PROB:100:BP:BY_CATEGORY:ALL:SKIN:START:250:PEAK:1500:END:25000]&lt;br /&gt;
  			[CE_NECROSIS:SEV:300:PROB:100:BP:BY_CATEGORY:ALL:ALL:VASCULAR_ONLY:START:22500:PEAK:23750:END:25000]&lt;br /&gt;
  			[CE_CAN_DO_INTERACTION:START:1500:END:25000]&lt;br /&gt;
  				[CDI:ADV_NAME:Spread the plague]&lt;br /&gt;
  				[CDI:INTERACTION:PLAGUE]&lt;br /&gt;
  				[CDI:TARGET:A:LINE_OF_SIGHT]&lt;br /&gt;
  				[CDI:TARGET_RANGE:A:10]&lt;br /&gt;
  				[CDI:WAIT_PERIOD:30]&lt;br /&gt;
&lt;br /&gt;
As you can see, the syndrome here inflicts blisters, fever and, after roughly a month, necrosis of the whole body - that's when the infected creatures will start dying out. But before that happens, CE_CAN_DO_INTERACTION makes them capable of spreading the plague further.&lt;br /&gt;
&lt;br /&gt;
You also need a disease vector that will bring the plague straight to your fort. (hint: use [[large rat|various]] [[rat man|species]] [[giant rat|of rats]] - they're perfect for that). The following code, added to a creature's raws, ensures the creature will infect anybody it encounters:&lt;br /&gt;
&lt;br /&gt;
  [CAN_DO_INTERACTION:PLAGUE]&lt;br /&gt;
  	[CDI:ADV_NAME:Spread the plague]&lt;br /&gt;
  	[CDI:TARGET:A:LINE_OF_SIGHT]&lt;br /&gt;
  	[CDI:TARGET_RANGE:A:10]&lt;br /&gt;
  	[CDI:WAIT_PERIOD:30]&lt;br /&gt;
&lt;br /&gt;
As soon as the said creature is startled by your dwarves, the [[fun]] will begin.&lt;br /&gt;
&lt;br /&gt;
It is also possible to use a creature's established methods of attack for use in disease-spreading.&lt;br /&gt;
&lt;br /&gt;
Let's use the borrowed example of the plague above. This time, the plague will spread through biting, using the following syndrome code:&lt;br /&gt;
&lt;br /&gt;
  [INTERACTION:PLAGUE]&lt;br /&gt;
  	[I_TARGET:A:CREATURE]&lt;br /&gt;
  		[IT_LOCATION:CONTEXT_CREATURE]&lt;br /&gt;
  		[IT_FORBIDDEN:NOT_LIVING]&lt;br /&gt;
  		[IT_AFFECTED_CLASS:GENERAL_POISON]&lt;br /&gt;
  		[IT_MANUAL_INPUT:creatures]&lt;br /&gt;
  	[I_EFFECT:ADD_SYNDROME]&lt;br /&gt;
  		[IE_TARGET:A]&lt;br /&gt;
  		[IE_IMMEDIATE]&lt;br /&gt;
  		[SYNDROME]&lt;br /&gt;
  			[SYN_NAME:the plague]&lt;br /&gt;
  			[SYN_AFFECTED_CLASS:GENERAL_POISON]&lt;br /&gt;
  			[CE_FEVER:SEV:250:PROB:100:START:250:PEAK:1500:END:25000]&lt;br /&gt;
  			[CE_BLISTERS:SEV:325:PROB:100:BP:BY_CATEGORY:ALL:SKIN:START:250:PEAK:1500:END:25000]&lt;br /&gt;
  			[CE_NECROSIS:SEV:300:PROB:100:BP:BY_CATEGORY:ALL:ALL:VASCULAR_ONLY:START:22500:PEAK:23750:END:25000]&lt;br /&gt;
  			[CE_SPECIAL_ATTACK_INTERACTION:INTERACTION:PLAGUE:BP:BY_CATEGORY:TOOTH:START:0:ABRUPT]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The line [CE_SPECIAL_ATTACK_INTERACTION:INTERACTION:BITE_PLAGUE:BP:BY_CATEGORY:MOUTH:BP:BY_CATEGORY:TOOTH:START:0:ABRUPT] allows any infected creature with an attack using mouth or tooth category body parts to immediately spread the disease using said attack. The victim of the attack may then spread the disease if they are able to attack with the needed body part/parts.&lt;br /&gt;
&lt;br /&gt;
==Multi-caste/multi-creature body transformations==&lt;br /&gt;
This is a way to get around the {{text anchor|looping problem}} when using ANY or ALL castes for [[Syndrome#CE_BODY_TRANSFORMATION|CE_BODY_TRANSFORMATION]] and not being limited to a single creature for transformations. It's an incredibly simple solution as you can see in this example code:&lt;br /&gt;
{{code|code=&lt;br /&gt;
[SYNDROME]&lt;br /&gt;
	[SYN_NAME:draconic curse]&lt;br /&gt;
	[SYN_CLASS:DRACONIC_CURSE]&lt;br /&gt;
	[CE_BODY_TRANSFORMATION:PROB:25:START:0]&lt;br /&gt;
			[CE:CREATURE:HYDRA:MALE]&lt;br /&gt;
	[CE_BODY_TRANSFORMATION:PROB:33:START:0]&lt;br /&gt;
			[CE:CREATURE:DRAGON:MALE]&lt;br /&gt;
	[CE_BODY_TRANSFORMATION:PROB:50:START:0]&lt;br /&gt;
			[CE:CREATURE:HYDRA:FEMALE]&lt;br /&gt;
	[CE_BODY_TRANSFORMATION:PROB:100:START:0]&lt;br /&gt;
			[CE:CREATURE:DRAGON:FEMALE]&lt;br /&gt;
}}&lt;br /&gt;
This code will transform a creature into either a female/male [[hydra]] or a female/male [[dragon]]. &lt;br /&gt;
&lt;br /&gt;
For every caste/creature you want a ''victim'' to transform into, you add a [CE_BODY_TRANSFORMATION] token with a [PROB] token attached to it. For each of the transformations, the PROB is set to ``100 / number_of_remaining_transformations`` (or different numbers if you want uneven odds), with the final transformation having a PROB of 100 to ensure there is always at least one transformation chosen. A creature can only have one active transformation at a time, so if any of the lower PROB transformations occurs then the PROB 100 transformation can not happen.&lt;br /&gt;
&lt;br /&gt;
If you instead want a ''sequence'' of transformations to take place then you need make sure that one transformation ends on the same tick that the next one begins:&lt;br /&gt;
{{code|code=&lt;br /&gt;
[SYNDROME]&lt;br /&gt;
	[SYN_NAME:draconic sequence curse]&lt;br /&gt;
	[SYN_CLASS:DRACONIC_SEQUENCE_CURSE]&lt;br /&gt;
	[CE_BODY_TRANSFORMATION:PROB:100:START:0:END:10]&lt;br /&gt;
			[CE:CREATURE:HYDRA:MALE]&lt;br /&gt;
	[CE_BODY_TRANSFORMATION:PROB:100:START:10:END:20]&lt;br /&gt;
			[CE:CREATURE:DRAGON:MALE]&lt;br /&gt;
	[CE_BODY_TRANSFORMATION:PROB:100:START:20:END:30]&lt;br /&gt;
			[CE:CREATURE:HYDRA:FEMALE]&lt;br /&gt;
	[CE_BODY_TRANSFORMATION:PROB:100:START:30:END:40]&lt;br /&gt;
			[CE:CREATURE:DRAGON:FEMALE]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
&lt;br /&gt;
* [[Syndrome examples]]&lt;br /&gt;
* [[Interaction token]]&lt;br /&gt;
* [[Modding]]&lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
{{Category|Creature attributes}}&lt;br /&gt;
{{Category|Tokens}}&lt;br /&gt;
[[ru:DF2012:Syndrome]]&lt;/div&gt;</summary>
		<author><name>DikbutDaGrate</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Syndrome&amp;diff=309911</id>
		<title>Syndrome</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Syndrome&amp;diff=309911"/>
		<updated>2025-06-21T19:36:34Z</updated>

		<summary type="html">&lt;p&gt;DikbutDaGrate: Detailed clarification on the mechanics of the grounded animal anger counter token.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Masterwork}}&lt;br /&gt;
{{av}}&lt;br /&gt;
[[File:syndrome_statuses_anim.gif|right]]In ''Dwarf Fortress'', a '''syndrome''' can be thought of as a condition which applies a collection of [[Syndrome#Creature Effect Tokens|effects]] to [[creature]]s who contract it. Syndromes give rise to several of the game's [[fun|more interesting]] [[Health care|medical]] [[Status_icon|predicaments]], such as [[alcohol]] inebriation, venomous snake bites, and the brain-rotting secretions of certain [[Forgotten beast|uninvited guests]]. That said, the syndrome system isn't functionally restricted to the simulation of disease  -  many of the game's supernatural features, such as [[werewolf|werewolves]], [[vampire]]s, [[necromancer]]s, [[mummy|mummy curses]] and the [[undead]], are in fact produced by applying various [[Syndrome#Special_Effects|special effects]] to creatures via syndromes.&lt;br /&gt;
&lt;br /&gt;
Graphically, [[Dwarf|dwarves]], [[human]]s, [[elf|elves]], [[goblin]]s and [[kobold]]s with supernatural syndromes will have a different skin color, as seen in the image to the right. Other creatures will appear exactly as they are with no alterations, unless they're undead, in which they will appear with an indigo/blue tint, black eyes and white pupils, as every creature will have a unique undead sprite (including that of children and babies for some creatures).&lt;br /&gt;
&lt;br /&gt;
''&amp;quot;Yeah, I know this. I was looking for [[Syndrome examples|modded examples]]...&amp;quot;''&lt;br /&gt;
[[File:skin_color_preview.png|thumb|right|What different undead/immortal creatures' skin colors mean, which are also syndromes.]]&lt;br /&gt;
==List of syndromes==&lt;br /&gt;
In unmodded games, syndromes are generally named after the animal, substance or effect that delivers them. They can cause unpleasant and sometimes fatal [[symptom]]s over a short to long duration, but some will clear up over time or with the assistance of a [[doctor]]. A [[Health care|hospital]] is required to diagnose and potentially treat those that can be helped by treatment. Note that in a world with [[dragon]]s and [[giant elephant]]s, dwarves (and elves and humans) fall into the &amp;quot;small creatures&amp;quot; category for purposes of this discussion.&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Syndrome&lt;br /&gt;
! Venom&lt;br /&gt;
! Acquired&lt;br /&gt;
! Short-term Symptoms&lt;br /&gt;
! Long-term Symptoms&lt;br /&gt;
! Chronic Symptoms &lt;br /&gt;
|-&lt;br /&gt;
| Adder bite&lt;br /&gt;
| adder venom (injected)&lt;br /&gt;
| Being bitten by an [[adder]], [[giant adder]] or [[adder man]]&lt;br /&gt;
| Strong pain&lt;br /&gt;
| Swelling&amp;lt;br&amp;gt;Blisters&amp;lt;br&amp;gt;Nausea&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Bark scorpion sting&lt;br /&gt;
| bark scorpion venom (injected)&lt;br /&gt;
| Being stung by a [[bark scorpion]], [[giant bark scorpion]] or [[bark scorpion man]]&lt;br /&gt;
| Strong pain&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Black mamba bite&lt;br /&gt;
| black mamba venom (injected)&lt;br /&gt;
| Being bitten by a [[black mamba]], [[giant black mamba]] or [[black mamba man]]&lt;br /&gt;
| Dizziness&amp;lt;br&amp;gt;Drowsiness&amp;lt;br&amp;gt;Strong pain&amp;lt;br&amp;gt;Fever&amp;lt;br&amp;gt;Unconsciousness&amp;lt;br&amp;gt;Complete paralysis&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Blob blisters&lt;br /&gt;
| cave blob fluid&amp;lt;br /&amp;gt;(contact or ingested)&lt;br /&gt;
| Touching a [[cave blob]]&lt;br /&gt;
| Mild pain&amp;lt;br/&amp;gt;Mild blisters&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Brown recluse spider bite&lt;br /&gt;
| brown recluse spider venom (injected)&lt;br /&gt;
| Being bitten by a [[brown recluse spider]], [[giant brown recluse spider]] or [[brown recluse spider man]]&lt;br /&gt;
| Nausea&amp;lt;br&amp;gt;Fever&amp;lt;br&amp;gt;Pain&amp;lt;br&amp;gt;&lt;br /&gt;
| Severe localized necrosis&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Bumblebee sting&lt;br /&gt;
| bumblebee venom (injected)&lt;br /&gt;
| Being stung by a [[bumblebee]] worker&lt;br /&gt;
| Pain&amp;lt;br&amp;gt;Strong swelling&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Bushmaster bite&lt;br /&gt;
| bushmaster venom (injected)&lt;br /&gt;
| Being bitten by a [[bushmaster]], [[giant bushmaster]] or [[bushmaster man]]&lt;br /&gt;
| Strong pain&amp;lt;br&amp;gt;Mild bleeding&amp;lt;br&amp;gt;Dizziness&amp;lt;br&amp;gt;Nausea&amp;lt;br&amp;gt;Unconsciousness&amp;lt;br&amp;gt;Complete paralysis&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Cave floater sickness&lt;br /&gt;
| cave floater gas&amp;lt;br /&amp;gt;(inhaled or ingested)&lt;br /&gt;
| Expelled from [[cave floater]]&lt;br /&gt;
| Mild nausea&lt;br /&gt;
| Fever&amp;lt;br/&amp;gt;Strong drowsiness (delayed)&amp;lt;br/&amp;gt;Strong dizziness (delayed)&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Cave spider bite&lt;br /&gt;
| cave spider venom&amp;lt;br /&amp;gt;(injected)&lt;br /&gt;
| Being bitten by a [[cave spider]]&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
| Very mild dizziness&lt;br /&gt;
|-&lt;br /&gt;
| Copperhead snake bite&lt;br /&gt;
| copperhead snake venom (injected)&lt;br /&gt;
| Being bitten by a [[copperhead snake]], [[giant copperhead snake]] or [[copperhead snake man]]&lt;br /&gt;
| Pain&amp;lt;br&amp;gt;Swelling&amp;lt;br&amp;gt;Nausea&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Giant cave spider bite&lt;br /&gt;
| giant cave spider venom&amp;lt;br /&amp;gt;(injected)&lt;br /&gt;
| Being bitten by a [[giant cave spider]]&lt;br /&gt;
| Size-dependant paralysis.&lt;br /&gt;
| Death by asphyxiation, in small targets. Large targets are generally unhindered...unless you count the high probability of being eaten by the giant cave spider as a hindrance.&lt;br /&gt;
| None, not that it really matters.&lt;br /&gt;
|-&lt;br /&gt;
| Gila monster bite&lt;br /&gt;
| gila monster venom (injected)&lt;br /&gt;
| Being bitten by a [[gila monster]], [[giant gila monster]] or [[gila monster man]]&lt;br /&gt;
| Pain&amp;lt;br&amp;gt;Mild swelling&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Gnomeblight&lt;br /&gt;
| [[gnomeblight]]&amp;lt;br /&amp;gt;(contact, inhaled, injected, or ingested)&lt;br /&gt;
| Purposely exposing oneself to the extract. Only affects [[mountain gnome]]s and [[dark gnome]]s.&lt;br /&gt;
| None&lt;br /&gt;
| Severe systemic necrosis&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Giant desert scorpion sting&lt;br /&gt;
| giant desert scorpion venom&amp;lt;br /&amp;gt;(injected)&lt;br /&gt;
| Being stung by a [[giant desert scorpion]] &lt;br /&gt;
| Necrosis of the brain and nervous system&lt;br /&gt;
| '''Certain death'''&lt;br /&gt;
| None, not that it really matters.&lt;br /&gt;
|- &lt;br /&gt;
| Helmet snake bite&lt;br /&gt;
| helmet snake venom&amp;lt;br /&amp;gt;(injected)&lt;br /&gt;
| Being bitten by a [[helmet snake]]&lt;br /&gt;
| Minor bleeding&lt;br /&gt;
| Fever&amp;lt;br/&amp;gt;Nausea&amp;lt;br/&amp;gt;Dizziness&amp;lt;br/&amp;gt;Localized swelling&amp;lt;br/&amp;gt;Localized oozing&amp;lt;br/&amp;gt;Localized bruising&amp;lt;br/&amp;gt;Strong pain&amp;lt;br/&amp;gt;Intense localized necrosis&amp;lt;br/&amp;gt;Possible loss of limb &lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Honey bee sting&lt;br /&gt;
| honey bee venom (injected)&lt;br /&gt;
| Being stung by a [[honey bee]] worker&lt;br /&gt;
| Pain&amp;lt;br&amp;gt;Strong swelling&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Inebriation&lt;br /&gt;
| [[Alcohol]] (consumed/injected)&lt;br /&gt;
| Consuming alcoholic drinks&lt;br /&gt;
| Nausea&amp;lt;br&amp;gt;Dizziness&amp;lt;br&amp;gt;Unconsciousness&amp;lt;br&amp;gt;Personality changes&amp;lt;br&amp;gt;Euphoria&amp;lt;br&amp;gt;Erratic behavior&amp;lt;br&amp;gt;Trouble breathing&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Iron man cough&lt;br /&gt;
| iron man gas&amp;lt;br /&amp;gt;(inhaled)&lt;br /&gt;
| Expelled by [[iron man]]&lt;br /&gt;
| Coughing blood&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| King cobra bite&lt;br /&gt;
| king cobra venom&amp;lt;br /&amp;gt;(injected)&lt;br /&gt;
| Being bitten by a [[king cobra]]&lt;br /&gt;
| Complete paralysis&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&amp;lt;br/&amp;gt;Pain, dizziness, drowsiness&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Phantom spider bite&lt;br /&gt;
| phantom spider venom&amp;lt;br /&amp;gt;(injected)&lt;br /&gt;
| Being bitten by a [[phantom spider]]&lt;br /&gt;
| None&lt;br /&gt;
| Numbness and mild dizziness&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Platypus sting&lt;br /&gt;
| platypus venom&amp;lt;br /&amp;gt;(injected)&lt;br /&gt;
| Being kicked by a [[platypus]], [[giant platypus]] or [[platypus man]]&lt;br /&gt;
| Pain and swelling&lt;br /&gt;
| Extreme pain, swelling possibly to the point of necrosis&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Rattlesnake bite&lt;br /&gt;
| rattlesnake venom&amp;lt;br /&amp;gt;(injected)&lt;br /&gt;
| Being bitten by a [[rattlesnake]], [[giant rattlesnake]] or [[rattlesnake man]]&lt;br /&gt;
| Pain, nausea, blisters, swelling, bruising&lt;br /&gt;
| Severe localized necrosis&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Serpent man bite&lt;br /&gt;
| serpent man venom&amp;lt;br /&amp;gt;(injected)&lt;br /&gt;
| Being bitten by a [[serpent man]]&lt;br /&gt;
| Complete paralysis&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Mummy's curse&lt;br /&gt;
| [[Mummy|Disturbance interaction]].&lt;br /&gt;
| Being cursed by a [[mummy]], when caught raiding their tombs&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
| 20% chance of any skill roll failing, regardless of skill.&lt;br /&gt;
|-&lt;br /&gt;
| Vampirism&lt;br /&gt;
| [[Deity|Divine]] curse&lt;br /&gt;
| Drinking the blood of a [[vampire]]. Toppling statues in shrines and temples (random chance), rolling divination dice too frequently.&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
| Victim becomes a [[vampire]].&lt;br /&gt;
|-&lt;br /&gt;
| Werebeast curse&lt;br /&gt;
| [[Deity|Divine]] curse&lt;br /&gt;
| Being bitten by a [[werebeast]], toppling statues in shrines and temples (random chance), rolling divination dice too frequently.&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
| Victim becomes a [[werebeast]].&lt;br /&gt;
|-&lt;br /&gt;
| Necromancy&lt;br /&gt;
| Secret&lt;br /&gt;
| Reading a book/slab that contains the secrets of life and death.&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
| Reader becomes a [[necromancer]].&lt;br /&gt;
|-&lt;br /&gt;
| evil rain sickness&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
|rowspan=7| Random&lt;br /&gt;
| Being caught outside in [[Weather#Evil weather|freakish weather]] in an evil [[biome]]&lt;br /&gt;
|rowspan=7| Random&lt;br /&gt;
|rowspan=7| Random&lt;br /&gt;
|rowspan=7| Random&lt;br /&gt;
|-&lt;br /&gt;
| evil cloud sickness&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;&lt;br /&gt;
| Being caught in a [[Weather#Evil weather|creeping cloud]] in an evil [[biome]]&lt;br /&gt;
|-&lt;br /&gt;
| beast sickness&amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt;&lt;br /&gt;
| Encounters with [[forgotten beast]]s&lt;br /&gt;
|-&lt;br /&gt;
| titan sickness&amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt;&lt;br /&gt;
| Encounters with [[titan]]s&lt;br /&gt;
|-&lt;br /&gt;
| night sickness&amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt;&lt;br /&gt;
| Encounters with [[nightmare]]s or [[experiment]]s&lt;br /&gt;
|-&lt;br /&gt;
| demon sickness&amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt;&lt;br /&gt;
| Encounters with [[demon]]s&lt;br /&gt;
|-&lt;br /&gt;
| divine sickness&amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt;&lt;br /&gt;
| Encounters with [[angel]]s&lt;br /&gt;
|}&lt;br /&gt;
: 1. For small creatures such as humans and dwarves, paralysis tends to result in suffocation.&lt;br /&gt;
: 2. Necrosis of the brain will eventually result in death once the brain rots away completely. &lt;br /&gt;
: 3. Evil rain typically only causes minor symptoms such as blisters, bruising, coughing blood, dizziness, fever, nausea, oozing, and pain. &lt;br /&gt;
: 4. Evil clouds either cause major symptoms (as with beast/titan/demon sicknesses) or permanently transform creatures into [[Undead|zombie-like]] forms. &lt;br /&gt;
: 5. [[Titan]]s, [[forgotten beast]]s, [[nightmare]]s, [[experiment]]s, [[demon]]s and [[angel]]s have a chance to have a randomized syndrome. These range from mildly hazardous (mild [[Symptom#Blisters|blisters]] from inhaling boiling blood) to instantly fatal (severe necrosis from a contact poison attached to a breath weapon/creature made of blood).&lt;br /&gt;
&lt;br /&gt;
==The anatomy of a syndrome==&lt;br /&gt;
To recap, syndromes are &amp;quot;diseases&amp;quot; which inflict effects upon creatures who acquire them. Mechanically, they're composed of a bunch of different syndrome tokens which detail [[Syndrome#Basic syndrome tokens|how it works]] and [[Syndrome#Creature effect tokens|what it does]]. Syndrome acquisition can be boiled down into two main routes: (1) via materials and (2) via interactions. Unlike most objects in the game, syndromes aren't defined in their own raw file; they're instead built up within the raw definition of the material or interaction effect to which they are tied, as described below.&lt;br /&gt;
{{Modding}}&lt;br /&gt;
'''1) Transmission via Materials'''&lt;br /&gt;
Any material (be it [[Material_token#INORGANIC|inorganic]], [[Material_token#CREATURE_MAT|creature-derived]], or [[Material_token#PLANT_MAT|plant-derived]]) can have one or more syndromes added to it, simply by defining the syndrome within the material's own raw definition. The addition of certain tokens (detailed [[Syndrome#SYN_CONTACT|below]]) to the syndrome will determine what must be done to the material so as to transmit the syndrome to a creature; the current modes of transmission are as follows: [[Syndrome#SYN_CONTACT|bodily contact]] with the material, [[Syndrome#SYN_INGESTED|ingestion]] or [[Syndrome#SYN_INHALED|inhalation]] of the material, or [[Syndrome#SYN_INJECTED|injection]] of the material into the bloodstream. Any combination of transmission modes can be specified per syndrome.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Here's the material definition of [[giant cave spider]] venom with its associated syndrome as an example:&lt;br /&gt;
&lt;br /&gt;
''(See [[Giant cave spider/raw|here]] for the complete creature raw.)''&lt;br /&gt;
    [USE_MATERIAL_TEMPLATE:POISON:CREATURE_EXTRACT_TEMPLATE]&lt;br /&gt;
        [STATE_NAME:ALL_SOLID:frozen giant cave spider venom]&lt;br /&gt;
        [STATE_ADJ:ALL_SOLID:frozen giant cave spider venom]&lt;br /&gt;
        [STATE_NAME:LIQUID:giant cave spider venom]&lt;br /&gt;
        [STATE_ADJ:LIQUID:giant cave spider venom]&lt;br /&gt;
        [STATE_NAME:GAS:boiling giant cave spider venom]&lt;br /&gt;
        [STATE_ADJ:GAS:boiling giant cave spider venom]&lt;br /&gt;
        [PREFIX:NONE]&lt;br /&gt;
        [ENTERS_BLOOD]&lt;br /&gt;
        '''[SYNDROME]'''&lt;br /&gt;
            '''[SYN_NAME:giant cave spider bite]'''&lt;br /&gt;
            '''[SYN_AFFECTED_CLASS:GENERAL_POISON]'''&lt;br /&gt;
            '''[SYN_IMMUNE_CREATURE:SPIDER_CAVE_GIANT:ALL]'''&lt;br /&gt;
            '''[SYN_INJECTED]'''&lt;br /&gt;
            '''[CE_PARALYSIS:SEV:100:PROB:100:RESISTABLE:SIZE_DILUTES:START:5:PEAK:10:END:20]'''&lt;br /&gt;
&lt;br /&gt;
In the above, the non-bolded section consists of various [[material definition token]]s used to define and customise the venom material. (USE_MATERIAL_TEMPLATE defines a material called 'POISON', and creates it using the template 'CREATURE_EXTRACT_TEMPLATE' as a basis, which is then altered by the other tokens placed below it. See [[Material_definition_token#STATE_NAME|STATE_NAME]], [[Material_definition_token#STATE_ADJ|STATE_ADJ]], and [[Material_definition_token#PREFIX|PREFIX]] for more information about these tokens). The relevance of [[Material_definition_token#ENTERS_BLOOD|ENTERS_BLOOD]] in this context is explained below.&lt;br /&gt;
&lt;br /&gt;
The bolded section consists of the syndrome definition, which is initiated using the [[Syndrome#SYNDROME|[SYNDROME]]] token. The tokens placed after this (which are described in further detail [[Syndrome#Basic syndrome tokens|below]]) flesh out the syndrome - in this case they name it &amp;quot;giant cave spider bite&amp;quot;, make it work only against creatures belonging to the 'GENERAL_POISON' [[Creature token#CREATURE_CLASS|creature class]], render giant cave spiders immune to it, and cause creatures to contract it if the venom is injected into them. The creature effect at the very bottom makes the syndrome inflict progressive complete paralysis upon the victim after a short delay, for what would be a relatively short-lived period were it not for the fact that most small creatures tend to suffocate before the effect wears off (that, or they get eaten by the giant cave spider that caused it).&lt;br /&gt;
&lt;br /&gt;
Great, so how do we get this lethal venom into a creature's bloodstream to transmit the syndrome? Giant cave spiders are able to do this via the [[Creature token#SPECIALATTACK_INJECT_EXTRACT|SPECIALATTACK_INJECT_EXTRACT]] token appended to their bite attack as such:&lt;br /&gt;
    [SPECIALATTACK_INJECT_EXTRACT:LOCAL_CREATURE_MAT:POISON:LIQUID:100:100]&lt;br /&gt;
This makes their bites inject 100 units of the 'POISON' material in its liquid [[Material_definition_token#Material_States|state]]. Note that '[[Material_token#LOCAL_CREATURE_MAT|LOCAL_CREATURE_MAT]]:POISON' indicates that the 'POISON' material is defined amidst the same creature raws where the attack was detailed i.e. within the SPIDER_CAVE_GIANT creature definition; we could have written '[[Material_token#CREATURE_MAT|CREATURE_MAT]]:SPIDER_CAVE_GIANT:POISON' instead for the same result. Also note that we can make the attack inject any material we want it to, not just creature-associated materials. (Want your spider to inject molten [[gold]] into its victims to melt them from the inside out instead of bothering with syndromes? Simply replace 'LOCAL_CREATURE_MAT:POISON:LIQUID' with '[[Material_token#INORGANIC|INORGANIC]]:GOLD:LIQUID' and you're good to go).&lt;br /&gt;
&lt;br /&gt;
Note that [ENTERS_BLOOD] must be added to the material definition for injection attacks making use of this material to function properly. Without this token, the material would simply [[contaminant|splatter]] over the attacked bodypart instead of entering the bloodstream, so the above syndrome, which relies solely on the [[Syndrome#SYN_INJECTED|injectable]] transmission route, wouldn't be contracted. [ENTERS_BLOOD] can of course be left out intentionally, if the aim is to cover creatures with a material that transmits syndromes [[Syndrome#SYN_CONTACT|on contact]]. Keep in mind that splattering in lieu of injection also occurs with blunt attacks, on attacked body parts devoid of [[Tissue_definition_token#VASCULAR|VASCULAR]] tissue, and on [[Creature token#BLOOD|bloodless]] victims (including creatures who've had their blood removed via [[Syndrome#CE_REMOVE_TAG|CE_REMOVE_TAG:HAS_BLOOD]]).&lt;br /&gt;
&lt;br /&gt;
A fun variation on typical creature venoms is to add a [[Syndrome#SYN_CONTACT|contact-transmissible]] syndrome to the creature's [[Creature token#BLOOD|blood]] material - this tends to end poorly for any predator that chooses to attack them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''2) Transmission via Interactions'''&lt;br /&gt;
&lt;br /&gt;
The [[Interaction token|interaction]] system can be used to add syndromes to creatures directly via certain interaction effects, most notably [[Interaction token#I_EFFECT|I_EFFECT:ADD_SYNDROME]]. After placing this I_EFFECT in an interaction definition, the syndrome to be added is defined beneath it in exactly the same manner as that used for the material-bound syndromes described above. (Note that any [[Interaction_token#IE_TARGET|IE_ tokens]] used with this I_EFFECT can be placed before or after the syndrome definition; the order doesn’t really matter). The [[Interaction token#I_EFFECT| ANIMATE]] and [[Interaction token#I_EFFECT| RESURRECT]] interaction effects also allow syndromes to be tied to them in the same manner; in this case the syndrome is applied to the target creature after it is animated or resurrected respectively.&lt;br /&gt;
&lt;br /&gt;
See [[Syndrome#Spreading_diseases|below]] for an example of a syndrome-transmitting interaction.&lt;br /&gt;
&lt;br /&gt;
==Basic syndrome tokens==&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;Bisque&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SYNDROME}}&lt;br /&gt;
| &lt;br /&gt;
| Used to begin defining a new syndrome.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SYN_NAME}}&lt;br /&gt;
| &amp;lt;your text&amp;gt;&lt;br /&gt;
| Used to specify the name of the syndrome as it appears in-game. Names don't have to be unique; it's perfectly acceptable to have multiple syndromes with identical names.&lt;br /&gt;
&lt;br /&gt;
For example, this name is displayed when &amp;lt;nowiki&amp;gt;[&amp;lt;/nowiki&amp;gt;[[Syndrome#CE_FEEL_EMOTION|CE_FEEL_EMOTION:&amp;lt;...&amp;gt;]]] causes an emotional reaction {{dftext|Urist is |0:1}}{{dftext|&amp;lt;emotion&amp;gt;|6:0}}{{dftext| due to &amp;lt;your_syn_name&amp;gt;.|0:1}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SYN_CLASS}}&lt;br /&gt;
| &amp;lt;your text&amp;gt;&lt;br /&gt;
| Can be included to create a syndrome class and assign the syndrome to it, for use with the [[Interaction token#IT_CANNOT_HAVE_SYNDROME_CLASS|IT_CANNOT_HAVE_SYNDROME_CLASS]] interaction token. Can be specified more than once to assign the syndrome to multiple classes. Other syndromes can also be assigned to the same class.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SYN_CONTACT}}&lt;br /&gt;
| &lt;br /&gt;
| If the syndrome is tied to a material, creatures who come into contact with this material will contract the syndrome if this token is included in the syndrome definition. Contact transmission occurs when a creature's body becomes [[contaminant|contaminated]] with the material (visible as [material name] 'smear', 'dusting' or 'covering' over body parts when viewing the creature's inventory). Note that contact with [[item]]s made of a syndrome-inducing material currently doesn't result in transmission.&lt;br /&gt;
&lt;br /&gt;
Methods of getting a material contaminant onto a creature's body include: &lt;br /&gt;
* [[Creature token#SECRETION|secretions]]&lt;br /&gt;
* [[Interaction_token#LIQUID_GLOB|liquid projectiles]] (contaminate struck body parts if exposed)&lt;br /&gt;
* [[Interaction_token#TRAILING_VAPOR_FLOW|vapor]] and [[Interaction_token#TRAILING_DUST_FLOW|dust clouds]] (contaminate all external body parts, even if covered)&lt;br /&gt;
* [[Interaction_token#SPATTER_LIQUID|puddles]] and [[Interaction_token#SPATTER_POWDER|dust piles]] ([[Body_token#STANCE|STANCE]] body parts become contaminated if the creature walks into them [[clothing|barefoot]], and all uncovered external body parts are contaminated if the creature is [[Status icon#Non-flashing|prone]])&lt;br /&gt;
* [[Interaction_token#WEATHER_FALLING_MATERIAL|freakish rain]] (contaminates all external body parts, even if covered, if the creature is outside)&lt;br /&gt;
* unprotected bodily contact with a contaminated creature (including performing or receiving body part attacks such as punches and [[wrestling]] moves, creature collisions, as well as [[Interaction_token#I_EFFECT|CONTACT]] interaction effects, if the involved body parts are exposed)&lt;br /&gt;
* items [[Material_definition_token#MELTING_POINT|melting]] whilst equipped or hauled (this contaminates the body part that was holding them if exposed)&lt;br /&gt;
* striking the creature's body with a contaminated item (see below)&lt;br /&gt;
&lt;br /&gt;
It is possible to use this token for syndromes intended to be applied via envenomed weapons (but also check out [[Syndrome#SYN_INJECTED|SYN_INJECTED]]). When a creature's body is struck with an item which is contaminated with a contact syndrome-inducing material, the syndrome will be transmitted to the struck creature, even if the attack doesn't pierce the flesh. Syndrome transmission in this context often occurs in the absence of a visible contaminant on the body.&lt;br /&gt;
&lt;br /&gt;
Contact transmission only appears to occur at the moment of contamination (which is to say, when a new bodily spatter is created). If the syndrome ends (once all its [[Syndrome#Creature_effect_tokens|creature effects]] reach their END point, at which point it will be removed from the creature), it will NOT be reapplied by the original syndrome-inducing contaminant (assuming it hasn't been cleaned off yet); the creature will need to be recontaminated with the causative material for this to occur. (Note that in the case of [[Creature token#SECRETION|secretions]], the secreted contaminants are continuously reapplied to the secretory body parts, so any associated short-lasting contact syndromes allowed to target the secreting creature can potentially be reapplied at the rate of secretion; this may work differently in [[adventurer mode]]).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SYN_INGESTED}}&lt;br /&gt;
| &lt;br /&gt;
| If the syndrome is tied to a material, creatures who [[food|eat]] or drink substances comprising, containing or [[contaminant|contaminated]] with this material will contract the syndrome if this token is included. This includes [[kitchen|prepared meals]] when any of the constituent ingredients contains the material in question.&lt;br /&gt;
&lt;br /&gt;
This also applies to [[creature token#GRAZER|grazing]] creatures which happen to munch on a [[plant token#GRASS|grass]] that has an ingestion-triggered syndrome tied to any of its constituent materials.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SYN_INHALED}}&lt;br /&gt;
| &lt;br /&gt;
| If the syndrome is tied to a material, creatures who inhale the material will contract the syndrome if this token is included. Materials can only be inhaled in their [[Material_definition_token#BOILING_POINT|gaseous]] state, which is attainable by [[temperature|boiling]], or in the form of a [[Interaction_token#TRAILING_GAS_FLOW|TRAILING_GAS_FLOW]], [[Interaction_token#UNDIRECTED_GAS|UNDIRECTED_GAS]] or [[Interaction_token#WEATHER_CREEPING_GAS|WEATHER_CREEPING_GAS]]. Creatures can also be made to [[Tissue_definition_token#TISSUE_LEAKS|leak]] [[Tissue_definition_token#TISSUE_MAT_STATE|gaseous tissue]] when damaged.&lt;br /&gt;
&lt;br /&gt;
Note that {{token|AQUATIC|c}} creatures never inhale gaseous materials, and creatures which do breathe air aren't guaranteed to inhale gases when exposed to them for a short time. Contrary to what one might expect, creatures with {{token|NOBREATHE|c}} are in fact capable of contracting inhalation syndromes; this is presumably a bug.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SYN_INJECTED}}&lt;br /&gt;
| &lt;br /&gt;
| If the syndrome is tied to a material, the injection of this material into a creature's bloodstream will cause it to contract the syndrome if this token is included. Injection can be carried out as part of a creature attack via [[Creature_token#SPECIALATTACK_INJECT_EXTRACT|SPECIALATTACK_INJECT_EXTRACT]], or by piercing the flesh of a creature with an [[item]] that has been [[contaminant|contaminated]] with the material. Thus, this token can be used as a more specific alternative to [[Syndrome#SYN_CONTACT|SYN_CONTACT]] for syndromes intended to be administered by envenomed weapons. &lt;br /&gt;
&lt;br /&gt;
For injection to work, the material definition must include [[Material_definition_token#ENTERS_BLOOD|ENTERS_BLOOD]], the attacked body part needs to have [[Tissue_definition_token#VASCULAR|VASCULAR]] tissue, and the intended victim must have [[Creature token#BLOOD|BLOOD]] (so it won't work on creatures with the [[Syndrome#CE_REMOVE_TAG|CE_REMOVE_TAG:HAS_BLOOD]] syndrome effect). Getting the weapon &amp;quot;lodged into the wound&amp;quot; isn't a requirement.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SYN_AFFECTED_CLASS}}&lt;br /&gt;
| &amp;lt;[[Creature token#CREATURE_CLASS|creature class]]&amp;gt;&lt;br /&gt;
| If this is included, only creatures which belong to the specified [[Creature token#CREATURE_CLASS|creature class]] (as well as creatures which pass the [[Syndrome#SYN_AFFECTED_CREATURE|SYN_AFFECTED_CREATURE]] check if this is included) will be able to contract the syndrome. This token can be specified multiple times per syndrome, in which case creatures which have at least one matching class will be considered susceptible. If [[Syndrome#SYN_IMMUNE_CLASS|SYN_IMMUNE_CLASS]] and/or [[Syndrome#SYN_IMMUNE_CREATURE|SYN_IMMUNE_CREATURE]] are included, creatures which fail these checks will be unable to contract the syndrome even if they pass this class check.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SYN_IMMUNE_CLASS}}&lt;br /&gt;
| &amp;lt;[[Creature token#CREATURE_CLASS|creature class]]&amp;gt;&lt;br /&gt;
| If this is included, creatures which belong to the specified [[Creature token#CREATURE_CLASS|creature class]] will be unable to contract the syndrome. This token can be specified multiple times per syndrome, in which case creatures with at least one matching class will be considered immune (unless overridden by [[Syndrome#SYN_AFFECTED_CREATURE|SYN_AFFECTED_CREATURE]]).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SYN_AFFECTED_CREATURE}}&lt;br /&gt;
| &amp;lt;creature&amp;gt;:&amp;lt;[[Creature_token#CASTE|caste]]&amp;gt;&lt;br /&gt;
| If this is included, only the specified creature (and, if [[Syndrome#SYN_AFFECTED_CLASS|SYN_AFFECTED_CLASS]] is included, also creatures which pass this check as explained above) will be able to contract the syndrome. This token can be used multiple times per syndrome. If used alongside [[Syndrome#SYN_IMMUNE_CLASS|SYN_IMMUNE_CLASS]], the specified creature will be able to contract the syndrome regardless of this class check.&lt;br /&gt;
&lt;br /&gt;
DWARF:FEMALE is an example of a valid &amp;lt;creature&amp;gt;:&amp;lt;caste&amp;gt; combination; &amp;quot;ALL&amp;quot; can be used in place of a specific caste so as to indicate that this applies to all castes of the specified creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SYN_IMMUNE_CREATURE}}&lt;br /&gt;
| &amp;lt;creature&amp;gt;:&amp;lt;[[Creature_token#CASTE|caste]]&amp;gt;&lt;br /&gt;
| If this is included, the specified creature will be unable to contract the syndrome (even if it matches [[Syndrome#SYN_AFFECTED_CLASS|SYN_AFFECTED_CLASS]]). It can be specified multiple times per syndrome. As above, &amp;quot;ALL&amp;quot; can be used in place of a specific caste.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SYN_NO_HOSPITAL}}&lt;br /&gt;
| &lt;br /&gt;
| Prevents creatures from being admitted to [[health care|hospital]] for problems arising directly as a result of the syndrome's effects, no matter how bad they get.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SYN_IDENTIFIER}}&lt;br /&gt;
| &amp;lt;your text&amp;gt;&lt;br /&gt;
| This token can be included to give a syndrome an identifier which can be shared between multiple syndromes. Only one identifier may be specified per syndrome.&lt;br /&gt;
&lt;br /&gt;
Syndrome identifiers can be used in conjunction with the [[Creature token#SYNDROME_DILUTION_FACTOR|SYNDROME_DILUTION_FACTOR]] creature token to alter a creature’s innate resistance to the relevant [[Syndrome#Symptomatic effects|effects]] of any syndromes that possess the specified identifier. For example, every [[alcohol|alcoholic beverage]] in unmodded games comes with its own copy of an intoxicating syndrome, each of which has a &amp;lt;code&amp;gt;[SYN_IDENTIFIER:INEBRIATION]&amp;lt;/code&amp;gt; token. All [[dwarf|dwarves]] have &amp;lt;code&amp;gt;[SYNDROME_DILUTION_FACTOR:INEBRIATION:150]&amp;lt;/code&amp;gt;, which decreases the severity of any effects derived from a syndrome with the INEBRIATION identifier, thus enabling them to better handle all forms of alcohol.&lt;br /&gt;
&lt;br /&gt;
When a creature gets a new syndrome with the same SYN_IDENTIFIER, it merges the effects of the new syndrome into the old one, resetting any overlapping syndrome effects to their PEAK time. If the new one comes with a [[Syndrome#SYN_CONCENTRATION_ADDED|SYN_CONCENTRATION_ADDED]] token, it will additionally adjust the first syndrome's concentration on any overlapping syndrome effects as described below. Taking the above example once again, a sober dwarf drinking their first alcoholic beverage would be exposed to an INEBRIATION syndrome, contracting it and having its effects manifest normally. If the dwarf were to have another drink before the effects of this first syndrome have all worn off (by reaching their [[Syndrome#Creature effect tokens|END]] point), then exposure to the second INEBRIATION syndrome would increase the severity of the original syndrome's effects, making the dwarf progressively more intoxicated, and reset the timer on inebriation to its PEAK.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SYN_CONCENTRATION_ADDED}}&lt;br /&gt;
| &amp;lt;amount&amp;gt;:&amp;lt;max&amp;gt;&lt;br /&gt;
| Syndrome concentration is essentially a quantity which impacts the severity of the syndrome's relevant [[Syndrome#Symptomatic effects|effects]]. The higher the syndrome's concentration, the greater its severity. When a syndrome is contracted, the value specified in &amp;lt;amount&amp;gt; is its initial concentration level.&lt;br /&gt;
&lt;br /&gt;
As described above, if a creature is exposed to a syndrome with a particular [[Syndrome#SYN_IDENTIFIER|SYN_IDENTIFIER]] when already possessing an active syndrome with the same identifier, then this later syndrome isn't contracted, instead contributing to the original syndrome's concentration as indicated by its SYN_CONCENTRATION_ADDED token, if present. The syndrome in question will increase the original syndrome's concentration by &amp;lt;amount&amp;gt; whenever the creature is exposed to it, until its specified &amp;lt;max&amp;gt; concentration is reached by the original syndrome, causing subsequent exposure to this particular syndrome to do nothing (that is, until the original syndrome ends, at which point a new one may be contracted normally). Should the creature be exposed to a different syndrome with the same identifier and a higher &amp;lt;max&amp;gt; value, the concentration will of course increase further.&lt;br /&gt;
&lt;br /&gt;
For example, all forms of [[alcohol]] in the vanilla game have a syndrome with &amp;lt;code&amp;gt;[SYN_IDENTIFIER:INEBRIATION]&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;[SYN_CONCENTRATION_ADDED:100:1000]&amp;lt;/code&amp;gt;. When alcohol is first drunk, the creature contracts the relevant inebriating syndrome at a concentration level of 100. Every subsequent drink will increase the concentration of this first syndrome by a further 100, intensifying its effects, until it plateaus at concentration level 1000. Once all the effects of the original syndrome have ended, the cycle can be started anew (assuming the drinker hasn't died of [[Alcohol#Alcohol_poisoning|alcohol poisoning]] yet). As described by Toady, &amp;quot;Each 100 of &amp;lt;amount&amp;gt; will contribute SEV in general to each effect (before [[Creature token#SYNDROME_DILUTION_FACTOR|dilution]]), &amp;lt;max&amp;gt; goes up to 1000. The concentration does not decrease, but will stay at the maximum attained until the syndrome wears off.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Some of the generated interaction-derived syndromes come with &amp;lt;code&amp;gt;[SYN_CONCENTRATION_ADDED:1000:0]&amp;lt;/code&amp;gt;. According to Toady, this &amp;quot;was a precaution after I had one bug with effects not fully manifesting due to low levels. It may not be necessary, but I decided to give everybody a full dose of the juice until I could get a closer look at it.&amp;quot; [http://www.bay12forums.com/smf/index.php?topic=169696.msg8083872#msg8083872]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Creature Effect Tokens==&lt;br /&gt;
Each and every syndrome has a number of creature effect tokens, represented by CE_X - these lovely little beauties determine exactly how the poor creature suffering from the syndrome is affected.  An example CE token is as follows:&lt;br /&gt;
&lt;br /&gt;
  [CE_NECROSIS:SEV:100:PROB:100:LOCALIZED:VASCULAR_ONLY:RESISTABLE:START:50:PEAK:1000:END:2000]&lt;br /&gt;
&lt;br /&gt;
In this example, we have an effect that will always cause severe necrosis in whichever bodypart it touches, so long as that bodypart is vascular and that the creature is not able to resist it in some manner.  The effect begins shortly after the syndrome is contracted, peaks 1000 [[time|time units]] afterwards, and finally ceases another 1000 time units later.&lt;br /&gt;
&lt;br /&gt;
As a general rule of thumb, so long as CE_X starts the string and START/(PEAK/END) ends it, the order of the intervening tokens isn't important.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;Bisque&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_X}}&lt;br /&gt;
| &lt;br /&gt;
| The effect type.  This can be a number of different tokens, as detailed in the tables that follow this one.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SEV}}&lt;br /&gt;
| &amp;lt;amount&amp;gt;&lt;br /&gt;
| The severity of the effect.  Higher values appear to be worse, with SEV:1000 CE_NECROSIS causing a part to near-instantly become rotten. Can go as high as 2147483647, and can be negative.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PROB}}&lt;br /&gt;
| &amp;lt;amount&amp;gt;&lt;br /&gt;
| The probability of the effect actually manifesting in the victim, as a percentage.  100 means always, 1 means a 1 in 100 chance.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BP}}&lt;br /&gt;
| &amp;lt;body part&amp;gt;:&amp;lt;tissue&amp;gt;&lt;br /&gt;
| (Optional; overridden by [[Syndrome#LOCALIZED|LOCALIZED]]) Specifies which body parts and tissues the effect is to be applied to. Not every effect requires a target!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;body part&amp;gt; can be BY_CATEGORY:X to target body parts with a matching [CATEGORY:X] [[body token]] (or ALL to affect everything), BY_TYPE:X to target body parts having a particular type (UPPERBODY, LOWERBODY, HEAD, GRASP, or STANCE), or BY_TOKEN:X to target individual body parts by their ID as specified by the [BP] token of the body plan definition. For example, if you wanted to target the lungs of a creature, you would use BP:BY_CATEGORY:LUNG:ALL.  The effect would act on all body parts within the creature with the CATEGORY tag LUNG and affect all tissue layers.  For another example, say you wanted to cause the skin to rot off a creature - you could use BP:BY_CATEGORY:ALL:SKIN, targeting the SKIN tissue on all body parts. Multiple targets can be given in one effect by placing the BP tokens end to end. This is one of the most powerful and useful aspects of the syndrome system, as it allows you to selectively target body parts relevant to the contagion, like lungs for coal dust inhalation, or the eyes for exposure to an acid gas.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LOCALIZED}}&lt;br /&gt;
| &lt;br /&gt;
| (Optional; overrides [[Syndrome#BP|BP]] tokens) This tag causes an effect to ignore all BP tokens and then forces the game to attempt to apply the effect to the limb that came into contact with the contagion - i.e. the part that was bitten by the creature injecting the syndrome material, or the one that was splattered by a contact contagion. If an effect can not be applied to the contacted limb (such as IMPAIR_FUNCTION on a non-organ) then this token makes the effect do nothing. This token also makes inhaled syndromes have no effect.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VASCULAR_ONLY}}&lt;br /&gt;
| &lt;br /&gt;
| (Optional) This effect only affects tissue layers with the VASCULAR token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MUSCULAR_ONLY}}&lt;br /&gt;
| &lt;br /&gt;
| (Optional) This effect only affects tissue layers with the MUSCULAR token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SIZE_DILUTES}}&lt;br /&gt;
| &lt;br /&gt;
| (Optional) This token presumably causes the severity of the effect to scale with the size of the creature compared to the size of the dose of contagion they received, but has yet to be extensively tested.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SIZE_DELAYS}}&lt;br /&gt;
| &lt;br /&gt;
| (Optional) As above, this token has yet to be tested but presumably delays the onset of an effect according to the size of the victim.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CAN_BE_HIDDEN}}&lt;br /&gt;
| &lt;br /&gt;
| (Optional) Can be hidden by a unit assuming a secret identity, such as a [[vampire]]. {{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|RESISTABLE}} (sic)&lt;br /&gt;
| &lt;br /&gt;
| (Optional) Whether a syndrome can build tolerance by exposure. If this token is present, each application of the syndrome will cause future applications to be weaker. This seems to be a permanent effect that does not fall off over time. (yes, it's spelled incorrectly)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DWF_STRETCH}}&lt;br /&gt;
| &amp;lt;amount&amp;gt;&lt;br /&gt;
| (Optional) Multiplies the duration values of the effect by the specified amount in Fortress mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ABRUPT_START}}&lt;br /&gt;
| &lt;br /&gt;
| (Optional) Makes the effect begin immediately rather than ramping up.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ABRUPT_END}}&lt;br /&gt;
| &lt;br /&gt;
| (Optional) Makes the effect end immediately rather than ramping down.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ABRUPT}}&lt;br /&gt;
| &lt;br /&gt;
| (Optional) Combination of ABRUPT_START and ABRUPT_END.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|START}}&lt;br /&gt;
| &amp;lt;time&amp;gt;&lt;br /&gt;
| Determines the time after exposure, in ticks, when the effect starts. Required for all effects.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PEAK}}&lt;br /&gt;
| &amp;lt;time&amp;gt;&lt;br /&gt;
| (Optional) Determines the time after exposure, in ticks, when the effect reaches its peak intensity.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|END}}&lt;br /&gt;
| &amp;lt;time&amp;gt;&lt;br /&gt;
| (Optional) Determines the time after exposure, in ticks, when the effect ends.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A key point that needs to be understood with regards to damaging syndrome effects such as [[Syndrome#CE_BRUISING|bruising]] is that they deal a quantity of damage (based on the effect's SEV and other modifiers) '''every [[time|tick]]''', and this damage accumulates over time. Thus, even a bruising effect at the lowest possible severity value '''will''' eventually lead to destruction of the affected body part(s) if the effect has a long enough duration. Similarly, [[Syndrome#Healing_Effects|healing effects]] undo a specific amount of damage every tick whilst the effect lasts.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Symptomatic Effects===&lt;br /&gt;
&lt;br /&gt;
The following table contains [[Syndrome#Creature effect tokens|creature effect tokens]] which cause purely medical [[symptom]]s.&lt;br /&gt;
&lt;br /&gt;
Non-targeted effects will ignore any BP tokens and LOCALIZED tokens.&lt;br /&gt;
&lt;br /&gt;
The details of this table are still being thrashed out by modders, so if you have anything to add, please don't hesitate to hit the edit button!&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;Bisque&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Accepts Target&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_BRUISING}}&lt;br /&gt;
| Yes&lt;br /&gt;
| Causes the targeted body part to undergo bruising.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_BLISTERS}}&lt;br /&gt;
| Yes&lt;br /&gt;
| Covers the targeted body part with blisters.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_OOZING}}&lt;br /&gt;
| Yes&lt;br /&gt;
| Causes pus to ooze from the afflicted body part.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_BLEEDING}}&lt;br /&gt;
| Yes&lt;br /&gt;
| Causes the targeted body part to start bleeding, with heavy enough bleeding resulting in the death of the sufferer. Some conditions seem to cause bleeding to be fatal no matter how weak.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_SWELLING}}&lt;br /&gt;
| Yes&lt;br /&gt;
| Causes the targeted body part to swell up. Extreme swelling may lead to necrosis.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_NECROSIS}}&lt;br /&gt;
| Yes&lt;br /&gt;
| Causes the targeted body part to rot, with associated tissue damage, miasma emission and bleeding. The victim slowly bleeds to death if the wound is not treated. Badly necrotic limbs will require amputation.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_NUMBNESS}}&lt;br /&gt;
| Optional&lt;br /&gt;
| Causes numbness in the affected body part, blocking pain. Extreme numbness may lead to sensory nerve damage.  If no target is specified this applies to all body parts.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_PAIN}}&lt;br /&gt;
| Optional&lt;br /&gt;
| Afflicts the targeted body part with intense pain.  If no target is specified this applies to all body parts.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_PARALYSIS}}&lt;br /&gt;
| Optional&lt;br /&gt;
| Causes complete paralysis of the affected body part. Paralysis on a limb may lead to motor nerve damage. If no target is specified this causes total paralysis, which can lead to suffocation of smaller creatures.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_IMPAIR_FUNCTION}}&lt;br /&gt;
| Yes&lt;br /&gt;
| An organ afflicted with this effect is rendered inoperable - for example, if both lungs are impaired the creature can't breathe and will suffocate.  This token only affects organs, not limbs. Note that this effect is currently bugged, and will not &amp;quot;turn off&amp;quot; until the creature receives a wound to cause its body parts to update.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_DIZZINESS}}&lt;br /&gt;
| No&lt;br /&gt;
| Inflicts the Dizziness condition, occasional fainting and a general slowdown in movement and work speed.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_DROWSINESS}}&lt;br /&gt;
| No&lt;br /&gt;
| Causes the Drowsiness condition.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_UNCONSCIOUSNESS}}&lt;br /&gt;
| No&lt;br /&gt;
| Renders the creature unconscious.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_FEVER}}&lt;br /&gt;
| No&lt;br /&gt;
| Causes the Fever condition.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_NAUSEA}}&lt;br /&gt;
| No&lt;br /&gt;
| Causes the Nausea condition, and heavy vomiting. Can eventually lead to dehydration and death.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_COUGH_BLOOD}}&lt;br /&gt;
| No&lt;br /&gt;
| This effect results in the sufferer periodically coughing blood, which stains the tile they're on and requires cleanup.  It doesn't appear to be lethal, but may cause minor bleeding damage.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_VOMIT_BLOOD}}&lt;br /&gt;
| No&lt;br /&gt;
| This effect results in the sufferer periodically vomiting blood, which stains the tile they're on and requires cleanup.  It doesn't appear to be lethal, but may cause minor bleeding damage.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Healing Effects===&lt;br /&gt;
Most of the [[Syndrome#Symptomatic_Effects|above]] effects have counterparts to alleviate [[symptom]]s and heal physical damage:&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;Bisque&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Accepts Target&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_REDUCE_PAIN}}&lt;br /&gt;
| Yes&lt;br /&gt;
| Decreases the severity of pain produced by wounds or syndrome effects on the targeted body part. The SEV value probably controls by how much the pain is decreased.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_REDUCE_SWELLING}}&lt;br /&gt;
| Yes&lt;br /&gt;
| Decreases the severity of swelling on the targeted body part.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_REDUCE_PARALYSIS}}&lt;br /&gt;
| Yes&lt;br /&gt;
| Decreases the severity of any paralysis effects on the targeted body part.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_REDUCE_DIZZINESS}}&lt;br /&gt;
| No&lt;br /&gt;
| Decreases the severity of any dizziness the creature has.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_REDUCE_NAUSEA}}&lt;br /&gt;
| No&lt;br /&gt;
| Decreases the severity of any nausea the creature has.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_REDUCE_FEVER}}&lt;br /&gt;
| No&lt;br /&gt;
| Decreases the severity of any fever the creature has.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_STOP_BLEEDING}}&lt;br /&gt;
| Yes&lt;br /&gt;
| Decreases the severity of the bleeding of any wounds or syndrome effects on the targeted body part. The SEV value probably controls by how much the bleeding is decreased.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_CLOSE_OPEN_WOUNDS}}&lt;br /&gt;
| Yes&lt;br /&gt;
| Closes any wounds on the targeted body part with speed depending on the SEV value.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_CURE_INFECTION}}&lt;br /&gt;
| Yes?&lt;br /&gt;
| Probably decreases the severity of the infection from infected wounds over time.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_HEAL_TISSUES}}&lt;br /&gt;
| Yes&lt;br /&gt;
| Heals the tissues of the targeted body part with speed depending on the SEV value.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_HEAL_NERVES}}&lt;br /&gt;
| Yes&lt;br /&gt;
| Heals the nerves of the targeted body part with speed depending on the SEV value.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_REGROW_PARTS}}&lt;br /&gt;
| Yes&lt;br /&gt;
| Causes missing body parts to regrow. SEV controls how quickly body parts are regrown. In adventure, parts may be lost again once you travel or wait/sleep {{bug|0011396}}.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Special Effects===&lt;br /&gt;
Several special syndrome effects take different arguments than the above. These are used for generated interactions in unmodded games, but may be used as well for any custom substance or interaction. CE_FEEL_EMOTION is the only one of these that takes SEV.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;Bisque&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Accepts Target&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_ADD_TAG}}&lt;br /&gt;
| No&lt;br /&gt;
| &amp;lt;tag 1&amp;gt;:&amp;lt;tag 2&amp;gt;:etc&lt;br /&gt;
| Adds the specified tag(s) to the affected creature. Multiple tags can be specified sequentially within a single effect token. Valid tags:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Special tags:'''&lt;br /&gt;
&lt;br /&gt;
*NO_AGING&lt;br /&gt;
Halts the creature's aging process and prevents [[Creature token#MAXAGE|death by old age]].&lt;br /&gt;
&lt;br /&gt;
*STERILE&lt;br /&gt;
Makes the creature unable to produce [[children|offspring]].&lt;br /&gt;
&lt;br /&gt;
*HAS_BLOOD&lt;br /&gt;
*MORTAL&lt;br /&gt;
*FIT_FOR_ANIMATION&lt;br /&gt;
*FIT_FOR_RESURRECTION&lt;br /&gt;
Adding these tags to a creature doesn't appear to do anything.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Creature tokens:'''&lt;br /&gt;
&lt;br /&gt;
*[[Creature_token#BLOODSUCKER|BLOODSUCKER]]&lt;br /&gt;
*[[Creature_token#CAN_LEARN|CAN_LEARN]]&lt;br /&gt;
*[[Creature_token#CAN_SPEAK|CAN_SPEAK]]&lt;br /&gt;
*[[Creature_token#CRAZED|CRAZED]]&lt;br /&gt;
*[[Creature_token#EXTRAVISION|EXTRAVISION]]&lt;br /&gt;
*[[Creature_token#MISCHIEVOUS|MISCHIEVOUS]] (or [[Creature_token#MISCHIEVIOUS|MISCHIEVIOUS]])&lt;br /&gt;
*[[Creature_token#NO_CONNECTIONS_FOR_MOVEMENT|NO_CONNECTIONS_FOR_MOVEMENT]]&lt;br /&gt;
*[[Creature_token#NO_DIZZINESS|NO_DIZZINESS]]&lt;br /&gt;
*[[Creature_token#NO_DRINK|NO_DRINK]]&lt;br /&gt;
*[[Creature_token#NO_EAT|NO_EAT]]&lt;br /&gt;
*[[Creature_token#NO_FEVERS|NO_FEVERS]]&lt;br /&gt;
*[[Creature_token#NO_PHYS_ATT_GAIN|NO_PHYS_ATT_GAIN]]&lt;br /&gt;
*[[Creature_token#NO_PHYS_ATT_RUST|NO_PHYS_ATT_RUST]]&lt;br /&gt;
*[[Creature_token#NO_SLEEP|NO_SLEEP]]&lt;br /&gt;
*[[Creature_token#NO_THOUGHT_CENTER_FOR_MOVEMENT|NO_THOUGHT_CENTER_FOR_MOVEMENT]]&lt;br /&gt;
*[[Creature_token#NOBREATHE|NOBREATHE]]&lt;br /&gt;
*[[Creature_token#NOEMOTION|NOEMOTION]]&lt;br /&gt;
*[[Creature_token#NOEXERT|NOEXERT]]&lt;br /&gt;
*[[Creature_token#NOFEAR|NOFEAR]]&lt;br /&gt;
*[[Creature_token#NONAUSEA|NONAUSEA]]&lt;br /&gt;
*[[Creature_token#NOPAIN|NOPAIN]]&lt;br /&gt;
*[[Creature_token#NOSTUN|NOSTUN]]&lt;br /&gt;
*[[Creature_token#NOT_LIVING|NOT_LIVING]]&lt;br /&gt;
*[[Creature_token#NOTHOUGHT|NOTHOUGHT]]&lt;br /&gt;
*[[Creature_token#OPPOSED_TO_LIFE|OPPOSED_TO_LIFE]]&lt;br /&gt;
*[[Creature_token#PARALYZEIMMUNE|PARALYZEIMMUNE]]&lt;br /&gt;
*[[Creature_token#SUPERNATURAL|SUPERNATURAL]]&lt;br /&gt;
*[[Creature_token#TRANCES|TRANCES]]&lt;br /&gt;
*[[Creature_token#UTTERANCES|UTTERANCES]]&lt;br /&gt;
*[[Creature_token#NIGHT_CREATURE_EXPERIMENTER|NIGHT_CREATURE_EXPERIMENTER]]&lt;br /&gt;
&lt;br /&gt;
Adding tags will cause the creature to pass/fail any relevant &amp;lt;code&amp;gt;[[Interaction token#IT_REQUIRES|IT_REQUIRES]]&amp;lt;/code&amp;gt;/&amp;lt;code&amp;gt;[[Interaction_token#IT_FORBIDDEN|IT_FORBIDDEN]]&amp;lt;/code&amp;gt; checks (with the apparent exceptions of FIT_FOR_ANIMATION and FIT_FOR_RESURRECTION). Note that [[Syndrome#CE_REMOVE_TAG|CE_REMOVE_TAG]] overrides this effect.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_REMOVE_TAG}}&lt;br /&gt;
| No&lt;br /&gt;
| &amp;lt;tag 1&amp;gt;:&amp;lt;tag 2&amp;gt;:etc&lt;br /&gt;
| Removes the specified tag(s) from the affected creature. Multiple tags can be specified sequentially within a single effect token. The tags listed [[Syndrome#CE_ADD_TAG|above]] can all be removed via this effect.&lt;br /&gt;
&lt;br /&gt;
If a particular tag is targeted by both CE_REMOVE_TAG and [[Syndrome#CE_ADD_TAG|CE_ADD_TAG]], and both effects are active simultaneously, CE_REMOVE_TAG takes precedence (i.e. the overall effect is that of tag removal for as long as CE_REMOVE_TAG remains active). The order in which the effects activate doesn't affect this, not even if CE_ADD_TAG is added later/earlier via a different syndrome.&lt;br /&gt;
&lt;br /&gt;
Removing tags will cause the creature to fail/pass any relevant &amp;lt;code&amp;gt;[[Interaction token#IT_REQUIRES|IT_REQUIRES]]&amp;lt;/code&amp;gt;/&amp;lt;code&amp;gt;[[Interaction_token#IT_FORBIDDEN|IT_FORBIDDEN]]&amp;lt;/code&amp;gt; checks (with the apparent exceptions of FIT_FOR_ANIMATION and FIT_FOR_RESURRECTION).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Special tags:'''&lt;br /&gt;
&lt;br /&gt;
* HAS_BLOOD&lt;br /&gt;
If this tag is removed, the creature behaves as though it has no [[Creature token#BLOOD|blood]]; it doesn't bleed when [[Tissue definition token#VASCULAR|VASCULAR]] tissues are damaged (and thus cannot die of blood loss), and substances cannot be [[Syndrome#SYN_INJECTED|injected]] into it.&lt;br /&gt;
&lt;br /&gt;
* NO_AGING&lt;br /&gt;
* STERILE&lt;br /&gt;
Removing these tags doesn't appear to do anything unless they've been added to a creature via [[Syndrome#CE_ADD_TAG|CE_ADD_TAG]], in which case their effects will be negated as described above.&lt;br /&gt;
&lt;br /&gt;
* MORTAL&lt;br /&gt;
* FIT_FOR_ANIMATION&lt;br /&gt;
* FIT_FOR_RESURRECTION&lt;br /&gt;
Removing these tags doesn't appear to do anything.&lt;br /&gt;
&lt;br /&gt;
|- a&lt;br /&gt;
| {{text anchor|CE_DISPLAY_NAME}}&lt;br /&gt;
| No&lt;br /&gt;
| NAME:singular:plural:adjective&lt;br /&gt;
| Attaches the specified name to the creature's normal name.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_DISPLAY_TILE}}&lt;br /&gt;
| No&lt;br /&gt;
| TILE:[[Tilesets|&amp;lt;tile value or character&amp;gt;]]:[[Color#Color_values|&amp;lt;foreground color&amp;gt;:&amp;lt;background color&amp;gt;:&amp;lt;foreground brightness&amp;gt;]]&lt;br /&gt;
| Causes the creature to display the specified tile instead of its normal one.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_FLASH_TILE}}&lt;br /&gt;
| No&lt;br /&gt;
| TILE:[[Tilesets|&amp;lt;tile value or character&amp;gt;]]:[[Color#Color_values|&amp;lt;foreground color&amp;gt;:&amp;lt;background color&amp;gt;:&amp;lt;foreground brightness&amp;gt;]]:FREQUENCY:&amp;lt;frames default tile&amp;gt;:&amp;lt;frames syndrome tile&amp;gt;&lt;br /&gt;
| Causes the creature to flash between its normal tile and the one specified here.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_PHYS_ATT_CHANGE}}&lt;br /&gt;
| No&lt;br /&gt;
| [[Attribute]]:percentage:fixed boost(?)&lt;br /&gt;
| Alters the creature's specified [[Attribute#Body_attributes|physical attribute]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_MENT_ATT_CHANGE}}&lt;br /&gt;
| No&lt;br /&gt;
| [[Attribute]]:percentage:fixed boost(?)&lt;br /&gt;
| Alters the creature's specified [[Attribute#Soul_attributes|mental attribute]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_SPEED_CHANGE}}&lt;br /&gt;
| No&lt;br /&gt;
| speed modifier:number&lt;br /&gt;
| Changes the creature's speed.&lt;br /&gt;
Speed modifier contains one or both of:&lt;br /&gt;
* SPEED_PERC:percentage (this modifies a creature's in-game speed, so higher numbers are faster)&lt;br /&gt;
* SPEED_ADD:number (this modifies a creature's [SPEED:XX] token, so higher numbers are slower. Negative numbers are accepted though will only reduce a creature's speed to zero)&lt;br /&gt;
The minimum and maximum speeds able to be created by CE_SPEED_CHANGE are 99 and 10,000 respectively.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_SKILL_ROLL_ADJUST}}&lt;br /&gt;
| No&lt;br /&gt;
| PERC:percentage:PERC_ON:percentage&lt;br /&gt;
| Alters the results of all [[Skill#Skills in use|skill rolls]] the creature makes, multiplying them by ``PERC / 100``. The ``PERC_ON`` value specifies the probability of the effect being applied on a particular roll.&lt;br /&gt;
e.g. This causes a 20% chance of any skill roll being 0 (multiplies the current skill level by 0/100) instead of the normal result&lt;br /&gt;
 [CE_SKILL_ROLL_ADJUST:PROB:100:PERC:0:PERC_ON:20:START:0]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_BODY_APPEARANCE_MODIFIER}}&lt;br /&gt;
| No&lt;br /&gt;
| APPEARANCE_MODIFIER:HEIGHT/LENGTH/BROADNESS:percentage(?) &lt;br /&gt;
| Alters the size of the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_BP_APPEARANCE_MODIFIER}}&lt;br /&gt;
| Yes&lt;br /&gt;
| body part:APPEARANCE_MODIFIER:attribute:number&lt;br /&gt;
| Alters the characteristics (height, width etc.) of a body part. &amp;quot;body part&amp;quot; here can either be BP, followed by the usual BY_CATEGORY etc., or TL, followed by the usual selection for SELECT_TISSUE_LAYER.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_BODY_TRANSFORMATION}}&lt;br /&gt;
| No&lt;br /&gt;
|&lt;br /&gt;
| Makes the affected unit transform into a different creature. The target creature may either be specified directly by following this with a CE:CREATURE token, or else set to be randomly selected as indicated by the additional tokens listed below (of which multiple may be specified).&lt;br /&gt;
&lt;br /&gt;
Note that transformation into or out of the target form causes the creature to drop all items in its inventory and instantly heals all of its wounds.  If an [[undead]] limb happens to be transformed, its entire body will regenerate upon transforming back. &lt;br /&gt;
&lt;br /&gt;
Transformation will also re-roll a creature's age to somewhere within the new form's adult age range. This prevents a 70 year old dwarf from dying the moment it turns into a bat ([[Creature token#MAXAGE|max age]] of 3). If it remains stuck as a bat for (at most) three consecutive years it will die of old age as a bat before the syndrome is able to wear off.&lt;br /&gt;
&lt;br /&gt;
A transformed creature generally retains its previous group and civilization membership (unless it becomes [[Creature token#OPPOSED_TO_LIFE|OPPOSED_TO_LIFE]] for example). A transformed dwarf will remain a member of your fortress (and may still hold or gain [[Noble|positions]]), a transformed trader will hang out at the trade depot and eventually leave along with its fellow traders, and a transformed goblin will continue sieging your fortress with its fellow siege members.&lt;br /&gt;
&lt;br /&gt;
A transformed diplomat (like a trade liaison or expedition leader) will still be able to conduct diplomatic meetings even if they no longer [[Creature token#CAN_SPEAK|CAN_SPEAK]].&lt;br /&gt;
&lt;br /&gt;
Transformed creatures can be trained and adopted following the usual rules. However note that if a transformed creature is a member of your fortress then [[Animal Training|animal trainers]] will not attempt to train it. &lt;br /&gt;
&lt;br /&gt;
A transformed creature can produce offspring with creatures of the species it has transformed into and will follow that creature's normal rules for reproduction.&lt;br /&gt;
&lt;br /&gt;
[[Butcher#Butchering|Butchering]] a transformed creature may produce an odd mix of products. For example, if Urist the dwarf is transformed into a [[Cow|bull]] and then is led to the butcher's block for slaughter the resulting products will contain some bull creature parts like &amp;quot;Urist's horn&amp;quot;, &amp;quot;Urist's hoof&amp;quot;, and &amp;quot;Urist's skin&amp;quot; (which becomes &amp;quot;cow leather&amp;quot; when [[Tanner|tanned]]) but will also contain some dwarf creature parts like &amp;quot;dwarf meat&amp;quot;, &amp;quot;dwarf eye&amp;quot;, and &amp;quot;dwarf brain&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Specific transformation:'''&lt;br /&gt;
&lt;br /&gt;
* '''CE:CREATURE:'''&amp;lt;creature&amp;gt;:&amp;lt;caste&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
This can be used to specify a target creature to transform into ([CE:CREATURE:DWARF:FEMALE], for example). '''ALL''' or '''ANY''' can be used in place of a specific caste to randomise this for every transformation. &lt;br /&gt;
Do note that using '''ALL''' or '''ANY''' for transformation castes will make the creature transform over and over again with the interval depending on the '''START''' token. This can lead to an unending transformation loop. [[Syndrome#looping_problem|However, there is a way to get around this.]] &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Random transformation:'''&lt;br /&gt;
&lt;br /&gt;
* '''CE:CREATURE_FLAG:'''&amp;lt;[[Interaction_token#Creature_and_Caste_Flags|creature flag]]&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Narrows down the selection to creatures which have the specified [[Interaction_token#Creature_and_Caste_Flags|creature flag]]. May be used multiple times per transformation effect; creatures which lack any of the indicated flags will never be transformed into.&lt;br /&gt;
&lt;br /&gt;
* '''CE:FORBIDDEN_CREATURE_FLAG:'''&amp;lt;[[Interaction_token#Creature_and_Caste_Flags|creature flag]]&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Excludes creatures with the specified [[Interaction_token#Creature_and_Caste_Flags|creature flag]] from the random selection pool. May be used multiple times per transformation effect; creatures which possess any of the indicated flags will never be transformed into.&lt;br /&gt;
&lt;br /&gt;
* '''CE:CREATURE_CASTE_FLAG:'''&amp;lt;[[Interaction_token#Creature_and_Caste_Flags|caste flag]]&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Narrows down the selection to creatures which have the specified [[Interaction_token#Creature_and_Caste_Flags|caste flag]]. May be used multiple times per transformation effect; creatures which lack any of the indicated flags will never be transformed into.&lt;br /&gt;
&lt;br /&gt;
* '''CE:FORBIDDEN_CREATURE_CASTE_FLAG:'''&amp;lt;[[Interaction_token#Creature_and_Caste_Flags|caste flag]]&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Excludes any creature with the specified [[Interaction_token#Creature_and_Caste_Flags|caste flag]] from the random selection pool. May be used multiple times per transformation effect; creatures which possess any of the indicated flags will never be transformed into.&lt;br /&gt;
&lt;br /&gt;
*'''CE:HAVE_FAST_EFFORTLESS_GAIT_SPEED:'''&amp;lt;minimum [[Gait#Speed|gait speed]]&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Narrows down the selection to creatures which have at least one [[gait]] with an [[Creature_token#GAIT|&amp;lt;energy expenditure&amp;gt;]] of 0 and a [[Creature_token#GAIT|&amp;lt;max speed&amp;gt;]] less than or equal to the specified &amp;lt;minimum gait speed&amp;gt; (&amp;quot;less than&amp;quot; because lower is faster in the scale used for [[Gait#Speed|gait speed]]). This is used in generated [[Die#Adventurer_Mode|divination curses]] to prevent the player from being transformed into a creature that is frustratingly slow to play as. [http://www.bay12forums.com/smf/index.php?topic=169696.msg8243222#msg8243222]&lt;br /&gt;
&lt;br /&gt;
*'''CE:ALL_SLOW_EFFORTLESS_GAIT_SPEED:'''&amp;lt;maximum [[Gait#Speed|gait speed]]&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Excludes any creatures which have at least one [[gait]] with an [[Creature_token#GAIT|&amp;lt;energy expenditure&amp;gt;]] of 0 and a [[Creature_token#GAIT|&amp;lt;max speed&amp;gt;]] value less than or equal to the specified &amp;lt;maximum gait speed&amp;gt; (note that larger values are slower in the scale used for [[Gait#Speed|gait speed]]). [http://www.bay12forums.com/smf/index.php?topic=169696.msg8243222#msg8243222]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_MATERIAL_FORCE_MULTIPLIER}}&lt;br /&gt;
| No&lt;br /&gt;
| MAT_MULT:[[material token|&amp;lt;material token&amp;gt;]]:&amp;lt;value A&amp;gt;:&amp;lt;value B&amp;gt;&lt;br /&gt;
| When the affected creature is struck with a weapon made of the specified material, the force exerted will be multiplied by A/B, thus making the creature more or less susceptible to this material. For example, if A is 2 and B is 1, the force exerted by the defined material will be doubled. If A is 1 and B is 2, it will be halved instead. '''NONE:NONE''' can be used in place of a specific material token so as to make the effect applicable to all materials. Note that this syndrome effect is equivalent to the [[Creature_token#MATERIAL_FORCE_MULTIPLIER|MATERIAL_FORCE_MULTIPLIER]] creature token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_CAN_DO_INTERACTION}}&lt;br /&gt;
| No&lt;br /&gt;
| &lt;br /&gt;
| Makes the creature able to perform an [[Interaction_token|interaction]]. Follow this effect token with [[Interaction_token#INTERACTION|[CDI:INTERACTION:&amp;lt;interaction name&amp;gt;]]] to specify the desired interaction, and add other [[Interaction_token#Usage|CDI tokens]] as required.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_SPECIAL_ATTACK_INTERACTION}}&lt;br /&gt;
| Yes&lt;br /&gt;
| INTERACTION:&amp;lt;interaction name&amp;gt;:BP:&amp;lt;selection criteria&amp;gt;:&amp;lt;name of category,type, or token of designated part/parts&amp;gt;&lt;br /&gt;
| Makes the creature able to perform an interaction when using an attack with a designated body part/parts. See [[#In 0.47.01|below]] for an example&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_BODY_MAT_INTERACTION}}&lt;br /&gt;
| No&lt;br /&gt;
| MAT_TOKEN:&amp;lt;body material token&amp;gt;&lt;br /&gt;
| This is used to tie an [[Interaction_token|interaction]] to one of the creature’s body materials. Generated [[vampire]] syndromes use this effect to make vampire blood pass on the vampirism curse when consumed.&lt;br /&gt;
&lt;br /&gt;
The target body material is specified by inserting its ID as defined in the creature raws. For example, when a syndrome with “CE_BODY_MAT_INTERACTION:MAT_TOKEN:SWEAT” is gained by a unit, the effect will apply to any material defined as “SWEAT” in the creature raws of that unit, if such a material is present.&lt;br /&gt;
'''RESERVED_BLOOD''' is a special body material token which can be used to specify the [[Creature_token#BLOOD|[BLOOD]]] material of any creature, regardless of the material's actual ID.&lt;br /&gt;
&lt;br /&gt;
The following tokens should be placed after this effect:&lt;br /&gt;
* '''CE:SYNDROME_TAG:'''&amp;lt;transmission method&amp;gt; is used to specify what must be done with the body material to trigger the interaction. Replace &amp;quot;&amp;lt;transmission method&amp;gt;&amp;quot; with any of '''[[Syndrome#SYN_INGESTED|SYN_INGESTED]], [[Syndrome#SYN_INJECTED|SYN_INJECTED]], [[Syndrome#SYN_CONTACT|SYN_CONTACT]], [[Syndrome#SYN_INHALED|SYN_INHALED]]'''. Multiple instances of this tag may be used to specify different valid transmission routes. ''However, SYN_INGESTED appears to be the only one that works at present.''&lt;br /&gt;
* '''CE:INTERACTION:'''&amp;lt;[[Interaction_token#INTERACTION|interaction ID]]&amp;gt; is used to specify which interaction is to be run (replace &amp;quot;&amp;lt;interaction ID&amp;gt;&amp;quot; with the name of the desired interaction). Appropriate interaction effects with a creature target (such as [[Interaction_token#I_EFFECT|ADD_SYNDROME]]) will be inflicted upon the unit who interacts with the body material as specified above. Note that the linked interaction must have an [[Interaction_token#I_SOURCE|[I_SOURCE:INGESTION]]] token for this to work.&lt;br /&gt;
&lt;br /&gt;
This currently only works on materials obtained from historical figures. That is to say, the material must bear the source unit's name, such as &amp;quot;Urist McVampire's dwarf blood&amp;quot; as opposed to mere &amp;quot;dwarf blood&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_SENSE_CREATURE_CLASS}}&lt;br /&gt;
| No&lt;br /&gt;
| CLASS:&amp;lt;[[Creature_token#CREATURE_CLASS|creature class]]&amp;gt;:&lt;br /&gt;
[[Tilesets|&amp;lt;tile value or character&amp;gt;]]:&lt;br /&gt;
[[Color#Color_values|&amp;lt;foreground color&amp;gt;:&amp;lt;background color&amp;gt;:&amp;lt;foreground brightness&amp;gt;]]&lt;br /&gt;
| Provides the ability to sense creatures belonging to the specified [[Creature_token#CREATURE_CLASS|creature class]] even when such creatures lie far beyond line of sight, including through walls and floors. It also appears to reduce or negate the combat penalty of [[Wound#Blindness|blind]] units when fighting creatures they can sense. In [[adventure mode]], the specified tile will be used to represent sensed creatures when they cannot be seen directly.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_FEEL_EMOTION}}&lt;br /&gt;
| No&lt;br /&gt;
| EMOTION:&amp;lt;[[emotion]]&amp;gt;&lt;br /&gt;
| Makes the creature feel a specific [[emotion]]. The effect's SEV value determines how intense the emotion is. The creature also receives a [[thought]] in the following format: &amp;quot;[creature] feels [emotion] due to [[Syndrome#SYN_NAME|[syndrome name]]]&amp;quot;. See [[Emotion]] for the list of valid emotions.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_CHANGE_PERSONALITY}}&lt;br /&gt;
| No&lt;br /&gt;
| FACET:&amp;lt;[[Personality facet|personality facet]]&amp;gt;:&amp;lt;amount&amp;gt;&lt;br /&gt;
| Changes a [[personality facet]] by the given amount. Multiple FACET:&amp;lt;facet&amp;gt;:&amp;lt;amount&amp;gt; sets may be used, and &amp;lt;amount&amp;gt; can be negative. For example, generated [[necromancer]] syndromes come with the following effect:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;[CE_CHANGE_PERSONALITY:FACET:ANXIETY_PROPENSITY:50:FACET:TRUST:-50:START:0:ABRUPT]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
According to Toady, CE_CHANGE_PERSONALITY effects can cause creatures to re-evaluate their [[Personality goal|goals]] in worldgen; the boost to anxiety and distrust given to necromancers makes it more likely for them to develop the goal of [[Personality goal#RULE_THE_WORLD|ruling the world]]. [http://www.bay12forums.com/smf/index.php?topic=169696.msg8275328#msg8275328]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_ERRATIC_BEHAVIOR}}&lt;br /&gt;
| No&lt;br /&gt;
|&lt;br /&gt;
| Causes erratic behavior, meaning &amp;quot;People that [[Personality facet#VIOLENT|like to brawl]] have a chance of starting a brawl-level fight with any nearby adult.&amp;quot; [http://www.bay12forums.com/smf//index.php?topic=159164.msg7632503#msg7632503 -Toady]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''All''' creature effect tokens take START, END and PROB numbers, and can be followed by [CE:PERIODIC] and/or [CE:COUNTER_TRIGGER] to restrict when they actually take effect.&lt;br /&gt;
&lt;br /&gt;
===Periodic Triggers===&lt;br /&gt;
&lt;br /&gt;
'''[CE:{{text anchor|PERIODIC}}:&amp;lt;period_type&amp;gt;:&amp;lt;min_value&amp;gt;:&amp;lt;max_value&amp;gt;]'''&lt;br /&gt;
&lt;br /&gt;
When this token is placed after a syndrome effect, it will prevent that effect from working unless within the specified period range.&lt;br /&gt;
&lt;br /&gt;
For example, generated [[werebeast]] syndromes have a [[Syndrome#CE_BODY_TRANSFORMATION|body transformation effect]] with &amp;lt;code&amp;gt;[CE:PERIODIC:[[Syndrome#MOON_PHASE|MOON_PHASE]]:27:0]&amp;lt;/code&amp;gt;, which makes the transformation active only throughout moon phases 27 to 0 (the full moon period). Once the moon phase changes from 0 to 1, the transformation will end and remain inactive until phase 27 is reached again (unless of course the effect has an END time which is reached before this happens. On that note, keep in mind that the START time of the effect needs to have been reached for activation to have become possible).&lt;br /&gt;
&lt;br /&gt;
Only one periodic trigger may currently be specified per effect. [[Syndrome#Counter_Triggers|Counter triggers]] can also be specified for the same effect, in which case both the periodic trigger and at least one counter trigger will need to have its conditions met for the effect to be allowed to work.&lt;br /&gt;
&lt;br /&gt;
MOON_PHASE is currently the only valid period type:&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;Bisque&amp;quot;&lt;br /&gt;
! Period&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MOON_PHASE}}&lt;br /&gt;
| The lunar cycle in ''Dwarf Fortress'' is composed of 28 segments (each slightly shorter than a [[time|day]] in duration), with each segment represented by a value ranging from 0 to 27. These correspond to moon phases as follows:&lt;br /&gt;
* '''0''' = full moon&lt;br /&gt;
* '''1-4''' = waning gibbous&lt;br /&gt;
* '''5-8''' = waning half&lt;br /&gt;
* '''9-12''' = waning crescent&lt;br /&gt;
* '''13-14''' = new moon&lt;br /&gt;
* '''15-18''' = waxing crescent&lt;br /&gt;
* '''19-22''' = waxing half&lt;br /&gt;
* '''23-26''' = waxing gibbous&lt;br /&gt;
* '''27''' = full moon&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Counter Triggers===&lt;br /&gt;
&lt;br /&gt;
'''[CE:{{text anchor|COUNTER_TRIGGER}}:&amp;lt;counter_name&amp;gt;:&amp;lt;min_value&amp;gt;:&amp;lt;max_value&amp;gt;:REQUIRED]'''&lt;br /&gt;
&lt;br /&gt;
Creatures in ''Dwarf Fortress'' possess internal counters which keep track of their various activities and statuses. When this token is placed after a syndrome effect, it will prevent the effect from working unless the affected creature has the indicated counter, and its value lies within the specified range.&lt;br /&gt;
&lt;br /&gt;
For example, generated [[vampire]] syndromes use &amp;lt;code&amp;gt;[CE:COUNTER_TRIGGER:[[Syndrome#DRINKING_BLOOD|DRINKING_BLOOD]]:1:NONE:REQUIRED]&amp;lt;/code&amp;gt; with an [[Syndrome#CE_BP_APPEARANCE_MODIFIER|appearance modifier]] to make the vampire's teeth temporarily lengthen whilst leeching blood.&lt;br /&gt;
&lt;br /&gt;
Note that &amp;lt;code&amp;gt;NONE&amp;lt;/code&amp;gt; can be used in place of &amp;lt;max_value&amp;gt; to indicate that any value above &amp;lt;min_value&amp;gt; is valid. &amp;lt;code&amp;gt;NONE&amp;lt;/code&amp;gt; can also be used in place of &amp;lt;min_value&amp;gt;, which is equivalent to the lowest value attainable by a counter.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;REQUIRED&amp;lt;/code&amp;gt; implies that the effect won't proceed if the counter exists but doesn't lie within the range provided. However, it's actually redunant as COUNTER_TRIGGER always checks for both of these conditions [http://www.bay12forums.com/smf/index.php?topic=169696.msg8173424#msg8173424]; replacing it with &amp;lt;code&amp;gt;NONE&amp;lt;/code&amp;gt; doesn't alter the way the trigger functions, though it ''will'' fail to work if this slot is left empty instead.&lt;br /&gt;
&lt;br /&gt;
As detailed below, most counters only exist temporarily, so their use as triggers is somewhat more restricted than intuition suggests. For example, specifying &amp;lt;code&amp;gt;0&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;NONE&amp;lt;/code&amp;gt; as the &amp;lt;min_value&amp;gt; for a [[Syndrome#CAVE_ADAPT|CAVE_ADAPT]] trigger wouldn't permit the effect to work when the affected creature is outside, since this counter is removed from the unit as soon as its value decreases past 1. Similarly, [[Syndrome#MILK_COUNTER|MILK_COUNTER]] is only present for some time ''after'' a creature is milked.&lt;br /&gt;
&lt;br /&gt;
Multiple counter triggers can be specified per effect, in which case the effect will be permitted to work if at least one of the trigger conditions is met. A [[Syndrome#Periodic_Triggers|periodic trigger]] can also be specified for the same effect, in which case both the periodic trigger and at least one counter trigger will need to have their conditions met for the effect to work.&lt;br /&gt;
&lt;br /&gt;
The following is a list of valid counter types including a couple of notable values:&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;Bisque&amp;quot;&lt;br /&gt;
! Counter&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ALCOHOLIC}}&lt;br /&gt;
| For {{token|ALCOHOL_DEPENDENT|c}} creatures, this counter increases by 1 each [[time|tick]], and is reset to 0 when the creature drinks [[alcohol]]. The following messages are added after &amp;quot;needs alcohol to get through the working day&amp;quot; in the creature's description when the counter reaches the specified values:&lt;br /&gt;
* 100800 (3 months) = and is starting to work slowly due to its scarcity&lt;br /&gt;
* 201600 (6 months) = and really wants a drink&lt;br /&gt;
* 302400 (9 months) = and has gone without a drink for far, far too long&lt;br /&gt;
* 403200 (1 year) = and can't even remember the last time (s)he had some&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CAVE_ADAPT}}&lt;br /&gt;
| For creatures with the {{token|CAVE_ADAPT|c}} token, this counter is created and increases by 1 each [[time|tick]] when the creature is in the {{DFtext|Dark|0:1}}, and is deleted once the dwarf steps outside and [[vomit]]s. See [[cave adaptation]] for more information.&lt;br /&gt;
* 403200 (1 year) = going outside causes irritation&lt;br /&gt;
* 604800 (1.5 years) = going outside causes nausea&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MILK_COUNTER}}&lt;br /&gt;
| When a creature is milked, this counter is created and set to the frequency value specified in the creature's {{token|MILKABLE|c}} token, and subsequently decreases by 1 each [[time|tick]] until it reaches 0, at which point it is immediately removed, making the creature available for milking again.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EGG_SPENT}}&lt;br /&gt;
| This counter is created and set to 100800 (3 months' worth of [[time|tick]]s in fortress mode) when a creature [[Creature_token#LAYS_EGGS|lays eggs]], and thereafter decreases by 1 each tick until it reaches 0, at which point it is removed and the creature regains the ability to lay eggs.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GROUNDED_ANIMAL_ANGER}}&lt;br /&gt;
| How angry (and likely to attack) an animal without is from being in an overcrowded location. The counter is added and increases by 200 whenever a unit is lying on the ground and does not have [CAN_LEARN]. It subsequently decreases by 1 each [[time|tick]], with a 1% chance to increase by 200. The counter is removed if it decreases to 0.  If the counter is greater than 45000 the unit will lash out at a random nearby unit and the counter will be reset to 40000. This is the counter's only effect. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TIME_SINCE_SUCKED_BLOOD}}&lt;br /&gt;
| This counter rises by 1 every [[time|tick]] for creatures with the {{token|BLOODSUCKER|c}} token. When it rises high enough (generally around 100800; 3 months in fortress mode time), the creature will seek an [[sleep|unconscious]] victim to leech off of.  Blood-sucking causes the counter to decrease, and will continue until either the victim is dead or the counter reaches 0. Note that this counter isn't removed when 0 is reached.&lt;br /&gt;
&lt;br /&gt;
When playing as a bloodsucker in [[adventure mode]], the following bloodthirst indicators are displayed when this counter reaches the specified values:&lt;br /&gt;
* 172800 (1 day in adventure mode time) = {{DFtext|Thirsty|4:0}}&lt;br /&gt;
* 1209600 (1 week) = {{DFtext|Thirsty!|4:1}}&lt;br /&gt;
* 2419200 (2 weeks) = {{DFtext|Thirsty!|5:1}}&lt;br /&gt;
Various penalties are applied as bloodthirst increases; see the [[vampire]] article for more information.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DRINKING_BLOOD}}&lt;br /&gt;
| This appears to be created and set to a fixed value of 20 whilst the creature is sucking blood, and begins to decrease by 1 each [[time|tick]] once blood-sucking ceases (as described [[Syndrome#TIME_SINCE_SUCKED_BLOOD|above]]) until it reaches 0, at which point the counter is removed.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{mod}}&lt;br /&gt;
&lt;br /&gt;
==Inorganic syndromes and you!==&lt;br /&gt;
It's perfectly possible - and quite simple - to add a nasty syndrome to a type of rock or metal - you simply add the syndrome tokens to the material definition in the same manner that you would add them to a creature material definition.  The only catch is that since your hapless dwarves will only normally encounter the material in metal, gem or boulder form, a bit of creativity must be used to actually get them inside your citizens - that is, you need to make them 'explosively boil' as soon as they're mined or produced.  This has the sad side effect of destroying the actual item - sorry, no highly radioactive uranium this release.  &lt;br /&gt;
&lt;br /&gt;
The easiest way to accomplish this is to assign the material a low boiling point, usually just under room temperature, and make sure its temperature is fixed to a point above it.&lt;br /&gt;
  [MELTING_POINT:NONE]&lt;br /&gt;
  [BOILING_POINT:10000]&lt;br /&gt;
  [MAT_FIXED_TEMP:10001]&lt;br /&gt;
  [SPEC_HEAT:1]&lt;br /&gt;
Now, as soon as this substance hits the open air - by being mined, smelted or reaction-produced at a custom workshop - it will EXPLOSIVELY BOIL, flooding a small area with delicious syndrome-rich gas.  Creatures who inhale the gas will be immediately hit with the [[Syndrome#SYN_INHALED|SYN_INHALED]] syndrome you thoughtfully attached to the material definition earlier! Note that creatures do not need to inhale every tick, so there is a chance that the gas will dissipate before it can infect any particular creature.&lt;br /&gt;
&lt;br /&gt;
There are a number of other tokens you can use to control the colour and naming conventions of your syndrome material, referred to as [[material definition token]]s.&lt;br /&gt;
&lt;br /&gt;
==Spreading diseases==&lt;br /&gt;
It's fully possible to make a nasty disease capable of spreading itself from an infected dwarf to others, though it requires some skill in modding [[interaction token|interactions]] as well. Here is an example of a plague-inflicting interaction:&lt;br /&gt;
&lt;br /&gt;
  [INTERACTION:PLAGUE]&lt;br /&gt;
  	[I_TARGET:A:CREATURE]&lt;br /&gt;
  		[IT_LOCATION:CONTEXT_CREATURE]&lt;br /&gt;
  		[IT_FORBIDDEN:NOT_LIVING]&lt;br /&gt;
  		[IT_AFFECTED_CLASS:GENERAL_POISON]&lt;br /&gt;
  		[IT_MANUAL_INPUT:creatures]&lt;br /&gt;
  	[I_EFFECT:ADD_SYNDROME]&lt;br /&gt;
  		[IE_TARGET:A]&lt;br /&gt;
  		[IE_IMMEDIATE]&lt;br /&gt;
  		[SYNDROME]&lt;br /&gt;
  			[SYN_NAME:the plague]&lt;br /&gt;
  			[SYN_AFFECTED_CLASS:GENERAL_POISON]&lt;br /&gt;
  			[CE_FEVER:SEV:250:PROB:100:START:250:PEAK:1500:END:25000]&lt;br /&gt;
  			[CE_BLISTERS:SEV:325:PROB:100:BP:BY_CATEGORY:ALL:SKIN:START:250:PEAK:1500:END:25000]&lt;br /&gt;
  			[CE_NECROSIS:SEV:300:PROB:100:BP:BY_CATEGORY:ALL:ALL:VASCULAR_ONLY:START:22500:PEAK:23750:END:25000]&lt;br /&gt;
  			[CE_CAN_DO_INTERACTION:START:1500:END:25000]&lt;br /&gt;
  				[CDI:ADV_NAME:Spread the plague]&lt;br /&gt;
  				[CDI:INTERACTION:PLAGUE]&lt;br /&gt;
  				[CDI:TARGET:A:LINE_OF_SIGHT]&lt;br /&gt;
  				[CDI:TARGET_RANGE:A:10]&lt;br /&gt;
  				[CDI:WAIT_PERIOD:30]&lt;br /&gt;
&lt;br /&gt;
As you can see, the syndrome here inflicts blisters, fever and, after roughly a month, necrosis of the whole body - that's when the infected creatures will start dying out. But before that happens, CE_CAN_DO_INTERACTION makes them capable of spreading the plague further.&lt;br /&gt;
&lt;br /&gt;
You also need a disease vector that will bring the plague straight to your fort. (hint: use [[large rat|various]] [[rat man|species]] [[giant rat|of rats]] - they're perfect for that). The following code, added to a creature's raws, ensures the creature will infect anybody it encounters:&lt;br /&gt;
&lt;br /&gt;
  [CAN_DO_INTERACTION:PLAGUE]&lt;br /&gt;
  	[CDI:ADV_NAME:Spread the plague]&lt;br /&gt;
  	[CDI:TARGET:A:LINE_OF_SIGHT]&lt;br /&gt;
  	[CDI:TARGET_RANGE:A:10]&lt;br /&gt;
  	[CDI:WAIT_PERIOD:30]&lt;br /&gt;
&lt;br /&gt;
As soon as the said creature is startled by your dwarves, the [[fun]] will begin.&lt;br /&gt;
&lt;br /&gt;
It is also possible to use a creature's established methods of attack for use in disease-spreading.&lt;br /&gt;
&lt;br /&gt;
Let's use the borrowed example of the plague above. This time, the plague will spread through biting, using the following syndrome code:&lt;br /&gt;
&lt;br /&gt;
  [INTERACTION:PLAGUE]&lt;br /&gt;
  	[I_TARGET:A:CREATURE]&lt;br /&gt;
  		[IT_LOCATION:CONTEXT_CREATURE]&lt;br /&gt;
  		[IT_FORBIDDEN:NOT_LIVING]&lt;br /&gt;
  		[IT_AFFECTED_CLASS:GENERAL_POISON]&lt;br /&gt;
  		[IT_MANUAL_INPUT:creatures]&lt;br /&gt;
  	[I_EFFECT:ADD_SYNDROME]&lt;br /&gt;
  		[IE_TARGET:A]&lt;br /&gt;
  		[IE_IMMEDIATE]&lt;br /&gt;
  		[SYNDROME]&lt;br /&gt;
  			[SYN_NAME:the plague]&lt;br /&gt;
  			[SYN_AFFECTED_CLASS:GENERAL_POISON]&lt;br /&gt;
  			[CE_FEVER:SEV:250:PROB:100:START:250:PEAK:1500:END:25000]&lt;br /&gt;
  			[CE_BLISTERS:SEV:325:PROB:100:BP:BY_CATEGORY:ALL:SKIN:START:250:PEAK:1500:END:25000]&lt;br /&gt;
  			[CE_NECROSIS:SEV:300:PROB:100:BP:BY_CATEGORY:ALL:ALL:VASCULAR_ONLY:START:22500:PEAK:23750:END:25000]&lt;br /&gt;
  			[CE_SPECIAL_ATTACK_INTERACTION:INTERACTION:PLAGUE:BP:BY_CATEGORY:TOOTH:START:0:ABRUPT]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The line [CE_SPECIAL_ATTACK_INTERACTION:INTERACTION:BITE_PLAGUE:BP:BY_CATEGORY:MOUTH:BP:BY_CATEGORY:TOOTH:START:0:ABRUPT] allows any infected creature with an attack using mouth or tooth category body parts to immediately spread the disease using said attack. The victim of the attack may then spread the disease if they are able to attack with the needed body part/parts.&lt;br /&gt;
&lt;br /&gt;
==Multi-caste/multi-creature body transformations==&lt;br /&gt;
This is a way to get around the {{text anchor|looping problem}} when using ANY or ALL castes for [[Syndrome#CE_BODY_TRANSFORMATION|CE_BODY_TRANSFORMATION]] and not being limited to a single creature for transformations. It's an incredibly simple solution as you can see in this example code:&lt;br /&gt;
{{code|code=&lt;br /&gt;
[SYNDROME]&lt;br /&gt;
	[SYN_NAME:draconic curse]&lt;br /&gt;
	[SYN_CLASS:DRACONIC_CURSE]&lt;br /&gt;
	[CE_BODY_TRANSFORMATION:PROB:25:START:0]&lt;br /&gt;
			[CE:CREATURE:HYDRA:MALE]&lt;br /&gt;
	[CE_BODY_TRANSFORMATION:PROB:33:START:0]&lt;br /&gt;
			[CE:CREATURE:DRAGON:MALE]&lt;br /&gt;
	[CE_BODY_TRANSFORMATION:PROB:50:START:0]&lt;br /&gt;
			[CE:CREATURE:HYDRA:FEMALE]&lt;br /&gt;
	[CE_BODY_TRANSFORMATION:PROB:100:START:0]&lt;br /&gt;
			[CE:CREATURE:DRAGON:FEMALE]&lt;br /&gt;
}}&lt;br /&gt;
This code will transform a creature into either a female/male [[hydra]] or a female/male [[dragon]]. &lt;br /&gt;
&lt;br /&gt;
For every caste/creature you want a ''victim'' to transform into, you add a [CE_BODY_TRANSFORMATION] token with a [PROB] token attached to it. For each of the transformations, the PROB is set to ``100 / number_of_remaining_transformations`` (or different numbers if you want uneven odds), with the final transformation having a PROB of 100 to ensure there is always at least one transformation chosen. A creature can only have one active transformation at a time, so if any of the lower PROB transformations occurs then the PROB 100 transformation can not happen.&lt;br /&gt;
&lt;br /&gt;
If you instead want a ''sequence'' of transformations to take place then you need make sure that one transformation ends on the same tick that the next one begins:&lt;br /&gt;
{{code|code=&lt;br /&gt;
[SYNDROME]&lt;br /&gt;
	[SYN_NAME:draconic sequence curse]&lt;br /&gt;
	[SYN_CLASS:DRACONIC_SEQUENCE_CURSE]&lt;br /&gt;
	[CE_BODY_TRANSFORMATION:PROB:100:START:0:END:10]&lt;br /&gt;
			[CE:CREATURE:HYDRA:MALE]&lt;br /&gt;
	[CE_BODY_TRANSFORMATION:PROB:100:START:10:END:20]&lt;br /&gt;
			[CE:CREATURE:DRAGON:MALE]&lt;br /&gt;
	[CE_BODY_TRANSFORMATION:PROB:100:START:20:END:30]&lt;br /&gt;
			[CE:CREATURE:HYDRA:FEMALE]&lt;br /&gt;
	[CE_BODY_TRANSFORMATION:PROB:100:START:30:END:40]&lt;br /&gt;
			[CE:CREATURE:DRAGON:FEMALE]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
&lt;br /&gt;
* [[Syndrome examples]]&lt;br /&gt;
* [[Interaction token]]&lt;br /&gt;
* [[Modding]]&lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
{{Category|Creature attributes}}&lt;br /&gt;
{{Category|Tokens}}&lt;br /&gt;
[[ru:DF2012:Syndrome]]&lt;/div&gt;</summary>
		<author><name>DikbutDaGrate</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Creature_token&amp;diff=308992</id>
		<title>Creature token</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Creature_token&amp;diff=308992"/>
		<updated>2025-04-13T22:04:27Z</updated>

		<summary type="html">&lt;p&gt;DikbutDaGrate: Tested, and it doesn't. However, items stored in a refuse stockpile will speed up decay. The presence of rotter vermin at these locations is simply due to rotter vermin spawning mechanics.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{Modding}}&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;code&amp;gt;[OBJECT:CREATURE]&amp;lt;/code&amp;gt; [[token]] begins the definition of a ''Dwarf Fortress'' [[creature]] [[raw file]]. Each creature definition that follows begins with the {{token|creature|c|creature ID}} token, and the creature's exact properties and behavior are then specified by the use of further creature tokens.  All known creature tokens are listed below. &lt;br /&gt;
&lt;br /&gt;
Vanilla creature definitions can be found in &amp;lt;code&amp;gt;[[Game folder|&amp;lt;Dwarf Fortress&amp;gt;]]\data\vanilla\vanilla_creatures\&amp;lt;/code&amp;gt;. &lt;br /&gt;
Creature ID is also used with [[graphics token]]s to make customizable [[graphics set]]s.&lt;br /&gt;
&lt;br /&gt;
The [[caste]] tokens allow defining sub-species within the broader creature definition, including true biological castes and lesser variations, such as sexes. Creature tokens can either be 'Creature' or 'CASTE-only' type which can only be applied to creature or caste respectively, or 'CASTE' which can be applied to both. In the table bellow, creature type distinguishes tokens that can be applied to creature only, caste only, and both ('creature', 'CASTE-only', and 'CASTE' respectively)&lt;br /&gt;
&lt;br /&gt;
__NOTOC__ &lt;br /&gt;
{{clear}}&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==A==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ADOPTS_OWNER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Prevents the tamed creature from being made available for adoption, instead allowing it to automatically adopt whoever it wants. The basic requirements for adoption are intact, and the creature will only adopt individuals who have a [[preference]] for their species. Used by [[cat]]s in the vanilla game. When {{k|v}}iewing a tame creature with this token, the message &amp;quot;This animal isn't interested in your wishes&amp;quot; will appear instead of &amp;quot;This [adorable] animal can't work&amp;quot; or &amp;quot;This animal is waiting to be trained&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ALCOHOL_DEPENDENT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature need [[alcohol]] to get through the working day; it will choose to drink booze instead of [[water]] if possible. Going sober for too long reduces speed.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ALL_ACTIVE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| When set, the creature will appear at any time of day. Overrides {{token|DIURNAL|c}}, {{token|NOCTURNAL|c}}, {{token|CREPUSCULAR|c}}, {{token|MATUTINAL|c}}, and {{token|VESPERTINE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ALTTILE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*'character' or tile number&lt;br /&gt;
| If set, the creature will blink between its {{token|TILE|c}} and its ALTTILE. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AMBUSHPREDATOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Found on {{token|LARGE_PREDATOR|c}}s who ambush their prey. Instead of charging relentlessly at prey, the predator will wait till the prey is within a few squares before charging. May or may not work on other creatures. {{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AMPHIBIOUS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to breathe both in and out of [[water]] (unlike {{token|AQUATIC|c}}) - does not prevent drowning in [[magma]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APP_MOD_DESC_RANGE}}&lt;br /&gt;
| Appearance Modifier&lt;br /&gt;
|&lt;br /&gt;
*Range (6 values, low to high)&lt;br /&gt;
| Based on info from [http://www.bay12forums.com/smf/index.php?topic=113762.msg3473069#msg3473069 Wannabehero on the forums]: When used with an appearance modifier token (BP_APPEARANCE_MODIFIER or BODY_APPEARANCE_MODIFIER), tells the game what numeric ranges to map to which descriptors.&lt;br /&gt;
&lt;br /&gt;
The game uses 7 descriptor levels for each modifier, with the center one generally being to omit the thing from the creature description entirely. The six values in APP_MOD_DESC_RANGE define the boundaries between each described range. If this is not specified it uses the numbers 10:50:95:105:150:190.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APP_MOD_GENETIC_MODEL}}&lt;br /&gt;
| Appearance Modifier&lt;br /&gt;
|&lt;br /&gt;
*Model (Accepts DOMINANT_MORE, DOMINANT_LESS, and MIX)&lt;br /&gt;
| Defines a genetic model for the relevant appearance modifier(s). May or may not do anything significant at present.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APP_MOD_IMPORTANCE}}&lt;br /&gt;
| Appearance Modifier&lt;br /&gt;
|&lt;br /&gt;
*number&lt;br /&gt;
| Determines how important the appearance modifier is, for determining whether it shows up in the creature description.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APP_MOD_NOUN}}&lt;br /&gt;
| Appearance Modifier&lt;br /&gt;
| &lt;br /&gt;
*noun&lt;br /&gt;
*SINGULAR or PLURAL &lt;br /&gt;
| Creates a noun for the appearance, and whether it is singular or plural.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APP_MOD_RATE}}&lt;br /&gt;
| Appearance Modifier&lt;br /&gt;
| &lt;br /&gt;
*Rate (integer)&lt;br /&gt;
*Scale (DAILY, YEARLY)&lt;br /&gt;
*min (growth)&lt;br /&gt;
*max (growth)&lt;br /&gt;
*start year&lt;br /&gt;
*start day&lt;br /&gt;
*end year&lt;br /&gt;
*end day &lt;br /&gt;
| Setting the growth rate of the modifier. The last two tokens can be replaced by NO_END to have growth continue indefinitely.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APPLY_CREATURE_VARIATION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*creature variation ID&lt;br /&gt;
*(optional) any amount of arbitrary arguments&lt;br /&gt;
| Applies the specified [[creature variation token|creature variation]]. See [[Creature_variation_token#Arguments_and_conditional_tokens]] for how the subsequent arguments may be used.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APPLY_CURRENT_CREATURE_VARIATION}}&lt;br /&gt;
| Special&lt;br /&gt;
|  &lt;br /&gt;
| Applies the effects of all pending {{token|CV_ADD_TAG|c}} and {{token|CV_REMOVE_TAG|c}} tokens that have been defined in the current creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AQUATIC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Enables the creature to breathe in water, but causes it to air-drown on dry land. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ARENA_RESTRICTED}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Causes the creature to be excluded from the [[object testing arena]]'s creature spawning list.  Typically applied to spoileriffic creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ARTIFICIAL_HIVEABLE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
| Enables the creature to be kept in artificial [[hive]]s by [[beekeeper]]s.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AT_PEACE_WITH_WILDLIFE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Prevents the creature from attacking or frightening creatures with the {{Token|NATURAL|c}} tag.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*token&lt;br /&gt;
*selection criteria (it's complicated)&lt;br /&gt;
| Defines the attack name, and the body part used. See [[#Attack Tokens|below]] for valid subtokens&lt;br /&gt;
'''Example:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;[ATTACK:GORE:BODYPART:BY_CATEGORY:HORN]&amp;lt;/code&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
''GORE'' = name of the attack&amp;lt;br /&amp;gt;&lt;br /&gt;
''BODYPART:BY_CATEGORY:HORN'' = the horn is used to attack (presuming the creature has one)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_TRIGGER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*population&lt;br /&gt;
*exported wealth&lt;br /&gt;
*created wealth&lt;br /&gt;
| Specifies when a [[megabeast]] or [[semi-megabeast]] will attack the fortress. The attacks will start occurring when all of the requirements are met. Setting a value to 0 disables the trigger.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==B==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BABY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*integer &lt;br /&gt;
| Age at which creature is considered a child, the default is zero. One can think of this as the duration of the baby stage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BABYNAME}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*singular&lt;br /&gt;
*plural &lt;br /&gt;
| Defines a new name for a creature in baby state at the caste level. For non-caste-specific baby names, see {{token|GENERAL_BABY_NAME|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BEACH_FREQUENCY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*integer&lt;br /&gt;
| Creature may be subject to [[beaching]], becoming stranded on [[Beach|shores]], where they will eventually air-drown. The number indicates the frequency of the occurrence. Presumably requires the creature to be {{token|AQUATIC|c}}. Used by [[orca]]s, [[sperm whale]]s and [[sea nettle jellyfish]] in the vanilla game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BENIGN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is non-aggressive by default, and will never automatically be engaged by companions or soldiers, running away from any creatures that are not friendly to it, and will only defend itself if it becomes enraged. Can be thought of as the counterpoint of the {{token|LARGE_PREDATOR|c}} tag. When tamed, animals with this tag will be useless for fortress defense.&lt;br /&gt;
&lt;br /&gt;
This and {{token|TRADE_CAPACITY|c}} are required for {{token|PACK_ANIMAL|c}} to function properly, if an animal contains the aforementioned requirements without this tag: items loaded by the merchants will be dropped upon departure.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BIOME}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
* [[biome token]]&lt;br /&gt;
| Select a [[biome]] the creature may appear in.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BLOOD}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;[[material token]]&amp;gt;&lt;br /&gt;
* &amp;lt;[[Material_definition_token#Material_States|material state]]&amp;gt;&lt;br /&gt;
| Specifies what the creature's blood is made of.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BLOODSUCKER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Causes [[vampire]]-like behaviour; the creature will suck the [[Creature_token#BLOOD|blood]] of unconscious victims when its [[Syndrome#TIME_SINCE_SUCKED_BLOOD|thirst for blood]] grows sufficiently large. When controlling the creature in adventure mode, this can be done at will. Seems to be required to make the creature denouncable (in-world) as a creature of the night.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BODY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*body parts &lt;br /&gt;
| Draws body parts from OBJECT:BODY files (such as body_default.txt)&lt;br /&gt;
'''Example:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY:BODY_WITH_HEAD_FLAG:HEART:GUTS:BRAIN:MOUTH] &amp;lt;br /&amp;gt;&lt;br /&gt;
This is the body from a [[purring maggot]]. It creates a body with head, a heart, some guts, a brain, and a mouth. That's all a maggot needs.&lt;br /&gt;
&lt;br /&gt;
The body parts need to be listed in an order such that any parent part appears before its connected children. For example [BODY:HEART:BODY_WITH_HEAD_FLAG] produces a &amp;quot;Body Token Recognized But Could Not Connect: HEART&amp;quot; error because HEART can't find any UPPERBODY(s) to connect to. Switching the order to [BODY:BODY_WITH_HEAD_FLAG:HEART] fixes the problem because now the UPPERBODY is created before the HEART tries to connect to it.&lt;br /&gt;
&lt;br /&gt;
'''If the body is left undefined, the creature (or caste) will be tagged as [DOES_NOT_EXIST].''' {{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BODY_APPEARANCE_MODIFIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*ATTRIBUTE&lt;br /&gt;
*lowest&lt;br /&gt;
*lower&lt;br /&gt;
*low&lt;br /&gt;
*median&lt;br /&gt;
*high&lt;br /&gt;
*higher&lt;br /&gt;
*highest &lt;br /&gt;
| These body modifiers give individual creatures different characteristics. In the case of HEIGHT, BROADNESS and LENGTH, the modifier is also a percentage change to the BODY_SIZE of the individual creature. The seven numbers afterward give a distribution of ranges. Each interval has an equal chance of occurring.&lt;br /&gt;
'''Example:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110] &amp;lt;br /&amp;gt;&lt;br /&gt;
''HEIGHT'' : marks the height to be changed &amp;lt;br /&amp;gt;&lt;br /&gt;
''90:95:98:100:102:105:110'' : sets the range from the shortest (90% of the average height) to the tallest (110% of the average height) creature variation.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BODY_DETAIL_PLAN}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*PlanName&lt;br /&gt;
*Arguments &lt;br /&gt;
| Loads a plan from listed OBJECT:BODY_DETAIL_PLAN files, such as b_detail_plan_default.txt. Mass applies USE_MATERIAL_TEMPLATE, mass alters RELSIZE, alters body part positions, and will allow tissue layers to be defined. Tissue layers are defined in order of skin to bone here.&lt;br /&gt;
'''Example:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE] &amp;lt;br /&amp;gt;&lt;br /&gt;
This creates the detailed body of a [[fox]], the skin, fat, muscle, bones and cartilage out of the vertebrate tissues.&amp;lt;br /&amp;gt;&lt;br /&gt;
A [[Purring maggot|maggot]] would only need:&amp;lt;br /&amp;gt;&lt;br /&gt;
''[BODY_DETAIL_PLAN:EXOSKELETON_TISSUE_LAYERS:SKIN:FAT:MUSCLE]'' &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BODY_SIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*years&lt;br /&gt;
*days&lt;br /&gt;
*size &lt;br /&gt;
| Sets size at a given age. Size is in cubic centimeters, and for normal body materials, is roughly equal to the creature's average weight in grams.&lt;br /&gt;
'''Example:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_SIZE:0:0:10000]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_SIZE:1:168:50000]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_SIZE:12:0:220000]&amp;lt;br /&amp;gt;&lt;br /&gt;
This describes the size of a [[minotaur]]. Its birth size would be 10,000 cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; (~10 kg). At 1 year and 168 days old it would be 50,000 cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; (~50 kg). And as an adult (at 12 years old) it would be 220,000 cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; and weigh roughly 220 kg.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BODYGLOSS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*gloss &lt;br /&gt;
| Substitutes body part text with replacement text. Draws gloss information from OBJECT:BODY files (such as body_default.txt)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BONECARN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature eats bones. Implies {{token|CARNIVORE|c}}. [[Adventurer mode|Adventurers]] with this token are currently unable to eat bones.{{Bug|11069}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BP_ADD_TYPE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Adds a type to a body part - used with {{token|SET_BP_GROUP|c}}. In vanilla DF, this is used for adding the type '[[Body token#GELDABLE|GELDABLE]]' to the lower body of certain [[cat|creatures]]. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BP_APPEARANCE_MODIFIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*QUALITY&lt;br /&gt;
*lowest&lt;br /&gt;
*lower&lt;br /&gt;
*low&lt;br /&gt;
*median&lt;br /&gt;
*high&lt;br /&gt;
*higher&lt;br /&gt;
*highest &lt;br /&gt;
| Sets up the breadth of possibilities for appearance qualities for a selected BP group. EG. Eyes (CLOSE_SET, DEEP_SET, ROUND_VS_NARROW, LARGE_IRIS),Lips (THICKNESS), Nose (BROADNESS, LENGTH, UPTURNED, CONVEX), Ear (SPLAYED_OUT, HANGING_LOBES, BROADNESS, HEIGHT), Tooth (GAPS), Skull (HIGH_CHEEKBONES, BROAD_CHIN, JUTTING CHIN, SQUARE_CHIN), Neck (DEEP_VOICE, RASPY_VOICE), Head (BROADNESS, HEIGHT)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BP_REMOVE_TYPE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Removes a type from a body part. Used with {{token|SET_BP_GROUP|c}}. &lt;br /&gt;
 &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BUILDINGDESTROYER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*1 or 2 &lt;br /&gt;
| Allows a creature to destroy furniture and buildings. Value [1] targets mostly doors, hatches, furniture and the like. Value [2] targets anything not made with the {{k|b}} + {{k|C}} commands. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==C==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CAN_DO_INTERACTION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*interaction token&lt;br /&gt;
| The creature can perform an interaction. See [[interaction token]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CAN_LEARN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature gains [[skill]]s and can have [[labor|professions]]. If a member of a civilization (even a pet) has this token, it'll need to eat, drink and sleep. Note that this token makes the creature unable to be eaten by an adventurer, so it is not recommended for uncivilized monsters. Adventurers lacking this token can allocate but not increase attributes and skills. Skills allocated will disappear on start. A creature with at least this token or the {{token|CAN_SPEAK|c}} token will be able to have [[Personality value|values]] and [[Personality goal|goals]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CAN_SPEAK}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Can [[talking|talk]]. Note that this is not necessary for a creature to gain social skills but to make friends in fortress mode. A creature with at least this token or the {{token|CAN_LEARN|c}} token will be able to have [[Personality value|values]] and [[Personality goal|goals]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CANNOT_CLIMB}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature cannot [[climber|climb]], even if it has free grasp parts.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CANNOT_JUMP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature cannot [[jump]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CANNOT_UNDEAD}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Acts like {{token|NOT_LIVING|c}}, except that {{token|OPPOSED_TO_LIFE|c}} creatures will attack them.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CANOPENDOORS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Defunct, as doors cannot be set as tightly closed anymore.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CARNIVORE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature ''only'' eats [[meat]]. If the creature goes on rampages in worldgen, it will often devour the people/animals it kills.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*name &lt;br /&gt;
| Defines a [[caste]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_ALTTILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*tile number or &amp;quot;letter&amp;quot;&lt;br /&gt;
| Caste-specific {{token|ALTTILE|c}}. Requires {{token|CASTE_TILE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_COLOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*fg&lt;br /&gt;
*bg&lt;br /&gt;
*brightness&lt;br /&gt;
| Caste-specific {{token|COLOR|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_GLOWCOLOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*fg&lt;br /&gt;
*bg&lt;br /&gt;
*brightness&lt;br /&gt;
| Caste-specific {{token|GLOWCOLOR|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_GLOWTILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*tile value or &amp;quot;letter&amp;quot;&lt;br /&gt;
| Caste-specific {{token|GLOWTILE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_NAME}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*singular&lt;br /&gt;
*plural&lt;br /&gt;
*adjective &lt;br /&gt;
| While {{token|NAME|c}} describes the name of the species, {{token|CASTE_NAME|c}} names individuals of the species. Unlike other caste-specific descriptions, this token is required, even for creatures without separate castes. If left undefined, the creature will not show up in the [[arena]] and members of the species will be labeled as &amp;quot;nothing&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_PROFESSION_NAME}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Unit type token]] (Profession)&lt;br /&gt;
*singular&lt;br /&gt;
*plural &lt;br /&gt;
| Caste-specific {{token|PROFESSION_NAME|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_SOLDIER_ALTTILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*'character' or tile number&lt;br /&gt;
| Caste-specific {{token|SOLDIER_ALTTILE|c}}. Requires {{token|CASTE_SOLDIER_TILE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_SOLDIER_TILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*'character' or tile number&lt;br /&gt;
| Caste-specific {{token|CREATURE_SOLDIER_TILE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_TILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* tile number or &amp;quot;letter&amp;quot;&lt;br /&gt;
| Caste-specific {{token|CREATURE_TILE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CAVE_ADAPT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Causes [[cave adaptation]].&lt;br /&gt;
Allows for creature's race to be involved in jokes that end in &amp;quot;And the [race] saw the sun and vomited on the spot!&amp;quot; &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CDI}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*Varies&lt;br /&gt;
| Specifies interaction details following a {{token|CAN_DO_INTERACTION|c}} token. See [[interaction token]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CHANGE_BODY_SIZE_PERC}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*integer&lt;br /&gt;
| Multiplies body size by a factor of (integer)%. 50 halves size, 200 doubles.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CHANGE_FREQUENCY_PERC}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*integer&lt;br /&gt;
| Multiplies frequency by a factor of (integer)%.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CHILD}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*integer &lt;br /&gt;
| Age at which creature is considered an adult - one can think of this as the duration of the [[children|child]] stage. Allows the creature's offspring to be rendered fully tame if [[animal trainer|trained]] during their childhood. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CHILDNAME}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*singular&lt;br /&gt;
*plural &lt;br /&gt;
| Defines a new name for a creature in the child state at the caste level. For non-caste-specific child names, see {{token|GENERAL_CHILD_NAME|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CLUSTER_NUMBER}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*min&lt;br /&gt;
*max&lt;br /&gt;
| The minimum/maximum numbers of how many creatures per spawned cluster. Vermin fish with this token in combination with temperate ocean and river biome tokens [http://www.bay12forums.com/smf/index.php?topic=51864.msg1122319#msg1122319 will perform seasonal migrations]. Defaults to 1:1 if not specified.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CLUTCH_SIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*min&lt;br /&gt;
*max&lt;br /&gt;
|Number of [[egg]]s laid in one sitting.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COLONY_EXTERNAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Caste hovers around colony.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COLOR}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*foreground&lt;br /&gt;
*background&lt;br /&gt;
*brightness &lt;br /&gt;
| Color of the creature's tile. (See [[Color]] for usage.)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMMON_DOMESTIC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| When combined with any of {{token|PET|c}}, {{token|PACK_ANIMAL|c}}, {{token|WAGON_PULLER|c}} and/or {{token|MOUNT|c}}, the creature is guaranteed to be domesticated by any [[civilization]] with {{token|COMMON_DOMESTIC_PET|e}}, {{token|COMMON_DOMESTIC_PACK|e}},  {{token|COMMON_DOMESTIC_PULL|e}} and/or {{token|COMMON_DOMESTIC_MOUNT|e}} respectively. Such civilizations will always have access to the creature, even in the absence of wild populations. This token is invalid on {{token|FANCIFUL|c}} creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CONVERTED_SPOUSE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Creatures of this caste's species with the {{token|SPOUSE_CONVERTER|c}} and {{token|NIGHT_CREATURE_HUNTER|c}} tokens will kidnap {{token|SPOUSE_CONVERSION_TARGET|c}}s of an appropriate sex and convert them into castes with CONVERTED_SPOUSE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COOKABLE_LIVE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Set this to allow the creature to be cooked in meals without first being butchered/cleaned. Used by some water-dwelling vermin such as [[mussel]]s, [[nautilus]]es and [[oyster]]s.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CRAZED}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Creature is '[[insanity|berserk]]' and will attack all other creatures, except members of its own species that '''also''' have the CRAZED tag. It will show {{DFtext|Berserk|4:1}} in the [[unit list]]. Berserk creatures go on rampages during [[world generation|worldgen]] much more frequently than non-berserk ones.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COPY_TAGS_FROM}}&lt;br /&gt;
| Special&lt;br /&gt;
| &lt;br /&gt;
*creature ID&lt;br /&gt;
| Copies another specified creature. This will override any definitions made before it; essentially, it makes this creature identical to the other one, which can then be modified. Often used in combination with {{token|APPLY_CREATURE_VARIATION|c}} to import standard variations from a file. The vanilla [[giant animal]]s and [[animal person|animal people]]s are examples of this token combination.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREATURE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*creature ID&lt;br /&gt;
| A unique, arbitrary identifier that begins the definition of each new creature, and is used to reference the creature in other tokens and raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREATURE_CLASS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*classname&lt;br /&gt;
| An arbitrary creature classification. Can be set to anything, but the only vanilla uses are GENERAL_POISON (used in syndromes), EDIBLE_GROUND_BUG (used as targets for {{token|GOBBLE_VERMIN_CLASS|c}}), MAMMAL, and POISONOUS (both used for kobold pet eligibility). A single creature can have multiple classes.&lt;br /&gt;
&lt;br /&gt;
The full list of tokens that use creature classes is: &lt;br /&gt;
&lt;br /&gt;
* Creature tokens: {{token|GOBBLE_VERMIN_CLASS|c}}, {{token|GOBBLE_VERMIN_CLASS|c}}&lt;br /&gt;
* Interaction tokens: {{token|IT_AFFECTED_CLASS|in}}, {{token|IT_IMMUNE_CLASS|in}}&lt;br /&gt;
* Animal definition (Entity) tokens: {{token|ANIMAL_CLASS|e}}, {{token|ANIMAL_FORBIDDEN_CLASS|e}}&lt;br /&gt;
* Position (Entity) token: {{token|ALLOWED_CLASS|po}}&lt;br /&gt;
* Syndrome tokens: {{token|SYN_AFFECTED_CLASS|sy}}, {{token|SYN_IMMUNE_CLASS|sy}}, {{token|CE_SENSE_CREATURE_CLASS|sy}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREATURE_SOLDIER_TILE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*'character' or tile number&lt;br /&gt;
| Creatures active in their civilization's [[military]] will use this tile instead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREATURE_TILE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*'character' or tile number &lt;br /&gt;
| The symbol of the creature in ASCII mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREPUSCULAR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| When set, the creature will appear at dawn (between 4:30 AM and 6:00 AM) and in the evening (between 8:00 PM and 10:05 PM) in [[Adventurer mode]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CURIOUSBEAST_EATER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to [[Steals food|steal and eat edible items]] from a site. It will attempt to grab a food item and immediately make its way to the map's edge, where it will disappear with it. If the creature goes on rampages during worldgen, it will often steal food instead of attacking. Trained and tame instances of the creature will no longer display this behavior.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CURIOUSBEAST_GUZZLER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to (very quickly) [[Steals drink|drink your alcohol]]. Or spill the barrel to the ground. Also affects undead versions of the creature. Unlike food or item thieves, drink thieves will consume your alcohol on the spot rather than run away with one piece of it. Trained and tame instances of the creature will no longer display this behavior.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CURIOUSBEAST_ITEM}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to [[Steals items|steal things]] (apparently, of the highest value it can find). It will attempt to grab an item of value and immediately make its way to the map's edge, where it will disappear with it. If a creature with any of the CURIOUSBEAST tokens carries anything off the map, even if it is a caravan's pack animal, it will be reported as stealing everything it carries. If the creature goes on rampages in worldgen, it will often steal items instead of attacking - [[kea]] birds are infamous for this. Trained and tame instances of the creature will no longer display this behavior. Also, makes the creature unable to drop hauled items until it enters combat.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CV_ADD_TAG}}&lt;br /&gt;
| Special&lt;br /&gt;
| &lt;br /&gt;
*TAG NAME &lt;br /&gt;
| Adds a tag. Used in conjunction with creature variation templates.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CV_REMOVE_TAG}}&lt;br /&gt;
| Special&lt;br /&gt;
| &lt;br /&gt;
*TAG NAME &lt;br /&gt;
| Removes a tag. Used in conjunction with creature variation templates. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==D==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DEMON}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Found on generated [[demon]]s. Marks the caste to be used in the initial wave after breaking into the [[underworld]], and by the demon civilizations created during world-gen breachings{{verify}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DESCRIPTION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*text &lt;br /&gt;
| A brief description of the creature type, as displayed when viewing the creature's description/[[Thoughts and preferences|thoughts &amp;amp; preferences]] screen.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIE_WHEN_VERMIN_BITE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Causes the creature to die upon attacking. Used by [[honey bee]]s to simulate them dying after using their stingers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIFFICULTY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*integer &lt;br /&gt;
| Increases experience gain during adventure mode. Creatures with a difficulty of 11 or higher are not assigned for quests in adventure mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIURNAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| When set, the creature will only appear during the day (between 6:00 AM and 8:00 PM) in [[Adventurer mode]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIVE_HUNTS_VERMIN}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| The creature hunts vermin by diving from the air. On tame creatures, it has the same effect as {{token|HUNTS_VERMIN|c}}. Found on [[peregrine falcon]]s.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DOES_NOT_EXIST}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Adding this token to a creature prevents it from appearing in generated worlds (unless it's marked as [[Entity_token#ANIMAL_ALWAYS_PRESENT|always present]] for a particular civilisation). For example, adding it to [[dog]]s will lead to worlds being generated without dogs in them. Also removes the creature from the [[object testing arena]]'s spawn list. If combined with {{token|FANCIFUL|c}}, artistic depictions of the creature will occur regardless. Used by [[centaur]]s, [[chimera]]s and [[griffon]]s in the vanilla game. &lt;br /&gt;
&lt;br /&gt;
Note: a creature tagged as DOES_NOT_EXIST can still be [[Interaction_token#I_EFFECT|summoned]] successfully, as long as it has a body defined in its raws [http://www.bay12forums.com/smf/index.php?topic=165213.msg8086938#msg8086938], or, another creature can[[Syndrome#CE_BODY_TRANSFORMATION|transform]] into it.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==E==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EBO_ITEM}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[item token]]&lt;br /&gt;
*[[material token]] (ANY_HARD_STONE can be used for the material)&lt;br /&gt;
| Defines the item that the creature drops upon being [[butcher|butchered]]. Used with {{token|EXTRA_BUTCHER_OBJECT|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EBO_SHAPE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*gem shape&lt;br /&gt;
| The shape of the creature's extra [[butcher|butchering]] drop. Used with {{token|EXTRA_BUTCHER_OBJECT|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EGG_MATERIAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* &amp;lt;[[material token]]&amp;gt;&lt;br /&gt;
* &amp;lt;[[Material_definition_token#Material_States|material state]]&amp;gt;&lt;br /&gt;
| Defines the material composition of [[egg]]s laid by the creature. [[creature_token#LAYS_EGGS|Egg-laying]] creatures in the default game define this 3 times, using LOCAL_CREATURE_MAT:EGGSHELL, LOCAL_CREATURE_MAT:EGG_WHITE, and then LOCAL_CREATURE_MAT:EGG_YOLK. Eggs will be made out of eggshell. Edibility is determined by tags on whites or yolk, but they otherwise do not exist.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EGG_SIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*size&lt;br /&gt;
| Determines the size of laid [[egg]]s. Doesn't affect hatching or cooking, but bigger eggs will be heavier, and may take longer to be hauled depending on the hauler's strength.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EQUIPMENT_WAGON}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature appear as a large 3×3 [[wagon]] responsible for carrying trade goods, pulled by two {{token|WAGON_PULLER|c}} creatures and driven by a merchant.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EQUIPS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to wear or wield items.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EVIL}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creature is considered evil and will only show up in evil biomes. Civilizations with {{token|USE_EVIL_ANIMALS|e}} can domesticate them regardless of exotic status. Has no effect on cavern creatures except to restrict taming. A civilization with evil creatures can colonise evil areas.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EXTRA_BUTCHER_OBJECT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[Body token#CATEGORY|BY_CATEGORY]] or [[Body token#CONTYPE|BY_TYPE]] or [[Body token#BP|BY_TOKEN]]&lt;br /&gt;
* TYPE, CATEGORY, or TOKEN&lt;br /&gt;
| The creature drops an additional object when [[butcher|butchered]], as defined by {{token|EBO_ITEM|c}} and {{token|EBO_SHAPE|c}}. Used for [[gizzard stone]]s in default creatures. For some materials, needs to be defined after caste definitions with SELECT_CASTE:ALL{{Bug|6355}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EXTRACT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* [[material token]]&lt;br /&gt;
| Defines a creature extract which can be obtained via [[small animal dissection]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EXTRAVISION}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature can see regardless of whether it has working eyes and has full 360 degree vision, making it impossible to strike the creature from a blind spot in combat. Invisible creatures will also be seen, namely [[intelligent undead]] using a &amp;quot;vanish&amp;quot; power.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==F==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FANCIFUL}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creature is a thing of legend and known to all civilizations. Its materials cannot be requested or preferred. The tag also adds some art value modifiers. Used by a [[Fanciful|number of creatures]]. Conflicts with {{token|COMMON_DOMESTIC|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FEATURE_ATTACK_GROUP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on [[Animal people#Subterranean animal people|subterranean animal-man]] tribals. Currently defunct. In previous versions{{verify}}, it caused these creatures to crawl out of chasms and underground rivers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FEATURE_BEAST}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on [[forgotten beast]]s. Presumably makes it act as such, initiating underground attacks on fortresses, or leads to the pop-up message upon encountering one{{verify}}. Hides the creature from displaying in a world_sites_and_pops file. Does not create historical figures like generated forgotten beasts do.&lt;br /&gt;
&lt;br /&gt;
Requires specifying a {{token|BIOME|c}} in which the creature will live, and both surface and subterranean biomes are allowed. Does not stack with {{token|LARGE_ROAMING|c}} and if both are used the creature will not spawn. Appears to be incompatible with {{token|DEMON|c}} even if used in separate castes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FEMALE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature biologically female, enabling her to [[Breeding|bear young]]. Usually specified inside a caste.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FIREIMMUNE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature immune to [[Interaction_token#FIREBALL|FIREBALL]] and [[Interaction_token#FIREJET|FIREJET]] attacks, and allows it to path through high temperature zones, like lava or fires. Does not, by itself, make the creature immune to the damaging effects of burning in [[fire]], and does not prevent general heat damage or melting on its own (this would require adjustments to be made to the creature's body [[Material_definition_token|materials]] - see the [[Dragon/raw|dragon raws]] for an example).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FIREIMMUNE_SUPER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Like {{token|FIREIMMUNE|c}}, but also renders the creature immune to [[Interaction_token#DRAGONFIRE|DRAGONFIRE]] attacks. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FISHITEM}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature's corpse is a single [[Item_token#FISH_RAW|FISH_RAW]] food item that needs to be cleaned (into a [[Item_token#FISH|FISH]] item) at a [[fishery]] to become edible. Before being cleaned the item is referred to as &amp;quot;raw&amp;quot;. The food item is categorized under &amp;quot;fish&amp;quot; on the food and stocks screens, and when uncleaned it is sorted under &amp;quot;raw fish&amp;quot; in the stocks (but does not show up on the food screen). &lt;br /&gt;
Without this or {{token|COOKABLE_LIVE|c}}, [[fishing|fished]] vermin will turn into food the same way as non-vermin creatures, resulting in multiple units of food (meat, brain, lungs, eyes, spleen etc.) from a single fished vermin. These units of food are categorized as meat by the game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FIXED_TEMP}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*temperature &lt;br /&gt;
| The creature's body is constantly at this temperature, heating up or cooling the surrounding area. Alters the temperature of the creature's inventory and all adjacent tiles, [[Temperature|with all the effects that this implies]] - may trigger wildfires at high enough values. Also makes the creature immune to extreme heat or cold, as long as the temperature set is not harmful to the materials that the creature is made from. Corpses and body parts of creatures with a fixed temperature maintain their temperature even after death.&lt;br /&gt;
&lt;br /&gt;
Note that temperatures of 12000 and higher may cause [[path|pathfinding]] issues in fortress mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FLEEQUICK}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| If engaged in combat, the creature will flee at the first sign of resistance. Used by [[kobold]]s in the vanilla game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FLIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to fly, independent of it having wings or not. Fortress Mode pathfinding only partially incorporates flying - flying creatures need a land path to exist between them and an area in order to access it, but as long as one such path exists, they do not need to use it, instead being able to fly over intervening obstacles. Winged creatures with this token can lose their ability to fly if their wings are crippled or severed. Winged creatures without this token will be unable to fly. (A 'wing' in this context refers to any body part with its own [[Body_token#FLIER|FLIER]] token).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FREQUENCY}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*number, max 100&lt;br /&gt;
| Determines the chances of a creature appearing within its environment, with higher values resulting in more frequent appearance. Also affects the chance of a creature being brought in a caravan for trading.&lt;br /&gt;
This value is used multiply to determine the rarity of animal populations. A creature with [FREQUENCY:50] will appear in 50% of valid biomes, and be present in 50% of the area within those biomes.&lt;br /&gt;
When a [[Creature token#CLUSTER_NUMBER|cluster]] spawns, the game effectively considers all creatures that can possibly appear and uses the FREQUENCY value as a ''weight'' - for example, if there are three creatures with frequencies 10/25/50, the creature with [FREQUENCY:50] will appear approximately 58.8% of the time. Defaults to 50 if not specified. Not to be confused with {{token|POP_RATIO|c}}.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==G==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GAIT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;gait type&amp;gt;&lt;br /&gt;
* &amp;lt;gait name&amp;gt;&lt;br /&gt;
* &amp;lt;max [[Gait#Speed|speed]]&amp;gt;&lt;br /&gt;
* &amp;lt;build up time&amp;gt;&lt;br /&gt;
* &amp;lt;max turning [[Gait#Speed|speed]]&amp;gt;&lt;br /&gt;
* &amp;lt;start [[Gait#Speed|speed]]&amp;gt;&lt;br /&gt;
* &amp;lt;energy expenditure&amp;gt;&lt;br /&gt;
* &amp;lt;gait flag(s)&amp;gt;&lt;br /&gt;
| Defines a gait by which the creature can move. See [[Gait]] for more information. Specifically, you likely want to use one of the existing STANDARD_X_GAITS creature variations, as described in [[Gait#Gaits_and_Modding|this subsection]].&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;max speed&amp;gt; indicates the maximum [[Gait#Speed|speed]] achievable by a creature using this gait&lt;br /&gt;
* &amp;lt;start speed&amp;gt; indicates the creature's speed when it starts moving using this gait&lt;br /&gt;
* &amp;lt;build up time&amp;gt; indicates how long it will take for a creature using this gait to go from &amp;lt;start speed&amp;gt; to &amp;lt;max speed&amp;gt;. For example, a value of 10 means that it should be able to reach the maximum speed by moving 10 [[tile]]s in a straight line over even terrain.&lt;br /&gt;
* &amp;lt;max turning speed&amp;gt; indicates the maximum speed permissible when the creature suddenly changes its direction of motion. The creature's speed will be reduced to &amp;lt;max turning speed&amp;gt; if travelling at a higher speed than this before turning.&lt;br /&gt;
* &amp;lt;energy expenditure&amp;gt; indicates how energy-consuming the gait is. Higher values cause the creature to tire out faster. Persistent usage of a high-intensity gait will eventually lead to exhaustion and [[Status_icon#Non-flashing|collapse]].&lt;br /&gt;
&lt;br /&gt;
'''NO_BUILD_UP''' can be specified instead of a &amp;lt;start speed&amp;gt; value to make the &amp;lt;max speed&amp;gt; instantly achievable upon initiating movement (this is equivalent to a &amp;lt;build up time&amp;gt; of 0). Note that &amp;lt;build up time&amp;gt; and &amp;lt;max turning speed&amp;gt; are both ignored if specified alongside this (as NO_BUILD_UP trumps &amp;lt;build up time&amp;gt; and preserves &amp;lt;max speed&amp;gt; whilst turning, and &amp;lt;max turning speed&amp;gt; cannot exceed &amp;lt;max speed&amp;gt;) so it is permissible to omit them so long as they are '''both''' omitted together.&lt;br /&gt;
&lt;br /&gt;
It's possible to specify a &amp;lt;start speed&amp;gt; greater than the &amp;lt;max speed&amp;gt;; the moving creature will decelerate towards its &amp;lt;max speed&amp;gt; in this case.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''valid gait types:'''&lt;br /&gt;
*'''WALK'''&amp;lt;br&amp;gt;&lt;br /&gt;
Used for moving normally over ground tiles.&lt;br /&gt;
&lt;br /&gt;
*'''CRAWL'''&amp;lt;br&amp;gt;&lt;br /&gt;
Used for moving over ground tiles whilst [[Status_icon#Non-flashing|prone]].&lt;br /&gt;
&lt;br /&gt;
*'''SWIM'''&amp;lt;br&amp;gt;&lt;br /&gt;
Used for moving through tiles containing [[water]] or [[magma]] at a [[Water#Depth|depth]] of at least 4/7. &lt;br /&gt;
&lt;br /&gt;
*'''FLY'''&amp;lt;br&amp;gt;&lt;br /&gt;
Used for moving through [[open space]].&lt;br /&gt;
&lt;br /&gt;
*'''CLIMB'''&amp;lt;br&amp;gt;&lt;br /&gt;
Used for moving whilst [[Climber|climbing]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''valid gait flags:'''&lt;br /&gt;
* '''AGILITY'''&amp;lt;br&amp;gt;&lt;br /&gt;
Speeds/slows movement depending on the creature's [[Attribute#Agility|Agility]] stat.&lt;br /&gt;
&lt;br /&gt;
* '''STRENGTH'''&amp;lt;br&amp;gt;&lt;br /&gt;
Speeds/slows movement depending on the creature's [[Attribute#Strength|Strength]] stat.&lt;br /&gt;
&lt;br /&gt;
* '''LAYERS_SLOW'''&amp;lt;br&amp;gt;&lt;br /&gt;
Makes [[Tissue_definition_token#THICKENS_ON_ENERGY_STORAGE|THICKENS_ON_ENERGY_STORAGE]] and [[Tissue_definition_token#THICKENS_ON_STRENGTH|THICKENS_ON_STRENGTH]] tissue layers slow movement depending on how thick they are. Adding the STRENGTH gait flag counteracts the impact of the latter layer.&lt;br /&gt;
&lt;br /&gt;
* '''STEALTH_SLOWS:'''&amp;lt;percentage&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Slows movement by the specified percentage when the creature is [[Ambusher|sneaking]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GENERAL_BABY_NAME}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*singular&lt;br /&gt;
*plural &lt;br /&gt;
| Like {{token|BABYNAME|c}}, but applied regardless of caste.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GENERAL_CHILD_NAME}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*singular&lt;br /&gt;
*plural &lt;br /&gt;
| Like {{token|CHILDNAME|c}}, but applied regardless of caste.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GENERAL_MATERIAL_FORCE_MULTIPLIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value A&lt;br /&gt;
*value B&lt;br /&gt;
| Has the same function as {{token|MATERIAL_FORCE_MULTIPLIER|c}}, but applies to all attacks instead of just those involving a specific material. Appears to be overridden by MATERIAL_FORCE_MULTIPLIER ([[werebeast]]s, for example, use both tokens to provide resistance to all materials, with one exception to which they are especially vulnerable).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GENERATED}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Found on procedurally generated creatures like [[forgotten beast]]s, [[titan]]s, [[demon]]s, [[angel]]s, and [[night creature]]s. Cannot be specified in user-defined raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GETS_INFECTIONS_FROM_ROT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature get [[Health_care#Infection|infections]] from necrotic tissue.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GETS_WOUND_INFECTIONS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature's wounds become [[Health_care#Infection|infected]] if left untreated for too long.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GLOWCOLOR}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*foreground&lt;br /&gt;
*background&lt;br /&gt;
*brightness &lt;br /&gt;
| The colour of the creature's {{token|GLOWTILE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GLOWTILE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*ascii character &lt;br /&gt;
| If present, the being glows in the dark (generally used for Adventurer Mode). The tile is what replaces the being's current tile when it is obscured from your sight by darkness. The default setting for kobolds (a yellow quotation mark) provides a nice &amp;quot;glowing eyes&amp;quot; effect. The game is also hardcoded to automatically convert quotation mark GLOWTILES into apostrophes if the creature has lost one eye. This works at the generic creature level - for caste-specific glow tiles, use {{token|CASTE_GLOWTILE|c}} instead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GNAWER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*verb&lt;br /&gt;
| The creature can and will gnaw its way out of [[animal trap]]s and [[cage]]s using the specified verb, depending on the material from which it is made (normally wood).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GOBBLE_VERMIN_CLASS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*class&lt;br /&gt;
| The creature eats vermin of the specified class.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GOBBLE_VERMIN_CREATURE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*creature&lt;br /&gt;
*caste&lt;br /&gt;
| The creature eats a specified [[vermin]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GO_TO_END}}&lt;br /&gt;
| Special&lt;br /&gt;
|  &lt;br /&gt;
| When using tags from an existing creature, inserts new tags at the end of the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GO_TO_START}}&lt;br /&gt;
| Special&lt;br /&gt;
|  &lt;br /&gt;
| When using tags from an existing creature, inserts new tags at the beginning of the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GO_TO_TAG}}&lt;br /&gt;
| Special&lt;br /&gt;
|  &lt;br /&gt;
| When using tags from an existing creature, inserts new tags ''before'' the specified tag.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GOOD}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Creature is considered good and will only show up in good biomes - [[unicorn]]s, for example. Civilizations with {{token|USE_GOOD_ANIMALS|e}} can domesticate them regardless of exotic status. Has no effect on cavern creatures except to restrict taming. A civilization that has good creatures can colonise good areas in world-gen.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GRASSTRAMPLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value &lt;br /&gt;
| The value determines how rapidly [[grass]] is trampled when a creature steps on it - a value of 0 causes the creature to never damage grass, while a value of 100 causes grass to be trampled as rapidly as possible. Defaults to 5.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GRAVITATE_BODY_SIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*target value&lt;br /&gt;
| Used in Creature Variants. This token changes the adult body size to the average of the old adult body size and the target value and scales all intermediate growth stages by the same factor.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GRAZER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*number&lt;br /&gt;
| The creature is a grazer - if tamed in fortress mode, it needs a pasture to survive. The higher the number, the less frequently it needs to eat in order to live. Not used since 0.40.12, replaced by {{token|STANDARD_GRAZER|c}} to fix {{bugl|4113}}.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==H==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HABIT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*type&lt;br /&gt;
*probability&lt;br /&gt;
| Defines certain behaviors for the creature. The habit types are:&lt;br /&gt;
*COLLECT_TROPHIES&lt;br /&gt;
*COOK_PEOPLE&lt;br /&gt;
*COOK_VERMIN&lt;br /&gt;
*GRIND_VERMIN&lt;br /&gt;
*COOK_BLOOD&lt;br /&gt;
*GRIND_BONE_MEAL&lt;br /&gt;
*EAT_BONE_PORRIDGE&lt;br /&gt;
*USE_ANY_MELEE_WEAPON&lt;br /&gt;
*GIANT_NEST&lt;br /&gt;
*COLLECT_WEALTH.&lt;br /&gt;
These require the creature to have a {{token|LAIR|c}} to work properly, and also don't seem to work on creatures who are not a {{token|SEMIMEGABEAST|c}}, {{token|MEGABEAST|c}}, or{{token|NIGHT_CREATURE_HUNTER|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HABIT_NUM}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*number or TEST_ALL&lt;br /&gt;
| &amp;quot;If you set HABIT_NUM to a number, it should give you that exact number of habits according to the weights.&amp;quot;.{{cite forum|60554/1719248}} All lists of HABITs are preceded by [HABIT_NUM:TEST_ALL]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HAS_NERVES}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature has nerves in its muscles. Cutting the muscle tissue can sever motor and sensory nerves.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HASSHELL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature has a shell. Seemingly no longer used - holdover from previous versions.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HIVE_PRODUCT}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*number&lt;br /&gt;
*[[time]]&lt;br /&gt;
*[[item token]]s&lt;br /&gt;
| What product is harvested from [[Beekeeping industry|beekeeping]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HOMEOTHERM}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*number or NONE&lt;br /&gt;
| Default 'NONE'. The creature's normal body [[temperature]]. Creature ceases maintaining temperature on death unlike fixed material temperatures. Provides minor protection from environmental temperature to the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HUNTS_VERMIN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Creature hunts and kills nearby [[vermin]], randomly walking between places with food laying on the ground or in stockpiles, to check for possible [VERMIN_EATER] vermin, but they'll kill any other vermin too. Do not include this creature token on an intelligent entity that you intend to play as in fortress mode because it will prevent them from feeding themselves.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==I==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IMMOBILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| The creature cannot move. Found on [[sponge]]s. Will also stop a creature from breeding in fortress mode (MALE and FEMALE are affected, if one is IMMOBILE; no breeding will happen).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IMMOBILE_LAND}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is immobile while on land. Only works on {{token|AQUATIC|c}} creatures which can't breathe on land.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IMMOLATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature radiates [[fire]]. It will ignite, and potentially completely destroy, items the creature is standing on. Also gives the vermin a high chance of escaping from [[animal trap]]s and [[cage]]s made of any flammable materials (specifically ones that could be ignited by magma).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|INTELLIGENT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Alias for {{token|CAN_SPEAK|c}} + {{token|CAN_LEARN|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ITEMCORPSE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
* [[item token]]&lt;br /&gt;
* [[material token]]&lt;br /&gt;
| Determines if the creature leaves behind a non-standard corpse (i.e. wood, statue, bars, stone, pool of liquid, etc.). [[Ethics]] may prevent actually using the item in jobs or reactions.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ITEMCORPSE_QUALITY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* number&lt;br /&gt;
| The [[quality]] of an item-type corpse left behind. Valid values are: 0 for ordinary, 1 for well-crafted, 2 for finely-crafted, 3 for superior, 4 for exceptional, 5 for masterpiece.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==L==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAIR}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*type&lt;br /&gt;
*probability&lt;br /&gt;
| Found on megabeasts, semimegabeasts, and night creatures. The creature will seek out sites of this type and take them as lairs. The lair types are:&lt;br /&gt;
*SIMPLE_BURROW&lt;br /&gt;
*SIMPLE_MOUND&lt;br /&gt;
*WILDERNESS_LOCATION&lt;br /&gt;
*SHRINE&lt;br /&gt;
*LABYRINTH&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAIR_CHARACTERISTIC}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*characteristic&lt;br /&gt;
*probability&lt;br /&gt;
| Defines certain features of the creature's lair. The only valid characteristic is HAS_DOORS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAIR_HUNTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| This creature will actively hunt adventurers in its lair.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAIR_HUNTER_SPEECH}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*speech file&lt;br /&gt;
| What this creature says while hunting adventurers in its lair.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LARGE_PREDATOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Will attack other creatures that are smaller than it. Tamed large predators will still attack wildlife. In [[fortress mode]], only one group of &amp;quot;large predators&amp;quot; (possibly two groups on &amp;quot;savage&amp;quot; maps) will appear on any given map. In [[adventurer mode]], large predators will try to ambush and attack you (and your party will attack them back). When tamed, large predators tend to be much more aggressive to enemies than non-large predators, making them a good choice for an animal army. They may go on rampages in worldgen, and adventurers may receive quests to kill them. Also, they can be mentioned in the intro paragraph when starting a fortress e.g. &amp;quot;ere the wolves get hungry.&amp;quot;&lt;br /&gt;
A single biome supports 7 large predator species, picking randomly and rolling a d100 under its {{token|FREQUENCY|c}} to add it until all 7 slots are filled.&lt;br /&gt;
&lt;br /&gt;
Incompatible with {{token|PACK_ANIMAL|c}} on a technicality, if included: hauled items are likely to be dropped upon entering the map (even if {{token|TRADE_CAPACITY|c}} is present) in contrast to when the merchants depart.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LARGE_ROAMING}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| This is the core requisite tag allowing the creature to spawn as a wild animal in the appropriate biomes. Requires specifying a {{token|BIOME|c}} in which the creature will spawn. Does not require specifying a frequency, population number, or cluster number.&lt;br /&gt;
&lt;br /&gt;
This tag stacks with {{token|MEGABEAST|c}}, {{token|SEMIMEGABEAST|c}}, or {{token|NIGHT_CREATURE_HUNTER|c}}; if used with one of these tags, the creature will spawn as both a boss and as a wild animal. This tag does not stack with {{token|FEATURE_BEAST|c}} and if both are used the creature will not spawn. This tag is unaffected by {{token|DEMON|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAYS_EGGS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Creature lays [[egg]]s instead of giving birth to live young.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAYS_UNUSUAL_EGGS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* [[item token]]&lt;br /&gt;
* [[material token]]&lt;br /&gt;
| Creature lays the specified item instead of regular eggs.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIGAMENTS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
*healing rate &lt;br /&gt;
| The creature has ligaments in its {{token|CONNECTIVE_TISSUE_ANCHOR|td}} tissues (bone or chitin by default). Cutting the bone/chitin tissue severs the ligaments, disabling motor function if the target is a limb.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIGHT_GEN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| A vermin featuring this tag will remain visible to an adventurer even at night. &lt;br /&gt;
&lt;br /&gt;
Subterranean vermin which feature this token will flicker in unexposed and unrevealed cavern layers while playing in Fortress Mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIKES_FIGHTING}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature will attack enemies rather than flee from them. This tag has the same effect on player-controlled creatures - including modded dwarves. Retired as of v0.40.14 in favor of {{token|LARGE_PREDATOR|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LISP}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Creature uses &amp;quot;sssssnake talk&amp;quot; (multiplies 'S' when talking - &amp;quot;My name isss Recisssiz.&amp;quot;). Used by [[Serpent man|serpent men]] and [[Reptile man|reptile men]] in the vanilla game. C's with the same pronunciation (depending on the word) are not affected by this token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LITTERSIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* minimum&lt;br /&gt;
* maximum&lt;br /&gt;
| Determines the number of offspring per one birth; default 1-3, not used in vanilla raws. See also {{token|MULTIPLE_LITTER_RARE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LOCAL_POPS_CONTROLLABLE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
| Allows you to play as a wild animal of this species in adventurer mode. Prevents trading of (tame) instances of this creature in caravans.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LOCAL_POPS_PRODUCE_HEROES}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
| Wild animals of this species may occasionally join a civilization. Prevents trading of (tame) instances of this creature in caravans.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LOCKPICKER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Lets a creature open [[door]]s that are set to forbidden in fortress mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LOOSE_CLUSTERS}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creatures will scatter if they have this tag, or form tight packs if they don't. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LOW_LIGHT_VISION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*number&lt;br /&gt;
| Determines how well a creature can see in the dark - higher is better. Dwarves have 10000, which amounts to perfect nightvision.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==M==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAGICAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| According to Toady One, this is completely interchangeable with {{token|AT_PEACE_WITH_WILDLIFE|c}} and might have been used in very early versions of the game by wandering wizards or the ent-type tree creatures that used to be animated by elves. [http://www.bay12forums.com/smf/index.php?topic=169696.msg8316954#msg8316954]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAGMA_VISION}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is able to see while submerged in [[magma]]. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MALE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature biologically male. Usually declared inside a caste.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| {{text anchor|MANNERISM|MANNERISM_*}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*occasionally body part &lt;br /&gt;
| Adds a possible mannerism to the creature's profile.  See [[creature mannerism token]] for further info.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MATERIAL}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*material id&lt;br /&gt;
| Begins defining a new local material. Follow this with standard material definition tokens to define the material.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MATERIAL_FORCE_MULTIPLIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Material token]]&lt;br /&gt;
*value A&lt;br /&gt;
*value B&lt;br /&gt;
| When struck with a weapon made of the specified material, the force exerted will be multiplied by A/B, thus making the creature more or less susceptible to this material. For example, if A is 2 and B is 1, the force exerted by the defined material will be doubled. If A is 1 and B is 2, it will be halved instead. See also  {{token|GENERAL_MATERIAL_FORCE_MULTIPLIER|c}}, which can be used to make this sort of effect applicable to all materials.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MATUTINAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| When set, the creature will only appear at dawn (between 4:30 AM and 6:00 AM) in [[Adventurer mode]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAXAGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*min&lt;br /&gt;
*max &lt;br /&gt;
| Determines the creature's natural lifespan, using the specified minimum and maximum age values (in years). Each individual creature with this token is generated with a predetermined date (calculated down to the exact [[time|tick]]!) between these values, at which it is destined to die of old age, should it live long enough. Note that the probability of death at any given age does not increase as the creature gets older [http://i.imgur.com/A1A4aA9.png]. &lt;br /&gt;
Creatures which lack this token are naturally immortal. The [[Syndrome#CE_ADD_TAG|NO_AGING]] syndrome tag will prevent death by old age from occurring. Also note that, among civilized creatures, castes which lack this token will refuse to marry others with it, and vice versa.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MEANDERER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature slowly stroll around, unless it's in combat or performing a job. If combined with {{token|CAN_LEARN|c}}, will severely impact their [[pathfinding]] and lead the creature to move extremely slowly when not performing any task. Problematically applies to animal people based on the animal and war trained animals{{bug|9588}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MEGABEAST}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| A 'boss' creature. A small number of the creatures are created during worldgen, their histories and descendants (if any) will be tracked in worldgen (as opposed to simply 'spawning'), and they will occasionally go on rampages, potentially leading to worship if they attack the same place multiple times. Their presence and number will also influence age names. When appearing in fortress mode, they will have a pop-up message announcing their arrival. They will remain hostile to military even after being tamed.{{bug|10731}} See [[megabeast]] page for more details. &lt;br /&gt;
&lt;br /&gt;
Requires specifying a {{token|BIOME|c}} in which the creature will live. Subterranean biomes appear to not be allowed. Does stack with {{token|LARGE_ROAMING|c}} and if both are used the creature will spawn as both historical bosses and as wild animals.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MENT_ATT_CAP_PERC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*[[Attribute|ATTRIBUTE]] Token&lt;br /&gt;
*Cap %&lt;br /&gt;
|Default is 200.  This means you can increase your attribute to 200% of its starting value (or the average value + your starting value if that is higher).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MENT_ATT_RANGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*[[Attribute|ATTRIBUTE]]&lt;br /&gt;
*lowest&lt;br /&gt;
*lower&lt;br /&gt;
*low&lt;br /&gt;
*median&lt;br /&gt;
*high&lt;br /&gt;
*higher&lt;br /&gt;
*highest &lt;br /&gt;
| Sets up a [[Attribute#Soul_attributes|mental attribute]]'s range of values (0-5000). All mental attribute ranges default to 200:800:900:1000:1100:1300:2000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MENT_ATT_RATES}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Attribute|ATTRIBUTE]] Token&lt;br /&gt;
*cost to improve&lt;br /&gt;
*unused counter rate&lt;br /&gt;
*rust counter rate&lt;br /&gt;
*demotion counter rate&lt;br /&gt;
| [[Attribute#Soul_attributes|Mental attribute]] gain/decay rates. Lower numbers in the last three slots make decay occur faster. Defaults are 500:4:5:4.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MILKABLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
* frequency&lt;br /&gt;
| Allows the creature to be [[milk]]ed in the [[farmer's workshop]]. The frequency is the amount of [[time|ticks]] the creature needs to &amp;quot;recharge&amp;quot; (i.e. how much time needs to pass before it can be milked again). Does not work on [[#CAN_LEARN|sentient]] creatures, regardless of [[ethics]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MISCHIEVIOUS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Alias for {{token|MISCHIEVOUS|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MISCHIEVOUS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature spawns [[stealth]]ed and will attempt to path into the fortress, pulling any [[lever]]s it comes across. It will be invisible on the map and [[unit list]] until spotted by a citizen, at which point the game will pause and recenter on the creature. Used by [[gremlin]]s in the vanilla game. &amp;quot;They go on little missions to mess with various fortress buildings, not just levers.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MODVALUE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Seemingly no longer used.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MOUNT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature may be used as a [[mount]]. No use for the player in fortress mode, but enemy sieging forces may arrive with cavalry. Mounts are usable in adventure mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MOUNT_EXOTIC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature may be used as a [[mount]], but civilizations cannot domesticate it in worldgen without certain exceptions.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MULTIPART_FULL_VISION}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to have all-around vision, as long as it has multiple heads that can see.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MULTIPLE_LITTER_RARE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Makes the species usually produce a single offspring per birth, with a 1/500 chance of using the {{token|LITTERSIZE|c}} as usual.  Requires {{token|FEMALE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MUNDANE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Marks if the creature is an actual real-life creature. Only used for age-names at present.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==N==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NAME}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*singular&lt;br /&gt;
*plural&lt;br /&gt;
*adjective &lt;br /&gt;
| The generic name for any creature of this type - will be used for referring to the species in the abstract, such as the default material prefix. For labeling individual creatures, {{token|CASTE_NAME|c}} is necessary. If left undefined, the creature will be labeled as &amp;quot;nothing&amp;quot; by the game.&lt;br /&gt;
&lt;br /&gt;
Some examples of adjective use:&lt;br /&gt;
* &amp;quot;super''dwarven'' strength&amp;quot;&lt;br /&gt;
* &amp;quot;the ''dwarven'' hillocks of X&amp;quot;&lt;br /&gt;
* Deity species as in &amp;quot;''feline'' deity&amp;quot;&lt;br /&gt;
* Megabeast attacks in worldgen. One with multiple dragons being a &amp;quot;''draconic'' rampage&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NATURAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Animal is considered to be natural. NATURAL animals will not engage creatures tagged with {{token|AT_PEACE_WITH_WILDLIFE|c}} in combat unless they are members of a hostile entity and vice-versa.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NATURAL_ANIMAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Alias of {{token|NATURAL|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NATURAL_SKILL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Skill_token|Skill token]]&lt;br /&gt;
*value&lt;br /&gt;
| The creature possesses the specified [[skill]] at this level inherently - that is, it begins with the skill at this level, and the skill may never rust below that. A value of 15 is legendary.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NIGHT_CREATURE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Creatures with this token can appear as [[experiment|experiments]]. Causes the creature to count as {{token|NOT_LIVING|c}}. Killing a creature featuring this token provides one point of &amp;quot;hero&amp;quot; reputation. Adds the creature's description as part of the initial summary of their historical figure in legends mode. People will react to creatures with this token as a night creature (natch). In adventure mode, ambushes involving these units will say &amp;quot;Night creature!&amp;quot; instead of &amp;quot;Ambush!&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Prevents creature behavior enabled by {{token|LARGE_PREDATOR|c}}&lt;br /&gt;
&lt;br /&gt;
Prevents the AI from using ANIMATE interactions, unless the newly-animated{{token|OPPOSED_TO_LIFE|c}}undead will not attack them. The check for this is specifically whether the unit is: &lt;br /&gt;
*a ghost&lt;br /&gt;
*an animated unit &lt;br /&gt;
*a unit with the {{token|NO_AGING|c}} token added via {{token|CE_ADD_TAG|c}}. (This allows for the default exclusion of elves and goblins, unless raised as intelligent undead.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;''This token should not be confused with other NIGHT_CREATURE_X tokens.''&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;''This token is not well understood at the present time.''&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NIGHT_CREATURE_BOGEYMAN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Creatures with this token can appear in [[bogeyman|bogeyman ambushes]] in [[adventure mode]], where they adopt classical bogeyman traits such as stalking the adventurer and vaporising when dawn breaks. Such traits do not manifest if the creature is encountered outside of a bogeyman ambush (for instance, as a megabeast or a civilised being). In addition, their corpses and severed body parts turn into [[smoke]] after a short while. Note that setting the &amp;quot;Number of Bogeyman Types&amp;quot; in [[advanced world generation]] to 0 will only remove randomly-generated bogeymen.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NIGHT_CREATURE_EXPERIMENTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on some [[necromancer]]s. Creatures with this tag may periodically &amp;quot;perform horrible experiments&amp;quot; offscreen, during which they can use creature-targeting interactions with an &amp;lt;code&amp;gt;[[Interaction_token#I_SOURCE|[I_SOURCE:EXPERIMENT]]]&amp;lt;/code&amp;gt; tag on living creatures in their area. Worlds are generated with a list of procedurally-generated experiments, allowing necromancers to turn living people and animals into [[Infected_ghoul|ghouls]] and [[Experiment|other experimental creatures]], and these will automatically be available to all experimenters; it does not appear possible to prevent this. You can mod in your own custom experiment interactions, but these are used very infrequently due to the large number of generated experiments.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NIGHT_CREATURE_HUNTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on [[night troll]]s and [[werebeast]]s. Implies that the creature is a [[night creature]], and shows its description in [[legends mode]] entry. The creature is always hostile and will start [[no quarter]] combat with any nearby creatures, except for members of its own race. Note that this tag does not override the creature's normal behavior in [[fortress mode]] except for the aforementioned aggression, and doesn't prevent the creature from fleeing the battles it started. It also removes the creature's materials from stockpile settings list, making them be stored there regardless of settings.&lt;br /&gt;
&lt;br /&gt;
Does stack with {{token|LARGE_ROAMING|c}} and if both are used the creature will spawn as both historical hunters and as wild animals; this requires specifying a {{token|BIOME|c}} in which the creature will live, and subterranean biomes are allowed.&lt;br /&gt;
&lt;br /&gt;
This tag causes the usual behaviour of werebeasts in worldgen, that is, fleeing towns upon being cursed and conducting raids from a lair. If this tag is absent from a deity curse, the accursed will simply be driven out of towns in a similar manner to [[vampire]]s. When paired with SPOUSE_CONVERTER, a very small population of the creature will be created during worldgen (sometimes only a single individual will be created), and their histories will be tracked (that is, they will not spawn spontaneously later, they must either have children or convert other creatures to increase their numbers). The creature will settle in a lair and go on rampages during worldgen. It will actively attempt to seek out potential conversion targets to abduct, convert, and have children with (if possible).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NIGHT_CREATURE_NIGHTMARE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on [[nightmare]]s. Corpses and severed body parts derived from creatures with this token turn into [[smoke]] after a short while.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_AUTUMN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature caste does not appear in [[Calendar|autumn]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_CONNECTIONS_FOR_MOVEMENT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Creature doesn't require connected body parts to move{{verify}}; generally used on undead creatures with connections that have rotted away.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_DIZZINESS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature cannot become [[Symptom#Dizziness|dizzy]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_DRINK}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature does not need to drink. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_EAT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature does not need to [[food|eat]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_FEVERS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature cannot suffer [[Symptom#Fever|fevers]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_GENDER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| The creature is biologically sexless, making it unable to [[breeding|breed]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_PHYS_ATT_GAIN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| The creature cannot raise any [[Attribute#Body_attributes|physical attributes]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_PHYS_ATT_RUST}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| The creature cannot lose any [[Attribute#Body_attributes|physical attributes]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_SLEEP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature does not need to sleep, but can still be rendered unconscious by other means.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_SPRING}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature caste does not appear in [[Calendar|spring]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_SUMMER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature caste does not appear in [[Calendar|summer]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_THOUGHT_CENTER_FOR_MOVEMENT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The bodyparts of this creature don't need to be connected to an organ with the {{token|THOUGHT|body}} tag in order to have motor function. Generally used on creatures that don't have brains. If a creature doesn't have a thought part and doesn't have this token, it will be unable to grasp or stand. Nautilus men experience this issue in vanilla.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_UNIT_TYPE_COLOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Prevents creature from selecting its color based on its profession (e.g. Miner, Hunter, Wrestler).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_VEGETATION_PERTURB}}&lt;br /&gt;
| Caste{{Verify}}&lt;br /&gt;
|  &lt;br /&gt;
| Likely prevents the creature from leaving broken vegetation tracks.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_WINTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature caste does not appear in [[Calendar|winter]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOBONES}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature has no bones.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOBREATHE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't need to breathe or have {{token|BREATHE|body}}parts in its body, nor can it drown or be strangled. Creatures living in magma must have this tag, otherwise they will drown.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOCTURNAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| When set, the creature will only appear at night (after 10:05 PM and before 4:30 AM) in [[Adventurer mode]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOEMOTION}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature has no emotions, thus; it is immune to the effects of [[stress]] and unable to rage, and its [[need]]s cannot be fulfilled in any way. Used on [[undead]] in the vanilla game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOEXERT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature can't become tired or over-exerted from taking too many combat actions, or moving at full speed for extended periods of time. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOFEAR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't feel fear and will never flee from battle, and will be immune to [[ghost]]s' attempts to 'scare it to death'. Additionally, it causes [[bogeyman|bogeymen]] and [[nightmare]]s to become friendly towards the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOMEAT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature will not be hunted or fed to wild beasts.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NONAUSEA}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature isn't nauseated by gut hits and cannot vomit.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOPAIN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't feel pain. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOSKIN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature will not drop a hide when [[butcher|butchered]]. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOSKULL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature will not drop a skull on butchering, rot, or decay of severed head.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOSMELLYROT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Does not produce [[miasma]] when rotting.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOSTUCKINS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Weapons can't get stuck in the creature. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOSTUN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature can't be stunned and knocked unconscious by pain or head injuries. Creatures with this tag never wake up from sleep in Fortress Mode. If this creature needs to sleep while playing, it &amp;lt;b&amp;gt;will&amp;lt;/b&amp;gt; die.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOT_BUTCHERABLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Corpses from this creature cannot be [[butcher|butchered]]. Does not prevent the creature from being slaughtered while alive, however.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOT_LIVING}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Cannot be raised from the dead by necromancers or evil clouds. Implies the creature is not a normal living being. Used by [[vampire]]s, [[Mummy|mummies]] and inorganic creatures like the [[amethyst man]] and [[bronze colossus]]. Creatures who are {{token|OPPOSED_TO_LIFE|c}} (undead) will be docile towards creatures with this token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOTHOUGHT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't require a {{token|THOUGHT|body}} body part to survive. Has the added effect of preventing speech, though directly controlling creatures that would otherwise be capable of speaking allows them to engage in conversation.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==O==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ODOR_LEVEL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*number&lt;br /&gt;
| How easy the creature is to [[smell]]. The higher the number, the easier the creature is to sniff out. Defaults to 50. Vanilla creatures have values from 0 (undetectable) to 90 (noticeable by humans and dwarves).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ODOR_STRING}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*string&lt;br /&gt;
| What the creature [[smell]]s like. If no odor string is defined, the creature name (not the caste name) is used.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|OPPOSED_TO_LIFE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Is hostile to all creatures except undead and other non-living ones and will show {{DFtext|Opposed to life|0:1}} in the [[unit list]]. Used by [[undead]] in the vanilla game. Functions without the {{token|NOT_LIVING|c}} token, and seems to imply said token as well. Undead will not be hostile to otherwise-living creatures given this token. Living creatures given this token will attack living creatures that lack it, while ignoring other living creatures that also have this token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ORIENTATION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*MALE/FEMALE&lt;br /&gt;
*disinterested chance&lt;br /&gt;
*casual chance&lt;br /&gt;
*strong chance&lt;br /&gt;
| Determines caste's likelihood of having sexual attraction to certain sexes. Values default to 75:20:5 for the same sex and 5:20:75 for the opposite sex. The first value indicates how likely to be entirely uninterested in the sex, the second decides if the creature will be able to become lovers with that sex, the third decides whether they will be able to marry in worldgen and post-worldgen world activities (which implies being able to become lovers). Marriage seems to be able to happen in fort mode play regardless, as long as they are lovers first.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|OUTSIDER_CONTROLLABLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Lets you play as an [[Adventurer_mode_character_creation#Outsider|outsider]] of this species in adventure mode.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==P==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PACK_ANIMAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to be used as a pack animal. Used by [[trading|merchants]] without wagons and adventurers. Also prevents creature from dropping hauled items on its own -- do ''not'' use for player-controllable creatures! May lead to the creature being domesticated during worldgen, even if it doesn't have {{token|COMMON_DOMESTIC|c}}.&lt;br /&gt;
&lt;br /&gt;
Creatures with this tag but without {{token|BENIGN|c}}, and/or with {{token|LARGE_PREDATOR|c}} leads to hauled items being dropped.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PARALYZEIMMUNE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is immune to all [[Syndrome#CE_PARALYSIS|paralyzing]] special attacks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PATTERNFLIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Used to control the bat riders with paralyze-dart blowguns that flew through the 2D chasm. Doesn't do anything now.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PCG_LAYERING}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*[[Procedural graphics layer|Layering type]]&lt;br /&gt;
| Adds a layer to the current {{token|PROCEDURAL_CREATURE_GRAPHICS|c}} definition. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PEARL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Does nothing.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PENETRATEPOWER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value &lt;br /&gt;
| Controls the ability of [[vermin]] to find a way into containers when they are eating food from your stockpiles.&lt;br /&gt;
&lt;br /&gt;
Objects made of most materials (e.g. metal) roll a number from 0-100, and if the resulting number is greater than the penetrate power, their contents escape for the time being. Objects made of [[wood]], [[leather]], [[amber]], or [[coral]] roll 0-95, and items made of [[cloth]] roll 0-90.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PERSONALITY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*ATTRIBUTE&lt;br /&gt;
*lowest&lt;br /&gt;
*median&lt;br /&gt;
*highest &lt;br /&gt;
| Determines the range and chance of personality facets. Standard is 0:50:100. See [[personality facet]] for more info.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PET}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to be [[Animal_trainer|tamed]] in Fortress mode. Prerequisite for all other working animal roles. Civilizations that encounter it in worldgen will tame and domesticate it for their own use. Adding this to civilization members will classify them as pets instead of citizens, with all the [[Fun|problems]] that entails. However, you can solve these problems using the popular plugin [https://dffd.bay12games.com/file.php?id=13095| Dwarf Therapist], which is completely unaffected by the tag.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PET_EXOTIC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to be [[Animal_trainer|tamed]] in Fortress mode. Prequisite for all other working animal roles. Civilizations cannot domesticate it in worldgen, with certain exceptions. More difficult to tame?{{verify}} Adding this to civilization members will classify them as pets instead of citizens, with all the [[Fun|problems]] that entails. ([[Gremlin|Example]]).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PETVALUE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value &lt;br /&gt;
| How valuable a tamed animal is. Actual cost in points in the embarking screen is 1+(PETVALUE/2) for an untrained animal, 1+PETVALUE for a war/hunting one. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PETVALUE_DIVISOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
| Divides the creature's {{token|PETVALUE|c}} by the specified number. Used by [[honey bee]]s to prevent a single hive from being worth a fortune.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PHYS_ATT_CAP_PERC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*[[Attribute|ATTRIBUTE]] Token&lt;br /&gt;
*Cap %&lt;br /&gt;
|Default is 200. This means you can increase your attribute to 200% of its starting value (or the average value + your starting value if that is higher).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PHYS_ATT_RANGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Attribute|ATTRIBUTE]]&lt;br /&gt;
*lowest&lt;br /&gt;
*lower&lt;br /&gt;
*low&lt;br /&gt;
*median&lt;br /&gt;
*high&lt;br /&gt;
*higher&lt;br /&gt;
*highest &lt;br /&gt;
| Sets up a [[Attribute#Body_attributes|physical attribute]]'s range of values (0-5000). All physical attribute ranges default to 200:700:900:1000:1100:1300:2000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PHYS_ATT_RATES}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Attribute|ATTRIBUTE]] Token&lt;br /&gt;
*cost to improve&lt;br /&gt;
*unused counter rate&lt;br /&gt;
*rust counter rate&lt;br /&gt;
*demotion counter rate&lt;br /&gt;
| [[Attribute#Body_attributes|Physical attribute]] gain/decay rates. Lower numbers in the last three slots make decay occur faster. Defaults for STRENGTH, AGILITY, TOUGHNESS, and ENDURANCE are 500:3:4:3, while RECUPERATION and DISEASE_RESISTANCE default to 500:NONE:NONE:NONE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PLUS_BP_GROUP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*BY_TYPE, BY_CATEGORY, or BY_TOKEN&lt;br /&gt;
*body type, category, or token&lt;br /&gt;
| Adds a body part group to selected body part group. Presumably used immediately after {{token|SET_BP_GROUP|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PLUS_MATERIAL}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*material&lt;br /&gt;
| Adds a material to selected materials. Used immediately after {{token|SELECT_MATERIAL|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|POP_RATIO}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
*number (max 100000)&lt;br /&gt;
| Weighted population of caste; Lower is rarer. Not to be confused with {{token|FREQUENCY|c}}. A weight of 0 will{{version|51.06 experimental}} prevent a caste from spawning naturally. Regardless of pop ratio, [[Position token|Position]]s that only allow a certain caste can force it to spawn.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|POPULATION_NUMBER}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*min&lt;br /&gt;
*max &lt;br /&gt;
| The minimum/maximum numbers of how many of these creatures are present in each world map tile of the appropriate region. Defaults to 1:1 if not specified.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|POWER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Allows the being to represent itself as a deity, allowing it to become the leader of a civilized group. Not used by any creatures in the vanilla game. Requires {{token|CAN_SPEAK|c}} to actually do anything more than settle at a location (e.g. write books, lead armies, profane temples). Doesn't appear to do anything for creatures that are already civilized. Once the creature ascends to a position of leadership, it will proceed to act as a standard ruler for their entity and fulfill the same functions (hold tournaments, tame creatures, etc.).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PREFSTRING}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*string&lt;br /&gt;
| Sets what other creatures [[Preferences|prefer]] about this creature. &amp;quot;Urist likes dwarves for their beards.&amp;quot; Multiple entries will be chosen from at random. Creatures lacking a PREFSTRING token will never appear under another's preferences.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PROCEDURAL_CREATURE_GRAPHICS}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
* [[Graphics_token#Basic_creature_sprite_types|Sprite type]] or Caste then sprite type&lt;br /&gt;
| Makes the creature have procedural graphics built for it, like forgotten beasts/demons/titans/experiments. Must be associated with PCG_LAYERING tokens.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PROFESSION_NAME}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*[[Unit type token]] (Profession)&lt;br /&gt;
*singular&lt;br /&gt;
*plural &lt;br /&gt;
| The generic name for members of this profession, at the creature level. In order to give members of specific castes different names for professions, use {{token|CASTE_PROFESSION_NAME|c}} instead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PRONE_TO_RAGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*Chance&lt;br /&gt;
| Creature has a percentage chance to flip out at visible non-friendly creatures. Enraged creatures attack anything regardless of timidity and get a strength bonus to their hits. This is what makes [[badger]]s so hardcore.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PUS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;[[material token]]&amp;gt;&lt;br /&gt;
* &amp;lt;[[Material_definition_token#Material_States|material state]]&amp;gt;&lt;br /&gt;
| The creature has pus. Specifies the stuff secreted by [[Health_care#Infection|infected wounds]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==R==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|RELSIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*body category, type, or token&lt;br /&gt;
*Relsize &lt;br /&gt;
| Specifies a new relative size for a part than what is stated in the body plan. For example, dwarves have larger livers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMAINS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*singular&lt;br /&gt;
*plural&lt;br /&gt;
| What the creature's [[remains]] are called.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMAINS_COLOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| What color the creature's [[remains]] are.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMAINS_ON_VERMIN_BITE_DEATH}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Goes with {{token|VERMIN_BITE|c}} and {{token|DIE_WHEN_VERMIN_BITE|c}}, the vermin creature will leave remains on death when biting. Leaving this tag out will cause the creature to disappear entirely after it bites.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMAINS_UNDETERMINED}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Nothing.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMOVE_MATERIAL}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*material token &lt;br /&gt;
| Removes a material from the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMOVE_TISSUE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*tissue token&lt;br /&gt;
| Removes a tissue from the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|RETRACT_INTO_BP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*BY_TYPE, BY_CATEGORY or BY_TOKEN&lt;br /&gt;
*body type, [[Body_token#CATEGORY|category]], or [[Body_token#BP|token]]&lt;br /&gt;
*Second person (&amp;quot;You&amp;quot;) retract verb text&lt;br /&gt;
*Third person (&amp;quot;The giant snail&amp;quot;) retract verb text&lt;br /&gt;
*Second person cancel retract text&lt;br /&gt;
*Third person cancel retract text&lt;br /&gt;
| The creature will retract into the specified body part(s) when threatened. It will be unable to move or attack, but enemies will only be able to attack the specified body part(s). When one of the specified body part is severed off, the creature automatically unretracts and cannot retract anymore. More than one body part can be selected by using BY_TYPE or BY_CATEGORY.&lt;br /&gt;
&lt;br /&gt;
Second-person descriptions are used for adventurer mode natural ability. &amp;quot;&amp;lt;pro_pos&amp;gt;&amp;quot; can be used in the descriptions, being replaced with the proper pronoun (or lack thereof) in-game.&lt;br /&gt;
&lt;br /&gt;
Undead curled up creatures are buggy, specifically those that retract into their upper bodies: [[echidna]]s, [[hedgehog]]s and [[pangolin]]s.{{bug|11463}}{{bug|10519}} The upper body is prevented from collapsing by a separate body part (the middle spine), which cannot be attacked when the creature is retracted. See {{token|PREVENTS_PARENT_COLLAPSE|bo}}. Living creatures eventually succumb to blood loss, but undead creatures do not. Giant creatures also take a very long time to bleed out.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|RETURNS_VERMIN_KILLS_TO_OWNER}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
| Cat behavior. If it kills a vermin creature and has an owner, it carries the remains in its mouth and drops them at their feet. Requires {{token|HUNTS_VERMIN|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ROOT_AROUND}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*BY_TYPE, BY_CATEGORY or BY_TOKEN&lt;br /&gt;
*body type, [[Body_token#CATEGORY|category]], or [[Body_token#BP|token]]&lt;br /&gt;
*Second person (&amp;quot;You&amp;quot;) verb text&lt;br /&gt;
*Third person (&amp;quot;The hen&amp;quot;) verb text&lt;br /&gt;
| Creature will occasionally root around in the grass, looking for insects.  Used for flavor in Adventurer Mode, spawns vermin edible for this creature in Fortress Mode. Creatures missing the specified body part will be unable to perform this action. The action produces a message (visible in adventure mode) in the form:&lt;br /&gt;
&lt;br /&gt;
[creature] [verb text] the [description of creature's location]&lt;br /&gt;
&lt;br /&gt;
In adventure mode, the &amp;quot;rooting around&amp;quot; ability will be included in the &amp;quot;natural abilities&amp;quot; menu, represented by its second person verb text.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==S==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SAVAGE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creature will only show up in &amp;quot;savage&amp;quot; biomes. Has no effect on cavern creatures. Cannot be combined with {{token|GOOD|c}} or {{token|EVIL|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SECRETION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*&amp;lt;[[material token]]&amp;gt;&lt;br /&gt;
*&amp;lt;[[Material_definition_token#Material_States|material state]]&amp;gt;&lt;br /&gt;
*BY_TOKEN / BY_CATEGORY / BY_TYPE&lt;br /&gt;
*&amp;lt;[[Body_token#BP|body part ID]]&amp;gt; / &amp;lt;[[Body_token#CATEGORY|category]]&amp;gt; or ALL / &amp;lt;type (e.g. [[Body_token#GRASP|GRASP]])&amp;gt;&lt;br /&gt;
*&amp;lt;[[Body_detail_plan_token#BP_LAYERS|tissue layer]]&amp;gt; or ALL&lt;br /&gt;
*&amp;lt;trigger&amp;gt;&lt;br /&gt;
| Causes the specified tissue layer(s) of the indicated body part(s) to secrete the designated material. A size 100 ('covering') [[contaminant]] is created over the affected body part(s) in its specified material state (and at the temperature appropriate to this state) when the trigger condition is met, as long as one of the secretory tissue layers is still intact. Valid triggers are:&lt;br /&gt;
*'''CONTINUOUS'''&lt;br /&gt;
Secretion occurs once every 40 [[time|ticks]] in [[fortress mode]], and every tick in [[adventurer mode]].&lt;br /&gt;
*'''EXERTION'''&lt;br /&gt;
Secretion occurs continuously (at the rate described above) whilst the creature is at minimum &amp;lt;span style=&amp;quot;font-size:75%&amp;quot;&amp;gt;{{Tile|Tired|6:1}}&amp;lt;/span&amp;gt; following physical exertion. Note that this cannot occur if the creature has {{token|NOEXERT|c}}.&lt;br /&gt;
*'''EXTREME_EMOTION'''&lt;br /&gt;
Secretion occurs continuously (as above) whilst the creature is distressed. Cannot occur in creatures with {{token|NOEMOTION|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SELECT_ADDITIONAL_CASTE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*&amp;lt;caste&amp;gt;&lt;br /&gt;
| Adds an additional previously defined caste to the selection. Used after {{token|SELECT_CASTE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SELECT_CASTE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*&amp;lt;caste&amp;gt; or ALL &lt;br /&gt;
| Selects a previously defined caste&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SELECT_MATERIAL}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*&amp;lt;[[material token]]&amp;gt;&lt;br /&gt;
| Selects a locally defined material. Can be ALL.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SELECT_TISSUE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*tissue token&lt;br /&gt;
| Selects a tissue for editing.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SEMIMEGABEAST}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Essentially the same as {{token|MEGABEAST|c}}, but more of them are created during worldgen. See the [[semi-megabeast]] page for details.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SENSE_CREATURE_CLASS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;[[Creature_token#CREATURE_CLASS|creature class]]&amp;gt;&lt;br /&gt;
* [[Tilesets|&amp;lt;tile value or character&amp;gt;]]&lt;br /&gt;
* [[Color#Color_values|&amp;lt;foreground color&amp;gt;:&amp;lt;background color&amp;gt;:&amp;lt;foreground brightness&amp;gt;]]&lt;br /&gt;
| Gives the creature the ability to sense creatures belonging to the specified [[Creature_token#CREATURE_CLASS|creature class]] even when they lie far beyond line of sight, including through walls and floors. It also appears to reduce or negate the combat penalty of [[Wound#Blindness|blind]] units when fighting creatures they can sense. In [[adventure mode]], the specified tile will be used to represent sensed creatures when they cannot be seen directly.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SET_BP_GROUP}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*selection criteria BY_TYPE, BY_CATEGORY, BY_TOKEN&lt;br /&gt;
*category, type, or token &lt;br /&gt;
| Begins a selection of body parts.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_LEARN_RATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*&amp;lt;[[skill_token]]&amp;gt;&lt;br /&gt;
*&amp;lt;percentage&amp;gt;&lt;br /&gt;
| The rate at which this creature learns this skill. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_LEARN_RATES}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*&amp;lt;percentage&amp;gt;&lt;br /&gt;
| The rate at which this creature learns all skills. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_RATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[skill_token]]&lt;br /&gt;
*&amp;lt;% of improvement points gained&amp;gt;&lt;br /&gt;
*&amp;lt;unused counter rate&amp;gt;&lt;br /&gt;
*&amp;lt;rust counter rate&amp;gt;&lt;br /&gt;
*&amp;lt;demotion counter rate&amp;gt;&lt;br /&gt;
| Like {{token|SKILL_RATES|c}}, but applies to individual skills instead. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_RATES}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
*&amp;lt;% of improvement points gained&amp;gt;&lt;br /&gt;
*&amp;lt;unused counter rate&amp;gt;&lt;br /&gt;
*&amp;lt;rust counter rate&amp;gt;&lt;br /&gt;
*&amp;lt;demotion counter rate&amp;gt;&lt;br /&gt;
| Affects skill gain and decay. Lower numbers in the last three slots make decay occur faster ([SKILL_RATES:100:1:1:1] would cause rapid decay). The counter rates may also be replaced with NONE.&lt;br /&gt;
Default is [SKILL_RATES:100:8:16:16]. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_RUST_RATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[skill_token]]&lt;br /&gt;
*value&lt;br /&gt;
*value&lt;br /&gt;
*value&lt;br /&gt;
| The rate at which this skill decays. Lower values cause the skill to decay faster. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_RUST_RATES}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
*value&lt;br /&gt;
*value&lt;br /&gt;
| The rate at which all skills decay. Lower values cause the skills to decay faster. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SLAIN_CASTE_SPEECH}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Speech file|text set]]&lt;br /&gt;
| Caste-specific {{token|SLAIN_SPEECH|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SLAIN_SPEECH}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*[[Speech file|text set]]&lt;br /&gt;
| Boasting speeches relating to killing this creature. Examples include [[text_dwarf.txt/raw|text_dwarf.txt]] (&amp;lt;code&amp;gt;[SLAIN_SPEECH:SLAIN_DWARF]&amp;lt;/code&amp;gt;) and text_elf.txt (&amp;lt;code&amp;gt;[SLAIN_SPEECH:SLAIN_ELF]&amp;lt;/code&amp;gt;) in data\vanilla\vanilla_creatures\objects.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SLOW_LEARNER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Shorthand for {{token|CAN_LEARN|c}} + &amp;lt;code&amp;gt;[[Creature_token#SKILL_LEARN_RATES|[SKILL_LEARN_RATES:50]]]&amp;lt;/code&amp;gt;.{{verify}} Used by a number of 'primitive' creatures (like [[ogre]]s, [[giant]]s and [[troglodyte]]s) in the vanilla game. Applicable to player races. Prevents a player from recruiting nobility, even basic ones. Subterranean creatures with this token combined with {{token|EVIL|c}} will become servants of goblins in their civilizations, in the style of [[troll]]s.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SMALL_REMAINS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature leaves &amp;quot;[[item token#REMAINS|remains]]&amp;quot; instead of a corpse. Used by [[vermin]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SMELL_TRIGGER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
| Determines how keen a creature's sense of smell is - lower is better. At 10000, a creature cannot smell at all.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SOLDIER_ALTTILE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*'character' or tile number&lt;br /&gt;
| If this creature is active in its civilization's military, it will blink between its default tile and this one.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SOUND}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* Sound application (currently accepts ALERT or PEACEFUL_INTERMITTENT)&lt;br /&gt;
* Sound range (in tiles)&lt;br /&gt;
* Sound delay (lower values = sound is produced more often)&lt;br /&gt;
* VOCALIZATION or NONE (determines whether the sound requires breathing or not)&lt;br /&gt;
* First-person description&lt;br /&gt;
* Third-person description&lt;br /&gt;
* Description when out of sight&lt;br /&gt;
| Creature makes sounds periodically, which can be heard in Adventure mode.&lt;br /&gt;
* First-person reads &amp;quot;You '''bark'''&amp;quot;&lt;br /&gt;
* Third-person reads &amp;quot;The [[capybara]] '''barks'''&amp;quot;&lt;br /&gt;
* Out of sight reads &amp;quot;You hear '''a loud bark'''&amp;quot;&lt;br /&gt;
with the text in bold being the description arguments of the token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SOURCE_HFID}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*Integer&lt;br /&gt;
| Found on generated [[angel]]s. This is the historical figure ID of the deity with which the angel is associated. Since HFIDs are not predictable before worldgen, this isn't terribly usable in mods.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPECIFIC_FOOD}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* PLANT or CREATURE&lt;br /&gt;
* Plant/creature ID&lt;br /&gt;
| Creature will only appear in biomes with this plant or creature available. Grazers given a specific type of grass (such as [[panda]]s and [[bamboo]]) will only eat that grass and nothing else, risking starvation if there's none available. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPHERE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
* [[Sphere#Available_spheres|sphere]]&lt;br /&gt;
| Sets what religious spheres the creature is aligned to, for purposes of being worshipped via the {{token|POWER|c}} token. Also affects the creature's name.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPOUSE_CONVERSION_TARGET}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| This creature can be converted by a night creature with {{token|SPOUSE_CONVERTER|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPOUSE_CONVERTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| If the creature has the {{token|NIGHT_CREATURE_HUNTER|c}} tag, it will kidnap {{token|SPOUSE_CONVERSION_TARGET|c}}s and transform them into the caste of its species with the {{token|CONVERTED_SPOUSE|c}} tag during worldgen. It may also start families this way.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPREAD_EVIL_SPHERES_IF_RULER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| If the creature rules over a [[site]], it will cause the local landscape to be corrupted into [[Surroundings#Evil|evil surroundings]] associated with the creature's [[Creature_token#SPHERE|sphere]]s. The creature must have at least one of the following [[sphere]]s for this to take effect: BLIGHT, DEATH, DISEASE, DEFORMITY, NIGHTMARES. The first three kill vegetation, while the others sometimes do.  The last two get [[Plant_token#EVIL|evil plants]] and [[Creature_token#EVIL|evil animals]] sometimes. NIGHTMARES gets [[bogeyman|bogeymen]]. [http://www.bay12forums.com/smf/index.php?topic=169696.msg8162224#msg8162224] Used by [[demon]]s in the vanilla game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|STANCE_CLIMBER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Caste does not require &amp;lt;code&amp;gt;[[Body_token#GRASP|[GRASP]]]&amp;lt;/code&amp;gt; body parts to climb -- it can climb with &amp;lt;code&amp;gt;[[Body_token#STANCE|[STANCE]]]&amp;lt;/code&amp;gt; parts instead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|STANDARD_GRAZER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Acts as {{token|GRAZER|c}} but set to 20000*G*(max size)^(-3/4), where G defaults to 100 but can be set in d_init, and the whole thing is trapped between 150 and 3 million. Used for all grazers in the default creature raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|STRANGE_MOODS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| The creature will get [[strange mood]]s in fortress mode and can produce artifacts.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SUPERNATURAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Gives the creature knowledge of any secrets with &amp;lt;code&amp;gt;[[Interaction_token#IS_SECRET|[SUPERNATURAL_LEARNING_POSSIBLE]]]&amp;lt;/code&amp;gt; that match its [[Creature_token#SPHERE|spheres]] and also prevents it from becoming a [[vampire]] or [[werebeast]]. Other effects are unknown.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SWIMS_INNATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature naturally knows how to swim perfectly and does not use the [[swimmer]] skill, as opposed to {{token|SWIMS_LEARNED|c}} below. However, Fortress mode AI never paths into water anyway, so it's less useful there. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SWIMS_LEARNED}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature swims only as well as their present [[Swimmer|swimming skill]] allows them to.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SYNDROME_DILUTION_FACTOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &amp;lt;[[Syndrome#SYN_IDENTIFIER|syndrome identifier]]&amp;gt;:&amp;lt;percentage&amp;gt;&lt;br /&gt;
| Dilutes the effects of syndromes which have the specified identifier. A percentage of 100 is equal to the regular syndrome effect severity, higher percentages reduce severity.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==T==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TENDONS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
*healing rate &lt;br /&gt;
| The creature has tendons in its {{token|CONNECTIVE_TISSUE_ANCHOR|td}} tissues (bone or chitin by default). Cutting the bone/chitin tissue severs the tendons, disabling motor function if the target is a limb.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|THICKWEB}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature's [[web]]s can catch larger creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*name &lt;br /&gt;
| Begins defining a tissue in the creature file. Follow this with standard tissue definition tokens to define the tissue properties.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_LAYER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*BY_TYPE, BY_CATEGORY, BY_TOKEN&lt;br /&gt;
*TYPE,CATEGORY, or TOKEN&lt;br /&gt;
*TISSUE&lt;br /&gt;
*LOCATION &lt;br /&gt;
| Adds the tissue layer to wherever it is required.&lt;br /&gt;
Non-argument Locations can be FRONT, RIGHT, LEFT, TOP, BOTTOM. Argument locations are AROUND and CLEANS, requiring a further body part and a % of coverage/cleansing&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_LAYER_OVER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*BY_TYPE, BY_CATEGORY, BY_TOKEN&lt;br /&gt;
*TYPE,CATEGORY, or TOKEN&lt;br /&gt;
*TISSUE&lt;br /&gt;
*LOCATION &lt;br /&gt;
| Alias for TISSUE_LAYER&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_LAYER_UNDER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*BY_TYPE, BY_CATEGORY, BY_TOKEN&lt;br /&gt;
*TYPE,CATEGORY, or TOKEN&lt;br /&gt;
*TISSUE&lt;br /&gt;
| Adds the tissue layer under a given part.&lt;br /&gt;
For example, an [[iron man]] has a gaseous poison within, and this tissue (GAS is its name) has the token [TISSUE_LEAKS] and its state is GAS, so when you puncture the iron outside and damage this tissue it leaks gas (can have a syndrome by using a previous one in the creature sample.) [TISSUE_LAYER_UNDER:BY_CATEGORY:ALL:{tissue}] {tissue} is what will be under the TISSUE_LAYER; here is an example Tissue from the Iron Man:&amp;lt;br&amp;gt; &lt;br /&gt;
[TISSUE:GAS] [TISSUE_NAME:gas:NP] [TISSUE_MATERIAL:LOCAL_CREATURE_MAT:GAS] [TISSUE_MAT_STATE:GAS] [RELATIVE_THICKNESS:50] [TISSUE_LEAKS] [TISSUE_SHAPE:LAYER] &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TITAN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on [[titan]]s. Cannot be specified in user-defined raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRADE_CAPACITY}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
*number&lt;br /&gt;
| How much the creature can carry when used by merchants. 1000 by default. Completely ignored if the animal does not also have PACK_ANIMAL or WAGON, instead using BODY_SIZE^(2/3)/20, even if they're a pack animal due to ANIMAL_ALWAYS_PACK_ANIMAL.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAINABLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Shortcut for {{token|TRAINABLE_HUNTING|c}} + {{token|TRAINABLE_WAR|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAINABLE_HUNTING}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Can be [[Animal trainer|trained]] as a hunting beast, increasing speed.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAINABLE_WAR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Can be [[Animal trainer|trained]] as a war beast, increasing strength and endurance.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRANCES}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to go into [[martial trance]]s. Used by dwarves in the vanilla game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAPAVOID}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature will never trigger [[trap]]s it steps on. Used by a [[Trapavoid|number of creatures]]. Doesn't make the creature immune to remotely activated traps (like retractable spikes being triggered while the creature is standing over them). TRAPAVOID creatures lose this power if they're immobilized while standing in a trap, be it by stepping on thick web, being paralyzed or being knocked unconscious.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRIGGERABLE_GROUP}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*min&lt;br /&gt;
*max &lt;br /&gt;
| A large swarm of vermin can be disturbed, usually in adventurer mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TSU_NOUN}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*noun&lt;br /&gt;
*SINGULAR or PLURAL &lt;br /&gt;
| Noun for the {{token|TISSUE_STYLE_UNIT|c}}, used in the description of the tissue layer's style.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==U==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UBIQUITOUS}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
| Creature will occur in every region with the correct biome. Does not apply to {{token|EVIL|c}}/{{token|GOOD|c}} tags. Supersedes {{token|FREQUENCY|c}} for the purposes of distributing populations through the map, they are present in every part of the valid biome. Respects {{token|FREQUENCY|c}} for the frequency of unit [[Creature token#CLUSTER_NUMBER|cluster]] spawns being of this species.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UNDERGROUND_DEPTH}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*mindepth&lt;br /&gt;
*maxdepth &lt;br /&gt;
| Depth that the creature appears underground. Numbers can be from 0 to 5. 0 is actually 'above ground' and can be used if the creature is to appear both above and below ground. Values from 1-3 are the respective [[cavern]] levels, 4 is the [[magma sea]] and 5 is the [[HFS]]. A single argument may be used instead of min and max. [[Demon]]s use only 5:5; user-defined creatures with both this depth and {{token|FLIER}} will take part in the initial wave from the HFS alongside generated demons, but without {{token|FLIER}} they will only spawn from the map edges. Civilizations that can use underground plants or animals will only export (via the embark screen or caravans) things that are available at depth 1.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UNDERSWIM}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is displayed as blue when in [[Water#Depth|7/7 water]]. Used on fish and amphibious creatures which swim under the water.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UNIQUE_DEMON}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Found on generated [[demon]]s; causes the game to create a single named instance of the demon which will emerge from the underworld and take over civilizations during worldgen.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_CASTE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*new caste token&lt;br /&gt;
*old caste token&lt;br /&gt;
| Defines a new caste derived directly from a previous caste. The new caste inherits all properties of the old one. The effect of this tag is automatic if one has not yet defined any castes: &amp;quot;Any caste-level tag that occurs before castes are explicitly declared is saved up and placed on any caste that is declared later, unless the caste is explicitly derived from another caste.&amp;quot;&lt;br /&gt;
Roostre: &amp;quot;When DF detects duplicate tokens in the raws of the same object, a failsafe seems to kick in; it takes the bottom-most of the duplicates, and disregards the others. In the case of tokens added by a mod, it prioritizes the duplicate in the mod.&amp;quot; This means that if a tag is defined in the base-caste and redefined in the derived caste, the derived tag overwrites the base tag. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_MATERIAL}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*new material ID&lt;br /&gt;
*old material ID&lt;br /&gt;
| Defines a new local creature material and populates it with all properties defined in the specified local creature material.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_MATERIAL_TEMPLATE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*new material token&lt;br /&gt;
*material template &lt;br /&gt;
| Defines a new local creature material and populates it with all properties defined in the specified template. [http://www.bay12forums.com/smf/index.php?topic=175437.msg8441368#msg8441368 There seems to be a limit of 200 materials per creature].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_TISSUE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*new tissue token&lt;br /&gt;
*old tissue id&lt;br /&gt;
| Defines a new local creature tissue and populates it with all properties defined in the local tissue specified in the second argument.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_TISSUE_TEMPLATE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*new tissue token&lt;br /&gt;
*tissue template&lt;br /&gt;
| Loads a tissue template listed in OBJECT:TISSUE_TEMPLATE files, such as tissue_template_default.txt. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UTTERANCES}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Changes the language of the creature into unintelligible 'kobold-speak', which creatures of other species will be unable to understand. If a civilized creature has this and is not part of a {{token|SKULKING|e}} civ, it will tend to start wars with all nearby civilizations and will be unable to make peace treaties due to 'inability to communicate'.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==V==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VEGETATION}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Like {{token|AT_PEACE_WITH_WILDLIFE}}, but also makes the creature more valued in artwork by civilisations with the PLANT [[sphere]]. [http://www.bay12forums.com/smf/index.php?topic=169696.msg8316954#msg8316954] Used by [[grimeling]]s in the vanilla game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_BITE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*chance of occurrence{{verify}}&lt;br /&gt;
*verb (bitten, stung, etc.)&lt;br /&gt;
* [[material token]]&lt;br /&gt;
* [[Material_definition_token#Material_States|material state]]&lt;br /&gt;
| Enables vermin to bite other creatures, injecting the specified material. See {{token|SPECIALATTACK_INJECT_EXTRACT|c}} for details about injection - this token presumably works in a similar manner.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_EATER}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
| The vermin creature will attempt to eat exposed food. See {{token|PENETRATEPOWER|c}}. Distinct from {{token|VERMIN_ROTTER|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_FISH}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The vermin appears in [[water]] and will attempt to swim around.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_GROUNDER}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creature appears in &amp;quot;general&amp;quot; surface ground locations. Note that this doesn't stop the creature from flying if it can (most vermin birds have this tag).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_HATEABLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Some dwarves will [[Preferences|hate]] the creature and get unhappy thoughts when around it. See the [[Hateable|list of hateable vermin]] for details.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_MICRO}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| This makes the creature move in a swarm of creatures of the same race as it (e.g. swarm of flies, swarm of ants).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_NOFISH}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature cannot be caught by [[fishing]]. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_NOROAM}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature will not be observed randomly roaming about the map. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_NOTRAP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature cannot be caught in baited [[animal trap]]s; however, a &amp;quot;[[Trapper|catch live land animal]]&amp;quot; task may still be able to capture one if a dwarf finds one roaming around.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_ROTTER}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The vermin are attracted to rotting stuff and loose food left in the open and cause unhappy thoughts to dwarves who encounter them. Present on flies, knuckle worms, acorn flies, and blood gnats.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_SOIL}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creature randomly appears near dirt or mud, and may be uncovered by creatures that have the {{token|ROOT_AROUND|c}} interaction such as [[goose|geese]] and [[chicken]]s. Dwarves will ignore the creature when given the &amp;quot;Capture live land animal&amp;quot; task.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_SOIL_COLONY}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The vermin will appear in a single tile cluster of many vermin, such as a colony of ants.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMINHUNTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Old shorthand for &amp;quot;does cat stuff&amp;quot;. Contains {{token|AT_PEACE_WITH_WILDLIFE|c}} + {{token|RETURNS_VERMIN_KILLS_TO_OWNER|c}} + {{token|HUNTS_VERMIN|c}} + {{token|ADOPTS_OWNER|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VESPERTINE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| When set, the creature will only appear in the evening (between 8:00 PM and 10:05 PM) in Adventurer mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VIEWRANGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
| Value should determine how close you have to get to a critter before it attacks (or prevents adv mode travel etc.) Default is 20.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VISION_ARC}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*binocular vision arc&lt;br /&gt;
*non-binocular vision arc&lt;br /&gt;
| The width of the creature's vision arcs, in degrees (i.e. 0 to 360). The first number is binocular vision, the second is non-binocular vision.  Binocular vision has a minimum of about 10 degrees, monocular, a maximum of about 350 degrees. Values past these limits will be accepted, but will default to ~10 degrees and ~350 degrees respectively. Defaults are 60:120.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==W==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WAGON_PULLER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to pull caravan wagons. If a civilization doesn't have access to any, it is restricted to trading with pack animals.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WEBBER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
| Allows the creature to create [[web]]s, and defines what the webs are made of.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WEBIMMUNE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature will not get caught in thick [[web]]s. Used by creatures who can shoot thick webs (such as [[giant cave spider]]s) in order to make them immune to their own attacks.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Attack Tokens==&lt;br /&gt;
&lt;br /&gt;
Attacks can use four different part selection criteria. Except for TISSUE_LAYER, the base game makes use of all of these in its attacks.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Part type token&lt;br /&gt;
! width=&amp;quot;30%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BODYPART}}&lt;br /&gt;
| &lt;br /&gt;
* BY_TYPE/BY_TOKEN/BY_CATEGORY&lt;br /&gt;
* type/token/category&lt;br /&gt;
| This attack uses a particular body part; for example, ATTACK:PUNCH:BODYPART:BY_TYPE:GRASP will make it use any part that can hold onto an object.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_LAYER}}&lt;br /&gt;
|&lt;br /&gt;
* BY_TYPE/BY_TOKEN/BY_CATEGORY&lt;br /&gt;
* type/token/category&lt;br /&gt;
* tissue layer&lt;br /&gt;
| This attack uses a specific tissue layer on a specific body part; ATTACK:SCRATCH:TISSUE_LAYER:BY_TYPE:GRASP:BONE will make it use the bone of the hands.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CHILD_BODYPART_GROUP}}&lt;br /&gt;
|&lt;br /&gt;
* BY_TYPE/BY_TOKEN/BY_CATEGORY&lt;br /&gt;
* type/token/category&lt;br /&gt;
* BY_TYPE/BY_TOKEN/BY_CATEGORY&lt;br /&gt;
* type/token/category&lt;br /&gt;
| Uses a body part that is subordinate to another; ATTACK:SLAP:CHILD_BODYPART_GROUP:BY_CATEGORY:ARM_LOWER:BY_TYPE:GRASP will make it use every hand attached to each lower arm (so it will generate one attack per lower arm, each of which will use every hand on that arm, assuming there are multiple hands per arm).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CHILD_TISSUE_LAYER_GROUP}}&lt;br /&gt;
| &lt;br /&gt;
* BY_TYPE/BY_TOKEN/BY_CATEGORY&lt;br /&gt;
* type/token/category&lt;br /&gt;
* BY_TYPE/BY_TOKEN/BY_CATEGORY&lt;br /&gt;
* type/token/category&lt;br /&gt;
* tissue layer&lt;br /&gt;
| As CHILD_BODYPART_GROUP, but specifying a tissue, too; ATTACK:BITE:CHILD_BODYPART_GROUP:BY_CATEGORY:HEAD:BY_CATEGORY:TOOTH&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_SKILL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Skill token]]&lt;br /&gt;
| Defines the skill used by the attack.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_VERB}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*2nd person&lt;br /&gt;
*3rd person &lt;br /&gt;
| Descriptive text for the attack.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_CONTACT_PERC}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*% value &lt;br /&gt;
| The contact area of the attack, measured in % of the body part's volume. Note that all attack percentages can be more than 100%.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_PENETRATION_PERC}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*% value &lt;br /&gt;
| The penetration value of the attack, measured in % of the body part's volume. Requires ATTACK_FLAG_EDGE. Maximum value: 15000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_PRIORITY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*MAIN or SECOND &lt;br /&gt;
| Usage frequency. MAIN attacks are 100 times more frequently chosen than SECOND. Opportunity attacks ignore this preference.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_VELOCITY_MODIFIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*number&lt;br /&gt;
| The velocity multiplier of the attack, multiplied by 1000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_FLAG_CANLATCH}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Attacks that damage tissue have the chance to latch on in a wrestling hold. The grabbing bodypart can then use the &amp;quot;shake around&amp;quot; wrestling move, causing severe, armor-bypassing tensile damage according to the attacker's body volume.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_FLAG_WITH}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Displays the name of the body part used to perform an attack while announcing it, e.g. &amp;quot;The weaver punches the bugbat with his right hand&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_FLAG_EDGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The attack is edged, with all the effects on physical resistance and contact area that it entails.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_PREPARE_AND_RECOVER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* Preparation time&lt;br /&gt;
* Recovery time&lt;br /&gt;
| Determines the length of time to prepare this attack and until one can perform this attack again. Values appear to be calculated in adventure mode ticks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_FLAG_BAD_MULTIATTACK}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Multiple strikes with this attack cannot be performed effectively.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_FLAG_INDEPENDENT_MULTIATTACK}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Multiple strikes with this attack can be performed with no penalty. The creature will use all attacks with this token at once.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPECIALATTACK_INJECT_EXTRACT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*&amp;lt;[[material token]]&amp;gt;&lt;br /&gt;
*&amp;lt;[[Material_definition_token#Material_States|material state]]&amp;gt;&lt;br /&gt;
*&amp;lt;min quantity&amp;gt;&lt;br /&gt;
*&amp;lt;max quantity&amp;gt;&lt;br /&gt;
| When added to an attack, causes the attack to inject the specified material into the victim's bloodstream. Once injected, the material will participate in [[temperature|thermal]] exchange within the creature - injecting something like molten [[iron]] (INORGANIC:IRON:LIQUID) would cause most unmodded creatures to melt (note that some of the injected material also [[contaminant|splatters]] over the bodypart used to carry out the attack, so it should be protected appropriately). If the injected material has an associated [[syndrome]] with the [[Syndrome#SYN_INJECTED|[SYN_INJECTED]]] token, it will be transmitted to the victim. If the attack is blunt, the injected material lacks the [[Material definition token#ENTERS_BLOOD|[ENTERS_BLOOD]]] token, the attacked bodypart has no [[Tissue_definition_token#VASCULAR|[VASCULAR]]] tissues, or the victim is bloodless, the material will splatter over the attacked body part instead. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPECIALATTACK_INTERACTION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*interaction&lt;br /&gt;
| When this attack lands successfully, a specified interaction will take effect on the target creature. The attack must break the target creature's skin in order to work. This will take effect in worldgen as well. If the attack would break skin, the interaction will occur '''before the attack actually lands'''.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPECIALATTACK_SUCK_BLOOD}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*min&lt;br /&gt;
*max&lt;br /&gt;
| Successful attack draws out an amount of blood randomized between the min and max value. Beware that this '''will''' trigger any ingestion syndromes attached to the target creature's blood - for example, using this attack on a vampire will turn you into one too.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Tissue Layer Tokens==&lt;br /&gt;
Tissue layers are added to a creature's body parts by the creature tokens [[#TISSUE_LAYER|TISSUE_LAYER]], [[#TISSUE_LAYER_OVER|TISSUE_LAYER_OVER]], [[#TISSUE_LAYER_UNDER|TISSUE_LAYER_UNDER]], and the body detail plan token [[#TL_LAYERS|TL_LAYERS]].&lt;br /&gt;
&lt;br /&gt;
These tissue layers are not the same thing as tissues, which are defined at creature level, but rather applications of the tissues. If the SKIN tissue of a creature is the more general and abstract notion of what skin is for that creature, then a tissue layer may be the &amp;quot;actual&amp;quot; skin on the creature's nose, head, or second toe. As most creatures have more than one body part, tissue layers are normally selected en masse.&lt;br /&gt;
&lt;br /&gt;
Some tissue layer tokens are analogous to tissue definition tokens, e.g. [[#TL_CONNECTS|TL_CONNECTS]] to [[tissue_definition_token#CONNECTS|CONNECTS]].&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SELECT_TISSUE_LAYER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*TISSUE&lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*Location - category, type, or token | Selects a tissue at a location&lt;br /&gt;
* (optional) FRONT, BACK, LEFT, RIGHT, TOP, BOTTOM, AROUND.&lt;br /&gt;
| Begins a selection of tissue layers. &lt;br /&gt;
[SELECT_TISSUE_LAYER:HEART:BY_TYPE:HEART]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PLUS_TISSUE_LAYER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*TISSUE&lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*Location - category, type, or token &lt;br /&gt;
| Adds tissue layers to those selected.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SET_TL_GROUP}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*TISSUE&lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*Location - category, type, or token&lt;br /&gt;
*tissue &lt;br /&gt;
| Begins a selection of tissue layers. Only usable for descriptor and cosmetic purposes. &lt;br /&gt;
&lt;br /&gt;
Research has implied it may be redundant with SELECT_TISSUE_LAYER, as the latter allows for cosmetics as well as &amp;quot;functional&amp;quot; tokens such as TL_MAJOR_ARTERIES. Vanilla raws still use SET_TL_GROUP though, for all cosmetic purposes. More research is needed on this subject.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PLUS_TL_GROUP}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*Location - category, type, or token&lt;br /&gt;
*tissue &lt;br /&gt;
| Adds tissue layers to those selected. Like SET_TL_GROUP, it may be redundant even if used in the vanilla raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SET_LAYER_TISSUE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*TISSUE&lt;br /&gt;
| Sets a selected tissue layer to be made of a different tissue.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SHEARABLE_TISSUE_LAYER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* tissue modifier&lt;br /&gt;
* required value&lt;br /&gt;
| Tissue layer can be sheared for its component material. The specified modifier must be at least of the desired value for shearing to be possible (for example, a [[llama]]'s wool must have a LENGTH of 300 before it is shearable).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_LAYER_APPEARANCE_MODIFIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*QUALITY&lt;br /&gt;
*lowest&lt;br /&gt;
*lower&lt;br /&gt;
*low&lt;br /&gt;
*median&lt;br /&gt;
*high&lt;br /&gt;
*higher&lt;br /&gt;
*highest &lt;br /&gt;
| Sets the range of qualities, including LENGTH, DENSE, HIGH_POSITION, CURLY, GREASY, WRINKLY&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_STYLE_UNIT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*tissue style unit ID&lt;br /&gt;
*shaping&lt;br /&gt;
| Sets tissue layer to be the target of TISSUE_STYLE token specified for an entity, works only on entity members. Mostly used with tissues HAIR, BEARD, MOUSTACHE, SIDEBURNS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_COLOR_MODIFIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*COLOR&lt;br /&gt;
*freq&lt;br /&gt;
*COLOR&lt;br /&gt;
*freq etc. &lt;br /&gt;
| Creates a list of colors/color patterns, giving each a relative frequency. If the given color or pattern does not exist, the tissue is described as being &amp;quot;transparent&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TLCM_GENETIC_MODEL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| The way the color modifier is passed on to offspring. May or may not work right now.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TLCM_IMPORTANCE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*number&lt;br /&gt;
| Presumably modifies the importance of the tissue layer color modifier, for description purposes.&lt;br /&gt;
HOWEVER using this appears to remove all mention of colour from creature descriptions. It does not appear in any default creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TLCM_NOUN}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*name&lt;br /&gt;
*SINGULAR or PLURAL&lt;br /&gt;
| Names the tissue layer color modifier, and determines the noun. Also used by [[Utility:Stonesense|Stonesense]] for colouring body parts. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TLCM_TIMING}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*ROOT&lt;br /&gt;
*start change window years&lt;br /&gt;
*days&lt;br /&gt;
*end change window years&lt;br /&gt;
*days&lt;br /&gt;
| Determines the point in the creature's life when the color change begins and ends.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_CONNECTS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Gives the CONNECTS attribute to selected layers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_HEALING_RATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
| Changes the HEALING_RATE of the selected tissue layers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_MAJOR_ARTERIES}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Gives the &amp;quot;major arteries&amp;quot; attribute to selected layers. Used to add massive bleeding properties to the throat, made from skin.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_PAIN_RECEPTORS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
| Changes the number of pain receptors for selected tissue layers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_RELATIVE_THICKNESS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
| Changes the relative thickness for selected tissue layers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_VASCULAR}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
| Sets a new VASCULAR value (which modulates bleeding) for selected tissue layers.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Body detail plan token]]&lt;br /&gt;
*[[Body token]]&lt;br /&gt;
*[[Material definition token]]&lt;br /&gt;
*[[Syndrome]]&lt;br /&gt;
*[[Tissue definition token]]&lt;br /&gt;
*[[Creature examples]]&lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
{{Category|Tokens}}&lt;br /&gt;
[[ru:Creature token]]&lt;/div&gt;</summary>
		<author><name>DikbutDaGrate</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Creature_token&amp;diff=308984</id>
		<title>Creature token</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Creature_token&amp;diff=308984"/>
		<updated>2025-04-08T23:05:27Z</updated>

		<summary type="html">&lt;p&gt;DikbutDaGrate: Minor formatting edit&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{Modding}}&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;code&amp;gt;[OBJECT:CREATURE]&amp;lt;/code&amp;gt; [[token]] begins the definition of a ''Dwarf Fortress'' [[creature]] [[raw file]]. Each creature definition that follows begins with the {{token|creature|c|creature ID}} token, and the creature's exact properties and behavior are then specified by the use of further creature tokens.  All known creature tokens are listed below. &lt;br /&gt;
&lt;br /&gt;
Vanilla creature definitions can be found in &amp;lt;code&amp;gt;[[Game folder|&amp;lt;Dwarf Fortress&amp;gt;]]\data\vanilla\vanilla_creatures\&amp;lt;/code&amp;gt;. &lt;br /&gt;
Creature ID is also used with [[graphics token]]s to make customizable [[graphics set]]s.&lt;br /&gt;
&lt;br /&gt;
The [[caste]] tokens allow defining sub-species within the broader creature definition, including true biological castes and lesser variations, such as sexes. Creature tokens can either be 'Creature' or 'CASTE-only' type which can only be applied to creature or caste respectively, or 'CASTE' which can be applied to both. In the table bellow, creature type distinguishes tokens that can be applied to creature only, caste only, and both ('creature', 'CASTE-only', and 'CASTE' respectively)&lt;br /&gt;
&lt;br /&gt;
__NOTOC__ &lt;br /&gt;
{{clear}}&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==A==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ADOPTS_OWNER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Prevents the tamed creature from being made available for adoption, instead allowing it to automatically adopt whoever it wants. The basic requirements for adoption are intact, and the creature will only adopt individuals who have a [[preference]] for their species. Used by [[cat]]s in the vanilla game. When {{k|v}}iewing a tame creature with this token, the message &amp;quot;This animal isn't interested in your wishes&amp;quot; will appear instead of &amp;quot;This [adorable] animal can't work&amp;quot; or &amp;quot;This animal is waiting to be trained&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ALCOHOL_DEPENDENT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature need [[alcohol]] to get through the working day; it will choose to drink booze instead of [[water]] if possible. Going sober for too long reduces speed.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ALL_ACTIVE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| When set, the creature will appear at any time of day. Overrides {{token|DIURNAL|c}}, {{token|NOCTURNAL|c}}, {{token|CREPUSCULAR|c}}, {{token|MATUTINAL|c}}, and {{token|VESPERTINE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ALTTILE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*'character' or tile number&lt;br /&gt;
| If set, the creature will blink between its {{token|TILE|c}} and its ALTTILE. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AMBUSHPREDATOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Found on {{token|LARGE_PREDATOR|c}}s who ambush their prey. Instead of charging relentlessly at prey, the predator will wait till the prey is within a few squares before charging. May or may not work on other creatures. {{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AMPHIBIOUS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to breathe both in and out of [[water]] (unlike {{token|AQUATIC|c}}) - does not prevent drowning in [[magma]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APP_MOD_DESC_RANGE}}&lt;br /&gt;
| Appearance Modifier&lt;br /&gt;
|&lt;br /&gt;
*Range (6 values, low to high)&lt;br /&gt;
| Based on info from [http://www.bay12forums.com/smf/index.php?topic=113762.msg3473069#msg3473069 Wannabehero on the forums]: When used with an appearance modifier token (BP_APPEARANCE_MODIFIER or BODY_APPEARANCE_MODIFIER), tells the game what numeric ranges to map to which descriptors.&lt;br /&gt;
&lt;br /&gt;
The game uses 7 descriptor levels for each modifier, with the center one generally being to omit the thing from the creature description entirely. The six values in APP_MOD_DESC_RANGE define the boundaries between each described range. If this is not specified it uses the numbers 10:50:95:105:150:190.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APP_MOD_GENETIC_MODEL}}&lt;br /&gt;
| Appearance Modifier&lt;br /&gt;
|&lt;br /&gt;
*Model (Accepts DOMINANT_MORE, DOMINANT_LESS, and MIX)&lt;br /&gt;
| Defines a genetic model for the relevant appearance modifier(s). May or may not do anything significant at present.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APP_MOD_IMPORTANCE}}&lt;br /&gt;
| Appearance Modifier&lt;br /&gt;
|&lt;br /&gt;
*number&lt;br /&gt;
| Determines how important the appearance modifier is, for determining whether it shows up in the creature description.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APP_MOD_NOUN}}&lt;br /&gt;
| Appearance Modifier&lt;br /&gt;
| &lt;br /&gt;
*noun&lt;br /&gt;
*SINGULAR or PLURAL &lt;br /&gt;
| Creates a noun for the appearance, and whether it is singular or plural.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APP_MOD_RATE}}&lt;br /&gt;
| Appearance Modifier&lt;br /&gt;
| &lt;br /&gt;
*Rate (integer)&lt;br /&gt;
*Scale (DAILY, YEARLY)&lt;br /&gt;
*min (growth)&lt;br /&gt;
*max (growth)&lt;br /&gt;
*start year&lt;br /&gt;
*start day&lt;br /&gt;
*end year&lt;br /&gt;
*end day &lt;br /&gt;
| Setting the growth rate of the modifier. The last two tokens can be replaced by NO_END to have growth continue indefinitely.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APPLY_CREATURE_VARIATION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*creature variation ID&lt;br /&gt;
*(optional) any amount of arbitrary arguments&lt;br /&gt;
| Applies the specified [[creature variation token|creature variation]]. See [[Creature_variation_token#Arguments_and_conditional_tokens]] for how the subsequent arguments may be used.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APPLY_CURRENT_CREATURE_VARIATION}}&lt;br /&gt;
| Special&lt;br /&gt;
|  &lt;br /&gt;
| Applies the effects of all pending {{token|CV_ADD_TAG|c}} and {{token|CV_REMOVE_TAG|c}} tokens that have been defined in the current creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AQUATIC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Enables the creature to breathe in water, but causes it to air-drown on dry land. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ARENA_RESTRICTED}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Causes the creature to be excluded from the [[object testing arena]]'s creature spawning list.  Typically applied to spoileriffic creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ARTIFICIAL_HIVEABLE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
| Enables the creature to be kept in artificial [[hive]]s by [[beekeeper]]s.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AT_PEACE_WITH_WILDLIFE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Prevents the creature from attacking or frightening creatures with the {{Token|NATURAL|c}} tag.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*token&lt;br /&gt;
*selection criteria (it's complicated)&lt;br /&gt;
| Defines the attack name, and the body part used. See [[#Attack Tokens|below]] for valid subtokens&lt;br /&gt;
'''Example:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;[ATTACK:GORE:BODYPART:BY_CATEGORY:HORN]&amp;lt;/code&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
''GORE'' = name of the attack&amp;lt;br /&amp;gt;&lt;br /&gt;
''BODYPART:BY_CATEGORY:HORN'' = the horn is used to attack (presuming the creature has one)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_TRIGGER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*population&lt;br /&gt;
*exported wealth&lt;br /&gt;
*created wealth&lt;br /&gt;
| Specifies when a [[megabeast]] or [[semi-megabeast]] will attack the fortress. The attacks will start occurring when all of the requirements are met. Setting a value to 0 disables the trigger.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==B==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BABY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*integer &lt;br /&gt;
| Age at which creature is considered a child, the default is zero. One can think of this as the duration of the baby stage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BABYNAME}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*singular&lt;br /&gt;
*plural &lt;br /&gt;
| Defines a new name for a creature in baby state at the caste level. For non-caste-specific baby names, see {{token|GENERAL_BABY_NAME|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BEACH_FREQUENCY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*integer&lt;br /&gt;
| Creature may be subject to [[beaching]], becoming stranded on [[Beach|shores]], where they will eventually air-drown. The number indicates the frequency of the occurrence. Presumably requires the creature to be {{token|AQUATIC|c}}. Used by [[orca]]s, [[sperm whale]]s and [[sea nettle jellyfish]] in the vanilla game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BENIGN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is non-aggressive by default, and will never automatically be engaged by companions or soldiers, running away from any creatures that are not friendly to it, and will only defend itself if it becomes enraged. Can be thought of as the counterpoint of the {{token|LARGE_PREDATOR|c}} tag. When tamed, animals with this tag will be useless for fortress defense.&lt;br /&gt;
&lt;br /&gt;
This and {{token|TRADE_CAPACITY|c}} are required for {{token|PACK_ANIMAL|c}} to function properly, if an animal contains the aforementioned requirements without this tag: items loaded by the merchants will be dropped upon departure.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BIOME}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
* [[biome token]]&lt;br /&gt;
| Select a [[biome]] the creature may appear in.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BLOOD}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;[[material token]]&amp;gt;&lt;br /&gt;
* &amp;lt;[[Material_definition_token#Material_States|material state]]&amp;gt;&lt;br /&gt;
| Specifies what the creature's blood is made of.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BLOODSUCKER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Causes [[vampire]]-like behaviour; the creature will suck the [[Creature_token#BLOOD|blood]] of unconscious victims when its [[Syndrome#TIME_SINCE_SUCKED_BLOOD|thirst for blood]] grows sufficiently large. When controlling the creature in adventure mode, this can be done at will. Seems to be required to make the creature denouncable (in-world) as a creature of the night.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BODY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*body parts &lt;br /&gt;
| Draws body parts from OBJECT:BODY files (such as body_default.txt)&lt;br /&gt;
'''Example:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY:BODY_WITH_HEAD_FLAG:HEART:GUTS:BRAIN:MOUTH] &amp;lt;br /&amp;gt;&lt;br /&gt;
This is the body from a [[purring maggot]]. It creates a body with head, a heart, some guts, a brain, and a mouth. That's all a maggot needs.&lt;br /&gt;
&lt;br /&gt;
The body parts need to be listed in an order such that any parent part appears before its connected children. For example [BODY:HEART:BODY_WITH_HEAD_FLAG] produces a &amp;quot;Body Token Recognized But Could Not Connect: HEART&amp;quot; error because HEART can't find any UPPERBODY(s) to connect to. Switching the order to [BODY:BODY_WITH_HEAD_FLAG:HEART] fixes the problem because now the UPPERBODY is created before the HEART tries to connect to it.&lt;br /&gt;
&lt;br /&gt;
'''If the body is left undefined, the creature (or caste) will be tagged as [DOES_NOT_EXIST].''' {{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BODY_APPEARANCE_MODIFIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*ATTRIBUTE&lt;br /&gt;
*lowest&lt;br /&gt;
*lower&lt;br /&gt;
*low&lt;br /&gt;
*median&lt;br /&gt;
*high&lt;br /&gt;
*higher&lt;br /&gt;
*highest &lt;br /&gt;
| These body modifiers give individual creatures different characteristics. In the case of HEIGHT, BROADNESS and LENGTH, the modifier is also a percentage change to the BODY_SIZE of the individual creature. The seven numbers afterward give a distribution of ranges. Each interval has an equal chance of occurring.&lt;br /&gt;
'''Example:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110] &amp;lt;br /&amp;gt;&lt;br /&gt;
''HEIGHT'' : marks the height to be changed &amp;lt;br /&amp;gt;&lt;br /&gt;
''90:95:98:100:102:105:110'' : sets the range from the shortest (90% of the average height) to the tallest (110% of the average height) creature variation.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BODY_DETAIL_PLAN}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*PlanName&lt;br /&gt;
*Arguments &lt;br /&gt;
| Loads a plan from listed OBJECT:BODY_DETAIL_PLAN files, such as b_detail_plan_default.txt. Mass applies USE_MATERIAL_TEMPLATE, mass alters RELSIZE, alters body part positions, and will allow tissue layers to be defined. Tissue layers are defined in order of skin to bone here.&lt;br /&gt;
'''Example:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE] &amp;lt;br /&amp;gt;&lt;br /&gt;
This creates the detailed body of a [[fox]], the skin, fat, muscle, bones and cartilage out of the vertebrate tissues.&amp;lt;br /&amp;gt;&lt;br /&gt;
A [[Purring maggot|maggot]] would only need:&amp;lt;br /&amp;gt;&lt;br /&gt;
''[BODY_DETAIL_PLAN:EXOSKELETON_TISSUE_LAYERS:SKIN:FAT:MUSCLE]'' &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BODY_SIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*years&lt;br /&gt;
*days&lt;br /&gt;
*size &lt;br /&gt;
| Sets size at a given age. Size is in cubic centimeters, and for normal body materials, is roughly equal to the creature's average weight in grams.&lt;br /&gt;
'''Example:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_SIZE:0:0:10000]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_SIZE:1:168:50000]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_SIZE:12:0:220000]&amp;lt;br /&amp;gt;&lt;br /&gt;
This describes the size of a [[minotaur]]. Its birth size would be 10,000 cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; (~10 kg). At 1 year and 168 days old it would be 50,000 cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; (~50 kg). And as an adult (at 12 years old) it would be 220,000 cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; and weigh roughly 220 kg.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BODYGLOSS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*gloss &lt;br /&gt;
| Substitutes body part text with replacement text. Draws gloss information from OBJECT:BODY files (such as body_default.txt)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BONECARN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature eats bones. Implies {{token|CARNIVORE|c}}. [[Adventurer mode|Adventurers]] with this token are currently unable to eat bones.{{Bug|11069}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BP_ADD_TYPE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Adds a type to a body part - used with {{token|SET_BP_GROUP|c}}. In vanilla DF, this is used for adding the type '[[Body token#GELDABLE|GELDABLE]]' to the lower body of certain [[cat|creatures]]. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BP_APPEARANCE_MODIFIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*QUALITY&lt;br /&gt;
*lowest&lt;br /&gt;
*lower&lt;br /&gt;
*low&lt;br /&gt;
*median&lt;br /&gt;
*high&lt;br /&gt;
*higher&lt;br /&gt;
*highest &lt;br /&gt;
| Sets up the breadth of possibilities for appearance qualities for a selected BP group. EG. Eyes (CLOSE_SET, DEEP_SET, ROUND_VS_NARROW, LARGE_IRIS),Lips (THICKNESS), Nose (BROADNESS, LENGTH, UPTURNED, CONVEX), Ear (SPLAYED_OUT, HANGING_LOBES, BROADNESS, HEIGHT), Tooth (GAPS), Skull (HIGH_CHEEKBONES, BROAD_CHIN, JUTTING CHIN, SQUARE_CHIN), Neck (DEEP_VOICE, RASPY_VOICE), Head (BROADNESS, HEIGHT)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BP_REMOVE_TYPE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Removes a type from a body part. Used with {{token|SET_BP_GROUP|c}}. &lt;br /&gt;
 &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BUILDINGDESTROYER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*1 or 2 &lt;br /&gt;
| Allows a creature to destroy furniture and buildings. Value [1] targets mostly doors, hatches, furniture and the like. Value [2] targets anything not made with the {{k|b}} + {{k|C}} commands. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==C==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CAN_DO_INTERACTION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*interaction token&lt;br /&gt;
| The creature can perform an interaction. See [[interaction token]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CAN_LEARN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature gains [[skill]]s and can have [[labor|professions]]. If a member of a civilization (even a pet) has this token, it'll need to eat, drink and sleep. Note that this token makes the creature unable to be eaten by an adventurer, so it is not recommended for uncivilized monsters. Adventurers lacking this token can allocate but not increase attributes and skills. Skills allocated will disappear on start. A creature with at least this token or the {{token|CAN_SPEAK|c}} token will be able to have [[Personality value|values]] and [[Personality goal|goals]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CAN_SPEAK}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Can [[talking|talk]]. Note that this is not necessary for a creature to gain social skills but to make friends in fortress mode. A creature with at least this token or the {{token|CAN_LEARN|c}} token will be able to have [[Personality value|values]] and [[Personality goal|goals]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CANNOT_CLIMB}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature cannot [[climber|climb]], even if it has free grasp parts.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CANNOT_JUMP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature cannot [[jump]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CANNOT_UNDEAD}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Acts like {{token|NOT_LIVING|c}}, except that {{token|OPPOSED_TO_LIFE|c}} creatures will attack them.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CANOPENDOORS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Defunct, as doors cannot be set as tightly closed anymore.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CARNIVORE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature ''only'' eats [[meat]]. If the creature goes on rampages in worldgen, it will often devour the people/animals it kills.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*name &lt;br /&gt;
| Defines a [[caste]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_ALTTILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*tile number or &amp;quot;letter&amp;quot;&lt;br /&gt;
| Caste-specific {{token|ALTTILE|c}}. Requires {{token|CASTE_TILE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_COLOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*fg&lt;br /&gt;
*bg&lt;br /&gt;
*brightness&lt;br /&gt;
| Caste-specific {{token|COLOR|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_GLOWCOLOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*fg&lt;br /&gt;
*bg&lt;br /&gt;
*brightness&lt;br /&gt;
| Caste-specific {{token|GLOWCOLOR|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_GLOWTILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*tile value or &amp;quot;letter&amp;quot;&lt;br /&gt;
| Caste-specific {{token|GLOWTILE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_NAME}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*singular&lt;br /&gt;
*plural&lt;br /&gt;
*adjective &lt;br /&gt;
| While {{token|NAME|c}} describes the name of the species, {{token|CASTE_NAME|c}} names individuals of the species. Unlike other caste-specific descriptions, this token is required, even for creatures without separate castes. If left undefined, the creature will not show up in the [[arena]] and members of the species will be labeled as &amp;quot;nothing&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_PROFESSION_NAME}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Unit type token]] (Profession)&lt;br /&gt;
*singular&lt;br /&gt;
*plural &lt;br /&gt;
| Caste-specific {{token|PROFESSION_NAME|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_SOLDIER_ALTTILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*'character' or tile number&lt;br /&gt;
| Caste-specific {{token|SOLDIER_ALTTILE|c}}. Requires {{token|CASTE_SOLDIER_TILE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_SOLDIER_TILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*'character' or tile number&lt;br /&gt;
| Caste-specific {{token|CREATURE_SOLDIER_TILE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_TILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* tile number or &amp;quot;letter&amp;quot;&lt;br /&gt;
| Caste-specific {{token|CREATURE_TILE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CAVE_ADAPT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Causes [[cave adaptation]].&lt;br /&gt;
Allows for creature's race to be involved in jokes that end in &amp;quot;And the [race] saw the sun and vomited on the spot!&amp;quot; &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CDI}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*Varies&lt;br /&gt;
| Specifies interaction details following a {{token|CAN_DO_INTERACTION|c}} token. See [[interaction token]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CHANGE_BODY_SIZE_PERC}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*integer&lt;br /&gt;
| Multiplies body size by a factor of (integer)%. 50 halves size, 200 doubles.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CHANGE_FREQUENCY_PERC}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*integer&lt;br /&gt;
| Multiplies frequency by a factor of (integer)%.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CHILD}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*integer &lt;br /&gt;
| Age at which creature is considered an adult - one can think of this as the duration of the [[children|child]] stage. Allows the creature's offspring to be rendered fully tame if [[animal trainer|trained]] during their childhood. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CHILDNAME}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*singular&lt;br /&gt;
*plural &lt;br /&gt;
| Defines a new name for a creature in the child state at the caste level. For non-caste-specific child names, see {{token|GENERAL_CHILD_NAME|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CLUSTER_NUMBER}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*min&lt;br /&gt;
*max&lt;br /&gt;
| The minimum/maximum numbers of how many creatures per spawned cluster. Vermin fish with this token in combination with temperate ocean and river biome tokens [http://www.bay12forums.com/smf/index.php?topic=51864.msg1122319#msg1122319 will perform seasonal migrations]. Defaults to 1:1 if not specified.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CLUTCH_SIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*min&lt;br /&gt;
*max&lt;br /&gt;
|Number of [[egg]]s laid in one sitting.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COLONY_EXTERNAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Caste hovers around colony.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COLOR}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*foreground&lt;br /&gt;
*background&lt;br /&gt;
*brightness &lt;br /&gt;
| Color of the creature's tile. (See [[Color]] for usage.)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMMON_DOMESTIC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| When combined with any of {{token|PET|c}}, {{token|PACK_ANIMAL|c}}, {{token|WAGON_PULLER|c}} and/or {{token|MOUNT|c}}, the creature is guaranteed to be domesticated by any [[civilization]] with {{token|COMMON_DOMESTIC_PET|e}}, {{token|COMMON_DOMESTIC_PACK|e}},  {{token|COMMON_DOMESTIC_PULL|e}} and/or {{token|COMMON_DOMESTIC_MOUNT|e}} respectively. Such civilizations will always have access to the creature, even in the absence of wild populations. This token is invalid on {{token|FANCIFUL|c}} creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CONVERTED_SPOUSE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Creatures of this caste's species with the {{token|SPOUSE_CONVERTER|c}} and {{token|NIGHT_CREATURE_HUNTER|c}} tokens will kidnap {{token|SPOUSE_CONVERSION_TARGET|c}}s of an appropriate sex and convert them into castes with CONVERTED_SPOUSE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COOKABLE_LIVE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Set this to allow the creature to be cooked in meals without first being butchered/cleaned. Used by some water-dwelling vermin such as [[mussel]]s, [[nautilus]]es and [[oyster]]s.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CRAZED}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Creature is '[[insanity|berserk]]' and will attack all other creatures, except members of its own species that '''also''' have the CRAZED tag. It will show {{DFtext|Berserk|4:1}} in the [[unit list]]. Berserk creatures go on rampages during [[world generation|worldgen]] much more frequently than non-berserk ones.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COPY_TAGS_FROM}}&lt;br /&gt;
| Special&lt;br /&gt;
| &lt;br /&gt;
*creature ID&lt;br /&gt;
| Copies another specified creature. This will override any definitions made before it; essentially, it makes this creature identical to the other one, which can then be modified. Often used in combination with {{token|APPLY_CREATURE_VARIATION|c}} to import standard variations from a file. The vanilla [[giant animal]]s and [[animal person|animal people]]s are examples of this token combination.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREATURE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*creature ID&lt;br /&gt;
| A unique, arbitrary identifier that begins the definition of each new creature, and is used to reference the creature in other tokens and raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREATURE_CLASS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*classname&lt;br /&gt;
| An arbitrary creature classification. Can be set to anything, but the only vanilla uses are GENERAL_POISON (used in syndromes), EDIBLE_GROUND_BUG (used as targets for {{token|GOBBLE_VERMIN_CLASS|c}}), MAMMAL, and POISONOUS (both used for kobold pet eligibility). A single creature can have multiple classes.&lt;br /&gt;
&lt;br /&gt;
The full list of tokens that use creature classes is: &lt;br /&gt;
&lt;br /&gt;
* Creature tokens: {{token|GOBBLE_VERMIN_CLASS|c}}, {{token|GOBBLE_VERMIN_CLASS|c}}&lt;br /&gt;
* Interaction tokens: {{token|IT_AFFECTED_CLASS|in}}, {{token|IT_IMMUNE_CLASS|in}}&lt;br /&gt;
* Animal definition (Entity) tokens: {{token|ANIMAL_CLASS|e}}, {{token|ANIMAL_FORBIDDEN_CLASS|e}}&lt;br /&gt;
* Position (Entity) token: {{token|ALLOWED_CLASS|po}}&lt;br /&gt;
* Syndrome tokens: {{token|SYN_AFFECTED_CLASS|sy}}, {{token|SYN_IMMUNE_CLASS|sy}}, {{token|CE_SENSE_CREATURE_CLASS|sy}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREATURE_SOLDIER_TILE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*'character' or tile number&lt;br /&gt;
| Creatures active in their civilization's [[military]] will use this tile instead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREATURE_TILE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*'character' or tile number &lt;br /&gt;
| The symbol of the creature in ASCII mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREPUSCULAR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| When set, the creature will appear at dawn (between 4:30 AM and 6:00 AM) and in the evening (between 8:00 PM and 10:05 PM) in [[Adventurer mode]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CURIOUSBEAST_EATER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to [[Steals food|steal and eat edible items]] from a site. It will attempt to grab a food item and immediately make its way to the map's edge, where it will disappear with it. If the creature goes on rampages during worldgen, it will often steal food instead of attacking. Trained and tame instances of the creature will no longer display this behavior.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CURIOUSBEAST_GUZZLER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to (very quickly) [[Steals drink|drink your alcohol]]. Or spill the barrel to the ground. Also affects undead versions of the creature. Unlike food or item thieves, drink thieves will consume your alcohol on the spot rather than run away with one piece of it. Trained and tame instances of the creature will no longer display this behavior.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CURIOUSBEAST_ITEM}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to [[Steals items|steal things]] (apparently, of the highest value it can find). It will attempt to grab an item of value and immediately make its way to the map's edge, where it will disappear with it. If a creature with any of the CURIOUSBEAST tokens carries anything off the map, even if it is a caravan's pack animal, it will be reported as stealing everything it carries. If the creature goes on rampages in worldgen, it will often steal items instead of attacking - [[kea]] birds are infamous for this. Trained and tame instances of the creature will no longer display this behavior. Also, makes the creature unable to drop hauled items until it enters combat.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CV_ADD_TAG}}&lt;br /&gt;
| Special&lt;br /&gt;
| &lt;br /&gt;
*TAG NAME &lt;br /&gt;
| Adds a tag. Used in conjunction with creature variation templates.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CV_REMOVE_TAG}}&lt;br /&gt;
| Special&lt;br /&gt;
| &lt;br /&gt;
*TAG NAME &lt;br /&gt;
| Removes a tag. Used in conjunction with creature variation templates. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==D==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DEMON}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Found on generated [[demon]]s. Marks the caste to be used in the initial wave after breaking into the [[underworld]], and by the demon civilizations created during world-gen breachings{{verify}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DESCRIPTION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*text &lt;br /&gt;
| A brief description of the creature type, as displayed when viewing the creature's description/[[Thoughts and preferences|thoughts &amp;amp; preferences]] screen.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIE_WHEN_VERMIN_BITE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Causes the creature to die upon attacking. Used by [[honey bee]]s to simulate them dying after using their stingers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIFFICULTY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*integer &lt;br /&gt;
| Increases experience gain during adventure mode. Creatures with a difficulty of 11 or higher are not assigned for quests in adventure mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIURNAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| When set, the creature will only appear during the day (between 6:00 AM and 8:00 PM) in [[Adventurer mode]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIVE_HUNTS_VERMIN}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| The creature hunts vermin by diving from the air. On tame creatures, it has the same effect as {{token|HUNTS_VERMIN|c}}. Found on [[peregrine falcon]]s.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DOES_NOT_EXIST}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Adding this token to a creature prevents it from appearing in generated worlds (unless it's marked as [[Entity_token#ANIMAL_ALWAYS_PRESENT|always present]] for a particular civilisation). For example, adding it to [[dog]]s will lead to worlds being generated without dogs in them. Also removes the creature from the [[object testing arena]]'s spawn list. If combined with {{token|FANCIFUL|c}}, artistic depictions of the creature will occur regardless. Used by [[centaur]]s, [[chimera]]s and [[griffon]]s in the vanilla game. &lt;br /&gt;
&lt;br /&gt;
Note: a creature tagged as DOES_NOT_EXIST can still be [[Interaction_token#I_EFFECT|summoned]] successfully, as long as it has a body defined in its raws [http://www.bay12forums.com/smf/index.php?topic=165213.msg8086938#msg8086938], or, another creature can[[Syndrome#CE_BODY_TRANSFORMATION|transform]] into it.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==E==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EBO_ITEM}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[item token]]&lt;br /&gt;
*[[material token]] (ANY_HARD_STONE can be used for the material)&lt;br /&gt;
| Defines the item that the creature drops upon being [[butcher|butchered]]. Used with {{token|EXTRA_BUTCHER_OBJECT|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EBO_SHAPE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*gem shape&lt;br /&gt;
| The shape of the creature's extra [[butcher|butchering]] drop. Used with {{token|EXTRA_BUTCHER_OBJECT|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EGG_MATERIAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* &amp;lt;[[material token]]&amp;gt;&lt;br /&gt;
* &amp;lt;[[Material_definition_token#Material_States|material state]]&amp;gt;&lt;br /&gt;
| Defines the material composition of [[egg]]s laid by the creature. [[creature_token#LAYS_EGGS|Egg-laying]] creatures in the default game define this 3 times, using LOCAL_CREATURE_MAT:EGGSHELL, LOCAL_CREATURE_MAT:EGG_WHITE, and then LOCAL_CREATURE_MAT:EGG_YOLK. Eggs will be made out of eggshell. Edibility is determined by tags on whites or yolk, but they otherwise do not exist.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EGG_SIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*size&lt;br /&gt;
| Determines the size of laid [[egg]]s. Doesn't affect hatching or cooking, but bigger eggs will be heavier, and may take longer to be hauled depending on the hauler's strength.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EQUIPMENT_WAGON}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature appear as a large 3×3 [[wagon]] responsible for carrying trade goods, pulled by two {{token|WAGON_PULLER|c}} creatures and driven by a merchant.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EQUIPS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to wear or wield items.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EVIL}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creature is considered evil and will only show up in evil biomes. Civilizations with {{token|USE_EVIL_ANIMALS|e}} can domesticate them regardless of exotic status. Has no effect on cavern creatures except to restrict taming. A civilization with evil creatures can colonise evil areas.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EXTRA_BUTCHER_OBJECT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[Body token#CATEGORY|BY_CATEGORY]] or [[Body token#CONTYPE|BY_TYPE]] or [[Body token#BP|BY_TOKEN]]&lt;br /&gt;
* TYPE, CATEGORY, or TOKEN&lt;br /&gt;
| The creature drops an additional object when [[butcher|butchered]], as defined by {{token|EBO_ITEM|c}} and {{token|EBO_SHAPE|c}}. Used for [[gizzard stone]]s in default creatures. For some materials, needs to be defined after caste definitions with SELECT_CASTE:ALL{{Bug|6355}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EXTRACT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* [[material token]]&lt;br /&gt;
| Defines a creature extract which can be obtained via [[small animal dissection]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EXTRAVISION}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature can see regardless of whether it has working eyes and has full 360 degree vision, making it impossible to strike the creature from a blind spot in combat. Invisible creatures will also be seen, namely [[intelligent undead]] using a &amp;quot;vanish&amp;quot; power.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==F==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FANCIFUL}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creature is a thing of legend and known to all civilizations. Its materials cannot be requested or preferred. The tag also adds some art value modifiers. Used by a [[Fanciful|number of creatures]]. Conflicts with {{token|COMMON_DOMESTIC|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FEATURE_ATTACK_GROUP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on [[Animal people#Subterranean animal people|subterranean animal-man]] tribals. Currently defunct. In previous versions{{verify}}, it caused these creatures to crawl out of chasms and underground rivers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FEATURE_BEAST}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on [[forgotten beast]]s. Presumably makes it act as such, initiating underground attacks on fortresses, or leads to the pop-up message upon encountering one{{verify}}. Hides the creature from displaying in a world_sites_and_pops file. Does not create historical figures like generated forgotten beasts do.&lt;br /&gt;
&lt;br /&gt;
Requires specifying a {{token|BIOME|c}} in which the creature will live, and both surface and subterranean biomes are allowed. Does not stack with {{token|LARGE_ROAMING|c}} and if both are used the creature will not spawn. Appears to be incompatible with {{token|DEMON|c}} even if used in separate castes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FEMALE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature biologically female, enabling her to [[Breeding|bear young]]. Usually specified inside a caste.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FIREIMMUNE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature immune to [[Interaction_token#FIREBALL|FIREBALL]] and [[Interaction_token#FIREJET|FIREJET]] attacks, and allows it to path through high temperature zones, like lava or fires. Does not, by itself, make the creature immune to the damaging effects of burning in [[fire]], and does not prevent general heat damage or melting on its own (this would require adjustments to be made to the creature's body [[Material_definition_token|materials]] - see the [[Dragon/raw|dragon raws]] for an example).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FIREIMMUNE_SUPER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Like {{token|FIREIMMUNE|c}}, but also renders the creature immune to [[Interaction_token#DRAGONFIRE|DRAGONFIRE]] attacks. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FISHITEM}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature's corpse is a single [[Item_token#FISH_RAW|FISH_RAW]] food item that needs to be cleaned (into a [[Item_token#FISH|FISH]] item) at a [[fishery]] to become edible. Before being cleaned the item is referred to as &amp;quot;raw&amp;quot;. The food item is categorized under &amp;quot;fish&amp;quot; on the food and stocks screens, and when uncleaned it is sorted under &amp;quot;raw fish&amp;quot; in the stocks (but does not show up on the food screen). &lt;br /&gt;
Without this or {{token|COOKABLE_LIVE|c}}, [[fishing|fished]] vermin will turn into food the same way as non-vermin creatures, resulting in multiple units of food (meat, brain, lungs, eyes, spleen etc.) from a single fished vermin. These units of food are categorized as meat by the game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FIXED_TEMP}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*temperature &lt;br /&gt;
| The creature's body is constantly at this temperature, heating up or cooling the surrounding area. Alters the temperature of the creature's inventory and all adjacent tiles, [[Temperature|with all the effects that this implies]] - may trigger wildfires at high enough values. Also makes the creature immune to extreme heat or cold, as long as the temperature set is not harmful to the materials that the creature is made from. Corpses and body parts of creatures with a fixed temperature maintain their temperature even after death.&lt;br /&gt;
&lt;br /&gt;
Note that temperatures of 12000 and higher may cause [[path|pathfinding]] issues in fortress mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FLEEQUICK}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| If engaged in combat, the creature will flee at the first sign of resistance. Used by [[kobold]]s in the vanilla game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FLIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to fly, independent of it having wings or not. Fortress Mode pathfinding only partially incorporates flying - flying creatures need a land path to exist between them and an area in order to access it, but as long as one such path exists, they do not need to use it, instead being able to fly over intervening obstacles. Winged creatures with this token can lose their ability to fly if their wings are crippled or severed. Winged creatures without this token will be unable to fly. (A 'wing' in this context refers to any body part with its own [[Body_token#FLIER|FLIER]] token).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FREQUENCY}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*number, max 100&lt;br /&gt;
| Determines the chances of a creature appearing within its environment, with higher values resulting in more frequent appearance. Also affects the chance of a creature being brought in a caravan for trading.&lt;br /&gt;
This value is used multiply to determine the rarity of animal populations. A creature with [FREQUENCY:50] will appear in 50% of valid biomes, and be present in 50% of the area within those biomes.&lt;br /&gt;
When a [[Creature token#CLUSTER_NUMBER|cluster]] spawns, the game effectively considers all creatures that can possibly appear and uses the FREQUENCY value as a ''weight'' - for example, if there are three creatures with frequencies 10/25/50, the creature with [FREQUENCY:50] will appear approximately 58.8% of the time. Defaults to 50 if not specified. Not to be confused with {{token|POP_RATIO|c}}.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==G==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GAIT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;gait type&amp;gt;&lt;br /&gt;
* &amp;lt;gait name&amp;gt;&lt;br /&gt;
* &amp;lt;max [[Gait#Speed|speed]]&amp;gt;&lt;br /&gt;
* &amp;lt;build up time&amp;gt;&lt;br /&gt;
* &amp;lt;max turning [[Gait#Speed|speed]]&amp;gt;&lt;br /&gt;
* &amp;lt;start [[Gait#Speed|speed]]&amp;gt;&lt;br /&gt;
* &amp;lt;energy expenditure&amp;gt;&lt;br /&gt;
* &amp;lt;gait flag(s)&amp;gt;&lt;br /&gt;
| Defines a gait by which the creature can move. See [[Gait]] for more information. Specifically, you likely want to use one of the existing STANDARD_X_GAITS creature variations, as described in [[Gait#Gaits_and_Modding|this subsection]].&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;max speed&amp;gt; indicates the maximum [[Gait#Speed|speed]] achievable by a creature using this gait&lt;br /&gt;
* &amp;lt;start speed&amp;gt; indicates the creature's speed when it starts moving using this gait&lt;br /&gt;
* &amp;lt;build up time&amp;gt; indicates how long it will take for a creature using this gait to go from &amp;lt;start speed&amp;gt; to &amp;lt;max speed&amp;gt;. For example, a value of 10 means that it should be able to reach the maximum speed by moving 10 [[tile]]s in a straight line over even terrain.&lt;br /&gt;
* &amp;lt;max turning speed&amp;gt; indicates the maximum speed permissible when the creature suddenly changes its direction of motion. The creature's speed will be reduced to &amp;lt;max turning speed&amp;gt; if travelling at a higher speed than this before turning.&lt;br /&gt;
* &amp;lt;energy expenditure&amp;gt; indicates how energy-consuming the gait is. Higher values cause the creature to tire out faster. Persistent usage of a high-intensity gait will eventually lead to exhaustion and [[Status_icon#Non-flashing|collapse]].&lt;br /&gt;
&lt;br /&gt;
'''NO_BUILD_UP''' can be specified instead of a &amp;lt;start speed&amp;gt; value to make the &amp;lt;max speed&amp;gt; instantly achievable upon initiating movement (this is equivalent to a &amp;lt;build up time&amp;gt; of 0). Note that &amp;lt;build up time&amp;gt; and &amp;lt;max turning speed&amp;gt; are both ignored if specified alongside this (as NO_BUILD_UP trumps &amp;lt;build up time&amp;gt; and preserves &amp;lt;max speed&amp;gt; whilst turning, and &amp;lt;max turning speed&amp;gt; cannot exceed &amp;lt;max speed&amp;gt;) so it is permissible to omit them so long as they are '''both''' omitted together.&lt;br /&gt;
&lt;br /&gt;
It's possible to specify a &amp;lt;start speed&amp;gt; greater than the &amp;lt;max speed&amp;gt;; the moving creature will decelerate towards its &amp;lt;max speed&amp;gt; in this case.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''valid gait types:'''&lt;br /&gt;
*'''WALK'''&amp;lt;br&amp;gt;&lt;br /&gt;
Used for moving normally over ground tiles.&lt;br /&gt;
&lt;br /&gt;
*'''CRAWL'''&amp;lt;br&amp;gt;&lt;br /&gt;
Used for moving over ground tiles whilst [[Status_icon#Non-flashing|prone]].&lt;br /&gt;
&lt;br /&gt;
*'''SWIM'''&amp;lt;br&amp;gt;&lt;br /&gt;
Used for moving through tiles containing [[water]] or [[magma]] at a [[Water#Depth|depth]] of at least 4/7. &lt;br /&gt;
&lt;br /&gt;
*'''FLY'''&amp;lt;br&amp;gt;&lt;br /&gt;
Used for moving through [[open space]].&lt;br /&gt;
&lt;br /&gt;
*'''CLIMB'''&amp;lt;br&amp;gt;&lt;br /&gt;
Used for moving whilst [[Climber|climbing]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''valid gait flags:'''&lt;br /&gt;
* '''AGILITY'''&amp;lt;br&amp;gt;&lt;br /&gt;
Speeds/slows movement depending on the creature's [[Attribute#Agility|Agility]] stat.&lt;br /&gt;
&lt;br /&gt;
* '''STRENGTH'''&amp;lt;br&amp;gt;&lt;br /&gt;
Speeds/slows movement depending on the creature's [[Attribute#Strength|Strength]] stat.&lt;br /&gt;
&lt;br /&gt;
* '''LAYERS_SLOW'''&amp;lt;br&amp;gt;&lt;br /&gt;
Makes [[Tissue_definition_token#THICKENS_ON_ENERGY_STORAGE|THICKENS_ON_ENERGY_STORAGE]] and [[Tissue_definition_token#THICKENS_ON_STRENGTH|THICKENS_ON_STRENGTH]] tissue layers slow movement depending on how thick they are. Adding the STRENGTH gait flag counteracts the impact of the latter layer.&lt;br /&gt;
&lt;br /&gt;
* '''STEALTH_SLOWS:'''&amp;lt;percentage&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Slows movement by the specified percentage when the creature is [[Ambusher|sneaking]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GENERAL_BABY_NAME}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*singular&lt;br /&gt;
*plural &lt;br /&gt;
| Like {{token|BABYNAME|c}}, but applied regardless of caste.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GENERAL_CHILD_NAME}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*singular&lt;br /&gt;
*plural &lt;br /&gt;
| Like {{token|CHILDNAME|c}}, but applied regardless of caste.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GENERAL_MATERIAL_FORCE_MULTIPLIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value A&lt;br /&gt;
*value B&lt;br /&gt;
| Has the same function as {{token|MATERIAL_FORCE_MULTIPLIER|c}}, but applies to all attacks instead of just those involving a specific material. Appears to be overridden by MATERIAL_FORCE_MULTIPLIER ([[werebeast]]s, for example, use both tokens to provide resistance to all materials, with one exception to which they are especially vulnerable).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GENERATED}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Found on procedurally generated creatures like [[forgotten beast]]s, [[titan]]s, [[demon]]s, [[angel]]s, and [[night creature]]s. Cannot be specified in user-defined raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GETS_INFECTIONS_FROM_ROT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature get [[Health_care#Infection|infections]] from necrotic tissue.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GETS_WOUND_INFECTIONS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature's wounds become [[Health_care#Infection|infected]] if left untreated for too long.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GLOWCOLOR}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*foreground&lt;br /&gt;
*background&lt;br /&gt;
*brightness &lt;br /&gt;
| The colour of the creature's {{token|GLOWTILE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GLOWTILE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*ascii character &lt;br /&gt;
| If present, the being glows in the dark (generally used for Adventurer Mode). The tile is what replaces the being's current tile when it is obscured from your sight by darkness. The default setting for kobolds (a yellow quotation mark) provides a nice &amp;quot;glowing eyes&amp;quot; effect. The game is also hardcoded to automatically convert quotation mark GLOWTILES into apostrophes if the creature has lost one eye. This works at the generic creature level - for caste-specific glow tiles, use {{token|CASTE_GLOWTILE|c}} instead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GNAWER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*verb&lt;br /&gt;
| The creature can and will gnaw its way out of [[animal trap]]s and [[cage]]s using the specified verb, depending on the material from which it is made (normally wood).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GOBBLE_VERMIN_CLASS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*class&lt;br /&gt;
| The creature eats vermin of the specified class.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GOBBLE_VERMIN_CREATURE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*creature&lt;br /&gt;
*caste&lt;br /&gt;
| The creature eats a specified [[vermin]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GO_TO_END}}&lt;br /&gt;
| Special&lt;br /&gt;
|  &lt;br /&gt;
| When using tags from an existing creature, inserts new tags at the end of the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GO_TO_START}}&lt;br /&gt;
| Special&lt;br /&gt;
|  &lt;br /&gt;
| When using tags from an existing creature, inserts new tags at the beginning of the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GO_TO_TAG}}&lt;br /&gt;
| Special&lt;br /&gt;
|  &lt;br /&gt;
| When using tags from an existing creature, inserts new tags ''before'' the specified tag.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GOOD}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Creature is considered good and will only show up in good biomes - [[unicorn]]s, for example. Civilizations with {{token|USE_GOOD_ANIMALS|e}} can domesticate them regardless of exotic status. Has no effect on cavern creatures except to restrict taming. A civilization that has good creatures can colonise good areas in world-gen.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GRASSTRAMPLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value &lt;br /&gt;
| The value determines how rapidly [[grass]] is trampled when a creature steps on it - a value of 0 causes the creature to never damage grass, while a value of 100 causes grass to be trampled as rapidly as possible. Defaults to 5.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GRAVITATE_BODY_SIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*target value&lt;br /&gt;
| Used in Creature Variants. This token changes the adult body size to the average of the old adult body size and the target value and scales all intermediate growth stages by the same factor.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GRAZER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*number&lt;br /&gt;
| The creature is a grazer - if tamed in fortress mode, it needs a pasture to survive. The higher the number, the less frequently it needs to eat in order to live. Not used since 0.40.12, replaced by {{token|STANDARD_GRAZER|c}} to fix {{bugl|4113}}.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==H==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HABIT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*type&lt;br /&gt;
*probability&lt;br /&gt;
| Defines certain behaviors for the creature. The habit types are:&lt;br /&gt;
*COLLECT_TROPHIES&lt;br /&gt;
*COOK_PEOPLE&lt;br /&gt;
*COOK_VERMIN&lt;br /&gt;
*GRIND_VERMIN&lt;br /&gt;
*COOK_BLOOD&lt;br /&gt;
*GRIND_BONE_MEAL&lt;br /&gt;
*EAT_BONE_PORRIDGE&lt;br /&gt;
*USE_ANY_MELEE_WEAPON&lt;br /&gt;
*GIANT_NEST&lt;br /&gt;
*COLLECT_WEALTH.&lt;br /&gt;
These require the creature to have a {{token|LAIR|c}} to work properly, and also don't seem to work on creatures who are not a {{token|SEMIMEGABEAST|c}}, {{token|MEGABEAST|c}}, or{{token|NIGHT_CREATURE_HUNTER|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HABIT_NUM}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*number or TEST_ALL&lt;br /&gt;
| &amp;quot;If you set HABIT_NUM to a number, it should give you that exact number of habits according to the weights.&amp;quot;.{{cite forum|60554/1719248}} All lists of HABITs are preceded by [HABIT_NUM:TEST_ALL]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HAS_NERVES}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature has nerves in its muscles. Cutting the muscle tissue can sever motor and sensory nerves.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HASSHELL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature has a shell. Seemingly no longer used - holdover from previous versions.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HIVE_PRODUCT}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*number&lt;br /&gt;
*[[time]]&lt;br /&gt;
*[[item token]]s&lt;br /&gt;
| What product is harvested from [[Beekeeping industry|beekeeping]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HOMEOTHERM}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*number or NONE&lt;br /&gt;
| Default 'NONE'. The creature's normal body [[temperature]]. Creature ceases maintaining temperature on death unlike fixed material temperatures. Provides minor protection from environmental temperature to the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HUNTS_VERMIN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Creature hunts and kills nearby [[vermin]], randomly walking between places with food laying on the ground or in stockpiles, to check for possible [VERMIN_EATER] vermin, but they'll kill any other vermin too. Do not include this creature token on an intelligent entity that you intend to play as in fortress mode because it will prevent them from feeding themselves.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==I==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IMMOBILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| The creature cannot move. Found on [[sponge]]s. Will also stop a creature from breeding in fortress mode (MALE and FEMALE are affected, if one is IMMOBILE; no breeding will happen).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IMMOBILE_LAND}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is immobile while on land. Only works on {{token|AQUATIC|c}} creatures which can't breathe on land.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IMMOLATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature radiates [[fire]]. It will ignite, and potentially completely destroy, items the creature is standing on. Also gives the vermin a high chance of escaping from [[animal trap]]s and [[cage]]s made of any flammable materials (specifically ones that could be ignited by magma).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|INTELLIGENT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Alias for {{token|CAN_SPEAK|c}} + {{token|CAN_LEARN|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ITEMCORPSE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
* [[item token]]&lt;br /&gt;
* [[material token]]&lt;br /&gt;
| Determines if the creature leaves behind a non-standard corpse (i.e. wood, statue, bars, stone, pool of liquid, etc.). [[Ethics]] may prevent actually using the item in jobs or reactions.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ITEMCORPSE_QUALITY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* number&lt;br /&gt;
| The [[quality]] of an item-type corpse left behind. Valid values are: 0 for ordinary, 1 for well-crafted, 2 for finely-crafted, 3 for superior, 4 for exceptional, 5 for masterpiece.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==L==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAIR}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*type&lt;br /&gt;
*probability&lt;br /&gt;
| Found on megabeasts, semimegabeasts, and night creatures. The creature will seek out sites of this type and take them as lairs. The lair types are:&lt;br /&gt;
*SIMPLE_BURROW&lt;br /&gt;
*SIMPLE_MOUND&lt;br /&gt;
*WILDERNESS_LOCATION&lt;br /&gt;
*SHRINE&lt;br /&gt;
*LABYRINTH&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAIR_CHARACTERISTIC}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*characteristic&lt;br /&gt;
*probability&lt;br /&gt;
| Defines certain features of the creature's lair. The only valid characteristic is HAS_DOORS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAIR_HUNTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| This creature will actively hunt adventurers in its lair.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAIR_HUNTER_SPEECH}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*speech file&lt;br /&gt;
| What this creature says while hunting adventurers in its lair.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LARGE_PREDATOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Will attack other creatures that are smaller than it. Tamed large predators will still attack wildlife. In [[fortress mode]], only one group of &amp;quot;large predators&amp;quot; (possibly two groups on &amp;quot;savage&amp;quot; maps) will appear on any given map. In [[adventurer mode]], large predators will try to ambush and attack you (and your party will attack them back). When tamed, large predators tend to be much more aggressive to enemies than non-large predators, making them a good choice for an animal army. They may go on rampages in worldgen, and adventurers may receive quests to kill them. Also, they can be mentioned in the intro paragraph when starting a fortress e.g. &amp;quot;ere the wolves get hungry.&amp;quot;&lt;br /&gt;
A single biome supports 7 large predator species, picking randomly and rolling a d100 under its {{token|FREQUENCY|c}} to add it until all 7 slots are filled.&lt;br /&gt;
&lt;br /&gt;
Incompatible with {{token|PACK_ANIMAL|c}} on a technicality, if included: hauled items are likely to be dropped upon entering the map (even if {{token|TRADE_CAPACITY|c}} is present) in contrast to when the merchants depart.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LARGE_ROAMING}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| This is the core requisite tag allowing the creature to spawn as a wild animal in the appropriate biomes. Requires specifying a {{token|BIOME|c}} in which the creature will spawn. Does not require specifying a frequency, population number, or cluster number.&lt;br /&gt;
&lt;br /&gt;
This tag stacks with {{token|MEGABEAST|c}}, {{token|SEMIMEGABEAST|c}}, or {{token|NIGHT_CREATURE_HUNTER|c}}; if used with one of these tags, the creature will spawn as both a boss and as a wild animal. This tag does not stack with {{token|FEATURE_BEAST|c}} and if both are used the creature will not spawn. This tag is unaffected by {{token|DEMON|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAYS_EGGS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Creature lays [[egg]]s instead of giving birth to live young.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAYS_UNUSUAL_EGGS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* [[item token]]&lt;br /&gt;
* [[material token]]&lt;br /&gt;
| Creature lays the specified item instead of regular eggs.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIGAMENTS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
*healing rate &lt;br /&gt;
| The creature has ligaments in its {{token|CONNECTIVE_TISSUE_ANCHOR|td}} tissues (bone or chitin by default). Cutting the bone/chitin tissue severs the ligaments, disabling motor function if the target is a limb.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIGHT_GEN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| A vermin featuring this tag will remain visible to an adventurer even at night. &lt;br /&gt;
&lt;br /&gt;
Subterranean vermin which feature this token will flicker in unexposed and unrevealed cavern layers while playing in Fortress Mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIKES_FIGHTING}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature will attack enemies rather than flee from them. This tag has the same effect on player-controlled creatures - including modded dwarves. Retired as of v0.40.14 in favor of {{token|LARGE_PREDATOR|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LISP}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Creature uses &amp;quot;sssssnake talk&amp;quot; (multiplies 'S' when talking - &amp;quot;My name isss Recisssiz.&amp;quot;). Used by [[Serpent man|serpent men]] and [[Reptile man|reptile men]] in the vanilla game. C's with the same pronunciation (depending on the word) are not affected by this token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LITTERSIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* minimum&lt;br /&gt;
* maximum&lt;br /&gt;
| Determines the number of offspring per one birth; default 1-3, not used in vanilla raws. See also {{token|MULTIPLE_LITTER_RARE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LOCAL_POPS_CONTROLLABLE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
| Allows you to play as a wild animal of this species in adventurer mode. Prevents trading of (tame) instances of this creature in caravans.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LOCAL_POPS_PRODUCE_HEROES}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
| Wild animals of this species may occasionally join a civilization. Prevents trading of (tame) instances of this creature in caravans.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LOCKPICKER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Lets a creature open [[door]]s that are set to forbidden in fortress mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LOOSE_CLUSTERS}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creatures will scatter if they have this tag, or form tight packs if they don't. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LOW_LIGHT_VISION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*number&lt;br /&gt;
| Determines how well a creature can see in the dark - higher is better. Dwarves have 10000, which amounts to perfect nightvision.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==M==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAGICAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| According to Toady One, this is completely interchangeable with {{token|AT_PEACE_WITH_WILDLIFE|c}} and might have been used in very early versions of the game by wandering wizards or the ent-type tree creatures that used to be animated by elves. [http://www.bay12forums.com/smf/index.php?topic=169696.msg8316954#msg8316954]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAGMA_VISION}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is able to see while submerged in [[magma]]. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MALE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature biologically male. Usually declared inside a caste.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| {{text anchor|MANNERISM|MANNERISM_*}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*occasionally body part &lt;br /&gt;
| Adds a possible mannerism to the creature's profile.  See [[creature mannerism token]] for further info.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MATERIAL}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*material id&lt;br /&gt;
| Begins defining a new local material. Follow this with standard material definition tokens to define the material.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MATERIAL_FORCE_MULTIPLIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Material token]]&lt;br /&gt;
*value A&lt;br /&gt;
*value B&lt;br /&gt;
| When struck with a weapon made of the specified material, the force exerted will be multiplied by A/B, thus making the creature more or less susceptible to this material. For example, if A is 2 and B is 1, the force exerted by the defined material will be doubled. If A is 1 and B is 2, it will be halved instead. See also  {{token|GENERAL_MATERIAL_FORCE_MULTIPLIER|c}}, which can be used to make this sort of effect applicable to all materials.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MATUTINAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| When set, the creature will only appear at dawn (between 4:30 AM and 6:00 AM) in [[Adventurer mode]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAXAGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*min&lt;br /&gt;
*max &lt;br /&gt;
| Determines the creature's natural lifespan, using the specified minimum and maximum age values (in years). Each individual creature with this token is generated with a predetermined date (calculated down to the exact [[time|tick]]!) between these values, at which it is destined to die of old age, should it live long enough. Note that the probability of death at any given age does not increase as the creature gets older [http://i.imgur.com/A1A4aA9.png]. &lt;br /&gt;
Creatures which lack this token are naturally immortal. The [[Syndrome#CE_ADD_TAG|NO_AGING]] syndrome tag will prevent death by old age from occurring. Also note that, among civilized creatures, castes which lack this token will refuse to marry others with it, and vice versa.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MEANDERER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature slowly stroll around, unless it's in combat or performing a job. If combined with {{token|CAN_LEARN|c}}, will severely impact their [[pathfinding]] and lead the creature to move extremely slowly when not performing any task. Problematically applies to animal people based on the animal and war trained animals{{bug|9588}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MEGABEAST}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| A 'boss' creature. A small number of the creatures are created during worldgen, their histories and descendants (if any) will be tracked in worldgen (as opposed to simply 'spawning'), and they will occasionally go on rampages, potentially leading to worship if they attack the same place multiple times. Their presence and number will also influence age names. When appearing in fortress mode, they will have a pop-up message announcing their arrival. They will remain hostile to military even after being tamed.{{bug|10731}} See [[megabeast]] page for more details. &lt;br /&gt;
&lt;br /&gt;
Requires specifying a {{token|BIOME|c}} in which the creature will live. Subterranean biomes appear to not be allowed. Does stack with {{token|LARGE_ROAMING|c}} and if both are used the creature will spawn as both historical bosses and as wild animals.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MENT_ATT_CAP_PERC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*[[Attribute|ATTRIBUTE]] Token&lt;br /&gt;
*Cap %&lt;br /&gt;
|Default is 200.  This means you can increase your attribute to 200% of its starting value (or the average value + your starting value if that is higher).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MENT_ATT_RANGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*[[Attribute|ATTRIBUTE]]&lt;br /&gt;
*lowest&lt;br /&gt;
*lower&lt;br /&gt;
*low&lt;br /&gt;
*median&lt;br /&gt;
*high&lt;br /&gt;
*higher&lt;br /&gt;
*highest &lt;br /&gt;
| Sets up a [[Attribute#Soul_attributes|mental attribute]]'s range of values (0-5000). All mental attribute ranges default to 200:800:900:1000:1100:1300:2000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MENT_ATT_RATES}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Attribute|ATTRIBUTE]] Token&lt;br /&gt;
*cost to improve&lt;br /&gt;
*unused counter rate&lt;br /&gt;
*rust counter rate&lt;br /&gt;
*demotion counter rate&lt;br /&gt;
| [[Attribute#Soul_attributes|Mental attribute]] gain/decay rates. Lower numbers in the last three slots make decay occur faster. Defaults are 500:4:5:4.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MILKABLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
* frequency&lt;br /&gt;
| Allows the creature to be [[milk]]ed in the [[farmer's workshop]]. The frequency is the amount of [[time|ticks]] the creature needs to &amp;quot;recharge&amp;quot; (i.e. how much time needs to pass before it can be milked again). Does not work on [[#CAN_LEARN|sentient]] creatures, regardless of [[ethics]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MISCHIEVIOUS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Alias for {{token|MISCHIEVOUS|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MISCHIEVOUS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature spawns [[stealth]]ed and will attempt to path into the fortress, pulling any [[lever]]s it comes across. It will be invisible on the map and [[unit list]] until spotted by a citizen, at which point the game will pause and recenter on the creature. Used by [[gremlin]]s in the vanilla game. &amp;quot;They go on little missions to mess with various fortress buildings, not just levers.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MODVALUE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Seemingly no longer used.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MOUNT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature may be used as a [[mount]]. No use for the player in fortress mode, but enemy sieging forces may arrive with cavalry. Mounts are usable in adventure mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MOUNT_EXOTIC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature may be used as a [[mount]], but civilizations cannot domesticate it in worldgen without certain exceptions.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MULTIPART_FULL_VISION}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to have all-around vision, as long as it has multiple heads that can see.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MULTIPLE_LITTER_RARE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Makes the species usually produce a single offspring per birth, with a 1/500 chance of using the {{token|LITTERSIZE|c}} as usual.  Requires {{token|FEMALE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MUNDANE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Marks if the creature is an actual real-life creature. Only used for age-names at present.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==N==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NAME}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*singular&lt;br /&gt;
*plural&lt;br /&gt;
*adjective &lt;br /&gt;
| The generic name for any creature of this type - will be used for referring to the species in the abstract, such as the default material prefix. For labeling individual creatures, {{token|CASTE_NAME|c}} is necessary. If left undefined, the creature will be labeled as &amp;quot;nothing&amp;quot; by the game.&lt;br /&gt;
&lt;br /&gt;
Some examples of adjective use:&lt;br /&gt;
* &amp;quot;super''dwarven'' strength&amp;quot;&lt;br /&gt;
* &amp;quot;the ''dwarven'' hillocks of X&amp;quot;&lt;br /&gt;
* Deity species as in &amp;quot;''feline'' deity&amp;quot;&lt;br /&gt;
* Megabeast attacks in worldgen. One with multiple dragons being a &amp;quot;''draconic'' rampage&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NATURAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Animal is considered to be natural. NATURAL animals will not engage creatures tagged with {{token|AT_PEACE_WITH_WILDLIFE|c}} in combat unless they are members of a hostile entity and vice-versa.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NATURAL_ANIMAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Alias of {{token|NATURAL|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NATURAL_SKILL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Skill_token|Skill token]]&lt;br /&gt;
*value&lt;br /&gt;
| The creature possesses the specified [[skill]] at this level inherently - that is, it begins with the skill at this level, and the skill may never rust below that. A value of 15 is legendary.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NIGHT_CREATURE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Creatures with this token can appear as [[experiment|experiments]]. Causes the creature to count as {{token|NOT_LIVING|c}}. Killing a creature featuring this token provides one point of &amp;quot;hero&amp;quot; reputation. Adds the creature's description as part of the initial summary of their historical figure in legends mode. People will react to creatures with this token as a night creature (natch). In adventure mode, ambushes involving these units will say &amp;quot;Night creature!&amp;quot; instead of &amp;quot;Ambush!&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Prevents creature behavior enabled by {{token|LARGE_PREDATOR|c}}&lt;br /&gt;
&lt;br /&gt;
Prevents the AI from using ANIMATE interactions, unless the newly-animated{{token|OPPOSED_TO_LIFE|c}}undead will not attack them. The check for this is specifically whether the unit is: &lt;br /&gt;
*a ghost&lt;br /&gt;
*an animated unit &lt;br /&gt;
*a unit with the {{token|NO_AGING|c}} token added via {{token|CE_ADD_TAG|c}}. (This allows for the default exclusion of elves and goblins, unless raised as intelligent undead.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;''This token should not be confused with other NIGHT_CREATURE_X tokens.''&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;''This token is not well understood at the present time.''&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NIGHT_CREATURE_BOGEYMAN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Creatures with this token can appear in [[bogeyman|bogeyman ambushes]] in [[adventure mode]], where they adopt classical bogeyman traits such as stalking the adventurer and vaporising when dawn breaks. Such traits do not manifest if the creature is encountered outside of a bogeyman ambush (for instance, as a megabeast or a civilised being). In addition, their corpses and severed body parts turn into [[smoke]] after a short while. Note that setting the &amp;quot;Number of Bogeyman Types&amp;quot; in [[advanced world generation]] to 0 will only remove randomly-generated bogeymen.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NIGHT_CREATURE_EXPERIMENTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on some [[necromancer]]s. Creatures with this tag may periodically &amp;quot;perform horrible experiments&amp;quot; offscreen, during which they can use creature-targeting interactions with an &amp;lt;code&amp;gt;[[Interaction_token#I_SOURCE|[I_SOURCE:EXPERIMENT]]]&amp;lt;/code&amp;gt; tag on living creatures in their area. Worlds are generated with a list of procedurally-generated experiments, allowing necromancers to turn living people and animals into [[Infected_ghoul|ghouls]] and [[Experiment|other experimental creatures]], and these will automatically be available to all experimenters; it does not appear possible to prevent this. You can mod in your own custom experiment interactions, but these are used very infrequently due to the large number of generated experiments.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NIGHT_CREATURE_HUNTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on [[night troll]]s and [[werebeast]]s. Implies that the creature is a [[night creature]], and shows its description in [[legends mode]] entry. The creature is always hostile and will start [[no quarter]] combat with any nearby creatures, except for members of its own race. Note that this tag does not override the creature's normal behavior in [[fortress mode]] except for the aforementioned aggression, and doesn't prevent the creature from fleeing the battles it started. It also removes the creature's materials from stockpile settings list, making them be stored there regardless of settings.&lt;br /&gt;
&lt;br /&gt;
Does stack with {{token|LARGE_ROAMING|c}} and if both are used the creature will spawn as both historical hunters and as wild animals; this requires specifying a {{token|BIOME|c}} in which the creature will live, and subterranean biomes are allowed.&lt;br /&gt;
&lt;br /&gt;
This tag causes the usual behaviour of werebeasts in worldgen, that is, fleeing towns upon being cursed and conducting raids from a lair. If this tag is absent from a deity curse, the accursed will simply be driven out of towns in a similar manner to [[vampire]]s. When paired with SPOUSE_CONVERTER, a very small population of the creature will be created during worldgen (sometimes only a single individual will be created), and their histories will be tracked (that is, they will not spawn spontaneously later, they must either have children or convert other creatures to increase their numbers). The creature will settle in a lair and go on rampages during worldgen. It will actively attempt to seek out potential conversion targets to abduct, convert, and have children with (if possible).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NIGHT_CREATURE_NIGHTMARE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on [[nightmare]]s. Corpses and severed body parts derived from creatures with this token turn into [[smoke]] after a short while.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_AUTUMN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature caste does not appear in [[Calendar|autumn]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_CONNECTIONS_FOR_MOVEMENT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Creature doesn't require connected body parts to move{{verify}}; generally used on undead creatures with connections that have rotted away.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_DIZZINESS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature cannot become [[Symptom#Dizziness|dizzy]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_DRINK}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature does not need to drink. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_EAT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature does not need to [[food|eat]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_FEVERS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature cannot suffer [[Symptom#Fever|fevers]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_GENDER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| The creature is biologically sexless, making it unable to [[breeding|breed]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_PHYS_ATT_GAIN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| The creature cannot raise any [[Attribute#Body_attributes|physical attributes]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_PHYS_ATT_RUST}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| The creature cannot lose any [[Attribute#Body_attributes|physical attributes]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_SLEEP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature does not need to sleep, but can still be rendered unconscious by other means.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_SPRING}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature caste does not appear in [[Calendar|spring]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_SUMMER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature caste does not appear in [[Calendar|summer]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_THOUGHT_CENTER_FOR_MOVEMENT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The bodyparts of this creature don't need to be connected to an organ with the {{token|THOUGHT|body}} tag in order to have motor function. Generally used on creatures that don't have brains. If a creature doesn't have a thought part and doesn't have this token, it will be unable to grasp or stand. Nautilus men experience this issue in vanilla.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_UNIT_TYPE_COLOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Prevents creature from selecting its color based on its profession (e.g. Miner, Hunter, Wrestler).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_VEGETATION_PERTURB}}&lt;br /&gt;
| Caste{{Verify}}&lt;br /&gt;
|  &lt;br /&gt;
| Likely prevents the creature from leaving broken vegetation tracks.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_WINTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature caste does not appear in [[Calendar|winter]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOBONES}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature has no bones.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOBREATHE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't need to breathe or have {{token|BREATHE|body}}parts in its body, nor can it drown or be strangled. Creatures living in magma must have this tag, otherwise they will drown.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOCTURNAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| When set, the creature will only appear at night (after 10:05 PM and before 4:30 AM) in [[Adventurer mode]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOEMOTION}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature has no emotions, thus; it is immune to the effects of [[stress]] and unable to rage, and its [[need]]s cannot be fulfilled in any way. Used on [[undead]] in the vanilla game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOEXERT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature can't become tired or over-exerted from taking too many combat actions, or moving at full speed for extended periods of time. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOFEAR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't feel fear and will never flee from battle, and will be immune to [[ghost]]s' attempts to 'scare it to death'. Additionally, it causes [[bogeyman|bogeymen]] and [[nightmare]]s to become friendly towards the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOMEAT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature will not be hunted or fed to wild beasts.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NONAUSEA}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature isn't nauseated by gut hits and cannot vomit.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOPAIN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't feel pain. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOSKIN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature will not drop a hide when [[butcher|butchered]]. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOSKULL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature will not drop a skull on butchering, rot, or decay of severed head.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOSMELLYROT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Does not produce [[miasma]] when rotting.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOSTUCKINS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Weapons can't get stuck in the creature. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOSTUN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature can't be stunned and knocked unconscious by pain or head injuries. Creatures with this tag never wake up from sleep in Fortress Mode. If this creature needs to sleep while playing, it &amp;lt;b&amp;gt;will&amp;lt;/b&amp;gt; die.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOT_BUTCHERABLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Corpses from this creature cannot be [[butcher|butchered]]. Does not prevent the creature from being slaughtered while alive, however.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOT_LIVING}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Cannot be raised from the dead by necromancers or evil clouds. Implies the creature is not a normal living being. Used by [[vampire]]s, [[Mummy|mummies]] and inorganic creatures like the [[amethyst man]] and [[bronze colossus]]. Creatures who are {{token|OPPOSED_TO_LIFE|c}} (undead) will be docile towards creatures with this token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOTHOUGHT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't require a {{token|THOUGHT|body}} body part to survive. Has the added effect of preventing speech, though directly controlling creatures that would otherwise be capable of speaking allows them to engage in conversation.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==O==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ODOR_LEVEL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*number&lt;br /&gt;
| How easy the creature is to [[smell]]. The higher the number, the easier the creature is to sniff out. Defaults to 50. Vanilla creatures have values from 0 (undetectable) to 90 (noticeable by humans and dwarves).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ODOR_STRING}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*string&lt;br /&gt;
| What the creature [[smell]]s like. If no odor string is defined, the creature name (not the caste name) is used.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|OPPOSED_TO_LIFE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Is hostile to all creatures except undead and other non-living ones and will show {{DFtext|Opposed to life|0:1}} in the [[unit list]]. Used by [[undead]] in the vanilla game. Functions without the {{token|NOT_LIVING|c}} token, and seems to imply said token as well. Undead will not be hostile to otherwise-living creatures given this token. Living creatures given this token will attack living creatures that lack it, while ignoring other living creatures that also have this token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ORIENTATION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*MALE/FEMALE&lt;br /&gt;
*disinterested chance&lt;br /&gt;
*casual chance&lt;br /&gt;
*strong chance&lt;br /&gt;
| Determines caste's likelihood of having sexual attraction to certain sexes. Values default to 75:20:5 for the same sex and 5:20:75 for the opposite sex. The first value indicates how likely to be entirely uninterested in the sex, the second decides if the creature will be able to become lovers with that sex, the third decides whether they will be able to marry in worldgen and post-worldgen world activities (which implies being able to become lovers). Marriage seems to be able to happen in fort mode play regardless, as long as they are lovers first.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|OUTSIDER_CONTROLLABLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Lets you play as an [[Adventurer_mode_character_creation#Outsider|outsider]] of this species in adventure mode.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==P==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PACK_ANIMAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to be used as a pack animal. Used by [[trading|merchants]] without wagons and adventurers. Also prevents creature from dropping hauled items on its own -- do ''not'' use for player-controllable creatures! May lead to the creature being domesticated during worldgen, even if it doesn't have {{token|COMMON_DOMESTIC|c}}.&lt;br /&gt;
&lt;br /&gt;
Creatures with this tag but without {{token|BENIGN|c}}, and/or with {{token|LARGE_PREDATOR|c}} leads to hauled items being dropped.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PARALYZEIMMUNE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is immune to all [[Syndrome#CE_PARALYSIS|paralyzing]] special attacks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PATTERNFLIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Used to control the bat riders with paralyze-dart blowguns that flew through the 2D chasm. Doesn't do anything now.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PCG_LAYERING}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*[[Procedural graphics layer|Layering type]]&lt;br /&gt;
| Adds a layer to the current {{token|PROCEDURAL_CREATURE_GRAPHICS|c}} definition. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PEARL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Does nothing.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PENETRATEPOWER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value &lt;br /&gt;
| Controls the ability of [[vermin]] to find a way into containers when they are eating food from your stockpiles.&lt;br /&gt;
&lt;br /&gt;
Objects made of most materials (e.g. metal) roll a number from 0-100, and if the resulting number is greater than the penetrate power, their contents escape for the time being. Objects made of [[wood]], [[leather]], [[amber]], or [[coral]] roll 0-95, and items made of [[cloth]] roll 0-90.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PERSONALITY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*ATTRIBUTE&lt;br /&gt;
*lowest&lt;br /&gt;
*median&lt;br /&gt;
*highest &lt;br /&gt;
| Determines the range and chance of personality facets. Standard is 0:50:100. See [[personality facet]] for more info.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PET}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to be [[Animal_trainer|tamed]] in Fortress mode. Prerequisite for all other working animal roles. Civilizations that encounter it in worldgen will tame and domesticate it for their own use. Adding this to civilization members will classify them as pets instead of citizens, with all the [[Fun|problems]] that entails. However, you can solve these problems using the popular plugin [https://dffd.bay12games.com/file.php?id=13095| Dwarf Therapist], which is completely unaffected by the tag.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PET_EXOTIC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to be [[Animal_trainer|tamed]] in Fortress mode. Prequisite for all other working animal roles. Civilizations cannot domesticate it in worldgen, with certain exceptions. More difficult to tame?{{verify}} Adding this to civilization members will classify them as pets instead of citizens, with all the [[Fun|problems]] that entails. ([[Gremlin|Example]]).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PETVALUE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value &lt;br /&gt;
| How valuable a tamed animal is. Actual cost in points in the embarking screen is 1+(PETVALUE/2) for an untrained animal, 1+PETVALUE for a war/hunting one. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PETVALUE_DIVISOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
| Divides the creature's {{token|PETVALUE|c}} by the specified number. Used by [[honey bee]]s to prevent a single hive from being worth a fortune.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PHYS_ATT_CAP_PERC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*[[Attribute|ATTRIBUTE]] Token&lt;br /&gt;
*Cap %&lt;br /&gt;
|Default is 200. This means you can increase your attribute to 200% of its starting value (or the average value + your starting value if that is higher).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PHYS_ATT_RANGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Attribute|ATTRIBUTE]]&lt;br /&gt;
*lowest&lt;br /&gt;
*lower&lt;br /&gt;
*low&lt;br /&gt;
*median&lt;br /&gt;
*high&lt;br /&gt;
*higher&lt;br /&gt;
*highest &lt;br /&gt;
| Sets up a [[Attribute#Body_attributes|physical attribute]]'s range of values (0-5000). All physical attribute ranges default to 200:700:900:1000:1100:1300:2000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PHYS_ATT_RATES}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Attribute|ATTRIBUTE]] Token&lt;br /&gt;
*cost to improve&lt;br /&gt;
*unused counter rate&lt;br /&gt;
*rust counter rate&lt;br /&gt;
*demotion counter rate&lt;br /&gt;
| [[Attribute#Body_attributes|Physical attribute]] gain/decay rates. Lower numbers in the last three slots make decay occur faster. Defaults for STRENGTH, AGILITY, TOUGHNESS, and ENDURANCE are 500:3:4:3, while RECUPERATION and DISEASE_RESISTANCE default to 500:NONE:NONE:NONE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PLUS_BP_GROUP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*BY_TYPE, BY_CATEGORY, or BY_TOKEN&lt;br /&gt;
*body type, category, or token&lt;br /&gt;
| Adds a body part group to selected body part group. Presumably used immediately after {{token|SET_BP_GROUP|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PLUS_MATERIAL}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*material&lt;br /&gt;
| Adds a material to selected materials. Used immediately after {{token|SELECT_MATERIAL|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|POP_RATIO}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
*number (max 100000)&lt;br /&gt;
| Weighted population of caste; Lower is rarer. Not to be confused with {{token|FREQUENCY|c}}. A weight of 0 will{{version|51.06 experimental}} prevent a caste from spawning naturally. Regardless of pop ratio, [[Position token|Position]]s that only allow a certain caste can force it to spawn.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|POPULATION_NUMBER}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*min&lt;br /&gt;
*max &lt;br /&gt;
| The minimum/maximum numbers of how many of these creatures are present in each world map tile of the appropriate region. Defaults to 1:1 if not specified.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|POWER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Allows the being to represent itself as a deity, allowing it to become the leader of a civilized group. Not used by any creatures in the vanilla game. Requires {{token|CAN_SPEAK|c}} to actually do anything more than settle at a location (e.g. write books, lead armies, profane temples). Doesn't appear to do anything for creatures that are already civilized. Once the creature ascends to a position of leadership, it will proceed to act as a standard ruler for their entity and fulfill the same functions (hold tournaments, tame creatures, etc.).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PREFSTRING}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*string&lt;br /&gt;
| Sets what other creatures [[Preferences|prefer]] about this creature. &amp;quot;Urist likes dwarves for their beards.&amp;quot; Multiple entries will be chosen from at random. Creatures lacking a PREFSTRING token will never appear under another's preferences.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PROCEDURAL_CREATURE_GRAPHICS}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
* [[Graphics_token#Basic_creature_sprite_types|Sprite type]] or Caste then sprite type&lt;br /&gt;
| Makes the creature have procedural graphics built for it, like forgotten beasts/demons/titans/experiments. Must be associated with PCG_LAYERING tokens.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PROFESSION_NAME}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*[[Unit type token]] (Profession)&lt;br /&gt;
*singular&lt;br /&gt;
*plural &lt;br /&gt;
| The generic name for members of this profession, at the creature level. In order to give members of specific castes different names for professions, use {{token|CASTE_PROFESSION_NAME|c}} instead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PRONE_TO_RAGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*Chance&lt;br /&gt;
| Creature has a percentage chance to flip out at visible non-friendly creatures. Enraged creatures attack anything regardless of timidity and get a strength bonus to their hits. This is what makes [[badger]]s so hardcore.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PUS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;[[material token]]&amp;gt;&lt;br /&gt;
* &amp;lt;[[Material_definition_token#Material_States|material state]]&amp;gt;&lt;br /&gt;
| The creature has pus. Specifies the stuff secreted by [[Health_care#Infection|infected wounds]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==R==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|RELSIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*body category, type, or token&lt;br /&gt;
*Relsize &lt;br /&gt;
| Specifies a new relative size for a part than what is stated in the body plan. For example, dwarves have larger livers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMAINS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*singular&lt;br /&gt;
*plural&lt;br /&gt;
| What the creature's [[remains]] are called.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMAINS_COLOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| What color the creature's [[remains]] are.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMAINS_ON_VERMIN_BITE_DEATH}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Goes with {{token|VERMIN_BITE|c}} and {{token|DIE_WHEN_VERMIN_BITE|c}}, the vermin creature will leave remains on death when biting. Leaving this tag out will cause the creature to disappear entirely after it bites.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMAINS_UNDETERMINED}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Nothing.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMOVE_MATERIAL}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*material token &lt;br /&gt;
| Removes a material from the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMOVE_TISSUE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*tissue token&lt;br /&gt;
| Removes a tissue from the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|RETRACT_INTO_BP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*BY_TYPE, BY_CATEGORY or BY_TOKEN&lt;br /&gt;
*body type, [[Body_token#CATEGORY|category]], or [[Body_token#BP|token]]&lt;br /&gt;
*Second person (&amp;quot;You&amp;quot;) retract verb text&lt;br /&gt;
*Third person (&amp;quot;The giant snail&amp;quot;) retract verb text&lt;br /&gt;
*Second person cancel retract text&lt;br /&gt;
*Third person cancel retract text&lt;br /&gt;
| The creature will retract into the specified body part(s) when threatened. It will be unable to move or attack, but enemies will only be able to attack the specified body part(s). When one of the specified body part is severed off, the creature automatically unretracts and cannot retract anymore. More than one body part can be selected by using BY_TYPE or BY_CATEGORY.&lt;br /&gt;
&lt;br /&gt;
Second-person descriptions are used for adventurer mode natural ability. &amp;quot;&amp;lt;pro_pos&amp;gt;&amp;quot; can be used in the descriptions, being replaced with the proper pronoun (or lack thereof) in-game.&lt;br /&gt;
&lt;br /&gt;
Undead curled up creatures are buggy, specifically those that retract into their upper bodies: [[echidna]]s, [[hedgehog]]s and [[pangolin]]s.{{bug|11463}}{{bug|10519}} The upper body is prevented from collapsing by a separate body part (the middle spine), which cannot be attacked when the creature is retracted. See {{token|PREVENTS_PARENT_COLLAPSE|bo}}. Living creatures eventually succumb to blood loss, but undead creatures do not. Giant creatures also take a very long time to bleed out.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|RETURNS_VERMIN_KILLS_TO_OWNER}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
| Cat behavior. If it kills a vermin creature and has an owner, it carries the remains in its mouth and drops them at their feet. Requires {{token|HUNTS_VERMIN|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ROOT_AROUND}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*BY_TYPE, BY_CATEGORY or BY_TOKEN&lt;br /&gt;
*body type, [[Body_token#CATEGORY|category]], or [[Body_token#BP|token]]&lt;br /&gt;
*Second person (&amp;quot;You&amp;quot;) verb text&lt;br /&gt;
*Third person (&amp;quot;The hen&amp;quot;) verb text&lt;br /&gt;
| Creature will occasionally root around in the grass, looking for insects.  Used for flavor in Adventurer Mode, spawns vermin edible for this creature in Fortress Mode. Creatures missing the specified body part will be unable to perform this action. The action produces a message (visible in adventure mode) in the form:&lt;br /&gt;
&lt;br /&gt;
[creature] [verb text] the [description of creature's location]&lt;br /&gt;
&lt;br /&gt;
In adventure mode, the &amp;quot;rooting around&amp;quot; ability will be included in the &amp;quot;natural abilities&amp;quot; menu, represented by its second person verb text.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==S==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SAVAGE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creature will only show up in &amp;quot;savage&amp;quot; biomes. Has no effect on cavern creatures. Cannot be combined with {{token|GOOD|c}} or {{token|EVIL|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SECRETION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*&amp;lt;[[material token]]&amp;gt;&lt;br /&gt;
*&amp;lt;[[Material_definition_token#Material_States|material state]]&amp;gt;&lt;br /&gt;
*BY_TOKEN / BY_CATEGORY / BY_TYPE&lt;br /&gt;
*&amp;lt;[[Body_token#BP|body part ID]]&amp;gt; / &amp;lt;[[Body_token#CATEGORY|category]]&amp;gt; or ALL / &amp;lt;type (e.g. [[Body_token#GRASP|GRASP]])&amp;gt;&lt;br /&gt;
*&amp;lt;[[Body_detail_plan_token#BP_LAYERS|tissue layer]]&amp;gt; or ALL&lt;br /&gt;
*&amp;lt;trigger&amp;gt;&lt;br /&gt;
| Causes the specified tissue layer(s) of the indicated body part(s) to secrete the designated material. A size 100 ('covering') [[contaminant]] is created over the affected body part(s) in its specified material state (and at the temperature appropriate to this state) when the trigger condition is met, as long as one of the secretory tissue layers is still intact. Valid triggers are:&lt;br /&gt;
*'''CONTINUOUS'''&lt;br /&gt;
Secretion occurs once every 40 [[time|ticks]] in [[fortress mode]], and every tick in [[adventurer mode]].&lt;br /&gt;
*'''EXERTION'''&lt;br /&gt;
Secretion occurs continuously (at the rate described above) whilst the creature is at minimum &amp;lt;span style=&amp;quot;font-size:75%&amp;quot;&amp;gt;{{Tile|Tired|6:1}}&amp;lt;/span&amp;gt; following physical exertion. Note that this cannot occur if the creature has {{token|NOEXERT|c}}.&lt;br /&gt;
*'''EXTREME_EMOTION'''&lt;br /&gt;
Secretion occurs continuously (as above) whilst the creature is distressed. Cannot occur in creatures with {{token|NOEMOTION|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SELECT_ADDITIONAL_CASTE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*&amp;lt;caste&amp;gt;&lt;br /&gt;
| Adds an additional previously defined caste to the selection. Used after {{token|SELECT_CASTE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SELECT_CASTE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*&amp;lt;caste&amp;gt; or ALL &lt;br /&gt;
| Selects a previously defined caste&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SELECT_MATERIAL}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*&amp;lt;[[material token]]&amp;gt;&lt;br /&gt;
| Selects a locally defined material. Can be ALL.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SELECT_TISSUE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*tissue token&lt;br /&gt;
| Selects a tissue for editing.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SEMIMEGABEAST}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Essentially the same as {{token|MEGABEAST|c}}, but more of them are created during worldgen. See the [[semi-megabeast]] page for details.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SENSE_CREATURE_CLASS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;[[Creature_token#CREATURE_CLASS|creature class]]&amp;gt;&lt;br /&gt;
* [[Tilesets|&amp;lt;tile value or character&amp;gt;]]&lt;br /&gt;
* [[Color#Color_values|&amp;lt;foreground color&amp;gt;:&amp;lt;background color&amp;gt;:&amp;lt;foreground brightness&amp;gt;]]&lt;br /&gt;
| Gives the creature the ability to sense creatures belonging to the specified [[Creature_token#CREATURE_CLASS|creature class]] even when they lie far beyond line of sight, including through walls and floors. It also appears to reduce or negate the combat penalty of [[Wound#Blindness|blind]] units when fighting creatures they can sense. In [[adventure mode]], the specified tile will be used to represent sensed creatures when they cannot be seen directly.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SET_BP_GROUP}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*selection criteria BY_TYPE, BY_CATEGORY, BY_TOKEN&lt;br /&gt;
*category, type, or token &lt;br /&gt;
| Begins a selection of body parts.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_LEARN_RATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*&amp;lt;[[skill_token]]&amp;gt;&lt;br /&gt;
*&amp;lt;percentage&amp;gt;&lt;br /&gt;
| The rate at which this creature learns this skill. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_LEARN_RATES}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*&amp;lt;percentage&amp;gt;&lt;br /&gt;
| The rate at which this creature learns all skills. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_RATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[skill_token]]&lt;br /&gt;
*&amp;lt;% of improvement points gained&amp;gt;&lt;br /&gt;
*&amp;lt;unused counter rate&amp;gt;&lt;br /&gt;
*&amp;lt;rust counter rate&amp;gt;&lt;br /&gt;
*&amp;lt;demotion counter rate&amp;gt;&lt;br /&gt;
| Like {{token|SKILL_RATES|c}}, but applies to individual skills instead. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_RATES}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
*&amp;lt;% of improvement points gained&amp;gt;&lt;br /&gt;
*&amp;lt;unused counter rate&amp;gt;&lt;br /&gt;
*&amp;lt;rust counter rate&amp;gt;&lt;br /&gt;
*&amp;lt;demotion counter rate&amp;gt;&lt;br /&gt;
| Affects skill gain and decay. Lower numbers in the last three slots make decay occur faster ([SKILL_RATES:100:1:1:1] would cause rapid decay). The counter rates may also be replaced with NONE.&lt;br /&gt;
Default is [SKILL_RATES:100:8:16:16]. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_RUST_RATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[skill_token]]&lt;br /&gt;
*value&lt;br /&gt;
*value&lt;br /&gt;
*value&lt;br /&gt;
| The rate at which this skill decays. Lower values cause the skill to decay faster. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_RUST_RATES}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
*value&lt;br /&gt;
*value&lt;br /&gt;
| The rate at which all skills decay. Lower values cause the skills to decay faster. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SLAIN_CASTE_SPEECH}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Speech file|text set]]&lt;br /&gt;
| Caste-specific {{token|SLAIN_SPEECH|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SLAIN_SPEECH}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*[[Speech file|text set]]&lt;br /&gt;
| Boasting speeches relating to killing this creature. Examples include [[text_dwarf.txt/raw|text_dwarf.txt]] (&amp;lt;code&amp;gt;[SLAIN_SPEECH:SLAIN_DWARF]&amp;lt;/code&amp;gt;) and text_elf.txt (&amp;lt;code&amp;gt;[SLAIN_SPEECH:SLAIN_ELF]&amp;lt;/code&amp;gt;) in data\vanilla\vanilla_creatures\objects.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SLOW_LEARNER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Shorthand for {{token|CAN_LEARN|c}} + &amp;lt;code&amp;gt;[[Creature_token#SKILL_LEARN_RATES|[SKILL_LEARN_RATES:50]]]&amp;lt;/code&amp;gt;.{{verify}} Used by a number of 'primitive' creatures (like [[ogre]]s, [[giant]]s and [[troglodyte]]s) in the vanilla game. Applicable to player races. Prevents a player from recruiting nobility, even basic ones. Subterranean creatures with this token combined with {{token|EVIL|c}} will become servants of goblins in their civilizations, in the style of [[troll]]s.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SMALL_REMAINS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature leaves &amp;quot;[[item token#REMAINS|remains]]&amp;quot; instead of a corpse. Used by [[vermin]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SMELL_TRIGGER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
| Determines how keen a creature's sense of smell is - lower is better. At 10000, a creature cannot smell at all.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SOLDIER_ALTTILE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*'character' or tile number&lt;br /&gt;
| If this creature is active in its civilization's military, it will blink between its default tile and this one.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SOUND}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* Sound application (currently accepts ALERT or PEACEFUL_INTERMITTENT)&lt;br /&gt;
* Sound range (in tiles)&lt;br /&gt;
* Sound delay (lower values = sound is produced more often)&lt;br /&gt;
* VOCALIZATION or NONE (determines whether the sound requires breathing or not)&lt;br /&gt;
* First-person description&lt;br /&gt;
* Third-person description&lt;br /&gt;
* Description when out of sight&lt;br /&gt;
| Creature makes sounds periodically, which can be heard in Adventure mode.&lt;br /&gt;
* First-person reads &amp;quot;You '''bark'''&amp;quot;&lt;br /&gt;
* Third-person reads &amp;quot;The [[capybara]] '''barks'''&amp;quot;&lt;br /&gt;
* Out of sight reads &amp;quot;You hear '''a loud bark'''&amp;quot;&lt;br /&gt;
with the text in bold being the description arguments of the token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SOURCE_HFID}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*Integer&lt;br /&gt;
| Found on generated [[angel]]s. This is the historical figure ID of the deity with which the angel is associated. Since HFIDs are not predictable before worldgen, this isn't terribly usable in mods.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPECIFIC_FOOD}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* PLANT or CREATURE&lt;br /&gt;
* Plant/creature ID&lt;br /&gt;
| Creature will only appear in biomes with this plant or creature available. Grazers given a specific type of grass (such as [[panda]]s and [[bamboo]]) will only eat that grass and nothing else, risking starvation if there's none available. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPHERE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
* [[Sphere#Available_spheres|sphere]]&lt;br /&gt;
| Sets what religious spheres the creature is aligned to, for purposes of being worshipped via the {{token|POWER|c}} token. Also affects the creature's name.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPOUSE_CONVERSION_TARGET}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| This creature can be converted by a night creature with {{token|SPOUSE_CONVERTER|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPOUSE_CONVERTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| If the creature has the {{token|NIGHT_CREATURE_HUNTER|c}} tag, it will kidnap {{token|SPOUSE_CONVERSION_TARGET|c}}s and transform them into the caste of its species with the {{token|CONVERTED_SPOUSE|c}} tag during worldgen. It may also start families this way.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPREAD_EVIL_SPHERES_IF_RULER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| If the creature rules over a [[site]], it will cause the local landscape to be corrupted into [[Surroundings#Evil|evil surroundings]] associated with the creature's [[Creature_token#SPHERE|sphere]]s. The creature must have at least one of the following [[sphere]]s for this to take effect: BLIGHT, DEATH, DISEASE, DEFORMITY, NIGHTMARES. The first three kill vegetation, while the others sometimes do.  The last two get [[Plant_token#EVIL|evil plants]] and [[Creature_token#EVIL|evil animals]] sometimes. NIGHTMARES gets [[bogeyman|bogeymen]]. [http://www.bay12forums.com/smf/index.php?topic=169696.msg8162224#msg8162224] Used by [[demon]]s in the vanilla game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|STANCE_CLIMBER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Caste does not require &amp;lt;code&amp;gt;[[Body_token#GRASP|[GRASP]]]&amp;lt;/code&amp;gt; body parts to climb -- it can climb with &amp;lt;code&amp;gt;[[Body_token#STANCE|[STANCE]]]&amp;lt;/code&amp;gt; parts instead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|STANDARD_GRAZER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Acts as {{token|GRAZER|c}} but set to 20000*G*(max size)^(-3/4), where G defaults to 100 but can be set in d_init, and the whole thing is trapped between 150 and 3 million. Used for all grazers in the default creature raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|STRANGE_MOODS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| The creature will get [[strange mood]]s in fortress mode and can produce artifacts.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SUPERNATURAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Gives the creature knowledge of any secrets with &amp;lt;code&amp;gt;[[Interaction_token#IS_SECRET|[SUPERNATURAL_LEARNING_POSSIBLE]]]&amp;lt;/code&amp;gt; that match its [[Creature_token#SPHERE|spheres]] and also prevents it from becoming a [[vampire]] or [[werebeast]]. Other effects are unknown.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SWIMS_INNATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature naturally knows how to swim perfectly and does not use the [[swimmer]] skill, as opposed to {{token|SWIMS_LEARNED|c}} below. However, Fortress mode AI never paths into water anyway, so it's less useful there. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SWIMS_LEARNED}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature swims only as well as their present [[Swimmer|swimming skill]] allows them to.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SYNDROME_DILUTION_FACTOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &amp;lt;[[Syndrome#SYN_IDENTIFIER|syndrome identifier]]&amp;gt;:&amp;lt;percentage&amp;gt;&lt;br /&gt;
| Dilutes the effects of syndromes which have the specified identifier. A percentage of 100 is equal to the regular syndrome effect severity, higher percentages reduce severity.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==T==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TENDONS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
*healing rate &lt;br /&gt;
| The creature has tendons in its {{token|CONNECTIVE_TISSUE_ANCHOR|td}} tissues (bone or chitin by default). Cutting the bone/chitin tissue severs the tendons, disabling motor function if the target is a limb.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|THICKWEB}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature's [[web]]s can catch larger creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*name &lt;br /&gt;
| Begins defining a tissue in the creature file. Follow this with standard tissue definition tokens to define the tissue properties.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_LAYER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*BY_TYPE, BY_CATEGORY, BY_TOKEN&lt;br /&gt;
*TYPE,CATEGORY, or TOKEN&lt;br /&gt;
*TISSUE&lt;br /&gt;
*LOCATION &lt;br /&gt;
| Adds the tissue layer to wherever it is required.&lt;br /&gt;
Non-argument Locations can be FRONT, RIGHT, LEFT, TOP, BOTTOM. Argument locations are AROUND and CLEANS, requiring a further body part and a % of coverage/cleansing&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_LAYER_OVER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*BY_TYPE, BY_CATEGORY, BY_TOKEN&lt;br /&gt;
*TYPE,CATEGORY, or TOKEN&lt;br /&gt;
*TISSUE&lt;br /&gt;
*LOCATION &lt;br /&gt;
| Alias for TISSUE_LAYER&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_LAYER_UNDER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*BY_TYPE, BY_CATEGORY, BY_TOKEN&lt;br /&gt;
*TYPE,CATEGORY, or TOKEN&lt;br /&gt;
*TISSUE&lt;br /&gt;
| Adds the tissue layer under a given part.&lt;br /&gt;
For example, an [[iron man]] has a gaseous poison within, and this tissue (GAS is its name) has the token [TISSUE_LEAKS] and its state is GAS, so when you puncture the iron outside and damage this tissue it leaks gas (can have a syndrome by using a previous one in the creature sample.) [TISSUE_LAYER_UNDER:BY_CATEGORY:ALL:{tissue}] {tissue} is what will be under the TISSUE_LAYER; here is an example Tissue from the Iron Man:&amp;lt;br&amp;gt; &lt;br /&gt;
[TISSUE:GAS] [TISSUE_NAME:gas:NP] [TISSUE_MATERIAL:LOCAL_CREATURE_MAT:GAS] [TISSUE_MAT_STATE:GAS] [RELATIVE_THICKNESS:50] [TISSUE_LEAKS] [TISSUE_SHAPE:LAYER] &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TITAN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on [[titan]]s. Cannot be specified in user-defined raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRADE_CAPACITY}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
*number&lt;br /&gt;
| How much the creature can carry when used by merchants. 1000 by default. Completely ignored if the animal does not also have PACK_ANIMAL or WAGON, instead using BODY_SIZE^(2/3)/20, even if they're a pack animal due to ANIMAL_ALWAYS_PACK_ANIMAL.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAINABLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Shortcut for {{token|TRAINABLE_HUNTING|c}} + {{token|TRAINABLE_WAR|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAINABLE_HUNTING}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Can be [[Animal trainer|trained]] as a hunting beast, increasing speed.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAINABLE_WAR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Can be [[Animal trainer|trained]] as a war beast, increasing strength and endurance.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRANCES}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to go into [[martial trance]]s. Used by dwarves in the vanilla game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAPAVOID}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature will never trigger [[trap]]s it steps on. Used by a [[Trapavoid|number of creatures]]. Doesn't make the creature immune to remotely activated traps (like retractable spikes being triggered while the creature is standing over them). TRAPAVOID creatures lose this power if they're immobilized while standing in a trap, be it by stepping on thick web, being paralyzed or being knocked unconscious.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRIGGERABLE_GROUP}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*min&lt;br /&gt;
*max &lt;br /&gt;
| A large swarm of vermin can be disturbed, usually in adventurer mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TSU_NOUN}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*noun&lt;br /&gt;
*SINGULAR or PLURAL &lt;br /&gt;
| Noun for the {{token|TISSUE_STYLE_UNIT|c}}, used in the description of the tissue layer's style.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==U==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UBIQUITOUS}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
| Creature will occur in every region with the correct biome. Does not apply to {{token|EVIL|c}}/{{token|GOOD|c}} tags. Supersedes {{token|FREQUENCY|c}} for the purposes of distributing populations through the map, they are present in every part of the valid biome. Respects {{token|FREQUENCY|c}} for the frequency of unit [[Creature token#CLUSTER_NUMBER|cluster]] spawns being of this species.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UNDERGROUND_DEPTH}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*mindepth&lt;br /&gt;
*maxdepth &lt;br /&gt;
| Depth that the creature appears underground. Numbers can be from 0 to 5. 0 is actually 'above ground' and can be used if the creature is to appear both above and below ground. Values from 1-3 are the respective [[cavern]] levels, 4 is the [[magma sea]] and 5 is the [[HFS]]. A single argument may be used instead of min and max. [[Demon]]s use only 5:5; user-defined creatures with both this depth and {{token|FLIER}} will take part in the initial wave from the HFS alongside generated demons, but without {{token|FLIER}} they will only spawn from the map edges. Civilizations that can use underground plants or animals will only export (via the embark screen or caravans) things that are available at depth 1.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UNDERSWIM}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is displayed as blue when in [[Water#Depth|7/7 water]]. Used on fish and amphibious creatures which swim under the water.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UNIQUE_DEMON}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Found on generated [[demon]]s; causes the game to create a single named instance of the demon which will emerge from the underworld and take over civilizations during worldgen.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_CASTE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*new caste token&lt;br /&gt;
*old caste token&lt;br /&gt;
| Defines a new caste derived directly from a previous caste. The new caste inherits all properties of the old one. The effect of this tag is automatic if one has not yet defined any castes: &amp;quot;Any caste-level tag that occurs before castes are explicitly declared is saved up and placed on any caste that is declared later, unless the caste is explicitly derived from another caste.&amp;quot;&lt;br /&gt;
Roostre: &amp;quot;When DF detects duplicate tokens in the raws of the same object, a failsafe seems to kick in; it takes the bottom-most of the duplicates, and disregards the others. In the case of tokens added by a mod, it prioritizes the duplicate in the mod.&amp;quot; This means that if a tag is defined in the base-caste and redefined in the derived caste, the derived tag overwrites the base tag. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_MATERIAL}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*new material ID&lt;br /&gt;
*old material ID&lt;br /&gt;
| Defines a new local creature material and populates it with all properties defined in the specified local creature material.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_MATERIAL_TEMPLATE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*new material token&lt;br /&gt;
*material template &lt;br /&gt;
| Defines a new local creature material and populates it with all properties defined in the specified template. [http://www.bay12forums.com/smf/index.php?topic=175437.msg8441368#msg8441368 There seems to be a limit of 200 materials per creature].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_TISSUE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*new tissue token&lt;br /&gt;
*old tissue id&lt;br /&gt;
| Defines a new local creature tissue and populates it with all properties defined in the local tissue specified in the second argument.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_TISSUE_TEMPLATE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*new tissue token&lt;br /&gt;
*tissue template&lt;br /&gt;
| Loads a tissue template listed in OBJECT:TISSUE_TEMPLATE files, such as tissue_template_default.txt. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UTTERANCES}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Changes the language of the creature into unintelligible 'kobold-speak', which creatures of other species will be unable to understand. If a civilized creature has this and is not part of a {{token|SKULKING|e}} civ, it will tend to start wars with all nearby civilizations and will be unable to make peace treaties due to 'inability to communicate'.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==V==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VEGETATION}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Like {{token|AT_PEACE_WITH_WILDLIFE}}, but also makes the creature more valued in artwork by civilisations with the PLANT [[sphere]]. [http://www.bay12forums.com/smf/index.php?topic=169696.msg8316954#msg8316954] Used by [[grimeling]]s in the vanilla game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_BITE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*chance of occurrence{{verify}}&lt;br /&gt;
*verb (bitten, stung, etc.)&lt;br /&gt;
* [[material token]]&lt;br /&gt;
* [[Material_definition_token#Material_States|material state]]&lt;br /&gt;
| Enables vermin to bite other creatures, injecting the specified material. See {{token|SPECIALATTACK_INJECT_EXTRACT|c}} for details about injection - this token presumably works in a similar manner.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_EATER}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
| The vermin creature will attempt to eat exposed food. See {{token|PENETRATEPOWER|c}}. Distinct from {{token|VERMIN_ROTTER|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_FISH}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The vermin appears in [[water]] and will attempt to swim around.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_GROUNDER}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creature appears in &amp;quot;general&amp;quot; surface ground locations. Note that this doesn't stop the creature from flying if it can (most vermin birds have this tag).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_HATEABLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Some dwarves will [[Preferences|hate]] the creature and get unhappy thoughts when around it. See the [[Hateable|list of hateable vermin]] for details.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_MICRO}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| This makes the creature move in a swarm of creatures of the same race as it (e.g. swarm of flies, swarm of ants).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_NOFISH}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature cannot be caught by [[fishing]]. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_NOROAM}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature will not be observed randomly roaming about the map. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_NOTRAP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature cannot be caught in baited [[animal trap]]s; however, a &amp;quot;[[Trapper|catch live land animal]]&amp;quot; task may still be able to capture one if a dwarf finds one roaming around.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_ROTTER}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The vermin are attracted to rotting stuff and loose food left in the open and cause unhappy thoughts to dwarves who encounter them. Present on flies, knuckle worms, acorn flies, and blood gnats. Speeds up decay?{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_SOIL}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creature randomly appears near dirt or mud, and may be uncovered by creatures that have the {{token|ROOT_AROUND|c}} interaction such as [[goose|geese]] and [[chicken]]s. Dwarves will ignore the creature when given the &amp;quot;Capture live land animal&amp;quot; task.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_SOIL_COLONY}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The vermin will appear in a single tile cluster of many vermin, such as a colony of ants.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMINHUNTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Old shorthand for &amp;quot;does cat stuff&amp;quot;. Contains {{token|AT_PEACE_WITH_WILDLIFE|c}} + {{token|RETURNS_VERMIN_KILLS_TO_OWNER|c}} + {{token|HUNTS_VERMIN|c}} + {{token|ADOPTS_OWNER|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VESPERTINE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| When set, the creature will only appear in the evening (between 8:00 PM and 10:05 PM) in Adventurer mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VIEWRANGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
| Value should determine how close you have to get to a critter before it attacks (or prevents adv mode travel etc.) Default is 20.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VISION_ARC}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*binocular vision arc&lt;br /&gt;
*non-binocular vision arc&lt;br /&gt;
| The width of the creature's vision arcs, in degrees (i.e. 0 to 360). The first number is binocular vision, the second is non-binocular vision.  Binocular vision has a minimum of about 10 degrees, monocular, a maximum of about 350 degrees. Values past these limits will be accepted, but will default to ~10 degrees and ~350 degrees respectively. Defaults are 60:120.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==W==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WAGON_PULLER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to pull caravan wagons. If a civilization doesn't have access to any, it is restricted to trading with pack animals.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WEBBER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
| Allows the creature to create [[web]]s, and defines what the webs are made of.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WEBIMMUNE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature will not get caught in thick [[web]]s. Used by creatures who can shoot thick webs (such as [[giant cave spider]]s) in order to make them immune to their own attacks.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Attack Tokens==&lt;br /&gt;
&lt;br /&gt;
Attacks can use four different part selection criteria. Except for TISSUE_LAYER, the base game makes use of all of these in its attacks.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Part type token&lt;br /&gt;
! width=&amp;quot;30%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BODYPART}}&lt;br /&gt;
| &lt;br /&gt;
* BY_TYPE/BY_TOKEN/BY_CATEGORY&lt;br /&gt;
* type/token/category&lt;br /&gt;
| This attack uses a particular body part; for example, ATTACK:PUNCH:BODYPART:BY_TYPE:GRASP will make it use any part that can hold onto an object.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_LAYER}}&lt;br /&gt;
|&lt;br /&gt;
* BY_TYPE/BY_TOKEN/BY_CATEGORY&lt;br /&gt;
* type/token/category&lt;br /&gt;
* tissue layer&lt;br /&gt;
| This attack uses a specific tissue layer on a specific body part; ATTACK:SCRATCH:TISSUE_LAYER:BY_TYPE:GRASP:BONE will make it use the bone of the hands.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CHILD_BODYPART_GROUP}}&lt;br /&gt;
|&lt;br /&gt;
* BY_TYPE/BY_TOKEN/BY_CATEGORY&lt;br /&gt;
* type/token/category&lt;br /&gt;
* BY_TYPE/BY_TOKEN/BY_CATEGORY&lt;br /&gt;
* type/token/category&lt;br /&gt;
| Uses a body part that is subordinate to another; ATTACK:SLAP:CHILD_BODYPART_GROUP:BY_CATEGORY:ARM_LOWER:BY_TYPE:GRASP will make it use every hand attached to each lower arm (so it will generate one attack per lower arm, each of which will use every hand on that arm, assuming there are multiple hands per arm).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CHILD_TISSUE_LAYER_GROUP}}&lt;br /&gt;
| &lt;br /&gt;
* BY_TYPE/BY_TOKEN/BY_CATEGORY&lt;br /&gt;
* type/token/category&lt;br /&gt;
* BY_TYPE/BY_TOKEN/BY_CATEGORY&lt;br /&gt;
* type/token/category&lt;br /&gt;
* tissue layer&lt;br /&gt;
| As CHILD_BODYPART_GROUP, but specifying a tissue, too; ATTACK:BITE:CHILD_BODYPART_GROUP:BY_CATEGORY:HEAD:BY_CATEGORY:TOOTH&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_SKILL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Skill token]]&lt;br /&gt;
| Defines the skill used by the attack.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_VERB}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*2nd person&lt;br /&gt;
*3rd person &lt;br /&gt;
| Descriptive text for the attack.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_CONTACT_PERC}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*% value &lt;br /&gt;
| The contact area of the attack, measured in % of the body part's volume. Note that all attack percentages can be more than 100%.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_PENETRATION_PERC}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*% value &lt;br /&gt;
| The penetration value of the attack, measured in % of the body part's volume. Requires ATTACK_FLAG_EDGE. Maximum value: 15000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_PRIORITY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*MAIN or SECOND &lt;br /&gt;
| Usage frequency. MAIN attacks are 100 times more frequently chosen than SECOND. Opportunity attacks ignore this preference.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_VELOCITY_MODIFIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*number&lt;br /&gt;
| The velocity multiplier of the attack, multiplied by 1000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_FLAG_CANLATCH}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Attacks that damage tissue have the chance to latch on in a wrestling hold. The grabbing bodypart can then use the &amp;quot;shake around&amp;quot; wrestling move, causing severe, armor-bypassing tensile damage according to the attacker's body volume.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_FLAG_WITH}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Displays the name of the body part used to perform an attack while announcing it, e.g. &amp;quot;The weaver punches the bugbat with his right hand&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_FLAG_EDGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The attack is edged, with all the effects on physical resistance and contact area that it entails.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_PREPARE_AND_RECOVER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* Preparation time&lt;br /&gt;
* Recovery time&lt;br /&gt;
| Determines the length of time to prepare this attack and until one can perform this attack again. Values appear to be calculated in adventure mode ticks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_FLAG_BAD_MULTIATTACK}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Multiple strikes with this attack cannot be performed effectively.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_FLAG_INDEPENDENT_MULTIATTACK}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Multiple strikes with this attack can be performed with no penalty. The creature will use all attacks with this token at once.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPECIALATTACK_INJECT_EXTRACT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*&amp;lt;[[material token]]&amp;gt;&lt;br /&gt;
*&amp;lt;[[Material_definition_token#Material_States|material state]]&amp;gt;&lt;br /&gt;
*&amp;lt;min quantity&amp;gt;&lt;br /&gt;
*&amp;lt;max quantity&amp;gt;&lt;br /&gt;
| When added to an attack, causes the attack to inject the specified material into the victim's bloodstream. Once injected, the material will participate in [[temperature|thermal]] exchange within the creature - injecting something like molten [[iron]] (INORGANIC:IRON:LIQUID) would cause most unmodded creatures to melt (note that some of the injected material also [[contaminant|splatters]] over the bodypart used to carry out the attack, so it should be protected appropriately). If the injected material has an associated [[syndrome]] with the [[Syndrome#SYN_INJECTED|[SYN_INJECTED]]] token, it will be transmitted to the victim. If the attack is blunt, the injected material lacks the [[Material definition token#ENTERS_BLOOD|[ENTERS_BLOOD]]] token, the attacked bodypart has no [[Tissue_definition_token#VASCULAR|[VASCULAR]]] tissues, or the victim is bloodless, the material will splatter over the attacked body part instead. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPECIALATTACK_INTERACTION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*interaction&lt;br /&gt;
| When this attack lands successfully, a specified interaction will take effect on the target creature. The attack must break the target creature's skin in order to work. This will take effect in worldgen as well. If the attack would break skin, the interaction will occur '''before the attack actually lands'''.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPECIALATTACK_SUCK_BLOOD}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*min&lt;br /&gt;
*max&lt;br /&gt;
| Successful attack draws out an amount of blood randomized between the min and max value. Beware that this '''will''' trigger any ingestion syndromes attached to the target creature's blood - for example, using this attack on a vampire will turn you into one too.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Tissue Layer Tokens==&lt;br /&gt;
Tissue layers are added to a creature's body parts by the creature tokens [[#TISSUE_LAYER|TISSUE_LAYER]], [[#TISSUE_LAYER_OVER|TISSUE_LAYER_OVER]], [[#TISSUE_LAYER_UNDER|TISSUE_LAYER_UNDER]], and the body detail plan token [[#TL_LAYERS|TL_LAYERS]].&lt;br /&gt;
&lt;br /&gt;
These tissue layers are not the same thing as tissues, which are defined at creature level, but rather applications of the tissues. If the SKIN tissue of a creature is the more general and abstract notion of what skin is for that creature, then a tissue layer may be the &amp;quot;actual&amp;quot; skin on the creature's nose, head, or second toe. As most creatures have more than one body part, tissue layers are normally selected en masse.&lt;br /&gt;
&lt;br /&gt;
Some tissue layer tokens are analogous to tissue definition tokens, e.g. [[#TL_CONNECTS|TL_CONNECTS]] to [[tissue_definition_token#CONNECTS|CONNECTS]].&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SELECT_TISSUE_LAYER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*TISSUE&lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*Location - category, type, or token | Selects a tissue at a location&lt;br /&gt;
* (optional) FRONT, BACK, LEFT, RIGHT, TOP, BOTTOM, AROUND.&lt;br /&gt;
| Begins a selection of tissue layers. &lt;br /&gt;
[SELECT_TISSUE_LAYER:HEART:BY_TYPE:HEART]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PLUS_TISSUE_LAYER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*TISSUE&lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*Location - category, type, or token &lt;br /&gt;
| Adds tissue layers to those selected.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SET_TL_GROUP}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*TISSUE&lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*Location - category, type, or token&lt;br /&gt;
*tissue &lt;br /&gt;
| Begins a selection of tissue layers. Only usable for descriptor and cosmetic purposes. &lt;br /&gt;
&lt;br /&gt;
Research has implied it may be redundant with SELECT_TISSUE_LAYER, as the latter allows for cosmetics as well as &amp;quot;functional&amp;quot; tokens such as TL_MAJOR_ARTERIES. Vanilla raws still use SET_TL_GROUP though, for all cosmetic purposes. More research is needed on this subject.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PLUS_TL_GROUP}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*Location - category, type, or token&lt;br /&gt;
*tissue &lt;br /&gt;
| Adds tissue layers to those selected. Like SET_TL_GROUP, it may be redundant even if used in the vanilla raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SET_LAYER_TISSUE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*TISSUE&lt;br /&gt;
| Sets a selected tissue layer to be made of a different tissue.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SHEARABLE_TISSUE_LAYER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* tissue modifier&lt;br /&gt;
* required value&lt;br /&gt;
| Tissue layer can be sheared for its component material. The specified modifier must be at least of the desired value for shearing to be possible (for example, a [[llama]]'s wool must have a LENGTH of 300 before it is shearable).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_LAYER_APPEARANCE_MODIFIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*QUALITY&lt;br /&gt;
*lowest&lt;br /&gt;
*lower&lt;br /&gt;
*low&lt;br /&gt;
*median&lt;br /&gt;
*high&lt;br /&gt;
*higher&lt;br /&gt;
*highest &lt;br /&gt;
| Sets the range of qualities, including LENGTH, DENSE, HIGH_POSITION, CURLY, GREASY, WRINKLY&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_STYLE_UNIT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*tissue style unit ID&lt;br /&gt;
*shaping&lt;br /&gt;
| Sets tissue layer to be the target of TISSUE_STYLE token specified for an entity, works only on entity members. Mostly used with tissues HAIR, BEARD, MOUSTACHE, SIDEBURNS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_COLOR_MODIFIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*COLOR&lt;br /&gt;
*freq&lt;br /&gt;
*COLOR&lt;br /&gt;
*freq etc. &lt;br /&gt;
| Creates a list of colors/color patterns, giving each a relative frequency. If the given color or pattern does not exist, the tissue is described as being &amp;quot;transparent&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TLCM_GENETIC_MODEL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| The way the color modifier is passed on to offspring. May or may not work right now.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TLCM_IMPORTANCE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*number&lt;br /&gt;
| Presumably modifies the importance of the tissue layer color modifier, for description purposes.&lt;br /&gt;
HOWEVER using this appears to remove all mention of colour from creature descriptions. It does not appear in any default creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TLCM_NOUN}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*name&lt;br /&gt;
*SINGULAR or PLURAL&lt;br /&gt;
| Names the tissue layer color modifier, and determines the noun. Also used by [[Utility:Stonesense|Stonesense]] for colouring body parts. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TLCM_TIMING}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*ROOT&lt;br /&gt;
*start change window years&lt;br /&gt;
*days&lt;br /&gt;
*end change window years&lt;br /&gt;
*days&lt;br /&gt;
| Determines the point in the creature's life when the color change begins and ends.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_CONNECTS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Gives the CONNECTS attribute to selected layers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_HEALING_RATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
| Changes the HEALING_RATE of the selected tissue layers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_MAJOR_ARTERIES}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Gives the &amp;quot;major arteries&amp;quot; attribute to selected layers. Used to add massive bleeding properties to the throat, made from skin.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_PAIN_RECEPTORS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
| Changes the number of pain receptors for selected tissue layers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_RELATIVE_THICKNESS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
| Changes the relative thickness for selected tissue layers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_VASCULAR}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
| Sets a new VASCULAR value (which modulates bleeding) for selected tissue layers.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Body detail plan token]]&lt;br /&gt;
*[[Body token]]&lt;br /&gt;
*[[Material definition token]]&lt;br /&gt;
*[[Syndrome]]&lt;br /&gt;
*[[Tissue definition token]]&lt;br /&gt;
*[[Creature examples]]&lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
{{Category|Tokens}}&lt;br /&gt;
[[ru:Creature token]]&lt;/div&gt;</summary>
		<author><name>DikbutDaGrate</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Creature_token&amp;diff=308983</id>
		<title>Creature token</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Creature_token&amp;diff=308983"/>
		<updated>2025-04-08T23:00:49Z</updated>

		<summary type="html">&lt;p&gt;DikbutDaGrate: [NIGHT_CREATURE] may actually cause [LOCAL_POPS_PRODUCE _HEROES] to work better, somehow. Full verdict on what its doing is pending.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{Modding}}&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;code&amp;gt;[OBJECT:CREATURE]&amp;lt;/code&amp;gt; [[token]] begins the definition of a ''Dwarf Fortress'' [[creature]] [[raw file]]. Each creature definition that follows begins with the {{token|creature|c|creature ID}} token, and the creature's exact properties and behavior are then specified by the use of further creature tokens.  All known creature tokens are listed below. &lt;br /&gt;
&lt;br /&gt;
Vanilla creature definitions can be found in &amp;lt;code&amp;gt;[[Game folder|&amp;lt;Dwarf Fortress&amp;gt;]]\data\vanilla\vanilla_creatures\&amp;lt;/code&amp;gt;. &lt;br /&gt;
Creature ID is also used with [[graphics token]]s to make customizable [[graphics set]]s.&lt;br /&gt;
&lt;br /&gt;
The [[caste]] tokens allow defining sub-species within the broader creature definition, including true biological castes and lesser variations, such as sexes. Creature tokens can either be 'Creature' or 'CASTE-only' type which can only be applied to creature or caste respectively, or 'CASTE' which can be applied to both. In the table bellow, creature type distinguishes tokens that can be applied to creature only, caste only, and both ('creature', 'CASTE-only', and 'CASTE' respectively)&lt;br /&gt;
&lt;br /&gt;
__NOTOC__ &lt;br /&gt;
{{clear}}&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==A==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ADOPTS_OWNER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Prevents the tamed creature from being made available for adoption, instead allowing it to automatically adopt whoever it wants. The basic requirements for adoption are intact, and the creature will only adopt individuals who have a [[preference]] for their species. Used by [[cat]]s in the vanilla game. When {{k|v}}iewing a tame creature with this token, the message &amp;quot;This animal isn't interested in your wishes&amp;quot; will appear instead of &amp;quot;This [adorable] animal can't work&amp;quot; or &amp;quot;This animal is waiting to be trained&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ALCOHOL_DEPENDENT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature need [[alcohol]] to get through the working day; it will choose to drink booze instead of [[water]] if possible. Going sober for too long reduces speed.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ALL_ACTIVE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| When set, the creature will appear at any time of day. Overrides {{token|DIURNAL|c}}, {{token|NOCTURNAL|c}}, {{token|CREPUSCULAR|c}}, {{token|MATUTINAL|c}}, and {{token|VESPERTINE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ALTTILE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*'character' or tile number&lt;br /&gt;
| If set, the creature will blink between its {{token|TILE|c}} and its ALTTILE. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AMBUSHPREDATOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Found on {{token|LARGE_PREDATOR|c}}s who ambush their prey. Instead of charging relentlessly at prey, the predator will wait till the prey is within a few squares before charging. May or may not work on other creatures. {{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AMPHIBIOUS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to breathe both in and out of [[water]] (unlike {{token|AQUATIC|c}}) - does not prevent drowning in [[magma]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APP_MOD_DESC_RANGE}}&lt;br /&gt;
| Appearance Modifier&lt;br /&gt;
|&lt;br /&gt;
*Range (6 values, low to high)&lt;br /&gt;
| Based on info from [http://www.bay12forums.com/smf/index.php?topic=113762.msg3473069#msg3473069 Wannabehero on the forums]: When used with an appearance modifier token (BP_APPEARANCE_MODIFIER or BODY_APPEARANCE_MODIFIER), tells the game what numeric ranges to map to which descriptors.&lt;br /&gt;
&lt;br /&gt;
The game uses 7 descriptor levels for each modifier, with the center one generally being to omit the thing from the creature description entirely. The six values in APP_MOD_DESC_RANGE define the boundaries between each described range. If this is not specified it uses the numbers 10:50:95:105:150:190.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APP_MOD_GENETIC_MODEL}}&lt;br /&gt;
| Appearance Modifier&lt;br /&gt;
|&lt;br /&gt;
*Model (Accepts DOMINANT_MORE, DOMINANT_LESS, and MIX)&lt;br /&gt;
| Defines a genetic model for the relevant appearance modifier(s). May or may not do anything significant at present.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APP_MOD_IMPORTANCE}}&lt;br /&gt;
| Appearance Modifier&lt;br /&gt;
|&lt;br /&gt;
*number&lt;br /&gt;
| Determines how important the appearance modifier is, for determining whether it shows up in the creature description.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APP_MOD_NOUN}}&lt;br /&gt;
| Appearance Modifier&lt;br /&gt;
| &lt;br /&gt;
*noun&lt;br /&gt;
*SINGULAR or PLURAL &lt;br /&gt;
| Creates a noun for the appearance, and whether it is singular or plural.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APP_MOD_RATE}}&lt;br /&gt;
| Appearance Modifier&lt;br /&gt;
| &lt;br /&gt;
*Rate (integer)&lt;br /&gt;
*Scale (DAILY, YEARLY)&lt;br /&gt;
*min (growth)&lt;br /&gt;
*max (growth)&lt;br /&gt;
*start year&lt;br /&gt;
*start day&lt;br /&gt;
*end year&lt;br /&gt;
*end day &lt;br /&gt;
| Setting the growth rate of the modifier. The last two tokens can be replaced by NO_END to have growth continue indefinitely.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APPLY_CREATURE_VARIATION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*creature variation ID&lt;br /&gt;
*(optional) any amount of arbitrary arguments&lt;br /&gt;
| Applies the specified [[creature variation token|creature variation]]. See [[Creature_variation_token#Arguments_and_conditional_tokens]] for how the subsequent arguments may be used.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APPLY_CURRENT_CREATURE_VARIATION}}&lt;br /&gt;
| Special&lt;br /&gt;
|  &lt;br /&gt;
| Applies the effects of all pending {{token|CV_ADD_TAG|c}} and {{token|CV_REMOVE_TAG|c}} tokens that have been defined in the current creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AQUATIC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Enables the creature to breathe in water, but causes it to air-drown on dry land. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ARENA_RESTRICTED}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Causes the creature to be excluded from the [[object testing arena]]'s creature spawning list.  Typically applied to spoileriffic creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ARTIFICIAL_HIVEABLE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
| Enables the creature to be kept in artificial [[hive]]s by [[beekeeper]]s.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AT_PEACE_WITH_WILDLIFE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Prevents the creature from attacking or frightening creatures with the {{Token|NATURAL|c}} tag.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*token&lt;br /&gt;
*selection criteria (it's complicated)&lt;br /&gt;
| Defines the attack name, and the body part used. See [[#Attack Tokens|below]] for valid subtokens&lt;br /&gt;
'''Example:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;[ATTACK:GORE:BODYPART:BY_CATEGORY:HORN]&amp;lt;/code&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
''GORE'' = name of the attack&amp;lt;br /&amp;gt;&lt;br /&gt;
''BODYPART:BY_CATEGORY:HORN'' = the horn is used to attack (presuming the creature has one)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_TRIGGER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*population&lt;br /&gt;
*exported wealth&lt;br /&gt;
*created wealth&lt;br /&gt;
| Specifies when a [[megabeast]] or [[semi-megabeast]] will attack the fortress. The attacks will start occurring when all of the requirements are met. Setting a value to 0 disables the trigger.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==B==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BABY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*integer &lt;br /&gt;
| Age at which creature is considered a child, the default is zero. One can think of this as the duration of the baby stage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BABYNAME}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*singular&lt;br /&gt;
*plural &lt;br /&gt;
| Defines a new name for a creature in baby state at the caste level. For non-caste-specific baby names, see {{token|GENERAL_BABY_NAME|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BEACH_FREQUENCY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*integer&lt;br /&gt;
| Creature may be subject to [[beaching]], becoming stranded on [[Beach|shores]], where they will eventually air-drown. The number indicates the frequency of the occurrence. Presumably requires the creature to be {{token|AQUATIC|c}}. Used by [[orca]]s, [[sperm whale]]s and [[sea nettle jellyfish]] in the vanilla game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BENIGN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is non-aggressive by default, and will never automatically be engaged by companions or soldiers, running away from any creatures that are not friendly to it, and will only defend itself if it becomes enraged. Can be thought of as the counterpoint of the {{token|LARGE_PREDATOR|c}} tag. When tamed, animals with this tag will be useless for fortress defense.&lt;br /&gt;
&lt;br /&gt;
This and {{token|TRADE_CAPACITY|c}} are required for {{token|PACK_ANIMAL|c}} to function properly, if an animal contains the aforementioned requirements without this tag: items loaded by the merchants will be dropped upon departure.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BIOME}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
* [[biome token]]&lt;br /&gt;
| Select a [[biome]] the creature may appear in.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BLOOD}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;[[material token]]&amp;gt;&lt;br /&gt;
* &amp;lt;[[Material_definition_token#Material_States|material state]]&amp;gt;&lt;br /&gt;
| Specifies what the creature's blood is made of.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BLOODSUCKER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Causes [[vampire]]-like behaviour; the creature will suck the [[Creature_token#BLOOD|blood]] of unconscious victims when its [[Syndrome#TIME_SINCE_SUCKED_BLOOD|thirst for blood]] grows sufficiently large. When controlling the creature in adventure mode, this can be done at will. Seems to be required to make the creature denouncable (in-world) as a creature of the night.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BODY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*body parts &lt;br /&gt;
| Draws body parts from OBJECT:BODY files (such as body_default.txt)&lt;br /&gt;
'''Example:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY:BODY_WITH_HEAD_FLAG:HEART:GUTS:BRAIN:MOUTH] &amp;lt;br /&amp;gt;&lt;br /&gt;
This is the body from a [[purring maggot]]. It creates a body with head, a heart, some guts, a brain, and a mouth. That's all a maggot needs.&lt;br /&gt;
&lt;br /&gt;
The body parts need to be listed in an order such that any parent part appears before its connected children. For example [BODY:HEART:BODY_WITH_HEAD_FLAG] produces a &amp;quot;Body Token Recognized But Could Not Connect: HEART&amp;quot; error because HEART can't find any UPPERBODY(s) to connect to. Switching the order to [BODY:BODY_WITH_HEAD_FLAG:HEART] fixes the problem because now the UPPERBODY is created before the HEART tries to connect to it.&lt;br /&gt;
&lt;br /&gt;
'''If the body is left undefined, the creature (or caste) will be tagged as [DOES_NOT_EXIST].''' {{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BODY_APPEARANCE_MODIFIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*ATTRIBUTE&lt;br /&gt;
*lowest&lt;br /&gt;
*lower&lt;br /&gt;
*low&lt;br /&gt;
*median&lt;br /&gt;
*high&lt;br /&gt;
*higher&lt;br /&gt;
*highest &lt;br /&gt;
| These body modifiers give individual creatures different characteristics. In the case of HEIGHT, BROADNESS and LENGTH, the modifier is also a percentage change to the BODY_SIZE of the individual creature. The seven numbers afterward give a distribution of ranges. Each interval has an equal chance of occurring.&lt;br /&gt;
'''Example:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110] &amp;lt;br /&amp;gt;&lt;br /&gt;
''HEIGHT'' : marks the height to be changed &amp;lt;br /&amp;gt;&lt;br /&gt;
''90:95:98:100:102:105:110'' : sets the range from the shortest (90% of the average height) to the tallest (110% of the average height) creature variation.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BODY_DETAIL_PLAN}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*PlanName&lt;br /&gt;
*Arguments &lt;br /&gt;
| Loads a plan from listed OBJECT:BODY_DETAIL_PLAN files, such as b_detail_plan_default.txt. Mass applies USE_MATERIAL_TEMPLATE, mass alters RELSIZE, alters body part positions, and will allow tissue layers to be defined. Tissue layers are defined in order of skin to bone here.&lt;br /&gt;
'''Example:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE] &amp;lt;br /&amp;gt;&lt;br /&gt;
This creates the detailed body of a [[fox]], the skin, fat, muscle, bones and cartilage out of the vertebrate tissues.&amp;lt;br /&amp;gt;&lt;br /&gt;
A [[Purring maggot|maggot]] would only need:&amp;lt;br /&amp;gt;&lt;br /&gt;
''[BODY_DETAIL_PLAN:EXOSKELETON_TISSUE_LAYERS:SKIN:FAT:MUSCLE]'' &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BODY_SIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*years&lt;br /&gt;
*days&lt;br /&gt;
*size &lt;br /&gt;
| Sets size at a given age. Size is in cubic centimeters, and for normal body materials, is roughly equal to the creature's average weight in grams.&lt;br /&gt;
'''Example:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_SIZE:0:0:10000]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_SIZE:1:168:50000]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_SIZE:12:0:220000]&amp;lt;br /&amp;gt;&lt;br /&gt;
This describes the size of a [[minotaur]]. Its birth size would be 10,000 cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; (~10 kg). At 1 year and 168 days old it would be 50,000 cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; (~50 kg). And as an adult (at 12 years old) it would be 220,000 cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; and weigh roughly 220 kg.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BODYGLOSS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*gloss &lt;br /&gt;
| Substitutes body part text with replacement text. Draws gloss information from OBJECT:BODY files (such as body_default.txt)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BONECARN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature eats bones. Implies {{token|CARNIVORE|c}}. [[Adventurer mode|Adventurers]] with this token are currently unable to eat bones.{{Bug|11069}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BP_ADD_TYPE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Adds a type to a body part - used with {{token|SET_BP_GROUP|c}}. In vanilla DF, this is used for adding the type '[[Body token#GELDABLE|GELDABLE]]' to the lower body of certain [[cat|creatures]]. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BP_APPEARANCE_MODIFIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*QUALITY&lt;br /&gt;
*lowest&lt;br /&gt;
*lower&lt;br /&gt;
*low&lt;br /&gt;
*median&lt;br /&gt;
*high&lt;br /&gt;
*higher&lt;br /&gt;
*highest &lt;br /&gt;
| Sets up the breadth of possibilities for appearance qualities for a selected BP group. EG. Eyes (CLOSE_SET, DEEP_SET, ROUND_VS_NARROW, LARGE_IRIS),Lips (THICKNESS), Nose (BROADNESS, LENGTH, UPTURNED, CONVEX), Ear (SPLAYED_OUT, HANGING_LOBES, BROADNESS, HEIGHT), Tooth (GAPS), Skull (HIGH_CHEEKBONES, BROAD_CHIN, JUTTING CHIN, SQUARE_CHIN), Neck (DEEP_VOICE, RASPY_VOICE), Head (BROADNESS, HEIGHT)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BP_REMOVE_TYPE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Removes a type from a body part. Used with {{token|SET_BP_GROUP|c}}. &lt;br /&gt;
 &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BUILDINGDESTROYER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*1 or 2 &lt;br /&gt;
| Allows a creature to destroy furniture and buildings. Value [1] targets mostly doors, hatches, furniture and the like. Value [2] targets anything not made with the {{k|b}} + {{k|C}} commands. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==C==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CAN_DO_INTERACTION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*interaction token&lt;br /&gt;
| The creature can perform an interaction. See [[interaction token]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CAN_LEARN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature gains [[skill]]s and can have [[labor|professions]]. If a member of a civilization (even a pet) has this token, it'll need to eat, drink and sleep. Note that this token makes the creature unable to be eaten by an adventurer, so it is not recommended for uncivilized monsters. Adventurers lacking this token can allocate but not increase attributes and skills. Skills allocated will disappear on start. A creature with at least this token or the {{token|CAN_SPEAK|c}} token will be able to have [[Personality value|values]] and [[Personality goal|goals]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CAN_SPEAK}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Can [[talking|talk]]. Note that this is not necessary for a creature to gain social skills but to make friends in fortress mode. A creature with at least this token or the {{token|CAN_LEARN|c}} token will be able to have [[Personality value|values]] and [[Personality goal|goals]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CANNOT_CLIMB}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature cannot [[climber|climb]], even if it has free grasp parts.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CANNOT_JUMP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature cannot [[jump]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CANNOT_UNDEAD}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Acts like {{token|NOT_LIVING|c}}, except that {{token|OPPOSED_TO_LIFE|c}} creatures will attack them.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CANOPENDOORS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Defunct, as doors cannot be set as tightly closed anymore.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CARNIVORE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature ''only'' eats [[meat]]. If the creature goes on rampages in worldgen, it will often devour the people/animals it kills.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*name &lt;br /&gt;
| Defines a [[caste]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_ALTTILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*tile number or &amp;quot;letter&amp;quot;&lt;br /&gt;
| Caste-specific {{token|ALTTILE|c}}. Requires {{token|CASTE_TILE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_COLOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*fg&lt;br /&gt;
*bg&lt;br /&gt;
*brightness&lt;br /&gt;
| Caste-specific {{token|COLOR|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_GLOWCOLOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*fg&lt;br /&gt;
*bg&lt;br /&gt;
*brightness&lt;br /&gt;
| Caste-specific {{token|GLOWCOLOR|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_GLOWTILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*tile value or &amp;quot;letter&amp;quot;&lt;br /&gt;
| Caste-specific {{token|GLOWTILE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_NAME}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*singular&lt;br /&gt;
*plural&lt;br /&gt;
*adjective &lt;br /&gt;
| While {{token|NAME|c}} describes the name of the species, {{token|CASTE_NAME|c}} names individuals of the species. Unlike other caste-specific descriptions, this token is required, even for creatures without separate castes. If left undefined, the creature will not show up in the [[arena]] and members of the species will be labeled as &amp;quot;nothing&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_PROFESSION_NAME}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Unit type token]] (Profession)&lt;br /&gt;
*singular&lt;br /&gt;
*plural &lt;br /&gt;
| Caste-specific {{token|PROFESSION_NAME|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_SOLDIER_ALTTILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*'character' or tile number&lt;br /&gt;
| Caste-specific {{token|SOLDIER_ALTTILE|c}}. Requires {{token|CASTE_SOLDIER_TILE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_SOLDIER_TILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*'character' or tile number&lt;br /&gt;
| Caste-specific {{token|CREATURE_SOLDIER_TILE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_TILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* tile number or &amp;quot;letter&amp;quot;&lt;br /&gt;
| Caste-specific {{token|CREATURE_TILE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CAVE_ADAPT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Causes [[cave adaptation]].&lt;br /&gt;
Allows for creature's race to be involved in jokes that end in &amp;quot;And the [race] saw the sun and vomited on the spot!&amp;quot; &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CDI}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*Varies&lt;br /&gt;
| Specifies interaction details following a {{token|CAN_DO_INTERACTION|c}} token. See [[interaction token]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CHANGE_BODY_SIZE_PERC}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*integer&lt;br /&gt;
| Multiplies body size by a factor of (integer)%. 50 halves size, 200 doubles.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CHANGE_FREQUENCY_PERC}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*integer&lt;br /&gt;
| Multiplies frequency by a factor of (integer)%.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CHILD}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*integer &lt;br /&gt;
| Age at which creature is considered an adult - one can think of this as the duration of the [[children|child]] stage. Allows the creature's offspring to be rendered fully tame if [[animal trainer|trained]] during their childhood. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CHILDNAME}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*singular&lt;br /&gt;
*plural &lt;br /&gt;
| Defines a new name for a creature in the child state at the caste level. For non-caste-specific child names, see {{token|GENERAL_CHILD_NAME|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CLUSTER_NUMBER}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*min&lt;br /&gt;
*max&lt;br /&gt;
| The minimum/maximum numbers of how many creatures per spawned cluster. Vermin fish with this token in combination with temperate ocean and river biome tokens [http://www.bay12forums.com/smf/index.php?topic=51864.msg1122319#msg1122319 will perform seasonal migrations]. Defaults to 1:1 if not specified.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CLUTCH_SIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*min&lt;br /&gt;
*max&lt;br /&gt;
|Number of [[egg]]s laid in one sitting.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COLONY_EXTERNAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Caste hovers around colony.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COLOR}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*foreground&lt;br /&gt;
*background&lt;br /&gt;
*brightness &lt;br /&gt;
| Color of the creature's tile. (See [[Color]] for usage.)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMMON_DOMESTIC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| When combined with any of {{token|PET|c}}, {{token|PACK_ANIMAL|c}}, {{token|WAGON_PULLER|c}} and/or {{token|MOUNT|c}}, the creature is guaranteed to be domesticated by any [[civilization]] with {{token|COMMON_DOMESTIC_PET|e}}, {{token|COMMON_DOMESTIC_PACK|e}},  {{token|COMMON_DOMESTIC_PULL|e}} and/or {{token|COMMON_DOMESTIC_MOUNT|e}} respectively. Such civilizations will always have access to the creature, even in the absence of wild populations. This token is invalid on {{token|FANCIFUL|c}} creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CONVERTED_SPOUSE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Creatures of this caste's species with the {{token|SPOUSE_CONVERTER|c}} and {{token|NIGHT_CREATURE_HUNTER|c}} tokens will kidnap {{token|SPOUSE_CONVERSION_TARGET|c}}s of an appropriate sex and convert them into castes with CONVERTED_SPOUSE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COOKABLE_LIVE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Set this to allow the creature to be cooked in meals without first being butchered/cleaned. Used by some water-dwelling vermin such as [[mussel]]s, [[nautilus]]es and [[oyster]]s.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CRAZED}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Creature is '[[insanity|berserk]]' and will attack all other creatures, except members of its own species that '''also''' have the CRAZED tag. It will show {{DFtext|Berserk|4:1}} in the [[unit list]]. Berserk creatures go on rampages during [[world generation|worldgen]] much more frequently than non-berserk ones.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COPY_TAGS_FROM}}&lt;br /&gt;
| Special&lt;br /&gt;
| &lt;br /&gt;
*creature ID&lt;br /&gt;
| Copies another specified creature. This will override any definitions made before it; essentially, it makes this creature identical to the other one, which can then be modified. Often used in combination with {{token|APPLY_CREATURE_VARIATION|c}} to import standard variations from a file. The vanilla [[giant animal]]s and [[animal person|animal people]]s are examples of this token combination.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREATURE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*creature ID&lt;br /&gt;
| A unique, arbitrary identifier that begins the definition of each new creature, and is used to reference the creature in other tokens and raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREATURE_CLASS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*classname&lt;br /&gt;
| An arbitrary creature classification. Can be set to anything, but the only vanilla uses are GENERAL_POISON (used in syndromes), EDIBLE_GROUND_BUG (used as targets for {{token|GOBBLE_VERMIN_CLASS|c}}), MAMMAL, and POISONOUS (both used for kobold pet eligibility). A single creature can have multiple classes.&lt;br /&gt;
&lt;br /&gt;
The full list of tokens that use creature classes is: &lt;br /&gt;
&lt;br /&gt;
* Creature tokens: {{token|GOBBLE_VERMIN_CLASS|c}}, {{token|GOBBLE_VERMIN_CLASS|c}}&lt;br /&gt;
* Interaction tokens: {{token|IT_AFFECTED_CLASS|in}}, {{token|IT_IMMUNE_CLASS|in}}&lt;br /&gt;
* Animal definition (Entity) tokens: {{token|ANIMAL_CLASS|e}}, {{token|ANIMAL_FORBIDDEN_CLASS|e}}&lt;br /&gt;
* Position (Entity) token: {{token|ALLOWED_CLASS|po}}&lt;br /&gt;
* Syndrome tokens: {{token|SYN_AFFECTED_CLASS|sy}}, {{token|SYN_IMMUNE_CLASS|sy}}, {{token|CE_SENSE_CREATURE_CLASS|sy}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREATURE_SOLDIER_TILE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*'character' or tile number&lt;br /&gt;
| Creatures active in their civilization's [[military]] will use this tile instead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREATURE_TILE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*'character' or tile number &lt;br /&gt;
| The symbol of the creature in ASCII mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREPUSCULAR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| When set, the creature will appear at dawn (between 4:30 AM and 6:00 AM) and in the evening (between 8:00 PM and 10:05 PM) in [[Adventurer mode]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CURIOUSBEAST_EATER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to [[Steals food|steal and eat edible items]] from a site. It will attempt to grab a food item and immediately make its way to the map's edge, where it will disappear with it. If the creature goes on rampages during worldgen, it will often steal food instead of attacking. Trained and tame instances of the creature will no longer display this behavior.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CURIOUSBEAST_GUZZLER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to (very quickly) [[Steals drink|drink your alcohol]]. Or spill the barrel to the ground. Also affects undead versions of the creature. Unlike food or item thieves, drink thieves will consume your alcohol on the spot rather than run away with one piece of it. Trained and tame instances of the creature will no longer display this behavior.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CURIOUSBEAST_ITEM}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to [[Steals items|steal things]] (apparently, of the highest value it can find). It will attempt to grab an item of value and immediately make its way to the map's edge, where it will disappear with it. If a creature with any of the CURIOUSBEAST tokens carries anything off the map, even if it is a caravan's pack animal, it will be reported as stealing everything it carries. If the creature goes on rampages in worldgen, it will often steal items instead of attacking - [[kea]] birds are infamous for this. Trained and tame instances of the creature will no longer display this behavior. Also, makes the creature unable to drop hauled items until it enters combat.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CV_ADD_TAG}}&lt;br /&gt;
| Special&lt;br /&gt;
| &lt;br /&gt;
*TAG NAME &lt;br /&gt;
| Adds a tag. Used in conjunction with creature variation templates.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CV_REMOVE_TAG}}&lt;br /&gt;
| Special&lt;br /&gt;
| &lt;br /&gt;
*TAG NAME &lt;br /&gt;
| Removes a tag. Used in conjunction with creature variation templates. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==D==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DEMON}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Found on generated [[demon]]s. Marks the caste to be used in the initial wave after breaking into the [[underworld]], and by the demon civilizations created during world-gen breachings{{verify}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DESCRIPTION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*text &lt;br /&gt;
| A brief description of the creature type, as displayed when viewing the creature's description/[[Thoughts and preferences|thoughts &amp;amp; preferences]] screen.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIE_WHEN_VERMIN_BITE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Causes the creature to die upon attacking. Used by [[honey bee]]s to simulate them dying after using their stingers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIFFICULTY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*integer &lt;br /&gt;
| Increases experience gain during adventure mode. Creatures with a difficulty of 11 or higher are not assigned for quests in adventure mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIURNAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| When set, the creature will only appear during the day (between 6:00 AM and 8:00 PM) in [[Adventurer mode]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIVE_HUNTS_VERMIN}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| The creature hunts vermin by diving from the air. On tame creatures, it has the same effect as {{token|HUNTS_VERMIN|c}}. Found on [[peregrine falcon]]s.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DOES_NOT_EXIST}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Adding this token to a creature prevents it from appearing in generated worlds (unless it's marked as [[Entity_token#ANIMAL_ALWAYS_PRESENT|always present]] for a particular civilisation). For example, adding it to [[dog]]s will lead to worlds being generated without dogs in them. Also removes the creature from the [[object testing arena]]'s spawn list. If combined with {{token|FANCIFUL|c}}, artistic depictions of the creature will occur regardless. Used by [[centaur]]s, [[chimera]]s and [[griffon]]s in the vanilla game. &lt;br /&gt;
&lt;br /&gt;
Note: a creature tagged as DOES_NOT_EXIST can still be [[Interaction_token#I_EFFECT|summoned]] successfully, as long as it has a body defined in its raws [http://www.bay12forums.com/smf/index.php?topic=165213.msg8086938#msg8086938], or, another creature can[[Syndrome#CE_BODY_TRANSFORMATION|transform]] into it.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==E==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EBO_ITEM}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[item token]]&lt;br /&gt;
*[[material token]] (ANY_HARD_STONE can be used for the material)&lt;br /&gt;
| Defines the item that the creature drops upon being [[butcher|butchered]]. Used with {{token|EXTRA_BUTCHER_OBJECT|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EBO_SHAPE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*gem shape&lt;br /&gt;
| The shape of the creature's extra [[butcher|butchering]] drop. Used with {{token|EXTRA_BUTCHER_OBJECT|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EGG_MATERIAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* &amp;lt;[[material token]]&amp;gt;&lt;br /&gt;
* &amp;lt;[[Material_definition_token#Material_States|material state]]&amp;gt;&lt;br /&gt;
| Defines the material composition of [[egg]]s laid by the creature. [[creature_token#LAYS_EGGS|Egg-laying]] creatures in the default game define this 3 times, using LOCAL_CREATURE_MAT:EGGSHELL, LOCAL_CREATURE_MAT:EGG_WHITE, and then LOCAL_CREATURE_MAT:EGG_YOLK. Eggs will be made out of eggshell. Edibility is determined by tags on whites or yolk, but they otherwise do not exist.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EGG_SIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*size&lt;br /&gt;
| Determines the size of laid [[egg]]s. Doesn't affect hatching or cooking, but bigger eggs will be heavier, and may take longer to be hauled depending on the hauler's strength.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EQUIPMENT_WAGON}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature appear as a large 3×3 [[wagon]] responsible for carrying trade goods, pulled by two {{token|WAGON_PULLER|c}} creatures and driven by a merchant.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EQUIPS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to wear or wield items.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EVIL}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creature is considered evil and will only show up in evil biomes. Civilizations with {{token|USE_EVIL_ANIMALS|e}} can domesticate them regardless of exotic status. Has no effect on cavern creatures except to restrict taming. A civilization with evil creatures can colonise evil areas.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EXTRA_BUTCHER_OBJECT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[Body token#CATEGORY|BY_CATEGORY]] or [[Body token#CONTYPE|BY_TYPE]] or [[Body token#BP|BY_TOKEN]]&lt;br /&gt;
* TYPE, CATEGORY, or TOKEN&lt;br /&gt;
| The creature drops an additional object when [[butcher|butchered]], as defined by {{token|EBO_ITEM|c}} and {{token|EBO_SHAPE|c}}. Used for [[gizzard stone]]s in default creatures. For some materials, needs to be defined after caste definitions with SELECT_CASTE:ALL{{Bug|6355}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EXTRACT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* [[material token]]&lt;br /&gt;
| Defines a creature extract which can be obtained via [[small animal dissection]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EXTRAVISION}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature can see regardless of whether it has working eyes and has full 360 degree vision, making it impossible to strike the creature from a blind spot in combat. Invisible creatures will also be seen, namely [[intelligent undead]] using a &amp;quot;vanish&amp;quot; power.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==F==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FANCIFUL}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creature is a thing of legend and known to all civilizations. Its materials cannot be requested or preferred. The tag also adds some art value modifiers. Used by a [[Fanciful|number of creatures]]. Conflicts with {{token|COMMON_DOMESTIC|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FEATURE_ATTACK_GROUP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on [[Animal people#Subterranean animal people|subterranean animal-man]] tribals. Currently defunct. In previous versions{{verify}}, it caused these creatures to crawl out of chasms and underground rivers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FEATURE_BEAST}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on [[forgotten beast]]s. Presumably makes it act as such, initiating underground attacks on fortresses, or leads to the pop-up message upon encountering one{{verify}}. Hides the creature from displaying in a world_sites_and_pops file. Does not create historical figures like generated forgotten beasts do.&lt;br /&gt;
&lt;br /&gt;
Requires specifying a {{token|BIOME|c}} in which the creature will live, and both surface and subterranean biomes are allowed. Does not stack with {{token|LARGE_ROAMING|c}} and if both are used the creature will not spawn. Appears to be incompatible with {{token|DEMON|c}} even if used in separate castes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FEMALE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature biologically female, enabling her to [[Breeding|bear young]]. Usually specified inside a caste.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FIREIMMUNE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature immune to [[Interaction_token#FIREBALL|FIREBALL]] and [[Interaction_token#FIREJET|FIREJET]] attacks, and allows it to path through high temperature zones, like lava or fires. Does not, by itself, make the creature immune to the damaging effects of burning in [[fire]], and does not prevent general heat damage or melting on its own (this would require adjustments to be made to the creature's body [[Material_definition_token|materials]] - see the [[Dragon/raw|dragon raws]] for an example).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FIREIMMUNE_SUPER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Like {{token|FIREIMMUNE|c}}, but also renders the creature immune to [[Interaction_token#DRAGONFIRE|DRAGONFIRE]] attacks. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FISHITEM}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature's corpse is a single [[Item_token#FISH_RAW|FISH_RAW]] food item that needs to be cleaned (into a [[Item_token#FISH|FISH]] item) at a [[fishery]] to become edible. Before being cleaned the item is referred to as &amp;quot;raw&amp;quot;. The food item is categorized under &amp;quot;fish&amp;quot; on the food and stocks screens, and when uncleaned it is sorted under &amp;quot;raw fish&amp;quot; in the stocks (but does not show up on the food screen). &lt;br /&gt;
Without this or {{token|COOKABLE_LIVE|c}}, [[fishing|fished]] vermin will turn into food the same way as non-vermin creatures, resulting in multiple units of food (meat, brain, lungs, eyes, spleen etc.) from a single fished vermin. These units of food are categorized as meat by the game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FIXED_TEMP}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*temperature &lt;br /&gt;
| The creature's body is constantly at this temperature, heating up or cooling the surrounding area. Alters the temperature of the creature's inventory and all adjacent tiles, [[Temperature|with all the effects that this implies]] - may trigger wildfires at high enough values. Also makes the creature immune to extreme heat or cold, as long as the temperature set is not harmful to the materials that the creature is made from. Corpses and body parts of creatures with a fixed temperature maintain their temperature even after death.&lt;br /&gt;
&lt;br /&gt;
Note that temperatures of 12000 and higher may cause [[path|pathfinding]] issues in fortress mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FLEEQUICK}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| If engaged in combat, the creature will flee at the first sign of resistance. Used by [[kobold]]s in the vanilla game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FLIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to fly, independent of it having wings or not. Fortress Mode pathfinding only partially incorporates flying - flying creatures need a land path to exist between them and an area in order to access it, but as long as one such path exists, they do not need to use it, instead being able to fly over intervening obstacles. Winged creatures with this token can lose their ability to fly if their wings are crippled or severed. Winged creatures without this token will be unable to fly. (A 'wing' in this context refers to any body part with its own [[Body_token#FLIER|FLIER]] token).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FREQUENCY}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*number, max 100&lt;br /&gt;
| Determines the chances of a creature appearing within its environment, with higher values resulting in more frequent appearance. Also affects the chance of a creature being brought in a caravan for trading.&lt;br /&gt;
This value is used multiply to determine the rarity of animal populations. A creature with [FREQUENCY:50] will appear in 50% of valid biomes, and be present in 50% of the area within those biomes.&lt;br /&gt;
When a [[Creature token#CLUSTER_NUMBER|cluster]] spawns, the game effectively considers all creatures that can possibly appear and uses the FREQUENCY value as a ''weight'' - for example, if there are three creatures with frequencies 10/25/50, the creature with [FREQUENCY:50] will appear approximately 58.8% of the time. Defaults to 50 if not specified. Not to be confused with {{token|POP_RATIO|c}}.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==G==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GAIT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;gait type&amp;gt;&lt;br /&gt;
* &amp;lt;gait name&amp;gt;&lt;br /&gt;
* &amp;lt;max [[Gait#Speed|speed]]&amp;gt;&lt;br /&gt;
* &amp;lt;build up time&amp;gt;&lt;br /&gt;
* &amp;lt;max turning [[Gait#Speed|speed]]&amp;gt;&lt;br /&gt;
* &amp;lt;start [[Gait#Speed|speed]]&amp;gt;&lt;br /&gt;
* &amp;lt;energy expenditure&amp;gt;&lt;br /&gt;
* &amp;lt;gait flag(s)&amp;gt;&lt;br /&gt;
| Defines a gait by which the creature can move. See [[Gait]] for more information. Specifically, you likely want to use one of the existing STANDARD_X_GAITS creature variations, as described in [[Gait#Gaits_and_Modding|this subsection]].&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;max speed&amp;gt; indicates the maximum [[Gait#Speed|speed]] achievable by a creature using this gait&lt;br /&gt;
* &amp;lt;start speed&amp;gt; indicates the creature's speed when it starts moving using this gait&lt;br /&gt;
* &amp;lt;build up time&amp;gt; indicates how long it will take for a creature using this gait to go from &amp;lt;start speed&amp;gt; to &amp;lt;max speed&amp;gt;. For example, a value of 10 means that it should be able to reach the maximum speed by moving 10 [[tile]]s in a straight line over even terrain.&lt;br /&gt;
* &amp;lt;max turning speed&amp;gt; indicates the maximum speed permissible when the creature suddenly changes its direction of motion. The creature's speed will be reduced to &amp;lt;max turning speed&amp;gt; if travelling at a higher speed than this before turning.&lt;br /&gt;
* &amp;lt;energy expenditure&amp;gt; indicates how energy-consuming the gait is. Higher values cause the creature to tire out faster. Persistent usage of a high-intensity gait will eventually lead to exhaustion and [[Status_icon#Non-flashing|collapse]].&lt;br /&gt;
&lt;br /&gt;
'''NO_BUILD_UP''' can be specified instead of a &amp;lt;start speed&amp;gt; value to make the &amp;lt;max speed&amp;gt; instantly achievable upon initiating movement (this is equivalent to a &amp;lt;build up time&amp;gt; of 0). Note that &amp;lt;build up time&amp;gt; and &amp;lt;max turning speed&amp;gt; are both ignored if specified alongside this (as NO_BUILD_UP trumps &amp;lt;build up time&amp;gt; and preserves &amp;lt;max speed&amp;gt; whilst turning, and &amp;lt;max turning speed&amp;gt; cannot exceed &amp;lt;max speed&amp;gt;) so it is permissible to omit them so long as they are '''both''' omitted together.&lt;br /&gt;
&lt;br /&gt;
It's possible to specify a &amp;lt;start speed&amp;gt; greater than the &amp;lt;max speed&amp;gt;; the moving creature will decelerate towards its &amp;lt;max speed&amp;gt; in this case.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''valid gait types:'''&lt;br /&gt;
*'''WALK'''&amp;lt;br&amp;gt;&lt;br /&gt;
Used for moving normally over ground tiles.&lt;br /&gt;
&lt;br /&gt;
*'''CRAWL'''&amp;lt;br&amp;gt;&lt;br /&gt;
Used for moving over ground tiles whilst [[Status_icon#Non-flashing|prone]].&lt;br /&gt;
&lt;br /&gt;
*'''SWIM'''&amp;lt;br&amp;gt;&lt;br /&gt;
Used for moving through tiles containing [[water]] or [[magma]] at a [[Water#Depth|depth]] of at least 4/7. &lt;br /&gt;
&lt;br /&gt;
*'''FLY'''&amp;lt;br&amp;gt;&lt;br /&gt;
Used for moving through [[open space]].&lt;br /&gt;
&lt;br /&gt;
*'''CLIMB'''&amp;lt;br&amp;gt;&lt;br /&gt;
Used for moving whilst [[Climber|climbing]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''valid gait flags:'''&lt;br /&gt;
* '''AGILITY'''&amp;lt;br&amp;gt;&lt;br /&gt;
Speeds/slows movement depending on the creature's [[Attribute#Agility|Agility]] stat.&lt;br /&gt;
&lt;br /&gt;
* '''STRENGTH'''&amp;lt;br&amp;gt;&lt;br /&gt;
Speeds/slows movement depending on the creature's [[Attribute#Strength|Strength]] stat.&lt;br /&gt;
&lt;br /&gt;
* '''LAYERS_SLOW'''&amp;lt;br&amp;gt;&lt;br /&gt;
Makes [[Tissue_definition_token#THICKENS_ON_ENERGY_STORAGE|THICKENS_ON_ENERGY_STORAGE]] and [[Tissue_definition_token#THICKENS_ON_STRENGTH|THICKENS_ON_STRENGTH]] tissue layers slow movement depending on how thick they are. Adding the STRENGTH gait flag counteracts the impact of the latter layer.&lt;br /&gt;
&lt;br /&gt;
* '''STEALTH_SLOWS:'''&amp;lt;percentage&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Slows movement by the specified percentage when the creature is [[Ambusher|sneaking]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GENERAL_BABY_NAME}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*singular&lt;br /&gt;
*plural &lt;br /&gt;
| Like {{token|BABYNAME|c}}, but applied regardless of caste.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GENERAL_CHILD_NAME}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*singular&lt;br /&gt;
*plural &lt;br /&gt;
| Like {{token|CHILDNAME|c}}, but applied regardless of caste.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GENERAL_MATERIAL_FORCE_MULTIPLIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value A&lt;br /&gt;
*value B&lt;br /&gt;
| Has the same function as {{token|MATERIAL_FORCE_MULTIPLIER|c}}, but applies to all attacks instead of just those involving a specific material. Appears to be overridden by MATERIAL_FORCE_MULTIPLIER ([[werebeast]]s, for example, use both tokens to provide resistance to all materials, with one exception to which they are especially vulnerable).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GENERATED}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Found on procedurally generated creatures like [[forgotten beast]]s, [[titan]]s, [[demon]]s, [[angel]]s, and [[night creature]]s. Cannot be specified in user-defined raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GETS_INFECTIONS_FROM_ROT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature get [[Health_care#Infection|infections]] from necrotic tissue.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GETS_WOUND_INFECTIONS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature's wounds become [[Health_care#Infection|infected]] if left untreated for too long.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GLOWCOLOR}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*foreground&lt;br /&gt;
*background&lt;br /&gt;
*brightness &lt;br /&gt;
| The colour of the creature's {{token|GLOWTILE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GLOWTILE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*ascii character &lt;br /&gt;
| If present, the being glows in the dark (generally used for Adventurer Mode). The tile is what replaces the being's current tile when it is obscured from your sight by darkness. The default setting for kobolds (a yellow quotation mark) provides a nice &amp;quot;glowing eyes&amp;quot; effect. The game is also hardcoded to automatically convert quotation mark GLOWTILES into apostrophes if the creature has lost one eye. This works at the generic creature level - for caste-specific glow tiles, use {{token|CASTE_GLOWTILE|c}} instead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GNAWER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*verb&lt;br /&gt;
| The creature can and will gnaw its way out of [[animal trap]]s and [[cage]]s using the specified verb, depending on the material from which it is made (normally wood).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GOBBLE_VERMIN_CLASS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*class&lt;br /&gt;
| The creature eats vermin of the specified class.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GOBBLE_VERMIN_CREATURE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*creature&lt;br /&gt;
*caste&lt;br /&gt;
| The creature eats a specified [[vermin]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GO_TO_END}}&lt;br /&gt;
| Special&lt;br /&gt;
|  &lt;br /&gt;
| When using tags from an existing creature, inserts new tags at the end of the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GO_TO_START}}&lt;br /&gt;
| Special&lt;br /&gt;
|  &lt;br /&gt;
| When using tags from an existing creature, inserts new tags at the beginning of the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GO_TO_TAG}}&lt;br /&gt;
| Special&lt;br /&gt;
|  &lt;br /&gt;
| When using tags from an existing creature, inserts new tags ''before'' the specified tag.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GOOD}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Creature is considered good and will only show up in good biomes - [[unicorn]]s, for example. Civilizations with {{token|USE_GOOD_ANIMALS|e}} can domesticate them regardless of exotic status. Has no effect on cavern creatures except to restrict taming. A civilization that has good creatures can colonise good areas in world-gen.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GRASSTRAMPLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value &lt;br /&gt;
| The value determines how rapidly [[grass]] is trampled when a creature steps on it - a value of 0 causes the creature to never damage grass, while a value of 100 causes grass to be trampled as rapidly as possible. Defaults to 5.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GRAVITATE_BODY_SIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*target value&lt;br /&gt;
| Used in Creature Variants. This token changes the adult body size to the average of the old adult body size and the target value and scales all intermediate growth stages by the same factor.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GRAZER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*number&lt;br /&gt;
| The creature is a grazer - if tamed in fortress mode, it needs a pasture to survive. The higher the number, the less frequently it needs to eat in order to live. Not used since 0.40.12, replaced by {{token|STANDARD_GRAZER|c}} to fix {{bugl|4113}}.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==H==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HABIT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*type&lt;br /&gt;
*probability&lt;br /&gt;
| Defines certain behaviors for the creature. The habit types are:&lt;br /&gt;
*COLLECT_TROPHIES&lt;br /&gt;
*COOK_PEOPLE&lt;br /&gt;
*COOK_VERMIN&lt;br /&gt;
*GRIND_VERMIN&lt;br /&gt;
*COOK_BLOOD&lt;br /&gt;
*GRIND_BONE_MEAL&lt;br /&gt;
*EAT_BONE_PORRIDGE&lt;br /&gt;
*USE_ANY_MELEE_WEAPON&lt;br /&gt;
*GIANT_NEST&lt;br /&gt;
*COLLECT_WEALTH.&lt;br /&gt;
These require the creature to have a {{token|LAIR|c}} to work properly, and also don't seem to work on creatures who are not a {{token|SEMIMEGABEAST|c}}, {{token|MEGABEAST|c}}, or{{token|NIGHT_CREATURE_HUNTER|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HABIT_NUM}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*number or TEST_ALL&lt;br /&gt;
| &amp;quot;If you set HABIT_NUM to a number, it should give you that exact number of habits according to the weights.&amp;quot;.{{cite forum|60554/1719248}} All lists of HABITs are preceded by [HABIT_NUM:TEST_ALL]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HAS_NERVES}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature has nerves in its muscles. Cutting the muscle tissue can sever motor and sensory nerves.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HASSHELL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature has a shell. Seemingly no longer used - holdover from previous versions.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HIVE_PRODUCT}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*number&lt;br /&gt;
*[[time]]&lt;br /&gt;
*[[item token]]s&lt;br /&gt;
| What product is harvested from [[Beekeeping industry|beekeeping]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HOMEOTHERM}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*number or NONE&lt;br /&gt;
| Default 'NONE'. The creature's normal body [[temperature]]. Creature ceases maintaining temperature on death unlike fixed material temperatures. Provides minor protection from environmental temperature to the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HUNTS_VERMIN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Creature hunts and kills nearby [[vermin]], randomly walking between places with food laying on the ground or in stockpiles, to check for possible [VERMIN_EATER] vermin, but they'll kill any other vermin too. Do not include this creature token on an intelligent entity that you intend to play as in fortress mode because it will prevent them from feeding themselves.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==I==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IMMOBILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| The creature cannot move. Found on [[sponge]]s. Will also stop a creature from breeding in fortress mode (MALE and FEMALE are affected, if one is IMMOBILE; no breeding will happen).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IMMOBILE_LAND}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is immobile while on land. Only works on {{token|AQUATIC|c}} creatures which can't breathe on land.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IMMOLATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature radiates [[fire]]. It will ignite, and potentially completely destroy, items the creature is standing on. Also gives the vermin a high chance of escaping from [[animal trap]]s and [[cage]]s made of any flammable materials (specifically ones that could be ignited by magma).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|INTELLIGENT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Alias for {{token|CAN_SPEAK|c}} + {{token|CAN_LEARN|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ITEMCORPSE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
* [[item token]]&lt;br /&gt;
* [[material token]]&lt;br /&gt;
| Determines if the creature leaves behind a non-standard corpse (i.e. wood, statue, bars, stone, pool of liquid, etc.). [[Ethics]] may prevent actually using the item in jobs or reactions.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ITEMCORPSE_QUALITY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* number&lt;br /&gt;
| The [[quality]] of an item-type corpse left behind. Valid values are: 0 for ordinary, 1 for well-crafted, 2 for finely-crafted, 3 for superior, 4 for exceptional, 5 for masterpiece.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==L==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAIR}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*type&lt;br /&gt;
*probability&lt;br /&gt;
| Found on megabeasts, semimegabeasts, and night creatures. The creature will seek out sites of this type and take them as lairs. The lair types are:&lt;br /&gt;
*SIMPLE_BURROW&lt;br /&gt;
*SIMPLE_MOUND&lt;br /&gt;
*WILDERNESS_LOCATION&lt;br /&gt;
*SHRINE&lt;br /&gt;
*LABYRINTH&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAIR_CHARACTERISTIC}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*characteristic&lt;br /&gt;
*probability&lt;br /&gt;
| Defines certain features of the creature's lair. The only valid characteristic is HAS_DOORS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAIR_HUNTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| This creature will actively hunt adventurers in its lair.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAIR_HUNTER_SPEECH}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*speech file&lt;br /&gt;
| What this creature says while hunting adventurers in its lair.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LARGE_PREDATOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Will attack other creatures that are smaller than it. Tamed large predators will still attack wildlife. In [[fortress mode]], only one group of &amp;quot;large predators&amp;quot; (possibly two groups on &amp;quot;savage&amp;quot; maps) will appear on any given map. In [[adventurer mode]], large predators will try to ambush and attack you (and your party will attack them back). When tamed, large predators tend to be much more aggressive to enemies than non-large predators, making them a good choice for an animal army. They may go on rampages in worldgen, and adventurers may receive quests to kill them. Also, they can be mentioned in the intro paragraph when starting a fortress e.g. &amp;quot;ere the wolves get hungry.&amp;quot;&lt;br /&gt;
A single biome supports 7 large predator species, picking randomly and rolling a d100 under its {{token|FREQUENCY|c}} to add it until all 7 slots are filled.&lt;br /&gt;
&lt;br /&gt;
Incompatible with {{token|PACK_ANIMAL|c}} on a technicality, if included: hauled items are likely to be dropped upon entering the map (even if {{token|TRADE_CAPACITY|c}} is present) in contrast to when the merchants depart.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LARGE_ROAMING}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| This is the core requisite tag allowing the creature to spawn as a wild animal in the appropriate biomes. Requires specifying a {{token|BIOME|c}} in which the creature will spawn. Does not require specifying a frequency, population number, or cluster number.&lt;br /&gt;
&lt;br /&gt;
This tag stacks with {{token|MEGABEAST|c}}, {{token|SEMIMEGABEAST|c}}, or {{token|NIGHT_CREATURE_HUNTER|c}}; if used with one of these tags, the creature will spawn as both a boss and as a wild animal. This tag does not stack with {{token|FEATURE_BEAST|c}} and if both are used the creature will not spawn. This tag is unaffected by {{token|DEMON|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAYS_EGGS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Creature lays [[egg]]s instead of giving birth to live young.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAYS_UNUSUAL_EGGS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* [[item token]]&lt;br /&gt;
* [[material token]]&lt;br /&gt;
| Creature lays the specified item instead of regular eggs.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIGAMENTS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
*healing rate &lt;br /&gt;
| The creature has ligaments in its {{token|CONNECTIVE_TISSUE_ANCHOR|td}} tissues (bone or chitin by default). Cutting the bone/chitin tissue severs the ligaments, disabling motor function if the target is a limb.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIGHT_GEN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| A vermin featuring this tag will remain visible to an adventurer even at night. &lt;br /&gt;
&lt;br /&gt;
Subterranean vermin which feature this token will flicker in unexposed and unrevealed cavern layers while playing in Fortress Mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIKES_FIGHTING}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature will attack enemies rather than flee from them. This tag has the same effect on player-controlled creatures - including modded dwarves. Retired as of v0.40.14 in favor of {{token|LARGE_PREDATOR|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LISP}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Creature uses &amp;quot;sssssnake talk&amp;quot; (multiplies 'S' when talking - &amp;quot;My name isss Recisssiz.&amp;quot;). Used by [[Serpent man|serpent men]] and [[Reptile man|reptile men]] in the vanilla game. C's with the same pronunciation (depending on the word) are not affected by this token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LITTERSIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* minimum&lt;br /&gt;
* maximum&lt;br /&gt;
| Determines the number of offspring per one birth; default 1-3, not used in vanilla raws. See also {{token|MULTIPLE_LITTER_RARE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LOCAL_POPS_CONTROLLABLE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
| Allows you to play as a wild animal of this species in adventurer mode. Prevents trading of (tame) instances of this creature in caravans.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LOCAL_POPS_PRODUCE_HEROES}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
| Wild animals of this species may occasionally join a civilization. Prevents trading of (tame) instances of this creature in caravans.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LOCKPICKER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Lets a creature open [[door]]s that are set to forbidden in fortress mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LOOSE_CLUSTERS}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creatures will scatter if they have this tag, or form tight packs if they don't. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LOW_LIGHT_VISION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*number&lt;br /&gt;
| Determines how well a creature can see in the dark - higher is better. Dwarves have 10000, which amounts to perfect nightvision.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==M==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAGICAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| According to Toady One, this is completely interchangeable with {{token|AT_PEACE_WITH_WILDLIFE|c}} and might have been used in very early versions of the game by wandering wizards or the ent-type tree creatures that used to be animated by elves. [http://www.bay12forums.com/smf/index.php?topic=169696.msg8316954#msg8316954]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAGMA_VISION}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is able to see while submerged in [[magma]]. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MALE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature biologically male. Usually declared inside a caste.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| {{text anchor|MANNERISM|MANNERISM_*}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*occasionally body part &lt;br /&gt;
| Adds a possible mannerism to the creature's profile.  See [[creature mannerism token]] for further info.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MATERIAL}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*material id&lt;br /&gt;
| Begins defining a new local material. Follow this with standard material definition tokens to define the material.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MATERIAL_FORCE_MULTIPLIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Material token]]&lt;br /&gt;
*value A&lt;br /&gt;
*value B&lt;br /&gt;
| When struck with a weapon made of the specified material, the force exerted will be multiplied by A/B, thus making the creature more or less susceptible to this material. For example, if A is 2 and B is 1, the force exerted by the defined material will be doubled. If A is 1 and B is 2, it will be halved instead. See also  {{token|GENERAL_MATERIAL_FORCE_MULTIPLIER|c}}, which can be used to make this sort of effect applicable to all materials.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MATUTINAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| When set, the creature will only appear at dawn (between 4:30 AM and 6:00 AM) in [[Adventurer mode]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAXAGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*min&lt;br /&gt;
*max &lt;br /&gt;
| Determines the creature's natural lifespan, using the specified minimum and maximum age values (in years). Each individual creature with this token is generated with a predetermined date (calculated down to the exact [[time|tick]]!) between these values, at which it is destined to die of old age, should it live long enough. Note that the probability of death at any given age does not increase as the creature gets older [http://i.imgur.com/A1A4aA9.png]. &lt;br /&gt;
Creatures which lack this token are naturally immortal. The [[Syndrome#CE_ADD_TAG|NO_AGING]] syndrome tag will prevent death by old age from occurring. Also note that, among civilized creatures, castes which lack this token will refuse to marry others with it, and vice versa.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MEANDERER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature slowly stroll around, unless it's in combat or performing a job. If combined with {{token|CAN_LEARN|c}}, will severely impact their [[pathfinding]] and lead the creature to move extremely slowly when not performing any task. Problematically applies to animal people based on the animal and war trained animals{{bug|9588}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MEGABEAST}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| A 'boss' creature. A small number of the creatures are created during worldgen, their histories and descendants (if any) will be tracked in worldgen (as opposed to simply 'spawning'), and they will occasionally go on rampages, potentially leading to worship if they attack the same place multiple times. Their presence and number will also influence age names. When appearing in fortress mode, they will have a pop-up message announcing their arrival. They will remain hostile to military even after being tamed.{{bug|10731}} See [[megabeast]] page for more details. &lt;br /&gt;
&lt;br /&gt;
Requires specifying a {{token|BIOME|c}} in which the creature will live. Subterranean biomes appear to not be allowed. Does stack with {{token|LARGE_ROAMING|c}} and if both are used the creature will spawn as both historical bosses and as wild animals.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MENT_ATT_CAP_PERC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*[[Attribute|ATTRIBUTE]] Token&lt;br /&gt;
*Cap %&lt;br /&gt;
|Default is 200.  This means you can increase your attribute to 200% of its starting value (or the average value + your starting value if that is higher).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MENT_ATT_RANGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*[[Attribute|ATTRIBUTE]]&lt;br /&gt;
*lowest&lt;br /&gt;
*lower&lt;br /&gt;
*low&lt;br /&gt;
*median&lt;br /&gt;
*high&lt;br /&gt;
*higher&lt;br /&gt;
*highest &lt;br /&gt;
| Sets up a [[Attribute#Soul_attributes|mental attribute]]'s range of values (0-5000). All mental attribute ranges default to 200:800:900:1000:1100:1300:2000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MENT_ATT_RATES}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Attribute|ATTRIBUTE]] Token&lt;br /&gt;
*cost to improve&lt;br /&gt;
*unused counter rate&lt;br /&gt;
*rust counter rate&lt;br /&gt;
*demotion counter rate&lt;br /&gt;
| [[Attribute#Soul_attributes|Mental attribute]] gain/decay rates. Lower numbers in the last three slots make decay occur faster. Defaults are 500:4:5:4.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MILKABLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
* frequency&lt;br /&gt;
| Allows the creature to be [[milk]]ed in the [[farmer's workshop]]. The frequency is the amount of [[time|ticks]] the creature needs to &amp;quot;recharge&amp;quot; (i.e. how much time needs to pass before it can be milked again). Does not work on [[#CAN_LEARN|sentient]] creatures, regardless of [[ethics]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MISCHIEVIOUS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Alias for {{token|MISCHIEVOUS|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MISCHIEVOUS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature spawns [[stealth]]ed and will attempt to path into the fortress, pulling any [[lever]]s it comes across. It will be invisible on the map and [[unit list]] until spotted by a citizen, at which point the game will pause and recenter on the creature. Used by [[gremlin]]s in the vanilla game. &amp;quot;They go on little missions to mess with various fortress buildings, not just levers.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MODVALUE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Seemingly no longer used.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MOUNT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature may be used as a [[mount]]. No use for the player in fortress mode, but enemy sieging forces may arrive with cavalry. Mounts are usable in adventure mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MOUNT_EXOTIC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature may be used as a [[mount]], but civilizations cannot domesticate it in worldgen without certain exceptions.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MULTIPART_FULL_VISION}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to have all-around vision, as long as it has multiple heads that can see.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MULTIPLE_LITTER_RARE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Makes the species usually produce a single offspring per birth, with a 1/500 chance of using the {{token|LITTERSIZE|c}} as usual.  Requires {{token|FEMALE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MUNDANE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Marks if the creature is an actual real-life creature. Only used for age-names at present.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==N==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NAME}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*singular&lt;br /&gt;
*plural&lt;br /&gt;
*adjective &lt;br /&gt;
| The generic name for any creature of this type - will be used for referring to the species in the abstract, such as the default material prefix. For labeling individual creatures, {{token|CASTE_NAME|c}} is necessary. If left undefined, the creature will be labeled as &amp;quot;nothing&amp;quot; by the game.&lt;br /&gt;
&lt;br /&gt;
Some examples of adjective use:&lt;br /&gt;
* &amp;quot;super''dwarven'' strength&amp;quot;&lt;br /&gt;
* &amp;quot;the ''dwarven'' hillocks of X&amp;quot;&lt;br /&gt;
* Deity species as in &amp;quot;''feline'' deity&amp;quot;&lt;br /&gt;
* Megabeast attacks in worldgen. One with multiple dragons being a &amp;quot;''draconic'' rampage&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NATURAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Animal is considered to be natural. NATURAL animals will not engage creatures tagged with {{token|AT_PEACE_WITH_WILDLIFE|c}} in combat unless they are members of a hostile entity and vice-versa.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NATURAL_ANIMAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Alias of {{token|NATURAL|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NATURAL_SKILL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Skill_token|Skill token]]&lt;br /&gt;
*value&lt;br /&gt;
| The creature possesses the specified [[skill]] at this level inherently - that is, it begins with the skill at this level, and the skill may never rust below that. A value of 15 is legendary.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NIGHT_CREATURE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Creatures with this token can appear as [[experiment|experiments]]. &lt;br /&gt;
Causes the creature to count as {{token|NOT_LIVING|c}}. Killing a creature featuring this token provides one point of &amp;quot;hero&amp;quot; reputation. Adds the creature's description as part of the initial summary of their historical figure in legends mode. Prevents creature behavior enabled by {{token|LARGE_PREDATOR|c}}. People will react to creatures with this token as a night creature (natch). In adventure mode, ambushes involving these units will say &amp;quot;Night creature!&amp;quot; instead of &amp;quot;Ambush!&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Prevents the AI from using ANIMATE interactions, unless the newly-animated{{token|OPPOSED_TO_LIFE|c}}undead will not attack them. The check for this is specifically whether the unit is: &lt;br /&gt;
*a ghost&lt;br /&gt;
*an animated unit &lt;br /&gt;
*a unit with the {{token|NO_AGING|c}} token added via {{token|CE_ADD_TAG|c}}. (This allows for the default exclusion of elves and goblins, unless raised as intelligent undead.)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;''This token should not be confused with other NIGHT_CREATURE_X tokens.''&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;''This token is not well understood at the present time.''&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NIGHT_CREATURE_BOGEYMAN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Creatures with this token can appear in [[bogeyman|bogeyman ambushes]] in [[adventure mode]], where they adopt classical bogeyman traits such as stalking the adventurer and vaporising when dawn breaks. Such traits do not manifest if the creature is encountered outside of a bogeyman ambush (for instance, as a megabeast or a civilised being). In addition, their corpses and severed body parts turn into [[smoke]] after a short while. Note that setting the &amp;quot;Number of Bogeyman Types&amp;quot; in [[advanced world generation]] to 0 will only remove randomly-generated bogeymen.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NIGHT_CREATURE_EXPERIMENTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on some [[necromancer]]s. Creatures with this tag may periodically &amp;quot;perform horrible experiments&amp;quot; offscreen, during which they can use creature-targeting interactions with an &amp;lt;code&amp;gt;[[Interaction_token#I_SOURCE|[I_SOURCE:EXPERIMENT]]]&amp;lt;/code&amp;gt; tag on living creatures in their area. Worlds are generated with a list of procedurally-generated experiments, allowing necromancers to turn living people and animals into [[Infected_ghoul|ghouls]] and [[Experiment|other experimental creatures]], and these will automatically be available to all experimenters; it does not appear possible to prevent this. You can mod in your own custom experiment interactions, but these are used very infrequently due to the large number of generated experiments.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NIGHT_CREATURE_HUNTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on [[night troll]]s and [[werebeast]]s. Implies that the creature is a [[night creature]], and shows its description in [[legends mode]] entry. The creature is always hostile and will start [[no quarter]] combat with any nearby creatures, except for members of its own race. Note that this tag does not override the creature's normal behavior in [[fortress mode]] except for the aforementioned aggression, and doesn't prevent the creature from fleeing the battles it started. It also removes the creature's materials from stockpile settings list, making them be stored there regardless of settings.&lt;br /&gt;
&lt;br /&gt;
Does stack with {{token|LARGE_ROAMING|c}} and if both are used the creature will spawn as both historical hunters and as wild animals; this requires specifying a {{token|BIOME|c}} in which the creature will live, and subterranean biomes are allowed.&lt;br /&gt;
&lt;br /&gt;
This tag causes the usual behaviour of werebeasts in worldgen, that is, fleeing towns upon being cursed and conducting raids from a lair. If this tag is absent from a deity curse, the accursed will simply be driven out of towns in a similar manner to [[vampire]]s. When paired with SPOUSE_CONVERTER, a very small population of the creature will be created during worldgen (sometimes only a single individual will be created), and their histories will be tracked (that is, they will not spawn spontaneously later, they must either have children or convert other creatures to increase their numbers). The creature will settle in a lair and go on rampages during worldgen. It will actively attempt to seek out potential conversion targets to abduct, convert, and have children with (if possible).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NIGHT_CREATURE_NIGHTMARE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on [[nightmare]]s. Corpses and severed body parts derived from creatures with this token turn into [[smoke]] after a short while.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_AUTUMN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature caste does not appear in [[Calendar|autumn]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_CONNECTIONS_FOR_MOVEMENT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Creature doesn't require connected body parts to move{{verify}}; generally used on undead creatures with connections that have rotted away.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_DIZZINESS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature cannot become [[Symptom#Dizziness|dizzy]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_DRINK}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature does not need to drink. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_EAT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature does not need to [[food|eat]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_FEVERS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature cannot suffer [[Symptom#Fever|fevers]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_GENDER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| The creature is biologically sexless, making it unable to [[breeding|breed]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_PHYS_ATT_GAIN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| The creature cannot raise any [[Attribute#Body_attributes|physical attributes]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_PHYS_ATT_RUST}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| The creature cannot lose any [[Attribute#Body_attributes|physical attributes]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_SLEEP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature does not need to sleep, but can still be rendered unconscious by other means.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_SPRING}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature caste does not appear in [[Calendar|spring]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_SUMMER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature caste does not appear in [[Calendar|summer]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_THOUGHT_CENTER_FOR_MOVEMENT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The bodyparts of this creature don't need to be connected to an organ with the {{token|THOUGHT|body}} tag in order to have motor function. Generally used on creatures that don't have brains. If a creature doesn't have a thought part and doesn't have this token, it will be unable to grasp or stand. Nautilus men experience this issue in vanilla.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_UNIT_TYPE_COLOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Prevents creature from selecting its color based on its profession (e.g. Miner, Hunter, Wrestler).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_VEGETATION_PERTURB}}&lt;br /&gt;
| Caste{{Verify}}&lt;br /&gt;
|  &lt;br /&gt;
| Likely prevents the creature from leaving broken vegetation tracks.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_WINTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature caste does not appear in [[Calendar|winter]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOBONES}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature has no bones.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOBREATHE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't need to breathe or have {{token|BREATHE|body}}parts in its body, nor can it drown or be strangled. Creatures living in magma must have this tag, otherwise they will drown.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOCTURNAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| When set, the creature will only appear at night (after 10:05 PM and before 4:30 AM) in [[Adventurer mode]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOEMOTION}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature has no emotions, thus; it is immune to the effects of [[stress]] and unable to rage, and its [[need]]s cannot be fulfilled in any way. Used on [[undead]] in the vanilla game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOEXERT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature can't become tired or over-exerted from taking too many combat actions, or moving at full speed for extended periods of time. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOFEAR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't feel fear and will never flee from battle, and will be immune to [[ghost]]s' attempts to 'scare it to death'. Additionally, it causes [[bogeyman|bogeymen]] and [[nightmare]]s to become friendly towards the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOMEAT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature will not be hunted or fed to wild beasts.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NONAUSEA}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature isn't nauseated by gut hits and cannot vomit.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOPAIN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't feel pain. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOSKIN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature will not drop a hide when [[butcher|butchered]]. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOSKULL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature will not drop a skull on butchering, rot, or decay of severed head.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOSMELLYROT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Does not produce [[miasma]] when rotting.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOSTUCKINS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Weapons can't get stuck in the creature. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOSTUN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature can't be stunned and knocked unconscious by pain or head injuries. Creatures with this tag never wake up from sleep in Fortress Mode. If this creature needs to sleep while playing, it &amp;lt;b&amp;gt;will&amp;lt;/b&amp;gt; die.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOT_BUTCHERABLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Corpses from this creature cannot be [[butcher|butchered]]. Does not prevent the creature from being slaughtered while alive, however.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOT_LIVING}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Cannot be raised from the dead by necromancers or evil clouds. Implies the creature is not a normal living being. Used by [[vampire]]s, [[Mummy|mummies]] and inorganic creatures like the [[amethyst man]] and [[bronze colossus]]. Creatures who are {{token|OPPOSED_TO_LIFE|c}} (undead) will be docile towards creatures with this token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOTHOUGHT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't require a {{token|THOUGHT|body}} body part to survive. Has the added effect of preventing speech, though directly controlling creatures that would otherwise be capable of speaking allows them to engage in conversation.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==O==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ODOR_LEVEL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*number&lt;br /&gt;
| How easy the creature is to [[smell]]. The higher the number, the easier the creature is to sniff out. Defaults to 50. Vanilla creatures have values from 0 (undetectable) to 90 (noticeable by humans and dwarves).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ODOR_STRING}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*string&lt;br /&gt;
| What the creature [[smell]]s like. If no odor string is defined, the creature name (not the caste name) is used.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|OPPOSED_TO_LIFE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Is hostile to all creatures except undead and other non-living ones and will show {{DFtext|Opposed to life|0:1}} in the [[unit list]]. Used by [[undead]] in the vanilla game. Functions without the {{token|NOT_LIVING|c}} token, and seems to imply said token as well. Undead will not be hostile to otherwise-living creatures given this token. Living creatures given this token will attack living creatures that lack it, while ignoring other living creatures that also have this token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ORIENTATION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*MALE/FEMALE&lt;br /&gt;
*disinterested chance&lt;br /&gt;
*casual chance&lt;br /&gt;
*strong chance&lt;br /&gt;
| Determines caste's likelihood of having sexual attraction to certain sexes. Values default to 75:20:5 for the same sex and 5:20:75 for the opposite sex. The first value indicates how likely to be entirely uninterested in the sex, the second decides if the creature will be able to become lovers with that sex, the third decides whether they will be able to marry in worldgen and post-worldgen world activities (which implies being able to become lovers). Marriage seems to be able to happen in fort mode play regardless, as long as they are lovers first.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|OUTSIDER_CONTROLLABLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Lets you play as an [[Adventurer_mode_character_creation#Outsider|outsider]] of this species in adventure mode.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==P==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PACK_ANIMAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to be used as a pack animal. Used by [[trading|merchants]] without wagons and adventurers. Also prevents creature from dropping hauled items on its own -- do ''not'' use for player-controllable creatures! May lead to the creature being domesticated during worldgen, even if it doesn't have {{token|COMMON_DOMESTIC|c}}.&lt;br /&gt;
&lt;br /&gt;
Creatures with this tag but without {{token|BENIGN|c}}, and/or with {{token|LARGE_PREDATOR|c}} leads to hauled items being dropped.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PARALYZEIMMUNE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is immune to all [[Syndrome#CE_PARALYSIS|paralyzing]] special attacks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PATTERNFLIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Used to control the bat riders with paralyze-dart blowguns that flew through the 2D chasm. Doesn't do anything now.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PCG_LAYERING}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*[[Procedural graphics layer|Layering type]]&lt;br /&gt;
| Adds a layer to the current {{token|PROCEDURAL_CREATURE_GRAPHICS|c}} definition. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PEARL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Does nothing.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PENETRATEPOWER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value &lt;br /&gt;
| Controls the ability of [[vermin]] to find a way into containers when they are eating food from your stockpiles.&lt;br /&gt;
&lt;br /&gt;
Objects made of most materials (e.g. metal) roll a number from 0-100, and if the resulting number is greater than the penetrate power, their contents escape for the time being. Objects made of [[wood]], [[leather]], [[amber]], or [[coral]] roll 0-95, and items made of [[cloth]] roll 0-90.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PERSONALITY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*ATTRIBUTE&lt;br /&gt;
*lowest&lt;br /&gt;
*median&lt;br /&gt;
*highest &lt;br /&gt;
| Determines the range and chance of personality facets. Standard is 0:50:100. See [[personality facet]] for more info.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PET}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to be [[Animal_trainer|tamed]] in Fortress mode. Prerequisite for all other working animal roles. Civilizations that encounter it in worldgen will tame and domesticate it for their own use. Adding this to civilization members will classify them as pets instead of citizens, with all the [[Fun|problems]] that entails. However, you can solve these problems using the popular plugin [https://dffd.bay12games.com/file.php?id=13095| Dwarf Therapist], which is completely unaffected by the tag.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PET_EXOTIC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to be [[Animal_trainer|tamed]] in Fortress mode. Prequisite for all other working animal roles. Civilizations cannot domesticate it in worldgen, with certain exceptions. More difficult to tame?{{verify}} Adding this to civilization members will classify them as pets instead of citizens, with all the [[Fun|problems]] that entails. ([[Gremlin|Example]]).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PETVALUE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value &lt;br /&gt;
| How valuable a tamed animal is. Actual cost in points in the embarking screen is 1+(PETVALUE/2) for an untrained animal, 1+PETVALUE for a war/hunting one. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PETVALUE_DIVISOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
| Divides the creature's {{token|PETVALUE|c}} by the specified number. Used by [[honey bee]]s to prevent a single hive from being worth a fortune.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PHYS_ATT_CAP_PERC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*[[Attribute|ATTRIBUTE]] Token&lt;br /&gt;
*Cap %&lt;br /&gt;
|Default is 200. This means you can increase your attribute to 200% of its starting value (or the average value + your starting value if that is higher).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PHYS_ATT_RANGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Attribute|ATTRIBUTE]]&lt;br /&gt;
*lowest&lt;br /&gt;
*lower&lt;br /&gt;
*low&lt;br /&gt;
*median&lt;br /&gt;
*high&lt;br /&gt;
*higher&lt;br /&gt;
*highest &lt;br /&gt;
| Sets up a [[Attribute#Body_attributes|physical attribute]]'s range of values (0-5000). All physical attribute ranges default to 200:700:900:1000:1100:1300:2000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PHYS_ATT_RATES}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Attribute|ATTRIBUTE]] Token&lt;br /&gt;
*cost to improve&lt;br /&gt;
*unused counter rate&lt;br /&gt;
*rust counter rate&lt;br /&gt;
*demotion counter rate&lt;br /&gt;
| [[Attribute#Body_attributes|Physical attribute]] gain/decay rates. Lower numbers in the last three slots make decay occur faster. Defaults for STRENGTH, AGILITY, TOUGHNESS, and ENDURANCE are 500:3:4:3, while RECUPERATION and DISEASE_RESISTANCE default to 500:NONE:NONE:NONE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PLUS_BP_GROUP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*BY_TYPE, BY_CATEGORY, or BY_TOKEN&lt;br /&gt;
*body type, category, or token&lt;br /&gt;
| Adds a body part group to selected body part group. Presumably used immediately after {{token|SET_BP_GROUP|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PLUS_MATERIAL}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*material&lt;br /&gt;
| Adds a material to selected materials. Used immediately after {{token|SELECT_MATERIAL|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|POP_RATIO}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
*number (max 100000)&lt;br /&gt;
| Weighted population of caste; Lower is rarer. Not to be confused with {{token|FREQUENCY|c}}. A weight of 0 will{{version|51.06 experimental}} prevent a caste from spawning naturally. Regardless of pop ratio, [[Position token|Position]]s that only allow a certain caste can force it to spawn.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|POPULATION_NUMBER}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*min&lt;br /&gt;
*max &lt;br /&gt;
| The minimum/maximum numbers of how many of these creatures are present in each world map tile of the appropriate region. Defaults to 1:1 if not specified.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|POWER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Allows the being to represent itself as a deity, allowing it to become the leader of a civilized group. Not used by any creatures in the vanilla game. Requires {{token|CAN_SPEAK|c}} to actually do anything more than settle at a location (e.g. write books, lead armies, profane temples). Doesn't appear to do anything for creatures that are already civilized. Once the creature ascends to a position of leadership, it will proceed to act as a standard ruler for their entity and fulfill the same functions (hold tournaments, tame creatures, etc.).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PREFSTRING}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*string&lt;br /&gt;
| Sets what other creatures [[Preferences|prefer]] about this creature. &amp;quot;Urist likes dwarves for their beards.&amp;quot; Multiple entries will be chosen from at random. Creatures lacking a PREFSTRING token will never appear under another's preferences.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PROCEDURAL_CREATURE_GRAPHICS}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
* [[Graphics_token#Basic_creature_sprite_types|Sprite type]] or Caste then sprite type&lt;br /&gt;
| Makes the creature have procedural graphics built for it, like forgotten beasts/demons/titans/experiments. Must be associated with PCG_LAYERING tokens.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PROFESSION_NAME}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*[[Unit type token]] (Profession)&lt;br /&gt;
*singular&lt;br /&gt;
*plural &lt;br /&gt;
| The generic name for members of this profession, at the creature level. In order to give members of specific castes different names for professions, use {{token|CASTE_PROFESSION_NAME|c}} instead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PRONE_TO_RAGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*Chance&lt;br /&gt;
| Creature has a percentage chance to flip out at visible non-friendly creatures. Enraged creatures attack anything regardless of timidity and get a strength bonus to their hits. This is what makes [[badger]]s so hardcore.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PUS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;[[material token]]&amp;gt;&lt;br /&gt;
* &amp;lt;[[Material_definition_token#Material_States|material state]]&amp;gt;&lt;br /&gt;
| The creature has pus. Specifies the stuff secreted by [[Health_care#Infection|infected wounds]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==R==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|RELSIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*body category, type, or token&lt;br /&gt;
*Relsize &lt;br /&gt;
| Specifies a new relative size for a part than what is stated in the body plan. For example, dwarves have larger livers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMAINS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*singular&lt;br /&gt;
*plural&lt;br /&gt;
| What the creature's [[remains]] are called.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMAINS_COLOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| What color the creature's [[remains]] are.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMAINS_ON_VERMIN_BITE_DEATH}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Goes with {{token|VERMIN_BITE|c}} and {{token|DIE_WHEN_VERMIN_BITE|c}}, the vermin creature will leave remains on death when biting. Leaving this tag out will cause the creature to disappear entirely after it bites.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMAINS_UNDETERMINED}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Nothing.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMOVE_MATERIAL}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*material token &lt;br /&gt;
| Removes a material from the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMOVE_TISSUE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*tissue token&lt;br /&gt;
| Removes a tissue from the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|RETRACT_INTO_BP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*BY_TYPE, BY_CATEGORY or BY_TOKEN&lt;br /&gt;
*body type, [[Body_token#CATEGORY|category]], or [[Body_token#BP|token]]&lt;br /&gt;
*Second person (&amp;quot;You&amp;quot;) retract verb text&lt;br /&gt;
*Third person (&amp;quot;The giant snail&amp;quot;) retract verb text&lt;br /&gt;
*Second person cancel retract text&lt;br /&gt;
*Third person cancel retract text&lt;br /&gt;
| The creature will retract into the specified body part(s) when threatened. It will be unable to move or attack, but enemies will only be able to attack the specified body part(s). When one of the specified body part is severed off, the creature automatically unretracts and cannot retract anymore. More than one body part can be selected by using BY_TYPE or BY_CATEGORY.&lt;br /&gt;
&lt;br /&gt;
Second-person descriptions are used for adventurer mode natural ability. &amp;quot;&amp;lt;pro_pos&amp;gt;&amp;quot; can be used in the descriptions, being replaced with the proper pronoun (or lack thereof) in-game.&lt;br /&gt;
&lt;br /&gt;
Undead curled up creatures are buggy, specifically those that retract into their upper bodies: [[echidna]]s, [[hedgehog]]s and [[pangolin]]s.{{bug|11463}}{{bug|10519}} The upper body is prevented from collapsing by a separate body part (the middle spine), which cannot be attacked when the creature is retracted. See {{token|PREVENTS_PARENT_COLLAPSE|bo}}. Living creatures eventually succumb to blood loss, but undead creatures do not. Giant creatures also take a very long time to bleed out.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|RETURNS_VERMIN_KILLS_TO_OWNER}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
| Cat behavior. If it kills a vermin creature and has an owner, it carries the remains in its mouth and drops them at their feet. Requires {{token|HUNTS_VERMIN|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ROOT_AROUND}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*BY_TYPE, BY_CATEGORY or BY_TOKEN&lt;br /&gt;
*body type, [[Body_token#CATEGORY|category]], or [[Body_token#BP|token]]&lt;br /&gt;
*Second person (&amp;quot;You&amp;quot;) verb text&lt;br /&gt;
*Third person (&amp;quot;The hen&amp;quot;) verb text&lt;br /&gt;
| Creature will occasionally root around in the grass, looking for insects.  Used for flavor in Adventurer Mode, spawns vermin edible for this creature in Fortress Mode. Creatures missing the specified body part will be unable to perform this action. The action produces a message (visible in adventure mode) in the form:&lt;br /&gt;
&lt;br /&gt;
[creature] [verb text] the [description of creature's location]&lt;br /&gt;
&lt;br /&gt;
In adventure mode, the &amp;quot;rooting around&amp;quot; ability will be included in the &amp;quot;natural abilities&amp;quot; menu, represented by its second person verb text.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==S==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SAVAGE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creature will only show up in &amp;quot;savage&amp;quot; biomes. Has no effect on cavern creatures. Cannot be combined with {{token|GOOD|c}} or {{token|EVIL|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SECRETION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*&amp;lt;[[material token]]&amp;gt;&lt;br /&gt;
*&amp;lt;[[Material_definition_token#Material_States|material state]]&amp;gt;&lt;br /&gt;
*BY_TOKEN / BY_CATEGORY / BY_TYPE&lt;br /&gt;
*&amp;lt;[[Body_token#BP|body part ID]]&amp;gt; / &amp;lt;[[Body_token#CATEGORY|category]]&amp;gt; or ALL / &amp;lt;type (e.g. [[Body_token#GRASP|GRASP]])&amp;gt;&lt;br /&gt;
*&amp;lt;[[Body_detail_plan_token#BP_LAYERS|tissue layer]]&amp;gt; or ALL&lt;br /&gt;
*&amp;lt;trigger&amp;gt;&lt;br /&gt;
| Causes the specified tissue layer(s) of the indicated body part(s) to secrete the designated material. A size 100 ('covering') [[contaminant]] is created over the affected body part(s) in its specified material state (and at the temperature appropriate to this state) when the trigger condition is met, as long as one of the secretory tissue layers is still intact. Valid triggers are:&lt;br /&gt;
*'''CONTINUOUS'''&lt;br /&gt;
Secretion occurs once every 40 [[time|ticks]] in [[fortress mode]], and every tick in [[adventurer mode]].&lt;br /&gt;
*'''EXERTION'''&lt;br /&gt;
Secretion occurs continuously (at the rate described above) whilst the creature is at minimum &amp;lt;span style=&amp;quot;font-size:75%&amp;quot;&amp;gt;{{Tile|Tired|6:1}}&amp;lt;/span&amp;gt; following physical exertion. Note that this cannot occur if the creature has {{token|NOEXERT|c}}.&lt;br /&gt;
*'''EXTREME_EMOTION'''&lt;br /&gt;
Secretion occurs continuously (as above) whilst the creature is distressed. Cannot occur in creatures with {{token|NOEMOTION|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SELECT_ADDITIONAL_CASTE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*&amp;lt;caste&amp;gt;&lt;br /&gt;
| Adds an additional previously defined caste to the selection. Used after {{token|SELECT_CASTE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SELECT_CASTE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*&amp;lt;caste&amp;gt; or ALL &lt;br /&gt;
| Selects a previously defined caste&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SELECT_MATERIAL}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*&amp;lt;[[material token]]&amp;gt;&lt;br /&gt;
| Selects a locally defined material. Can be ALL.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SELECT_TISSUE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*tissue token&lt;br /&gt;
| Selects a tissue for editing.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SEMIMEGABEAST}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Essentially the same as {{token|MEGABEAST|c}}, but more of them are created during worldgen. See the [[semi-megabeast]] page for details.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SENSE_CREATURE_CLASS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;[[Creature_token#CREATURE_CLASS|creature class]]&amp;gt;&lt;br /&gt;
* [[Tilesets|&amp;lt;tile value or character&amp;gt;]]&lt;br /&gt;
* [[Color#Color_values|&amp;lt;foreground color&amp;gt;:&amp;lt;background color&amp;gt;:&amp;lt;foreground brightness&amp;gt;]]&lt;br /&gt;
| Gives the creature the ability to sense creatures belonging to the specified [[Creature_token#CREATURE_CLASS|creature class]] even when they lie far beyond line of sight, including through walls and floors. It also appears to reduce or negate the combat penalty of [[Wound#Blindness|blind]] units when fighting creatures they can sense. In [[adventure mode]], the specified tile will be used to represent sensed creatures when they cannot be seen directly.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SET_BP_GROUP}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*selection criteria BY_TYPE, BY_CATEGORY, BY_TOKEN&lt;br /&gt;
*category, type, or token &lt;br /&gt;
| Begins a selection of body parts.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_LEARN_RATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*&amp;lt;[[skill_token]]&amp;gt;&lt;br /&gt;
*&amp;lt;percentage&amp;gt;&lt;br /&gt;
| The rate at which this creature learns this skill. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_LEARN_RATES}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*&amp;lt;percentage&amp;gt;&lt;br /&gt;
| The rate at which this creature learns all skills. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_RATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[skill_token]]&lt;br /&gt;
*&amp;lt;% of improvement points gained&amp;gt;&lt;br /&gt;
*&amp;lt;unused counter rate&amp;gt;&lt;br /&gt;
*&amp;lt;rust counter rate&amp;gt;&lt;br /&gt;
*&amp;lt;demotion counter rate&amp;gt;&lt;br /&gt;
| Like {{token|SKILL_RATES|c}}, but applies to individual skills instead. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_RATES}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
*&amp;lt;% of improvement points gained&amp;gt;&lt;br /&gt;
*&amp;lt;unused counter rate&amp;gt;&lt;br /&gt;
*&amp;lt;rust counter rate&amp;gt;&lt;br /&gt;
*&amp;lt;demotion counter rate&amp;gt;&lt;br /&gt;
| Affects skill gain and decay. Lower numbers in the last three slots make decay occur faster ([SKILL_RATES:100:1:1:1] would cause rapid decay). The counter rates may also be replaced with NONE.&lt;br /&gt;
Default is [SKILL_RATES:100:8:16:16]. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_RUST_RATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[skill_token]]&lt;br /&gt;
*value&lt;br /&gt;
*value&lt;br /&gt;
*value&lt;br /&gt;
| The rate at which this skill decays. Lower values cause the skill to decay faster. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_RUST_RATES}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
*value&lt;br /&gt;
*value&lt;br /&gt;
| The rate at which all skills decay. Lower values cause the skills to decay faster. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SLAIN_CASTE_SPEECH}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Speech file|text set]]&lt;br /&gt;
| Caste-specific {{token|SLAIN_SPEECH|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SLAIN_SPEECH}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*[[Speech file|text set]]&lt;br /&gt;
| Boasting speeches relating to killing this creature. Examples include [[text_dwarf.txt/raw|text_dwarf.txt]] (&amp;lt;code&amp;gt;[SLAIN_SPEECH:SLAIN_DWARF]&amp;lt;/code&amp;gt;) and text_elf.txt (&amp;lt;code&amp;gt;[SLAIN_SPEECH:SLAIN_ELF]&amp;lt;/code&amp;gt;) in data\vanilla\vanilla_creatures\objects.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SLOW_LEARNER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Shorthand for {{token|CAN_LEARN|c}} + &amp;lt;code&amp;gt;[[Creature_token#SKILL_LEARN_RATES|[SKILL_LEARN_RATES:50]]]&amp;lt;/code&amp;gt;.{{verify}} Used by a number of 'primitive' creatures (like [[ogre]]s, [[giant]]s and [[troglodyte]]s) in the vanilla game. Applicable to player races. Prevents a player from recruiting nobility, even basic ones. Subterranean creatures with this token combined with {{token|EVIL|c}} will become servants of goblins in their civilizations, in the style of [[troll]]s.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SMALL_REMAINS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature leaves &amp;quot;[[item token#REMAINS|remains]]&amp;quot; instead of a corpse. Used by [[vermin]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SMELL_TRIGGER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
| Determines how keen a creature's sense of smell is - lower is better. At 10000, a creature cannot smell at all.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SOLDIER_ALTTILE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*'character' or tile number&lt;br /&gt;
| If this creature is active in its civilization's military, it will blink between its default tile and this one.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SOUND}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* Sound application (currently accepts ALERT or PEACEFUL_INTERMITTENT)&lt;br /&gt;
* Sound range (in tiles)&lt;br /&gt;
* Sound delay (lower values = sound is produced more often)&lt;br /&gt;
* VOCALIZATION or NONE (determines whether the sound requires breathing or not)&lt;br /&gt;
* First-person description&lt;br /&gt;
* Third-person description&lt;br /&gt;
* Description when out of sight&lt;br /&gt;
| Creature makes sounds periodically, which can be heard in Adventure mode.&lt;br /&gt;
* First-person reads &amp;quot;You '''bark'''&amp;quot;&lt;br /&gt;
* Third-person reads &amp;quot;The [[capybara]] '''barks'''&amp;quot;&lt;br /&gt;
* Out of sight reads &amp;quot;You hear '''a loud bark'''&amp;quot;&lt;br /&gt;
with the text in bold being the description arguments of the token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SOURCE_HFID}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*Integer&lt;br /&gt;
| Found on generated [[angel]]s. This is the historical figure ID of the deity with which the angel is associated. Since HFIDs are not predictable before worldgen, this isn't terribly usable in mods.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPECIFIC_FOOD}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* PLANT or CREATURE&lt;br /&gt;
* Plant/creature ID&lt;br /&gt;
| Creature will only appear in biomes with this plant or creature available. Grazers given a specific type of grass (such as [[panda]]s and [[bamboo]]) will only eat that grass and nothing else, risking starvation if there's none available. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPHERE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
* [[Sphere#Available_spheres|sphere]]&lt;br /&gt;
| Sets what religious spheres the creature is aligned to, for purposes of being worshipped via the {{token|POWER|c}} token. Also affects the creature's name.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPOUSE_CONVERSION_TARGET}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| This creature can be converted by a night creature with {{token|SPOUSE_CONVERTER|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPOUSE_CONVERTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| If the creature has the {{token|NIGHT_CREATURE_HUNTER|c}} tag, it will kidnap {{token|SPOUSE_CONVERSION_TARGET|c}}s and transform them into the caste of its species with the {{token|CONVERTED_SPOUSE|c}} tag during worldgen. It may also start families this way.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPREAD_EVIL_SPHERES_IF_RULER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| If the creature rules over a [[site]], it will cause the local landscape to be corrupted into [[Surroundings#Evil|evil surroundings]] associated with the creature's [[Creature_token#SPHERE|sphere]]s. The creature must have at least one of the following [[sphere]]s for this to take effect: BLIGHT, DEATH, DISEASE, DEFORMITY, NIGHTMARES. The first three kill vegetation, while the others sometimes do.  The last two get [[Plant_token#EVIL|evil plants]] and [[Creature_token#EVIL|evil animals]] sometimes. NIGHTMARES gets [[bogeyman|bogeymen]]. [http://www.bay12forums.com/smf/index.php?topic=169696.msg8162224#msg8162224] Used by [[demon]]s in the vanilla game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|STANCE_CLIMBER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Caste does not require &amp;lt;code&amp;gt;[[Body_token#GRASP|[GRASP]]]&amp;lt;/code&amp;gt; body parts to climb -- it can climb with &amp;lt;code&amp;gt;[[Body_token#STANCE|[STANCE]]]&amp;lt;/code&amp;gt; parts instead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|STANDARD_GRAZER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Acts as {{token|GRAZER|c}} but set to 20000*G*(max size)^(-3/4), where G defaults to 100 but can be set in d_init, and the whole thing is trapped between 150 and 3 million. Used for all grazers in the default creature raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|STRANGE_MOODS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| The creature will get [[strange mood]]s in fortress mode and can produce artifacts.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SUPERNATURAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Gives the creature knowledge of any secrets with &amp;lt;code&amp;gt;[[Interaction_token#IS_SECRET|[SUPERNATURAL_LEARNING_POSSIBLE]]]&amp;lt;/code&amp;gt; that match its [[Creature_token#SPHERE|spheres]] and also prevents it from becoming a [[vampire]] or [[werebeast]]. Other effects are unknown.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SWIMS_INNATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature naturally knows how to swim perfectly and does not use the [[swimmer]] skill, as opposed to {{token|SWIMS_LEARNED|c}} below. However, Fortress mode AI never paths into water anyway, so it's less useful there. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SWIMS_LEARNED}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature swims only as well as their present [[Swimmer|swimming skill]] allows them to.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SYNDROME_DILUTION_FACTOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &amp;lt;[[Syndrome#SYN_IDENTIFIER|syndrome identifier]]&amp;gt;:&amp;lt;percentage&amp;gt;&lt;br /&gt;
| Dilutes the effects of syndromes which have the specified identifier. A percentage of 100 is equal to the regular syndrome effect severity, higher percentages reduce severity.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==T==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TENDONS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
*healing rate &lt;br /&gt;
| The creature has tendons in its {{token|CONNECTIVE_TISSUE_ANCHOR|td}} tissues (bone or chitin by default). Cutting the bone/chitin tissue severs the tendons, disabling motor function if the target is a limb.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|THICKWEB}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature's [[web]]s can catch larger creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*name &lt;br /&gt;
| Begins defining a tissue in the creature file. Follow this with standard tissue definition tokens to define the tissue properties.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_LAYER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*BY_TYPE, BY_CATEGORY, BY_TOKEN&lt;br /&gt;
*TYPE,CATEGORY, or TOKEN&lt;br /&gt;
*TISSUE&lt;br /&gt;
*LOCATION &lt;br /&gt;
| Adds the tissue layer to wherever it is required.&lt;br /&gt;
Non-argument Locations can be FRONT, RIGHT, LEFT, TOP, BOTTOM. Argument locations are AROUND and CLEANS, requiring a further body part and a % of coverage/cleansing&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_LAYER_OVER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*BY_TYPE, BY_CATEGORY, BY_TOKEN&lt;br /&gt;
*TYPE,CATEGORY, or TOKEN&lt;br /&gt;
*TISSUE&lt;br /&gt;
*LOCATION &lt;br /&gt;
| Alias for TISSUE_LAYER&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_LAYER_UNDER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*BY_TYPE, BY_CATEGORY, BY_TOKEN&lt;br /&gt;
*TYPE,CATEGORY, or TOKEN&lt;br /&gt;
*TISSUE&lt;br /&gt;
| Adds the tissue layer under a given part.&lt;br /&gt;
For example, an [[iron man]] has a gaseous poison within, and this tissue (GAS is its name) has the token [TISSUE_LEAKS] and its state is GAS, so when you puncture the iron outside and damage this tissue it leaks gas (can have a syndrome by using a previous one in the creature sample.) [TISSUE_LAYER_UNDER:BY_CATEGORY:ALL:{tissue}] {tissue} is what will be under the TISSUE_LAYER; here is an example Tissue from the Iron Man:&amp;lt;br&amp;gt; &lt;br /&gt;
[TISSUE:GAS] [TISSUE_NAME:gas:NP] [TISSUE_MATERIAL:LOCAL_CREATURE_MAT:GAS] [TISSUE_MAT_STATE:GAS] [RELATIVE_THICKNESS:50] [TISSUE_LEAKS] [TISSUE_SHAPE:LAYER] &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TITAN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on [[titan]]s. Cannot be specified in user-defined raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRADE_CAPACITY}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
*number&lt;br /&gt;
| How much the creature can carry when used by merchants. 1000 by default. Completely ignored if the animal does not also have PACK_ANIMAL or WAGON, instead using BODY_SIZE^(2/3)/20, even if they're a pack animal due to ANIMAL_ALWAYS_PACK_ANIMAL.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAINABLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Shortcut for {{token|TRAINABLE_HUNTING|c}} + {{token|TRAINABLE_WAR|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAINABLE_HUNTING}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Can be [[Animal trainer|trained]] as a hunting beast, increasing speed.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAINABLE_WAR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Can be [[Animal trainer|trained]] as a war beast, increasing strength and endurance.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRANCES}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to go into [[martial trance]]s. Used by dwarves in the vanilla game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAPAVOID}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature will never trigger [[trap]]s it steps on. Used by a [[Trapavoid|number of creatures]]. Doesn't make the creature immune to remotely activated traps (like retractable spikes being triggered while the creature is standing over them). TRAPAVOID creatures lose this power if they're immobilized while standing in a trap, be it by stepping on thick web, being paralyzed or being knocked unconscious.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRIGGERABLE_GROUP}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*min&lt;br /&gt;
*max &lt;br /&gt;
| A large swarm of vermin can be disturbed, usually in adventurer mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TSU_NOUN}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*noun&lt;br /&gt;
*SINGULAR or PLURAL &lt;br /&gt;
| Noun for the {{token|TISSUE_STYLE_UNIT|c}}, used in the description of the tissue layer's style.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==U==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UBIQUITOUS}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
| Creature will occur in every region with the correct biome. Does not apply to {{token|EVIL|c}}/{{token|GOOD|c}} tags. Supersedes {{token|FREQUENCY|c}} for the purposes of distributing populations through the map, they are present in every part of the valid biome. Respects {{token|FREQUENCY|c}} for the frequency of unit [[Creature token#CLUSTER_NUMBER|cluster]] spawns being of this species.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UNDERGROUND_DEPTH}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*mindepth&lt;br /&gt;
*maxdepth &lt;br /&gt;
| Depth that the creature appears underground. Numbers can be from 0 to 5. 0 is actually 'above ground' and can be used if the creature is to appear both above and below ground. Values from 1-3 are the respective [[cavern]] levels, 4 is the [[magma sea]] and 5 is the [[HFS]]. A single argument may be used instead of min and max. [[Demon]]s use only 5:5; user-defined creatures with both this depth and {{token|FLIER}} will take part in the initial wave from the HFS alongside generated demons, but without {{token|FLIER}} they will only spawn from the map edges. Civilizations that can use underground plants or animals will only export (via the embark screen or caravans) things that are available at depth 1.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UNDERSWIM}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is displayed as blue when in [[Water#Depth|7/7 water]]. Used on fish and amphibious creatures which swim under the water.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UNIQUE_DEMON}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Found on generated [[demon]]s; causes the game to create a single named instance of the demon which will emerge from the underworld and take over civilizations during worldgen.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_CASTE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*new caste token&lt;br /&gt;
*old caste token&lt;br /&gt;
| Defines a new caste derived directly from a previous caste. The new caste inherits all properties of the old one. The effect of this tag is automatic if one has not yet defined any castes: &amp;quot;Any caste-level tag that occurs before castes are explicitly declared is saved up and placed on any caste that is declared later, unless the caste is explicitly derived from another caste.&amp;quot;&lt;br /&gt;
Roostre: &amp;quot;When DF detects duplicate tokens in the raws of the same object, a failsafe seems to kick in; it takes the bottom-most of the duplicates, and disregards the others. In the case of tokens added by a mod, it prioritizes the duplicate in the mod.&amp;quot; This means that if a tag is defined in the base-caste and redefined in the derived caste, the derived tag overwrites the base tag. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_MATERIAL}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*new material ID&lt;br /&gt;
*old material ID&lt;br /&gt;
| Defines a new local creature material and populates it with all properties defined in the specified local creature material.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_MATERIAL_TEMPLATE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*new material token&lt;br /&gt;
*material template &lt;br /&gt;
| Defines a new local creature material and populates it with all properties defined in the specified template. [http://www.bay12forums.com/smf/index.php?topic=175437.msg8441368#msg8441368 There seems to be a limit of 200 materials per creature].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_TISSUE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*new tissue token&lt;br /&gt;
*old tissue id&lt;br /&gt;
| Defines a new local creature tissue and populates it with all properties defined in the local tissue specified in the second argument.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_TISSUE_TEMPLATE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*new tissue token&lt;br /&gt;
*tissue template&lt;br /&gt;
| Loads a tissue template listed in OBJECT:TISSUE_TEMPLATE files, such as tissue_template_default.txt. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UTTERANCES}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Changes the language of the creature into unintelligible 'kobold-speak', which creatures of other species will be unable to understand. If a civilized creature has this and is not part of a {{token|SKULKING|e}} civ, it will tend to start wars with all nearby civilizations and will be unable to make peace treaties due to 'inability to communicate'.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==V==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VEGETATION}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Like {{token|AT_PEACE_WITH_WILDLIFE}}, but also makes the creature more valued in artwork by civilisations with the PLANT [[sphere]]. [http://www.bay12forums.com/smf/index.php?topic=169696.msg8316954#msg8316954] Used by [[grimeling]]s in the vanilla game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_BITE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*chance of occurrence{{verify}}&lt;br /&gt;
*verb (bitten, stung, etc.)&lt;br /&gt;
* [[material token]]&lt;br /&gt;
* [[Material_definition_token#Material_States|material state]]&lt;br /&gt;
| Enables vermin to bite other creatures, injecting the specified material. See {{token|SPECIALATTACK_INJECT_EXTRACT|c}} for details about injection - this token presumably works in a similar manner.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_EATER}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
| The vermin creature will attempt to eat exposed food. See {{token|PENETRATEPOWER|c}}. Distinct from {{token|VERMIN_ROTTER|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_FISH}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The vermin appears in [[water]] and will attempt to swim around.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_GROUNDER}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creature appears in &amp;quot;general&amp;quot; surface ground locations. Note that this doesn't stop the creature from flying if it can (most vermin birds have this tag).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_HATEABLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Some dwarves will [[Preferences|hate]] the creature and get unhappy thoughts when around it. See the [[Hateable|list of hateable vermin]] for details.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_MICRO}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| This makes the creature move in a swarm of creatures of the same race as it (e.g. swarm of flies, swarm of ants).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_NOFISH}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature cannot be caught by [[fishing]]. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_NOROAM}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature will not be observed randomly roaming about the map. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_NOTRAP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature cannot be caught in baited [[animal trap]]s; however, a &amp;quot;[[Trapper|catch live land animal]]&amp;quot; task may still be able to capture one if a dwarf finds one roaming around.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_ROTTER}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The vermin are attracted to rotting stuff and loose food left in the open and cause unhappy thoughts to dwarves who encounter them. Present on flies, knuckle worms, acorn flies, and blood gnats. Speeds up decay?{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_SOIL}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creature randomly appears near dirt or mud, and may be uncovered by creatures that have the {{token|ROOT_AROUND|c}} interaction such as [[goose|geese]] and [[chicken]]s. Dwarves will ignore the creature when given the &amp;quot;Capture live land animal&amp;quot; task.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_SOIL_COLONY}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The vermin will appear in a single tile cluster of many vermin, such as a colony of ants.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMINHUNTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Old shorthand for &amp;quot;does cat stuff&amp;quot;. Contains {{token|AT_PEACE_WITH_WILDLIFE|c}} + {{token|RETURNS_VERMIN_KILLS_TO_OWNER|c}} + {{token|HUNTS_VERMIN|c}} + {{token|ADOPTS_OWNER|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VESPERTINE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| When set, the creature will only appear in the evening (between 8:00 PM and 10:05 PM) in Adventurer mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VIEWRANGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
| Value should determine how close you have to get to a critter before it attacks (or prevents adv mode travel etc.) Default is 20.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VISION_ARC}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*binocular vision arc&lt;br /&gt;
*non-binocular vision arc&lt;br /&gt;
| The width of the creature's vision arcs, in degrees (i.e. 0 to 360). The first number is binocular vision, the second is non-binocular vision.  Binocular vision has a minimum of about 10 degrees, monocular, a maximum of about 350 degrees. Values past these limits will be accepted, but will default to ~10 degrees and ~350 degrees respectively. Defaults are 60:120.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==W==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WAGON_PULLER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to pull caravan wagons. If a civilization doesn't have access to any, it is restricted to trading with pack animals.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WEBBER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
| Allows the creature to create [[web]]s, and defines what the webs are made of.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WEBIMMUNE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature will not get caught in thick [[web]]s. Used by creatures who can shoot thick webs (such as [[giant cave spider]]s) in order to make them immune to their own attacks.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Attack Tokens==&lt;br /&gt;
&lt;br /&gt;
Attacks can use four different part selection criteria. Except for TISSUE_LAYER, the base game makes use of all of these in its attacks.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Part type token&lt;br /&gt;
! width=&amp;quot;30%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BODYPART}}&lt;br /&gt;
| &lt;br /&gt;
* BY_TYPE/BY_TOKEN/BY_CATEGORY&lt;br /&gt;
* type/token/category&lt;br /&gt;
| This attack uses a particular body part; for example, ATTACK:PUNCH:BODYPART:BY_TYPE:GRASP will make it use any part that can hold onto an object.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_LAYER}}&lt;br /&gt;
|&lt;br /&gt;
* BY_TYPE/BY_TOKEN/BY_CATEGORY&lt;br /&gt;
* type/token/category&lt;br /&gt;
* tissue layer&lt;br /&gt;
| This attack uses a specific tissue layer on a specific body part; ATTACK:SCRATCH:TISSUE_LAYER:BY_TYPE:GRASP:BONE will make it use the bone of the hands.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CHILD_BODYPART_GROUP}}&lt;br /&gt;
|&lt;br /&gt;
* BY_TYPE/BY_TOKEN/BY_CATEGORY&lt;br /&gt;
* type/token/category&lt;br /&gt;
* BY_TYPE/BY_TOKEN/BY_CATEGORY&lt;br /&gt;
* type/token/category&lt;br /&gt;
| Uses a body part that is subordinate to another; ATTACK:SLAP:CHILD_BODYPART_GROUP:BY_CATEGORY:ARM_LOWER:BY_TYPE:GRASP will make it use every hand attached to each lower arm (so it will generate one attack per lower arm, each of which will use every hand on that arm, assuming there are multiple hands per arm).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CHILD_TISSUE_LAYER_GROUP}}&lt;br /&gt;
| &lt;br /&gt;
* BY_TYPE/BY_TOKEN/BY_CATEGORY&lt;br /&gt;
* type/token/category&lt;br /&gt;
* BY_TYPE/BY_TOKEN/BY_CATEGORY&lt;br /&gt;
* type/token/category&lt;br /&gt;
* tissue layer&lt;br /&gt;
| As CHILD_BODYPART_GROUP, but specifying a tissue, too; ATTACK:BITE:CHILD_BODYPART_GROUP:BY_CATEGORY:HEAD:BY_CATEGORY:TOOTH&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_SKILL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Skill token]]&lt;br /&gt;
| Defines the skill used by the attack.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_VERB}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*2nd person&lt;br /&gt;
*3rd person &lt;br /&gt;
| Descriptive text for the attack.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_CONTACT_PERC}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*% value &lt;br /&gt;
| The contact area of the attack, measured in % of the body part's volume. Note that all attack percentages can be more than 100%.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_PENETRATION_PERC}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*% value &lt;br /&gt;
| The penetration value of the attack, measured in % of the body part's volume. Requires ATTACK_FLAG_EDGE. Maximum value: 15000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_PRIORITY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*MAIN or SECOND &lt;br /&gt;
| Usage frequency. MAIN attacks are 100 times more frequently chosen than SECOND. Opportunity attacks ignore this preference.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_VELOCITY_MODIFIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*number&lt;br /&gt;
| The velocity multiplier of the attack, multiplied by 1000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_FLAG_CANLATCH}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Attacks that damage tissue have the chance to latch on in a wrestling hold. The grabbing bodypart can then use the &amp;quot;shake around&amp;quot; wrestling move, causing severe, armor-bypassing tensile damage according to the attacker's body volume.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_FLAG_WITH}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Displays the name of the body part used to perform an attack while announcing it, e.g. &amp;quot;The weaver punches the bugbat with his right hand&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_FLAG_EDGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The attack is edged, with all the effects on physical resistance and contact area that it entails.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_PREPARE_AND_RECOVER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* Preparation time&lt;br /&gt;
* Recovery time&lt;br /&gt;
| Determines the length of time to prepare this attack and until one can perform this attack again. Values appear to be calculated in adventure mode ticks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_FLAG_BAD_MULTIATTACK}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Multiple strikes with this attack cannot be performed effectively.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_FLAG_INDEPENDENT_MULTIATTACK}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Multiple strikes with this attack can be performed with no penalty. The creature will use all attacks with this token at once.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPECIALATTACK_INJECT_EXTRACT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*&amp;lt;[[material token]]&amp;gt;&lt;br /&gt;
*&amp;lt;[[Material_definition_token#Material_States|material state]]&amp;gt;&lt;br /&gt;
*&amp;lt;min quantity&amp;gt;&lt;br /&gt;
*&amp;lt;max quantity&amp;gt;&lt;br /&gt;
| When added to an attack, causes the attack to inject the specified material into the victim's bloodstream. Once injected, the material will participate in [[temperature|thermal]] exchange within the creature - injecting something like molten [[iron]] (INORGANIC:IRON:LIQUID) would cause most unmodded creatures to melt (note that some of the injected material also [[contaminant|splatters]] over the bodypart used to carry out the attack, so it should be protected appropriately). If the injected material has an associated [[syndrome]] with the [[Syndrome#SYN_INJECTED|[SYN_INJECTED]]] token, it will be transmitted to the victim. If the attack is blunt, the injected material lacks the [[Material definition token#ENTERS_BLOOD|[ENTERS_BLOOD]]] token, the attacked bodypart has no [[Tissue_definition_token#VASCULAR|[VASCULAR]]] tissues, or the victim is bloodless, the material will splatter over the attacked body part instead. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPECIALATTACK_INTERACTION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*interaction&lt;br /&gt;
| When this attack lands successfully, a specified interaction will take effect on the target creature. The attack must break the target creature's skin in order to work. This will take effect in worldgen as well. If the attack would break skin, the interaction will occur '''before the attack actually lands'''.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPECIALATTACK_SUCK_BLOOD}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*min&lt;br /&gt;
*max&lt;br /&gt;
| Successful attack draws out an amount of blood randomized between the min and max value. Beware that this '''will''' trigger any ingestion syndromes attached to the target creature's blood - for example, using this attack on a vampire will turn you into one too.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Tissue Layer Tokens==&lt;br /&gt;
Tissue layers are added to a creature's body parts by the creature tokens [[#TISSUE_LAYER|TISSUE_LAYER]], [[#TISSUE_LAYER_OVER|TISSUE_LAYER_OVER]], [[#TISSUE_LAYER_UNDER|TISSUE_LAYER_UNDER]], and the body detail plan token [[#TL_LAYERS|TL_LAYERS]].&lt;br /&gt;
&lt;br /&gt;
These tissue layers are not the same thing as tissues, which are defined at creature level, but rather applications of the tissues. If the SKIN tissue of a creature is the more general and abstract notion of what skin is for that creature, then a tissue layer may be the &amp;quot;actual&amp;quot; skin on the creature's nose, head, or second toe. As most creatures have more than one body part, tissue layers are normally selected en masse.&lt;br /&gt;
&lt;br /&gt;
Some tissue layer tokens are analogous to tissue definition tokens, e.g. [[#TL_CONNECTS|TL_CONNECTS]] to [[tissue_definition_token#CONNECTS|CONNECTS]].&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SELECT_TISSUE_LAYER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*TISSUE&lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*Location - category, type, or token | Selects a tissue at a location&lt;br /&gt;
* (optional) FRONT, BACK, LEFT, RIGHT, TOP, BOTTOM, AROUND.&lt;br /&gt;
| Begins a selection of tissue layers. &lt;br /&gt;
[SELECT_TISSUE_LAYER:HEART:BY_TYPE:HEART]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PLUS_TISSUE_LAYER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*TISSUE&lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*Location - category, type, or token &lt;br /&gt;
| Adds tissue layers to those selected.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SET_TL_GROUP}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*TISSUE&lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*Location - category, type, or token&lt;br /&gt;
*tissue &lt;br /&gt;
| Begins a selection of tissue layers. Only usable for descriptor and cosmetic purposes. &lt;br /&gt;
&lt;br /&gt;
Research has implied it may be redundant with SELECT_TISSUE_LAYER, as the latter allows for cosmetics as well as &amp;quot;functional&amp;quot; tokens such as TL_MAJOR_ARTERIES. Vanilla raws still use SET_TL_GROUP though, for all cosmetic purposes. More research is needed on this subject.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PLUS_TL_GROUP}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*Location - category, type, or token&lt;br /&gt;
*tissue &lt;br /&gt;
| Adds tissue layers to those selected. Like SET_TL_GROUP, it may be redundant even if used in the vanilla raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SET_LAYER_TISSUE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*TISSUE&lt;br /&gt;
| Sets a selected tissue layer to be made of a different tissue.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SHEARABLE_TISSUE_LAYER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* tissue modifier&lt;br /&gt;
* required value&lt;br /&gt;
| Tissue layer can be sheared for its component material. The specified modifier must be at least of the desired value for shearing to be possible (for example, a [[llama]]'s wool must have a LENGTH of 300 before it is shearable).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_LAYER_APPEARANCE_MODIFIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*QUALITY&lt;br /&gt;
*lowest&lt;br /&gt;
*lower&lt;br /&gt;
*low&lt;br /&gt;
*median&lt;br /&gt;
*high&lt;br /&gt;
*higher&lt;br /&gt;
*highest &lt;br /&gt;
| Sets the range of qualities, including LENGTH, DENSE, HIGH_POSITION, CURLY, GREASY, WRINKLY&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_STYLE_UNIT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*tissue style unit ID&lt;br /&gt;
*shaping&lt;br /&gt;
| Sets tissue layer to be the target of TISSUE_STYLE token specified for an entity, works only on entity members. Mostly used with tissues HAIR, BEARD, MOUSTACHE, SIDEBURNS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_COLOR_MODIFIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*COLOR&lt;br /&gt;
*freq&lt;br /&gt;
*COLOR&lt;br /&gt;
*freq etc. &lt;br /&gt;
| Creates a list of colors/color patterns, giving each a relative frequency. If the given color or pattern does not exist, the tissue is described as being &amp;quot;transparent&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TLCM_GENETIC_MODEL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| The way the color modifier is passed on to offspring. May or may not work right now.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TLCM_IMPORTANCE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*number&lt;br /&gt;
| Presumably modifies the importance of the tissue layer color modifier, for description purposes.&lt;br /&gt;
HOWEVER using this appears to remove all mention of colour from creature descriptions. It does not appear in any default creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TLCM_NOUN}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*name&lt;br /&gt;
*SINGULAR or PLURAL&lt;br /&gt;
| Names the tissue layer color modifier, and determines the noun. Also used by [[Utility:Stonesense|Stonesense]] for colouring body parts. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TLCM_TIMING}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*ROOT&lt;br /&gt;
*start change window years&lt;br /&gt;
*days&lt;br /&gt;
*end change window years&lt;br /&gt;
*days&lt;br /&gt;
| Determines the point in the creature's life when the color change begins and ends.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_CONNECTS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Gives the CONNECTS attribute to selected layers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_HEALING_RATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
| Changes the HEALING_RATE of the selected tissue layers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_MAJOR_ARTERIES}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Gives the &amp;quot;major arteries&amp;quot; attribute to selected layers. Used to add massive bleeding properties to the throat, made from skin.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_PAIN_RECEPTORS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
| Changes the number of pain receptors for selected tissue layers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_RELATIVE_THICKNESS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
| Changes the relative thickness for selected tissue layers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_VASCULAR}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
| Sets a new VASCULAR value (which modulates bleeding) for selected tissue layers.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Body detail plan token]]&lt;br /&gt;
*[[Body token]]&lt;br /&gt;
*[[Material definition token]]&lt;br /&gt;
*[[Syndrome]]&lt;br /&gt;
*[[Tissue definition token]]&lt;br /&gt;
*[[Creature examples]]&lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
{{Category|Tokens}}&lt;br /&gt;
[[ru:Creature token]]&lt;/div&gt;</summary>
		<author><name>DikbutDaGrate</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Combat&amp;diff=306928</id>
		<title>Combat</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Combat&amp;diff=306928"/>
		<updated>2025-02-09T15:39:48Z</updated>

		<summary type="html">&lt;p&gt;DikbutDaGrate: This is several kinds of wrong. Needs more revision.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Masterwork}}&lt;br /&gt;
{{av}}&lt;br /&gt;
: ''This page ''will'' cover the mechanics of combat - as they're all figured out. For now, you may want to refer to [[Combat skill]]s, [[Armor]] and/or [[Weapon]]s) for specific information on those aspects. The effects of many [[material]] properties on combat are somewhat understood (see the [[Material science]] page).''&lt;br /&gt;
: ''For a  &amp;quot;How to&amp;quot;, [[Military]] is the main article, (or see [[Attack]] for the quick &amp;quot;right now!&amp;quot; version.''&lt;br /&gt;
&lt;br /&gt;
[[File:combat_preview_anim.gif|thumb|290px|right|Animation of an armored [[dwarf]] and an armored [[human]] in a fight to the death.]]'''Combat''' in ''Dwarf Fortress'' is unlike that in most strategy and role-playing games. Rather than having hit points, units have a collection of body parts, such as limbs, head(s) and a torso. These have sub-parts: limbs have skin, fat, muscle, tendons, bones, nerves and arteries; heads have brains, eyes, noses, mouths, teeth and tongues; and torsos have internal organs. [[Wound|Damage]] to these parts and sub-parts causes various negative effects, such as fainting, vomiting, loss of mobility due to bone fractures or nerve damage, and eventually leading to death from organ failure or blood loss. The combat system tries to present a fairly realistic depiction of combat, with several important consequences.&lt;br /&gt;
&lt;br /&gt;
Although [[creature]]s and players may direct and focus their attacks, combat is random in nature. A glancing blow can get lucky and damage a vital organ, or open an artery to cause massive blood loss. Weapons cause damage specific to their class, be they [[Battle axe|axes]] or [[Short sword|swords]] or [[backpack]]s. You will often see creatures attacked with impaling weapons such as [[spear]]s or [[crossbow]] bolts die of asphyxiation when their lungs are pierced, while slashing weapons are more likely to open an artery or lop off a limb, and blunt weapons will cause fractures. Some weapons may become stuck in the enemy: if the weapon wielder can maintain control, they can continue to do damage and immobilize the enemy, but if the enemy gains control of the stuck weapon, the weapon's wielder will be disarmed. &lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = zoluth&lt;br /&gt;
| elvish  = moÿira&lt;br /&gt;
| goblin  = nur&lt;br /&gt;
| human   = thec}}Reading the combat [[Reports|{{k|r}}eports]] will give you a gruesome blow-by-blow of the fighting, telling you exactly what each strike did. It is important to note that, while most natural creatures have the same sorts of vulnerabilities due to their similar collections of body parts, procedurally-generated creatures such as [[bogeymen]], [[forgotten beast]]s and [[titan]]s may lack these vulnerabilities entirely. Killing a shambling pile of refuse may prove to be a very, very long process due to the fact that it has no vital parts, and metallic creatures may prove to be nearly invulnerable. When all else fails, a [[cave-in]] or [[obsidian]] casting means certain death for anything caught in it.&lt;br /&gt;
&lt;br /&gt;
As in real life, combat in ''Dwarf Fortress'' is chaotic, deadly, and gruesome. Numbers seem to matter, as defending against multiple opponents can be difficult, even for a decent fighter. Your warriors will not suffer loss of generic 'hit points', and cannot simply rest to regain them. Injuries must be dealt with in an appropriate fashion for healing to occur: broken bones must be set, wounds must be cleaned and stitched up, and for some things such as concussions, you can only wait and hope the victim eventually regains consciousness.&lt;br /&gt;
&lt;br /&gt;
In [[fortress mode]], combat is handled passively, with gameplay constantly moving, and only pausing in certain circumstances (such as the arrival of a [[megabeast]] or [[siege]]). In [[adventure mode]], combat is handled in a slower and more diligent manner, given the frame-by-frame manner of the gamemode, allowing the player to manage their actions more carefully. Combat is also represented in a more graphical way in the latter gamemode, such as slashes and sparks appearing across the screen when a creature attacks another. The player, their companions and any nearby creatures will cause a small combat log to appear in the upper center of the screen when attacking in adventure mode.&lt;br /&gt;
&lt;br /&gt;
==General observations==&lt;br /&gt;
[[File:advmode_combat_anim.gif|thumb|178px|right|An intelligent undead human fighting a goblin in adventure mode.]]&lt;br /&gt;
* Blunt weapons use contact area, IMPACT_YIELD, IMPACT_FRACTURE and weapon mass to scale damage. As such, metal effective for blunt weapons are [[Adamantine]] 🡆 [[Copper]] 🡆 [[Iron]] 🡆 [[Bronze]] 🡆 [[Steel]] 🡆 [[Silver]], from lowest to highest. It should be noted that steel is just about as effective as silver due to the impact values, as well as iron and copper. Higher contact area has higher potential damage but has a harder time getting through armor.&lt;br /&gt;
* Edge weapons use SHEAR_YIELD and SHEAR_FRACTURE for material strength. As such, metal effectiveness for edged weapons are [[Silver]] 🡆 [[Copper]] 🡆 [[Bronze]] 🡆 [[Iron]] 🡆 [[Steel]] 🡆 [[Adamantine]], from lowest to highest.&lt;br /&gt;
* Edge weapons use contact area and penetration size to determine pressure. Lower contact area results in better ability to pierce armor, higher contact area increases the amount of tissue affected by an attack. Swords provide both, with slashing and stabbing; spears provide only low contact area, and axes only provide high.&lt;br /&gt;
&lt;br /&gt;
===AI Behaviour===&lt;br /&gt;
On seeing an enemy, military dwarves will rush towards their targets if they're able to path towards them. When at least one opponent is engaging a player-controlled character in adventure mode or the [[object testing arena]]. Colored dots will appear to reduce confusion, and will indicate where the player is, where attacking allies are and where enemies are, including what type of fighting said enemies are doing:&lt;br /&gt;
* [[File:indicator_you.png]] - '''You:''' The character currently controlled by the player.&lt;br /&gt;
* [[File:indicator_ally.png]] - '''Ally:''' The character is an ally and/or companion during a fight.&lt;br /&gt;
* [[File:indicator_brawl.png]] - '''Brawl:''' The character is brawling: punches, kicks, scratches and some wrestling moves, but no weapons.&lt;br /&gt;
* [[File:indicator_nonlethal.png]] - '''Non-lethal:''' Somewhat similar to brawling, but with more types of wrestling moves. Although there is no lethal intent, a combatant may still receive mortal wounds.&lt;br /&gt;
* [[File:indicator_lethal.png]] - '''Lethal:''' The character intends to fight to the death, but someone surrendering may also end the fight.&lt;br /&gt;
&lt;br /&gt;
====Weapon attacks====&lt;br /&gt;
During most fights, attacks are targeted at a specific body part with a specific weapon, based on a few factors.&lt;br /&gt;
&lt;br /&gt;
In adventurer mode, during a fight, each turn generates an ease and squareness for each part of the target, based on relative positioning and current actions. If an auto-attack is made, the AI will take into account: &lt;br /&gt;
*A combination of the ease and squareness of the attack.&lt;br /&gt;
*Weapons at its disposal, including both held and natural weapons&lt;br /&gt;
*Body parts, such as the head, although this seems to be considered a low priority&lt;br /&gt;
&lt;br /&gt;
The AI can also perform wrestling, including the use of locks, choke-holds, and even forcefully removing equipment, although wrestling attacks are usually uncommon when a weapon is equipped.&lt;br /&gt;
&lt;br /&gt;
If the target is unconscious or immobilized, such as becoming exhausted or caught in webs, all strikes against that target will become perfectly accurate and perfectly squared, and the AI will always prioritize removing the helmet, then striking the head.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Note that the AI does not seem to account for a body part's injuries - an already-disarmed hand or unusable leg can still be targeted, despite the presence of functional parts.&lt;br /&gt;
      &lt;br /&gt;
*Example: A goblin might suffer fatal upper spine injury from a blunt attack, rendering everything below their head useless - however, the dwarves will fail to recognise this and can continue to attack their body. This can result in dwarves becoming tired needlessly, increasing their own chances of death, especially in sieges.&lt;br /&gt;
&lt;br /&gt;
The AI also sometimes forgets to retrieve their weapon after it becomes lodged in a target's wound. While they can still block attacks with their weapon, they will stop using it to make an attack, unless they receive intervention, such as another dwarf killing their target, or a tackle displacing them. This means even legendary weapon users can suddenly become useless mid-battle, and dispatching a small number of dwarves can be prone to reliability issues, especially if their weapon type becomes lodged often.&lt;br /&gt;
&lt;br /&gt;
==General terms==&lt;br /&gt;
:'''Stress''' - Pressure = Force per area = F/A&lt;br /&gt;
:'''Strain''' - Deformation of a solid due to stress = Stress/Elastic Modulus&lt;br /&gt;
&lt;br /&gt;
:'''Yield Strength''' is the amount of stress required to permanently deform (bend) a material (plastic deformation)&lt;br /&gt;
:'''Fracture Strength''' is the amount of stress required to permanently break (rupture) a material &lt;br /&gt;
:'''Strain at yield''' is the amount of deformation (bending) that occurs at the yield point&lt;br /&gt;
:Implications to ''Dwarf Fortress'' Combat&lt;br /&gt;
&lt;br /&gt;
==Armor properties==&lt;br /&gt;
*Material Properties&lt;br /&gt;
:* Blunt Protection&lt;br /&gt;
::*'''Impact yield'''&lt;br /&gt;
::*'''Impact fracture'''&lt;br /&gt;
::*'''Impact strain at yield'''&lt;br /&gt;
&lt;br /&gt;
:* Edge Protection&lt;br /&gt;
::*'''Shear yield'''&lt;br /&gt;
::*'''Shear fracture'''&lt;br /&gt;
::*'''Shear strain at yield'''&lt;br /&gt;
&lt;br /&gt;
*Item Properties&lt;br /&gt;
:*'''Armor Level''': Layer number in which armor is worn. Lower numbers will be equipped first, and later numbers equipped if space is available.&lt;br /&gt;
:*'''Coverage'': Some armor covers more of the body than others.&lt;br /&gt;
&lt;br /&gt;
==Weapon properties==&lt;br /&gt;
*Material Properties&lt;br /&gt;
:*Common&lt;br /&gt;
::*'''Contact Area''': Determines the surface area hit by the weapon. Likely in mm&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;.&lt;br /&gt;
::*'''Velocity Multiplier''': Effectively increases the velocity of the weapon swing.&lt;br /&gt;
&lt;br /&gt;
:*Blunt Weapons&lt;br /&gt;
::*Blunt weapons are all about weapon mass, contact area, and velocity. Apply a large force to a small area for bone crushing goodness.&lt;br /&gt;
::*'''Mass''' is likely material '''Density''' times weapon '''Size'''&lt;br /&gt;
::*'''Momentum''' is '''Mass''' times '''Velocity'''&lt;br /&gt;
::*'''Velocity''' is based on the '''Mass''' of the weapon, the '''Strength''' of the wielder, and the '''Velocity Multiplier''' of the weapon&lt;br /&gt;
::*Any impact must have a conservation of momentum, and thusly, impart the weapon's momentum to the target&lt;br /&gt;
::*'''Stress''' is the '''Force''' of the strike divided by the '''Contact Area'''&lt;br /&gt;
:::*Material '''Impact Yield''' determines the '''Stress''' required to dent the armor (likely not used)&lt;br /&gt;
&lt;br /&gt;
:*Edged Weapons&lt;br /&gt;
::*Edged weapons rely on a combination of size, mass, contact area, penetration depth, and velocity&lt;br /&gt;
&lt;br /&gt;
==Attack speed==&lt;br /&gt;
Attack speed is defined in the raws using the ATTACK_PREPARE_AND_RECOVER token. ATTACK_PREPARE_AND_RECOVER:3:3 means &amp;quot;3 ticks to prepare, 3 ticks to recover&amp;quot;; this is the usual, for most attacks. Some attacks, such as kicks, are slower, and some, such as many night creature attacks, are faster. These can also be affected by modifiers (see below).&lt;br /&gt;
&lt;br /&gt;
==Other combat factors==&lt;br /&gt;
* Both adventurer mode and fortress mode keeps track of which way a creature is facing, based on its last actions. Attacks from behind will have increased accuracy, especially if the target hasn't spotted the attacker yet.&lt;br /&gt;
* Movement speed plays an important role in melee combat, as it determines both dodging efficiency and opponent's accuracy. Creatures that are either prone or naturally slow (such as [[giant snail]]s) will have a hard time dodging attacks, so breaking one of the opponent's legs is worth the effort.&lt;br /&gt;
* Creature size, especially relative to other combatants, has a considerable effect on combat. In addition to individual strength stats, larger targets hit with greater force, though whether this is absolute or relative to the target's size is uncertain. Charging and wrestling also favor the larger combatant.&lt;br /&gt;
* As of update 0.43.04 shakes and strong attacks will translate to other bodyparts. For example, if you hit an enemy in the head with a blunt weapon, the force from that attack may also hurt the neck of the enemy. Even if the attack is blocked by armor, the force of the blow can still damage other bodyparts.&lt;br /&gt;
* Attacks can have modifiers that affect their speed and properties: heavy attacks increase the prepare and recover time, but have a higher velocity; precise attacks nearly double the prepare time, but have much higher accuracy; quick attacks reduce prepare and recover to about 2/3, but have lower velocity; wild attacks are slightly faster in preparation and have higher velocity, but lower accuracy and take significantly longer to recover.&lt;br /&gt;
* Only wild attacks are usable by berserk creatures.&lt;br /&gt;
&lt;br /&gt;
==Arena test results==&lt;br /&gt;
* See [[Material]]&lt;br /&gt;
&lt;br /&gt;
==Adventurer mode==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border:1px solid #ccc;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{k|8}} {{k|2}} {{k|4}} {{k|6}} {{k|7}} {{k|9}} {{k|1}} {{k|3}}/ {{k|↑}} {{k|↓}} {{k|←}} {{k|→}}&lt;br /&gt;
| Attack adjacent hostile creature&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{k|5}}&lt;br /&gt;
| Attack hostile creature on same tile&lt;br /&gt;
|-&lt;br /&gt;
| {{Adv menu icon|A}}&lt;br /&gt;
| Attack an adjacent creature&lt;br /&gt;
|-&lt;br /&gt;
| {{Adv menu icon|W}}&lt;br /&gt;
| Wrestle an adjacent creature&lt;br /&gt;
|-&lt;br /&gt;
| {{Adv menu icon|f}}&lt;br /&gt;
| Fire a projectile&lt;br /&gt;
|-&lt;br /&gt;
| {{k|t}}&lt;br /&gt;
| Throw an item&lt;br /&gt;
|-&lt;br /&gt;
| {{Adv menu icon|X}}&lt;br /&gt;
| Use ability or power&lt;br /&gt;
|-&lt;br /&gt;
| {{Adv menu icon|j}}&lt;br /&gt;
| Jump&lt;br /&gt;
|-&lt;br /&gt;
| {{Adv menu icon|C}}&lt;br /&gt;
| Open combat preferences interface&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Combat]] is the fine art of using physical force to cause injury and death, and it is particularly fun in ''Dwarf Fortress''.&lt;br /&gt;
&lt;br /&gt;
See [[Adventurer mode gameplay#Party members]] for information on switching characters and using tactical mode.&lt;br /&gt;
&lt;br /&gt;
=== Defense ===&lt;br /&gt;
&lt;br /&gt;
Defense is very important in ''Dwarf Fortress''. Lucky attacks can kill instantly, and the only way to heal is to pass time (which can be done with fast travel, sleeping, or actual waiting) and some damage cannot be healed. The main methods of defense are armor, dodging, shields, and parrying attacks.&lt;br /&gt;
&lt;br /&gt;
Defense can happen either automatically, or manually using the {{Adv menu icon|A}} attack menu. Manual defense is more likely to succeed, but prevents you from attacking (except for multi-attacks, but defense is tricky with those). The relative skill levels of attacker and target also affect the chances of success  - a master swordsman is more likely to hit a novice dodger than a master dodger, for example. Also, see the [[Combat#Combat_preferences|Combat preferences]] section below for information on how those can affect defense.&lt;br /&gt;
&lt;br /&gt;
[[Armor]] has a chance to automatically deflect an attack that targets a body part covered by it. So, getting as much [[Armor#Coverage|coverage]] as possible is important, as is having more [[Armor#Layers|layers]] of protection. The [[armor user]] skill is also very important as otherwise worn armor will greatly slow the wearer down.&lt;br /&gt;
&lt;br /&gt;
Each attack on you has a chance of being dodged automatically depending on your [[dodger]] skill level. You can also dodge manually in the {{Adv menu icon|A}} aim attack menu by selecting any creature and choosing dodge. You then pick a direction, and your character will move one tile in that direction, possibly avoiding any number of attacks. Tiles that have a creature standing in them or some other blocking object cannot be dodged into. It is not clear whether choosing a specific creature increases the chance to dodge their attack or if choosing any creature will result in the same chance to dodge all attacks.&lt;br /&gt;
&lt;br /&gt;
Each held shield has a chance to block most attacks, including breath attacks, and each held weapon has a chance to parry other weapon attacks, including projectile attacks (very rarely). Blocking and parrying can also be attempted manually in the {{Adv menu icon|A}} aim attack menu. There you can see adjacent creatures and any attacks they are attempting. This may include how soon the attack will happen depending on [[observer]] skill level. You can then pick a creature and choose to attempt to parry or block their attack. If several attacks are incoming, you can either manually defend against the soonest attack hoping for time to defend against the others or against the most dangerous hoping the other attacks are defended automatically.&lt;br /&gt;
&lt;br /&gt;
The defensive options in the {{Adv menu icon|A}} aim attack menu do not have fixed keys because their position can change if one or more is impossible. You can't block without a shield, parry without a free weapon, or dodge while in a wrestling hold.&lt;br /&gt;
&lt;br /&gt;
Offense can also sometimes be used defensively. Using {{Adv menu icon|W}} [[wrestling]] grabs, incoming attacks can be [[Wrestling#Interrupting|interrupted]] and opponents [[Wrestling#Disarming|disarmed]].&lt;br /&gt;
&lt;br /&gt;
Note that you can dodge even if you are not being attacked. Also, despite being in an attack menu the defensive options will not escalate the conflict level. So, you can dodge away from a friendly creature without it counting as an attack.&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
&lt;br /&gt;
[[Weapon]]s are divided into specific [[Combat_skill#Weapon_skills|weapon skill]]s. Also, any item held in a grasp (usually a hand) can be used as a weapon and will use the [[Miscellaneous object user]] skill. This includes shields. Mining [[pick]]s are an exception in that they use the [[Miner]] skill.&lt;br /&gt;
&lt;br /&gt;
Weapons can become stuck in wounds after an attack - this will make the weapon unavailable for aimed attacks. There are multiple ways to free them. The most reliable is by {{Adv menu icon|I}} interacting with the weapon in inventory, choosing the weapon, and choosing the {{DFtext|Gain possession}} option. Other ways include; doing a non-aimed attack can free up a stuck weapon (but if you're holding multiple weapons this isn't certain to work); moving from your current tile (exposing your back or flank to the enemy is not recommended); moving the enemy from their ''own'' tile by wrestling throw or charging attack; or jumping into the enemy.&lt;br /&gt;
&lt;br /&gt;
Most creatures have body parts that can be used as weapons; hands, nails, feet, and mouths are common. These allow the creature to punch, scratch, kick, and bite, which use the Striker, Kicker, and Biter [[combat skill]]s. Creatures with other body parts may have an added attack with those; horns or tusks add gore attacks, for example. Creatures may also have attacks as natural abilities or acquired powers which can be used with {{Adv menu icon|X}}. [[Spit]] is a common ability, but is not very effective.&lt;br /&gt;
&lt;br /&gt;
The entire body can also be used as a weapon by {{Adv menu icon|j}} jumping into or through the tile a creature is in. Usually they will dodge, but that might be useful around dangerous terrain. If it does hit, they may be sent flying depending on your relative masses. This can be useful for crowd control or knocking enemies into pits. Having your weapon stuck in them seems to increase the chance of hitting them.&lt;br /&gt;
&lt;br /&gt;
=== Melee attacks ===&lt;br /&gt;
&lt;br /&gt;
Hostile creatures can be attacked using a non-aimed attack by simply moving towards your enemy using the movement keys. A hostile creature in the same tile as you can be attacked with {{k|5}}. The specific type of attack can be influenced by the [[Combat#Combat_preferences|combat preferences]] and may be influenced by the character's skill level for each type of attack.{{verify}}&lt;br /&gt;
&lt;br /&gt;
Any visible creature can be attacked by standing next to it and pressing {{Adv menu icon|A}} or {{Adv menu icon|W}}. Attacking some creatures will require a confirmation, given using {{k|alt}}+{{k|y}}. This can be because they're friendly (which includes wild animals for elves), unconscious, or have yielded. This menu also has [[Combat#Wrestling|wrestling]] and [[Combat#Defense|defensive]] options.&lt;br /&gt;
&lt;br /&gt;
The first option {{k|a}} is to make an '''aimed attack'''. You first select the body part that you want to attack, then the type of attack. There are several options below the attack type menu. '''Quick attacks''' are faster than regular attacks but weaker. '''Heavy attacks''' are slower but hit harder. '''Wild attacks''' are faster and hit harder but are inaccurate. '''Precise attacks''' are very slow but are much more likely to hit. '''Multi-attacks''' allow you to attack several times in a row, at a great cost to the effectiveness of any one of the chosen attacks.&lt;br /&gt;
&lt;br /&gt;
Some options may be marked with a {{DFtext|!|3:1}}, this indicates an attack of opportunity which has a greatly increased chance of effectiveness, but only applies to a specific attack type. Selecting a body part with one of these will then show which type of attack it is. A {{DFtext|↑|3:1}} or {{DFtext|↓|3:1}} indicates that there is a {{DFtext|!|3:1}} on another page. The keys to change the page are shown above the list, {{k|/}} and {{k|*}} by default. Even if one of these doesn't target an important body part or uses a weaker attack, if successful they can cause significant pain which may give you an advantage.&lt;br /&gt;
&lt;br /&gt;
Some options may also be marked with one of {{DFtext|+|2:0}}, {{DFtext|+|2:1}}, {{DFtext|-|4:0}}, or {{DFtext|-|4:1}}, these indicate normal attacks that are better ({{DFtext|+|2:0}}{{DFtext|+|2:1}}) or worse ({{DFtext|-|4:0}}{{DFtext|-|4:1}}) than average.&lt;br /&gt;
&lt;br /&gt;
Look at the difficulty rating for various possible attacks. Impossible attacks will be nearly impossible to land and Easier attacks will be very easy to land. The difficulty rating for an attack does not change depending on your weapon skill. Based on player experiences, a Grand Master weapon user can almost always land a &amp;quot;Tricky&amp;quot; strike, while a Novice generally cannot. Attacks on various locations will also have limits on how &amp;quot;squarely&amp;quot; they can land (due to being out of reach, for example). Square and very square attacks will deal more damage.{{Verify}} Attacks which &amp;quot;can't land squarely&amp;quot; are generally still effective.&lt;br /&gt;
&lt;br /&gt;
When your target is unconscious all attacks will be {{DFtext|Simple strike, direct hit}}.&lt;br /&gt;
&lt;br /&gt;
Attacks aimed at an unarmored head are the most effective; a single attack to the cranium with a weapon will usually put an end to the fight. Aimed attacks are especially useful for dismembering opponents. Opponents who are missing a foot will fall over, thereby greatly lowering their speed, and giving you an immediate edge in the fight. Cutting off both hands is also highly recommended for obvious reasons. After all, a field full of armless, one-legged enemies can be a big experience booster for your character and your companions. Damage to the lower body can cause nausea on most mundane creatures which is a major debuff for them. (They can also rarely [[Gelder|geld]] male creatures, but that has no other combat effect.)&lt;br /&gt;
&lt;br /&gt;
Aimed attacks are also especially helpful when fighting giant beasts. Some enemies like giant desert scorpions have lots of redundant body parts, and random attacks waste valuable time on low priority areas while the scorpion is busy injecting venom into the whole party. Lastly, aimed attacks allow you to grab trophies that are not available via butchering. For example, a minotaur's horns can be cut off during a fight, but since it's a humanoid, most adventurers will refuse to butcher its corpse after the fight. However, in DF2014, all butcherable corpses are able to be butchered, as long as the corpse isn't too mangled.&lt;br /&gt;
&lt;br /&gt;
=== Ranged attacks ===&lt;br /&gt;
&lt;br /&gt;
To attack with a ranged weapon press the {{Adv menu icon|f}} key with a ranged weapon (bow, crossbow, etc.) equipped on one hand and select the square where you want to attack. Note that you need to have some sort of ammo, corresponding to the type of ranged weapon you are using (for example, bows use arrows, crossbows use bolts). Otherwise, a message stating &amp;quot;You have nothing left to fire.&amp;quot; is displayed in brown. Similarly use the  {{k|t}} key to throw any random object in the same manner. Random objects appear to make a random attack if they happen to have more than one possible type.{{Verify}} For example, if you throw a sword it may hit with a blunt impact, a stabbing impact, or a slicing impact. Throwing crossbow bolts with sufficient throwing skill and strength seems to have an effect similar to firing them, although less powerful. On the plus side, you will never lose ammo if you throw it.&lt;br /&gt;
&lt;br /&gt;
It is not possible to aim for specific body parts with ranged or thrown attacks.&lt;br /&gt;
&lt;br /&gt;
{{k|t}}hrowing is generally a good skill to have for any adventurer, as it allows you to slow down fleeing foes, both on the ground and in the air without the need of equipping a (cross)bow. Just like {{k|l}}ooking, you can use throwing to view and hit enemies multiple Z levels away from you. If you're lucky, you can simply land a hit that causes the flying enemy to give in to pain, and then let gravity do the rest of the work. Even if the fall doesn't kill them, they will most likely be stunned long enough for you to run up and slaughter them.&lt;br /&gt;
&lt;br /&gt;
=== Wrestling ===&lt;br /&gt;
&lt;br /&gt;
:''Main article: [[Wrestling]]''&lt;br /&gt;
&lt;br /&gt;
'''[[Wrestling]]''' (grappling) can be performed by selecting an enemy via {{Adv menu icon|W}} to wrestle. You can wrestle any enemy. Wrestling works somewhat like a targeted attack: Once you grab a creature by some body part, you may be able to make another wrestling attempt that will allow you to perform a throw or takedown. For a detailed list of moves, such as takedowns, throws, choke holds, etc., see [[Wrestling]].&lt;br /&gt;
&lt;br /&gt;
=== Wounds ===&lt;br /&gt;
&lt;br /&gt;
If you get wounded during combat, you can try to yield or flee - or both - before you get more wounded.&lt;br /&gt;
&lt;br /&gt;
To yield, press {{Adv menu icon|y}}. This will be less effective if you continue to hold a weapon, so drop any with {{Adv menu icon|d}}. Putting them away with {{Adv menu icon|q}} or {{Adv menu icon|p}} may also work. You can also ask them to cease hostilities with {{Adv menu icon|k}}. However, depending on the hostility level of the conflict and possibly the personality of your enemy, they may continue to attack you.&lt;br /&gt;
&lt;br /&gt;
If you choose to flee, you can increase your movement speed with {{Adv menu icon|m}}. Be aware that movement speed while stunned, nauseous or winded is reduced, and might leave you open to fatal blows. If you are next to a creature, manually dodging using the {{Adv menu icon|A}} attack menu may be faster than using the movement keys and will likely avoid more attacks.&lt;br /&gt;
&lt;br /&gt;
Your wounds will heal over time, so just fast travel or sleep in a safe place. Some wounds may never heal, however, leaving you permanently crippled. Obtaining a crutch may help with this. Or, if you are not already a vampire, you can get bitten by a werebeast during full moon, which will heal all injuries once per month. Rolling [[die|divination dice]] can also result in a transformation or direct healing, though such magical healing seems to also have limits.&lt;br /&gt;
&lt;br /&gt;
If you have some bolts or arrows stuck in your body, they can be removed by using the complex {{Adv menu icon|I}} interaction menu. Select the stuck bolt or arrow from the list and then pull it out with {{k|a}}. You'll probably start bleeding after you pull it out, but the bleeding is rarely anything to worry about.&lt;br /&gt;
&lt;br /&gt;
=== Combat preferences ===&lt;br /&gt;
&lt;br /&gt;
At any time during gameplay (except in fast travel mode), you can press {{Adv menu icon|C}} to open the Combat Preferences menu. There are three different preferences you can set: Attack, Dodge and Charge Defense. These have a few different sub-preferences each:&lt;br /&gt;
&lt;br /&gt;
*'''{{k|a}}ttack'''&lt;br /&gt;
**'''According to Opponent''' - The default setting. When set to this, charging happens more or less frequently, depending on the difference in size between you and the opponent. Bigger opponents get charged less, smaller more often. Can be very risky, since a random charge against a huge opponent is likely to get you knocked down and stunned. In the same vein, charging when close to obstacles or other environmental hazards is very dangerous, potentially fatal, if the enemy dodges you.&lt;br /&gt;
**'''Strike''' - This setting ensures that you never charge an opponent, but rather just swing your weapon at them. This carries less risk than the above, but you're never going to knock anyone down without hitting their legs or spine. Very preferable against large opponents.&lt;br /&gt;
**'''Charge''' - When set to this, you ALWAYS charge. When faced with numerous small enemies (Bogeymen in particular), this can be extremely useful, but remember to switch back when facing something bigger. Charging a large dragon is almost a certain death sentence.&lt;br /&gt;
**'''Close Combat''' - With this setting, all your auto-attacks are grapples. Generally not very useful, since the random nature of it tends to prevent you from actually doing any damage with it, but if you continually auto-attack a harmless creature with it, your wrestling-skill will be legendary in no time. &lt;br /&gt;
&lt;br /&gt;
*'''{{k|d}}odge'''&lt;br /&gt;
**'''Move Around''' - This means you can jump away from attacks, physically moving in a random direction. While this lets you dodge attacks more often, it can also result in you jumping into a wall or lake. If you're fighting in really tight spaces, or areas with large pits, you might want to switch to the other option.&lt;br /&gt;
**'''Stand Ground''' - As can be expected, you stand your ground. No jumping around, which is useful in the above situation, but risky in the open. If you have room for jumping around, go with Move Around, but otherwise this could be a good idea.&lt;br /&gt;
&lt;br /&gt;
*'''{{k|c}}harge Defense'''&lt;br /&gt;
**'''According to Opponent''' - Again, the default setting. You're more likely to stand still against small enemies charging, but will probably prefer moving away from larger ones. Somewhat risky, in that even a somewhat small enemy can stun you by charging.&lt;br /&gt;
**'''Dodge Away''' - With this, you'll dodge away from charging enemies, if you can. It's not a sure bet, but it's very much worth it against enemies who like to charge. This is probably the most preferable mode, since you're not losing a whole lot by dodging a small foe charging, but dodging an angry night beast can save you from a world of pain.&lt;br /&gt;
**'''Stand Ground''' - If you're certain of your physical superiority to the opponent, you can safely choose this. Standing your ground like a real man/woman might feel hardcore, but getting knocked down in a fight can be extremely dangerous. It probably has some use against bogeymen, though, since they're quite small. If you really are much bigger than the enemy, you'll end up knocking THEM down. Most of the time though, charges heavily favor the attacker, so dodging away is probably preferable.&lt;br /&gt;
&lt;br /&gt;
Using the Combat Preferences properly can actually save your hide, so they're worth fiddling with. Just don't forget that you've fiddled with them, since a misplaced charge or dodge could end up killing ''you''.&lt;br /&gt;
&lt;br /&gt;
===Iconography===&lt;br /&gt;
====Natural attacks====&lt;br /&gt;
These are attacks that do not need the use of weapons, but instead utilize the body parts of the attacker to harm, manipulate or hold onto the body parts of an enemy.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:660px;&amp;quot;&lt;br /&gt;
! Icon&lt;br /&gt;
! Attack&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| [[File:adv_icon_wrestle.png]]&lt;br /&gt;
| '''Wrestle'''&lt;br /&gt;
| A set of attacks based on wrestling moves, naturally using one's limbs to attack.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:adv_icon_grab.png]]&lt;br /&gt;
| '''Grab'''&lt;br /&gt;
| Takes hold of an enemy's body part.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:adv_icon_joint_lock.png]]&lt;br /&gt;
| '''Joint Lock'''&lt;br /&gt;
| Push or pull an enemy's joint to its maximum degree of motion, putting the combatant in pain and further preventing movement.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:adv_icon_choke.png]]&lt;br /&gt;
| '''Choke'''&lt;br /&gt;
| Grabs the enemy with a choke hold, suffocating them if they need to breathe.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:adv_icon_takedown.png]]&lt;br /&gt;
| '''Takedown'''&lt;br /&gt;
| Throws the enemy down, likely knocking them off their feet.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:adv_icon_throw.png]]&lt;br /&gt;
| '''Wrestle'''&lt;br /&gt;
| Send the enemy airborne.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:adv_icon_pinch1.png]]&lt;br /&gt;
| '''Pinch'''&lt;br /&gt;
| The user pinches an enemy's body part with their digits, fingers or pincers.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:adv_icon_pinch2.png]]&lt;br /&gt;
| '''Gouge'''&lt;br /&gt;
| Tears or claws into an enemy body part that has been grappled.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:adv_icon_break.png]]&lt;br /&gt;
| '''Break'''&lt;br /&gt;
| Forcefully break an enemy bone, rendering the body part useless.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:adv_icon_release.png]]&lt;br /&gt;
| '''Loosen'''&lt;br /&gt;
| Loosen or release the grip of a hold on an enemy.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:adv_icon_strangle.png]]&lt;br /&gt;
| '''Strangle'''&lt;br /&gt;
| Grab and shake the throat of the enemy, suffocating them if they need to breathe.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:adv_icon_latch.png]]&lt;br /&gt;
| '''Latch'''&lt;br /&gt;
| Sharply bite into the victim, holding them in place.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Weapon/Item attack types====&lt;br /&gt;
These attacks utilize the weapons the user is holding, or whatever items are in their inventory.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:660px;&amp;quot;&lt;br /&gt;
! Icon&lt;br /&gt;
! Attack&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| [[File:adv_attack_quick.png]]&lt;br /&gt;
| '''Quick'''&lt;br /&gt;
| A weaker attack that is quick and easy to recover from.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:adv_attack_heavy.png]]&lt;br /&gt;
| '''Heavy'''&lt;br /&gt;
| A strong attack that is slower and harder to recover from.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:adv_attack_wild.png]]&lt;br /&gt;
| '''Wild'''&lt;br /&gt;
| A fast attack, but is very inaccurate and hard to maintain the balance of.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:adv_attack_precise.png]]&lt;br /&gt;
| '''Precise'''&lt;br /&gt;
| A very slow, but very accurate attack.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:adv_attack_charge.png]]&lt;br /&gt;
| '''Charge'''&lt;br /&gt;
| Charges into the enemy, possibly making an enemy stumble off balance or knock them down.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:adv_attack_multi.png]]&lt;br /&gt;
| '''Multi-attack'''&lt;br /&gt;
| A sequence of attacks customizable by the player, when finished, they will all be executed one after the other.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Weapon/Item utilization====&lt;br /&gt;
These attack choices determine how the weapon or item will be used.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:660px;&amp;quot;&lt;br /&gt;
! Icon&lt;br /&gt;
! Attack&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| [[File:adv_attack_stab.png]]&lt;br /&gt;
| '''Stab'''&lt;br /&gt;
| Strike the enemy by directly thrusting a sword's point.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:adv_attack_slash.png]]&lt;br /&gt;
| '''Slash'''&lt;br /&gt;
| Strike the enemy by swinging the edge of a sword at the enemy.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:adv_attack_slap.png]]&lt;br /&gt;
| '''Slap'''&lt;br /&gt;
| Hits the enemy with the flat side of a weapon.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:adv_attack_hack.png]]&lt;br /&gt;
| '''Hack'''&lt;br /&gt;
| Strike the enemy by swinging an axe or axe-like weapon into the enemy.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:adv_attack_bash.png]]&lt;br /&gt;
| '''Charge'''&lt;br /&gt;
| Strike the enemy with a blunt weapon.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:adv_attack_lash.png]]&lt;br /&gt;
| '''Lash'''&lt;br /&gt;
| Attack an enemy by lashing a whip.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:adv_attack_pommel.png]]&lt;br /&gt;
| '''Pommel'''&lt;br /&gt;
| Bash an enemy with the handle of a weapon.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:adv_attack_punch.png]]&lt;br /&gt;
| '''Punch'''&lt;br /&gt;
| Swing a punch toward the enemy.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:adv_attack_kick.png]]&lt;br /&gt;
| '''Kick'''&lt;br /&gt;
| Kick the enemy.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:adv_attack_bite.png]]&lt;br /&gt;
| '''Bite'''&lt;br /&gt;
| Simply bite the enemy. A [[vampire]] can draw blood from a victim this way, or a [[werebeast]] can also transfer its curse with a bite that breaks the skin. Very effective if the attacker's bite is venomous.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:adv_attack_sting.png]]&lt;br /&gt;
| '''Sting'''&lt;br /&gt;
| Attack the enemy with a stinger, if the attacking creature naturally has a stringer. Very effective if the attacker's sting is venomous.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:adv_attack_pincer.png]]&lt;br /&gt;
| '''Pincer'''&lt;br /&gt;
| Attack the enemy with a pincer, if the attacking creature naturally has a pincer.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:adv_attack_other.png]]&lt;br /&gt;
| '''Push'''&lt;br /&gt;
| Shoves the enemy away.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Category|Game mechanics}}&lt;br /&gt;
[[ru:Combat]]&lt;/div&gt;</summary>
		<author><name>DikbutDaGrate</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Fairy&amp;diff=306461</id>
		<title>Fairy</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Fairy&amp;diff=306461"/>
		<updated>2025-01-25T23:37:36Z</updated>

		<summary type="html">&lt;p&gt;DikbutDaGrate: Undo revision 304103 by Jecowa (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine}}&lt;br /&gt;
{{verminlookup/0&lt;br /&gt;
|image=fairy_sprite.png}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
'''Fairies''' are a type of [[fanciful]] above-ground [[vermin]] that live in [[good]] areas. They, alongside [[pixie]]s, are the only intelligent vermin in the game, though they can't be interacted with on the basis of being vermin. When encountered in [[adventure mode]], they will glow in the dark (''or should; see below''). They possess a [[pet]] value of 10. As they possess the VERMIN_NOTRAP token, they cannot be captured by placing [[animal trap]]s, but they can still be trapped using the ''catch live land animal'' task.&lt;br /&gt;
&lt;br /&gt;
Despite their description, they do not actually have wings at all, let alone lacy ones (though they can still fly, even without them). A comment in their raws implies [[Main:Toady One|Toady]] plans to eventually give them lacy wings.&lt;br /&gt;
&lt;br /&gt;
While a token in their creature raws should enable them to generate light, they cannot, as they lack the necessary graphical tokens and sprite creature graphics to do so.&lt;br /&gt;
&lt;br /&gt;
Some [[dwarves]] [[Preferences|like]] fairies for their ''lacy wings'' and their ''babylike giggles''.&lt;br /&gt;
&lt;br /&gt;
[[File:fairy_preview.jpg|thumb|269px|center|Note: Wings may not function in-game.]]&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{vermin}}&lt;/div&gt;</summary>
		<author><name>DikbutDaGrate</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Moon_snail&amp;diff=306459</id>
		<title>Moon snail</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Moon_snail&amp;diff=306459"/>
		<updated>2025-01-25T23:30:26Z</updated>

		<summary type="html">&lt;p&gt;DikbutDaGrate: Clarification on the acquisition of moon snails&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine}}&lt;br /&gt;
{{verminlookup/0&lt;br /&gt;
|image=moon_snail_sprite.png}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
'''Moon snails''' are a species of [[hateable]] [[vermin]] found inhabiting [[temperate]] [[ocean]]s. They will cause unhappy [[thought]]s in [[Dwarf|dwarves]] who absolutely detest them should they encounter one. They possess a [[pet]] value of 10, and can not be caught in built animal traps, but can be caught with a &amp;quot;Capture a Live Land Animal&amp;quot; job, despite being aquatic. Beaches are ideal locations for catching moon snails.&lt;br /&gt;
&lt;br /&gt;
Some dwarves [[Preferences|like]] moon snails for their ''predatory nature'' and their ''striking coloration''.&lt;br /&gt;
&lt;br /&gt;
{{Translation| dwarven = ïlon nasod | elvish = anaye limi | goblin = zusla snuslû | human = oku copgur}}&lt;br /&gt;
[[File:Moon Snail.jpg|thumb|400px|center|Admired for its ''predatory nature''.]]&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{vermin}}&lt;/div&gt;</summary>
		<author><name>DikbutDaGrate</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Creature_token&amp;diff=304284</id>
		<title>Creature token</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Creature_token&amp;diff=304284"/>
		<updated>2024-11-11T21:23:28Z</updated>

		<summary type="html">&lt;p&gt;DikbutDaGrate: Removed spam and false information.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{Modding}}&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;code&amp;gt;[OBJECT:CREATURE]&amp;lt;/code&amp;gt; [[token]] begins the definition of a ''Dwarf Fortress'' [[creature]] [[raw file]]. Each creature definition that follows begins with the {{token|creature|c|creature ID}} token, and the creature's exact properties and behavior are then specified by the use of further creature tokens.  All known creature tokens are listed below. &lt;br /&gt;
&lt;br /&gt;
Vanilla creature definitions can be found in &amp;lt;code&amp;gt;[[Game folder|&amp;lt;Dwarf Fortress&amp;gt;]]\data\vanilla\vanilla_creatures\&amp;lt;/code&amp;gt;. &lt;br /&gt;
Creature ID is also used with [[graphics token]]s to make customizable [[graphics set]]s.&lt;br /&gt;
&lt;br /&gt;
The [[caste]] tokens allow defining sub-species within the broader creature definition, including true biological castes and lesser variations, such as sexes. Creature tokens can either be 'Creature' or 'CASTE-only' type which can only be applied to creature or cast respectively, or 'CASTE' which can be applied to both. In the table bellow, creature type distinguish tokens that can be applied to creature only, cast only and both ('creature', 'CASTE-only', and 'CASTE' respectively)&lt;br /&gt;
&lt;br /&gt;
__NOTOC__ &lt;br /&gt;
{{clear}}&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==A==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ADOPTS_OWNER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Prevents tamed creature from being made available for adoption, instead allowing it to automatically adopt whoever it wants. The basic requirements for adoption are intact, and the creature will only adopt individuals who have a [[preference]] for their species. Used by [[cat]]s in the vanilla game. When {{k|v}}iewing a tame creature with this token, the message &amp;quot;This animal isn't interested in your wishes&amp;quot; will appear instead of &amp;quot;This [adorable] animal can't work&amp;quot; or &amp;quot;This animal is waiting to be trained&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ALCOHOL_DEPENDENT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature need [[alcohol]] to get through the working day; it will choose to drink booze instead of [[water]] if possible. Going sober for too long reduces speed.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ALL_ACTIVE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| When set, the creature will appear at any time of day. Overrides {{token|DIURNAL|c}}, {{token|NOCTURNAL|c}}, {{token|CREPUSCULAR|c}}, {{token|MATUTINAL|c}}, and {{token|VESPERTINE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ALTTILE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*'character' or tile number&lt;br /&gt;
| If set, the creature will blink between its {{token|TILE|c}} and its ALTTILE. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AMBUSHPREDATOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Found on {{token|LARGE_PREDATOR|c}}s who ambush their prey. Instead of charging relentlessly at prey, the predator will wait till the prey is within a few squares before charging. May or may not work on other creatures. {{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AMPHIBIOUS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to breathe both in and out of [[water]] (unlike {{token|AQUATIC|c}}) - does not prevent drowning in [[magma]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APP_MOD_DESC_RANGE}}&lt;br /&gt;
| Appearance Modifier&lt;br /&gt;
|&lt;br /&gt;
*Range (6 values, low to high)&lt;br /&gt;
| Based on info from [http://www.bay12forums.com/smf/index.php?topic=113762.msg3473069#msg3473069 Wannabehero on the forums]: When used with an appearance modifier token (BP_APPEARANCE_MODIFIER or BODY_APPEARANCE_MODIFIER), tells the game what numeric ranges to map to which descriptors.&lt;br /&gt;
&lt;br /&gt;
The game uses 7 descriptor levels for each modifier, with the center one generally being to omit the thing from the creature description entirely. The six values in APP_MOD_DESC_RANGE define the boundaries between each described range. If this is not specified it uses the numbers 10:50:95:105:150:190.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APP_MOD_GENETIC_MODEL}}&lt;br /&gt;
| Appearance Modifier&lt;br /&gt;
|&lt;br /&gt;
*Model (Accepts DOMINANT_MORE, DOMINANT_LESS, and MIX)&lt;br /&gt;
| Defines a genetic model for the relevant appearance modifier(s). May or may not do anything significant at present.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APP_MOD_IMPORTANCE}}&lt;br /&gt;
| Appearance Modifier&lt;br /&gt;
|&lt;br /&gt;
*number&lt;br /&gt;
| Determines how important the appearance modifier is, for determining whether it shows up in the creature description.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APP_MOD_NOUN}}&lt;br /&gt;
| Appearance Modifier&lt;br /&gt;
| &lt;br /&gt;
*noun&lt;br /&gt;
*SINGULAR or PLURAL &lt;br /&gt;
| Creates a noun for the appearance, and whether it is singular or plural.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APP_MOD_RATE}}&lt;br /&gt;
| Appearance Modifier&lt;br /&gt;
| &lt;br /&gt;
*Rate (integer)&lt;br /&gt;
*Scale (DAILY, YEARLY)&lt;br /&gt;
*min (growth)&lt;br /&gt;
*max (growth)&lt;br /&gt;
*start year&lt;br /&gt;
*start day&lt;br /&gt;
*end year&lt;br /&gt;
*end day &lt;br /&gt;
| Setting the growth rate of the modifier. The last two tokens can be replaced by NO_END to have growth continue indefinitely.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APPLY_CREATURE_VARIATION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*creature variation ID&lt;br /&gt;
*(optional) any amount of arbitrary arguments&lt;br /&gt;
| Applies the specified [[creature variation token|creature variation]]. See [[Creature_variation_token#Arguments_and_conditional_tokens]] for how the subsequent arguments may be used.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APPLY_CURRENT_CREATURE_VARIATION}}&lt;br /&gt;
| Special&lt;br /&gt;
|  &lt;br /&gt;
| Applies the effects of all pending {{token|CV_ADD_TAG|c}} and {{token|CV_REMOVE_TAG|c}} tokens that have been defined in the current creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AQUATIC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Enables the creature to breathe in water, but causes it to air-drown on dry land. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ARENA_RESTRICTED}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Causes the creature to be excluded from the [[object testing arena]]'s creature spawning list.  Typically applied to spoileriffic creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ARTIFICIAL_HIVEABLE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
| Enables the creature to be kept in artificial [[hive]]s by [[beekeeper]]s.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AT_PEACE_WITH_WILDLIFE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Prevents the creature from attacking or frightening creatures with the {{Token|NATURAL|c}} tag.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*token&lt;br /&gt;
*selection criteria (it's complicated)&lt;br /&gt;
| Defines the attack name, and the body part used. See [[#Attack Tokens|below]] for valid subtokens&lt;br /&gt;
'''Example:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;[ATTACK:GORE:BODYPART:BY_CATEGORY:HORN]&amp;lt;/code&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
''GORE'' = name of the attack&amp;lt;br /&amp;gt;&lt;br /&gt;
''BODYPART:BY_CATEGORY:HORN'' = the horn is used to attack (presuming the creature has one)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_TRIGGER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*population&lt;br /&gt;
*exported wealth&lt;br /&gt;
*created wealth&lt;br /&gt;
| Specifies when a [[megabeast]] or [[semi-megabeast]] will attack the fortress. The attacks will start occurring when all of the requirements are met. Setting a value to 0 disables the trigger.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==B==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BABY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*integer &lt;br /&gt;
| Age at which creature is considered a child, the default is zero. One can think of this as the duration of the baby stage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BABYNAME}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*singular&lt;br /&gt;
*plural &lt;br /&gt;
| Defines a new name for a creature in baby state at the caste level. For non-caste-specific baby names, see {{token|GENERAL_BABY_NAME|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BEACH_FREQUENCY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*integer&lt;br /&gt;
| Creature may be subject to [[beaching]], becoming stranded on [[Beach|shores]], where they will eventually air-drown. The number indicates the frequency of the occurrence. Presumably requires the creature to be {{token|AQUATIC|c}}. Used by [[orca]]s, [[sperm whale]]s and [[sea nettle jellyfish]] in the vanilla game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BENIGN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is non-aggressive by default, and will never automatically be engaged by companions or soldiers, running away from any creatures that are not friendly to it, and will only defend itself if it becomes enraged. Can be thought of as the counterpoint of the {{token|LARGE_PREDATOR|c}} tag. When tamed, animals with this tag will be useless for fortress defense.&lt;br /&gt;
&lt;br /&gt;
This and {{token|TRADE_CAPACITY|c}} are required for {{token|PACK_ANIMAL|c}} to function properly, if an animal contains the aforementioned requirements without this tag: items loaded by the merchants will be dropped upon departure.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BIOME}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
* [[biome token]]&lt;br /&gt;
| Select a [[biome]] the creature may appear in.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BLOOD}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;[[material token]]&amp;gt;&lt;br /&gt;
* &amp;lt;[[Material_definition_token#Material_States|material state]]&amp;gt;&lt;br /&gt;
| Specifies what the creature's blood is made of.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BLOODSUCKER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Causes [[vampire]]-like behaviour; the creature will suck the [[Creature_token#BLOOD|blood]] of unconscious victims when its [[Syndrome#TIME_SINCE_SUCKED_BLOOD|thirst for blood]] grows sufficiently large. When controlling the creature in adventure mode, this can be done at will. Seems to be required to make the creature denouncable (in-world) as a creature of the night.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BODY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*body parts &lt;br /&gt;
| Draws body parts from OBJECT:BODY files (such as body_default.txt)&lt;br /&gt;
'''Example:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY:BODY_WITH_HEAD_FLAG:HEART:GUTS:BRAIN:MOUTH] &amp;lt;br /&amp;gt;&lt;br /&gt;
This is the body from a [[purring maggot]]. It creates a body with head, a heart, some guts, a brain, and a mouth. That's all a maggot needs.&lt;br /&gt;
&lt;br /&gt;
The body parts need to be listed in an order such that any parent part appears before its connected children. For example [BODY:HEART:BODY_WITH_HEAD_FLAG] produces a &amp;quot;Body Token Recognized But Could Not Connect: HEART&amp;quot; error because HEART can't find any UPPERBODY(s) to connect to. Switching the order to [BODY:BODY_WITH_HEAD_FLAG:HEART] fixes the problem because now the UPPERBODY is created before the HEART tries to connect to it.&lt;br /&gt;
&lt;br /&gt;
'''If the body is left undefined, the creature (or caste) will be tagged as [DOES_NOT_EXIST].''' {{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BODY_APPEARANCE_MODIFIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*ATTRIBUTE&lt;br /&gt;
*lowest&lt;br /&gt;
*lower&lt;br /&gt;
*low&lt;br /&gt;
*median&lt;br /&gt;
*high&lt;br /&gt;
*higher&lt;br /&gt;
*highest &lt;br /&gt;
| These body modifiers give individual creatures different characteristics. In the case of HEIGHT, BROADNESS and LENGTH, the modifier is also a percentage change to the BODY_SIZE of the individual creature. The seven numbers afterward give a distribution of ranges. Each interval has an equal chance of occurring.&lt;br /&gt;
'''Example:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110] &amp;lt;br /&amp;gt;&lt;br /&gt;
''HEIGHT'' : marks the height to be changed &amp;lt;br /&amp;gt;&lt;br /&gt;
''90:95:98:100:102:105:110'' : sets the range from the shortest (90% of the average height) to the tallest (110% of the average height) creature variation.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BODY_DETAIL_PLAN}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*PlanName&lt;br /&gt;
*Arguments &lt;br /&gt;
| Loads a plan from listed OBJECT:BODY_DETAIL_PLAN files, such as b_detail_plan_default.txt. Mass applies USE_MATERIAL_TEMPLATE, mass alters RELSIZE, alters body part positions, and will allow tissue layers to be defined. Tissue layers are defined in order of skin to bone here.&lt;br /&gt;
'''Example:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE] &amp;lt;br /&amp;gt;&lt;br /&gt;
This creates the detailed body of a [[fox]], the skin, fat, muscle, bones and cartilage out of the vertebrate tissues.&amp;lt;br /&amp;gt;&lt;br /&gt;
A [[Purring maggot|maggot]] would only need:&amp;lt;br /&amp;gt;&lt;br /&gt;
''[BODY_DETAIL_PLAN:EXOSKELETON_TISSUE_LAYERS:SKIN:FAT:MUSCLE]'' &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BODY_SIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*years&lt;br /&gt;
*days&lt;br /&gt;
*size &lt;br /&gt;
| Sets size at a given age. Size is in cubic centimeters, and for normal body materials, is roughly equal to the creature's average weight in grams.&lt;br /&gt;
'''Example:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_SIZE:0:0:10000]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_SIZE:1:168:50000]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_SIZE:12:0:220000]&amp;lt;br /&amp;gt;&lt;br /&gt;
This describes the size of a [[minotaur]]. Its birth size would be 10,000 cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; (~10 kg). At 1 year and 168 days old it would be 50,000 cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; (~50 kg). And as an adult (at 12 years old) it would be 220,000 cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; and weigh roughly 220 kg.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BODYGLOSS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*gloss &lt;br /&gt;
| Substitutes body part text with replacement text. Draws gloss information from OBJECT:BODY files (such as body_default.txt)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BONECARN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature eats bones. Implies {{token|CARNIVORE|c}}. [[Adventurer mode|Adventurers]] with this token are currently unable to eat bones.{{Bug|11069}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BP_ADD_TYPE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Adds a type to a body part - used with {{token|SET_BP_GROUP|c}}. In vanilla DF, this is used for adding the type '[[Body token#GELDABLE|GELDABLE]]' to the lower body of certain [[cat|creatures]]. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BP_APPEARANCE_MODIFIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*QUALITY&lt;br /&gt;
*lowest&lt;br /&gt;
*lower&lt;br /&gt;
*low&lt;br /&gt;
*median&lt;br /&gt;
*high&lt;br /&gt;
*higher&lt;br /&gt;
*highest &lt;br /&gt;
| Sets up the breadth of possibilities for appearance qualities for a selected BP group. EG. Eyes (CLOSE_SET, DEEP_SET, ROUND_VS_NARROW, LARGE_IRIS),Lips (THICKNESS), Nose (BROADNESS, LENGTH, UPTURNED, CONVEX), Ear (SPLAYED_OUT, HANGING_LOBES, BROADNESS, HEIGHT), Tooth (GAPS), Skull (HIGH_CHEEKBONES, BROAD_CHIN, JUTTING CHIN, SQUARE_CHIN), Neck (DEEP_VOICE, RASPY_VOICE), Head (BROADNESS, HEIGHT)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BP_REMOVE_TYPE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Removes a type from a body part. Used with {{token|SET_BP_GROUP|c}}. &lt;br /&gt;
 &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BUILDINGDESTROYER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*1 or 2 &lt;br /&gt;
| Allows a creature to destroy furniture and buildings. Value [1] targets mostly doors, hatches, furniture and the like. Value [2] targets anything not made with the {{k|b}} + {{k|C}} commands. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==C==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CAN_DO_INTERACTION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*interaction token&lt;br /&gt;
| The creature can perform an interaction. See [[interaction token]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CAN_LEARN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature gains [[skill]]s and can have [[labor|professions]]. If a member of a civilization (even a pet) has this token, it'll need to eat, drink and sleep. Note that this token makes the creature unable to be eaten by an adventurer, so it is not recommended for uncivilized monsters. Adventurers lacking this token can allocate but not increase attributes and skills. Skills allocated will disappear on start. A creature with at least this token or the {{token|CAN_SPEAK|c}} token will be able to have [[Personality traits, values, and dreams#Values|values]] and [[Personality traits, values, and dreams#Dreams|dreams]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CAN_SPEAK}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Can [[talking|talk]]. Note that this is not necessary for a creature to gain social skills but to make friends in fortress mode. A creature with at least this token or the {{token|CAN_LEARN|c}} token will be able to have [[Personality traits, values, and dreams#Values|values]] and [[Personality traits, values, and dreams#Dreams|dreams]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CANNOT_CLIMB}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature cannot [[climber|climb]], even if it has free grasp parts.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CANNOT_JUMP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature cannot [[jump]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CANNOT_UNDEAD}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Acts like {{token|NOT_LIVING|c}}, except that {{token|OPPOSED_TO_LIFE|c}} creatures will attack them.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CANOPENDOORS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to open [[door]]s that are set to be unpassable for pets. In adventure mode, creatures lacking this token will be unable to pass through door tiles except whilst these are occupied by other creatures. Not currently useful in Fortress mode as doors can no longer be set unpassable for pets.{{version|50.03}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CARNIVORE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature ''only'' eats [[meat]]. If the creature goes on rampages in worldgen, it will often devour the people/animals it kills. Does not seem to affect the diet of the adventurer in adventure mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*name &lt;br /&gt;
| Defines a [[caste]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_ALTTILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*tile number or &amp;quot;letter&amp;quot;&lt;br /&gt;
| Caste-specific {{token|ALTTILE|c}}. Requires {{token|CASTE_TILE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_COLOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*fg&lt;br /&gt;
*bg&lt;br /&gt;
*brightness&lt;br /&gt;
| Caste-specific {{token|COLOR|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_GLOWCOLOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*fg&lt;br /&gt;
*bg&lt;br /&gt;
*brightness&lt;br /&gt;
| Caste-specific {{token|GLOWCOLOR|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_GLOWTILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*tile value or &amp;quot;letter&amp;quot;&lt;br /&gt;
| Caste-specific {{token|GLOWTILE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_NAME}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*singular&lt;br /&gt;
*plural&lt;br /&gt;
*adjective &lt;br /&gt;
| While {{token|NAME|c}} describes the name of the species, {{token|CASTE_NAME|c}} names individuals of the species. Unlike other caste-specific descriptions, this token is required, even for creatures without separate castes. If left undefined, the creature will not show up in the [[arena]] and members of the species will be labeled as &amp;quot;nothing&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_PROFESSION_NAME}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Unit type token]] (Profession)&lt;br /&gt;
*singular&lt;br /&gt;
*plural &lt;br /&gt;
| Caste-specific {{token|PROFESSION_NAME|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_SOLDIER_ALTTILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*'character' or tile number&lt;br /&gt;
| Caste-specific {{token|SOLDIER_ALTTILE|c}}. Requires {{token|CASTE_SOLDIER_TILE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_SOLDIER_TILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*'character' or tile number&lt;br /&gt;
| Caste-specific {{token|CREATURE_SOLDIER_TILE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_TILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* tile number or &amp;quot;letter&amp;quot;&lt;br /&gt;
| Caste-specific {{token|CREATURE_TILE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CAVE_ADAPT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Causes [[cave adaptation]].&lt;br /&gt;
Allows for creature's race to be involved in jokes that end in &amp;quot;And the [race] saw the sun and vomited on the spot!&amp;quot; &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CDI}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*Varies&lt;br /&gt;
| Specifies interaction details following a {{token|CAN_DO_INTERACTION|c}} token. See [[interaction token]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CHANGE_BODY_SIZE_PERC}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*integer&lt;br /&gt;
| Multiplies body size by a factor of (integer)%. 50 halves size, 200 doubles.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CHANGE_FREQUENCY_PERC}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*integer&lt;br /&gt;
| Multiplies frequency by a factor of (integer)%.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CHILD}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*integer &lt;br /&gt;
| Age at which creature is considered an adult - one can think of this as the duration of the [[children|child]] stage. Allows the creature's offspring to be rendered fully tame if [[animal trainer|trained]] during their childhood. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CHILDNAME}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*singular&lt;br /&gt;
*plural &lt;br /&gt;
| Defines a new name for a creature in the child state at the caste level. For non-caste-specific child names, see {{token|GENERAL_CHILD_NAME|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CLUSTER_NUMBER}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*min&lt;br /&gt;
*max&lt;br /&gt;
| The minimum/maximum numbers of how many creatures per spawned cluster. Vermin fish with this token in combination with temperate ocean and river biome tokens [http://www.bay12forums.com/smf/index.php?topic=51864.msg1122319#msg1122319 will perform seasonal migrations]. Defaults to 1:1 if not specified.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CLUTCH_SIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*min&lt;br /&gt;
*max&lt;br /&gt;
|Number of [[egg]]s laid in one sitting.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COLONY_EXTERNAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Caste hovers around colony.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COLOR}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*foreground&lt;br /&gt;
*background&lt;br /&gt;
*brightness &lt;br /&gt;
| Color of the creature's tile. See [[Color]] for usage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMMON_DOMESTIC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| When combined with any of {{token|PET|c}}, {{token|PACK_ANIMAL|c}}, {{token|WAGON_PULLER|c}} and/or {{token|MOUNT|c}}, the creature is guaranteed to be domesticated by any [[civilization]] with {{token|COMMON_DOMESTIC_PET|e}}, {{token|COMMON_DOMESTIC_PACK|e}},  {{token|COMMON_DOMESTIC_PULL|e}} and/or {{token|COMMON_DOMESTIC_MOUNT|e}} respectively. Such civilizations will always have access to the creature, even in the absence of wild populations. This token is invalid on {{token|FANCIFUL|c}} creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CONVERTED_SPOUSE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Creatures of this caste's species with the {{token|SPOUSE_CONVERTER|c}} and {{token|NIGHT_CREATURE_HUNTER|c}} tokens will kidnap {{token|SPOUSE_CONVERSION_TARGET|c}}s of an appropriate sex and convert them into castes with CONVERTED_SPOUSE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COOKABLE_LIVE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Set this to allow the creature to be cooked in meals without first being butchered/cleaned. Used by some water-dwelling vermin such as [[mussel]]s, [[nautilus]]es and [[oyster]]s.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CRAZED}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Creature is '[[insanity|berserk]]' and will attack all other creatures, except members of its own species that '''also''' have the CRAZED tag. It will show {{DFtext|Berserk|4:1}} in the [[unit list]]. Berserk creatures go on rampages during [[world generation|worldgen]] much more frequently than non-berserk ones.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COPY_TAGS_FROM}}&lt;br /&gt;
| Special&lt;br /&gt;
| &lt;br /&gt;
*creature ID&lt;br /&gt;
| Copies another specified creature. This will override any definitions made before it; essentially, it makes this creature identical to the other one, which can then be modified. Often used in combination with {{token|APPLY_CREATURE_VARIATION|c}} to import standard variations from a file. The vanilla [[giant animal]]s and [[animal person|animal people]]s are examples of this token combination.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREATURE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*creature ID&lt;br /&gt;
| A unique, arbitrary identifier that begins the definition of each new creature, and is used to reference the creature in other tokens and raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREATURE_CLASS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*classname&lt;br /&gt;
| An arbitrary creature classification. Can be set to anything, but the only vanilla uses are GENERAL_POISON (used in syndromes), EDIBLE_GROUND_BUG (used as targets for {{token|GOBBLE_VERMIN_CLASS|c}}), MAMMAL, and POISONOUS (both used for kobold pet eligibility). A single creature can have multiple classes.&lt;br /&gt;
&lt;br /&gt;
The full list of tokens that use creature classes is: &lt;br /&gt;
&lt;br /&gt;
* Creature tokens: {{token|GOBBLE_VERMIN_CLASS|c}}, {{token|GOBBLE_VERMIN_CLASS|c}}&lt;br /&gt;
* Interaction tokens: {{token|IT_AFFECTED_CLASS|in}}, {{token|IT_IMMUNE_CLASS|in}}&lt;br /&gt;
* Animal definition (Entity) tokens: {{token|ANIMAL_CLASS|e}}, {{token|ANIMAL_FORBIDDEN_CLASS|e}}&lt;br /&gt;
* Position (Entity) token: {{token|ALLOWED_CLASS|po}}&lt;br /&gt;
* Syndrome tokens: {{token|SYN_AFFECTED_CLASS|sy}}, {{token|SYN_IMMUNE_CLASS|sy}}, {{token|CE_SENSE_CREATURE_CLASS|sy}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREATURE_SOLDIER_TILE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*'character' or tile number&lt;br /&gt;
| Creatures active in their civilization's [[military]] will use this tile instead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREATURE_TILE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*'character' or tile number &lt;br /&gt;
| The symbol of the creature in ASCII mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREPUSCULAR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| When set, the creature will appear at dawn (between 4:30 AM and 6:00 AM) and in the evening (between 8:00 PM and 10:05 PM) in Adventurer mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CURIOUSBEAST_EATER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to [[Steals food|steal and eat edible items]] from a site. It will attempt to grab a food item and immediately make its way to the map's edge, where it will disappear with it. If the creature goes on rampages during worldgen, it will often steal food instead of attacking. Trained and tame instances of the creature will no longer display this behavior.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CURIOUSBEAST_GUZZLER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to (very quickly) [[Steals drink|drink your alcohol]]. Or spill the barrel to the ground. Also affects undead versions of the creature. Unlike food or item thieves, drink thieves will consume your alcohol on the spot rather than run away with one piece of it. Trained and tame instances of the creature will no longer display this behavior.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CURIOUSBEAST_ITEM}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to [[Steals items|steal things]] (apparently, of the highest value it can find). It will attempt to grab an item of value and immediately make its way to the map's edge, where it will disappear with it. If a creature with any of the CURIOUSBEAST tokens carries anything off the map, even if it is a caravan's pack animal, it will be reported as stealing everything it carries. If the creature goes on rampages in worldgen, it will often steal items instead of attacking - [[kea]] birds are infamous for this. Trained and tame instances of the creature will no longer display this behavior. Also, makes the creature unable to drop hauled items until it enters combat.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CV_ADD_TAG}}&lt;br /&gt;
| Special&lt;br /&gt;
| &lt;br /&gt;
*TAG NAME &lt;br /&gt;
| Adds a tag. Used in conjunction with creature variation templates.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CV_REMOVE_TAG}}&lt;br /&gt;
| Special&lt;br /&gt;
| &lt;br /&gt;
*TAG NAME &lt;br /&gt;
| Removes a tag. Used in conjunction with creature variation templates. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==D==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DEMON}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Found on generated [[demon]]s. Marks the caste to be used in the initial wave after breaking into the [[underworld]], and by the demon civilizations created during world-gen breachings{{verify}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DESCRIPTION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*text &lt;br /&gt;
| A brief description of the creature type, as displayed when viewing the creature's description/[[Thoughts and preferences|thoughts &amp;amp; preferences]] screen.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIE_WHEN_VERMIN_BITE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Causes the creature to die upon attacking. Used by [[honey bee]]s to simulate them dying after using their stingers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIFFICULTY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*integer &lt;br /&gt;
| Increases experience gain during adventure mode. Creatures with a difficulty of 11 or higher are not assigned for quests in adventure mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIURNAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| When set, the creature will only appear during the day (between 6:00 AM and 8:00 PM) in Adventurer mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIVE_HUNTS_VERMIN}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| The creature hunts vermin by diving from the air. On tame creatures, it has the same effect as {{token|HUNTS_VERMIN|c}}. Found on [[peregrine falcon]]s.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DOES_NOT_EXIST}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Adding this token to a creature prevents it from appearing in generated worlds (unless it's marked as [[Entity_token#ANIMAL_ALWAYS_PRESENT|always present]] for a particular civilisation). For example, adding it to [[dog]]s will lead to worlds being generated without dogs in them. Also removes the creature from the [[object testing arena]]'s spawn list. If combined with {{token|FANCIFUL|c}}, artistic depictions of the creature will occur regardless. Used by [[centaur]]s, [[chimera]]s and [[griffon]]s in the vanilla game. &lt;br /&gt;
&lt;br /&gt;
Note: a creature tagged as DOES_NOT_EXIST can still be [[Interaction_token#I_EFFECT|summoned]] successfully, as long as it has a body defined in its raws. [http://www.bay12forums.com/smf/index.php?topic=165213.msg8086938#msg8086938]. It's also possible for another creature to [[Syndrome#CE_BODY_TRANSFORMATION|transform]] into it.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==E==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EBO_ITEM}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[item token]]&lt;br /&gt;
*[[material token]] (ANY_HARD_STONE can be used for the material)&lt;br /&gt;
| Defines the item that the creature drops upon being [[butcher|butchered]]. Used with {{token|EXTRA_BUTCHER_OBJECT|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EBO_SHAPE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*gem shape&lt;br /&gt;
| The shape of the creature's extra [[butcher|butchering]] drop. Used with {{token|EXTRA_BUTCHER_OBJECT|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EGG_MATERIAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* &amp;lt;[[material token]]&amp;gt;&lt;br /&gt;
* &amp;lt;[[Material_definition_token#Material_States|material state]]&amp;gt;&lt;br /&gt;
| Defines the material composition of [[egg]]s laid by the creature. [[creature_token#LAYS_EGGS|Egg-laying]] creatures in the default game define this 3 times, using LOCAL_CREATURE_MAT:EGGSHELL, LOCAL_CREATURE_MAT:EGG_WHITE, and then LOCAL_CREATURE_MAT:EGG_YOLK. Eggs will be made out of eggshell. Edibility is determined by tags on whites or yolk, but they otherwise do not exist.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EGG_SIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*size&lt;br /&gt;
| Determines the size of laid [[egg]]s. Doesn't affect hatching or cooking, but bigger eggs will be heavier, and may take longer to be hauled depending on the hauler's strength.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EQUIPMENT_WAGON}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature appear as a large 3×3 [[wagon]] responsible for carrying trade goods, pulled by two {{token|WAGON_PULLER|c}} creatures and driven by a merchant.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EQUIPS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to wear or wield items.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EVIL}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creature is considered evil and will only show up in evil biomes. Civilizations with {{token|USE_EVIL_ANIMALS|e}} can domesticate them regardless of exotic status. Has no effect on cavern creatures except to restrict taming. A civilization with evil creatures can colonise evil areas.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EXTRA_BUTCHER_OBJECT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
* TYPE, CATEGORY, or TOKEN&lt;br /&gt;
| The creature drops an additional object when [[butcher|butchered]], as defined by {{token|EBO_ITEM|c}} and {{token|EBO_SHAPE|c}}. Used for [[gizzard stone]]s in default creatures. For some materials, needs to be defined after caste definitions with SELECT_CASTE:ALL{{Bug|6355}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EXTRACT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* [[material token]]&lt;br /&gt;
| Defines a creature extract which can be obtained via [[small animal dissection]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EXTRAVISION}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature can see regardless of whether it has working eyes and has full 360 degree vision, making it impossible to strike the creature from a blind spot in combat. Invisible creatures will also be seen, namely [[intelligent undead]] using a &amp;quot;vanish&amp;quot; power.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==F==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FANCIFUL}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creature is a thing of legend and known to all civilizations. Its materials cannot be requested or preferred. The tag also adds some art value modifiers. Used by a [[Fanciful|number of creatures]]. Conflicts with {{token|COMMON_DOMESTIC|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FEATURE_ATTACK_GROUP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on [[Animal people#Subterranean animal people|subterranean animal-man]] tribals. Currently defunct. In previous versions{{verify}}, it caused these creatures to crawl out of chasms and underground rivers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FEATURE_BEAST}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on [[forgotten beast]]s. Presumably makes it act as such, initiating underground attacks on fortresses, or leads to the pop-up message upon encountering one{{verify}}. Hides the creature from displaying in a world_sites_and_pops file. Does not create historical figures like generated forgotten beasts do.&lt;br /&gt;
&lt;br /&gt;
Requires specifying a {{token|BIOME|c}} in which the creature will live, and both surface and subterranean biomes are allowed. Does not stack with {{token|LARGE_ROAMING|c}} and if both are used the creature will not spawn. Appears to be incompatible with {{token|DEMON|c}} even if used in separate castes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FEMALE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature biologically female, enabling her to [[Breeding|bear young]]. Usually specified inside a caste.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FIREIMMUNE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature immune to [[Interaction_token#FIREBALL|FIREBALL]] and [[Interaction_token#FIREJET|FIREJET]] attacks, and allows it to path through high temperature zones, like lava or fires. Does not, by itself, make the creature immune to the damaging effects of burning in [[fire]], and does not prevent general heat damage or melting on its own (this would require adjustments to be made to the creature's body [[Material_definition_token|materials]] - see the [[Dragon/raw|dragon raws]] for an example).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FIREIMMUNE_SUPER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Like {{token|FIREIMMUNE|c}}, but also renders the creature immune to [[Interaction_token#DRAGONFIRE|DRAGONFIRE]] attacks. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FISHITEM}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature's corpse is a single [[Item_token#FISH_RAW|FISH_RAW]] food item that needs to be cleaned (into a [[Item_token#FISH|FISH]] item) at a [[fishery]] to become edible. Before being cleaned the item is referred to as &amp;quot;raw&amp;quot;. The food item is categorized under &amp;quot;fish&amp;quot; on the food and stocks screens, and when uncleaned it is sorted under &amp;quot;raw fish&amp;quot; in the stocks (but does not show up on the food screen). &lt;br /&gt;
Without this or {{token|COOKABLE_LIVE|c}}, [[fishing|fished]] vermin will turn into food the same way as non-vermin creatures, resulting in multiple units of food (meat, brain, lungs, eyes, spleen etc.) from a single fished vermin. These units of food are categorized as meat by the game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FIXED_TEMP}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*temperature &lt;br /&gt;
| The creature's body is constantly at this temperature, heating up or cooling the surrounding area. Alters the temperature of the creature's inventory and all adjacent tiles, [[Temperature|with all the effects that this implies]] - may trigger wildfires at high enough values. Also makes the creature immune to extreme heat or cold, as long as the temperature set is not harmful to the materials that the creature is made from. Corpses and body parts of creatures with a fixed temperature maintain their temperature even after death.&lt;br /&gt;
&lt;br /&gt;
Note that temperatures of 12000 and higher may cause [[path|pathfinding]] issues in fortress mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FLEEQUICK}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| If engaged in combat, the creature will flee at the first sign of resistance. Used by [[kobold]]s in the vanilla game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FLIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to fly, independent of it having wings or not. Fortress Mode pathfinding only partially incorporates flying - flying creatures need a land path to exist between them and an area in order to access it, but as long as one such path exists, they do not need to use it, instead being able to fly over intervening obstacles. Winged creatures with this token can lose their ability to fly if their wings are crippled or severed. Winged creatures without this token will be unable to fly. (A 'wing' in this context refers to any body part with its own [[Body_token#FLIER|FLIER]] token).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FREQUENCY}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*number, max 100&lt;br /&gt;
| Determines the chances of a creature appearing within its environment, with higher values resulting in more frequent appearance. Also affects the chance of a creature being brought in a caravan for trading.&lt;br /&gt;
This value is used multiply to determine the rarity of animal populations. A creature with [FREQUENCY:50] will appear in 50% of valid biomes, and be present in 50% of the area within those biomes.&lt;br /&gt;
When a [[Creature token#CLUSTER_NUMBER|cluster]] spawns, the game effectively considers all creatures that can possibly appear and uses the FREQUENCY value as a ''weight'' - for example, if there are three creatures with frequencies 10/25/50, the creature with [FREQUENCY:50] will appear approximately 58.8% of the time. Defaults to 50 if not specified. Not to be confused with {{token|POP_RATIO|c}}.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==G==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GAIT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;gait type&amp;gt;&lt;br /&gt;
* &amp;lt;gait name&amp;gt;&lt;br /&gt;
* &amp;lt;max [[Gait#Speed|speed]]&amp;gt;&lt;br /&gt;
* &amp;lt;build up time&amp;gt;&lt;br /&gt;
* &amp;lt;max turning [[Gait#Speed|speed]]&amp;gt;&lt;br /&gt;
* &amp;lt;start [[Gait#Speed|speed]]&amp;gt;&lt;br /&gt;
* &amp;lt;energy expenditure&amp;gt;&lt;br /&gt;
* &amp;lt;gait flag(s)&amp;gt;&lt;br /&gt;
| Defines a gait by which the creature can move. See [[Gait]] for more information. Specifically, you likely want to use one of the existing STANDARD_X_GAITS creature variations, as described in [[Gait#Gaits_and_Modding|this subsection]].&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;max speed&amp;gt; indicates the maximum [[Gait#Speed|speed]] achievable by a creature using this gait&lt;br /&gt;
* &amp;lt;start speed&amp;gt; indicates the creature's speed when it starts moving using this gait&lt;br /&gt;
* &amp;lt;build up time&amp;gt; indicates how long it will take for a creature using this gait to go from &amp;lt;start speed&amp;gt; to &amp;lt;max speed&amp;gt;. For example, a value of 10 means that it should be able to reach the maximum speed by moving 10 [[tile]]s in a straight line over even terrain.&lt;br /&gt;
* &amp;lt;max turning speed&amp;gt; indicates the maximum speed permissible when the creature suddenly changes its direction of motion. The creature's speed will be reduced to &amp;lt;max turning speed&amp;gt; if travelling at a higher speed than this before turning.&lt;br /&gt;
* &amp;lt;energy expenditure&amp;gt; indicates how energy-consuming the gait is. Higher values cause the creature to tire out faster. Persistent usage of a high-intensity gait will eventually lead to exhaustion and [[Status_icon#Non-flashing|collapse]].&lt;br /&gt;
&lt;br /&gt;
'''NO_BUILD_UP''' can be specified instead of a &amp;lt;start speed&amp;gt; value to make the &amp;lt;max speed&amp;gt; instantly achievable upon initiating movement (this is equivalent to a &amp;lt;build up time&amp;gt; of 0). Note that &amp;lt;build up time&amp;gt; and &amp;lt;max turning speed&amp;gt; are both ignored if specified alongside this (as NO_BUILD_UP trumps &amp;lt;build up time&amp;gt; and preserves &amp;lt;max speed&amp;gt; whilst turning, and &amp;lt;max turning speed&amp;gt; cannot exceed &amp;lt;max speed&amp;gt;) so it is permissible to omit them so long as they are '''both''' omitted together.&lt;br /&gt;
&lt;br /&gt;
It's possible to specify a &amp;lt;start speed&amp;gt; greater than the &amp;lt;max speed&amp;gt;; the moving creature will decelerate towards its &amp;lt;max speed&amp;gt; in this case.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''valid gait types:'''&lt;br /&gt;
*'''WALK'''&amp;lt;br&amp;gt;&lt;br /&gt;
Used for moving normally over ground tiles.&lt;br /&gt;
&lt;br /&gt;
*'''CRAWL'''&amp;lt;br&amp;gt;&lt;br /&gt;
Used for moving over ground tiles whilst [[Status_icon#Non-flashing|prone]].&lt;br /&gt;
&lt;br /&gt;
*'''SWIM'''&amp;lt;br&amp;gt;&lt;br /&gt;
Used for moving through tiles containing [[water]] or [[magma]] at a [[Water#Depth|depth]] of at least 4/7. &lt;br /&gt;
&lt;br /&gt;
*'''FLY'''&amp;lt;br&amp;gt;&lt;br /&gt;
Used for moving through [[open space]].&lt;br /&gt;
&lt;br /&gt;
*'''CLIMB'''&amp;lt;br&amp;gt;&lt;br /&gt;
Used for moving whilst [[Climber|climbing]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''valid gait flags:'''&lt;br /&gt;
* '''AGILITY'''&amp;lt;br&amp;gt;&lt;br /&gt;
Speeds/slows movement depending on the creature's [[Attribute#Agility|Agility]] stat.&lt;br /&gt;
&lt;br /&gt;
* '''STRENGTH'''&amp;lt;br&amp;gt;&lt;br /&gt;
Speeds/slows movement depending on the creature's [[Attribute#Strength|Strength]] stat.&lt;br /&gt;
&lt;br /&gt;
* '''LAYERS_SLOW'''&amp;lt;br&amp;gt;&lt;br /&gt;
Makes [[Tissue_definition_token#THICKENS_ON_ENERGY_STORAGE|THICKENS_ON_ENERGY_STORAGE]] and [[Tissue_definition_token#THICKENS_ON_STRENGTH|THICKENS_ON_STRENGTH]] tissue layers slow movement depending on how thick they are. Adding the STRENGTH gait flag counteracts the impact of the latter layer.&lt;br /&gt;
&lt;br /&gt;
* '''STEALTH_SLOWS:'''&amp;lt;percentage&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Slows movement by the specified percentage when the creature is [[Ambusher|sneaking]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GENERAL_BABY_NAME}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*singular&lt;br /&gt;
*plural &lt;br /&gt;
| Like {{token|BABYNAME|c}}, but applied regardless of caste.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GENERAL_CHILD_NAME}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*singular&lt;br /&gt;
*plural &lt;br /&gt;
| Like {{token|CHILDNAME|c}}, but applied regardless of caste.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GENERAL_MATERIAL_FORCE_MULTIPLIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value A&lt;br /&gt;
*value B&lt;br /&gt;
| Has the same function as {{token|MATERIAL_FORCE_MULTIPLIER|c}}, but applies to all attacks instead of just those involving a specific material. Appears to be overridden by MATERIAL_FORCE_MULTIPLIER ([[werebeast]]s, for example, use both tokens to provide resistance to all materials, with one exception to which they are especially vulnerable).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GENERATED}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Found on procedurally generated creatures like [[forgotten beast]]s, [[titan]]s, [[demon]]s, [[angel]]s, and [[night creature]]s. Cannot be specified in user-defined raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GETS_INFECTIONS_FROM_ROT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature get [[Health_care#Infection|infections]] from necrotic tissue.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GETS_WOUND_INFECTIONS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature's wounds become [[Health_care#Infection|infected]] if left untreated for too long.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GLOWCOLOR}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*foreground&lt;br /&gt;
*background&lt;br /&gt;
*brightness &lt;br /&gt;
| The colour of the creature's {{token|GLOWTILE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GLOWTILE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*ascii character &lt;br /&gt;
| If present, the being glows in the dark (generally used for Adventurer Mode). The tile is what replaces the being's current tile when it is obscured from your sight by darkness. The default setting for kobolds (a yellow quotation mark) provides a nice &amp;quot;glowing eyes&amp;quot; effect. The game is also hardcoded to automatically convert quotation mark GLOWTILES into apostrophes if the creature has lost one eye. This works at the generic creature level - for caste-specific glow tiles, use {{token|CASTE_GLOWTILE|c}} instead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GNAWER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*verb&lt;br /&gt;
| The creature can and will gnaw its way out of [[animal trap]]s and [[cage]]s using the specified verb, depending on the material from which it is made (normally wood).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GOBBLE_VERMIN_CLASS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*class&lt;br /&gt;
| The creature eats vermin of the specified class.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GOBBLE_VERMIN_CREATURE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*creature&lt;br /&gt;
*caste&lt;br /&gt;
| The creature eats a specified [[vermin]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GO_TO_END}}&lt;br /&gt;
| Special&lt;br /&gt;
|  &lt;br /&gt;
| When using tags from an existing creature, inserts new tags at the end of the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GO_TO_START}}&lt;br /&gt;
| Special&lt;br /&gt;
|  &lt;br /&gt;
| When using tags from an existing creature, inserts new tags at the beginning of the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GO_TO_TAG}}&lt;br /&gt;
| Special&lt;br /&gt;
|  &lt;br /&gt;
| When using tags from an existing creature, inserts new tags ''before'' the specified tag.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GOOD}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Creature is considered good and will only show up in good biomes - [[unicorn]]s, for example. Civilizations with {{token|USE_GOOD_ANIMALS|e}} can domesticate them regardless of exotic status. Has no effect on cavern creatures except to restrict taming. A civilization that has good creatures can colonise good areas in world-gen.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GRASSTRAMPLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value &lt;br /&gt;
| The value determines how rapidly [[grass]] is trampled when a creature steps on it - a value of 0 causes the creature to never damage grass, while a value of 100 causes grass to be trampled as rapidly as possible. Defaults to 5.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GRAVITATE_BODY_SIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*target value&lt;br /&gt;
| Used in Creature Variants. This token changes the adult body size to the average of the old adult body size and the target value and scales all intermediate growth stages by the same factor.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GRAZER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*number&lt;br /&gt;
| The creature is a grazer - if tamed in fortress mode, it needs a pasture to survive. The higher the number, the less frequently it needs to eat in order to live. Not used since 0.40.12, replaced by {{token|STANDARD_GRAZER|c}} to fix {{bugl|4113}}.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==H==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HABIT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*type&lt;br /&gt;
*probability&lt;br /&gt;
| Defines certain behaviors for the creature. The habit types are:&lt;br /&gt;
*COLLECT_TROPHIES&lt;br /&gt;
*COOK_PEOPLE&lt;br /&gt;
*COOK_VERMIN&lt;br /&gt;
*GRIND_VERMIN&lt;br /&gt;
*COOK_BLOOD&lt;br /&gt;
*GRIND_BONE_MEAL&lt;br /&gt;
*EAT_BONE_PORRIDGE&lt;br /&gt;
*USE_ANY_MELEE_WEAPON&lt;br /&gt;
*GIANT_NEST&lt;br /&gt;
*COLLECT_WEALTH.&lt;br /&gt;
These require the creature to have a {{token|LAIR|c}} to work properly, and also don't seem to work on creatures who are not a {{token|SEMIMEGABEAST|c}}, {{token|MEGABEAST|c}}, or{{token|NIGHT_CREATURE_HUNTER|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HABIT_NUM}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*number or TEST_ALL&lt;br /&gt;
| &amp;quot;If you set HABIT_NUM to a number, it should give you that exact number of habits according to the weights.&amp;quot;.{{cite forum|60554/1719248}} All lists of HABITs are preceded by [HABIT_NUM:TEST_ALL]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HAS_NERVES}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature has nerves in its muscles. Cutting the muscle tissue can sever motor and sensory nerves.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HASSHELL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature has a shell. Seemingly no longer used - holdover from previous versions.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HIVE_PRODUCT}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*number&lt;br /&gt;
*[[time]]&lt;br /&gt;
*[[item token]]s&lt;br /&gt;
| What product is harvested from [[Beekeeping industry|beekeeping]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HOMEOTHERM}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*number or NONE&lt;br /&gt;
| Default 'NONE'. The creature's normal body [[temperature]]. Creature ceases maintaining temperature on death unlike fixed material temperatures. Provides minor protection from environmental temperature to the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HUNTS_VERMIN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Creature hunts and kills nearby [[vermin]], randomly walking between places with food laying on the ground or in stockpiles, to check for possible [VERMIN_EATER] vermin, but they'll kill any other vermin too. Do not include this creature token on an intelligent entity that you intend to play as in fortress mode because it will prevent them from feeding themselves.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==I==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IMMOBILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| The creature cannot move. Found on [[sponge]]s. Will also stop a creature from breeding in fortress mode (MALE and FEMALE are affected, if one is IMMOBILE; no breeding will happen).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IMMOBILE_LAND}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is immobile while on land. Only works on {{token|AQUATIC|c}} creatures which can't breathe on land.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IMMOLATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature radiates [[fire]]. It will ignite, and potentially completely destroy, items the creature is standing on. Also gives the vermin a high chance of escaping from [[animal trap]]s and [[cage]]s made of any flammable materials (specifically ones that could be ignited by magma).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|INTELLIGENT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Alias for {{token|CAN_SPEAK|c}} + {{token|CAN_LEARN|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ITEMCORPSE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
* [[item token]]&lt;br /&gt;
* [[material token]]&lt;br /&gt;
| Determines if the creature leaves behind a non-standard corpse (i.e. wood, statue, bars, stone, pool of liquid, etc.). [[Ethics]] may prevent actually using the item in jobs or reactions.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ITEMCORPSE_QUALITY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* number&lt;br /&gt;
| The [[quality]] of an item-type corpse left behind. Valid values are: 0 for ordinary, 1 for well-crafted, 2 for finely-crafted, 3 for superior, 4 for exceptional, 5 for masterpiece.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==L==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAIR}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*type&lt;br /&gt;
*probability&lt;br /&gt;
| Found on megabeasts, semimegabeasts, and night creatures. The creature will seek out sites of this type and take them as lairs. The lair types are:&lt;br /&gt;
*SIMPLE_BURROW&lt;br /&gt;
*SIMPLE_MOUND&lt;br /&gt;
*WILDERNESS_LOCATION&lt;br /&gt;
*SHRINE&lt;br /&gt;
*LABYRINTH&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAIR_CHARACTERISTIC}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*characteristic&lt;br /&gt;
*probability&lt;br /&gt;
| Defines certain features of the creature's lair. The only valid characteristic is HAS_DOORS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAIR_HUNTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| This creature will actively hunt adventurers in its lair.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAIR_HUNTER_SPEECH}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*speech file&lt;br /&gt;
| What this creature says while hunting adventurers in its lair.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LARGE_PREDATOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Will attack other creatures that are smaller than it. In [[fortress mode]], only one group of &amp;quot;large predators&amp;quot; (possibly two groups on &amp;quot;savage&amp;quot; maps) will appear on any given map. In [[adventurer mode]], large predators will try to ambush and attack you (and your party will attack them back). When tamed, large predators tend to be much more aggressive to enemies than non-large predators, making them a good choice for an animal army. They may go on rampages in worldgen, and adventurers may receive quests to kill them. Also, they can be mentioned in the intro paragraph when starting a fortress e.g. &amp;quot;ere the wolves get hungry.&amp;quot;&lt;br /&gt;
A single biome supports 7 large predator species, picking randomly and rolling a d100 under its {{token|FREQUENCY|c}} to add it until all 7 slots are filled.&lt;br /&gt;
&lt;br /&gt;
Incompatible with {{token|PACK_ANIMAL|c}} on a technicality, if included: hauled items are likely to be dropped upon entering the map (even if {{token|TRADE_CAPACITY|c}} is present) in contrast to when the merchants depart.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LARGE_ROAMING}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| This is the core requisite tag allowing the creature to spawn as a wild animal in the appropriate biomes. Requires specifying a {{token|BIOME|c}} in which the creature will spawn. Does not require specifying a frequency, population number, or cluster number.&lt;br /&gt;
&lt;br /&gt;
This tag stacks with {{token|MEGABEAST|c}}, {{token|SEMIMEGABEAST|c}}, or {{token|NIGHT_CREATURE_HUNTER|c}}; if used with one of these tags, the creature will spawn as both a boss and as a wild animal. This tag does not stack with {{token|FEATURE_BEAST|c}} and if both are used the creature will not spawn. This tag is unaffected by {{token|DEMON|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAYS_EGGS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Creature lays [[egg]]s instead of giving birth to live young.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAYS_UNUSUAL_EGGS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* [[item token]]&lt;br /&gt;
* [[material token]]&lt;br /&gt;
| Creature lays the specified item instead of regular eggs.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIGAMENTS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
*healing rate &lt;br /&gt;
| The creature has ligaments in its {{token|CONNECTIVE_TISSUE_ANCHOR|td}} tissues (bone or chitin by default). Cutting the bone/chitin tissue severs the ligaments, disabling motor function if the target is a limb.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIGHT_GEN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| A vermin featuring this tag will remain visible to an adventurer even at night. &lt;br /&gt;
&lt;br /&gt;
Subterranean vermin which feature this token will flicker in unexposed and unrevealed cavern layers while playing in Fortress Mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIKES_FIGHTING}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature will attack enemies rather than flee from them. This tag has the same effect on player-controlled creatures - including modded dwarves. Retired as of v0.40.14 in favor of {{token|LARGE_PREDATOR|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LISP}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Creature uses &amp;quot;sssssnake talk&amp;quot; (multiplies 'S' when talking - &amp;quot;My name isss Recisssiz.&amp;quot;). Used by [[Serpent man|serpent men]] and [[Reptile man|reptile men]] in the vanilla game. C's with the same pronunciation (depending on the word) are not affected by this token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LITTERSIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* minimum&lt;br /&gt;
* maximum&lt;br /&gt;
| Determines the number of offspring per one birth; default 1-3, not used in vanilla raws. See also {{token|MULTIPLE_LITTER_RARE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LOCAL_POPS_CONTROLLABLE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
| Allows you to play as a wild animal of this species in adventurer mode. Prevents trading of (tame) instances of this creature in caravans.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LOCAL_POPS_PRODUCE_HEROES}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
| Wild animals of this species may occasionally join a civilization. Prevents trading of (tame) instances of this creature in caravans.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LOCKPICKER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Lets a creature open [[door]]s that are set to forbidden in fortress mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LOOSE_CLUSTERS}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creatures will scatter if they have this tag, or form tight packs if they don't. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LOW_LIGHT_VISION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*number&lt;br /&gt;
| Determines how well a creature can see in the dark - higher is better. Dwarves have 10000, which amounts to perfect nightvision.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==M==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAGICAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| According to Toady One, this is completely interchangeable with {{token|AT_PEACE_WITH_WILDLIFE|c}} and might have been used in very early versions of the game by wandering wizards or the ent-type tree creatures that used to be animated by elves. [http://www.bay12forums.com/smf/index.php?topic=169696.msg8316954#msg8316954]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAGMA_VISION}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is able to see while submerged in [[magma]]. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MALE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature biologically male. Usually declared inside a caste.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| {{text anchor|MANNERISM|MANNERISM_*}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*occasionally body part &lt;br /&gt;
| Adds a possible mannerism to the creature's profile.  See [[creature mannerism token]] for further info.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MATERIAL}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*material id&lt;br /&gt;
| Begins defining a new local material. Follow this with standard material definition tokens to define the material.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MATERIAL_FORCE_MULTIPLIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Material token]]&lt;br /&gt;
*value A&lt;br /&gt;
*value B&lt;br /&gt;
| When struck with a weapon made of the specified material, the force exerted will be multiplied by A/B, thus making the creature more or less susceptible to this material. For example, if A is 2 and B is 1, the force exerted by the defined material will be doubled. If A is 1 and B is 2, it will be halved instead. See also  {{token|GENERAL_MATERIAL_FORCE_MULTIPLIER|c}}, which can be used to make this sort of effect applicable to all materials.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MATUTINAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| When set, the creature will only appear at dawn (between 4:30 AM and 6:00 AM) in Adventurer mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAXAGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*min&lt;br /&gt;
*max &lt;br /&gt;
| Determines the creature's natural lifespan, using the specified minimum and maximum age values (in years). Each individual creature with this token is generated with a predetermined date (calculated down to the exact [[time|tick]]!) between these values, at which it is destined to die of old age, should it live long enough. Note that the probability of death at any given age does not increase as the creature gets older [http://i.imgur.com/A1A4aA9.png]. &lt;br /&gt;
Creatures which lack this token are naturally immortal. The [[Syndrome#CE_ADD_TAG|NO_AGING]] syndrome tag will prevent death by old age from occurring. Also note that, among civilized creatures, castes which lack this token will refuse to marry others with it, and vice versa.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MEANDERER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature slowly stroll around, unless it's in combat or performing a job. If combined with {{token|CAN_LEARN|c}}, will severely impact their [[pathfinding]] and lead the creature to move extremely slowly when not performing any task. Problematically applies to animal people based on the animal and war trained animals{{bug|9588}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MEGABEAST}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| A 'boss' creature. A small number of the creatures are created during worldgen, their histories and descendants (if any) will be tracked in worldgen (as opposed to simply 'spawning'), and they will occasionally go on rampages, potentially leading to worship if they attack the same place multiple times. Their presence and number will also influence age names. When appearing in fortress mode, they will have a pop-up message announcing their arrival. They will remain hostile to military even after being tamed.{{bug|10731}} See [[megabeast]] page for more details. &lt;br /&gt;
&lt;br /&gt;
Requires specifying a {{token|BIOME|c}} in which the creature will live. Subterranean biomes appear to not be allowed. Does stack with {{token|LARGE_ROAMING|c}} and if both are used the creature will spawn as both historical bosses and as wild animals.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MENT_ATT_CAP_PERC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*[[Attribute|ATTRIBUTE]] Token&lt;br /&gt;
*Cap %&lt;br /&gt;
|Default is 200.  This means you can increase your attribute to 200% of its starting value (or the average value + your starting value if that is higher).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MENT_ATT_RANGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*[[Attribute|ATTRIBUTE]]&lt;br /&gt;
*lowest&lt;br /&gt;
*lower&lt;br /&gt;
*low&lt;br /&gt;
*median&lt;br /&gt;
*high&lt;br /&gt;
*higher&lt;br /&gt;
*highest &lt;br /&gt;
| Sets up a [[Attribute#Soul_attributes|mental attribute]]'s range of values (0-5000). All mental attribute ranges default to 200:800:900:1000:1100:1300:2000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MENT_ATT_RATES}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Attribute|ATTRIBUTE]] Token&lt;br /&gt;
*cost to improve&lt;br /&gt;
*unused counter rate&lt;br /&gt;
*rust counter rate&lt;br /&gt;
*demotion counter rate&lt;br /&gt;
| [[Attribute#Soul_attributes|Mental attribute]] gain/decay rates. Lower numbers in the last three slots make decay occur faster. Defaults are 500:4:5:4.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MILKABLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
* frequency&lt;br /&gt;
| Allows the creature to be [[milk]]ed in the [[farmer's workshop]]. The frequency is the amount of [[time|ticks]] the creature needs to &amp;quot;recharge&amp;quot; (i.e. how much time needs to pass before it can be milked again). Does not work on [[#CAN_LEARN|sentient]] creatures, regardless of [[ethics]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MISCHIEVIOUS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Alias for {{token|MISCHIEVOUS|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MISCHIEVOUS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature spawns [[stealth]]ed and will attempt to path into the fortress, pulling any [[lever]]s it comes across. It will be invisible on the map and [[unit list]] until spotted by a citizen, at which point the game will pause and recenter on the creature. Used by [[gremlin]]s in the vanilla game. &amp;quot;They go on little missions to mess with various fortress buildings, not just levers.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MODVALUE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Seemingly no longer used.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MOUNT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature may be used as a [[mount]]. No use for the player in fortress mode, but enemy sieging forces may arrive with cavalry. Mounts are usable in adventure mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MOUNT_EXOTIC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature may be used as a [[mount]], but civilizations cannot domesticate it in worldgen without certain exceptions.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MULTIPART_FULL_VISION}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to have all-around vision, as long as it has multiple heads that can see.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MULTIPLE_LITTER_RARE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Makes the species usually produce a single offspring per birth, with a 1/500 chance of using the {{token|LITTERSIZE|c}} as usual.  Requires {{token|FEMALE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MUNDANE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Marks if the creature is an actual real-life creature. Only used for age-names at present.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==N==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NAME}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*singular&lt;br /&gt;
*plural&lt;br /&gt;
*adjective &lt;br /&gt;
| The generic name for any creature of this type - will be used for referring to the species in the abstract, such as the default material prefix. For labeling individual creatures, {{token|CASTE_NAME|c}} is necessary. If left undefined, the creature will be labeled as &amp;quot;nothing&amp;quot; by the game.&lt;br /&gt;
&lt;br /&gt;
Some examples of adjective use:&lt;br /&gt;
* &amp;quot;super''dwarven'' strength&amp;quot;&lt;br /&gt;
* &amp;quot;the ''dwarven'' hillocks of X&amp;quot;&lt;br /&gt;
* Deity species as in &amp;quot;''feline'' deity&amp;quot;&lt;br /&gt;
* Megabeast attacks in worldgen. One with multiple dragons being a &amp;quot;''draconic'' rampage&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NATURAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Animal is considered to be natural. NATURAL animals will not engage creatures tagged with {{token|AT_PEACE_WITH_WILDLIFE|c}} in combat unless they are members of a hostile entity and vice-versa.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NATURAL_ANIMAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Alias of {{token|NATURAL|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NATURAL_SKILL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Skill_token|Skill token]]&lt;br /&gt;
*value&lt;br /&gt;
| The creature possesses the specified [[skill]] at this level inherently - that is, it begins with the skill at this level, and the skill may never rust below that. A value of 15 is legendary.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NIGHT_CREATURE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Creatures with this token can appear as [[experiment|experiments]]. &lt;br /&gt;
Prevents {{token|LOCAL_POPS_PRODUCE_HEROES|c}} from functioning. Causes the creature to count as {{token|NOT_LIVING|c}}. Killing a creature featuring this token provides one point of &amp;quot;hero&amp;quot; reputation. Adds the creature's description as part of the initial summary of their historical figure in legends mode. Prevents creature behavior enabled by {{token|LARGE_PREDATOR|c}}. People will react to creatures with this token as a night creature (natch). In adventure mode, ambushes involving these units will say &amp;quot;Night creature!&amp;quot; instead of &amp;quot;Ambush!&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Prevents the AI from using ANIMATE interactions, unless the newly-animated{{token|OPPOSED_TO_LIFE|c}}undead will not attack them. The check for this is specifically whether the unit is: &lt;br /&gt;
*a ghost&lt;br /&gt;
*an animated unit &lt;br /&gt;
*a unit with the {{token|NO_AGING|c}} token added via {{token|CE_ADD_TAG|c}}. (This allows for the default exclusion of elves and goblins, unless raised as intelligent undead.)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;''This token should not be confused with other NIGHT_CREATURE_X tokens.''&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;''This token is not well understood at the present time.''&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NIGHT_CREATURE_BOGEYMAN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Creatures with this token can appear in [[bogeyman|bogeyman ambushes]] in [[adventure mode]], where they adopt classical bogeyman traits such as stalking the adventurer and vaporising when dawn breaks. Such traits do not manifest if the creature is encountered outside of a bogeyman ambush (for instance, as a megabeast or a civilised being). In addition, their corpses and severed body parts turn into [[smoke]] after a short while. Note that setting the &amp;quot;Number of Bogeyman Types&amp;quot; in [[advanced world generation]] to 0 will only remove randomly-generated bogeymen.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NIGHT_CREATURE_EXPERIMENTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on some [[necromancer]]s. Creatures with this tag may periodically &amp;quot;perform horrible experiments&amp;quot; offscreen, during which they can use creature-targeting interactions with an &amp;lt;code&amp;gt;[[Interaction_token#I_SOURCE|[I_SOURCE:EXPERIMENT]]]&amp;lt;/code&amp;gt; tag on living creatures in their area. Worlds are generated with a list of procedurally-generated experiments, allowing necromancers to turn living people and animals into [[Infected_ghoul|ghouls]] and [[Experiment|other experimental creatures]], and these will automatically be available to all experimenters; it does not appear possible to prevent this. You can mod in your own custom experiment interactions, but these are used very infrequently due to the large number of generated experiments.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NIGHT_CREATURE_HUNTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on [[night troll]]s and [[werebeast]]s. Implies that the creature is a [[night creature]], and shows its description in [[legends mode]] entry. The creature is always hostile and will start [[no quarter]] combat with any nearby creatures, except for members of its own race. Note that this tag does not override the creature's normal behavior in [[fortress mode]] except for the aforementioned aggression, and doesn't prevent the creature from fleeing the battles it started. It also removes the creature's materials from stockpile settings list, making them be stored there regardless of settings.&lt;br /&gt;
&lt;br /&gt;
Does stack with {{token|LARGE_ROAMING|c}} and if both are used the creature will spawn as both historical hunters and as wild animals; this requires specifying a {{token|BIOME|c}} in which the creature will live, and subterranean biomes are allowed.&lt;br /&gt;
&lt;br /&gt;
This tag causes the usual behaviour of werebeasts in worldgen, that is, fleeing towns upon being cursed and conducting raids from a lair. If this tag is absent from a deity curse, the accursed will simply be driven out of towns in a similar manner to [[vampire]]s. When paired with SPOUSE_CONVERTER, a very small population of the creature will be created during worldgen (sometimes only a single individual will be created), and their histories will be tracked (that is, they will not spawn spontaneously later, they must either have children or convert other creatures to increase their numbers). The creature will settle in a lair and go on rampages during worldgen. It will actively attempt to seek out potential conversion targets to abduct, convert, and have children with (if possible).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NIGHT_CREATURE_NIGHTMARE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on [[nightmare]]s. Corpses and severed body parts derived from creatures with this token turn into [[smoke]] after a short while.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_AUTUMN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature caste does not appear in [[Calendar|autumn]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_CONNECTIONS_FOR_MOVEMENT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Creature doesn't require connected body parts to move{{verify}}; generally used on undead creatures with connections that have rotted away.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_DIZZINESS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature cannot become [[Symptom#Dizziness|dizzy]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_DRINK}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature does not need to drink. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_EAT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature does not need to [[food|eat]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_FEVERS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature cannot suffer [[Symptom#Fever|fevers]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_GENDER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| The creature is biologically sexless, making it unable to [[breeding|breed]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_PHYS_ATT_GAIN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| The creature cannot raise any [[Attribute#Body_attributes|physical attributes]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_PHYS_ATT_RUST}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| The creature cannot lose any [[Attribute#Body_attributes|physical attributes]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_SLEEP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature does not need to sleep, but can still be rendered unconscious by other means.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_SPRING}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature caste does not appear in [[Calendar|spring]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_SUMMER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature caste does not appear in [[Calendar|summer]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_THOUGHT_CENTER_FOR_MOVEMENT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't require an organ with the {{token|THOUGHT|body}} tag to survive or attack; generally used on creatures that don't have brains.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_UNIT_TYPE_COLOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Prevents creature from selecting its color based on its profession (e.g. Miner, Hunter, Wrestler).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_VEGETATION_PERTURB}}&lt;br /&gt;
| Caste{{Verify}}&lt;br /&gt;
|  &lt;br /&gt;
| Likely prevents the creature from leaving broken vegetation tracks.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_WINTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature caste does not appear in [[Calendar|winter]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOBONES}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature has no bones.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOBREATHE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't need to breathe or have {{token|BREATHE|body}} parts in body, nor can it drown or be strangled. Creatures living in magma must have this tag, otherwise they will drown.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOCTURNAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| When set, the creature will only appear at night (after 10:05 PM and before 4:30 AM) in Adventurer mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOEMOTION}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature has no emotions. It is immune to the effects of [[stress]] and unable to rage, and its [[need]]s cannot be fulfilled in any way. Used on [[undead]] in the vanilla game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOEXERT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature can't become tired or over-exerted from taking too many combat actions, or moving at full speed for extended periods of time. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOFEAR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't feel fear and will never flee from battle, and will be immune to [[ghost]]s' attempts to 'scare it to death'. Additionally, it causes [[bogeyman|bogeymen]] and [[nightmare]]s to become friendly towards the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOMEAT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature will not be hunted or fed to wild beasts.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NONAUSEA}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature isn't nauseated by gut hits and cannot vomit.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOPAIN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't feel pain. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOSKIN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature will not drop a hide when [[butcher|butchered]]. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOSKULL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature will not drop a skull on butchering, rot, or decay of severed head.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOSMELLYROT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Does not produce [[miasma]] when rotting.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOSTUCKINS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Weapons can't get stuck in the creature. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOSTUN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature can't be stunned and knocked unconscious by pain or head injuries. Creatures with this tag never wake up from sleep in Fortress Mode. If this creature needs to sleep while playing, it &amp;lt;b&amp;gt;will&amp;lt;/b&amp;gt; die.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOT_BUTCHERABLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Corpses from this creature cannot be [[butcher|butchered]]. Does not prevent the creature from being slaughtered while alive, however.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOT_LIVING}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Cannot be raised from the dead by necromancers or evil clouds. Implies the creature is not a normal living being. Used by [[vampire]]s, [[Mummy|mummies]] and inorganic creatures like the [[amethyst man]] and [[bronze colossus]]. Creatures who are {{token|OPPOSED_TO_LIFE|c}} (undead) will be docile towards creatures with this token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOTHOUGHT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't require a {{token|THOUGHT|body}} body part to survive. Has the added effect of preventing speech, though directly controlling creatures that would otherwise be capable of speaking allows them to engage in conversation.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==O==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ODOR_LEVEL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*number&lt;br /&gt;
| How easy the creature is to [[smell]]. The higher the number, the easier the creature is to sniff out. Defaults to 50. Vanilla creatures have values from 0 (undetectable) to 90 (noticeable by humans and dwarves).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ODOR_STRING}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*string&lt;br /&gt;
| What the creature [[smell]]s like. If no odor string is defined, the creature name (not the caste name) is used.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|OPPOSED_TO_LIFE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Is hostile to all creatures except undead and other non-living ones and will show {{DFtext|Opposed to life|0:1}} in the [[unit list]]. Used by [[undead]] in the vanilla game. Functions without the {{token|NOT_LIVING|c}} token, and seems to imply said token as well. Undead will not be hostile to otherwise-living creatures given this token. Living creatures given this token will attack living creatures that lack it, while ignoring other living creatures that also have this token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ORIENTATION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*MALE/FEMALE&lt;br /&gt;
*disinterested chance&lt;br /&gt;
*casual chance&lt;br /&gt;
*strong chance&lt;br /&gt;
| Determines caste's likelihood of having sexual attraction to certain sexes. Values default to 75:20:5 for the same sex and 5:20:75 for the opposite sex. The first value indicates how likely to be entirely uninterested in the sex, the second decides if the creature will be able to become lovers with that sex, the third decides whether they will be able to marry in worldgen and post-worldgen world activities (which implies being able to become lovers). Marriage seems to be able to happen in fort mode play regardless, as long as they are lovers first.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|OUTSIDER_CONTROLLABLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Lets you play as an [[Adventurer_mode_character_creation#Outsider|outsider]] of this species in adventure mode.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==P==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PACK_ANIMAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to be used as a pack animal. Used by [[trading|merchants]] without wagons and adventurers. Also prevents creature from dropping hauled items on its own -- do ''not'' use for player-controllable creatures! May lead to the creature being domesticated during worldgen, even if it doesn't have {{token|COMMON_DOMESTIC|c}}.&lt;br /&gt;
&lt;br /&gt;
Creatures with this tag but without {{token|BENIGN|c}}, and/or with {{token|LARGE_PREDATOR|c}} leads to hauled items being dropped.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PARALYZEIMMUNE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is immune to all [[Syndrome#CE_PARALYSIS|paralyzing]] special attacks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PATTERNFLIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Used to control the bat riders with paralyze-dart blowguns that flew through the 2D chasm. Doesn't do anything now.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PCG_LAYERING}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*[[Procedural graphics layer|Layering type]]&lt;br /&gt;
| Adds a layer to the current {{token|PROCEDURAL_CREATURE_GRAPHICS|c}} definition. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PEARL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| In earlier versions, creature would generate [[pearl]]s. Does nothing in the current version.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PENETRATEPOWER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value &lt;br /&gt;
| Controls the ability of [[vermin]] to find a way into containers when they are eating food from your stockpiles.&lt;br /&gt;
&lt;br /&gt;
Objects made of most materials (e.g. metal) roll a number from 0-100, and if the resulting number is greater than the penetrate power, their contents escape for the time being. Objects made of [[wood]], [[leather]], [[amber]], or [[coral]] roll 0-95, and items made of [[cloth]] roll 0-90.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PERSONALITY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*ATTRIBUTE&lt;br /&gt;
*lowest&lt;br /&gt;
*median&lt;br /&gt;
*highest &lt;br /&gt;
| Determines the range and chance of personality traits. Standard is 0:50:100. See [[Personality traits, values, and dreams#Traits|personality traits]] for more info.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PET}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to be [[Animal_trainer|tamed]] in Fortress mode. Prerequisite for all other working animal roles. Civilizations that encounter it in worldgen will tame and domesticate it for their own use. Adding this to civilization members will classify them as pets instead of citizens, with all the [[Fun|problems]] that entails. However, you can solve these problems using the popular plugin [https://dffd.bay12games.com/file.php?id=13095| Dwarf Therapist], which is completely unaffected by the tag.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PET_EXOTIC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to be [[Animal_trainer|tamed]] in Fortress mode. Prequisite for all other working animal roles. Civilizations cannot domesticate it in worldgen, with certain exceptions. More difficult to tame?{{verify}} Adding this to civilization members will classify them as pets instead of citizens, with all the [[Fun|problems]] that entails. ([[Gremlin|Example]]).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PETVALUE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value &lt;br /&gt;
| How valuable a tamed animal is. Actual cost in points in the embarking screen is 1+(PETVALUE/2) for an untrained animal, 1+PETVALUE for a war/hunting one. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PETVALUE_DIVISOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
| Divides the creature's {{token|PETVALUE|c}} by the specified number. Used by [[honey bee]]s to prevent a single hive from being worth a fortune.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PHYS_ATT_CAP_PERC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*[[Attribute|ATTRIBUTE]] Token&lt;br /&gt;
*Cap %&lt;br /&gt;
|Default is 200. This means you can increase your attribute to 200% of its starting value (or the average value + your starting value if that is higher).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PHYS_ATT_RANGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Attribute|ATTRIBUTE]]&lt;br /&gt;
*lowest&lt;br /&gt;
*lower&lt;br /&gt;
*low&lt;br /&gt;
*median&lt;br /&gt;
*high&lt;br /&gt;
*higher&lt;br /&gt;
*highest &lt;br /&gt;
| Sets up a [[Attribute#Body_attributes|physical attribute]]'s range of values (0-5000). All physical attribute ranges default to 200:700:900:1000:1100:1300:2000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PHYS_ATT_RATES}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Attribute|ATTRIBUTE]] Token&lt;br /&gt;
*cost to improve&lt;br /&gt;
*unused counter rate&lt;br /&gt;
*rust counter rate&lt;br /&gt;
*demotion counter rate&lt;br /&gt;
| [[Attribute#Body_attributes|Physical attribute]] gain/decay rates. Lower numbers in the last three slots make decay occur faster. Defaults for STRENGTH, AGILITY, TOUGHNESS, and ENDURANCE are 500:3:4:3, while RECUPERATION and DISEASE_RESISTANCE default to 500:NONE:NONE:NONE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PLUS_BP_GROUP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*BY_TYPE, BY_CATEGORY, or BY_TOKEN&lt;br /&gt;
*body type, category, or token&lt;br /&gt;
| Adds a body part group to selected body part group. Presumably used immediately after {{token|SET_BP_GROUP|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PLUS_MATERIAL}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*material&lt;br /&gt;
| Adds a material to selected materials. Used immediately after {{token|SELECT_MATERIAL|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|POP_RATIO}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
*number (max 100000)&lt;br /&gt;
| Weighted population of caste; Lower is rarer. Not to be confused with {{token|FREQUENCY|c}}. A weight of 0 will not prevent a caste from spawning.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|POPULATION_NUMBER}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*min&lt;br /&gt;
*max &lt;br /&gt;
| The minimum/maximum numbers of how many of these creatures are present in each world map tile of the appropriate region. Defaults to 1:1 if not specified.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|POWER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Allows the being to represent itself as a deity, allowing it to become the leader of a civilized group. Not used by any creatures in the vanilla game. Requires {{token|CAN_SPEAK|c}} to actually do anything more than settle at a location (e.g. write books, lead armies, profane temples). Doesn't appear to do anything for creatures that are already civilized. Once the creature ascends to a position of leadership, it will proceed to act as a standard ruler for their entity and fulfill the same functions (hold tournaments, tame creatures, etc.).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PREFSTRING}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*string&lt;br /&gt;
| Sets what other creatures [[Preferences|prefer]] about this creature. &amp;quot;Urist likes dwarves for their beards.&amp;quot; Multiple entries will be chosen from at random. Creatures lacking a PREFSTRING token will never appear under another's preferences.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PROCEDURAL_CREATURE_GRAPHICS}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
* [[Graphics_token#Basic_creature_sprite_types|Sprite type]] or Caste then sprite type&lt;br /&gt;
| Makes the creature have procedural graphics built for it, like forgotten beasts/demons/titans/experiments. Must be associated with PCG_LAYERING tokens.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PROFESSION_NAME}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*[[Unit type token]] (Profession)&lt;br /&gt;
*singular&lt;br /&gt;
*plural &lt;br /&gt;
| The generic name for members of this profession, at the creature level. In order to give members of specific castes different names for professions, use {{token|CASTE_PROFESSION_NAME|c}} instead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PRONE_TO_RAGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*Chance&lt;br /&gt;
| Creature has a percentage chance to flip out at visible non-friendly creatures. Enraged creatures attack anything regardless of timidity and get a strength bonus to their hits. This is what makes [[badger]]s so hardcore.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PUS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;[[material token]]&amp;gt;&lt;br /&gt;
* &amp;lt;[[Material_definition_token#Material_States|material state]]&amp;gt;&lt;br /&gt;
| The creature has pus. Specifies the stuff secreted by [[Health_care#Infection|infected wounds]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==R==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|RELSIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*body category, type, or token&lt;br /&gt;
*Relsize &lt;br /&gt;
| Specifies a new relative size for a part than what is stated in the body plan. For example, dwarves have larger livers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMAINS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*singular&lt;br /&gt;
*plural&lt;br /&gt;
| What the creature's [[remains]] are called.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMAINS_COLOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| What color the creature's [[remains]] are.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMAINS_ON_VERMIN_BITE_DEATH}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Goes with {{token|VERMIN_BITE|c}} and {{token|DIE_WHEN_VERMIN_BITE|c}}, the vermin creature will leave remains on death when biting. Leaving this tag out will cause the creature to disappear entirely after it bites.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMAINS_UNDETERMINED}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Nothing.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMOVE_MATERIAL}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*material token &lt;br /&gt;
| Removes a material from the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMOVE_TISSUE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*tissue token&lt;br /&gt;
| Removes a tissue from the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|RETRACT_INTO_BP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*BY_TYPE, BY_CATEGORY or BY_TOKEN&lt;br /&gt;
*body type, [[Body_token#CATEGORY|category]], or [[Body_token#BP|token]]&lt;br /&gt;
*Second person (&amp;quot;You&amp;quot;) retract verb text&lt;br /&gt;
*Third person (&amp;quot;The giant snail&amp;quot;) retract verb text&lt;br /&gt;
*Second person cancel retract text&lt;br /&gt;
*Third person cancel retract text&lt;br /&gt;
| The creature will retract into the specified body part(s) when threatened. It will be unable to move or attack, but enemies will only be able to attack the specified body part(s). When one of the specified body part is severed off, the creature automatically unretracts and cannot retract anymore. More than one body part can be selected by using BY_TYPE or BY_CATEGORY.&lt;br /&gt;
&lt;br /&gt;
Second-person descriptions are used for adventurer mode natural ability. &amp;quot;&amp;lt;pro_pos&amp;gt;&amp;quot; can be used in the descriptions, being replaced with the proper pronoun (or lack thereof) in-game.&lt;br /&gt;
&lt;br /&gt;
Undead curled up creatures are buggy, specifically those that retract into their upper bodies: [[echidna]]s, [[hedgehog]]s and [[pangolin]]s.{{bug|11463}}{{bug|10519}} The upper body is prevented from collapsing by a separate body part (the middle spine), which cannot be attacked when the creature is retracted. See {{token|PREVENTS_PARENT_COLLAPSE|bo}}. Living creatures eventually succumb to blood loss, but undead creatures do not. Giant creatures also take a very long time to bleed out.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|RETURNS_VERMIN_KILLS_TO_OWNER}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
| Cat behavior. If it kills a vermin creature and has an owner, it carries the remains in its mouth and drops them at their feet. Requires {{token|HUNTS_VERMIN|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ROOT_AROUND}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*BY_TYPE, BY_CATEGORY or BY_TOKEN&lt;br /&gt;
*body type, [[Body_token#CATEGORY|category]], or [[Body_token#BP|token]]&lt;br /&gt;
*Second person (&amp;quot;You&amp;quot;) verb text&lt;br /&gt;
*Third person (&amp;quot;The hen&amp;quot;) verb text&lt;br /&gt;
| Creature will occasionally root around in the grass, looking for insects.  Used for flavor in Adventurer Mode, spawns vermin edible for this creature in Fortress Mode. Creatures missing the specified body part will be unable to perform this action. The action produces a message (visible in adventure mode) in the form:&lt;br /&gt;
&lt;br /&gt;
[creature] [verb text] the [description of creature's location]&lt;br /&gt;
&lt;br /&gt;
In adventure mode, the &amp;quot;rooting around&amp;quot; ability will be included in the &amp;quot;natural abilities&amp;quot; menu, represented by its second person verb text.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==S==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SAVAGE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creature will only show up in &amp;quot;savage&amp;quot; biomes. Has no effect on cavern creatures. Cannot be combined with {{token|GOOD|c}} or {{token|EVIL|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SECRETION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*&amp;lt;[[material token]]&amp;gt;&lt;br /&gt;
*&amp;lt;[[Material_definition_token#Material_States|material state]]&amp;gt;&lt;br /&gt;
*BY_TOKEN / BY_CATEGORY / BY_TYPE&lt;br /&gt;
*&amp;lt;[[Body_token#BP|body part ID]]&amp;gt; / &amp;lt;[[Body_token#CATEGORY|category]]&amp;gt; or ALL / &amp;lt;type (e.g. [[Body_token#GRASP|GRASP]])&amp;gt;&lt;br /&gt;
*&amp;lt;[[Body_detail_plan_token#BP_LAYERS|tissue layer]]&amp;gt; or ALL&lt;br /&gt;
*&amp;lt;trigger&amp;gt;&lt;br /&gt;
| Causes the specified tissue layer(s) of the indicated body part(s) to secrete the designated material. A size 100 ('covering') [[contaminant]] is created over the affected body part(s) in its specified material state (and at the temperature appropriate to this state) when the trigger condition is met, as long as one of the secretory tissue layers is still intact. Valid triggers are:&lt;br /&gt;
*'''CONTINUOUS'''&lt;br /&gt;
Secretion occurs once every 40 [[time|ticks]] in [[fortress mode]], and every tick in [[adventurer mode]].&lt;br /&gt;
*'''EXERTION'''&lt;br /&gt;
Secretion occurs continuously (at the rate described above) whilst the creature is at minimum &amp;lt;span style=&amp;quot;font-size:75%&amp;quot;&amp;gt;{{Tile|Tired|6:1}}&amp;lt;/span&amp;gt; following physical exertion. Note that this cannot occur if the creature has {{token|NOEXERT|c}}.&lt;br /&gt;
*'''EXTREME_EMOTION'''&lt;br /&gt;
Secretion occurs continuously (as above) whilst the creature is distressed. Cannot occur in creatures with {{token|NOEMOTION|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SELECT_ADDITIONAL_CASTE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*&amp;lt;caste&amp;gt;&lt;br /&gt;
| Adds an additional previously defined caste to the selection. Used after {{token|SELECT_CASTE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SELECT_CASTE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*&amp;lt;caste&amp;gt; or ALL &lt;br /&gt;
| Selects a previously defined caste&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SELECT_MATERIAL}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*&amp;lt;[[material token]]&amp;gt;&lt;br /&gt;
| Selects a locally defined material. Can be ALL.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SELECT_TISSUE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*tissue token&lt;br /&gt;
| Selects a tissue for editing.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SEMIMEGABEAST}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Essentially the same as {{token|MEGABEAST|c}}, but more of them are created during worldgen. See the [[semi-megabeast]] page for details.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SENSE_CREATURE_CLASS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;[[Creature_token#CREATURE_CLASS|creature class]]&amp;gt;&lt;br /&gt;
* [[Tilesets|&amp;lt;tile value or character&amp;gt;]]&lt;br /&gt;
* [[Color#Color_values|&amp;lt;foreground color&amp;gt;:&amp;lt;background color&amp;gt;:&amp;lt;foreground brightness&amp;gt;]]&lt;br /&gt;
| Gives the creature the ability to sense creatures belonging to the specified [[Creature_token#CREATURE_CLASS|creature class]] even when they lie far beyond line of sight, including through walls and floors. It also appears to reduce or negate the combat penalty of [[Wound#Blindness|blind]] units when fighting creatures they can sense. In [[adventure mode]], the specified tile will be used to represent sensed creatures when they cannot be seen directly.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SET_BP_GROUP}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*selection criteria BY_TYPE, BY_CATEGORY, BY_TOKEN&lt;br /&gt;
*category, type, or token &lt;br /&gt;
| Begins a selection of body parts.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_LEARN_RATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*&amp;lt;[[skill_token]]&amp;gt;&lt;br /&gt;
*&amp;lt;percentage&amp;gt;&lt;br /&gt;
| The rate at which this creature learns this skill. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_LEARN_RATES}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*&amp;lt;percentage&amp;gt;&lt;br /&gt;
| The rate at which this creature learns all skills. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_RATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[skill_token]]&lt;br /&gt;
*&amp;lt;% of improvement points gained&amp;gt;&lt;br /&gt;
*&amp;lt;unused counter rate&amp;gt;&lt;br /&gt;
*&amp;lt;rust counter rate&amp;gt;&lt;br /&gt;
*&amp;lt;demotion counter rate&amp;gt;&lt;br /&gt;
| Like {{token|SKILL_RATES|c}}, but applies to individual skills instead. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_RATES}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
*&amp;lt;% of improvement points gained&amp;gt;&lt;br /&gt;
*&amp;lt;unused counter rate&amp;gt;&lt;br /&gt;
*&amp;lt;rust counter rate&amp;gt;&lt;br /&gt;
*&amp;lt;demotion counter rate&amp;gt;&lt;br /&gt;
| Affects skill gain and decay. Lower numbers in the last three slots make decay occur faster ([SKILL_RATES:100:1:1:1] would cause rapid decay). The counter rates may also be replaced with NONE.&lt;br /&gt;
Default is [SKILL_RATES:100:8:16:16]. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_RUST_RATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[skill_token]]&lt;br /&gt;
*value&lt;br /&gt;
*value&lt;br /&gt;
*value&lt;br /&gt;
| The rate at which this skill decays. Lower values cause the skill to decay faster. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_RUST_RATES}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
*value&lt;br /&gt;
*value&lt;br /&gt;
| The rate at which all skills decay. Lower values cause the skills to decay faster. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SLAIN_CASTE_SPEECH}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Speech file|text set]]&lt;br /&gt;
| Caste-specific {{token|SLAIN_SPEECH|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SLAIN_SPEECH}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*[[Speech file|text set]]&lt;br /&gt;
| Boasting speeches relating to killing this creature. Examples include [[text_dwarf.txt/raw|text_dwarf.txt]] (&amp;lt;code&amp;gt;[SLAIN_SPEECH:SLAIN_DWARF]&amp;lt;/code&amp;gt;) and text_elf.txt (&amp;lt;code&amp;gt;[SLAIN_SPEECH:SLAIN_ELF]&amp;lt;/code&amp;gt;) in data\vanilla\vanilla_creatures\objects.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SLOW_LEARNER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Shorthand for {{token|CAN_LEARN|c}} + &amp;lt;code&amp;gt;[[Creature_token#SKILL_LEARN_RATES|[SKILL_LEARN_RATES:50]]]&amp;lt;/code&amp;gt;.{{verify}} Used by a number of 'primitive' creatures (like [[ogre]]s, [[giant]]s and [[troglodyte]]s) in the vanilla game. Applicable to player races. Prevents a player from recruiting nobility, even basic ones. Subterranean creatures with this token combined with {{token|EVIL|c}} will become servants of goblins in their civilizations, in the style of [[troll]]s.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SMALL_REMAINS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature leaves &amp;quot;[[item token#REMAINS|remains]]&amp;quot; instead of a corpse. Used by [[vermin]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SMELL_TRIGGER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
| Determines how keen a creature's sense of smell is - lower is better. At 10000, a creature cannot smell at all.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SOLDIER_ALTTILE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*'character' or tile number&lt;br /&gt;
| If this creature is active in its civilization's military, it will blink between its default tile and this one.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SOUND}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* Sound application (currently accepts ALERT or PEACEFUL_INTERMITTENT)&lt;br /&gt;
* Sound range (in tiles)&lt;br /&gt;
* Sound delay (lower values = sound is produced more often)&lt;br /&gt;
* VOCALIZATION or NONE (determines whether the sound requires breathing or not)&lt;br /&gt;
* First-person description&lt;br /&gt;
* Third-person description&lt;br /&gt;
* Description when out of sight&lt;br /&gt;
| Creature makes sounds periodically, which can be heard in Adventure mode.&lt;br /&gt;
* First-person reads &amp;quot;You '''bark'''&amp;quot;&lt;br /&gt;
* Third-person reads &amp;quot;The [[capybara]] '''barks'''&amp;quot;&lt;br /&gt;
* Out of sight reads &amp;quot;You hear '''a loud bark'''&amp;quot;&lt;br /&gt;
with the text in bold being the description arguments of the token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SOURCE_HFID}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*Integer&lt;br /&gt;
| Found on generated [[angel]]s. This is the historical figure ID of the deity with which the angel is associated. Since HFIDs are not predictable before worldgen, this isn't terribly usable in mods.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPECIFIC_FOOD}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* PLANT or CREATURE&lt;br /&gt;
* Plant/creature ID&lt;br /&gt;
| Creature will only appear in biomes with this plant or creature available. Grazers given a specific type of grass (such as [[panda]]s and [[bamboo]]) will only eat that grass and nothing else, risking starvation if there's none available. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPHERE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
* [[Sphere#Available_spheres|sphere]]&lt;br /&gt;
| Sets what religious spheres the creature is aligned to, for purposes of being worshipped via the {{token|POWER|c}} token. Also affects the creature's name.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPOUSE_CONVERSION_TARGET}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| This creature can be converted by a night creature with {{token|SPOUSE_CONVERTER|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPOUSE_CONVERTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| If the creature has the {{token|NIGHT_CREATURE_HUNTER|c}} tag, it will kidnap {{token|SPOUSE_CONVERSION_TARGET|c}}s and transform them into the caste of its species with the {{token|CONVERTED_SPOUSE|c}} tag during worldgen. It may also start families this way.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPREAD_EVIL_SPHERES_IF_RULER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| If the creature rules over a [[site]], it will cause the local landscape to be corrupted into [[Surroundings#Evil|evil surroundings]] associated with the creature's [[Creature_token#SPHERE|sphere]]s. The creature must have at least one of the following [[sphere]]s for this to take effect: BLIGHT, DEATH, DISEASE, DEFORMITY, NIGHTMARES. The first three kill vegetation, while the others sometimes do.  The last two get [[Plant_token#EVIL|evil plants]] and [[Creature_token#EVIL|evil animals]] sometimes. NIGHTMARES gets [[bogeyman|bogeymen]]. [http://www.bay12forums.com/smf/index.php?topic=169696.msg8162224#msg8162224] Used by [[demon]]s in the vanilla game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|STANCE_CLIMBER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Caste does not require &amp;lt;code&amp;gt;[[Body_token#GRASP|[GRASP]]]&amp;lt;/code&amp;gt; body parts to climb -- it can climb with &amp;lt;code&amp;gt;[[Body_token#STANCE|[STANCE]]]&amp;lt;/code&amp;gt; parts instead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|STANDARD_GRAZER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Acts as {{token|GRAZER|c}} but set to 20000*G*(max size)^(-3/4), where G defaults to 100 but can be set in d_init, and the whole thing is trapped between 150 and 3 million. Used for all grazers in the default creature raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|STRANGE_MOODS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| The creature will get [[strange mood]]s in fortress mode and can produce artifacts.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SUPERNATURAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Gives the creature knowledge of any secrets with &amp;lt;code&amp;gt;[[Interaction_token#IS_SECRET|[SUPERNATURAL_LEARNING_POSSIBLE]]]&amp;lt;/code&amp;gt; that match its [[Creature_token#SPHERE|spheres]] and also prevents it from becoming a [[vampire]] or [[werebeast]]. Other effects are unknown.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SWIMS_INNATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature naturally knows how to swim perfectly and does not use the [[swimmer]] skill, as opposed to {{token|SWIMS_LEARNED|c}} below. However, Fortress mode AI never paths into water anyway, so it's less useful there. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SWIMS_LEARNED}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature swims only as well as their present [[Swimmer|swimming skill]] allows them to.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SYNDROME_DILUTION_FACTOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &amp;lt;[[Syndrome#SYN_IDENTIFIER|syndrome identifier]]&amp;gt;:&amp;lt;percentage&amp;gt;&lt;br /&gt;
| Dilutes the effects of syndromes which have the specified identifier. A percentage of 100 is equal to the regular syndrome effect severity, higher percentages reduce severity.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==T==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TENDONS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
*healing rate &lt;br /&gt;
| The creature has tendons in its {{token|CONNECTIVE_TISSUE_ANCHOR|td}} tissues (bone or chitin by default). Cutting the bone/chitin tissue severs the tendons, disabling motor function if the target is a limb.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|THICKWEB}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature's [[web]]s can catch larger creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*name &lt;br /&gt;
| Begins defining a tissue in the creature file. Follow this with standard tissue definition tokens to define the tissue properties.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_LAYER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*BY_TYPE, BY_CATEGORY, BY_TOKEN&lt;br /&gt;
*TYPE,CATEGORY, or TOKEN&lt;br /&gt;
*TISSUE&lt;br /&gt;
*LOCATION &lt;br /&gt;
| Adds the tissue layer to wherever it is required.&lt;br /&gt;
Non-argument Locations can be FRONT, RIGHT, LEFT, TOP, BOTTOM. Argument locations are AROUND and CLEANS, requiring a further body part and a % of coverage/cleansing&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_LAYER_OVER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*BY_TYPE, BY_CATEGORY, BY_TOKEN&lt;br /&gt;
*TYPE,CATEGORY, or TOKEN&lt;br /&gt;
*TISSUE&lt;br /&gt;
*LOCATION &lt;br /&gt;
| Alias for TISSUE_LAYER&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_LAYER_UNDER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*BY_TYPE, BY_CATEGORY, BY_TOKEN&lt;br /&gt;
*TYPE,CATEGORY, or TOKEN&lt;br /&gt;
*TISSUE&lt;br /&gt;
| Adds the tissue layer under a given part.&lt;br /&gt;
For example, an [[iron man]] has a gaseous poison within, and this tissue (GAS is its name) has the token [TISSUE_LEAKS] and its state is GAS, so when you puncture the iron outside and damage this tissue it leaks gas (can have a syndrome by using a previous one in the creature sample.) [TISSUE_LAYER_UNDER:BY_CATEGORY:ALL:{tissue}] {tissue} is what will be under the TISSUE_LAYER; here is an example Tissue from the Iron Man:&amp;lt;br&amp;gt; &lt;br /&gt;
[TISSUE:GAS] [TISSUE_NAME:gas:NP] [TISSUE_MATERIAL:LOCAL_CREATURE_MAT:GAS] [TISSUE_MAT_STATE:GAS] [RELATIVE_THICKNESS:50] [TISSUE_LEAKS] [TISSUE_SHAPE:LAYER] &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TITAN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on [[titan]]s. Cannot be specified in user-defined raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRADE_CAPACITY}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
*number&lt;br /&gt;
| How much the creature can carry when used by merchants. 1000 by default. Completely ignored if the animal does not also have PACK_ANIMAL or WAGON, instead using BODY_SIZE^(2/3)/20, even if they're a pack animal due to ANIMAL_ALWAYS_PACK_ANIMAL.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAINABLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Shortcut for {{token|TRAINABLE_HUNTING|c}} + {{token|TRAINABLE_WAR|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAINABLE_HUNTING}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Can be [[Animal trainer|trained]] as a hunting beast, increasing speed.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAINABLE_WAR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Can be [[Animal trainer|trained]] as a war beast, increasing strength and endurance.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRANCES}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to go into [[martial trance]]s. Used by dwarves in the vanilla game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAPAVOID}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature will never trigger [[trap]]s it steps on. Used by a [[Trapavoid|number of creatures]]. Doesn't make the creature immune to remotely activated traps (like retractable spikes being triggered while the creature is standing over them). TRAPAVOID creatures lose this power if they're immobilized while standing in a trap, be it by stepping on thick web, being paralyzed or being knocked unconscious.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRIGGERABLE_GROUP}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*min&lt;br /&gt;
*max &lt;br /&gt;
| A large swarm of vermin can be disturbed, usually in adventurer mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TSU_NOUN}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*noun&lt;br /&gt;
*SINGULAR or PLURAL &lt;br /&gt;
| Noun for the {{token|TISSUE_STYLE_UNIT|c}}, used in the description of the tissue layer's style.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==U==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UBIQUITOUS}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
| Creature will occur in every region with the correct biome. Does not apply to {{token|EVIL|c}}/{{token|GOOD|c}} tags. Supersedes {{token|FREQUENCY|c}} for the purposes of distributing populations through the map, they are present in every part of the valid biome. Respects {{token|FREQUENCY|c}} for the frequency of unit [[Creature token#CLUSTER_NUMBER|cluster]] spawns being of this species.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UNDERGROUND_DEPTH}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*mindepth&lt;br /&gt;
*maxdepth &lt;br /&gt;
| Depth that the creature appears underground. Numbers can be from 0 to 5. 0 is actually 'above ground' and can be used if the creature is to appear both above and below ground. Values from 1-3 are the respective [[cavern]] levels, 4 is the [[magma sea]] and 5 is the [[HFS]]. A single argument may be used instead of min and max. [[Demon]]s use only 5:5; user-defined creatures with both this depth and {{token|FLIER}} will take part in the initial wave from the HFS alongside generated demons, but without {{token|FLIER}} they will only spawn from the map edges. Civilizations that can use underground plants or animals will only export (via the embark screen or caravans) things that are available at depth 1.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UNDERSWIM}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is displayed as blue when in [[Water#Depth|7/7 water]]. Used on fish and amphibious creatures which swim under the water.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UNIQUE_DEMON}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Found on generated [[demon]]s; causes the game to create a single named instance of the demon which will emerge from the underworld and take over civilizations during worldgen.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_CASTE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*new caste token&lt;br /&gt;
*old caste token&lt;br /&gt;
| Defines a new caste derived directly from a previous caste. The new caste inherits all properties of the old one. The effect of this tag is automatic if one has not yet defined any castes: &amp;quot;Any caste-level tag that occurs before castes are explicitly declared is saved up and placed on any caste that is declared later, unless the caste is explicitly derived from another caste.&amp;quot;&lt;br /&gt;
Roostre: &amp;quot;When DF detects duplicate tokens in the raws of the same object, a failsafe seems to kick in; it takes the bottom-most of the duplicates, and disregards the others. In the case of tokens added by a mod, it prioritizes the duplicate in the mod.&amp;quot; This means that if a tag is defined in the base-caste and redefined in the derived caste, the derived tag overwrites the base tag. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_MATERIAL}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*new material ID&lt;br /&gt;
*old material ID&lt;br /&gt;
| Defines a new local creature material and populates it with all properties defined in the specified local creature material.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_MATERIAL_TEMPLATE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*new material token&lt;br /&gt;
*material template &lt;br /&gt;
| Defines a new local creature material and populates it with all properties defined in the specified template. [http://www.bay12forums.com/smf/index.php?topic=175437.msg8441368#msg8441368 There seems to be a limit of 200 materials per creature].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_TISSUE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*new tissue token&lt;br /&gt;
*old tissue id&lt;br /&gt;
| Defines a new local creature tissue and populates it with all properties defined in the local tissue specified in the second argument.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_TISSUE_TEMPLATE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*new tissue token&lt;br /&gt;
*tissue template&lt;br /&gt;
| Loads a tissue template listed in OBJECT:TISSUE_TEMPLATE files, such as tissue_template_default.txt. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UTTERANCES}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Changes the language of the creature into unintelligible 'kobold-speak', which creatures of other species will be unable to understand. If a civilized creature has this and is not part of a {{token|SKULKING|e}} civ, it will tend to start wars with all nearby civilizations and will be unable to make peace treaties due to 'inability to communicate'.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==V==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VEGETATION}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Like {{token|AT_PEACE_WITH_WILDLIFE}}, but also makes the creature more valued in artwork by civilisations with the PLANT [[sphere]]. [http://www.bay12forums.com/smf/index.php?topic=169696.msg8316954#msg8316954] Used by [[grimeling]]s in the vanilla game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_BITE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*chance of occurrence{{verify}}&lt;br /&gt;
*verb (bitten, stung, etc.)&lt;br /&gt;
* [[material token]]&lt;br /&gt;
* [[Material_definition_token#Material_States|material state]]&lt;br /&gt;
| Enables vermin to bite other creatures, injecting the specified material. See {{token|SPECIALATTACK_INJECT_EXTRACT|c}} for details about injection - this token presumably works in a similar manner.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_EATER}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
| The vermin creature will attempt to eat exposed food. See {{token|PENETRATEPOWER|c}}. Distinct from {{token|VERMIN_ROTTER|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_FISH}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The vermin appears in [[water]] and will attempt to swim around.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_GROUNDER}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creature appears in &amp;quot;general&amp;quot; surface ground locations. Note that this doesn't stop the creature from flying if it can (most vermin birds have this tag).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_HATEABLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Some dwarves will [[Preferences|hate]] the creature and get unhappy thoughts when around it. See the [[Hateable|list of hateable vermin]] for details.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_MICRO}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| This makes the creature move in a swarm of creatures of the same race as it (e.g. swarm of flies, swarm of ants).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_NOFISH}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature cannot be caught by [[fishing]]. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_NOROAM}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature will not be observed randomly roaming about the map. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_NOTRAP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature cannot be caught in baited [[animal trap]]s; however, a &amp;quot;[[Trapper|catch live land animal]]&amp;quot; task may still be able to capture one if a dwarf finds one roaming around.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_ROTTER}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The vermin are attracted to rotting stuff and loose food left in the open and cause unhappy thoughts to dwarves who encounter them. Present on flies, knuckle worms, acorn flies, and blood gnats. Speeds up decay?{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_SOIL}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creature randomly appears near dirt or mud, and may be uncovered by creatures that have the {{token|ROOT_AROUND|c}} interaction such as [[goose|geese]] and [[chicken]]s. Dwarves will ignore the creature when given the &amp;quot;Capture live land animal&amp;quot; task.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_SOIL_COLONY}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The vermin will appear in a single tile cluster of many vermin, such as a colony of ants.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMINHUNTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Old shorthand for &amp;quot;does cat stuff&amp;quot;. Contains {{token|AT_PEACE_WITH_WILDLIFE|c}} + {{token|RETURNS_VERMIN_KILLS_TO_OWNER|c}} + {{token|HUNTS_VERMIN|c}} + {{token|ADOPTS_OWNER|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VESPERTINE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| When set, the creature will only appear in the evening (between 8:00 PM and 10:05 PM) in Adventurer mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VIEWRANGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
| Value should determine how close you have to get to a critter before it attacks (or prevents adv mode travel etc.) Default is 20.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VISION_ARC}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*binocular vision arc&lt;br /&gt;
*non-binocular vision arc&lt;br /&gt;
| The width of the creature's vision arcs, in degrees (i.e. 0 to 360). The first number is binocular vision, the second is non-binocular vision.  Binocular vision has a minimum of about 10 degrees, monocular, a maximum of about 350 degrees. Values past these limits will be accepted, but will default to ~10 degrees and ~350 degrees respectively. Defaults are 60:120.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==W==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WAGON_PULLER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to pull caravan wagons. If a civilization doesn't have access to any, it is restricted to trading with pack animals.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WEBBER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
| Allows the creature to create [[web]]s, and defines what the webs are made of.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WEBIMMUNE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature will not get caught in thick [[web]]s. Used by creatures who can shoot thick webs (such as [[giant cave spider]]s) in order to make them immune to their own attacks.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Attack Tokens==&lt;br /&gt;
&lt;br /&gt;
Attacks can use four different part selection criteria; while all vanilla attacks use only BODYPART (e.g. ATTACK:PUNCH:BODYPART:BY_TYPE:GRASP), there are other options available.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Part type token&lt;br /&gt;
! width=&amp;quot;30%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BODYPART}}&lt;br /&gt;
| &lt;br /&gt;
* BY_TYPE/BY_TOKEN/BY_CATEGORY&lt;br /&gt;
* type/token/category&lt;br /&gt;
| This attack uses a particular body part; for example, BY_TYPE:GRASP will make it use any part that can hold onto an object.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_LAYER}}&lt;br /&gt;
|&lt;br /&gt;
* BY_TYPE/BY_TOKEN/BY_CATEGORY&lt;br /&gt;
* type/token/category&lt;br /&gt;
* tissue layer&lt;br /&gt;
| This attack uses a specific tissue layer on a specific body part; BY_TYPE:GRASP:BONE will make it use the bone of the hands.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CHILD_BODYPART_GROUP}}&lt;br /&gt;
|&lt;br /&gt;
* BY_TYPE/BY_TOKEN/BY_CATEGORY&lt;br /&gt;
* type/token/category&lt;br /&gt;
* BY_TYPE/BY_TOKEN/BY_CATEGORY&lt;br /&gt;
* type/token/category&lt;br /&gt;
| Uses a body part that is subordinate to another; BY_CATEGORY:ARM_LOWER:BY_TYPE:GRASP will make it use every hand attached to each lower arm (so it will generate one attack per lower arm, each of which will use every hand on that arm, assuming there are multiple hands per arm).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CHILD_TISSUE_LAYER_GROUP}}&lt;br /&gt;
| &lt;br /&gt;
* BY_TYPE/BY_TOKEN/BY_CATEGORY&lt;br /&gt;
* type/token/category&lt;br /&gt;
* BY_TYPE/BY_TOKEN/BY_CATEGORY&lt;br /&gt;
* type/token/category&lt;br /&gt;
* tissue layer&lt;br /&gt;
| As CHILD_BODYPART_GROUP, but specifying a tissue, too.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_SKILL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Skill token]]&lt;br /&gt;
| Defines the skill used by the attack.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_VERB}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*2nd person&lt;br /&gt;
*3rd person &lt;br /&gt;
| Descriptive text for the attack.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_CONTACT_PERC}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*% value &lt;br /&gt;
| The contact area of the attack, measured in % of the body part's volume. Note that all attack percentages can be more than 100%.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_PENETRATION_PERC}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*% value &lt;br /&gt;
| The penetration value of the attack, measured in % of the body part's volume. Requires ATTACK_FLAG_EDGE. Maximum value: 15000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_PRIORITY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*MAIN or SECOND &lt;br /&gt;
| Usage frequency. MAIN attacks are 100 times more frequently chosen than SECOND. Opportunity attacks ignore this preference.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_VELOCITY_MODIFIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*number&lt;br /&gt;
| The velocity multiplier of the attack, multiplied by 1000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_FLAG_CANLATCH}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Attacks that damage tissue have the chance to latch on in a wrestling hold. The grabbing bodypart can then use the &amp;quot;shake around&amp;quot; wrestling move, causing severe, armor-bypassing tensile damage according to the attacker's body volume.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_FLAG_WITH}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Displays the name of the body part used to perform an attack while announcing it, e.g. &amp;quot;The weaver punches the bugbat with his right hand&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_FLAG_EDGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The attack is edged, with all the effects on physical resistance and contact area that it entails.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_PREPARE_AND_RECOVER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* Preparation time&lt;br /&gt;
* Recovery time&lt;br /&gt;
| Determines the length of time to prepare this attack and until one can perform this attack again. Values appear to be calculated in adventure mode ticks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_FLAG_BAD_MULTIATTACK}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Multiple strikes with this attack cannot be performed effectively.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_FLAG_INDEPENDENT_MULTIATTACK}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Multiple strikes with this attack can be performed with no penalty. The creature will use all attacks with this token at once.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPECIALATTACK_INJECT_EXTRACT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*&amp;lt;[[material token]]&amp;gt;&lt;br /&gt;
*&amp;lt;[[Material_definition_token#Material_States|material state]]&amp;gt;&lt;br /&gt;
*&amp;lt;min quantity&amp;gt;&lt;br /&gt;
*&amp;lt;max quantity&amp;gt;&lt;br /&gt;
| When added to an attack, causes the attack to inject the specified material into the victim's bloodstream. Once injected, the material will participate in [[temperature|thermal]] exchange within the creature - injecting something like molten [[iron]] (INORGANIC:IRON:LIQUID) would cause most unmodded creatures to melt (note that some of the injected material also [[contaminant|splatters]] over the bodypart used to carry out the attack, so it should be protected appropriately). If the injected material has an associated [[syndrome]] with the [[Syndrome#SYN_INJECTED|[SYN_INJECTED]]] token, it will be transmitted to the victim. If the attack is blunt, the injected material lacks the [[Material definition token#ENTERS_BLOOD|[ENTERS_BLOOD]]] token, the attacked bodypart has no [[Tissue_definition_token#VASCULAR|[VASCULAR]]] tissues, or the victim is bloodless, the material will splatter over the attacked body part instead. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPECIALATTACK_INTERACTION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*interaction&lt;br /&gt;
| When this attack lands successfully, a specified interaction will take effect on the target creature. The attack must break the target creature's skin in order to work. This will take effect in worldgen as well. If the attack would break skin, the interaction will occur '''before the attack actually lands'''.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPECIALATTACK_SUCK_BLOOD}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*min&lt;br /&gt;
*max&lt;br /&gt;
| Successful attack draws out an amount of blood randomized between the min and max value. Beware that this '''will''' trigger any ingestion syndromes attached to the target creature's blood - for example, using this attack on a vampire will turn you into one too.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Tissue Layer Tokens==&lt;br /&gt;
Tissue layers are added to a creature's body parts by the creature tokens [[#TISSUE_LAYER|TISSUE_LAYER]], [[#TISSUE_LAYER_OVER|TISSUE_LAYER_OVER]], [[#TISSUE_LAYER_UNDER|TISSUE_LAYER_UNDER]], and the body detail plan token [[#TL_LAYERS|TL_LAYERS]].&lt;br /&gt;
&lt;br /&gt;
These tissue layers are not the same thing as tissues, which are defined at creature level, but rather applications of the tissues. If the SKIN tissue of a creature is the more general and abstract notion of what skin is for that creature, then a tissue layer may be the &amp;quot;actual&amp;quot; skin on the creature's nose, head, or second toe. As most creatures have more than one body part, tissue layers are normally selected en masse.&lt;br /&gt;
&lt;br /&gt;
Some tissue layer tokens are analogous to tissue definition tokens, e.g. [[#TL_CONNECTS|TL_CONNECTS]] to [[tissue_definition_token#CONNECTS|CONNECTS]].&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SELECT_TISSUE_LAYER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*TISSUE&lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*Location - category, type, or token | Selects a tissue at a location&lt;br /&gt;
* (optional) FRONT, BACK, LEFT, RIGHT, TOP, BOTTOM, AROUND.&lt;br /&gt;
| Begins a selection of tissue layers. &lt;br /&gt;
[SELECT_TISSUE_LAYER:HEART:BY_TYPE:HEART]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PLUS_TISSUE_LAYER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*TISSUE&lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*Location - category, type, or token &lt;br /&gt;
| Adds tissue layers to those selected.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SET_TL_GROUP}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*TISSUE&lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*Location - category, type, or token&lt;br /&gt;
*tissue &lt;br /&gt;
| Begins a selection of tissue layers. Only usable for descriptor and cosmetic purposes. &lt;br /&gt;
&lt;br /&gt;
Research has implied it may be redundant with SELECT_TISSUE_LAYER, as the latter allows for cosmetics as well as &amp;quot;functional&amp;quot; tokens such as TL_MAJOR_ARTERIES. Vanilla raws still use SET_TL_GROUP though, for all cosmetic purposes. More research is needed on this subject.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PLUS_TL_GROUP}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*Location - category, type, or token&lt;br /&gt;
*tissue &lt;br /&gt;
| Adds tissue layers to those selected. Like SET_TL_GROUP, it may be redundant even if used in the vanilla raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SET_LAYER_TISSUE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*TISSUE&lt;br /&gt;
| Sets a selected tissue layer to be made of a different tissue.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SHEARABLE_TISSUE_LAYER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* tissue modifier&lt;br /&gt;
* required value&lt;br /&gt;
| Tissue layer can be sheared for its component material. The specified modifier must be at least of the desired value for shearing to be possible (for example, a [[llama]]'s wool must have a LENGTH of 300 before it is shearable).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_LAYER_APPEARANCE_MODIFIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*QUALITY&lt;br /&gt;
*lowest&lt;br /&gt;
*lower&lt;br /&gt;
*low&lt;br /&gt;
*median&lt;br /&gt;
*high&lt;br /&gt;
*higher&lt;br /&gt;
*highest &lt;br /&gt;
| Sets the range of qualities, including LENGTH, DENSE, HIGH_POSITION, CURLY, GREASY, WRINKLY&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_STYLE_UNIT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*tissue style unit ID&lt;br /&gt;
*shaping&lt;br /&gt;
| Sets tissue layer to be the target of TISSUE_STYLE token specified for an entity, works only on entity members. Mostly used with tissues HAIR, BEARD, MOUSTACHE, SIDEBURNS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_COLOR_MODIFIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*COLOR&lt;br /&gt;
*freq&lt;br /&gt;
*COLOR&lt;br /&gt;
*freq etc. &lt;br /&gt;
| Creates a list of colors/color patterns, giving each a relative frequency. If the given color or pattern does not exist, the tissue is described as being &amp;quot;transparent&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TLCM_GENETIC_MODEL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| The way the color modifier is passed on to offspring. May or may not work right now.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TLCM_IMPORTANCE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*number&lt;br /&gt;
| Presumably modifies the importance of the tissue layer color modifier, for description purposes.&lt;br /&gt;
HOWEVER using this appears to remove all mention of colour from creature descriptions. It does not appear in any default creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TLCM_NOUN}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*name&lt;br /&gt;
*SINGULAR or PLURAL&lt;br /&gt;
| Names the tissue layer color modifier, and determines the noun. Also used by [[Utility:Stonesense|Stonesense]] for colouring body parts. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TLCM_TIMING}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*ROOT&lt;br /&gt;
*start change window years&lt;br /&gt;
*days&lt;br /&gt;
*end change window years&lt;br /&gt;
*days&lt;br /&gt;
| Determines the point in the creature's life when the color change begins and ends.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_CONNECTS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Gives the CONNECTS attribute to selected layers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_HEALING_RATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
| Changes the HEALING_RATE of the selected tissue layers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_MAJOR_ARTERIES}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Gives the &amp;quot;major arteries&amp;quot; attribute to selected layers. Used to add massive bleeding properties to the throat, made from skin.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_PAIN_RECEPTORS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
| Changes the number of pain receptors for selected tissue layers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_RELATIVE_THICKNESS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
| Changes the relative thickness for selected tissue layers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_VASCULAR}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
| Sets a new VASCULAR value (which modulates bleeding) for selected tissue layers.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Body detail plan token]]&lt;br /&gt;
*[[Body token]]&lt;br /&gt;
*[[Material definition token]]&lt;br /&gt;
*[[Syndrome]]&lt;br /&gt;
*[[Tissue definition token]]&lt;br /&gt;
*[[Creature examples]]&lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
{{Category|Tokens}}&lt;br /&gt;
[[ru:Creature token]]&lt;/div&gt;</summary>
		<author><name>DikbutDaGrate</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Graphics_token&amp;diff=303705</id>
		<title>Graphics token</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Graphics_token&amp;diff=303705"/>
		<updated>2024-10-04T22:33:10Z</updated>

		<summary type="html">&lt;p&gt;DikbutDaGrate: There's a minor bug involving light gen in premium's current beta version adv-mode, where its only rendered at a certain range, but its not exactly worth documenting at the present time.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{Modding}}&lt;br /&gt;
:{{for/see|an explanation of how to use the various graphics types|[[Graphics]]}}&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;code&amp;gt;[OBJECT:GRAPHICS]&amp;lt;/code&amp;gt; [[token]] defines the use of various tile-based graphics in the game. As of version 50.01, graphics tokens have been greatly expanded to accommodate the release of the Steam &amp;amp; Itch premium version. These tokens, and explanations on how to use them, are listed below; the list will expand as the tokens are discovered and understood.&lt;br /&gt;
&lt;br /&gt;
== Creature Graphics ==&lt;br /&gt;
Creature graphics are found within graphics_creature_x files (such as graphics_creature_domestic or graphics_creature_layered). All graphics files must begin with the file name, followed by the &amp;lt;code&amp;gt;[OBJECT:GRAPHICS]&amp;lt;/code&amp;gt; type that tells the game that the file contains graphics definitions. A more detailed explanation on how to use these can be found in [[Graphics#Creature_Graphics|creature graphics]].&lt;br /&gt;
&lt;br /&gt;
=== Types ===&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Type&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREATURE_GRAPHICS}}&lt;br /&gt;
|&lt;br /&gt;
* [[Creature token|creature id]]&lt;br /&gt;
| The simplest and most common form of creature graphics for defining one sprite for each [[#Condition|basic condition]]. &lt;br /&gt;
&lt;br /&gt;
Further conditions are required for this to function following the [[Graphics#Basic_Graphics|creature graphics]] format. Accepts [[Graphics#Large_Graphics|large graphics tokens]].&lt;br /&gt;
&lt;br /&gt;
Additionally used to start defining a [[Graphics#Layered_Graphics|layered graphics]] set.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREATURE_CASTE_GRAPHICS}} &lt;br /&gt;
|&lt;br /&gt;
* [[Creature token|creature id]]&lt;br /&gt;
* [[Caste|Caste ID]]&lt;br /&gt;
| Nearly the same as {{token|CREATURE_GRAPHICS|g}}, but allows a separate sprite to be defined for each caste.&lt;br /&gt;
A simple alternative to [[Graphics#Layered Graphics|Layered Graphics]].&lt;br /&gt;
&lt;br /&gt;
Requires conditions defined in [[Graphics#Basic_Graphics|creature graphics]] format. Accepts [[Graphics#Large_Graphics|large graphics tokens]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|STATUE_CREATURE_GRAPHICS}} &lt;br /&gt;
|&lt;br /&gt;
* [[Creature token|creature id]]&lt;br /&gt;
| Format for beginning a [[Graphics#Statue_Graphics|creature statue definition]]. Defines a 1x2 vertical rectangle to be displayed when a statue depicts one of these creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|STATUE_CREATURE_CASTE_GRAPHICS}} &lt;br /&gt;
|&lt;br /&gt;
* [[Creature token|creature id]]&lt;br /&gt;
* [[Caste|Caste ID]]&lt;br /&gt;
| Format for beginning a [[Graphics#Statue_Graphics|creature statue definition]] while specifying caste. Defines a 1x2 vertical rectangle to be displayed when a statue depicts one of these creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TILE_GRAPHICS_RECTANGLE}}&lt;br /&gt;
|&lt;br /&gt;
* [[Creature token|creature id]]&lt;br /&gt;
| Graphics for a 3x2 rectangle; for creatures, this is used exclusively for representing Forgotten Beasts based on their body parts. Uses [[Graphics#Forgotten_Beast_Graphics|forgotten beast graphics]]. It's also, however, used for interface graphics, see [[graphics_interface.txt]].&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Conditions ===&lt;br /&gt;
Different graphics can be defined for the same creature based on some properties about it. Below is a list of all the basic &amp;quot;creature texture&amp;quot; types that can be used as additional conditions to various basic sprites.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Condition&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DEFAULT}} || The default condition that will be displayed unless overwritten by a more specific one below.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAW_ENFORCE}} || Displayed if the unit is law enforcement.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TAX_ESCORT}} || Displayed if the unit escorts a tax collector (unused).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ANIMATED}} || Displayed if the creature is raised from the dead using an I_EFFECT:ANIMATE interaction.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GHOST}} || Displayed if the creature is a ghost.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ADVENTURER}} || Displayed if the creature is an adventurer.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CORPSE}} || Displayed for corpses.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Basic creature sprite types ===&lt;br /&gt;
&lt;br /&gt;
An individual sprite can be of any of the following classes. If &amp;quot;accepts secondary&amp;quot; is &amp;quot;yes&amp;quot;, it can also have an extra condition tacked on at the end.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Condition&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|Basic Condition}} || Any of the [[Graphics token#Conditions|above conditions]] can be used on their own, as the default for that condition class.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|Unit type}} || Any [[Unit type token]] can be used. You may also append a [[Graphics token#Conditions|basic condition as above]] to further specify.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|Position}} || Any [[Position token]] can be used, such as MONARCH, BROKER etc. All position tokens are raw-defined; any modded positions can have their own graphics. You may also append a [[Graphics token#Conditions|basic condition as above]] to further specify.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|LIST_ICON}} || The default icon for this creature in lists, such as [[Arena]] mode or overall training.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|EGG}} || The sprite for a clutch of eggs.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|SKELETON}} || The sprite for a rotten corpse.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|SKELETON_WITH_SKULL}} || The sprite for a rotten corpse that can have a [[totem]] made from it.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Layered Conditions ===&lt;br /&gt;
Layers aren't very useful on their own, so they come with a set of conditions to define how when they are displayed and how they interact.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Type&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|LAYER_SET}} ||&lt;br /&gt;
* condition&lt;br /&gt;
| Creature&amp;lt;br&amp;gt;Graphics&lt;br /&gt;
| Begins defining a layer set for a creature's graphics.  Valid values of ''condition'' are DEFAULT, PORTRAIT{{version|50.13}}, BABY:DEFAULT{{version|51.01-beta20}}, CHILD:DEFAULT{{version|51.01-beta20}}, or CORPSE Valid values for basic conditions may not work.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|LS_PALETTE}}{{version|50.13}} ||&lt;br /&gt;
*  name&lt;br /&gt;
|| Layer&amp;lt;br&amp;gt;Set&lt;br /&gt;
|| Begins defining a palette for the layer set. Its name can be referenced by {{token|USE_PALETTE|g}}. Unlike the palettes used to render all [[descriptor color token]]s, it can be of arbitrary length.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|LS_PALETTE_FILE}}{{version|50.13}} ||&lt;br /&gt;
* file name&lt;br /&gt;
| Palette&lt;br /&gt;
| The file name of the 8bit RGBA (sometimes called 32bit) in the &amp;lt;tt&amp;gt;/graphics/images&amp;lt;/tt&amp;gt; folder of the mod, such as &amp;lt;tt&amp;gt;images/portraits/dwarf_portrait_body_palette.png&amp;lt;/tt&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|LS_PALETTE_DEFAULT}}{{version|50.13}} ||&lt;br /&gt;
* integer &lt;br /&gt;
| Palette&lt;br /&gt;
| Defines the default row of a layer set palette, conventionally 0. The exact color values on this row will be replaced on layer images with the colors in the same column, based on what row is passed as an argument to {{token|USE_PALETTE|g}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|LG_CONDITION_BP}}{{version|50.13}} ||&lt;br /&gt;
*  selection criteria BY_TYPE, BY_CATEGORY, BY_TOKEN&lt;br /&gt;
*  category, type, or token&lt;br /&gt;
|| Layer&amp;lt;br&amp;gt;Group&lt;br /&gt;
|| Allows the entire layer group (rather than an individual layer) to be switched on and off depending on the conditions of a body part. Should accept the same tokens {{token|CONDITION_BP|g}} does. {{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|END_LAYER_GROUP}} ||   || Layer&amp;lt;br&amp;gt;Group&lt;br /&gt;
| Explicitly marks the end of a layer group, which allows layers after to not belong to any layer group.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CONDITION_ITEM_WORN}} ||&lt;br /&gt;
* BY_CATEGORY / BY_TOKEN&lt;br /&gt;
* [[Body_token#CATEGORY|category]] / [[Body_token#BP|body part token]]&lt;br /&gt;
* Armor type (ARMOR, GLOVES, Etc.)&lt;br /&gt;
* Item ID(s)&lt;br /&gt;
|| Armor&amp;lt;br&amp;gt;Wieldables || Defines a clothing or armor graphic by the specific part it is equipped to, the type of armor it is, and the internal id of that item. &lt;br /&gt;
For example, a condition representing a right handed mitten or glove would be defined as:&lt;br /&gt;
&amp;lt;code&amp;gt;[CONDITION_ITEM_WORN:BY_TOKEN:RH:GLOVES:ITEM_GLOVES_MITTENS]&amp;lt;/code&amp;gt;&lt;br /&gt;
Also accepts the input &amp;lt;code&amp;gt;ANY_HELD&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;WIELD&amp;lt;/code&amp;gt; (e.g. &amp;lt;code&amp;gt;WIELD:WEAPON:ANY&amp;lt;/code&amp;gt;).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|SHUT_OFF_IF_ITEM_PRESENT}} ||&lt;br /&gt;
* BY_CATEGORY / BY_TOKEN&lt;br /&gt;
* [[Body_token#CATEGORY|category]] / [[Body_token#BP|body part token]]&lt;br /&gt;
* Armor type&lt;br /&gt;
* Item ID(s)&lt;br /&gt;
|| Armor || Causes the current layer to not be rendered if the creature has one of the items worn or equipped. Also accepts the input &amp;lt;code&amp;gt;ANY_HELD&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;WIELD&amp;lt;/code&amp;gt; (e.g. &amp;lt;code&amp;gt;WIELD:WEAPON:ANY&amp;lt;/code&amp;gt;).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CONDITION_CASTE}} ||&lt;br /&gt;
* caste name(s)&lt;br /&gt;
|| General&lt;br /&gt;
|| Displays this layer if the creature is this caste. Only one caste is accepted for each condition, but multiple caste conditions can be used in one layer and the layer will be displayed if any of them match.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CONDITION_DYE}} ||&lt;br /&gt;
* dye color&lt;br /&gt;
|| Armor&lt;br /&gt;
|| Should represent which color the clothing is dyed. Currently nonfunctional.{{version|50.05}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CONDITION_NOT_DYED}} ||   || Armor&lt;br /&gt;
|| Should check if the clothing is dyed. Currently nonfunctional.{{version|50.05}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CONDITION_MATERIAL_FLAG}} ||&lt;br /&gt;
* material flag&lt;br /&gt;
|| Material || Changes graphics based on the material an equipped item is made of. Valid material flags are similar to [[Reaction#Full_token_list|reactant conditions]] including:&lt;br /&gt;
* WOVEN_ITEM&lt;br /&gt;
* ANY_X_MATERIAL&lt;br /&gt;
:with X being:&lt;br /&gt;
:* PLANT, SILK, YARN, LEATHER, WOOD, SHELL, BONE, STONE, GEM, TOOTH, HORN, PEARL&lt;br /&gt;
* IS_DIVINE_MATERIAL&lt;br /&gt;
* NOT_ARTIFACT&lt;br /&gt;
* IS_CRAFTED_ARTIFACT&lt;br /&gt;
* METAL_ITEM_MATERIAL&lt;br /&gt;
* GLASS_MATERIAL&lt;br /&gt;
* FIRE_BUILD_SAFE&lt;br /&gt;
* MAGMA_BUILD_SAFE&lt;br /&gt;
* GROWN_NOT_CRAFTED{{version|51.01-beta20}}&lt;br /&gt;
[http://www.bay12forums.com/smf/index.php?topic=169696.msg8442543#msg8442543 among other, less useful ones.]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CONDITION_MATERIAL_TYPE}} ||&lt;br /&gt;
* material token&lt;br /&gt;
|| Material || Changes graphics based on the material an equipped item is made of. Valid material types take the form &amp;lt;code&amp;gt;METAL:COPPER&amp;lt;/code&amp;gt; where copper can be replaced with any weapons-grade metal. General [[material token]]s are '''not''' functional. {{token|CONDITION_MATERIAL_FLAG|g}} is a better option for any material condition other than metal.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CONDITION_PROFESSION_CATEGORY}} ||&lt;br /&gt;
* [[Unit type token#Profession Categories|profession category token(s)]]&lt;br /&gt;
|| General&lt;br /&gt;
|| Checks the profession category of the creature to act as a condition. Multiple profession category tokens can be chained together. You can also use multiple of these tokens instead of listing them all in a single one, but this is functionally identical. Valid Profession tokens which are not categories will be ignored; values that do not match any existing Profession will be treated as &amp;lt;code&amp;gt;NONE&amp;lt;/code&amp;gt; and thus apply to doctors, military, etc..&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CONDITION_RANDOM_PART_INDEX}} ||&lt;br /&gt;
* identifier&lt;br /&gt;
* integer index&lt;br /&gt;
* integer range&lt;br /&gt;
|| General&lt;br /&gt;
|| Chooses a random layer among layers with a CONDITION_RANDOM_PART_INDEX with the same identifier. Index is which option this condition is, out of Range number of options. Ex:&lt;br /&gt;
&amp;lt;code&amp;gt;[CONDITION_RANDOM_PART_INDEX:HEAD:3:4]&amp;lt;/code&amp;gt;&lt;br /&gt;
is the third possible random head out of four total options. One of these random conditions each will be put into a set of four different sprites to add some random variation in the appearance of the creature's head.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CONDITION_HAUL_COUNT_MIN}} ||&lt;br /&gt;
* integer&lt;br /&gt;
|| General&lt;br /&gt;
|| Counts how many items the creature is hauling. Used for {{token|PACK_ANIMAL}}s in vanilla.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CONDITION_HAUL_COUNT_MAX}} ||&lt;br /&gt;
* integer&lt;br /&gt;
|| General&lt;br /&gt;
|| Counts how many items the creature is hauling. Used for {{token|PACK_ANIMAL}}s in vanilla.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CONDITION_CHILD}} || || General&lt;br /&gt;
|| Checks if the creature is a child or baby.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CONDITION_NOT_CHILD}} || || General&lt;br /&gt;
|| Checks if the creature is an adult.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CONDITION_GHOST}} || || General&lt;br /&gt;
|| Checks if the creature is a ghost.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CONDITION_SYN_CLASS}} ||&lt;br /&gt;
* [[Syndrome#SYN_CLASS|SYN_CLASS]]&lt;br /&gt;
|| Syndrome || Changes graphics based on any syndromes the creature is affected by. Vanilla values include:&lt;br /&gt;
* ZOMBIE&lt;br /&gt;
* NECROMANCER&lt;br /&gt;
* VAMPCURSE&lt;br /&gt;
* RAISED_UNDEAD&lt;br /&gt;
* DISTURBED_DEAD&lt;br /&gt;
* GHOUL&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CONDITION_TISSUE_LAYER}} ||&lt;br /&gt;
* BY_CATEGORY&lt;br /&gt;
* [[Body_token#CATEGORY|body part category]] or ALL&lt;br /&gt;
* [[Body_detail_plan_token#BP_LAYERS|tissue layer]] or ALL&lt;br /&gt;
|| Tissue&lt;br /&gt;
|| Selects a tissue layer to use for checking other conditions. Ex:&lt;br /&gt;
&amp;lt;code&amp;gt;[CONDITION_TISSUE_LAYER:BY_CATEGORY:ALL:SKIN]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TISSUE_MIN_LENGTH}} ||&lt;br /&gt;
* integer&lt;br /&gt;
|| Tissue&lt;br /&gt;
|| Checks the current {{token|CONDITION_TISSUE_LAYER|g}}'s LENGTH [[Creature_token#TISSUE_LAYER_APPEARANCE_MODIFIER|appearance modifier]]. Is true if the LENGTH is greater than the integer input.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TISSUE_MAX_LENGTH}} ||&lt;br /&gt;
* integer&lt;br /&gt;
|| Tissue&lt;br /&gt;
|| Checks the current {{token|CONDITION_TISSUE_LAYER|g}}'s LENGTH [[Creature_token#TISSUE_LAYER_APPEARANCE_MODIFIER|appearance modifier]]. Is true if the LENGTH is less than the integer input.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TISSUE_MAY_HAVE_COLOR}} ||&lt;br /&gt;
* [[Color#Color_tokens|color token(s)]]&lt;br /&gt;
|| Tissue&lt;br /&gt;
|| Checks the selected tissue's color. Accepts multiple color tokens, and is true if the any of the colors is present in the selected tissues.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TISSUE_MAY_HAVE_SHAPING}} ||&lt;br /&gt;
* styling token&lt;br /&gt;
|| Tissue&lt;br /&gt;
|| Checks the current {{token|CONDITION_TISSUE_LAYER|g}}'s shaping (hairstyle). Valid tokens are NEATLY_COMBED, BRAIDED, DOUBLE_BRAIDS, PONY_TAILS, CLEAN_SHAVEN and STANDARD_HAIR/BEARD/MOUSTACHE/SIDEBURNS_SHAPINGS.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TISSUE_NOT_SHAPED}} || || Tissue&lt;br /&gt;
|| Checks the current {{token|CONDITION_TISSUE_LAYER|g}}'s color. Accepts multiple color tokens, and is true if the any of the colors is present in the selected tissues.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TISSUE_SWAP}} ||&lt;br /&gt;
* IF_MIN_CURLY&lt;br /&gt;
* integer&lt;br /&gt;
* tile page id&lt;br /&gt;
* x position&lt;br /&gt;
* y position&lt;br /&gt;
| Tissue&lt;br /&gt;
| Checks if a tissue is sufficiently curly, and if so swaps to display a different image. The new image is defined by the tile page ID, x position, and y position.&lt;br /&gt;
&lt;br /&gt;
This condition should be within a [LAYER:... ] that has a similar graphic to the on in the TISSUE_SWAP.&lt;br /&gt;
The current {{token|CONDITION_TISSUE_LAYER|g}} group must also include a {{token|TISSUE_MIN_LENGTH|g}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|ITEM_QUALITY}}{{version|50.13}} ||&lt;br /&gt;
* integer&lt;br /&gt;
| Armor&amp;lt;br&amp;gt;Wieldables&lt;br /&gt;
|| Checks the current {{token|CONDITION_ITEM_WORN|g}}'s [[quality]]. 0 is base quality, 5 is masterwork.  See [CONDITION_MATERIAL_FLAG:IS_CRAFTED_ARTIFACT] for [[artifact]]-quality items.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|USE_PALETTE}}{{version|50.13}} ||&lt;br /&gt;
* layer set palette&lt;br /&gt;
* row&lt;br /&gt;
| General&lt;br /&gt;
|| Colors the layer using that row of either the layer-set-specific {{token|LS_PALETTE|}} or a predefined [[Graphics#Palettes|palette]] such as DEFAULT.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|USE_STANDARD_PALETTE_FROM_ITEM}}{{version|50.13}} || || Armor&amp;lt;br&amp;gt;Wieldables&lt;br /&gt;
|| Uses the default palette to render the layer based on the [[Material definition token#STATE_COLOR|color]] of the current {{token|CONDITION_ITEM_WORN|g}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CONDITION_BP}}{{version|50.13}} ||&lt;br /&gt;
*  selection criteria BY_TYPE, BY_CATEGORY, BY_TOKEN&lt;br /&gt;
*  category, type, or token&lt;br /&gt;
| Body&lt;br /&gt;
|| Defines a body part graphic using standard [[body token]] selection criteria. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BP_APPEARANCE_MODIFIER_RANGE}}{{version|50.13}} ||&lt;br /&gt;
*  QUALITY&lt;br /&gt;
*  minimum&lt;br /&gt;
*  maximum&lt;br /&gt;
| Body&lt;br /&gt;
|| Checks if current {{token|CONDITION_BP|g}}'s {{token|BP_APPEARANCE_MODIFIER|c}} falls within the chosen range.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BP_PRESENT}}{{version|50.13}} || || Body&lt;br /&gt;
|| Checks if the current {{token|CONDITION_BP|g}} is present and not destroyed, pulped, or severed. Can also be applied to {{token|LG_CONDITION_BP|g}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BP_SCARRED}}{{version|50.13}} || || Body&lt;br /&gt;
|| Checks if the current {{token|CONDITION_BP|g}} is scarred. Seems to also require {{token|BP_PRESENT|g}} to avoid illogical results. {{verify}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Vermin Conditions ===&lt;br /&gt;
Special Conditions for {{token|VERMIN|c}} creature graphics:&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Condition&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN}} || The default graphic for this vermin.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_ALT}} || Image cycles every 1 second.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SWARM_SMALL}} || For swarming vermin like [[fly|flies]] and [[fairy|fairies]] in small groups.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SWARM_MEDIUM}} || For swarming vermin like [[fly|flies]] and [[fairy|fairies]] in medium-sized groups.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SWARM_LARGE}} || For swarming vermin like [[fly|flies]] and [[fairy|fairies]] in large groups.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIGHT_VERMIN}} || For [[firefly|fireflies]] etc. Does not replace {{token|VERMIN|g}}. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIGHT_VERMIN_ALT}} || Like {{token|VERMIN_ALT|g}} for [[firefly|fireflies]] etc. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIGHT_SWARM_SMALL}} || Unused. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIGHT_SWARM_MEDIUM}} || Unused. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIGHT_SWARM_LARGE}} || Unused. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMAINS}} || Vermin corpses.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HIVE}} || Vermin hives.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Item Graphics ==&lt;br /&gt;
Item graphics can also be defined, but are mostly hardcoded. This section of the wiki needs to be fleshed out. Descriptions of the token functions is provisional.&lt;br /&gt;
&lt;br /&gt;
Item graphics currently do not support LARGE_IMAGE.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TILE_GRAPHICS}}&lt;br /&gt;
|&lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
* Item ID&lt;br /&gt;
| Begins defining tile graphics for an item. Sets default tile graphic.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BOULDER_GRAPHICS}}&lt;br /&gt;
|&lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
* Material ID&lt;br /&gt;
| Defines tile graphics variants to use for BOULDER items by material; currently all boulders use material palette instead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|ROUGH_GEM_GRAPHICS}}&lt;br /&gt;
|&lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
* Material ID&lt;br /&gt;
| Defines tile graphics variants to use for ROUGH (gem) items by material; currently all rough gems use material palette instead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BARS_GRAPHICS}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
* Material ID or item ID&lt;br /&gt;
| Defines tile graphics variants to use for BAR items by material.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|FOOD_GRAPHICS}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
* Item ID&lt;br /&gt;
| Defines tile graphics for FOOD items.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CHEESE_GRAPHICS}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
* Material ID&lt;br /&gt;
| Defines tile graphics variants to use for CHEESE items by material. Unused in vanilla raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|ARMOR_GRAPHICS}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
* Item ID&lt;br /&gt;
| Defines tile graphics for ARMOR items; this is for items not being worn by a creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|GLOVES_GRAPHICS}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
* Item ID&lt;br /&gt;
| Defines tile graphics for GLOVES items; this is for items not being worn by a creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|HELM_GRAPHICS}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
* Item ID&lt;br /&gt;
| Defines tile graphics for HELM items; this is for items not being worn by a creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|PANTS_GRAPHICS}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
* Item ID&lt;br /&gt;
| Defines tile graphics for PANTS items; this is for items not being worn by a creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|SHOES_GRAPHICS}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
* Item ID&lt;br /&gt;
| Defines tile graphics for SHOES items; this is for items not being worn by a creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|SHOES_GRAPHICS_METAL}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
* Item ID&lt;br /&gt;
| Defines metal material tile graphics variants for SHOES items; this is for items not being worn by a creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|SHIELD_GRAPHICS}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
* Item ID&lt;br /&gt;
| Defines tile graphics for SHIELD items; this is for items not being worn by a creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|SHIELD_GRAPHICS_WOODEN}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
* Item ID&lt;br /&gt;
| Defines wood material tile graphics variants for SHIELD items; this is for items not being worn by a creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TOY_GRAPHICS}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
* Item ID&lt;br /&gt;
* Material ID&lt;br /&gt;
| Defines tile graphics for TOY items.  Material ID in this case is one of STONE, WOOD, METAL, or GLASS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TRAPCOMP_GRAPHICS}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
* Item ID&lt;br /&gt;
| Defines tile graphics for TRAPCOMP items.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TRAPCOMP_GRAPHICS_WEAPON_TRAP}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines tile graphics for TRAPCOMP items when built into a weapon trap; must follow TRAPCOMP_GRAPHICS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TRAPCOMP_GRAPHICS_UPRIGHT_#X}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines tile graphics for installed upright spike traps. These comprise two-tile graphics: # is replaced with the number of spikes, 1-10; X is replaced with T (for top graphic tile) or B (bottom graphic tile). This follows the tile graphics definition of either MENACINGSPIKE or SPEAR.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|SIEGEAMMO_GRAPHICS}}&lt;br /&gt;
| &lt;br /&gt;
* Item ID&lt;br /&gt;
| Begins defining graphics for SIEGEAMMO items.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|SIEGEAMMO_GRAPHICS_STRAIGHT_DEFAULT}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines graphics for ballista arrows aligned orthogonally on the map; follows SEIGEAMMO_GRAPHICS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|SIEGEAMMO_GRAPHICS_STRAIGHT_WOOD}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Wooden variant of above.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|SIEGEAMMO_GRAPHICS_DIAGONAL_DEFAULT}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines graphics for ballista arrows aligned diagonally on the map; follows SEIGEAMMO_GRAPHICS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|SIEGEAMMO_GRAPHICS_DIAGONAL_WOOD}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Wood variant of above.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|AMMO_GRAPHICS}}&lt;br /&gt;
| &lt;br /&gt;
* Item ID&lt;br /&gt;
| Begins defining graphics for AMMO items.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|AMMO_GRAPHICS_STRAIGHT_DEFAULT}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines graphics for AMMO items aligned orthogonally on the map; follows AMMO_GRAPHICS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|AMMO_GRAPHICS_STRAIGHT_WOOD}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Wooden variant of above.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|AMMO_GRAPHICS_DIAGONAL_DEFAULT}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines graphics for AMMO aligned diagonally on the map; follows AMMO_GRAPHICS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|AMMO_GRAPHICS_DIAGONAL_WOOD}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Wood variant of above.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|WEAPON_GRAPHICS}}&lt;br /&gt;
| &lt;br /&gt;
* Item ID&lt;br /&gt;
| Begins defining graphics for WEAPON items.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|WEAPON_GRAPHICS_DEFAULT}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines default graphics for WEAPON item defined by WEAPON_GRAPHICS not being worn by creatures; follows WEAPON_GRAPHICS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|WEAPON_GRAPHICS_MATERIAL}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines material palette{{verify}} graphics for WEAPON item defined by WEAPON_GRAPHICS not being worn by creatures; follows WEAPON_GRAPHICS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|WEAPON_GRAPHICS_WOOD_GROWN}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines graphics for grown-wood WEAPON item defined by WEAPON_GRAPHICS not being worn by creatures; follows WEAPON_GRAPHICS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|WEAPON_GRAPHICS_WOOD}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines graphics for wooden WEAPON item defined by WEAPON_GRAPHICS not being worn by creatures; follows WEAPON_GRAPHICS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|WEAPON_GRAPHICS_WEAPON_TRAP}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines graphics for WEAPON item defined by WEAPON_GRAPHICS as it appears installed in a weapon trap; follows WEAPON_GRAPHICS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TOOL_GRAPHICS}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
* Item ID&lt;br /&gt;
| Defines default graphics for TOOL items; also begins defining variant graphics for material or container conditions when followed by tokens below.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|ADD_TOOL_GRAPHICS}}&lt;br /&gt;
| &lt;br /&gt;
* Item ID&lt;br /&gt;
| Adds graphics to an existing tool defined with TOOL_GRAPHICS, followed by the tool graphics material or container condition tokens below.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TOOL_GRAPHICS_WOOD}}&lt;br /&gt;
| &lt;br /&gt;
* Variant index&lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines additonal variant graphics for wooden TOOL items defined by TOOL_GRAPHICS; follows TOOL_GRAPHICS or ADD_TOOL_GRAPHICS. Requires seven variants; the resulting tool graphic is selected randomly from these (they can all point to the same tile index if desired).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TOOL_GRAPHICS_STONE}}&lt;br /&gt;
| &lt;br /&gt;
* Variant index&lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines additonal variant graphics for stone TOOL items defined by TOOL_GRAPHICS; follows TOOL_GRAPHICS or ADD_TOOL_GRAPHICS. Requires seven variants; the resulting tool graphic is selected randomly from these (they can all point to the same tile index if desired).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TOOL_GRAPHICS_METAL}}&lt;br /&gt;
| &lt;br /&gt;
* Variant index&lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines additonal variant graphics for metal TOOL items defined by TOOL_GRAPHICS; follows TOOL_GRAPHICS or ADD_TOOL_GRAPHICS. Requires seven variants; the resulting tool graphic is selected randomly from these (they can all point to the same tile index if desired).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TOOL_GRAPHICS_GLASS}}&lt;br /&gt;
| &lt;br /&gt;
* Variant index&lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines additonal variant graphics for glass TOOL items defined by TOOL_GRAPHICS; follows TOOL_GRAPHICS or ADD_TOOL_GRAPHICS. Requires seven variants; the resulting tool graphic is selected randomly from these (they can all point to the same tile index if desired).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TOOL_GRAPHICS_CONTAINER_WOOD_LIQUID}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines graphics for wooden liquid-containing containers (empty); follows ADD_TOOL_GRAPHICS definition for container.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TOOL_GRAPHICS_CONTAINER_STONE_LIQUID}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines graphics for stone liquid-containing containers (empty); follows ADD_TOOL_GRAPHICS definition for container.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TOOL_GRAPHICS_CONTAINER_METAL_LIQUID}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines graphics for metal (and glass?) liquid-containing containers (empty); follows ADD_TOOL_GRAPHICS definition for container.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TOOL_GRAPHICS_CONTAINER_LIQUID}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines graphics for the liquid filling a liquid-containing container; follows TOOL_GRAPHICS_CONTAINER_*_LIQUID.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TOOL_GRAPHICS_CONTAINER_WOOD_ITEM}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines graphics for wooden containers holding items; follows ADD_TOOL_GRAPHICS definition for container.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TOOL_GRAPHICS_CONTAINER_STONE_ITEM}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines graphics for stone containers holding items; follows ADD_TOOL_GRAPHICS definition for container.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TOOL_GRAPHICS_CONTAINER_METAL_ITEM}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines graphics for metal (and glass?) containers holding items; follows ADD_TOOL_GRAPHICS definition for container.&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TOOL_GRAPHICS_HIVE_BLD}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines the built item graphics for HIVE items.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TOOL_GRAPHICS_HIVE_BLD_IN_USE}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines the built item graphics for HIVE items that have hives installed.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TOOL_GRAPHICS_HIVE_PRODUCTS}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines the built item graphics for HIVE items that are ready to be harvested.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TOOL_GRAPHICS_SHAPE}}&lt;br /&gt;
| &lt;br /&gt;
* Shape ID&lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines graphics for shaped items; currently used for dice.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== World Map Graphics ==&lt;br /&gt;
World map graphics are defined in &amp;lt;code&amp;gt;[[Game_folders_and_files#Game_folder|Dwarf Fortress]]\data\vanilla\vanilla_world_map\graphics\graphics_world_map.txt&amp;lt;/code&amp;gt;&lt;br /&gt;
Tokens that accept variants have 5 of them:&lt;br /&gt;
&lt;br /&gt;
    [TILE_GRAPHICS:&amp;lt;tile page identifier&amp;gt;:&amp;lt;x position&amp;gt;:&amp;lt;y position&amp;gt;:&amp;lt;TOKEN&amp;gt;:1]&lt;br /&gt;
    [TILE_GRAPHICS:&amp;lt;tile page identifier&amp;gt;:&amp;lt;x position&amp;gt;:&amp;lt;y position&amp;gt;:&amp;lt;TOKEN&amp;gt;:2]&lt;br /&gt;
    [TILE_GRAPHICS:&amp;lt;tile page identifier&amp;gt;:&amp;lt;x position&amp;gt;:&amp;lt;y position&amp;gt;:&amp;lt;TOKEN&amp;gt;:3]&lt;br /&gt;
    [TILE_GRAPHICS:&amp;lt;tile page identifier&amp;gt;:&amp;lt;x position&amp;gt;:&amp;lt;y position&amp;gt;:&amp;lt;TOKEN&amp;gt;:4]&lt;br /&gt;
    [TILE_GRAPHICS:&amp;lt;tile page identifier&amp;gt;:&amp;lt;x position&amp;gt;:&amp;lt;y position&amp;gt;:&amp;lt;TOKEN&amp;gt;:5]&lt;br /&gt;
&lt;br /&gt;
Otherwise:&lt;br /&gt;
&lt;br /&gt;
   [TILE_GRAPHICS:&amp;lt;tile page identifier&amp;gt;:&amp;lt;x position&amp;gt;:&amp;lt;y position&amp;gt;:&amp;lt;TOKEN&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Creature token]]&lt;br /&gt;
*[[Syndrome]]&lt;br /&gt;
*[[Creature examples]]&lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
{{Category|Tokens}}&lt;br /&gt;
[[ru:Graphics token]]&lt;/div&gt;</summary>
		<author><name>DikbutDaGrate</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=User:DikbutDaGrate&amp;diff=303704</id>
		<title>User:DikbutDaGrate</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=User:DikbutDaGrate&amp;diff=303704"/>
		<updated>2024-10-04T20:44:25Z</updated>

		<summary type="html">&lt;p&gt;DikbutDaGrate: updated user page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''Consider supporting your local gorlak community.''&lt;/div&gt;</summary>
		<author><name>DikbutDaGrate</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=User:DikbutDaGrate&amp;diff=303703</id>
		<title>User:DikbutDaGrate</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=User:DikbutDaGrate&amp;diff=303703"/>
		<updated>2024-10-04T20:41:57Z</updated>

		<summary type="html">&lt;p&gt;DikbutDaGrate: user page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''Fire snakes could probably use a better pref string.''&lt;/div&gt;</summary>
		<author><name>DikbutDaGrate</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=DF2014:Creature_token&amp;diff=303701</id>
		<title>DF2014:Creature token</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=DF2014:Creature_token&amp;diff=303701"/>
		<updated>2024-10-04T18:32:51Z</updated>

		<summary type="html">&lt;p&gt;DikbutDaGrate: Added Night Creature token for 47.05's article&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|22:04, 20 September 2016 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{Modding}}&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;code&amp;gt;[OBJECT:CREATURE]&amp;lt;/code&amp;gt; [[token]] defines the properties of [[creatures]]; &amp;lt;!-- The exact nature of this creatures is further specified by the ... tokens.--&amp;gt; this is a full list of all known creature tokens:&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==A==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ADOPTS_OWNER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Prevents tamed creature from being made available for adoption, instead allowing it to automatically adopt whoever it wants. The basic requirements for adoption are intact, and the creature will only adopt individuals who have a [[preference]] for their species. Used by [[cat]]s in the vanilla game. When {{k|v}}iewing a tame creature with this token, the message &amp;quot;This animal isn't interested in your wishes&amp;quot; will appear instead of &amp;quot;This [adorable] animal can't work&amp;quot; or &amp;quot;This animal is waiting to be trained&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ALCOHOL_DEPENDENT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature need [[alcohol]] to get through the working day; it will choose to drink booze instead of [[water]] if possible. Going sober for too long reduces speed.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ALL_ACTIVE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| When set, the creature will appear at any time of day. Overrides {{token|DIURNAL|c}}, {{token|NOCTURNAL|c}}, {{token|CREPUSCULAR|c}}, {{token|MATUTINAL|c}}, and {{token|VESPERTINE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ALTTILE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*'character' or tile number&lt;br /&gt;
| If set, the creature will blink between its {{token|TILE|c}} and its ALTTILE. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AMBUSHPREDATOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Found on {{token|LARGE_PREDATOR|c}}s who ambush their prey. Instead of charging relentlessly at prey, the predator will wait till the prey is within a few squares before charging. May or may not work on other creatures. {{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AMPHIBIOUS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to breathe both in and out of [[water]] (unlike {{token|AQUATIC|c}}) - does not prevent drowning in [[magma]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APP_MOD_DESC_RANGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*Range (6 values, low to high)&lt;br /&gt;
| [http://www.bay12forums.com/smf/index.php?topic=113762.msg3473069#msg3473069 Forum post describing how description ranges work]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APP_MOD_GENETIC_MODEL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*Model (Accepts DOMINANT_MORE, DOMINANT_LESS, and MIX)&lt;br /&gt;
| Defines a genetic model for the relevant appearance modifier(s). May or may not do anything significant at present.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APP_MOD_IMPORTANCE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*number&lt;br /&gt;
| Determines how important the appearance modifier is, for determining whether it shows up in the creature description.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APP_MOD_NOUN}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*noun&lt;br /&gt;
*SINGULAR or PLURAL &lt;br /&gt;
| Creates a noun for the appearance, and whether it is singular or plural.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APP_MOD_RATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*Rate (integer)&lt;br /&gt;
*Scale (DAILY, YEARLY)&lt;br /&gt;
*min (growth)&lt;br /&gt;
*max (growth)&lt;br /&gt;
*start year&lt;br /&gt;
*start day&lt;br /&gt;
*end year&lt;br /&gt;
*end day &lt;br /&gt;
| Setting the growth rate of the modifier. The last two tokens can be replaced by NO_END to have growth continue indefinitely.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APPLY_CREATURE_VARIATION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*creature variation ID&lt;br /&gt;
*(optional) any amount of arbitrary arguments&lt;br /&gt;
| Applies the specified [[creature variation token|creature variation]]. See [[Creature_variation_token#Arguments_and_conditional_tokens]] for how the subsequent arguments may be used.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APPLY_CURRENT_CREATURE_VARIATION}}&lt;br /&gt;
| Special&lt;br /&gt;
|  &lt;br /&gt;
| Applies the effects of all pending {{token|CV_ADD_TAG|c}} and {{token|CV_REMOVE_TAG|c}} tokens that have been defined in the current creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AQUATIC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Enables the creature to breathe in water, but causes it to air-drown on dry land. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ARENA_RESTRICTED}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Causes the creature to be excluded from the [[object testing arena]]'s creature spawning list.  Typically applied to spoileriffic creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ARTIFICIAL_HIVEABLE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
| Enables the creature to be kept in artificial [[hive]]s by [[beekeeper]]s.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AT_PEACE_WITH_WILDLIFE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Prevents the creature from attacking or frightening creatures with the {{Token|NATURAL|c}} tag.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*token&lt;br /&gt;
*bodypart&lt;br /&gt;
*selection criteria&lt;br /&gt;
*location &lt;br /&gt;
| Defines the attack name, and the body part used. See [[#Attack Tokens|below]] for valid subtokens&lt;br /&gt;
'''Example:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;[ATTACK:GORE:BODYPART:BY_CATEGORY:HORN]&amp;lt;/code&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
''GORE'' = name of the attack&amp;lt;br /&amp;gt;&lt;br /&gt;
''BODYPART:BY_CATEGORY:HORN'' = the horn is used to attack (presuming the creature has one)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_TRIGGER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*population&lt;br /&gt;
*exported wealth&lt;br /&gt;
*created wealth&lt;br /&gt;
| Specifies when a [[megabeast]] or [[semi-megabeast]] will attack the fortress. The attacks will start occurring when all of the requirements are met. Setting a value to 0 disables the trigger.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==B==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BABY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*integer &lt;br /&gt;
| Age at which creature is considered a child, the default is zero. One can think of this as the duration of the baby stage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BABYNAME}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*singular&lt;br /&gt;
*plural &lt;br /&gt;
| Defines a new name for a creature in baby state at the caste level. For non-caste-specific baby names, see {{token|GENERAL_BABY_NAME|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BEACH_FREQUENCY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*integer&lt;br /&gt;
| Creature may be subject to [[beaching]], becoming stranded on [[Beach|shores]], where they will eventually air-drown. The number indicates the frequency of the occurrence. Presumably requires the creature to be {{token|AQUATIC|c}}. Used by [[orca]]s, [[sperm whale]]s and [[sea nettle jellyfish]] in the vanilla game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BENIGN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is non-aggressive by default, and will never automatically be engaged by companions or soldiers, running away from any creatures that are not friendly to it, and will only defend itself if it becomes enraged. Can be thought of as the counterpoint of the {{token|LARGE_PREDATOR|c}} tag. When tamed, animals with this tag will be useless for fortress defense.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BIOME}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
* [[biome token]]&lt;br /&gt;
| Select a [[biome]] the creature may appear in.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BLOOD}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;[[material token]]&amp;gt;&lt;br /&gt;
* &amp;lt;[[Material_definition_token#Material_States|material state]]&amp;gt;&lt;br /&gt;
| Specifies what the creature's blood is made of.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BLOODSUCKER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Causes [[vampire]]-like behaviour; the creature will suck the [[Creature_token#BLOOD|blood]] of unconscious victims when its [[Syndrome#TIME_SINCE_SUCKED_BLOOD|thirst for blood]] grows sufficiently large. When controlling the creature in adventure mode, this can be done at will. Seems to be required to make the creature denouncable (in-world) as a creature of the night.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BODY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*body parts &lt;br /&gt;
| Draws body parts from OBJECT:BODY files (such as body_default.txt)&lt;br /&gt;
'''Example:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY:BODY_WITH_HEAD_FLAG:HEART:GUTS:BRAIN:MOUTH] &amp;lt;br /&amp;gt;&lt;br /&gt;
This is the body from a [[purring maggot]]. It creates a body with head, a heart, some guts, a brain, and a mouth. That's all a maggot needs.&lt;br /&gt;
&lt;br /&gt;
'''If the body is left undefined, the creature will cause a crash whenever it spawns.''' {{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BODY_APPEARANCE_MODIFIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*ATTRIBUTE&lt;br /&gt;
*lowest&lt;br /&gt;
*lower&lt;br /&gt;
*low&lt;br /&gt;
*median&lt;br /&gt;
*high&lt;br /&gt;
*higher&lt;br /&gt;
*highest &lt;br /&gt;
| These body modifiers give individual creatures different characteristics. In the case of HEIGHT, BROADNESS and LENGTH, the modifier is also a percentage change to the BODY_SIZE of the individual creature. The seven numbers afterward give a distribution of ranges. Each interval has an equal chance of occurring.&lt;br /&gt;
'''Example:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110] &amp;lt;br /&amp;gt;&lt;br /&gt;
''HEIGHT'' : marks the height to be changed &amp;lt;br /&amp;gt;&lt;br /&gt;
''90:95:98:100:102:105:110'' : sets the range from the shortest (90% of the average height) to the tallest (110% of the average height) creature variation.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BODY_DETAIL_PLAN}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*PlanName&lt;br /&gt;
*Arguments &lt;br /&gt;
| Loads a plan from listed OBJECT:BODY_DETAIL_PLAN files, such as b_detail_plan_default.txt. Mass applies USE_MATERIAL_TEMPLATE, mass alters RELSIZE, alters body part positions, and will allow tissue layers to be defined. Tissue layers are defined in order of skin to bone here.&lt;br /&gt;
'''Example:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE] &amp;lt;br /&amp;gt;&lt;br /&gt;
This creates the detailed body of a [[fox]], the skin, fat, muscle, bones and cartilage out of the vertebrate tissues.&amp;lt;br /&amp;gt;&lt;br /&gt;
A [[Purring maggot|maggot]] would only need:&amp;lt;br /&amp;gt;&lt;br /&gt;
''[BODY_DETAIL_PLAN:EXOSKELETON_TISSUE_LAYERS:SKIN:FAT:MUSCLE]'' &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BODY_SIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*years&lt;br /&gt;
*days&lt;br /&gt;
*size &lt;br /&gt;
| Sets size at a given age. Size is in cubic centimeters, and for normal body materials, is roughly equal to the creature's average weight in grams.&lt;br /&gt;
'''Example:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_SIZE:0:0:10000]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_SIZE:1:168:50000]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_SIZE:12:0:220000]&amp;lt;br /&amp;gt;&lt;br /&gt;
This describes the size of a [[minotaur]]. Its birth size would be 10,000 cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; (~10 kg). At 1 year and 168 days old it would be 50,000 cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; (~50 kg). And as an adult (at 12 years old) it would be 220,000 cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; and weigh roughly 220 kg.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BODYGLOSS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*gloss &lt;br /&gt;
| Substitutes body part text with replacement text. Draws gloss information from OBJECT:BODY files (such as body_default.txt)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BONECARN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature eats bones. Implies {{token|CARNIVORE|c}}. [[Adventurer mode|Adventurers]] with this token are currently unable to eat bones.{{Bug|11069}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BP_ADD_TYPE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Adds a type to a body part - used with {{token|SET_BP_GROUP|c}}. In vanilla DF, this is used for adding the type '[[Body token#GELDABLE|GELDABLE]]' to the lower body of certain [[cat|creatures]]. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BP_APPEARANCE_MODIFIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*QUALITY&lt;br /&gt;
*lowest&lt;br /&gt;
*lower&lt;br /&gt;
*low&lt;br /&gt;
*median&lt;br /&gt;
*high&lt;br /&gt;
*higher&lt;br /&gt;
*highest &lt;br /&gt;
| Sets up the breadth of possibilities for appearance qualities for a selected BP group. EG. Eyes (CLOSE_SET, DEEP_SET, ROUND_VS_NARROW, LARGE_IRIS),Lips (THICKNESS), Nose (BROADNESS, LENGTH, UPTURNED, CONVEX), Ear (SPLAYED_OUT, HANGING_LOBES, BROADNESS, HEIGHT), Tooth (GAPS), Skull (HIGH_CHEEKBONES, BROAD_CHIN, JUTTING CHIN, SQUARE_CHIN), Neck (DEEP_VOICE, RASPY_VOICE), Head (BROADNESS, HEIGHT)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BP_REMOVE_TYPE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Removes a type from a body part. Used with {{token|SET_BP_GROUP|c}}. &lt;br /&gt;
 &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BUILDINGDESTROYER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*1 or 2 &lt;br /&gt;
| Allows a creature to destroy furniture and buildings. Value [1] targets mostly doors, hatches, furniture and the like. Value [2] targets anything not made with the {{k|b}} + {{k|C}} commands. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==C==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CAN_DO_INTERACTION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*interaction token&lt;br /&gt;
| The creature can perform an interaction. See [[interaction token]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CAN_LEARN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature gains [[skill]]s and can have [[labor|professions]]. If a member of a civilization (even a pet) has this token, it'll need to eat, drink and sleep. Note that this token makes the creature unable to be eaten by an adventurer, so it is not recommended for uncivilized monsters. Adventurers lacking this token can allocate but not increase attributes and skills. Skills allocated will disappear on start.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CAN_SPEAK}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Can [[talking|talk]]. Note that this is not necessary for a creature to gain social skills.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CANNOT_CLIMB}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature cannot [[climber|climb]], even if it has free grasp parts.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CANNOT_JUMP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature cannot [[jump]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CANNOT_UNDEAD}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Acts like {{token|NOT_LIVING|c}}, except that {{token|OPPOSED_TO_LIFE|c}} creatures will attack them.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CANOPENDOORS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to open [[door]]s that are set to be unpassable for pets. In adventure mode, creatures lacking this token will be unable to pass through door tiles except whilst these are occupied by other creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CARNIVORE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature ''only'' eats [[meat]]. If the creature goes on rampages in worldgen, it will often devour the people/animals it kills. Does not seem to affect the diet of the adventurer in adventure mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*name &lt;br /&gt;
| Defines a [[caste]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_ALTTILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*tile number or &amp;quot;letter&amp;quot;&lt;br /&gt;
| Caste-specific {{token|ALTTILE|c}}. Requires {{token|CASTE_TILE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_COLOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*fg&lt;br /&gt;
*bg&lt;br /&gt;
*brightness&lt;br /&gt;
| Caste-specific {{token|COLOR|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_GLOWCOLOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*fg&lt;br /&gt;
*bg&lt;br /&gt;
*brightness&lt;br /&gt;
| Caste-specific {{token|GLOWCOLOR|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_GLOWTILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*tile value or &amp;quot;letter&amp;quot;&lt;br /&gt;
| Caste-specific {{token|GLOWTILE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_NAME}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*singular&lt;br /&gt;
*plural&lt;br /&gt;
*adjective &lt;br /&gt;
| Caste-specific {{token|NAME|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_PROFESSION_NAME}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Unit type token]] (Profession)&lt;br /&gt;
*singular&lt;br /&gt;
*plural &lt;br /&gt;
| Caste-specific {{token|PROFESSION_NAME|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_SOLDIER_ALTTILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*'character' or tile number&lt;br /&gt;
| Caste-specific {{token|SOLDIER_ALTTILE|c}}. Requires {{token|CASTE_SOLDIER_TILE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_SOLDIER_TILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*'character' or tile number&lt;br /&gt;
| Caste-specific {{token|CREATURE_SOLDIER_TILE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_SPEECH}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*speech file&lt;br /&gt;
| Caste-specific {{token|SPEECH|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_TILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* tile number or &amp;quot;letter&amp;quot;&lt;br /&gt;
| Caste-specific {{token|CREATURE_TILE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CAVE_ADAPT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Gives the creature a bonus in caves. Also causes [[cave adaptation]]. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CDI}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*Varies&lt;br /&gt;
| Specifies details for the preceding {{token|CAN_DO_INTERACTION|c}} token. See [[interaction token]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CHANGE_BODY_SIZE_PERC}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*integer&lt;br /&gt;
| Multiplies body size by a factor of (integer)%. 50 halves size, 200 doubles.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CHANGE_FREQUENCY_PERC}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*integer&lt;br /&gt;
| Multiplies frequency by a factor of (integer)%.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CHILD}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*integer &lt;br /&gt;
| Age at which creature is considered an adult - one can think of this as the duration of the [[children|child]] stage. Allows the creature's offspring to be rendered fully tame if [[animal trainer|trained]] during their childhood. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CHILDNAME}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*singular&lt;br /&gt;
*plural &lt;br /&gt;
| Defines a new name for a creature in the child state at the caste level. For non-caste-specific child names, see {{token|GENERAL_CHILD_NAME|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CLUSTER_NUMBER}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*min&lt;br /&gt;
*max&lt;br /&gt;
| The minimum/maximum numbers of how many creatures per spawned cluster. Certain vermin fish use this token in combination with temperate ocean and river biome tokens to perform seasonal migrations. Defaults to 1:1 if not specified.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CLUTCH_SIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*min&lt;br /&gt;
*max&lt;br /&gt;
|Number of [[egg]]s laid in one sitting.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COLONY_EXTERNAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Caste hovers around colony.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COLOR}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*foreground&lt;br /&gt;
*background&lt;br /&gt;
*brightness &lt;br /&gt;
| Color of the creature's tile. See [[Color]] for usage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMMON_DOMESTIC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| When combined with any of {{token|PET|c}}, {{token|PACK_ANIMAL|c}}, {{token|WAGON_PULLER|c}} and/or {{token|MOUNT|c}}, the creature is guaranteed to be domesticated by any [[civilization]] with {{token|COMMON_DOMESTIC_PET|e}}, {{token|COMMON_DOMESTIC_PACK|e}},  {{token|COMMON_DOMESTIC_PULL|e}} and/or {{token|COMMON_DOMESTIC_MOUNT|e}} respectively. Such civilizations will always have access to the creature, even in the absence of wild populations. This token is invalid on {{token|FANCIFUL|c}} creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CONVERTED_SPOUSE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Creatures of this caste's species with the {{token|SPOUSE_CONVERTER|c}} and {{token|NIGHT_CREATURE_HUNTER|c}} tokens will kidnap {{token|SPOUSE_CONVERSION_TARGET|c}}s of an appropriate sex and convert them into castes with CONVERTED_SPOUSE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COOKABLE_LIVE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Set this to allow the creature to be cooked in meals without first being butchered/cleaned. Used by some water-dwelling vermin such as [[mussel]]s, [[nautilus]]es and [[oyster]]s.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CRAZED}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Creature is '[[insanity|berserk]]' and will attack all other creatures, except members of its own species that '''also''' have the CRAZED tag. It will show {{DFtext|Berserk|4:1}} in the [[unit list]]. Berserk creatures go on rampages during [[world generation|worldgen]] much more frequently than non-berserk ones.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COPY_TAGS_FROM}}&lt;br /&gt;
| Spec&lt;br /&gt;
| &lt;br /&gt;
*CREATURE NAME&lt;br /&gt;
| Copies creature tags, but not caste tags, from another specified creature. Used when making creature variations (i.e. giant animals and [[animal people]]). Often used in combination with {{token|APPLY_CREATURE_VARIATION|c}} to import standard variations from a file. Variations are documented in c_variation_default.txt, which also contains the code for giant animals and animal people.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREATURE_CLASS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*classname&lt;br /&gt;
| An arbitrary creature classification. Can be set to anything, but the only vanilla uses are GENERAL_POISON (used in syndromes), EDIBLE_GROUND_BUG (used as targets for {{token|GOBBLE_VERMIN_CLASS|c}}), MAMMAL, and POISONOUS (both used for kobold pet eligibility). A single creature can have multiple classes.&lt;br /&gt;
&lt;br /&gt;
The full list of tokens that use creature classes is: &lt;br /&gt;
&lt;br /&gt;
* Creature tokens: {{token|GOBBLE_VERMIN_CLASS|c}}, {{token|GOBBLE_VERMIN_CLASS|c}}&lt;br /&gt;
* Interaction tokens: {{token|IT_AFFECTED_CLASS|in}}, {{token|IT_IMMUNE_CLASS|in}}&lt;br /&gt;
* Animal definition (Entity) tokens: {{token|ANIMAL_CLASS|e}}, {{token|ANIMAL_FORBIDDEN_CLASS|e}}&lt;br /&gt;
* Position (Entity) token: {{token|ALLOWED_CLASS|po}}&lt;br /&gt;
* Syndrome tokens: {{token|SYN_AFFECTED_CLASS|sy}}, {{token|SYN_IMMUNE_CLASS|sy}}, {{token|CE_SENSE_CREATURE_CLASS|sy}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREATURE_SOLDIER_TILE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*'character' or tile number&lt;br /&gt;
| Creatures active in their civilization's [[military]] will use this tile instead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREATURE_TILE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*'character' or tile number &lt;br /&gt;
| The symbol of the creature in ASCII mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREPUSCULAR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| When set, the creature will appear at dawn (between 4:30 AM and 6:00 AM) and in the evening (between 8:00 PM and 10:05 PM) in Adventurer mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CURIOUSBEAST_EATER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to [[Steals food|steal and eat edible items]] from a site. It will attempt to grab a food item and immediately make its way to the map's edge, where it will disappear with it. If the creature goes on rampages during worldgen, it will often steal food instead of attacking. Trained and tame instances of the creature will no longer display this behavior.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CURIOUSBEAST_GUZZLER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to (very quickly) [[Steals drink|drink your alcohol]]. Or spill the barrel to the ground. Also affects undead versions of the creature. Unlike food or item thieves, drink thieves will consume your alcohol on the spot rather than run away with one piece of it. Trained and tame instances of the creature will no longer display this behavior.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CURIOUSBEAST_ITEM}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to [[Steals items|steal things]] (apparently, of the highest value it can find). It will attempt to grab an item of value and immediately make its way to the map's edge, where it will disappear with it. If the creature goes on rampages in worldgen, it will often steal items instead of attacking - [[kea]] birds are infamous for this. Trained and tame instances of the creature will no longer display this behavior. Also, makes the creature unable to drop hauled items until it enters combat.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CV_ADD_TAG}}&lt;br /&gt;
| Special&lt;br /&gt;
| &lt;br /&gt;
*TAG NAME &lt;br /&gt;
| Adds a tag. Used in conjunction with creature variation templates.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CV_REMOVE_TAG}}&lt;br /&gt;
| Special&lt;br /&gt;
| &lt;br /&gt;
*TAG NAME &lt;br /&gt;
| Removes a tag. Used in conjunction with creature variation templates. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==D==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DEMON}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Found on generated [[demon]]s. Marks the caste to be used in the initial wave after breaking into the [[underworld]], and by the demon civilizations created during world-gen breachings{{verify}} {{version|0.47.01}}. Could not be specified in user-defined raws until version [[Release_information/0.47.01|0.47.01]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DESCRIPTION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*text &lt;br /&gt;
| A brief description of the creature type, as displayed when viewing the creature's description/[[Thoughts and preferences|thoughts &amp;amp; preferences]] screen.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIE_WHEN_VERMIN_BITE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Causes the creature to die upon attacking. Used by [[honey bee]]s to simulate them dying after using their stingers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIFFICULTY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*integer &lt;br /&gt;
| Increases experience gain during adventure mode. Creatures with a difficulty of 11 or higher are not assigned for quests in adventure mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIURNAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| When set, the creature will only appear during the day (between 6:00 AM and 8:00 PM) in Adventurer mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIVE_HUNTS_VERMIN}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| The creature hunts vermin by diving from the air. On tame creatures, it has the same effect as {{token|HUNTS_VERMIN|c}}. Found on [[peregrine falcon]]s.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DOES_NOT_EXIST}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Adding this token to a creature prevents it from appearing in generated worlds (unless it's marked as [[Entity_token#ANIMAL_ALWAYS_PRESENT|always present]] for a particular civilisation). For example, adding it to [[dog]]s will lead to worlds being generated without dogs in them. Also removes the creature from the [[object testing arena]]'s spawn list. If combined with {{token|FANCIFUL|c}}, artistic depictions of the creature will occur regardless. Used by [[centaur]]s, [[chimera]]s and [[griffon]]s in the vanilla game. &lt;br /&gt;
&lt;br /&gt;
Note: a creature tagged as DOES_NOT_EXIST can still be [[Interaction_token#I_EFFECT|summoned]] successfully, as long as it has a body defined in its raws. [http://www.bay12forums.com/smf/index.php?topic=165213.msg8086938#msg8086938]. It's also possible for another creature to [[Syndrome#CE_BODY_TRANSFORMATION|transform]] into it.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==E==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EBO_ITEM}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[item token]]&lt;br /&gt;
*[[material token]] (ANY_HARD_STONE can be used for the material)&lt;br /&gt;
| Defines the item that the creature drops upon being [[butcher|butchered]]. Used with {{token|EXTRA_BUTCHER_OBJECT|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EBO_SHAPE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*gem shape&lt;br /&gt;
| The shape of the creature's extra [[butcher|butchering]] drop. Used with {{token|EXTRA_BUTCHER_OBJECT|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EGG_MATERIAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* &amp;lt;[[material token]]&amp;gt;&lt;br /&gt;
* &amp;lt;[[Material_definition_token#Material_States|material state]]&amp;gt;&lt;br /&gt;
| Defines the material composition of [[egg]]s laid by the creature. [[creature_token#LAYS_EGGS|Egg-laying]] creatures in the default game define this 3 times, using LOCAL_CREATURE_MAT:EGGSHELL, LOCAL_CREATURE_MAT:EGG_WHITE, and then LOCAL_CREATURE_MAT:EGG_YOLK. Eggs will be made out of eggshell. Edibility is determined by tags on whites or yolk, but they otherwise do not exist.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EGG_SIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*size&lt;br /&gt;
| Determines the size of laid [[egg]]s. Doesn't affect hatching or cooking, but bigger eggs will be heavier, and may take longer to be hauled depending on the hauler's strength.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EQUIPMENT_WAGON}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature appear as a large 3x3 [[wagon]] responsible for carrying trade goods, pulled by two {{token|WAGON_PULLER|c}} creatures and driven by a merchant.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EQUIPS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to wear or wield items.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EVIL}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creature is considered evil and will only show up in evil biomes. Civilizations with {{token|USE_EVIL_ANIMALS|e}} can domesticate them regardless of exotic status. Has no effect on cavern creatures except to restrict taming. A civilization with evil creatures can colonise evil areas.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EXTRA_BUTCHER_OBJECT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
* TYPE, CATEGORY, or TOKEN&lt;br /&gt;
| The creature drops an additional object when [[butcher|butchered]], as defined by {{token|EBO_ITEM|c}} and {{token|EBO_SHAPE|c}}. Used for [[gizzard stone]]s in default creatures. For some materials, needs to be defined after caste definitions with SELECT_CASTE:ALL{{Bug|6355}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EXTRACT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* [[material token]]&lt;br /&gt;
| Defines a creature extract which can be obtained via [[small animal dissection]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EXTRAVISION}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature can see regardless of whether it has working eyes and has full 360 degree vision, making it impossible to strike the creature from a blind spot in combat. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==F==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FANCIFUL}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creature is a thing of legend and known to all civilizations. Its materials cannot be requested or preferred. The tag also adds some art value modifiers. Used by a [[Fanciful|number of creatures]]. Conflicts with {{token|COMMON_DOMESTIC|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FEATURE_ATTACK_GROUP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on [[Animal people#Subterranean animal people|subterranean animal-man]] tribals. Currently defunct. In previous versions, it caused these creatures to crawl out of chasms and underground rivers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FEATURE_BEAST}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on [[forgotten beast]]s. Presumably makes it act as such, initiating underground attacks on fortresses, or leads to the pop-up message upon encountering one{{verify}}. Hides the creature from displaying in a world_sites_and_pops file. Does not create historical figures like generated forgotten beasts do. Could not be specified in user-defined raws until version [[Release_information/0.47.01|0.47.01]]. &lt;br /&gt;
&lt;br /&gt;
Requires specifying a {{token|BIOME|c}} in which the creature will live, and both surface and subterranean biomes are allowed. Does not stack with {{token|LARGE_ROAMING|c}} and if both are used the creature will not spawn. Appears to be incompatible with {{token|DEMON|c}} even if used in separate castes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FEMALE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature biologically female, enabling her to [[Breeding|bear young]]. Usually specified inside a caste.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FIREIMMUNE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature immune to [[Interaction_token#FIREBALL|FIREBALL]] and [[Interaction_token#FIREJET|FIREJET]] attacks, and allows it to path through high temperature zones, like lava or fires. Does not, by itself, make the creature immune to the damaging effects of burning in [[fire]], and does not prevent general heat damage or melting on its own (this would require adjustments to be made to the creature's body [[Material_definition_token|materials]] - see the [[Dragon/raw|dragon raws]] for an example).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FIREIMMUNE_SUPER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Like {{token|FIREIMMUNE|c}}, but also renders the creature immune to [[Interaction_token#DRAGONFIRE|DRAGONFIRE]] attacks. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FISHITEM}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature's corpse is a single [[Item_token#FISH_RAW|FISH_RAW]] food item that needs to be cleaned (into a [[Item_token#FISH|FISH]] item) at a [[fishery]] to become edible. Before being cleaned the item is referred to as &amp;quot;raw&amp;quot;. The food item is categorized under &amp;quot;fish&amp;quot; on the food and stocks screens, and when uncleaned it is sorted under &amp;quot;raw fish&amp;quot; in the stocks (but does not show up on the food screen). &lt;br /&gt;
Without this or {{token|COOKABLE_LIVE|c}}, [[fishing|fished]] vermin will turn into food the same way as non-vermin creatures, resulting in multiple units of food (meat, brain, lungs, eyes, spleen etc.) from a single fished vermin. These units of food are categorized as meat by the game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FIXED_TEMP}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*temperature &lt;br /&gt;
| The creature's body is constantly at this temperature, heating up or cooling the surrounding area. Alters the temperature of the creature's inventory and all adjacent tiles, [[Temperature|with all the effects that this implies]] - may trigger wildfires at high enough values. Also makes the creature immune to extreme heat or cold, as long as the temperature set is not harmful to the materials that the creature is made from.&lt;br /&gt;
&lt;br /&gt;
Note that temperatures of 12000 and higher may cause [[path|pathfinding]] issues in fortress mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FLEEQUICK}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| If engaged in combat, the creature will flee at the first sign of resistance. Used by [[kobold]]s in the vanilla game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FLIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to fly, independent of it having wings or not. Fortress Mode pathfinding only partially incorporates flying - flying creatures need a land path to exist between them and an area in order to access it, but as long as one such path exists, they do not need to use it, instead being able to fly over intervening obstacles. Winged creatures with this token can lose their ability to fly if their wings are crippled or severed. Winged creatures without this token will be unable to fly. (A 'wing' in this context refers to any body part with its own [[Body_token#FLIER|FLIER]] token).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FREQUENCY}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*number, max 100&lt;br /&gt;
| Determines the chances of a creature appearing within its environment, with higher values resulting in more frequent appearance. Also affects the chance of a creature being brought in a caravan for trading. The game effectively considers all creatures that can possibly appear and uses the FREQUENCY value as a ''weight'' - for example, if there are three creatures with frequencies 10/25/50, the creature with [FREQUENCY:50] will appear approximately 58.8% of the time. Defaults to 50 if not specified. Not to be confused with {{token|POP_RATIO|c}}.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==G==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GAIT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;gait type&amp;gt;&lt;br /&gt;
* &amp;lt;gait name&amp;gt;&lt;br /&gt;
* &amp;lt;max [[Gait#Speed|speed]]&amp;gt;&lt;br /&gt;
* &amp;lt;build up time&amp;gt;&lt;br /&gt;
* &amp;lt;max turning [[Gait#Speed|speed]]&amp;gt;&lt;br /&gt;
* &amp;lt;start [[Gait#Speed|speed]]&amp;gt;&lt;br /&gt;
* &amp;lt;energy expenditure&amp;gt;&lt;br /&gt;
* &amp;lt;gait flag(s)&amp;gt;&lt;br /&gt;
| Defines a gait by which the creature can move. See [[Gait]] for more information.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;max speed&amp;gt; indicates the maximum [[Gait#Speed|speed]] achievable by a creature using this gait&lt;br /&gt;
* &amp;lt;start speed&amp;gt; indicates the creature's speed when it starts moving using this gait&lt;br /&gt;
* &amp;lt;build up time&amp;gt; indicates how long it will take for a creature using this gait to go from &amp;lt;start speed&amp;gt; to &amp;lt;max speed&amp;gt;. For example, a value of 10 means that it should be able to reach the maximum speed by moving 10 [[tile]]s in a straight line over even terrain.&lt;br /&gt;
* &amp;lt;max turning speed&amp;gt; indicates the maximum speed permissible when the creature suddenly changes its direction of motion. The creature's speed will be reduced to &amp;lt;max turning speed&amp;gt; if travelling at a higher speed than this before turning.&lt;br /&gt;
* &amp;lt;energy expenditure&amp;gt; indicates how energy-consuming the gait is. Higher values cause the creature to tire out faster. Persistent usage of a high-intensity gait will eventually lead to exhaustion and [[Status_icon#Non-flashing|collapse]].&lt;br /&gt;
&lt;br /&gt;
'''NO_BUILD_UP''' can be specified instead of a &amp;lt;start speed&amp;gt; value to make the &amp;lt;max speed&amp;gt; instantly achievable upon initiating movement (this is equivalent to a &amp;lt;build up time&amp;gt; of 0). Note that &amp;lt;build up time&amp;gt; and &amp;lt;max turning speed&amp;gt; are both ignored if specified alongside this (as NO_BUILD_UP trumps &amp;lt;build up time&amp;gt; and preserves &amp;lt;max speed&amp;gt; whilst turning, and &amp;lt;max turning speed&amp;gt; cannot exceed &amp;lt;max speed&amp;gt;) so it is permissible to omit them so long as they are '''both''' omitted together.&lt;br /&gt;
&lt;br /&gt;
It's possible to specify a &amp;lt;start speed&amp;gt; greater than the &amp;lt;max speed&amp;gt;; the moving creature will decelerate towards its &amp;lt;max speed&amp;gt; in this case.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''valid gait types:'''&lt;br /&gt;
*'''WALK'''&amp;lt;br&amp;gt;&lt;br /&gt;
Used for moving normally over ground tiles.&lt;br /&gt;
&lt;br /&gt;
*'''CRAWL'''&amp;lt;br&amp;gt;&lt;br /&gt;
Used for moving over ground tiles whilst [[Status_icon#Non-flashing|prone]].&lt;br /&gt;
&lt;br /&gt;
*'''SWIM'''&amp;lt;br&amp;gt;&lt;br /&gt;
Used for moving through tiles containing [[water]] or [[magma]] at a [[Water#Depth|depth]] of at least 4/7. &lt;br /&gt;
&lt;br /&gt;
*'''FLY'''&amp;lt;br&amp;gt;&lt;br /&gt;
Used for moving through [[open space]].&lt;br /&gt;
&lt;br /&gt;
*'''CLIMB'''&amp;lt;br&amp;gt;&lt;br /&gt;
Used for moving whilst [[Climber|climbing]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''valid gait flags:'''&lt;br /&gt;
* '''AGILITY'''&amp;lt;br&amp;gt;&lt;br /&gt;
Speeds/slows movement depending on the creature's [[Attribute#Agility|Agility]] stat.&lt;br /&gt;
&lt;br /&gt;
* '''STRENGTH'''&amp;lt;br&amp;gt;&lt;br /&gt;
Speeds/slows movement depending on the creature's [[Attribute#Strength|Strength]] stat.&lt;br /&gt;
&lt;br /&gt;
* '''LAYERS_SLOW'''&amp;lt;br&amp;gt;&lt;br /&gt;
Makes [[Tissue_definition_token#THICKENS_ON_ENERGY_STORAGE|THICKENS_ON_ENERGY_STORAGE]] and [[Tissue_definition_token#THICKENS_ON_STRENGTH|THICKENS_ON_STRENGTH]] tissue layers slow movement depending on how thick they are. Adding the STRENGTH gait flag counteracts the impact of the latter layer.&lt;br /&gt;
&lt;br /&gt;
* '''STEALTH_SLOWS:'''&amp;lt;percentage&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Slows movement by the specified percentage when the creature is [[Ambusher|sneaking]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GENERAL_BABY_NAME}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*singular&lt;br /&gt;
*plural &lt;br /&gt;
| Like {{token|BABYNAME|c}}, but applied regardless of caste.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GENERAL_CHILD_NAME}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*singular&lt;br /&gt;
*plural &lt;br /&gt;
| Like {{token|CHILDNAME|c}}, but applied regardless of caste.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GENERAL_MATERIAL_FORCE_MULTIPLIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value A&lt;br /&gt;
*value B&lt;br /&gt;
| Has the same function as {{token|MATERIAL_FORCE_MULTIPLIER|c}}, but applies to all attacks instead of just those involving a specific material. Appears to be overridden by MATERIAL_FORCE_MULTIPLIER ([[werebeast]]s, for example, use both tokens to provide resistance to all materials, with one exception to which they are especially vulnerable).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GENERATED}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Found on procedurally generated creatures like [[forgotten beast]]s, [[titan]]s, [[demon]]s, [[angel]]s, and [[night creature]]s. Cannot be specified in user-defined raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GETS_INFECTIONS_FROM_ROT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature get [[Health_care#Infection|infections]] from necrotic tissue.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GETS_WOUND_INFECTIONS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature's wounds become [[Health_care#Infection|infected]] if left untreated for too long.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GLOWCOLOR}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*foreground&lt;br /&gt;
*background&lt;br /&gt;
*brightness &lt;br /&gt;
| The colour of the creature's {{token|GLOWTILE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GLOWTILE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*ascii character &lt;br /&gt;
| If present, the being glows in the dark (generally used for Adventurer Mode). The tile is what replaces the being's current tile when it is obscured from your sight by darkness. The default setting for kobolds (a yellow quotation mark) provides a nice &amp;quot;glowing eyes&amp;quot; effect. The game is also hardcoded to automatically convert quotation mark GLOWTILES into apostrophes if the creature has lost one eye. This works at the generic creature level - for caste-specific glow tiles, use {{token|CASTE_GLOWTILE|c}} instead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GNAWER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*verb&lt;br /&gt;
| The creature can and will gnaw its way out of [[animal trap]]s and [[cage]]s using the specified verb, depending on the material from which it is made (normally wood).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GOBBLE_VERMIN_CLASS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*class&lt;br /&gt;
| The creature eats vermin of the specified class.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GOBBLE_VERMIN_CREATURE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*creature&lt;br /&gt;
*caste&lt;br /&gt;
| The creature eats a specified [[vermin]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GO_TO_END}}&lt;br /&gt;
| Special&lt;br /&gt;
|  &lt;br /&gt;
| When using tags from an existing creature, inserts new tags at the end of the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GO_TO_START}}&lt;br /&gt;
| Special&lt;br /&gt;
|  &lt;br /&gt;
| When using tags from an existing creature, inserts new tags at the beginning of the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GO_TO_TAG}}&lt;br /&gt;
| Special&lt;br /&gt;
|  &lt;br /&gt;
| When using tags from an existing creature, inserts new tags after the specified tag.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GOOD}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Creature is considered good and will only show up in good biomes - [[unicorn]]s, for example. Civilizations with {{token|USE_GOOD_ANIMALS|e}} can domesticate them regardless of exotic status. Has no effect on cavern creatures except to restrict taming. A civilization that has good creatures can colonise good areas in world-gen.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GRASSTRAMPLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value &lt;br /&gt;
| The value determines how rapidly [[grass]] is trampled when a creature steps on it - a value of 0 causes the creature to never damage grass, while a value of 100 causes grass to be trampled as rapidly as possible. Defaults to 5.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GRAVITATE_BODY_SIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*target value&lt;br /&gt;
| Used in Creature Variants. This token changes the adult body size to the average of the old adult body size and the target value and scales all intermediate growth stages by the same factor.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GRAZER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*number&lt;br /&gt;
| The creature is a grazer - if tamed in fortress mode, it needs a pasture to survive. The higher the number, the less frequently it needs to eat in order to live. Not used since 0.40.12, replaced by {{token|STANDARD_GRAZER|c}} to fix {{bugl|4113}}.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==H==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HABIT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*type&lt;br /&gt;
*probability&lt;br /&gt;
| Defines certain behaviors for the creature. The habit types are:&lt;br /&gt;
*COLLECT_TROPHIES&lt;br /&gt;
*COOK_PEOPLE&lt;br /&gt;
*COOK_VERMIN&lt;br /&gt;
*GRIND_VERMIN&lt;br /&gt;
*COOK_BLOOD&lt;br /&gt;
*GRIND_BONE_MEAL&lt;br /&gt;
*EAT_BONE_PORRIDGE&lt;br /&gt;
*USE_ANY_MELEE_WEAPON&lt;br /&gt;
*GIANT_NEST&lt;br /&gt;
*COLLECT_WEALTH.&lt;br /&gt;
These require the creature to have a {{token|LAIR|c}} to work properly, and also don't seem to work on creatures who are not a {{token|SEMIMEGABEAST|c}}, {{token|MEGABEAST|c}} or {{token|NIGHT_CREATURE_HUNTER|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HABIT_NUM}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*number or TEST_ALL&lt;br /&gt;
| &amp;quot;If you set HABIT_NUM to a number, it should give you that exact number of habits according to the weights.&amp;quot;.{{cite forum|60554/1719248}} All lists of HABITs are preceded by [HABIT_NUM:TEST_ALL]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HAS_NERVES}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature has nerves in its muscles. Cutting the muscle tissue can sever motor and sensory nerves.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HASSHELL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature has a shell. Seemingly no longer used - holdover from previous versions.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HIVE_PRODUCT}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*number&lt;br /&gt;
*[[time]]&lt;br /&gt;
*[[item token]]s&lt;br /&gt;
| What product is harvested from [[Beekeeping industry|beekeeping]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HOMEOTHERM}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*number or NONE&lt;br /&gt;
| Default 'NONE'. The creature's normal body [[temperature]]. Creature ceases maintaining temperature on death unlike fixed material temperatures. Provides minor protection from environmental temperature to the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HUNTS_VERMIN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Creature hunts and kills nearby [[vermin]].&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==I==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IMMOBILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| The creature cannot move. Found on [[sponge]]s. Will also stop a creature from breeding in fortress mode (MALE and FEMALE are affected, if one is IMMOBILE no breeding will happen).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IMMOBILE_LAND}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is immobile while on land. Only works on {{token|AQUATIC|c}} creatures which can't breathe on land.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IMMOLATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature radiates [[fire]]. It will ignite, and potentially completely destroy, items the creature is standing on. Also gives the vermin a high chance of escaping from [[animal trap]]s and [[cage]]s made of any flammable materials (specifically ones that could be ignited by magma).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|INTELLIGENT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Alias for {{token|CAN_SPEAK|c}} + {{token|CAN_LEARN|c}} but additionally keeps creatures from being [[butcher|butchered]] by the AI during worldgen and post-gen. In fortress mode, {{token|CAN_LEARN|c}} is enough.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ITEMCORPSE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
* [[item token]]&lt;br /&gt;
* [[material token]]&lt;br /&gt;
| Determines if the creature leaves behind a non-standard corpse (i.e. wood, statue, bars, stone, pool of liquid, etc.). [[Ethics]] may prevent actually using the item in jobs or reactions.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ITEMCORPSE_QUALITY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* number&lt;br /&gt;
| The [[quality]] of an item-type corpse left behind. Valid values are: 0 for ordinary, 1 for well-crafted, 2 for finely-crafted, 3 for superior, 4 for exceptional, 5 for masterpiece.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==L==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAIR}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*type&lt;br /&gt;
*probability&lt;br /&gt;
| Found on megabeasts, semimegabeasts, and night creatures. The creature will seek out sites of this type and take them as lairs. The lair types are:&lt;br /&gt;
*SIMPLE_BURROW&lt;br /&gt;
*SIMPLE_MOUND&lt;br /&gt;
*WILDERNESS_LOCATION&lt;br /&gt;
*SHRINE&lt;br /&gt;
*LABYRINTH&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAIR_CHARACTERISTIC}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*characteristic&lt;br /&gt;
*probability&lt;br /&gt;
| Defines certain features of the creature's lair. The only valid characteristic is HAS_DOORS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAIR_HUNTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| This creature will actively hunt adventurers in its lair.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAIR_HUNTER_SPEECH}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*speech file&lt;br /&gt;
| What this creature says while hunting adventurers in its lair.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LARGE_PREDATOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Will attack things that are smaller than it (like dwarves). Only one group of &amp;quot;large predators&amp;quot; (possibly two groups on &amp;quot;savage&amp;quot; maps) will appear on any given map. In adventure mode, large predators will try to ambush and attack you (and your party will attack them back). When tamed, large predators tend to be much more aggressive to enemies than non-large predators, making them a good choice for an animal army. They may go on rampages in worldgen, and adventurers may receive quests to kill them. Also, they can be mentioned in the intro paragraph when starting a fortress e.g. &amp;quot;ere the wolves get hungry.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LARGE_ROAMING}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| This is the core requisite tag allowing the creature to spawn as a wild animal in the appropriate biomes. Requires specifying a {{token|BIOME|c}} in which the creature will spawn. Does not require specifying a frequency, population number, or cluster number.&lt;br /&gt;
&lt;br /&gt;
This tag stacks with {{token|MEGABEAST|c}}, {{token|SEMIMEGABEAST|c}}, or {{token|NIGHT_CREATURE_HUNTER|c}}; if used with one of these tags, the creature will spawn as both a boss and as a wild animal. This tag does not stack with {{token|FEATURE_BEAST|c}} and if both are used the creature will not spawn. This tag is uneffected by {{token|DEMON|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAYS_EGGS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Creature lays [[egg]]s instead of giving birth to live young.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAYS_UNUSUAL_EGGS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* [[item token]]&lt;br /&gt;
* [[material token]]&lt;br /&gt;
| Creature lays the specified item instead of regular eggs.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIGAMENTS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
*healing rate &lt;br /&gt;
| The creature has ligaments in its {{token|CONNECTIVE_TISSUE_ANCHOR|td}} tissues (bone or chitin by default). Cutting the bone/chitin tissue severs the ligaments, disabling motor function if the target is a limb.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIGHT_GEN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| A vermin featuring this tag will remain visible to an adventurer, even at night (without being dimmed in color along with the surrounding terrain), and from a distance (even outside the current vision cone). Subterranean vermin which feature this token will flicker in unexposed and unrevealed cavern layers while playing in Fortress Mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIKES_FIGHTING}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature will attack enemies rather than flee from them. This tag has the same effect on player-controlled creatures - including modded dwarves. Retired as of v0.40.14 in favor of {{token|LARGE_PREDATOR|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LISP}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Creature uses &amp;quot;sssssnake talk&amp;quot; (multiplies 'S' when talking - &amp;quot;My name isss Recisssiz.&amp;quot;). Used by [[Serpent man|serpent men]] and [[Reptile man|reptile men]] in the vanilla game. C's with the same pronunciation (depending on the word) are not affected by this token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LITTERSIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* minimum&lt;br /&gt;
* maximum&lt;br /&gt;
| Determines the number of offspring per one birth.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LOCAL_POPS_CONTROLLABLE}}{{version|0.42.01}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
| Allows you to play as a wild animal of this species in adventurer mode. Prevents trading of (tame) instances of this creature in caravans.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LOCAL_POPS_PRODUCE_HEROES}}{{version|0.42.01}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Wild animals of this species may occasionally join a civilization. Prevents trading of (tame) instances of this creature in caravans.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LOCKPICKER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Lets a creature open [[door]]s that are set to forbidden in fortress mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LOOSE_CLUSTERS}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creatures will scatter if they have this tag, or form tight packs if they don't. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LOW_LIGHT_VISION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*number&lt;br /&gt;
| Determines how well a creature can see in the dark - higher is better. Dwarves have 10000, which amounts to perfect nightvision.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==M==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAGICAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| According to Toady One, this is completely interchangeable with {{token|AT_PEACE_WITH_WILDLIFE|c}} and might have been used in very early versions of the game by wandering wizards or the ent-type tree creatures that used to be animated by elves. [http://www.bay12forums.com/smf/index.php?topic=169696.msg8316954#msg8316954]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAGMA_VISION}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is able to see while submerged in [[magma]]. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MALE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature biologically male. Usually declared inside a caste.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| {{text anchor|MANNERISM|MANNERISM_*}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*occasionally body part &lt;br /&gt;
| Adds a possible mannerism to the creature's profile.  See [[creature mannerism token]] for further info.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MATERIAL}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*material id&lt;br /&gt;
| Begins defining a new material.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MATERIAL_FORCE_MULTIPLIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Material token]]&lt;br /&gt;
*value A&lt;br /&gt;
*value B&lt;br /&gt;
| When struck with a weapon made of the specified material, the force exerted will be multiplied by A/B, thus making the creature more or less susceptible to this material. For example, if A is 2 and B is 1, the force exerted by the defined material will be doubled. If A is 1 and B is 2, it will be halved instead. See also  {{token|GENERAL_MATERIAL_FORCE_MULTIPLIER|c}}, which can be used to make this sort of effect applicable to all materials.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MATUTINAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| When set, the creature will only appear at dawn (between 4:30 AM and 6:00 AM) in Adventurer mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAXAGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*min&lt;br /&gt;
*max &lt;br /&gt;
| Determines the creature's natural lifespan, using the specified minimum and maximum age values (in years). Each individual creature with this token is generated with a predetermined date (calculated down to the exact [[time|tick]]!) between these values, at which it is destined to die of old age, should it live long enough. Note that the probability of death at any given age does not increase as the creature gets older [http://i.imgur.com/A1A4aA9.png]. &lt;br /&gt;
Creatures which lack this token are naturally immortal. The [[Syndrome#CE_ADD_TAG|NO_AGING]] syndrome tag will prevent death by old age from occurring. Also note that, among civilized creatures, castes which lack this token will refuse to marry others with it, and vice versa.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MEANDERER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature slowly stroll around, unless it's in combat or performing a job. If combined with {{token|CAN_LEARN|c}}, will severely impact their [[pathfinding]] and lead the creature to move extremely slowly when not performing any task. Problematically applies to animal people based on the animal and war trained animals{{bug|9588}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MEGABEAST}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| A 'boss' creature. A small number of the creatures are created during worldgen, their histories and descendants (if any) will be tracked in worldgen (as opposed to simply 'spawning'), and they will occasionally go on rampages, potentially leading to worship if they attack the same place multiple times. Their presence and number will also influence age names. When appearing in fortress mode, they will have a pop-up message announcing their arrival. They will remain hostile to military even after being tamed.{{bug|10731}} See [[megabeast]] page for more details. &lt;br /&gt;
&lt;br /&gt;
Requires specifying a {{token|BIOME|c}} in which the creature will live. Subterranean biomes appear to not be allowed. Does stack with {{token|LARGE_ROAMING|c}} and if both are used the creature will spawn as both historical bosses and as wild animals.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MENT_ATT_CAP_PERC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*[[Attribute|ATTRIBUTE]] Token&lt;br /&gt;
*Cap %&lt;br /&gt;
|Default is 200.  This means you can increase your attribute to 200% of its starting value (or the average value + your starting value if that is higher).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MENT_ATT_RANGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*[[Attribute|ATTRIBUTE]]&lt;br /&gt;
*lowest&lt;br /&gt;
*lower&lt;br /&gt;
*low&lt;br /&gt;
*median&lt;br /&gt;
*high&lt;br /&gt;
*higher&lt;br /&gt;
*highest &lt;br /&gt;
| Sets up a [[Attribute#Soul_attributes|mental attribute]]'s range of values (0-5000). All mental attribute ranges default to 200:800:900:1000:1100:1300:2000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MENT_ATT_RATES}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Attribute|ATTRIBUTE]] Token&lt;br /&gt;
*cost to improve&lt;br /&gt;
*unused counter rate&lt;br /&gt;
*rust counter rate&lt;br /&gt;
*demotion counter rate&lt;br /&gt;
| [[Attribute#Soul_attributes|Mental attribute]] gain/decay rates. Lower numbers in the last three slots make decay occur faster. Defaults are 500:4:5:4.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MILKABLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
* frequency&lt;br /&gt;
| Allows the creature to be [[milk]]ed in the [[farmer's workshop]]. The frequency is the amount of [[time|ticks]] the creature needs to &amp;quot;recharge&amp;quot; (i.e. how much time needs to pass before it can be milked again). Does not work on [[#CAN_LEARN|sentient]] creatures, regardless of [[ethics]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MISCHIEVIOUS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Alias for {{token|MISCHIEVOUS|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MISCHIEVOUS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature spawns [[stealth]]ed and will attempt to path into the fortress, pulling any [[lever]]s it comes across. It will be invisible on the map and [[unit list]] until spotted by a citizen, at which point the game will pause and recenter on the creature. Used by [[gremlin]]s in the vanilla game. &amp;quot;They go on little missions to mess with various fortress buildings, not just levers.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MODVALUE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Seemingly no longer used.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MOUNT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature may be used as a [[mount]]. No use for the player in fortress mode, but enemy sieging forces may arrive with cavalry. Mounts are usable in adventure mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MOUNT_EXOTIC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature may be used as a [[mount]], but civilizations cannot domesticate it in worldgen without certain exceptions.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MULTIPART_FULL_VISION}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to have all-around vision as long as it has multiple heads that can see.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MULTIPLE_LITTER_RARE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Makes the species usually produce a single offspring per birth, occasionally producing twins or triplets with a 1/500 chance.  Requires {{token|FEMALE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MUNDANE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Marks if the creature is an actual real-life creature. Only used for age-names at present.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==N==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NAME}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*singular&lt;br /&gt;
*plural&lt;br /&gt;
*adjective &lt;br /&gt;
| The generic name for any creature of this type - will be used when distinctions between caste are unimportant. For names for specific castes, use {{token|CASTE_NAME|c}} instead. If left undefined, the creature will be labeled as &amp;quot;nothing&amp;quot; by the game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NATURAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Animal is considered to be natural. NATURAL animals will not engage creatures tagged with {{token|AT_PEACE_WITH_WILDLIFE|c}} in combat unless they are members of a hostile entity and vice-versa.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NATURAL_ANIMAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Alias of {{token|NATURAL|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NATURAL_SKILL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Skill_token|Skill token]]&lt;br /&gt;
*value&lt;br /&gt;
| The creature possesses the specified [[skill]] at this level inherently - that is, it begins with the skill at this level, and the skill may never rust below that. A value of 15 is legendary.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NIGHT_CREATURE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Creatures with this token can appear on [[experiment|experiments]]. &lt;br /&gt;
Prevents {{token|LOCAL_POPS_PRODUCE_HEROES|c}} from functioning. Causes the creature to count as {{token|NOT_LIVING|c}}. Killing a creature featuring this token provides one point of &amp;quot;hero&amp;quot; reputation. Adds the creature's description as part of the initial summary of their historical figure in legends. Prevents creature behavior enabled by {{token|LARGE_PREDATOR|c}}. People will react to creatures with this token as a night creature (natch). In adventure mode, ambushes involving these units will say &amp;quot;Night creature!&amp;quot; instead of &amp;quot;Ambush!&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Prevents the AI from using ANIMATE interactions unless the newly-animated opposed-to-life undead will not attack them. The check for this is specifically whether the unit is: &lt;br /&gt;
*a ghost&lt;br /&gt;
*an animated unit &lt;br /&gt;
*a unit with the {{token|NO_AGING|c}} token added via {{token|CE_ADD_TAG|c}}. (This allows for the default exclusion of elves and goblins, unless raised as intelligent undead.)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;''This token should not be confused with other NIGHT_CREATURE_X tokens.''&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;''This token is not well understood at the present time.''&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NIGHT_CREATURE_BOGEYMAN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Creatures with this token can appear in [[bogeyman|bogeyman ambushes]] in [[adventure mode]], where they adopt classical bogeyman traits such as stalking the adventurer and vaporising when dawn breaks. Such traits do not manifest if the creature is encountered outside of a bogeyman ambush (for instance, as a megabeast or a civilised being). In addition, their corpses and severed body parts turn into [[smoke]] after a short while. Note that setting the &amp;quot;Number of Bogeyman Types&amp;quot; in [[advanced world generation]] to 0 will only remove randomly-generated bogeymen.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NIGHT_CREATURE_EXPERIMENTER}}{{version|0.47.01}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on some [[necromancer]]s. Creatures with this tag may periodically &amp;quot;perform horrible experiments&amp;quot; offscreen, during which they can use creature-targeting interactions with an &amp;lt;code&amp;gt;[[Interaction_token#I_SOURCE|[I_SOURCE:EXPERIMENT]]]&amp;lt;/code&amp;gt; tag on living creatures in their area. Worlds are generated with a list of procedurally-generated experiments, allowing necromancers to turn living people and animals into [[Infected_ghoul|ghouls]] and [[Experiment|other experimental creatures]], and these will automatically be available to all experimenters; it does not appear possible to prevent this. You can mod in your own custom experiment interactions, but these are used very infrequently due to the large number of generated experiments.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NIGHT_CREATURE_HUNTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on [[night troll]]s and [[werebeast]]s. Implies that the creature is a [[night creature]], and shows its description in [[legends mode]] entry. The creature is always hostile and will start [[no quarter]] combat with any nearby creatures, except for members of its own race. Note that this tag does not override the creature's normal behavior in [[fortress mode]] except for the aforementioned aggression, and doesn't prevent the creature from fleeing the battles it started. It also removes the creature's materials from stockpile settings list, making them be stored there regardless of settings.&lt;br /&gt;
&lt;br /&gt;
Does stack with {{token|LARGE_ROAMING|c}} and if both are used the creature will spawn as both historical hunters and as wild animals; this requires specifying a {{token|BIOME|c}} in which the creature will live, and subterranean biomes are allowed.&lt;br /&gt;
&lt;br /&gt;
This tag causes the usual behaviour of werebeasts in worldgen, that is, fleeing towns upon being cursed and conducting raids from a lair. If this tag is absent from a deity curse, the accursed will simply be driven out of towns in a similar manner to [[vampire]]s. When paired with SPOUSE_CONVERTER, a very small population of the creature will be created during worldgen (sometimes only a single individual will be created), and their histories will be tracked (that is, they will not spawn spontaneously later, they must either have children or convert other creatures to increase their numbers). The creature will settle in a lair and go on rampages during worldgen. It will actively attempt to seek out potential conversion targets to abduct, convert, and have children with (if possible).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NIGHT_CREATURE_NIGHTMARE}}{{version|0.47.01}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on [[nightmare]]s. Corpses and severed body parts derived from creatures with this token turn into [[smoke]] after a short while.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_AUTUMN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature caste does not appear in [[Calendar|autumn]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_CONNECTIONS_FOR_MOVEMENT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Creature doesn't require connected body parts to move{{verify}}; generally used on undead creatures with connections that have rotted away.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_DIZZINESS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature cannot become [[Symptom#Dizziness|dizzy]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_DRINK}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature does not need to drink. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_EAT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature does not need to [[food|eat]]. Seems to cause worldgen crashes if it is part of an entity with [[entity_token#PERMITTED_JOB|[PERMITTED_JOB:FISHERMAN]]]{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_FEVERS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature cannot suffer [[Symptom#Fever|fevers]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_GENDER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| The creature is biologically sexless. Makes the creature unable to [[breeding|breed]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_PHYS_ATT_GAIN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| The creature cannot raise any [[Attribute#Body_attributes|physical attributes]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_PHYS_ATT_RUST}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| The creature cannot lose any [[Attribute#Body_attributes|physical attributes]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_SLEEP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature does not need to sleep. Can still be rendered unconscious by other means.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_SPRING}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature caste does not appear in [[Calendar|spring]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_SUMMER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature caste does not appear in [[Calendar|summer]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_THOUGHT_CENTER_FOR_MOVEMENT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't require an organ with the {{token|THOUGHT|body}} tag to survive or attack; generally used on creatures that don't have brains.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_UNIT_TYPE_COLOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Prevents creature from selecting its color based on its profession (e.g. Miner, Hunter, Wrestler).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_VEGETATION_PERTURB}}&lt;br /&gt;
| Caste{{Verify}}&lt;br /&gt;
|  &lt;br /&gt;
| Likely prevents the creature from leaving broken vegetation tracks.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_WINTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature caste does not appear in [[Calendar|winter]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOBONES}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature has no bones.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOBREATHE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't need to breathe or have {{token|BREATHE|body}} parts in body, nor can it drown or be strangled. Creatures living in magma must have this tag, otherwise they will drown.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOCTURNAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| When set, the creature will only appear at night (after 10:05 PM and before 4:30 AM) in Adventurer mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOEMOTION}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature has no emotions. It is immune to the effects of [[stress]] and unable to rage, and its [[need]]s cannot be fulfilled in any way. Used on [[undead]] in the vanilla game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOEXERT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature can't become tired or over-exerted from taking too many combat actions or moving at full speed for extended periods of time. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOFEAR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't feel fear and will never flee from battle, and will be immune to [[ghost]]s' attempts to 'scare it to death'. Additionally, it causes [[bogeyman|bogeymen]] and [[nightmare]]s to become friendly towards the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOMEAT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature will not drop meat when [[butcher|butchered]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NONAUSEA}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature isn't nauseated by gut hits and cannot vomit.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOPAIN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't feel pain. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOSKIN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature will not drop a hide when [[butcher|butchered]]. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOSKULL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature will not drop a skull on butchering, rot, or decay of severed head.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOSMELLYROT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Does not produce [[miasma]] when rotting.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOSTUCKINS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Weapons can't get stuck in the creature. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOSTUN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature can't be stunned and knocked unconscious by pain or head injuries. Creatures with this tag never wake up from sleep in Fortress Mode. If this creature needs to sleep while playing, it &amp;lt;b&amp;gt;will&amp;lt;/b&amp;gt; die.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOT_BUTCHERABLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Cannot be [[butcher|butchered]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOT_LIVING}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Cannot be raised from the dead by necromancers or evil clouds. Implies the creature is not a normal living being. Used by [[vampire]]s, [[Mummy|mummies]] and inorganic creatures like the [[amethyst man]] and [[bronze colossus]]. Creatures who are {{token|OPPOSED_TO_LIFE|c}} (undead) will be docile towards creatures with this token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOTHOUGHT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't require a {{token|THOUGHT|body}} body part to survive. Has the added effect of preventing speech, though directly controlling creatures that would otherwise be capable of speaking allows them to engage in conversation.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==O==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ODOR_LEVEL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*number&lt;br /&gt;
| How easy the creature is to [[smell]]. The higher the number, the easier the creature is to sniff out. Defaults to 50. Vanilla creatures have values from 0 (undetectable) to 90 (noticeable by humans and dwarves).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ODOR_STRING}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*string&lt;br /&gt;
| What the creature [[smell]]s like. If no odor string is defined, the creature name (not the caste name) is used.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|OPPOSED_TO_LIFE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Is hostile to all creatures except undead and other non-living ones and will show {{DFtext|Opposed to life|0:1}} in the [[unit list]]. Used by [[undead]] in the vanilla game. Functions without the {{token|NOT_LIVING|c}} token, and seems to imply said token as well. Undead will not be hostile to otherwise-living creatures given this token. Living creatures given this token will attack living creatures that lack it, while ignoring other living creatures that also have this token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ORIENTATION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*MALE/FEMALE&lt;br /&gt;
*disinterested chance&lt;br /&gt;
*lover-possible chance&lt;br /&gt;
*preference(?)-possible chance&lt;br /&gt;
| Determines caste's likelihood of having sexual attraction to certain sexes. Values default to 75:20:5 for the same sex and 5:20:75 for the opposite sex. The first value indicates how likely to be entirely uninterested in the sex, the second decides if the creature will become lovers, the third decides if the creature will &amp;quot;prefer&amp;quot; this sex{{Verify}}. Marriage can happen as long as they are not disinterested. The values themselves are simply ratios and do not need to add up to any particular value.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|OUTSIDER_CONTROLLABLE}}{{version|0.42.01}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Lets you play as an [[Adventurer_mode_character_creation#Outsider|outsider]] of this species in adventure mode.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==P==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PACK_ANIMAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to be used as a pack animal. Used by [[trading|merchants]] without wagons and adventurers. Also prevents creature from dropping hauled items on its own -- do ''not'' use for player-controllable creatures!&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PARALYZEIMMUNE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is immune to all [[Syndrome#CE_PARALYSIS|paralyzing]] special attacks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PATTERNFLIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Used to control the bat riders with paralyze-dart blowguns that flew through the 2D chasm. Doesn't do anything now.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PEARL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| In earlier versions, creature would generate [[pearl]]s. Does nothing in the current version.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PENETRATEPOWER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value &lt;br /&gt;
| Controls the ability of [[vermin]] to find a way into containers when they are eating food from your stockpiles.&lt;br /&gt;
&lt;br /&gt;
Objects made of most materials (e.g. metal) roll a number from 0-100, and if the resulting number is greater than the penetrate power, their contents escape for the time being. Objects made of [[wood]], [[leather]], [[amber]], or [[coral]] roll 0-95, and items made of [[cloth]] roll 0-90.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PERSONALITY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*ATTRIBUTE&lt;br /&gt;
*lowest&lt;br /&gt;
*median&lt;br /&gt;
*highest &lt;br /&gt;
| Determines the range and chance of personality traits. Standard is 0:50:100. See [[Personality trait]] for more info.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PET}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to be [[Animal_trainer|tamed]] in Fortress mode. Prerequisite for all other working animal roles. Civilizations that encounter it in worldgen will tame and domesticate it for their own use. Adding this to civilization members will classify them as pets instead of citizens, with all the [[Fun|problems]] that entails. However, you can solve these problems using the popular plugin [https://dffd.bay12games.com/file.php?id=13095| Dwarf Therapist], which is completely unaffected by the tag.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PET_EXOTIC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to be [[Animal_trainer|tamed]] in Fortress mode. Prequisite for all other working animal roles. Civilizations cannot domesticate it in worldgen, with certain exceptions. More difficult to tame?{{verify}} Adding this to civilization members will classify them as pets instead of citizens, with all the [[Fun|problems]] that entails. ([[Gremlin|Example]]).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PETVALUE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value &lt;br /&gt;
| How valuable a tamed animal is. Actual cost in points in the embarking screen is 1+(PETVALUE/2) for an untrained animal, 1+PETVALUE for a war/hunting one. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PETVALUE_DIVISOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
| Divides the creature's {{token|PETVALUE|c}} by the specified number. Used by [[honey bee]]s to prevent a single hive from being worth a fortune.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PHYS_ATT_CAP_PERC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*[[Attribute|ATTRIBUTE]] Token&lt;br /&gt;
*Cap %&lt;br /&gt;
|Default is 200. This means you can increase your attribute to 200% of its starting value (or the average value + your starting value if that is higher).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PHYS_ATT_RANGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Attribute|ATTRIBUTE]]&lt;br /&gt;
*lowest&lt;br /&gt;
*lower&lt;br /&gt;
*low&lt;br /&gt;
*median&lt;br /&gt;
*high&lt;br /&gt;
*higher&lt;br /&gt;
*highest &lt;br /&gt;
| Sets up a [[Attribute#Body_attributes|physical attribute]]'s range of values (0-5000). All physical attribute ranges default to 200:700:900:1000:1100:1300:2000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PHYS_ATT_RATES}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Attribute|ATTRIBUTE]] Token&lt;br /&gt;
*cost to improve&lt;br /&gt;
*unused counter rate&lt;br /&gt;
*rust counter rate&lt;br /&gt;
*demotion counter rate&lt;br /&gt;
| [[Attribute#Body_attributes|Physical attribute]] gain/decay rates. Lower numbers in the last three slots make decay occur faster. Defaults for STRENGTH, AGILITY, TOUGHNESS, and ENDURANCE are 500:3:4:3, while RECUPERATION and DISEASE_RESISTANCE default to 500:NONE:NONE:NONE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PLUS_BP_GROUP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*BY_TYPE, BY_CATEGORY, or BY_TOKEN&lt;br /&gt;
*body type, category, or token&lt;br /&gt;
| Adds a body part group to selected body part group. Presumably used immediately after {{token|SET_BP_GROUP|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PLUS_MATERIAL}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*material&lt;br /&gt;
| Adds a material to selected materials. Used immediately after {{token|SELECT_MATERIAL|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|POP_RATIO}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
*number&lt;br /&gt;
| Weighted population of caste; Lower is rarer. Not to be confused with {{token|FREQUENCY|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|POPULATION_NUMBER}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*min&lt;br /&gt;
*max &lt;br /&gt;
| The minimum/maximum numbers of how many of these creatures are present in each world map tile of the appropriate region. Defaults to 1:1 if not specified.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|POWER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Allows the being to represent itself as a deity, allowing it to become the leader of a civilized group. Used by unique demons in the vanilla game. Requires {{token|CAN_SPEAK|c}} to actually do anything more than settle at a location (e.g. write books, lead armies, profane temples). Doesn't appear to do anything for creatures that are already civilized. Once the creature ascends to a position of leadership, it will proceed to act as a standard ruler for their entity and fulfill the same functions (hold tournaments, tame creatures, etc).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PREFSTRING}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*string&lt;br /&gt;
| Sets what other creatures [[Preferences|prefer]] about this creature. &amp;quot;Urist likes dwarves for their beards.&amp;quot; Multiple entries will be chosen from at random. Creatures lacking a PREFSTRING token will never appear under another's preferences.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PROFESSION_NAME}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*[[Unit type token]] (Profession)&lt;br /&gt;
*singular&lt;br /&gt;
*plural &lt;br /&gt;
| The generic name for members of this profession, at the creature level. In order to give members of specific castes different names for professions, use {{token|CASTE_PROFESSION_NAME|c}} instead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PRONE_TO_RAGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*Chance&lt;br /&gt;
| Creature has a percentage chance to flip out at visible non-friendly creatures. Enraged creatures attack anything regardless of timidity and get a strength bonus to their hits. This is what makes [[badger]]s so hardcore.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PUS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;[[material token]]&amp;gt;&lt;br /&gt;
* &amp;lt;[[Material_definition_token#Material_States|material state]]&amp;gt;&lt;br /&gt;
| The creature has pus. Specifies the stuff secreted by [[Health_care#Infection|infected wounds]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==R==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|RELSIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*body category, type, or token&lt;br /&gt;
*Relsize &lt;br /&gt;
| Specifies a new relative size for a part than what is stated in the body plan. For example, dwarves have larger livers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMAINS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*singular&lt;br /&gt;
*plural&lt;br /&gt;
| What the creature's [[remains]] are called.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMAINS_COLOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| What color the creature's [[remains]] are.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMAINS_ON_VERMIN_BITE_DEATH}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Goes with {{token|VERMIN_BITE|c}} and {{token|DIE_WHEN_VERMIN_BITE|c}}, the vermin creature will leave remains on death when biting. Leaving this tag out will cause the creature to disappear entirely after it bites.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMAINS_UNDETERMINED}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Unknown.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMOVE_MATERIAL}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*material token &lt;br /&gt;
| Removes a material from the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMOVE_TISSUE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*tissue token&lt;br /&gt;
| Removes a tissue from the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|RETRACT_INTO_BP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*BY_TYPE, BY_CATEGORY or BY_TOKEN&lt;br /&gt;
*body type, [[Body_token#CATEGORY|category]], or [[Body_token#BP|token]]&lt;br /&gt;
*Second person (&amp;quot;You&amp;quot;) retract verb text&lt;br /&gt;
*Third person (&amp;quot;The giant snail&amp;quot;) retract verb text&lt;br /&gt;
*Second person cancel retract text&lt;br /&gt;
*Third person cancel retract text&lt;br /&gt;
| The creature will retract into a body part when threatened. It will be unable to move or attack, but enemies will only be able to attack the specified body part. (eg. Turtle, Hedgehog)&lt;br /&gt;
&lt;br /&gt;
Second-person descriptions are used for adventurer mode natural ability. &amp;quot;&amp;lt;pro_pos&amp;gt;&amp;quot; can be used in the descriptions, being replaced with the proper pronoun (or lack thereof) in-game. &lt;br /&gt;
&lt;br /&gt;
Undead curled up creatures are buggy{{bug|11463}}{{bug|10519}}.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|RETURNS_VERMIN_KILLS_TO_OWNER}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Cat behavior. If it kills a vermin creature and has an owner, it carries the remains in its mouth and drops them at their feet. Requires {{token|HUNTS_VERMIN|c}}, obviously.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ROOT_AROUND}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*BY_TYPE, BY_CATEGORY or BY_TOKEN&lt;br /&gt;
*body type, [[Body_token#CATEGORY|category]], or [[Body_token#BP|token]]&lt;br /&gt;
*Second person (&amp;quot;You&amp;quot;) verb text&lt;br /&gt;
*Third person (&amp;quot;The hen&amp;quot;) verb text&lt;br /&gt;
| Creature will occasionally root around in the grass, looking for insects.  Used for flavor in Adventurer Mode, spawns vermin edible for this creature in Fortress Mode. Creatures missing the specified body part will be unable to perform this action. The action produces a message (visible in adventure mode) in the form:&lt;br /&gt;
&lt;br /&gt;
[creature] [verb text] the [description of creature's location]&lt;br /&gt;
&lt;br /&gt;
In adventure mode, the &amp;quot;rooting around&amp;quot; ability will be included in the &amp;quot;natural abilities&amp;quot; menu, represented by its second person verb text.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==S==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SAVAGE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creature will only show up in &amp;quot;savage&amp;quot; biomes. Has no effect on cavern creatures. Cannot be combined with {{token|GOOD|c}} or {{token|EVIL|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SECRETION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*&amp;lt;[[material token]]&amp;gt;&lt;br /&gt;
*&amp;lt;[[Material_definition_token#Material_States|material state]]&amp;gt;&lt;br /&gt;
*BY_TOKEN / BY_CATEGORY / BY_TYPE&lt;br /&gt;
*&amp;lt;[[Body_token#BP|body part ID]]&amp;gt; / &amp;lt;[[Body_token#CATEGORY|category]]&amp;gt; or ALL / &amp;lt;type (e.g. [[Body_token#GRASP|GRASP]])&amp;gt;&lt;br /&gt;
*&amp;lt;[[Body_detail_plan_token#BP_LAYERS|tissue layer]]&amp;gt; or ALL&lt;br /&gt;
*&amp;lt;trigger&amp;gt;&lt;br /&gt;
| Causes the specified tissue layer(s) of the indicated body part(s) to secrete the designated material. A size 100 ('covering') [[contaminant]] is created over the affected body part(s) in its specified material state (and at the temperature appropriate to this state) when the trigger condition is met, as long as one of the secretory tissue layers is still intact. Valid triggers are:&lt;br /&gt;
*'''CONTINUOUS'''&lt;br /&gt;
Secretion occurs once every 40 [[time|ticks]] in [[fortress mode]], and every tick in [[adventurer mode]].&lt;br /&gt;
*'''EXERTION'''&lt;br /&gt;
Secretion occurs continuously (at the rate described above) whilst the creature is at minimum &amp;lt;span style=&amp;quot;font-size:75%&amp;quot;&amp;gt;{{Tile|Tired|6:1}}&amp;lt;/span&amp;gt; following physical exertion. Note that this cannot occur if the creature has {{token|NOEXERT|c}}.&lt;br /&gt;
*'''EXTREME_EMOTION'''&lt;br /&gt;
Secretion occurs continuously (as above) whilst the creature is distressed. Cannot occur in creatures with {{token|NOEMOTION|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SELECT_ADDITIONAL_CASTE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*&amp;lt;caste&amp;gt;&lt;br /&gt;
| Adds an additional previously defined caste to the selection. Used after {{token|SELECT_CASTE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SELECT_CASTE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*&amp;lt;caste&amp;gt; or ALL &lt;br /&gt;
| Selects a previously defined caste&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SELECT_MATERIAL}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*&amp;lt;[[material token]]&amp;gt;&lt;br /&gt;
| Selects a locally defined material. Can be ALL.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SELECT_TISSUE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*tissue token&lt;br /&gt;
| Selects a tissue for editing.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SEMIMEGABEAST}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Essentially the same as {{token|MEGABEAST|c}}, but more of them are created during worldgen. See the [[semi-megabeast]] page for details.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SENSE_CREATURE_CLASS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;[[Creature_token#CREATURE_CLASS|creature class]]&amp;gt;&lt;br /&gt;
* [[Tilesets|&amp;lt;tile value or character&amp;gt;]]&lt;br /&gt;
* [[Color#Color_values|&amp;lt;foreground color&amp;gt;:&amp;lt;background color&amp;gt;:&amp;lt;foreground brightness&amp;gt;]]&lt;br /&gt;
| Gives the creature the ability to sense creatures belonging to the specified [[Creature_token#CREATURE_CLASS|creature class]] even when they lie far beyond line of sight, including through walls and floors. It also appears to reduce or negate the combat penalty of [[Wound#Blindness|blind]] units when fighting creatures they can sense. In [[adventure mode]], the specified tile will be used to represent sensed creatures when they cannot be seen directly.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SET_BP_GROUP}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*selection criteria BY_TYPE, BY_CATEGORY, BY_TOKEN&lt;br /&gt;
*category, type, or token &lt;br /&gt;
| Begins a selection of body parts.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_LEARN_RATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*&amp;lt;[[skill_token]]&amp;gt;&lt;br /&gt;
*&amp;lt;percentage&amp;gt;&lt;br /&gt;
| The rate at which this creature learns this skill. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_LEARN_RATES}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*&amp;lt;percentage&amp;gt;&lt;br /&gt;
| The rate at which this creature learns all skills. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_RATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[skill_token]]&lt;br /&gt;
*&amp;lt;% of improvement points gained&amp;gt;&lt;br /&gt;
*&amp;lt;unused counter rate&amp;gt;&lt;br /&gt;
*&amp;lt;rust counter rate&amp;gt;&lt;br /&gt;
*&amp;lt;demotion counter rate&amp;gt;&lt;br /&gt;
| Like {{token|SKILL_RATES|c}}, but applies to individual skills instead. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_RATES}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
*&amp;lt;% of improvement points gained&amp;gt;&lt;br /&gt;
*&amp;lt;unused counter rate&amp;gt;&lt;br /&gt;
*&amp;lt;rust counter rate&amp;gt;&lt;br /&gt;
*&amp;lt;demotion counter rate&amp;gt;&lt;br /&gt;
| Affects skill gain and decay. Lower numbers in the last three slots make decay occur faster ([SKILL_RATES:100:1:1:1] would cause rapid decay). The counter rates may also be replaced with NONE.&lt;br /&gt;
Default is [SKILL_RATES:100:8:16:16]. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_RUST_RATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[skill_token]]&lt;br /&gt;
*value&lt;br /&gt;
*value&lt;br /&gt;
*value&lt;br /&gt;
| The rate at which this skill decays. Lower values cause the skill to decay faster. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_RUST_RATES}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
*value&lt;br /&gt;
*value&lt;br /&gt;
| The rate at which all skills decay. Lower values cause the skills to decay faster. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SLOW_LEARNER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Shorthand for {{token|CAN_LEARN|c}} + &amp;lt;code&amp;gt;[[Creature_token#SKILL_LEARN_RATES|[SKILL_LEARN_RATES:50]]]&amp;lt;/code&amp;gt;.{{verify}} Used by a number of 'primitive' creatures (like [[ogre]]s, [[giant]]s and [[troglodyte]]s) in the vanilla game. Applicable to player races. Prevents a player from recruiting nobility, even basic ones. Subterranean creatures with this token combined with {{token|EVIL|c}} will become servants of goblins in their civilizations, in the style of [[troll]]s.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SMALL_REMAINS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature leaves &amp;quot;[[item token#REMAINS|remains]]&amp;quot; instead of a corpse. Used by [[vermin]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SMELL_TRIGGER}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
| Determines how keen a creature's sense of smell is - lower is better. At 10000, a creature cannot smell at all.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SOLDIER_ALTTILE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*'character' or tile number&lt;br /&gt;
| If this creature is active in its civilization's military, it will blink between its default tile and this one.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SOUND}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* Sound application (currently accepts ALERT or PEACEFUL_INTERMITTENT)&lt;br /&gt;
* Sound range (in tiles)&lt;br /&gt;
* Sound delay (lower values = sound is produced more often)&lt;br /&gt;
* VOCALIZATION or NONE (determines whether the sound requires breathing or not)&lt;br /&gt;
* First-person description&lt;br /&gt;
* Third-person description&lt;br /&gt;
* Description when out of sight&lt;br /&gt;
| Creature makes sounds periodically, which can be heard in Adventure mode.&lt;br /&gt;
* First-person reads &amp;quot;You '''bark'''&amp;quot;&lt;br /&gt;
* Third-person reads &amp;quot;The [[capybara]] '''barks'''&amp;quot;&lt;br /&gt;
* Out of sight reads &amp;quot;You hear '''a loud bark'''&amp;quot;&lt;br /&gt;
with the text in bold being the description arguments of the token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SOURCE_HFID}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*Integer (generic token?)&lt;br /&gt;
| Found on generated [[angel]]s. This is the historical figure ID of the deity with which the angel is associated. Since HFIDs are not predictable before worldgen, this isn't terribly usable in mods.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPECIFIC_FOOD}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* PLANT or CREATURE&lt;br /&gt;
* Plant/creature ID&lt;br /&gt;
| Creature will only appear in biomes with this plant or creature available. Grazers given a specific type of grass (such as [[panda]]s and [[bamboo]]) will only eat that grass and nothing else, risking starvation if there's none available. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPEECH}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*speech file &lt;br /&gt;
| Boasting speeches relating to killing this creature. Examples include dwarf.txt and elf.txt in data\speech.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPEECH_FEMALE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*speech file &lt;br /&gt;
| Boasting speeches relating to killing females of this creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPEECH_MALE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*speech file &lt;br /&gt;
| Boasting speeches relating to killing males of this creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPHERE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
* [[Sphere#Available_spheres|sphere]]&lt;br /&gt;
| Sets what religious spheres the creature is aligned to, for purposes of being worshipped via the {{token|POWER|c}} token. Also affects how the creature's name is generated.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPOUSE_CONVERSION_TARGET}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| This creature can be converted by a night creature with {{token|SPOUSE_CONVERTER|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPOUSE_CONVERTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| If the creature has the {{token|NIGHT_CREATURE_HUNTER|c}} tag, it will kidnap {{token|SPOUSE_CONVERSION_TARGET|c}}s and transform them into the caste of its species with the {{token|CONVERTED_SPOUSE|c}} tag during worldgen. It may also start families this way.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPREAD_EVIL_SPHERES_IF_RULER}}{{version|0.47.01}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| If the creature rules over a [[site]], it will cause the local landscape to be corrupted into [[Surroundings#Evil|evil surroundings]] associated with the creature's [[Creature_token#SPHERE|sphere]]s. The creature must have at least one of the following [[sphere]]s for this to take effect: BLIGHT, DEATH, DISEASE, DEFORMITY, NIGHTMARES. The first three kill vegetation, while the others sometimes do.  The last two get [[Plant_token#EVIL|evil plants]] and [[Creature_token#EVIL|evil animals]] sometimes. NIGHTMARES gets [[bogeyman|bogeymen]]. [http://www.bay12forums.com/smf/index.php?topic=169696.msg8162224#msg8162224] Used by [[demon]]s in the vanilla game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|STANCE_CLIMBER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Caste does not require &amp;lt;code&amp;gt;[[Body_token#GRASP|[GRASP]]]&amp;lt;/code&amp;gt; body parts to climb -- it can climb with &amp;lt;code&amp;gt;[[Body_token#STANCE|[STANCE]]]&amp;lt;/code&amp;gt; parts instead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|STANDARD_GRAZER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Acts as {{token|GRAZER|c}} but set to 20000*G*(max size)^(-3/4), where G defaults to 100 but can be set in d_init, and the whole thing is trapped between 150 and 3 million. Used for all grazers in the default creature raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|STRANGE_MOODS}}{{version|0.42.01}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| The creature will get [[strange mood]]s in fortress mode and can produce artifacts.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SUPERNATURAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Gives the creature knowledge of any secrets with &amp;lt;code&amp;gt;[[Interaction_token#IS_SECRET|[SUPERNATURAL_LEARNING_POSSIBLE]]]&amp;lt;/code&amp;gt; that match its [[Creature_token#SPHERE|spheres]] and also prevents it from becoming a [[vampire]] or [[werebeast]]. Other effects are unknown.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SWIMS_INNATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature naturally knows how to swim perfectly and does not use the [[swimmer]] skill, as opposed to {{token|SWIMS_LEARNED|c}} below. However, Fortress mode AI never paths into water anyway, so it's less useful there. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SWIMS_LEARNED}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature swims only as well as their present [[Swimmer|swimming skill]] allows them to.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SYNDROME_DILUTION_FACTOR}}{{version|0.42.01}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &amp;lt;[[Syndrome#SYN_IDENTIFIER|syndrome identifier]]&amp;gt;:&amp;lt;percentage&amp;gt;&lt;br /&gt;
| Dilutes the effects of syndromes which have the specified identifier. A percentage of 100 is equal to the regular syndrome effect severity, higher percentages reduce severity.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==T==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TENDONS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
*healing rate &lt;br /&gt;
| The creature has tendons in its {{token|CONNECTIVE_TISSUE_ANCHOR|td}} tissues (bone or chitin by default). Cutting the bone/chitin tissue severs the tendons, disabling motor function if the target is a limb.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|THICKWEB}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature's [[web]]s can catch larger creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*name &lt;br /&gt;
| Begins defining a tissue in the creature file.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_LAYER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*BY_TYPE, BY_CATEGORY, BY_TOKEN&lt;br /&gt;
*TYPE,CATEGORY, or TOKEN&lt;br /&gt;
*TISSUE&lt;br /&gt;
*LOCATION &lt;br /&gt;
| Adds the tissue layer to wherever it is required.&lt;br /&gt;
Non-argument Locations can be FRONT, RIGHT, LEFT, TOP, BOTTOM. Argument locations are AROUND and CLEANS, requiring a further body part and a % of coverage/cleansing&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_LAYER_OVER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*BY_TYPE, BY_CATEGORY, BY_TOKEN&lt;br /&gt;
*TYPE,CATEGORY, or TOKEN&lt;br /&gt;
*TISSUE&lt;br /&gt;
*LOCATION &lt;br /&gt;
| Presumably a counterpart to TISSUE_LAYER_UNDER (see below).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_LAYER_UNDER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*BY_TYPE, BY_CATEGORY, BY_TOKEN&lt;br /&gt;
*TYPE,CATEGORY, or TOKEN&lt;br /&gt;
*TISSUE&lt;br /&gt;
| Adds the tissue layer under a given part.&lt;br /&gt;
For example, an [[iron man]] has a gaseous poison within, and this tissue (GAS is its name) has the token [TISSUE_LEAKS] and its state is GAS, so when you puncture the iron outside and damage this tissue it leaks gas (can have a syndrome by using a previous one in the creature sample.) [TISSUE_LAYER_UNDER:BY_CATEGORY:ALL:{tissue}] {tissue} is what will be under the TISSUE_LAYER; here is an example Tissue from the Iron Man:&amp;lt;br&amp;gt; &lt;br /&gt;
[TISSUE:GAS] [TISSUE_NAME:gas:NP] [TISSUE_MATERIAL:LOCAL_CREATURE_MAT:GAS] [TISSUE_MAT_STATE:GAS] [RELATIVE_THICKNESS:50] [TISSUE_LEAKS] [TISSUE_SHAPE:LAYER] &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TITAN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on [[titan]]s. Cannot be specified in user-defined raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRADE_CAPACITY}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
*number&lt;br /&gt;
| How much the creature can carry when used by merchants. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAINABLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Shortcut for {{token|TRAINABLE_HUNTING|c}} + {{token|TRAINABLE_WAR|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAINABLE_HUNTING}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Can be [[Animal trainer|trained]] as a hunting beast, increasing speed.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAINABLE_WAR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Can be [[Animal trainer|trained]] as a war beast, increasing strength and endurance.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRANCES}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to go into [[martial trance]]s. Used by dwarves in the vanilla game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAPAVOID}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature will never trigger [[trap]]s it steps on. Used by a [[Trapavoid|number of creatures]]. Doesn't make the creature immune to remotely activated traps (like retractable spikes being triggered while the creature is standing over them). TRAPAVOID creatures lose this power if they're immobilized while standing in a trap, be it by stepping on thick web, being paralyzed or being knocked unconscious.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRIGGERABLE_GROUP}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*min&lt;br /&gt;
*max &lt;br /&gt;
| A large swarm of vermin can be disturbed, usually in adventurer mode.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TSU_NOUN}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*noun&lt;br /&gt;
*SINGULAR or PLURAL &lt;br /&gt;
| Noun for the {{token|TISSUE_STYLE_UNIT|c}}, used in the description of the tissue layer's style.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==U==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UBIQUITOUS}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
| Creature will occur in every region with the correct biome. Does not apply to {{token|EVIL|c}}/{{token|GOOD|c}} tags.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UNDERGROUND_DEPTH}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*mindepth&lt;br /&gt;
*maxdepth &lt;br /&gt;
| Depth that the creature appears underground. Numbers can be from 0 to 5. 0 is actually 'above ground' and can be used if the creature is to appear both above and below ground. Values from 1-3 are the respective [[cavern]] levels, 4 is the [[magma sea]] and 5 is the [[HFS]]. A single argument may be used instead of min and max. [[Demon]]s use only 5:5; user-defined creatures with both this depth and {{token|FLIER}} will take part in the initial wave from the HFS alongside generated demons, but without {{token|FLIER}} they will only spawn from the map edges. Civilizations that can use underground plants or animals will only export (via the embark screen or caravans) things that are available at depth 1.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UNDERSWIM}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is displayed as blue when in [[Water#Depth|7/7 water]]. Used on fish and amphibious creatures which swim under the water.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UNIQUE_DEMON}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Found on generated [[demon]]s; causes the game to create a single named instance of the demon which will emerge from the underworld and take over civilizations during worldgen. Could not be specified in user-defined raws prior to version [[Release_information/0.47.01|0.47.01]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_CASTE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*new caste token&lt;br /&gt;
*old caste token&lt;br /&gt;
| Defines a new caste derived directly from a previous caste. The new caste inherits all properties of the old one. The effect of this tag is automatic if one has not yet defined any castes: &amp;quot;Any caste-level tag that occurs before castes are explicitly declared is saved up and placed on any caste that is declared later, unless the caste is explicitly derived from another caste.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_MATERIAL}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*new material ID&lt;br /&gt;
*old material ID&lt;br /&gt;
| Defines a new local creature material and populates it with all properties defined in the specified local creature material.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_MATERIAL_TEMPLATE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*new material token&lt;br /&gt;
*material template &lt;br /&gt;
| Defines a new local creature material and populates it with all properties defined in the specified template.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_TISSUE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*new tissue token&lt;br /&gt;
*old tissue id&lt;br /&gt;
| Defines a new local creature tissue and populates it with all properties defined in the local tissue specified in the second argument.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_TISSUE_TEMPLATE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*new tissue token&lt;br /&gt;
*tissue template&lt;br /&gt;
| Loads a tissue template listed in OBJECT:TISSUE_TEMPLATE files, such as tissue_template_default.txt. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UTTERANCES}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Changes the language of the creature into unintelligible 'kobold-speak', which creatures of other species will be unable to understand. If a civilized creature has this and is not part of a {{token|SKULKING|e}} civ, it will tend to start wars with all nearby civilizations and will be unable to make peace treaties due to 'inability to communicate'.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==V==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VEGETATION}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Like {{token|AT_PEACE_WITH_WILDLIFE}}, but also makes the creature more valued in artwork by civilisations with the PLANT [[sphere]]. [http://www.bay12forums.com/smf/index.php?topic=169696.msg8316954#msg8316954] Used by [[grimeling]]s in the vanilla game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_BITE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*chance of occurrence{{verify}}&lt;br /&gt;
*verb (bitten, stung, etc.)&lt;br /&gt;
* [[material token]]&lt;br /&gt;
* [[Material_definition_token#Material_States|material state]]&lt;br /&gt;
| Enables vermin to bite other creatures, injecting the specified material. See {{token|SPECIALATTACK_INJECT_EXTRACT|c}} for details about injection - this token presumably works in a similar manner.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_EATER}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
| The vermin creature will attempt to eat exposed food. See {{token|PENETRATEPOWER|c}}. Distinct from {{token|VERMIN_ROTTER|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_FISH}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The vermin appears in [[water]] and will attempt to swim around.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_GROUNDER}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creature appears in &amp;quot;general&amp;quot; surface ground locations. Note that this doesn't stop the creature from flying if it can (most vermin birds have this tag).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_HATEABLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Some dwarves will [[Preferences|hate]] the creature and get unhappy thoughts when around it. See the [[Hateable|list of hateable vermin]] for details.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_MICRO}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| This makes the creature move in a swarm of creatures of the same race as it (e.g. swarm of flies, swarm of ants).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_NOFISH}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature cannot be caught by [[fishing]]. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_NOROAM}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature will not be observed randomly roaming about the map. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_NOTRAP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature cannot be caught in baited [[animal trap]]s; however, a &amp;quot;[[Trapper|catch live land animal]]&amp;quot; task may still be able to capture one if a dwarf finds one roaming around.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_ROTTER}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The vermin are attracted to rotting stuff and loose food left in the open and cause unhappy thoughts to dwarves who encounter them. Present on flies, knuckle worms, acorn flies, and blood gnats. Speeds up decay?{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_SOIL}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creature randomly appears near dirt or mud, and may be uncovered by creatures that have the {{token|ROOT_AROUND|c}} interaction such as [[goose|geese]] and [[chicken]]s. Dwarves will ignore the creature when given the &amp;quot;Capture live land animal&amp;quot; task.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_SOIL_COLONY}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The vermin will appear in a single tile cluster of many vermin, such as a colony of ants.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMINHUNTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Old shorthand for &amp;quot;does cat stuff&amp;quot;. Contains {{token|AT_PEACE_WITH_WILDLIFE|c}} + {{token|RETURNS_VERMIN_KILLS_TO_OWNER|c}} + {{token|HUNTS_VERMIN|c}} + {{token|ADOPTS_OWNER|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VESPERTINE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| When set, the creature will only appear in the evening (between 8:00 PM and 10:05 PM) in Adventurer mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VIEWRANGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
| Value should determine how close you have to get to a critter before it attacks (or prevents adv mode travel etc.) Default is 20.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VISION_ARC}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*binocular vision arc&lt;br /&gt;
*non-binocular vision arc&lt;br /&gt;
| The width of the creature's vision arcs, in degrees (i.e. 0 to 360). The first number is binocular vision, the second is non-binocular vision.  Binocular vision has a minimum of about 10 degrees, monocular, a maximum of about 350 degrees. Values past these limits will be accepted, but will default to ~10 degrees and ~350 degrees respectively.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==W==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WAGON_PULLER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to pull caravan wagons. If a civilization doesn't have access to any, it is restricted to trading with pack animals.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WEBBER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
| Allows the creature to create [[web]]s, and defines what the webs are made of.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WEBIMMUNE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature will not get caught in thick [[web]]s. Used by creatures who can shoot thick webs (such as [[giant cave spider]]s) in order to make them immune to their own attacks.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Attack Tokens==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_SKILL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Skill token]]&lt;br /&gt;
| Defines the skill used by the attack.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_VERB}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*2nd person&lt;br /&gt;
*3rd person &lt;br /&gt;
| Descriptive text for the attack.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_CONTACT_PERC}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*% value &lt;br /&gt;
| The contact area of the attack, measured in % of the body part's volume. Note that all attack percentages can be more than 100%.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_PENETRATION_PERC}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*% value &lt;br /&gt;
| The penetration value of the attack, measured in % of the body part's volume. Requires ATTACK_FLAG_EDGE. Maximum value: 15000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_PRIORITY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*MAIN or SECOND &lt;br /&gt;
| Usage frequency. MAIN attacks are 100 times more frequently chosen than SECOND. Opportunity attacks ignore this preference.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_VELOCITY_MODIFIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*number&lt;br /&gt;
| The velocity multiplier of the attack, multiplied by 1000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_FLAG_CANLATCH}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Attacks that damage tissue have the chance to latch on in a wrestling hold. The grabbing bodypart can then use the &amp;quot;shake around&amp;quot; wrestling move, causing severe, armor-bypassing tensile damage according to the attacker's body volume.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_FLAG_WITH}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Displays the name of the body part used to perform an attack while announcing it, e.g. &amp;quot;The weaver punches the bugbat with his right hand&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_FLAG_EDGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The attack is edged, with all the effects on physical resistance and contact area that it entails.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_PREPARE_AND_RECOVER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* Preparation time&lt;br /&gt;
* Recovery time&lt;br /&gt;
| Determines the length of time to prepare this attack and until one can perform this attack again. Values appear to be calculated in adventure mode ticks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_FLAG_BAD_MULTIATTACK}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Multiple strikes with this attack cannot be performed effectively.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_FLAG_INDEPENDENT_MULTIATTACK}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Multiple strikes with this attack can be performed with no penalty. The creature will use all attacks with this token at once.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPECIALATTACK_INJECT_EXTRACT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*&amp;lt;[[material token]]&amp;gt;&lt;br /&gt;
*&amp;lt;[[Material_definition_token#Material_States|material state]]&amp;gt;&lt;br /&gt;
*&amp;lt;min quantity&amp;gt;&lt;br /&gt;
*&amp;lt;max quantity&amp;gt;&lt;br /&gt;
| When added to an attack, causes the attack to inject the specified material into the victim's bloodstream. Once injected, the material will participate in [[temperature|thermal]] exchange within the creature - injecting something like molten [[iron]] (INORGANIC:IRON:LIQUID) would cause most unmodded creatures to melt (note that some of the injected material also [[contaminant|splatters]] over the bodypart used to carry out the attack, so it should be protected appropriately). If the injected material has an associated [[syndrome]] with the [[Syndrome#SYN_INJECTED|[SYN_INJECTED]]] token, it will be transmitted to the victim. If the attack is blunt, the injected material lacks the [[Material definition token#ENTERS_BLOOD|[ENTERS_BLOOD]]] token, the attacked bodypart has no [[Tissue_definition_token#VASCULAR|[VASCULAR]]] tissues, or the victim is bloodless, the material will splatter over the attacked body part instead. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPECIALATTACK_INTERACTION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*interaction&lt;br /&gt;
| When this attack lands successfully, a specified interaction will take effect on the target creature. The attack must break the target creature's skin in order to work. This will take effect in worldgen as well. If the attack would break skin, the interaction will occur '''before the attack actually lands'''.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPECIALATTACK_SUCK_BLOOD}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*min&lt;br /&gt;
*max&lt;br /&gt;
| Successful attack draws out an amount of blood randomized between the min and max value. Beware that this '''will''' trigger any ingestion syndromes attached to the target creature's blood - for example, using this attack on a vampire will turn you into one too.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Tissue Layer Tokens==&lt;br /&gt;
Tissue layers are added to a creature's body parts by the creature tokens [[#TISSUE_LAYER|TISSUE_LAYER]], [[#TISSUE_LAYER_OVER|TISSUE_LAYER_OVER]], [[#TISSUE_LAYER_UNDER|TISSUE_LAYER_UNDER]], and the body detail plan token [[#TL_LAYERS|TL_LAYERS]].&lt;br /&gt;
&lt;br /&gt;
These tissue layers are not the same thing as tissues, which are defined at creature level, but rather applications of the tissues. If the SKIN tissue of a creature is the more general and abstract notion of what skin is for that creature, then a tissue layer may be the &amp;quot;actual&amp;quot; skin on the creature's nose, head, or second toe. As most creatures have more than one body part, tissue layers are normally selected en masse.&lt;br /&gt;
&lt;br /&gt;
Some tissue layer tokens are analogous to tissue definition tokens, e.g. [[#TL_CONNECTS|TL_CONNECTS]] to [[tissue_definition_token#CONNECTS|CONNECTS]].&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SELECT_TISSUE_LAYER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*TISSUE&lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*Location - category, type, or token | Selects a tissue at a location&lt;br /&gt;
* (optional) FRONT, BACK, LEFT, RIGHT, TOP, BOTTOM, AROUND.&lt;br /&gt;
| Begins a selection of tissue layers. &lt;br /&gt;
[SELECT_TISSUE_LAYER:HEART:BY_TYPE:HEART]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PLUS_TISSUE_LAYER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*TISSUE&lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*Location - category, type, or token &lt;br /&gt;
| Adds tissue layers to those selected.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SET_TL_GROUP}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*TISSUE&lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*Location - category, type, or token&lt;br /&gt;
*tissue &lt;br /&gt;
| Begins a selection of tissue layers. Only usable for descriptor and cosmetic purposes. &lt;br /&gt;
&lt;br /&gt;
Research has implied it may be redundant with SELECT_TISSUE_LAYER, as the latter allows for cosmetics as well as &amp;quot;functional&amp;quot; tokens such as TL_MAJOR_ARTERIES. Vanilla raws still use SET_TL_GROUP though, for all cosmetic purposes. More research is needed on this subject.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PLUS_TL_GROUP}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*Location - category, type, or token&lt;br /&gt;
*tissue &lt;br /&gt;
| Adds tissue layers to those selected. Like SET_TL_GROUP, it may be redundant even if used in the vanilla raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SET_LAYER_TISSUE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*TISSUE&lt;br /&gt;
| Sets a selected tissue layer to be made of a different tissue.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SHEARABLE_TISSUE_LAYER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* tissue modifier&lt;br /&gt;
* required value&lt;br /&gt;
| Tissue layer can be sheared for its component material. The specified modifier must be at least of the desired value for shearing to be possible (for example, a [[llama]]'s wool must have a LENGTH of 300 before it is shearable).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_LAYER_APPEARANCE_MODIFIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*QUALITY&lt;br /&gt;
*lowest&lt;br /&gt;
*lower&lt;br /&gt;
*low&lt;br /&gt;
*median&lt;br /&gt;
*high&lt;br /&gt;
*higher&lt;br /&gt;
*highest &lt;br /&gt;
| Sets the range of qualities, including LENGTH, DENSE, HIGH_POSITION, CURLY, GREASY, WRINKLY&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_STYLE_UNIT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*tissue style unit ID&lt;br /&gt;
*shaping&lt;br /&gt;
| Sets tissue layer to be the target of TISSUE_STYLE token specified for an entity, works only on entity members. Mostly used with tissues HAIR, BEARD, MOUSTACHE, SIDEBURNS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_COLOR_MODIFIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*COLOR&lt;br /&gt;
*freq&lt;br /&gt;
*COLOR&lt;br /&gt;
*freq etc. &lt;br /&gt;
| Creates a list of colors/color patterns, giving each a relative frequency. If the given color or pattern does not exist, the tissue is described as being &amp;quot;transparent&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TLCM_GENETIC_MODEL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| The way the color modifier is passed on to offspring. May or may not work right now.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TLCM_IMPORTANCE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*number&lt;br /&gt;
| Presumably modifies the importance of the tissue layer color modifier, for description purposes.&lt;br /&gt;
HOWEVER using this appears to remove all mention of colour from creature descriptions. It does not appear in any default creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TLCM_NOUN}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*name&lt;br /&gt;
*SINGULAR or PLURAL&lt;br /&gt;
| Names the tissue layer color modifier, and determines the noun. Also used by [[Utility:Stonesense|Stonesense]] for colouring body parts. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TLCM_TIMING}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*ROOT&lt;br /&gt;
*start change window years&lt;br /&gt;
*days&lt;br /&gt;
*end change window years&lt;br /&gt;
*days&lt;br /&gt;
| Determines the point in the creature's life when the color change begins and ends.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_CONNECTS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Gives the CONNECTS attribute to selected layers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_HEALING_RATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
| Changes the HEALING_RATE of the selected tissue layers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_MAJOR_ARTERIES}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Gives the &amp;quot;major arteries&amp;quot; attribute to selected layers. Used to add massive bleeding properties to the throat, made from skin.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_PAIN_RECEPTORS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
| Changes the number of pain receptors for selected tissue layers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_RELATIVE_THICKNESS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
| Changes the relative thickness for selected tissue layers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_VASCULAR}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
| Sets a new VASCULAR value (which modulates bleeding) for selected tissue layers.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Body detail plan token]]&lt;br /&gt;
*[[Body token]]&lt;br /&gt;
*[[Material definition token]]&lt;br /&gt;
*[[Syndrome]]&lt;br /&gt;
*[[Tissue definition token]]&lt;br /&gt;
*[[Creature examples]]&lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
{{Category|Tokens}}&lt;br /&gt;
[[ru:Creature token]]&lt;/div&gt;</summary>
		<author><name>DikbutDaGrate</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Creature_token&amp;diff=303570</id>
		<title>Creature token</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Creature_token&amp;diff=303570"/>
		<updated>2024-09-25T03:30:51Z</updated>

		<summary type="html">&lt;p&gt;DikbutDaGrate: Light_Gen tested, proven, and clarified.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{Modding}}&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;code&amp;gt;[OBJECT:CREATURE]&amp;lt;/code&amp;gt; [[token]] begins the definition of a ''Dwarf Fortress'' [[creature]] [[raw file]]. Each creature definition that follows begins with the {{token|creature|c|creature ID}} token, and the creature's exact properties and behavior are then specified by the use of further creature tokens.  All known creature tokens are listed below. &lt;br /&gt;
&lt;br /&gt;
Vanilla creature definitions can be found in &amp;lt;code&amp;gt;[[Game folder|&amp;lt;Dwarf Fortress&amp;gt;]]\data\vanilla\vanilla_creatures\&amp;lt;/code&amp;gt;. &lt;br /&gt;
Creature ID is also used with [[graphics token]]s to make customizable [[graphics set]]s.&lt;br /&gt;
&lt;br /&gt;
The [[caste]] tokens allow defining sub-species within the broader creature definition, including true biological castes and lesser variations, such as sexes. Creature tokens can either be 'Creature' or 'CASTE-only' type which can only be applied to creature or cast respectively, or 'CASTE' which can be applied to both. In the table bellow, creature type distinguish tokens that can be applied to creature only, cast only and both ('creature', 'CASTE-only', and 'CASTE' respectively)&lt;br /&gt;
&lt;br /&gt;
__NOTOC__ &lt;br /&gt;
{{clear}}&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==A==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ADOPTS_OWNER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Prevents tamed creature from being made available for adoption, instead allowing it to automatically adopt whoever it wants. The basic requirements for adoption are intact, and the creature will only adopt individuals who have a [[preference]] for their species. Used by [[cat]]s in the vanilla game. When {{k|v}}iewing a tame creature with this token, the message &amp;quot;This animal isn't interested in your wishes&amp;quot; will appear instead of &amp;quot;This [adorable] animal can't work&amp;quot; or &amp;quot;This animal is waiting to be trained&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ALCOHOL_DEPENDENT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature need [[alcohol]] to get through the working day; it will choose to drink booze instead of [[water]] if possible. Going sober for too long reduces speed.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ALL_ACTIVE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Sets the creature to be active during the day, night, and twilight in Adventurer Mode. Seems to be a separate value from {{token|DIURNAL|c}}/{{token|NOCTURNAL|c}}/{{token|CREPUSCULAR|c}}, rather than implying them.{{verify|code}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ALTTILE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*'character' or tile number&lt;br /&gt;
| If set, the creature will blink between its {{token|TILE|c}} and its ALTTILE. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AMBUSHPREDATOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Found on {{token|LARGE_PREDATOR|c}}s who ambush their prey. Instead of charging relentlessly at prey, the predator will wait till the prey is within a few squares before charging. May or may not work on other creatures. {{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AMPHIBIOUS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to breathe both in and out of [[water]] (unlike {{token|AQUATIC|c}}) - does not prevent drowning in [[magma]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APP_MOD_DESC_RANGE}}&lt;br /&gt;
| Appearance Modifier&lt;br /&gt;
|&lt;br /&gt;
*Range (6 values, low to high)&lt;br /&gt;
| Based on info from [http://www.bay12forums.com/smf/index.php?topic=113762.msg3473069#msg3473069 Wannabehero on the forums]: When used with an appearance modifier token (BP_APPEARANCE_MODIFIER or BODY_APPEARANCE_MODIFIER), tells the game what numeric ranges to map to which descriptors.&lt;br /&gt;
&lt;br /&gt;
The game uses 7 descriptor levels for each modifier, with the center one generally being to omit the thing from the creature description entirely. The six values in APP_MOD_DESC_RANGE define the boundaries between each described range. If this is not specified it uses the numbers 10:50:95:105:150:190.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APP_MOD_GENETIC_MODEL}}&lt;br /&gt;
| Appearance Modifier&lt;br /&gt;
|&lt;br /&gt;
*Model (Accepts DOMINANT_MORE, DOMINANT_LESS, and MIX)&lt;br /&gt;
| Defines a genetic model for the relevant appearance modifier(s). May or may not do anything significant at present.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APP_MOD_IMPORTANCE}}&lt;br /&gt;
| Appearance Modifier&lt;br /&gt;
|&lt;br /&gt;
*number&lt;br /&gt;
| Determines how important the appearance modifier is, for determining whether it shows up in the creature description.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APP_MOD_NOUN}}&lt;br /&gt;
| Appearance Modifier&lt;br /&gt;
| &lt;br /&gt;
*noun&lt;br /&gt;
*SINGULAR or PLURAL &lt;br /&gt;
| Creates a noun for the appearance, and whether it is singular or plural.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APP_MOD_RATE}}&lt;br /&gt;
| Appearance Modifier&lt;br /&gt;
| &lt;br /&gt;
*Rate (integer)&lt;br /&gt;
*Scale (DAILY, YEARLY)&lt;br /&gt;
*min (growth)&lt;br /&gt;
*max (growth)&lt;br /&gt;
*start year&lt;br /&gt;
*start day&lt;br /&gt;
*end year&lt;br /&gt;
*end day &lt;br /&gt;
| Setting the growth rate of the modifier. The last two tokens can be replaced by NO_END to have growth continue indefinitely.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APPLY_CREATURE_VARIATION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*creature variation ID&lt;br /&gt;
*(optional) any amount of arbitrary arguments&lt;br /&gt;
| Applies the specified [[creature variation token|creature variation]]. See [[Creature_variation_token#Arguments_and_conditional_tokens]] for how the subsequent arguments may be used.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APPLY_CURRENT_CREATURE_VARIATION}}&lt;br /&gt;
| Special&lt;br /&gt;
|  &lt;br /&gt;
| Applies the effects of all pending {{token|CV_ADD_TAG|c}} and {{token|CV_REMOVE_TAG|c}} tokens that have been defined in the current creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AQUATIC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Enables the creature to breathe in water, but causes it to air-drown on dry land. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ARENA_RESTRICTED}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Causes the creature to be excluded from the [[object testing arena]]'s creature spawning list.  Typically applied to spoileriffic creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ARTIFICIAL_HIVEABLE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
| Enables the creature to be kept in artificial [[hive]]s by [[beekeeper]]s.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AT_PEACE_WITH_WILDLIFE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Prevents the creature from attacking or frightening creatures with the {{Token|NATURAL|c}} tag.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*token&lt;br /&gt;
*selection criteria (it's complicated)&lt;br /&gt;
| Defines the attack name, and the body part used. See [[#Attack Tokens|below]] for valid subtokens&lt;br /&gt;
'''Example:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;[ATTACK:GORE:BODYPART:BY_CATEGORY:HORN]&amp;lt;/code&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
''GORE'' = name of the attack&amp;lt;br /&amp;gt;&lt;br /&gt;
''BODYPART:BY_CATEGORY:HORN'' = the horn is used to attack (presuming the creature has one)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_TRIGGER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*population&lt;br /&gt;
*exported wealth&lt;br /&gt;
*created wealth&lt;br /&gt;
| Specifies when a [[megabeast]] or [[semi-megabeast]] will attack the fortress. The attacks will start occurring when all of the requirements are met. Setting a value to 0 disables the trigger.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==B==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BABY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*integer &lt;br /&gt;
| Age at which creature is considered a child, the default is zero. One can think of this as the duration of the baby stage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BABYNAME}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*singular&lt;br /&gt;
*plural &lt;br /&gt;
| Defines a new name for a creature in baby state at the caste level. For non-caste-specific baby names, see {{token|GENERAL_BABY_NAME|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BEACH_FREQUENCY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*integer&lt;br /&gt;
| Creature may be subject to [[beaching]], becoming stranded on [[Beach|shores]], where they will eventually air-drown. The number indicates the frequency of the occurrence. Presumably requires the creature to be {{token|AQUATIC|c}}. Used by [[orca]]s, [[sperm whale]]s and [[sea nettle jellyfish]] in the vanilla game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BENIGN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is non-aggressive by default, and will never automatically be engaged by companions or soldiers, running away from any creatures that are not friendly to it, and will only defend itself if it becomes enraged. Can be thought of as the counterpoint of the {{token|LARGE_PREDATOR|c}} tag. When tamed, animals with this tag will be useless for fortress defense.&lt;br /&gt;
&lt;br /&gt;
This and {{token|TRADE_CAPACITY|c}} are required for {{token|PACK_ANIMAL|c}} to function properly, if an animal contains the aforementioned requirements without this tag: items loaded by the merchants will be dropped upon departure.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BIOME}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
* [[biome token]]&lt;br /&gt;
| Select a [[biome]] the creature may appear in.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BLOOD}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;[[material token]]&amp;gt;&lt;br /&gt;
* &amp;lt;[[Material_definition_token#Material_States|material state]]&amp;gt;&lt;br /&gt;
| Specifies what the creature's blood is made of.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BLOODSUCKER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Causes [[vampire]]-like behaviour; the creature will suck the [[Creature_token#BLOOD|blood]] of unconscious victims when its [[Syndrome#TIME_SINCE_SUCKED_BLOOD|thirst for blood]] grows sufficiently large. When controlling the creature in adventure mode, this can be done at will. Seems to be required to make the creature denouncable (in-world) as a creature of the night.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BODY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*body parts &lt;br /&gt;
| Draws body parts from OBJECT:BODY files (such as body_default.txt)&lt;br /&gt;
'''Example:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY:BODY_WITH_HEAD_FLAG:HEART:GUTS:BRAIN:MOUTH] &amp;lt;br /&amp;gt;&lt;br /&gt;
This is the body from a [[purring maggot]]. It creates a body with head, a heart, some guts, a brain, and a mouth. That's all a maggot needs.&lt;br /&gt;
&lt;br /&gt;
The body parts need to be listed in an order such that any parent part appears before its connected children. For example [BODY:HEART:BODY_WITH_HEAD_FLAG] produces a &amp;quot;Body Token Recognized But Could Not Connect: HEART&amp;quot; error because HEART can't find any UPPERBODY(s) to connect to. Switching the order to [BODY:BODY_WITH_HEAD_FLAG:HEART] fixes the problem because now the UPPERBODY is created before the HEART tries to connect to it.&lt;br /&gt;
&lt;br /&gt;
'''If the body is left undefined, the creature (or caste) will be tagged as [DOES_NOT_EXIST].''' {{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BODY_APPEARANCE_MODIFIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*ATTRIBUTE&lt;br /&gt;
*lowest&lt;br /&gt;
*lower&lt;br /&gt;
*low&lt;br /&gt;
*median&lt;br /&gt;
*high&lt;br /&gt;
*higher&lt;br /&gt;
*highest &lt;br /&gt;
| These body modifiers give individual creatures different characteristics. In the case of HEIGHT, BROADNESS and LENGTH, the modifier is also a percentage change to the BODY_SIZE of the individual creature. The seven numbers afterward give a distribution of ranges. Each interval has an equal chance of occurring.&lt;br /&gt;
'''Example:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110] &amp;lt;br /&amp;gt;&lt;br /&gt;
''HEIGHT'' : marks the height to be changed &amp;lt;br /&amp;gt;&lt;br /&gt;
''90:95:98:100:102:105:110'' : sets the range from the shortest (90% of the average height) to the tallest (110% of the average height) creature variation.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BODY_DETAIL_PLAN}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*PlanName&lt;br /&gt;
*Arguments &lt;br /&gt;
| Loads a plan from listed OBJECT:BODY_DETAIL_PLAN files, such as b_detail_plan_default.txt. Mass applies USE_MATERIAL_TEMPLATE, mass alters RELSIZE, alters body part positions, and will allow tissue layers to be defined. Tissue layers are defined in order of skin to bone here.&lt;br /&gt;
'''Example:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE] &amp;lt;br /&amp;gt;&lt;br /&gt;
This creates the detailed body of a [[fox]], the skin, fat, muscle, bones and cartilage out of the vertebrate tissues.&amp;lt;br /&amp;gt;&lt;br /&gt;
A [[Purring maggot|maggot]] would only need:&amp;lt;br /&amp;gt;&lt;br /&gt;
''[BODY_DETAIL_PLAN:EXOSKELETON_TISSUE_LAYERS:SKIN:FAT:MUSCLE]'' &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BODY_SIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*years&lt;br /&gt;
*days&lt;br /&gt;
*size &lt;br /&gt;
| Sets size at a given age. Size is in cubic centimeters, and for normal body materials, is roughly equal to the creature's average weight in grams.&lt;br /&gt;
'''Example:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_SIZE:0:0:10000]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_SIZE:1:168:50000]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_SIZE:12:0:220000]&amp;lt;br /&amp;gt;&lt;br /&gt;
This describes the size of a [[minotaur]]. Its birth size would be 10,000 cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; (~10 kg). At 1 year and 168 days old it would be 50,000 cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; (~50 kg). And as an adult (at 12 years old) it would be 220,000 cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; and weigh roughly 220 kg.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BODYGLOSS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*gloss &lt;br /&gt;
| Substitutes body part text with replacement text. Draws gloss information from OBJECT:BODY files (such as body_default.txt)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BONECARN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature eats bones. Implies {{token|CARNIVORE|c}}. [[Adventurer mode|Adventurers]] with this token are currently unable to eat bones.{{Bug|11069}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BP_ADD_TYPE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Adds a type to a body part - used with {{token|SET_BP_GROUP|c}}. In vanilla DF, this is used for adding the type '[[Body token#GELDABLE|GELDABLE]]' to the lower body of certain [[cat|creatures]]. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BP_APPEARANCE_MODIFIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*QUALITY&lt;br /&gt;
*lowest&lt;br /&gt;
*lower&lt;br /&gt;
*low&lt;br /&gt;
*median&lt;br /&gt;
*high&lt;br /&gt;
*higher&lt;br /&gt;
*highest &lt;br /&gt;
| Sets up the breadth of possibilities for appearance qualities for a selected BP group. EG. Eyes (CLOSE_SET, DEEP_SET, ROUND_VS_NARROW, LARGE_IRIS),Lips (THICKNESS), Nose (BROADNESS, LENGTH, UPTURNED, CONVEX), Ear (SPLAYED_OUT, HANGING_LOBES, BROADNESS, HEIGHT), Tooth (GAPS), Skull (HIGH_CHEEKBONES, BROAD_CHIN, JUTTING CHIN, SQUARE_CHIN), Neck (DEEP_VOICE, RASPY_VOICE), Head (BROADNESS, HEIGHT)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BP_REMOVE_TYPE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Removes a type from a body part. Used with {{token|SET_BP_GROUP|c}}. &lt;br /&gt;
 &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BUILDINGDESTROYER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*1 or 2 &lt;br /&gt;
| Allows a creature to destroy furniture and buildings. Value [1] targets mostly doors, hatches, furniture and the like. Value [2] targets anything not made with the {{k|b}} + {{k|C}} commands. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==C==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CAN_DO_INTERACTION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*interaction token&lt;br /&gt;
| The creature can perform an interaction. See [[interaction token]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CAN_LEARN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature gains [[skill]]s and can have [[labor|professions]]. If a member of a civilization (even a pet) has this token, it'll need to eat, drink and sleep. Note that this token makes the creature unable to be eaten by an adventurer, so it is not recommended for uncivilized monsters. Adventurers lacking this token can allocate but not increase attributes and skills. Skills allocated will disappear on start.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CAN_SPEAK}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Can [[talking|talk]]. Note that this is not necessary for a creature to gain social skills.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CANNOT_CLIMB}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature cannot [[climber|climb]], even if it has free grasp parts.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CANNOT_JUMP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature cannot [[jump]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CANNOT_UNDEAD}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Acts like {{token|NOT_LIVING|c}}, except that {{token|OPPOSED_TO_LIFE|c}} creatures will attack them.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CANOPENDOORS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to open [[door]]s that are set to be unpassable for pets. In adventure mode, creatures lacking this token will be unable to pass through door tiles except whilst these are occupied by other creatures. Not currently useful in Fortress mode as doors can no longer be set unpassable for pets.{{version|50.03}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CARNIVORE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature ''only'' eats [[meat]]. If the creature goes on rampages in worldgen, it will often devour the people/animals it kills. Does not seem to affect the diet of the adventurer in adventure mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*name &lt;br /&gt;
| Defines a [[caste]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_ALTTILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*tile number or &amp;quot;letter&amp;quot;&lt;br /&gt;
| Caste-specific {{token|ALTTILE|c}}. Requires {{token|CASTE_TILE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_COLOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*fg&lt;br /&gt;
*bg&lt;br /&gt;
*brightness&lt;br /&gt;
| Caste-specific {{token|COLOR|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_GLOWCOLOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*fg&lt;br /&gt;
*bg&lt;br /&gt;
*brightness&lt;br /&gt;
| Caste-specific {{token|GLOWCOLOR|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_GLOWTILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*tile value or &amp;quot;letter&amp;quot;&lt;br /&gt;
| Caste-specific {{token|GLOWTILE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_NAME}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*singular&lt;br /&gt;
*plural&lt;br /&gt;
*adjective &lt;br /&gt;
| While {{token|NAME|c}} describes the name of the species, {{token|CASTE_NAME|c}} names individuals of the species. Unlike other caste-specific descriptions, this token is required, even for creatures without separate castes. If left undefined, the creature will not show up in the [[arena]] and members of the species will be labeled as &amp;quot;nothing&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_PROFESSION_NAME}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Unit type token]] (Profession)&lt;br /&gt;
*singular&lt;br /&gt;
*plural &lt;br /&gt;
| Caste-specific {{token|PROFESSION_NAME|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_SOLDIER_ALTTILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*'character' or tile number&lt;br /&gt;
| Caste-specific {{token|SOLDIER_ALTTILE|c}}. Requires {{token|CASTE_SOLDIER_TILE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_SOLDIER_TILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*'character' or tile number&lt;br /&gt;
| Caste-specific {{token|CREATURE_SOLDIER_TILE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_TILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* tile number or &amp;quot;letter&amp;quot;&lt;br /&gt;
| Caste-specific {{token|CREATURE_TILE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CAVE_ADAPT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Causes [[cave adaptation]].&lt;br /&gt;
Allows for creature's race to be involved in jokes that end in &amp;quot;And the [race] saw the sun and vomited on the spot!&amp;quot; &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CDI}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*Varies&lt;br /&gt;
| Specifies interaction details following a {{token|CAN_DO_INTERACTION|c}} token. See [[interaction token]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CHANGE_BODY_SIZE_PERC}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*integer&lt;br /&gt;
| Multiplies body size by a factor of (integer)%. 50 halves size, 200 doubles.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CHANGE_FREQUENCY_PERC}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*integer&lt;br /&gt;
| Multiplies frequency by a factor of (integer)%.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CHILD}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*integer &lt;br /&gt;
| Age at which creature is considered an adult - one can think of this as the duration of the [[children|child]] stage. Allows the creature's offspring to be rendered fully tame if [[animal trainer|trained]] during their childhood. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CHILDNAME}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*singular&lt;br /&gt;
*plural &lt;br /&gt;
| Defines a new name for a creature in the child state at the caste level. For non-caste-specific child names, see {{token|GENERAL_CHILD_NAME|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CLUSTER_NUMBER}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*min&lt;br /&gt;
*max&lt;br /&gt;
| The minimum/maximum numbers of how many creatures per spawned cluster. Vermin fish with this token in combination with temperate ocean and river biome tokens [http://www.bay12forums.com/smf/index.php?topic=51864.msg1122319#msg1122319 will perform seasonal migrations]. Defaults to 1:1 if not specified.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CLUTCH_SIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*min&lt;br /&gt;
*max&lt;br /&gt;
|Number of [[egg]]s laid in one sitting.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COLONY_EXTERNAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Caste hovers around colony.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COLOR}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*foreground&lt;br /&gt;
*background&lt;br /&gt;
*brightness &lt;br /&gt;
| Color of the creature's tile. See [[Color]] for usage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMMON_DOMESTIC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| When combined with any of {{token|PET|c}}, {{token|PACK_ANIMAL|c}}, {{token|WAGON_PULLER|c}} and/or {{token|MOUNT|c}}, the creature is guaranteed to be domesticated by any [[civilization]] with {{token|COMMON_DOMESTIC_PET|e}}, {{token|COMMON_DOMESTIC_PACK|e}},  {{token|COMMON_DOMESTIC_PULL|e}} and/or {{token|COMMON_DOMESTIC_MOUNT|e}} respectively. Such civilizations will always have access to the creature, even in the absence of wild populations. This token is invalid on {{token|FANCIFUL|c}} creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CONVERTED_SPOUSE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Creatures of this caste's species with the {{token|SPOUSE_CONVERTER|c}} and {{token|NIGHT_CREATURE_HUNTER|c}} tokens will kidnap {{token|SPOUSE_CONVERSION_TARGET|c}}s of an appropriate sex and convert them into castes with CONVERTED_SPOUSE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COOKABLE_LIVE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Set this to allow the creature to be cooked in meals without first being butchered/cleaned. Used by some water-dwelling vermin such as [[mussel]]s, [[nautilus]]es and [[oyster]]s.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CRAZED}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Creature is '[[insanity|berserk]]' and will attack all other creatures, except members of its own species that '''also''' have the CRAZED tag. It will show {{DFtext|Berserk|4:1}} in the [[unit list]]. Berserk creatures go on rampages during [[world generation|worldgen]] much more frequently than non-berserk ones.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COPY_TAGS_FROM}}&lt;br /&gt;
| Special&lt;br /&gt;
| &lt;br /&gt;
*creature ID&lt;br /&gt;
| Copies another specified creature. This will override any definitions made before it; essentially, it makes this creature identical to the other one, which can then be modified. Often used in combination with {{token|APPLY_CREATURE_VARIATION|c}} to import standard variations from a file. The vanilla [[giant animal]]s and [[animal person|animal people]]s are examples of this token combination.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREATURE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*creature ID&lt;br /&gt;
| A unique, arbitrary identifier that begins the definition of each new creature, and is used to reference the creature in other tokens and raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREATURE_CLASS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*classname&lt;br /&gt;
| An arbitrary creature classification. Can be set to anything, but the only vanilla uses are GENERAL_POISON (used in syndromes), EDIBLE_GROUND_BUG (used as targets for {{token|GOBBLE_VERMIN_CLASS|c}}), MAMMAL, and POISONOUS (both used for kobold pet eligibility). A single creature can have multiple classes.&lt;br /&gt;
&lt;br /&gt;
The full list of tokens that use creature classes is: &lt;br /&gt;
&lt;br /&gt;
* Creature tokens: {{token|GOBBLE_VERMIN_CLASS|c}}, {{token|GOBBLE_VERMIN_CLASS|c}}&lt;br /&gt;
* Interaction tokens: {{token|IT_AFFECTED_CLASS|in}}, {{token|IT_IMMUNE_CLASS|in}}&lt;br /&gt;
* Animal definition (Entity) tokens: {{token|ANIMAL_CLASS|e}}, {{token|ANIMAL_FORBIDDEN_CLASS|e}}&lt;br /&gt;
* Position (Entity) token: {{token|ALLOWED_CLASS|po}}&lt;br /&gt;
* Syndrome tokens: {{token|SYN_AFFECTED_CLASS|sy}}, {{token|SYN_IMMUNE_CLASS|sy}}, {{token|CE_SENSE_CREATURE_CLASS|sy}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREATURE_SOLDIER_TILE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*'character' or tile number&lt;br /&gt;
| Creatures active in their civilization's [[military]] will use this tile instead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREATURE_TILE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*'character' or tile number &lt;br /&gt;
| The symbol of the creature in ASCII mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREPUSCULAR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Sets the creature to be active at twilight in adventurer mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CURIOUSBEAST_EATER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to [[Steals food|steal and eat edible items]] from a site. It will attempt to grab a food item and immediately make its way to the map's edge, where it will disappear with it. If the creature goes on rampages during worldgen, it will often steal food instead of attacking. Trained and tame instances of the creature will no longer display this behavior.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CURIOUSBEAST_GUZZLER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to (very quickly) [[Steals drink|drink your alcohol]]. Or spill the barrel to the ground. Also affects undead versions of the creature. Unlike food or item thieves, drink thieves will consume your alcohol on the spot rather than run away with one piece of it. Trained and tame instances of the creature will no longer display this behavior.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CURIOUSBEAST_ITEM}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to [[Steals items|steal things]] (apparently, of the highest value it can find). It will attempt to grab an item of value and immediately make its way to the map's edge, where it will disappear with it. If a creature with any of the CURIOUSBEAST tokens carries anything off the map, even if it is a caravan's pack animal, it will be reported as stealing everything it carries. If the creature goes on rampages in worldgen, it will often steal items instead of attacking - [[kea]] birds are infamous for this. Trained and tame instances of the creature will no longer display this behavior. Also, makes the creature unable to drop hauled items until it enters combat.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CV_ADD_TAG}}&lt;br /&gt;
| Special&lt;br /&gt;
| &lt;br /&gt;
*TAG NAME &lt;br /&gt;
| Adds a tag. Used in conjunction with creature variation templates.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CV_REMOVE_TAG}}&lt;br /&gt;
| Special&lt;br /&gt;
| &lt;br /&gt;
*TAG NAME &lt;br /&gt;
| Removes a tag. Used in conjunction with creature variation templates. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==D==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DEMON}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Found on generated [[demon]]s. Marks the caste to be used in the initial wave after breaking into the [[underworld]], and by the demon civilizations created during world-gen breachings{{verify}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DESCRIPTION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*text &lt;br /&gt;
| A brief description of the creature type, as displayed when viewing the creature's description/[[Thoughts and preferences|thoughts &amp;amp; preferences]] screen.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIE_WHEN_VERMIN_BITE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Causes the creature to die upon attacking. Used by [[honey bee]]s to simulate them dying after using their stingers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIFFICULTY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*integer &lt;br /&gt;
| Increases experience gain during adventure mode. Creatures with a difficulty of 11 or higher are not assigned for quests in adventure mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIURNAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Sets the creature to be active during the day in Adventurer Mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIVE_HUNTS_VERMIN}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| The creature hunts vermin by diving from the air. On tame creatures, it has the same effect as {{token|HUNTS_VERMIN|c}}. Found on [[peregrine falcon]]s.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DOES_NOT_EXIST}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Adding this token to a creature prevents it from appearing in generated worlds (unless it's marked as [[Entity_token#ANIMAL_ALWAYS_PRESENT|always present]] for a particular civilisation). For example, adding it to [[dog]]s will lead to worlds being generated without dogs in them. Also removes the creature from the [[object testing arena]]'s spawn list. If combined with {{token|FANCIFUL|c}}, artistic depictions of the creature will occur regardless. Used by [[centaur]]s, [[chimera]]s and [[griffon]]s in the vanilla game. &lt;br /&gt;
&lt;br /&gt;
Note: a creature tagged as DOES_NOT_EXIST can still be [[Interaction_token#I_EFFECT|summoned]] successfully, as long as it has a body defined in its raws. [http://www.bay12forums.com/smf/index.php?topic=165213.msg8086938#msg8086938]. It's also possible for another creature to [[Syndrome#CE_BODY_TRANSFORMATION|transform]] into it.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==E==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EBO_ITEM}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[item token]]&lt;br /&gt;
*[[material token]] (ANY_HARD_STONE can be used for the material)&lt;br /&gt;
| Defines the item that the creature drops upon being [[butcher|butchered]]. Used with {{token|EXTRA_BUTCHER_OBJECT|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EBO_SHAPE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*gem shape&lt;br /&gt;
| The shape of the creature's extra [[butcher|butchering]] drop. Used with {{token|EXTRA_BUTCHER_OBJECT|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EGG_MATERIAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* &amp;lt;[[material token]]&amp;gt;&lt;br /&gt;
* &amp;lt;[[Material_definition_token#Material_States|material state]]&amp;gt;&lt;br /&gt;
| Defines the material composition of [[egg]]s laid by the creature. [[creature_token#LAYS_EGGS|Egg-laying]] creatures in the default game define this 3 times, using LOCAL_CREATURE_MAT:EGGSHELL, LOCAL_CREATURE_MAT:EGG_WHITE, and then LOCAL_CREATURE_MAT:EGG_YOLK. Eggs will be made out of eggshell. Edibility is determined by tags on whites or yolk, but they otherwise do not exist.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EGG_SIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*size&lt;br /&gt;
| Determines the size of laid [[egg]]s. Doesn't affect hatching or cooking, but bigger eggs will be heavier, and may take longer to be hauled depending on the hauler's strength.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EQUIPMENT_WAGON}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature appear as a large 3×3 [[wagon]] responsible for carrying trade goods, pulled by two {{token|WAGON_PULLER|c}} creatures and driven by a merchant.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EQUIPS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to wear or wield items.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EVIL}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creature is considered evil and will only show up in evil biomes. Civilizations with {{token|USE_EVIL_ANIMALS|e}} can domesticate them regardless of exotic status. Has no effect on cavern creatures except to restrict taming. A civilization with evil creatures can colonise evil areas.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EXTRA_BUTCHER_OBJECT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
* TYPE, CATEGORY, or TOKEN&lt;br /&gt;
| The creature drops an additional object when [[butcher|butchered]], as defined by {{token|EBO_ITEM|c}} and {{token|EBO_SHAPE|c}}. Used for [[gizzard stone]]s in default creatures. For some materials, needs to be defined after caste definitions with SELECT_CASTE:ALL{{Bug|6355}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EXTRACT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* [[material token]]&lt;br /&gt;
| Defines a creature extract which can be obtained via [[small animal dissection]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EXTRAVISION}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature can see regardless of whether it has working eyes and has full 360 degree vision, making it impossible to strike the creature from a blind spot in combat. Invisible creatures will also be seen, namely [[intelligent undead]] using a &amp;quot;vanish&amp;quot; power.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==F==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FANCIFUL}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creature is a thing of legend and known to all civilizations. Its materials cannot be requested or preferred. The tag also adds some art value modifiers. Used by a [[Fanciful|number of creatures]]. Conflicts with {{token|COMMON_DOMESTIC|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FEATURE_ATTACK_GROUP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on [[Animal people#Subterranean animal people|subterranean animal-man]] tribals. Currently defunct. In previous versions{{verify}}, it caused these creatures to crawl out of chasms and underground rivers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FEATURE_BEAST}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on [[forgotten beast]]s. Presumably makes it act as such, initiating underground attacks on fortresses, or leads to the pop-up message upon encountering one{{verify}}. Hides the creature from displaying in a world_sites_and_pops file. Does not create historical figures like generated forgotten beasts do.&lt;br /&gt;
&lt;br /&gt;
Requires specifying a {{token|BIOME|c}} in which the creature will live, and both surface and subterranean biomes are allowed. Does not stack with {{token|LARGE_ROAMING|c}} and if both are used the creature will not spawn. Appears to be incompatible with {{token|DEMON|c}} even if used in separate castes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FEMALE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature biologically female, enabling her to [[Breeding|bear young]]. Usually specified inside a caste.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FIREIMMUNE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature immune to [[Interaction_token#FIREBALL|FIREBALL]] and [[Interaction_token#FIREJET|FIREJET]] attacks, and allows it to path through high temperature zones, like lava or fires. Does not, by itself, make the creature immune to the damaging effects of burning in [[fire]], and does not prevent general heat damage or melting on its own (this would require adjustments to be made to the creature's body [[Material_definition_token|materials]] - see the [[Dragon/raw|dragon raws]] for an example).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FIREIMMUNE_SUPER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Like {{token|FIREIMMUNE|c}}, but also renders the creature immune to [[Interaction_token#DRAGONFIRE|DRAGONFIRE]] attacks. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FISHITEM}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature's corpse is a single [[Item_token#FISH_RAW|FISH_RAW]] food item that needs to be cleaned (into a [[Item_token#FISH|FISH]] item) at a [[fishery]] to become edible. Before being cleaned the item is referred to as &amp;quot;raw&amp;quot;. The food item is categorized under &amp;quot;fish&amp;quot; on the food and stocks screens, and when uncleaned it is sorted under &amp;quot;raw fish&amp;quot; in the stocks (but does not show up on the food screen). &lt;br /&gt;
Without this or {{token|COOKABLE_LIVE|c}}, [[fishing|fished]] vermin will turn into food the same way as non-vermin creatures, resulting in multiple units of food (meat, brain, lungs, eyes, spleen etc.) from a single fished vermin. These units of food are categorized as meat by the game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FIXED_TEMP}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*temperature &lt;br /&gt;
| The creature's body is constantly at this temperature, heating up or cooling the surrounding area. Alters the temperature of the creature's inventory and all adjacent tiles, [[Temperature|with all the effects that this implies]] - may trigger wildfires at high enough values. Also makes the creature immune to extreme heat or cold, as long as the temperature set is not harmful to the materials that the creature is made from. Corpses and body parts of creatures with a fixed temperature maintain their temperature even after death.&lt;br /&gt;
&lt;br /&gt;
Note that temperatures of 12000 and higher may cause [[path|pathfinding]] issues in fortress mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FLEEQUICK}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| If engaged in combat, the creature will flee at the first sign of resistance. Used by [[kobold]]s in the vanilla game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FLIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to fly, independent of it having wings or not. Fortress Mode pathfinding only partially incorporates flying - flying creatures need a land path to exist between them and an area in order to access it, but as long as one such path exists, they do not need to use it, instead being able to fly over intervening obstacles. Winged creatures with this token can lose their ability to fly if their wings are crippled or severed. Winged creatures without this token will be unable to fly. (A 'wing' in this context refers to any body part with its own [[Body_token#FLIER|FLIER]] token).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FREQUENCY}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*number, max 100&lt;br /&gt;
| Determines the chances of a creature appearing within its environment, with higher values resulting in more frequent appearance. Also affects the chance of a creature being brought in a caravan for trading.&lt;br /&gt;
This value is used multiply to determine the rarity of animal populations. A creature with [FREQUENCY:50] will appear in 50% of valid biomes, and be present in 50% of the area within those biomes.&lt;br /&gt;
When a [[Creature token#CLUSTER_NUMBER|cluster]] spawns, the game effectively considers all creatures that can possibly appear and uses the FREQUENCY value as a ''weight'' - for example, if there are three creatures with frequencies 10/25/50, the creature with [FREQUENCY:50] will appear approximately 58.8% of the time. Defaults to 50 if not specified. Not to be confused with {{token|POP_RATIO|c}}.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==G==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GAIT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;gait type&amp;gt;&lt;br /&gt;
* &amp;lt;gait name&amp;gt;&lt;br /&gt;
* &amp;lt;max [[Gait#Speed|speed]]&amp;gt;&lt;br /&gt;
* &amp;lt;build up time&amp;gt;&lt;br /&gt;
* &amp;lt;max turning [[Gait#Speed|speed]]&amp;gt;&lt;br /&gt;
* &amp;lt;start [[Gait#Speed|speed]]&amp;gt;&lt;br /&gt;
* &amp;lt;energy expenditure&amp;gt;&lt;br /&gt;
* &amp;lt;gait flag(s)&amp;gt;&lt;br /&gt;
| Defines a gait by which the creature can move. See [[Gait]] for more information. Specifically, you likely want to use one of the existing STANDARD_X_GAITS creature variations, as described in [[Gait#Gaits_and_Modding|this subsection]].&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;max speed&amp;gt; indicates the maximum [[Gait#Speed|speed]] achievable by a creature using this gait&lt;br /&gt;
* &amp;lt;start speed&amp;gt; indicates the creature's speed when it starts moving using this gait&lt;br /&gt;
* &amp;lt;build up time&amp;gt; indicates how long it will take for a creature using this gait to go from &amp;lt;start speed&amp;gt; to &amp;lt;max speed&amp;gt;. For example, a value of 10 means that it should be able to reach the maximum speed by moving 10 [[tile]]s in a straight line over even terrain.&lt;br /&gt;
* &amp;lt;max turning speed&amp;gt; indicates the maximum speed permissible when the creature suddenly changes its direction of motion. The creature's speed will be reduced to &amp;lt;max turning speed&amp;gt; if travelling at a higher speed than this before turning.&lt;br /&gt;
* &amp;lt;energy expenditure&amp;gt; indicates how energy-consuming the gait is. Higher values cause the creature to tire out faster. Persistent usage of a high-intensity gait will eventually lead to exhaustion and [[Status_icon#Non-flashing|collapse]].&lt;br /&gt;
&lt;br /&gt;
'''NO_BUILD_UP''' can be specified instead of a &amp;lt;start speed&amp;gt; value to make the &amp;lt;max speed&amp;gt; instantly achievable upon initiating movement (this is equivalent to a &amp;lt;build up time&amp;gt; of 0). Note that &amp;lt;build up time&amp;gt; and &amp;lt;max turning speed&amp;gt; are both ignored if specified alongside this (as NO_BUILD_UP trumps &amp;lt;build up time&amp;gt; and preserves &amp;lt;max speed&amp;gt; whilst turning, and &amp;lt;max turning speed&amp;gt; cannot exceed &amp;lt;max speed&amp;gt;) so it is permissible to omit them so long as they are '''both''' omitted together.&lt;br /&gt;
&lt;br /&gt;
It's possible to specify a &amp;lt;start speed&amp;gt; greater than the &amp;lt;max speed&amp;gt;; the moving creature will decelerate towards its &amp;lt;max speed&amp;gt; in this case.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''valid gait types:'''&lt;br /&gt;
*'''WALK'''&amp;lt;br&amp;gt;&lt;br /&gt;
Used for moving normally over ground tiles.&lt;br /&gt;
&lt;br /&gt;
*'''CRAWL'''&amp;lt;br&amp;gt;&lt;br /&gt;
Used for moving over ground tiles whilst [[Status_icon#Non-flashing|prone]].&lt;br /&gt;
&lt;br /&gt;
*'''SWIM'''&amp;lt;br&amp;gt;&lt;br /&gt;
Used for moving through tiles containing [[water]] or [[magma]] at a [[Water#Depth|depth]] of at least 4/7. &lt;br /&gt;
&lt;br /&gt;
*'''FLY'''&amp;lt;br&amp;gt;&lt;br /&gt;
Used for moving through [[open space]].&lt;br /&gt;
&lt;br /&gt;
*'''CLIMB'''&amp;lt;br&amp;gt;&lt;br /&gt;
Used for moving whilst [[Climber|climbing]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''valid gait flags:'''&lt;br /&gt;
* '''AGILITY'''&amp;lt;br&amp;gt;&lt;br /&gt;
Speeds/slows movement depending on the creature's [[Attribute#Agility|Agility]] stat.&lt;br /&gt;
&lt;br /&gt;
* '''STRENGTH'''&amp;lt;br&amp;gt;&lt;br /&gt;
Speeds/slows movement depending on the creature's [[Attribute#Strength|Strength]] stat.&lt;br /&gt;
&lt;br /&gt;
* '''LAYERS_SLOW'''&amp;lt;br&amp;gt;&lt;br /&gt;
Makes [[Tissue_definition_token#THICKENS_ON_ENERGY_STORAGE|THICKENS_ON_ENERGY_STORAGE]] and [[Tissue_definition_token#THICKENS_ON_STRENGTH|THICKENS_ON_STRENGTH]] tissue layers slow movement depending on how thick they are. Adding the STRENGTH gait flag counteracts the impact of the latter layer.&lt;br /&gt;
&lt;br /&gt;
* '''STEALTH_SLOWS:'''&amp;lt;percentage&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Slows movement by the specified percentage when the creature is [[Ambusher|sneaking]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GENERAL_BABY_NAME}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*singular&lt;br /&gt;
*plural &lt;br /&gt;
| Like {{token|BABYNAME|c}}, but applied regardless of caste.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GENERAL_CHILD_NAME}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*singular&lt;br /&gt;
*plural &lt;br /&gt;
| Like {{token|CHILDNAME|c}}, but applied regardless of caste.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GENERAL_MATERIAL_FORCE_MULTIPLIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value A&lt;br /&gt;
*value B&lt;br /&gt;
| Has the same function as {{token|MATERIAL_FORCE_MULTIPLIER|c}}, but applies to all attacks instead of just those involving a specific material. Appears to be overridden by MATERIAL_FORCE_MULTIPLIER ([[werebeast]]s, for example, use both tokens to provide resistance to all materials, with one exception to which they are especially vulnerable).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GENERATED}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Found on procedurally generated creatures like [[forgotten beast]]s, [[titan]]s, [[demon]]s, [[angel]]s, and [[night creature]]s. Cannot be specified in user-defined raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GETS_INFECTIONS_FROM_ROT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature get [[Health_care#Infection|infections]] from necrotic tissue.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GETS_WOUND_INFECTIONS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature's wounds become [[Health_care#Infection|infected]] if left untreated for too long.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GLOWCOLOR}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*foreground&lt;br /&gt;
*background&lt;br /&gt;
*brightness &lt;br /&gt;
| The colour of the creature's {{token|GLOWTILE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GLOWTILE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*ascii character &lt;br /&gt;
| If present, the being glows in the dark (generally used for Adventurer Mode). The tile is what replaces the being's current tile when it is obscured from your sight by darkness. The default setting for kobolds (a yellow quotation mark) provides a nice &amp;quot;glowing eyes&amp;quot; effect. The game is also hardcoded to automatically convert quotation mark GLOWTILES into apostrophes if the creature has lost one eye. This works at the generic creature level - for caste-specific glow tiles, use {{token|CASTE_GLOWTILE|c}} instead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GNAWER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*verb&lt;br /&gt;
| The creature can and will gnaw its way out of [[animal trap]]s and [[cage]]s using the specified verb, depending on the material from which it is made (normally wood).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GOBBLE_VERMIN_CLASS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*class&lt;br /&gt;
| The creature eats vermin of the specified class.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GOBBLE_VERMIN_CREATURE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*creature&lt;br /&gt;
*caste&lt;br /&gt;
| The creature eats a specified [[vermin]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GO_TO_END}}&lt;br /&gt;
| Special&lt;br /&gt;
|  &lt;br /&gt;
| When using tags from an existing creature, inserts new tags at the end of the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GO_TO_START}}&lt;br /&gt;
| Special&lt;br /&gt;
|  &lt;br /&gt;
| When using tags from an existing creature, inserts new tags at the beginning of the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GO_TO_TAG}}&lt;br /&gt;
| Special&lt;br /&gt;
|  &lt;br /&gt;
| When using tags from an existing creature, inserts new tags ''before'' the specified tag.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GOOD}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Creature is considered good and will only show up in good biomes - [[unicorn]]s, for example. Civilizations with {{token|USE_GOOD_ANIMALS|e}} can domesticate them regardless of exotic status. Has no effect on cavern creatures except to restrict taming. A civilization that has good creatures can colonise good areas in world-gen.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GRASSTRAMPLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value &lt;br /&gt;
| The value determines how rapidly [[grass]] is trampled when a creature steps on it - a value of 0 causes the creature to never damage grass, while a value of 100 causes grass to be trampled as rapidly as possible. Defaults to 5.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GRAVITATE_BODY_SIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*target value&lt;br /&gt;
| Used in Creature Variants. This token changes the adult body size to the average of the old adult body size and the target value and scales all intermediate growth stages by the same factor.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GRAZER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*number&lt;br /&gt;
| The creature is a grazer - if tamed in fortress mode, it needs a pasture to survive. The higher the number, the less frequently it needs to eat in order to live. Not used since 0.40.12, replaced by {{token|STANDARD_GRAZER|c}} to fix {{bugl|4113}}.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==H==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HABIT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*type&lt;br /&gt;
*probability&lt;br /&gt;
| Defines certain behaviors for the creature. The habit types are:&lt;br /&gt;
*COLLECT_TROPHIES&lt;br /&gt;
*COOK_PEOPLE&lt;br /&gt;
*COOK_VERMIN&lt;br /&gt;
*GRIND_VERMIN&lt;br /&gt;
*COOK_BLOOD&lt;br /&gt;
*GRIND_BONE_MEAL&lt;br /&gt;
*EAT_BONE_PORRIDGE&lt;br /&gt;
*USE_ANY_MELEE_WEAPON&lt;br /&gt;
*GIANT_NEST&lt;br /&gt;
*COLLECT_WEALTH.&lt;br /&gt;
These require the creature to have a {{token|LAIR|c}} to work properly, and also don't seem to work on creatures who are not a {{token|SEMIMEGABEAST|c}}, {{token|MEGABEAST|c}}, or{{token|NIGHT_CREATURE_HUNTER|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HABIT_NUM}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*number or TEST_ALL&lt;br /&gt;
| &amp;quot;If you set HABIT_NUM to a number, it should give you that exact number of habits according to the weights.&amp;quot;.{{cite forum|60554/1719248}} All lists of HABITs are preceded by [HABIT_NUM:TEST_ALL]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HAS_NERVES}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature has nerves in its muscles. Cutting the muscle tissue can sever motor and sensory nerves.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HASSHELL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature has a shell. Seemingly no longer used - holdover from previous versions.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HIVE_PRODUCT}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*number&lt;br /&gt;
*[[time]]&lt;br /&gt;
*[[item token]]s&lt;br /&gt;
| What product is harvested from [[Beekeeping industry|beekeeping]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HOMEOTHERM}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*number or NONE&lt;br /&gt;
| Default 'NONE'. The creature's normal body [[temperature]]. Creature ceases maintaining temperature on death unlike fixed material temperatures. Provides minor protection from environmental temperature to the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HUNTS_VERMIN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Creature hunts and kills nearby [[vermin]], randomly walking between places with food laying on the ground or in stockpiles, to check for possible [VERMIN_EATER] vermin, but they'll kill any other vermin too. Do not include this creature token on an intelligent entity that you intend to play as in fortress mode because it will prevent them from feeding themselves.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==I==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IMMOBILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| The creature cannot move. Found on [[sponge]]s. Will also stop a creature from breeding in fortress mode (MALE and FEMALE are affected, if one is IMMOBILE no breeding will happen).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IMMOBILE_LAND}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is immobile while on land. Only works on {{token|AQUATIC|c}} creatures which can't breathe on land.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IMMOLATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature radiates [[fire]]. It will ignite, and potentially completely destroy, items the creature is standing on. Also gives the vermin a high chance of escaping from [[animal trap]]s and [[cage]]s made of any flammable materials (specifically ones that could be ignited by magma).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|INTELLIGENT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Alias for {{token|CAN_SPEAK|c}} + {{token|CAN_LEARN|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ITEMCORPSE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
* [[item token]]&lt;br /&gt;
* [[material token]]&lt;br /&gt;
| Determines if the creature leaves behind a non-standard corpse (i.e. wood, statue, bars, stone, pool of liquid, etc.). [[Ethics]] may prevent actually using the item in jobs or reactions.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ITEMCORPSE_QUALITY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* number&lt;br /&gt;
| The [[quality]] of an item-type corpse left behind. Valid values are: 0 for ordinary, 1 for well-crafted, 2 for finely-crafted, 3 for superior, 4 for exceptional, 5 for masterpiece.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==L==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAIR}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*type&lt;br /&gt;
*probability&lt;br /&gt;
| Found on megabeasts, semimegabeasts, and night creatures. The creature will seek out sites of this type and take them as lairs. The lair types are:&lt;br /&gt;
*SIMPLE_BURROW&lt;br /&gt;
*SIMPLE_MOUND&lt;br /&gt;
*WILDERNESS_LOCATION&lt;br /&gt;
*SHRINE&lt;br /&gt;
*LABYRINTH&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAIR_CHARACTERISTIC}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*characteristic&lt;br /&gt;
*probability&lt;br /&gt;
| Defines certain features of the creature's lair. The only valid characteristic is HAS_DOORS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAIR_HUNTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| This creature will actively hunt adventurers in its lair.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAIR_HUNTER_SPEECH}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*speech file&lt;br /&gt;
| What this creature says while hunting adventurers in its lair.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LARGE_PREDATOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Will attack other creatures that are smaller than it. In [[fortress mode]], only one group of &amp;quot;large predators&amp;quot; (possibly two groups on &amp;quot;savage&amp;quot; maps) will appear on any given map. In [[adventurer mode]], large predators will try to ambush and attack you (and your party will attack them back). When tamed, large predators tend to be much more aggressive to enemies than non-large predators, making them a good choice for an animal army. They may go on rampages in worldgen, and adventurers may receive quests to kill them. Also, they can be mentioned in the intro paragraph when starting a fortress e.g. &amp;quot;ere the wolves get hungry.&amp;quot;&lt;br /&gt;
A single biome supports 7 large predator species, picking randomly and rolling a d100 under its {{token|FREQUENCY|c}} to add it until all 7 slots are filled.&lt;br /&gt;
&lt;br /&gt;
Incompatible with {{token|PACK_ANIMAL|c}} on a technicality, if included: hauled items are likely to be dropped upon entering the map (even if {{token|TRADE_CAPACITY|c}} is present) in contrast to when the merchants depart.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LARGE_ROAMING}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| This is the core requisite tag allowing the creature to spawn as a wild animal in the appropriate biomes. Requires specifying a {{token|BIOME|c}} in which the creature will spawn. Does not require specifying a frequency, population number, or cluster number.&lt;br /&gt;
&lt;br /&gt;
This tag stacks with {{token|MEGABEAST|c}}, {{token|SEMIMEGABEAST|c}}, or {{token|NIGHT_CREATURE_HUNTER|c}}; if used with one of these tags, the creature will spawn as both a boss and as a wild animal. This tag does not stack with {{token|FEATURE_BEAST|c}} and if both are used the creature will not spawn. This tag is unaffected by {{token|DEMON|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAYS_EGGS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Creature lays [[egg]]s instead of giving birth to live young.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAYS_UNUSUAL_EGGS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* [[item token]]&lt;br /&gt;
* [[material token]]&lt;br /&gt;
| Creature lays the specified item instead of regular eggs.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIGAMENTS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
*healing rate &lt;br /&gt;
| The creature has ligaments in its {{token|CONNECTIVE_TISSUE_ANCHOR|td}} tissues (bone or chitin by default). Cutting the bone/chitin tissue severs the ligaments, disabling motor function if the target is a limb.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIGHT_GEN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| A vermin featuring this tag will remain visible to an adventurer, even at night, and from a distance. Subterrain vermin which feature this token will flicker in unexposed and unrevealed cavern layers while playing in Fort Mode. &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIKES_FIGHTING}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature will attack enemies rather than flee from them. This tag has the same effect on player-controlled creatures - including modded dwarves. Retired as of v0.40.14 in favor of {{token|LARGE_PREDATOR|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LISP}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Creature uses &amp;quot;sssssnake talk&amp;quot; (multiplies 'S' when talking - &amp;quot;My name isss Recisssiz.&amp;quot;). Used by [[Serpent man|serpent men]] and [[Reptile man|reptile men]] in the vanilla game. C's with the same pronunciation (depending on the word) are not affected by this token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LITTERSIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* minimum&lt;br /&gt;
* maximum&lt;br /&gt;
| Determines the number of offspring per one birth; default 1-3, not used in vanilla raws. See also {{token|MULTIPLE_LITTER_RARE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LOCAL_POPS_CONTROLLABLE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
| Allows you to play as a wild animal of this species in adventurer mode. Prevents trading of (tame) instances of this creature in caravans.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LOCAL_POPS_PRODUCE_HEROES}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Wild animals of this species may occasionally join a civilization. Prevents trading of (tame) instances of this creature in caravans.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LOCKPICKER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Lets a creature open [[door]]s that are set to forbidden in fortress mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LOOSE_CLUSTERS}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creatures will scatter if they have this tag, or form tight packs if they don't. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LOW_LIGHT_VISION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*number&lt;br /&gt;
| Determines how well a creature can see in the dark - higher is better. Dwarves have 10000, which amounts to perfect nightvision.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==M==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAGICAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| According to Toady One, this is completely interchangeable with {{token|AT_PEACE_WITH_WILDLIFE|c}} and might have been used in very early versions of the game by wandering wizards or the ent-type tree creatures that used to be animated by elves. [http://www.bay12forums.com/smf/index.php?topic=169696.msg8316954#msg8316954]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAGMA_VISION}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is able to see while submerged in [[magma]]. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MALE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature biologically male. Usually declared inside a caste.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| {{text anchor|MANNERISM|MANNERISM_*}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*occasionally body part &lt;br /&gt;
| Adds a possible mannerism to the creature's profile.  See [[creature mannerism token]] for further info.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MATERIAL}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*material id&lt;br /&gt;
| Begins defining a new local material. Follow this with standard material definition tokens to define the material.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MATERIAL_FORCE_MULTIPLIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Material token]]&lt;br /&gt;
*value A&lt;br /&gt;
*value B&lt;br /&gt;
| When struck with a weapon made of the specified material, the force exerted will be multiplied by A/B, thus making the creature more or less susceptible to this material. For example, if A is 2 and B is 1, the force exerted by the defined material will be doubled. If A is 1 and B is 2, it will be halved instead. See also  {{token|GENERAL_MATERIAL_FORCE_MULTIPLIER|c}}, which can be used to make this sort of effect applicable to all materials.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MATUTINAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Sets the creature to be active at dawn in adventurer mode. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAXAGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*min&lt;br /&gt;
*max &lt;br /&gt;
| Determines the creature's natural lifespan, using the specified minimum and maximum age values (in years). Each individual creature with this token is generated with a predetermined date (calculated down to the exact [[time|tick]]!) between these values, at which it is destined to die of old age, should it live long enough. Note that the probability of death at any given age does not increase as the creature gets older [http://i.imgur.com/A1A4aA9.png]. &lt;br /&gt;
Creatures which lack this token are naturally immortal. The [[Syndrome#CE_ADD_TAG|NO_AGING]] syndrome tag will prevent death by old age from occurring. Also note that, among civilized creatures, castes which lack this token will refuse to marry others with it, and vice versa.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MEANDERER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature slowly stroll around, unless it's in combat or performing a job. If combined with {{token|CAN_LEARN|c}}, will severely impact their [[pathfinding]] and lead the creature to move extremely slowly when not performing any task. Problematically applies to animal people based on the animal and war trained animals{{bug|9588}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MEGABEAST}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| A 'boss' creature. A small number of the creatures are created during worldgen, their histories and descendants (if any) will be tracked in worldgen (as opposed to simply 'spawning'), and they will occasionally go on rampages, potentially leading to worship if they attack the same place multiple times. Their presence and number will also influence age names. When appearing in fortress mode, they will have a pop-up message announcing their arrival. They will remain hostile to military even after being tamed.{{bug|10731}} See [[megabeast]] page for more details. &lt;br /&gt;
&lt;br /&gt;
Requires specifying a {{token|BIOME|c}} in which the creature will live. Subterranean biomes appear to not be allowed. Does stack with {{token|LARGE_ROAMING|c}} and if both are used the creature will spawn as both historical bosses and as wild animals.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MENT_ATT_CAP_PERC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*[[Attribute|ATTRIBUTE]] Token&lt;br /&gt;
*Cap %&lt;br /&gt;
|Default is 200.  This means you can increase your attribute to 200% of its starting value (or the average value + your starting value if that is higher).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MENT_ATT_RANGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*[[Attribute|ATTRIBUTE]]&lt;br /&gt;
*lowest&lt;br /&gt;
*lower&lt;br /&gt;
*low&lt;br /&gt;
*median&lt;br /&gt;
*high&lt;br /&gt;
*higher&lt;br /&gt;
*highest &lt;br /&gt;
| Sets up a [[Attribute#Soul_attributes|mental attribute]]'s range of values (0-5000). All mental attribute ranges default to 200:800:900:1000:1100:1300:2000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MENT_ATT_RATES}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Attribute|ATTRIBUTE]] Token&lt;br /&gt;
*cost to improve&lt;br /&gt;
*unused counter rate&lt;br /&gt;
*rust counter rate&lt;br /&gt;
*demotion counter rate&lt;br /&gt;
| [[Attribute#Soul_attributes|Mental attribute]] gain/decay rates. Lower numbers in the last three slots make decay occur faster. Defaults are 500:4:5:4.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MILKABLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
* frequency&lt;br /&gt;
| Allows the creature to be [[milk]]ed in the [[farmer's workshop]]. The frequency is the amount of [[time|ticks]] the creature needs to &amp;quot;recharge&amp;quot; (i.e. how much time needs to pass before it can be milked again). Does not work on [[#CAN_LEARN|sentient]] creatures, regardless of [[ethics]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MISCHIEVIOUS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Alias for {{token|MISCHIEVOUS|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MISCHIEVOUS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature spawns [[stealth]]ed and will attempt to path into the fortress, pulling any [[lever]]s it comes across. It will be invisible on the map and [[unit list]] until spotted by a citizen, at which point the game will pause and recenter on the creature. Used by [[gremlin]]s in the vanilla game. &amp;quot;They go on little missions to mess with various fortress buildings, not just levers.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MODVALUE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Seemingly no longer used.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MOUNT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature may be used as a [[mount]]. No use for the player in fortress mode, but enemy sieging forces may arrive with cavalry. Mounts are usable in adventure mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MOUNT_EXOTIC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature may be used as a [[mount]], but civilizations cannot domesticate it in worldgen without certain exceptions.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MULTIPART_FULL_VISION}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to have all-around vision, as long as it has multiple heads that can see.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MULTIPLE_LITTER_RARE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Makes the species usually produce a single offspring per birth, with a 1/500 chance of using the {{token|LITTERSIZE|c}} as usual.  Requires {{token|FEMALE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MUNDANE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Marks if the creature is an actual real-life creature. Only used for age-names at present.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==N==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NAME}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*singular&lt;br /&gt;
*plural&lt;br /&gt;
*adjective &lt;br /&gt;
| The generic name for any creature of this type - will be used for referring to the species in the abstract, such as the default material prefix. For labeling individual creatures, {{token|CASTE_NAME|c}} is necessary. If left undefined, the creature will be labeled as &amp;quot;nothing&amp;quot; by the game.&lt;br /&gt;
&lt;br /&gt;
Some examples of adjective use:&lt;br /&gt;
* &amp;quot;super''dwarven'' strength&amp;quot;&lt;br /&gt;
* &amp;quot;the ''dwarven'' hillocks of X&amp;quot;&lt;br /&gt;
* Deity species as in &amp;quot;''feline'' deity&amp;quot;&lt;br /&gt;
* Megabeast attacks in worldgen. One with multiple dragons being a &amp;quot;''draconic'' rampage&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NATURAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Animal is considered to be natural. NATURAL animals will not engage creatures tagged with {{token|AT_PEACE_WITH_WILDLIFE|c}} in combat unless they are members of a hostile entity and vice-versa.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NATURAL_ANIMAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Alias of {{token|NATURAL|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NATURAL_SKILL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Skill_token|Skill token]]&lt;br /&gt;
*value&lt;br /&gt;
| The creature possesses the specified [[skill]] at this level inherently - that is, it begins with the skill at this level, and the skill may never rust below that. A value of 15 is legendary.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NIGHT_CREATURE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Creatures with this token can appear on [[experiment|experiments]]. &lt;br /&gt;
Prevents {{token|LOCAL_POPS_PRODUCE_HEROES|c}} from functioning. Causes the creature to count as {{token|NOT_LIVING|c}}. Killing a creature featuring this token provides one point of &amp;quot;hero&amp;quot; reputation. Adds the creature's description as part of the initial summary of their historical figure in legends. Prevents creature behavior enabled by {{token|LARGE_PREDATOR|c}}. People will react to creatures with this token as a night creature (natch). In adventure mode, ambushes involving these units will say &amp;quot;Night creature!&amp;quot; instead of &amp;quot;Ambush!&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Prevents the AI from using ANIMATE interactions unless the newly-animated opposed-to-life undead will not attack them. The check for this is specifically whether the unit is: &lt;br /&gt;
*a ghost&lt;br /&gt;
*an animated unit &lt;br /&gt;
*a unit with the {{token|NO_AGING|c}} token added via {{token|CE_ADD_TAG|c}}. (This allows for the default exclusion of elves and goblins, unless raised as intelligent undead.)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;''This token should not be confused with other NIGHT_CREATURE_X tokens.''&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;''This token is not well understood at the present time.''&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NIGHT_CREATURE_BOGEYMAN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Creatures with this token can appear in [[bogeyman|bogeyman ambushes]] in [[adventure mode]], where they adopt classical bogeyman traits such as stalking the adventurer and vaporising when dawn breaks. Such traits do not manifest if the creature is encountered outside of a bogeyman ambush (for instance, as a megabeast or a civilised being). In addition, their corpses and severed body parts turn into [[smoke]] after a short while. Note that setting the &amp;quot;Number of Bogeyman Types&amp;quot; in [[advanced world generation]] to 0 will only remove randomly-generated bogeymen.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NIGHT_CREATURE_EXPERIMENTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on some [[necromancer]]s. Creatures with this tag may periodically &amp;quot;perform horrible experiments&amp;quot; offscreen, during which they can use creature-targeting interactions with an &amp;lt;code&amp;gt;[[Interaction_token#I_SOURCE|[I_SOURCE:EXPERIMENT]]]&amp;lt;/code&amp;gt; tag on living creatures in their area. Worlds are generated with a list of procedurally-generated experiments, allowing necromancers to turn living people and animals into [[Infected_ghoul|ghouls]] and [[Experiment|other experimental creatures]], and these will automatically be available to all experimenters; it does not appear possible to prevent this. You can mod in your own custom experiment interactions, but these are used very infrequently due to the large number of generated experiments.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NIGHT_CREATURE_HUNTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on [[night troll]]s and [[werebeast]]s. Implies that the creature is a [[night creature]], and shows its description in [[legends mode]] entry. The creature is always hostile and will start [[no quarter]] combat with any nearby creatures, except for members of its own race. Note that this tag does not override the creature's normal behavior in [[fortress mode]] except for the aforementioned aggression, and doesn't prevent the creature from fleeing the battles it started. It also removes the creature's materials from stockpile settings list, making them be stored there regardless of settings.&lt;br /&gt;
&lt;br /&gt;
Does stack with {{token|LARGE_ROAMING|c}} and if both are used the creature will spawn as both historical hunters and as wild animals; this requires specifying a {{token|BIOME|c}} in which the creature will live, and subterranean biomes are allowed.&lt;br /&gt;
&lt;br /&gt;
This tag causes the usual behaviour of werebeasts in worldgen, that is, fleeing towns upon being cursed and conducting raids from a lair. If this tag is absent from a deity curse, the accursed will simply be driven out of towns in a similar manner to [[vampire]]s. When paired with SPOUSE_CONVERTER, a very small population of the creature will be created during worldgen (sometimes only a single individual will be created), and their histories will be tracked (that is, they will not spawn spontaneously later, they must either have children or convert other creatures to increase their numbers). The creature will settle in a lair and go on rampages during worldgen. It will actively attempt to seek out potential conversion targets to abduct, convert, and have children with (if possible).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NIGHT_CREATURE_NIGHTMARE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on [[nightmare]]s. Corpses and severed body parts derived from creatures with this token turn into [[smoke]] after a short while.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_AUTUMN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature caste does not appear in [[Calendar|autumn]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_CONNECTIONS_FOR_MOVEMENT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Creature doesn't require connected body parts to move{{verify}}; generally used on undead creatures with connections that have rotted away.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_DIZZINESS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature cannot become [[Symptom#Dizziness|dizzy]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_DRINK}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature does not need to drink. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_EAT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature does not need to [[food|eat]]. Seems to cause worldgen crashes if it is part of an entity with [[entity_token#PERMITTED_JOB|[PERMITTED_JOB:FISHERMAN]]]{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_FEVERS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature cannot suffer [[Symptom#Fever|fevers]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_GENDER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| The creature is biologically sexless, making it unable to [[breeding|breed]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_PHYS_ATT_GAIN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| The creature cannot raise any [[Attribute#Body_attributes|physical attributes]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_PHYS_ATT_RUST}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| The creature cannot lose any [[Attribute#Body_attributes|physical attributes]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_SLEEP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature does not need to sleep, but can still be rendered unconscious by other means.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_SPRING}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature caste does not appear in [[Calendar|spring]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_SUMMER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature caste does not appear in [[Calendar|summer]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_THOUGHT_CENTER_FOR_MOVEMENT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't require an organ with the {{token|THOUGHT|body}} tag to survive or attack; generally used on creatures that don't have brains.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_UNIT_TYPE_COLOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Prevents creature from selecting its color based on its profession (e.g. Miner, Hunter, Wrestler).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_VEGETATION_PERTURB}}&lt;br /&gt;
| Caste{{Verify}}&lt;br /&gt;
|  &lt;br /&gt;
| Likely prevents the creature from leaving broken vegetation tracks.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_WINTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature caste does not appear in [[Calendar|winter]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOBONES}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature has no bones.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOBREATHE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't need to breathe or have {{token|BREATHE|body}} parts in body, nor can it drown or be strangled. Creatures living in magma must have this tag, otherwise they will drown.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOCTURNAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Sets the creature to be active at night in adventure mode. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOEMOTION}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature has no emotions. It is immune to the effects of [[stress]] and unable to rage, and its [[need]]s cannot be fulfilled in any way. Used on [[undead]] in the vanilla game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOEXERT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature can't become tired or over-exerted from taking too many combat actions, or moving at full speed for extended periods of time. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOFEAR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't feel fear and will never flee from battle, and will be immune to [[ghost]]s' attempts to 'scare it to death'. Additionally, it causes [[bogeyman|bogeymen]] and [[nightmare]]s to become friendly towards the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOMEAT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature will not be hunted or fed to wild beasts.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NONAUSEA}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature isn't nauseated by gut hits and cannot vomit.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOPAIN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't feel pain. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOSKIN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature will not drop a hide when [[butcher|butchered]]. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOSKULL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature will not drop a skull on butchering, rot, or decay of severed head.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOSMELLYROT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Does not produce [[miasma]] when rotting.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOSTUCKINS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Weapons can't get stuck in the creature. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOSTUN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature can't be stunned and knocked unconscious by pain or head injuries. Creatures with this tag never wake up from sleep in Fortress Mode. If this creature needs to sleep while playing, it &amp;lt;b&amp;gt;will&amp;lt;/b&amp;gt; die.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOT_BUTCHERABLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Corpses from this creature cannot be [[butcher|butchered]]. Does not prevent the creature from being slaughtered while alive, however.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOT_LIVING}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Cannot be raised from the dead by necromancers or evil clouds. Implies the creature is not a normal living being. Used by [[vampire]]s, [[Mummy|mummies]] and inorganic creatures like the [[amethyst man]] and [[bronze colossus]]. Creatures who are {{token|OPPOSED_TO_LIFE|c}} (undead) will be docile towards creatures with this token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOTHOUGHT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't require a {{token|THOUGHT|body}} body part to survive. Has the added effect of preventing speech, though directly controlling creatures that would otherwise be capable of speaking allows them to engage in conversation.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==O==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ODOR_LEVEL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*number&lt;br /&gt;
| How easy the creature is to [[smell]]. The higher the number, the easier the creature is to sniff out. Defaults to 50. Vanilla creatures have values from 0 (undetectable) to 90 (noticeable by humans and dwarves).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ODOR_STRING}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*string&lt;br /&gt;
| What the creature [[smell]]s like. If no odor string is defined, the creature name (not the caste name) is used.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|OPPOSED_TO_LIFE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Is hostile to all creatures except undead and other non-living ones and will show {{DFtext|Opposed to life|0:1}} in the [[unit list]]. Used by [[undead]] in the vanilla game. Functions without the {{token|NOT_LIVING|c}} token, and seems to imply said token as well. Undead will not be hostile to otherwise-living creatures given this token. Living creatures given this token will attack living creatures that lack it, while ignoring other living creatures that also have this token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ORIENTATION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*MALE/FEMALE&lt;br /&gt;
*disinterested chance&lt;br /&gt;
*casual chance&lt;br /&gt;
*strong chance&lt;br /&gt;
| Determines caste's likelihood of having sexual attraction to certain sexes. Values default to 75:20:5 for the same sex and 5:20:75 for the opposite sex. The first value indicates how likely to be entirely uninterested in the sex, the second decides if the creature will be able to become lovers with that sex, the third decides whether they will be able to marry in worldgen and post-worldgen world activities (which implies being able to become lovers). Marriage seems to be able to happen in fort mode play regardless, as long as they are lovers first.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|OUTSIDER_CONTROLLABLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Lets you play as an [[Adventurer_mode_character_creation#Outsider|outsider]] of this species in adventure mode.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==P==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PACK_ANIMAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to be used as a pack animal. Used by [[trading|merchants]] without wagons and adventurers. Also prevents creature from dropping hauled items on its own -- do ''not'' use for player-controllable creatures! May lead to the creature being domesticated during worldgen, even if it doesn't have {{token|COMMON_DOMESTIC|c}}.&lt;br /&gt;
&lt;br /&gt;
Creatures with this tag but without {{token|BENIGN|c}}, and/or with {{token|LARGE_PREDATOR|c}} leads to hauled items being dropped.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PARALYZEIMMUNE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is immune to all [[Syndrome#CE_PARALYSIS|paralyzing]] special attacks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PATTERNFLIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Used to control the bat riders with paralyze-dart blowguns that flew through the 2D chasm. Doesn't do anything now.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PCG_LAYERING}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*[[Procedural graphics layer|Layering type]]&lt;br /&gt;
| Adds a layer to the current {{token|PROCEDURAL_CREATURE_GRAPHICS|c}} definition. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PEARL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| In earlier versions, creature would generate [[pearl]]s. Does nothing in the current version.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PENETRATEPOWER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value &lt;br /&gt;
| Controls the ability of [[vermin]] to find a way into containers when they are eating food from your stockpiles.&lt;br /&gt;
&lt;br /&gt;
Objects made of most materials (e.g. metal) roll a number from 0-100, and if the resulting number is greater than the penetrate power, their contents escape for the time being. Objects made of [[wood]], [[leather]], [[amber]], or [[coral]] roll 0-95, and items made of [[cloth]] roll 0-90.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PERSONALITY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*ATTRIBUTE&lt;br /&gt;
*lowest&lt;br /&gt;
*median&lt;br /&gt;
*highest &lt;br /&gt;
| Determines the range and chance of personality traits. Standard is 0:50:100. See [[Personality trait]] for more info.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PET}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to be [[Animal_trainer|tamed]] in Fortress mode. Prerequisite for all other working animal roles. Civilizations that encounter it in worldgen will tame and domesticate it for their own use. Adding this to civilization members will classify them as pets instead of citizens, with all the [[Fun|problems]] that entails. However, you can solve these problems using the popular plugin [https://dffd.bay12games.com/file.php?id=13095| Dwarf Therapist], which is completely unaffected by the tag.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PET_EXOTIC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to be [[Animal_trainer|tamed]] in Fortress mode. Prequisite for all other working animal roles. Civilizations cannot domesticate it in worldgen, with certain exceptions. More difficult to tame?{{verify}} Adding this to civilization members will classify them as pets instead of citizens, with all the [[Fun|problems]] that entails. ([[Gremlin|Example]]).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PETVALUE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value &lt;br /&gt;
| How valuable a tamed animal is. Actual cost in points in the embarking screen is 1+(PETVALUE/2) for an untrained animal, 1+PETVALUE for a war/hunting one. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PETVALUE_DIVISOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
| Divides the creature's {{token|PETVALUE|c}} by the specified number. Used by [[honey bee]]s to prevent a single hive from being worth a fortune.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PHYS_ATT_CAP_PERC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*[[Attribute|ATTRIBUTE]] Token&lt;br /&gt;
*Cap %&lt;br /&gt;
|Default is 200. This means you can increase your attribute to 200% of its starting value (or the average value + your starting value if that is higher).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PHYS_ATT_RANGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Attribute|ATTRIBUTE]]&lt;br /&gt;
*lowest&lt;br /&gt;
*lower&lt;br /&gt;
*low&lt;br /&gt;
*median&lt;br /&gt;
*high&lt;br /&gt;
*higher&lt;br /&gt;
*highest &lt;br /&gt;
| Sets up a [[Attribute#Body_attributes|physical attribute]]'s range of values (0-5000). All physical attribute ranges default to 200:700:900:1000:1100:1300:2000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PHYS_ATT_RATES}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Attribute|ATTRIBUTE]] Token&lt;br /&gt;
*cost to improve&lt;br /&gt;
*unused counter rate&lt;br /&gt;
*rust counter rate&lt;br /&gt;
*demotion counter rate&lt;br /&gt;
| [[Attribute#Body_attributes|Physical attribute]] gain/decay rates. Lower numbers in the last three slots make decay occur faster. Defaults for STRENGTH, AGILITY, TOUGHNESS, and ENDURANCE are 500:3:4:3, while RECUPERATION and DISEASE_RESISTANCE default to 500:NONE:NONE:NONE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PLUS_BP_GROUP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*BY_TYPE, BY_CATEGORY, or BY_TOKEN&lt;br /&gt;
*body type, category, or token&lt;br /&gt;
| Adds a body part group to selected body part group. Presumably used immediately after {{token|SET_BP_GROUP|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PLUS_MATERIAL}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*material&lt;br /&gt;
| Adds a material to selected materials. Used immediately after {{token|SELECT_MATERIAL|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|POP_RATIO}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
*number (max 100000)&lt;br /&gt;
| Weighted population of caste; Lower is rarer. Not to be confused with {{token|FREQUENCY|c}}. A weight of 0 will not prevent a caste from spawning.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|POPULATION_NUMBER}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*min&lt;br /&gt;
*max &lt;br /&gt;
| The minimum/maximum numbers of how many of these creatures are present in each world map tile of the appropriate region. Defaults to 1:1 if not specified.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|POWER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Allows the being to represent itself as a deity, allowing it to become the leader of a civilized group. Used by unique demons in the vanilla game. Requires {{token|CAN_SPEAK|c}} to actually do anything more than settle at a location (e.g. write books, lead armies, profane temples). Doesn't appear to do anything for creatures that are already civilized. Once the creature ascends to a position of leadership, it will proceed to act as a standard ruler for their entity and fulfill the same functions (hold tournaments, tame creatures, etc.).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PREFSTRING}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*string&lt;br /&gt;
| Sets what other creatures [[Preferences|prefer]] about this creature. &amp;quot;Urist likes dwarves for their beards.&amp;quot; Multiple entries will be chosen from at random. Creatures lacking a PREFSTRING token will never appear under another's preferences.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PROCEDURAL_CREATURE_GRAPHICS}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
* [[Graphics_token#Basic_creature_sprite_types|Sprite type]] or Caste then sprite type&lt;br /&gt;
| Makes the creature have procedural graphics built for it, like forgotten beasts/demons/titans/experiments. Must be associated with PCG_LAYERING tokens.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PROFESSION_NAME}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*[[Unit type token]] (Profession)&lt;br /&gt;
*singular&lt;br /&gt;
*plural &lt;br /&gt;
| The generic name for members of this profession, at the creature level. In order to give members of specific castes different names for professions, use {{token|CASTE_PROFESSION_NAME|c}} instead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PRONE_TO_RAGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*Chance&lt;br /&gt;
| Creature has a percentage chance to flip out at visible non-friendly creatures. Enraged creatures attack anything regardless of timidity and get a strength bonus to their hits. This is what makes [[badger]]s so hardcore.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PUS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;[[material token]]&amp;gt;&lt;br /&gt;
* &amp;lt;[[Material_definition_token#Material_States|material state]]&amp;gt;&lt;br /&gt;
| The creature has pus. Specifies the stuff secreted by [[Health_care#Infection|infected wounds]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==R==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|RELSIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*body category, type, or token&lt;br /&gt;
*Relsize &lt;br /&gt;
| Specifies a new relative size for a part than what is stated in the body plan. For example, dwarves have larger livers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMAINS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*singular&lt;br /&gt;
*plural&lt;br /&gt;
| What the creature's [[remains]] are called.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMAINS_COLOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| What color the creature's [[remains]] are.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMAINS_ON_VERMIN_BITE_DEATH}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Goes with {{token|VERMIN_BITE|c}} and {{token|DIE_WHEN_VERMIN_BITE|c}}, the vermin creature will leave remains on death when biting. Leaving this tag out will cause the creature to disappear entirely after it bites.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMAINS_UNDETERMINED}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Nothing.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMOVE_MATERIAL}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*material token &lt;br /&gt;
| Removes a material from the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMOVE_TISSUE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*tissue token&lt;br /&gt;
| Removes a tissue from the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|RETRACT_INTO_BP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*BY_TYPE, BY_CATEGORY or BY_TOKEN&lt;br /&gt;
*body type, [[Body_token#CATEGORY|category]], or [[Body_token#BP|token]]&lt;br /&gt;
*Second person (&amp;quot;You&amp;quot;) retract verb text&lt;br /&gt;
*Third person (&amp;quot;The giant snail&amp;quot;) retract verb text&lt;br /&gt;
*Second person cancel retract text&lt;br /&gt;
*Third person cancel retract text&lt;br /&gt;
| The creature will retract into the specified body part(s) when threatened. It will be unable to move or attack, but enemies will only be able to attack the specified body part(s). When one of the specified body part is severed off, the creature automatically unretracts and cannot retract anymore. More than one body part can be selected by using BY_TYPE or BY_CATEGORY.&lt;br /&gt;
&lt;br /&gt;
Second-person descriptions are used for adventurer mode natural ability. &amp;quot;&amp;lt;pro_pos&amp;gt;&amp;quot; can be used in the descriptions, being replaced with the proper pronoun (or lack thereof) in-game.&lt;br /&gt;
&lt;br /&gt;
Undead curled up creatures are buggy, specifically those that retract into their upper bodies: [[echidna]]s, [[hedgehog]]s and [[pangolin]]s.{{bug|11463}}{{bug|10519}} The upper body is prevented from collapsing by a separate body part (the middle spine), which cannot be attacked when the creature is retracted. See {{token|PREVENTS_PARENT_COLLAPSE|bo}}. Living creatures eventually succumb to blood loss, but undead creatures do not. Giant creatures also take a very long time to bleed out.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|RETURNS_VERMIN_KILLS_TO_OWNER}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Cat behavior. If it kills a vermin creature and has an owner, it carries the remains in its mouth and drops them at their feet. Requires {{token|HUNTS_VERMIN|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ROOT_AROUND}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*BY_TYPE, BY_CATEGORY or BY_TOKEN&lt;br /&gt;
*body type, [[Body_token#CATEGORY|category]], or [[Body_token#BP|token]]&lt;br /&gt;
*Second person (&amp;quot;You&amp;quot;) verb text&lt;br /&gt;
*Third person (&amp;quot;The hen&amp;quot;) verb text&lt;br /&gt;
| Creature will occasionally root around in the grass, looking for insects.  Used for flavor in Adventurer Mode, spawns vermin edible for this creature in Fortress Mode. Creatures missing the specified body part will be unable to perform this action. The action produces a message (visible in adventure mode) in the form:&lt;br /&gt;
&lt;br /&gt;
[creature] [verb text] the [description of creature's location]&lt;br /&gt;
&lt;br /&gt;
In adventure mode, the &amp;quot;rooting around&amp;quot; ability will be included in the &amp;quot;natural abilities&amp;quot; menu, represented by its second person verb text.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==S==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SAVAGE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creature will only show up in &amp;quot;savage&amp;quot; biomes. Has no effect on cavern creatures. Cannot be combined with {{token|GOOD|c}} or {{token|EVIL|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SECRETION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*&amp;lt;[[material token]]&amp;gt;&lt;br /&gt;
*&amp;lt;[[Material_definition_token#Material_States|material state]]&amp;gt;&lt;br /&gt;
*BY_TOKEN / BY_CATEGORY / BY_TYPE&lt;br /&gt;
*&amp;lt;[[Body_token#BP|body part ID]]&amp;gt; / &amp;lt;[[Body_token#CATEGORY|category]]&amp;gt; or ALL / &amp;lt;type (e.g. [[Body_token#GRASP|GRASP]])&amp;gt;&lt;br /&gt;
*&amp;lt;[[Body_detail_plan_token#BP_LAYERS|tissue layer]]&amp;gt; or ALL&lt;br /&gt;
*&amp;lt;trigger&amp;gt;&lt;br /&gt;
| Causes the specified tissue layer(s) of the indicated body part(s) to secrete the designated material. A size 100 ('covering') [[contaminant]] is created over the affected body part(s) in its specified material state (and at the temperature appropriate to this state) when the trigger condition is met, as long as one of the secretory tissue layers is still intact. Valid triggers are:&lt;br /&gt;
*'''CONTINUOUS'''&lt;br /&gt;
Secretion occurs once every 40 [[time|ticks]] in [[fortress mode]], and every tick in [[adventurer mode]].&lt;br /&gt;
*'''EXERTION'''&lt;br /&gt;
Secretion occurs continuously (at the rate described above) whilst the creature is at minimum &amp;lt;span style=&amp;quot;font-size:75%&amp;quot;&amp;gt;{{Tile|Tired|6:1}}&amp;lt;/span&amp;gt; following physical exertion. Note that this cannot occur if the creature has {{token|NOEXERT|c}}.&lt;br /&gt;
*'''EXTREME_EMOTION'''&lt;br /&gt;
Secretion occurs continuously (as above) whilst the creature is distressed. Cannot occur in creatures with {{token|NOEMOTION|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SELECT_ADDITIONAL_CASTE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*&amp;lt;caste&amp;gt;&lt;br /&gt;
| Adds an additional previously defined caste to the selection. Used after {{token|SELECT_CASTE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SELECT_CASTE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*&amp;lt;caste&amp;gt; or ALL &lt;br /&gt;
| Selects a previously defined caste&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SELECT_MATERIAL}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*&amp;lt;[[material token]]&amp;gt;&lt;br /&gt;
| Selects a locally defined material. Can be ALL.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SELECT_TISSUE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*tissue token&lt;br /&gt;
| Selects a tissue for editing.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SEMIMEGABEAST}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Essentially the same as {{token|MEGABEAST|c}}, but more of them are created during worldgen. See the [[semi-megabeast]] page for details.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SENSE_CREATURE_CLASS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;[[Creature_token#CREATURE_CLASS|creature class]]&amp;gt;&lt;br /&gt;
* [[Tilesets|&amp;lt;tile value or character&amp;gt;]]&lt;br /&gt;
* [[Color#Color_values|&amp;lt;foreground color&amp;gt;:&amp;lt;background color&amp;gt;:&amp;lt;foreground brightness&amp;gt;]]&lt;br /&gt;
| Gives the creature the ability to sense creatures belonging to the specified [[Creature_token#CREATURE_CLASS|creature class]] even when they lie far beyond line of sight, including through walls and floors. It also appears to reduce or negate the combat penalty of [[Wound#Blindness|blind]] units when fighting creatures they can sense. In [[adventure mode]], the specified tile will be used to represent sensed creatures when they cannot be seen directly.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SET_BP_GROUP}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*selection criteria BY_TYPE, BY_CATEGORY, BY_TOKEN&lt;br /&gt;
*category, type, or token &lt;br /&gt;
| Begins a selection of body parts.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_LEARN_RATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*&amp;lt;[[skill_token]]&amp;gt;&lt;br /&gt;
*&amp;lt;percentage&amp;gt;&lt;br /&gt;
| The rate at which this creature learns this skill. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_LEARN_RATES}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*&amp;lt;percentage&amp;gt;&lt;br /&gt;
| The rate at which this creature learns all skills. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_RATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[skill_token]]&lt;br /&gt;
*&amp;lt;% of improvement points gained&amp;gt;&lt;br /&gt;
*&amp;lt;unused counter rate&amp;gt;&lt;br /&gt;
*&amp;lt;rust counter rate&amp;gt;&lt;br /&gt;
*&amp;lt;demotion counter rate&amp;gt;&lt;br /&gt;
| Like {{token|SKILL_RATES|c}}, but applies to individual skills instead. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_RATES}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
*&amp;lt;% of improvement points gained&amp;gt;&lt;br /&gt;
*&amp;lt;unused counter rate&amp;gt;&lt;br /&gt;
*&amp;lt;rust counter rate&amp;gt;&lt;br /&gt;
*&amp;lt;demotion counter rate&amp;gt;&lt;br /&gt;
| Affects skill gain and decay. Lower numbers in the last three slots make decay occur faster ([SKILL_RATES:100:1:1:1] would cause rapid decay). The counter rates may also be replaced with NONE.&lt;br /&gt;
Default is [SKILL_RATES:100:8:16:16]. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_RUST_RATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[skill_token]]&lt;br /&gt;
*value&lt;br /&gt;
*value&lt;br /&gt;
*value&lt;br /&gt;
| The rate at which this skill decays. Lower values cause the skill to decay faster. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_RUST_RATES}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
*value&lt;br /&gt;
*value&lt;br /&gt;
| The rate at which all skills decay. Lower values cause the skills to decay faster. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SLAIN_CASTE_SPEECH}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Speech file|text set]]&lt;br /&gt;
| Caste-specific {{token|SLAIN_SPEECH|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SLAIN_SPEECH}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*[[Speech file|text set]]&lt;br /&gt;
| Boasting speeches relating to killing this creature. Examples include [[text_dwarf.txt/raw|text_dwarf.txt]] (&amp;lt;code&amp;gt;[SLAIN_SPEECH:SLAIN_DWARF]&amp;lt;/code&amp;gt;) and text_elf.txt (&amp;lt;code&amp;gt;[SLAIN_SPEECH:SLAIN_ELF]&amp;lt;/code&amp;gt;) in data\vanilla\vanilla_creatures\objects.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SLOW_LEARNER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Shorthand for {{token|CAN_LEARN|c}} + &amp;lt;code&amp;gt;[[Creature_token#SKILL_LEARN_RATES|[SKILL_LEARN_RATES:50]]]&amp;lt;/code&amp;gt;.{{verify}} Used by a number of 'primitive' creatures (like [[ogre]]s, [[giant]]s and [[troglodyte]]s) in the vanilla game. Applicable to player races. Prevents a player from recruiting nobility, even basic ones. Subterranean creatures with this token combined with {{token|EVIL|c}} will become servants of goblins in their civilizations, in the style of [[troll]]s.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SMALL_REMAINS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature leaves &amp;quot;[[item token#REMAINS|remains]]&amp;quot; instead of a corpse. Used by [[vermin]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SMELL_TRIGGER}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
| Determines how keen a creature's sense of smell is - lower is better. At 10000, a creature cannot smell at all.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SOLDIER_ALTTILE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*'character' or tile number&lt;br /&gt;
| If this creature is active in its civilization's military, it will blink between its default tile and this one.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SOUND}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* Sound application (currently accepts ALERT or PEACEFUL_INTERMITTENT)&lt;br /&gt;
* Sound range (in tiles)&lt;br /&gt;
* Sound delay (lower values = sound is produced more often)&lt;br /&gt;
* VOCALIZATION or NONE (determines whether the sound requires breathing or not)&lt;br /&gt;
* First-person description&lt;br /&gt;
* Third-person description&lt;br /&gt;
* Description when out of sight&lt;br /&gt;
| Creature makes sounds periodically, which can be heard in Adventure mode.&lt;br /&gt;
* First-person reads &amp;quot;You '''bark'''&amp;quot;&lt;br /&gt;
* Third-person reads &amp;quot;The [[capybara]] '''barks'''&amp;quot;&lt;br /&gt;
* Out of sight reads &amp;quot;You hear '''a loud bark'''&amp;quot;&lt;br /&gt;
with the text in bold being the description arguments of the token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SOURCE_HFID}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*Integer&lt;br /&gt;
| Found on generated [[angel]]s. This is the historical figure ID of the deity with which the angel is associated. Since HFIDs are not predictable before worldgen, this isn't terribly usable in mods.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPECIFIC_FOOD}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* PLANT or CREATURE&lt;br /&gt;
* Plant/creature ID&lt;br /&gt;
| Creature will only appear in biomes with this plant or creature available. Grazers given a specific type of grass (such as [[panda]]s and [[bamboo]]) will only eat that grass and nothing else, risking starvation if there's none available. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPHERE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
* [[Sphere#Available_spheres|sphere]]&lt;br /&gt;
| Sets what religious spheres the creature is aligned to, for purposes of being worshipped via the {{token|POWER|c}} token. Also affects the creature's name.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPOUSE_CONVERSION_TARGET}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| This creature can be converted by a night creature with {{token|SPOUSE_CONVERTER|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPOUSE_CONVERTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| If the creature has the {{token|NIGHT_CREATURE_HUNTER|c}} tag, it will kidnap {{token|SPOUSE_CONVERSION_TARGET|c}}s and transform them into the caste of its species with the {{token|CONVERTED_SPOUSE|c}} tag during worldgen. It may also start families this way.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPREAD_EVIL_SPHERES_IF_RULER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| If the creature rules over a [[site]], it will cause the local landscape to be corrupted into [[Surroundings#Evil|evil surroundings]] associated with the creature's [[Creature_token#SPHERE|sphere]]s. The creature must have at least one of the following [[sphere]]s for this to take effect: BLIGHT, DEATH, DISEASE, DEFORMITY, NIGHTMARES. The first three kill vegetation, while the others sometimes do.  The last two get [[Plant_token#EVIL|evil plants]] and [[Creature_token#EVIL|evil animals]] sometimes. NIGHTMARES gets [[bogeyman|bogeymen]]. [http://www.bay12forums.com/smf/index.php?topic=169696.msg8162224#msg8162224] Used by [[demon]]s in the vanilla game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|STANCE_CLIMBER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Caste does not require &amp;lt;code&amp;gt;[[Body_token#GRASP|[GRASP]]]&amp;lt;/code&amp;gt; body parts to climb -- it can climb with &amp;lt;code&amp;gt;[[Body_token#STANCE|[STANCE]]]&amp;lt;/code&amp;gt; parts instead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|STANDARD_GRAZER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Acts as {{token|GRAZER|c}} but set to 20000*G*(max size)^(-3/4), where G defaults to 100 but can be set in d_init, and the whole thing is trapped between 150 and 3 million. Used for all grazers in the default creature raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|STRANGE_MOODS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| The creature will get [[strange mood]]s in fortress mode and can produce artifacts.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SUPERNATURAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Gives the creature knowledge of any secrets with &amp;lt;code&amp;gt;[[Interaction_token#IS_SECRET|[SUPERNATURAL_LEARNING_POSSIBLE]]]&amp;lt;/code&amp;gt; that match its [[Creature_token#SPHERE|spheres]] and also prevents it from becoming a [[vampire]] or [[werebeast]]. Other effects are unknown.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SWIMS_INNATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature naturally knows how to swim perfectly and does not use the [[swimmer]] skill, as opposed to {{token|SWIMS_LEARNED|c}} below. However, Fortress mode AI never paths into water anyway, so it's less useful there. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SWIMS_LEARNED}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature swims only as well as their present [[Swimmer|swimming skill]] allows them to.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SYNDROME_DILUTION_FACTOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &amp;lt;[[Syndrome#SYN_IDENTIFIER|syndrome identifier]]&amp;gt;:&amp;lt;percentage&amp;gt;&lt;br /&gt;
| Dilutes the effects of syndromes which have the specified identifier. A percentage of 100 is equal to the regular syndrome effect severity, higher percentages reduce severity.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==T==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TENDONS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
*healing rate &lt;br /&gt;
| The creature has tendons in its {{token|CONNECTIVE_TISSUE_ANCHOR|td}} tissues (bone or chitin by default). Cutting the bone/chitin tissue severs the tendons, disabling motor function if the target is a limb.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|THICKWEB}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature's [[web]]s can catch larger creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*name &lt;br /&gt;
| Begins defining a tissue in the creature file. Follow this with standard tissue definition tokens to define the tissue properties.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_LAYER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*BY_TYPE, BY_CATEGORY, BY_TOKEN&lt;br /&gt;
*TYPE,CATEGORY, or TOKEN&lt;br /&gt;
*TISSUE&lt;br /&gt;
*LOCATION &lt;br /&gt;
| Adds the tissue layer to wherever it is required.&lt;br /&gt;
Non-argument Locations can be FRONT, RIGHT, LEFT, TOP, BOTTOM. Argument locations are AROUND and CLEANS, requiring a further body part and a % of coverage/cleansing&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_LAYER_OVER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*BY_TYPE, BY_CATEGORY, BY_TOKEN&lt;br /&gt;
*TYPE,CATEGORY, or TOKEN&lt;br /&gt;
*TISSUE&lt;br /&gt;
*LOCATION &lt;br /&gt;
| Alias for TISSUE_LAYER&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_LAYER_UNDER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*BY_TYPE, BY_CATEGORY, BY_TOKEN&lt;br /&gt;
*TYPE,CATEGORY, or TOKEN&lt;br /&gt;
*TISSUE&lt;br /&gt;
| Adds the tissue layer under a given part.&lt;br /&gt;
For example, an [[iron man]] has a gaseous poison within, and this tissue (GAS is its name) has the token [TISSUE_LEAKS] and its state is GAS, so when you puncture the iron outside and damage this tissue it leaks gas (can have a syndrome by using a previous one in the creature sample.) [TISSUE_LAYER_UNDER:BY_CATEGORY:ALL:{tissue}] {tissue} is what will be under the TISSUE_LAYER; here is an example Tissue from the Iron Man:&amp;lt;br&amp;gt; &lt;br /&gt;
[TISSUE:GAS] [TISSUE_NAME:gas:NP] [TISSUE_MATERIAL:LOCAL_CREATURE_MAT:GAS] [TISSUE_MAT_STATE:GAS] [RELATIVE_THICKNESS:50] [TISSUE_LEAKS] [TISSUE_SHAPE:LAYER] &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TITAN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on [[titan]]s. Cannot be specified in user-defined raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRADE_CAPACITY}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
*number&lt;br /&gt;
| How much the creature can carry when used by merchants. 1000 by default. Completely ignored if the animal does not also have PACK_ANIMAL or WAGON, instead using BODY_SIZE^(2/3)/20, even if they're a pack animal due to ANIMAL_ALWAYS_PACK_ANIMAL.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAINABLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Shortcut for {{token|TRAINABLE_HUNTING|c}} + {{token|TRAINABLE_WAR|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAINABLE_HUNTING}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Can be [[Animal trainer|trained]] as a hunting beast, increasing speed.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAINABLE_WAR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Can be [[Animal trainer|trained]] as a war beast, increasing strength and endurance.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRANCES}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to go into [[martial trance]]s. Used by dwarves in the vanilla game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAPAVOID}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature will never trigger [[trap]]s it steps on. Used by a [[Trapavoid|number of creatures]]. Doesn't make the creature immune to remotely activated traps (like retractable spikes being triggered while the creature is standing over them). TRAPAVOID creatures lose this power if they're immobilized while standing in a trap, be it by stepping on thick web, being paralyzed or being knocked unconscious.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRIGGERABLE_GROUP}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*min&lt;br /&gt;
*max &lt;br /&gt;
| A large swarm of vermin can be disturbed, usually in adventurer mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TSU_NOUN}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*noun&lt;br /&gt;
*SINGULAR or PLURAL &lt;br /&gt;
| Noun for the {{token|TISSUE_STYLE_UNIT|c}}, used in the description of the tissue layer's style.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==U==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UBIQUITOUS}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
| Creature will occur in every region with the correct biome. Does not apply to {{token|EVIL|c}}/{{token|GOOD|c}} tags. Supersedes {{token|FREQUENCY|c}} for the purposes of distributing populations through the map, they are present in every part of the valid biome. Respects {{token|FREQUENCY|c}} for the frequency of unit [[Creature token#CLUSTER_NUMBER|cluster]] spawns being of this species.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UNDERGROUND_DEPTH}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*mindepth&lt;br /&gt;
*maxdepth &lt;br /&gt;
| Depth that the creature appears underground. Numbers can be from 0 to 5. 0 is actually 'above ground' and can be used if the creature is to appear both above and below ground. Values from 1-3 are the respective [[cavern]] levels, 4 is the [[magma sea]] and 5 is the [[HFS]]. A single argument may be used instead of min and max. [[Demon]]s use only 5:5; user-defined creatures with both this depth and {{token|FLIER}} will take part in the initial wave from the HFS alongside generated demons, but without {{token|FLIER}} they will only spawn from the map edges. Civilizations that can use underground plants or animals will only export (via the embark screen or caravans) things that are available at depth 1.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UNDERSWIM}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is displayed as blue when in [[Water#Depth|7/7 water]]. Used on fish and amphibious creatures which swim under the water.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UNIQUE_DEMON}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Found on generated [[demon]]s; causes the game to create a single named instance of the demon which will emerge from the underworld and take over civilizations during worldgen.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_CASTE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*new caste token&lt;br /&gt;
*old caste token&lt;br /&gt;
| Defines a new caste derived directly from a previous caste. The new caste inherits all properties of the old one. The effect of this tag is automatic if one has not yet defined any castes: &amp;quot;Any caste-level tag that occurs before castes are explicitly declared is saved up and placed on any caste that is declared later, unless the caste is explicitly derived from another caste.&amp;quot;&lt;br /&gt;
Roostre: &amp;quot;When DF detects duplicate tokens in the raws of the same object, a failsafe seems to kick in; it takes the bottom-most of the duplicates, and disregards the others. In the case of tokens added by a mod, it prioritizes the duplicate in the mod.&amp;quot; This means that if a tag is defined in the base-caste and redefined in the derived caste, the derived tag overwrites the base tag. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_MATERIAL}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*new material ID&lt;br /&gt;
*old material ID&lt;br /&gt;
| Defines a new local creature material and populates it with all properties defined in the specified local creature material.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_MATERIAL_TEMPLATE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*new material token&lt;br /&gt;
*material template &lt;br /&gt;
| Defines a new local creature material and populates it with all properties defined in the specified template. [http://www.bay12forums.com/smf/index.php?topic=175437.msg8441368#msg8441368 There seems to be a limit of 200 materials per creature].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_TISSUE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*new tissue token&lt;br /&gt;
*old tissue id&lt;br /&gt;
| Defines a new local creature tissue and populates it with all properties defined in the local tissue specified in the second argument.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_TISSUE_TEMPLATE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*new tissue token&lt;br /&gt;
*tissue template&lt;br /&gt;
| Loads a tissue template listed in OBJECT:TISSUE_TEMPLATE files, such as tissue_template_default.txt. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UTTERANCES}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Changes the language of the creature into unintelligible 'kobold-speak', which creatures of other species will be unable to understand. If a civilized creature has this and is not part of a {{token|SKULKING|e}} civ, it will tend to start wars with all nearby civilizations and will be unable to make peace treaties due to 'inability to communicate'.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==V==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VEGETATION}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Like {{token|AT_PEACE_WITH_WILDLIFE}}, but also makes the creature more valued in artwork by civilisations with the PLANT [[sphere]]. [http://www.bay12forums.com/smf/index.php?topic=169696.msg8316954#msg8316954] Used by [[grimeling]]s in the vanilla game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_BITE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*chance of occurrence{{verify}}&lt;br /&gt;
*verb (bitten, stung, etc.)&lt;br /&gt;
* [[material token]]&lt;br /&gt;
* [[Material_definition_token#Material_States|material state]]&lt;br /&gt;
| Enables vermin to bite other creatures, injecting the specified material. See {{token|SPECIALATTACK_INJECT_EXTRACT|c}} for details about injection - this token presumably works in a similar manner.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_EATER}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
| The vermin creature will attempt to eat exposed food. See {{token|PENETRATEPOWER|c}}. Distinct from {{token|VERMIN_ROTTER|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_FISH}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The vermin appears in [[water]] and will attempt to swim around.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_GROUNDER}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creature appears in &amp;quot;general&amp;quot; surface ground locations. Note that this doesn't stop the creature from flying if it can (most vermin birds have this tag).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_HATEABLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Some dwarves will [[Preferences|hate]] the creature and get unhappy thoughts when around it. See the [[Hateable|list of hateable vermin]] for details.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_MICRO}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| This makes the creature move in a swarm of creatures of the same race as it (e.g. swarm of flies, swarm of ants).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_NOFISH}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature cannot be caught by [[fishing]]. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_NOROAM}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature will not be observed randomly roaming about the map. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_NOTRAP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature cannot be caught in baited [[animal trap]]s; however, a &amp;quot;[[Trapper|catch live land animal]]&amp;quot; task may still be able to capture one if a dwarf finds one roaming around.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_ROTTER}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The vermin are attracted to rotting stuff and loose food left in the open and cause unhappy thoughts to dwarves who encounter them. Present on flies, knuckle worms, acorn flies, and blood gnats. Speeds up decay?{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_SOIL}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creature randomly appears near dirt or mud, and may be uncovered by creatures that have the {{token|ROOT_AROUND|c}} interaction such as [[goose|geese]] and [[chicken]]s. Dwarves will ignore the creature when given the &amp;quot;Capture live land animal&amp;quot; task.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_SOIL_COLONY}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The vermin will appear in a single tile cluster of many vermin, such as a colony of ants.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMINHUNTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Old shorthand for &amp;quot;does cat stuff&amp;quot;. Contains {{token|AT_PEACE_WITH_WILDLIFE|c}} + {{token|RETURNS_VERMIN_KILLS_TO_OWNER|c}} + {{token|HUNTS_VERMIN|c}} + {{token|ADOPTS_OWNER|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VESPERTINE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Sets the creature to be active during the evening in adventurer mode. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VIEWRANGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
| Value should determine how close you have to get to a critter before it attacks (or prevents adv mode travel etc.) Default is 20.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VISION_ARC}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*binocular vision arc&lt;br /&gt;
*non-binocular vision arc&lt;br /&gt;
| The width of the creature's vision arcs, in degrees (i.e. 0 to 360). The first number is binocular vision, the second is non-binocular vision.  Binocular vision has a minimum of about 10 degrees, monocular, a maximum of about 350 degrees. Values past these limits will be accepted, but will default to ~10 degrees and ~350 degrees respectively. Defaults are 60:120.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==W==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WAGON_PULLER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to pull caravan wagons. If a civilization doesn't have access to any, it is restricted to trading with pack animals.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WEBBER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
| Allows the creature to create [[web]]s, and defines what the webs are made of.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WEBIMMUNE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature will not get caught in thick [[web]]s. Used by creatures who can shoot thick webs (such as [[giant cave spider]]s) in order to make them immune to their own attacks.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Attack Tokens==&lt;br /&gt;
&lt;br /&gt;
Attacks can use four different part selection criteria; while all vanilla attacks use only BODYPART (e.g. ATTACK:PUNCH:BODYPART:BY_TYPE:GRASP), there are other options available.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Part type token&lt;br /&gt;
! width=&amp;quot;30%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BODYPART}}&lt;br /&gt;
| &lt;br /&gt;
* BY_TYPE/BY_TOKEN/BY_CATEGORY&lt;br /&gt;
* type/token/category&lt;br /&gt;
| This attack uses a particular body part; for example, BY_TYPE:GRASP will make it use any part that can hold onto an object.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_LAYER}}&lt;br /&gt;
|&lt;br /&gt;
* BY_TYPE/BY_TOKEN/BY_CATEGORY&lt;br /&gt;
* type/token/category&lt;br /&gt;
* tissue layer&lt;br /&gt;
| This attack uses a specific tissue layer on a specific body part; BY_TYPE:GRASP:BONE will make it use the bone of the hands.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CHILD_BODYPART_GROUP}}&lt;br /&gt;
|&lt;br /&gt;
* BY_TYPE/BY_TOKEN/BY_CATEGORY&lt;br /&gt;
* type/token/category&lt;br /&gt;
* BY_TYPE/BY_TOKEN/BY_CATEGORY&lt;br /&gt;
* type/token/category&lt;br /&gt;
| Uses a body part that is subordinate to another; BY_CATEGORY:ARM_LOWER:BY_TYPE:GRASP will make it use every hand attached to each lower arm (so it will generate one attack per lower arm, each of which will use every hand on that arm, assuming there are multiple hands per arm).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CHILD_TISSUE_LAYER_GROUP}}&lt;br /&gt;
| &lt;br /&gt;
* BY_TYPE/BY_TOKEN/BY_CATEGORY&lt;br /&gt;
* type/token/category&lt;br /&gt;
* BY_TYPE/BY_TOKEN/BY_CATEGORY&lt;br /&gt;
* type/token/category&lt;br /&gt;
* tissue layer&lt;br /&gt;
| As CHILD_BODYPART_GROUP, but specifying a tissue, too.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_SKILL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Skill token]]&lt;br /&gt;
| Defines the skill used by the attack.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_VERB}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*2nd person&lt;br /&gt;
*3rd person &lt;br /&gt;
| Descriptive text for the attack.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_CONTACT_PERC}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*% value &lt;br /&gt;
| The contact area of the attack, measured in % of the body part's volume. Note that all attack percentages can be more than 100%.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_PENETRATION_PERC}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*% value &lt;br /&gt;
| The penetration value of the attack, measured in % of the body part's volume. Requires ATTACK_FLAG_EDGE. Maximum value: 15000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_PRIORITY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*MAIN or SECOND &lt;br /&gt;
| Usage frequency. MAIN attacks are 100 times more frequently chosen than SECOND. Opportunity attacks ignore this preference.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_VELOCITY_MODIFIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*number&lt;br /&gt;
| The velocity multiplier of the attack, multiplied by 1000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_FLAG_CANLATCH}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Attacks that damage tissue have the chance to latch on in a wrestling hold. The grabbing bodypart can then use the &amp;quot;shake around&amp;quot; wrestling move, causing severe, armor-bypassing tensile damage according to the attacker's body volume.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_FLAG_WITH}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Displays the name of the body part used to perform an attack while announcing it, e.g. &amp;quot;The weaver punches the bugbat with his right hand&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_FLAG_EDGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The attack is edged, with all the effects on physical resistance and contact area that it entails.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_PREPARE_AND_RECOVER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* Preparation time&lt;br /&gt;
* Recovery time&lt;br /&gt;
| Determines the length of time to prepare this attack and until one can perform this attack again. Values appear to be calculated in adventure mode ticks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_FLAG_BAD_MULTIATTACK}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Multiple strikes with this attack cannot be performed effectively.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_FLAG_INDEPENDENT_MULTIATTACK}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Multiple strikes with this attack can be performed with no penalty. The creature will use all attacks with this token at once.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPECIALATTACK_INJECT_EXTRACT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*&amp;lt;[[material token]]&amp;gt;&lt;br /&gt;
*&amp;lt;[[Material_definition_token#Material_States|material state]]&amp;gt;&lt;br /&gt;
*&amp;lt;min quantity&amp;gt;&lt;br /&gt;
*&amp;lt;max quantity&amp;gt;&lt;br /&gt;
| When added to an attack, causes the attack to inject the specified material into the victim's bloodstream. Once injected, the material will participate in [[temperature|thermal]] exchange within the creature - injecting something like molten [[iron]] (INORGANIC:IRON:LIQUID) would cause most unmodded creatures to melt (note that some of the injected material also [[contaminant|splatters]] over the bodypart used to carry out the attack, so it should be protected appropriately). If the injected material has an associated [[syndrome]] with the [[Syndrome#SYN_INJECTED|[SYN_INJECTED]]] token, it will be transmitted to the victim. If the attack is blunt, the injected material lacks the [[Material definition token#ENTERS_BLOOD|[ENTERS_BLOOD]]] token, the attacked bodypart has no [[Tissue_definition_token#VASCULAR|[VASCULAR]]] tissues, or the victim is bloodless, the material will splatter over the attacked body part instead. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPECIALATTACK_INTERACTION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*interaction&lt;br /&gt;
| When this attack lands successfully, a specified interaction will take effect on the target creature. The attack must break the target creature's skin in order to work. This will take effect in worldgen as well. If the attack would break skin, the interaction will occur '''before the attack actually lands'''.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPECIALATTACK_SUCK_BLOOD}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*min&lt;br /&gt;
*max&lt;br /&gt;
| Successful attack draws out an amount of blood randomized between the min and max value. Beware that this '''will''' trigger any ingestion syndromes attached to the target creature's blood - for example, using this attack on a vampire will turn you into one too.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Tissue Layer Tokens==&lt;br /&gt;
Tissue layers are added to a creature's body parts by the creature tokens [[#TISSUE_LAYER|TISSUE_LAYER]], [[#TISSUE_LAYER_OVER|TISSUE_LAYER_OVER]], [[#TISSUE_LAYER_UNDER|TISSUE_LAYER_UNDER]], and the body detail plan token [[#TL_LAYERS|TL_LAYERS]].&lt;br /&gt;
&lt;br /&gt;
These tissue layers are not the same thing as tissues, which are defined at creature level, but rather applications of the tissues. If the SKIN tissue of a creature is the more general and abstract notion of what skin is for that creature, then a tissue layer may be the &amp;quot;actual&amp;quot; skin on the creature's nose, head, or second toe. As most creatures have more than one body part, tissue layers are normally selected en masse.&lt;br /&gt;
&lt;br /&gt;
Some tissue layer tokens are analogous to tissue definition tokens, e.g. [[#TL_CONNECTS|TL_CONNECTS]] to [[tissue_definition_token#CONNECTS|CONNECTS]].&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SELECT_TISSUE_LAYER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*TISSUE&lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*Location - category, type, or token | Selects a tissue at a location&lt;br /&gt;
* (optional) FRONT, BACK, LEFT, RIGHT, TOP, BOTTOM, AROUND.&lt;br /&gt;
| Begins a selection of tissue layers. &lt;br /&gt;
[SELECT_TISSUE_LAYER:HEART:BY_TYPE:HEART]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PLUS_TISSUE_LAYER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*TISSUE&lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*Location - category, type, or token &lt;br /&gt;
| Adds tissue layers to those selected.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SET_TL_GROUP}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*TISSUE&lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*Location - category, type, or token&lt;br /&gt;
*tissue &lt;br /&gt;
| Begins a selection of tissue layers. Only usable for descriptor and cosmetic purposes. &lt;br /&gt;
&lt;br /&gt;
Research has implied it may be redundant with SELECT_TISSUE_LAYER, as the latter allows for cosmetics as well as &amp;quot;functional&amp;quot; tokens such as TL_MAJOR_ARTERIES. Vanilla raws still use SET_TL_GROUP though, for all cosmetic purposes. More research is needed on this subject.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PLUS_TL_GROUP}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*Location - category, type, or token&lt;br /&gt;
*tissue &lt;br /&gt;
| Adds tissue layers to those selected. Like SET_TL_GROUP, it may be redundant even if used in the vanilla raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SET_LAYER_TISSUE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*TISSUE&lt;br /&gt;
| Sets a selected tissue layer to be made of a different tissue.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SHEARABLE_TISSUE_LAYER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* tissue modifier&lt;br /&gt;
* required value&lt;br /&gt;
| Tissue layer can be sheared for its component material. The specified modifier must be at least of the desired value for shearing to be possible (for example, a [[llama]]'s wool must have a LENGTH of 300 before it is shearable).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_LAYER_APPEARANCE_MODIFIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*QUALITY&lt;br /&gt;
*lowest&lt;br /&gt;
*lower&lt;br /&gt;
*low&lt;br /&gt;
*median&lt;br /&gt;
*high&lt;br /&gt;
*higher&lt;br /&gt;
*highest &lt;br /&gt;
| Sets the range of qualities, including LENGTH, DENSE, HIGH_POSITION, CURLY, GREASY, WRINKLY&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_STYLE_UNIT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*tissue style unit ID&lt;br /&gt;
*shaping&lt;br /&gt;
| Sets tissue layer to be the target of TISSUE_STYLE token specified for an entity, works only on entity members. Mostly used with tissues HAIR, BEARD, MOUSTACHE, SIDEBURNS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_COLOR_MODIFIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*COLOR&lt;br /&gt;
*freq&lt;br /&gt;
*COLOR&lt;br /&gt;
*freq etc. &lt;br /&gt;
| Creates a list of colors/color patterns, giving each a relative frequency. If the given color or pattern does not exist, the tissue is described as being &amp;quot;transparent&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TLCM_GENETIC_MODEL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| The way the color modifier is passed on to offspring. May or may not work right now.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TLCM_IMPORTANCE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*number&lt;br /&gt;
| Presumably modifies the importance of the tissue layer color modifier, for description purposes.&lt;br /&gt;
HOWEVER using this appears to remove all mention of colour from creature descriptions. It does not appear in any default creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TLCM_NOUN}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*name&lt;br /&gt;
*SINGULAR or PLURAL&lt;br /&gt;
| Names the tissue layer color modifier, and determines the noun. Also used by [[Utility:Stonesense|Stonesense]] for colouring body parts. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TLCM_TIMING}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*ROOT&lt;br /&gt;
*start change window years&lt;br /&gt;
*days&lt;br /&gt;
*end change window years&lt;br /&gt;
*days&lt;br /&gt;
| Determines the point in the creature's life when the color change begins and ends.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_CONNECTS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Gives the CONNECTS attribute to selected layers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_HEALING_RATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
| Changes the HEALING_RATE of the selected tissue layers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_MAJOR_ARTERIES}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Gives the &amp;quot;major arteries&amp;quot; attribute to selected layers. Used to add massive bleeding properties to the throat, made from skin.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_PAIN_RECEPTORS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
| Changes the number of pain receptors for selected tissue layers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_RELATIVE_THICKNESS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
| Changes the relative thickness for selected tissue layers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_VASCULAR}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
| Sets a new VASCULAR value (which modulates bleeding) for selected tissue layers.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Body detail plan token]]&lt;br /&gt;
*[[Body token]]&lt;br /&gt;
*[[Material definition token]]&lt;br /&gt;
*[[Syndrome]]&lt;br /&gt;
*[[Tissue definition token]]&lt;br /&gt;
*[[Creature examples]]&lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
{{Category|Tokens}}&lt;br /&gt;
[[ru:Creature token]]&lt;/div&gt;</summary>
		<author><name>DikbutDaGrate</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=DF2014:Creature_token&amp;diff=303569</id>
		<title>DF2014:Creature token</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=DF2014:Creature_token&amp;diff=303569"/>
		<updated>2024-09-25T03:27:40Z</updated>

		<summary type="html">&lt;p&gt;DikbutDaGrate: Very extensive testing reveals it works, just required an inordinate amount of time to verify.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|22:04, 20 September 2016 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{Modding}}&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;code&amp;gt;[OBJECT:CREATURE]&amp;lt;/code&amp;gt; [[token]] defines the properties of [[creatures]]; &amp;lt;!-- The exact nature of this creatures is further specified by the ... tokens.--&amp;gt; this is a full list of all known creature tokens:&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==A==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ADOPTS_OWNER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Prevents tamed creature from being made available for adoption, instead allowing it to automatically adopt whoever it wants. The basic requirements for adoption are intact, and the creature will only adopt individuals who have a [[preference]] for their species. Used by [[cat]]s in the vanilla game. When {{k|v}}iewing a tame creature with this token, the message &amp;quot;This animal isn't interested in your wishes&amp;quot; will appear instead of &amp;quot;This [adorable] animal can't work&amp;quot; or &amp;quot;This animal is waiting to be trained&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ALCOHOL_DEPENDENT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature need [[alcohol]] to get through the working day; it will choose to drink booze instead of [[water]] if possible. Going sober for too long reduces speed.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ALL_ACTIVE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Sets the creature to be active during the day, night, and twilight in Adventurer Mode. Seems to be a separate value from {{token|DIURNAL|c}}/{{token|NOCTURNAL|c}}/{{token|CREPUSCULAR|c}}, rather than implying them.{{verify|code}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ALTTILE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*'character' or tile number&lt;br /&gt;
| If set, the creature will blink between its {{token|TILE|c}} and its ALTTILE. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AMBUSHPREDATOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Found on {{token|LARGE_PREDATOR|c}}s who ambush their prey. Instead of charging relentlessly at prey, the predator will wait till the prey is within a few squares before charging. May or may not work on other creatures. {{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AMPHIBIOUS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to breathe both in and out of [[water]] (unlike {{token|AQUATIC|c}}) - does not prevent drowning in [[magma]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APP_MOD_DESC_RANGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*Range (6 values, low to high)&lt;br /&gt;
| [http://www.bay12forums.com/smf/index.php?topic=113762.msg3473069#msg3473069 Forum post describing how description ranges work]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APP_MOD_GENETIC_MODEL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*Model (Accepts DOMINANT_MORE, DOMINANT_LESS, and MIX)&lt;br /&gt;
| Defines a genetic model for the relevant appearance modifier(s). May or may not do anything significant at present.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APP_MOD_IMPORTANCE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*number&lt;br /&gt;
| Determines how important the appearance modifier is, for determining whether it shows up in the creature description.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APP_MOD_NOUN}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*noun&lt;br /&gt;
*SINGULAR or PLURAL &lt;br /&gt;
| Creates a noun for the appearance, and whether it is singular or plural.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APP_MOD_RATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*Rate (integer)&lt;br /&gt;
*Scale (DAILY, YEARLY)&lt;br /&gt;
*min (growth)&lt;br /&gt;
*max (growth)&lt;br /&gt;
*start year&lt;br /&gt;
*start day&lt;br /&gt;
*end year&lt;br /&gt;
*end day &lt;br /&gt;
| Setting the growth rate of the modifier. The last two tokens can be replaced by NO_END to have growth continue indefinitely.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APPLY_CREATURE_VARIATION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*creature variation ID&lt;br /&gt;
*(optional) any amount of arbitrary arguments&lt;br /&gt;
| Applies the specified [[creature variation token|creature variation]]. See [[Creature_variation_token#Arguments_and_conditional_tokens]] for how the subsequent arguments may be used.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APPLY_CURRENT_CREATURE_VARIATION}}&lt;br /&gt;
| Special&lt;br /&gt;
|  &lt;br /&gt;
| Applies the effects of all pending {{token|CV_ADD_TAG|c}} and {{token|CV_REMOVE_TAG|c}} tokens that have been defined in the current creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AQUATIC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Enables the creature to breathe in water, but causes it to air-drown on dry land. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ARENA_RESTRICTED}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Causes the creature to be excluded from the [[object testing arena]]'s creature spawning list.  Typically applied to spoileriffic creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ARTIFICIAL_HIVEABLE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
| Enables the creature to be kept in artificial [[hive]]s by [[beekeeper]]s.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AT_PEACE_WITH_WILDLIFE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Prevents the creature from attacking or frightening creatures with the {{Token|NATURAL|c}} tag.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*token&lt;br /&gt;
*bodypart&lt;br /&gt;
*selection criteria&lt;br /&gt;
*location &lt;br /&gt;
| Defines the attack name, and the body part used. See [[#Attack Tokens|below]] for valid subtokens&lt;br /&gt;
'''Example:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;[ATTACK:GORE:BODYPART:BY_CATEGORY:HORN]&amp;lt;/code&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
''GORE'' = name of the attack&amp;lt;br /&amp;gt;&lt;br /&gt;
''BODYPART:BY_CATEGORY:HORN'' = the horn is used to attack (presuming the creature has one)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_TRIGGER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*population&lt;br /&gt;
*exported wealth&lt;br /&gt;
*created wealth&lt;br /&gt;
| Specifies when a [[megabeast]] or [[semi-megabeast]] will attack the fortress. The attacks will start occurring when all of the requirements are met. Setting a value to 0 disables the trigger.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==B==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BABY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*integer &lt;br /&gt;
| Age at which creature is considered a child, the default is zero. One can think of this as the duration of the baby stage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BABYNAME}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*singular&lt;br /&gt;
*plural &lt;br /&gt;
| Defines a new name for a creature in baby state at the caste level. For non-caste-specific baby names, see {{token|GENERAL_BABY_NAME|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BEACH_FREQUENCY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*integer&lt;br /&gt;
| Creature may be subject to [[beaching]], becoming stranded on [[Beach|shores]], where they will eventually air-drown. The number indicates the frequency of the occurrence. Presumably requires the creature to be {{token|AQUATIC|c}}. Used by [[orca]]s, [[sperm whale]]s and [[sea nettle jellyfish]] in the vanilla game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BENIGN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is non-aggressive by default, and will never automatically be engaged by companions or soldiers, running away from any creatures that are not friendly to it, and will only defend itself if it becomes enraged. Can be thought of as the counterpoint of the {{token|LARGE_PREDATOR|c}} tag. When tamed, animals with this tag will be useless for fortress defense.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BIOME}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
* [[biome token]]&lt;br /&gt;
| Select a [[biome]] the creature may appear in.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BLOOD}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;[[material token]]&amp;gt;&lt;br /&gt;
* &amp;lt;[[Material_definition_token#Material_States|material state]]&amp;gt;&lt;br /&gt;
| Specifies what the creature's blood is made of.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BLOODSUCKER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Causes [[vampire]]-like behaviour; the creature will suck the [[Creature_token#BLOOD|blood]] of unconscious victims when its [[Syndrome#TIME_SINCE_SUCKED_BLOOD|thirst for blood]] grows sufficiently large. When controlling the creature in adventure mode, this can be done at will. Seems to be required to make the creature denouncable (in-world) as a creature of the night.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BODY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*body parts &lt;br /&gt;
| Draws body parts from OBJECT:BODY files (such as body_default.txt)&lt;br /&gt;
'''Example:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY:BODY_WITH_HEAD_FLAG:HEART:GUTS:BRAIN:MOUTH] &amp;lt;br /&amp;gt;&lt;br /&gt;
This is the body from a [[purring maggot]]. It creates a body with head, a heart, some guts, a brain, and a mouth. That's all a maggot needs.&lt;br /&gt;
&lt;br /&gt;
'''If the body is left undefined, the creature will cause a crash whenever it spawns.''' {{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BODY_APPEARANCE_MODIFIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*ATTRIBUTE&lt;br /&gt;
*lowest&lt;br /&gt;
*lower&lt;br /&gt;
*low&lt;br /&gt;
*median&lt;br /&gt;
*high&lt;br /&gt;
*higher&lt;br /&gt;
*highest &lt;br /&gt;
| These body modifiers give individual creatures different characteristics. In the case of HEIGHT, BROADNESS and LENGTH, the modifier is also a percentage change to the BODY_SIZE of the individual creature. The seven numbers afterward give a distribution of ranges. Each interval has an equal chance of occurring.&lt;br /&gt;
'''Example:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110] &amp;lt;br /&amp;gt;&lt;br /&gt;
''HEIGHT'' : marks the height to be changed &amp;lt;br /&amp;gt;&lt;br /&gt;
''90:95:98:100:102:105:110'' : sets the range from the shortest (90% of the average height) to the tallest (110% of the average height) creature variation.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BODY_DETAIL_PLAN}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*PlanName&lt;br /&gt;
*Arguments &lt;br /&gt;
| Loads a plan from listed OBJECT:BODY_DETAIL_PLAN files, such as b_detail_plan_default.txt. Mass applies USE_MATERIAL_TEMPLATE, mass alters RELSIZE, alters body part positions, and will allow tissue layers to be defined. Tissue layers are defined in order of skin to bone here.&lt;br /&gt;
'''Example:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE] &amp;lt;br /&amp;gt;&lt;br /&gt;
This creates the detailed body of a [[fox]], the skin, fat, muscle, bones and cartilage out of the vertebrate tissues.&amp;lt;br /&amp;gt;&lt;br /&gt;
A [[Purring maggot|maggot]] would only need:&amp;lt;br /&amp;gt;&lt;br /&gt;
''[BODY_DETAIL_PLAN:EXOSKELETON_TISSUE_LAYERS:SKIN:FAT:MUSCLE]'' &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BODY_SIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*years&lt;br /&gt;
*days&lt;br /&gt;
*size &lt;br /&gt;
| Sets size at a given age. Size is in cubic centimeters, and for normal body materials, is roughly equal to the creature's average weight in grams.&lt;br /&gt;
'''Example:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_SIZE:0:0:10000]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_SIZE:1:168:50000]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_SIZE:12:0:220000]&amp;lt;br /&amp;gt;&lt;br /&gt;
This describes the size of a [[minotaur]]. Its birth size would be 10,000 cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; (~10 kg). At 1 year and 168 days old it would be 50,000 cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; (~50 kg). And as an adult (at 12 years old) it would be 220,000 cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; and weigh roughly 220 kg.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BODYGLOSS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*gloss &lt;br /&gt;
| Substitutes body part text with replacement text. Draws gloss information from OBJECT:BODY files (such as body_default.txt)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BONECARN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature eats bones. Implies {{token|CARNIVORE|c}}. [[Adventurer mode|Adventurers]] with this token are currently unable to eat bones.{{Bug|11069}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BP_ADD_TYPE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Adds a type to a body part - used with {{token|SET_BP_GROUP|c}}. In vanilla DF, this is used for adding the type '[[Body token#GELDABLE|GELDABLE]]' to the lower body of certain [[cat|creatures]]. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BP_APPEARANCE_MODIFIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*QUALITY&lt;br /&gt;
*lowest&lt;br /&gt;
*lower&lt;br /&gt;
*low&lt;br /&gt;
*median&lt;br /&gt;
*high&lt;br /&gt;
*higher&lt;br /&gt;
*highest &lt;br /&gt;
| Sets up the breadth of possibilities for appearance qualities for a selected BP group. EG. Eyes (CLOSE_SET, DEEP_SET, ROUND_VS_NARROW, LARGE_IRIS),Lips (THICKNESS), Nose (BROADNESS, LENGTH, UPTURNED, CONVEX), Ear (SPLAYED_OUT, HANGING_LOBES, BROADNESS, HEIGHT), Tooth (GAPS), Skull (HIGH_CHEEKBONES, BROAD_CHIN, JUTTING CHIN, SQUARE_CHIN), Neck (DEEP_VOICE, RASPY_VOICE), Head (BROADNESS, HEIGHT)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BP_REMOVE_TYPE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Removes a type from a body part. Used with {{token|SET_BP_GROUP|c}}. &lt;br /&gt;
 &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BUILDINGDESTROYER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*1 or 2 &lt;br /&gt;
| Allows a creature to destroy furniture and buildings. Value [1] targets mostly doors, hatches, furniture and the like. Value [2] targets anything not made with the {{k|b}} + {{k|C}} commands. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==C==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CAN_DO_INTERACTION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*interaction token&lt;br /&gt;
| The creature can perform an interaction. See [[interaction token]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CAN_LEARN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature gains [[skill]]s and can have [[labor|professions]]. If a member of a civilization (even a pet) has this token, it'll need to eat, drink and sleep. Note that this token makes the creature unable to be eaten by an adventurer, so it is not recommended for uncivilized monsters. Adventurers lacking this token can allocate but not increase attributes and skills. Skills allocated will disappear on start.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CAN_SPEAK}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Can [[talking|talk]]. Note that this is not necessary for a creature to gain social skills.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CANNOT_CLIMB}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature cannot [[climber|climb]], even if it has free grasp parts.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CANNOT_JUMP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature cannot [[jump]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CANNOT_UNDEAD}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Acts like {{token|NOT_LIVING|c}}, except that {{token|OPPOSED_TO_LIFE|c}} creatures will attack them.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CANOPENDOORS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to open [[door]]s that are set to be unpassable for pets. In adventure mode, creatures lacking this token will be unable to pass through door tiles except whilst these are occupied by other creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CARNIVORE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature ''only'' eats [[meat]]. If the creature goes on rampages in worldgen, it will often devour the people/animals it kills. Does not seem to affect the diet of the adventurer in adventure mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*name &lt;br /&gt;
| Defines a [[caste]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_ALTTILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*tile number or &amp;quot;letter&amp;quot;&lt;br /&gt;
| Caste-specific {{token|ALTTILE|c}}. Requires {{token|CASTE_TILE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_COLOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*fg&lt;br /&gt;
*bg&lt;br /&gt;
*brightness&lt;br /&gt;
| Caste-specific {{token|COLOR|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_GLOWCOLOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*fg&lt;br /&gt;
*bg&lt;br /&gt;
*brightness&lt;br /&gt;
| Caste-specific {{token|GLOWCOLOR|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_GLOWTILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*tile value or &amp;quot;letter&amp;quot;&lt;br /&gt;
| Caste-specific {{token|GLOWTILE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_NAME}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*singular&lt;br /&gt;
*plural&lt;br /&gt;
*adjective &lt;br /&gt;
| Caste-specific {{token|NAME|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_PROFESSION_NAME}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Unit type token]] (Profession)&lt;br /&gt;
*singular&lt;br /&gt;
*plural &lt;br /&gt;
| Caste-specific {{token|PROFESSION_NAME|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_SOLDIER_ALTTILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*'character' or tile number&lt;br /&gt;
| Caste-specific {{token|SOLDIER_ALTTILE|c}}. Requires {{token|CASTE_SOLDIER_TILE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_SOLDIER_TILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*'character' or tile number&lt;br /&gt;
| Caste-specific {{token|CREATURE_SOLDIER_TILE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_SPEECH}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*speech file&lt;br /&gt;
| Caste-specific {{token|SPEECH|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_TILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* tile number or &amp;quot;letter&amp;quot;&lt;br /&gt;
| Caste-specific {{token|CREATURE_TILE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CAVE_ADAPT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Gives the creature a bonus in caves. Also causes [[cave adaptation]]. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CDI}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*Varies&lt;br /&gt;
| Specifies details for the preceding {{token|CAN_DO_INTERACTION|c}} token. See [[interaction token]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CHANGE_BODY_SIZE_PERC}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*integer&lt;br /&gt;
| Multiplies body size by a factor of (integer)%. 50 halves size, 200 doubles.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CHANGE_FREQUENCY_PERC}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*integer&lt;br /&gt;
| Multiplies frequency by a factor of (integer)%.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CHILD}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*integer &lt;br /&gt;
| Age at which creature is considered an adult - one can think of this as the duration of the [[children|child]] stage. Allows the creature's offspring to be rendered fully tame if [[animal trainer|trained]] during their childhood. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CHILDNAME}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*singular&lt;br /&gt;
*plural &lt;br /&gt;
| Defines a new name for a creature in the child state at the caste level. For non-caste-specific child names, see {{token|GENERAL_CHILD_NAME|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CLUSTER_NUMBER}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*min&lt;br /&gt;
*max&lt;br /&gt;
| The minimum/maximum numbers of how many creatures per spawned cluster. Certain vermin fish use this token in combination with temperate ocean and river biome tokens to perform seasonal migrations. Defaults to 1:1 if not specified.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CLUTCH_SIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*min&lt;br /&gt;
*max&lt;br /&gt;
|Number of [[egg]]s laid in one sitting.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COLONY_EXTERNAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Caste hovers around colony.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COLOR}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*foreground&lt;br /&gt;
*background&lt;br /&gt;
*brightness &lt;br /&gt;
| Color of the creature's tile. See [[Color]] for usage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMMON_DOMESTIC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| When combined with any of {{token|PET|c}}, {{token|PACK_ANIMAL|c}}, {{token|WAGON_PULLER|c}} and/or {{token|MOUNT|c}}, the creature is guaranteed to be domesticated by any [[civilization]] with {{token|COMMON_DOMESTIC_PET|e}}, {{token|COMMON_DOMESTIC_PACK|e}},  {{token|COMMON_DOMESTIC_PULL|e}} and/or {{token|COMMON_DOMESTIC_MOUNT|e}} respectively. Such civilizations will always have access to the creature, even in the absence of wild populations. This token is invalid on {{token|FANCIFUL|c}} creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CONVERTED_SPOUSE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Creatures of this caste's species with the {{token|SPOUSE_CONVERTER|c}} and {{token|NIGHT_CREATURE_HUNTER|c}} tokens will kidnap {{token|SPOUSE_CONVERSION_TARGET|c}}s of an appropriate sex and convert them into castes with CONVERTED_SPOUSE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COOKABLE_LIVE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Set this to allow the creature to be cooked in meals without first being butchered/cleaned. Used by some water-dwelling vermin such as [[mussel]]s, [[nautilus]]es and [[oyster]]s.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CRAZED}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Creature is '[[insanity|berserk]]' and will attack all other creatures, except members of its own species that '''also''' have the CRAZED tag. It will show {{DFtext|Berserk|4:1}} in the [[unit list]]. Berserk creatures go on rampages during [[world generation|worldgen]] much more frequently than non-berserk ones.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COPY_TAGS_FROM}}&lt;br /&gt;
| Spec&lt;br /&gt;
| &lt;br /&gt;
*CREATURE NAME&lt;br /&gt;
| Copies creature tags, but not caste tags, from another specified creature. Used when making creature variations (i.e. giant animals and [[animal people]]). Often used in combination with {{token|APPLY_CREATURE_VARIATION|c}} to import standard variations from a file. Variations are documented in c_variation_default.txt, which also contains the code for giant animals and animal people.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREATURE_CLASS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*classname&lt;br /&gt;
| An arbitrary creature classification. Can be set to anything, but the only vanilla uses are GENERAL_POISON (used in syndromes), EDIBLE_GROUND_BUG (used as targets for {{token|GOBBLE_VERMIN_CLASS|c}}), MAMMAL, and POISONOUS (both used for kobold pet eligibility). A single creature can have multiple classes.&lt;br /&gt;
&lt;br /&gt;
The full list of tokens that use creature classes is: &lt;br /&gt;
&lt;br /&gt;
* Creature tokens: {{token|GOBBLE_VERMIN_CLASS|c}}, {{token|GOBBLE_VERMIN_CLASS|c}}&lt;br /&gt;
* Interaction tokens: {{token|IT_AFFECTED_CLASS|in}}, {{token|IT_IMMUNE_CLASS|in}}&lt;br /&gt;
* Animal definition (Entity) tokens: {{token|ANIMAL_CLASS|e}}, {{token|ANIMAL_FORBIDDEN_CLASS|e}}&lt;br /&gt;
* Position (Entity) token: {{token|ALLOWED_CLASS|po}}&lt;br /&gt;
* Syndrome tokens: {{token|SYN_AFFECTED_CLASS|sy}}, {{token|SYN_IMMUNE_CLASS|sy}}, {{token|CE_SENSE_CREATURE_CLASS|sy}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREATURE_SOLDIER_TILE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*'character' or tile number&lt;br /&gt;
| Creatures active in their civilization's [[military]] will use this tile instead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREATURE_TILE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*'character' or tile number &lt;br /&gt;
| The symbol of the creature in ASCII mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREPUSCULAR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Sets the creature to be active at twilight in adventurer mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CURIOUSBEAST_EATER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to [[Steals food|steal and eat edible items]] from a site. It will attempt to grab a food item and immediately make its way to the map's edge, where it will disappear with it. If the creature goes on rampages during worldgen, it will often steal food instead of attacking. Trained and tame instances of the creature will no longer display this behavior.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CURIOUSBEAST_GUZZLER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to (very quickly) [[Steals drink|drink your alcohol]]. Or spill the barrel to the ground. Also affects undead versions of the creature. Unlike food or item thieves, drink thieves will consume your alcohol on the spot rather than run away with one piece of it. Trained and tame instances of the creature will no longer display this behavior.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CURIOUSBEAST_ITEM}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to [[Steals items|steal things]] (apparently, of the highest value it can find). It will attempt to grab an item of value and immediately make its way to the map's edge, where it will disappear with it. If the creature goes on rampages in worldgen, it will often steal items instead of attacking - [[kea]] birds are infamous for this. Trained and tame instances of the creature will no longer display this behavior. Also, makes the creature unable to drop hauled items until it enters combat.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CV_ADD_TAG}}&lt;br /&gt;
| Special&lt;br /&gt;
| &lt;br /&gt;
*TAG NAME &lt;br /&gt;
| Adds a tag. Used in conjunction with creature variation templates.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CV_REMOVE_TAG}}&lt;br /&gt;
| Special&lt;br /&gt;
| &lt;br /&gt;
*TAG NAME &lt;br /&gt;
| Removes a tag. Used in conjunction with creature variation templates. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==D==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DEMON}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Found on generated [[demon]]s. Marks the caste to be used in the initial wave after breaking into the [[underworld]], and by the demon civilizations created during world-gen breachings{{verify}} {{version|0.47.01}}. Could not be specified in user-defined raws until version [[Release_information/0.47.01|0.47.01]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DESCRIPTION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*text &lt;br /&gt;
| A brief description of the creature type, as displayed when viewing the creature's description/[[Thoughts and preferences|thoughts &amp;amp; preferences]] screen.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIE_WHEN_VERMIN_BITE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Causes the creature to die upon attacking. Used by [[honey bee]]s to simulate them dying after using their stingers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIFFICULTY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*integer &lt;br /&gt;
| Increases experience gain during adventure mode. Creatures with a difficulty of 11 or higher are not assigned for quests in adventure mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIURNAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Sets the creature to be active during the day in Adventurer Mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIVE_HUNTS_VERMIN}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| The creature hunts vermin by diving from the air. On tame creatures, it has the same effect as {{token|HUNTS_VERMIN|c}}. Found on [[peregrine falcon]]s.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DOES_NOT_EXIST}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Adding this token to a creature prevents it from appearing in generated worlds (unless it's marked as [[Entity_token#ANIMAL_ALWAYS_PRESENT|always present]] for a particular civilisation). For example, adding it to [[dog]]s will lead to worlds being generated without dogs in them. Also removes the creature from the [[object testing arena]]'s spawn list. If combined with {{token|FANCIFUL|c}}, artistic depictions of the creature will occur regardless. Used by [[centaur]]s, [[chimera]]s and [[griffon]]s in the vanilla game. &lt;br /&gt;
&lt;br /&gt;
Note: a creature tagged as DOES_NOT_EXIST can still be [[Interaction_token#I_EFFECT|summoned]] successfully, as long as it has a body defined in its raws. [http://www.bay12forums.com/smf/index.php?topic=165213.msg8086938#msg8086938]. It's also possible for another creature to [[Syndrome#CE_BODY_TRANSFORMATION|transform]] into it.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==E==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EBO_ITEM}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[item token]]&lt;br /&gt;
*[[material token]] (ANY_HARD_STONE can be used for the material)&lt;br /&gt;
| Defines the item that the creature drops upon being [[butcher|butchered]]. Used with {{token|EXTRA_BUTCHER_OBJECT|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EBO_SHAPE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*gem shape&lt;br /&gt;
| The shape of the creature's extra [[butcher|butchering]] drop. Used with {{token|EXTRA_BUTCHER_OBJECT|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EGG_MATERIAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* &amp;lt;[[material token]]&amp;gt;&lt;br /&gt;
* &amp;lt;[[Material_definition_token#Material_States|material state]]&amp;gt;&lt;br /&gt;
| Defines the material composition of [[egg]]s laid by the creature. [[creature_token#LAYS_EGGS|Egg-laying]] creatures in the default game define this 3 times, using LOCAL_CREATURE_MAT:EGGSHELL, LOCAL_CREATURE_MAT:EGG_WHITE, and then LOCAL_CREATURE_MAT:EGG_YOLK. Eggs will be made out of eggshell. Edibility is determined by tags on whites or yolk, but they otherwise do not exist.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EGG_SIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*size&lt;br /&gt;
| Determines the size of laid [[egg]]s. Doesn't affect hatching or cooking, but bigger eggs will be heavier, and may take longer to be hauled depending on the hauler's strength.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EQUIPMENT_WAGON}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature appear as a large 3x3 [[wagon]] responsible for carrying trade goods, pulled by two {{token|WAGON_PULLER|c}} creatures and driven by a merchant.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EQUIPS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to wear or wield items.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EVIL}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creature is considered evil and will only show up in evil biomes. Civilizations with {{token|USE_EVIL_ANIMALS|e}} can domesticate them regardless of exotic status. Has no effect on cavern creatures except to restrict taming. A civilization with evil creatures can colonise evil areas.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EXTRA_BUTCHER_OBJECT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
* TYPE, CATEGORY, or TOKEN&lt;br /&gt;
| The creature drops an additional object when [[butcher|butchered]], as defined by {{token|EBO_ITEM|c}} and {{token|EBO_SHAPE|c}}. Used for [[gizzard stone]]s in default creatures. For some materials, needs to be defined after caste definitions with SELECT_CASTE:ALL{{Bug|6355}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EXTRACT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* [[material token]]&lt;br /&gt;
| Defines a creature extract which can be obtained via [[small animal dissection]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EXTRAVISION}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature can see regardless of whether it has working eyes and has full 360 degree vision, making it impossible to strike the creature from a blind spot in combat. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==F==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FANCIFUL}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creature is a thing of legend and known to all civilizations. Its materials cannot be requested or preferred. The tag also adds some art value modifiers. Used by a [[Fanciful|number of creatures]]. Conflicts with {{token|COMMON_DOMESTIC|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FEATURE_ATTACK_GROUP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on [[Animal people#Subterranean animal people|subterranean animal-man]] tribals. Currently defunct. In previous versions, it caused these creatures to crawl out of chasms and underground rivers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FEATURE_BEAST}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on [[forgotten beast]]s. Presumably makes it act as such, initiating underground attacks on fortresses, or leads to the pop-up message upon encountering one{{verify}}. Hides the creature from displaying in a world_sites_and_pops file. Does not create historical figures like generated forgotten beasts do. Could not be specified in user-defined raws until version [[Release_information/0.47.01|0.47.01]]. &lt;br /&gt;
&lt;br /&gt;
Requires specifying a {{token|BIOME|c}} in which the creature will live, and both surface and subterranean biomes are allowed. Does not stack with {{token|LARGE_ROAMING|c}} and if both are used the creature will not spawn. Appears to be incompatible with {{token|DEMON|c}} even if used in separate castes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FEMALE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature biologically female, enabling her to [[Breeding|bear young]]. Usually specified inside a caste.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FIREIMMUNE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature immune to [[Interaction_token#FIREBALL|FIREBALL]] and [[Interaction_token#FIREJET|FIREJET]] attacks, and allows it to path through high temperature zones, like lava or fires. Does not, by itself, make the creature immune to the damaging effects of burning in [[fire]], and does not prevent general heat damage or melting on its own (this would require adjustments to be made to the creature's body [[Material_definition_token|materials]] - see the [[Dragon/raw|dragon raws]] for an example).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FIREIMMUNE_SUPER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Like {{token|FIREIMMUNE|c}}, but also renders the creature immune to [[Interaction_token#DRAGONFIRE|DRAGONFIRE]] attacks. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FISHITEM}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature's corpse is a single [[Item_token#FISH_RAW|FISH_RAW]] food item that needs to be cleaned (into a [[Item_token#FISH|FISH]] item) at a [[fishery]] to become edible. Before being cleaned the item is referred to as &amp;quot;raw&amp;quot;. The food item is categorized under &amp;quot;fish&amp;quot; on the food and stocks screens, and when uncleaned it is sorted under &amp;quot;raw fish&amp;quot; in the stocks (but does not show up on the food screen). &lt;br /&gt;
Without this or {{token|COOKABLE_LIVE|c}}, [[fishing|fished]] vermin will turn into food the same way as non-vermin creatures, resulting in multiple units of food (meat, brain, lungs, eyes, spleen etc.) from a single fished vermin. These units of food are categorized as meat by the game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FIXED_TEMP}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*temperature &lt;br /&gt;
| The creature's body is constantly at this temperature, heating up or cooling the surrounding area. Alters the temperature of the creature's inventory and all adjacent tiles, [[Temperature|with all the effects that this implies]] - may trigger wildfires at high enough values. Also makes the creature immune to extreme heat or cold, as long as the temperature set is not harmful to the materials that the creature is made from.&lt;br /&gt;
&lt;br /&gt;
Note that temperatures of 12000 and higher may cause [[path|pathfinding]] issues in fortress mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FLEEQUICK}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| If engaged in combat, the creature will flee at the first sign of resistance. Used by [[kobold]]s in the vanilla game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FLIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to fly, independent of it having wings or not. Fortress Mode pathfinding only partially incorporates flying - flying creatures need a land path to exist between them and an area in order to access it, but as long as one such path exists, they do not need to use it, instead being able to fly over intervening obstacles. Winged creatures with this token can lose their ability to fly if their wings are crippled or severed. Winged creatures without this token will be unable to fly. (A 'wing' in this context refers to any body part with its own [[Body_token#FLIER|FLIER]] token).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FREQUENCY}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*number, max 100&lt;br /&gt;
| Determines the chances of a creature appearing within its environment, with higher values resulting in more frequent appearance. Also affects the chance of a creature being brought in a caravan for trading. The game effectively considers all creatures that can possibly appear and uses the FREQUENCY value as a ''weight'' - for example, if there are three creatures with frequencies 10/25/50, the creature with [FREQUENCY:50] will appear approximately 58.8% of the time. Defaults to 50 if not specified. Not to be confused with {{token|POP_RATIO|c}}.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==G==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GAIT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;gait type&amp;gt;&lt;br /&gt;
* &amp;lt;gait name&amp;gt;&lt;br /&gt;
* &amp;lt;max [[Gait#Speed|speed]]&amp;gt;&lt;br /&gt;
* &amp;lt;build up time&amp;gt;&lt;br /&gt;
* &amp;lt;max turning [[Gait#Speed|speed]]&amp;gt;&lt;br /&gt;
* &amp;lt;start [[Gait#Speed|speed]]&amp;gt;&lt;br /&gt;
* &amp;lt;energy expenditure&amp;gt;&lt;br /&gt;
* &amp;lt;gait flag(s)&amp;gt;&lt;br /&gt;
| Defines a gait by which the creature can move. See [[Gait]] for more information.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;max speed&amp;gt; indicates the maximum [[Gait#Speed|speed]] achievable by a creature using this gait&lt;br /&gt;
* &amp;lt;start speed&amp;gt; indicates the creature's speed when it starts moving using this gait&lt;br /&gt;
* &amp;lt;build up time&amp;gt; indicates how long it will take for a creature using this gait to go from &amp;lt;start speed&amp;gt; to &amp;lt;max speed&amp;gt;. For example, a value of 10 means that it should be able to reach the maximum speed by moving 10 [[tile]]s in a straight line over even terrain.&lt;br /&gt;
* &amp;lt;max turning speed&amp;gt; indicates the maximum speed permissible when the creature suddenly changes its direction of motion. The creature's speed will be reduced to &amp;lt;max turning speed&amp;gt; if travelling at a higher speed than this before turning.&lt;br /&gt;
* &amp;lt;energy expenditure&amp;gt; indicates how energy-consuming the gait is. Higher values cause the creature to tire out faster. Persistent usage of a high-intensity gait will eventually lead to exhaustion and [[Status_icon#Non-flashing|collapse]].&lt;br /&gt;
&lt;br /&gt;
'''NO_BUILD_UP''' can be specified instead of a &amp;lt;start speed&amp;gt; value to make the &amp;lt;max speed&amp;gt; instantly achievable upon initiating movement (this is equivalent to a &amp;lt;build up time&amp;gt; of 0). Note that &amp;lt;build up time&amp;gt; and &amp;lt;max turning speed&amp;gt; are both ignored if specified alongside this (as NO_BUILD_UP trumps &amp;lt;build up time&amp;gt; and preserves &amp;lt;max speed&amp;gt; whilst turning, and &amp;lt;max turning speed&amp;gt; cannot exceed &amp;lt;max speed&amp;gt;) so it is permissible to omit them so long as they are '''both''' omitted together.&lt;br /&gt;
&lt;br /&gt;
It's possible to specify a &amp;lt;start speed&amp;gt; greater than the &amp;lt;max speed&amp;gt;; the moving creature will decelerate towards its &amp;lt;max speed&amp;gt; in this case.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''valid gait types:'''&lt;br /&gt;
*'''WALK'''&amp;lt;br&amp;gt;&lt;br /&gt;
Used for moving normally over ground tiles.&lt;br /&gt;
&lt;br /&gt;
*'''CRAWL'''&amp;lt;br&amp;gt;&lt;br /&gt;
Used for moving over ground tiles whilst [[Status_icon#Non-flashing|prone]].&lt;br /&gt;
&lt;br /&gt;
*'''SWIM'''&amp;lt;br&amp;gt;&lt;br /&gt;
Used for moving through tiles containing [[water]] or [[magma]] at a [[Water#Depth|depth]] of at least 4/7. &lt;br /&gt;
&lt;br /&gt;
*'''FLY'''&amp;lt;br&amp;gt;&lt;br /&gt;
Used for moving through [[open space]].&lt;br /&gt;
&lt;br /&gt;
*'''CLIMB'''&amp;lt;br&amp;gt;&lt;br /&gt;
Used for moving whilst [[Climber|climbing]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''valid gait flags:'''&lt;br /&gt;
* '''AGILITY'''&amp;lt;br&amp;gt;&lt;br /&gt;
Speeds/slows movement depending on the creature's [[Attribute#Agility|Agility]] stat.&lt;br /&gt;
&lt;br /&gt;
* '''STRENGTH'''&amp;lt;br&amp;gt;&lt;br /&gt;
Speeds/slows movement depending on the creature's [[Attribute#Strength|Strength]] stat.&lt;br /&gt;
&lt;br /&gt;
* '''LAYERS_SLOW'''&amp;lt;br&amp;gt;&lt;br /&gt;
Makes [[Tissue_definition_token#THICKENS_ON_ENERGY_STORAGE|THICKENS_ON_ENERGY_STORAGE]] and [[Tissue_definition_token#THICKENS_ON_STRENGTH|THICKENS_ON_STRENGTH]] tissue layers slow movement depending on how thick they are. Adding the STRENGTH gait flag counteracts the impact of the latter layer.&lt;br /&gt;
&lt;br /&gt;
* '''STEALTH_SLOWS:'''&amp;lt;percentage&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Slows movement by the specified percentage when the creature is [[Ambusher|sneaking]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GENERAL_BABY_NAME}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*singular&lt;br /&gt;
*plural &lt;br /&gt;
| Like {{token|BABYNAME|c}}, but applied regardless of caste.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GENERAL_CHILD_NAME}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*singular&lt;br /&gt;
*plural &lt;br /&gt;
| Like {{token|CHILDNAME|c}}, but applied regardless of caste.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GENERAL_MATERIAL_FORCE_MULTIPLIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value A&lt;br /&gt;
*value B&lt;br /&gt;
| Has the same function as {{token|MATERIAL_FORCE_MULTIPLIER|c}}, but applies to all attacks instead of just those involving a specific material. Appears to be overridden by MATERIAL_FORCE_MULTIPLIER ([[werebeast]]s, for example, use both tokens to provide resistance to all materials, with one exception to which they are especially vulnerable).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GENERATED}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Found on procedurally generated creatures like [[forgotten beast]]s, [[titan]]s, [[demon]]s, [[angel]]s, and [[night creature]]s. Cannot be specified in user-defined raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GETS_INFECTIONS_FROM_ROT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature get [[Health_care#Infection|infections]] from necrotic tissue.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GETS_WOUND_INFECTIONS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature's wounds become [[Health_care#Infection|infected]] if left untreated for too long.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GLOWCOLOR}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*foreground&lt;br /&gt;
*background&lt;br /&gt;
*brightness &lt;br /&gt;
| The colour of the creature's {{token|GLOWTILE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GLOWTILE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*ascii character &lt;br /&gt;
| If present, the being glows in the dark (generally used for Adventurer Mode). The tile is what replaces the being's current tile when it is obscured from your sight by darkness. The default setting for kobolds (a yellow quotation mark) provides a nice &amp;quot;glowing eyes&amp;quot; effect. The game is also hardcoded to automatically convert quotation mark GLOWTILES into apostrophes if the creature has lost one eye. This works at the generic creature level - for caste-specific glow tiles, use {{token|CASTE_GLOWTILE|c}} instead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GNAWER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*verb&lt;br /&gt;
| The creature can and will gnaw its way out of [[animal trap]]s and [[cage]]s using the specified verb, depending on the material from which it is made (normally wood).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GOBBLE_VERMIN_CLASS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*class&lt;br /&gt;
| The creature eats vermin of the specified class.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GOBBLE_VERMIN_CREATURE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*creature&lt;br /&gt;
*caste&lt;br /&gt;
| The creature eats a specified [[vermin]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GO_TO_END}}&lt;br /&gt;
| Special&lt;br /&gt;
|  &lt;br /&gt;
| When using tags from an existing creature, inserts new tags at the end of the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GO_TO_START}}&lt;br /&gt;
| Special&lt;br /&gt;
|  &lt;br /&gt;
| When using tags from an existing creature, inserts new tags at the beginning of the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GO_TO_TAG}}&lt;br /&gt;
| Special&lt;br /&gt;
|  &lt;br /&gt;
| When using tags from an existing creature, inserts new tags after the specified tag.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GOOD}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Creature is considered good and will only show up in good biomes - [[unicorn]]s, for example. Civilizations with {{token|USE_GOOD_ANIMALS|e}} can domesticate them regardless of exotic status. Has no effect on cavern creatures except to restrict taming. A civilization that has good creatures can colonise good areas in world-gen.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GRASSTRAMPLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value &lt;br /&gt;
| The value determines how rapidly [[grass]] is trampled when a creature steps on it - a value of 0 causes the creature to never damage grass, while a value of 100 causes grass to be trampled as rapidly as possible. Defaults to 5.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GRAVITATE_BODY_SIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*target value&lt;br /&gt;
| Used in Creature Variants. This token changes the adult body size to the average of the old adult body size and the target value and scales all intermediate growth stages by the same factor.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GRAZER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*number&lt;br /&gt;
| The creature is a grazer - if tamed in fortress mode, it needs a pasture to survive. The higher the number, the less frequently it needs to eat in order to live. Not used since 0.40.12, replaced by {{token|STANDARD_GRAZER|c}} to fix {{bugl|4113}}.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==H==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HABIT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*type&lt;br /&gt;
*probability&lt;br /&gt;
| Defines certain behaviors for the creature. The habit types are:&lt;br /&gt;
*COLLECT_TROPHIES&lt;br /&gt;
*COOK_PEOPLE&lt;br /&gt;
*COOK_VERMIN&lt;br /&gt;
*GRIND_VERMIN&lt;br /&gt;
*COOK_BLOOD&lt;br /&gt;
*GRIND_BONE_MEAL&lt;br /&gt;
*EAT_BONE_PORRIDGE&lt;br /&gt;
*USE_ANY_MELEE_WEAPON&lt;br /&gt;
*GIANT_NEST&lt;br /&gt;
*COLLECT_WEALTH.&lt;br /&gt;
These require the creature to have a {{token|LAIR|c}} to work properly, and also don't seem to work on creatures who are not a {{token|SEMIMEGABEAST|c}}, {{token|MEGABEAST|c}} or {{token|NIGHT_CREATURE_HUNTER|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HABIT_NUM}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*number or TEST_ALL&lt;br /&gt;
| &amp;quot;If you set HABIT_NUM to a number, it should give you that exact number of habits according to the weights.&amp;quot;.{{cite forum|60554/1719248}} All lists of HABITs are preceded by [HABIT_NUM:TEST_ALL]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HAS_NERVES}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature has nerves in its muscles. Cutting the muscle tissue can sever motor and sensory nerves.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HASSHELL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature has a shell. Seemingly no longer used - holdover from previous versions.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HIVE_PRODUCT}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*number&lt;br /&gt;
*[[time]]&lt;br /&gt;
*[[item token]]s&lt;br /&gt;
| What product is harvested from [[Beekeeping industry|beekeeping]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HOMEOTHERM}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*number or NONE&lt;br /&gt;
| Default 'NONE'. The creature's normal body [[temperature]]. Creature ceases maintaining temperature on death unlike fixed material temperatures. Provides minor protection from environmental temperature to the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HUNTS_VERMIN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Creature hunts and kills nearby [[vermin]].&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==I==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IMMOBILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| The creature cannot move. Found on [[sponge]]s. Will also stop a creature from breeding in fortress mode (MALE and FEMALE are affected, if one is IMMOBILE no breeding will happen).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IMMOBILE_LAND}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is immobile while on land. Only works on {{token|AQUATIC|c}} creatures which can't breathe on land.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IMMOLATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature radiates [[fire]]. It will ignite, and potentially completely destroy, items the creature is standing on. Also gives the vermin a high chance of escaping from [[animal trap]]s and [[cage]]s made of any flammable materials (specifically ones that could be ignited by magma).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|INTELLIGENT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Alias for {{token|CAN_SPEAK|c}} + {{token|CAN_LEARN|c}} but additionally keeps creatures from being [[butcher|butchered]] by the AI during worldgen and post-gen. In fortress mode, {{token|CAN_LEARN|c}} is enough.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ITEMCORPSE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
* [[item token]]&lt;br /&gt;
* [[material token]]&lt;br /&gt;
| Determines if the creature leaves behind a non-standard corpse (i.e. wood, statue, bars, stone, pool of liquid, etc.). [[Ethics]] may prevent actually using the item in jobs or reactions.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ITEMCORPSE_QUALITY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* number&lt;br /&gt;
| The [[quality]] of an item-type corpse left behind. Valid values are: 0 for ordinary, 1 for well-crafted, 2 for finely-crafted, 3 for superior, 4 for exceptional, 5 for masterpiece.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==L==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAIR}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*type&lt;br /&gt;
*probability&lt;br /&gt;
| Found on megabeasts, semimegabeasts, and night creatures. The creature will seek out sites of this type and take them as lairs. The lair types are:&lt;br /&gt;
*SIMPLE_BURROW&lt;br /&gt;
*SIMPLE_MOUND&lt;br /&gt;
*WILDERNESS_LOCATION&lt;br /&gt;
*SHRINE&lt;br /&gt;
*LABYRINTH&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAIR_CHARACTERISTIC}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*characteristic&lt;br /&gt;
*probability&lt;br /&gt;
| Defines certain features of the creature's lair. The only valid characteristic is HAS_DOORS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAIR_HUNTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| This creature will actively hunt adventurers in its lair.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAIR_HUNTER_SPEECH}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*speech file&lt;br /&gt;
| What this creature says while hunting adventurers in its lair.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LARGE_PREDATOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Will attack things that are smaller than it (like dwarves). Only one group of &amp;quot;large predators&amp;quot; (possibly two groups on &amp;quot;savage&amp;quot; maps) will appear on any given map. In adventure mode, large predators will try to ambush and attack you (and your party will attack them back). When tamed, large predators tend to be much more aggressive to enemies than non-large predators, making them a good choice for an animal army. They may go on rampages in worldgen, and adventurers may receive quests to kill them. Also, they can be mentioned in the intro paragraph when starting a fortress e.g. &amp;quot;ere the wolves get hungry.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LARGE_ROAMING}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| This is the core requisite tag allowing the creature to spawn as a wild animal in the appropriate biomes. Requires specifying a {{token|BIOME|c}} in which the creature will spawn. Does not require specifying a frequency, population number, or cluster number.&lt;br /&gt;
&lt;br /&gt;
This tag stacks with {{token|MEGABEAST|c}}, {{token|SEMIMEGABEAST|c}}, or {{token|NIGHT_CREATURE_HUNTER|c}}; if used with one of these tags, the creature will spawn as both a boss and as a wild animal. This tag does not stack with {{token|FEATURE_BEAST|c}} and if both are used the creature will not spawn. This tag is uneffected by {{token|DEMON|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAYS_EGGS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Creature lays [[egg]]s instead of giving birth to live young.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAYS_UNUSUAL_EGGS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* [[item token]]&lt;br /&gt;
* [[material token]]&lt;br /&gt;
| Creature lays the specified item instead of regular eggs.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIGAMENTS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
*healing rate &lt;br /&gt;
| The creature has ligaments in its {{token|CONNECTIVE_TISSUE_ANCHOR|td}} tissues (bone or chitin by default). Cutting the bone/chitin tissue severs the ligaments, disabling motor function if the target is a limb.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIGHT_GEN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature will generate light, such as in adventurer mode at night.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIKES_FIGHTING}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature will attack enemies rather than flee from them. This tag has the same effect on player-controlled creatures - including modded dwarves. Retired as of v0.40.14 in favor of {{token|LARGE_PREDATOR|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LISP}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Creature uses &amp;quot;sssssnake talk&amp;quot; (multiplies 'S' when talking - &amp;quot;My name isss Recisssiz.&amp;quot;). Used by [[Serpent man|serpent men]] and [[Reptile man|reptile men]] in the vanilla game. C's with the same pronunciation (depending on the word) are not affected by this token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LITTERSIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* minimum&lt;br /&gt;
* maximum&lt;br /&gt;
| Determines the number of offspring per one birth.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LOCAL_POPS_CONTROLLABLE}}{{version|0.42.01}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
| Allows you to play as a wild animal of this species in adventurer mode. Prevents trading of (tame) instances of this creature in caravans.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LOCAL_POPS_PRODUCE_HEROES}}{{version|0.42.01}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Wild animals of this species may occasionally join a civilization. Prevents trading of (tame) instances of this creature in caravans.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LOCKPICKER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Lets a creature open [[door]]s that are set to forbidden in fortress mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LOOSE_CLUSTERS}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creatures will scatter if they have this tag, or form tight packs if they don't. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LOW_LIGHT_VISION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*number&lt;br /&gt;
| Determines how well a creature can see in the dark - higher is better. Dwarves have 10000, which amounts to perfect nightvision.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==M==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAGICAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| According to Toady One, this is completely interchangeable with {{token|AT_PEACE_WITH_WILDLIFE|c}} and might have been used in very early versions of the game by wandering wizards or the ent-type tree creatures that used to be animated by elves. [http://www.bay12forums.com/smf/index.php?topic=169696.msg8316954#msg8316954]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAGMA_VISION}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is able to see while submerged in [[magma]]. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MALE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature biologically male. Usually declared inside a caste.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| {{text anchor|MANNERISM|MANNERISM_*}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*occasionally body part &lt;br /&gt;
| Adds a possible mannerism to the creature's profile.  See [[creature mannerism token]] for further info.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MATERIAL}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*material id&lt;br /&gt;
| Begins defining a new material.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MATERIAL_FORCE_MULTIPLIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Material token]]&lt;br /&gt;
*value A&lt;br /&gt;
*value B&lt;br /&gt;
| When struck with a weapon made of the specified material, the force exerted will be multiplied by A/B, thus making the creature more or less susceptible to this material. For example, if A is 2 and B is 1, the force exerted by the defined material will be doubled. If A is 1 and B is 2, it will be halved instead. See also  {{token|GENERAL_MATERIAL_FORCE_MULTIPLIER|c}}, which can be used to make this sort of effect applicable to all materials.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MATUTINAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Sets the creature to be active at dawn in adventurer mode. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAXAGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*min&lt;br /&gt;
*max &lt;br /&gt;
| Determines the creature's natural lifespan, using the specified minimum and maximum age values (in years). Each individual creature with this token is generated with a predetermined date (calculated down to the exact [[time|tick]]!) between these values, at which it is destined to die of old age, should it live long enough. Note that the probability of death at any given age does not increase as the creature gets older [http://i.imgur.com/A1A4aA9.png]. &lt;br /&gt;
Creatures which lack this token are naturally immortal. The [[Syndrome#CE_ADD_TAG|NO_AGING]] syndrome tag will prevent death by old age from occurring. Also note that, among civilized creatures, castes which lack this token will refuse to marry others with it, and vice versa.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MEANDERER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature slowly stroll around, unless it's in combat or performing a job. If combined with {{token|CAN_LEARN|c}}, will severely impact their [[pathfinding]] and lead the creature to move extremely slowly when not performing any task. Problematically applies to animal people based on the animal and war trained animals{{bug|9588}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MEGABEAST}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| A 'boss' creature. A small number of the creatures are created during worldgen, their histories and descendants (if any) will be tracked in worldgen (as opposed to simply 'spawning'), and they will occasionally go on rampages, potentially leading to worship if they attack the same place multiple times. Their presence and number will also influence age names. When appearing in fortress mode, they will have a pop-up message announcing their arrival. They will remain hostile to military even after being tamed.{{bug|10731}} See [[megabeast]] page for more details. &lt;br /&gt;
&lt;br /&gt;
Requires specifying a {{token|BIOME|c}} in which the creature will live. Subterranean biomes appear to not be allowed. Does stack with {{token|LARGE_ROAMING|c}} and if both are used the creature will spawn as both historical bosses and as wild animals.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MENT_ATT_CAP_PERC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*[[Attribute|ATTRIBUTE]] Token&lt;br /&gt;
*Cap %&lt;br /&gt;
|Default is 200.  This means you can increase your attribute to 200% of its starting value (or the average value + your starting value if that is higher).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MENT_ATT_RANGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*[[Attribute|ATTRIBUTE]]&lt;br /&gt;
*lowest&lt;br /&gt;
*lower&lt;br /&gt;
*low&lt;br /&gt;
*median&lt;br /&gt;
*high&lt;br /&gt;
*higher&lt;br /&gt;
*highest &lt;br /&gt;
| Sets up a [[Attribute#Soul_attributes|mental attribute]]'s range of values (0-5000). All mental attribute ranges default to 200:800:900:1000:1100:1300:2000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MENT_ATT_RATES}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Attribute|ATTRIBUTE]] Token&lt;br /&gt;
*cost to improve&lt;br /&gt;
*unused counter rate&lt;br /&gt;
*rust counter rate&lt;br /&gt;
*demotion counter rate&lt;br /&gt;
| [[Attribute#Soul_attributes|Mental attribute]] gain/decay rates. Lower numbers in the last three slots make decay occur faster. Defaults are 500:4:5:4.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MILKABLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
* frequency&lt;br /&gt;
| Allows the creature to be [[milk]]ed in the [[farmer's workshop]]. The frequency is the amount of [[time|ticks]] the creature needs to &amp;quot;recharge&amp;quot; (i.e. how much time needs to pass before it can be milked again). Does not work on [[#CAN_LEARN|sentient]] creatures, regardless of [[ethics]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MISCHIEVIOUS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Alias for {{token|MISCHIEVOUS|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MISCHIEVOUS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature spawns [[stealth]]ed and will attempt to path into the fortress, pulling any [[lever]]s it comes across. It will be invisible on the map and [[unit list]] until spotted by a citizen, at which point the game will pause and recenter on the creature. Used by [[gremlin]]s in the vanilla game. &amp;quot;They go on little missions to mess with various fortress buildings, not just levers.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MODVALUE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Seemingly no longer used.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MOUNT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature may be used as a [[mount]]. No use for the player in fortress mode, but enemy sieging forces may arrive with cavalry. Mounts are usable in adventure mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MOUNT_EXOTIC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature may be used as a [[mount]], but civilizations cannot domesticate it in worldgen without certain exceptions.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MULTIPART_FULL_VISION}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to have all-around vision as long as it has multiple heads that can see.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MULTIPLE_LITTER_RARE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Makes the species usually produce a single offspring per birth, occasionally producing twins or triplets with a 1/500 chance.  Requires {{token|FEMALE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MUNDANE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Marks if the creature is an actual real-life creature. Only used for age-names at present.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==N==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NAME}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*singular&lt;br /&gt;
*plural&lt;br /&gt;
*adjective &lt;br /&gt;
| The generic name for any creature of this type - will be used when distinctions between caste are unimportant. For names for specific castes, use {{token|CASTE_NAME|c}} instead. If left undefined, the creature will be labeled as &amp;quot;nothing&amp;quot; by the game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NATURAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Animal is considered to be natural. NATURAL animals will not engage creatures tagged with {{token|AT_PEACE_WITH_WILDLIFE|c}} in combat unless they are members of a hostile entity and vice-versa.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NATURAL_ANIMAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Alias of {{token|NATURAL|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NATURAL_SKILL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Skill_token|Skill token]]&lt;br /&gt;
*value&lt;br /&gt;
| The creature possesses the specified [[skill]] at this level inherently - that is, it begins with the skill at this level, and the skill may never rust below that. A value of 15 is legendary.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NIGHT_CREATURE_BOGEYMAN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Creatures with this token can appear in [[bogeyman|bogeyman ambushes]] in [[adventure mode]], where they adopt classical bogeyman traits such as stalking the adventurer and vaporising when dawn breaks. Such traits do not manifest if the creature is encountered outside of a bogeyman ambush (for instance, as a megabeast or a civilised being). In addition, their corpses and severed body parts turn into [[smoke]] after a short while. Note that setting the &amp;quot;Number of Bogeyman Types&amp;quot; in [[advanced world generation]] to 0 will only remove randomly-generated bogeymen.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NIGHT_CREATURE_EXPERIMENTER}}{{version|0.47.01}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on some [[necromancer]]s. Creatures with this tag may periodically &amp;quot;perform horrible experiments&amp;quot; offscreen, during which they can use creature-targeting interactions with an &amp;lt;code&amp;gt;[[Interaction_token#I_SOURCE|[I_SOURCE:EXPERIMENT]]]&amp;lt;/code&amp;gt; tag on living creatures in their area. Worlds are generated with a list of procedurally-generated experiments, allowing necromancers to turn living people and animals into [[Infected_ghoul|ghouls]] and [[Experiment|other experimental creatures]], and these will automatically be available to all experimenters; it does not appear possible to prevent this. You can mod in your own custom experiment interactions, but these are used very infrequently due to the large number of generated experiments.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NIGHT_CREATURE_HUNTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on [[night troll]]s and [[werebeast]]s. Implies that the creature is a [[night creature]], and shows its description in [[legends mode]] entry. The creature is always hostile and will start [[no quarter]] combat with any nearby creatures, except for members of its own race. Note that this tag does not override the creature's normal behavior in [[fortress mode]] except for the aforementioned aggression, and doesn't prevent the creature from fleeing the battles it started. It also removes the creature's materials from stockpile settings list, making them be stored there regardless of settings.&lt;br /&gt;
&lt;br /&gt;
Does stack with {{token|LARGE_ROAMING|c}} and if both are used the creature will spawn as both historical hunters and as wild animals; this requires specifying a {{token|BIOME|c}} in which the creature will live, and subterranean biomes are allowed.&lt;br /&gt;
&lt;br /&gt;
This tag causes the usual behaviour of werebeasts in worldgen, that is, fleeing towns upon being cursed and conducting raids from a lair. If this tag is absent from a deity curse, the accursed will simply be driven out of towns in a similar manner to [[vampire]]s. When paired with SPOUSE_CONVERTER, a very small population of the creature will be created during worldgen (sometimes only a single individual will be created), and their histories will be tracked (that is, they will not spawn spontaneously later, they must either have children or convert other creatures to increase their numbers). The creature will settle in a lair and go on rampages during worldgen. It will actively attempt to seek out potential conversion targets to abduct, convert, and have children with (if possible).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NIGHT_CREATURE_NIGHTMARE}}{{version|0.47.01}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on [[nightmare]]s. Corpses and severed body parts derived from creatures with this token turn into [[smoke]] after a short while.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_AUTUMN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature caste does not appear in [[Calendar|autumn]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_CONNECTIONS_FOR_MOVEMENT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Creature doesn't require connected body parts to move{{verify}}; generally used on undead creatures with connections that have rotted away.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_DIZZINESS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature cannot become [[Symptom#Dizziness|dizzy]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_DRINK}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature does not need to drink. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_EAT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature does not need to [[food|eat]]. Seems to cause worldgen crashes if it is part of an entity with [[entity_token#PERMITTED_JOB|[PERMITTED_JOB:FISHERMAN]]]{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_FEVERS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature cannot suffer [[Symptom#Fever|fevers]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_GENDER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| The creature is biologically sexless. Makes the creature unable to [[breeding|breed]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_PHYS_ATT_GAIN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| The creature cannot raise any [[Attribute#Body_attributes|physical attributes]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_PHYS_ATT_RUST}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| The creature cannot lose any [[Attribute#Body_attributes|physical attributes]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_SLEEP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature does not need to sleep. Can still be rendered unconscious by other means.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_SPRING}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature caste does not appear in [[Calendar|spring]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_SUMMER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature caste does not appear in [[Calendar|summer]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_THOUGHT_CENTER_FOR_MOVEMENT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't require an organ with the {{token|THOUGHT|body}} tag to survive or attack; generally used on creatures that don't have brains.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_UNIT_TYPE_COLOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Prevents creature from selecting its color based on its profession (e.g. Miner, Hunter, Wrestler).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_VEGETATION_PERTURB}}&lt;br /&gt;
| Caste{{Verify}}&lt;br /&gt;
|  &lt;br /&gt;
| Likely prevents the creature from leaving broken vegetation tracks.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_WINTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature caste does not appear in [[Calendar|winter]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOBONES}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature has no bones.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOBREATHE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't need to breathe or have {{token|BREATHE|body}} parts in body, nor can it drown or be strangled. Creatures living in magma must have this tag, otherwise they will drown.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOCTURNAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Sets the creature to be active at night in adventure mode. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOEMOTION}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature has no emotions. It is immune to the effects of [[stress]] and unable to rage, and its [[need]]s cannot be fulfilled in any way. Used on [[undead]] in the vanilla game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOEXERT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature can't become tired or over-exerted from taking too many combat actions or moving at full speed for extended periods of time. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOFEAR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't feel fear and will never flee from battle, and will be immune to [[ghost]]s' attempts to 'scare it to death'. Additionally, it causes [[bogeyman|bogeymen]] and [[nightmare]]s to become friendly towards the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOMEAT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature will not drop meat when [[butcher|butchered]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NONAUSEA}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature isn't nauseated by gut hits and cannot vomit.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOPAIN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't feel pain. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOSKIN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature will not drop a hide when [[butcher|butchered]]. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOSKULL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature will not drop a skull on butchering, rot, or decay of severed head.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOSMELLYROT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Does not produce [[miasma]] when rotting.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOSTUCKINS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Weapons can't get stuck in the creature. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOSTUN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature can't be stunned and knocked unconscious by pain or head injuries. Creatures with this tag never wake up from sleep in Fortress Mode. If this creature needs to sleep while playing, it &amp;lt;b&amp;gt;will&amp;lt;/b&amp;gt; die.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOT_BUTCHERABLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Cannot be [[butcher|butchered]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOT_LIVING}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Cannot be raised from the dead by necromancers or evil clouds. Implies the creature is not a normal living being. Used by [[vampire]]s, [[Mummy|mummies]] and inorganic creatures like the [[amethyst man]] and [[bronze colossus]]. Creatures who are {{token|OPPOSED_TO_LIFE|c}} (undead) will be docile towards creatures with this token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOTHOUGHT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't require a {{token|THOUGHT|body}} body part to survive. Has the added effect of preventing speech, though directly controlling creatures that would otherwise be capable of speaking allows them to engage in conversation.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==O==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ODOR_LEVEL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*number&lt;br /&gt;
| How easy the creature is to [[smell]]. The higher the number, the easier the creature is to sniff out. Defaults to 50. Vanilla creatures have values from 0 (undetectable) to 90 (noticeable by humans and dwarves).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ODOR_STRING}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*string&lt;br /&gt;
| What the creature [[smell]]s like. If no odor string is defined, the creature name (not the caste name) is used.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|OPPOSED_TO_LIFE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Is hostile to all creatures except undead and other non-living ones and will show {{DFtext|Opposed to life|0:1}} in the [[unit list]]. Used by [[undead]] in the vanilla game. Functions without the {{token|NOT_LIVING|c}} token, and seems to imply said token as well. Undead will not be hostile to otherwise-living creatures given this token. Living creatures given this token will attack living creatures that lack it, while ignoring other living creatures that also have this token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ORIENTATION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*MALE/FEMALE&lt;br /&gt;
*disinterested chance&lt;br /&gt;
*lover-possible chance&lt;br /&gt;
*preference(?)-possible chance&lt;br /&gt;
| Determines caste's likelihood of having sexual attraction to certain sexes. Values default to 75:20:5 for the same sex and 5:20:75 for the opposite sex. The first value indicates how likely to be entirely uninterested in the sex, the second decides if the creature will become lovers, the third decides if the creature will &amp;quot;prefer&amp;quot; this sex{{Verify}}. Marriage can happen as long as they are not disinterested. The values themselves are simply ratios and do not need to add up to any particular value.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|OUTSIDER_CONTROLLABLE}}{{version|0.42.01}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Lets you play as an [[Adventurer_mode_character_creation#Outsider|outsider]] of this species in adventure mode.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==P==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PACK_ANIMAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to be used as a pack animal. Used by [[trading|merchants]] without wagons and adventurers. Also prevents creature from dropping hauled items on its own -- do ''not'' use for player-controllable creatures!&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PARALYZEIMMUNE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is immune to all [[Syndrome#CE_PARALYSIS|paralyzing]] special attacks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PATTERNFLIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Used to control the bat riders with paralyze-dart blowguns that flew through the 2D chasm. Doesn't do anything now.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PEARL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| In earlier versions, creature would generate [[pearl]]s. Does nothing in the current version.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PENETRATEPOWER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value &lt;br /&gt;
| Controls the ability of [[vermin]] to find a way into containers when they are eating food from your stockpiles.&lt;br /&gt;
&lt;br /&gt;
Objects made of most materials (e.g. metal) roll a number from 0-100, and if the resulting number is greater than the penetrate power, their contents escape for the time being. Objects made of [[wood]], [[leather]], [[amber]], or [[coral]] roll 0-95, and items made of [[cloth]] roll 0-90.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PERSONALITY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*ATTRIBUTE&lt;br /&gt;
*lowest&lt;br /&gt;
*median&lt;br /&gt;
*highest &lt;br /&gt;
| Determines the range and chance of personality traits. Standard is 0:50:100. See [[Personality trait]] for more info.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PET}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to be [[Animal_trainer|tamed]] in Fortress mode. Prerequisite for all other working animal roles. Civilizations that encounter it in worldgen will tame and domesticate it for their own use. Adding this to civilization members will classify them as pets instead of citizens, with all the [[Fun|problems]] that entails. However, you can solve these problems using the popular plugin [https://dffd.bay12games.com/file.php?id=13095| Dwarf Therapist], which is completely unaffected by the tag.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PET_EXOTIC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to be [[Animal_trainer|tamed]] in Fortress mode. Prequisite for all other working animal roles. Civilizations cannot domesticate it in worldgen, with certain exceptions. More difficult to tame?{{verify}} Adding this to civilization members will classify them as pets instead of citizens, with all the [[Fun|problems]] that entails. ([[Gremlin|Example]]).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PETVALUE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value &lt;br /&gt;
| How valuable a tamed animal is. Actual cost in points in the embarking screen is 1+(PETVALUE/2) for an untrained animal, 1+PETVALUE for a war/hunting one. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PETVALUE_DIVISOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
| Divides the creature's {{token|PETVALUE|c}} by the specified number. Used by [[honey bee]]s to prevent a single hive from being worth a fortune.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PHYS_ATT_CAP_PERC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*[[Attribute|ATTRIBUTE]] Token&lt;br /&gt;
*Cap %&lt;br /&gt;
|Default is 200. This means you can increase your attribute to 200% of its starting value (or the average value + your starting value if that is higher).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PHYS_ATT_RANGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Attribute|ATTRIBUTE]]&lt;br /&gt;
*lowest&lt;br /&gt;
*lower&lt;br /&gt;
*low&lt;br /&gt;
*median&lt;br /&gt;
*high&lt;br /&gt;
*higher&lt;br /&gt;
*highest &lt;br /&gt;
| Sets up a [[Attribute#Body_attributes|physical attribute]]'s range of values (0-5000). All physical attribute ranges default to 200:700:900:1000:1100:1300:2000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PHYS_ATT_RATES}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Attribute|ATTRIBUTE]] Token&lt;br /&gt;
*cost to improve&lt;br /&gt;
*unused counter rate&lt;br /&gt;
*rust counter rate&lt;br /&gt;
*demotion counter rate&lt;br /&gt;
| [[Attribute#Body_attributes|Physical attribute]] gain/decay rates. Lower numbers in the last three slots make decay occur faster. Defaults for STRENGTH, AGILITY, TOUGHNESS, and ENDURANCE are 500:3:4:3, while RECUPERATION and DISEASE_RESISTANCE default to 500:NONE:NONE:NONE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PLUS_BP_GROUP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*BY_TYPE, BY_CATEGORY, or BY_TOKEN&lt;br /&gt;
*body type, category, or token&lt;br /&gt;
| Adds a body part group to selected body part group. Presumably used immediately after {{token|SET_BP_GROUP|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PLUS_MATERIAL}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*material&lt;br /&gt;
| Adds a material to selected materials. Used immediately after {{token|SELECT_MATERIAL|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|POP_RATIO}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
*number&lt;br /&gt;
| Weighted population of caste; Lower is rarer. Not to be confused with {{token|FREQUENCY|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|POPULATION_NUMBER}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*min&lt;br /&gt;
*max &lt;br /&gt;
| The minimum/maximum numbers of how many of these creatures are present in each world map tile of the appropriate region. Defaults to 1:1 if not specified.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|POWER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Allows the being to represent itself as a deity, allowing it to become the leader of a civilized group. Used by unique demons in the vanilla game. Requires {{token|CAN_SPEAK|c}} to actually do anything more than settle at a location (e.g. write books, lead armies, profane temples). Doesn't appear to do anything for creatures that are already civilized. Once the creature ascends to a position of leadership, it will proceed to act as a standard ruler for their entity and fulfill the same functions (hold tournaments, tame creatures, etc).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PREFSTRING}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*string&lt;br /&gt;
| Sets what other creatures [[Preferences|prefer]] about this creature. &amp;quot;Urist likes dwarves for their beards.&amp;quot; Multiple entries will be chosen from at random. Creatures lacking a PREFSTRING token will never appear under another's preferences.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PROFESSION_NAME}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*[[Unit type token]] (Profession)&lt;br /&gt;
*singular&lt;br /&gt;
*plural &lt;br /&gt;
| The generic name for members of this profession, at the creature level. In order to give members of specific castes different names for professions, use {{token|CASTE_PROFESSION_NAME|c}} instead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PRONE_TO_RAGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*Chance&lt;br /&gt;
| Creature has a percentage chance to flip out at visible non-friendly creatures. Enraged creatures attack anything regardless of timidity and get a strength bonus to their hits. This is what makes [[badger]]s so hardcore.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PUS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;[[material token]]&amp;gt;&lt;br /&gt;
* &amp;lt;[[Material_definition_token#Material_States|material state]]&amp;gt;&lt;br /&gt;
| The creature has pus. Specifies the stuff secreted by [[Health_care#Infection|infected wounds]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==R==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|RELSIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*body category, type, or token&lt;br /&gt;
*Relsize &lt;br /&gt;
| Specifies a new relative size for a part than what is stated in the body plan. For example, dwarves have larger livers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMAINS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*singular&lt;br /&gt;
*plural&lt;br /&gt;
| What the creature's [[remains]] are called.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMAINS_COLOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| What color the creature's [[remains]] are.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMAINS_ON_VERMIN_BITE_DEATH}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Goes with {{token|VERMIN_BITE|c}} and {{token|DIE_WHEN_VERMIN_BITE|c}}, the vermin creature will leave remains on death when biting. Leaving this tag out will cause the creature to disappear entirely after it bites.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMAINS_UNDETERMINED}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Unknown.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMOVE_MATERIAL}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*material token &lt;br /&gt;
| Removes a material from the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMOVE_TISSUE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*tissue token&lt;br /&gt;
| Removes a tissue from the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|RETRACT_INTO_BP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*BY_TYPE, BY_CATEGORY or BY_TOKEN&lt;br /&gt;
*body type, [[Body_token#CATEGORY|category]], or [[Body_token#BP|token]]&lt;br /&gt;
*Second person (&amp;quot;You&amp;quot;) retract verb text&lt;br /&gt;
*Third person (&amp;quot;The giant snail&amp;quot;) retract verb text&lt;br /&gt;
*Second person cancel retract text&lt;br /&gt;
*Third person cancel retract text&lt;br /&gt;
| The creature will retract into a body part when threatened. It will be unable to move or attack, but enemies will only be able to attack the specified body part. (eg. Turtle, Hedgehog)&lt;br /&gt;
&lt;br /&gt;
Second-person descriptions are used for adventurer mode natural ability. &amp;quot;&amp;lt;pro_pos&amp;gt;&amp;quot; can be used in the descriptions, being replaced with the proper pronoun (or lack thereof) in-game. &lt;br /&gt;
&lt;br /&gt;
Undead curled up creatures are buggy{{bug|11463}}{{bug|10519}}.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|RETURNS_VERMIN_KILLS_TO_OWNER}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Cat behavior. If it kills a vermin creature and has an owner, it carries the remains in its mouth and drops them at their feet. Requires {{token|HUNTS_VERMIN|c}}, obviously.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ROOT_AROUND}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*BY_TYPE, BY_CATEGORY or BY_TOKEN&lt;br /&gt;
*body type, [[Body_token#CATEGORY|category]], or [[Body_token#BP|token]]&lt;br /&gt;
*Second person (&amp;quot;You&amp;quot;) verb text&lt;br /&gt;
*Third person (&amp;quot;The hen&amp;quot;) verb text&lt;br /&gt;
| Creature will occasionally root around in the grass, looking for insects.  Used for flavor in Adventurer Mode, spawns vermin edible for this creature in Fortress Mode. Creatures missing the specified body part will be unable to perform this action. The action produces a message (visible in adventure mode) in the form:&lt;br /&gt;
&lt;br /&gt;
[creature] [verb text] the [description of creature's location]&lt;br /&gt;
&lt;br /&gt;
In adventure mode, the &amp;quot;rooting around&amp;quot; ability will be included in the &amp;quot;natural abilities&amp;quot; menu, represented by its second person verb text.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==S==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SAVAGE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creature will only show up in &amp;quot;savage&amp;quot; biomes. Has no effect on cavern creatures. Cannot be combined with {{token|GOOD|c}} or {{token|EVIL|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SECRETION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*&amp;lt;[[material token]]&amp;gt;&lt;br /&gt;
*&amp;lt;[[Material_definition_token#Material_States|material state]]&amp;gt;&lt;br /&gt;
*BY_TOKEN / BY_CATEGORY / BY_TYPE&lt;br /&gt;
*&amp;lt;[[Body_token#BP|body part ID]]&amp;gt; / &amp;lt;[[Body_token#CATEGORY|category]]&amp;gt; or ALL / &amp;lt;type (e.g. [[Body_token#GRASP|GRASP]])&amp;gt;&lt;br /&gt;
*&amp;lt;[[Body_detail_plan_token#BP_LAYERS|tissue layer]]&amp;gt; or ALL&lt;br /&gt;
*&amp;lt;trigger&amp;gt;&lt;br /&gt;
| Causes the specified tissue layer(s) of the indicated body part(s) to secrete the designated material. A size 100 ('covering') [[contaminant]] is created over the affected body part(s) in its specified material state (and at the temperature appropriate to this state) when the trigger condition is met, as long as one of the secretory tissue layers is still intact. Valid triggers are:&lt;br /&gt;
*'''CONTINUOUS'''&lt;br /&gt;
Secretion occurs once every 40 [[time|ticks]] in [[fortress mode]], and every tick in [[adventurer mode]].&lt;br /&gt;
*'''EXERTION'''&lt;br /&gt;
Secretion occurs continuously (at the rate described above) whilst the creature is at minimum &amp;lt;span style=&amp;quot;font-size:75%&amp;quot;&amp;gt;{{Tile|Tired|6:1}}&amp;lt;/span&amp;gt; following physical exertion. Note that this cannot occur if the creature has {{token|NOEXERT|c}}.&lt;br /&gt;
*'''EXTREME_EMOTION'''&lt;br /&gt;
Secretion occurs continuously (as above) whilst the creature is distressed. Cannot occur in creatures with {{token|NOEMOTION|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SELECT_ADDITIONAL_CASTE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*&amp;lt;caste&amp;gt;&lt;br /&gt;
| Adds an additional previously defined caste to the selection. Used after {{token|SELECT_CASTE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SELECT_CASTE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*&amp;lt;caste&amp;gt; or ALL &lt;br /&gt;
| Selects a previously defined caste&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SELECT_MATERIAL}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*&amp;lt;[[material token]]&amp;gt;&lt;br /&gt;
| Selects a locally defined material. Can be ALL.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SELECT_TISSUE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*tissue token&lt;br /&gt;
| Selects a tissue for editing.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SEMIMEGABEAST}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Essentially the same as {{token|MEGABEAST|c}}, but more of them are created during worldgen. See the [[semi-megabeast]] page for details.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SENSE_CREATURE_CLASS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;[[Creature_token#CREATURE_CLASS|creature class]]&amp;gt;&lt;br /&gt;
* [[Tilesets|&amp;lt;tile value or character&amp;gt;]]&lt;br /&gt;
* [[Color#Color_values|&amp;lt;foreground color&amp;gt;:&amp;lt;background color&amp;gt;:&amp;lt;foreground brightness&amp;gt;]]&lt;br /&gt;
| Gives the creature the ability to sense creatures belonging to the specified [[Creature_token#CREATURE_CLASS|creature class]] even when they lie far beyond line of sight, including through walls and floors. It also appears to reduce or negate the combat penalty of [[Wound#Blindness|blind]] units when fighting creatures they can sense. In [[adventure mode]], the specified tile will be used to represent sensed creatures when they cannot be seen directly.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SET_BP_GROUP}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*selection criteria BY_TYPE, BY_CATEGORY, BY_TOKEN&lt;br /&gt;
*category, type, or token &lt;br /&gt;
| Begins a selection of body parts.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_LEARN_RATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*&amp;lt;[[skill_token]]&amp;gt;&lt;br /&gt;
*&amp;lt;percentage&amp;gt;&lt;br /&gt;
| The rate at which this creature learns this skill. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_LEARN_RATES}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*&amp;lt;percentage&amp;gt;&lt;br /&gt;
| The rate at which this creature learns all skills. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_RATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[skill_token]]&lt;br /&gt;
*&amp;lt;% of improvement points gained&amp;gt;&lt;br /&gt;
*&amp;lt;unused counter rate&amp;gt;&lt;br /&gt;
*&amp;lt;rust counter rate&amp;gt;&lt;br /&gt;
*&amp;lt;demotion counter rate&amp;gt;&lt;br /&gt;
| Like {{token|SKILL_RATES|c}}, but applies to individual skills instead. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_RATES}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
*&amp;lt;% of improvement points gained&amp;gt;&lt;br /&gt;
*&amp;lt;unused counter rate&amp;gt;&lt;br /&gt;
*&amp;lt;rust counter rate&amp;gt;&lt;br /&gt;
*&amp;lt;demotion counter rate&amp;gt;&lt;br /&gt;
| Affects skill gain and decay. Lower numbers in the last three slots make decay occur faster ([SKILL_RATES:100:1:1:1] would cause rapid decay). The counter rates may also be replaced with NONE.&lt;br /&gt;
Default is [SKILL_RATES:100:8:16:16]. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_RUST_RATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[skill_token]]&lt;br /&gt;
*value&lt;br /&gt;
*value&lt;br /&gt;
*value&lt;br /&gt;
| The rate at which this skill decays. Lower values cause the skill to decay faster. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_RUST_RATES}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
*value&lt;br /&gt;
*value&lt;br /&gt;
| The rate at which all skills decay. Lower values cause the skills to decay faster. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SLOW_LEARNER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Shorthand for {{token|CAN_LEARN|c}} + &amp;lt;code&amp;gt;[[Creature_token#SKILL_LEARN_RATES|[SKILL_LEARN_RATES:50]]]&amp;lt;/code&amp;gt;.{{verify}} Used by a number of 'primitive' creatures (like [[ogre]]s, [[giant]]s and [[troglodyte]]s) in the vanilla game. Applicable to player races. Prevents a player from recruiting nobility, even basic ones. Subterranean creatures with this token combined with {{token|EVIL|c}} will become servants of goblins in their civilizations, in the style of [[troll]]s.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SMALL_REMAINS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature leaves &amp;quot;[[item token#REMAINS|remains]]&amp;quot; instead of a corpse. Used by [[vermin]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SMELL_TRIGGER}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
| Determines how keen a creature's sense of smell is - lower is better. At 10000, a creature cannot smell at all.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SOLDIER_ALTTILE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*'character' or tile number&lt;br /&gt;
| If this creature is active in its civilization's military, it will blink between its default tile and this one.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SOUND}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* Sound application (currently accepts ALERT or PEACEFUL_INTERMITTENT)&lt;br /&gt;
* Sound range (in tiles)&lt;br /&gt;
* Sound delay (lower values = sound is produced more often)&lt;br /&gt;
* VOCALIZATION or NONE (determines whether the sound requires breathing or not)&lt;br /&gt;
* First-person description&lt;br /&gt;
* Third-person description&lt;br /&gt;
* Description when out of sight&lt;br /&gt;
| Creature makes sounds periodically, which can be heard in Adventure mode.&lt;br /&gt;
* First-person reads &amp;quot;You '''bark'''&amp;quot;&lt;br /&gt;
* Third-person reads &amp;quot;The [[capybara]] '''barks'''&amp;quot;&lt;br /&gt;
* Out of sight reads &amp;quot;You hear '''a loud bark'''&amp;quot;&lt;br /&gt;
with the text in bold being the description arguments of the token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SOURCE_HFID}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*Integer (generic token?)&lt;br /&gt;
| Found on generated [[angel]]s. This is the historical figure ID of the deity with which the angel is associated. Since HFIDs are not predictable before worldgen, this isn't terribly usable in mods.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPECIFIC_FOOD}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* PLANT or CREATURE&lt;br /&gt;
* Plant/creature ID&lt;br /&gt;
| Creature will only appear in biomes with this plant or creature available. Grazers given a specific type of grass (such as [[panda]]s and [[bamboo]]) will only eat that grass and nothing else, risking starvation if there's none available. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPEECH}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*speech file &lt;br /&gt;
| Boasting speeches relating to killing this creature. Examples include dwarf.txt and elf.txt in data\speech.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPEECH_FEMALE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*speech file &lt;br /&gt;
| Boasting speeches relating to killing females of this creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPEECH_MALE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*speech file &lt;br /&gt;
| Boasting speeches relating to killing males of this creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPHERE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
* [[Sphere#Available_spheres|sphere]]&lt;br /&gt;
| Sets what religious spheres the creature is aligned to, for purposes of being worshipped via the {{token|POWER|c}} token. Also affects how the creature's name is generated.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPOUSE_CONVERSION_TARGET}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| This creature can be converted by a night creature with {{token|SPOUSE_CONVERTER|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPOUSE_CONVERTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| If the creature has the {{token|NIGHT_CREATURE_HUNTER|c}} tag, it will kidnap {{token|SPOUSE_CONVERSION_TARGET|c}}s and transform them into the caste of its species with the {{token|CONVERTED_SPOUSE|c}} tag during worldgen. It may also start families this way.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPREAD_EVIL_SPHERES_IF_RULER}}{{version|0.47.01}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| If the creature rules over a [[site]], it will cause the local landscape to be corrupted into [[Surroundings#Evil|evil surroundings]] associated with the creature's [[Creature_token#SPHERE|sphere]]s. The creature must have at least one of the following [[sphere]]s for this to take effect: BLIGHT, DEATH, DISEASE, DEFORMITY, NIGHTMARES. The first three kill vegetation, while the others sometimes do.  The last two get [[Plant_token#EVIL|evil plants]] and [[Creature_token#EVIL|evil animals]] sometimes. NIGHTMARES gets [[bogeyman|bogeymen]]. [http://www.bay12forums.com/smf/index.php?topic=169696.msg8162224#msg8162224] Used by [[demon]]s in the vanilla game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|STANCE_CLIMBER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Caste does not require &amp;lt;code&amp;gt;[[Body_token#GRASP|[GRASP]]]&amp;lt;/code&amp;gt; body parts to climb -- it can climb with &amp;lt;code&amp;gt;[[Body_token#STANCE|[STANCE]]]&amp;lt;/code&amp;gt; parts instead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|STANDARD_GRAZER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Acts as {{token|GRAZER|c}} but set to 20000*G*(max size)^(-3/4), where G defaults to 100 but can be set in d_init, and the whole thing is trapped between 150 and 3 million. Used for all grazers in the default creature raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|STRANGE_MOODS}}{{version|0.42.01}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| The creature will get [[strange mood]]s in fortress mode and can produce artifacts.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SUPERNATURAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Gives the creature knowledge of any secrets with &amp;lt;code&amp;gt;[[Interaction_token#IS_SECRET|[SUPERNATURAL_LEARNING_POSSIBLE]]]&amp;lt;/code&amp;gt; that match its [[Creature_token#SPHERE|spheres]] and also prevents it from becoming a [[vampire]] or [[werebeast]]. Other effects are unknown.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SWIMS_INNATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature naturally knows how to swim perfectly and does not use the [[swimmer]] skill, as opposed to {{token|SWIMS_LEARNED|c}} below. However, Fortress mode AI never paths into water anyway, so it's less useful there. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SWIMS_LEARNED}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature swims only as well as their present [[Swimmer|swimming skill]] allows them to.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SYNDROME_DILUTION_FACTOR}}{{version|0.42.01}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &amp;lt;[[Syndrome#SYN_IDENTIFIER|syndrome identifier]]&amp;gt;:&amp;lt;percentage&amp;gt;&lt;br /&gt;
| Dilutes the effects of syndromes which have the specified identifier. A percentage of 100 is equal to the regular syndrome effect severity, higher percentages reduce severity.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==T==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TENDONS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
*healing rate &lt;br /&gt;
| The creature has tendons in its {{token|CONNECTIVE_TISSUE_ANCHOR|td}} tissues (bone or chitin by default). Cutting the bone/chitin tissue severs the tendons, disabling motor function if the target is a limb.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|THICKWEB}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature's [[web]]s can catch larger creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*name &lt;br /&gt;
| Begins defining a tissue in the creature file.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_LAYER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*BY_TYPE, BY_CATEGORY, BY_TOKEN&lt;br /&gt;
*TYPE,CATEGORY, or TOKEN&lt;br /&gt;
*TISSUE&lt;br /&gt;
*LOCATION &lt;br /&gt;
| Adds the tissue layer to wherever it is required.&lt;br /&gt;
Non-argument Locations can be FRONT, RIGHT, LEFT, TOP, BOTTOM. Argument locations are AROUND and CLEANS, requiring a further body part and a % of coverage/cleansing&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_LAYER_OVER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*BY_TYPE, BY_CATEGORY, BY_TOKEN&lt;br /&gt;
*TYPE,CATEGORY, or TOKEN&lt;br /&gt;
*TISSUE&lt;br /&gt;
*LOCATION &lt;br /&gt;
| Presumably a counterpart to TISSUE_LAYER_UNDER (see below).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_LAYER_UNDER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*BY_TYPE, BY_CATEGORY, BY_TOKEN&lt;br /&gt;
*TYPE,CATEGORY, or TOKEN&lt;br /&gt;
*TISSUE&lt;br /&gt;
| Adds the tissue layer under a given part.&lt;br /&gt;
For example, an [[iron man]] has a gaseous poison within, and this tissue (GAS is its name) has the token [TISSUE_LEAKS] and its state is GAS, so when you puncture the iron outside and damage this tissue it leaks gas (can have a syndrome by using a previous one in the creature sample.) [TISSUE_LAYER_UNDER:BY_CATEGORY:ALL:{tissue}] {tissue} is what will be under the TISSUE_LAYER; here is an example Tissue from the Iron Man:&amp;lt;br&amp;gt; &lt;br /&gt;
[TISSUE:GAS] [TISSUE_NAME:gas:NP] [TISSUE_MATERIAL:LOCAL_CREATURE_MAT:GAS] [TISSUE_MAT_STATE:GAS] [RELATIVE_THICKNESS:50] [TISSUE_LEAKS] [TISSUE_SHAPE:LAYER] &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TITAN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on [[titan]]s. Cannot be specified in user-defined raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRADE_CAPACITY}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
*number&lt;br /&gt;
| How much the creature can carry when used by merchants. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAINABLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Shortcut for {{token|TRAINABLE_HUNTING|c}} + {{token|TRAINABLE_WAR|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAINABLE_HUNTING}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Can be [[Animal trainer|trained]] as a hunting beast, increasing speed.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAINABLE_WAR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Can be [[Animal trainer|trained]] as a war beast, increasing strength and endurance.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRANCES}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to go into [[martial trance]]s. Used by dwarves in the vanilla game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAPAVOID}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature will never trigger [[trap]]s it steps on. Used by a [[Trapavoid|number of creatures]]. Doesn't make the creature immune to remotely activated traps (like retractable spikes being triggered while the creature is standing over them). TRAPAVOID creatures lose this power if they're immobilized while standing in a trap, be it by stepping on thick web, being paralyzed or being knocked unconscious.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRIGGERABLE_GROUP}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*min&lt;br /&gt;
*max &lt;br /&gt;
| A large swarm of vermin can be disturbed, usually in adventurer mode.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TSU_NOUN}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*noun&lt;br /&gt;
*SINGULAR or PLURAL &lt;br /&gt;
| Noun for the {{token|TISSUE_STYLE_UNIT|c}}, used in the description of the tissue layer's style.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==U==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UBIQUITOUS}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
| Creature will occur in every region with the correct biome. Does not apply to {{token|EVIL|c}}/{{token|GOOD|c}} tags.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UNDERGROUND_DEPTH}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*mindepth&lt;br /&gt;
*maxdepth &lt;br /&gt;
| Depth that the creature appears underground. Numbers can be from 0 to 5. 0 is actually 'above ground' and can be used if the creature is to appear both above and below ground. Values from 1-3 are the respective [[cavern]] levels, 4 is the [[magma sea]] and 5 is the [[HFS]]. A single argument may be used instead of min and max. [[Demon]]s use only 5:5; user-defined creatures with both this depth and {{token|FLIER}} will take part in the initial wave from the HFS alongside generated demons, but without {{token|FLIER}} they will only spawn from the map edges. Civilizations that can use underground plants or animals will only export (via the embark screen or caravans) things that are available at depth 1.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UNDERSWIM}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is displayed as blue when in [[Water#Depth|7/7 water]]. Used on fish and amphibious creatures which swim under the water.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UNIQUE_DEMON}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Found on generated [[demon]]s; causes the game to create a single named instance of the demon which will emerge from the underworld and take over civilizations during worldgen. Could not be specified in user-defined raws prior to version [[Release_information/0.47.01|0.47.01]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_CASTE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*new caste token&lt;br /&gt;
*old caste token&lt;br /&gt;
| Defines a new caste derived directly from a previous caste. The new caste inherits all properties of the old one. The effect of this tag is automatic if one has not yet defined any castes: &amp;quot;Any caste-level tag that occurs before castes are explicitly declared is saved up and placed on any caste that is declared later, unless the caste is explicitly derived from another caste.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_MATERIAL}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*new material ID&lt;br /&gt;
*old material ID&lt;br /&gt;
| Defines a new local creature material and populates it with all properties defined in the specified local creature material.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_MATERIAL_TEMPLATE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*new material token&lt;br /&gt;
*material template &lt;br /&gt;
| Defines a new local creature material and populates it with all properties defined in the specified template.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_TISSUE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*new tissue token&lt;br /&gt;
*old tissue id&lt;br /&gt;
| Defines a new local creature tissue and populates it with all properties defined in the local tissue specified in the second argument.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_TISSUE_TEMPLATE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*new tissue token&lt;br /&gt;
*tissue template&lt;br /&gt;
| Loads a tissue template listed in OBJECT:TISSUE_TEMPLATE files, such as tissue_template_default.txt. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UTTERANCES}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Changes the language of the creature into unintelligible 'kobold-speak', which creatures of other species will be unable to understand. If a civilized creature has this and is not part of a {{token|SKULKING|e}} civ, it will tend to start wars with all nearby civilizations and will be unable to make peace treaties due to 'inability to communicate'.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==V==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VEGETATION}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Like {{token|AT_PEACE_WITH_WILDLIFE}}, but also makes the creature more valued in artwork by civilisations with the PLANT [[sphere]]. [http://www.bay12forums.com/smf/index.php?topic=169696.msg8316954#msg8316954] Used by [[grimeling]]s in the vanilla game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_BITE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*chance of occurrence{{verify}}&lt;br /&gt;
*verb (bitten, stung, etc.)&lt;br /&gt;
* [[material token]]&lt;br /&gt;
* [[Material_definition_token#Material_States|material state]]&lt;br /&gt;
| Enables vermin to bite other creatures, injecting the specified material. See {{token|SPECIALATTACK_INJECT_EXTRACT|c}} for details about injection - this token presumably works in a similar manner.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_EATER}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
| The vermin creature will attempt to eat exposed food. See {{token|PENETRATEPOWER|c}}. Distinct from {{token|VERMIN_ROTTER|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_FISH}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The vermin appears in [[water]] and will attempt to swim around.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_GROUNDER}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creature appears in &amp;quot;general&amp;quot; surface ground locations. Note that this doesn't stop the creature from flying if it can (most vermin birds have this tag).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_HATEABLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Some dwarves will [[Preferences|hate]] the creature and get unhappy thoughts when around it. See the [[Hateable|list of hateable vermin]] for details.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_MICRO}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| This makes the creature move in a swarm of creatures of the same race as it (e.g. swarm of flies, swarm of ants).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_NOFISH}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature cannot be caught by [[fishing]]. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_NOROAM}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature will not be observed randomly roaming about the map. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_NOTRAP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature cannot be caught in baited [[animal trap]]s; however, a &amp;quot;[[Trapper|catch live land animal]]&amp;quot; task may still be able to capture one if a dwarf finds one roaming around.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_ROTTER}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The vermin are attracted to rotting stuff and loose food left in the open and cause unhappy thoughts to dwarves who encounter them. Present on flies, knuckle worms, acorn flies, and blood gnats. Speeds up decay?{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_SOIL}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creature randomly appears near dirt or mud, and may be uncovered by creatures that have the {{token|ROOT_AROUND|c}} interaction such as [[goose|geese]] and [[chicken]]s. Dwarves will ignore the creature when given the &amp;quot;Capture live land animal&amp;quot; task.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_SOIL_COLONY}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The vermin will appear in a single tile cluster of many vermin, such as a colony of ants.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMINHUNTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Old shorthand for &amp;quot;does cat stuff&amp;quot;. Contains {{token|AT_PEACE_WITH_WILDLIFE|c}} + {{token|RETURNS_VERMIN_KILLS_TO_OWNER|c}} + {{token|HUNTS_VERMIN|c}} + {{token|ADOPTS_OWNER|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VESPERTINE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Sets the creature to be active during the evening in adventurer mode. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VIEWRANGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
| Value should determine how close you have to get to a critter before it attacks (or prevents adv mode travel etc.) Default is 20.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VISION_ARC}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*binocular vision arc&lt;br /&gt;
*non-binocular vision arc&lt;br /&gt;
| The width of the creature's vision arcs, in degrees (i.e. 0 to 360). The first number is binocular vision, the second is non-binocular vision.  Binocular vision has a minimum of about 10 degrees, monocular, a maximum of about 350 degrees. Values past these limits will be accepted, but will default to ~10 degrees and ~350 degrees respectively.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==W==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WAGON_PULLER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to pull caravan wagons. If a civilization doesn't have access to any, it is restricted to trading with pack animals.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WEBBER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
| Allows the creature to create [[web]]s, and defines what the webs are made of.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WEBIMMUNE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature will not get caught in thick [[web]]s. Used by creatures who can shoot thick webs (such as [[giant cave spider]]s) in order to make them immune to their own attacks.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Attack Tokens==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_SKILL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Skill token]]&lt;br /&gt;
| Defines the skill used by the attack.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_VERB}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*2nd person&lt;br /&gt;
*3rd person &lt;br /&gt;
| Descriptive text for the attack.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_CONTACT_PERC}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*% value &lt;br /&gt;
| The contact area of the attack, measured in % of the body part's volume. Note that all attack percentages can be more than 100%.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_PENETRATION_PERC}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*% value &lt;br /&gt;
| The penetration value of the attack, measured in % of the body part's volume. Requires ATTACK_FLAG_EDGE. Maximum value: 15000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_PRIORITY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*MAIN or SECOND &lt;br /&gt;
| Usage frequency. MAIN attacks are 100 times more frequently chosen than SECOND. Opportunity attacks ignore this preference.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_VELOCITY_MODIFIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*number&lt;br /&gt;
| The velocity multiplier of the attack, multiplied by 1000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_FLAG_CANLATCH}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Attacks that damage tissue have the chance to latch on in a wrestling hold. The grabbing bodypart can then use the &amp;quot;shake around&amp;quot; wrestling move, causing severe, armor-bypassing tensile damage according to the attacker's body volume.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_FLAG_WITH}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Displays the name of the body part used to perform an attack while announcing it, e.g. &amp;quot;The weaver punches the bugbat with his right hand&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_FLAG_EDGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The attack is edged, with all the effects on physical resistance and contact area that it entails.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_PREPARE_AND_RECOVER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* Preparation time&lt;br /&gt;
* Recovery time&lt;br /&gt;
| Determines the length of time to prepare this attack and until one can perform this attack again. Values appear to be calculated in adventure mode ticks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_FLAG_BAD_MULTIATTACK}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Multiple strikes with this attack cannot be performed effectively.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_FLAG_INDEPENDENT_MULTIATTACK}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Multiple strikes with this attack can be performed with no penalty. The creature will use all attacks with this token at once.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPECIALATTACK_INJECT_EXTRACT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*&amp;lt;[[material token]]&amp;gt;&lt;br /&gt;
*&amp;lt;[[Material_definition_token#Material_States|material state]]&amp;gt;&lt;br /&gt;
*&amp;lt;min quantity&amp;gt;&lt;br /&gt;
*&amp;lt;max quantity&amp;gt;&lt;br /&gt;
| When added to an attack, causes the attack to inject the specified material into the victim's bloodstream. Once injected, the material will participate in [[temperature|thermal]] exchange within the creature - injecting something like molten [[iron]] (INORGANIC:IRON:LIQUID) would cause most unmodded creatures to melt (note that some of the injected material also [[contaminant|splatters]] over the bodypart used to carry out the attack, so it should be protected appropriately). If the injected material has an associated [[syndrome]] with the [[Syndrome#SYN_INJECTED|[SYN_INJECTED]]] token, it will be transmitted to the victim. If the attack is blunt, the injected material lacks the [[Material definition token#ENTERS_BLOOD|[ENTERS_BLOOD]]] token, the attacked bodypart has no [[Tissue_definition_token#VASCULAR|[VASCULAR]]] tissues, or the victim is bloodless, the material will splatter over the attacked body part instead. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPECIALATTACK_INTERACTION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*interaction&lt;br /&gt;
| When this attack lands successfully, a specified interaction will take effect on the target creature. The attack must break the target creature's skin in order to work. This will take effect in worldgen as well. If the attack would break skin, the interaction will occur '''before the attack actually lands'''.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPECIALATTACK_SUCK_BLOOD}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*min&lt;br /&gt;
*max&lt;br /&gt;
| Successful attack draws out an amount of blood randomized between the min and max value. Beware that this '''will''' trigger any ingestion syndromes attached to the target creature's blood - for example, using this attack on a vampire will turn you into one too.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Tissue Layer Tokens==&lt;br /&gt;
Tissue layers are added to a creature's body parts by the creature tokens [[#TISSUE_LAYER|TISSUE_LAYER]], [[#TISSUE_LAYER_OVER|TISSUE_LAYER_OVER]], [[#TISSUE_LAYER_UNDER|TISSUE_LAYER_UNDER]], and the body detail plan token [[#TL_LAYERS|TL_LAYERS]].&lt;br /&gt;
&lt;br /&gt;
These tissue layers are not the same thing as tissues, which are defined at creature level, but rather applications of the tissues. If the SKIN tissue of a creature is the more general and abstract notion of what skin is for that creature, then a tissue layer may be the &amp;quot;actual&amp;quot; skin on the creature's nose, head, or second toe. As most creatures have more than one body part, tissue layers are normally selected en masse.&lt;br /&gt;
&lt;br /&gt;
Some tissue layer tokens are analogous to tissue definition tokens, e.g. [[#TL_CONNECTS|TL_CONNECTS]] to [[tissue_definition_token#CONNECTS|CONNECTS]].&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SELECT_TISSUE_LAYER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*TISSUE&lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*Location - category, type, or token | Selects a tissue at a location&lt;br /&gt;
* (optional) FRONT, BACK, LEFT, RIGHT, TOP, BOTTOM, AROUND.&lt;br /&gt;
| Begins a selection of tissue layers. &lt;br /&gt;
[SELECT_TISSUE_LAYER:HEART:BY_TYPE:HEART]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PLUS_TISSUE_LAYER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*TISSUE&lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*Location - category, type, or token &lt;br /&gt;
| Adds tissue layers to those selected.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SET_TL_GROUP}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*TISSUE&lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*Location - category, type, or token&lt;br /&gt;
*tissue &lt;br /&gt;
| Begins a selection of tissue layers. Only usable for descriptor and cosmetic purposes. &lt;br /&gt;
&lt;br /&gt;
Research has implied it may be redundant with SELECT_TISSUE_LAYER, as the latter allows for cosmetics as well as &amp;quot;functional&amp;quot; tokens such as TL_MAJOR_ARTERIES. Vanilla raws still use SET_TL_GROUP though, for all cosmetic purposes. More research is needed on this subject.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PLUS_TL_GROUP}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*Location - category, type, or token&lt;br /&gt;
*tissue &lt;br /&gt;
| Adds tissue layers to those selected. Like SET_TL_GROUP, it may be redundant even if used in the vanilla raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SET_LAYER_TISSUE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*TISSUE&lt;br /&gt;
| Sets a selected tissue layer to be made of a different tissue.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SHEARABLE_TISSUE_LAYER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* tissue modifier&lt;br /&gt;
* required value&lt;br /&gt;
| Tissue layer can be sheared for its component material. The specified modifier must be at least of the desired value for shearing to be possible (for example, a [[llama]]'s wool must have a LENGTH of 300 before it is shearable).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_LAYER_APPEARANCE_MODIFIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*QUALITY&lt;br /&gt;
*lowest&lt;br /&gt;
*lower&lt;br /&gt;
*low&lt;br /&gt;
*median&lt;br /&gt;
*high&lt;br /&gt;
*higher&lt;br /&gt;
*highest &lt;br /&gt;
| Sets the range of qualities, including LENGTH, DENSE, HIGH_POSITION, CURLY, GREASY, WRINKLY&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_STYLE_UNIT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*tissue style unit ID&lt;br /&gt;
*shaping&lt;br /&gt;
| Sets tissue layer to be the target of TISSUE_STYLE token specified for an entity, works only on entity members. Mostly used with tissues HAIR, BEARD, MOUSTACHE, SIDEBURNS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_COLOR_MODIFIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*COLOR&lt;br /&gt;
*freq&lt;br /&gt;
*COLOR&lt;br /&gt;
*freq etc. &lt;br /&gt;
| Creates a list of colors/color patterns, giving each a relative frequency. If the given color or pattern does not exist, the tissue is described as being &amp;quot;transparent&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TLCM_GENETIC_MODEL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| The way the color modifier is passed on to offspring. May or may not work right now.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TLCM_IMPORTANCE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*number&lt;br /&gt;
| Presumably modifies the importance of the tissue layer color modifier, for description purposes.&lt;br /&gt;
HOWEVER using this appears to remove all mention of colour from creature descriptions. It does not appear in any default creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TLCM_NOUN}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*name&lt;br /&gt;
*SINGULAR or PLURAL&lt;br /&gt;
| Names the tissue layer color modifier, and determines the noun. Also used by [[Utility:Stonesense|Stonesense]] for colouring body parts. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TLCM_TIMING}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*ROOT&lt;br /&gt;
*start change window years&lt;br /&gt;
*days&lt;br /&gt;
*end change window years&lt;br /&gt;
*days&lt;br /&gt;
| Determines the point in the creature's life when the color change begins and ends.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_CONNECTS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Gives the CONNECTS attribute to selected layers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_HEALING_RATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
| Changes the HEALING_RATE of the selected tissue layers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_MAJOR_ARTERIES}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Gives the &amp;quot;major arteries&amp;quot; attribute to selected layers. Used to add massive bleeding properties to the throat, made from skin.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_PAIN_RECEPTORS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
| Changes the number of pain receptors for selected tissue layers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_RELATIVE_THICKNESS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
| Changes the relative thickness for selected tissue layers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_VASCULAR}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
| Sets a new VASCULAR value (which modulates bleeding) for selected tissue layers.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Body detail plan token]]&lt;br /&gt;
*[[Body token]]&lt;br /&gt;
*[[Material definition token]]&lt;br /&gt;
*[[Syndrome]]&lt;br /&gt;
*[[Tissue definition token]]&lt;br /&gt;
*[[Creature examples]]&lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
{{Category|Tokens}}&lt;br /&gt;
[[ru:Creature token]]&lt;/div&gt;</summary>
		<author><name>DikbutDaGrate</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=DF2014:Creature_token&amp;diff=303567</id>
		<title>DF2014:Creature token</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=DF2014:Creature_token&amp;diff=303567"/>
		<updated>2024-09-24T23:17:29Z</updated>

		<summary type="html">&lt;p&gt;DikbutDaGrate: Historical note on the functionality of Light Gen&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|22:04, 20 September 2016 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{Modding}}&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;code&amp;gt;[OBJECT:CREATURE]&amp;lt;/code&amp;gt; [[token]] defines the properties of [[creatures]]; &amp;lt;!-- The exact nature of this creatures is further specified by the ... tokens.--&amp;gt; this is a full list of all known creature tokens:&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==A==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ADOPTS_OWNER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Prevents tamed creature from being made available for adoption, instead allowing it to automatically adopt whoever it wants. The basic requirements for adoption are intact, and the creature will only adopt individuals who have a [[preference]] for their species. Used by [[cat]]s in the vanilla game. When {{k|v}}iewing a tame creature with this token, the message &amp;quot;This animal isn't interested in your wishes&amp;quot; will appear instead of &amp;quot;This [adorable] animal can't work&amp;quot; or &amp;quot;This animal is waiting to be trained&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ALCOHOL_DEPENDENT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature need [[alcohol]] to get through the working day; it will choose to drink booze instead of [[water]] if possible. Going sober for too long reduces speed.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ALL_ACTIVE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Sets the creature to be active during the day, night, and twilight in Adventurer Mode. Seems to be a separate value from {{token|DIURNAL|c}}/{{token|NOCTURNAL|c}}/{{token|CREPUSCULAR|c}}, rather than implying them.{{verify|code}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ALTTILE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*'character' or tile number&lt;br /&gt;
| If set, the creature will blink between its {{token|TILE|c}} and its ALTTILE. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AMBUSHPREDATOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Found on {{token|LARGE_PREDATOR|c}}s who ambush their prey. Instead of charging relentlessly at prey, the predator will wait till the prey is within a few squares before charging. May or may not work on other creatures. {{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AMPHIBIOUS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to breathe both in and out of [[water]] (unlike {{token|AQUATIC|c}}) - does not prevent drowning in [[magma]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APP_MOD_DESC_RANGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*Range (6 values, low to high)&lt;br /&gt;
| [http://www.bay12forums.com/smf/index.php?topic=113762.msg3473069#msg3473069 Forum post describing how description ranges work]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APP_MOD_GENETIC_MODEL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*Model (Accepts DOMINANT_MORE, DOMINANT_LESS, and MIX)&lt;br /&gt;
| Defines a genetic model for the relevant appearance modifier(s). May or may not do anything significant at present.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APP_MOD_IMPORTANCE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*number&lt;br /&gt;
| Determines how important the appearance modifier is, for determining whether it shows up in the creature description.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APP_MOD_NOUN}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*noun&lt;br /&gt;
*SINGULAR or PLURAL &lt;br /&gt;
| Creates a noun for the appearance, and whether it is singular or plural.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APP_MOD_RATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*Rate (integer)&lt;br /&gt;
*Scale (DAILY, YEARLY)&lt;br /&gt;
*min (growth)&lt;br /&gt;
*max (growth)&lt;br /&gt;
*start year&lt;br /&gt;
*start day&lt;br /&gt;
*end year&lt;br /&gt;
*end day &lt;br /&gt;
| Setting the growth rate of the modifier. The last two tokens can be replaced by NO_END to have growth continue indefinitely.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APPLY_CREATURE_VARIATION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*creature variation ID&lt;br /&gt;
*(optional) any amount of arbitrary arguments&lt;br /&gt;
| Applies the specified [[creature variation token|creature variation]]. See [[Creature_variation_token#Arguments_and_conditional_tokens]] for how the subsequent arguments may be used.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APPLY_CURRENT_CREATURE_VARIATION}}&lt;br /&gt;
| Special&lt;br /&gt;
|  &lt;br /&gt;
| Applies the effects of all pending {{token|CV_ADD_TAG|c}} and {{token|CV_REMOVE_TAG|c}} tokens that have been defined in the current creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AQUATIC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Enables the creature to breathe in water, but causes it to air-drown on dry land. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ARENA_RESTRICTED}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Causes the creature to be excluded from the [[object testing arena]]'s creature spawning list.  Typically applied to spoileriffic creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ARTIFICIAL_HIVEABLE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
| Enables the creature to be kept in artificial [[hive]]s by [[beekeeper]]s.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AT_PEACE_WITH_WILDLIFE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Prevents the creature from attacking or frightening creatures with the {{Token|NATURAL|c}} tag.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*token&lt;br /&gt;
*bodypart&lt;br /&gt;
*selection criteria&lt;br /&gt;
*location &lt;br /&gt;
| Defines the attack name, and the body part used. See [[#Attack Tokens|below]] for valid subtokens&lt;br /&gt;
'''Example:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;[ATTACK:GORE:BODYPART:BY_CATEGORY:HORN]&amp;lt;/code&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
''GORE'' = name of the attack&amp;lt;br /&amp;gt;&lt;br /&gt;
''BODYPART:BY_CATEGORY:HORN'' = the horn is used to attack (presuming the creature has one)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_TRIGGER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*population&lt;br /&gt;
*exported wealth&lt;br /&gt;
*created wealth&lt;br /&gt;
| Specifies when a [[megabeast]] or [[semi-megabeast]] will attack the fortress. The attacks will start occurring when all of the requirements are met. Setting a value to 0 disables the trigger.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==B==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BABY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*integer &lt;br /&gt;
| Age at which creature is considered a child, the default is zero. One can think of this as the duration of the baby stage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BABYNAME}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*singular&lt;br /&gt;
*plural &lt;br /&gt;
| Defines a new name for a creature in baby state at the caste level. For non-caste-specific baby names, see {{token|GENERAL_BABY_NAME|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BEACH_FREQUENCY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*integer&lt;br /&gt;
| Creature may be subject to [[beaching]], becoming stranded on [[Beach|shores]], where they will eventually air-drown. The number indicates the frequency of the occurrence. Presumably requires the creature to be {{token|AQUATIC|c}}. Used by [[orca]]s, [[sperm whale]]s and [[sea nettle jellyfish]] in the vanilla game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BENIGN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is non-aggressive by default, and will never automatically be engaged by companions or soldiers, running away from any creatures that are not friendly to it, and will only defend itself if it becomes enraged. Can be thought of as the counterpoint of the {{token|LARGE_PREDATOR|c}} tag. When tamed, animals with this tag will be useless for fortress defense.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BIOME}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
* [[biome token]]&lt;br /&gt;
| Select a [[biome]] the creature may appear in.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BLOOD}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;[[material token]]&amp;gt;&lt;br /&gt;
* &amp;lt;[[Material_definition_token#Material_States|material state]]&amp;gt;&lt;br /&gt;
| Specifies what the creature's blood is made of.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BLOODSUCKER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Causes [[vampire]]-like behaviour; the creature will suck the [[Creature_token#BLOOD|blood]] of unconscious victims when its [[Syndrome#TIME_SINCE_SUCKED_BLOOD|thirst for blood]] grows sufficiently large. When controlling the creature in adventure mode, this can be done at will. Seems to be required to make the creature denouncable (in-world) as a creature of the night.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BODY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*body parts &lt;br /&gt;
| Draws body parts from OBJECT:BODY files (such as body_default.txt)&lt;br /&gt;
'''Example:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY:BODY_WITH_HEAD_FLAG:HEART:GUTS:BRAIN:MOUTH] &amp;lt;br /&amp;gt;&lt;br /&gt;
This is the body from a [[purring maggot]]. It creates a body with head, a heart, some guts, a brain, and a mouth. That's all a maggot needs.&lt;br /&gt;
&lt;br /&gt;
'''If the body is left undefined, the creature will cause a crash whenever it spawns.''' {{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BODY_APPEARANCE_MODIFIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*ATTRIBUTE&lt;br /&gt;
*lowest&lt;br /&gt;
*lower&lt;br /&gt;
*low&lt;br /&gt;
*median&lt;br /&gt;
*high&lt;br /&gt;
*higher&lt;br /&gt;
*highest &lt;br /&gt;
| These body modifiers give individual creatures different characteristics. In the case of HEIGHT, BROADNESS and LENGTH, the modifier is also a percentage change to the BODY_SIZE of the individual creature. The seven numbers afterward give a distribution of ranges. Each interval has an equal chance of occurring.&lt;br /&gt;
'''Example:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110] &amp;lt;br /&amp;gt;&lt;br /&gt;
''HEIGHT'' : marks the height to be changed &amp;lt;br /&amp;gt;&lt;br /&gt;
''90:95:98:100:102:105:110'' : sets the range from the shortest (90% of the average height) to the tallest (110% of the average height) creature variation.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BODY_DETAIL_PLAN}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*PlanName&lt;br /&gt;
*Arguments &lt;br /&gt;
| Loads a plan from listed OBJECT:BODY_DETAIL_PLAN files, such as b_detail_plan_default.txt. Mass applies USE_MATERIAL_TEMPLATE, mass alters RELSIZE, alters body part positions, and will allow tissue layers to be defined. Tissue layers are defined in order of skin to bone here.&lt;br /&gt;
'''Example:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE] &amp;lt;br /&amp;gt;&lt;br /&gt;
This creates the detailed body of a [[fox]], the skin, fat, muscle, bones and cartilage out of the vertebrate tissues.&amp;lt;br /&amp;gt;&lt;br /&gt;
A [[Purring maggot|maggot]] would only need:&amp;lt;br /&amp;gt;&lt;br /&gt;
''[BODY_DETAIL_PLAN:EXOSKELETON_TISSUE_LAYERS:SKIN:FAT:MUSCLE]'' &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BODY_SIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*years&lt;br /&gt;
*days&lt;br /&gt;
*size &lt;br /&gt;
| Sets size at a given age. Size is in cubic centimeters, and for normal body materials, is roughly equal to the creature's average weight in grams.&lt;br /&gt;
'''Example:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_SIZE:0:0:10000]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_SIZE:1:168:50000]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_SIZE:12:0:220000]&amp;lt;br /&amp;gt;&lt;br /&gt;
This describes the size of a [[minotaur]]. Its birth size would be 10,000 cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; (~10 kg). At 1 year and 168 days old it would be 50,000 cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; (~50 kg). And as an adult (at 12 years old) it would be 220,000 cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; and weigh roughly 220 kg.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BODYGLOSS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*gloss &lt;br /&gt;
| Substitutes body part text with replacement text. Draws gloss information from OBJECT:BODY files (such as body_default.txt)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BONECARN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature eats bones. Implies {{token|CARNIVORE|c}}. [[Adventurer mode|Adventurers]] with this token are currently unable to eat bones.{{Bug|11069}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BP_ADD_TYPE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Adds a type to a body part - used with {{token|SET_BP_GROUP|c}}. In vanilla DF, this is used for adding the type '[[Body token#GELDABLE|GELDABLE]]' to the lower body of certain [[cat|creatures]]. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BP_APPEARANCE_MODIFIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*QUALITY&lt;br /&gt;
*lowest&lt;br /&gt;
*lower&lt;br /&gt;
*low&lt;br /&gt;
*median&lt;br /&gt;
*high&lt;br /&gt;
*higher&lt;br /&gt;
*highest &lt;br /&gt;
| Sets up the breadth of possibilities for appearance qualities for a selected BP group. EG. Eyes (CLOSE_SET, DEEP_SET, ROUND_VS_NARROW, LARGE_IRIS),Lips (THICKNESS), Nose (BROADNESS, LENGTH, UPTURNED, CONVEX), Ear (SPLAYED_OUT, HANGING_LOBES, BROADNESS, HEIGHT), Tooth (GAPS), Skull (HIGH_CHEEKBONES, BROAD_CHIN, JUTTING CHIN, SQUARE_CHIN), Neck (DEEP_VOICE, RASPY_VOICE), Head (BROADNESS, HEIGHT)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BP_REMOVE_TYPE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Removes a type from a body part. Used with {{token|SET_BP_GROUP|c}}. &lt;br /&gt;
 &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BUILDINGDESTROYER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*1 or 2 &lt;br /&gt;
| Allows a creature to destroy furniture and buildings. Value [1] targets mostly doors, hatches, furniture and the like. Value [2] targets anything not made with the {{k|b}} + {{k|C}} commands. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==C==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CAN_DO_INTERACTION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*interaction token&lt;br /&gt;
| The creature can perform an interaction. See [[interaction token]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CAN_LEARN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature gains [[skill]]s and can have [[labor|professions]]. If a member of a civilization (even a pet) has this token, it'll need to eat, drink and sleep. Note that this token makes the creature unable to be eaten by an adventurer, so it is not recommended for uncivilized monsters. Adventurers lacking this token can allocate but not increase attributes and skills. Skills allocated will disappear on start.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CAN_SPEAK}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Can [[talking|talk]]. Note that this is not necessary for a creature to gain social skills.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CANNOT_CLIMB}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature cannot [[climber|climb]], even if it has free grasp parts.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CANNOT_JUMP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature cannot [[jump]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CANNOT_UNDEAD}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Acts like {{token|NOT_LIVING|c}}, except that {{token|OPPOSED_TO_LIFE|c}} creatures will attack them.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CANOPENDOORS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to open [[door]]s that are set to be unpassable for pets. In adventure mode, creatures lacking this token will be unable to pass through door tiles except whilst these are occupied by other creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CARNIVORE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature ''only'' eats [[meat]]. If the creature goes on rampages in worldgen, it will often devour the people/animals it kills. Does not seem to affect the diet of the adventurer in adventure mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*name &lt;br /&gt;
| Defines a [[caste]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_ALTTILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*tile number or &amp;quot;letter&amp;quot;&lt;br /&gt;
| Caste-specific {{token|ALTTILE|c}}. Requires {{token|CASTE_TILE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_COLOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*fg&lt;br /&gt;
*bg&lt;br /&gt;
*brightness&lt;br /&gt;
| Caste-specific {{token|COLOR|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_GLOWCOLOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*fg&lt;br /&gt;
*bg&lt;br /&gt;
*brightness&lt;br /&gt;
| Caste-specific {{token|GLOWCOLOR|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_GLOWTILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*tile value or &amp;quot;letter&amp;quot;&lt;br /&gt;
| Caste-specific {{token|GLOWTILE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_NAME}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*singular&lt;br /&gt;
*plural&lt;br /&gt;
*adjective &lt;br /&gt;
| Caste-specific {{token|NAME|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_PROFESSION_NAME}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Unit type token]] (Profession)&lt;br /&gt;
*singular&lt;br /&gt;
*plural &lt;br /&gt;
| Caste-specific {{token|PROFESSION_NAME|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_SOLDIER_ALTTILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*'character' or tile number&lt;br /&gt;
| Caste-specific {{token|SOLDIER_ALTTILE|c}}. Requires {{token|CASTE_SOLDIER_TILE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_SOLDIER_TILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*'character' or tile number&lt;br /&gt;
| Caste-specific {{token|CREATURE_SOLDIER_TILE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_SPEECH}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*speech file&lt;br /&gt;
| Caste-specific {{token|SPEECH|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_TILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* tile number or &amp;quot;letter&amp;quot;&lt;br /&gt;
| Caste-specific {{token|CREATURE_TILE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CAVE_ADAPT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Gives the creature a bonus in caves. Also causes [[cave adaptation]]. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CDI}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*Varies&lt;br /&gt;
| Specifies details for the preceding {{token|CAN_DO_INTERACTION|c}} token. See [[interaction token]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CHANGE_BODY_SIZE_PERC}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*integer&lt;br /&gt;
| Multiplies body size by a factor of (integer)%. 50 halves size, 200 doubles.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CHANGE_FREQUENCY_PERC}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*integer&lt;br /&gt;
| Multiplies frequency by a factor of (integer)%.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CHILD}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*integer &lt;br /&gt;
| Age at which creature is considered an adult - one can think of this as the duration of the [[children|child]] stage. Allows the creature's offspring to be rendered fully tame if [[animal trainer|trained]] during their childhood. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CHILDNAME}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*singular&lt;br /&gt;
*plural &lt;br /&gt;
| Defines a new name for a creature in the child state at the caste level. For non-caste-specific child names, see {{token|GENERAL_CHILD_NAME|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CLUSTER_NUMBER}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*min&lt;br /&gt;
*max&lt;br /&gt;
| The minimum/maximum numbers of how many creatures per spawned cluster. Certain vermin fish use this token in combination with temperate ocean and river biome tokens to perform seasonal migrations. Defaults to 1:1 if not specified.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CLUTCH_SIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*min&lt;br /&gt;
*max&lt;br /&gt;
|Number of [[egg]]s laid in one sitting.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COLONY_EXTERNAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Caste hovers around colony.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COLOR}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*foreground&lt;br /&gt;
*background&lt;br /&gt;
*brightness &lt;br /&gt;
| Color of the creature's tile. See [[Color]] for usage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMMON_DOMESTIC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| When combined with any of {{token|PET|c}}, {{token|PACK_ANIMAL|c}}, {{token|WAGON_PULLER|c}} and/or {{token|MOUNT|c}}, the creature is guaranteed to be domesticated by any [[civilization]] with {{token|COMMON_DOMESTIC_PET|e}}, {{token|COMMON_DOMESTIC_PACK|e}},  {{token|COMMON_DOMESTIC_PULL|e}} and/or {{token|COMMON_DOMESTIC_MOUNT|e}} respectively. Such civilizations will always have access to the creature, even in the absence of wild populations. This token is invalid on {{token|FANCIFUL|c}} creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CONVERTED_SPOUSE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Creatures of this caste's species with the {{token|SPOUSE_CONVERTER|c}} and {{token|NIGHT_CREATURE_HUNTER|c}} tokens will kidnap {{token|SPOUSE_CONVERSION_TARGET|c}}s of an appropriate sex and convert them into castes with CONVERTED_SPOUSE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COOKABLE_LIVE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Set this to allow the creature to be cooked in meals without first being butchered/cleaned. Used by some water-dwelling vermin such as [[mussel]]s, [[nautilus]]es and [[oyster]]s.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CRAZED}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Creature is '[[insanity|berserk]]' and will attack all other creatures, except members of its own species that '''also''' have the CRAZED tag. It will show {{DFtext|Berserk|4:1}} in the [[unit list]]. Berserk creatures go on rampages during [[world generation|worldgen]] much more frequently than non-berserk ones.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COPY_TAGS_FROM}}&lt;br /&gt;
| Spec&lt;br /&gt;
| &lt;br /&gt;
*CREATURE NAME&lt;br /&gt;
| Copies creature tags, but not caste tags, from another specified creature. Used when making creature variations (i.e. giant animals and [[animal people]]). Often used in combination with {{token|APPLY_CREATURE_VARIATION|c}} to import standard variations from a file. Variations are documented in c_variation_default.txt, which also contains the code for giant animals and animal people.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREATURE_CLASS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*classname&lt;br /&gt;
| An arbitrary creature classification. Can be set to anything, but the only vanilla uses are GENERAL_POISON (used in syndromes), EDIBLE_GROUND_BUG (used as targets for {{token|GOBBLE_VERMIN_CLASS|c}}), MAMMAL, and POISONOUS (both used for kobold pet eligibility). A single creature can have multiple classes.&lt;br /&gt;
&lt;br /&gt;
The full list of tokens that use creature classes is: &lt;br /&gt;
&lt;br /&gt;
* Creature tokens: {{token|GOBBLE_VERMIN_CLASS|c}}, {{token|GOBBLE_VERMIN_CLASS|c}}&lt;br /&gt;
* Interaction tokens: {{token|IT_AFFECTED_CLASS|in}}, {{token|IT_IMMUNE_CLASS|in}}&lt;br /&gt;
* Animal definition (Entity) tokens: {{token|ANIMAL_CLASS|e}}, {{token|ANIMAL_FORBIDDEN_CLASS|e}}&lt;br /&gt;
* Position (Entity) token: {{token|ALLOWED_CLASS|po}}&lt;br /&gt;
* Syndrome tokens: {{token|SYN_AFFECTED_CLASS|sy}}, {{token|SYN_IMMUNE_CLASS|sy}}, {{token|CE_SENSE_CREATURE_CLASS|sy}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREATURE_SOLDIER_TILE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*'character' or tile number&lt;br /&gt;
| Creatures active in their civilization's [[military]] will use this tile instead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREATURE_TILE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*'character' or tile number &lt;br /&gt;
| The symbol of the creature in ASCII mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREPUSCULAR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Sets the creature to be active at twilight in adventurer mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CURIOUSBEAST_EATER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to [[Steals food|steal and eat edible items]] from a site. It will attempt to grab a food item and immediately make its way to the map's edge, where it will disappear with it. If the creature goes on rampages during worldgen, it will often steal food instead of attacking. Trained and tame instances of the creature will no longer display this behavior.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CURIOUSBEAST_GUZZLER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to (very quickly) [[Steals drink|drink your alcohol]]. Or spill the barrel to the ground. Also affects undead versions of the creature. Unlike food or item thieves, drink thieves will consume your alcohol on the spot rather than run away with one piece of it. Trained and tame instances of the creature will no longer display this behavior.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CURIOUSBEAST_ITEM}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to [[Steals items|steal things]] (apparently, of the highest value it can find). It will attempt to grab an item of value and immediately make its way to the map's edge, where it will disappear with it. If the creature goes on rampages in worldgen, it will often steal items instead of attacking - [[kea]] birds are infamous for this. Trained and tame instances of the creature will no longer display this behavior. Also, makes the creature unable to drop hauled items until it enters combat.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CV_ADD_TAG}}&lt;br /&gt;
| Special&lt;br /&gt;
| &lt;br /&gt;
*TAG NAME &lt;br /&gt;
| Adds a tag. Used in conjunction with creature variation templates.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CV_REMOVE_TAG}}&lt;br /&gt;
| Special&lt;br /&gt;
| &lt;br /&gt;
*TAG NAME &lt;br /&gt;
| Removes a tag. Used in conjunction with creature variation templates. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==D==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DEMON}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Found on generated [[demon]]s. Marks the caste to be used in the initial wave after breaking into the [[underworld]], and by the demon civilizations created during world-gen breachings{{verify}} {{version|0.47.01}}. Could not be specified in user-defined raws until version [[Release_information/0.47.01|0.47.01]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DESCRIPTION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*text &lt;br /&gt;
| A brief description of the creature type, as displayed when viewing the creature's description/[[Thoughts and preferences|thoughts &amp;amp; preferences]] screen.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIE_WHEN_VERMIN_BITE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Causes the creature to die upon attacking. Used by [[honey bee]]s to simulate them dying after using their stingers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIFFICULTY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*integer &lt;br /&gt;
| Increases experience gain during adventure mode. Creatures with a difficulty of 11 or higher are not assigned for quests in adventure mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIURNAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Sets the creature to be active during the day in Adventurer Mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIVE_HUNTS_VERMIN}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| The creature hunts vermin by diving from the air. On tame creatures, it has the same effect as {{token|HUNTS_VERMIN|c}}. Found on [[peregrine falcon]]s.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DOES_NOT_EXIST}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Adding this token to a creature prevents it from appearing in generated worlds (unless it's marked as [[Entity_token#ANIMAL_ALWAYS_PRESENT|always present]] for a particular civilisation). For example, adding it to [[dog]]s will lead to worlds being generated without dogs in them. Also removes the creature from the [[object testing arena]]'s spawn list. If combined with {{token|FANCIFUL|c}}, artistic depictions of the creature will occur regardless. Used by [[centaur]]s, [[chimera]]s and [[griffon]]s in the vanilla game. &lt;br /&gt;
&lt;br /&gt;
Note: a creature tagged as DOES_NOT_EXIST can still be [[Interaction_token#I_EFFECT|summoned]] successfully, as long as it has a body defined in its raws. [http://www.bay12forums.com/smf/index.php?topic=165213.msg8086938#msg8086938]. It's also possible for another creature to [[Syndrome#CE_BODY_TRANSFORMATION|transform]] into it.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==E==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EBO_ITEM}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[item token]]&lt;br /&gt;
*[[material token]] (ANY_HARD_STONE can be used for the material)&lt;br /&gt;
| Defines the item that the creature drops upon being [[butcher|butchered]]. Used with {{token|EXTRA_BUTCHER_OBJECT|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EBO_SHAPE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*gem shape&lt;br /&gt;
| The shape of the creature's extra [[butcher|butchering]] drop. Used with {{token|EXTRA_BUTCHER_OBJECT|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EGG_MATERIAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* &amp;lt;[[material token]]&amp;gt;&lt;br /&gt;
* &amp;lt;[[Material_definition_token#Material_States|material state]]&amp;gt;&lt;br /&gt;
| Defines the material composition of [[egg]]s laid by the creature. [[creature_token#LAYS_EGGS|Egg-laying]] creatures in the default game define this 3 times, using LOCAL_CREATURE_MAT:EGGSHELL, LOCAL_CREATURE_MAT:EGG_WHITE, and then LOCAL_CREATURE_MAT:EGG_YOLK. Eggs will be made out of eggshell. Edibility is determined by tags on whites or yolk, but they otherwise do not exist.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EGG_SIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*size&lt;br /&gt;
| Determines the size of laid [[egg]]s. Doesn't affect hatching or cooking, but bigger eggs will be heavier, and may take longer to be hauled depending on the hauler's strength.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EQUIPMENT_WAGON}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature appear as a large 3x3 [[wagon]] responsible for carrying trade goods, pulled by two {{token|WAGON_PULLER|c}} creatures and driven by a merchant.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EQUIPS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to wear or wield items.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EVIL}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creature is considered evil and will only show up in evil biomes. Civilizations with {{token|USE_EVIL_ANIMALS|e}} can domesticate them regardless of exotic status. Has no effect on cavern creatures except to restrict taming. A civilization with evil creatures can colonise evil areas.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EXTRA_BUTCHER_OBJECT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
* TYPE, CATEGORY, or TOKEN&lt;br /&gt;
| The creature drops an additional object when [[butcher|butchered]], as defined by {{token|EBO_ITEM|c}} and {{token|EBO_SHAPE|c}}. Used for [[gizzard stone]]s in default creatures. For some materials, needs to be defined after caste definitions with SELECT_CASTE:ALL{{Bug|6355}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EXTRACT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* [[material token]]&lt;br /&gt;
| Defines a creature extract which can be obtained via [[small animal dissection]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EXTRAVISION}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature can see regardless of whether it has working eyes and has full 360 degree vision, making it impossible to strike the creature from a blind spot in combat. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==F==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FANCIFUL}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creature is a thing of legend and known to all civilizations. Its materials cannot be requested or preferred. The tag also adds some art value modifiers. Used by a [[Fanciful|number of creatures]]. Conflicts with {{token|COMMON_DOMESTIC|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FEATURE_ATTACK_GROUP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on [[Animal people#Subterranean animal people|subterranean animal-man]] tribals. Currently defunct. In previous versions, it caused these creatures to crawl out of chasms and underground rivers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FEATURE_BEAST}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on [[forgotten beast]]s. Presumably makes it act as such, initiating underground attacks on fortresses, or leads to the pop-up message upon encountering one{{verify}}. Hides the creature from displaying in a world_sites_and_pops file. Does not create historical figures like generated forgotten beasts do. Could not be specified in user-defined raws until version [[Release_information/0.47.01|0.47.01]]. &lt;br /&gt;
&lt;br /&gt;
Requires specifying a {{token|BIOME|c}} in which the creature will live, and both surface and subterranean biomes are allowed. Does not stack with {{token|LARGE_ROAMING|c}} and if both are used the creature will not spawn. Appears to be incompatible with {{token|DEMON|c}} even if used in separate castes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FEMALE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature biologically female, enabling her to [[Breeding|bear young]]. Usually specified inside a caste.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FIREIMMUNE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature immune to [[Interaction_token#FIREBALL|FIREBALL]] and [[Interaction_token#FIREJET|FIREJET]] attacks, and allows it to path through high temperature zones, like lava or fires. Does not, by itself, make the creature immune to the damaging effects of burning in [[fire]], and does not prevent general heat damage or melting on its own (this would require adjustments to be made to the creature's body [[Material_definition_token|materials]] - see the [[Dragon/raw|dragon raws]] for an example).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FIREIMMUNE_SUPER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Like {{token|FIREIMMUNE|c}}, but also renders the creature immune to [[Interaction_token#DRAGONFIRE|DRAGONFIRE]] attacks. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FISHITEM}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature's corpse is a single [[Item_token#FISH_RAW|FISH_RAW]] food item that needs to be cleaned (into a [[Item_token#FISH|FISH]] item) at a [[fishery]] to become edible. Before being cleaned the item is referred to as &amp;quot;raw&amp;quot;. The food item is categorized under &amp;quot;fish&amp;quot; on the food and stocks screens, and when uncleaned it is sorted under &amp;quot;raw fish&amp;quot; in the stocks (but does not show up on the food screen). &lt;br /&gt;
Without this or {{token|COOKABLE_LIVE|c}}, [[fishing|fished]] vermin will turn into food the same way as non-vermin creatures, resulting in multiple units of food (meat, brain, lungs, eyes, spleen etc.) from a single fished vermin. These units of food are categorized as meat by the game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FIXED_TEMP}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*temperature &lt;br /&gt;
| The creature's body is constantly at this temperature, heating up or cooling the surrounding area. Alters the temperature of the creature's inventory and all adjacent tiles, [[Temperature|with all the effects that this implies]] - may trigger wildfires at high enough values. Also makes the creature immune to extreme heat or cold, as long as the temperature set is not harmful to the materials that the creature is made from.&lt;br /&gt;
&lt;br /&gt;
Note that temperatures of 12000 and higher may cause [[path|pathfinding]] issues in fortress mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FLEEQUICK}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| If engaged in combat, the creature will flee at the first sign of resistance. Used by [[kobold]]s in the vanilla game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FLIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to fly, independent of it having wings or not. Fortress Mode pathfinding only partially incorporates flying - flying creatures need a land path to exist between them and an area in order to access it, but as long as one such path exists, they do not need to use it, instead being able to fly over intervening obstacles. Winged creatures with this token can lose their ability to fly if their wings are crippled or severed. Winged creatures without this token will be unable to fly. (A 'wing' in this context refers to any body part with its own [[Body_token#FLIER|FLIER]] token).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FREQUENCY}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*number, max 100&lt;br /&gt;
| Determines the chances of a creature appearing within its environment, with higher values resulting in more frequent appearance. Also affects the chance of a creature being brought in a caravan for trading. The game effectively considers all creatures that can possibly appear and uses the FREQUENCY value as a ''weight'' - for example, if there are three creatures with frequencies 10/25/50, the creature with [FREQUENCY:50] will appear approximately 58.8% of the time. Defaults to 50 if not specified. Not to be confused with {{token|POP_RATIO|c}}.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==G==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GAIT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;gait type&amp;gt;&lt;br /&gt;
* &amp;lt;gait name&amp;gt;&lt;br /&gt;
* &amp;lt;max [[Gait#Speed|speed]]&amp;gt;&lt;br /&gt;
* &amp;lt;build up time&amp;gt;&lt;br /&gt;
* &amp;lt;max turning [[Gait#Speed|speed]]&amp;gt;&lt;br /&gt;
* &amp;lt;start [[Gait#Speed|speed]]&amp;gt;&lt;br /&gt;
* &amp;lt;energy expenditure&amp;gt;&lt;br /&gt;
* &amp;lt;gait flag(s)&amp;gt;&lt;br /&gt;
| Defines a gait by which the creature can move. See [[Gait]] for more information.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;max speed&amp;gt; indicates the maximum [[Gait#Speed|speed]] achievable by a creature using this gait&lt;br /&gt;
* &amp;lt;start speed&amp;gt; indicates the creature's speed when it starts moving using this gait&lt;br /&gt;
* &amp;lt;build up time&amp;gt; indicates how long it will take for a creature using this gait to go from &amp;lt;start speed&amp;gt; to &amp;lt;max speed&amp;gt;. For example, a value of 10 means that it should be able to reach the maximum speed by moving 10 [[tile]]s in a straight line over even terrain.&lt;br /&gt;
* &amp;lt;max turning speed&amp;gt; indicates the maximum speed permissible when the creature suddenly changes its direction of motion. The creature's speed will be reduced to &amp;lt;max turning speed&amp;gt; if travelling at a higher speed than this before turning.&lt;br /&gt;
* &amp;lt;energy expenditure&amp;gt; indicates how energy-consuming the gait is. Higher values cause the creature to tire out faster. Persistent usage of a high-intensity gait will eventually lead to exhaustion and [[Status_icon#Non-flashing|collapse]].&lt;br /&gt;
&lt;br /&gt;
'''NO_BUILD_UP''' can be specified instead of a &amp;lt;start speed&amp;gt; value to make the &amp;lt;max speed&amp;gt; instantly achievable upon initiating movement (this is equivalent to a &amp;lt;build up time&amp;gt; of 0). Note that &amp;lt;build up time&amp;gt; and &amp;lt;max turning speed&amp;gt; are both ignored if specified alongside this (as NO_BUILD_UP trumps &amp;lt;build up time&amp;gt; and preserves &amp;lt;max speed&amp;gt; whilst turning, and &amp;lt;max turning speed&amp;gt; cannot exceed &amp;lt;max speed&amp;gt;) so it is permissible to omit them so long as they are '''both''' omitted together.&lt;br /&gt;
&lt;br /&gt;
It's possible to specify a &amp;lt;start speed&amp;gt; greater than the &amp;lt;max speed&amp;gt;; the moving creature will decelerate towards its &amp;lt;max speed&amp;gt; in this case.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''valid gait types:'''&lt;br /&gt;
*'''WALK'''&amp;lt;br&amp;gt;&lt;br /&gt;
Used for moving normally over ground tiles.&lt;br /&gt;
&lt;br /&gt;
*'''CRAWL'''&amp;lt;br&amp;gt;&lt;br /&gt;
Used for moving over ground tiles whilst [[Status_icon#Non-flashing|prone]].&lt;br /&gt;
&lt;br /&gt;
*'''SWIM'''&amp;lt;br&amp;gt;&lt;br /&gt;
Used for moving through tiles containing [[water]] or [[magma]] at a [[Water#Depth|depth]] of at least 4/7. &lt;br /&gt;
&lt;br /&gt;
*'''FLY'''&amp;lt;br&amp;gt;&lt;br /&gt;
Used for moving through [[open space]].&lt;br /&gt;
&lt;br /&gt;
*'''CLIMB'''&amp;lt;br&amp;gt;&lt;br /&gt;
Used for moving whilst [[Climber|climbing]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''valid gait flags:'''&lt;br /&gt;
* '''AGILITY'''&amp;lt;br&amp;gt;&lt;br /&gt;
Speeds/slows movement depending on the creature's [[Attribute#Agility|Agility]] stat.&lt;br /&gt;
&lt;br /&gt;
* '''STRENGTH'''&amp;lt;br&amp;gt;&lt;br /&gt;
Speeds/slows movement depending on the creature's [[Attribute#Strength|Strength]] stat.&lt;br /&gt;
&lt;br /&gt;
* '''LAYERS_SLOW'''&amp;lt;br&amp;gt;&lt;br /&gt;
Makes [[Tissue_definition_token#THICKENS_ON_ENERGY_STORAGE|THICKENS_ON_ENERGY_STORAGE]] and [[Tissue_definition_token#THICKENS_ON_STRENGTH|THICKENS_ON_STRENGTH]] tissue layers slow movement depending on how thick they are. Adding the STRENGTH gait flag counteracts the impact of the latter layer.&lt;br /&gt;
&lt;br /&gt;
* '''STEALTH_SLOWS:'''&amp;lt;percentage&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Slows movement by the specified percentage when the creature is [[Ambusher|sneaking]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GENERAL_BABY_NAME}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*singular&lt;br /&gt;
*plural &lt;br /&gt;
| Like {{token|BABYNAME|c}}, but applied regardless of caste.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GENERAL_CHILD_NAME}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*singular&lt;br /&gt;
*plural &lt;br /&gt;
| Like {{token|CHILDNAME|c}}, but applied regardless of caste.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GENERAL_MATERIAL_FORCE_MULTIPLIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value A&lt;br /&gt;
*value B&lt;br /&gt;
| Has the same function as {{token|MATERIAL_FORCE_MULTIPLIER|c}}, but applies to all attacks instead of just those involving a specific material. Appears to be overridden by MATERIAL_FORCE_MULTIPLIER ([[werebeast]]s, for example, use both tokens to provide resistance to all materials, with one exception to which they are especially vulnerable).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GENERATED}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Found on procedurally generated creatures like [[forgotten beast]]s, [[titan]]s, [[demon]]s, [[angel]]s, and [[night creature]]s. Cannot be specified in user-defined raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GETS_INFECTIONS_FROM_ROT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature get [[Health_care#Infection|infections]] from necrotic tissue.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GETS_WOUND_INFECTIONS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature's wounds become [[Health_care#Infection|infected]] if left untreated for too long.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GLOWCOLOR}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*foreground&lt;br /&gt;
*background&lt;br /&gt;
*brightness &lt;br /&gt;
| The colour of the creature's {{token|GLOWTILE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GLOWTILE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*ascii character &lt;br /&gt;
| If present, the being glows in the dark (generally used for Adventurer Mode). The tile is what replaces the being's current tile when it is obscured from your sight by darkness. The default setting for kobolds (a yellow quotation mark) provides a nice &amp;quot;glowing eyes&amp;quot; effect. The game is also hardcoded to automatically convert quotation mark GLOWTILES into apostrophes if the creature has lost one eye. This works at the generic creature level - for caste-specific glow tiles, use {{token|CASTE_GLOWTILE|c}} instead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GNAWER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*verb&lt;br /&gt;
| The creature can and will gnaw its way out of [[animal trap]]s and [[cage]]s using the specified verb, depending on the material from which it is made (normally wood).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GOBBLE_VERMIN_CLASS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*class&lt;br /&gt;
| The creature eats vermin of the specified class.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GOBBLE_VERMIN_CREATURE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*creature&lt;br /&gt;
*caste&lt;br /&gt;
| The creature eats a specified [[vermin]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GO_TO_END}}&lt;br /&gt;
| Special&lt;br /&gt;
|  &lt;br /&gt;
| When using tags from an existing creature, inserts new tags at the end of the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GO_TO_START}}&lt;br /&gt;
| Special&lt;br /&gt;
|  &lt;br /&gt;
| When using tags from an existing creature, inserts new tags at the beginning of the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GO_TO_TAG}}&lt;br /&gt;
| Special&lt;br /&gt;
|  &lt;br /&gt;
| When using tags from an existing creature, inserts new tags after the specified tag.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GOOD}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Creature is considered good and will only show up in good biomes - [[unicorn]]s, for example. Civilizations with {{token|USE_GOOD_ANIMALS|e}} can domesticate them regardless of exotic status. Has no effect on cavern creatures except to restrict taming. A civilization that has good creatures can colonise good areas in world-gen.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GRASSTRAMPLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value &lt;br /&gt;
| The value determines how rapidly [[grass]] is trampled when a creature steps on it - a value of 0 causes the creature to never damage grass, while a value of 100 causes grass to be trampled as rapidly as possible. Defaults to 5.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GRAVITATE_BODY_SIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*target value&lt;br /&gt;
| Used in Creature Variants. This token changes the adult body size to the average of the old adult body size and the target value and scales all intermediate growth stages by the same factor.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GRAZER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*number&lt;br /&gt;
| The creature is a grazer - if tamed in fortress mode, it needs a pasture to survive. The higher the number, the less frequently it needs to eat in order to live. Not used since 0.40.12, replaced by {{token|STANDARD_GRAZER|c}} to fix {{bugl|4113}}.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==H==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HABIT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*type&lt;br /&gt;
*probability&lt;br /&gt;
| Defines certain behaviors for the creature. The habit types are:&lt;br /&gt;
*COLLECT_TROPHIES&lt;br /&gt;
*COOK_PEOPLE&lt;br /&gt;
*COOK_VERMIN&lt;br /&gt;
*GRIND_VERMIN&lt;br /&gt;
*COOK_BLOOD&lt;br /&gt;
*GRIND_BONE_MEAL&lt;br /&gt;
*EAT_BONE_PORRIDGE&lt;br /&gt;
*USE_ANY_MELEE_WEAPON&lt;br /&gt;
*GIANT_NEST&lt;br /&gt;
*COLLECT_WEALTH.&lt;br /&gt;
These require the creature to have a {{token|LAIR|c}} to work properly, and also don't seem to work on creatures who are not a {{token|SEMIMEGABEAST|c}}, {{token|MEGABEAST|c}} or {{token|NIGHT_CREATURE_HUNTER|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HABIT_NUM}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*number or TEST_ALL&lt;br /&gt;
| &amp;quot;If you set HABIT_NUM to a number, it should give you that exact number of habits according to the weights.&amp;quot;.{{cite forum|60554/1719248}} All lists of HABITs are preceded by [HABIT_NUM:TEST_ALL]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HAS_NERVES}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature has nerves in its muscles. Cutting the muscle tissue can sever motor and sensory nerves.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HASSHELL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature has a shell. Seemingly no longer used - holdover from previous versions.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HIVE_PRODUCT}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*number&lt;br /&gt;
*[[time]]&lt;br /&gt;
*[[item token]]s&lt;br /&gt;
| What product is harvested from [[Beekeeping industry|beekeeping]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HOMEOTHERM}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*number or NONE&lt;br /&gt;
| Default 'NONE'. The creature's normal body [[temperature]]. Creature ceases maintaining temperature on death unlike fixed material temperatures. Provides minor protection from environmental temperature to the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HUNTS_VERMIN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Creature hunts and kills nearby [[vermin]].&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==I==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IMMOBILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| The creature cannot move. Found on [[sponge]]s. Will also stop a creature from breeding in fortress mode (MALE and FEMALE are affected, if one is IMMOBILE no breeding will happen).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IMMOBILE_LAND}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is immobile while on land. Only works on {{token|AQUATIC|c}} creatures which can't breathe on land.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IMMOLATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature radiates [[fire]]. It will ignite, and potentially completely destroy, items the creature is standing on. Also gives the vermin a high chance of escaping from [[animal trap]]s and [[cage]]s made of any flammable materials (specifically ones that could be ignited by magma).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|INTELLIGENT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Alias for {{token|CAN_SPEAK|c}} + {{token|CAN_LEARN|c}} but additionally keeps creatures from being [[butcher|butchered]] by the AI during worldgen and post-gen. In fortress mode, {{token|CAN_LEARN|c}} is enough.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ITEMCORPSE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
* [[item token]]&lt;br /&gt;
* [[material token]]&lt;br /&gt;
| Determines if the creature leaves behind a non-standard corpse (i.e. wood, statue, bars, stone, pool of liquid, etc.). [[Ethics]] may prevent actually using the item in jobs or reactions.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ITEMCORPSE_QUALITY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* number&lt;br /&gt;
| The [[quality]] of an item-type corpse left behind. Valid values are: 0 for ordinary, 1 for well-crafted, 2 for finely-crafted, 3 for superior, 4 for exceptional, 5 for masterpiece.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==L==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAIR}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*type&lt;br /&gt;
*probability&lt;br /&gt;
| Found on megabeasts, semimegabeasts, and night creatures. The creature will seek out sites of this type and take them as lairs. The lair types are:&lt;br /&gt;
*SIMPLE_BURROW&lt;br /&gt;
*SIMPLE_MOUND&lt;br /&gt;
*WILDERNESS_LOCATION&lt;br /&gt;
*SHRINE&lt;br /&gt;
*LABYRINTH&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAIR_CHARACTERISTIC}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*characteristic&lt;br /&gt;
*probability&lt;br /&gt;
| Defines certain features of the creature's lair. The only valid characteristic is HAS_DOORS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAIR_HUNTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| This creature will actively hunt adventurers in its lair.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAIR_HUNTER_SPEECH}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*speech file&lt;br /&gt;
| What this creature says while hunting adventurers in its lair.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LARGE_PREDATOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Will attack things that are smaller than it (like dwarves). Only one group of &amp;quot;large predators&amp;quot; (possibly two groups on &amp;quot;savage&amp;quot; maps) will appear on any given map. In adventure mode, large predators will try to ambush and attack you (and your party will attack them back). When tamed, large predators tend to be much more aggressive to enemies than non-large predators, making them a good choice for an animal army. They may go on rampages in worldgen, and adventurers may receive quests to kill them. Also, they can be mentioned in the intro paragraph when starting a fortress e.g. &amp;quot;ere the wolves get hungry.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LARGE_ROAMING}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| This is the core requisite tag allowing the creature to spawn as a wild animal in the appropriate biomes. Requires specifying a {{token|BIOME|c}} in which the creature will spawn. Does not require specifying a frequency, population number, or cluster number.&lt;br /&gt;
&lt;br /&gt;
This tag stacks with {{token|MEGABEAST|c}}, {{token|SEMIMEGABEAST|c}}, or {{token|NIGHT_CREATURE_HUNTER|c}}; if used with one of these tags, the creature will spawn as both a boss and as a wild animal. This tag does not stack with {{token|FEATURE_BEAST|c}} and if both are used the creature will not spawn. This tag is uneffected by {{token|DEMON|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAYS_EGGS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Creature lays [[egg]]s instead of giving birth to live young.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAYS_UNUSUAL_EGGS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* [[item token]]&lt;br /&gt;
* [[material token]]&lt;br /&gt;
| Creature lays the specified item instead of regular eggs.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIGAMENTS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
*healing rate &lt;br /&gt;
| The creature has ligaments in its {{token|CONNECTIVE_TISSUE_ANCHOR|td}} tissues (bone or chitin by default). Cutting the bone/chitin tissue severs the ligaments, disabling motor function if the target is a limb.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIGHT_GEN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature will generate light, such as in adventurer mode at night. Used to work correctly in prior versions of DF, confirmed for v0.23.130.23a and v0.28.181.40d. However, as of v0.47.05, use of this token is limited for use subterranean vermin in fort mode, the vermin can flicker in any unrevealed cavern layers that they are permitted to spawn in. &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIKES_FIGHTING}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature will attack enemies rather than flee from them. This tag has the same effect on player-controlled creatures - including modded dwarves. Retired as of v0.40.14 in favor of {{token|LARGE_PREDATOR|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LISP}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Creature uses &amp;quot;sssssnake talk&amp;quot; (multiplies 'S' when talking - &amp;quot;My name isss Recisssiz.&amp;quot;). Used by [[Serpent man|serpent men]] and [[Reptile man|reptile men]] in the vanilla game. C's with the same pronunciation (depending on the word) are not affected by this token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LITTERSIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* minimum&lt;br /&gt;
* maximum&lt;br /&gt;
| Determines the number of offspring per one birth.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LOCAL_POPS_CONTROLLABLE}}{{version|0.42.01}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
| Allows you to play as a wild animal of this species in adventurer mode. Prevents trading of (tame) instances of this creature in caravans.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LOCAL_POPS_PRODUCE_HEROES}}{{version|0.42.01}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Wild animals of this species may occasionally join a civilization. Prevents trading of (tame) instances of this creature in caravans.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LOCKPICKER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Lets a creature open [[door]]s that are set to forbidden in fortress mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LOOSE_CLUSTERS}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creatures will scatter if they have this tag, or form tight packs if they don't. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LOW_LIGHT_VISION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*number&lt;br /&gt;
| Determines how well a creature can see in the dark - higher is better. Dwarves have 10000, which amounts to perfect nightvision.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==M==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAGICAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| According to Toady One, this is completely interchangeable with {{token|AT_PEACE_WITH_WILDLIFE|c}} and might have been used in very early versions of the game by wandering wizards or the ent-type tree creatures that used to be animated by elves. [http://www.bay12forums.com/smf/index.php?topic=169696.msg8316954#msg8316954]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAGMA_VISION}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is able to see while submerged in [[magma]]. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MALE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature biologically male. Usually declared inside a caste.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| {{text anchor|MANNERISM|MANNERISM_*}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*occasionally body part &lt;br /&gt;
| Adds a possible mannerism to the creature's profile.  See [[creature mannerism token]] for further info.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MATERIAL}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*material id&lt;br /&gt;
| Begins defining a new material.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MATERIAL_FORCE_MULTIPLIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Material token]]&lt;br /&gt;
*value A&lt;br /&gt;
*value B&lt;br /&gt;
| When struck with a weapon made of the specified material, the force exerted will be multiplied by A/B, thus making the creature more or less susceptible to this material. For example, if A is 2 and B is 1, the force exerted by the defined material will be doubled. If A is 1 and B is 2, it will be halved instead. See also  {{token|GENERAL_MATERIAL_FORCE_MULTIPLIER|c}}, which can be used to make this sort of effect applicable to all materials.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MATUTINAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Sets the creature to be active at dawn in adventurer mode. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAXAGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*min&lt;br /&gt;
*max &lt;br /&gt;
| Determines the creature's natural lifespan, using the specified minimum and maximum age values (in years). Each individual creature with this token is generated with a predetermined date (calculated down to the exact [[time|tick]]!) between these values, at which it is destined to die of old age, should it live long enough. Note that the probability of death at any given age does not increase as the creature gets older [http://i.imgur.com/A1A4aA9.png]. &lt;br /&gt;
Creatures which lack this token are naturally immortal. The [[Syndrome#CE_ADD_TAG|NO_AGING]] syndrome tag will prevent death by old age from occurring. Also note that, among civilized creatures, castes which lack this token will refuse to marry others with it, and vice versa.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MEANDERER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature slowly stroll around, unless it's in combat or performing a job. If combined with {{token|CAN_LEARN|c}}, will severely impact their [[pathfinding]] and lead the creature to move extremely slowly when not performing any task. Problematically applies to animal people based on the animal and war trained animals{{bug|9588}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MEGABEAST}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| A 'boss' creature. A small number of the creatures are created during worldgen, their histories and descendants (if any) will be tracked in worldgen (as opposed to simply 'spawning'), and they will occasionally go on rampages, potentially leading to worship if they attack the same place multiple times. Their presence and number will also influence age names. When appearing in fortress mode, they will have a pop-up message announcing their arrival. They will remain hostile to military even after being tamed.{{bug|10731}} See [[megabeast]] page for more details. &lt;br /&gt;
&lt;br /&gt;
Requires specifying a {{token|BIOME|c}} in which the creature will live. Subterranean biomes appear to not be allowed. Does stack with {{token|LARGE_ROAMING|c}} and if both are used the creature will spawn as both historical bosses and as wild animals.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MENT_ATT_CAP_PERC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*[[Attribute|ATTRIBUTE]] Token&lt;br /&gt;
*Cap %&lt;br /&gt;
|Default is 200.  This means you can increase your attribute to 200% of its starting value (or the average value + your starting value if that is higher).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MENT_ATT_RANGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*[[Attribute|ATTRIBUTE]]&lt;br /&gt;
*lowest&lt;br /&gt;
*lower&lt;br /&gt;
*low&lt;br /&gt;
*median&lt;br /&gt;
*high&lt;br /&gt;
*higher&lt;br /&gt;
*highest &lt;br /&gt;
| Sets up a [[Attribute#Soul_attributes|mental attribute]]'s range of values (0-5000). All mental attribute ranges default to 200:800:900:1000:1100:1300:2000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MENT_ATT_RATES}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Attribute|ATTRIBUTE]] Token&lt;br /&gt;
*cost to improve&lt;br /&gt;
*unused counter rate&lt;br /&gt;
*rust counter rate&lt;br /&gt;
*demotion counter rate&lt;br /&gt;
| [[Attribute#Soul_attributes|Mental attribute]] gain/decay rates. Lower numbers in the last three slots make decay occur faster. Defaults are 500:4:5:4.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MILKABLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
* frequency&lt;br /&gt;
| Allows the creature to be [[milk]]ed in the [[farmer's workshop]]. The frequency is the amount of [[time|ticks]] the creature needs to &amp;quot;recharge&amp;quot; (i.e. how much time needs to pass before it can be milked again). Does not work on [[#CAN_LEARN|sentient]] creatures, regardless of [[ethics]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MISCHIEVIOUS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Alias for {{token|MISCHIEVOUS|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MISCHIEVOUS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature spawns [[stealth]]ed and will attempt to path into the fortress, pulling any [[lever]]s it comes across. It will be invisible on the map and [[unit list]] until spotted by a citizen, at which point the game will pause and recenter on the creature. Used by [[gremlin]]s in the vanilla game. &amp;quot;They go on little missions to mess with various fortress buildings, not just levers.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MODVALUE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Seemingly no longer used.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MOUNT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature may be used as a [[mount]]. No use for the player in fortress mode, but enemy sieging forces may arrive with cavalry. Mounts are usable in adventure mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MOUNT_EXOTIC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature may be used as a [[mount]], but civilizations cannot domesticate it in worldgen without certain exceptions.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MULTIPART_FULL_VISION}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to have all-around vision as long as it has multiple heads that can see.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MULTIPLE_LITTER_RARE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Makes the species usually produce a single offspring per birth, occasionally producing twins or triplets with a 1/500 chance.  Requires {{token|FEMALE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MUNDANE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Marks if the creature is an actual real-life creature. Only used for age-names at present.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==N==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NAME}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*singular&lt;br /&gt;
*plural&lt;br /&gt;
*adjective &lt;br /&gt;
| The generic name for any creature of this type - will be used when distinctions between caste are unimportant. For names for specific castes, use {{token|CASTE_NAME|c}} instead. If left undefined, the creature will be labeled as &amp;quot;nothing&amp;quot; by the game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NATURAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Animal is considered to be natural. NATURAL animals will not engage creatures tagged with {{token|AT_PEACE_WITH_WILDLIFE|c}} in combat unless they are members of a hostile entity and vice-versa.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NATURAL_ANIMAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Alias of {{token|NATURAL|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NATURAL_SKILL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Skill_token|Skill token]]&lt;br /&gt;
*value&lt;br /&gt;
| The creature possesses the specified [[skill]] at this level inherently - that is, it begins with the skill at this level, and the skill may never rust below that. A value of 15 is legendary.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NIGHT_CREATURE_BOGEYMAN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Creatures with this token can appear in [[bogeyman|bogeyman ambushes]] in [[adventure mode]], where they adopt classical bogeyman traits such as stalking the adventurer and vaporising when dawn breaks. Such traits do not manifest if the creature is encountered outside of a bogeyman ambush (for instance, as a megabeast or a civilised being). In addition, their corpses and severed body parts turn into [[smoke]] after a short while. Note that setting the &amp;quot;Number of Bogeyman Types&amp;quot; in [[advanced world generation]] to 0 will only remove randomly-generated bogeymen.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NIGHT_CREATURE_EXPERIMENTER}}{{version|0.47.01}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on some [[necromancer]]s. Creatures with this tag may periodically &amp;quot;perform horrible experiments&amp;quot; offscreen, during which they can use creature-targeting interactions with an &amp;lt;code&amp;gt;[[Interaction_token#I_SOURCE|[I_SOURCE:EXPERIMENT]]]&amp;lt;/code&amp;gt; tag on living creatures in their area. Worlds are generated with a list of procedurally-generated experiments, allowing necromancers to turn living people and animals into [[Infected_ghoul|ghouls]] and [[Experiment|other experimental creatures]], and these will automatically be available to all experimenters; it does not appear possible to prevent this. You can mod in your own custom experiment interactions, but these are used very infrequently due to the large number of generated experiments.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NIGHT_CREATURE_HUNTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on [[night troll]]s and [[werebeast]]s. Implies that the creature is a [[night creature]], and shows its description in [[legends mode]] entry. The creature is always hostile and will start [[no quarter]] combat with any nearby creatures, except for members of its own race. Note that this tag does not override the creature's normal behavior in [[fortress mode]] except for the aforementioned aggression, and doesn't prevent the creature from fleeing the battles it started. It also removes the creature's materials from stockpile settings list, making them be stored there regardless of settings.&lt;br /&gt;
&lt;br /&gt;
Does stack with {{token|LARGE_ROAMING|c}} and if both are used the creature will spawn as both historical hunters and as wild animals; this requires specifying a {{token|BIOME|c}} in which the creature will live, and subterranean biomes are allowed.&lt;br /&gt;
&lt;br /&gt;
This tag causes the usual behaviour of werebeasts in worldgen, that is, fleeing towns upon being cursed and conducting raids from a lair. If this tag is absent from a deity curse, the accursed will simply be driven out of towns in a similar manner to [[vampire]]s. When paired with SPOUSE_CONVERTER, a very small population of the creature will be created during worldgen (sometimes only a single individual will be created), and their histories will be tracked (that is, they will not spawn spontaneously later, they must either have children or convert other creatures to increase their numbers). The creature will settle in a lair and go on rampages during worldgen. It will actively attempt to seek out potential conversion targets to abduct, convert, and have children with (if possible).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NIGHT_CREATURE_NIGHTMARE}}{{version|0.47.01}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on [[nightmare]]s. Corpses and severed body parts derived from creatures with this token turn into [[smoke]] after a short while.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_AUTUMN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature caste does not appear in [[Calendar|autumn]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_CONNECTIONS_FOR_MOVEMENT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Creature doesn't require connected body parts to move{{verify}}; generally used on undead creatures with connections that have rotted away.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_DIZZINESS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature cannot become [[Symptom#Dizziness|dizzy]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_DRINK}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature does not need to drink. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_EAT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature does not need to [[food|eat]]. Seems to cause worldgen crashes if it is part of an entity with [[entity_token#PERMITTED_JOB|[PERMITTED_JOB:FISHERMAN]]]{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_FEVERS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature cannot suffer [[Symptom#Fever|fevers]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_GENDER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| The creature is biologically sexless. Makes the creature unable to [[breeding|breed]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_PHYS_ATT_GAIN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| The creature cannot raise any [[Attribute#Body_attributes|physical attributes]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_PHYS_ATT_RUST}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| The creature cannot lose any [[Attribute#Body_attributes|physical attributes]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_SLEEP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature does not need to sleep. Can still be rendered unconscious by other means.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_SPRING}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature caste does not appear in [[Calendar|spring]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_SUMMER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature caste does not appear in [[Calendar|summer]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_THOUGHT_CENTER_FOR_MOVEMENT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't require an organ with the {{token|THOUGHT|body}} tag to survive or attack; generally used on creatures that don't have brains.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_UNIT_TYPE_COLOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Prevents creature from selecting its color based on its profession (e.g. Miner, Hunter, Wrestler).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_VEGETATION_PERTURB}}&lt;br /&gt;
| Caste{{Verify}}&lt;br /&gt;
|  &lt;br /&gt;
| Likely prevents the creature from leaving broken vegetation tracks.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_WINTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature caste does not appear in [[Calendar|winter]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOBONES}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature has no bones.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOBREATHE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't need to breathe or have {{token|BREATHE|body}} parts in body, nor can it drown or be strangled. Creatures living in magma must have this tag, otherwise they will drown.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOCTURNAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Sets the creature to be active at night in adventure mode. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOEMOTION}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature has no emotions. It is immune to the effects of [[stress]] and unable to rage, and its [[need]]s cannot be fulfilled in any way. Used on [[undead]] in the vanilla game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOEXERT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature can't become tired or over-exerted from taking too many combat actions or moving at full speed for extended periods of time. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOFEAR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't feel fear and will never flee from battle, and will be immune to [[ghost]]s' attempts to 'scare it to death'. Additionally, it causes [[bogeyman|bogeymen]] and [[nightmare]]s to become friendly towards the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOMEAT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature will not drop meat when [[butcher|butchered]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NONAUSEA}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature isn't nauseated by gut hits and cannot vomit.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOPAIN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't feel pain. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOSKIN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature will not drop a hide when [[butcher|butchered]]. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOSKULL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature will not drop a skull on butchering, rot, or decay of severed head.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOSMELLYROT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Does not produce [[miasma]] when rotting.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOSTUCKINS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Weapons can't get stuck in the creature. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOSTUN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature can't be stunned and knocked unconscious by pain or head injuries. Creatures with this tag never wake up from sleep in Fortress Mode. If this creature needs to sleep while playing, it &amp;lt;b&amp;gt;will&amp;lt;/b&amp;gt; die.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOT_BUTCHERABLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Cannot be [[butcher|butchered]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOT_LIVING}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Cannot be raised from the dead by necromancers or evil clouds. Implies the creature is not a normal living being. Used by [[vampire]]s, [[Mummy|mummies]] and inorganic creatures like the [[amethyst man]] and [[bronze colossus]]. Creatures who are {{token|OPPOSED_TO_LIFE|c}} (undead) will be docile towards creatures with this token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOTHOUGHT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't require a {{token|THOUGHT|body}} body part to survive. Has the added effect of preventing speech, though directly controlling creatures that would otherwise be capable of speaking allows them to engage in conversation.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==O==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ODOR_LEVEL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*number&lt;br /&gt;
| How easy the creature is to [[smell]]. The higher the number, the easier the creature is to sniff out. Defaults to 50. Vanilla creatures have values from 0 (undetectable) to 90 (noticeable by humans and dwarves).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ODOR_STRING}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*string&lt;br /&gt;
| What the creature [[smell]]s like. If no odor string is defined, the creature name (not the caste name) is used.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|OPPOSED_TO_LIFE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Is hostile to all creatures except undead and other non-living ones and will show {{DFtext|Opposed to life|0:1}} in the [[unit list]]. Used by [[undead]] in the vanilla game. Functions without the {{token|NOT_LIVING|c}} token, and seems to imply said token as well. Undead will not be hostile to otherwise-living creatures given this token. Living creatures given this token will attack living creatures that lack it, while ignoring other living creatures that also have this token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ORIENTATION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*MALE/FEMALE&lt;br /&gt;
*disinterested chance&lt;br /&gt;
*lover-possible chance&lt;br /&gt;
*preference(?)-possible chance&lt;br /&gt;
| Determines caste's likelihood of having sexual attraction to certain sexes. Values default to 75:20:5 for the same sex and 5:20:75 for the opposite sex. The first value indicates how likely to be entirely uninterested in the sex, the second decides if the creature will become lovers, the third decides if the creature will &amp;quot;prefer&amp;quot; this sex{{Verify}}. Marriage can happen as long as they are not disinterested. The values themselves are simply ratios and do not need to add up to any particular value.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|OUTSIDER_CONTROLLABLE}}{{version|0.42.01}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Lets you play as an [[Adventurer_mode_character_creation#Outsider|outsider]] of this species in adventure mode.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==P==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PACK_ANIMAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to be used as a pack animal. Used by [[trading|merchants]] without wagons and adventurers. Also prevents creature from dropping hauled items on its own -- do ''not'' use for player-controllable creatures!&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PARALYZEIMMUNE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is immune to all [[Syndrome#CE_PARALYSIS|paralyzing]] special attacks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PATTERNFLIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Used to control the bat riders with paralyze-dart blowguns that flew through the 2D chasm. Doesn't do anything now.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PEARL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| In earlier versions, creature would generate [[pearl]]s. Does nothing in the current version.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PENETRATEPOWER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value &lt;br /&gt;
| Controls the ability of [[vermin]] to find a way into containers when they are eating food from your stockpiles.&lt;br /&gt;
&lt;br /&gt;
Objects made of most materials (e.g. metal) roll a number from 0-100, and if the resulting number is greater than the penetrate power, their contents escape for the time being. Objects made of [[wood]], [[leather]], [[amber]], or [[coral]] roll 0-95, and items made of [[cloth]] roll 0-90.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PERSONALITY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*ATTRIBUTE&lt;br /&gt;
*lowest&lt;br /&gt;
*median&lt;br /&gt;
*highest &lt;br /&gt;
| Determines the range and chance of personality traits. Standard is 0:50:100. See [[Personality trait]] for more info.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PET}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to be [[Animal_trainer|tamed]] in Fortress mode. Prerequisite for all other working animal roles. Civilizations that encounter it in worldgen will tame and domesticate it for their own use. Adding this to civilization members will classify them as pets instead of citizens, with all the [[Fun|problems]] that entails. However, you can solve these problems using the popular plugin [https://dffd.bay12games.com/file.php?id=13095| Dwarf Therapist], which is completely unaffected by the tag.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PET_EXOTIC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to be [[Animal_trainer|tamed]] in Fortress mode. Prequisite for all other working animal roles. Civilizations cannot domesticate it in worldgen, with certain exceptions. More difficult to tame?{{verify}} Adding this to civilization members will classify them as pets instead of citizens, with all the [[Fun|problems]] that entails. ([[Gremlin|Example]]).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PETVALUE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value &lt;br /&gt;
| How valuable a tamed animal is. Actual cost in points in the embarking screen is 1+(PETVALUE/2) for an untrained animal, 1+PETVALUE for a war/hunting one. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PETVALUE_DIVISOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
| Divides the creature's {{token|PETVALUE|c}} by the specified number. Used by [[honey bee]]s to prevent a single hive from being worth a fortune.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PHYS_ATT_CAP_PERC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*[[Attribute|ATTRIBUTE]] Token&lt;br /&gt;
*Cap %&lt;br /&gt;
|Default is 200. This means you can increase your attribute to 200% of its starting value (or the average value + your starting value if that is higher).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PHYS_ATT_RANGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Attribute|ATTRIBUTE]]&lt;br /&gt;
*lowest&lt;br /&gt;
*lower&lt;br /&gt;
*low&lt;br /&gt;
*median&lt;br /&gt;
*high&lt;br /&gt;
*higher&lt;br /&gt;
*highest &lt;br /&gt;
| Sets up a [[Attribute#Body_attributes|physical attribute]]'s range of values (0-5000). All physical attribute ranges default to 200:700:900:1000:1100:1300:2000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PHYS_ATT_RATES}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Attribute|ATTRIBUTE]] Token&lt;br /&gt;
*cost to improve&lt;br /&gt;
*unused counter rate&lt;br /&gt;
*rust counter rate&lt;br /&gt;
*demotion counter rate&lt;br /&gt;
| [[Attribute#Body_attributes|Physical attribute]] gain/decay rates. Lower numbers in the last three slots make decay occur faster. Defaults for STRENGTH, AGILITY, TOUGHNESS, and ENDURANCE are 500:3:4:3, while RECUPERATION and DISEASE_RESISTANCE default to 500:NONE:NONE:NONE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PLUS_BP_GROUP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*BY_TYPE, BY_CATEGORY, or BY_TOKEN&lt;br /&gt;
*body type, category, or token&lt;br /&gt;
| Adds a body part group to selected body part group. Presumably used immediately after {{token|SET_BP_GROUP|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PLUS_MATERIAL}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*material&lt;br /&gt;
| Adds a material to selected materials. Used immediately after {{token|SELECT_MATERIAL|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|POP_RATIO}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
*number&lt;br /&gt;
| Weighted population of caste; Lower is rarer. Not to be confused with {{token|FREQUENCY|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|POPULATION_NUMBER}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*min&lt;br /&gt;
*max &lt;br /&gt;
| The minimum/maximum numbers of how many of these creatures are present in each world map tile of the appropriate region. Defaults to 1:1 if not specified.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|POWER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Allows the being to represent itself as a deity, allowing it to become the leader of a civilized group. Used by unique demons in the vanilla game. Requires {{token|CAN_SPEAK|c}} to actually do anything more than settle at a location (e.g. write books, lead armies, profane temples). Doesn't appear to do anything for creatures that are already civilized. Once the creature ascends to a position of leadership, it will proceed to act as a standard ruler for their entity and fulfill the same functions (hold tournaments, tame creatures, etc).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PREFSTRING}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*string&lt;br /&gt;
| Sets what other creatures [[Preferences|prefer]] about this creature. &amp;quot;Urist likes dwarves for their beards.&amp;quot; Multiple entries will be chosen from at random. Creatures lacking a PREFSTRING token will never appear under another's preferences.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PROFESSION_NAME}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*[[Unit type token]] (Profession)&lt;br /&gt;
*singular&lt;br /&gt;
*plural &lt;br /&gt;
| The generic name for members of this profession, at the creature level. In order to give members of specific castes different names for professions, use {{token|CASTE_PROFESSION_NAME|c}} instead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PRONE_TO_RAGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*Chance&lt;br /&gt;
| Creature has a percentage chance to flip out at visible non-friendly creatures. Enraged creatures attack anything regardless of timidity and get a strength bonus to their hits. This is what makes [[badger]]s so hardcore.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PUS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;[[material token]]&amp;gt;&lt;br /&gt;
* &amp;lt;[[Material_definition_token#Material_States|material state]]&amp;gt;&lt;br /&gt;
| The creature has pus. Specifies the stuff secreted by [[Health_care#Infection|infected wounds]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==R==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|RELSIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*body category, type, or token&lt;br /&gt;
*Relsize &lt;br /&gt;
| Specifies a new relative size for a part than what is stated in the body plan. For example, dwarves have larger livers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMAINS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*singular&lt;br /&gt;
*plural&lt;br /&gt;
| What the creature's [[remains]] are called.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMAINS_COLOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| What color the creature's [[remains]] are.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMAINS_ON_VERMIN_BITE_DEATH}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Goes with {{token|VERMIN_BITE|c}} and {{token|DIE_WHEN_VERMIN_BITE|c}}, the vermin creature will leave remains on death when biting. Leaving this tag out will cause the creature to disappear entirely after it bites.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMAINS_UNDETERMINED}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Unknown.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMOVE_MATERIAL}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*material token &lt;br /&gt;
| Removes a material from the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMOVE_TISSUE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*tissue token&lt;br /&gt;
| Removes a tissue from the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|RETRACT_INTO_BP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*BY_TYPE, BY_CATEGORY or BY_TOKEN&lt;br /&gt;
*body type, [[Body_token#CATEGORY|category]], or [[Body_token#BP|token]]&lt;br /&gt;
*Second person (&amp;quot;You&amp;quot;) retract verb text&lt;br /&gt;
*Third person (&amp;quot;The giant snail&amp;quot;) retract verb text&lt;br /&gt;
*Second person cancel retract text&lt;br /&gt;
*Third person cancel retract text&lt;br /&gt;
| The creature will retract into a body part when threatened. It will be unable to move or attack, but enemies will only be able to attack the specified body part. (eg. Turtle, Hedgehog)&lt;br /&gt;
&lt;br /&gt;
Second-person descriptions are used for adventurer mode natural ability. &amp;quot;&amp;lt;pro_pos&amp;gt;&amp;quot; can be used in the descriptions, being replaced with the proper pronoun (or lack thereof) in-game. &lt;br /&gt;
&lt;br /&gt;
Undead curled up creatures are buggy{{bug|11463}}{{bug|10519}}.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|RETURNS_VERMIN_KILLS_TO_OWNER}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Cat behavior. If it kills a vermin creature and has an owner, it carries the remains in its mouth and drops them at their feet. Requires {{token|HUNTS_VERMIN|c}}, obviously.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ROOT_AROUND}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*BY_TYPE, BY_CATEGORY or BY_TOKEN&lt;br /&gt;
*body type, [[Body_token#CATEGORY|category]], or [[Body_token#BP|token]]&lt;br /&gt;
*Second person (&amp;quot;You&amp;quot;) verb text&lt;br /&gt;
*Third person (&amp;quot;The hen&amp;quot;) verb text&lt;br /&gt;
| Creature will occasionally root around in the grass, looking for insects.  Used for flavor in Adventurer Mode, spawns vermin edible for this creature in Fortress Mode. Creatures missing the specified body part will be unable to perform this action. The action produces a message (visible in adventure mode) in the form:&lt;br /&gt;
&lt;br /&gt;
[creature] [verb text] the [description of creature's location]&lt;br /&gt;
&lt;br /&gt;
In adventure mode, the &amp;quot;rooting around&amp;quot; ability will be included in the &amp;quot;natural abilities&amp;quot; menu, represented by its second person verb text.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==S==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SAVAGE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creature will only show up in &amp;quot;savage&amp;quot; biomes. Has no effect on cavern creatures. Cannot be combined with {{token|GOOD|c}} or {{token|EVIL|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SECRETION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*&amp;lt;[[material token]]&amp;gt;&lt;br /&gt;
*&amp;lt;[[Material_definition_token#Material_States|material state]]&amp;gt;&lt;br /&gt;
*BY_TOKEN / BY_CATEGORY / BY_TYPE&lt;br /&gt;
*&amp;lt;[[Body_token#BP|body part ID]]&amp;gt; / &amp;lt;[[Body_token#CATEGORY|category]]&amp;gt; or ALL / &amp;lt;type (e.g. [[Body_token#GRASP|GRASP]])&amp;gt;&lt;br /&gt;
*&amp;lt;[[Body_detail_plan_token#BP_LAYERS|tissue layer]]&amp;gt; or ALL&lt;br /&gt;
*&amp;lt;trigger&amp;gt;&lt;br /&gt;
| Causes the specified tissue layer(s) of the indicated body part(s) to secrete the designated material. A size 100 ('covering') [[contaminant]] is created over the affected body part(s) in its specified material state (and at the temperature appropriate to this state) when the trigger condition is met, as long as one of the secretory tissue layers is still intact. Valid triggers are:&lt;br /&gt;
*'''CONTINUOUS'''&lt;br /&gt;
Secretion occurs once every 40 [[time|ticks]] in [[fortress mode]], and every tick in [[adventurer mode]].&lt;br /&gt;
*'''EXERTION'''&lt;br /&gt;
Secretion occurs continuously (at the rate described above) whilst the creature is at minimum &amp;lt;span style=&amp;quot;font-size:75%&amp;quot;&amp;gt;{{Tile|Tired|6:1}}&amp;lt;/span&amp;gt; following physical exertion. Note that this cannot occur if the creature has {{token|NOEXERT|c}}.&lt;br /&gt;
*'''EXTREME_EMOTION'''&lt;br /&gt;
Secretion occurs continuously (as above) whilst the creature is distressed. Cannot occur in creatures with {{token|NOEMOTION|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SELECT_ADDITIONAL_CASTE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*&amp;lt;caste&amp;gt;&lt;br /&gt;
| Adds an additional previously defined caste to the selection. Used after {{token|SELECT_CASTE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SELECT_CASTE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*&amp;lt;caste&amp;gt; or ALL &lt;br /&gt;
| Selects a previously defined caste&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SELECT_MATERIAL}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*&amp;lt;[[material token]]&amp;gt;&lt;br /&gt;
| Selects a locally defined material. Can be ALL.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SELECT_TISSUE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*tissue token&lt;br /&gt;
| Selects a tissue for editing.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SEMIMEGABEAST}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Essentially the same as {{token|MEGABEAST|c}}, but more of them are created during worldgen. See the [[semi-megabeast]] page for details.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SENSE_CREATURE_CLASS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;[[Creature_token#CREATURE_CLASS|creature class]]&amp;gt;&lt;br /&gt;
* [[Tilesets|&amp;lt;tile value or character&amp;gt;]]&lt;br /&gt;
* [[Color#Color_values|&amp;lt;foreground color&amp;gt;:&amp;lt;background color&amp;gt;:&amp;lt;foreground brightness&amp;gt;]]&lt;br /&gt;
| Gives the creature the ability to sense creatures belonging to the specified [[Creature_token#CREATURE_CLASS|creature class]] even when they lie far beyond line of sight, including through walls and floors. It also appears to reduce or negate the combat penalty of [[Wound#Blindness|blind]] units when fighting creatures they can sense. In [[adventure mode]], the specified tile will be used to represent sensed creatures when they cannot be seen directly.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SET_BP_GROUP}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*selection criteria BY_TYPE, BY_CATEGORY, BY_TOKEN&lt;br /&gt;
*category, type, or token &lt;br /&gt;
| Begins a selection of body parts.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_LEARN_RATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*&amp;lt;[[skill_token]]&amp;gt;&lt;br /&gt;
*&amp;lt;percentage&amp;gt;&lt;br /&gt;
| The rate at which this creature learns this skill. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_LEARN_RATES}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*&amp;lt;percentage&amp;gt;&lt;br /&gt;
| The rate at which this creature learns all skills. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_RATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[skill_token]]&lt;br /&gt;
*&amp;lt;% of improvement points gained&amp;gt;&lt;br /&gt;
*&amp;lt;unused counter rate&amp;gt;&lt;br /&gt;
*&amp;lt;rust counter rate&amp;gt;&lt;br /&gt;
*&amp;lt;demotion counter rate&amp;gt;&lt;br /&gt;
| Like {{token|SKILL_RATES|c}}, but applies to individual skills instead. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_RATES}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
*&amp;lt;% of improvement points gained&amp;gt;&lt;br /&gt;
*&amp;lt;unused counter rate&amp;gt;&lt;br /&gt;
*&amp;lt;rust counter rate&amp;gt;&lt;br /&gt;
*&amp;lt;demotion counter rate&amp;gt;&lt;br /&gt;
| Affects skill gain and decay. Lower numbers in the last three slots make decay occur faster ([SKILL_RATES:100:1:1:1] would cause rapid decay). The counter rates may also be replaced with NONE.&lt;br /&gt;
Default is [SKILL_RATES:100:8:16:16]. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_RUST_RATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[skill_token]]&lt;br /&gt;
*value&lt;br /&gt;
*value&lt;br /&gt;
*value&lt;br /&gt;
| The rate at which this skill decays. Lower values cause the skill to decay faster. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_RUST_RATES}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
*value&lt;br /&gt;
*value&lt;br /&gt;
| The rate at which all skills decay. Lower values cause the skills to decay faster. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SLOW_LEARNER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Shorthand for {{token|CAN_LEARN|c}} + &amp;lt;code&amp;gt;[[Creature_token#SKILL_LEARN_RATES|[SKILL_LEARN_RATES:50]]]&amp;lt;/code&amp;gt;.{{verify}} Used by a number of 'primitive' creatures (like [[ogre]]s, [[giant]]s and [[troglodyte]]s) in the vanilla game. Applicable to player races. Prevents a player from recruiting nobility, even basic ones. Subterranean creatures with this token combined with {{token|EVIL|c}} will become servants of goblins in their civilizations, in the style of [[troll]]s.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SMALL_REMAINS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature leaves &amp;quot;[[item token#REMAINS|remains]]&amp;quot; instead of a corpse. Used by [[vermin]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SMELL_TRIGGER}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
| Determines how keen a creature's sense of smell is - lower is better. At 10000, a creature cannot smell at all.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SOLDIER_ALTTILE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*'character' or tile number&lt;br /&gt;
| If this creature is active in its civilization's military, it will blink between its default tile and this one.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SOUND}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* Sound application (currently accepts ALERT or PEACEFUL_INTERMITTENT)&lt;br /&gt;
* Sound range (in tiles)&lt;br /&gt;
* Sound delay (lower values = sound is produced more often)&lt;br /&gt;
* VOCALIZATION or NONE (determines whether the sound requires breathing or not)&lt;br /&gt;
* First-person description&lt;br /&gt;
* Third-person description&lt;br /&gt;
* Description when out of sight&lt;br /&gt;
| Creature makes sounds periodically, which can be heard in Adventure mode.&lt;br /&gt;
* First-person reads &amp;quot;You '''bark'''&amp;quot;&lt;br /&gt;
* Third-person reads &amp;quot;The [[capybara]] '''barks'''&amp;quot;&lt;br /&gt;
* Out of sight reads &amp;quot;You hear '''a loud bark'''&amp;quot;&lt;br /&gt;
with the text in bold being the description arguments of the token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SOURCE_HFID}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*Integer (generic token?)&lt;br /&gt;
| Found on generated [[angel]]s. This is the historical figure ID of the deity with which the angel is associated. Since HFIDs are not predictable before worldgen, this isn't terribly usable in mods.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPECIFIC_FOOD}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* PLANT or CREATURE&lt;br /&gt;
* Plant/creature ID&lt;br /&gt;
| Creature will only appear in biomes with this plant or creature available. Grazers given a specific type of grass (such as [[panda]]s and [[bamboo]]) will only eat that grass and nothing else, risking starvation if there's none available. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPEECH}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*speech file &lt;br /&gt;
| Boasting speeches relating to killing this creature. Examples include dwarf.txt and elf.txt in data\speech.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPEECH_FEMALE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*speech file &lt;br /&gt;
| Boasting speeches relating to killing females of this creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPEECH_MALE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*speech file &lt;br /&gt;
| Boasting speeches relating to killing males of this creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPHERE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
* [[Sphere#Available_spheres|sphere]]&lt;br /&gt;
| Sets what religious spheres the creature is aligned to, for purposes of being worshipped via the {{token|POWER|c}} token. Also affects how the creature's name is generated.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPOUSE_CONVERSION_TARGET}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| This creature can be converted by a night creature with {{token|SPOUSE_CONVERTER|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPOUSE_CONVERTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| If the creature has the {{token|NIGHT_CREATURE_HUNTER|c}} tag, it will kidnap {{token|SPOUSE_CONVERSION_TARGET|c}}s and transform them into the caste of its species with the {{token|CONVERTED_SPOUSE|c}} tag during worldgen. It may also start families this way.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPREAD_EVIL_SPHERES_IF_RULER}}{{version|0.47.01}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| If the creature rules over a [[site]], it will cause the local landscape to be corrupted into [[Surroundings#Evil|evil surroundings]] associated with the creature's [[Creature_token#SPHERE|sphere]]s. The creature must have at least one of the following [[sphere]]s for this to take effect: BLIGHT, DEATH, DISEASE, DEFORMITY, NIGHTMARES. The first three kill vegetation, while the others sometimes do.  The last two get [[Plant_token#EVIL|evil plants]] and [[Creature_token#EVIL|evil animals]] sometimes. NIGHTMARES gets [[bogeyman|bogeymen]]. [http://www.bay12forums.com/smf/index.php?topic=169696.msg8162224#msg8162224] Used by [[demon]]s in the vanilla game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|STANCE_CLIMBER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Caste does not require &amp;lt;code&amp;gt;[[Body_token#GRASP|[GRASP]]]&amp;lt;/code&amp;gt; body parts to climb -- it can climb with &amp;lt;code&amp;gt;[[Body_token#STANCE|[STANCE]]]&amp;lt;/code&amp;gt; parts instead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|STANDARD_GRAZER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Acts as {{token|GRAZER|c}} but set to 20000*G*(max size)^(-3/4), where G defaults to 100 but can be set in d_init, and the whole thing is trapped between 150 and 3 million. Used for all grazers in the default creature raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|STRANGE_MOODS}}{{version|0.42.01}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| The creature will get [[strange mood]]s in fortress mode and can produce artifacts.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SUPERNATURAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Gives the creature knowledge of any secrets with &amp;lt;code&amp;gt;[[Interaction_token#IS_SECRET|[SUPERNATURAL_LEARNING_POSSIBLE]]]&amp;lt;/code&amp;gt; that match its [[Creature_token#SPHERE|spheres]] and also prevents it from becoming a [[vampire]] or [[werebeast]]. Other effects are unknown.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SWIMS_INNATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature naturally knows how to swim perfectly and does not use the [[swimmer]] skill, as opposed to {{token|SWIMS_LEARNED|c}} below. However, Fortress mode AI never paths into water anyway, so it's less useful there. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SWIMS_LEARNED}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature swims only as well as their present [[Swimmer|swimming skill]] allows them to.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SYNDROME_DILUTION_FACTOR}}{{version|0.42.01}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &amp;lt;[[Syndrome#SYN_IDENTIFIER|syndrome identifier]]&amp;gt;:&amp;lt;percentage&amp;gt;&lt;br /&gt;
| Dilutes the effects of syndromes which have the specified identifier. A percentage of 100 is equal to the regular syndrome effect severity, higher percentages reduce severity.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==T==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TENDONS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
*healing rate &lt;br /&gt;
| The creature has tendons in its {{token|CONNECTIVE_TISSUE_ANCHOR|td}} tissues (bone or chitin by default). Cutting the bone/chitin tissue severs the tendons, disabling motor function if the target is a limb.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|THICKWEB}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature's [[web]]s can catch larger creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*name &lt;br /&gt;
| Begins defining a tissue in the creature file.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_LAYER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*BY_TYPE, BY_CATEGORY, BY_TOKEN&lt;br /&gt;
*TYPE,CATEGORY, or TOKEN&lt;br /&gt;
*TISSUE&lt;br /&gt;
*LOCATION &lt;br /&gt;
| Adds the tissue layer to wherever it is required.&lt;br /&gt;
Non-argument Locations can be FRONT, RIGHT, LEFT, TOP, BOTTOM. Argument locations are AROUND and CLEANS, requiring a further body part and a % of coverage/cleansing&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_LAYER_OVER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*BY_TYPE, BY_CATEGORY, BY_TOKEN&lt;br /&gt;
*TYPE,CATEGORY, or TOKEN&lt;br /&gt;
*TISSUE&lt;br /&gt;
*LOCATION &lt;br /&gt;
| Presumably a counterpart to TISSUE_LAYER_UNDER (see below).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_LAYER_UNDER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*BY_TYPE, BY_CATEGORY, BY_TOKEN&lt;br /&gt;
*TYPE,CATEGORY, or TOKEN&lt;br /&gt;
*TISSUE&lt;br /&gt;
| Adds the tissue layer under a given part.&lt;br /&gt;
For example, an [[iron man]] has a gaseous poison within, and this tissue (GAS is its name) has the token [TISSUE_LEAKS] and its state is GAS, so when you puncture the iron outside and damage this tissue it leaks gas (can have a syndrome by using a previous one in the creature sample.) [TISSUE_LAYER_UNDER:BY_CATEGORY:ALL:{tissue}] {tissue} is what will be under the TISSUE_LAYER; here is an example Tissue from the Iron Man:&amp;lt;br&amp;gt; &lt;br /&gt;
[TISSUE:GAS] [TISSUE_NAME:gas:NP] [TISSUE_MATERIAL:LOCAL_CREATURE_MAT:GAS] [TISSUE_MAT_STATE:GAS] [RELATIVE_THICKNESS:50] [TISSUE_LEAKS] [TISSUE_SHAPE:LAYER] &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TITAN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on [[titan]]s. Cannot be specified in user-defined raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRADE_CAPACITY}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
*number&lt;br /&gt;
| How much the creature can carry when used by merchants. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAINABLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Shortcut for {{token|TRAINABLE_HUNTING|c}} + {{token|TRAINABLE_WAR|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAINABLE_HUNTING}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Can be [[Animal trainer|trained]] as a hunting beast, increasing speed.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAINABLE_WAR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Can be [[Animal trainer|trained]] as a war beast, increasing strength and endurance.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRANCES}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to go into [[martial trance]]s. Used by dwarves in the vanilla game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAPAVOID}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature will never trigger [[trap]]s it steps on. Used by a [[Trapavoid|number of creatures]]. Doesn't make the creature immune to remotely activated traps (like retractable spikes being triggered while the creature is standing over them). TRAPAVOID creatures lose this power if they're immobilized while standing in a trap, be it by stepping on thick web, being paralyzed or being knocked unconscious.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRIGGERABLE_GROUP}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*min&lt;br /&gt;
*max &lt;br /&gt;
| A large swarm of vermin can be disturbed, usually in adventurer mode.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TSU_NOUN}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*noun&lt;br /&gt;
*SINGULAR or PLURAL &lt;br /&gt;
| Noun for the {{token|TISSUE_STYLE_UNIT|c}}, used in the description of the tissue layer's style.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==U==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UBIQUITOUS}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
| Creature will occur in every region with the correct biome. Does not apply to {{token|EVIL|c}}/{{token|GOOD|c}} tags.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UNDERGROUND_DEPTH}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*mindepth&lt;br /&gt;
*maxdepth &lt;br /&gt;
| Depth that the creature appears underground. Numbers can be from 0 to 5. 0 is actually 'above ground' and can be used if the creature is to appear both above and below ground. Values from 1-3 are the respective [[cavern]] levels, 4 is the [[magma sea]] and 5 is the [[HFS]]. A single argument may be used instead of min and max. [[Demon]]s use only 5:5; user-defined creatures with both this depth and {{token|FLIER}} will take part in the initial wave from the HFS alongside generated demons, but without {{token|FLIER}} they will only spawn from the map edges. Civilizations that can use underground plants or animals will only export (via the embark screen or caravans) things that are available at depth 1.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UNDERSWIM}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is displayed as blue when in [[Water#Depth|7/7 water]]. Used on fish and amphibious creatures which swim under the water.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UNIQUE_DEMON}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Found on generated [[demon]]s; causes the game to create a single named instance of the demon which will emerge from the underworld and take over civilizations during worldgen. Could not be specified in user-defined raws prior to version [[Release_information/0.47.01|0.47.01]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_CASTE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*new caste token&lt;br /&gt;
*old caste token&lt;br /&gt;
| Defines a new caste derived directly from a previous caste. The new caste inherits all properties of the old one. The effect of this tag is automatic if one has not yet defined any castes: &amp;quot;Any caste-level tag that occurs before castes are explicitly declared is saved up and placed on any caste that is declared later, unless the caste is explicitly derived from another caste.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_MATERIAL}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*new material ID&lt;br /&gt;
*old material ID&lt;br /&gt;
| Defines a new local creature material and populates it with all properties defined in the specified local creature material.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_MATERIAL_TEMPLATE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*new material token&lt;br /&gt;
*material template &lt;br /&gt;
| Defines a new local creature material and populates it with all properties defined in the specified template.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_TISSUE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*new tissue token&lt;br /&gt;
*old tissue id&lt;br /&gt;
| Defines a new local creature tissue and populates it with all properties defined in the local tissue specified in the second argument.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_TISSUE_TEMPLATE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*new tissue token&lt;br /&gt;
*tissue template&lt;br /&gt;
| Loads a tissue template listed in OBJECT:TISSUE_TEMPLATE files, such as tissue_template_default.txt. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UTTERANCES}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Changes the language of the creature into unintelligible 'kobold-speak', which creatures of other species will be unable to understand. If a civilized creature has this and is not part of a {{token|SKULKING|e}} civ, it will tend to start wars with all nearby civilizations and will be unable to make peace treaties due to 'inability to communicate'.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==V==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VEGETATION}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Like {{token|AT_PEACE_WITH_WILDLIFE}}, but also makes the creature more valued in artwork by civilisations with the PLANT [[sphere]]. [http://www.bay12forums.com/smf/index.php?topic=169696.msg8316954#msg8316954] Used by [[grimeling]]s in the vanilla game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_BITE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*chance of occurrence{{verify}}&lt;br /&gt;
*verb (bitten, stung, etc.)&lt;br /&gt;
* [[material token]]&lt;br /&gt;
* [[Material_definition_token#Material_States|material state]]&lt;br /&gt;
| Enables vermin to bite other creatures, injecting the specified material. See {{token|SPECIALATTACK_INJECT_EXTRACT|c}} for details about injection - this token presumably works in a similar manner.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_EATER}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
| The vermin creature will attempt to eat exposed food. See {{token|PENETRATEPOWER|c}}. Distinct from {{token|VERMIN_ROTTER|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_FISH}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The vermin appears in [[water]] and will attempt to swim around.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_GROUNDER}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creature appears in &amp;quot;general&amp;quot; surface ground locations. Note that this doesn't stop the creature from flying if it can (most vermin birds have this tag).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_HATEABLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Some dwarves will [[Preferences|hate]] the creature and get unhappy thoughts when around it. See the [[Hateable|list of hateable vermin]] for details.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_MICRO}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| This makes the creature move in a swarm of creatures of the same race as it (e.g. swarm of flies, swarm of ants).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_NOFISH}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature cannot be caught by [[fishing]]. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_NOROAM}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature will not be observed randomly roaming about the map. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_NOTRAP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature cannot be caught in baited [[animal trap]]s; however, a &amp;quot;[[Trapper|catch live land animal]]&amp;quot; task may still be able to capture one if a dwarf finds one roaming around.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_ROTTER}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The vermin are attracted to rotting stuff and loose food left in the open and cause unhappy thoughts to dwarves who encounter them. Present on flies, knuckle worms, acorn flies, and blood gnats. Speeds up decay?{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_SOIL}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creature randomly appears near dirt or mud, and may be uncovered by creatures that have the {{token|ROOT_AROUND|c}} interaction such as [[goose|geese]] and [[chicken]]s. Dwarves will ignore the creature when given the &amp;quot;Capture live land animal&amp;quot; task.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_SOIL_COLONY}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The vermin will appear in a single tile cluster of many vermin, such as a colony of ants.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMINHUNTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Old shorthand for &amp;quot;does cat stuff&amp;quot;. Contains {{token|AT_PEACE_WITH_WILDLIFE|c}} + {{token|RETURNS_VERMIN_KILLS_TO_OWNER|c}} + {{token|HUNTS_VERMIN|c}} + {{token|ADOPTS_OWNER|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VESPERTINE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Sets the creature to be active during the evening in adventurer mode. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VIEWRANGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
| Value should determine how close you have to get to a critter before it attacks (or prevents adv mode travel etc.) Default is 20.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VISION_ARC}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*binocular vision arc&lt;br /&gt;
*non-binocular vision arc&lt;br /&gt;
| The width of the creature's vision arcs, in degrees (i.e. 0 to 360). The first number is binocular vision, the second is non-binocular vision.  Binocular vision has a minimum of about 10 degrees, monocular, a maximum of about 350 degrees. Values past these limits will be accepted, but will default to ~10 degrees and ~350 degrees respectively.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==W==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WAGON_PULLER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to pull caravan wagons. If a civilization doesn't have access to any, it is restricted to trading with pack animals.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WEBBER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
| Allows the creature to create [[web]]s, and defines what the webs are made of.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WEBIMMUNE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature will not get caught in thick [[web]]s. Used by creatures who can shoot thick webs (such as [[giant cave spider]]s) in order to make them immune to their own attacks.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Attack Tokens==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_SKILL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Skill token]]&lt;br /&gt;
| Defines the skill used by the attack.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_VERB}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*2nd person&lt;br /&gt;
*3rd person &lt;br /&gt;
| Descriptive text for the attack.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_CONTACT_PERC}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*% value &lt;br /&gt;
| The contact area of the attack, measured in % of the body part's volume. Note that all attack percentages can be more than 100%.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_PENETRATION_PERC}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*% value &lt;br /&gt;
| The penetration value of the attack, measured in % of the body part's volume. Requires ATTACK_FLAG_EDGE. Maximum value: 15000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_PRIORITY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*MAIN or SECOND &lt;br /&gt;
| Usage frequency. MAIN attacks are 100 times more frequently chosen than SECOND. Opportunity attacks ignore this preference.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_VELOCITY_MODIFIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*number&lt;br /&gt;
| The velocity multiplier of the attack, multiplied by 1000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_FLAG_CANLATCH}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Attacks that damage tissue have the chance to latch on in a wrestling hold. The grabbing bodypart can then use the &amp;quot;shake around&amp;quot; wrestling move, causing severe, armor-bypassing tensile damage according to the attacker's body volume.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_FLAG_WITH}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Displays the name of the body part used to perform an attack while announcing it, e.g. &amp;quot;The weaver punches the bugbat with his right hand&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_FLAG_EDGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The attack is edged, with all the effects on physical resistance and contact area that it entails.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_PREPARE_AND_RECOVER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* Preparation time&lt;br /&gt;
* Recovery time&lt;br /&gt;
| Determines the length of time to prepare this attack and until one can perform this attack again. Values appear to be calculated in adventure mode ticks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_FLAG_BAD_MULTIATTACK}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Multiple strikes with this attack cannot be performed effectively.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_FLAG_INDEPENDENT_MULTIATTACK}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Multiple strikes with this attack can be performed with no penalty. The creature will use all attacks with this token at once.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPECIALATTACK_INJECT_EXTRACT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*&amp;lt;[[material token]]&amp;gt;&lt;br /&gt;
*&amp;lt;[[Material_definition_token#Material_States|material state]]&amp;gt;&lt;br /&gt;
*&amp;lt;min quantity&amp;gt;&lt;br /&gt;
*&amp;lt;max quantity&amp;gt;&lt;br /&gt;
| When added to an attack, causes the attack to inject the specified material into the victim's bloodstream. Once injected, the material will participate in [[temperature|thermal]] exchange within the creature - injecting something like molten [[iron]] (INORGANIC:IRON:LIQUID) would cause most unmodded creatures to melt (note that some of the injected material also [[contaminant|splatters]] over the bodypart used to carry out the attack, so it should be protected appropriately). If the injected material has an associated [[syndrome]] with the [[Syndrome#SYN_INJECTED|[SYN_INJECTED]]] token, it will be transmitted to the victim. If the attack is blunt, the injected material lacks the [[Material definition token#ENTERS_BLOOD|[ENTERS_BLOOD]]] token, the attacked bodypart has no [[Tissue_definition_token#VASCULAR|[VASCULAR]]] tissues, or the victim is bloodless, the material will splatter over the attacked body part instead. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPECIALATTACK_INTERACTION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*interaction&lt;br /&gt;
| When this attack lands successfully, a specified interaction will take effect on the target creature. The attack must break the target creature's skin in order to work. This will take effect in worldgen as well. If the attack would break skin, the interaction will occur '''before the attack actually lands'''.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPECIALATTACK_SUCK_BLOOD}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*min&lt;br /&gt;
*max&lt;br /&gt;
| Successful attack draws out an amount of blood randomized between the min and max value. Beware that this '''will''' trigger any ingestion syndromes attached to the target creature's blood - for example, using this attack on a vampire will turn you into one too.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Tissue Layer Tokens==&lt;br /&gt;
Tissue layers are added to a creature's body parts by the creature tokens [[#TISSUE_LAYER|TISSUE_LAYER]], [[#TISSUE_LAYER_OVER|TISSUE_LAYER_OVER]], [[#TISSUE_LAYER_UNDER|TISSUE_LAYER_UNDER]], and the body detail plan token [[#TL_LAYERS|TL_LAYERS]].&lt;br /&gt;
&lt;br /&gt;
These tissue layers are not the same thing as tissues, which are defined at creature level, but rather applications of the tissues. If the SKIN tissue of a creature is the more general and abstract notion of what skin is for that creature, then a tissue layer may be the &amp;quot;actual&amp;quot; skin on the creature's nose, head, or second toe. As most creatures have more than one body part, tissue layers are normally selected en masse.&lt;br /&gt;
&lt;br /&gt;
Some tissue layer tokens are analogous to tissue definition tokens, e.g. [[#TL_CONNECTS|TL_CONNECTS]] to [[tissue_definition_token#CONNECTS|CONNECTS]].&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SELECT_TISSUE_LAYER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*TISSUE&lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*Location - category, type, or token | Selects a tissue at a location&lt;br /&gt;
* (optional) FRONT, BACK, LEFT, RIGHT, TOP, BOTTOM, AROUND.&lt;br /&gt;
| Begins a selection of tissue layers. &lt;br /&gt;
[SELECT_TISSUE_LAYER:HEART:BY_TYPE:HEART]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PLUS_TISSUE_LAYER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*TISSUE&lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*Location - category, type, or token &lt;br /&gt;
| Adds tissue layers to those selected.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SET_TL_GROUP}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*TISSUE&lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*Location - category, type, or token&lt;br /&gt;
*tissue &lt;br /&gt;
| Begins a selection of tissue layers. Only usable for descriptor and cosmetic purposes. &lt;br /&gt;
&lt;br /&gt;
Research has implied it may be redundant with SELECT_TISSUE_LAYER, as the latter allows for cosmetics as well as &amp;quot;functional&amp;quot; tokens such as TL_MAJOR_ARTERIES. Vanilla raws still use SET_TL_GROUP though, for all cosmetic purposes. More research is needed on this subject.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PLUS_TL_GROUP}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*Location - category, type, or token&lt;br /&gt;
*tissue &lt;br /&gt;
| Adds tissue layers to those selected. Like SET_TL_GROUP, it may be redundant even if used in the vanilla raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SET_LAYER_TISSUE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*TISSUE&lt;br /&gt;
| Sets a selected tissue layer to be made of a different tissue.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SHEARABLE_TISSUE_LAYER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* tissue modifier&lt;br /&gt;
* required value&lt;br /&gt;
| Tissue layer can be sheared for its component material. The specified modifier must be at least of the desired value for shearing to be possible (for example, a [[llama]]'s wool must have a LENGTH of 300 before it is shearable).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_LAYER_APPEARANCE_MODIFIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*QUALITY&lt;br /&gt;
*lowest&lt;br /&gt;
*lower&lt;br /&gt;
*low&lt;br /&gt;
*median&lt;br /&gt;
*high&lt;br /&gt;
*higher&lt;br /&gt;
*highest &lt;br /&gt;
| Sets the range of qualities, including LENGTH, DENSE, HIGH_POSITION, CURLY, GREASY, WRINKLY&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_STYLE_UNIT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*tissue style unit ID&lt;br /&gt;
*shaping&lt;br /&gt;
| Sets tissue layer to be the target of TISSUE_STYLE token specified for an entity, works only on entity members. Mostly used with tissues HAIR, BEARD, MOUSTACHE, SIDEBURNS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_COLOR_MODIFIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*COLOR&lt;br /&gt;
*freq&lt;br /&gt;
*COLOR&lt;br /&gt;
*freq etc. &lt;br /&gt;
| Creates a list of colors/color patterns, giving each a relative frequency. If the given color or pattern does not exist, the tissue is described as being &amp;quot;transparent&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TLCM_GENETIC_MODEL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| The way the color modifier is passed on to offspring. May or may not work right now.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TLCM_IMPORTANCE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*number&lt;br /&gt;
| Presumably modifies the importance of the tissue layer color modifier, for description purposes.&lt;br /&gt;
HOWEVER using this appears to remove all mention of colour from creature descriptions. It does not appear in any default creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TLCM_NOUN}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*name&lt;br /&gt;
*SINGULAR or PLURAL&lt;br /&gt;
| Names the tissue layer color modifier, and determines the noun. Also used by [[Utility:Stonesense|Stonesense]] for colouring body parts. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TLCM_TIMING}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*ROOT&lt;br /&gt;
*start change window years&lt;br /&gt;
*days&lt;br /&gt;
*end change window years&lt;br /&gt;
*days&lt;br /&gt;
| Determines the point in the creature's life when the color change begins and ends.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_CONNECTS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Gives the CONNECTS attribute to selected layers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_HEALING_RATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
| Changes the HEALING_RATE of the selected tissue layers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_MAJOR_ARTERIES}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Gives the &amp;quot;major arteries&amp;quot; attribute to selected layers. Used to add massive bleeding properties to the throat, made from skin.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_PAIN_RECEPTORS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
| Changes the number of pain receptors for selected tissue layers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_RELATIVE_THICKNESS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
| Changes the relative thickness for selected tissue layers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_VASCULAR}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
| Sets a new VASCULAR value (which modulates bleeding) for selected tissue layers.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Body detail plan token]]&lt;br /&gt;
*[[Body token]]&lt;br /&gt;
*[[Material definition token]]&lt;br /&gt;
*[[Syndrome]]&lt;br /&gt;
*[[Tissue definition token]]&lt;br /&gt;
*[[Creature examples]]&lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
{{Category|Tokens}}&lt;br /&gt;
[[ru:Creature token]]&lt;/div&gt;</summary>
		<author><name>DikbutDaGrate</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Graphics_token&amp;diff=303434</id>
		<title>Graphics token</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Graphics_token&amp;diff=303434"/>
		<updated>2024-09-09T02:34:01Z</updated>

		<summary type="html">&lt;p&gt;DikbutDaGrate: It works now, although you still won't encounter any light gen vermin in vanilla.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{Modding}}&lt;br /&gt;
:{{for/see|an explanation of how to use the various graphics types|[[Graphics]]}}&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;code&amp;gt;[OBJECT:GRAPHICS]&amp;lt;/code&amp;gt; [[token]] defines the use of various tile-based graphics in the game. As of version 50.01, graphics tokens have been greatly expanded to accommodate the release of the Steam &amp;amp; Itch premium version. These tokens, and explanations on how to use them, are listed below; the list will expand as the tokens are discovered and understood.&lt;br /&gt;
&lt;br /&gt;
== Creature Graphics ==&lt;br /&gt;
Creature graphics are found within graphics_creature_x files (such as graphics_creature_domestic or graphics_creature_layered). All graphics files must begin with the file name, followed by the &amp;lt;code&amp;gt;[OBJECT:GRAPHICS]&amp;lt;/code&amp;gt; type that tells the game that the file contains graphics definitions. A more detailed explanation on how to use these can be found in [[Graphics#Creature_Graphics|creature graphics]].&lt;br /&gt;
&lt;br /&gt;
=== Types ===&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Type&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREATURE_GRAPHICS}}&lt;br /&gt;
|&lt;br /&gt;
* [[Creature token|creature id]]&lt;br /&gt;
| The simplest and most common form of creature graphics for defining one sprite for each [[#Condition|basic condition]]. &lt;br /&gt;
&lt;br /&gt;
Further conditions are required for this to function following the [[Graphics#Basic_Graphics|creature graphics]] format. Accepts [[Graphics#Large_Graphics|large graphics tokens]].&lt;br /&gt;
&lt;br /&gt;
Additionally used to start defining a [[Graphics#Layered_Graphics|layered graphics]] set.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREATURE_CASTE_GRAPHICS}} &lt;br /&gt;
|&lt;br /&gt;
* [[Creature token|creature id]]&lt;br /&gt;
* [[Caste|Caste ID]]&lt;br /&gt;
| Nearly the same as {{token|CREATURE_GRAPHICS|g}}, but allows a separate sprite to be defined for each caste.&lt;br /&gt;
A simple alternative to [[Graphics#Layered Graphics|Layered Graphics]].&lt;br /&gt;
&lt;br /&gt;
Requires conditions defined in [[Graphics#Basic_Graphics|creature graphics]] format. Accepts [[Graphics#Large_Graphics|large graphics tokens]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|STATUE_CREATURE_GRAPHICS}} &lt;br /&gt;
|&lt;br /&gt;
* [[Creature token|creature id]]&lt;br /&gt;
| Format for beginning a [[Graphics#Statue_Graphics|creature statue definition]]. Defines a 1x2 vertical rectangle to be displayed when a statue depicts one of these creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|STATUE_CREATURE_CASTE_GRAPHICS}} &lt;br /&gt;
|&lt;br /&gt;
* [[Creature token|creature id]]&lt;br /&gt;
* [[Caste|Caste ID]]&lt;br /&gt;
| Format for beginning a [[Graphics#Statue_Graphics|creature statue definition]] while specifying caste. Defines a 1x2 vertical rectangle to be displayed when a statue depicts one of these creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TILE_GRAPHICS_RECTANGLE}}&lt;br /&gt;
|&lt;br /&gt;
* [[Creature token|creature id]]&lt;br /&gt;
| Graphics for a 3x2 rectangle; for creatures, this is used exclusively for representing Forgotten Beasts based on their body parts. Uses [[Graphics#Forgotten_Beast_Graphics|forgotten beast graphics]]. It's also, however, used for interface graphics, see [[graphics_interface.txt]].&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Conditions ===&lt;br /&gt;
Different graphics can be defined for the same creature based on some properties about it. Below is a list of all the basic &amp;quot;creature texture&amp;quot; types that can be used as additional conditions to various basic sprites.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Condition&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DEFAULT}} || The default condition that will be displayed unless overwritten by a more specific one below.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAW_ENFORCE}} || Displayed if the unit is law enforcement.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TAX_ESCORT}} || Displayed if the unit escorts a tax collector (unused).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ANIMATED}} || Displayed if the creature is raised from the dead using an I_EFFECT:ANIMATE interaction.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GHOST}} || Displayed if the creature is a ghost.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ADVENTURER}} || Displayed if the creature is an adventurer.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CORPSE}} || Displayed for corpses.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Basic creature sprite types ===&lt;br /&gt;
&lt;br /&gt;
An individual sprite can be of any of the following classes. If &amp;quot;accepts secondary&amp;quot; is &amp;quot;yes&amp;quot;, it can also have an extra condition tacked on at the end.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Condition&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|Basic Condition}} || Any of the [[Graphics token#Conditions|above conditions]] can be used on their own, as the default for that condition class.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|Unit type}} || Any [[Unit type token]] can be used. You may also append a [[Graphics token#Conditions|basic condition as above]] to further specify.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|Position}} || Any [[Position token]] can be used, such as MONARCH, BROKER etc. All position tokens are raw-defined; any modded positions can have their own graphics. You may also append a [[Graphics token#Conditions|basic condition as above]] to further specify.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|LIST_ICON}} || The default icon for this creature in lists, such as [[Arena]] mode or overall training.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|EGG}} || The sprite for a clutch of eggs.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|SKELETON}} || The sprite for a rotten corpse.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|SKELETON_WITH_SKULL}} || The sprite for a rotten corpse that can have a [[totem]] made from it.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Layered Conditions ===&lt;br /&gt;
Layers aren't very useful on their own, so they come with a set of conditions to define how when they are displayed and how they interact.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Type&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|LAYER_SET}} ||&lt;br /&gt;
* condition&lt;br /&gt;
| Creature&amp;lt;br&amp;gt;Graphics&lt;br /&gt;
| Begins defining a layer set for a creature's graphics.  Valid values of ''condition'' are DEFAULT, PORTRAIT{{version|50.13}}, BABY:DEFAULT{{version|51.01-beta20}}, CHILD:DEFAULT{{version|51.01-beta20}}, or CORPSE Valid values for basic conditions may not work.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|LS_PALETTE}}{{version|50.13}} ||&lt;br /&gt;
*  name&lt;br /&gt;
|| Layer&amp;lt;br&amp;gt;Set&lt;br /&gt;
|| Begins defining a palette for the layer set. Its name can be referenced by {{token|USE_PALETTE|g}}. Unlike the palettes used to render all [[descriptor color token]]s, it can be of arbitrary length.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|LS_PALETTE_FILE}}{{version|50.13}} ||&lt;br /&gt;
* file name&lt;br /&gt;
| Palette&lt;br /&gt;
| The file name of the 8bit RGBA (sometimes called 32bit) in the &amp;lt;tt&amp;gt;/graphics/images&amp;lt;/tt&amp;gt; folder of the mod, such as &amp;lt;tt&amp;gt;images/portraits/dwarf_portrait_body_palette.png&amp;lt;/tt&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|LS_PALETTE_DEFAULT}}{{version|50.13}} ||&lt;br /&gt;
* integer &lt;br /&gt;
| Palette&lt;br /&gt;
| Defines the default row of a layer set palette, conventionally 0. The exact color values on this row will be replaced on layer images with the colors in the same column, based on what row is passed as an argument to {{token|USE_PALETTE|g}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|LG_CONDITION_BP}}{{version|50.13}} ||&lt;br /&gt;
*  selection criteria BY_TYPE, BY_CATEGORY, BY_TOKEN&lt;br /&gt;
*  category, type, or token&lt;br /&gt;
|| Layer&amp;lt;br&amp;gt;Group&lt;br /&gt;
|| Allows the entire layer group (rather than an individual layer) to be switched on and off depending on the conditions of a body part. Should accept the same tokens {{token|CONDITION_BP|g}} does. {{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|END_LAYER_GROUP}} ||   || Layer&amp;lt;br&amp;gt;Group&lt;br /&gt;
| Explicitly marks the end of a layer group, which allows layers after to not belong to any layer group.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CONDITION_ITEM_WORN}} ||&lt;br /&gt;
* BY_CATEGORY / BY_TOKEN&lt;br /&gt;
* [[Body_token#CATEGORY|category]] / [[Body_token#BP|body part token]]&lt;br /&gt;
* Armor type (ARMOR, GLOVES, Etc.)&lt;br /&gt;
* Item ID(s)&lt;br /&gt;
|| Armor&amp;lt;br&amp;gt;Wieldables || Defines a clothing or armor graphic by the specific part it is equipped to, the type of armor it is, and the internal id of that item. &lt;br /&gt;
For example, a condition representing a right handed mitten or glove would be defined as:&lt;br /&gt;
&amp;lt;code&amp;gt;[CONDITION_ITEM_WORN:BY_TOKEN:RH:GLOVES:ITEM_GLOVES_MITTENS]&amp;lt;/code&amp;gt;&lt;br /&gt;
Also accepts the input &amp;lt;code&amp;gt;ANY_HELD&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;WIELD&amp;lt;/code&amp;gt; (e.g. &amp;lt;code&amp;gt;WIELD:WEAPON:ANY&amp;lt;/code&amp;gt;).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|SHUT_OFF_IF_ITEM_PRESENT}} ||&lt;br /&gt;
* BY_CATEGORY / BY_TOKEN&lt;br /&gt;
* [[Body_token#CATEGORY|category]] / [[Body_token#BP|body part token]]&lt;br /&gt;
* Armor type&lt;br /&gt;
* Item ID(s)&lt;br /&gt;
|| Armor || Causes the current layer to not be rendered if the creature has one of the items worn or equipped. Also accepts the input &amp;lt;code&amp;gt;ANY_HELD&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;WIELD&amp;lt;/code&amp;gt; (e.g. &amp;lt;code&amp;gt;WIELD:WEAPON:ANY&amp;lt;/code&amp;gt;).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CONDITION_CASTE}} ||&lt;br /&gt;
* caste name(s)&lt;br /&gt;
|| General&lt;br /&gt;
|| Displays this layer if the creature is this caste. Only one caste is accepted for each condition, but multiple caste conditions can be used in one layer and the layer will be displayed if any of them match.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CONDITION_DYE}} ||&lt;br /&gt;
* dye color&lt;br /&gt;
|| Armor&lt;br /&gt;
|| Should represent which color the clothing is dyed. Currently nonfunctional.{{version|50.05}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CONDITION_NOT_DYED}} ||   || Armor&lt;br /&gt;
|| Should check if the clothing is dyed. Currently nonfunctional.{{version|50.05}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CONDITION_MATERIAL_FLAG}} ||&lt;br /&gt;
* material flag&lt;br /&gt;
|| Material || Changes graphics based on the material an equipped item is made of. Valid material flags are similar to [[Reaction#Full_token_list|reactant conditions]] including:&lt;br /&gt;
* WOVEN_ITEM&lt;br /&gt;
* ANY_X_MATERIAL&lt;br /&gt;
:with X being:&lt;br /&gt;
:* PLANT, SILK, YARN, LEATHER, WOOD, SHELL, BONE, STONE, GEM, TOOTH, HORN, PEARL&lt;br /&gt;
* IS_DIVINE_MATERIAL&lt;br /&gt;
* NOT_ARTIFACT&lt;br /&gt;
* IS_CRAFTED_ARTIFACT&lt;br /&gt;
* METAL_ITEM_MATERIAL&lt;br /&gt;
* GLASS_MATERIAL&lt;br /&gt;
* FIRE_BUILD_SAFE&lt;br /&gt;
* MAGMA_BUILD_SAFE&lt;br /&gt;
* GROWN_NOT_CRAFTED{{version|51.01-beta20}}&lt;br /&gt;
[http://www.bay12forums.com/smf/index.php?topic=169696.msg8442543#msg8442543 among other, less useful ones.]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CONDITION_MATERIAL_TYPE}} ||&lt;br /&gt;
* material token&lt;br /&gt;
|| Material || Changes graphics based on the material an equipped item is made of. Valid material types take the form &amp;lt;code&amp;gt;METAL:COPPER&amp;lt;/code&amp;gt; where copper can be replaced with any weapons-grade metal. General [[material token]]s are '''not''' functional. {{token|CONDITION_MATERIAL_FLAG|g}} is a better option for any material condition other than metal.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CONDITION_PROFESSION_CATEGORY}} ||&lt;br /&gt;
* [[Unit type token#Profession Categories|profession category token(s)]]&lt;br /&gt;
|| General&lt;br /&gt;
|| Checks the profession category of the creature to act as a condition. Multiple profession category tokens can be chained together. You can also use multiple of these tokens instead of listing them all in a single one, but this is functionally identical. Valid Profession tokens which are not categories will be ignored; values that do not match any existing Profession will be treated as &amp;lt;code&amp;gt;NONE&amp;lt;/code&amp;gt; and thus apply to doctors, military, etc..&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CONDITION_RANDOM_PART_INDEX}} ||&lt;br /&gt;
* identifier&lt;br /&gt;
* integer index&lt;br /&gt;
* integer range&lt;br /&gt;
|| General&lt;br /&gt;
|| Chooses a random layer among layers with a CONDITION_RANDOM_PART_INDEX with the same identifier. Index is which option this condition is, out of Range number of options. Ex:&lt;br /&gt;
&amp;lt;code&amp;gt;[CONDITION_RANDOM_PART_INDEX:HEAD:3:4]&amp;lt;/code&amp;gt;&lt;br /&gt;
is the third possible random head out of four total options. One of these random conditions each will be put into a set of four different sprites to add some random variation in the appearance of the creature's head.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CONDITION_HAUL_COUNT_MIN}} ||&lt;br /&gt;
* integer&lt;br /&gt;
|| General&lt;br /&gt;
|| Counts how many items the creature is hauling. Used for {{token|PACK_ANIMAL}}s in vanilla.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CONDITION_HAUL_COUNT_MAX}} ||&lt;br /&gt;
* integer&lt;br /&gt;
|| General&lt;br /&gt;
|| Counts how many items the creature is hauling. Used for {{token|PACK_ANIMAL}}s in vanilla.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CONDITION_CHILD}} || || General&lt;br /&gt;
|| Checks if the creature is a child or baby.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CONDITION_NOT_CHILD}} || || General&lt;br /&gt;
|| Checks if the creature is an adult.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CONDITION_GHOST}} || || General&lt;br /&gt;
|| Checks if the creature is a ghost.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CONDITION_SYN_CLASS}} ||&lt;br /&gt;
* [[Syndrome#SYN_CLASS|SYN_CLASS]]&lt;br /&gt;
|| Syndrome || Changes graphics based on any syndromes the creature is affected by. Vanilla values include:&lt;br /&gt;
* ZOMBIE&lt;br /&gt;
* NECROMANCER&lt;br /&gt;
* VAMPCURSE&lt;br /&gt;
* RAISED_UNDEAD&lt;br /&gt;
* DISTURBED_DEAD&lt;br /&gt;
* GHOUL&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CONDITION_TISSUE_LAYER}} ||&lt;br /&gt;
* BY_CATEGORY&lt;br /&gt;
* [[Body_token#CATEGORY|body part category]] or ALL&lt;br /&gt;
* [[Body_detail_plan_token#BP_LAYERS|tissue layer]] or ALL&lt;br /&gt;
|| Tissue&lt;br /&gt;
|| Selects a tissue layer to use for checking other conditions. Ex:&lt;br /&gt;
&amp;lt;code&amp;gt;[CONDITION_TISSUE_LAYER:BY_CATEGORY:ALL:SKIN]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TISSUE_MIN_LENGTH}} ||&lt;br /&gt;
* integer&lt;br /&gt;
|| Tissue&lt;br /&gt;
|| Checks the current {{token|CONDITION_TISSUE_LAYER|g}}'s LENGTH [[Creature_token#TISSUE_LAYER_APPEARANCE_MODIFIER|appearance modifier]]. Is true if the LENGTH is greater than the integer input.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TISSUE_MAX_LENGTH}} ||&lt;br /&gt;
* integer&lt;br /&gt;
|| Tissue&lt;br /&gt;
|| Checks the current {{token|CONDITION_TISSUE_LAYER|g}}'s LENGTH [[Creature_token#TISSUE_LAYER_APPEARANCE_MODIFIER|appearance modifier]]. Is true if the LENGTH is less than the integer input.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TISSUE_MAY_HAVE_COLOR}} ||&lt;br /&gt;
* [[Color#Color_tokens|color token(s)]]&lt;br /&gt;
|| Tissue&lt;br /&gt;
|| Checks the selected tissue's color. Accepts multiple color tokens, and is true if the any of the colors is present in the selected tissues.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TISSUE_MAY_HAVE_SHAPING}} ||&lt;br /&gt;
* styling token&lt;br /&gt;
|| Tissue&lt;br /&gt;
|| Checks the current {{token|CONDITION_TISSUE_LAYER|g}}'s shaping (hairstyle). Valid tokens are NEATLY_COMBED, BRAIDED, DOUBLE_BRAIDS, PONY_TAILS, CLEAN_SHAVEN and STANDARD_HAIR/BEARD/MOUSTACHE/SIDEBURNS_SHAPINGS.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TISSUE_NOT_SHAPED}} || || Tissue&lt;br /&gt;
|| Checks the current {{token|CONDITION_TISSUE_LAYER|g}}'s color. Accepts multiple color tokens, and is true if the any of the colors is present in the selected tissues.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TISSUE_SWAP}} ||&lt;br /&gt;
* IF_MIN_CURLY&lt;br /&gt;
* integer&lt;br /&gt;
* tile page id&lt;br /&gt;
* x position&lt;br /&gt;
* y position&lt;br /&gt;
| Tissue&lt;br /&gt;
| Checks if a tissue is sufficiently curly, and if so swaps to display a different image. The new image is defined by the tile page ID, x position, and y position.&lt;br /&gt;
&lt;br /&gt;
This condition should be within a [LAYER:... ] that has a similar graphic to the on in the TISSUE_SWAP.&lt;br /&gt;
The current {{token|CONDITION_TISSUE_LAYER|g}} group must also include a {{token|TISSUE_MIN_LENGTH|g}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|ITEM_QUALITY}}{{version|50.13}} ||&lt;br /&gt;
* integer&lt;br /&gt;
| Armor&amp;lt;br&amp;gt;Wieldables&lt;br /&gt;
|| Checks the current {{token|CONDITION_ITEM_WORN|g}}'s [[quality]]. 0 is base quality, 5 is masterwork.  See [CONDITION_MATERIAL_FLAG:IS_CRAFTED_ARTIFACT] for [[artifact]]-quality items.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|USE_PALETTE}}{{version|50.13}} ||&lt;br /&gt;
* layer set palette&lt;br /&gt;
* row&lt;br /&gt;
| General&lt;br /&gt;
|| Colors the layer using that row of either the layer-set-specific {{token|LS_PALETTE|}} or a predefined [[Graphics#Palettes|palette]] such as DEFAULT.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|USE_STANDARD_PALETTE_FROM_ITEM}}{{version|50.13}} || || Armor&amp;lt;br&amp;gt;Wieldables&lt;br /&gt;
|| Uses the default palette to render the layer based on the [[Material definition token#STATE_COLOR|color]] of the current {{token|CONDITION_ITEM_WORN|g}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CONDITION_BP}}{{version|50.13}} ||&lt;br /&gt;
*  selection criteria BY_TYPE, BY_CATEGORY, BY_TOKEN&lt;br /&gt;
*  category, type, or token&lt;br /&gt;
| Body&lt;br /&gt;
|| Defines a body part graphic using standard [[body token]] selection criteria. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BP_APPEARANCE_MODIFIER_RANGE}}{{version|50.13}} ||&lt;br /&gt;
*  QUALITY&lt;br /&gt;
*  minimum&lt;br /&gt;
*  maximum&lt;br /&gt;
| Body&lt;br /&gt;
|| Checks if current {{token|CONDITION_BP|g}}'s {{token|BP_APPEARANCE_MODIFIER|c}} falls within the chosen range.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BP_PRESENT}}{{version|50.13}} || || Body&lt;br /&gt;
|| Checks if the current {{token|CONDITION_BP|g}} is present and not destroyed, pulped, or severed. Can also be applied to {{token|LG_CONDITION_BP|g}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BP_SCARRED}}{{version|50.13}} || || Body&lt;br /&gt;
|| Checks if the current {{token|CONDITION_BP|g}} is scarred. Seems to also require {{token|BP_PRESENT|g}} to avoid illogical results. {{verify}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Vermin Conditions ===&lt;br /&gt;
Special Conditions for {{token|VERMIN|c}} creature graphics:&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Condition&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN}} || The default graphic for this vermin.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_ALT}} || Image cycles every 1 second.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SWARM_SMALL}} || For swarming vermin like [[fly|flies]] and [[fairy|fairies]] in small groups.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SWARM_MEDIUM}} || For swarming vermin like [[fly|flies]] and [[fairy|fairies]] in medium-sized groups.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SWARM_LARGE}} || For swarming vermin like [[fly|flies]] and [[fairy|fairies]] in large groups.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIGHT_VERMIN}} || For [[firefly|fireflies]] etc. Does not replace {{token|VERMIN|g}}. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIGHT_VERMIN_ALT}} || Like {{token|VERMIN_ALT|g}} for [[firefly|fireflies]] etc. However, [LIGHT_GEN] is bugged and does not work at the present time.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIGHT_SWARM_SMALL}} || Unused. Would work for small sized swarms of light producing vermin, if [LIGHT_GEN] was working.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIGHT_SWARM_MEDIUM}} || Unused. Would work for medium sized swarms of light producing vermin, if [LIGHT_GEN] was working.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIGHT_SWARM_LARGE}} || Unused. Would work for large sized swarms of light producing vermin, if [LIGHT_GEN] was working.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMAINS}} || Vermin corpses.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HIVE}} || Vermin hives.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Item Graphics ==&lt;br /&gt;
Item graphics can also be defined, but are mostly hardcoded. This section of the wiki needs to be fleshed out. Descriptions of the token functions is provisional.&lt;br /&gt;
&lt;br /&gt;
Item graphics currently do not support LARGE_IMAGE.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TILE_GRAPHICS}}&lt;br /&gt;
|&lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
* Item ID&lt;br /&gt;
| Begins defining tile graphics for an item. Sets default tile graphic.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BOULDER_GRAPHICS}}&lt;br /&gt;
|&lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
* Material ID&lt;br /&gt;
| Defines tile graphics variants to use for BOULDER items by material; currently all boulders use material palette instead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|ROUGH_GEM_GRAPHICS}}&lt;br /&gt;
|&lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
* Material ID&lt;br /&gt;
| Defines tile graphics variants to use for ROUGH (gem) items by material; currently all rough gems use material palette instead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BARS_GRAPHICS}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
* Material ID or item ID&lt;br /&gt;
| Defines tile graphics variants to use for BAR items by material.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|FOOD_GRAPHICS}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
* Item ID&lt;br /&gt;
| Defines tile graphics for FOOD items.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CHEESE_GRAPHICS}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
* Material ID&lt;br /&gt;
| Defines tile graphics variants to use for CHEESE items by material. Unused in vanilla raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|ARMOR_GRAPHICS}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
* Item ID&lt;br /&gt;
| Defines tile graphics for ARMOR items; this is for items not being worn by a creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|GLOVES_GRAPHICS}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
* Item ID&lt;br /&gt;
| Defines tile graphics for GLOVES items; this is for items not being worn by a creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|HELM_GRAPHICS}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
* Item ID&lt;br /&gt;
| Defines tile graphics for HELM items; this is for items not being worn by a creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|PANTS_GRAPHICS}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
* Item ID&lt;br /&gt;
| Defines tile graphics for PANTS items; this is for items not being worn by a creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|SHOES_GRAPHICS}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
* Item ID&lt;br /&gt;
| Defines tile graphics for SHOES items; this is for items not being worn by a creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|SHOES_GRAPHICS_METAL}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
* Item ID&lt;br /&gt;
| Defines metal material tile graphics variants for SHOES items; this is for items not being worn by a creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|SHIELD_GRAPHICS}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
* Item ID&lt;br /&gt;
| Defines tile graphics for SHIELD items; this is for items not being worn by a creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|SHIELD_GRAPHICS_WOODEN}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
* Item ID&lt;br /&gt;
| Defines wood material tile graphics variants for SHIELD items; this is for items not being worn by a creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TOY_GRAPHICS}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
* Item ID&lt;br /&gt;
* Material ID&lt;br /&gt;
| Defines tile graphics for TOY items.  Material ID in this case is one of STONE, WOOD, METAL, or GLASS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TRAPCOMP_GRAPHICS}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
* Item ID&lt;br /&gt;
| Defines tile graphics for TRAPCOMP items.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TRAPCOMP_GRAPHICS_WEAPON_TRAP}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines tile graphics for TRAPCOMP items when built into a weapon trap; must follow TRAPCOMP_GRAPHICS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TRAPCOMP_GRAPHICS_UPRIGHT_#X}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines tile graphics for installed upright spike traps. These comprise two-tile graphics: # is replaced with the number of spikes, 1-10; X is replaced with T (for top graphic tile) or B (bottom graphic tile). This follows the tile graphics definition of either MENACINGSPIKE or SPEAR.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|SIEGEAMMO_GRAPHICS}}&lt;br /&gt;
| &lt;br /&gt;
* Item ID&lt;br /&gt;
| Begins defining graphics for SIEGEAMMO items.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|SIEGEAMMO_GRAPHICS_STRAIGHT_DEFAULT}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines graphics for ballista arrows aligned orthogonally on the map; follows SEIGEAMMO_GRAPHICS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|SIEGEAMMO_GRAPHICS_STRAIGHT_WOOD}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Wooden variant of above.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|SIEGEAMMO_GRAPHICS_DIAGONAL_DEFAULT}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines graphics for ballista arrows aligned diagonally on the map; follows SEIGEAMMO_GRAPHICS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|SIEGEAMMO_GRAPHICS_DIAGONAL_WOOD}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Wood variant of above.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|AMMO_GRAPHICS}}&lt;br /&gt;
| &lt;br /&gt;
* Item ID&lt;br /&gt;
| Begins defining graphics for AMMO items.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|AMMO_GRAPHICS_STRAIGHT_DEFAULT}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines graphics for AMMO items aligned orthogonally on the map; follows AMMO_GRAPHICS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|AMMO_GRAPHICS_STRAIGHT_WOOD}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Wooden variant of above.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|AMMO_GRAPHICS_DIAGONAL_DEFAULT}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines graphics for AMMO aligned diagonally on the map; follows AMMO_GRAPHICS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|AMMO_GRAPHICS_DIAGONAL_WOOD}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Wood variant of above.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|WEAPON_GRAPHICS}}&lt;br /&gt;
| &lt;br /&gt;
* Item ID&lt;br /&gt;
| Begins defining graphics for WEAPON items.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|WEAPON_GRAPHICS_DEFAULT}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines default graphics for WEAPON item defined by WEAPON_GRAPHICS not being worn by creatures; follows WEAPON_GRAPHICS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|WEAPON_GRAPHICS_MATERIAL}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines material palette{{verify}} graphics for WEAPON item defined by WEAPON_GRAPHICS not being worn by creatures; follows WEAPON_GRAPHICS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|WEAPON_GRAPHICS_WOOD_GROWN}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines graphics for grown-wood WEAPON item defined by WEAPON_GRAPHICS not being worn by creatures; follows WEAPON_GRAPHICS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|WEAPON_GRAPHICS_WOOD}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines graphics for wooden WEAPON item defined by WEAPON_GRAPHICS not being worn by creatures; follows WEAPON_GRAPHICS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|WEAPON_GRAPHICS_WEAPON_TRAP}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines graphics for WEAPON item defined by WEAPON_GRAPHICS as it appears installed in a weapon trap; follows WEAPON_GRAPHICS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TOOL_GRAPHICS}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
* Item ID&lt;br /&gt;
| Defines default graphics for TOOL items; also begins defining variant graphics for material or container conditions when followed by tokens below.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|ADD_TOOL_GRAPHICS}}&lt;br /&gt;
| &lt;br /&gt;
* Item ID&lt;br /&gt;
| Adds graphics to an existing tool defined with TOOL_GRAPHICS, followed by the tool graphics material or container condition tokens below.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TOOL_GRAPHICS_WOOD}}&lt;br /&gt;
| &lt;br /&gt;
* Variant index&lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines additonal variant graphics for wooden TOOL items defined by TOOL_GRAPHICS; follows TOOL_GRAPHICS or ADD_TOOL_GRAPHICS. Requires seven variants; the resulting tool graphic is selected randomly from these (they can all point to the same tile index if desired).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TOOL_GRAPHICS_STONE}}&lt;br /&gt;
| &lt;br /&gt;
* Variant index&lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines additonal variant graphics for stone TOOL items defined by TOOL_GRAPHICS; follows TOOL_GRAPHICS or ADD_TOOL_GRAPHICS. Requires seven variants; the resulting tool graphic is selected randomly from these (they can all point to the same tile index if desired).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TOOL_GRAPHICS_METAL}}&lt;br /&gt;
| &lt;br /&gt;
* Variant index&lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines additonal variant graphics for metal TOOL items defined by TOOL_GRAPHICS; follows TOOL_GRAPHICS or ADD_TOOL_GRAPHICS. Requires seven variants; the resulting tool graphic is selected randomly from these (they can all point to the same tile index if desired).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TOOL_GRAPHICS_GLASS}}&lt;br /&gt;
| &lt;br /&gt;
* Variant index&lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines additonal variant graphics for glass TOOL items defined by TOOL_GRAPHICS; follows TOOL_GRAPHICS or ADD_TOOL_GRAPHICS. Requires seven variants; the resulting tool graphic is selected randomly from these (they can all point to the same tile index if desired).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TOOL_GRAPHICS_CONTAINER_WOOD_LIQUID}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines graphics for wooden liquid-containing containers (empty); follows ADD_TOOL_GRAPHICS definition for container.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TOOL_GRAPHICS_CONTAINER_STONE_LIQUID}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines graphics for stone liquid-containing containers (empty); follows ADD_TOOL_GRAPHICS definition for container.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TOOL_GRAPHICS_CONTAINER_METAL_LIQUID}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines graphics for metal (and glass?) liquid-containing containers (empty); follows ADD_TOOL_GRAPHICS definition for container.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TOOL_GRAPHICS_CONTAINER_LIQUID}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines graphics for the liquid filling a liquid-containing container; follows TOOL_GRAPHICS_CONTAINER_*_LIQUID.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TOOL_GRAPHICS_CONTAINER_WOOD_ITEM}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines graphics for wooden containers holding items; follows ADD_TOOL_GRAPHICS definition for container.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TOOL_GRAPHICS_CONTAINER_STONE_ITEM}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines graphics for stone containers holding items; follows ADD_TOOL_GRAPHICS definition for container.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TOOL_GRAPHICS_CONTAINER_METAL_ITEM}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines graphics for metal (and glass?) containers holding items; follows ADD_TOOL_GRAPHICS definition for container.&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TOOL_GRAPHICS_HIVE_BLD}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines the built item graphics for HIVE items.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TOOL_GRAPHICS_HIVE_BLD_IN_USE}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines the built item graphics for HIVE items that have hives installed.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TOOL_GRAPHICS_HIVE_PRODUCTS}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines the built item graphics for HIVE items that are ready to be harvested.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TOOL_GRAPHICS_SHAPE}}&lt;br /&gt;
| &lt;br /&gt;
* Shape ID&lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines graphics for shaped items; currently used for dice.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== World Map Graphics ==&lt;br /&gt;
World map graphics are defined in &amp;lt;code&amp;gt;[[Game_folders_and_files#Game_folder|Dwarf Fortress]]\data\vanilla\vanilla_world_map\graphics\graphics_world_map.txt&amp;lt;/code&amp;gt;&lt;br /&gt;
Tokens that accept variants have 5 of them:&lt;br /&gt;
&lt;br /&gt;
    [TILE_GRAPHICS:&amp;lt;tile page identifier&amp;gt;:&amp;lt;x position&amp;gt;:&amp;lt;y position&amp;gt;:&amp;lt;TOKEN&amp;gt;:1]&lt;br /&gt;
    [TILE_GRAPHICS:&amp;lt;tile page identifier&amp;gt;:&amp;lt;x position&amp;gt;:&amp;lt;y position&amp;gt;:&amp;lt;TOKEN&amp;gt;:2]&lt;br /&gt;
    [TILE_GRAPHICS:&amp;lt;tile page identifier&amp;gt;:&amp;lt;x position&amp;gt;:&amp;lt;y position&amp;gt;:&amp;lt;TOKEN&amp;gt;:3]&lt;br /&gt;
    [TILE_GRAPHICS:&amp;lt;tile page identifier&amp;gt;:&amp;lt;x position&amp;gt;:&amp;lt;y position&amp;gt;:&amp;lt;TOKEN&amp;gt;:4]&lt;br /&gt;
    [TILE_GRAPHICS:&amp;lt;tile page identifier&amp;gt;:&amp;lt;x position&amp;gt;:&amp;lt;y position&amp;gt;:&amp;lt;TOKEN&amp;gt;:5]&lt;br /&gt;
&lt;br /&gt;
Otherwise:&lt;br /&gt;
&lt;br /&gt;
   [TILE_GRAPHICS:&amp;lt;tile page identifier&amp;gt;:&amp;lt;x position&amp;gt;:&amp;lt;y position&amp;gt;:&amp;lt;TOKEN&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Creature token]]&lt;br /&gt;
*[[Syndrome]]&lt;br /&gt;
*[[Creature examples]]&lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
{{Category|Tokens}}&lt;br /&gt;
[[ru:Graphics token]]&lt;/div&gt;</summary>
		<author><name>DikbutDaGrate</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Strange_mood&amp;diff=303335</id>
		<title>Strange mood</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Strange_mood&amp;diff=303335"/>
		<updated>2024-08-31T22:45:23Z</updated>

		<summary type="html">&lt;p&gt;DikbutDaGrate: /* Fell */  Confirmed this awhile ago during a future of the fortress, but hadn't found a good way adding that bit of obscure information till today.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{Quality|Exceptional}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{buggy|bugsection=Bugs}}&lt;br /&gt;
{{minorspoiler}}&lt;br /&gt;
[[File:strange_mood_prev.png|thumb|350px|right|A dwarf losing ownership of his mind.&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;''Artwork by Zippy''&amp;lt;/small&amp;gt;]]&lt;br /&gt;
Periodically, individual [[Dwarf|dwarves]] are struck with an idea for a [[legendary artifact]] and enter a '''strange mood'''. Dwarves which enter a strange mood will stop whatever they are doing, and pursue the construction of this artifact to the exclusion of all else – they will not stop to eat, drink, or sleep; pretty much the ''only'' thing that can pause a &amp;quot;moody&amp;quot; dwarf is giving birth, after which they will immediately get back to making the artifact. If they do not manage to begin construction of the artifact within a handful of months, they will go [[#Failure|insane]] and die (one way or another) soon afterward.&lt;br /&gt;
&lt;br /&gt;
Note: Any creature with the {{token|STRANGE_MOODS}} token is able to enter strange moods in [[Legends|history]] and [[fortress mode]], though, by default, this ability is unique to dwarves.&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
[[File:mood_announce_v50_x2.png|right]]Once your fortress has at least 20 dwarves, occasionally, one of them will be struck by a &amp;quot;strange mood&amp;quot;. These largely random events will be seen as an [[announcement]], and will pause the game.&lt;br /&gt;
&lt;br /&gt;
A dwarf struck by a strange mood will seek an appropriate workshop, immediately claim it for the duration of the mood, attempt to collect the materials to create their [[artifact]] of choice, and, once those have been collected, proceed to do so. Depending on the exact mood (see [[Strange mood#Types of moods|types of moods]], below), both the workshop and the artifact are based on the highest &amp;quot;moodable skill&amp;quot; of that dwarf (see &amp;quot;[[Strange mood#Skills and Workshops|Skills and Workshops]]&amp;quot;, below).&lt;br /&gt;
&lt;br /&gt;
At the end of this process, if successful, the dwarf will '''usually''' gain enough [[experience]] to become Legendary (or higher), and then return to life as normal, but now with a Legendary skill. The &amp;quot;possessed&amp;quot; mood is an exception to this rule, as it does not grant any experience upon completion.&lt;br /&gt;
&lt;br /&gt;
A dwarf cannot be struck by more than one mood in their lifetime.&lt;br /&gt;
&lt;br /&gt;
=== In fortress mode ===&lt;br /&gt;
[[File:workshop_claimed_sample.png|thumb|300px|right|Information from a forcefully claimed workshop.]]&lt;br /&gt;
# The game will announce that the dwarf has entered one of five different types of strange moods. The [[#Types of moods|types of moods]] are listed below.  While in a mood, a dwarf will display a blinking exclamation point (see [[Status icon|status icons]]).&lt;br /&gt;
# For the duration of the mood, the dwarf will claim a workshop related to the skill that the mood affects (not all skills are eligible), kick out any dwarf who was using it, and render it otherwise unusable until the mood has ended. If a moody dwarf does not claim a workshop, it is because the appropriate workshop does not exist.  (See [[#Skills and workshops|skills and workshops]] below to determine which workshop(s) might be required.) A moody dwarf will ''not'' be able to build a needed workshop; another dwarf with the appropriate [[labor]] designation must do so for them, if one is necessary. Furnaces are also counted as a workshop.&lt;br /&gt;
# After claiming a workshop, the dwarf will set about collecting the required materials for their artifact.  If the dwarf remains idle inside the workshop, it's because they cannot find the right material. Reference the [[#Demands|demands]] section to determine what may be required.  Important Note: They will only collect these materials in the order that they require them.  In other words, you have to determine where they are on the list of required materials and then provide the next one before they will continue collecting other materials.&lt;br /&gt;
# Once all materials have been gathered, the game will once again pause and center, and the moody dwarf will begin construction.  Upon completion, the dwarf will create a semi-random artifact related to the skill affected and gain [[legendary]] (or higher) status in that skill (unless the mood type is [[#Possessed|possessed]]).  See the [[#Skills and workshops|skills and workshops]] for information on which skills can be gained, or the [[#Artifacts created|artifacts created]] section for more details on the artifacts themselves.&lt;br /&gt;
# While you have some control over the skill the dwarf uses, and so some (but less) control over the type of artifact created, and (with some effort) the materials used, you have no control over which dwarf is struck by a mood, nor the type of mood that strikes them, nor the specific type of artifact created.&lt;br /&gt;
# The conditions necessary for a strange mood to occur have been fully understood due to a disassembly of the game; see below for the exact mechanics.&lt;br /&gt;
&lt;br /&gt;
===In world generation===&lt;br /&gt;
Long before your seven dwarves [[embark]] on their adventure, non-player dwarves may also be struck by strange moods during world generation, albeit these are treated more abstractly. These events are a primary source of non-player artifacts that are scattered across the outside world when the game starts (see [[Mission]]). They have the same properties and quality as any artifact your fortress could have produced, and may be stolen or pillaged just like any other non-player artifact.&lt;br /&gt;
&lt;br /&gt;
== Skills and workshops ==&lt;br /&gt;
If struck by a Fey, Secretive or Possessed mood, the workshop and artifact will be based on the highest &amp;quot;moodable skill&amp;quot; that a dwarf possesses. Not all skills are moodable. Fell and Macabre moods will either claim a butcher's shop and use Bonecarving, or a tanner's shop and use Tanning (see [[Strange mood#Types of moods|Types of moods]], below).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; cellpadding=&amp;quot;4&amp;quot; style=&amp;quot;border:1px solid black;border-collapse:collapse;text-align:left;float:right;margin:0 0 20px 30px;vertical-align:top;&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! Highest skill&lt;br /&gt;
! Workshop required&lt;br /&gt;
|- style=&amp;quot;background-color:palegreen&amp;quot;&lt;br /&gt;
| [[Armorsmith]]&lt;br /&gt;
| [[Metalsmith's forge]] (or [[Magma forge]])&lt;br /&gt;
|-  style=&amp;quot;background-color:palegreen&amp;quot;&lt;br /&gt;
| [[Bone carver]]&lt;br /&gt;
| [[Craftsdwarf's workshop]]&lt;br /&gt;
|-  style=&amp;quot;background-color:palegreen&amp;quot;&lt;br /&gt;
| [[Bowyer]]&lt;br /&gt;
| [[Bowyer's workshop]]&lt;br /&gt;
|-  style=&amp;quot;background-color:wheat&amp;quot;&lt;br /&gt;
| [[Carpenter]]&lt;br /&gt;
| [[Carpenter's workshop]]&lt;br /&gt;
|-   style=&amp;quot;background-color:palegreen&amp;quot;&lt;br /&gt;
| [[Clothier]]&lt;br /&gt;
| [[Clothier's shop]]&lt;br /&gt;
|- style=&amp;quot;background-color:lightgray&amp;quot;&lt;br /&gt;
| [[Engraver]]&lt;br /&gt;
| [[Craftsdwarf's workshop]]&lt;br /&gt;
|- style=&amp;quot;background-color:wheat&amp;quot;&lt;br /&gt;
| [[Gem cutter]]&lt;br /&gt;
| [[Jeweler's workshop]]&lt;br /&gt;
|- style=&amp;quot;background-color:wheat&amp;quot;&lt;br /&gt;
| [[Gem setter]]&lt;br /&gt;
| [[Jeweler's workshop]]&lt;br /&gt;
|- style=&amp;quot;background-color:wheat&amp;quot;&lt;br /&gt;
| [[Glassmaker]]&lt;br /&gt;
| [[Glass furnace]] (or [[Magma glass furnace]])&lt;br /&gt;
|-   style=&amp;quot;background-color:palegreen&amp;quot;&lt;br /&gt;
| [[Leatherworker]]&lt;br /&gt;
| [[Leather works]]&lt;br /&gt;
|-  style=&amp;quot;background-color:wheat&amp;quot;&lt;br /&gt;
| [[Mason]]&lt;br /&gt;
| [[Stoneworker's workshop]]&lt;br /&gt;
|-   style=&amp;quot;background-color:palegreen&amp;quot;&lt;br /&gt;
| [[Mechanic]]&lt;br /&gt;
| [[Mechanic's workshop]]&lt;br /&gt;
|-  style=&amp;quot;background-color:wheat&amp;quot;&lt;br /&gt;
| [[Metal crafter]]&lt;br /&gt;
| [[Metalsmith's forge]] (or [[Magma forge]])&lt;br /&gt;
|-  style=&amp;quot;background-color:wheat&amp;quot;&lt;br /&gt;
| [[Blacksmith|Metalsmith]]&lt;br /&gt;
| [[Metalsmith's forge]] (or [[Magma forge]])&lt;br /&gt;
|-  style=&amp;quot;background-color:wheat&amp;quot;&lt;br /&gt;
| [[Miner]]&lt;br /&gt;
| [[Stoneworker's workshop]]&lt;br /&gt;
|- style=&amp;quot;background-color:wheat&amp;quot;&lt;br /&gt;
| [[Stone carver]]&lt;br /&gt;
| [[Stoneworker's workshop]]&lt;br /&gt;
|- style=&amp;quot;background-color:lightgray&amp;quot;&lt;br /&gt;
| [[Stone crafter]]&lt;br /&gt;
| [[Craftsdwarf's workshop]]&lt;br /&gt;
|- style=&amp;quot;background-color:wheat&amp;quot;&lt;br /&gt;
| [[Stonecutter]]&lt;br /&gt;
| [[Stoneworker's workshop]]&lt;br /&gt;
|-  style=&amp;quot;background-color:wheat&amp;quot;&lt;br /&gt;
| [[Tanner]]&lt;br /&gt;
| [[Leather works]]&lt;br /&gt;
|-   style=&amp;quot;background-color:palegreen&amp;quot;&lt;br /&gt;
| [[Weaponsmith]]&lt;br /&gt;
| [[Metalsmith's forge]] (or [[Magma forge]])&lt;br /&gt;
|- style=&amp;quot;background-color:wheat&amp;quot;&lt;br /&gt;
| [[Weaver]]&lt;br /&gt;
| [[Clothier's shop]]&lt;br /&gt;
|- style=&amp;quot;background-color:lightgray&amp;quot;&lt;br /&gt;
| [[Wood crafter]]&lt;br /&gt;
| [[Craftsdwarf's workshop]]&lt;br /&gt;
|- style=&amp;quot;background-color:lightgray&amp;quot;&lt;br /&gt;
| &amp;amp;lt;none&amp;amp;gt;&lt;br /&gt;
| [[Craftsdwarf's workshop]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A dwarf will claim a workshop according to their highest applicable [[skill]]. If not [[Strange mood#Possessed|possessed]], completion of the artifact grants roughly 10,000 [[experience]] in that skill. This will transform a previously unskilled dwarf to one of Accomplished-level (on average).  The table to the right describes all applicable skills and their potential workshop requirements – there are only 20 skills that determine the workshop and that can be affected by a mood (sometimes referred to as '''moodable''' skills.)  If a dwarf does not possess at least one of the moodable skills listed to the right, they will take over a [[craftsdwarf's workshop]] and gain one of [[bone carver]], [[stone crafter]], or [[wood crafter]] skills, producing an artifact [[craft]].&lt;br /&gt;
&lt;br /&gt;
When selecting the desired mood skill, only the level itself is checked, and if the highest level found is shared by multiple skills, then one will be selected randomly. &lt;br /&gt;
&lt;br /&gt;
This fact can be utilized to maximize the possibility of getting a dwarf with the specific legendary skill you want: since ''non''-moodable skills are ignored, whenever possible make sure that each dwarf's highest ''moodable'' skill is one of those you want.  Have all your peasants, [[farmer]]s, non-professional military and other dwarves without any moodable skills do one job each in the skill(s) you most want; if a &amp;quot;[[experience|dabbling]]&amp;quot; skill is the highest moodable skill they have, that is the skill that will be used. [[Guildhall]]s related to moodable skills may both help and hinder, as demonstrations will increase skill levels without any jobs being done.&lt;br /&gt;
&lt;br /&gt;
[[Scholar]]s may discuss mechanics as part of their work and gain a small amount of experience in it.  This is the only skill that scholars discuss that is moodable.&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;Best&amp;quot; skills ===&lt;br /&gt;
Some skills produce generally useful and valuable items, and others produce only trinkets or jewelry. While &amp;quot;best&amp;quot; is very subjective, balancing the artifact itself with the Legendary skill the mood (usually!) produces, and both of those against the needs and goals of the current fortress, generally speaking the skills can be broken down into tiers of usefulness. &lt;br /&gt;
&lt;br /&gt;
Note that in addition to an artifact, the mood will (usually) raise the dwarf to Legendary in the chosen skill; often this is, from a practical standpoint, more valuable than an artifact, so you might consider trying to push poorly-trained dwarves towards moodable skills you have a need for, instead, in case they are struck by a mood.&lt;br /&gt;
&lt;br /&gt;
* [[Weaponsmith]] is one of the &amp;quot;best&amp;quot; skills. While the moody dwarf might create a questionable lead spear or lightweight aluminum mace, the odds are they'll create something that is still more deadly than its ☼steel☼ equivalent. And with a little manipulation, you can at least make sure the item ''is'' steel, although they could still give you a non-dwarf weapon. [[Mechanic]] is a close second for reliability and usefulness –- any mechanism's [[quality]] modifies the chance for a trap to hit its target, and an artifact lever or trap in a room will make its value skyrocket (even if not connected to anything!). Note that, despite popular belief, traps made with artifact mechanisms can still jam ([https://www.reddit.com/r/dwarffortress/comments/wj2ego/i_thought_traps_made_with_artifact_mechanisms/ source]).&lt;br /&gt;
* [[Armorsmith]] is similarly valuable, having a decent chance to create something with exceptional value for your military (or at least one member of it), but, similar to weapons, this requires manipulating available material to avoid getting [[Armor#Material|soft]], useless gold or lead [[armor]] pieces. And, while moody [[Bowyer]]s can create artifact wood/bone [[crossbow]]s of great accuracy, they can also give you [[blowgun]]s. Good luck with either one.&lt;br /&gt;
* Artifact [[furniture]] is unbreakable by building destroyers and creates otherwise-impossible fortress defense options. A dwarf with a preference for doors, hatches, or floodgates will always produce that item, which can then be locked against many enemies that would otherwise break through. It can also have huge monetary worth for improving room value, and placing an artifact item where all can pass by and admire it will be good for general morale. These skills include [[Mason]]s, [[Miner]]s (who are treated the same as masons), [[Carpenter]]s, and [[Blacksmith|Metalsmith]]s. Many of these can also produce items from the lower-utility lists, below. But maybe you'll get an artifact [[mug]] for your tavern. Good luck with that, too.&lt;br /&gt;
* These next are (very?) odds-against; chances are good that they'll produce something on one of the ''next'' lists, or at best some nice furniture, but there's a (very) small chance it'll be something truly useful as well as valuable. [[Clothier]]s can make an artifact [[rope]], and [[metal crafter]]s can create [[chain]]s, either of which can be used for your main [[well]].  Similarly with a [[carpenter]] or [[blacksmith]] and [[bucket]]s.  [[Glassmaker]]s can create an artifact trap component. [[Leatherworker]]s and [[tanner]]s can create [[shield]]s, and both they and [[bone carver]]s can create artifact Leather/Bone Armor pieces, which are great if you have Hunters, etc. Which are all better than the next two...&lt;br /&gt;
* Next to last are skills that produce an artifact that could only be worn by one dwarf, and perhaps admired by others they come in contact with. [[Clothier]]s and [[weaver]]s fall just below some of the above: for no ability to produce anything except wearable, non-military items. [[Gem cutter]]s and [[Gem setter]]s can fall on this list too, as creating something of pure monetary value and no practical use in your dwarven society. One exception to the general uselessness of clothing artifacts is [[Adamantine]] clothing, especially cloaks; its material allows it to accord the wearer meaningful protection, and unlike normal Adamantine clothing, its status as an artifact renders it immune to wear (which otherwise renders such clothing impractical.)&lt;br /&gt;
* Last on the list are &amp;quot;crafts&amp;quot; – surprisingly valuable trinkets in the form of amulets, totems, rings, figurines – or, at best, crowns, which at least ''sound'' impressive. These skills are [[engraver]], [[stone crafter]], and [[wood crafter]] (and a distinct chance from several of the skills mentioned earlier: [[bone carver]], [[gem cutter]], [[gem setter]], [[glassmaker]], and [[metalcrafter]].)&lt;br /&gt;
:* Peasants, defined here as having no moodable skill, always produce from the crafts list:  It's always a good idea to have every newly arrived &amp;quot;peasant&amp;quot; migrant craft just one item from the moodable skill of your choice, to avoid such a tragic waste of dwarfcraft.&lt;br /&gt;
&lt;br /&gt;
== Types of moods ==&lt;br /&gt;
For each of the following types of moods, the first message is how the mood is [[Announcement|announced]]; the second message appears in the dwarf's profile when he or she is viewed with the {{K|v}} key. All moody dwarves will have &amp;quot;Strange Mood&amp;quot; listed as their active task and are &amp;quot;quite content&amp;quot;, regardless of any recent [[thought]]s they may have had.&lt;br /&gt;
&lt;br /&gt;
=== Fey ===&lt;br /&gt;
* {{Gametext|&amp;lt;dwarf&amp;gt; is taken by a fey mood!|7:1}}&lt;br /&gt;
: ''Has the aspect of one fey!''&lt;br /&gt;
&lt;br /&gt;
This is the most basic strange mood.  Fey dwarves will clearly state their demands when the workshop they are in is examined.&lt;br /&gt;
&lt;br /&gt;
=== Secretive ===&lt;br /&gt;
* {{Gametext|&amp;lt;dwarf&amp;gt; withdraws from society...|7:0}}&lt;br /&gt;
: ''Peculiarly secretive...''&lt;br /&gt;
&lt;br /&gt;
Secretive moods are the same as fey moods, except a secretive dwarf will sketch pictures of their required materials instead of clearly stating their demands if they cannot find what they need.   Descriptions of all these [[#Demands|secretive requirements]] can be seen only by viewing the workshop that the moody dwarf has claimed, with {{k|q}}, and then only while the dwarf is waiting inside it.  More than one &amp;quot;picture&amp;quot; is likely; these will cycle through the entire list automatically if any one is not available.  (Since materials are gathered ''in order'', it's quite possible that only one of a long list is needed to allow the moody dwarf to continue on their project.  If the dwarf has gathered some of the materials (seen as &amp;quot;tasked&amp;quot; when looking at the workshop with {{k|t}}), then the next in the list is what they are looking for.)&lt;br /&gt;
&lt;br /&gt;
=== Possessed ===&lt;br /&gt;
* {{Gametext|&amp;lt;dwarf&amp;gt; has been possessed!|5:1}}&lt;br /&gt;
: ''Possessed by unknown forces!''&lt;br /&gt;
&lt;br /&gt;
Possessed dwarves have cryptic material requests, and have the unfortunate distinction of not receiving any experience upon the successful construction of an artifact.  No controllable circumstances lead to a possessed mood instead of one of the more desirable fey or secretive moods, it is purely luck-based. Possessed dwarves will mutter the name of the artifact they are working on (which, under some circumstances, might end up being ''their own name'') once they have all the materials they need.&lt;br /&gt;
&lt;br /&gt;
Possession is the only mood that does '''''not''''' result in a jump in [[experience]].&lt;br /&gt;
&lt;br /&gt;
A possessed dwarf that &amp;quot;keeps muttering &amp;lt;name of the artifact&amp;gt;...&amp;quot; has already gathered everything they need.&lt;br /&gt;
&lt;br /&gt;
=== Fell ===&lt;br /&gt;
* {{Gametext|&amp;lt;dwarf&amp;gt; looses a roaring laughter, fell and terrible!|5:0}}&lt;br /&gt;
: ''Has a horrible fell look!''&lt;br /&gt;
&lt;br /&gt;
A dwarf that goes into a fell mood will try to take over a [[butcher's shop]] or a [[tanner's shop]]. If neither are available, any other workshop will be used instead. The dwarf will then ''murder'' the nearest dwarf, drag the corpse into the shop and make some sort of object out of dwarf [[leather]] or [[bone]]. The unfortunate dwarf is killed on the spot – no dragging to the workshop, just sneaking up behind them, killing them, and dragging their corpse to the workshop. Once the artifact is completed, the fell dwarf will become a legendary [[bone carver]] or [[leatherworker]].  Only unhappy dwarves may enter a fell mood.&lt;br /&gt;
&lt;br /&gt;
Amusingly, it seems fell dwarves can also murder [[ghost]]s. If they do, they will murder a living dwarf as well, since ghosts obviously don't yield a corpse to butcher.{{bug|4681}}&lt;br /&gt;
&lt;br /&gt;
Aside from the loss of a potentially important dwarf in the wrong place at the wrong time, there doesn't seem to be any downside to a fell mood. The end result is always an artifact and a legendary craftsdwarf. Since the only ingredient used (a dwarf) is available in abundance, a fell mood will only fail if the fell dwarf is completely isolated from other dwarves, or if the proper workshop does not exist.&lt;br /&gt;
&lt;br /&gt;
If no one is around to witness the murder, whichever dwarf Urist McEmo decides to slaughter will be reported as missing some time after their death. If the murder is witnessed (or if the &amp;lt;s&amp;gt;idiot&amp;lt;/s&amp;gt; dwarf in fell mood reports themself), the moody dwarf will be subject to dwarven [[justice]].&lt;br /&gt;
&lt;br /&gt;
A fell mood &amp;quot;reagent&amp;quot; is not merely limited to dwarves, however. In truth, any intelligent creature can be subjected to the creative imagination of the terrible laughing dwarves. Legends speak of [[werebeast]] attacks being halted by timely appearances of fell dwarves. Indeed, there are even whispers of fell mood dwarves smuggling [[clowns]] from the [[circus]] into their forts to be used in their strange artifice. In cases where an unusual intelligent creature made from a material such as [[vomit]] happens to fall prey to the depredations of a fell dwarf, the resultant crafted object will be selected randomly from the list of craftable [[shell]] items, but will be made from the victim's primary material instead of shell.&lt;br /&gt;
&lt;br /&gt;
=== Macabre ===&lt;br /&gt;
* {{Gametext|&amp;lt;dwarf&amp;gt; begins to stalk and brood...|0:1}}&lt;br /&gt;
: ''Brooding darkly...''&lt;br /&gt;
&lt;br /&gt;
Macabre moods are similar to fell moods, but the dwarf will not murder a fellow dwarf. A macabre dwarf may require [[bone]]s, [[skull]]s, or vermin [[remains]]; if you do not happen to have any, you will have to make some, e.g. by butchering an animal and/or allowing a [[cat]] to go hunting, or let the moody dwarf go [[insane]]. Like fell moods, only unhappy dwarves can enter macabre moods.&lt;br /&gt;
&lt;br /&gt;
==Caveats==&lt;br /&gt;
* Shells are perhaps the most difficult-to-obtain material for a strange mood, though there are several {{catlink|Shell|creatures}} that produce shells. Some of these, such as [[armadillo]]s and [[common snapping turtle]]s, are butcherable. Vermin from [[fishing]] are the easiest and most renewable source of shells.  [[Pond turtle]]s are common in many embarks in [[murky pool]]s, but usually only appear in small numbers, and can go extinct easily.  A stream or river almost guarantees a functionally inexhaustible supply of [[mussel]]s. [[Nautilus]]es can also serve as sources of shells when cleaned at a fishery. Nevertheless, shells are rare and hard to acquire. Currently, the only way of trading for shells is to hope that the [[elven]] caravan brings some tamed shell-producing large creature. Traded [[cave lobster]]s and [[turtle]]s are ''processed'' fish (with the shells already removed). Tamed vermin with shells cannot be butchered for their shells, since the only way to get a vermin's shell is to [[Fish cleaning|clean]] it. Since all shelled non-vermin animals are [[exotic pet|exotic]], only elves will bring them. If you should be fortunate enough to acquire some breeding, shelled, butcherable animals, it's probably worth keeping a breeding pair around in case of future need. Only dwarves with a [[preference]] for shells will demand shells in a strange mood.&lt;br /&gt;
* All demands for cloth are for a specific generic type (plant, silk, or yarn). Clothiers and Weavers will demand [[adamantine]] cloth if any is available, otherwise the type will be the generic form of the dwarf's first cloth preference, or a randomly chosen variety if the dwarf has no preference (or if the cloth is for a decoration, not the primary material). Types of cloth your fortress has not produced are '''not''' excluded, so it's best to keep a few bolts of each type of cloth in reserve.&lt;br /&gt;
* Should the claimed workshop be a [[magma forge]] and lose power due to insufficient magma beneath it, the mood will fail immediately and the dwarf will go [[insanity|insane]]. Should the forge be in danger of losing power, you should forbid it before it is claimed and wait until it is powered up reliably. Once magma forges are built, at least some dwarves will no longer be satisfied with a regular forge. Similarly, if a workshop claimed by a dwarf is deconstructed, destroyed or [[Creature_token#BUILDING_DESTROYER|toppled]] the mood will immediately fail and the dwarf will go insane.&lt;br /&gt;
* If one of a claimed workshop's building materials are selected and toggled to forbidden, this will also cause the mood to immediately fail and the dwarf to go insane.&lt;br /&gt;
* The mood's primary material will only be mentioned ''once'' in the dwarf's requests, even if the dwarf wants more than one unit of it. [http://www.bay12forums.com/smf/index.php?topic=75139.0]&lt;br /&gt;
* The item type of the artifact to be created is not decided until the instant the mood ''ends''. Saving (even after a dwarf has begun to gather materials) will allow you to reload and the result may be a different artifact (unless the moody dwarf's preferences force a particular item type). If you want to get an artifact platinum warhammer, make sure to have platinum nearby and/or block access to any other materials. &lt;br /&gt;
* You can restart the artifact creating process, even after the dwarf has gathered most of the components, by forbidding the claimed items (use {{k|t}} to view the contents of the workshop, select the undesired material, and press {{k|f}} to forbid it). If other items of that type are available, the dwarf will immediately switch to them.&lt;br /&gt;
* Each request for bones is actually a request for any kind of bone [[stack]], not individual bones. If they request bones more than one time, then they need that many stacks. Any size stack will do and the entire stack will be used. Bones come from [[butcher]]ing, rotted animal corpses do not count, even if they are skeletons. [[Tame]] animal corpses, whether they were pets or strays, can only be butchered as a result of a [[Butcher#Slaughtering|slaughter]] task, tame animals that died by any other means cannot be butchered. Slaughter a puppy. [http://www.bay12forums.com/smf/index.php?topic=105002.0]&lt;br /&gt;
&lt;br /&gt;
== Demands ==&lt;br /&gt;
Once a workshop is claimed, the dwarf will begin collecting materials.  Each artifact will require 1-3 &amp;quot;base items&amp;quot; and up to 7 additional items for decorations. The dwarf may well need several items of one material! &lt;br /&gt;
&lt;br /&gt;
If the moody dwarf remains idle, then the necessary materials are not available.  [[Forbid|Forbidden]] items must be reclaimed ({{K|i}} – {{K|F}}) before they may be used, but moody dwarves will ignore settings regarding [[economic stone]]. Click on the workshop to receive a series of clues about what the dwarf needs.  '''Hints that stay active for longer than 2 seconds mean that multiple pieces of that material will be required; each single demand will be displayed for 2 seconds, so if it says &amp;quot;gems... shining&amp;quot; for 6 seconds, 3 gems are demanded. However, the mood's primary material will always be shown for only 2 seconds, even if more than one is required.''' Materials will always be fetched ''in order'', so if at least one item has already been retrieved (the items will show up with &amp;quot;TSK&amp;quot; (&amp;quot;task&amp;quot;) next to them when the workshop is viewed with the {{K|t}} context menu), it will usually be possible to tell what item is required next.&lt;br /&gt;
&lt;br /&gt;
If you want your dwarves to construct their artifacts out of valuable materials instead of whatever useless thing happens to be close at hand, you can selectively forbid types of material through the stocks screen so that only the material you want them to use is available; though this might interfere with the normal crafting operations of your fortress, the disruption is generally short-lived (as long as you remember to unforbid them again afterwards!). You can even forbid something a moody dwarf is carrying (which may be necessary sometimes, since while they are not waiting in the workshop, they will not tell you what they need); the dwarf will finish hauling it to the workshop, but then immediately go searching for another. This trick can mean the difference between a bauxite statue decorated with moss agates and a native platinum statue encrusted with diamonds. Be aware that this may not always work – see below for more information.&lt;br /&gt;
&lt;br /&gt;
Burrows allow even better control over a moody dwarf's material usage. Simply by creating a burrow around the claimed workshop and another part over the desired material, a moody dwarf can be controlled without forbidding every single stone in the fortress. A moody dwarf will follow the burrow definitions just like a regular worker, but be mindful that they will not leave the burrow to get materials that are outside of their assigned burrow. A problem can arise when bones from an outside refuse stockpile are needed by a moody dwarf that is assigned to a burrow.&lt;br /&gt;
&lt;br /&gt;
The various demands are translated here:&lt;br /&gt;
&lt;br /&gt;
:{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left;width:90%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Material&lt;br /&gt;
! Fey&lt;br /&gt;
! Macabre&lt;br /&gt;
! Secretive&lt;br /&gt;
! Possessed&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| &amp;lt;dwarf&amp;gt; screams &amp;quot;I must have &amp;lt;demand&amp;gt;!&amp;quot;&lt;br /&gt;
| &amp;lt;dwarf&amp;gt; broods &amp;quot;Yes. I need &amp;lt;demand&amp;gt;.&amp;quot;&lt;br /&gt;
| &amp;lt;dwarf&amp;gt; sketches pictures of &amp;lt;demand&amp;gt;.&lt;br /&gt;
| &amp;lt;dwarf&amp;gt; mutters &amp;quot;&amp;lt;artifact&amp;gt; needs &amp;lt;demand&amp;gt;...&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[Stone]]&lt;br /&gt;
| colspan=2 | rock&lt;br /&gt;
| a quarry&lt;br /&gt;
| stone... rock&lt;br /&gt;
|-&lt;br /&gt;
| Stone/metal [[block]]s&lt;br /&gt;
| colspan=2 | rock blocks&lt;br /&gt;
| square blocks&lt;br /&gt;
| blocks... bricks&lt;br /&gt;
|-&lt;br /&gt;
| [[Wood]]&lt;br /&gt;
| colspan=2 | wood logs&lt;br /&gt;
| a forest&lt;br /&gt;
| tree... life&lt;br /&gt;
|-&lt;br /&gt;
| Metal [[bar]]&lt;br /&gt;
| colspan=2 | metal bars&lt;br /&gt;
| shining bars of metal&lt;br /&gt;
| bars... metal&lt;br /&gt;
|-&lt;br /&gt;
| [[Gem]]s (cut)&lt;br /&gt;
| colspan=3 | cut gems&lt;br /&gt;
| gems... shining&lt;br /&gt;
|-&lt;br /&gt;
| [[Gem]]s (raw)&lt;br /&gt;
| colspan=3 | rough gems&lt;br /&gt;
| rough... color&lt;br /&gt;
|-&lt;br /&gt;
| Green [[glass]]&lt;br /&gt;
| colspan=2 | raw green glass&lt;br /&gt;
| glass&lt;br /&gt;
| raw... green&lt;br /&gt;
|-&lt;br /&gt;
| Clear glass&lt;br /&gt;
| colspan=2 | raw clear glass{{verify}}&lt;br /&gt;
| glass and burning wood&lt;br /&gt;
| raw... clear&lt;br /&gt;
|-&lt;br /&gt;
| Crystal glass&lt;br /&gt;
| colspan=2 | raw crystal glass{{verify}}&lt;br /&gt;
| rough gems and glass&lt;br /&gt;
| raw... crystal&lt;br /&gt;
|-&lt;br /&gt;
| [[Bone]] [http://www.bay12forums.com/smf/index.php?topic=105002.0;topicseen stack]&lt;br /&gt;
| colspan=2 | bones&lt;br /&gt;
| skeletons&lt;br /&gt;
| bones... yes&lt;br /&gt;
|-&lt;br /&gt;
| [[Shell]] {{cite talk/this|Re:_.22Verify.22_on_the_shell_row_of_the_demands_table}}&lt;br /&gt;
| colspan=3 | shells&lt;br /&gt;
| a shell...&lt;br /&gt;
|-&lt;br /&gt;
| [[Leather]]&lt;br /&gt;
| colspan=2 | tanned hides&lt;br /&gt;
| stacked leather&lt;br /&gt;
| leather... skin&lt;br /&gt;
|-&lt;br /&gt;
| [[Cloth]] (plant fiber)&lt;br /&gt;
| colspan=2 | plant cloth&lt;br /&gt;
| stacked cloth&lt;br /&gt;
| cloth... thread&lt;br /&gt;
|-&lt;br /&gt;
| [[Cloth]] (silk)&lt;br /&gt;
| colspan=2 | silk cloth&lt;br /&gt;
| stacked cloth&lt;br /&gt;
| cloth... thread&lt;br /&gt;
|-&lt;br /&gt;
| [[Cloth]] (yarn)&lt;br /&gt;
| colspan=2 | yarn cloth&lt;br /&gt;
| stacked cloth&lt;br /&gt;
| cloth... thread&lt;br /&gt;
|-&lt;br /&gt;
| [[Skull]]{{verify}}&lt;br /&gt;
| colspan=2 | body parts&lt;br /&gt;
| death&lt;br /&gt;
| a corpse&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Dwarves in macabre moods may also say &amp;quot;Leave me. I need... things... certain things&amp;quot;, in which case they want special items, such as [[skull]]s or vermin [[remains]].&lt;br /&gt;
&lt;br /&gt;
Related to the above behavior, moody dwarves demanding rock blocks will also accept blocks forged from metal bars.&lt;br /&gt;
&lt;br /&gt;
*The first item demanded by the dwarf is based on the moodable skill being used – stoneworkers (miners, engravers, masons, stone crafters, and mechanics) will demand boulders, woodworkers (carpenters, wood crafters, and bowyers) will demand logs, leatherworkers and tanners will demand leather, weavers and clothiers will demand cloth, metalworkers will demand metal bars, gem cutters/setters will demand rough gems, glassmakers will demand raw glass, and bone carvers will demand bones.&lt;br /&gt;
**Metalworkers will demand adamantine wafers if any are available (unforbidden). If not, they will demand a preferred metal ''if'' you have ''ever'' smelted any bars of it – fey moods will state this outright, while for secretive moods and possessions, you will need to check the dwarf's [[preferences]] to see which metal they like. Metal bars acquired via [[trade]] or by melting down items (such as Goblinite) do ''not'' count as smelted. Otherwise, they will select any available metal(s).&lt;br /&gt;
**Weavers and clothiers will demand [[adamantine]] cloth if any is available (unforbidden). If not, they will demand a generic type of cloth (silk, plant fiber, or yarn) that matches a specific cloth preference (e.g. a dwarf that likes cave spider silk will require ''any'' type of silk cloth, and a dwarf who likes more than one type of cloth will demand whichever one appears first in their list). Dwarves without a cloth preference will demand a generic type at random.&lt;br /&gt;
**Glassmakers will demand their preferred type of glass ''if'' you've produced any of it (or if it's green glass); if they don't prefer any type of glass, they will randomly select one type of glass you've produced (though they will always assume you have created green glass). Note that acquiring raw glass from a caravan does ''not'' count as producing it.&lt;br /&gt;
**Dwarves in macabre moods will select either 1 vermin remains, 1 stack of bones, or 1-3 skulls.&lt;br /&gt;
**Bone carvers will demand shells if they like a type of shell; if not, they will demand bones.&lt;br /&gt;
**All preference-based material requests are decided the instant the mood begins – by the time the workshop is claimed, it is too late to change the dwarf's mind.&lt;br /&gt;
*The remaining &amp;quot;decoration&amp;quot; items are selected randomly from the following list: wood logs, metal bars, small gems, rock blocks, rough gems, boulders, bones, leather, plant/silk/yarn cloth, or raw glass (green/clear/crystal, based on what you've produced).&lt;br /&gt;
**Decoration items will never be the same type as the primary mood material.&lt;br /&gt;
**Certain mood professions will also explicitly avoid using certain items for decorations – most of these match up with the primary mood material, but miners, engravers, masons, and stonecrafters will additionally avoid requesting rock blocks.&lt;br /&gt;
**If you have not produced any raw glass in your fortress, moody dwarves will never request it.&lt;br /&gt;
**Dwarves in macabre moods have a 50% chance to replace each decoration item with either remains or bones.&lt;br /&gt;
*Gem cutters and gem setters have a 50% chance of only gathering a single rough gem and nothing else – when they do this, they produce a &amp;quot;perfect gem&amp;quot; with a single decoration.&lt;br /&gt;
&lt;br /&gt;
Once all materials have been gathered, viewing the workshop with {{K|q}} will display a special message depending on the type of mood:&lt;br /&gt;
* Fey – &amp;quot;&amp;lt;dwarf&amp;gt; works furiously!&amp;quot;&lt;br /&gt;
* Secretive – &amp;quot;&amp;lt;dwarf&amp;gt; works secretly...&amp;quot;&lt;br /&gt;
* Possessed – &amp;quot;&amp;lt;dwarf&amp;gt; keeps muttering &amp;lt;artifact&amp;gt;...&amp;quot;&lt;br /&gt;
* Macabre – &amp;quot;&amp;lt;dwarf&amp;gt; works, darkly brooding...&amp;quot;&lt;br /&gt;
* Fell – &amp;quot;&amp;lt;dwarf&amp;gt; works with menacing fury!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== The mechanics of moods ==&lt;br /&gt;
&lt;br /&gt;
=== Frequency===&lt;br /&gt;
When a fortress is started, an internal counter is set to 1000. Every 100 frames (12 times per day), this counter is decremented by 1, running down to zero in about 3 months. When the counter would ordinarily be decremented when it has already reached zero, there is a 1 in 500 chance that a strange mood will strike. This means that, once all conditions are met and the clock is ticking, while there is approximately a 2.4% chance of a strange mood per day, or a ~52% chance of at least one strange mood per month, there is no guarantee when a mood will strike – might be sooner, might be (almost) never. The counter resets to 1000 once a mood begins and continues counting down as the mood progresses, resetting again if it reaches zero before the mood finishes.&lt;br /&gt;
&lt;br /&gt;
=== Conditions ===&lt;br /&gt;
In order for a dwarf to be struck with a strange mood, three conditions must be met:&lt;br /&gt;
:* There is no currently active strange mood,&lt;br /&gt;
:* The maximum number of artifacts is not met,&lt;br /&gt;
:* There are at least 20 eligible dwarves ''(see below)'', including dwarves who have already created artifacts.&lt;br /&gt;
&lt;br /&gt;
If all three of these conditions are true, the game may trigger a strange mood according to the frequency.&lt;br /&gt;
&lt;br /&gt;
==== Maximum number of artifacts ====&lt;br /&gt;
The maximum number of artifacts in any one fortress is limited by the lower of:&lt;br /&gt;
* The number of items created divided by 100.&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Mined-out rock ''does'' count as an &amp;quot;item created&amp;quot;, though it is not clear whether bolts or units of drink are counted individually.&lt;br /&gt;
* The number of revealed [[subterranean]] tiles divided by 2304 (this is an area equivalent to a 48x48 square). Once you discover and explore the [[cavern]]s and [[magma sea]], this limit becomes largely irrelevant, and using a [[utilities#DFHack|&amp;quot;reveal&amp;quot; utility]] will eliminate it altogether, though strip-mining an area entirely and exposing it to the surface will count ''against'' this.&lt;br /&gt;
:&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; – actually the sum of all items by type ''and'' by type+subtype+material, divided by 200. Furthermore, destroying items does '''not''' decrement these counters, so casting and mining [[obsidian]] will count toward this.&lt;br /&gt;
&lt;br /&gt;
==== Eligibility ====&lt;br /&gt;
The deciding factor for eligibility is a dwarf's actual [[profession]]. ''(Note that &amp;quot;[[Skill#Professions|custom professions]]&amp;quot; have no effect on this!)'' Thus, dwarves may enter strange moods regardless of what skills they have or don't have, so long as they are of an acceptable profession. Dwarves who have already created an artifact are not eligible to create another, and since every mood ends in either an artifact or death, every dwarf may enter at most one mood. Dwarves who have obtained one or more legendary skills without creating artifacts ''may'' enter strange moods and will simply become even ''more'' legendary.&lt;br /&gt;
&lt;br /&gt;
On-duty dwarves with a [[Soldier#Soldier professions|military profession]] other than &amp;quot;Recruit&amp;quot; ''cannot'' enter moods. Incidental military skills make no difference – eligibility (and weighting) depends purely on the actual ''[[profession]]'' as listed at the time (with the exception of unit leaders, whose on-duty and off-duty titles are the same). Soldiers are still capable of entering moods if they are ''off duty'' and thus in Civilian mode, but you don't have to worry about your axedwarves getting a burst of inspiration mid-combat and then wandering off to make a highest-quality craftsdwarfship gabbro scepter decorated with cow bone menacing spikes, cow bone rings and a cow bone image of hamster men while the trolls sack your settlement.&lt;br /&gt;
&lt;br /&gt;
Children may enter moods, but babies will not.&lt;br /&gt;
&lt;br /&gt;
Any other profession is eligible to enter a mood, but not all have the same ''chance'' to enter a mood.&lt;br /&gt;
&lt;br /&gt;
:''('''Note''' – Specifically, and to avoid previous misunderstandings, [[Strand extractor]], [[Clerk]]/[[Administrator]]/[[Trader]], [[Doctor]] (and related), [[Soldier#Recruits|Recruit]] and [[Child]] ''are'' moodable professions.)''&lt;br /&gt;
&lt;br /&gt;
There are several additional factors which will prevent a dwarf from entering a mood:&lt;br /&gt;
* Being unable to pick up items (&amp;quot;cannot grasp&amp;quot;)&lt;br /&gt;
* Being dragged by/dragging another unit (off to [[jail]]/leading livestock to a [[cage]], [[chain]], [[pasture]], [[Activity zone#Pit/Pond|pit/pond zone]], or to the [[butcher's shop]] or [[farmer's workshop]].)&lt;br /&gt;
&lt;br /&gt;
=== Chance ===&lt;br /&gt;
When determining who will have a strange mood, each eligible dwarf is put into a weighted lottery, where the chance of being selected is based on the dwarf's [[profession]]. Most professions receive 6 &amp;quot;tickets&amp;quot;, but some receive additional tickets to improve their odds.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;2&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Weighting&lt;br /&gt;
! Professions&lt;br /&gt;
|-&lt;br /&gt;
| 21 ||Armorer, Blacksmith, Bone Carver, Clothier, Craftsdwarf, Jeweler, Gem Cutter, Gem Setter, Glassmaker, Leatherworker, Metalcrafter, Metalsmith, Stonecrafter, Weaponsmith, Weaver, Woodcrafter&lt;br /&gt;
|-&lt;br /&gt;
| 11 ||Bowyer, Carpenter, Stoneworker, Stone Carver, Woodworker&lt;br /&gt;
|-&lt;br /&gt;
| 6 ||Engraver, Mechanic, Miner, Tanner, and all other [[profession]]s (including Peasant).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
:'''''Example:''' What this means is: if you had 21 dwarves, made up of 20 eligible farmers, furnace operators, miners, woodcutters etc. (with 6 chances each) plus one Armorer (with 21 chances), that one Armorer would have a 21 in 141 chance &amp;lt;small&amp;gt;(20 dwarves x 6 chances each = 120 + 21 chances more = 141 total)&amp;lt;/small&amp;gt; of the mood striking them. That's about 1 in 7, while the other 20 have a 6 in 141 chance each, or about 1 in 24. The odds are still against the armorer, but much better than for any other single dwarf.''&lt;br /&gt;
&lt;br /&gt;
Note that not every profession has a moodable skill. A Soaper, Furnace Operator, or Strand Extractor can be taken by a mood, but that will not make those skills legendary, nor will they create an artifact bar of soap, bar of metal, or wafer of adamantine.&lt;br /&gt;
&lt;br /&gt;
=== Timing ===&lt;br /&gt;
A dwarf will go [[Insanity|insane]] after exactly 50000 ticks (which, at 1200 ticks per day, works out to 41.66 days, or almost a month and a half) waiting for an item they demand. However:&lt;br /&gt;
*The insanity countdown is reset after every item they bring to the workshop.&lt;br /&gt;
*It doesn't run while they are out getting something, working on their construction or on their way to claim a workshop. Only during time spent idling without either the required workshop or a required item do they spiral towards madness.&lt;br /&gt;
*Dwarves under strange moods do not feel hunger, thirst or drowsiness.&lt;br /&gt;
&lt;br /&gt;
=== Fuel ===&lt;br /&gt;
&lt;br /&gt;
{{D for dwarf}}&lt;br /&gt;
&lt;br /&gt;
Curiously, [[metalsmith]]s in strange moods do not seem to require any [[fuel]] to complete their [[metal]] [[artifact]]s. It is believed that they, consumed by artistic passion, fuel the forges with their own beards, vigorously fanning the flaming hairs while they feed the furnace more beard. Such a sacrifice is a dwarf's own beard that only an artifact merits its removal. Only an artifact's completion can mollify its creator's shame; dwarves unable to complete this great pursuit go insane, not because of its failure, but because they cannot endure the inevitable humiliation.&lt;br /&gt;
&lt;br /&gt;
Legend has it that the world's first [[elf]] once attempted to forge the world's most powerful artifact, imbued with magic to control all dwarves. But, because he could not suffer to cut a tree for fuel, he was unable to do so. Faced with no alternative, he kidnapped each of the seven ancient dwarves by tempting them with [[booze]], an unfamiliar drink to the first dwarves. He then forcefully shaved them and created [[charcoal]] from their beards.&lt;br /&gt;
&lt;br /&gt;
Enraged by their loss, the dwarves set out to find the elf's home, based in the world's first tree. They startled the engrossed elf who fled with nothing but a handful of the tree's unborn children. After reclaiming the beard-charcoal, the dwarves set fire to this tree. Alight in flames hotter than the sun, the tree burned in what is believed to have been the world's hottest fire – a fire so hot that the tree's roots melted the inside of the earth, creating a worldwide [[magma sea]]. The elf watched this fire and swore revenge on the dwarves.&lt;br /&gt;
&lt;br /&gt;
After realizing their beards could not be recovered from their charred state, the dwarves agreed to sprinkle the charcoal over the earth, as a gift and reminder to future dwarves. In doing so, they created the world's [[bituminous coal]] deposits. They then spent the next years searching for a way to create the drink they had been given. Discovering new drinks along their pursuit, the dwarves eventually perfected the hidden art of brewing booze and passed this emerging knowledge to coming generations.&lt;br /&gt;
&lt;br /&gt;
== Artifacts created ==&lt;br /&gt;
The type of artifact created depends on the type of mood, the dwarf's highest moodable skill, and the base material. Masons and miners will always create some kind of stone furniture; bone carvers, a bone or shell object (including furniture); carpenters, a piece of wooden furniture; engravers and stone crafters, a stone craft; metalworkers, metal crafts, weapons, or armor (depending on the type of metalworker); weavers and clothiers, an article of clothing; tanners and leatherworkers, a leather armor or object. If a dwarf has no moodable skills, they will randomly select stone crafting, wood crafting, or bone carving as their mood skill and produce their artifact accordingly. The precise type of craft created is usually somewhat random, but if a dwarf has a personality preference for a particular item type, such as gauntlets or floodgates or crowns, and that thing is an available choice given the dwarf's profession, they are guaranteed to create an object of that type (if multiple preferences match, one will be randomly selected).&lt;br /&gt;
&lt;br /&gt;
The first object grabbed by the dwarf will be the base material; all other materials will be used as [[decoration]]s. If a dwarf grabs a piece of [[chalk]] and makes a statue, for instance, it will be a &amp;quot;chalk statue&amp;quot;, but an artifact can potentially include bone, cloth, gems, leather, metal, shell, stone, and wood decorations all at once. In some cases, a moody dwarf will produce an item which normally cannot be made from that material, leading to such odd constructions as an [[obsidian]] [[bed]], [[ruby]] [[floodgate]], or turtle [[shell]] [[cage]], but the actual item types available for each mood type are still very much restricted (e.g. only a glassmaker or jeweler can make a [[window]], and a moody clothier cannot produce an article of clothing that could not normally be made from cloth).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=&amp;quot;4&amp;quot; style=&amp;quot;border:1px solid black;border-collapse:collapse;text-align:left;&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! Mood / Skill&lt;br /&gt;
! Artifact type&lt;br /&gt;
|- &lt;br /&gt;
| [[Armorsmith]]&lt;br /&gt;
| Each equipment item with [METAL] (mail shirt, breastplate, leggings, greaves, gauntlet, low boot, high boot, cap, helm, mask), any shield&lt;br /&gt;
|- &lt;br /&gt;
| [[Bone carver]] (bone)&lt;br /&gt;
| Each equipment item with [BARRED] (leggings, greaves, gauntlet, helm), any shield, instrument, toy, door, bed, chair, table, statue, coffer, bin, armor stand, weapon rack, cabinet, coffin, floodgate, hatch cover, grate, chain, cage, animal trap, figurine, amulet, scepter, crown, ring, earring, bracelet, any weapon, any trap component&amp;lt;sup&amp;gt;†&amp;lt;/sup&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| [[Bone carver]] (shell)&lt;br /&gt;
| Each equipment item with [SCALED] (leggings, gauntlet, helm), figurine, amulet, crown, ring, earring, bracelet, chain, cage, animal trap, instrument, toy&lt;br /&gt;
|- &lt;br /&gt;
| [[Bowyer]]&lt;br /&gt;
| Each ranged weapon (crossbow, bow, blowgun)&lt;br /&gt;
|- &lt;br /&gt;
| [[Carpenter]]&lt;br /&gt;
| Door, bed, chair, table, statue, chest, bin, armor stand, weapon rack, cabinet, coffin, floodgate, hatch cover, grate, cage, barrel, bucket, animal trap, splint, crutch&lt;br /&gt;
|- &lt;br /&gt;
| [[Clothier]]&lt;br /&gt;
| rowspan=2| Each equipment item with [SOFT] (dress, shirt, tunic, toga, vest, robe, coat, cloak, cape, trousers, loincloth, thong, short skirt, skirt, long skirt, braies, glove, mitten, sock, sandal, shoe, chausses, cap, hood, mask, turban, head veil, face veil, headscarf), bag, rope&lt;br /&gt;
|- &lt;br /&gt;
| [[Weaver]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Engraver]]&lt;br /&gt;
| Figurine, amulet, scepter, crown, ring, earring, bracelet, goblet, instrument, toy&lt;br /&gt;
|-&lt;br /&gt;
| Fell Mood&lt;br /&gt;
| rowspan=3| Each equipment item with [LEATHER] (dress, shirt, tunic, toga, vest, robe, coat, cloak, cape, armor, trousers, loincloth, thong, short skirt, skirt, long skirt, braies, leggings, glove, mitten, sock, sandal, shoe, chausses, low boot, high boot, cap, hood, mask, turban, head veil, face veil, headscarf, helm), any shield, bag, backpack, quiver, instrument&lt;br /&gt;
|- &lt;br /&gt;
| [[Leatherworker]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Tanner]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Gem cutter]]&lt;br /&gt;
| rowspan=3| Perfect gem&amp;lt;sup&amp;gt;‡&amp;lt;/sup&amp;gt;, door, bed, chair, table, statue, box, armor stand, weapon rack, cabinet, coffin, floodgate, hatch cover, grate, figurine, amulet, scepter, crown, ring, earring, bracelet, chain, flask, goblet, cage, barrel, bucket, animal trap, window, instrument, toy&lt;br /&gt;
|- &lt;br /&gt;
| [[Gem setter]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Glassmaker]]&lt;br /&gt;
|- &lt;br /&gt;
| Macabre Mood (vermin remains)&lt;br /&gt;
| Amulet, bracelet, earring&lt;br /&gt;
|- &lt;br /&gt;
| [[Mason]]&lt;br /&gt;
| rowspan=4| Door, bed, chair, table, statue, quern, millstone, coffer, armor stand, weapon rack, cabinet, coffin, floodgate, hatch cover, grate&lt;br /&gt;
|-&lt;br /&gt;
| [[Stonecutter]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Stone carver]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Miner]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Mechanic]]&lt;br /&gt;
| Mechanism&lt;br /&gt;
|- &lt;br /&gt;
| [[Metal crafter]]&lt;br /&gt;
| Figurine, amulet, scepter, crown, ring, earring, bracelet, chain, flask, goblet, instrument, toy&lt;br /&gt;
|- &lt;br /&gt;
| [[Metalsmith]]&lt;br /&gt;
| Door, bed, chair, table, statue, coffer, armor stand, weapon rack, cabinet, anvil, coffin, floodgate, hatch cover, grate, cage, barrel, bucket, animal trap, pipe section&amp;lt;sup&amp;gt;†&amp;lt;/sup&amp;gt;, splint, crutch&lt;br /&gt;
|- &lt;br /&gt;
| [[Stone crafter]]&lt;br /&gt;
| Figurine, amulet, scepter, crown, ring, earring, bracelet, goblet, instrument, toy&lt;br /&gt;
|- &lt;br /&gt;
| [[Weaponsmith]]&lt;br /&gt;
| Any weapon, any trap component&amp;lt;sup&amp;gt;†&amp;lt;/sup&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| [[Wood crafter]]&lt;br /&gt;
| Figurine, amulet, scepter, crown, ring, earring, bracelet, goblet, instrument, toy&lt;br /&gt;
|}&lt;br /&gt;
:&amp;lt;sup&amp;gt;†&amp;lt;/sup&amp;gt; ''chance of selection for this entry is reduced by 90%''&lt;br /&gt;
:&amp;lt;sup&amp;gt;‡&amp;lt;/sup&amp;gt; ''this item may only be selected at the beginning of the mood (50% chance)''&lt;br /&gt;
&lt;br /&gt;
If your dwarf does not have a preference for any possible items, the game will randomly select one from the list. Entries with &amp;quot;any&amp;quot; are treated as collective entries with a single chance and will randomly choose a subtype which your civilization is capable of making. This explains why bowyers and clothiers will regularly produce foreign artifacts, while weaponsmiths will not unless they have exotic preferences.&lt;br /&gt;
&lt;br /&gt;
== Success ==&lt;br /&gt;
Once created, most [[artifact]]s will be available for use just like a normal item of its type. Artifact [[armor]] and [[weapon]]s gain extra bonuses in combat, while artifact clothing is immune to [[wear]]. Artifact mechanisms installed in weapon traps will improve attack rolls. Artifact furniture is useful for raising the value of a [[noble]]'s room. Artifact mechanisms, trap components, or weapons in [[weapon trap|weapon trap]]s can also boost a room's value considerably. Other artifacts that can be used in construction (such as [[barrel]]s, [[bucket]]s, and [[anvil]]s) may be used similarly. Artifact [[door]]s and [[hatch]]es are immune to [[building destroyer]]s, and artifact [[cage]]s can even hold gnawing vermin. All artifacts can be displayed in a [[display case]] or on a [[pedestal]], or [[trade]]d to a [[caravan]] for supplies.&lt;br /&gt;
&lt;br /&gt;
Successfully creating an artifact grants a very strong happy [[thought]] (enough to make the creator totally ecstatic for several months) as well as granting the creator partial ''immunity to insanity'' – even if your fortress is left in a terrible state, any dwarf who has created an artifact is exempt from going [[insane]] due to prolonged unhappiness. The dwarf may also cry, found as a coating of dwarf tears on both their eyes.&lt;br /&gt;
&lt;br /&gt;
== Failure ==&lt;br /&gt;
If you can't provide the desired workshop and all the required component materials within a couple of months, the dwarf will go [[insanity|insane]], which cancels the mood and the artifact. As if that's not bad enough, any dwarf who goes insane will soon die, one way or another.&lt;br /&gt;
&lt;br /&gt;
A dwarf who is '''stark raving mad''', '''melancholy''', or '''catatonic''' is harmless to others (until they die and start a [[tantrum]] spiral), but a '''berserk''' dwarf will attack other dwarves and possibly pull levers at random.  You may want to station a squad nearby or assign a few war dogs to the dwarf on the chance that they will lash out. If you build your workshops inside enclosed rooms with doors you can also lock the moody dwarf in the room until he or she starves. In extreme cases, building a wall around an open workshop is the best precaution.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
There are many bugs reported related to moody dwarves. As has been the case in 40d, most turned out to be (understandable) failures of the player to grasp the mechanics of artifact creation and demands. ([http://bay12games.com/dwarves/mantisbt/view_all_bug_page.php Bug tracker])&lt;br /&gt;
* If a dwarf dies due to failing to complete an artifact, a memorial made to the dwarf will read that the dwarf did create it, despite the failure, and will even list the name of the artifact that never came to be. {{bug|3640}}&lt;br /&gt;
* When producing an item that is normally made in pairs (gloves, boots, etc.), only a single artifact will be created.&lt;br /&gt;
* Attacking a dwarf who fails their mood with your militia may result in a loyalty cascade. {{bug|7107}}&lt;br /&gt;
* Dwarves entering a strange mood when isolated (e.g. on a stepladder) cause severe lag. {{bug|8698}}&lt;br /&gt;
* If the mood primary component is forbidden while working, but the strange mood still has other items tasked, the result is an iron artifact. {{bug|5625}}&lt;br /&gt;
* If the dwarf starts constructing the artifact and is scared off by a hostile creature before completion, they may become stuck. {{bug|9833}} Removing the floors around them, then dropping an item on them should cause them to dodge, fall, and return to the workshop.{{cite forum|161598}}&lt;br /&gt;
&lt;br /&gt;
== Troubleshooting ==&lt;br /&gt;
&lt;br /&gt;
'''Problem''': Moody dwarf does not claim a workshop&lt;br /&gt;
:'''Solution''': Check for highest moodable skill and build the corresponding workshop. If no moodable skills, build a craftsdwarf's workshop. Once [[magma forge]]s have been built, some dwarves may demand to work at a magma-powered forge or furnace while others might still insist on a coal-powered one. If a forge is needed, make sure you built a forge, not smelter. Note that [[forbid]]den workshops cannot be claimed. Verify if the dwarf is assigned to a burrow and/or if there is a civilian alert set to a burrow. If so, verify that the burrow allows access to the workshop being sought after.&lt;br /&gt;
&lt;br /&gt;
'''Problem''': Moody dwarf waits in claimed workshop&lt;br /&gt;
:'''Solution''': Desired material is unavailable. Determine which material is requested next (materials are collected in the same order as shown in the dwarf's request list) and make some available, if possible. Be aware that some lists contain duplicates and you will need to make a seperate stack available for each one. Note that dwarves with [[preference]]s may demand a specific type of material ([[brass]] bars or [[yarn]] cloth, for example). [[Forbid]]den and inaccessible materials cannot be collected, nor can material located outside the moody dwarf's [[burrow]].&lt;br /&gt;
&lt;br /&gt;
'''Problem''': No dwarf has entered a mood for a long time&lt;br /&gt;
:'''Solution''': Strange moods require at least 20 dwarves; if you have that many, you've probably hit one of the two caps. Exploring the caverns can increase the number of revealed tiles very quickly, while [[craft]]ing [[goblet]]s will quickly raise your item count; [[exploratory mining]] will count toward ''both'' caps, simultaneously revealing tiles and producing boulders, though more slowly than exploring or crafting. Exposing excavated terrain to the sky is counterproductive, as it will ''lower'' your artifact cap (since the cap only counts revealed ''subterranean'' tiles).&lt;br /&gt;
&lt;br /&gt;
'''Problem''': Moody dwarf wants stacked cloth, but all types are available and he's not moving&lt;br /&gt;
:'''Solution''': Dwarves will not take items from active hospitals. If you have no cloth available outside of hospitals, try disabling or temporarily removing the hospital designation from their zones. They will then proceed to take new items, even if they don't go for the cloth right away. It is also possible that the desired cloth has been partially consumed in order to make wound dressings.&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=K6454rENbtc Strange Moods], by Dabu, is the fourth track in the first Premium [[soundtrack]] volume, occasionally playing during [[Fortress mode]].&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
It is widely said that Tarn Adams has been in the grips of a fey mood for two decades now, and we are playing his artifact. However, neither [[human]]s nor [[giant toad]]s can enter strange moods, so this must surely be a joke.&lt;br /&gt;
&lt;br /&gt;
{{Category|Fortress mode}}&lt;br /&gt;
{{Category|Dwarves}}&lt;br /&gt;
[[Ru:Strange mood]]&lt;/div&gt;</summary>
		<author><name>DikbutDaGrate</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Fairy&amp;diff=302027</id>
		<title>Fairy</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Fairy&amp;diff=302027"/>
		<updated>2024-06-19T22:21:46Z</updated>

		<summary type="html">&lt;p&gt;DikbutDaGrate: Minor alteration of sentence structure&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine}}&lt;br /&gt;
{{verminlookup/0&lt;br /&gt;
|image=fairy_sprite.png}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
'''Fairies''' are a type of [[fanciful]] above-ground [[vermin]] that live in [[good]] areas. They, alongside [[pixie]]s, are the only intelligent vermin in the game, though they can't be interacted with on the basis of being vermin. When encountered in [[adventure mode]], they will glow in the dark. They possess a [[pet]] value of 10. As they possess the VERMIN_NOTRAP token, they cannot be captured by placing [[animal trap]]s, but they can still be trapped using the ''catch live land animal'' task.&lt;br /&gt;
&lt;br /&gt;
Despite their description, they do not actually have wings at all, let alone lacy ones (though they can still fly, even without them). A comment in their raws implies [[Main:Toady One|Toady]] plans to eventually give them lacy wings.&lt;br /&gt;
&lt;br /&gt;
While a token in their creature raws should enable them to generate light, they cannot, as they lack the necessary graphical tokens and sprite creature graphics to do so.&lt;br /&gt;
&lt;br /&gt;
Some [[dwarves]] [[Preferences|like]] fairies for their ''lacy wings'' and their ''babylike giggles''.&lt;br /&gt;
&lt;br /&gt;
[[File:fairy_preview.jpg|thumb|269px|center|Note: Wings may not function in-game.]]&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{vermin}}&lt;/div&gt;</summary>
		<author><name>DikbutDaGrate</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Pixie&amp;diff=302026</id>
		<title>Pixie</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Pixie&amp;diff=302026"/>
		<updated>2024-06-19T22:21:05Z</updated>

		<summary type="html">&lt;p&gt;DikbutDaGrate: Is unable to generate light.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior}}&lt;br /&gt;
{{verminlookup/0&lt;br /&gt;
|image=pixie_sprite.png}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
'''Pixies''' are a very common type of [[fanciful]] above-ground [[vermin]] that live in [[good]] areas. They drift in the air in faintly glowing, colorful groups, dancing intricately. Repetitive music and recreational pixie dust use are likely involved. They, alongside [[Fairy|fairies]], are the only intelligent vermin in the game, though they can't be interacted with on the basis of being vermin. When encountered in [[adventure mode]], they will glow in the dark. While they possess a [[pet]] value of 10, they can't be captured with [[animal trap]]s.&lt;br /&gt;
&lt;br /&gt;
Despite their description (and what their sprite in the [[premium version]], for that matter, shows), pixies do not actually have wings (though they can still fly without them). A comment on their raws implies [[Main:Toady One|Toady]] plans to eventually give them lacy wings.&lt;br /&gt;
&lt;br /&gt;
While a token in their creature raws should enable swarms of these creatures to generate light, they cannot, as they lack the necessary graphical tokens and sprite creature graphics to do so.&lt;br /&gt;
&lt;br /&gt;
Some [[dwarves]] [[Preferences|like]] pixies for their ''shifting colors'' and their ''intricate aerial dances''.&lt;br /&gt;
&lt;br /&gt;
[[File:pixie_preview.jpg|thumb|180px|center|Much smaller than pictured.]]&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{vermin}}&lt;/div&gt;</summary>
		<author><name>DikbutDaGrate</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Fairy&amp;diff=302025</id>
		<title>Fairy</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Fairy&amp;diff=302025"/>
		<updated>2024-06-19T22:18:51Z</updated>

		<summary type="html">&lt;p&gt;DikbutDaGrate: Is unable to generate light.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine}}&lt;br /&gt;
{{verminlookup/0&lt;br /&gt;
|image=fairy_sprite.png}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
'''Fairies''' are a type of [[fanciful]] above-ground [[vermin]] that live in [[good]] areas. They, alongside [[pixie]]s, are the only intelligent vermin in the game, though they can't be interacted with on the basis of being vermin. When encountered in [[adventure mode]], they will glow in the dark. They possess a [[pet]] value of 10. As they possess the VERMIN_NOTRAP token, they cannot be captured by placing [[animal trap]]s, but they can still be trapped using the ''catch live land animal'' task.&lt;br /&gt;
&lt;br /&gt;
Despite their description, they do not actually have wings at all, let alone lacy ones (though they can still fly, even without them). A comment in their raws implies [[Main:Toady One|Toady]] plans to eventually give them lacy wings.&lt;br /&gt;
&lt;br /&gt;
While a token in their creature raws should enable them to generate light, they cannot, as there is nothing in either their graphical raws, or their sprite creature graphics which would allow them to.&lt;br /&gt;
&lt;br /&gt;
Some [[dwarves]] [[Preferences|like]] fairies for their ''lacy wings'' and their ''babylike giggles''.&lt;br /&gt;
&lt;br /&gt;
[[File:fairy_preview.jpg|thumb|269px|center|Note: Wings may not function in-game.]]&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{vermin}}&lt;/div&gt;</summary>
		<author><name>DikbutDaGrate</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Graphics_token&amp;diff=302024</id>
		<title>Graphics token</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Graphics_token&amp;diff=302024"/>
		<updated>2024-06-19T22:13:37Z</updated>

		<summary type="html">&lt;p&gt;DikbutDaGrate: clarification on LIGHT_GEN&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{Modding}}&lt;br /&gt;
:{{for/see|an explanation of how to use the various graphics types|[[Graphics]]}}&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;code&amp;gt;[OBJECT:GRAPHICS]&amp;lt;/code&amp;gt; [[token]] defines the use of various tile-based graphics in the game. As of version 50.01, graphics tokens have been greatly expanded to accommodate the release of the Steam &amp;amp; Itch premium version. These tokens, and explanations on how to use them, are listed below; the list will expand as the tokens are discovered and understood.&lt;br /&gt;
&lt;br /&gt;
== Creature Graphics ==&lt;br /&gt;
Creature graphics are found within graphics_creature_x files (such as graphics_creature_domestic or graphics_creature_layered). All graphics files must begin with the file name, followed by the &amp;lt;code&amp;gt;[OBJECT:GRAPHICS]&amp;lt;/code&amp;gt; type that tells the game that the file contains graphics definitions. A more detailed explanation on how to use these can be found in [[Graphics#Creature_Graphics|creature graphics]].&lt;br /&gt;
&lt;br /&gt;
=== Types ===&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Type&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREATURE_GRAPHICS}}&lt;br /&gt;
|&lt;br /&gt;
* [[Creature token|creature id]]&lt;br /&gt;
| The simplest and most common form of creature graphics for defining one sprite for each [[#Condition|basic condition]]. &lt;br /&gt;
&lt;br /&gt;
Further conditions are required for this to function following the [[Graphics#Basic_Graphics|creature graphics]] format. Accepts [[Graphics#Large_Graphics|large graphics tokens]].&lt;br /&gt;
&lt;br /&gt;
Additionally used to start defining a [[Graphics#Layered_Graphics|layered graphics]] set.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREATURE_CASTE_GRAPHICS}} &lt;br /&gt;
|&lt;br /&gt;
* [[Creature token|creature id]]&lt;br /&gt;
* [[Caste|Caste ID]]&lt;br /&gt;
| Nearly the same as {{token|CREATURE_GRAPHICS|g}}, but allows a separate sprite to be defined for each caste.&lt;br /&gt;
A simple alternative to [[Graphics#Layered Graphics|Layered Graphics]].&lt;br /&gt;
&lt;br /&gt;
Requires conditions defined in [[Graphics#Basic_Graphics|creature graphics]] format. Accepts [[Graphics#Large_Graphics|large graphics tokens]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|STATUE_CREATURE_GRAPHICS}} &lt;br /&gt;
|&lt;br /&gt;
* [[Creature token|creature id]]&lt;br /&gt;
| Format for beginning a [[Graphics#Statue_Graphics|creature statue definition]]. Defines a 1x2 vertical rectangle to be displayed when a statue depicts one of these creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|STATUE_CREATURE_CASTE_GRAPHICS}} &lt;br /&gt;
|&lt;br /&gt;
* [[Creature token|creature id]]&lt;br /&gt;
* [[Caste|Caste ID]]&lt;br /&gt;
| Format for beginning a [[Graphics#Statue_Graphics|creature statue definition]] while specifying caste. Defines a 1x2 vertical rectangle to be displayed when a statue depicts one of these creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TILE_GRAPHICS_RECTANGLE}}&lt;br /&gt;
|&lt;br /&gt;
* [[Creature token|creature id]]&lt;br /&gt;
| Graphics for a 3x2 rectangle; for creatures, this is used exclusively for representing Forgotten Beasts based on their body parts. Uses [[Graphics#Forgotten_Beast_Graphics|forgotten beast graphics]]. It's also, however, used for interface graphics, see [[graphics_interface.txt]].&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Conditions ===&lt;br /&gt;
Different graphics can be defined for the same creature based on some properties about it. Below is a list of all the basic &amp;quot;creature texture&amp;quot; types that can be used as additional conditions to various basic sprites.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Condition&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DEFAULT}} || The default condition that will be displayed unless overwritten by a more specific one below.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAW_ENFORCE}} || Displayed if the unit is law enforcement.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TAX_ESCORT}} || Displayed if the unit escorts a tax collector (unused).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ANIMATED}} || Displayed if the creature is raised from the dead using an I_EFFECT:ANIMATE interaction.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GHOST}} || Displayed if the creature is a ghost.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ADVENTURER}} || Displayed if the creature is an adventurer.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CORPSE}} || Displayed for corpses.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Basic creature sprite types ===&lt;br /&gt;
&lt;br /&gt;
An individual sprite can be of any of the following classes. If &amp;quot;accepts secondary&amp;quot; is &amp;quot;yes&amp;quot;, it can also have an extra condition tacked on at the end.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Condition&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|Basic Condition}} || Any of the [[Graphics token#Conditions|above conditions]] can be used on their own, as the default for that condition class.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|Unit type}} || Any [[Unit type token]] can be used. You may also append a [[Graphics token#Conditions|basic condition as above]] to further specify.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|Position}} || Any [[Position token]] can be used, such as MONARCH, BROKER etc. All position tokens are raw-defined; any modded positions can have their own graphics. You may also append a [[Graphics token#Conditions|basic condition as above]] to further specify.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|LIST_ICON}} || The default icon for this creature in lists, such as [[Arena]] mode or overall training.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|EGG}} || The sprite for a clutch of eggs.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|SKELETON}} || The sprite for a rotten corpse.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|SKELETON_WITH_SKULL}} || The sprite for a rotten corpse that can have a [[totem]] made from it.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Layered Conditions ===&lt;br /&gt;
Layers aren't very useful on their own, so they come with a set of conditions to define how when they are displayed and how they interact.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Type&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|LAYER_SET}} ||&lt;br /&gt;
* condition&lt;br /&gt;
| Creature&amp;lt;br&amp;gt;Graphics&lt;br /&gt;
| Begins defining a layer set for a creature's graphics.  Valid values of ''condition'' are DEFAULT, PORTRAIT{{version|50.13}}, or CORPSE. Valid values for basic conditions may not work.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|LS_PALETTE}}{{version|50.13}} ||&lt;br /&gt;
*  name&lt;br /&gt;
|| Layer&amp;lt;br&amp;gt;Set&lt;br /&gt;
|| Begins defining a palette for the layer set. Its name can be referenced by {{token|USE_PALETTE|g}}. Unlike the palettes used to render all [[descriptor color token]]s, it can be of arbitrary length.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|LS_PALETTE_FILE}}{{version|50.13}} ||&lt;br /&gt;
* file name&lt;br /&gt;
| Palette&lt;br /&gt;
| The file name of the 8bit RGBA (sometimes called 32bit) in the &amp;lt;tt&amp;gt;/graphics/images&amp;lt;/tt&amp;gt; folder of the mod, such as &amp;lt;tt&amp;gt;images/portraits/dwarf_portrait_body_palette.png&amp;lt;/tt&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|LS_PALETTE_DEFAULT}}{{version|50.13}} ||&lt;br /&gt;
* integer &lt;br /&gt;
| Palette&lt;br /&gt;
| Defines the default row of a layer set palette, conventionally 0. The exact color values on this row will be replaced on layer images with the colors in the same column, based on what row is passed as an argument to {{token|USE_PALETTE|g}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|LG_CONDITION_BP}}{{version|50.13}} ||&lt;br /&gt;
*  selection criteria BY_TYPE, BY_CATEGORY, BY_TOKEN&lt;br /&gt;
*  category, type, or token&lt;br /&gt;
|| Layer&amp;lt;br&amp;gt;Group&lt;br /&gt;
|| Allows the entire layer group (rather than an individual layer) to be switched on and off depending on the conditions of a body part. Should accept the same tokens {{token|CONDITION_BP|g}} does. {{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|END_LAYER_GROUP}} ||   || Layer&amp;lt;br&amp;gt;Group&lt;br /&gt;
| Explicitly marks the end of a layer group, which allows layers after to not belong to any layer group.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CONDITION_ITEM_WORN}} ||&lt;br /&gt;
* BY_CATEGORY / BY_TOKEN&lt;br /&gt;
* [[Body_token#CATEGORY|category]] / [[Body_token#BP|body part token]]&lt;br /&gt;
* Armor type (ARMOR, GLOVES, Etc.)&lt;br /&gt;
* Item ID(s)&lt;br /&gt;
|| Armor&amp;lt;br&amp;gt;Wieldables || Defines a clothing or armor graphic by the specific part it is equipped to, the type of armor it is, and the internal id of that item. &lt;br /&gt;
For example, a condition representing a right handed mitten or glove would be defined as:&lt;br /&gt;
&amp;lt;code&amp;gt;[CONDITION_ITEM_WORN:BY_TOKEN:RH:GLOVES:ITEM_GLOVES_MITTENS]&amp;lt;/code&amp;gt;&lt;br /&gt;
Also accepts the input &amp;lt;code&amp;gt;ANY_HELD&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;WIELD&amp;lt;/code&amp;gt; (e.g. &amp;lt;code&amp;gt;WIELD:WEAPON:ANY&amp;lt;/code&amp;gt;).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|SHUT_OFF_IF_ITEM_PRESENT}} ||&lt;br /&gt;
* BY_CATEGORY / BY_TOKEN&lt;br /&gt;
* [[Body_token#CATEGORY|category]] / [[Body_token#BP|body part token]]&lt;br /&gt;
* Armor type&lt;br /&gt;
* Item ID(s)&lt;br /&gt;
|| Armor || Causes the current layer to not be rendered if the creature has one of the items worn or equipped. Also accepts the input &amp;lt;code&amp;gt;ANY_HELD&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;WIELD&amp;lt;/code&amp;gt; (e.g. &amp;lt;code&amp;gt;WIELD:WEAPON:ANY&amp;lt;/code&amp;gt;).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CONDITION_CASTE}} ||&lt;br /&gt;
* caste name(s)&lt;br /&gt;
|| General&lt;br /&gt;
|| Displays this layer if the creature is this caste. Only one caste is accepted for each condition, but multiple caste conditions can be used in one layer and the layer will be displayed if any of them match.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CONDITION_DYE}} ||&lt;br /&gt;
* dye color&lt;br /&gt;
|| Armor&lt;br /&gt;
|| Should represent which color the clothing is dyed. Currently nonfunctional.{{version|50.05}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CONDITION_NOT_DYED}} ||   || Armor&lt;br /&gt;
|| Should check if the clothing is dyed. Currently nonfunctional.{{version|50.05}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CONDITION_MATERIAL_FLAG}} ||&lt;br /&gt;
* material flag&lt;br /&gt;
|| Material || Changes graphics based on the material an equipped item is made of. Valid material flags are similar to [[Reaction#Full_token_list|reactant conditions]] including:&lt;br /&gt;
* WOVEN_ITEM&lt;br /&gt;
* ANY_X_MATERIAL&lt;br /&gt;
:with X being:&lt;br /&gt;
:* PLANT, SILK, YARN, LEATHER, WOOD, SHELL, BONE, STONE, GEM, TOOTH, HORN, PEARL&lt;br /&gt;
* IS_DIVINE_MATERIAL&lt;br /&gt;
* NOT_ARTIFACT&lt;br /&gt;
* IS_CRAFTED_ARTIFACT&lt;br /&gt;
* METAL_ITEM_MATERIAL&lt;br /&gt;
* GLASS_MATERIAL&lt;br /&gt;
* FIRE_BUILD_SAFE&lt;br /&gt;
* MAGMA_BUILD_SAFE&lt;br /&gt;
[http://www.bay12forums.com/smf/index.php?topic=169696.msg8442543#msg8442543 among other, less useful ones.]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CONDITION_MATERIAL_TYPE}} ||&lt;br /&gt;
* material token&lt;br /&gt;
|| Material || Changes graphics based on the material an equipped item is made of. Valid material types take the form &amp;lt;code&amp;gt;METAL:COPPER&amp;lt;/code&amp;gt; where copper can be replaced with any weapons-grade metal. General [[material token]]s are '''not''' functional. {{token|CONDITION_MATERIAL_FLAG|g}} is a better option for any material condition other than metal.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CONDITION_PROFESSION_CATEGORY}} ||&lt;br /&gt;
* [[Unit type token#Profession Categories|profession category token(s)]]&lt;br /&gt;
|| General&lt;br /&gt;
|| Checks the profession category of the creature to act as a condition. Multiple profession category tokens can be chained together. You can also use multiple of these tokens instead of listing them all in a single one, but this is functionally identical. Valid Profession tokens which are not categories will be ignored; values that do not match any existing Profession will be treated as &amp;lt;code&amp;gt;NONE&amp;lt;/code&amp;gt; and thus apply to doctors, military, etc..&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CONDITION_RANDOM_PART_INDEX}} ||&lt;br /&gt;
* identifier&lt;br /&gt;
* integer index&lt;br /&gt;
* integer range&lt;br /&gt;
|| General&lt;br /&gt;
|| Chooses a random layer among layers with a CONDITION_RANDOM_PART_INDEX with the same identifier. Index is which option this condition is, out of Range number of options. Ex:&lt;br /&gt;
&amp;lt;code&amp;gt;[CONDITION_RANDOM_PART_INDEX:HEAD:3:4]&amp;lt;/code&amp;gt;&lt;br /&gt;
is the third possible random head out of four total options. One of these random conditions each will be put into a set of four different sprites to add some random variation in the appearance of the creature's head.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CONDITION_HAUL_COUNT_MIN}} ||&lt;br /&gt;
* integer&lt;br /&gt;
|| General&lt;br /&gt;
|| Counts how many items the creature is hauling. Used for {{token|PACK_ANIMAL}}s in vanilla.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CONDITION_HAUL_COUNT_MAX}} ||&lt;br /&gt;
* integer&lt;br /&gt;
|| General&lt;br /&gt;
|| Counts how many items the creature is hauling. Used for {{token|PACK_ANIMAL}}s in vanilla.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CONDITION_CHILD}} || || General&lt;br /&gt;
|| Checks if the creature is a child or baby.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CONDITION_NOT_CHILD}} || || General&lt;br /&gt;
|| Checks if the creature is an adult.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CONDITION_GHOST}} || || General&lt;br /&gt;
|| Checks if the creature is a ghost.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CONDITION_SYN_CLASS}} ||&lt;br /&gt;
* [[Syndrome#SYN_CLASS|SYN_CLASS]]&lt;br /&gt;
|| Syndrome || Changes graphics based on any syndromes the creature is affected by. Vanilla values include:&lt;br /&gt;
* ZOMBIE&lt;br /&gt;
* NECROMANCER&lt;br /&gt;
* VAMPCURSE&lt;br /&gt;
* RAISED_UNDEAD&lt;br /&gt;
* DISTURBED_DEAD&lt;br /&gt;
* GHOUL&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CONDITION_TISSUE_LAYER}} ||&lt;br /&gt;
* BY_CATEGORY&lt;br /&gt;
* [[Body_token#CATEGORY|body part category]] or ALL&lt;br /&gt;
* [[Body_detail_plan_token#BP_LAYERS|tissue layer]] or ALL&lt;br /&gt;
|| Tissue&lt;br /&gt;
|| Selects a tissue layer to use for checking other conditions. Ex:&lt;br /&gt;
&amp;lt;code&amp;gt;[CONDITION_TISSUE_LAYER:BY_CATEGORY:ALL:SKIN]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TISSUE_MIN_LENGTH}} ||&lt;br /&gt;
* integer&lt;br /&gt;
|| Tissue&lt;br /&gt;
|| Checks the current {{token|CONDITION_TISSUE_LAYER|g}}'s LENGTH [[Creature_token#TISSUE_LAYER_APPEARANCE_MODIFIER|appearance modifier]]. Is true if the LENGTH is greater than the integer input.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TISSUE_MAX_LENGTH}} ||&lt;br /&gt;
* integer&lt;br /&gt;
|| Tissue&lt;br /&gt;
|| Checks the current {{token|CONDITION_TISSUE_LAYER|g}}'s LENGTH [[Creature_token#TISSUE_LAYER_APPEARANCE_MODIFIER|appearance modifier]]. Is true if the LENGTH is less than the integer input.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TISSUE_MAY_HAVE_COLOR}} ||&lt;br /&gt;
* [[Color#Color_tokens|color token(s)]]&lt;br /&gt;
|| Tissue&lt;br /&gt;
|| Checks the selected tissue's color. Accepts multiple color tokens, and is true if the any of the colors is present in the selected tissues.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TISSUE_MAY_HAVE_SHAPING}} ||&lt;br /&gt;
* styling token&lt;br /&gt;
|| Tissue&lt;br /&gt;
|| Checks the current {{token|CONDITION_TISSUE_LAYER|g}}'s shaping (hairstyle). Valid tokens are NEATLY_COMBED, BRAIDED, DOUBLE_BRAIDS, PONY_TAILS, CLEAN_SHAVEN and STANDARD_HAIR/BEARD/MOUSTACHE/SIDEBURNS_SHAPINGS.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TISSUE_NOT_SHAPED}} || || Tissue&lt;br /&gt;
|| Checks the current {{token|CONDITION_TISSUE_LAYER|g}}'s color. Accepts multiple color tokens, and is true if the any of the colors is present in the selected tissues.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TISSUE_SWAP}} ||&lt;br /&gt;
* IF_MIN_CURLY&lt;br /&gt;
* integer&lt;br /&gt;
* tile page id&lt;br /&gt;
* x position&lt;br /&gt;
* y position&lt;br /&gt;
| Tissue&lt;br /&gt;
| Checks if a tissue is sufficiently curly, and if so swaps to display a different image. The new image is defined by the tile page ID, x position, and y position.&lt;br /&gt;
&lt;br /&gt;
This condition should be within a [LAYER:... ] that has a similar graphic to the on in the TISSUE_SWAP.&lt;br /&gt;
The current {{token|CONDITION_TISSUE_LAYER|g}} group must also include a {{token|TISSUE_MIN_LENGTH|g}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|ITEM_QUALITY}}{{version|50.13}} ||&lt;br /&gt;
* integer&lt;br /&gt;
| Armor&amp;lt;br&amp;gt;Wieldables{{verify}}&lt;br /&gt;
|| Checks the current {{token|CONDITION_ITEM_WORN|g}}'s [[quality]]. 0 is base quality, 5 is masterwork.  See [CONDITION_MATERIAL_FLAG:IS_CRAFTED_ARTIFACT] for [[artifact]]-quality items.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|USE_PALETTE}}{{version|50.13}} ||&lt;br /&gt;
* layer set palette&lt;br /&gt;
* row&lt;br /&gt;
| General&lt;br /&gt;
|| Colors the layer using that row of the layer-set-specific {{token|LS_PALETTE|g}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|USE_STANDARD_PALETTE_FROM_ITEM}}{{version|50.13}} || || Armor&amp;lt;br&amp;gt;Wieldables{{verify}}&lt;br /&gt;
|| Uses the default palette to render the layer based on the [[Material definition token#STATE_COLOR|color]] of the current {{token|CONDITION_ITEM_WORN|g}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CONDITION_BP}}{{version|50.13}} ||&lt;br /&gt;
*  selection criteria BY_TYPE, BY_CATEGORY, BY_TOKEN&lt;br /&gt;
*  category, type, or token&lt;br /&gt;
| Body&lt;br /&gt;
|| Defines a body part graphic using standard [[body token]] selection criteria. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BP_APPEARANCE_MODIFIER_RANGE}}{{version|50.13}} ||&lt;br /&gt;
*  QUALITY&lt;br /&gt;
*  minimum&lt;br /&gt;
*  maximum&lt;br /&gt;
| Body&lt;br /&gt;
|| Checks if current {{token|CONDITION_BP|g}}'s {{token|BP_APPEARANCE_MODIFIER|c}} falls within the chosen range.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BP_PRESENT}}{{version|50.13}} || || Body&lt;br /&gt;
|| Checks if the current {{token|CONDITION_BP|g}} is present and not destroyed, pulped, or severed. Can also be applied to {{token|LG_CONDITION_BP|g}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BP_SCARRED}}{{version|50.13}} || || Body&lt;br /&gt;
|| Checks if the current {{token|CONDITION_BP|g}} is scarred. Seems to also require {{token|BP_PRESENT|g}} to avoid illogical results. {{verify}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Vermin Conditions ===&lt;br /&gt;
Special Conditions for {{token|VERMIN|c}} creature graphics:&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Condition&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN}} || The default graphic for this vermin.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_ALT}} || Image cycles every 1 second.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SWARM_SMALL}} || For swarming vermin like [[fly|flies]] and [[fairy|fairies]] in small groups.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SWARM_MEDIUM}} || For swarming vermin like [[fly|flies]] and [[fairy|fairies]] in medium-sized groups.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SWARM_LARGE}} || For swarming vermin like [[fly|flies]] and [[fairy|fairies]] in large groups.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIGHT_VERMIN}} || For [[firefly|fireflies]] etc. Does not replace {{token|VERMIN|g}}. However, [LIGHT_GEN] is bugged and does not work at the present time.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIGHT_VERMIN_ALT}} || Like {{token|VERMIN_ALT|g}} for [[firefly|fireflies]] etc. However, [LIGHT_GEN] is bugged and does not work at the present time.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIGHT_SWARM_SMALL}} || Unused. Would work for small sized swarms of light producing vermin, if [LIGHT_GEN] was working.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIGHT_SWARM_MEDIUM}} || Unused. Would work for medium sized swarms of light producing vermin, if [LIGHT_GEN] was working.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIGHT_SWARM_LARGE}} || Unused. Would work for large sized swarms of light producing vermin, if [LIGHT_GEN] was working.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMAINS}} || Vermin corpses.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HIVE}} || Vermin hives.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Item Graphics ==&lt;br /&gt;
Item graphics can also be defined, but are mostly hardcoded. This section of the wiki needs to be fleshed out. Descriptions of the token functions is provisional.&lt;br /&gt;
&lt;br /&gt;
Item graphics currently do not support LARGE_IMAGE.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TILE_GRAPHICS}}&lt;br /&gt;
|&lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
* Item ID&lt;br /&gt;
| Begins defining tile graphics for an item. Sets default tile graphic.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BOULDER_GRAPHICS}}&lt;br /&gt;
|&lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
* Material ID&lt;br /&gt;
| Defines tile graphics variants to use for BOULDER items by material; currently all boulders use material palette instead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|ROUGH_GEM_GRAPHICS}}&lt;br /&gt;
|&lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
* Material ID&lt;br /&gt;
| Defines tile graphics variants to use for ROUGH (gem) items by material; currently all rough gems use material palette instead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BARS_GRAPHICS}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
* Material ID or item ID&lt;br /&gt;
| Defines tile graphics variants to use for BAR items by material.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|FOOD_GRAPHICS}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
* Item ID&lt;br /&gt;
| Defines tile graphics for FOOD items.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CHEESE_GRAPHICS}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
* Material ID&lt;br /&gt;
| Defines tile graphics variants to use for CHEESE items by material. Unused in vanilla raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|ARMOR_GRAPHICS}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
* Item ID&lt;br /&gt;
| Defines tile graphics for ARMOR items; this is for items not being worn by a creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|GLOVES_GRAPHICS}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
* Item ID&lt;br /&gt;
| Defines tile graphics for GLOVES items; this is for items not being worn by a creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|HELM_GRAPHICS}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
* Item ID&lt;br /&gt;
| Defines tile graphics for HELM items; this is for items not being worn by a creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|PANTS_GRAPHICS}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
* Item ID&lt;br /&gt;
| Defines tile graphics for PANTS items; this is for items not being worn by a creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|SHOES_GRAPHICS}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
* Item ID&lt;br /&gt;
| Defines tile graphics for SHOES items; this is for items not being worn by a creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|SHOES_GRAPHICS_METAL}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
* Item ID&lt;br /&gt;
| Defines metal material tile graphics variants for SHOES items; this is for items not being worn by a creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|SHIELD_GRAPHICS}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
* Item ID&lt;br /&gt;
| Defines tile graphics for SHIELD items; this is for items not being worn by a creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|SHIELD_GRAPHICS_WOODEN}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
* Item ID&lt;br /&gt;
| Defines wood material tile graphics variants for SHIELD items; this is for items not being worn by a creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TOY_GRAPHICS}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
* Item ID&lt;br /&gt;
* Material ID&lt;br /&gt;
| Defines tile graphics for TOY items.  Material ID in this case is one of STONE, WOOD, METAL, or GLASS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TRAPCOMP_GRAPHICS}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
* Item ID&lt;br /&gt;
| Defines tile graphics for TRAPCOMP items.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TRAPCOMP_GRAPHICS_WEAPON_TRAP}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines tile graphics for TRAPCOMP items when built into a weapon trap; must follow TRAPCOMP_GRAPHICS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TRAPCOMP_GRAPHICS_UPRIGHT_#X}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines tile graphics for installed upright spike traps. These comprise two-tile graphics: # is replaced with the number of spikes, 1-10; X is replaced with T (for top graphic tile) or B (bottom graphic tile). This follows the tile graphics definition of either MENACINGSPIKE or SPEAR.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|SIEGEAMMO_GRAPHICS}}&lt;br /&gt;
| &lt;br /&gt;
* Item ID&lt;br /&gt;
| Begins defining graphics for SIEGEAMMO items.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|SIEGEAMMO_GRAPHICS_STRAIGHT_DEFAULT}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines graphics for ballista arrows aligned orthogonally on the map; follows SEIGEAMMO_GRAPHICS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|SIEGEAMMO_GRAPHICS_STRAIGHT_WOOD}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Wooden variant of above.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|SIEGEAMMO_GRAPHICS_DIAGONAL_DEFAULT}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines graphics for ballista arrows aligned diagonally on the map; follows SEIGEAMMO_GRAPHICS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|SIEGEAMMO_GRAPHICS_DIAGONAL_WOOD}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Wood variant of above.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|AMMO_GRAPHICS}}&lt;br /&gt;
| &lt;br /&gt;
* Item ID&lt;br /&gt;
| Begins defining graphics for AMMO items.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|AMMO_GRAPHICS_STRAIGHT_DEFAULT}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines graphics for AMMO items aligned orthogonally on the map; follows AMMO_GRAPHICS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|AMMO_GRAPHICS_STRAIGHT_WOOD}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Wooden variant of above.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|AMMO_GRAPHICS_DIAGONAL_DEFAULT}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines graphics for AMMO aligned diagonally on the map; follows AMMO_GRAPHICS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|AMMO_GRAPHICS_DIAGONAL_WOOD}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Wood variant of above.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|WEAPON_GRAPHICS}}&lt;br /&gt;
| &lt;br /&gt;
* Item ID&lt;br /&gt;
| Begins defining graphics for WEAPON items.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|WEAPON_GRAPHICS_DEFAULT}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines default graphics for WEAPON item defined by WEAPON_GRAPHICS not being worn by creatures; follows WEAPON_GRAPHICS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|WEAPON_GRAPHICS_MATERIAL}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines material palette{{verify}} graphics for WEAPON item defined by WEAPON_GRAPHICS not being worn by creatures; follows WEAPON_GRAPHICS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|WEAPON_GRAPHICS_WOOD_GROWN}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines graphics for grown-wood WEAPON item defined by WEAPON_GRAPHICS not being worn by creatures; follows WEAPON_GRAPHICS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|WEAPON_GRAPHICS_WOOD}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines graphics for wooden WEAPON item defined by WEAPON_GRAPHICS not being worn by creatures; follows WEAPON_GRAPHICS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|WEAPON_GRAPHICS_WEAPON_TRAP}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines graphics for WEAPON item defined by WEAPON_GRAPHICS as it appears installed in a weapon trap; follows WEAPON_GRAPHICS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TOOL_GRAPHICS}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
* Item ID&lt;br /&gt;
| Defines default graphics for TOOL items; also begins defining variant graphics for material or container conditions when followed by tokens below.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|ADD_TOOL_GRAPHICS}}&lt;br /&gt;
| &lt;br /&gt;
* Item ID&lt;br /&gt;
| Adds graphics to an existing tool defined with TOOL_GRAPHICS, followed by the tool graphics material or container condition tokens below.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TOOL_GRAPHICS_WOOD}}&lt;br /&gt;
| &lt;br /&gt;
* Variant index&lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines additonal variant graphics for wooden TOOL items defined by TOOL_GRAPHICS; follows TOOL_GRAPHICS or ADD_TOOL_GRAPHICS. Requires seven variants; the resulting tool graphic is selected randomly from these (they can all point to the same tile index if desired).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TOOL_GRAPHICS_STONE}}&lt;br /&gt;
| &lt;br /&gt;
* Variant index&lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines additonal variant graphics for stone TOOL items defined by TOOL_GRAPHICS; follows TOOL_GRAPHICS or ADD_TOOL_GRAPHICS. Requires seven variants; the resulting tool graphic is selected randomly from these (they can all point to the same tile index if desired).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TOOL_GRAPHICS_METAL}}&lt;br /&gt;
| &lt;br /&gt;
* Variant index&lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines additonal variant graphics for metal TOOL items defined by TOOL_GRAPHICS; follows TOOL_GRAPHICS or ADD_TOOL_GRAPHICS. Requires seven variants; the resulting tool graphic is selected randomly from these (they can all point to the same tile index if desired).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TOOL_GRAPHICS_GLASS}}&lt;br /&gt;
| &lt;br /&gt;
* Variant index&lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines additonal variant graphics for glass TOOL items defined by TOOL_GRAPHICS; follows TOOL_GRAPHICS or ADD_TOOL_GRAPHICS. Requires seven variants; the resulting tool graphic is selected randomly from these (they can all point to the same tile index if desired).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TOOL_GRAPHICS_CONTAINER_WOOD_LIQUID}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines graphics for wooden liquid-containing containers (empty); follows ADD_TOOL_GRAPHICS definition for container.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TOOL_GRAPHICS_CONTAINER_STONE_LIQUID}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines graphics for stone liquid-containing containers (empty); follows ADD_TOOL_GRAPHICS definition for container.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TOOL_GRAPHICS_CONTAINER_METAL_LIQUID}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines graphics for metal (and glass?) liquid-containing containers (empty); follows ADD_TOOL_GRAPHICS definition for container.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TOOL_GRAPHICS_CONTAINER_LIQUID}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines graphics for the liquid filling a liquid-containing container; follows TOOL_GRAPHICS_CONTAINER_*_LIQUID.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TOOL_GRAPHICS_CONTAINER_WOOD_ITEM}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines graphics for wooden containers holding items; follows ADD_TOOL_GRAPHICS definition for container.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TOOL_GRAPHICS_CONTAINER_STONE_ITEM}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines graphics for stone containers holding items; follows ADD_TOOL_GRAPHICS definition for container.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TOOL_GRAPHICS_CONTAINER_METAL_ITEM}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines graphics for metal (and glass?) containers holding items; follows ADD_TOOL_GRAPHICS definition for container.&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TOOL_GRAPHICS_HIVE_BLD}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines the built item graphics for HIVE items.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TOOL_GRAPHICS_HIVE_BLD_IN_USE}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines the built item graphics for HIVE items that have hives installed.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TOOL_GRAPHICS_HIVE_PRODUCTS}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines the built item graphics for HIVE items that are ready to be harvested.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TOOL_GRAPHICS_SHAPE}}&lt;br /&gt;
| &lt;br /&gt;
* Shape ID&lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines graphics for shaped items; currently used for dice.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== World Map Graphics ==&lt;br /&gt;
World map graphics are defined in &amp;lt;code&amp;gt;[[Game_folders_and_files#Game_folder|Dwarf Fortress]]\data\vanilla\vanilla_world_map\graphics\graphics_world_map.txt&amp;lt;/code&amp;gt;&lt;br /&gt;
Tokens that accept variants have 5 of them:&lt;br /&gt;
&lt;br /&gt;
    [TILE_GRAPHICS:&amp;lt;tile page identifier&amp;gt;:&amp;lt;x position&amp;gt;:&amp;lt;y position&amp;gt;:&amp;lt;TOKEN&amp;gt;:1]&lt;br /&gt;
    [TILE_GRAPHICS:&amp;lt;tile page identifier&amp;gt;:&amp;lt;x position&amp;gt;:&amp;lt;y position&amp;gt;:&amp;lt;TOKEN&amp;gt;:2]&lt;br /&gt;
    [TILE_GRAPHICS:&amp;lt;tile page identifier&amp;gt;:&amp;lt;x position&amp;gt;:&amp;lt;y position&amp;gt;:&amp;lt;TOKEN&amp;gt;:3]&lt;br /&gt;
    [TILE_GRAPHICS:&amp;lt;tile page identifier&amp;gt;:&amp;lt;x position&amp;gt;:&amp;lt;y position&amp;gt;:&amp;lt;TOKEN&amp;gt;:4]&lt;br /&gt;
    [TILE_GRAPHICS:&amp;lt;tile page identifier&amp;gt;:&amp;lt;x position&amp;gt;:&amp;lt;y position&amp;gt;:&amp;lt;TOKEN&amp;gt;:5]&lt;br /&gt;
&lt;br /&gt;
Otherwise:&lt;br /&gt;
&lt;br /&gt;
   [TILE_GRAPHICS:&amp;lt;tile page identifier&amp;gt;:&amp;lt;x position&amp;gt;:&amp;lt;y position&amp;gt;:&amp;lt;TOKEN&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Creature token]]&lt;br /&gt;
*[[Syndrome]]&lt;br /&gt;
*[[Creature examples]]&lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
{{Category|Tokens}}&lt;br /&gt;
[[ru:Graphics token]]&lt;/div&gt;</summary>
		<author><name>DikbutDaGrate</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Creature_token&amp;diff=302005</id>
		<title>Creature token</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Creature_token&amp;diff=302005"/>
		<updated>2024-06-17T23:32:51Z</updated>

		<summary type="html">&lt;p&gt;DikbutDaGrate: More formatting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{Modding}}&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;code&amp;gt;[OBJECT:CREATURE]&amp;lt;/code&amp;gt; [[token]] begins the definition of a ''Dwarf Fortress'' [[creature]] [[raw file]]. Each creature definition that follows begins with the {{token|creature|c|creature ID}} token, and the creature's exact properties and behavior are then specified by the use of further creature tokens.  All known creature tokens are listed below. &lt;br /&gt;
&lt;br /&gt;
Vanilla creature definitions can be found in &amp;lt;code&amp;gt;[[Game folder|&amp;lt;Dwarf Fortress&amp;gt;]]\data\vanilla\vanilla_creatures\&amp;lt;/code&amp;gt;. &lt;br /&gt;
Creature ID is also used with [[graphics token]]s to make customizable [[graphics set]]s.&lt;br /&gt;
&lt;br /&gt;
The [[caste]] tokens allow defining sub-species within the broader creature definition, including true biological castes and lesser variations, such as sexes. Creature tokens can either be 'Creature' or 'CASTE-only' type which can only be applied to creature or cast respectively, or 'CASTE' which can be applied to both. In the table bellow, creature type distinguish tokens that can be applied to creature only, cast only and both ('creature', 'CASTE-only', and 'CASTE' respectively)&lt;br /&gt;
&lt;br /&gt;
__NOTOC__ &lt;br /&gt;
{{clear}}&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==A==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ADOPTS_OWNER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Prevents tamed creature from being made available for adoption, instead allowing it to automatically adopt whoever it wants. The basic requirements for adoption are intact, and the creature will only adopt individuals who have a [[preference]] for their species. Used by [[cat]]s in the vanilla game. When {{k|v}}iewing a tame creature with this token, the message &amp;quot;This animal isn't interested in your wishes&amp;quot; will appear instead of &amp;quot;This [adorable] animal can't work&amp;quot; or &amp;quot;This animal is waiting to be trained&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ALCOHOL_DEPENDENT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature need [[alcohol]] to get through the working day; it will choose to drink booze instead of [[water]] if possible. Going sober for too long reduces speed.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ALL_ACTIVE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Sets the creature to be active during the day, night, and twilight in Adventurer Mode. Seems to be a separate value from {{token|DIURNAL|c}}/{{token|NOCTURNAL|c}}/{{token|CREPUSCULAR|c}}, rather than implying them.{{verify|code}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ALTTILE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*'character' or tile number&lt;br /&gt;
| If set, the creature will blink between its {{token|TILE|c}} and its ALTTILE. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AMBUSHPREDATOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Found on {{token|LARGE_PREDATOR|c}}s who ambush their prey. Instead of charging relentlessly at prey, the predator will wait till the prey is within a few squares before charging. May or may not work on other creatures. {{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AMPHIBIOUS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to breathe both in and out of [[water]] (unlike {{token|AQUATIC|c}}) - does not prevent drowning in [[magma]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APP_MOD_DESC_RANGE}}&lt;br /&gt;
| Appearance Modifier&lt;br /&gt;
|&lt;br /&gt;
*Range (6 values, low to high)&lt;br /&gt;
| Based on info from [http://www.bay12forums.com/smf/index.php?topic=113762.msg3473069#msg3473069 Wannabehero on the forums]: When used with an appearance modifier token (BP_APPEARANCE_MODIFIER or BODY_APPEARANCE_MODIFIER), tells the game what numeric ranges to map to which descriptors.&lt;br /&gt;
&lt;br /&gt;
The game uses 7 descriptor levels for each modifier, with the center one generally being to omit the thing from the creature description entirely. The six values in APP_MOD_DESC_RANGE define the boundaries between each described range. If this is not specified it uses the numbers 10:50:95:105:150:190.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APP_MOD_GENETIC_MODEL}}&lt;br /&gt;
| Appearance Modifier&lt;br /&gt;
|&lt;br /&gt;
*Model (Accepts DOMINANT_MORE, DOMINANT_LESS, and MIX)&lt;br /&gt;
| Defines a genetic model for the relevant appearance modifier(s). May or may not do anything significant at present.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APP_MOD_IMPORTANCE}}&lt;br /&gt;
| Appearance Modifier&lt;br /&gt;
|&lt;br /&gt;
*number&lt;br /&gt;
| Determines how important the appearance modifier is, for determining whether it shows up in the creature description.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APP_MOD_NOUN}}&lt;br /&gt;
| Appearance Modifier&lt;br /&gt;
| &lt;br /&gt;
*noun&lt;br /&gt;
*SINGULAR or PLURAL &lt;br /&gt;
| Creates a noun for the appearance, and whether it is singular or plural.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APP_MOD_RATE}}&lt;br /&gt;
| Appearance Modifier&lt;br /&gt;
| &lt;br /&gt;
*Rate (integer)&lt;br /&gt;
*Scale (DAILY, YEARLY)&lt;br /&gt;
*min (growth)&lt;br /&gt;
*max (growth)&lt;br /&gt;
*start year&lt;br /&gt;
*start day&lt;br /&gt;
*end year&lt;br /&gt;
*end day &lt;br /&gt;
| Setting the growth rate of the modifier. The last two tokens can be replaced by NO_END to have growth continue indefinitely.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APPLY_CREATURE_VARIATION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*creature variation ID&lt;br /&gt;
*(optional) any amount of arbitrary arguments&lt;br /&gt;
| Applies the specified [[creature variation token|creature variation]]. See [[Creature_variation_token#Arguments_and_conditional_tokens]] for how the subsequent arguments may be used.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APPLY_CURRENT_CREATURE_VARIATION}}&lt;br /&gt;
| Special&lt;br /&gt;
|  &lt;br /&gt;
| Applies the effects of all pending {{token|CV_ADD_TAG|c}} and {{token|CV_REMOVE_TAG|c}} tokens that have been defined in the current creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AQUATIC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Enables the creature to breathe in water, but causes it to air-drown on dry land. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ARENA_RESTRICTED}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Causes the creature to be excluded from the [[object testing arena]]'s creature spawning list.  Typically applied to spoileriffic creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ARTIFICIAL_HIVEABLE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
| Enables the creature to be kept in artificial [[hive]]s by [[beekeeper]]s.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AT_PEACE_WITH_WILDLIFE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Prevents the creature from attacking or frightening creatures with the {{Token|NATURAL|c}} tag.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*token&lt;br /&gt;
*selection criteria (it's complicated)&lt;br /&gt;
| Defines the attack name, and the body part used. See [[#Attack Tokens|below]] for valid subtokens&lt;br /&gt;
'''Example:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;[ATTACK:GORE:BODYPART:BY_CATEGORY:HORN]&amp;lt;/code&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
''GORE'' = name of the attack&amp;lt;br /&amp;gt;&lt;br /&gt;
''BODYPART:BY_CATEGORY:HORN'' = the horn is used to attack (presuming the creature has one)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_TRIGGER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*population&lt;br /&gt;
*exported wealth&lt;br /&gt;
*created wealth&lt;br /&gt;
| Specifies when a [[megabeast]] or [[semi-megabeast]] will attack the fortress. The attacks will start occurring when all of the requirements are met. Setting a value to 0 disables the trigger.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==B==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BABY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*integer &lt;br /&gt;
| Age at which creature is considered a child, the default is zero. One can think of this as the duration of the baby stage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BABYNAME}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*singular&lt;br /&gt;
*plural &lt;br /&gt;
| Defines a new name for a creature in baby state at the caste level. For non-caste-specific baby names, see {{token|GENERAL_BABY_NAME|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BEACH_FREQUENCY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*integer&lt;br /&gt;
| Creature may be subject to [[beaching]], becoming stranded on [[Beach|shores]], where they will eventually air-drown. The number indicates the frequency of the occurrence. Presumably requires the creature to be {{token|AQUATIC|c}}. Used by [[orca]]s, [[sperm whale]]s and [[sea nettle jellyfish]] in the vanilla game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BENIGN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is non-aggressive by default, and will never automatically be engaged by companions or soldiers, running away from any creatures that are not friendly to it, and will only defend itself if it becomes enraged. Can be thought of as the counterpoint of the {{token|LARGE_PREDATOR|c}} tag. When tamed, animals with this tag will be useless for fortress defense.&lt;br /&gt;
&lt;br /&gt;
This and {{token|TRADE_CAPACITY|c}} are required for {{token|PACK_ANIMAL|c}} to function properly, if an animal contains the aforementioned requirements without this tag: items loaded by the merchants will be dropped upon departure.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BIOME}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
* [[biome token]]&lt;br /&gt;
| Select a [[biome]] the creature may appear in.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BLOOD}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;[[material token]]&amp;gt;&lt;br /&gt;
* &amp;lt;[[Material_definition_token#Material_States|material state]]&amp;gt;&lt;br /&gt;
| Specifies what the creature's blood is made of.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BLOODSUCKER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Causes [[vampire]]-like behaviour; the creature will suck the [[Creature_token#BLOOD|blood]] of unconscious victims when its [[Syndrome#TIME_SINCE_SUCKED_BLOOD|thirst for blood]] grows sufficiently large. When controlling the creature in adventure mode, this can be done at will. Seems to be required to make the creature denouncable (in-world) as a creature of the night.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BODY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*body parts &lt;br /&gt;
| Draws body parts from OBJECT:BODY files (such as body_default.txt)&lt;br /&gt;
'''Example:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY:BODY_WITH_HEAD_FLAG:HEART:GUTS:BRAIN:MOUTH] &amp;lt;br /&amp;gt;&lt;br /&gt;
This is the body from a [[purring maggot]]. It creates a body with head, a heart, some guts, a brain, and a mouth. That's all a maggot needs.&lt;br /&gt;
&lt;br /&gt;
The body parts need to be listed in an order such that any parent part appears before its connected children. For example [BODY:HEART:BODY_WITH_HEAD_FLAG] produces a &amp;quot;Body Token Recognized But Could Not Connect: HEART&amp;quot; error because HEART can't find any UPPERBODY(s) to connect to. Switching the order to [BODY:BODY_WITH_HEAD_FLAG:HEART] fixes the problem because now the UPPERBODY is created before the HEART tries to connect to it.&lt;br /&gt;
&lt;br /&gt;
'''If the body is left undefined, the creature (or caste) will be tagged as [DOES_NOT_EXIST].''' {{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BODY_APPEARANCE_MODIFIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*ATTRIBUTE&lt;br /&gt;
*lowest&lt;br /&gt;
*lower&lt;br /&gt;
*low&lt;br /&gt;
*median&lt;br /&gt;
*high&lt;br /&gt;
*higher&lt;br /&gt;
*highest &lt;br /&gt;
| These body modifiers give individual creatures different characteristics. In the case of HEIGHT, BROADNESS and LENGTH, the modifier is also a percentage change to the BODY_SIZE of the individual creature. The seven numbers afterward give a distribution of ranges. Each interval has an equal chance of occurring.&lt;br /&gt;
'''Example:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110] &amp;lt;br /&amp;gt;&lt;br /&gt;
''HEIGHT'' : marks the height to be changed &amp;lt;br /&amp;gt;&lt;br /&gt;
''90:95:98:100:102:105:110'' : sets the range from the shortest (90% of the average height) to the tallest (110% of the average height) creature variation.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BODY_DETAIL_PLAN}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*PlanName&lt;br /&gt;
*Arguments &lt;br /&gt;
| Loads a plan from listed OBJECT:BODY_DETAIL_PLAN files, such as b_detail_plan_default.txt. Mass applies USE_MATERIAL_TEMPLATE, mass alters RELSIZE, alters body part positions, and will allow tissue layers to be defined. Tissue layers are defined in order of skin to bone here.&lt;br /&gt;
'''Example:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE] &amp;lt;br /&amp;gt;&lt;br /&gt;
This creates the detailed body of a [[fox]], the skin, fat, muscle, bones and cartilage out of the vertebrate tissues.&amp;lt;br /&amp;gt;&lt;br /&gt;
A [[Purring maggot|maggot]] would only need:&amp;lt;br /&amp;gt;&lt;br /&gt;
''[BODY_DETAIL_PLAN:EXOSKELETON_TISSUE_LAYERS:SKIN:FAT:MUSCLE]'' &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BODY_SIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*years&lt;br /&gt;
*days&lt;br /&gt;
*size &lt;br /&gt;
| Sets size at a given age. Size is in cubic centimeters, and for normal body materials, is roughly equal to the creature's average weight in grams.&lt;br /&gt;
'''Example:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_SIZE:0:0:10000]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_SIZE:1:168:50000]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_SIZE:12:0:220000]&amp;lt;br /&amp;gt;&lt;br /&gt;
This describes the size of a [[minotaur]]. Its birth size would be 10,000 cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; (~10 kg). At 1 year and 168 days old it would be 50,000 cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; (~50 kg). And as an adult (at 12 years old) it would be 220,000 cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; and weigh roughly 220 kg.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BODYGLOSS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*gloss &lt;br /&gt;
| Substitutes body part text with replacement text. Draws gloss information from OBJECT:BODY files (such as body_default.txt)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BONECARN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature eats bones. Implies {{token|CARNIVORE|c}}. [[Adventurer mode|Adventurers]] with this token are currently unable to eat bones.{{Bug|11069}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BP_ADD_TYPE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Adds a type to a body part - used with {{token|SET_BP_GROUP|c}}. In vanilla DF, this is used for adding the type '[[Body token#GELDABLE|GELDABLE]]' to the lower body of certain [[cat|creatures]]. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BP_APPEARANCE_MODIFIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*QUALITY&lt;br /&gt;
*lowest&lt;br /&gt;
*lower&lt;br /&gt;
*low&lt;br /&gt;
*median&lt;br /&gt;
*high&lt;br /&gt;
*higher&lt;br /&gt;
*highest &lt;br /&gt;
| Sets up the breadth of possibilities for appearance qualities for a selected BP group. EG. Eyes (CLOSE_SET, DEEP_SET, ROUND_VS_NARROW, LARGE_IRIS),Lips (THICKNESS), Nose (BROADNESS, LENGTH, UPTURNED, CONVEX), Ear (SPLAYED_OUT, HANGING_LOBES, BROADNESS, HEIGHT), Tooth (GAPS), Skull (HIGH_CHEEKBONES, BROAD_CHIN, JUTTING CHIN, SQUARE_CHIN), Neck (DEEP_VOICE, RASPY_VOICE), Head (BROADNESS, HEIGHT)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BP_REMOVE_TYPE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Removes a type from a body part. Used with {{token|SET_BP_GROUP|c}}. &lt;br /&gt;
 &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BUILDINGDESTROYER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*1 or 2 &lt;br /&gt;
| Allows a creature to destroy furniture and buildings. Value [1] targets mostly doors, hatches, furniture and the like. Value [2] targets anything not made with the {{k|b}} + {{k|C}} commands. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==C==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CAN_DO_INTERACTION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*interaction token&lt;br /&gt;
| The creature can perform an interaction. See [[interaction token]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CAN_LEARN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature gains [[skill]]s and can have [[labor|professions]]. If a member of a civilization (even a pet) has this token, it'll need to eat, drink and sleep. Note that this token makes the creature unable to be eaten by an adventurer, so it is not recommended for uncivilized monsters. Adventurers lacking this token can allocate but not increase attributes and skills. Skills allocated will disappear on start.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CAN_SPEAK}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Can [[talking|talk]]. Note that this is not necessary for a creature to gain social skills.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CANNOT_CLIMB}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature cannot [[climber|climb]], even if it has free grasp parts.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CANNOT_JUMP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature cannot [[jump]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CANNOT_UNDEAD}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Acts like {{token|NOT_LIVING|c}}, except that {{token|OPPOSED_TO_LIFE|c}} creatures will attack them.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CANOPENDOORS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to open [[door]]s that are set to be unpassable for pets. In adventure mode, creatures lacking this token will be unable to pass through door tiles except whilst these are occupied by other creatures. Not currently useful in Fortress mode as doors can no longer be set unpassable for pets.{{version|50.03}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CARNIVORE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature ''only'' eats [[meat]]. If the creature goes on rampages in worldgen, it will often devour the people/animals it kills. Does not seem to affect the diet of the adventurer in adventure mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*name &lt;br /&gt;
| Defines a [[caste]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_ALTTILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*tile number or &amp;quot;letter&amp;quot;&lt;br /&gt;
| Caste-specific {{token|ALTTILE|c}}. Requires {{token|CASTE_TILE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_COLOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*fg&lt;br /&gt;
*bg&lt;br /&gt;
*brightness&lt;br /&gt;
| Caste-specific {{token|COLOR|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_GLOWCOLOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*fg&lt;br /&gt;
*bg&lt;br /&gt;
*brightness&lt;br /&gt;
| Caste-specific {{token|GLOWCOLOR|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_GLOWTILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*tile value or &amp;quot;letter&amp;quot;&lt;br /&gt;
| Caste-specific {{token|GLOWTILE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_NAME}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*singular&lt;br /&gt;
*plural&lt;br /&gt;
*adjective &lt;br /&gt;
| While {{token|NAME|c}} describes the name of the species, {{token|CASTE_NAME|c}} names individuals of the species. Unlike other caste-specific descriptions, this token is required, even for creatures without separate castes. If left undefined, the creature will not show up in the [[arena]] and members of the species will be labeled as &amp;quot;nothing&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_PROFESSION_NAME}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Unit type token]] (Profession)&lt;br /&gt;
*singular&lt;br /&gt;
*plural &lt;br /&gt;
| Caste-specific {{token|PROFESSION_NAME|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_SOLDIER_ALTTILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*'character' or tile number&lt;br /&gt;
| Caste-specific {{token|SOLDIER_ALTTILE|c}}. Requires {{token|CASTE_SOLDIER_TILE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_SOLDIER_TILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*'character' or tile number&lt;br /&gt;
| Caste-specific {{token|CREATURE_SOLDIER_TILE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_TILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* tile number or &amp;quot;letter&amp;quot;&lt;br /&gt;
| Caste-specific {{token|CREATURE_TILE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CAVE_ADAPT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Gives the creature a bonus in caves. Also causes [[cave adaptation]]. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CDI}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*Varies&lt;br /&gt;
| Specifies interaction details following a {{token|CAN_DO_INTERACTION|c}} token. See [[interaction token]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CHANGE_BODY_SIZE_PERC}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*integer&lt;br /&gt;
| Multiplies body size by a factor of (integer)%. 50 halves size, 200 doubles.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CHANGE_FREQUENCY_PERC}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*integer&lt;br /&gt;
| Multiplies frequency by a factor of (integer)%.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CHILD}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*integer &lt;br /&gt;
| Age at which creature is considered an adult - one can think of this as the duration of the [[children|child]] stage. Allows the creature's offspring to be rendered fully tame if [[animal trainer|trained]] during their childhood. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CHILDNAME}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*singular&lt;br /&gt;
*plural &lt;br /&gt;
| Defines a new name for a creature in the child state at the caste level. For non-caste-specific child names, see {{token|GENERAL_CHILD_NAME|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CLUSTER_NUMBER}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*min&lt;br /&gt;
*max&lt;br /&gt;
| The minimum/maximum numbers of how many creatures per spawned cluster. Vermin fish with this token in combination with temperate ocean and river biome tokens [http://www.bay12forums.com/smf/index.php?topic=51864.msg1122319#msg1122319 will perform seasonal migrations]. Defaults to 1:1 if not specified.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CLUTCH_SIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*min&lt;br /&gt;
*max&lt;br /&gt;
|Number of [[egg]]s laid in one sitting.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COLONY_EXTERNAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Caste hovers around colony.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COLOR}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*foreground&lt;br /&gt;
*background&lt;br /&gt;
*brightness &lt;br /&gt;
| Color of the creature's tile. See [[Color]] for usage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMMON_DOMESTIC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| When combined with any of {{token|PET|c}}, {{token|PACK_ANIMAL|c}}, {{token|WAGON_PULLER|c}} and/or {{token|MOUNT|c}}, the creature is guaranteed to be domesticated by any [[civilization]] with {{token|COMMON_DOMESTIC_PET|e}}, {{token|COMMON_DOMESTIC_PACK|e}},  {{token|COMMON_DOMESTIC_PULL|e}} and/or {{token|COMMON_DOMESTIC_MOUNT|e}} respectively. Such civilizations will always have access to the creature, even in the absence of wild populations. This token is invalid on {{token|FANCIFUL|c}} creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CONVERTED_SPOUSE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Creatures of this caste's species with the {{token|SPOUSE_CONVERTER|c}} and {{token|NIGHT_CREATURE_HUNTER|c}} tokens will kidnap {{token|SPOUSE_CONVERSION_TARGET|c}}s of an appropriate sex and convert them into castes with CONVERTED_SPOUSE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COOKABLE_LIVE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Set this to allow the creature to be cooked in meals without first being butchered/cleaned. Used by some water-dwelling vermin such as [[mussel]]s, [[nautilus]]es and [[oyster]]s.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CRAZED}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Creature is '[[insanity|berserk]]' and will attack all other creatures, except members of its own species that '''also''' have the CRAZED tag. It will show {{DFtext|Berserk|4:1}} in the [[unit list]]. Berserk creatures go on rampages during [[world generation|worldgen]] much more frequently than non-berserk ones.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COPY_TAGS_FROM}}&lt;br /&gt;
| Special&lt;br /&gt;
| &lt;br /&gt;
*creature ID&lt;br /&gt;
| Copies another specified creature. This will override any definitions made before it; essentially, it makes this creature identical to the other one, which can then be modified. Often used in combination with {{token|APPLY_CREATURE_VARIATION|c}} to import standard variations from a file. The vanilla [[giant animal]]s and [[animal person|animal people]]s are examples of this token combination.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREATURE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*creature ID&lt;br /&gt;
| A unique, arbitrary identifier that begins the definition of each new creature, and is used to reference the creature in other tokens and raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREATURE_CLASS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*classname&lt;br /&gt;
| An arbitrary creature classification. Can be set to anything, but the only vanilla uses are GENERAL_POISON (used in syndromes), EDIBLE_GROUND_BUG (used as targets for {{token|GOBBLE_VERMIN_CLASS|c}}), MAMMAL, and POISONOUS (both used for kobold pet eligibility). A single creature can have multiple classes.&lt;br /&gt;
&lt;br /&gt;
The full list of tokens that use creature classes is: &lt;br /&gt;
&lt;br /&gt;
* Creature tokens: {{token|GOBBLE_VERMIN_CLASS|c}}, {{token|GOBBLE_VERMIN_CLASS|c}}&lt;br /&gt;
* Interaction tokens: {{token|IT_AFFECTED_CLASS|in}}, {{token|IT_IMMUNE_CLASS|in}}&lt;br /&gt;
* Animal definition (Entity) tokens: {{token|ANIMAL_CLASS|e}}, {{token|ANIMAL_FORBIDDEN_CLASS|e}}&lt;br /&gt;
* Position (Entity) token: {{token|ALLOWED_CLASS|po}}&lt;br /&gt;
* Syndrome tokens: {{token|SYN_AFFECTED_CLASS|sy}}, {{token|SYN_IMMUNE_CLASS|sy}}, {{token|CE_SENSE_CREATURE_CLASS|sy}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREATURE_SOLDIER_TILE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*'character' or tile number&lt;br /&gt;
| Creatures active in their civilization's [[military]] will use this tile instead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREATURE_TILE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*'character' or tile number &lt;br /&gt;
| The symbol of the creature in ASCII mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREPUSCULAR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Sets the creature to be active at twilight in adventurer mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CURIOUSBEAST_EATER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to [[Steals food|steal and eat edible items]] from a site. It will attempt to grab a food item and immediately make its way to the map's edge, where it will disappear with it. If the creature goes on rampages during worldgen, it will often steal food instead of attacking. Trained and tame instances of the creature will no longer display this behavior.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CURIOUSBEAST_GUZZLER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to (very quickly) [[Steals drink|drink your alcohol]]. Or spill the barrel to the ground. Also affects undead versions of the creature. Unlike food or item thieves, drink thieves will consume your alcohol on the spot rather than run away with one piece of it. Trained and tame instances of the creature will no longer display this behavior.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CURIOUSBEAST_ITEM}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to [[Steals items|steal things]] (apparently, of the highest value it can find). It will attempt to grab an item of value and immediately make its way to the map's edge, where it will disappear with it. If a creature with any of the CURIOUSBEAST tokens carries anything off the map, even if it is a caravan's pack animal, it will be reported as stealing everything it carries. If the creature goes on rampages in worldgen, it will often steal items instead of attacking - [[kea]] birds are infamous for this. Trained and tame instances of the creature will no longer display this behavior. Also, makes the creature unable to drop hauled items until it enters combat.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CV_ADD_TAG}}&lt;br /&gt;
| Special&lt;br /&gt;
| &lt;br /&gt;
*TAG NAME &lt;br /&gt;
| Adds a tag. Used in conjunction with creature variation templates.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CV_REMOVE_TAG}}&lt;br /&gt;
| Special&lt;br /&gt;
| &lt;br /&gt;
*TAG NAME &lt;br /&gt;
| Removes a tag. Used in conjunction with creature variation templates. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==D==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DEMON}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Found on generated [[demon]]s. Marks the caste to be used in the initial wave after breaking into the [[underworld]], and by the demon civilizations created during world-gen breachings{{verify}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DESCRIPTION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*text &lt;br /&gt;
| A brief description of the creature type, as displayed when viewing the creature's description/[[Thoughts and preferences|thoughts &amp;amp; preferences]] screen.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIE_WHEN_VERMIN_BITE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Causes the creature to die upon attacking. Used by [[honey bee]]s to simulate them dying after using their stingers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIFFICULTY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*integer &lt;br /&gt;
| Increases experience gain during adventure mode. Creatures with a difficulty of 11 or higher are not assigned for quests in adventure mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIURNAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Sets the creature to be active during the day in Adventurer Mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIVE_HUNTS_VERMIN}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| The creature hunts vermin by diving from the air. On tame creatures, it has the same effect as {{token|HUNTS_VERMIN|c}}. Found on [[peregrine falcon]]s.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DOES_NOT_EXIST}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Adding this token to a creature prevents it from appearing in generated worlds (unless it's marked as [[Entity_token#ANIMAL_ALWAYS_PRESENT|always present]] for a particular civilisation). For example, adding it to [[dog]]s will lead to worlds being generated without dogs in them. Also removes the creature from the [[object testing arena]]'s spawn list. If combined with {{token|FANCIFUL|c}}, artistic depictions of the creature will occur regardless. Used by [[centaur]]s, [[chimera]]s and [[griffon]]s in the vanilla game. &lt;br /&gt;
&lt;br /&gt;
Note: a creature tagged as DOES_NOT_EXIST can still be [[Interaction_token#I_EFFECT|summoned]] successfully, as long as it has a body defined in its raws. [http://www.bay12forums.com/smf/index.php?topic=165213.msg8086938#msg8086938]. It's also possible for another creature to [[Syndrome#CE_BODY_TRANSFORMATION|transform]] into it.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==E==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EBO_ITEM}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[item token]]&lt;br /&gt;
*[[material token]] (ANY_HARD_STONE can be used for the material)&lt;br /&gt;
| Defines the item that the creature drops upon being [[butcher|butchered]]. Used with {{token|EXTRA_BUTCHER_OBJECT|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EBO_SHAPE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*gem shape&lt;br /&gt;
| The shape of the creature's extra [[butcher|butchering]] drop. Used with {{token|EXTRA_BUTCHER_OBJECT|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EGG_MATERIAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* &amp;lt;[[material token]]&amp;gt;&lt;br /&gt;
* &amp;lt;[[Material_definition_token#Material_States|material state]]&amp;gt;&lt;br /&gt;
| Defines the material composition of [[egg]]s laid by the creature. [[creature_token#LAYS_EGGS|Egg-laying]] creatures in the default game define this 3 times, using LOCAL_CREATURE_MAT:EGGSHELL, LOCAL_CREATURE_MAT:EGG_WHITE, and then LOCAL_CREATURE_MAT:EGG_YOLK. Eggs will be made out of eggshell. Edibility is determined by tags on whites or yolk, but they otherwise do not exist.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EGG_SIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*size&lt;br /&gt;
| Determines the size of laid [[egg]]s. Doesn't affect hatching or cooking, but bigger eggs will be heavier, and may take longer to be hauled depending on the hauler's strength.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EQUIPMENT_WAGON}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature appear as a large 3×3 [[wagon]] responsible for carrying trade goods, pulled by two {{token|WAGON_PULLER|c}} creatures and driven by a merchant.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EQUIPS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to wear or wield items.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EVIL}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creature is considered evil and will only show up in evil biomes. Civilizations with {{token|USE_EVIL_ANIMALS|e}} can domesticate them regardless of exotic status. Has no effect on cavern creatures except to restrict taming. A civilization with evil creatures can colonise evil areas.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EXTRA_BUTCHER_OBJECT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
* TYPE, CATEGORY, or TOKEN&lt;br /&gt;
| The creature drops an additional object when [[butcher|butchered]], as defined by {{token|EBO_ITEM|c}} and {{token|EBO_SHAPE|c}}. Used for [[gizzard stone]]s in default creatures. For some materials, needs to be defined after caste definitions with SELECT_CASTE:ALL{{Bug|6355}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EXTRACT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* [[material token]]&lt;br /&gt;
| Defines a creature extract which can be obtained via [[small animal dissection]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EXTRAVISION}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature can see regardless of whether it has working eyes and has full 360 degree vision, making it impossible to strike the creature from a blind spot in combat. Invisible creatures will also be seen, namely [[intelligent undead]] using a &amp;quot;vanish&amp;quot; power.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==F==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FANCIFUL}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creature is a thing of legend and known to all civilizations. Its materials cannot be requested or preferred. The tag also adds some art value modifiers. Used by a [[Fanciful|number of creatures]]. Conflicts with {{token|COMMON_DOMESTIC|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FEATURE_ATTACK_GROUP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on [[Animal people#Subterranean animal people|subterranean animal-man]] tribals. Currently defunct. In previous versions{{verify}}, it caused these creatures to crawl out of chasms and underground rivers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FEATURE_BEAST}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on [[forgotten beast]]s. Presumably makes it act as such, initiating underground attacks on fortresses, or leads to the pop-up message upon encountering one{{verify}}. Hides the creature from displaying in a world_sites_and_pops file. Does not create historical figures like generated forgotten beasts do.&lt;br /&gt;
&lt;br /&gt;
Requires specifying a {{token|BIOME|c}} in which the creature will live, and both surface and subterranean biomes are allowed. Does not stack with {{token|LARGE_ROAMING|c}} and if both are used the creature will not spawn. Appears to be incompatible with {{token|DEMON|c}} even if used in separate castes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FEMALE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature biologically female, enabling her to [[Breeding|bear young]]. Usually specified inside a caste.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FIREIMMUNE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature immune to [[Interaction_token#FIREBALL|FIREBALL]] and [[Interaction_token#FIREJET|FIREJET]] attacks, and allows it to path through high temperature zones, like lava or fires. Does not, by itself, make the creature immune to the damaging effects of burning in [[fire]], and does not prevent general heat damage or melting on its own (this would require adjustments to be made to the creature's body [[Material_definition_token|materials]] - see the [[Dragon/raw|dragon raws]] for an example).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FIREIMMUNE_SUPER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Like {{token|FIREIMMUNE|c}}, but also renders the creature immune to [[Interaction_token#DRAGONFIRE|DRAGONFIRE]] attacks. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FISHITEM}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature's corpse is a single [[Item_token#FISH_RAW|FISH_RAW]] food item that needs to be cleaned (into a [[Item_token#FISH|FISH]] item) at a [[fishery]] to become edible. Before being cleaned the item is referred to as &amp;quot;raw&amp;quot;. The food item is categorized under &amp;quot;fish&amp;quot; on the food and stocks screens, and when uncleaned it is sorted under &amp;quot;raw fish&amp;quot; in the stocks (but does not show up on the food screen). &lt;br /&gt;
Without this or {{token|COOKABLE_LIVE|c}}, [[fishing|fished]] vermin will turn into food the same way as non-vermin creatures, resulting in multiple units of food (meat, brain, lungs, eyes, spleen etc.) from a single fished vermin. These units of food are categorized as meat by the game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FIXED_TEMP}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*temperature &lt;br /&gt;
| The creature's body is constantly at this temperature, heating up or cooling the surrounding area. Alters the temperature of the creature's inventory and all adjacent tiles, [[Temperature|with all the effects that this implies]] - may trigger wildfires at high enough values. Also makes the creature immune to extreme heat or cold, as long as the temperature set is not harmful to the materials that the creature is made from. Corpses and body parts of creatures with a fixed temperature maintain their temperature even after death.&lt;br /&gt;
&lt;br /&gt;
Note that temperatures of 12000 and higher may cause [[path|pathfinding]] issues in fortress mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FLEEQUICK}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| If engaged in combat, the creature will flee at the first sign of resistance. Used by [[kobold]]s in the vanilla game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FLIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to fly, independent of it having wings or not. Fortress Mode pathfinding only partially incorporates flying - flying creatures need a land path to exist between them and an area in order to access it, but as long as one such path exists, they do not need to use it, instead being able to fly over intervening obstacles. Winged creatures with this token can lose their ability to fly if their wings are crippled or severed. Winged creatures without this token will be unable to fly. (A 'wing' in this context refers to any body part with its own [[Body_token#FLIER|FLIER]] token).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FREQUENCY}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*number, max 100&lt;br /&gt;
| Determines the chances of a creature appearing within its environment, with higher values resulting in more frequent appearance. Also affects the chance of a creature being brought in a caravan for trading.&lt;br /&gt;
This value is used multiply to determine the rarity of animal populations. A creature with [FREQUENCY:50] will appear in 50% of valid biomes, and be present in 50% of the area within those biomes.&lt;br /&gt;
When a [[Creature token#CLUSTER_NUMBER|cluster]] spawns, the game effectively considers all creatures that can possibly appear and uses the FREQUENCY value as a ''weight'' - for example, if there are three creatures with frequencies 10/25/50, the creature with [FREQUENCY:50] will appear approximately 58.8% of the time. Defaults to 50 if not specified. Not to be confused with {{token|POP_RATIO|c}}.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==G==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GAIT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;gait type&amp;gt;&lt;br /&gt;
* &amp;lt;gait name&amp;gt;&lt;br /&gt;
* &amp;lt;max [[Gait#Speed|speed]]&amp;gt;&lt;br /&gt;
* &amp;lt;build up time&amp;gt;&lt;br /&gt;
* &amp;lt;max turning [[Gait#Speed|speed]]&amp;gt;&lt;br /&gt;
* &amp;lt;start [[Gait#Speed|speed]]&amp;gt;&lt;br /&gt;
* &amp;lt;energy expenditure&amp;gt;&lt;br /&gt;
* &amp;lt;gait flag(s)&amp;gt;&lt;br /&gt;
| Defines a gait by which the creature can move. See [[Gait]] for more information. Specifically, you likely want to use one of the existing STANDARD_X_GAITS creature variations, as described in [[Gait#Gaits_and_Modding|this subsection]].&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;max speed&amp;gt; indicates the maximum [[Gait#Speed|speed]] achievable by a creature using this gait&lt;br /&gt;
* &amp;lt;start speed&amp;gt; indicates the creature's speed when it starts moving using this gait&lt;br /&gt;
* &amp;lt;build up time&amp;gt; indicates how long it will take for a creature using this gait to go from &amp;lt;start speed&amp;gt; to &amp;lt;max speed&amp;gt;. For example, a value of 10 means that it should be able to reach the maximum speed by moving 10 [[tile]]s in a straight line over even terrain.&lt;br /&gt;
* &amp;lt;max turning speed&amp;gt; indicates the maximum speed permissible when the creature suddenly changes its direction of motion. The creature's speed will be reduced to &amp;lt;max turning speed&amp;gt; if travelling at a higher speed than this before turning.&lt;br /&gt;
* &amp;lt;energy expenditure&amp;gt; indicates how energy-consuming the gait is. Higher values cause the creature to tire out faster. Persistent usage of a high-intensity gait will eventually lead to exhaustion and [[Status_icon#Non-flashing|collapse]].&lt;br /&gt;
&lt;br /&gt;
'''NO_BUILD_UP''' can be specified instead of a &amp;lt;start speed&amp;gt; value to make the &amp;lt;max speed&amp;gt; instantly achievable upon initiating movement (this is equivalent to a &amp;lt;build up time&amp;gt; of 0). Note that &amp;lt;build up time&amp;gt; and &amp;lt;max turning speed&amp;gt; are both ignored if specified alongside this (as NO_BUILD_UP trumps &amp;lt;build up time&amp;gt; and preserves &amp;lt;max speed&amp;gt; whilst turning, and &amp;lt;max turning speed&amp;gt; cannot exceed &amp;lt;max speed&amp;gt;) so it is permissible to omit them so long as they are '''both''' omitted together.&lt;br /&gt;
&lt;br /&gt;
It's possible to specify a &amp;lt;start speed&amp;gt; greater than the &amp;lt;max speed&amp;gt;; the moving creature will decelerate towards its &amp;lt;max speed&amp;gt; in this case.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''valid gait types:'''&lt;br /&gt;
*'''WALK'''&amp;lt;br&amp;gt;&lt;br /&gt;
Used for moving normally over ground tiles.&lt;br /&gt;
&lt;br /&gt;
*'''CRAWL'''&amp;lt;br&amp;gt;&lt;br /&gt;
Used for moving over ground tiles whilst [[Status_icon#Non-flashing|prone]].&lt;br /&gt;
&lt;br /&gt;
*'''SWIM'''&amp;lt;br&amp;gt;&lt;br /&gt;
Used for moving through tiles containing [[water]] or [[magma]] at a [[Water#Depth|depth]] of at least 4/7. &lt;br /&gt;
&lt;br /&gt;
*'''FLY'''&amp;lt;br&amp;gt;&lt;br /&gt;
Used for moving through [[open space]].&lt;br /&gt;
&lt;br /&gt;
*'''CLIMB'''&amp;lt;br&amp;gt;&lt;br /&gt;
Used for moving whilst [[Climber|climbing]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''valid gait flags:'''&lt;br /&gt;
* '''AGILITY'''&amp;lt;br&amp;gt;&lt;br /&gt;
Speeds/slows movement depending on the creature's [[Attribute#Agility|Agility]] stat.&lt;br /&gt;
&lt;br /&gt;
* '''STRENGTH'''&amp;lt;br&amp;gt;&lt;br /&gt;
Speeds/slows movement depending on the creature's [[Attribute#Strength|Strength]] stat.&lt;br /&gt;
&lt;br /&gt;
* '''LAYERS_SLOW'''&amp;lt;br&amp;gt;&lt;br /&gt;
Makes [[Tissue_definition_token#THICKENS_ON_ENERGY_STORAGE|THICKENS_ON_ENERGY_STORAGE]] and [[Tissue_definition_token#THICKENS_ON_STRENGTH|THICKENS_ON_STRENGTH]] tissue layers slow movement depending on how thick they are. Adding the STRENGTH gait flag counteracts the impact of the latter layer.&lt;br /&gt;
&lt;br /&gt;
* '''STEALTH_SLOWS:'''&amp;lt;percentage&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Slows movement by the specified percentage when the creature is [[Ambusher|sneaking]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GENERAL_BABY_NAME}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*singular&lt;br /&gt;
*plural &lt;br /&gt;
| Like {{token|BABYNAME|c}}, but applied regardless of caste.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GENERAL_CHILD_NAME}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*singular&lt;br /&gt;
*plural &lt;br /&gt;
| Like {{token|CHILDNAME|c}}, but applied regardless of caste.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GENERAL_MATERIAL_FORCE_MULTIPLIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value A&lt;br /&gt;
*value B&lt;br /&gt;
| Has the same function as {{token|MATERIAL_FORCE_MULTIPLIER|c}}, but applies to all attacks instead of just those involving a specific material. Appears to be overridden by MATERIAL_FORCE_MULTIPLIER ([[werebeast]]s, for example, use both tokens to provide resistance to all materials, with one exception to which they are especially vulnerable).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GENERATED}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Found on procedurally generated creatures like [[forgotten beast]]s, [[titan]]s, [[demon]]s, [[angel]]s, and [[night creature]]s. Cannot be specified in user-defined raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GETS_INFECTIONS_FROM_ROT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature get [[Health_care#Infection|infections]] from necrotic tissue.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GETS_WOUND_INFECTIONS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature's wounds become [[Health_care#Infection|infected]] if left untreated for too long.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GLOWCOLOR}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*foreground&lt;br /&gt;
*background&lt;br /&gt;
*brightness &lt;br /&gt;
| The colour of the creature's {{token|GLOWTILE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GLOWTILE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*ascii character &lt;br /&gt;
| If present, the being glows in the dark (generally used for Adventurer Mode). The tile is what replaces the being's current tile when it is obscured from your sight by darkness. The default setting for kobolds (a yellow quotation mark) provides a nice &amp;quot;glowing eyes&amp;quot; effect. The game is also hardcoded to automatically convert quotation mark GLOWTILES into apostrophes if the creature has lost one eye. This works at the generic creature level - for caste-specific glow tiles, use {{token|CASTE_GLOWTILE|c}} instead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GNAWER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*verb&lt;br /&gt;
| The creature can and will gnaw its way out of [[animal trap]]s and [[cage]]s using the specified verb, depending on the material from which it is made (normally wood).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GOBBLE_VERMIN_CLASS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*class&lt;br /&gt;
| The creature eats vermin of the specified class.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GOBBLE_VERMIN_CREATURE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*creature&lt;br /&gt;
*caste&lt;br /&gt;
| The creature eats a specified [[vermin]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GO_TO_END}}&lt;br /&gt;
| Special&lt;br /&gt;
|  &lt;br /&gt;
| When using tags from an existing creature, inserts new tags at the end of the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GO_TO_START}}&lt;br /&gt;
| Special&lt;br /&gt;
|  &lt;br /&gt;
| When using tags from an existing creature, inserts new tags at the beginning of the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GO_TO_TAG}}&lt;br /&gt;
| Special&lt;br /&gt;
|  &lt;br /&gt;
| When using tags from an existing creature, inserts new tags ''before'' the specified tag.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GOOD}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Creature is considered good and will only show up in good biomes - [[unicorn]]s, for example. Civilizations with {{token|USE_GOOD_ANIMALS|e}} can domesticate them regardless of exotic status. Has no effect on cavern creatures except to restrict taming. A civilization that has good creatures can colonise good areas in world-gen.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GRASSTRAMPLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value &lt;br /&gt;
| The value determines how rapidly [[grass]] is trampled when a creature steps on it - a value of 0 causes the creature to never damage grass, while a value of 100 causes grass to be trampled as rapidly as possible. Defaults to 5.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GRAVITATE_BODY_SIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*target value&lt;br /&gt;
| Used in Creature Variants. This token changes the adult body size to the average of the old adult body size and the target value and scales all intermediate growth stages by the same factor.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GRAZER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*number&lt;br /&gt;
| The creature is a grazer - if tamed in fortress mode, it needs a pasture to survive. The higher the number, the less frequently it needs to eat in order to live. Not used since 0.40.12, replaced by {{token|STANDARD_GRAZER|c}} to fix {{bugl|4113}}.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==H==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HABIT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*type&lt;br /&gt;
*probability&lt;br /&gt;
| Defines certain behaviors for the creature. The habit types are:&lt;br /&gt;
*COLLECT_TROPHIES&lt;br /&gt;
*COOK_PEOPLE&lt;br /&gt;
*COOK_VERMIN&lt;br /&gt;
*GRIND_VERMIN&lt;br /&gt;
*COOK_BLOOD&lt;br /&gt;
*GRIND_BONE_MEAL&lt;br /&gt;
*EAT_BONE_PORRIDGE&lt;br /&gt;
*USE_ANY_MELEE_WEAPON&lt;br /&gt;
*GIANT_NEST&lt;br /&gt;
*COLLECT_WEALTH.&lt;br /&gt;
These require the creature to have a {{token|LAIR|c}} to work properly, and also don't seem to work on creatures who are not a {{token|SEMIMEGABEAST|c}}, {{token|MEGABEAST|c}}, or{{token|NIGHT_CREATURE_HUNTER|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HABIT_NUM}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*number or TEST_ALL&lt;br /&gt;
| &amp;quot;If you set HABIT_NUM to a number, it should give you that exact number of habits according to the weights.&amp;quot;.{{cite forum|60554/1719248}} All lists of HABITs are preceded by [HABIT_NUM:TEST_ALL]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HAS_NERVES}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature has nerves in its muscles. Cutting the muscle tissue can sever motor and sensory nerves.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HASSHELL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature has a shell. Seemingly no longer used - holdover from previous versions.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HIVE_PRODUCT}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*number&lt;br /&gt;
*[[time]]&lt;br /&gt;
*[[item token]]s&lt;br /&gt;
| What product is harvested from [[Beekeeping industry|beekeeping]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HOMEOTHERM}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*number or NONE&lt;br /&gt;
| Default 'NONE'. The creature's normal body [[temperature]]. Creature ceases maintaining temperature on death unlike fixed material temperatures. Provides minor protection from environmental temperature to the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HUNTS_VERMIN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Creature hunts and kills nearby [[vermin]], randomly walking between places with food laying on the ground or in stockpiles, to check for possible [VERMIN_EATER] vermin, but they'll kill any other vermin too. Do not include this creature token on an intelligent entity that you intend to play as in fortress mode because it will prevent them from feeding themselves.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==I==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IMMOBILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| The creature cannot move. Found on [[sponge]]s. Will also stop a creature from breeding in fortress mode (MALE and FEMALE are affected, if one is IMMOBILE no breeding will happen).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IMMOBILE_LAND}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is immobile while on land. Only works on {{token|AQUATIC|c}} creatures which can't breathe on land.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IMMOLATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature radiates [[fire]]. It will ignite, and potentially completely destroy, items the creature is standing on. Also gives the vermin a high chance of escaping from [[animal trap]]s and [[cage]]s made of any flammable materials (specifically ones that could be ignited by magma).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|INTELLIGENT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Alias for {{token|CAN_SPEAK|c}} + {{token|CAN_LEARN|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ITEMCORPSE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
* [[item token]]&lt;br /&gt;
* [[material token]]&lt;br /&gt;
| Determines if the creature leaves behind a non-standard corpse (i.e. wood, statue, bars, stone, pool of liquid, etc.). [[Ethics]] may prevent actually using the item in jobs or reactions.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ITEMCORPSE_QUALITY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* number&lt;br /&gt;
| The [[quality]] of an item-type corpse left behind. Valid values are: 0 for ordinary, 1 for well-crafted, 2 for finely-crafted, 3 for superior, 4 for exceptional, 5 for masterpiece.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==L==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAIR}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*type&lt;br /&gt;
*probability&lt;br /&gt;
| Found on megabeasts, semimegabeasts, and night creatures. The creature will seek out sites of this type and take them as lairs. The lair types are:&lt;br /&gt;
*SIMPLE_BURROW&lt;br /&gt;
*SIMPLE_MOUND&lt;br /&gt;
*WILDERNESS_LOCATION&lt;br /&gt;
*SHRINE&lt;br /&gt;
*LABYRINTH&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAIR_CHARACTERISTIC}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*characteristic&lt;br /&gt;
*probability&lt;br /&gt;
| Defines certain features of the creature's lair. The only valid characteristic is HAS_DOORS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAIR_HUNTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| This creature will actively hunt adventurers in its lair.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAIR_HUNTER_SPEECH}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*speech file&lt;br /&gt;
| What this creature says while hunting adventurers in its lair.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LARGE_PREDATOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Will attack other creatures that are smaller than it. In [[fortress mode]], only one group of &amp;quot;large predators&amp;quot; (possibly two groups on &amp;quot;savage&amp;quot; maps) will appear on any given map. In [[adventurer mode]], large predators will try to ambush and attack you (and your party will attack them back). When tamed, large predators tend to be much more aggressive to enemies than non-large predators, making them a good choice for an animal army. They may go on rampages in worldgen, and adventurers may receive quests to kill them. Also, they can be mentioned in the intro paragraph when starting a fortress e.g. &amp;quot;ere the wolves get hungry.&amp;quot;&lt;br /&gt;
A single biome supports 7 large predator species, picking randomly and rolling a d100 under its {{token|FREQUENCY|c}} to add it until all 7 slots are filled.&lt;br /&gt;
&lt;br /&gt;
Incompatible with {{token|PACK_ANIMAL|c}} on a technicality, if included: hauled items are likely to be dropped upon entering the map (even if {{token|TRADE_CAPACITY|c}} is present) in contrast to when the merchants depart.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LARGE_ROAMING}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| This is the core requisite tag allowing the creature to spawn as a wild animal in the appropriate biomes. Requires specifying a {{token|BIOME|c}} in which the creature will spawn. Does not require specifying a frequency, population number, or cluster number.&lt;br /&gt;
&lt;br /&gt;
This tag stacks with {{token|MEGABEAST|c}}, {{token|SEMIMEGABEAST|c}}, or {{token|NIGHT_CREATURE_HUNTER|c}}; if used with one of these tags, the creature will spawn as both a boss and as a wild animal. This tag does not stack with {{token|FEATURE_BEAST|c}} and if both are used the creature will not spawn. This tag is unaffected by {{token|DEMON|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAYS_EGGS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Creature lays [[egg]]s instead of giving birth to live young.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAYS_UNUSUAL_EGGS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* [[item token]]&lt;br /&gt;
* [[material token]]&lt;br /&gt;
| Creature lays the specified item instead of regular eggs.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIGAMENTS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
*healing rate &lt;br /&gt;
| The creature has ligaments in its {{token|CONNECTIVE_TISSUE_ANCHOR|td}} tissues (bone or chitin by default). Cutting the bone/chitin tissue severs the ligaments, disabling motor function if the target is a limb.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIGHT_GEN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| A vermin featuring this tag will remain visible to an adventurer, even at night, and from a distance. Ostensibly bugged as of v0.47.05. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIKES_FIGHTING}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature will attack enemies rather than flee from them. This tag has the same effect on player-controlled creatures - including modded dwarves. Retired as of v0.40.14 in favor of {{token|LARGE_PREDATOR|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LISP}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Creature uses &amp;quot;sssssnake talk&amp;quot; (multiplies 'S' when talking - &amp;quot;My name isss Recisssiz.&amp;quot;). Used by [[Serpent man|serpent men]] and [[Reptile man|reptile men]] in the vanilla game. C's with the same pronunciation (depending on the word) are not affected by this token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LITTERSIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* minimum&lt;br /&gt;
* maximum&lt;br /&gt;
| Determines the number of offspring per one birth; default 1-3, not used in vanilla raws. See also {{token|MULTIPLE_LITTER_RARE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LOCAL_POPS_CONTROLLABLE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
| Allows you to play as a wild animal of this species in adventurer mode. Prevents trading of (tame) instances of this creature in caravans.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LOCAL_POPS_PRODUCE_HEROES}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Wild animals of this species may occasionally join a civilization. Prevents trading of (tame) instances of this creature in caravans.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LOCKPICKER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Lets a creature open [[door]]s that are set to forbidden in fortress mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LOOSE_CLUSTERS}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creatures will scatter if they have this tag, or form tight packs if they don't. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LOW_LIGHT_VISION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*number&lt;br /&gt;
| Determines how well a creature can see in the dark - higher is better. Dwarves have 10000, which amounts to perfect nightvision.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==M==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAGICAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| According to Toady One, this is completely interchangeable with {{token|AT_PEACE_WITH_WILDLIFE|c}} and might have been used in very early versions of the game by wandering wizards or the ent-type tree creatures that used to be animated by elves. [http://www.bay12forums.com/smf/index.php?topic=169696.msg8316954#msg8316954]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAGMA_VISION}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is able to see while submerged in [[magma]]. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MALE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature biologically male. Usually declared inside a caste.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| {{text anchor|MANNERISM|MANNERISM_*}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*occasionally body part &lt;br /&gt;
| Adds a possible mannerism to the creature's profile.  See [[creature mannerism token]] for further info.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MATERIAL}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*material id&lt;br /&gt;
| Begins defining a new local material. Follow this with standard material definition tokens to define the material.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MATERIAL_FORCE_MULTIPLIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Material token]]&lt;br /&gt;
*value A&lt;br /&gt;
*value B&lt;br /&gt;
| When struck with a weapon made of the specified material, the force exerted will be multiplied by A/B, thus making the creature more or less susceptible to this material. For example, if A is 2 and B is 1, the force exerted by the defined material will be doubled. If A is 1 and B is 2, it will be halved instead. See also  {{token|GENERAL_MATERIAL_FORCE_MULTIPLIER|c}}, which can be used to make this sort of effect applicable to all materials.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MATUTINAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Sets the creature to be active at dawn in adventurer mode. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAXAGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*min&lt;br /&gt;
*max &lt;br /&gt;
| Determines the creature's natural lifespan, using the specified minimum and maximum age values (in years). Each individual creature with this token is generated with a predetermined date (calculated down to the exact [[time|tick]]!) between these values, at which it is destined to die of old age, should it live long enough. Note that the probability of death at any given age does not increase as the creature gets older [http://i.imgur.com/A1A4aA9.png]. &lt;br /&gt;
Creatures which lack this token are naturally immortal. The [[Syndrome#CE_ADD_TAG|NO_AGING]] syndrome tag will prevent death by old age from occurring. Also note that, among civilized creatures, castes which lack this token will refuse to marry others with it, and vice versa.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MEANDERER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature slowly stroll around, unless it's in combat or performing a job. If combined with {{token|CAN_LEARN|c}}, will severely impact their [[pathfinding]] and lead the creature to move extremely slowly when not performing any task. Problematically applies to animal people based on the animal and war trained animals{{bug|9588}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MEGABEAST}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| A 'boss' creature. A small number of the creatures are created during worldgen, their histories and descendants (if any) will be tracked in worldgen (as opposed to simply 'spawning'), and they will occasionally go on rampages, potentially leading to worship if they attack the same place multiple times. Their presence and number will also influence age names. When appearing in fortress mode, they will have a pop-up message announcing their arrival. They will remain hostile to military even after being tamed.{{bug|10731}} See [[megabeast]] page for more details. &lt;br /&gt;
&lt;br /&gt;
Requires specifying a {{token|BIOME|c}} in which the creature will live. Subterranean biomes appear to not be allowed. Does stack with {{token|LARGE_ROAMING|c}} and if both are used the creature will spawn as both historical bosses and as wild animals.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MENT_ATT_CAP_PERC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*[[Attribute|ATTRIBUTE]] Token&lt;br /&gt;
*Cap %&lt;br /&gt;
|Default is 200.  This means you can increase your attribute to 200% of its starting value (or the average value + your starting value if that is higher).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MENT_ATT_RANGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*[[Attribute|ATTRIBUTE]]&lt;br /&gt;
*lowest&lt;br /&gt;
*lower&lt;br /&gt;
*low&lt;br /&gt;
*median&lt;br /&gt;
*high&lt;br /&gt;
*higher&lt;br /&gt;
*highest &lt;br /&gt;
| Sets up a [[Attribute#Soul_attributes|mental attribute]]'s range of values (0-5000). All mental attribute ranges default to 200:800:900:1000:1100:1300:2000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MENT_ATT_RATES}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Attribute|ATTRIBUTE]] Token&lt;br /&gt;
*cost to improve&lt;br /&gt;
*unused counter rate&lt;br /&gt;
*rust counter rate&lt;br /&gt;
*demotion counter rate&lt;br /&gt;
| [[Attribute#Soul_attributes|Mental attribute]] gain/decay rates. Lower numbers in the last three slots make decay occur faster. Defaults are 500:4:5:4.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MILKABLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
* frequency&lt;br /&gt;
| Allows the creature to be [[milk]]ed in the [[farmer's workshop]]. The frequency is the amount of [[time|ticks]] the creature needs to &amp;quot;recharge&amp;quot; (i.e. how much time needs to pass before it can be milked again). Does not work on [[#CAN_LEARN|sentient]] creatures, regardless of [[ethics]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MISCHIEVIOUS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Alias for {{token|MISCHIEVOUS|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MISCHIEVOUS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature spawns [[stealth]]ed and will attempt to path into the fortress, pulling any [[lever]]s it comes across. It will be invisible on the map and [[unit list]] until spotted by a citizen, at which point the game will pause and recenter on the creature. Used by [[gremlin]]s in the vanilla game. &amp;quot;They go on little missions to mess with various fortress buildings, not just levers.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MODVALUE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Seemingly no longer used.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MOUNT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature may be used as a [[mount]]. No use for the player in fortress mode, but enemy sieging forces may arrive with cavalry. Mounts are usable in adventure mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MOUNT_EXOTIC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature may be used as a [[mount]], but civilizations cannot domesticate it in worldgen without certain exceptions.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MULTIPART_FULL_VISION}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to have all-around vision as long as it has multiple heads that can see.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MULTIPLE_LITTER_RARE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Makes the species usually produce a single offspring per birth, with a 1/500 chance of using the {{token|LITTERSIZE|c}} as usual.  Requires {{token|FEMALE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MUNDANE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Marks if the creature is an actual real-life creature. Only used for age-names at present.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==N==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NAME}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*singular&lt;br /&gt;
*plural&lt;br /&gt;
*adjective &lt;br /&gt;
| The generic name for any creature of this type - will be used for referring to the species in the abstract, such as the default material prefix. For labeling individual creatures, {{token|CASTE_NAME|c}} is necessary. If left undefined, the creature will be labeled as &amp;quot;nothing&amp;quot; by the game.&lt;br /&gt;
&lt;br /&gt;
Some examples of adjective use:&lt;br /&gt;
* &amp;quot;super''dwarven'' strength&amp;quot;&lt;br /&gt;
* &amp;quot;the ''dwarven'' hillocks of X&amp;quot;&lt;br /&gt;
* Deity species as in &amp;quot;''feline'' deity&amp;quot;&lt;br /&gt;
* Megabeast attacks in worldgen. One with multiple dragons being a &amp;quot;''draconic'' rampage&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NATURAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Animal is considered to be natural. NATURAL animals will not engage creatures tagged with {{token|AT_PEACE_WITH_WILDLIFE|c}} in combat unless they are members of a hostile entity and vice-versa.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NATURAL_ANIMAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Alias of {{token|NATURAL|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NATURAL_SKILL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Skill_token|Skill token]]&lt;br /&gt;
*value&lt;br /&gt;
| The creature possesses the specified [[skill]] at this level inherently - that is, it begins with the skill at this level, and the skill may never rust below that. A value of 15 is legendary.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NIGHT_CREATURE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Creatures with this token can appear on [[experiment|experiments]]. &lt;br /&gt;
Prevents {{token|LOCAL_POPS_PRODUCE_HEROES|c}} from functioning. Causes the creature to count as {{token|NOT_LIVING|c}}. Killing a creature featuring this token provides one point of &amp;quot;hero&amp;quot; reputation. Adds the creature's description as part of the initial summary of their historical figure in legends. Prevents creature behavior enabled by {{token|LARGE_PREDATOR|c}}. People will react to creatures with this token as a night creature (natch). In adventure mode, ambushes involving these units will say &amp;quot;Night creature!&amp;quot; instead of &amp;quot;Ambush!&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Prevents the AI from using ANIMATE interactions unless the newly-animated opposed-to-life undead will not attack them. The check for this is specifically whether the unit is: &lt;br /&gt;
*a ghost&lt;br /&gt;
*an animated unit &lt;br /&gt;
*a unit with the {{token|NO_AGING|c}} token added via {{token|CE_ADD_TAG|c}}. (This allows for the default exclusion of elves and goblins, unless raised as intelligent undead.)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;''This token should not be confused with other NIGHT_CREATURE_X tokens.''&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;''This token is not well understood at the present time.''&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NIGHT_CREATURE_BOGEYMAN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Creatures with this token can appear in [[bogeyman|bogeyman ambushes]] in [[adventure mode]], where they adopt classical bogeyman traits such as stalking the adventurer and vaporising when dawn breaks. Such traits do not manifest if the creature is encountered outside of a bogeyman ambush (for instance, as a megabeast or a civilised being). In addition, their corpses and severed body parts turn into [[smoke]] after a short while. Note that setting the &amp;quot;Number of Bogeyman Types&amp;quot; in [[advanced world generation]] to 0 will only remove randomly-generated bogeymen.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NIGHT_CREATURE_EXPERIMENTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on some [[necromancer]]s. Creatures with this tag may periodically &amp;quot;perform horrible experiments&amp;quot; offscreen, during which they can use creature-targeting interactions with an &amp;lt;code&amp;gt;[[Interaction_token#I_SOURCE|[I_SOURCE:EXPERIMENT]]]&amp;lt;/code&amp;gt; tag on living creatures in their area. Worlds are generated with a list of procedurally-generated experiments, allowing necromancers to turn living people and animals into [[Infected_ghoul|ghouls]] and [[Experiment|other experimental creatures]], and these will automatically be available to all experimenters; it does not appear possible to prevent this. You can mod in your own custom experiment interactions, but these are used very infrequently due to the large number of generated experiments.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NIGHT_CREATURE_HUNTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on [[night troll]]s and [[werebeast]]s. Implies that the creature is a [[night creature]], and shows its description in [[legends mode]] entry. The creature is always hostile and will start [[no quarter]] combat with any nearby creatures, except for members of its own race. Note that this tag does not override the creature's normal behavior in [[fortress mode]] except for the aforementioned aggression, and doesn't prevent the creature from fleeing the battles it started. It also removes the creature's materials from stockpile settings list, making them be stored there regardless of settings.&lt;br /&gt;
&lt;br /&gt;
Does stack with {{token|LARGE_ROAMING|c}} and if both are used the creature will spawn as both historical hunters and as wild animals; this requires specifying a {{token|BIOME|c}} in which the creature will live, and subterranean biomes are allowed.&lt;br /&gt;
&lt;br /&gt;
This tag causes the usual behaviour of werebeasts in worldgen, that is, fleeing towns upon being cursed and conducting raids from a lair. If this tag is absent from a deity curse, the accursed will simply be driven out of towns in a similar manner to [[vampire]]s. When paired with SPOUSE_CONVERTER, a very small population of the creature will be created during worldgen (sometimes only a single individual will be created), and their histories will be tracked (that is, they will not spawn spontaneously later, they must either have children or convert other creatures to increase their numbers). The creature will settle in a lair and go on rampages during worldgen. It will actively attempt to seek out potential conversion targets to abduct, convert, and have children with (if possible).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NIGHT_CREATURE_NIGHTMARE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on [[nightmare]]s. Corpses and severed body parts derived from creatures with this token turn into [[smoke]] after a short while.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_AUTUMN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature caste does not appear in [[Calendar|autumn]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_CONNECTIONS_FOR_MOVEMENT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Creature doesn't require connected body parts to move{{verify}}; generally used on undead creatures with connections that have rotted away.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_DIZZINESS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature cannot become [[Symptom#Dizziness|dizzy]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_DRINK}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature does not need to drink. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_EAT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature does not need to [[food|eat]]. Seems to cause worldgen crashes if it is part of an entity with [[entity_token#PERMITTED_JOB|[PERMITTED_JOB:FISHERMAN]]]{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_FEVERS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature cannot suffer [[Symptom#Fever|fevers]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_GENDER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| The creature is biologically sexless. Makes the creature unable to [[breeding|breed]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_PHYS_ATT_GAIN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| The creature cannot raise any [[Attribute#Body_attributes|physical attributes]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_PHYS_ATT_RUST}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| The creature cannot lose any [[Attribute#Body_attributes|physical attributes]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_SLEEP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature does not need to sleep. Can still be rendered unconscious by other means.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_SPRING}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature caste does not appear in [[Calendar|spring]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_SUMMER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature caste does not appear in [[Calendar|summer]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_THOUGHT_CENTER_FOR_MOVEMENT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't require an organ with the {{token|THOUGHT|body}} tag to survive or attack; generally used on creatures that don't have brains.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_UNIT_TYPE_COLOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Prevents creature from selecting its color based on its profession (e.g. Miner, Hunter, Wrestler).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_VEGETATION_PERTURB}}&lt;br /&gt;
| Caste{{Verify}}&lt;br /&gt;
|  &lt;br /&gt;
| Likely prevents the creature from leaving broken vegetation tracks.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_WINTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature caste does not appear in [[Calendar|winter]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOBONES}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature has no bones.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOBREATHE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't need to breathe or have {{token|BREATHE|body}} parts in body, nor can it drown or be strangled. Creatures living in magma must have this tag, otherwise they will drown.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOCTURNAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Sets the creature to be active at night in adventure mode. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOEMOTION}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature has no emotions. It is immune to the effects of [[stress]] and unable to rage, and its [[need]]s cannot be fulfilled in any way. Used on [[undead]] in the vanilla game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOEXERT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature can't become tired or over-exerted from taking too many combat actions or moving at full speed for extended periods of time. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOFEAR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't feel fear and will never flee from battle, and will be immune to [[ghost]]s' attempts to 'scare it to death'. Additionally, it causes [[bogeyman|bogeymen]] and [[nightmare]]s to become friendly towards the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOMEAT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature will not be hunted or fed to wild beasts.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NONAUSEA}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature isn't nauseated by gut hits and cannot vomit.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOPAIN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't feel pain. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOSKIN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature will not drop a hide when [[butcher|butchered]]. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOSKULL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature will not drop a skull on butchering, rot, or decay of severed head.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOSMELLYROT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Does not produce [[miasma]] when rotting.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOSTUCKINS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Weapons can't get stuck in the creature. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOSTUN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature can't be stunned and knocked unconscious by pain or head injuries. Creatures with this tag never wake up from sleep in Fortress Mode. If this creature needs to sleep while playing, it &amp;lt;b&amp;gt;will&amp;lt;/b&amp;gt; die.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOT_BUTCHERABLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Cannot be [[butcher|butchered]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOT_LIVING}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Cannot be raised from the dead by necromancers or evil clouds. Implies the creature is not a normal living being. Used by [[vampire]]s, [[Mummy|mummies]] and inorganic creatures like the [[amethyst man]] and [[bronze colossus]]. Creatures who are {{token|OPPOSED_TO_LIFE|c}} (undead) will be docile towards creatures with this token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOTHOUGHT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't require a {{token|THOUGHT|body}} body part to survive. Has the added effect of preventing speech, though directly controlling creatures that would otherwise be capable of speaking allows them to engage in conversation.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==O==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ODOR_LEVEL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*number&lt;br /&gt;
| How easy the creature is to [[smell]]. The higher the number, the easier the creature is to sniff out. Defaults to 50. Vanilla creatures have values from 0 (undetectable) to 90 (noticeable by humans and dwarves).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ODOR_STRING}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*string&lt;br /&gt;
| What the creature [[smell]]s like. If no odor string is defined, the creature name (not the caste name) is used.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|OPPOSED_TO_LIFE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Is hostile to all creatures except undead and other non-living ones and will show {{DFtext|Opposed to life|0:1}} in the [[unit list]]. Used by [[undead]] in the vanilla game. Functions without the {{token|NOT_LIVING|c}} token, and seems to imply said token as well. Undead will not be hostile to otherwise-living creatures given this token. Living creatures given this token will attack living creatures that lack it, while ignoring other living creatures that also have this token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ORIENTATION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*MALE/FEMALE&lt;br /&gt;
*disinterested chance&lt;br /&gt;
*casual chance&lt;br /&gt;
*strong chance&lt;br /&gt;
| Determines caste's likelihood of having sexual attraction to certain sexes. Values default to 75:20:5 for the same sex and 5:20:75 for the opposite sex. The first value indicates how likely to be entirely uninterested in the sex, the second decides if the creature will be able to become lovers with that sex, the third decides whether they will be able to marry in worldgen and post-worldgen world activities (which implies being able to become lovers). Marriage seems to be able to happen in fort mode play regardless, as long as they are lovers first.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|OUTSIDER_CONTROLLABLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Lets you play as an [[Adventurer_mode_character_creation#Outsider|outsider]] of this species in adventure mode.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==P==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PACK_ANIMAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to be used as a pack animal. Used by [[trading|merchants]] without wagons and adventurers. Also prevents creature from dropping hauled items on its own -- do ''not'' use for player-controllable creatures! May lead to the creature being domesticated during worldgen, even if it doesn't have {{token|COMMON_DOMESTIC|c}}.&lt;br /&gt;
&lt;br /&gt;
Creatures with this tag but without {{token|BENIGN|c}}, and/or with {{token|LARGE_PREDATOR|c}} leads to hauled items being dropped.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PARALYZEIMMUNE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is immune to all [[Syndrome#CE_PARALYSIS|paralyzing]] special attacks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PATTERNFLIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Used to control the bat riders with paralyze-dart blowguns that flew through the 2D chasm. Doesn't do anything now.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PCG_LAYERING}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*[[Procedural graphics layer|Layering type]]&lt;br /&gt;
| Adds a layer to the current {{token|PROCEDURAL_CREATURE_GRAPHICS|c}} definition. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PEARL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| In earlier versions, creature would generate [[pearl]]s. Does nothing in the current version.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PENETRATEPOWER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value &lt;br /&gt;
| Controls the ability of [[vermin]] to find a way into containers when they are eating food from your stockpiles.&lt;br /&gt;
&lt;br /&gt;
Objects made of most materials (e.g. metal) roll a number from 0-100, and if the resulting number is greater than the penetrate power, their contents escape for the time being. Objects made of [[wood]], [[leather]], [[amber]], or [[coral]] roll 0-95, and items made of [[cloth]] roll 0-90.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PERSONALITY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*ATTRIBUTE&lt;br /&gt;
*lowest&lt;br /&gt;
*median&lt;br /&gt;
*highest &lt;br /&gt;
| Determines the range and chance of personality traits. Standard is 0:50:100. See [[Personality trait]] for more info.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PET}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to be [[Animal_trainer|tamed]] in Fortress mode. Prerequisite for all other working animal roles. Civilizations that encounter it in worldgen will tame and domesticate it for their own use. Adding this to civilization members will classify them as pets instead of citizens, with all the [[Fun|problems]] that entails. However, you can solve these problems using the popular plugin [https://dffd.bay12games.com/file.php?id=13095| Dwarf Therapist], which is completely unaffected by the tag.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PET_EXOTIC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to be [[Animal_trainer|tamed]] in Fortress mode. Prequisite for all other working animal roles. Civilizations cannot domesticate it in worldgen, with certain exceptions. More difficult to tame?{{verify}} Adding this to civilization members will classify them as pets instead of citizens, with all the [[Fun|problems]] that entails. ([[Gremlin|Example]]).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PETVALUE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value &lt;br /&gt;
| How valuable a tamed animal is. Actual cost in points in the embarking screen is 1+(PETVALUE/2) for an untrained animal, 1+PETVALUE for a war/hunting one. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PETVALUE_DIVISOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
| Divides the creature's {{token|PETVALUE|c}} by the specified number. Used by [[honey bee]]s to prevent a single hive from being worth a fortune.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PHYS_ATT_CAP_PERC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*[[Attribute|ATTRIBUTE]] Token&lt;br /&gt;
*Cap %&lt;br /&gt;
|Default is 200. This means you can increase your attribute to 200% of its starting value (or the average value + your starting value if that is higher).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PHYS_ATT_RANGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Attribute|ATTRIBUTE]]&lt;br /&gt;
*lowest&lt;br /&gt;
*lower&lt;br /&gt;
*low&lt;br /&gt;
*median&lt;br /&gt;
*high&lt;br /&gt;
*higher&lt;br /&gt;
*highest &lt;br /&gt;
| Sets up a [[Attribute#Body_attributes|physical attribute]]'s range of values (0-5000). All physical attribute ranges default to 200:700:900:1000:1100:1300:2000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PHYS_ATT_RATES}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Attribute|ATTRIBUTE]] Token&lt;br /&gt;
*cost to improve&lt;br /&gt;
*unused counter rate&lt;br /&gt;
*rust counter rate&lt;br /&gt;
*demotion counter rate&lt;br /&gt;
| [[Attribute#Body_attributes|Physical attribute]] gain/decay rates. Lower numbers in the last three slots make decay occur faster. Defaults for STRENGTH, AGILITY, TOUGHNESS, and ENDURANCE are 500:3:4:3, while RECUPERATION and DISEASE_RESISTANCE default to 500:NONE:NONE:NONE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PLUS_BP_GROUP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*BY_TYPE, BY_CATEGORY, or BY_TOKEN&lt;br /&gt;
*body type, category, or token&lt;br /&gt;
| Adds a body part group to selected body part group. Presumably used immediately after {{token|SET_BP_GROUP|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PLUS_MATERIAL}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*material&lt;br /&gt;
| Adds a material to selected materials. Used immediately after {{token|SELECT_MATERIAL|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|POP_RATIO}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
*number (max 100000)&lt;br /&gt;
| Weighted population of caste; Lower is rarer. Not to be confused with {{token|FREQUENCY|c}}. A weight of 0 will not prevent a caste from spawning.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|POPULATION_NUMBER}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*min&lt;br /&gt;
*max &lt;br /&gt;
| The minimum/maximum numbers of how many of these creatures are present in each world map tile of the appropriate region. Defaults to 1:1 if not specified.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|POWER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Allows the being to represent itself as a deity, allowing it to become the leader of a civilized group. Used by unique demons in the vanilla game. Requires {{token|CAN_SPEAK|c}} to actually do anything more than settle at a location (e.g. write books, lead armies, profane temples). Doesn't appear to do anything for creatures that are already civilized. Once the creature ascends to a position of leadership, it will proceed to act as a standard ruler for their entity and fulfill the same functions (hold tournaments, tame creatures, etc.).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PREFSTRING}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*string&lt;br /&gt;
| Sets what other creatures [[Preferences|prefer]] about this creature. &amp;quot;Urist likes dwarves for their beards.&amp;quot; Multiple entries will be chosen from at random. Creatures lacking a PREFSTRING token will never appear under another's preferences.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PROCEDURAL_CREATURE_GRAPHICS}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
* [[Graphics_token#Basic_creature_sprite_types|Sprite type]] or Caste then sprite type&lt;br /&gt;
| Makes the creature have procedural graphics built for it, like forgotten beasts/demons/titans/experiments. Must be associated with PCG_LAYERING tokens.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PROFESSION_NAME}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*[[Unit type token]] (Profession)&lt;br /&gt;
*singular&lt;br /&gt;
*plural &lt;br /&gt;
| The generic name for members of this profession, at the creature level. In order to give members of specific castes different names for professions, use {{token|CASTE_PROFESSION_NAME|c}} instead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PRONE_TO_RAGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*Chance&lt;br /&gt;
| Creature has a percentage chance to flip out at visible non-friendly creatures. Enraged creatures attack anything regardless of timidity and get a strength bonus to their hits. This is what makes [[badger]]s so hardcore.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PUS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;[[material token]]&amp;gt;&lt;br /&gt;
* &amp;lt;[[Material_definition_token#Material_States|material state]]&amp;gt;&lt;br /&gt;
| The creature has pus. Specifies the stuff secreted by [[Health_care#Infection|infected wounds]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==R==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|RELSIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*body category, type, or token&lt;br /&gt;
*Relsize &lt;br /&gt;
| Specifies a new relative size for a part than what is stated in the body plan. For example, dwarves have larger livers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMAINS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*singular&lt;br /&gt;
*plural&lt;br /&gt;
| What the creature's [[remains]] are called.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMAINS_COLOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| What color the creature's [[remains]] are.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMAINS_ON_VERMIN_BITE_DEATH}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Goes with {{token|VERMIN_BITE|c}} and {{token|DIE_WHEN_VERMIN_BITE|c}}, the vermin creature will leave remains on death when biting. Leaving this tag out will cause the creature to disappear entirely after it bites.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMAINS_UNDETERMINED}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Unknown.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMOVE_MATERIAL}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*material token &lt;br /&gt;
| Removes a material from the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMOVE_TISSUE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*tissue token&lt;br /&gt;
| Removes a tissue from the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|RETRACT_INTO_BP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*BY_TYPE, BY_CATEGORY or BY_TOKEN&lt;br /&gt;
*body type, [[Body_token#CATEGORY|category]], or [[Body_token#BP|token]]&lt;br /&gt;
*Second person (&amp;quot;You&amp;quot;) retract verb text&lt;br /&gt;
*Third person (&amp;quot;The giant snail&amp;quot;) retract verb text&lt;br /&gt;
*Second person cancel retract text&lt;br /&gt;
*Third person cancel retract text&lt;br /&gt;
| The creature will retract into the specified body part(s) when threatened. It will be unable to move or attack, but enemies will only be able to attack the specified body part(s). When one of the specified body part is severed off, the creature automatically unretracts and cannot retract anymore. More than one body part can be selected by using BY_TYPE or BY_CATEGORY.&lt;br /&gt;
&lt;br /&gt;
Second-person descriptions are used for adventurer mode natural ability. &amp;quot;&amp;lt;pro_pos&amp;gt;&amp;quot; can be used in the descriptions, being replaced with the proper pronoun (or lack thereof) in-game.&lt;br /&gt;
&lt;br /&gt;
Undead curled up creatures are buggy, specifically those that retract into their upper bodies: [[echidna]]s, [[hedgehog]]s and [[pangolin]]s.{{bug|11463}}{{bug|10519}} The upper body is prevented from collapsing by a separate body part (the middle spine), which cannot be attacked when the creature is retracted. See {{token|PREVENTS_PARENT_COLLAPSE|bo}}. Living creatures eventually succumb to blood loss, but undead creatures do not. Giant creatures also take a very long time to bleed out.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|RETURNS_VERMIN_KILLS_TO_OWNER}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Cat behavior. If it kills a vermin creature and has an owner, it carries the remains in its mouth and drops them at their feet. Requires {{token|HUNTS_VERMIN|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ROOT_AROUND}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*BY_TYPE, BY_CATEGORY or BY_TOKEN&lt;br /&gt;
*body type, [[Body_token#CATEGORY|category]], or [[Body_token#BP|token]]&lt;br /&gt;
*Second person (&amp;quot;You&amp;quot;) verb text&lt;br /&gt;
*Third person (&amp;quot;The hen&amp;quot;) verb text&lt;br /&gt;
| Creature will occasionally root around in the grass, looking for insects.  Used for flavor in Adventurer Mode, spawns vermin edible for this creature in Fortress Mode. Creatures missing the specified body part will be unable to perform this action. The action produces a message (visible in adventure mode) in the form:&lt;br /&gt;
&lt;br /&gt;
[creature] [verb text] the [description of creature's location]&lt;br /&gt;
&lt;br /&gt;
In adventure mode, the &amp;quot;rooting around&amp;quot; ability will be included in the &amp;quot;natural abilities&amp;quot; menu, represented by its second person verb text.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==S==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SAVAGE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creature will only show up in &amp;quot;savage&amp;quot; biomes. Has no effect on cavern creatures. Cannot be combined with {{token|GOOD|c}} or {{token|EVIL|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SECRETION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*&amp;lt;[[material token]]&amp;gt;&lt;br /&gt;
*&amp;lt;[[Material_definition_token#Material_States|material state]]&amp;gt;&lt;br /&gt;
*BY_TOKEN / BY_CATEGORY / BY_TYPE&lt;br /&gt;
*&amp;lt;[[Body_token#BP|body part ID]]&amp;gt; / &amp;lt;[[Body_token#CATEGORY|category]]&amp;gt; or ALL / &amp;lt;type (e.g. [[Body_token#GRASP|GRASP]])&amp;gt;&lt;br /&gt;
*&amp;lt;[[Body_detail_plan_token#BP_LAYERS|tissue layer]]&amp;gt; or ALL&lt;br /&gt;
*&amp;lt;trigger&amp;gt;&lt;br /&gt;
| Causes the specified tissue layer(s) of the indicated body part(s) to secrete the designated material. A size 100 ('covering') [[contaminant]] is created over the affected body part(s) in its specified material state (and at the temperature appropriate to this state) when the trigger condition is met, as long as one of the secretory tissue layers is still intact. Valid triggers are:&lt;br /&gt;
*'''CONTINUOUS'''&lt;br /&gt;
Secretion occurs once every 40 [[time|ticks]] in [[fortress mode]], and every tick in [[adventurer mode]].&lt;br /&gt;
*'''EXERTION'''&lt;br /&gt;
Secretion occurs continuously (at the rate described above) whilst the creature is at minimum &amp;lt;span style=&amp;quot;font-size:75%&amp;quot;&amp;gt;{{Tile|Tired|6:1}}&amp;lt;/span&amp;gt; following physical exertion. Note that this cannot occur if the creature has {{token|NOEXERT|c}}.&lt;br /&gt;
*'''EXTREME_EMOTION'''&lt;br /&gt;
Secretion occurs continuously (as above) whilst the creature is distressed. Cannot occur in creatures with {{token|NOEMOTION|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SELECT_ADDITIONAL_CASTE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*&amp;lt;caste&amp;gt;&lt;br /&gt;
| Adds an additional previously defined caste to the selection. Used after {{token|SELECT_CASTE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SELECT_CASTE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*&amp;lt;caste&amp;gt; or ALL &lt;br /&gt;
| Selects a previously defined caste&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SELECT_MATERIAL}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*&amp;lt;[[material token]]&amp;gt;&lt;br /&gt;
| Selects a locally defined material. Can be ALL.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SELECT_TISSUE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*tissue token&lt;br /&gt;
| Selects a tissue for editing.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SEMIMEGABEAST}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Essentially the same as {{token|MEGABEAST|c}}, but more of them are created during worldgen. See the [[semi-megabeast]] page for details.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SENSE_CREATURE_CLASS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;[[Creature_token#CREATURE_CLASS|creature class]]&amp;gt;&lt;br /&gt;
* [[Tilesets|&amp;lt;tile value or character&amp;gt;]]&lt;br /&gt;
* [[Color#Color_values|&amp;lt;foreground color&amp;gt;:&amp;lt;background color&amp;gt;:&amp;lt;foreground brightness&amp;gt;]]&lt;br /&gt;
| Gives the creature the ability to sense creatures belonging to the specified [[Creature_token#CREATURE_CLASS|creature class]] even when they lie far beyond line of sight, including through walls and floors. It also appears to reduce or negate the combat penalty of [[Wound#Blindness|blind]] units when fighting creatures they can sense. In [[adventure mode]], the specified tile will be used to represent sensed creatures when they cannot be seen directly.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SET_BP_GROUP}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*selection criteria BY_TYPE, BY_CATEGORY, BY_TOKEN&lt;br /&gt;
*category, type, or token &lt;br /&gt;
| Begins a selection of body parts.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_LEARN_RATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*&amp;lt;[[skill_token]]&amp;gt;&lt;br /&gt;
*&amp;lt;percentage&amp;gt;&lt;br /&gt;
| The rate at which this creature learns this skill. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_LEARN_RATES}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*&amp;lt;percentage&amp;gt;&lt;br /&gt;
| The rate at which this creature learns all skills. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_RATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[skill_token]]&lt;br /&gt;
*&amp;lt;% of improvement points gained&amp;gt;&lt;br /&gt;
*&amp;lt;unused counter rate&amp;gt;&lt;br /&gt;
*&amp;lt;rust counter rate&amp;gt;&lt;br /&gt;
*&amp;lt;demotion counter rate&amp;gt;&lt;br /&gt;
| Like {{token|SKILL_RATES|c}}, but applies to individual skills instead. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_RATES}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
*&amp;lt;% of improvement points gained&amp;gt;&lt;br /&gt;
*&amp;lt;unused counter rate&amp;gt;&lt;br /&gt;
*&amp;lt;rust counter rate&amp;gt;&lt;br /&gt;
*&amp;lt;demotion counter rate&amp;gt;&lt;br /&gt;
| Affects skill gain and decay. Lower numbers in the last three slots make decay occur faster ([SKILL_RATES:100:1:1:1] would cause rapid decay). The counter rates may also be replaced with NONE.&lt;br /&gt;
Default is [SKILL_RATES:100:8:16:16]. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_RUST_RATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[skill_token]]&lt;br /&gt;
*value&lt;br /&gt;
*value&lt;br /&gt;
*value&lt;br /&gt;
| The rate at which this skill decays. Lower values cause the skill to decay faster. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_RUST_RATES}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
*value&lt;br /&gt;
*value&lt;br /&gt;
| The rate at which all skills decay. Lower values cause the skills to decay faster. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SLAIN_CASTE_SPEECH}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Speech file|text set]]&lt;br /&gt;
| Caste-specific {{token|SLAIN_SPEECH|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SLAIN_SPEECH}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*[[Speech file|text set]]&lt;br /&gt;
| Boasting speeches relating to killing this creature. Examples include [[text_dwarf.txt/raw|text_dwarf.txt]] (&amp;lt;code&amp;gt;[SLAIN_SPEECH:SLAIN_DWARF]&amp;lt;/code&amp;gt;) and text_elf.txt (&amp;lt;code&amp;gt;[SLAIN_SPEECH:SLAIN_ELF]&amp;lt;/code&amp;gt;) in data\vanilla\vanilla_creatures\objects.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SLOW_LEARNER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Shorthand for {{token|CAN_LEARN|c}} + &amp;lt;code&amp;gt;[[Creature_token#SKILL_LEARN_RATES|[SKILL_LEARN_RATES:50]]]&amp;lt;/code&amp;gt;.{{verify}} Used by a number of 'primitive' creatures (like [[ogre]]s, [[giant]]s and [[troglodyte]]s) in the vanilla game. Applicable to player races. Prevents a player from recruiting nobility, even basic ones. Subterranean creatures with this token combined with {{token|EVIL|c}} will become servants of goblins in their civilizations, in the style of [[troll]]s.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SMALL_REMAINS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature leaves &amp;quot;[[item token#REMAINS|remains]]&amp;quot; instead of a corpse. Used by [[vermin]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SMELL_TRIGGER}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
| Determines how keen a creature's sense of smell is - lower is better. At 10000, a creature cannot smell at all.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SOLDIER_ALTTILE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*'character' or tile number&lt;br /&gt;
| If this creature is active in its civilization's military, it will blink between its default tile and this one.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SOUND}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* Sound application (currently accepts ALERT or PEACEFUL_INTERMITTENT)&lt;br /&gt;
* Sound range (in tiles)&lt;br /&gt;
* Sound delay (lower values = sound is produced more often)&lt;br /&gt;
* VOCALIZATION or NONE (determines whether the sound requires breathing or not)&lt;br /&gt;
* First-person description&lt;br /&gt;
* Third-person description&lt;br /&gt;
* Description when out of sight&lt;br /&gt;
| Creature makes sounds periodically, which can be heard in Adventure mode.&lt;br /&gt;
* First-person reads &amp;quot;You '''bark'''&amp;quot;&lt;br /&gt;
* Third-person reads &amp;quot;The [[capybara]] '''barks'''&amp;quot;&lt;br /&gt;
* Out of sight reads &amp;quot;You hear '''a loud bark'''&amp;quot;&lt;br /&gt;
with the text in bold being the description arguments of the token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SOURCE_HFID}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*Integer&lt;br /&gt;
| Found on generated [[angel]]s. This is the historical figure ID of the deity with which the angel is associated. Since HFIDs are not predictable before worldgen, this isn't terribly usable in mods.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPECIFIC_FOOD}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* PLANT or CREATURE&lt;br /&gt;
* Plant/creature ID&lt;br /&gt;
| Creature will only appear in biomes with this plant or creature available. Grazers given a specific type of grass (such as [[panda]]s and [[bamboo]]) will only eat that grass and nothing else, risking starvation if there's none available. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPHERE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
* [[Sphere#Available_spheres|sphere]]&lt;br /&gt;
| Sets what religious spheres the creature is aligned to, for purposes of being worshipped via the {{token|POWER|c}} token. Also affects the layout of hidden fun stuff, and the creature's name.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPOUSE_CONVERSION_TARGET}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| This creature can be converted by a night creature with {{token|SPOUSE_CONVERTER|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPOUSE_CONVERTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| If the creature has the {{token|NIGHT_CREATURE_HUNTER|c}} tag, it will kidnap {{token|SPOUSE_CONVERSION_TARGET|c}}s and transform them into the caste of its species with the {{token|CONVERTED_SPOUSE|c}} tag during worldgen. It may also start families this way.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPREAD_EVIL_SPHERES_IF_RULER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| If the creature rules over a [[site]], it will cause the local landscape to be corrupted into [[Surroundings#Evil|evil surroundings]] associated with the creature's [[Creature_token#SPHERE|sphere]]s. The creature must have at least one of the following [[sphere]]s for this to take effect: BLIGHT, DEATH, DISEASE, DEFORMITY, NIGHTMARES. The first three kill vegetation, while the others sometimes do.  The last two get [[Plant_token#EVIL|evil plants]] and [[Creature_token#EVIL|evil animals]] sometimes. NIGHTMARES gets [[bogeyman|bogeymen]]. [http://www.bay12forums.com/smf/index.php?topic=169696.msg8162224#msg8162224] Used by [[demon]]s in the vanilla game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|STANCE_CLIMBER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Caste does not require &amp;lt;code&amp;gt;[[Body_token#GRASP|[GRASP]]]&amp;lt;/code&amp;gt; body parts to climb -- it can climb with &amp;lt;code&amp;gt;[[Body_token#STANCE|[STANCE]]]&amp;lt;/code&amp;gt; parts instead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|STANDARD_GRAZER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Acts as {{token|GRAZER|c}} but set to 20000*G*(max size)^(-3/4), where G defaults to 100 but can be set in d_init, and the whole thing is trapped between 150 and 3 million. Used for all grazers in the default creature raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|STRANGE_MOODS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| The creature will get [[strange mood]]s in fortress mode and can produce artifacts.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SUPERNATURAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Gives the creature knowledge of any secrets with &amp;lt;code&amp;gt;[[Interaction_token#IS_SECRET|[SUPERNATURAL_LEARNING_POSSIBLE]]]&amp;lt;/code&amp;gt; that match its [[Creature_token#SPHERE|spheres]] and also prevents it from becoming a [[vampire]] or [[werebeast]]. Other effects are unknown.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SWIMS_INNATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature naturally knows how to swim perfectly and does not use the [[swimmer]] skill, as opposed to {{token|SWIMS_LEARNED|c}} below. However, Fortress mode AI never paths into water anyway, so it's less useful there. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SWIMS_LEARNED}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature swims only as well as their present [[Swimmer|swimming skill]] allows them to.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SYNDROME_DILUTION_FACTOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &amp;lt;[[Syndrome#SYN_IDENTIFIER|syndrome identifier]]&amp;gt;:&amp;lt;percentage&amp;gt;&lt;br /&gt;
| Dilutes the effects of syndromes which have the specified identifier. A percentage of 100 is equal to the regular syndrome effect severity, higher percentages reduce severity.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==T==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TENDONS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
*healing rate &lt;br /&gt;
| The creature has tendons in its {{token|CONNECTIVE_TISSUE_ANCHOR|td}} tissues (bone or chitin by default). Cutting the bone/chitin tissue severs the tendons, disabling motor function if the target is a limb.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|THICKWEB}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature's [[web]]s can catch larger creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*name &lt;br /&gt;
| Begins defining a tissue in the creature file. Follow this with standard tissue definition tokens to define the tissue properties.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_LAYER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*BY_TYPE, BY_CATEGORY, BY_TOKEN&lt;br /&gt;
*TYPE,CATEGORY, or TOKEN&lt;br /&gt;
*TISSUE&lt;br /&gt;
*LOCATION &lt;br /&gt;
| Adds the tissue layer to wherever it is required.&lt;br /&gt;
Non-argument Locations can be FRONT, RIGHT, LEFT, TOP, BOTTOM. Argument locations are AROUND and CLEANS, requiring a further body part and a % of coverage/cleansing&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_LAYER_OVER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*BY_TYPE, BY_CATEGORY, BY_TOKEN&lt;br /&gt;
*TYPE,CATEGORY, or TOKEN&lt;br /&gt;
*TISSUE&lt;br /&gt;
*LOCATION &lt;br /&gt;
| Alias for TISSUE_LAYER&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_LAYER_UNDER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*BY_TYPE, BY_CATEGORY, BY_TOKEN&lt;br /&gt;
*TYPE,CATEGORY, or TOKEN&lt;br /&gt;
*TISSUE&lt;br /&gt;
| Adds the tissue layer under a given part.&lt;br /&gt;
For example, an [[iron man]] has a gaseous poison within, and this tissue (GAS is its name) has the token [TISSUE_LEAKS] and its state is GAS, so when you puncture the iron outside and damage this tissue it leaks gas (can have a syndrome by using a previous one in the creature sample.) [TISSUE_LAYER_UNDER:BY_CATEGORY:ALL:{tissue}] {tissue} is what will be under the TISSUE_LAYER; here is an example Tissue from the Iron Man:&amp;lt;br&amp;gt; &lt;br /&gt;
[TISSUE:GAS] [TISSUE_NAME:gas:NP] [TISSUE_MATERIAL:LOCAL_CREATURE_MAT:GAS] [TISSUE_MAT_STATE:GAS] [RELATIVE_THICKNESS:50] [TISSUE_LEAKS] [TISSUE_SHAPE:LAYER] &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TITAN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on [[titan]]s. Cannot be specified in user-defined raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRADE_CAPACITY}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
*number&lt;br /&gt;
| How much the creature can carry when used by merchants. 1000 by default. If a civilization uses a custom pack animal via ALWAYS_PACK, you must manually add a capacity to the raws of that creature itself. Capacity defaults to null leading to empty caravans.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAINABLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Shortcut for {{token|TRAINABLE_HUNTING|c}} + {{token|TRAINABLE_WAR|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAINABLE_HUNTING}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Can be [[Animal trainer|trained]] as a hunting beast, increasing speed.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAINABLE_WAR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Can be [[Animal trainer|trained]] as a war beast, increasing strength and endurance.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRANCES}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to go into [[martial trance]]s. Used by dwarves in the vanilla game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAPAVOID}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature will never trigger [[trap]]s it steps on. Used by a [[Trapavoid|number of creatures]]. Doesn't make the creature immune to remotely activated traps (like retractable spikes being triggered while the creature is standing over them). TRAPAVOID creatures lose this power if they're immobilized while standing in a trap, be it by stepping on thick web, being paralyzed or being knocked unconscious.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRIGGERABLE_GROUP}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*min&lt;br /&gt;
*max &lt;br /&gt;
| A large swarm of vermin can be disturbed, usually in adventurer mode.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TSU_NOUN}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*noun&lt;br /&gt;
*SINGULAR or PLURAL &lt;br /&gt;
| Noun for the {{token|TISSUE_STYLE_UNIT|c}}, used in the description of the tissue layer's style.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==U==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UBIQUITOUS}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
| Creature will occur in every region with the correct biome. Does not apply to {{token|EVIL|c}}/{{token|GOOD|c}} tags. Supersedes {{token|FREQUENCY|c}} for the purposes of distributing populations through the map, they are present in every part of the valid biome. Respects {{token|FREQUENCY|c}} for the frequency of unit [[Creature token#CLUSTER_NUMBER|cluster]] spawns being of this species.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UNDERGROUND_DEPTH}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*mindepth&lt;br /&gt;
*maxdepth &lt;br /&gt;
| Depth that the creature appears underground. Numbers can be from 0 to 5. 0 is actually 'above ground' and can be used if the creature is to appear both above and below ground. Values from 1-3 are the respective [[cavern]] levels, 4 is the [[magma sea]] and 5 is the [[HFS]]. A single argument may be used instead of min and max. [[Demon]]s use only 5:5; user-defined creatures with both this depth and {{token|FLIER}} will take part in the initial wave from the HFS alongside generated demons, but without {{token|FLIER}} they will only spawn from the map edges. Civilizations that can use underground plants or animals will only export (via the embark screen or caravans) things that are available at depth 1.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UNDERSWIM}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is displayed as blue when in [[Water#Depth|7/7 water]]. Used on fish and amphibious creatures which swim under the water.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UNIQUE_DEMON}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Found on generated [[demon]]s; causes the game to create a single named instance of the demon which will emerge from the underworld and take over civilizations during worldgen.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_CASTE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*new caste token&lt;br /&gt;
*old caste token&lt;br /&gt;
| Defines a new caste derived directly from a previous caste. The new caste inherits all properties of the old one. The effect of this tag is automatic if one has not yet defined any castes: &amp;quot;Any caste-level tag that occurs before castes are explicitly declared is saved up and placed on any caste that is declared later, unless the caste is explicitly derived from another caste.&amp;quot;&lt;br /&gt;
Roostre: &amp;quot;When DF detects duplicate tokens in the raws of the same object, a failsafe seems to kick in; it takes the bottom-most of the duplicates, and disregards the others. In the case of tokens added by a mod, it prioritizes the duplicate in the mod.&amp;quot; This means that if a tag is defined in the base-caste and redefined in the derived caste, the derived tag overwrites the base tag. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_MATERIAL}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*new material ID&lt;br /&gt;
*old material ID&lt;br /&gt;
| Defines a new local creature material and populates it with all properties defined in the specified local creature material.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_MATERIAL_TEMPLATE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*new material token&lt;br /&gt;
*material template &lt;br /&gt;
| Defines a new local creature material and populates it with all properties defined in the specified template. [http://www.bay12forums.com/smf/index.php?topic=175437.msg8441368#msg8441368 There seems to be a limit of 200 materials per creature].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_TISSUE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*new tissue token&lt;br /&gt;
*old tissue id&lt;br /&gt;
| Defines a new local creature tissue and populates it with all properties defined in the local tissue specified in the second argument.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_TISSUE_TEMPLATE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*new tissue token&lt;br /&gt;
*tissue template&lt;br /&gt;
| Loads a tissue template listed in OBJECT:TISSUE_TEMPLATE files, such as tissue_template_default.txt. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UTTERANCES}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Changes the language of the creature into unintelligible 'kobold-speak', which creatures of other species will be unable to understand. If a civilized creature has this and is not part of a {{token|SKULKING|e}} civ, it will tend to start wars with all nearby civilizations and will be unable to make peace treaties due to 'inability to communicate'.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==V==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VEGETATION}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Like {{token|AT_PEACE_WITH_WILDLIFE}}, but also makes the creature more valued in artwork by civilisations with the PLANT [[sphere]]. [http://www.bay12forums.com/smf/index.php?topic=169696.msg8316954#msg8316954] Used by [[grimeling]]s in the vanilla game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_BITE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*chance of occurrence{{verify}}&lt;br /&gt;
*verb (bitten, stung, etc.)&lt;br /&gt;
* [[material token]]&lt;br /&gt;
* [[Material_definition_token#Material_States|material state]]&lt;br /&gt;
| Enables vermin to bite other creatures, injecting the specified material. See {{token|SPECIALATTACK_INJECT_EXTRACT|c}} for details about injection - this token presumably works in a similar manner.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_EATER}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
| The vermin creature will attempt to eat exposed food. See {{token|PENETRATEPOWER|c}}. Distinct from {{token|VERMIN_ROTTER|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_FISH}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The vermin appears in [[water]] and will attempt to swim around.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_GROUNDER}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creature appears in &amp;quot;general&amp;quot; surface ground locations. Note that this doesn't stop the creature from flying if it can (most vermin birds have this tag).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_HATEABLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Some dwarves will [[Preferences|hate]] the creature and get unhappy thoughts when around it. See the [[Hateable|list of hateable vermin]] for details.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_MICRO}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| This makes the creature move in a swarm of creatures of the same race as it (e.g. swarm of flies, swarm of ants).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_NOFISH}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature cannot be caught by [[fishing]]. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_NOROAM}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature will not be observed randomly roaming about the map. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_NOTRAP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature cannot be caught in baited [[animal trap]]s; however, a &amp;quot;[[Trapper|catch live land animal]]&amp;quot; task may still be able to capture one if a dwarf finds one roaming around.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_ROTTER}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The vermin are attracted to rotting stuff and loose food left in the open and cause unhappy thoughts to dwarves who encounter them. Present on flies, knuckle worms, acorn flies, and blood gnats. Speeds up decay?{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_SOIL}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creature randomly appears near dirt or mud, and may be uncovered by creatures that have the {{token|ROOT_AROUND|c}} interaction such as [[goose|geese]] and [[chicken]]s. Dwarves will ignore the creature when given the &amp;quot;Capture live land animal&amp;quot; task.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_SOIL_COLONY}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The vermin will appear in a single tile cluster of many vermin, such as a colony of ants.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMINHUNTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Old shorthand for &amp;quot;does cat stuff&amp;quot;. Contains {{token|AT_PEACE_WITH_WILDLIFE|c}} + {{token|RETURNS_VERMIN_KILLS_TO_OWNER|c}} + {{token|HUNTS_VERMIN|c}} + {{token|ADOPTS_OWNER|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VESPERTINE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Sets the creature to be active during the evening in adventurer mode. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VIEWRANGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
| Value should determine how close you have to get to a critter before it attacks (or prevents adv mode travel etc.) Default is 20.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VISION_ARC}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*binocular vision arc&lt;br /&gt;
*non-binocular vision arc&lt;br /&gt;
| The width of the creature's vision arcs, in degrees (i.e. 0 to 360). The first number is binocular vision, the second is non-binocular vision.  Binocular vision has a minimum of about 10 degrees, monocular, a maximum of about 350 degrees. Values past these limits will be accepted, but will default to ~10 degrees and ~350 degrees respectively. Defaults are 60:120.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==W==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WAGON_PULLER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to pull caravan wagons. If a civilization doesn't have access to any, it is restricted to trading with pack animals.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WEBBER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
| Allows the creature to create [[web]]s, and defines what the webs are made of.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WEBIMMUNE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature will not get caught in thick [[web]]s. Used by creatures who can shoot thick webs (such as [[giant cave spider]]s) in order to make them immune to their own attacks.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Attack Tokens==&lt;br /&gt;
&lt;br /&gt;
Attacks can use four different part selection criteria; while all vanilla attacks use only BODYPART (e.g. ATTACK:PUNCH:BODYPART:BY_TYPE:GRASP), there are other options available.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Part type token&lt;br /&gt;
! width=&amp;quot;30%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BODYPART}}&lt;br /&gt;
| &lt;br /&gt;
* BY_TYPE/BY_TOKEN/BY_CATEGORY&lt;br /&gt;
* type/token/category&lt;br /&gt;
| This attack uses a particular body part; for example, BY_TYPE:GRASP will make it use any part that can hold onto an object.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_LAYER}}&lt;br /&gt;
|&lt;br /&gt;
* BY_TYPE/BY_TOKEN/BY_CATEGORY&lt;br /&gt;
* type/token/category&lt;br /&gt;
* tissue layer&lt;br /&gt;
| This attack uses a specific tissue layer on a specific body part; BY_TYPE:GRASP:BONE will make it use the bone of the hands.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CHILD_BODYPART_GROUP}}&lt;br /&gt;
|&lt;br /&gt;
* BY_TYPE/BY_TOKEN/BY_CATEGORY&lt;br /&gt;
* type/token/category&lt;br /&gt;
* BY_TYPE/BY_TOKEN/BY_CATEGORY&lt;br /&gt;
* type/token/category&lt;br /&gt;
| Uses a body part that is subordinate to another; BY_CATEGORY:ARM_LOWER:BY_TYPE:GRASP will make it use every hand attached to each lower arm (so it will generate one attack per lower arm, each of which will use every hand on that arm, assuming there are multiple hands per arm).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CHILD_TISSUE_LAYER_GROUP}}&lt;br /&gt;
| &lt;br /&gt;
* BY_TYPE/BY_TOKEN/BY_CATEGORY&lt;br /&gt;
* type/token/category&lt;br /&gt;
* BY_TYPE/BY_TOKEN/BY_CATEGORY&lt;br /&gt;
* type/token/category&lt;br /&gt;
* tissue layer&lt;br /&gt;
| As CHILD_BODYPART_GROUP, but specifying a tissue, too.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_SKILL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Skill token]]&lt;br /&gt;
| Defines the skill used by the attack.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_VERB}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*2nd person&lt;br /&gt;
*3rd person &lt;br /&gt;
| Descriptive text for the attack.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_CONTACT_PERC}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*% value &lt;br /&gt;
| The contact area of the attack, measured in % of the body part's volume. Note that all attack percentages can be more than 100%.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_PENETRATION_PERC}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*% value &lt;br /&gt;
| The penetration value of the attack, measured in % of the body part's volume. Requires ATTACK_FLAG_EDGE. Maximum value: 15000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_PRIORITY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*MAIN or SECOND &lt;br /&gt;
| Usage frequency. MAIN attacks are 100 times more frequently chosen than SECOND. Opportunity attacks ignore this preference.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_VELOCITY_MODIFIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*number&lt;br /&gt;
| The velocity multiplier of the attack, multiplied by 1000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_FLAG_CANLATCH}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Attacks that damage tissue have the chance to latch on in a wrestling hold. The grabbing bodypart can then use the &amp;quot;shake around&amp;quot; wrestling move, causing severe, armor-bypassing tensile damage according to the attacker's body volume.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_FLAG_WITH}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Displays the name of the body part used to perform an attack while announcing it, e.g. &amp;quot;The weaver punches the bugbat with his right hand&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_FLAG_EDGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The attack is edged, with all the effects on physical resistance and contact area that it entails.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_PREPARE_AND_RECOVER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* Preparation time&lt;br /&gt;
* Recovery time&lt;br /&gt;
| Determines the length of time to prepare this attack and until one can perform this attack again. Values appear to be calculated in adventure mode ticks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_FLAG_BAD_MULTIATTACK}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Multiple strikes with this attack cannot be performed effectively.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_FLAG_INDEPENDENT_MULTIATTACK}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Multiple strikes with this attack can be performed with no penalty. The creature will use all attacks with this token at once.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPECIALATTACK_INJECT_EXTRACT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*&amp;lt;[[material token]]&amp;gt;&lt;br /&gt;
*&amp;lt;[[Material_definition_token#Material_States|material state]]&amp;gt;&lt;br /&gt;
*&amp;lt;min quantity&amp;gt;&lt;br /&gt;
*&amp;lt;max quantity&amp;gt;&lt;br /&gt;
| When added to an attack, causes the attack to inject the specified material into the victim's bloodstream. Once injected, the material will participate in [[temperature|thermal]] exchange within the creature - injecting something like molten [[iron]] (INORGANIC:IRON:LIQUID) would cause most unmodded creatures to melt (note that some of the injected material also [[contaminant|splatters]] over the bodypart used to carry out the attack, so it should be protected appropriately). If the injected material has an associated [[syndrome]] with the [[Syndrome#SYN_INJECTED|[SYN_INJECTED]]] token, it will be transmitted to the victim. If the attack is blunt, the injected material lacks the [[Material definition token#ENTERS_BLOOD|[ENTERS_BLOOD]]] token, the attacked bodypart has no [[Tissue_definition_token#VASCULAR|[VASCULAR]]] tissues, or the victim is bloodless, the material will splatter over the attacked body part instead. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPECIALATTACK_INTERACTION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*interaction&lt;br /&gt;
| When this attack lands successfully, a specified interaction will take effect on the target creature. The attack must break the target creature's skin in order to work. This will take effect in worldgen as well. If the attack would break skin, the interaction will occur '''before the attack actually lands'''.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPECIALATTACK_SUCK_BLOOD}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*min&lt;br /&gt;
*max&lt;br /&gt;
| Successful attack draws out an amount of blood randomized between the min and max value. Beware that this '''will''' trigger any ingestion syndromes attached to the target creature's blood - for example, using this attack on a vampire will turn you into one too.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Tissue Layer Tokens==&lt;br /&gt;
Tissue layers are added to a creature's body parts by the creature tokens [[#TISSUE_LAYER|TISSUE_LAYER]], [[#TISSUE_LAYER_OVER|TISSUE_LAYER_OVER]], [[#TISSUE_LAYER_UNDER|TISSUE_LAYER_UNDER]], and the body detail plan token [[#TL_LAYERS|TL_LAYERS]].&lt;br /&gt;
&lt;br /&gt;
These tissue layers are not the same thing as tissues, which are defined at creature level, but rather applications of the tissues. If the SKIN tissue of a creature is the more general and abstract notion of what skin is for that creature, then a tissue layer may be the &amp;quot;actual&amp;quot; skin on the creature's nose, head, or second toe. As most creatures have more than one body part, tissue layers are normally selected en masse.&lt;br /&gt;
&lt;br /&gt;
Some tissue layer tokens are analogous to tissue definition tokens, e.g. [[#TL_CONNECTS|TL_CONNECTS]] to [[tissue_definition_token#CONNECTS|CONNECTS]].&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SELECT_TISSUE_LAYER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*TISSUE&lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*Location - category, type, or token | Selects a tissue at a location&lt;br /&gt;
* (optional) FRONT, BACK, LEFT, RIGHT, TOP, BOTTOM, AROUND.&lt;br /&gt;
| Begins a selection of tissue layers. &lt;br /&gt;
[SELECT_TISSUE_LAYER:HEART:BY_TYPE:HEART]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PLUS_TISSUE_LAYER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*TISSUE&lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*Location - category, type, or token &lt;br /&gt;
| Adds tissue layers to those selected.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SET_TL_GROUP}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*TISSUE&lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*Location - category, type, or token&lt;br /&gt;
*tissue &lt;br /&gt;
| Begins a selection of tissue layers. Only usable for descriptor and cosmetic purposes. &lt;br /&gt;
&lt;br /&gt;
Research has implied it may be redundant with SELECT_TISSUE_LAYER, as the latter allows for cosmetics as well as &amp;quot;functional&amp;quot; tokens such as TL_MAJOR_ARTERIES. Vanilla raws still use SET_TL_GROUP though, for all cosmetic purposes. More research is needed on this subject.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PLUS_TL_GROUP}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*Location - category, type, or token&lt;br /&gt;
*tissue &lt;br /&gt;
| Adds tissue layers to those selected. Like SET_TL_GROUP, it may be redundant even if used in the vanilla raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SET_LAYER_TISSUE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*TISSUE&lt;br /&gt;
| Sets a selected tissue layer to be made of a different tissue.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SHEARABLE_TISSUE_LAYER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* tissue modifier&lt;br /&gt;
* required value&lt;br /&gt;
| Tissue layer can be sheared for its component material. The specified modifier must be at least of the desired value for shearing to be possible (for example, a [[llama]]'s wool must have a LENGTH of 300 before it is shearable).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_LAYER_APPEARANCE_MODIFIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*QUALITY&lt;br /&gt;
*lowest&lt;br /&gt;
*lower&lt;br /&gt;
*low&lt;br /&gt;
*median&lt;br /&gt;
*high&lt;br /&gt;
*higher&lt;br /&gt;
*highest &lt;br /&gt;
| Sets the range of qualities, including LENGTH, DENSE, HIGH_POSITION, CURLY, GREASY, WRINKLY&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_STYLE_UNIT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*tissue style unit ID&lt;br /&gt;
*shaping&lt;br /&gt;
| Sets tissue layer to be the target of TISSUE_STYLE token specified for an entity, works only on entity members. Mostly used with tissues HAIR, BEARD, MOUSTACHE, SIDEBURNS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_COLOR_MODIFIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*COLOR&lt;br /&gt;
*freq&lt;br /&gt;
*COLOR&lt;br /&gt;
*freq etc. &lt;br /&gt;
| Creates a list of colors/color patterns, giving each a relative frequency. If the given color or pattern does not exist, the tissue is described as being &amp;quot;transparent&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TLCM_GENETIC_MODEL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| The way the color modifier is passed on to offspring. May or may not work right now.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TLCM_IMPORTANCE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*number&lt;br /&gt;
| Presumably modifies the importance of the tissue layer color modifier, for description purposes.&lt;br /&gt;
HOWEVER using this appears to remove all mention of colour from creature descriptions. It does not appear in any default creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TLCM_NOUN}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*name&lt;br /&gt;
*SINGULAR or PLURAL&lt;br /&gt;
| Names the tissue layer color modifier, and determines the noun. Also used by [[Utility:Stonesense|Stonesense]] for colouring body parts. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TLCM_TIMING}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*ROOT&lt;br /&gt;
*start change window years&lt;br /&gt;
*days&lt;br /&gt;
*end change window years&lt;br /&gt;
*days&lt;br /&gt;
| Determines the point in the creature's life when the color change begins and ends.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_CONNECTS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Gives the CONNECTS attribute to selected layers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_HEALING_RATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
| Changes the HEALING_RATE of the selected tissue layers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_MAJOR_ARTERIES}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Gives the &amp;quot;major arteries&amp;quot; attribute to selected layers. Used to add massive bleeding properties to the throat, made from skin.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_PAIN_RECEPTORS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
| Changes the number of pain receptors for selected tissue layers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_RELATIVE_THICKNESS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
| Changes the relative thickness for selected tissue layers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_VASCULAR}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
| Sets a new VASCULAR value (which modulates bleeding) for selected tissue layers.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Body detail plan token]]&lt;br /&gt;
*[[Body token]]&lt;br /&gt;
*[[Material definition token]]&lt;br /&gt;
*[[Syndrome]]&lt;br /&gt;
*[[Tissue definition token]]&lt;br /&gt;
*[[Creature examples]]&lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
{{Category|Tokens}}&lt;br /&gt;
[[ru:Creature token]]&lt;/div&gt;</summary>
		<author><name>DikbutDaGrate</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Creature_token&amp;diff=302004</id>
		<title>Creature token</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Creature_token&amp;diff=302004"/>
		<updated>2024-06-17T23:30:14Z</updated>

		<summary type="html">&lt;p&gt;DikbutDaGrate: Formatting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{Modding}}&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;code&amp;gt;[OBJECT:CREATURE]&amp;lt;/code&amp;gt; [[token]] begins the definition of a ''Dwarf Fortress'' [[creature]] [[raw file]]. Each creature definition that follows begins with the {{token|creature|c|creature ID}} token, and the creature's exact properties and behavior are then specified by the use of further creature tokens.  All known creature tokens are listed below. &lt;br /&gt;
&lt;br /&gt;
Vanilla creature definitions can be found in &amp;lt;code&amp;gt;[[Game folder|&amp;lt;Dwarf Fortress&amp;gt;]]\data\vanilla\vanilla_creatures\&amp;lt;/code&amp;gt;. &lt;br /&gt;
Creature ID is also used with [[graphics token]]s to make customizable [[graphics set]]s.&lt;br /&gt;
&lt;br /&gt;
The [[caste]] tokens allow defining sub-species within the broader creature definition, including true biological castes and lesser variations, such as sexes. Creature tokens can either be 'Creature' or 'CASTE-only' type which can only be applied to creature or cast respectively, or 'CASTE' which can be applied to both. In the table bellow, creature type distinguish tokens that can be applied to creature only, cast only and both ('creature', 'CASTE-only', and 'CASTE' respectively)&lt;br /&gt;
&lt;br /&gt;
__NOTOC__ &lt;br /&gt;
{{clear}}&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==A==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ADOPTS_OWNER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Prevents tamed creature from being made available for adoption, instead allowing it to automatically adopt whoever it wants. The basic requirements for adoption are intact, and the creature will only adopt individuals who have a [[preference]] for their species. Used by [[cat]]s in the vanilla game. When {{k|v}}iewing a tame creature with this token, the message &amp;quot;This animal isn't interested in your wishes&amp;quot; will appear instead of &amp;quot;This [adorable] animal can't work&amp;quot; or &amp;quot;This animal is waiting to be trained&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ALCOHOL_DEPENDENT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature need [[alcohol]] to get through the working day; it will choose to drink booze instead of [[water]] if possible. Going sober for too long reduces speed.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ALL_ACTIVE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Sets the creature to be active during the day, night, and twilight in Adventurer Mode. Seems to be a separate value from {{token|DIURNAL|c}}/{{token|NOCTURNAL|c}}/{{token|CREPUSCULAR|c}}, rather than implying them.{{verify|code}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ALTTILE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*'character' or tile number&lt;br /&gt;
| If set, the creature will blink between its {{token|TILE|c}} and its ALTTILE. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AMBUSHPREDATOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Found on {{token|LARGE_PREDATOR|c}}s who ambush their prey. Instead of charging relentlessly at prey, the predator will wait till the prey is within a few squares before charging. May or may not work on other creatures. {{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AMPHIBIOUS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to breathe both in and out of [[water]] (unlike {{token|AQUATIC|c}}) - does not prevent drowning in [[magma]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APP_MOD_DESC_RANGE}}&lt;br /&gt;
| Appearance Modifier&lt;br /&gt;
|&lt;br /&gt;
*Range (6 values, low to high)&lt;br /&gt;
| Based on info from [http://www.bay12forums.com/smf/index.php?topic=113762.msg3473069#msg3473069 Wannabehero on the forums]: When used with an appearance modifier token (BP_APPEARANCE_MODIFIER or BODY_APPEARANCE_MODIFIER), tells the game what numeric ranges to map to which descriptors.&lt;br /&gt;
&lt;br /&gt;
The game uses 7 descriptor levels for each modifier, with the center one generally being to omit the thing from the creature description entirely. The six values in APP_MOD_DESC_RANGE define the boundaries between each described range. If this is not specified it uses the numbers 10:50:95:105:150:190.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APP_MOD_GENETIC_MODEL}}&lt;br /&gt;
| Appearance Modifier&lt;br /&gt;
|&lt;br /&gt;
*Model (Accepts DOMINANT_MORE, DOMINANT_LESS, and MIX)&lt;br /&gt;
| Defines a genetic model for the relevant appearance modifier(s). May or may not do anything significant at present.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APP_MOD_IMPORTANCE}}&lt;br /&gt;
| Appearance Modifier&lt;br /&gt;
|&lt;br /&gt;
*number&lt;br /&gt;
| Determines how important the appearance modifier is, for determining whether it shows up in the creature description.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APP_MOD_NOUN}}&lt;br /&gt;
| Appearance Modifier&lt;br /&gt;
| &lt;br /&gt;
*noun&lt;br /&gt;
*SINGULAR or PLURAL &lt;br /&gt;
| Creates a noun for the appearance, and whether it is singular or plural.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APP_MOD_RATE}}&lt;br /&gt;
| Appearance Modifier&lt;br /&gt;
| &lt;br /&gt;
*Rate (integer)&lt;br /&gt;
*Scale (DAILY, YEARLY)&lt;br /&gt;
*min (growth)&lt;br /&gt;
*max (growth)&lt;br /&gt;
*start year&lt;br /&gt;
*start day&lt;br /&gt;
*end year&lt;br /&gt;
*end day &lt;br /&gt;
| Setting the growth rate of the modifier. The last two tokens can be replaced by NO_END to have growth continue indefinitely.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APPLY_CREATURE_VARIATION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*creature variation ID&lt;br /&gt;
*(optional) any amount of arbitrary arguments&lt;br /&gt;
| Applies the specified [[creature variation token|creature variation]]. See [[Creature_variation_token#Arguments_and_conditional_tokens]] for how the subsequent arguments may be used.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APPLY_CURRENT_CREATURE_VARIATION}}&lt;br /&gt;
| Special&lt;br /&gt;
|  &lt;br /&gt;
| Applies the effects of all pending {{token|CV_ADD_TAG|c}} and {{token|CV_REMOVE_TAG|c}} tokens that have been defined in the current creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AQUATIC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Enables the creature to breathe in water, but causes it to air-drown on dry land. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ARENA_RESTRICTED}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Causes the creature to be excluded from the [[object testing arena]]'s creature spawning list.  Typically applied to spoileriffic creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ARTIFICIAL_HIVEABLE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
| Enables the creature to be kept in artificial [[hive]]s by [[beekeeper]]s.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AT_PEACE_WITH_WILDLIFE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Prevents the creature from attacking or frightening creatures with the {{Token|NATURAL|c}} tag.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*token&lt;br /&gt;
*selection criteria (it's complicated)&lt;br /&gt;
| Defines the attack name, and the body part used. See [[#Attack Tokens|below]] for valid subtokens&lt;br /&gt;
'''Example:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;[ATTACK:GORE:BODYPART:BY_CATEGORY:HORN]&amp;lt;/code&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
''GORE'' = name of the attack&amp;lt;br /&amp;gt;&lt;br /&gt;
''BODYPART:BY_CATEGORY:HORN'' = the horn is used to attack (presuming the creature has one)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_TRIGGER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*population&lt;br /&gt;
*exported wealth&lt;br /&gt;
*created wealth&lt;br /&gt;
| Specifies when a [[megabeast]] or [[semi-megabeast]] will attack the fortress. The attacks will start occurring when all of the requirements are met. Setting a value to 0 disables the trigger.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==B==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BABY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*integer &lt;br /&gt;
| Age at which creature is considered a child, the default is zero. One can think of this as the duration of the baby stage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BABYNAME}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*singular&lt;br /&gt;
*plural &lt;br /&gt;
| Defines a new name for a creature in baby state at the caste level. For non-caste-specific baby names, see {{token|GENERAL_BABY_NAME|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BEACH_FREQUENCY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*integer&lt;br /&gt;
| Creature may be subject to [[beaching]], becoming stranded on [[Beach|shores]], where they will eventually air-drown. The number indicates the frequency of the occurrence. Presumably requires the creature to be {{token|AQUATIC|c}}. Used by [[orca]]s, [[sperm whale]]s and [[sea nettle jellyfish]] in the vanilla game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BENIGN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is non-aggressive by default, and will never automatically be engaged by companions or soldiers, running away from any creatures that are not friendly to it, and will only defend itself if it becomes enraged. Can be thought of as the counterpoint of the {{token|LARGE_PREDATOR|c}} tag. When tamed, animals with this tag will be useless for fortress defense.&lt;br /&gt;
&lt;br /&gt;
This and {{token|TRADE_CAPACITY|c}} are required for {{token|PACK_ANIMAL|c}} to function properly, if an animal contains the aforementioned requirements without this tag: items loaded by the merchants will be dropped upon departure.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BIOME}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
* [[biome token]]&lt;br /&gt;
| Select a [[biome]] the creature may appear in.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BLOOD}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;[[material token]]&amp;gt;&lt;br /&gt;
* &amp;lt;[[Material_definition_token#Material_States|material state]]&amp;gt;&lt;br /&gt;
| Specifies what the creature's blood is made of.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BLOODSUCKER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Causes [[vampire]]-like behaviour; the creature will suck the [[Creature_token#BLOOD|blood]] of unconscious victims when its [[Syndrome#TIME_SINCE_SUCKED_BLOOD|thirst for blood]] grows sufficiently large. When controlling the creature in adventure mode, this can be done at will. Seems to be required to make the creature denouncable (in-world) as a creature of the night.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BODY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*body parts &lt;br /&gt;
| Draws body parts from OBJECT:BODY files (such as body_default.txt)&lt;br /&gt;
'''Example:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY:BODY_WITH_HEAD_FLAG:HEART:GUTS:BRAIN:MOUTH] &amp;lt;br /&amp;gt;&lt;br /&gt;
This is the body from a [[purring maggot]]. It creates a body with head, a heart, some guts, a brain, and a mouth. That's all a maggot needs.&lt;br /&gt;
&lt;br /&gt;
The body parts need to be listed in an order such that any parent part appears before its connected children. For example [BODY:HEART:BODY_WITH_HEAD_FLAG] produces a &amp;quot;Body Token Recognized But Could Not Connect: HEART&amp;quot; error because HEART can't find any UPPERBODY(s) to connect to. Switching the order to [BODY:BODY_WITH_HEAD_FLAG:HEART] fixes the problem because now the UPPERBODY is created before the HEART tries to connect to it.&lt;br /&gt;
&lt;br /&gt;
'''If the body is left undefined, the creature (or caste) will be tagged as [DOES_NOT_EXIST].''' {{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BODY_APPEARANCE_MODIFIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*ATTRIBUTE&lt;br /&gt;
*lowest&lt;br /&gt;
*lower&lt;br /&gt;
*low&lt;br /&gt;
*median&lt;br /&gt;
*high&lt;br /&gt;
*higher&lt;br /&gt;
*highest &lt;br /&gt;
| These body modifiers give individual creatures different characteristics. In the case of HEIGHT, BROADNESS and LENGTH, the modifier is also a percentage change to the BODY_SIZE of the individual creature. The seven numbers afterward give a distribution of ranges. Each interval has an equal chance of occurring.&lt;br /&gt;
'''Example:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110] &amp;lt;br /&amp;gt;&lt;br /&gt;
''HEIGHT'' : marks the height to be changed &amp;lt;br /&amp;gt;&lt;br /&gt;
''90:95:98:100:102:105:110'' : sets the range from the shortest (90% of the average height) to the tallest (110% of the average height) creature variation.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BODY_DETAIL_PLAN}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*PlanName&lt;br /&gt;
*Arguments &lt;br /&gt;
| Loads a plan from listed OBJECT:BODY_DETAIL_PLAN files, such as b_detail_plan_default.txt. Mass applies USE_MATERIAL_TEMPLATE, mass alters RELSIZE, alters body part positions, and will allow tissue layers to be defined. Tissue layers are defined in order of skin to bone here.&lt;br /&gt;
'''Example:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE] &amp;lt;br /&amp;gt;&lt;br /&gt;
This creates the detailed body of a [[fox]], the skin, fat, muscle, bones and cartilage out of the vertebrate tissues.&amp;lt;br /&amp;gt;&lt;br /&gt;
A [[Purring maggot|maggot]] would only need:&amp;lt;br /&amp;gt;&lt;br /&gt;
''[BODY_DETAIL_PLAN:EXOSKELETON_TISSUE_LAYERS:SKIN:FAT:MUSCLE]'' &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BODY_SIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*years&lt;br /&gt;
*days&lt;br /&gt;
*size &lt;br /&gt;
| Sets size at a given age. Size is in cubic centimeters, and for normal body materials, is roughly equal to the creature's average weight in grams.&lt;br /&gt;
'''Example:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_SIZE:0:0:10000]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_SIZE:1:168:50000]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_SIZE:12:0:220000]&amp;lt;br /&amp;gt;&lt;br /&gt;
This describes the size of a [[minotaur]]. Its birth size would be 10,000 cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; (~10 kg). At 1 year and 168 days old it would be 50,000 cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; (~50 kg). And as an adult (at 12 years old) it would be 220,000 cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; and weigh roughly 220 kg.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BODYGLOSS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*gloss &lt;br /&gt;
| Substitutes body part text with replacement text. Draws gloss information from OBJECT:BODY files (such as body_default.txt)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BONECARN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature eats bones. Implies {{token|CARNIVORE|c}}. [[Adventurer mode|Adventurers]] with this token are currently unable to eat bones.{{Bug|11069}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BP_ADD_TYPE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Adds a type to a body part - used with {{token|SET_BP_GROUP|c}}. In vanilla DF, this is used for adding the type '[[Body token#GELDABLE|GELDABLE]]' to the lower body of certain [[cat|creatures]]. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BP_APPEARANCE_MODIFIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*QUALITY&lt;br /&gt;
*lowest&lt;br /&gt;
*lower&lt;br /&gt;
*low&lt;br /&gt;
*median&lt;br /&gt;
*high&lt;br /&gt;
*higher&lt;br /&gt;
*highest &lt;br /&gt;
| Sets up the breadth of possibilities for appearance qualities for a selected BP group. EG. Eyes (CLOSE_SET, DEEP_SET, ROUND_VS_NARROW, LARGE_IRIS),Lips (THICKNESS), Nose (BROADNESS, LENGTH, UPTURNED, CONVEX), Ear (SPLAYED_OUT, HANGING_LOBES, BROADNESS, HEIGHT), Tooth (GAPS), Skull (HIGH_CHEEKBONES, BROAD_CHIN, JUTTING CHIN, SQUARE_CHIN), Neck (DEEP_VOICE, RASPY_VOICE), Head (BROADNESS, HEIGHT)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BP_REMOVE_TYPE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Removes a type from a body part. Used with {{token|SET_BP_GROUP|c}}. &lt;br /&gt;
 &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BUILDINGDESTROYER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*1 or 2 &lt;br /&gt;
| Allows a creature to destroy furniture and buildings. Value [1] targets mostly doors, hatches, furniture and the like. Value [2] targets anything not made with the {{k|b}} + {{k|C}} commands. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==C==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CAN_DO_INTERACTION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*interaction token&lt;br /&gt;
| The creature can perform an interaction. See [[interaction token]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CAN_LEARN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature gains [[skill]]s and can have [[labor|professions]]. If a member of a civilization (even a pet) has this token, it'll need to eat, drink and sleep. Note that this token makes the creature unable to be eaten by an adventurer, so it is not recommended for uncivilized monsters. Adventurers lacking this token can allocate but not increase attributes and skills. Skills allocated will disappear on start.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CAN_SPEAK}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Can [[talking|talk]]. Note that this is not necessary for a creature to gain social skills.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CANNOT_CLIMB}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature cannot [[climber|climb]], even if it has free grasp parts.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CANNOT_JUMP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature cannot [[jump]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CANNOT_UNDEAD}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Acts like {{token|NOT_LIVING|c}}, except that {{token|OPPOSED_TO_LIFE|c}} creatures will attack them.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CANOPENDOORS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to open [[door]]s that are set to be unpassable for pets. In adventure mode, creatures lacking this token will be unable to pass through door tiles except whilst these are occupied by other creatures. Not currently useful in Fortress mode as doors can no longer be set unpassable for pets.{{version|50.03}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CARNIVORE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature ''only'' eats [[meat]]. If the creature goes on rampages in worldgen, it will often devour the people/animals it kills. Does not seem to affect the diet of the adventurer in adventure mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*name &lt;br /&gt;
| Defines a [[caste]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_ALTTILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*tile number or &amp;quot;letter&amp;quot;&lt;br /&gt;
| Caste-specific {{token|ALTTILE|c}}. Requires {{token|CASTE_TILE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_COLOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*fg&lt;br /&gt;
*bg&lt;br /&gt;
*brightness&lt;br /&gt;
| Caste-specific {{token|COLOR|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_GLOWCOLOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*fg&lt;br /&gt;
*bg&lt;br /&gt;
*brightness&lt;br /&gt;
| Caste-specific {{token|GLOWCOLOR|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_GLOWTILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*tile value or &amp;quot;letter&amp;quot;&lt;br /&gt;
| Caste-specific {{token|GLOWTILE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_NAME}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*singular&lt;br /&gt;
*plural&lt;br /&gt;
*adjective &lt;br /&gt;
| While {{token|NAME|c}} describes the name of the species, {{token|CASTE_NAME|c}} names individuals of the species. Unlike other caste-specific descriptions, this token is required, even for creatures without separate castes. If left undefined, the creature will not show up in the [[arena]] and members of the species will be labeled as &amp;quot;nothing&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_PROFESSION_NAME}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Unit type token]] (Profession)&lt;br /&gt;
*singular&lt;br /&gt;
*plural &lt;br /&gt;
| Caste-specific {{token|PROFESSION_NAME|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_SOLDIER_ALTTILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*'character' or tile number&lt;br /&gt;
| Caste-specific {{token|SOLDIER_ALTTILE|c}}. Requires {{token|CASTE_SOLDIER_TILE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_SOLDIER_TILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*'character' or tile number&lt;br /&gt;
| Caste-specific {{token|CREATURE_SOLDIER_TILE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_TILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* tile number or &amp;quot;letter&amp;quot;&lt;br /&gt;
| Caste-specific {{token|CREATURE_TILE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CAVE_ADAPT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Gives the creature a bonus in caves. Also causes [[cave adaptation]]. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CDI}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*Varies&lt;br /&gt;
| Specifies interaction details following a {{token|CAN_DO_INTERACTION|c}} token. See [[interaction token]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CHANGE_BODY_SIZE_PERC}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*integer&lt;br /&gt;
| Multiplies body size by a factor of (integer)%. 50 halves size, 200 doubles.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CHANGE_FREQUENCY_PERC}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*integer&lt;br /&gt;
| Multiplies frequency by a factor of (integer)%.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CHILD}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*integer &lt;br /&gt;
| Age at which creature is considered an adult - one can think of this as the duration of the [[children|child]] stage. Allows the creature's offspring to be rendered fully tame if [[animal trainer|trained]] during their childhood. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CHILDNAME}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*singular&lt;br /&gt;
*plural &lt;br /&gt;
| Defines a new name for a creature in the child state at the caste level. For non-caste-specific child names, see {{token|GENERAL_CHILD_NAME|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CLUSTER_NUMBER}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*min&lt;br /&gt;
*max&lt;br /&gt;
| The minimum/maximum numbers of how many creatures per spawned cluster. Vermin fish with this token in combination with temperate ocean and river biome tokens [http://www.bay12forums.com/smf/index.php?topic=51864.msg1122319#msg1122319 will perform seasonal migrations]. Defaults to 1:1 if not specified.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CLUTCH_SIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*min&lt;br /&gt;
*max&lt;br /&gt;
|Number of [[egg]]s laid in one sitting.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COLONY_EXTERNAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Caste hovers around colony.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COLOR}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*foreground&lt;br /&gt;
*background&lt;br /&gt;
*brightness &lt;br /&gt;
| Color of the creature's tile. See [[Color]] for usage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMMON_DOMESTIC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| When combined with any of {{token|PET|c}}, {{token|PACK_ANIMAL|c}}, {{token|WAGON_PULLER|c}} and/or {{token|MOUNT|c}}, the creature is guaranteed to be domesticated by any [[civilization]] with {{token|COMMON_DOMESTIC_PET|e}}, {{token|COMMON_DOMESTIC_PACK|e}},  {{token|COMMON_DOMESTIC_PULL|e}} and/or {{token|COMMON_DOMESTIC_MOUNT|e}} respectively. Such civilizations will always have access to the creature, even in the absence of wild populations. This token is invalid on {{token|FANCIFUL|c}} creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CONVERTED_SPOUSE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Creatures of this caste's species with the {{token|SPOUSE_CONVERTER|c}} and {{token|NIGHT_CREATURE_HUNTER|c}} tokens will kidnap {{token|SPOUSE_CONVERSION_TARGET|c}}s of an appropriate sex and convert them into castes with CONVERTED_SPOUSE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COOKABLE_LIVE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Set this to allow the creature to be cooked in meals without first being butchered/cleaned. Used by some water-dwelling vermin such as [[mussel]]s, [[nautilus]]es and [[oyster]]s.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CRAZED}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Creature is '[[insanity|berserk]]' and will attack all other creatures, except members of its own species that '''also''' have the CRAZED tag. It will show {{DFtext|Berserk|4:1}} in the [[unit list]]. Berserk creatures go on rampages during [[world generation|worldgen]] much more frequently than non-berserk ones.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COPY_TAGS_FROM}}&lt;br /&gt;
| Special&lt;br /&gt;
| &lt;br /&gt;
*creature ID&lt;br /&gt;
| Copies another specified creature. This will override any definitions made before it; essentially, it makes this creature identical to the other one, which can then be modified. Often used in combination with {{token|APPLY_CREATURE_VARIATION|c}} to import standard variations from a file. The vanilla [[giant animal]]s and [[animal person|animal people]]s are examples of this token combination.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREATURE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*creature ID&lt;br /&gt;
| A unique, arbitrary identifier that begins the definition of each new creature, and is used to reference the creature in other tokens and raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREATURE_CLASS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*classname&lt;br /&gt;
| An arbitrary creature classification. Can be set to anything, but the only vanilla uses are GENERAL_POISON (used in syndromes), EDIBLE_GROUND_BUG (used as targets for {{token|GOBBLE_VERMIN_CLASS|c}}), MAMMAL, and POISONOUS (both used for kobold pet eligibility). A single creature can have multiple classes.&lt;br /&gt;
&lt;br /&gt;
The full list of tokens that use creature classes is: &lt;br /&gt;
&lt;br /&gt;
* Creature tokens: {{token|GOBBLE_VERMIN_CLASS|c}}, {{token|GOBBLE_VERMIN_CLASS|c}}&lt;br /&gt;
* Interaction tokens: {{token|IT_AFFECTED_CLASS|in}}, {{token|IT_IMMUNE_CLASS|in}}&lt;br /&gt;
* Animal definition (Entity) tokens: {{token|ANIMAL_CLASS|e}}, {{token|ANIMAL_FORBIDDEN_CLASS|e}}&lt;br /&gt;
* Position (Entity) token: {{token|ALLOWED_CLASS|po}}&lt;br /&gt;
* Syndrome tokens: {{token|SYN_AFFECTED_CLASS|sy}}, {{token|SYN_IMMUNE_CLASS|sy}}, {{token|CE_SENSE_CREATURE_CLASS|sy}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREATURE_SOLDIER_TILE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*'character' or tile number&lt;br /&gt;
| Creatures active in their civilization's [[military]] will use this tile instead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREATURE_TILE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*'character' or tile number &lt;br /&gt;
| The symbol of the creature in ASCII mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREPUSCULAR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Sets the creature to be active at twilight in adventurer mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CURIOUSBEAST_EATER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to [[Steals food|steal and eat edible items]] from a site. It will attempt to grab a food item and immediately make its way to the map's edge, where it will disappear with it. If the creature goes on rampages during worldgen, it will often steal food instead of attacking. Trained and tame instances of the creature will no longer display this behavior.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CURIOUSBEAST_GUZZLER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to (very quickly) [[Steals drink|drink your alcohol]]. Or spill the barrel to the ground. Also affects undead versions of the creature. Unlike food or item thieves, drink thieves will consume your alcohol on the spot rather than run away with one piece of it. Trained and tame instances of the creature will no longer display this behavior.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CURIOUSBEAST_ITEM}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to [[Steals items|steal things]] (apparently, of the highest value it can find). It will attempt to grab an item of value and immediately make its way to the map's edge, where it will disappear with it. If a creature with any of the CURIOUSBEAST tokens carries anything off the map, even if it is a caravan's pack animal, it will be reported as stealing everything it carries. If the creature goes on rampages in worldgen, it will often steal items instead of attacking - [[kea]] birds are infamous for this. Trained and tame instances of the creature will no longer display this behavior. Also, makes the creature unable to drop hauled items until it enters combat.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CV_ADD_TAG}}&lt;br /&gt;
| Special&lt;br /&gt;
| &lt;br /&gt;
*TAG NAME &lt;br /&gt;
| Adds a tag. Used in conjunction with creature variation templates.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CV_REMOVE_TAG}}&lt;br /&gt;
| Special&lt;br /&gt;
| &lt;br /&gt;
*TAG NAME &lt;br /&gt;
| Removes a tag. Used in conjunction with creature variation templates. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==D==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DEMON}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Found on generated [[demon]]s. Marks the caste to be used in the initial wave after breaking into the [[underworld]], and by the demon civilizations created during world-gen breachings{{verify}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DESCRIPTION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*text &lt;br /&gt;
| A brief description of the creature type, as displayed when viewing the creature's description/[[Thoughts and preferences|thoughts &amp;amp; preferences]] screen.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIE_WHEN_VERMIN_BITE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Causes the creature to die upon attacking. Used by [[honey bee]]s to simulate them dying after using their stingers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIFFICULTY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*integer &lt;br /&gt;
| Increases experience gain during adventure mode. Creatures with a difficulty of 11 or higher are not assigned for quests in adventure mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIURNAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Sets the creature to be active during the day in Adventurer Mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIVE_HUNTS_VERMIN}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| The creature hunts vermin by diving from the air. On tame creatures, it has the same effect as {{token|HUNTS_VERMIN|c}}. Found on [[peregrine falcon]]s.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DOES_NOT_EXIST}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Adding this token to a creature prevents it from appearing in generated worlds (unless it's marked as [[Entity_token#ANIMAL_ALWAYS_PRESENT|always present]] for a particular civilisation). For example, adding it to [[dog]]s will lead to worlds being generated without dogs in them. Also removes the creature from the [[object testing arena]]'s spawn list. If combined with {{token|FANCIFUL|c}}, artistic depictions of the creature will occur regardless. Used by [[centaur]]s, [[chimera]]s and [[griffon]]s in the vanilla game. &lt;br /&gt;
&lt;br /&gt;
Note: a creature tagged as DOES_NOT_EXIST can still be [[Interaction_token#I_EFFECT|summoned]] successfully, as long as it has a body defined in its raws. [http://www.bay12forums.com/smf/index.php?topic=165213.msg8086938#msg8086938]. It's also possible for another creature to [[Syndrome#CE_BODY_TRANSFORMATION|transform]] into it.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==E==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EBO_ITEM}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[item token]]&lt;br /&gt;
*[[material token]] (ANY_HARD_STONE can be used for the material)&lt;br /&gt;
| Defines the item that the creature drops upon being [[butcher|butchered]]. Used with {{token|EXTRA_BUTCHER_OBJECT|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EBO_SHAPE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*gem shape&lt;br /&gt;
| The shape of the creature's extra [[butcher|butchering]] drop. Used with {{token|EXTRA_BUTCHER_OBJECT|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EGG_MATERIAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* &amp;lt;[[material token]]&amp;gt;&lt;br /&gt;
* &amp;lt;[[Material_definition_token#Material_States|material state]]&amp;gt;&lt;br /&gt;
| Defines the material composition of [[egg]]s laid by the creature. [[creature_token#LAYS_EGGS|Egg-laying]] creatures in the default game define this 3 times, using LOCAL_CREATURE_MAT:EGGSHELL, LOCAL_CREATURE_MAT:EGG_WHITE, and then LOCAL_CREATURE_MAT:EGG_YOLK. Eggs will be made out of eggshell. Edibility is determined by tags on whites or yolk, but they otherwise do not exist.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EGG_SIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*size&lt;br /&gt;
| Determines the size of laid [[egg]]s. Doesn't affect hatching or cooking, but bigger eggs will be heavier, and may take longer to be hauled depending on the hauler's strength.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EQUIPMENT_WAGON}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature appear as a large 3×3 [[wagon]] responsible for carrying trade goods, pulled by two {{token|WAGON_PULLER|c}} creatures and driven by a merchant.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EQUIPS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to wear or wield items.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EVIL}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creature is considered evil and will only show up in evil biomes. Civilizations with {{token|USE_EVIL_ANIMALS|e}} can domesticate them regardless of exotic status. Has no effect on cavern creatures except to restrict taming. A civilization with evil creatures can colonise evil areas.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EXTRA_BUTCHER_OBJECT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
* TYPE, CATEGORY, or TOKEN&lt;br /&gt;
| The creature drops an additional object when [[butcher|butchered]], as defined by {{token|EBO_ITEM|c}} and {{token|EBO_SHAPE|c}}. Used for [[gizzard stone]]s in default creatures. For some materials, needs to be defined after caste definitions with SELECT_CASTE:ALL{{Bug|6355}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EXTRACT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* [[material token]]&lt;br /&gt;
| Defines a creature extract which can be obtained via [[small animal dissection]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EXTRAVISION}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature can see regardless of whether it has working eyes and has full 360 degree vision, making it impossible to strike the creature from a blind spot in combat. Invisible creatures will also be seen, namely [[intelligent undead]] using a &amp;quot;vanish&amp;quot; power.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==F==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FANCIFUL}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creature is a thing of legend and known to all civilizations. Its materials cannot be requested or preferred. The tag also adds some art value modifiers. Used by a [[Fanciful|number of creatures]]. Conflicts with {{token|COMMON_DOMESTIC|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FEATURE_ATTACK_GROUP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on [[Animal people#Subterranean animal people|subterranean animal-man]] tribals. Currently defunct. In previous versions{{verify}}, it caused these creatures to crawl out of chasms and underground rivers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FEATURE_BEAST}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on [[forgotten beast]]s. Presumably makes it act as such, initiating underground attacks on fortresses, or leads to the pop-up message upon encountering one{{verify}}. Hides the creature from displaying in a world_sites_and_pops file. Does not create historical figures like generated forgotten beasts do.&lt;br /&gt;
&lt;br /&gt;
Requires specifying a {{token|BIOME|c}} in which the creature will live, and both surface and subterranean biomes are allowed. Does not stack with {{token|LARGE_ROAMING|c}} and if both are used the creature will not spawn. Appears to be incompatible with {{token|DEMON|c}} even if used in separate castes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FEMALE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature biologically female, enabling her to [[Breeding|bear young]]. Usually specified inside a caste.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FIREIMMUNE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature immune to [[Interaction_token#FIREBALL|FIREBALL]] and [[Interaction_token#FIREJET|FIREJET]] attacks, and allows it to path through high temperature zones, like lava or fires. Does not, by itself, make the creature immune to the damaging effects of burning in [[fire]], and does not prevent general heat damage or melting on its own (this would require adjustments to be made to the creature's body [[Material_definition_token|materials]] - see the [[Dragon/raw|dragon raws]] for an example).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FIREIMMUNE_SUPER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Like {{token|FIREIMMUNE|c}}, but also renders the creature immune to [[Interaction_token#DRAGONFIRE|DRAGONFIRE]] attacks. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FISHITEM}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature's corpse is a single [[Item_token#FISH_RAW|FISH_RAW]] food item that needs to be cleaned (into a [[Item_token#FISH|FISH]] item) at a [[fishery]] to become edible. Before being cleaned the item is referred to as &amp;quot;raw&amp;quot;. The food item is categorized under &amp;quot;fish&amp;quot; on the food and stocks screens, and when uncleaned it is sorted under &amp;quot;raw fish&amp;quot; in the stocks (but does not show up on the food screen). &lt;br /&gt;
Without this or {{token|COOKABLE_LIVE|c}}, [[fishing|fished]] vermin will turn into food the same way as non-vermin creatures, resulting in multiple units of food (meat, brain, lungs, eyes, spleen etc.) from a single fished vermin. These units of food are categorized as meat by the game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FIXED_TEMP}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*temperature &lt;br /&gt;
| The creature's body is constantly at this temperature, heating up or cooling the surrounding area. Alters the temperature of the creature's inventory and all adjacent tiles, [[Temperature|with all the effects that this implies]] - may trigger wildfires at high enough values. Also makes the creature immune to extreme heat or cold, as long as the temperature set is not harmful to the materials that the creature is made from. Corpses and body parts of creatures with a fixed temperature maintain their temperature even after death.&lt;br /&gt;
&lt;br /&gt;
Note that temperatures of 12000 and higher may cause [[path|pathfinding]] issues in fortress mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FLEEQUICK}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| If engaged in combat, the creature will flee at the first sign of resistance. Used by [[kobold]]s in the vanilla game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FLIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to fly, independent of it having wings or not. Fortress Mode pathfinding only partially incorporates flying - flying creatures need a land path to exist between them and an area in order to access it, but as long as one such path exists, they do not need to use it, instead being able to fly over intervening obstacles. Winged creatures with this token can lose their ability to fly if their wings are crippled or severed. Winged creatures without this token will be unable to fly. (A 'wing' in this context refers to any body part with its own [[Body_token#FLIER|FLIER]] token).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FREQUENCY}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*number, max 100&lt;br /&gt;
| Determines the chances of a creature appearing within its environment, with higher values resulting in more frequent appearance. Also affects the chance of a creature being brought in a caravan for trading.&lt;br /&gt;
This value is used multiply to determine the rarity of animal populations. A creature with [FREQUENCY:50] will appear in 50% of valid biomes, and be present in 50% of the area within those biomes.&lt;br /&gt;
When a [[Creature token#CLUSTER_NUMBER|cluster]] spawns, the game effectively considers all creatures that can possibly appear and uses the FREQUENCY value as a ''weight'' - for example, if there are three creatures with frequencies 10/25/50, the creature with [FREQUENCY:50] will appear approximately 58.8% of the time. Defaults to 50 if not specified. Not to be confused with {{token|POP_RATIO|c}}.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==G==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GAIT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;gait type&amp;gt;&lt;br /&gt;
* &amp;lt;gait name&amp;gt;&lt;br /&gt;
* &amp;lt;max [[Gait#Speed|speed]]&amp;gt;&lt;br /&gt;
* &amp;lt;build up time&amp;gt;&lt;br /&gt;
* &amp;lt;max turning [[Gait#Speed|speed]]&amp;gt;&lt;br /&gt;
* &amp;lt;start [[Gait#Speed|speed]]&amp;gt;&lt;br /&gt;
* &amp;lt;energy expenditure&amp;gt;&lt;br /&gt;
* &amp;lt;gait flag(s)&amp;gt;&lt;br /&gt;
| Defines a gait by which the creature can move. See [[Gait]] for more information. Specifically, you likely want to use one of the existing STANDARD_X_GAITS creature variations, as described in [[Gait#Gaits_and_Modding|this subsection]].&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;max speed&amp;gt; indicates the maximum [[Gait#Speed|speed]] achievable by a creature using this gait&lt;br /&gt;
* &amp;lt;start speed&amp;gt; indicates the creature's speed when it starts moving using this gait&lt;br /&gt;
* &amp;lt;build up time&amp;gt; indicates how long it will take for a creature using this gait to go from &amp;lt;start speed&amp;gt; to &amp;lt;max speed&amp;gt;. For example, a value of 10 means that it should be able to reach the maximum speed by moving 10 [[tile]]s in a straight line over even terrain.&lt;br /&gt;
* &amp;lt;max turning speed&amp;gt; indicates the maximum speed permissible when the creature suddenly changes its direction of motion. The creature's speed will be reduced to &amp;lt;max turning speed&amp;gt; if travelling at a higher speed than this before turning.&lt;br /&gt;
* &amp;lt;energy expenditure&amp;gt; indicates how energy-consuming the gait is. Higher values cause the creature to tire out faster. Persistent usage of a high-intensity gait will eventually lead to exhaustion and [[Status_icon#Non-flashing|collapse]].&lt;br /&gt;
&lt;br /&gt;
'''NO_BUILD_UP''' can be specified instead of a &amp;lt;start speed&amp;gt; value to make the &amp;lt;max speed&amp;gt; instantly achievable upon initiating movement (this is equivalent to a &amp;lt;build up time&amp;gt; of 0). Note that &amp;lt;build up time&amp;gt; and &amp;lt;max turning speed&amp;gt; are both ignored if specified alongside this (as NO_BUILD_UP trumps &amp;lt;build up time&amp;gt; and preserves &amp;lt;max speed&amp;gt; whilst turning, and &amp;lt;max turning speed&amp;gt; cannot exceed &amp;lt;max speed&amp;gt;) so it is permissible to omit them so long as they are '''both''' omitted together.&lt;br /&gt;
&lt;br /&gt;
It's possible to specify a &amp;lt;start speed&amp;gt; greater than the &amp;lt;max speed&amp;gt;; the moving creature will decelerate towards its &amp;lt;max speed&amp;gt; in this case.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''valid gait types:'''&lt;br /&gt;
*'''WALK'''&amp;lt;br&amp;gt;&lt;br /&gt;
Used for moving normally over ground tiles.&lt;br /&gt;
&lt;br /&gt;
*'''CRAWL'''&amp;lt;br&amp;gt;&lt;br /&gt;
Used for moving over ground tiles whilst [[Status_icon#Non-flashing|prone]].&lt;br /&gt;
&lt;br /&gt;
*'''SWIM'''&amp;lt;br&amp;gt;&lt;br /&gt;
Used for moving through tiles containing [[water]] or [[magma]] at a [[Water#Depth|depth]] of at least 4/7. &lt;br /&gt;
&lt;br /&gt;
*'''FLY'''&amp;lt;br&amp;gt;&lt;br /&gt;
Used for moving through [[open space]].&lt;br /&gt;
&lt;br /&gt;
*'''CLIMB'''&amp;lt;br&amp;gt;&lt;br /&gt;
Used for moving whilst [[Climber|climbing]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''valid gait flags:'''&lt;br /&gt;
* '''AGILITY'''&amp;lt;br&amp;gt;&lt;br /&gt;
Speeds/slows movement depending on the creature's [[Attribute#Agility|Agility]] stat.&lt;br /&gt;
&lt;br /&gt;
* '''STRENGTH'''&amp;lt;br&amp;gt;&lt;br /&gt;
Speeds/slows movement depending on the creature's [[Attribute#Strength|Strength]] stat.&lt;br /&gt;
&lt;br /&gt;
* '''LAYERS_SLOW'''&amp;lt;br&amp;gt;&lt;br /&gt;
Makes [[Tissue_definition_token#THICKENS_ON_ENERGY_STORAGE|THICKENS_ON_ENERGY_STORAGE]] and [[Tissue_definition_token#THICKENS_ON_STRENGTH|THICKENS_ON_STRENGTH]] tissue layers slow movement depending on how thick they are. Adding the STRENGTH gait flag counteracts the impact of the latter layer.&lt;br /&gt;
&lt;br /&gt;
* '''STEALTH_SLOWS:'''&amp;lt;percentage&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Slows movement by the specified percentage when the creature is [[Ambusher|sneaking]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GENERAL_BABY_NAME}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*singular&lt;br /&gt;
*plural &lt;br /&gt;
| Like {{token|BABYNAME|c}}, but applied regardless of caste.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GENERAL_CHILD_NAME}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*singular&lt;br /&gt;
*plural &lt;br /&gt;
| Like {{token|CHILDNAME|c}}, but applied regardless of caste.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GENERAL_MATERIAL_FORCE_MULTIPLIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value A&lt;br /&gt;
*value B&lt;br /&gt;
| Has the same function as {{token|MATERIAL_FORCE_MULTIPLIER|c}}, but applies to all attacks instead of just those involving a specific material. Appears to be overridden by MATERIAL_FORCE_MULTIPLIER ([[werebeast]]s, for example, use both tokens to provide resistance to all materials, with one exception to which they are especially vulnerable).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GENERATED}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Found on procedurally generated creatures like [[forgotten beast]]s, [[titan]]s, [[demon]]s, [[angel]]s, and [[night creature]]s. Cannot be specified in user-defined raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GETS_INFECTIONS_FROM_ROT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature get [[Health_care#Infection|infections]] from necrotic tissue.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GETS_WOUND_INFECTIONS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature's wounds become [[Health_care#Infection|infected]] if left untreated for too long.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GLOWCOLOR}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*foreground&lt;br /&gt;
*background&lt;br /&gt;
*brightness &lt;br /&gt;
| The colour of the creature's {{token|GLOWTILE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GLOWTILE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*ascii character &lt;br /&gt;
| If present, the being glows in the dark (generally used for Adventurer Mode). The tile is what replaces the being's current tile when it is obscured from your sight by darkness. The default setting for kobolds (a yellow quotation mark) provides a nice &amp;quot;glowing eyes&amp;quot; effect. The game is also hardcoded to automatically convert quotation mark GLOWTILES into apostrophes if the creature has lost one eye. This works at the generic creature level - for caste-specific glow tiles, use {{token|CASTE_GLOWTILE|c}} instead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GNAWER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*verb&lt;br /&gt;
| The creature can and will gnaw its way out of [[animal trap]]s and [[cage]]s using the specified verb, depending on the material from which it is made (normally wood).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GOBBLE_VERMIN_CLASS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*class&lt;br /&gt;
| The creature eats vermin of the specified class.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GOBBLE_VERMIN_CREATURE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*creature&lt;br /&gt;
*caste&lt;br /&gt;
| The creature eats a specified [[vermin]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GO_TO_END}}&lt;br /&gt;
| Special&lt;br /&gt;
|  &lt;br /&gt;
| When using tags from an existing creature, inserts new tags at the end of the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GO_TO_START}}&lt;br /&gt;
| Special&lt;br /&gt;
|  &lt;br /&gt;
| When using tags from an existing creature, inserts new tags at the beginning of the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GO_TO_TAG}}&lt;br /&gt;
| Special&lt;br /&gt;
|  &lt;br /&gt;
| When using tags from an existing creature, inserts new tags ''before'' the specified tag.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GOOD}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Creature is considered good and will only show up in good biomes - [[unicorn]]s, for example. Civilizations with {{token|USE_GOOD_ANIMALS|e}} can domesticate them regardless of exotic status. Has no effect on cavern creatures except to restrict taming. A civilization that has good creatures can colonise good areas in world-gen.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GRASSTRAMPLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value &lt;br /&gt;
| The value determines how rapidly [[grass]] is trampled when a creature steps on it - a value of 0 causes the creature to never damage grass, while a value of 100 causes grass to be trampled as rapidly as possible. Defaults to 5.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GRAVITATE_BODY_SIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*target value&lt;br /&gt;
| Used in Creature Variants. This token changes the adult body size to the average of the old adult body size and the target value and scales all intermediate growth stages by the same factor.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GRAZER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*number&lt;br /&gt;
| The creature is a grazer - if tamed in fortress mode, it needs a pasture to survive. The higher the number, the less frequently it needs to eat in order to live. Not used since 0.40.12, replaced by {{token|STANDARD_GRAZER|c}} to fix {{bugl|4113}}.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==H==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HABIT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*type&lt;br /&gt;
*probability&lt;br /&gt;
| Defines certain behaviors for the creature. The habit types are:&lt;br /&gt;
*COLLECT_TROPHIES&lt;br /&gt;
*COOK_PEOPLE&lt;br /&gt;
*COOK_VERMIN&lt;br /&gt;
*GRIND_VERMIN&lt;br /&gt;
*COOK_BLOOD&lt;br /&gt;
*GRIND_BONE_MEAL&lt;br /&gt;
*EAT_BONE_PORRIDGE&lt;br /&gt;
*USE_ANY_MELEE_WEAPON&lt;br /&gt;
*GIANT_NEST&lt;br /&gt;
*COLLECT_WEALTH.&lt;br /&gt;
These require the creature to have a {{token|LAIR|c}} to work properly, and also don't seem to work on creatures who are not a {{token|SEMIMEGABEAST|c}}, {{token|MEGABEAST|c}}, or{{token|NIGHT_CREATURE_HUNTER|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HABIT_NUM}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*number or TEST_ALL&lt;br /&gt;
| &amp;quot;If you set HABIT_NUM to a number, it should give you that exact number of habits according to the weights.&amp;quot;.{{cite forum|60554/1719248}} All lists of HABITs are preceded by [HABIT_NUM:TEST_ALL]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HAS_NERVES}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature has nerves in its muscles. Cutting the muscle tissue can sever motor and sensory nerves.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HASSHELL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature has a shell. Seemingly no longer used - holdover from previous versions.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HIVE_PRODUCT}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*number&lt;br /&gt;
*[[time]]&lt;br /&gt;
*[[item token]]s&lt;br /&gt;
| What product is harvested from [[Beekeeping industry|beekeeping]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HOMEOTHERM}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*number or NONE&lt;br /&gt;
| Default 'NONE'. The creature's normal body [[temperature]]. Creature ceases maintaining temperature on death unlike fixed material temperatures. Provides minor protection from environmental temperature to the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HUNTS_VERMIN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Creature hunts and kills nearby [[vermin]], randomly walking between places with food laying on the ground or in stockpiles, to check for possible [VERMIN_EATER] vermin, but they'll kill any other vermin too. Do not include this creature token on an intelligent entity that you intend to play as in fortress mode because it will prevent them from feeding themselves.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==I==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IMMOBILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| The creature cannot move. Found on [[sponge]]s. Will also stop a creature from breeding in fortress mode (MALE and FEMALE are affected, if one is IMMOBILE no breeding will happen).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IMMOBILE_LAND}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is immobile while on land. Only works on {{token|AQUATIC|c}} creatures which can't breathe on land.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IMMOLATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature radiates [[fire]]. It will ignite, and potentially completely destroy, items the creature is standing on. Also gives the vermin a high chance of escaping from [[animal trap]]s and [[cage]]s made of any flammable materials (specifically ones that could be ignited by magma).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|INTELLIGENT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Alias for {{token|CAN_SPEAK|c}} + {{token|CAN_LEARN|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ITEMCORPSE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
* [[item token]]&lt;br /&gt;
* [[material token]]&lt;br /&gt;
| Determines if the creature leaves behind a non-standard corpse (i.e. wood, statue, bars, stone, pool of liquid, etc.). [[Ethics]] may prevent actually using the item in jobs or reactions.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ITEMCORPSE_QUALITY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* number&lt;br /&gt;
| The [[quality]] of an item-type corpse left behind. Valid values are: 0 for ordinary, 1 for well-crafted, 2 for finely-crafted, 3 for superior, 4 for exceptional, 5 for masterpiece.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==L==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAIR}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*type&lt;br /&gt;
*probability&lt;br /&gt;
| Found on megabeasts, semimegabeasts, and night creatures. The creature will seek out sites of this type and take them as lairs. The lair types are:&lt;br /&gt;
*SIMPLE_BURROW&lt;br /&gt;
*SIMPLE_MOUND&lt;br /&gt;
*WILDERNESS_LOCATION&lt;br /&gt;
*SHRINE&lt;br /&gt;
*LABYRINTH&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAIR_CHARACTERISTIC}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*characteristic&lt;br /&gt;
*probability&lt;br /&gt;
| Defines certain features of the creature's lair. The only valid characteristic is HAS_DOORS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAIR_HUNTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| This creature will actively hunt adventurers in its lair.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAIR_HUNTER_SPEECH}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*speech file&lt;br /&gt;
| What this creature says while hunting adventurers in its lair.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LARGE_PREDATOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Will attack other creatures that are smaller than it. In [[fortress mode]], only one group of &amp;quot;large predators&amp;quot; (possibly two groups on &amp;quot;savage&amp;quot; maps) will appear on any given map. In [[adventurer mode]], large predators will try to ambush and attack you (and your party will attack them back). When tamed, large predators tend to be much more aggressive to enemies than non-large predators, making them a good choice for an animal army. They may go on rampages in worldgen, and adventurers may receive quests to kill them. Also, they can be mentioned in the intro paragraph when starting a fortress e.g. &amp;quot;ere the wolves get hungry.&amp;quot;&lt;br /&gt;
A single biome supports 7 large predator species, picking randomly and rolling a d100 under its {{token|FREQUENCY|c}} to add it until all 7 slots are filled.&lt;br /&gt;
&lt;br /&gt;
Incompatible with {{token|PACK_ANIMAL|c}} on a technicality, if included: hauled items are likely to be dropped upon entering the map (even if {{token|TRADE_CAPACITY|c}} is present) in contrast to when the merchants depart.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LARGE_ROAMING}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| This is the core requisite tag allowing the creature to spawn as a wild animal in the appropriate biomes. Requires specifying a {{token|BIOME|c}} in which the creature will spawn. Does not require specifying a frequency, population number, or cluster number.&lt;br /&gt;
&lt;br /&gt;
This tag stacks with {{token|MEGABEAST|c}}, {{token|SEMIMEGABEAST|c}}, or {{token|NIGHT_CREATURE_HUNTER|c}}; if used with one of these tags, the creature will spawn as both a boss and as a wild animal. This tag does not stack with {{token|FEATURE_BEAST|c}} and if both are used the creature will not spawn. This tag is unaffected by {{token|DEMON|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAYS_EGGS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Creature lays [[egg]]s instead of giving birth to live young.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAYS_UNUSUAL_EGGS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* [[item token]]&lt;br /&gt;
* [[material token]]&lt;br /&gt;
| Creature lays the specified item instead of regular eggs.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIGAMENTS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
*healing rate &lt;br /&gt;
| The creature has ligaments in its {{token|CONNECTIVE_TISSUE_ANCHOR|td}} tissues (bone or chitin by default). Cutting the bone/chitin tissue severs the ligaments, disabling motor function if the target is a limb.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIGHT_GEN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| A vermin featuring this tag will remain visible to an adventurer, even at night, and from a distance. Ostensibly bugged as of v0.47.05. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIKES_FIGHTING}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature will attack enemies rather than flee from them. This tag has the same effect on player-controlled creatures - including modded dwarves. Retired as of v0.40.14 in favor of {{token|LARGE_PREDATOR|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LISP}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Creature uses &amp;quot;sssssnake talk&amp;quot; (multiplies 'S' when talking - &amp;quot;My name isss Recisssiz.&amp;quot;). Used by [[Serpent man|serpent men]] and [[Reptile man|reptile men]] in the vanilla game. C's with the same pronunciation (depending on the word) are not affected by this token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LITTERSIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* minimum&lt;br /&gt;
* maximum&lt;br /&gt;
| Determines the number of offspring per one birth; default 1-3, not used in vanilla raws. See also {{token|MULTIPLE_LITTER_RARE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LOCAL_POPS_CONTROLLABLE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
| Allows you to play as a wild animal of this species in adventurer mode. Prevents trading of (tame) instances of this creature in caravans.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LOCAL_POPS_PRODUCE_HEROES}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Wild animals of this species may occasionally join a civilization. Prevents trading of (tame) instances of this creature in caravans.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LOCKPICKER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Lets a creature open [[door]]s that are set to forbidden in fortress mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LOOSE_CLUSTERS}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creatures will scatter if they have this tag, or form tight packs if they don't. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LOW_LIGHT_VISION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*number&lt;br /&gt;
| Determines how well a creature can see in the dark - higher is better. Dwarves have 10000, which amounts to perfect nightvision.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==M==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAGICAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| According to Toady One, this is completely interchangeable with {{token|AT_PEACE_WITH_WILDLIFE|c}} and might have been used in very early versions of the game by wandering wizards or the ent-type tree creatures that used to be animated by elves. [http://www.bay12forums.com/smf/index.php?topic=169696.msg8316954#msg8316954]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAGMA_VISION}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is able to see while submerged in [[magma]]. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MALE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature biologically male. Usually declared inside a caste.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| {{text anchor|MANNERISM|MANNERISM_*}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*occasionally body part &lt;br /&gt;
| Adds a possible mannerism to the creature's profile.  See [[creature mannerism token]] for further info.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MATERIAL}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*material id&lt;br /&gt;
| Begins defining a new local material. Follow this with standard material definition tokens to define the material.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MATERIAL_FORCE_MULTIPLIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Material token]]&lt;br /&gt;
*value A&lt;br /&gt;
*value B&lt;br /&gt;
| When struck with a weapon made of the specified material, the force exerted will be multiplied by A/B, thus making the creature more or less susceptible to this material. For example, if A is 2 and B is 1, the force exerted by the defined material will be doubled. If A is 1 and B is 2, it will be halved instead. See also  {{token|GENERAL_MATERIAL_FORCE_MULTIPLIER|c}}, which can be used to make this sort of effect applicable to all materials.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MATUTINAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Sets the creature to be active at dawn in adventurer mode. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAXAGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*min&lt;br /&gt;
*max &lt;br /&gt;
| Determines the creature's natural lifespan, using the specified minimum and maximum age values (in years). Each individual creature with this token is generated with a predetermined date (calculated down to the exact [[time|tick]]!) between these values, at which it is destined to die of old age, should it live long enough. Note that the probability of death at any given age does not increase as the creature gets older [http://i.imgur.com/A1A4aA9.png]. &lt;br /&gt;
Creatures which lack this token are naturally immortal. The [[Syndrome#CE_ADD_TAG|NO_AGING]] syndrome tag will prevent death by old age from occurring. Also note that, among civilized creatures, castes which lack this token will refuse to marry others with it, and vice versa.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MEANDERER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature slowly stroll around, unless it's in combat or performing a job. If combined with {{token|CAN_LEARN|c}}, will severely impact their [[pathfinding]] and lead the creature to move extremely slowly when not performing any task. Problematically applies to animal people based on the animal and war trained animals{{bug|9588}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MEGABEAST}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| A 'boss' creature. A small number of the creatures are created during worldgen, their histories and descendants (if any) will be tracked in worldgen (as opposed to simply 'spawning'), and they will occasionally go on rampages, potentially leading to worship if they attack the same place multiple times. Their presence and number will also influence age names. When appearing in fortress mode, they will have a pop-up message announcing their arrival. They will remain hostile to military even after being tamed.{{bug|10731}} See [[megabeast]] page for more details. &lt;br /&gt;
&lt;br /&gt;
Requires specifying a {{token|BIOME|c}} in which the creature will live. Subterranean biomes appear to not be allowed. Does stack with {{token|LARGE_ROAMING|c}} and if both are used the creature will spawn as both historical bosses and as wild animals.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MENT_ATT_CAP_PERC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*[[Attribute|ATTRIBUTE]] Token&lt;br /&gt;
*Cap %&lt;br /&gt;
|Default is 200.  This means you can increase your attribute to 200% of its starting value (or the average value + your starting value if that is higher).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MENT_ATT_RANGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*[[Attribute|ATTRIBUTE]]&lt;br /&gt;
*lowest&lt;br /&gt;
*lower&lt;br /&gt;
*low&lt;br /&gt;
*median&lt;br /&gt;
*high&lt;br /&gt;
*higher&lt;br /&gt;
*highest &lt;br /&gt;
| Sets up a [[Attribute#Soul_attributes|mental attribute]]'s range of values (0-5000). All mental attribute ranges default to 200:800:900:1000:1100:1300:2000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MENT_ATT_RATES}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Attribute|ATTRIBUTE]] Token&lt;br /&gt;
*cost to improve&lt;br /&gt;
*unused counter rate&lt;br /&gt;
*rust counter rate&lt;br /&gt;
*demotion counter rate&lt;br /&gt;
| [[Attribute#Soul_attributes|Mental attribute]] gain/decay rates. Lower numbers in the last three slots make decay occur faster. Defaults are 500:4:5:4.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MILKABLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
* frequency&lt;br /&gt;
| Allows the creature to be [[milk]]ed in the [[farmer's workshop]]. The frequency is the amount of [[time|ticks]] the creature needs to &amp;quot;recharge&amp;quot; (i.e. how much time needs to pass before it can be milked again). Does not work on [[#CAN_LEARN|sentient]] creatures, regardless of [[ethics]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MISCHIEVIOUS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Alias for {{token|MISCHIEVOUS|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MISCHIEVOUS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature spawns [[stealth]]ed and will attempt to path into the fortress, pulling any [[lever]]s it comes across. It will be invisible on the map and [[unit list]] until spotted by a citizen, at which point the game will pause and recenter on the creature. Used by [[gremlin]]s in the vanilla game. &amp;quot;They go on little missions to mess with various fortress buildings, not just levers.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MODVALUE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Seemingly no longer used.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MOUNT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature may be used as a [[mount]]. No use for the player in fortress mode, but enemy sieging forces may arrive with cavalry. Mounts are usable in adventure mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MOUNT_EXOTIC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature may be used as a [[mount]], but civilizations cannot domesticate it in worldgen without certain exceptions.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MULTIPART_FULL_VISION}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to have all-around vision as long as it has multiple heads that can see.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MULTIPLE_LITTER_RARE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Makes the species usually produce a single offspring per birth, with a 1/500 chance of using the {{token|LITTERSIZE|c}} as usual.  Requires {{token|FEMALE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MUNDANE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Marks if the creature is an actual real-life creature. Only used for age-names at present.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==N==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NAME}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*singular&lt;br /&gt;
*plural&lt;br /&gt;
*adjective &lt;br /&gt;
| The generic name for any creature of this type - will be used for referring to the species in the abstract, such as the default material prefix. For labeling individual creatures, {{token|CASTE_NAME|c}} is necessary. If left undefined, the creature will be labeled as &amp;quot;nothing&amp;quot; by the game.&lt;br /&gt;
&lt;br /&gt;
Some examples of adjective use:&lt;br /&gt;
* &amp;quot;super''dwarven'' strength&amp;quot;&lt;br /&gt;
* &amp;quot;the ''dwarven'' hillocks of X&amp;quot;&lt;br /&gt;
* Deity species as in &amp;quot;''feline'' deity&amp;quot;&lt;br /&gt;
* Megabeast attacks in worldgen. One with multiple dragons being a &amp;quot;''draconic'' rampage&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NATURAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Animal is considered to be natural. NATURAL animals will not engage creatures tagged with {{token|AT_PEACE_WITH_WILDLIFE|c}} in combat unless they are members of a hostile entity and vice-versa.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NATURAL_ANIMAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Alias of {{token|NATURAL|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NATURAL_SKILL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Skill_token|Skill token]]&lt;br /&gt;
*value&lt;br /&gt;
| The creature possesses the specified [[skill]] at this level inherently - that is, it begins with the skill at this level, and the skill may never rust below that. A value of 15 is legendary.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NIGHT_CREATURE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Creatures with this token can appear on [[experiment|experiments]]. &lt;br /&gt;
Prevents {{token|LOCAL_POPS_PRODUCE_HEROES|c}} from functioning. Causes the creature to count as {{token|NOT_LIVING|c}}. Killing a creature featuring this token provides one point of &amp;quot;hero&amp;quot; reputation. Adds the creature's description as part of the initial summary of their historical figure in legends. Prevents creature behavior enabled by {{token|LARGE_PREDATOR|c}}. People will react to creatures with this token as a night creature (natch). In adventure mode, ambushes involving these units will say &amp;quot;Night creature!&amp;quot; instead of &amp;quot;Ambush!&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Prevents the AI from using ANIMATE interactions unless the newly-animated opposed-to-life undead will not attack them. The check for this is specifically whether the unit is: &lt;br /&gt;
*a ghost&lt;br /&gt;
*an animated unit &lt;br /&gt;
*a unit with the {{token|NO_AGING|c}} token added via {{token|CE_ADD_TAG|c}}. (This allows for the default exclusion of elves and goblins, unless raised as intelligent undead.)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;''This token should not be confused with other NIGHT_CREATURE_X tokens. This token is not entirely well understood at the present time.''&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NIGHT_CREATURE_BOGEYMAN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Creatures with this token can appear in [[bogeyman|bogeyman ambushes]] in [[adventure mode]], where they adopt classical bogeyman traits such as stalking the adventurer and vaporising when dawn breaks. Such traits do not manifest if the creature is encountered outside of a bogeyman ambush (for instance, as a megabeast or a civilised being). In addition, their corpses and severed body parts turn into [[smoke]] after a short while. Note that setting the &amp;quot;Number of Bogeyman Types&amp;quot; in [[advanced world generation]] to 0 will only remove randomly-generated bogeymen.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NIGHT_CREATURE_EXPERIMENTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on some [[necromancer]]s. Creatures with this tag may periodically &amp;quot;perform horrible experiments&amp;quot; offscreen, during which they can use creature-targeting interactions with an &amp;lt;code&amp;gt;[[Interaction_token#I_SOURCE|[I_SOURCE:EXPERIMENT]]]&amp;lt;/code&amp;gt; tag on living creatures in their area. Worlds are generated with a list of procedurally-generated experiments, allowing necromancers to turn living people and animals into [[Infected_ghoul|ghouls]] and [[Experiment|other experimental creatures]], and these will automatically be available to all experimenters; it does not appear possible to prevent this. You can mod in your own custom experiment interactions, but these are used very infrequently due to the large number of generated experiments.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NIGHT_CREATURE_HUNTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on [[night troll]]s and [[werebeast]]s. Implies that the creature is a [[night creature]], and shows its description in [[legends mode]] entry. The creature is always hostile and will start [[no quarter]] combat with any nearby creatures, except for members of its own race. Note that this tag does not override the creature's normal behavior in [[fortress mode]] except for the aforementioned aggression, and doesn't prevent the creature from fleeing the battles it started. It also removes the creature's materials from stockpile settings list, making them be stored there regardless of settings.&lt;br /&gt;
&lt;br /&gt;
Does stack with {{token|LARGE_ROAMING|c}} and if both are used the creature will spawn as both historical hunters and as wild animals; this requires specifying a {{token|BIOME|c}} in which the creature will live, and subterranean biomes are allowed.&lt;br /&gt;
&lt;br /&gt;
This tag causes the usual behaviour of werebeasts in worldgen, that is, fleeing towns upon being cursed and conducting raids from a lair. If this tag is absent from a deity curse, the accursed will simply be driven out of towns in a similar manner to [[vampire]]s. When paired with SPOUSE_CONVERTER, a very small population of the creature will be created during worldgen (sometimes only a single individual will be created), and their histories will be tracked (that is, they will not spawn spontaneously later, they must either have children or convert other creatures to increase their numbers). The creature will settle in a lair and go on rampages during worldgen. It will actively attempt to seek out potential conversion targets to abduct, convert, and have children with (if possible).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NIGHT_CREATURE_NIGHTMARE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on [[nightmare]]s. Corpses and severed body parts derived from creatures with this token turn into [[smoke]] after a short while.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_AUTUMN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature caste does not appear in [[Calendar|autumn]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_CONNECTIONS_FOR_MOVEMENT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Creature doesn't require connected body parts to move{{verify}}; generally used on undead creatures with connections that have rotted away.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_DIZZINESS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature cannot become [[Symptom#Dizziness|dizzy]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_DRINK}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature does not need to drink. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_EAT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature does not need to [[food|eat]]. Seems to cause worldgen crashes if it is part of an entity with [[entity_token#PERMITTED_JOB|[PERMITTED_JOB:FISHERMAN]]]{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_FEVERS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature cannot suffer [[Symptom#Fever|fevers]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_GENDER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| The creature is biologically sexless. Makes the creature unable to [[breeding|breed]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_PHYS_ATT_GAIN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| The creature cannot raise any [[Attribute#Body_attributes|physical attributes]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_PHYS_ATT_RUST}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| The creature cannot lose any [[Attribute#Body_attributes|physical attributes]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_SLEEP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature does not need to sleep. Can still be rendered unconscious by other means.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_SPRING}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature caste does not appear in [[Calendar|spring]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_SUMMER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature caste does not appear in [[Calendar|summer]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_THOUGHT_CENTER_FOR_MOVEMENT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't require an organ with the {{token|THOUGHT|body}} tag to survive or attack; generally used on creatures that don't have brains.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_UNIT_TYPE_COLOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Prevents creature from selecting its color based on its profession (e.g. Miner, Hunter, Wrestler).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_VEGETATION_PERTURB}}&lt;br /&gt;
| Caste{{Verify}}&lt;br /&gt;
|  &lt;br /&gt;
| Likely prevents the creature from leaving broken vegetation tracks.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_WINTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature caste does not appear in [[Calendar|winter]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOBONES}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature has no bones.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOBREATHE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't need to breathe or have {{token|BREATHE|body}} parts in body, nor can it drown or be strangled. Creatures living in magma must have this tag, otherwise they will drown.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOCTURNAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Sets the creature to be active at night in adventure mode. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOEMOTION}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature has no emotions. It is immune to the effects of [[stress]] and unable to rage, and its [[need]]s cannot be fulfilled in any way. Used on [[undead]] in the vanilla game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOEXERT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature can't become tired or over-exerted from taking too many combat actions or moving at full speed for extended periods of time. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOFEAR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't feel fear and will never flee from battle, and will be immune to [[ghost]]s' attempts to 'scare it to death'. Additionally, it causes [[bogeyman|bogeymen]] and [[nightmare]]s to become friendly towards the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOMEAT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature will not be hunted or fed to wild beasts.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NONAUSEA}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature isn't nauseated by gut hits and cannot vomit.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOPAIN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't feel pain. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOSKIN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature will not drop a hide when [[butcher|butchered]]. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOSKULL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature will not drop a skull on butchering, rot, or decay of severed head.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOSMELLYROT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Does not produce [[miasma]] when rotting.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOSTUCKINS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Weapons can't get stuck in the creature. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOSTUN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature can't be stunned and knocked unconscious by pain or head injuries. Creatures with this tag never wake up from sleep in Fortress Mode. If this creature needs to sleep while playing, it &amp;lt;b&amp;gt;will&amp;lt;/b&amp;gt; die.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOT_BUTCHERABLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Cannot be [[butcher|butchered]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOT_LIVING}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Cannot be raised from the dead by necromancers or evil clouds. Implies the creature is not a normal living being. Used by [[vampire]]s, [[Mummy|mummies]] and inorganic creatures like the [[amethyst man]] and [[bronze colossus]]. Creatures who are {{token|OPPOSED_TO_LIFE|c}} (undead) will be docile towards creatures with this token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOTHOUGHT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't require a {{token|THOUGHT|body}} body part to survive. Has the added effect of preventing speech, though directly controlling creatures that would otherwise be capable of speaking allows them to engage in conversation.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==O==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ODOR_LEVEL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*number&lt;br /&gt;
| How easy the creature is to [[smell]]. The higher the number, the easier the creature is to sniff out. Defaults to 50. Vanilla creatures have values from 0 (undetectable) to 90 (noticeable by humans and dwarves).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ODOR_STRING}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*string&lt;br /&gt;
| What the creature [[smell]]s like. If no odor string is defined, the creature name (not the caste name) is used.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|OPPOSED_TO_LIFE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Is hostile to all creatures except undead and other non-living ones and will show {{DFtext|Opposed to life|0:1}} in the [[unit list]]. Used by [[undead]] in the vanilla game. Functions without the {{token|NOT_LIVING|c}} token, and seems to imply said token as well. Undead will not be hostile to otherwise-living creatures given this token. Living creatures given this token will attack living creatures that lack it, while ignoring other living creatures that also have this token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ORIENTATION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*MALE/FEMALE&lt;br /&gt;
*disinterested chance&lt;br /&gt;
*casual chance&lt;br /&gt;
*strong chance&lt;br /&gt;
| Determines caste's likelihood of having sexual attraction to certain sexes. Values default to 75:20:5 for the same sex and 5:20:75 for the opposite sex. The first value indicates how likely to be entirely uninterested in the sex, the second decides if the creature will be able to become lovers with that sex, the third decides whether they will be able to marry in worldgen and post-worldgen world activities (which implies being able to become lovers). Marriage seems to be able to happen in fort mode play regardless, as long as they are lovers first.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|OUTSIDER_CONTROLLABLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Lets you play as an [[Adventurer_mode_character_creation#Outsider|outsider]] of this species in adventure mode.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==P==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PACK_ANIMAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to be used as a pack animal. Used by [[trading|merchants]] without wagons and adventurers. Also prevents creature from dropping hauled items on its own -- do ''not'' use for player-controllable creatures! May lead to the creature being domesticated during worldgen, even if it doesn't have {{token|COMMON_DOMESTIC|c}}.&lt;br /&gt;
&lt;br /&gt;
Creatures with this tag but without {{token|BENIGN|c}}, and/or with {{token|LARGE_PREDATOR|c}} leads to hauled items being dropped.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PARALYZEIMMUNE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is immune to all [[Syndrome#CE_PARALYSIS|paralyzing]] special attacks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PATTERNFLIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Used to control the bat riders with paralyze-dart blowguns that flew through the 2D chasm. Doesn't do anything now.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PCG_LAYERING}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*[[Procedural graphics layer|Layering type]]&lt;br /&gt;
| Adds a layer to the current {{token|PROCEDURAL_CREATURE_GRAPHICS|c}} definition. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PEARL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| In earlier versions, creature would generate [[pearl]]s. Does nothing in the current version.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PENETRATEPOWER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value &lt;br /&gt;
| Controls the ability of [[vermin]] to find a way into containers when they are eating food from your stockpiles.&lt;br /&gt;
&lt;br /&gt;
Objects made of most materials (e.g. metal) roll a number from 0-100, and if the resulting number is greater than the penetrate power, their contents escape for the time being. Objects made of [[wood]], [[leather]], [[amber]], or [[coral]] roll 0-95, and items made of [[cloth]] roll 0-90.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PERSONALITY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*ATTRIBUTE&lt;br /&gt;
*lowest&lt;br /&gt;
*median&lt;br /&gt;
*highest &lt;br /&gt;
| Determines the range and chance of personality traits. Standard is 0:50:100. See [[Personality trait]] for more info.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PET}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to be [[Animal_trainer|tamed]] in Fortress mode. Prerequisite for all other working animal roles. Civilizations that encounter it in worldgen will tame and domesticate it for their own use. Adding this to civilization members will classify them as pets instead of citizens, with all the [[Fun|problems]] that entails. However, you can solve these problems using the popular plugin [https://dffd.bay12games.com/file.php?id=13095| Dwarf Therapist], which is completely unaffected by the tag.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PET_EXOTIC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to be [[Animal_trainer|tamed]] in Fortress mode. Prequisite for all other working animal roles. Civilizations cannot domesticate it in worldgen, with certain exceptions. More difficult to tame?{{verify}} Adding this to civilization members will classify them as pets instead of citizens, with all the [[Fun|problems]] that entails. ([[Gremlin|Example]]).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PETVALUE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value &lt;br /&gt;
| How valuable a tamed animal is. Actual cost in points in the embarking screen is 1+(PETVALUE/2) for an untrained animal, 1+PETVALUE for a war/hunting one. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PETVALUE_DIVISOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
| Divides the creature's {{token|PETVALUE|c}} by the specified number. Used by [[honey bee]]s to prevent a single hive from being worth a fortune.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PHYS_ATT_CAP_PERC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*[[Attribute|ATTRIBUTE]] Token&lt;br /&gt;
*Cap %&lt;br /&gt;
|Default is 200. This means you can increase your attribute to 200% of its starting value (or the average value + your starting value if that is higher).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PHYS_ATT_RANGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Attribute|ATTRIBUTE]]&lt;br /&gt;
*lowest&lt;br /&gt;
*lower&lt;br /&gt;
*low&lt;br /&gt;
*median&lt;br /&gt;
*high&lt;br /&gt;
*higher&lt;br /&gt;
*highest &lt;br /&gt;
| Sets up a [[Attribute#Body_attributes|physical attribute]]'s range of values (0-5000). All physical attribute ranges default to 200:700:900:1000:1100:1300:2000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PHYS_ATT_RATES}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Attribute|ATTRIBUTE]] Token&lt;br /&gt;
*cost to improve&lt;br /&gt;
*unused counter rate&lt;br /&gt;
*rust counter rate&lt;br /&gt;
*demotion counter rate&lt;br /&gt;
| [[Attribute#Body_attributes|Physical attribute]] gain/decay rates. Lower numbers in the last three slots make decay occur faster. Defaults for STRENGTH, AGILITY, TOUGHNESS, and ENDURANCE are 500:3:4:3, while RECUPERATION and DISEASE_RESISTANCE default to 500:NONE:NONE:NONE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PLUS_BP_GROUP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*BY_TYPE, BY_CATEGORY, or BY_TOKEN&lt;br /&gt;
*body type, category, or token&lt;br /&gt;
| Adds a body part group to selected body part group. Presumably used immediately after {{token|SET_BP_GROUP|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PLUS_MATERIAL}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*material&lt;br /&gt;
| Adds a material to selected materials. Used immediately after {{token|SELECT_MATERIAL|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|POP_RATIO}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
*number (max 100000)&lt;br /&gt;
| Weighted population of caste; Lower is rarer. Not to be confused with {{token|FREQUENCY|c}}. A weight of 0 will not prevent a caste from spawning.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|POPULATION_NUMBER}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*min&lt;br /&gt;
*max &lt;br /&gt;
| The minimum/maximum numbers of how many of these creatures are present in each world map tile of the appropriate region. Defaults to 1:1 if not specified.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|POWER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Allows the being to represent itself as a deity, allowing it to become the leader of a civilized group. Used by unique demons in the vanilla game. Requires {{token|CAN_SPEAK|c}} to actually do anything more than settle at a location (e.g. write books, lead armies, profane temples). Doesn't appear to do anything for creatures that are already civilized. Once the creature ascends to a position of leadership, it will proceed to act as a standard ruler for their entity and fulfill the same functions (hold tournaments, tame creatures, etc.).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PREFSTRING}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*string&lt;br /&gt;
| Sets what other creatures [[Preferences|prefer]] about this creature. &amp;quot;Urist likes dwarves for their beards.&amp;quot; Multiple entries will be chosen from at random. Creatures lacking a PREFSTRING token will never appear under another's preferences.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PROCEDURAL_CREATURE_GRAPHICS}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
* [[Graphics_token#Basic_creature_sprite_types|Sprite type]] or Caste then sprite type&lt;br /&gt;
| Makes the creature have procedural graphics built for it, like forgotten beasts/demons/titans/experiments. Must be associated with PCG_LAYERING tokens.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PROFESSION_NAME}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*[[Unit type token]] (Profession)&lt;br /&gt;
*singular&lt;br /&gt;
*plural &lt;br /&gt;
| The generic name for members of this profession, at the creature level. In order to give members of specific castes different names for professions, use {{token|CASTE_PROFESSION_NAME|c}} instead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PRONE_TO_RAGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*Chance&lt;br /&gt;
| Creature has a percentage chance to flip out at visible non-friendly creatures. Enraged creatures attack anything regardless of timidity and get a strength bonus to their hits. This is what makes [[badger]]s so hardcore.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PUS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;[[material token]]&amp;gt;&lt;br /&gt;
* &amp;lt;[[Material_definition_token#Material_States|material state]]&amp;gt;&lt;br /&gt;
| The creature has pus. Specifies the stuff secreted by [[Health_care#Infection|infected wounds]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==R==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|RELSIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*body category, type, or token&lt;br /&gt;
*Relsize &lt;br /&gt;
| Specifies a new relative size for a part than what is stated in the body plan. For example, dwarves have larger livers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMAINS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*singular&lt;br /&gt;
*plural&lt;br /&gt;
| What the creature's [[remains]] are called.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMAINS_COLOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| What color the creature's [[remains]] are.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMAINS_ON_VERMIN_BITE_DEATH}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Goes with {{token|VERMIN_BITE|c}} and {{token|DIE_WHEN_VERMIN_BITE|c}}, the vermin creature will leave remains on death when biting. Leaving this tag out will cause the creature to disappear entirely after it bites.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMAINS_UNDETERMINED}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Unknown.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMOVE_MATERIAL}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*material token &lt;br /&gt;
| Removes a material from the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMOVE_TISSUE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*tissue token&lt;br /&gt;
| Removes a tissue from the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|RETRACT_INTO_BP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*BY_TYPE, BY_CATEGORY or BY_TOKEN&lt;br /&gt;
*body type, [[Body_token#CATEGORY|category]], or [[Body_token#BP|token]]&lt;br /&gt;
*Second person (&amp;quot;You&amp;quot;) retract verb text&lt;br /&gt;
*Third person (&amp;quot;The giant snail&amp;quot;) retract verb text&lt;br /&gt;
*Second person cancel retract text&lt;br /&gt;
*Third person cancel retract text&lt;br /&gt;
| The creature will retract into the specified body part(s) when threatened. It will be unable to move or attack, but enemies will only be able to attack the specified body part(s). When one of the specified body part is severed off, the creature automatically unretracts and cannot retract anymore. More than one body part can be selected by using BY_TYPE or BY_CATEGORY.&lt;br /&gt;
&lt;br /&gt;
Second-person descriptions are used for adventurer mode natural ability. &amp;quot;&amp;lt;pro_pos&amp;gt;&amp;quot; can be used in the descriptions, being replaced with the proper pronoun (or lack thereof) in-game.&lt;br /&gt;
&lt;br /&gt;
Undead curled up creatures are buggy, specifically those that retract into their upper bodies: [[echidna]]s, [[hedgehog]]s and [[pangolin]]s.{{bug|11463}}{{bug|10519}} The upper body is prevented from collapsing by a separate body part (the middle spine), which cannot be attacked when the creature is retracted. See {{token|PREVENTS_PARENT_COLLAPSE|bo}}. Living creatures eventually succumb to blood loss, but undead creatures do not. Giant creatures also take a very long time to bleed out.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|RETURNS_VERMIN_KILLS_TO_OWNER}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Cat behavior. If it kills a vermin creature and has an owner, it carries the remains in its mouth and drops them at their feet. Requires {{token|HUNTS_VERMIN|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ROOT_AROUND}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*BY_TYPE, BY_CATEGORY or BY_TOKEN&lt;br /&gt;
*body type, [[Body_token#CATEGORY|category]], or [[Body_token#BP|token]]&lt;br /&gt;
*Second person (&amp;quot;You&amp;quot;) verb text&lt;br /&gt;
*Third person (&amp;quot;The hen&amp;quot;) verb text&lt;br /&gt;
| Creature will occasionally root around in the grass, looking for insects.  Used for flavor in Adventurer Mode, spawns vermin edible for this creature in Fortress Mode. Creatures missing the specified body part will be unable to perform this action. The action produces a message (visible in adventure mode) in the form:&lt;br /&gt;
&lt;br /&gt;
[creature] [verb text] the [description of creature's location]&lt;br /&gt;
&lt;br /&gt;
In adventure mode, the &amp;quot;rooting around&amp;quot; ability will be included in the &amp;quot;natural abilities&amp;quot; menu, represented by its second person verb text.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==S==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SAVAGE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creature will only show up in &amp;quot;savage&amp;quot; biomes. Has no effect on cavern creatures. Cannot be combined with {{token|GOOD|c}} or {{token|EVIL|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SECRETION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*&amp;lt;[[material token]]&amp;gt;&lt;br /&gt;
*&amp;lt;[[Material_definition_token#Material_States|material state]]&amp;gt;&lt;br /&gt;
*BY_TOKEN / BY_CATEGORY / BY_TYPE&lt;br /&gt;
*&amp;lt;[[Body_token#BP|body part ID]]&amp;gt; / &amp;lt;[[Body_token#CATEGORY|category]]&amp;gt; or ALL / &amp;lt;type (e.g. [[Body_token#GRASP|GRASP]])&amp;gt;&lt;br /&gt;
*&amp;lt;[[Body_detail_plan_token#BP_LAYERS|tissue layer]]&amp;gt; or ALL&lt;br /&gt;
*&amp;lt;trigger&amp;gt;&lt;br /&gt;
| Causes the specified tissue layer(s) of the indicated body part(s) to secrete the designated material. A size 100 ('covering') [[contaminant]] is created over the affected body part(s) in its specified material state (and at the temperature appropriate to this state) when the trigger condition is met, as long as one of the secretory tissue layers is still intact. Valid triggers are:&lt;br /&gt;
*'''CONTINUOUS'''&lt;br /&gt;
Secretion occurs once every 40 [[time|ticks]] in [[fortress mode]], and every tick in [[adventurer mode]].&lt;br /&gt;
*'''EXERTION'''&lt;br /&gt;
Secretion occurs continuously (at the rate described above) whilst the creature is at minimum &amp;lt;span style=&amp;quot;font-size:75%&amp;quot;&amp;gt;{{Tile|Tired|6:1}}&amp;lt;/span&amp;gt; following physical exertion. Note that this cannot occur if the creature has {{token|NOEXERT|c}}.&lt;br /&gt;
*'''EXTREME_EMOTION'''&lt;br /&gt;
Secretion occurs continuously (as above) whilst the creature is distressed. Cannot occur in creatures with {{token|NOEMOTION|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SELECT_ADDITIONAL_CASTE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*&amp;lt;caste&amp;gt;&lt;br /&gt;
| Adds an additional previously defined caste to the selection. Used after {{token|SELECT_CASTE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SELECT_CASTE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*&amp;lt;caste&amp;gt; or ALL &lt;br /&gt;
| Selects a previously defined caste&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SELECT_MATERIAL}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*&amp;lt;[[material token]]&amp;gt;&lt;br /&gt;
| Selects a locally defined material. Can be ALL.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SELECT_TISSUE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*tissue token&lt;br /&gt;
| Selects a tissue for editing.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SEMIMEGABEAST}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Essentially the same as {{token|MEGABEAST|c}}, but more of them are created during worldgen. See the [[semi-megabeast]] page for details.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SENSE_CREATURE_CLASS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;[[Creature_token#CREATURE_CLASS|creature class]]&amp;gt;&lt;br /&gt;
* [[Tilesets|&amp;lt;tile value or character&amp;gt;]]&lt;br /&gt;
* [[Color#Color_values|&amp;lt;foreground color&amp;gt;:&amp;lt;background color&amp;gt;:&amp;lt;foreground brightness&amp;gt;]]&lt;br /&gt;
| Gives the creature the ability to sense creatures belonging to the specified [[Creature_token#CREATURE_CLASS|creature class]] even when they lie far beyond line of sight, including through walls and floors. It also appears to reduce or negate the combat penalty of [[Wound#Blindness|blind]] units when fighting creatures they can sense. In [[adventure mode]], the specified tile will be used to represent sensed creatures when they cannot be seen directly.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SET_BP_GROUP}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*selection criteria BY_TYPE, BY_CATEGORY, BY_TOKEN&lt;br /&gt;
*category, type, or token &lt;br /&gt;
| Begins a selection of body parts.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_LEARN_RATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*&amp;lt;[[skill_token]]&amp;gt;&lt;br /&gt;
*&amp;lt;percentage&amp;gt;&lt;br /&gt;
| The rate at which this creature learns this skill. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_LEARN_RATES}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*&amp;lt;percentage&amp;gt;&lt;br /&gt;
| The rate at which this creature learns all skills. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_RATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[skill_token]]&lt;br /&gt;
*&amp;lt;% of improvement points gained&amp;gt;&lt;br /&gt;
*&amp;lt;unused counter rate&amp;gt;&lt;br /&gt;
*&amp;lt;rust counter rate&amp;gt;&lt;br /&gt;
*&amp;lt;demotion counter rate&amp;gt;&lt;br /&gt;
| Like {{token|SKILL_RATES|c}}, but applies to individual skills instead. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_RATES}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
*&amp;lt;% of improvement points gained&amp;gt;&lt;br /&gt;
*&amp;lt;unused counter rate&amp;gt;&lt;br /&gt;
*&amp;lt;rust counter rate&amp;gt;&lt;br /&gt;
*&amp;lt;demotion counter rate&amp;gt;&lt;br /&gt;
| Affects skill gain and decay. Lower numbers in the last three slots make decay occur faster ([SKILL_RATES:100:1:1:1] would cause rapid decay). The counter rates may also be replaced with NONE.&lt;br /&gt;
Default is [SKILL_RATES:100:8:16:16]. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_RUST_RATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[skill_token]]&lt;br /&gt;
*value&lt;br /&gt;
*value&lt;br /&gt;
*value&lt;br /&gt;
| The rate at which this skill decays. Lower values cause the skill to decay faster. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_RUST_RATES}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
*value&lt;br /&gt;
*value&lt;br /&gt;
| The rate at which all skills decay. Lower values cause the skills to decay faster. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SLAIN_CASTE_SPEECH}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Speech file|text set]]&lt;br /&gt;
| Caste-specific {{token|SLAIN_SPEECH|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SLAIN_SPEECH}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*[[Speech file|text set]]&lt;br /&gt;
| Boasting speeches relating to killing this creature. Examples include [[text_dwarf.txt/raw|text_dwarf.txt]] (&amp;lt;code&amp;gt;[SLAIN_SPEECH:SLAIN_DWARF]&amp;lt;/code&amp;gt;) and text_elf.txt (&amp;lt;code&amp;gt;[SLAIN_SPEECH:SLAIN_ELF]&amp;lt;/code&amp;gt;) in data\vanilla\vanilla_creatures\objects.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SLOW_LEARNER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Shorthand for {{token|CAN_LEARN|c}} + &amp;lt;code&amp;gt;[[Creature_token#SKILL_LEARN_RATES|[SKILL_LEARN_RATES:50]]]&amp;lt;/code&amp;gt;.{{verify}} Used by a number of 'primitive' creatures (like [[ogre]]s, [[giant]]s and [[troglodyte]]s) in the vanilla game. Applicable to player races. Prevents a player from recruiting nobility, even basic ones. Subterranean creatures with this token combined with {{token|EVIL|c}} will become servants of goblins in their civilizations, in the style of [[troll]]s.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SMALL_REMAINS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature leaves &amp;quot;[[item token#REMAINS|remains]]&amp;quot; instead of a corpse. Used by [[vermin]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SMELL_TRIGGER}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
| Determines how keen a creature's sense of smell is - lower is better. At 10000, a creature cannot smell at all.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SOLDIER_ALTTILE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*'character' or tile number&lt;br /&gt;
| If this creature is active in its civilization's military, it will blink between its default tile and this one.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SOUND}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* Sound application (currently accepts ALERT or PEACEFUL_INTERMITTENT)&lt;br /&gt;
* Sound range (in tiles)&lt;br /&gt;
* Sound delay (lower values = sound is produced more often)&lt;br /&gt;
* VOCALIZATION or NONE (determines whether the sound requires breathing or not)&lt;br /&gt;
* First-person description&lt;br /&gt;
* Third-person description&lt;br /&gt;
* Description when out of sight&lt;br /&gt;
| Creature makes sounds periodically, which can be heard in Adventure mode.&lt;br /&gt;
* First-person reads &amp;quot;You '''bark'''&amp;quot;&lt;br /&gt;
* Third-person reads &amp;quot;The [[capybara]] '''barks'''&amp;quot;&lt;br /&gt;
* Out of sight reads &amp;quot;You hear '''a loud bark'''&amp;quot;&lt;br /&gt;
with the text in bold being the description arguments of the token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SOURCE_HFID}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*Integer&lt;br /&gt;
| Found on generated [[angel]]s. This is the historical figure ID of the deity with which the angel is associated. Since HFIDs are not predictable before worldgen, this isn't terribly usable in mods.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPECIFIC_FOOD}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* PLANT or CREATURE&lt;br /&gt;
* Plant/creature ID&lt;br /&gt;
| Creature will only appear in biomes with this plant or creature available. Grazers given a specific type of grass (such as [[panda]]s and [[bamboo]]) will only eat that grass and nothing else, risking starvation if there's none available. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPHERE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
* [[Sphere#Available_spheres|sphere]]&lt;br /&gt;
| Sets what religious spheres the creature is aligned to, for purposes of being worshipped via the {{token|POWER|c}} token. Also affects the layout of hidden fun stuff, and the creature's name.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPOUSE_CONVERSION_TARGET}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| This creature can be converted by a night creature with {{token|SPOUSE_CONVERTER|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPOUSE_CONVERTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| If the creature has the {{token|NIGHT_CREATURE_HUNTER|c}} tag, it will kidnap {{token|SPOUSE_CONVERSION_TARGET|c}}s and transform them into the caste of its species with the {{token|CONVERTED_SPOUSE|c}} tag during worldgen. It may also start families this way.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPREAD_EVIL_SPHERES_IF_RULER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| If the creature rules over a [[site]], it will cause the local landscape to be corrupted into [[Surroundings#Evil|evil surroundings]] associated with the creature's [[Creature_token#SPHERE|sphere]]s. The creature must have at least one of the following [[sphere]]s for this to take effect: BLIGHT, DEATH, DISEASE, DEFORMITY, NIGHTMARES. The first three kill vegetation, while the others sometimes do.  The last two get [[Plant_token#EVIL|evil plants]] and [[Creature_token#EVIL|evil animals]] sometimes. NIGHTMARES gets [[bogeyman|bogeymen]]. [http://www.bay12forums.com/smf/index.php?topic=169696.msg8162224#msg8162224] Used by [[demon]]s in the vanilla game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|STANCE_CLIMBER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Caste does not require &amp;lt;code&amp;gt;[[Body_token#GRASP|[GRASP]]]&amp;lt;/code&amp;gt; body parts to climb -- it can climb with &amp;lt;code&amp;gt;[[Body_token#STANCE|[STANCE]]]&amp;lt;/code&amp;gt; parts instead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|STANDARD_GRAZER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Acts as {{token|GRAZER|c}} but set to 20000*G*(max size)^(-3/4), where G defaults to 100 but can be set in d_init, and the whole thing is trapped between 150 and 3 million. Used for all grazers in the default creature raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|STRANGE_MOODS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| The creature will get [[strange mood]]s in fortress mode and can produce artifacts.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SUPERNATURAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Gives the creature knowledge of any secrets with &amp;lt;code&amp;gt;[[Interaction_token#IS_SECRET|[SUPERNATURAL_LEARNING_POSSIBLE]]]&amp;lt;/code&amp;gt; that match its [[Creature_token#SPHERE|spheres]] and also prevents it from becoming a [[vampire]] or [[werebeast]]. Other effects are unknown.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SWIMS_INNATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature naturally knows how to swim perfectly and does not use the [[swimmer]] skill, as opposed to {{token|SWIMS_LEARNED|c}} below. However, Fortress mode AI never paths into water anyway, so it's less useful there. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SWIMS_LEARNED}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature swims only as well as their present [[Swimmer|swimming skill]] allows them to.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SYNDROME_DILUTION_FACTOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &amp;lt;[[Syndrome#SYN_IDENTIFIER|syndrome identifier]]&amp;gt;:&amp;lt;percentage&amp;gt;&lt;br /&gt;
| Dilutes the effects of syndromes which have the specified identifier. A percentage of 100 is equal to the regular syndrome effect severity, higher percentages reduce severity.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==T==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TENDONS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
*healing rate &lt;br /&gt;
| The creature has tendons in its {{token|CONNECTIVE_TISSUE_ANCHOR|td}} tissues (bone or chitin by default). Cutting the bone/chitin tissue severs the tendons, disabling motor function if the target is a limb.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|THICKWEB}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature's [[web]]s can catch larger creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*name &lt;br /&gt;
| Begins defining a tissue in the creature file. Follow this with standard tissue definition tokens to define the tissue properties.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_LAYER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*BY_TYPE, BY_CATEGORY, BY_TOKEN&lt;br /&gt;
*TYPE,CATEGORY, or TOKEN&lt;br /&gt;
*TISSUE&lt;br /&gt;
*LOCATION &lt;br /&gt;
| Adds the tissue layer to wherever it is required.&lt;br /&gt;
Non-argument Locations can be FRONT, RIGHT, LEFT, TOP, BOTTOM. Argument locations are AROUND and CLEANS, requiring a further body part and a % of coverage/cleansing&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_LAYER_OVER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*BY_TYPE, BY_CATEGORY, BY_TOKEN&lt;br /&gt;
*TYPE,CATEGORY, or TOKEN&lt;br /&gt;
*TISSUE&lt;br /&gt;
*LOCATION &lt;br /&gt;
| Alias for TISSUE_LAYER&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_LAYER_UNDER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*BY_TYPE, BY_CATEGORY, BY_TOKEN&lt;br /&gt;
*TYPE,CATEGORY, or TOKEN&lt;br /&gt;
*TISSUE&lt;br /&gt;
| Adds the tissue layer under a given part.&lt;br /&gt;
For example, an [[iron man]] has a gaseous poison within, and this tissue (GAS is its name) has the token [TISSUE_LEAKS] and its state is GAS, so when you puncture the iron outside and damage this tissue it leaks gas (can have a syndrome by using a previous one in the creature sample.) [TISSUE_LAYER_UNDER:BY_CATEGORY:ALL:{tissue}] {tissue} is what will be under the TISSUE_LAYER; here is an example Tissue from the Iron Man:&amp;lt;br&amp;gt; &lt;br /&gt;
[TISSUE:GAS] [TISSUE_NAME:gas:NP] [TISSUE_MATERIAL:LOCAL_CREATURE_MAT:GAS] [TISSUE_MAT_STATE:GAS] [RELATIVE_THICKNESS:50] [TISSUE_LEAKS] [TISSUE_SHAPE:LAYER] &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TITAN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on [[titan]]s. Cannot be specified in user-defined raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRADE_CAPACITY}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
*number&lt;br /&gt;
| How much the creature can carry when used by merchants. 1000 by default. If a civilization uses a custom pack animal via ALWAYS_PACK, you must manually add a capacity to the raws of that creature itself. Capacity defaults to null leading to empty caravans.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAINABLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Shortcut for {{token|TRAINABLE_HUNTING|c}} + {{token|TRAINABLE_WAR|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAINABLE_HUNTING}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Can be [[Animal trainer|trained]] as a hunting beast, increasing speed.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAINABLE_WAR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Can be [[Animal trainer|trained]] as a war beast, increasing strength and endurance.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRANCES}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to go into [[martial trance]]s. Used by dwarves in the vanilla game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAPAVOID}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature will never trigger [[trap]]s it steps on. Used by a [[Trapavoid|number of creatures]]. Doesn't make the creature immune to remotely activated traps (like retractable spikes being triggered while the creature is standing over them). TRAPAVOID creatures lose this power if they're immobilized while standing in a trap, be it by stepping on thick web, being paralyzed or being knocked unconscious.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRIGGERABLE_GROUP}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*min&lt;br /&gt;
*max &lt;br /&gt;
| A large swarm of vermin can be disturbed, usually in adventurer mode.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TSU_NOUN}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*noun&lt;br /&gt;
*SINGULAR or PLURAL &lt;br /&gt;
| Noun for the {{token|TISSUE_STYLE_UNIT|c}}, used in the description of the tissue layer's style.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==U==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UBIQUITOUS}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
| Creature will occur in every region with the correct biome. Does not apply to {{token|EVIL|c}}/{{token|GOOD|c}} tags. Supersedes {{token|FREQUENCY|c}} for the purposes of distributing populations through the map, they are present in every part of the valid biome. Respects {{token|FREQUENCY|c}} for the frequency of unit [[Creature token#CLUSTER_NUMBER|cluster]] spawns being of this species.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UNDERGROUND_DEPTH}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*mindepth&lt;br /&gt;
*maxdepth &lt;br /&gt;
| Depth that the creature appears underground. Numbers can be from 0 to 5. 0 is actually 'above ground' and can be used if the creature is to appear both above and below ground. Values from 1-3 are the respective [[cavern]] levels, 4 is the [[magma sea]] and 5 is the [[HFS]]. A single argument may be used instead of min and max. [[Demon]]s use only 5:5; user-defined creatures with both this depth and {{token|FLIER}} will take part in the initial wave from the HFS alongside generated demons, but without {{token|FLIER}} they will only spawn from the map edges. Civilizations that can use underground plants or animals will only export (via the embark screen or caravans) things that are available at depth 1.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UNDERSWIM}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is displayed as blue when in [[Water#Depth|7/7 water]]. Used on fish and amphibious creatures which swim under the water.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UNIQUE_DEMON}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Found on generated [[demon]]s; causes the game to create a single named instance of the demon which will emerge from the underworld and take over civilizations during worldgen.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_CASTE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*new caste token&lt;br /&gt;
*old caste token&lt;br /&gt;
| Defines a new caste derived directly from a previous caste. The new caste inherits all properties of the old one. The effect of this tag is automatic if one has not yet defined any castes: &amp;quot;Any caste-level tag that occurs before castes are explicitly declared is saved up and placed on any caste that is declared later, unless the caste is explicitly derived from another caste.&amp;quot;&lt;br /&gt;
Roostre: &amp;quot;When DF detects duplicate tokens in the raws of the same object, a failsafe seems to kick in; it takes the bottom-most of the duplicates, and disregards the others. In the case of tokens added by a mod, it prioritizes the duplicate in the mod.&amp;quot; This means that if a tag is defined in the base-caste and redefined in the derived caste, the derived tag overwrites the base tag. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_MATERIAL}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*new material ID&lt;br /&gt;
*old material ID&lt;br /&gt;
| Defines a new local creature material and populates it with all properties defined in the specified local creature material.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_MATERIAL_TEMPLATE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*new material token&lt;br /&gt;
*material template &lt;br /&gt;
| Defines a new local creature material and populates it with all properties defined in the specified template. [http://www.bay12forums.com/smf/index.php?topic=175437.msg8441368#msg8441368 There seems to be a limit of 200 materials per creature].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_TISSUE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*new tissue token&lt;br /&gt;
*old tissue id&lt;br /&gt;
| Defines a new local creature tissue and populates it with all properties defined in the local tissue specified in the second argument.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_TISSUE_TEMPLATE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*new tissue token&lt;br /&gt;
*tissue template&lt;br /&gt;
| Loads a tissue template listed in OBJECT:TISSUE_TEMPLATE files, such as tissue_template_default.txt. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UTTERANCES}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Changes the language of the creature into unintelligible 'kobold-speak', which creatures of other species will be unable to understand. If a civilized creature has this and is not part of a {{token|SKULKING|e}} civ, it will tend to start wars with all nearby civilizations and will be unable to make peace treaties due to 'inability to communicate'.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==V==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VEGETATION}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Like {{token|AT_PEACE_WITH_WILDLIFE}}, but also makes the creature more valued in artwork by civilisations with the PLANT [[sphere]]. [http://www.bay12forums.com/smf/index.php?topic=169696.msg8316954#msg8316954] Used by [[grimeling]]s in the vanilla game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_BITE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*chance of occurrence{{verify}}&lt;br /&gt;
*verb (bitten, stung, etc.)&lt;br /&gt;
* [[material token]]&lt;br /&gt;
* [[Material_definition_token#Material_States|material state]]&lt;br /&gt;
| Enables vermin to bite other creatures, injecting the specified material. See {{token|SPECIALATTACK_INJECT_EXTRACT|c}} for details about injection - this token presumably works in a similar manner.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_EATER}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
| The vermin creature will attempt to eat exposed food. See {{token|PENETRATEPOWER|c}}. Distinct from {{token|VERMIN_ROTTER|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_FISH}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The vermin appears in [[water]] and will attempt to swim around.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_GROUNDER}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creature appears in &amp;quot;general&amp;quot; surface ground locations. Note that this doesn't stop the creature from flying if it can (most vermin birds have this tag).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_HATEABLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Some dwarves will [[Preferences|hate]] the creature and get unhappy thoughts when around it. See the [[Hateable|list of hateable vermin]] for details.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_MICRO}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| This makes the creature move in a swarm of creatures of the same race as it (e.g. swarm of flies, swarm of ants).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_NOFISH}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature cannot be caught by [[fishing]]. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_NOROAM}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature will not be observed randomly roaming about the map. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_NOTRAP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature cannot be caught in baited [[animal trap]]s; however, a &amp;quot;[[Trapper|catch live land animal]]&amp;quot; task may still be able to capture one if a dwarf finds one roaming around.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_ROTTER}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The vermin are attracted to rotting stuff and loose food left in the open and cause unhappy thoughts to dwarves who encounter them. Present on flies, knuckle worms, acorn flies, and blood gnats. Speeds up decay?{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_SOIL}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creature randomly appears near dirt or mud, and may be uncovered by creatures that have the {{token|ROOT_AROUND|c}} interaction such as [[goose|geese]] and [[chicken]]s. Dwarves will ignore the creature when given the &amp;quot;Capture live land animal&amp;quot; task.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_SOIL_COLONY}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The vermin will appear in a single tile cluster of many vermin, such as a colony of ants.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMINHUNTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Old shorthand for &amp;quot;does cat stuff&amp;quot;. Contains {{token|AT_PEACE_WITH_WILDLIFE|c}} + {{token|RETURNS_VERMIN_KILLS_TO_OWNER|c}} + {{token|HUNTS_VERMIN|c}} + {{token|ADOPTS_OWNER|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VESPERTINE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Sets the creature to be active during the evening in adventurer mode. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VIEWRANGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
| Value should determine how close you have to get to a critter before it attacks (or prevents adv mode travel etc.) Default is 20.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VISION_ARC}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*binocular vision arc&lt;br /&gt;
*non-binocular vision arc&lt;br /&gt;
| The width of the creature's vision arcs, in degrees (i.e. 0 to 360). The first number is binocular vision, the second is non-binocular vision.  Binocular vision has a minimum of about 10 degrees, monocular, a maximum of about 350 degrees. Values past these limits will be accepted, but will default to ~10 degrees and ~350 degrees respectively. Defaults are 60:120.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==W==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WAGON_PULLER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to pull caravan wagons. If a civilization doesn't have access to any, it is restricted to trading with pack animals.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WEBBER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
| Allows the creature to create [[web]]s, and defines what the webs are made of.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WEBIMMUNE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature will not get caught in thick [[web]]s. Used by creatures who can shoot thick webs (such as [[giant cave spider]]s) in order to make them immune to their own attacks.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Attack Tokens==&lt;br /&gt;
&lt;br /&gt;
Attacks can use four different part selection criteria; while all vanilla attacks use only BODYPART (e.g. ATTACK:PUNCH:BODYPART:BY_TYPE:GRASP), there are other options available.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Part type token&lt;br /&gt;
! width=&amp;quot;30%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BODYPART}}&lt;br /&gt;
| &lt;br /&gt;
* BY_TYPE/BY_TOKEN/BY_CATEGORY&lt;br /&gt;
* type/token/category&lt;br /&gt;
| This attack uses a particular body part; for example, BY_TYPE:GRASP will make it use any part that can hold onto an object.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_LAYER}}&lt;br /&gt;
|&lt;br /&gt;
* BY_TYPE/BY_TOKEN/BY_CATEGORY&lt;br /&gt;
* type/token/category&lt;br /&gt;
* tissue layer&lt;br /&gt;
| This attack uses a specific tissue layer on a specific body part; BY_TYPE:GRASP:BONE will make it use the bone of the hands.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CHILD_BODYPART_GROUP}}&lt;br /&gt;
|&lt;br /&gt;
* BY_TYPE/BY_TOKEN/BY_CATEGORY&lt;br /&gt;
* type/token/category&lt;br /&gt;
* BY_TYPE/BY_TOKEN/BY_CATEGORY&lt;br /&gt;
* type/token/category&lt;br /&gt;
| Uses a body part that is subordinate to another; BY_CATEGORY:ARM_LOWER:BY_TYPE:GRASP will make it use every hand attached to each lower arm (so it will generate one attack per lower arm, each of which will use every hand on that arm, assuming there are multiple hands per arm).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CHILD_TISSUE_LAYER_GROUP}}&lt;br /&gt;
| &lt;br /&gt;
* BY_TYPE/BY_TOKEN/BY_CATEGORY&lt;br /&gt;
* type/token/category&lt;br /&gt;
* BY_TYPE/BY_TOKEN/BY_CATEGORY&lt;br /&gt;
* type/token/category&lt;br /&gt;
* tissue layer&lt;br /&gt;
| As CHILD_BODYPART_GROUP, but specifying a tissue, too.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_SKILL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Skill token]]&lt;br /&gt;
| Defines the skill used by the attack.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_VERB}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*2nd person&lt;br /&gt;
*3rd person &lt;br /&gt;
| Descriptive text for the attack.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_CONTACT_PERC}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*% value &lt;br /&gt;
| The contact area of the attack, measured in % of the body part's volume. Note that all attack percentages can be more than 100%.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_PENETRATION_PERC}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*% value &lt;br /&gt;
| The penetration value of the attack, measured in % of the body part's volume. Requires ATTACK_FLAG_EDGE. Maximum value: 15000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_PRIORITY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*MAIN or SECOND &lt;br /&gt;
| Usage frequency. MAIN attacks are 100 times more frequently chosen than SECOND. Opportunity attacks ignore this preference.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_VELOCITY_MODIFIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*number&lt;br /&gt;
| The velocity multiplier of the attack, multiplied by 1000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_FLAG_CANLATCH}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Attacks that damage tissue have the chance to latch on in a wrestling hold. The grabbing bodypart can then use the &amp;quot;shake around&amp;quot; wrestling move, causing severe, armor-bypassing tensile damage according to the attacker's body volume.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_FLAG_WITH}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Displays the name of the body part used to perform an attack while announcing it, e.g. &amp;quot;The weaver punches the bugbat with his right hand&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_FLAG_EDGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The attack is edged, with all the effects on physical resistance and contact area that it entails.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_PREPARE_AND_RECOVER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* Preparation time&lt;br /&gt;
* Recovery time&lt;br /&gt;
| Determines the length of time to prepare this attack and until one can perform this attack again. Values appear to be calculated in adventure mode ticks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_FLAG_BAD_MULTIATTACK}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Multiple strikes with this attack cannot be performed effectively.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_FLAG_INDEPENDENT_MULTIATTACK}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Multiple strikes with this attack can be performed with no penalty. The creature will use all attacks with this token at once.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPECIALATTACK_INJECT_EXTRACT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*&amp;lt;[[material token]]&amp;gt;&lt;br /&gt;
*&amp;lt;[[Material_definition_token#Material_States|material state]]&amp;gt;&lt;br /&gt;
*&amp;lt;min quantity&amp;gt;&lt;br /&gt;
*&amp;lt;max quantity&amp;gt;&lt;br /&gt;
| When added to an attack, causes the attack to inject the specified material into the victim's bloodstream. Once injected, the material will participate in [[temperature|thermal]] exchange within the creature - injecting something like molten [[iron]] (INORGANIC:IRON:LIQUID) would cause most unmodded creatures to melt (note that some of the injected material also [[contaminant|splatters]] over the bodypart used to carry out the attack, so it should be protected appropriately). If the injected material has an associated [[syndrome]] with the [[Syndrome#SYN_INJECTED|[SYN_INJECTED]]] token, it will be transmitted to the victim. If the attack is blunt, the injected material lacks the [[Material definition token#ENTERS_BLOOD|[ENTERS_BLOOD]]] token, the attacked bodypart has no [[Tissue_definition_token#VASCULAR|[VASCULAR]]] tissues, or the victim is bloodless, the material will splatter over the attacked body part instead. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPECIALATTACK_INTERACTION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*interaction&lt;br /&gt;
| When this attack lands successfully, a specified interaction will take effect on the target creature. The attack must break the target creature's skin in order to work. This will take effect in worldgen as well. If the attack would break skin, the interaction will occur '''before the attack actually lands'''.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPECIALATTACK_SUCK_BLOOD}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*min&lt;br /&gt;
*max&lt;br /&gt;
| Successful attack draws out an amount of blood randomized between the min and max value. Beware that this '''will''' trigger any ingestion syndromes attached to the target creature's blood - for example, using this attack on a vampire will turn you into one too.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Tissue Layer Tokens==&lt;br /&gt;
Tissue layers are added to a creature's body parts by the creature tokens [[#TISSUE_LAYER|TISSUE_LAYER]], [[#TISSUE_LAYER_OVER|TISSUE_LAYER_OVER]], [[#TISSUE_LAYER_UNDER|TISSUE_LAYER_UNDER]], and the body detail plan token [[#TL_LAYERS|TL_LAYERS]].&lt;br /&gt;
&lt;br /&gt;
These tissue layers are not the same thing as tissues, which are defined at creature level, but rather applications of the tissues. If the SKIN tissue of a creature is the more general and abstract notion of what skin is for that creature, then a tissue layer may be the &amp;quot;actual&amp;quot; skin on the creature's nose, head, or second toe. As most creatures have more than one body part, tissue layers are normally selected en masse.&lt;br /&gt;
&lt;br /&gt;
Some tissue layer tokens are analogous to tissue definition tokens, e.g. [[#TL_CONNECTS|TL_CONNECTS]] to [[tissue_definition_token#CONNECTS|CONNECTS]].&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SELECT_TISSUE_LAYER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*TISSUE&lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*Location - category, type, or token | Selects a tissue at a location&lt;br /&gt;
* (optional) FRONT, BACK, LEFT, RIGHT, TOP, BOTTOM, AROUND.&lt;br /&gt;
| Begins a selection of tissue layers. &lt;br /&gt;
[SELECT_TISSUE_LAYER:HEART:BY_TYPE:HEART]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PLUS_TISSUE_LAYER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*TISSUE&lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*Location - category, type, or token &lt;br /&gt;
| Adds tissue layers to those selected.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SET_TL_GROUP}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*TISSUE&lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*Location - category, type, or token&lt;br /&gt;
*tissue &lt;br /&gt;
| Begins a selection of tissue layers. Only usable for descriptor and cosmetic purposes. &lt;br /&gt;
&lt;br /&gt;
Research has implied it may be redundant with SELECT_TISSUE_LAYER, as the latter allows for cosmetics as well as &amp;quot;functional&amp;quot; tokens such as TL_MAJOR_ARTERIES. Vanilla raws still use SET_TL_GROUP though, for all cosmetic purposes. More research is needed on this subject.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PLUS_TL_GROUP}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*Location - category, type, or token&lt;br /&gt;
*tissue &lt;br /&gt;
| Adds tissue layers to those selected. Like SET_TL_GROUP, it may be redundant even if used in the vanilla raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SET_LAYER_TISSUE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*TISSUE&lt;br /&gt;
| Sets a selected tissue layer to be made of a different tissue.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SHEARABLE_TISSUE_LAYER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* tissue modifier&lt;br /&gt;
* required value&lt;br /&gt;
| Tissue layer can be sheared for its component material. The specified modifier must be at least of the desired value for shearing to be possible (for example, a [[llama]]'s wool must have a LENGTH of 300 before it is shearable).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_LAYER_APPEARANCE_MODIFIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*QUALITY&lt;br /&gt;
*lowest&lt;br /&gt;
*lower&lt;br /&gt;
*low&lt;br /&gt;
*median&lt;br /&gt;
*high&lt;br /&gt;
*higher&lt;br /&gt;
*highest &lt;br /&gt;
| Sets the range of qualities, including LENGTH, DENSE, HIGH_POSITION, CURLY, GREASY, WRINKLY&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_STYLE_UNIT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*tissue style unit ID&lt;br /&gt;
*shaping&lt;br /&gt;
| Sets tissue layer to be the target of TISSUE_STYLE token specified for an entity, works only on entity members. Mostly used with tissues HAIR, BEARD, MOUSTACHE, SIDEBURNS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_COLOR_MODIFIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*COLOR&lt;br /&gt;
*freq&lt;br /&gt;
*COLOR&lt;br /&gt;
*freq etc. &lt;br /&gt;
| Creates a list of colors/color patterns, giving each a relative frequency. If the given color or pattern does not exist, the tissue is described as being &amp;quot;transparent&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TLCM_GENETIC_MODEL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| The way the color modifier is passed on to offspring. May or may not work right now.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TLCM_IMPORTANCE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*number&lt;br /&gt;
| Presumably modifies the importance of the tissue layer color modifier, for description purposes.&lt;br /&gt;
HOWEVER using this appears to remove all mention of colour from creature descriptions. It does not appear in any default creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TLCM_NOUN}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*name&lt;br /&gt;
*SINGULAR or PLURAL&lt;br /&gt;
| Names the tissue layer color modifier, and determines the noun. Also used by [[Utility:Stonesense|Stonesense]] for colouring body parts. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TLCM_TIMING}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*ROOT&lt;br /&gt;
*start change window years&lt;br /&gt;
*days&lt;br /&gt;
*end change window years&lt;br /&gt;
*days&lt;br /&gt;
| Determines the point in the creature's life when the color change begins and ends.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_CONNECTS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Gives the CONNECTS attribute to selected layers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_HEALING_RATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
| Changes the HEALING_RATE of the selected tissue layers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_MAJOR_ARTERIES}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Gives the &amp;quot;major arteries&amp;quot; attribute to selected layers. Used to add massive bleeding properties to the throat, made from skin.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_PAIN_RECEPTORS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
| Changes the number of pain receptors for selected tissue layers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_RELATIVE_THICKNESS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
| Changes the relative thickness for selected tissue layers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_VASCULAR}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
| Sets a new VASCULAR value (which modulates bleeding) for selected tissue layers.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Body detail plan token]]&lt;br /&gt;
*[[Body token]]&lt;br /&gt;
*[[Material definition token]]&lt;br /&gt;
*[[Syndrome]]&lt;br /&gt;
*[[Tissue definition token]]&lt;br /&gt;
*[[Creature examples]]&lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
{{Category|Tokens}}&lt;br /&gt;
[[ru:Creature token]]&lt;/div&gt;</summary>
		<author><name>DikbutDaGrate</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Creature_token&amp;diff=302003</id>
		<title>Creature token</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Creature_token&amp;diff=302003"/>
		<updated>2024-06-17T23:27:45Z</updated>

		<summary type="html">&lt;p&gt;DikbutDaGrate: grammar&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{Modding}}&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;code&amp;gt;[OBJECT:CREATURE]&amp;lt;/code&amp;gt; [[token]] begins the definition of a ''Dwarf Fortress'' [[creature]] [[raw file]]. Each creature definition that follows begins with the {{token|creature|c|creature ID}} token, and the creature's exact properties and behavior are then specified by the use of further creature tokens.  All known creature tokens are listed below. &lt;br /&gt;
&lt;br /&gt;
Vanilla creature definitions can be found in &amp;lt;code&amp;gt;[[Game folder|&amp;lt;Dwarf Fortress&amp;gt;]]\data\vanilla\vanilla_creatures\&amp;lt;/code&amp;gt;. &lt;br /&gt;
Creature ID is also used with [[graphics token]]s to make customizable [[graphics set]]s.&lt;br /&gt;
&lt;br /&gt;
The [[caste]] tokens allow defining sub-species within the broader creature definition, including true biological castes and lesser variations, such as sexes. Creature tokens can either be 'Creature' or 'CASTE-only' type which can only be applied to creature or cast respectively, or 'CASTE' which can be applied to both. In the table bellow, creature type distinguish tokens that can be applied to creature only, cast only and both ('creature', 'CASTE-only', and 'CASTE' respectively)&lt;br /&gt;
&lt;br /&gt;
__NOTOC__ &lt;br /&gt;
{{clear}}&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==A==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ADOPTS_OWNER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Prevents tamed creature from being made available for adoption, instead allowing it to automatically adopt whoever it wants. The basic requirements for adoption are intact, and the creature will only adopt individuals who have a [[preference]] for their species. Used by [[cat]]s in the vanilla game. When {{k|v}}iewing a tame creature with this token, the message &amp;quot;This animal isn't interested in your wishes&amp;quot; will appear instead of &amp;quot;This [adorable] animal can't work&amp;quot; or &amp;quot;This animal is waiting to be trained&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ALCOHOL_DEPENDENT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature need [[alcohol]] to get through the working day; it will choose to drink booze instead of [[water]] if possible. Going sober for too long reduces speed.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ALL_ACTIVE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Sets the creature to be active during the day, night, and twilight in Adventurer Mode. Seems to be a separate value from {{token|DIURNAL|c}}/{{token|NOCTURNAL|c}}/{{token|CREPUSCULAR|c}}, rather than implying them.{{verify|code}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ALTTILE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*'character' or tile number&lt;br /&gt;
| If set, the creature will blink between its {{token|TILE|c}} and its ALTTILE. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AMBUSHPREDATOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Found on {{token|LARGE_PREDATOR|c}}s who ambush their prey. Instead of charging relentlessly at prey, the predator will wait till the prey is within a few squares before charging. May or may not work on other creatures. {{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AMPHIBIOUS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to breathe both in and out of [[water]] (unlike {{token|AQUATIC|c}}) - does not prevent drowning in [[magma]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APP_MOD_DESC_RANGE}}&lt;br /&gt;
| Appearance Modifier&lt;br /&gt;
|&lt;br /&gt;
*Range (6 values, low to high)&lt;br /&gt;
| Based on info from [http://www.bay12forums.com/smf/index.php?topic=113762.msg3473069#msg3473069 Wannabehero on the forums]: When used with an appearance modifier token (BP_APPEARANCE_MODIFIER or BODY_APPEARANCE_MODIFIER), tells the game what numeric ranges to map to which descriptors.&lt;br /&gt;
&lt;br /&gt;
The game uses 7 descriptor levels for each modifier, with the center one generally being to omit the thing from the creature description entirely. The six values in APP_MOD_DESC_RANGE define the boundaries between each described range. If this is not specified it uses the numbers 10:50:95:105:150:190.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APP_MOD_GENETIC_MODEL}}&lt;br /&gt;
| Appearance Modifier&lt;br /&gt;
|&lt;br /&gt;
*Model (Accepts DOMINANT_MORE, DOMINANT_LESS, and MIX)&lt;br /&gt;
| Defines a genetic model for the relevant appearance modifier(s). May or may not do anything significant at present.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APP_MOD_IMPORTANCE}}&lt;br /&gt;
| Appearance Modifier&lt;br /&gt;
|&lt;br /&gt;
*number&lt;br /&gt;
| Determines how important the appearance modifier is, for determining whether it shows up in the creature description.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APP_MOD_NOUN}}&lt;br /&gt;
| Appearance Modifier&lt;br /&gt;
| &lt;br /&gt;
*noun&lt;br /&gt;
*SINGULAR or PLURAL &lt;br /&gt;
| Creates a noun for the appearance, and whether it is singular or plural.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APP_MOD_RATE}}&lt;br /&gt;
| Appearance Modifier&lt;br /&gt;
| &lt;br /&gt;
*Rate (integer)&lt;br /&gt;
*Scale (DAILY, YEARLY)&lt;br /&gt;
*min (growth)&lt;br /&gt;
*max (growth)&lt;br /&gt;
*start year&lt;br /&gt;
*start day&lt;br /&gt;
*end year&lt;br /&gt;
*end day &lt;br /&gt;
| Setting the growth rate of the modifier. The last two tokens can be replaced by NO_END to have growth continue indefinitely.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APPLY_CREATURE_VARIATION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*creature variation ID&lt;br /&gt;
*(optional) any amount of arbitrary arguments&lt;br /&gt;
| Applies the specified [[creature variation token|creature variation]]. See [[Creature_variation_token#Arguments_and_conditional_tokens]] for how the subsequent arguments may be used.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APPLY_CURRENT_CREATURE_VARIATION}}&lt;br /&gt;
| Special&lt;br /&gt;
|  &lt;br /&gt;
| Applies the effects of all pending {{token|CV_ADD_TAG|c}} and {{token|CV_REMOVE_TAG|c}} tokens that have been defined in the current creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AQUATIC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Enables the creature to breathe in water, but causes it to air-drown on dry land. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ARENA_RESTRICTED}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Causes the creature to be excluded from the [[object testing arena]]'s creature spawning list.  Typically applied to spoileriffic creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ARTIFICIAL_HIVEABLE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
| Enables the creature to be kept in artificial [[hive]]s by [[beekeeper]]s.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AT_PEACE_WITH_WILDLIFE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Prevents the creature from attacking or frightening creatures with the {{Token|NATURAL|c}} tag.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*token&lt;br /&gt;
*selection criteria (it's complicated)&lt;br /&gt;
| Defines the attack name, and the body part used. See [[#Attack Tokens|below]] for valid subtokens&lt;br /&gt;
'''Example:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;[ATTACK:GORE:BODYPART:BY_CATEGORY:HORN]&amp;lt;/code&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
''GORE'' = name of the attack&amp;lt;br /&amp;gt;&lt;br /&gt;
''BODYPART:BY_CATEGORY:HORN'' = the horn is used to attack (presuming the creature has one)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_TRIGGER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*population&lt;br /&gt;
*exported wealth&lt;br /&gt;
*created wealth&lt;br /&gt;
| Specifies when a [[megabeast]] or [[semi-megabeast]] will attack the fortress. The attacks will start occurring when all of the requirements are met. Setting a value to 0 disables the trigger.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==B==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BABY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*integer &lt;br /&gt;
| Age at which creature is considered a child, the default is zero. One can think of this as the duration of the baby stage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BABYNAME}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*singular&lt;br /&gt;
*plural &lt;br /&gt;
| Defines a new name for a creature in baby state at the caste level. For non-caste-specific baby names, see {{token|GENERAL_BABY_NAME|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BEACH_FREQUENCY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*integer&lt;br /&gt;
| Creature may be subject to [[beaching]], becoming stranded on [[Beach|shores]], where they will eventually air-drown. The number indicates the frequency of the occurrence. Presumably requires the creature to be {{token|AQUATIC|c}}. Used by [[orca]]s, [[sperm whale]]s and [[sea nettle jellyfish]] in the vanilla game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BENIGN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is non-aggressive by default, and will never automatically be engaged by companions or soldiers, running away from any creatures that are not friendly to it, and will only defend itself if it becomes enraged. Can be thought of as the counterpoint of the {{token|LARGE_PREDATOR|c}} tag. When tamed, animals with this tag will be useless for fortress defense.&lt;br /&gt;
&lt;br /&gt;
This and {{token|TRADE_CAPACITY|c}} are required for {{token|PACK_ANIMAL|c}} to function properly, if an animal contains the aforementioned requirements without this tag: items loaded by the merchants will be dropped upon departure.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BIOME}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
* [[biome token]]&lt;br /&gt;
| Select a [[biome]] the creature may appear in.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BLOOD}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;[[material token]]&amp;gt;&lt;br /&gt;
* &amp;lt;[[Material_definition_token#Material_States|material state]]&amp;gt;&lt;br /&gt;
| Specifies what the creature's blood is made of.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BLOODSUCKER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Causes [[vampire]]-like behaviour; the creature will suck the [[Creature_token#BLOOD|blood]] of unconscious victims when its [[Syndrome#TIME_SINCE_SUCKED_BLOOD|thirst for blood]] grows sufficiently large. When controlling the creature in adventure mode, this can be done at will. Seems to be required to make the creature denouncable (in-world) as a creature of the night.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BODY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*body parts &lt;br /&gt;
| Draws body parts from OBJECT:BODY files (such as body_default.txt)&lt;br /&gt;
'''Example:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY:BODY_WITH_HEAD_FLAG:HEART:GUTS:BRAIN:MOUTH] &amp;lt;br /&amp;gt;&lt;br /&gt;
This is the body from a [[purring maggot]]. It creates a body with head, a heart, some guts, a brain, and a mouth. That's all a maggot needs.&lt;br /&gt;
&lt;br /&gt;
The body parts need to be listed in an order such that any parent part appears before its connected children. For example [BODY:HEART:BODY_WITH_HEAD_FLAG] produces a &amp;quot;Body Token Recognized But Could Not Connect: HEART&amp;quot; error because HEART can't find any UPPERBODY(s) to connect to. Switching the order to [BODY:BODY_WITH_HEAD_FLAG:HEART] fixes the problem because now the UPPERBODY is created before the HEART tries to connect to it.&lt;br /&gt;
&lt;br /&gt;
'''If the body is left undefined, the creature (or caste) will be tagged as [DOES_NOT_EXIST].''' {{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BODY_APPEARANCE_MODIFIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*ATTRIBUTE&lt;br /&gt;
*lowest&lt;br /&gt;
*lower&lt;br /&gt;
*low&lt;br /&gt;
*median&lt;br /&gt;
*high&lt;br /&gt;
*higher&lt;br /&gt;
*highest &lt;br /&gt;
| These body modifiers give individual creatures different characteristics. In the case of HEIGHT, BROADNESS and LENGTH, the modifier is also a percentage change to the BODY_SIZE of the individual creature. The seven numbers afterward give a distribution of ranges. Each interval has an equal chance of occurring.&lt;br /&gt;
'''Example:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110] &amp;lt;br /&amp;gt;&lt;br /&gt;
''HEIGHT'' : marks the height to be changed &amp;lt;br /&amp;gt;&lt;br /&gt;
''90:95:98:100:102:105:110'' : sets the range from the shortest (90% of the average height) to the tallest (110% of the average height) creature variation.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BODY_DETAIL_PLAN}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*PlanName&lt;br /&gt;
*Arguments &lt;br /&gt;
| Loads a plan from listed OBJECT:BODY_DETAIL_PLAN files, such as b_detail_plan_default.txt. Mass applies USE_MATERIAL_TEMPLATE, mass alters RELSIZE, alters body part positions, and will allow tissue layers to be defined. Tissue layers are defined in order of skin to bone here.&lt;br /&gt;
'''Example:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE] &amp;lt;br /&amp;gt;&lt;br /&gt;
This creates the detailed body of a [[fox]], the skin, fat, muscle, bones and cartilage out of the vertebrate tissues.&amp;lt;br /&amp;gt;&lt;br /&gt;
A [[Purring maggot|maggot]] would only need:&amp;lt;br /&amp;gt;&lt;br /&gt;
''[BODY_DETAIL_PLAN:EXOSKELETON_TISSUE_LAYERS:SKIN:FAT:MUSCLE]'' &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BODY_SIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*years&lt;br /&gt;
*days&lt;br /&gt;
*size &lt;br /&gt;
| Sets size at a given age. Size is in cubic centimeters, and for normal body materials, is roughly equal to the creature's average weight in grams.&lt;br /&gt;
'''Example:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_SIZE:0:0:10000]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_SIZE:1:168:50000]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_SIZE:12:0:220000]&amp;lt;br /&amp;gt;&lt;br /&gt;
This describes the size of a [[minotaur]]. Its birth size would be 10,000 cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; (~10 kg). At 1 year and 168 days old it would be 50,000 cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; (~50 kg). And as an adult (at 12 years old) it would be 220,000 cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; and weigh roughly 220 kg.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BODYGLOSS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*gloss &lt;br /&gt;
| Substitutes body part text with replacement text. Draws gloss information from OBJECT:BODY files (such as body_default.txt)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BONECARN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature eats bones. Implies {{token|CARNIVORE|c}}. [[Adventurer mode|Adventurers]] with this token are currently unable to eat bones.{{Bug|11069}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BP_ADD_TYPE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Adds a type to a body part - used with {{token|SET_BP_GROUP|c}}. In vanilla DF, this is used for adding the type '[[Body token#GELDABLE|GELDABLE]]' to the lower body of certain [[cat|creatures]]. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BP_APPEARANCE_MODIFIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*QUALITY&lt;br /&gt;
*lowest&lt;br /&gt;
*lower&lt;br /&gt;
*low&lt;br /&gt;
*median&lt;br /&gt;
*high&lt;br /&gt;
*higher&lt;br /&gt;
*highest &lt;br /&gt;
| Sets up the breadth of possibilities for appearance qualities for a selected BP group. EG. Eyes (CLOSE_SET, DEEP_SET, ROUND_VS_NARROW, LARGE_IRIS),Lips (THICKNESS), Nose (BROADNESS, LENGTH, UPTURNED, CONVEX), Ear (SPLAYED_OUT, HANGING_LOBES, BROADNESS, HEIGHT), Tooth (GAPS), Skull (HIGH_CHEEKBONES, BROAD_CHIN, JUTTING CHIN, SQUARE_CHIN), Neck (DEEP_VOICE, RASPY_VOICE), Head (BROADNESS, HEIGHT)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BP_REMOVE_TYPE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Removes a type from a body part. Used with {{token|SET_BP_GROUP|c}}. &lt;br /&gt;
 &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BUILDINGDESTROYER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*1 or 2 &lt;br /&gt;
| Allows a creature to destroy furniture and buildings. Value [1] targets mostly doors, hatches, furniture and the like. Value [2] targets anything not made with the {{k|b}} + {{k|C}} commands. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==C==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CAN_DO_INTERACTION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*interaction token&lt;br /&gt;
| The creature can perform an interaction. See [[interaction token]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CAN_LEARN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature gains [[skill]]s and can have [[labor|professions]]. If a member of a civilization (even a pet) has this token, it'll need to eat, drink and sleep. Note that this token makes the creature unable to be eaten by an adventurer, so it is not recommended for uncivilized monsters. Adventurers lacking this token can allocate but not increase attributes and skills. Skills allocated will disappear on start.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CAN_SPEAK}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Can [[talking|talk]]. Note that this is not necessary for a creature to gain social skills.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CANNOT_CLIMB}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature cannot [[climber|climb]], even if it has free grasp parts.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CANNOT_JUMP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature cannot [[jump]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CANNOT_UNDEAD}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Acts like {{token|NOT_LIVING|c}}, except that {{token|OPPOSED_TO_LIFE|c}} creatures will attack them.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CANOPENDOORS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to open [[door]]s that are set to be unpassable for pets. In adventure mode, creatures lacking this token will be unable to pass through door tiles except whilst these are occupied by other creatures. Not currently useful in Fortress mode as doors can no longer be set unpassable for pets.{{version|50.03}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CARNIVORE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature ''only'' eats [[meat]]. If the creature goes on rampages in worldgen, it will often devour the people/animals it kills. Does not seem to affect the diet of the adventurer in adventure mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*name &lt;br /&gt;
| Defines a [[caste]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_ALTTILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*tile number or &amp;quot;letter&amp;quot;&lt;br /&gt;
| Caste-specific {{token|ALTTILE|c}}. Requires {{token|CASTE_TILE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_COLOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*fg&lt;br /&gt;
*bg&lt;br /&gt;
*brightness&lt;br /&gt;
| Caste-specific {{token|COLOR|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_GLOWCOLOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*fg&lt;br /&gt;
*bg&lt;br /&gt;
*brightness&lt;br /&gt;
| Caste-specific {{token|GLOWCOLOR|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_GLOWTILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*tile value or &amp;quot;letter&amp;quot;&lt;br /&gt;
| Caste-specific {{token|GLOWTILE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_NAME}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*singular&lt;br /&gt;
*plural&lt;br /&gt;
*adjective &lt;br /&gt;
| While {{token|NAME|c}} describes the name of the species, {{token|CASTE_NAME|c}} names individuals of the species. Unlike other caste-specific descriptions, this token is required, even for creatures without separate castes. If left undefined, the creature will not show up in the [[arena]] and members of the species will be labeled as &amp;quot;nothing&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_PROFESSION_NAME}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Unit type token]] (Profession)&lt;br /&gt;
*singular&lt;br /&gt;
*plural &lt;br /&gt;
| Caste-specific {{token|PROFESSION_NAME|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_SOLDIER_ALTTILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*'character' or tile number&lt;br /&gt;
| Caste-specific {{token|SOLDIER_ALTTILE|c}}. Requires {{token|CASTE_SOLDIER_TILE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_SOLDIER_TILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*'character' or tile number&lt;br /&gt;
| Caste-specific {{token|CREATURE_SOLDIER_TILE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_TILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* tile number or &amp;quot;letter&amp;quot;&lt;br /&gt;
| Caste-specific {{token|CREATURE_TILE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CAVE_ADAPT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Gives the creature a bonus in caves. Also causes [[cave adaptation]]. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CDI}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*Varies&lt;br /&gt;
| Specifies interaction details following a {{token|CAN_DO_INTERACTION|c}} token. See [[interaction token]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CHANGE_BODY_SIZE_PERC}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*integer&lt;br /&gt;
| Multiplies body size by a factor of (integer)%. 50 halves size, 200 doubles.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CHANGE_FREQUENCY_PERC}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*integer&lt;br /&gt;
| Multiplies frequency by a factor of (integer)%.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CHILD}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*integer &lt;br /&gt;
| Age at which creature is considered an adult - one can think of this as the duration of the [[children|child]] stage. Allows the creature's offspring to be rendered fully tame if [[animal trainer|trained]] during their childhood. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CHILDNAME}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*singular&lt;br /&gt;
*plural &lt;br /&gt;
| Defines a new name for a creature in the child state at the caste level. For non-caste-specific child names, see {{token|GENERAL_CHILD_NAME|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CLUSTER_NUMBER}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*min&lt;br /&gt;
*max&lt;br /&gt;
| The minimum/maximum numbers of how many creatures per spawned cluster. Vermin fish with this token in combination with temperate ocean and river biome tokens [http://www.bay12forums.com/smf/index.php?topic=51864.msg1122319#msg1122319 will perform seasonal migrations]. Defaults to 1:1 if not specified.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CLUTCH_SIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*min&lt;br /&gt;
*max&lt;br /&gt;
|Number of [[egg]]s laid in one sitting.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COLONY_EXTERNAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Caste hovers around colony.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COLOR}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*foreground&lt;br /&gt;
*background&lt;br /&gt;
*brightness &lt;br /&gt;
| Color of the creature's tile. See [[Color]] for usage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMMON_DOMESTIC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| When combined with any of {{token|PET|c}}, {{token|PACK_ANIMAL|c}}, {{token|WAGON_PULLER|c}} and/or {{token|MOUNT|c}}, the creature is guaranteed to be domesticated by any [[civilization]] with {{token|COMMON_DOMESTIC_PET|e}}, {{token|COMMON_DOMESTIC_PACK|e}},  {{token|COMMON_DOMESTIC_PULL|e}} and/or {{token|COMMON_DOMESTIC_MOUNT|e}} respectively. Such civilizations will always have access to the creature, even in the absence of wild populations. This token is invalid on {{token|FANCIFUL|c}} creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CONVERTED_SPOUSE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Creatures of this caste's species with the {{token|SPOUSE_CONVERTER|c}} and {{token|NIGHT_CREATURE_HUNTER|c}} tokens will kidnap {{token|SPOUSE_CONVERSION_TARGET|c}}s of an appropriate sex and convert them into castes with CONVERTED_SPOUSE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COOKABLE_LIVE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Set this to allow the creature to be cooked in meals without first being butchered/cleaned. Used by some water-dwelling vermin such as [[mussel]]s, [[nautilus]]es and [[oyster]]s.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CRAZED}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Creature is '[[insanity|berserk]]' and will attack all other creatures, except members of its own species that '''also''' have the CRAZED tag. It will show {{DFtext|Berserk|4:1}} in the [[unit list]]. Berserk creatures go on rampages during [[world generation|worldgen]] much more frequently than non-berserk ones.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COPY_TAGS_FROM}}&lt;br /&gt;
| Special&lt;br /&gt;
| &lt;br /&gt;
*creature ID&lt;br /&gt;
| Copies another specified creature. This will override any definitions made before it; essentially, it makes this creature identical to the other one, which can then be modified. Often used in combination with {{token|APPLY_CREATURE_VARIATION|c}} to import standard variations from a file. The vanilla [[giant animal]]s and [[animal person|animal people]]s are examples of this token combination.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREATURE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*creature ID&lt;br /&gt;
| A unique, arbitrary identifier that begins the definition of each new creature, and is used to reference the creature in other tokens and raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREATURE_CLASS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*classname&lt;br /&gt;
| An arbitrary creature classification. Can be set to anything, but the only vanilla uses are GENERAL_POISON (used in syndromes), EDIBLE_GROUND_BUG (used as targets for {{token|GOBBLE_VERMIN_CLASS|c}}), MAMMAL, and POISONOUS (both used for kobold pet eligibility). A single creature can have multiple classes.&lt;br /&gt;
&lt;br /&gt;
The full list of tokens that use creature classes is: &lt;br /&gt;
&lt;br /&gt;
* Creature tokens: {{token|GOBBLE_VERMIN_CLASS|c}}, {{token|GOBBLE_VERMIN_CLASS|c}}&lt;br /&gt;
* Interaction tokens: {{token|IT_AFFECTED_CLASS|in}}, {{token|IT_IMMUNE_CLASS|in}}&lt;br /&gt;
* Animal definition (Entity) tokens: {{token|ANIMAL_CLASS|e}}, {{token|ANIMAL_FORBIDDEN_CLASS|e}}&lt;br /&gt;
* Position (Entity) token: {{token|ALLOWED_CLASS|po}}&lt;br /&gt;
* Syndrome tokens: {{token|SYN_AFFECTED_CLASS|sy}}, {{token|SYN_IMMUNE_CLASS|sy}}, {{token|CE_SENSE_CREATURE_CLASS|sy}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREATURE_SOLDIER_TILE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*'character' or tile number&lt;br /&gt;
| Creatures active in their civilization's [[military]] will use this tile instead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREATURE_TILE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*'character' or tile number &lt;br /&gt;
| The symbol of the creature in ASCII mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREPUSCULAR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Sets the creature to be active at twilight in adventurer mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CURIOUSBEAST_EATER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to [[Steals food|steal and eat edible items]] from a site. It will attempt to grab a food item and immediately make its way to the map's edge, where it will disappear with it. If the creature goes on rampages during worldgen, it will often steal food instead of attacking. Trained and tame instances of the creature will no longer display this behavior.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CURIOUSBEAST_GUZZLER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to (very quickly) [[Steals drink|drink your alcohol]]. Or spill the barrel to the ground. Also affects undead versions of the creature. Unlike food or item thieves, drink thieves will consume your alcohol on the spot rather than run away with one piece of it. Trained and tame instances of the creature will no longer display this behavior.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CURIOUSBEAST_ITEM}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to [[Steals items|steal things]] (apparently, of the highest value it can find). It will attempt to grab an item of value and immediately make its way to the map's edge, where it will disappear with it. If a creature with any of the CURIOUSBEAST tokens carries anything off the map, even if it is a caravan's pack animal, it will be reported as stealing everything it carries. If the creature goes on rampages in worldgen, it will often steal items instead of attacking - [[kea]] birds are infamous for this. Trained and tame instances of the creature will no longer display this behavior. Also, makes the creature unable to drop hauled items until it enters combat.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CV_ADD_TAG}}&lt;br /&gt;
| Special&lt;br /&gt;
| &lt;br /&gt;
*TAG NAME &lt;br /&gt;
| Adds a tag. Used in conjunction with creature variation templates.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CV_REMOVE_TAG}}&lt;br /&gt;
| Special&lt;br /&gt;
| &lt;br /&gt;
*TAG NAME &lt;br /&gt;
| Removes a tag. Used in conjunction with creature variation templates. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==D==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DEMON}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Found on generated [[demon]]s. Marks the caste to be used in the initial wave after breaking into the [[underworld]], and by the demon civilizations created during world-gen breachings{{verify}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DESCRIPTION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*text &lt;br /&gt;
| A brief description of the creature type, as displayed when viewing the creature's description/[[Thoughts and preferences|thoughts &amp;amp; preferences]] screen.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIE_WHEN_VERMIN_BITE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Causes the creature to die upon attacking. Used by [[honey bee]]s to simulate them dying after using their stingers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIFFICULTY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*integer &lt;br /&gt;
| Increases experience gain during adventure mode. Creatures with a difficulty of 11 or higher are not assigned for quests in adventure mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIURNAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Sets the creature to be active during the day in Adventurer Mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIVE_HUNTS_VERMIN}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| The creature hunts vermin by diving from the air. On tame creatures, it has the same effect as {{token|HUNTS_VERMIN|c}}. Found on [[peregrine falcon]]s.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DOES_NOT_EXIST}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Adding this token to a creature prevents it from appearing in generated worlds (unless it's marked as [[Entity_token#ANIMAL_ALWAYS_PRESENT|always present]] for a particular civilisation). For example, adding it to [[dog]]s will lead to worlds being generated without dogs in them. Also removes the creature from the [[object testing arena]]'s spawn list. If combined with {{token|FANCIFUL|c}}, artistic depictions of the creature will occur regardless. Used by [[centaur]]s, [[chimera]]s and [[griffon]]s in the vanilla game. &lt;br /&gt;
&lt;br /&gt;
Note: a creature tagged as DOES_NOT_EXIST can still be [[Interaction_token#I_EFFECT|summoned]] successfully, as long as it has a body defined in its raws. [http://www.bay12forums.com/smf/index.php?topic=165213.msg8086938#msg8086938]. It's also possible for another creature to [[Syndrome#CE_BODY_TRANSFORMATION|transform]] into it.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==E==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EBO_ITEM}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[item token]]&lt;br /&gt;
*[[material token]] (ANY_HARD_STONE can be used for the material)&lt;br /&gt;
| Defines the item that the creature drops upon being [[butcher|butchered]]. Used with {{token|EXTRA_BUTCHER_OBJECT|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EBO_SHAPE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*gem shape&lt;br /&gt;
| The shape of the creature's extra [[butcher|butchering]] drop. Used with {{token|EXTRA_BUTCHER_OBJECT|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EGG_MATERIAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* &amp;lt;[[material token]]&amp;gt;&lt;br /&gt;
* &amp;lt;[[Material_definition_token#Material_States|material state]]&amp;gt;&lt;br /&gt;
| Defines the material composition of [[egg]]s laid by the creature. [[creature_token#LAYS_EGGS|Egg-laying]] creatures in the default game define this 3 times, using LOCAL_CREATURE_MAT:EGGSHELL, LOCAL_CREATURE_MAT:EGG_WHITE, and then LOCAL_CREATURE_MAT:EGG_YOLK. Eggs will be made out of eggshell. Edibility is determined by tags on whites or yolk, but they otherwise do not exist.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EGG_SIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*size&lt;br /&gt;
| Determines the size of laid [[egg]]s. Doesn't affect hatching or cooking, but bigger eggs will be heavier, and may take longer to be hauled depending on the hauler's strength.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EQUIPMENT_WAGON}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature appear as a large 3×3 [[wagon]] responsible for carrying trade goods, pulled by two {{token|WAGON_PULLER|c}} creatures and driven by a merchant.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EQUIPS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to wear or wield items.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EVIL}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creature is considered evil and will only show up in evil biomes. Civilizations with {{token|USE_EVIL_ANIMALS|e}} can domesticate them regardless of exotic status. Has no effect on cavern creatures except to restrict taming. A civilization with evil creatures can colonise evil areas.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EXTRA_BUTCHER_OBJECT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
* TYPE, CATEGORY, or TOKEN&lt;br /&gt;
| The creature drops an additional object when [[butcher|butchered]], as defined by {{token|EBO_ITEM|c}} and {{token|EBO_SHAPE|c}}. Used for [[gizzard stone]]s in default creatures. For some materials, needs to be defined after caste definitions with SELECT_CASTE:ALL{{Bug|6355}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EXTRACT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* [[material token]]&lt;br /&gt;
| Defines a creature extract which can be obtained via [[small animal dissection]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EXTRAVISION}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature can see regardless of whether it has working eyes and has full 360 degree vision, making it impossible to strike the creature from a blind spot in combat. Invisible creatures will also be seen, namely [[intelligent undead]] using a &amp;quot;vanish&amp;quot; power.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==F==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FANCIFUL}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creature is a thing of legend and known to all civilizations. Its materials cannot be requested or preferred. The tag also adds some art value modifiers. Used by a [[Fanciful|number of creatures]]. Conflicts with {{token|COMMON_DOMESTIC|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FEATURE_ATTACK_GROUP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on [[Animal people#Subterranean animal people|subterranean animal-man]] tribals. Currently defunct. In previous versions{{verify}}, it caused these creatures to crawl out of chasms and underground rivers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FEATURE_BEAST}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on [[forgotten beast]]s. Presumably makes it act as such, initiating underground attacks on fortresses, or leads to the pop-up message upon encountering one{{verify}}. Hides the creature from displaying in a world_sites_and_pops file. Does not create historical figures like generated forgotten beasts do.&lt;br /&gt;
&lt;br /&gt;
Requires specifying a {{token|BIOME|c}} in which the creature will live, and both surface and subterranean biomes are allowed. Does not stack with {{token|LARGE_ROAMING|c}} and if both are used the creature will not spawn. Appears to be incompatible with {{token|DEMON|c}} even if used in separate castes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FEMALE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature biologically female, enabling her to [[Breeding|bear young]]. Usually specified inside a caste.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FIREIMMUNE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature immune to [[Interaction_token#FIREBALL|FIREBALL]] and [[Interaction_token#FIREJET|FIREJET]] attacks, and allows it to path through high temperature zones, like lava or fires. Does not, by itself, make the creature immune to the damaging effects of burning in [[fire]], and does not prevent general heat damage or melting on its own (this would require adjustments to be made to the creature's body [[Material_definition_token|materials]] - see the [[Dragon/raw|dragon raws]] for an example).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FIREIMMUNE_SUPER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Like {{token|FIREIMMUNE|c}}, but also renders the creature immune to [[Interaction_token#DRAGONFIRE|DRAGONFIRE]] attacks. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FISHITEM}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature's corpse is a single [[Item_token#FISH_RAW|FISH_RAW]] food item that needs to be cleaned (into a [[Item_token#FISH|FISH]] item) at a [[fishery]] to become edible. Before being cleaned the item is referred to as &amp;quot;raw&amp;quot;. The food item is categorized under &amp;quot;fish&amp;quot; on the food and stocks screens, and when uncleaned it is sorted under &amp;quot;raw fish&amp;quot; in the stocks (but does not show up on the food screen). &lt;br /&gt;
Without this or {{token|COOKABLE_LIVE|c}}, [[fishing|fished]] vermin will turn into food the same way as non-vermin creatures, resulting in multiple units of food (meat, brain, lungs, eyes, spleen etc.) from a single fished vermin. These units of food are categorized as meat by the game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FIXED_TEMP}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*temperature &lt;br /&gt;
| The creature's body is constantly at this temperature, heating up or cooling the surrounding area. Alters the temperature of the creature's inventory and all adjacent tiles, [[Temperature|with all the effects that this implies]] - may trigger wildfires at high enough values. Also makes the creature immune to extreme heat or cold, as long as the temperature set is not harmful to the materials that the creature is made from. Corpses and body parts of creatures with a fixed temperature maintain their temperature even after death.&lt;br /&gt;
&lt;br /&gt;
Note that temperatures of 12000 and higher may cause [[path|pathfinding]] issues in fortress mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FLEEQUICK}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| If engaged in combat, the creature will flee at the first sign of resistance. Used by [[kobold]]s in the vanilla game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FLIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to fly, independent of it having wings or not. Fortress Mode pathfinding only partially incorporates flying - flying creatures need a land path to exist between them and an area in order to access it, but as long as one such path exists, they do not need to use it, instead being able to fly over intervening obstacles. Winged creatures with this token can lose their ability to fly if their wings are crippled or severed. Winged creatures without this token will be unable to fly. (A 'wing' in this context refers to any body part with its own [[Body_token#FLIER|FLIER]] token).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FREQUENCY}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*number, max 100&lt;br /&gt;
| Determines the chances of a creature appearing within its environment, with higher values resulting in more frequent appearance. Also affects the chance of a creature being brought in a caravan for trading.&lt;br /&gt;
This value is used multiply to determine the rarity of animal populations. A creature with [FREQUENCY:50] will appear in 50% of valid biomes, and be present in 50% of the area within those biomes.&lt;br /&gt;
When a [[Creature token#CLUSTER_NUMBER|cluster]] spawns, the game effectively considers all creatures that can possibly appear and uses the FREQUENCY value as a ''weight'' - for example, if there are three creatures with frequencies 10/25/50, the creature with [FREQUENCY:50] will appear approximately 58.8% of the time. Defaults to 50 if not specified. Not to be confused with {{token|POP_RATIO|c}}.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==G==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GAIT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;gait type&amp;gt;&lt;br /&gt;
* &amp;lt;gait name&amp;gt;&lt;br /&gt;
* &amp;lt;max [[Gait#Speed|speed]]&amp;gt;&lt;br /&gt;
* &amp;lt;build up time&amp;gt;&lt;br /&gt;
* &amp;lt;max turning [[Gait#Speed|speed]]&amp;gt;&lt;br /&gt;
* &amp;lt;start [[Gait#Speed|speed]]&amp;gt;&lt;br /&gt;
* &amp;lt;energy expenditure&amp;gt;&lt;br /&gt;
* &amp;lt;gait flag(s)&amp;gt;&lt;br /&gt;
| Defines a gait by which the creature can move. See [[Gait]] for more information. Specifically, you likely want to use one of the existing STANDARD_X_GAITS creature variations, as described in [[Gait#Gaits_and_Modding|this subsection]].&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;max speed&amp;gt; indicates the maximum [[Gait#Speed|speed]] achievable by a creature using this gait&lt;br /&gt;
* &amp;lt;start speed&amp;gt; indicates the creature's speed when it starts moving using this gait&lt;br /&gt;
* &amp;lt;build up time&amp;gt; indicates how long it will take for a creature using this gait to go from &amp;lt;start speed&amp;gt; to &amp;lt;max speed&amp;gt;. For example, a value of 10 means that it should be able to reach the maximum speed by moving 10 [[tile]]s in a straight line over even terrain.&lt;br /&gt;
* &amp;lt;max turning speed&amp;gt; indicates the maximum speed permissible when the creature suddenly changes its direction of motion. The creature's speed will be reduced to &amp;lt;max turning speed&amp;gt; if travelling at a higher speed than this before turning.&lt;br /&gt;
* &amp;lt;energy expenditure&amp;gt; indicates how energy-consuming the gait is. Higher values cause the creature to tire out faster. Persistent usage of a high-intensity gait will eventually lead to exhaustion and [[Status_icon#Non-flashing|collapse]].&lt;br /&gt;
&lt;br /&gt;
'''NO_BUILD_UP''' can be specified instead of a &amp;lt;start speed&amp;gt; value to make the &amp;lt;max speed&amp;gt; instantly achievable upon initiating movement (this is equivalent to a &amp;lt;build up time&amp;gt; of 0). Note that &amp;lt;build up time&amp;gt; and &amp;lt;max turning speed&amp;gt; are both ignored if specified alongside this (as NO_BUILD_UP trumps &amp;lt;build up time&amp;gt; and preserves &amp;lt;max speed&amp;gt; whilst turning, and &amp;lt;max turning speed&amp;gt; cannot exceed &amp;lt;max speed&amp;gt;) so it is permissible to omit them so long as they are '''both''' omitted together.&lt;br /&gt;
&lt;br /&gt;
It's possible to specify a &amp;lt;start speed&amp;gt; greater than the &amp;lt;max speed&amp;gt;; the moving creature will decelerate towards its &amp;lt;max speed&amp;gt; in this case.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''valid gait types:'''&lt;br /&gt;
*'''WALK'''&amp;lt;br&amp;gt;&lt;br /&gt;
Used for moving normally over ground tiles.&lt;br /&gt;
&lt;br /&gt;
*'''CRAWL'''&amp;lt;br&amp;gt;&lt;br /&gt;
Used for moving over ground tiles whilst [[Status_icon#Non-flashing|prone]].&lt;br /&gt;
&lt;br /&gt;
*'''SWIM'''&amp;lt;br&amp;gt;&lt;br /&gt;
Used for moving through tiles containing [[water]] or [[magma]] at a [[Water#Depth|depth]] of at least 4/7. &lt;br /&gt;
&lt;br /&gt;
*'''FLY'''&amp;lt;br&amp;gt;&lt;br /&gt;
Used for moving through [[open space]].&lt;br /&gt;
&lt;br /&gt;
*'''CLIMB'''&amp;lt;br&amp;gt;&lt;br /&gt;
Used for moving whilst [[Climber|climbing]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''valid gait flags:'''&lt;br /&gt;
* '''AGILITY'''&amp;lt;br&amp;gt;&lt;br /&gt;
Speeds/slows movement depending on the creature's [[Attribute#Agility|Agility]] stat.&lt;br /&gt;
&lt;br /&gt;
* '''STRENGTH'''&amp;lt;br&amp;gt;&lt;br /&gt;
Speeds/slows movement depending on the creature's [[Attribute#Strength|Strength]] stat.&lt;br /&gt;
&lt;br /&gt;
* '''LAYERS_SLOW'''&amp;lt;br&amp;gt;&lt;br /&gt;
Makes [[Tissue_definition_token#THICKENS_ON_ENERGY_STORAGE|THICKENS_ON_ENERGY_STORAGE]] and [[Tissue_definition_token#THICKENS_ON_STRENGTH|THICKENS_ON_STRENGTH]] tissue layers slow movement depending on how thick they are. Adding the STRENGTH gait flag counteracts the impact of the latter layer.&lt;br /&gt;
&lt;br /&gt;
* '''STEALTH_SLOWS:'''&amp;lt;percentage&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Slows movement by the specified percentage when the creature is [[Ambusher|sneaking]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GENERAL_BABY_NAME}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*singular&lt;br /&gt;
*plural &lt;br /&gt;
| Like {{token|BABYNAME|c}}, but applied regardless of caste.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GENERAL_CHILD_NAME}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*singular&lt;br /&gt;
*plural &lt;br /&gt;
| Like {{token|CHILDNAME|c}}, but applied regardless of caste.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GENERAL_MATERIAL_FORCE_MULTIPLIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value A&lt;br /&gt;
*value B&lt;br /&gt;
| Has the same function as {{token|MATERIAL_FORCE_MULTIPLIER|c}}, but applies to all attacks instead of just those involving a specific material. Appears to be overridden by MATERIAL_FORCE_MULTIPLIER ([[werebeast]]s, for example, use both tokens to provide resistance to all materials, with one exception to which they are especially vulnerable).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GENERATED}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Found on procedurally generated creatures like [[forgotten beast]]s, [[titan]]s, [[demon]]s, [[angel]]s, and [[night creature]]s. Cannot be specified in user-defined raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GETS_INFECTIONS_FROM_ROT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature get [[Health_care#Infection|infections]] from necrotic tissue.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GETS_WOUND_INFECTIONS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature's wounds become [[Health_care#Infection|infected]] if left untreated for too long.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GLOWCOLOR}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*foreground&lt;br /&gt;
*background&lt;br /&gt;
*brightness &lt;br /&gt;
| The colour of the creature's {{token|GLOWTILE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GLOWTILE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*ascii character &lt;br /&gt;
| If present, the being glows in the dark (generally used for Adventurer Mode). The tile is what replaces the being's current tile when it is obscured from your sight by darkness. The default setting for kobolds (a yellow quotation mark) provides a nice &amp;quot;glowing eyes&amp;quot; effect. The game is also hardcoded to automatically convert quotation mark GLOWTILES into apostrophes if the creature has lost one eye. This works at the generic creature level - for caste-specific glow tiles, use {{token|CASTE_GLOWTILE|c}} instead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GNAWER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*verb&lt;br /&gt;
| The creature can and will gnaw its way out of [[animal trap]]s and [[cage]]s using the specified verb, depending on the material from which it is made (normally wood).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GOBBLE_VERMIN_CLASS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*class&lt;br /&gt;
| The creature eats vermin of the specified class.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GOBBLE_VERMIN_CREATURE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*creature&lt;br /&gt;
*caste&lt;br /&gt;
| The creature eats a specified [[vermin]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GO_TO_END}}&lt;br /&gt;
| Special&lt;br /&gt;
|  &lt;br /&gt;
| When using tags from an existing creature, inserts new tags at the end of the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GO_TO_START}}&lt;br /&gt;
| Special&lt;br /&gt;
|  &lt;br /&gt;
| When using tags from an existing creature, inserts new tags at the beginning of the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GO_TO_TAG}}&lt;br /&gt;
| Special&lt;br /&gt;
|  &lt;br /&gt;
| When using tags from an existing creature, inserts new tags ''before'' the specified tag.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GOOD}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Creature is considered good and will only show up in good biomes - [[unicorn]]s, for example. Civilizations with {{token|USE_GOOD_ANIMALS|e}} can domesticate them regardless of exotic status. Has no effect on cavern creatures except to restrict taming. A civilization that has good creatures can colonise good areas in world-gen.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GRASSTRAMPLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value &lt;br /&gt;
| The value determines how rapidly [[grass]] is trampled when a creature steps on it - a value of 0 causes the creature to never damage grass, while a value of 100 causes grass to be trampled as rapidly as possible. Defaults to 5.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GRAVITATE_BODY_SIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*target value&lt;br /&gt;
| Used in Creature Variants. This token changes the adult body size to the average of the old adult body size and the target value and scales all intermediate growth stages by the same factor.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GRAZER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*number&lt;br /&gt;
| The creature is a grazer - if tamed in fortress mode, it needs a pasture to survive. The higher the number, the less frequently it needs to eat in order to live. Not used since 0.40.12, replaced by {{token|STANDARD_GRAZER|c}} to fix {{bugl|4113}}.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==H==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HABIT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*type&lt;br /&gt;
*probability&lt;br /&gt;
| Defines certain behaviors for the creature. The habit types are:&lt;br /&gt;
*COLLECT_TROPHIES&lt;br /&gt;
*COOK_PEOPLE&lt;br /&gt;
*COOK_VERMIN&lt;br /&gt;
*GRIND_VERMIN&lt;br /&gt;
*COOK_BLOOD&lt;br /&gt;
*GRIND_BONE_MEAL&lt;br /&gt;
*EAT_BONE_PORRIDGE&lt;br /&gt;
*USE_ANY_MELEE_WEAPON&lt;br /&gt;
*GIANT_NEST&lt;br /&gt;
*COLLECT_WEALTH.&lt;br /&gt;
These require the creature to have a {{token|LAIR|c}} to work properly, and also don't seem to work on creatures who are not a {{token|SEMIMEGABEAST|c}}, {{token|MEGABEAST|c}}, or{{token|NIGHT_CREATURE_HUNTER|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HABIT_NUM}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*number or TEST_ALL&lt;br /&gt;
| &amp;quot;If you set HABIT_NUM to a number, it should give you that exact number of habits according to the weights.&amp;quot;.{{cite forum|60554/1719248}} All lists of HABITs are preceded by [HABIT_NUM:TEST_ALL]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HAS_NERVES}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature has nerves in its muscles. Cutting the muscle tissue can sever motor and sensory nerves.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HASSHELL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature has a shell. Seemingly no longer used - holdover from previous versions.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HIVE_PRODUCT}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*number&lt;br /&gt;
*[[time]]&lt;br /&gt;
*[[item token]]s&lt;br /&gt;
| What product is harvested from [[Beekeeping industry|beekeeping]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HOMEOTHERM}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*number or NONE&lt;br /&gt;
| Default 'NONE'. The creature's normal body [[temperature]]. Creature ceases maintaining temperature on death unlike fixed material temperatures. Provides minor protection from environmental temperature to the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HUNTS_VERMIN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Creature hunts and kills nearby [[vermin]], randomly walking between places with food laying on the ground or in stockpiles, to check for possible [VERMIN_EATER] vermin, but they'll kill any other vermin too. Do not include this creature token on an intelligent entity that you intend to play as in fortress mode because it will prevent them from feeding themselves.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==I==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IMMOBILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| The creature cannot move. Found on [[sponge]]s. Will also stop a creature from breeding in fortress mode (MALE and FEMALE are affected, if one is IMMOBILE no breeding will happen).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IMMOBILE_LAND}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is immobile while on land. Only works on {{token|AQUATIC|c}} creatures which can't breathe on land.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IMMOLATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature radiates [[fire]]. It will ignite, and potentially completely destroy, items the creature is standing on. Also gives the vermin a high chance of escaping from [[animal trap]]s and [[cage]]s made of any flammable materials (specifically ones that could be ignited by magma).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|INTELLIGENT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Alias for {{token|CAN_SPEAK|c}} + {{token|CAN_LEARN|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ITEMCORPSE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
* [[item token]]&lt;br /&gt;
* [[material token]]&lt;br /&gt;
| Determines if the creature leaves behind a non-standard corpse (i.e. wood, statue, bars, stone, pool of liquid, etc.). [[Ethics]] may prevent actually using the item in jobs or reactions.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ITEMCORPSE_QUALITY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* number&lt;br /&gt;
| The [[quality]] of an item-type corpse left behind. Valid values are: 0 for ordinary, 1 for well-crafted, 2 for finely-crafted, 3 for superior, 4 for exceptional, 5 for masterpiece.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==L==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAIR}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*type&lt;br /&gt;
*probability&lt;br /&gt;
| Found on megabeasts, semimegabeasts, and night creatures. The creature will seek out sites of this type and take them as lairs. The lair types are:&lt;br /&gt;
*SIMPLE_BURROW&lt;br /&gt;
*SIMPLE_MOUND&lt;br /&gt;
*WILDERNESS_LOCATION&lt;br /&gt;
*SHRINE&lt;br /&gt;
*LABYRINTH&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAIR_CHARACTERISTIC}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*characteristic&lt;br /&gt;
*probability&lt;br /&gt;
| Defines certain features of the creature's lair. The only valid characteristic is HAS_DOORS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAIR_HUNTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| This creature will actively hunt adventurers in its lair.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAIR_HUNTER_SPEECH}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*speech file&lt;br /&gt;
| What this creature says while hunting adventurers in its lair.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LARGE_PREDATOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Will attack other creatures that are smaller than it. In [[fortress mode]], only one group of &amp;quot;large predators&amp;quot; (possibly two groups on &amp;quot;savage&amp;quot; maps) will appear on any given map. In [[adventurer mode]], large predators will try to ambush and attack you (and your party will attack them back). When tamed, large predators tend to be much more aggressive to enemies than non-large predators, making them a good choice for an animal army. They may go on rampages in worldgen, and adventurers may receive quests to kill them. Also, they can be mentioned in the intro paragraph when starting a fortress e.g. &amp;quot;ere the wolves get hungry.&amp;quot;&lt;br /&gt;
A single biome supports 7 large predator species, picking randomly and rolling a d100 under its {{token|FREQUENCY|c}} to add it until all 7 slots are filled.&lt;br /&gt;
&lt;br /&gt;
Incompatible with {{token|PACK_ANIMAL|c}} on a technicality, if included: hauled items are likely to be dropped upon entering the map (even if {{token|TRADE_CAPACITY|c}} is present) in contrast to when the merchants depart.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LARGE_ROAMING}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| This is the core requisite tag allowing the creature to spawn as a wild animal in the appropriate biomes. Requires specifying a {{token|BIOME|c}} in which the creature will spawn. Does not require specifying a frequency, population number, or cluster number.&lt;br /&gt;
&lt;br /&gt;
This tag stacks with {{token|MEGABEAST|c}}, {{token|SEMIMEGABEAST|c}}, or {{token|NIGHT_CREATURE_HUNTER|c}}; if used with one of these tags, the creature will spawn as both a boss and as a wild animal. This tag does not stack with {{token|FEATURE_BEAST|c}} and if both are used the creature will not spawn. This tag is unaffected by {{token|DEMON|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAYS_EGGS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Creature lays [[egg]]s instead of giving birth to live young.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAYS_UNUSUAL_EGGS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* [[item token]]&lt;br /&gt;
* [[material token]]&lt;br /&gt;
| Creature lays the specified item instead of regular eggs.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIGAMENTS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
*healing rate &lt;br /&gt;
| The creature has ligaments in its {{token|CONNECTIVE_TISSUE_ANCHOR|td}} tissues (bone or chitin by default). Cutting the bone/chitin tissue severs the ligaments, disabling motor function if the target is a limb.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIGHT_GEN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| A vermin featuring this tag will remain visible to an adventurer, even at night, and from a distance. Ostensibly bugged as of v0.47.05. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIKES_FIGHTING}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature will attack enemies rather than flee from them. This tag has the same effect on player-controlled creatures - including modded dwarves. Retired as of v0.40.14 in favor of {{token|LARGE_PREDATOR|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LISP}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Creature uses &amp;quot;sssssnake talk&amp;quot; (multiplies 'S' when talking - &amp;quot;My name isss Recisssiz.&amp;quot;). Used by [[Serpent man|serpent men]] and [[Reptile man|reptile men]] in the vanilla game. C's with the same pronunciation (depending on the word) are not affected by this token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LITTERSIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* minimum&lt;br /&gt;
* maximum&lt;br /&gt;
| Determines the number of offspring per one birth; default 1-3, not used in vanilla raws. See also {{token|MULTIPLE_LITTER_RARE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LOCAL_POPS_CONTROLLABLE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
| Allows you to play as a wild animal of this species in adventurer mode. Prevents trading of (tame) instances of this creature in caravans.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LOCAL_POPS_PRODUCE_HEROES}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Wild animals of this species may occasionally join a civilization. Prevents trading of (tame) instances of this creature in caravans.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LOCKPICKER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Lets a creature open [[door]]s that are set to forbidden in fortress mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LOOSE_CLUSTERS}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creatures will scatter if they have this tag, or form tight packs if they don't. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LOW_LIGHT_VISION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*number&lt;br /&gt;
| Determines how well a creature can see in the dark - higher is better. Dwarves have 10000, which amounts to perfect nightvision.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==M==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAGICAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| According to Toady One, this is completely interchangeable with {{token|AT_PEACE_WITH_WILDLIFE|c}} and might have been used in very early versions of the game by wandering wizards or the ent-type tree creatures that used to be animated by elves. [http://www.bay12forums.com/smf/index.php?topic=169696.msg8316954#msg8316954]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAGMA_VISION}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is able to see while submerged in [[magma]]. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MALE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature biologically male. Usually declared inside a caste.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| {{text anchor|MANNERISM|MANNERISM_*}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*occasionally body part &lt;br /&gt;
| Adds a possible mannerism to the creature's profile.  See [[creature mannerism token]] for further info.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MATERIAL}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*material id&lt;br /&gt;
| Begins defining a new local material. Follow this with standard material definition tokens to define the material.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MATERIAL_FORCE_MULTIPLIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Material token]]&lt;br /&gt;
*value A&lt;br /&gt;
*value B&lt;br /&gt;
| When struck with a weapon made of the specified material, the force exerted will be multiplied by A/B, thus making the creature more or less susceptible to this material. For example, if A is 2 and B is 1, the force exerted by the defined material will be doubled. If A is 1 and B is 2, it will be halved instead. See also  {{token|GENERAL_MATERIAL_FORCE_MULTIPLIER|c}}, which can be used to make this sort of effect applicable to all materials.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MATUTINAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Sets the creature to be active at dawn in adventurer mode. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAXAGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*min&lt;br /&gt;
*max &lt;br /&gt;
| Determines the creature's natural lifespan, using the specified minimum and maximum age values (in years). Each individual creature with this token is generated with a predetermined date (calculated down to the exact [[time|tick]]!) between these values, at which it is destined to die of old age, should it live long enough. Note that the probability of death at any given age does not increase as the creature gets older [http://i.imgur.com/A1A4aA9.png]. &lt;br /&gt;
Creatures which lack this token are naturally immortal. The [[Syndrome#CE_ADD_TAG|NO_AGING]] syndrome tag will prevent death by old age from occurring. Also note that, among civilized creatures, castes which lack this token will refuse to marry others with it, and vice versa.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MEANDERER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature slowly stroll around, unless it's in combat or performing a job. If combined with {{token|CAN_LEARN|c}}, will severely impact their [[pathfinding]] and lead the creature to move extremely slowly when not performing any task. Problematically applies to animal people based on the animal and war trained animals{{bug|9588}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MEGABEAST}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| A 'boss' creature. A small number of the creatures are created during worldgen, their histories and descendants (if any) will be tracked in worldgen (as opposed to simply 'spawning'), and they will occasionally go on rampages, potentially leading to worship if they attack the same place multiple times. Their presence and number will also influence age names. When appearing in fortress mode, they will have a pop-up message announcing their arrival. They will remain hostile to military even after being tamed.{{bug|10731}} See [[megabeast]] page for more details. &lt;br /&gt;
&lt;br /&gt;
Requires specifying a {{token|BIOME|c}} in which the creature will live. Subterranean biomes appear to not be allowed. Does stack with {{token|LARGE_ROAMING|c}} and if both are used the creature will spawn as both historical bosses and as wild animals.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MENT_ATT_CAP_PERC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*[[Attribute|ATTRIBUTE]] Token&lt;br /&gt;
*Cap %&lt;br /&gt;
|Default is 200.  This means you can increase your attribute to 200% of its starting value (or the average value + your starting value if that is higher).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MENT_ATT_RANGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*[[Attribute|ATTRIBUTE]]&lt;br /&gt;
*lowest&lt;br /&gt;
*lower&lt;br /&gt;
*low&lt;br /&gt;
*median&lt;br /&gt;
*high&lt;br /&gt;
*higher&lt;br /&gt;
*highest &lt;br /&gt;
| Sets up a [[Attribute#Soul_attributes|mental attribute]]'s range of values (0-5000). All mental attribute ranges default to 200:800:900:1000:1100:1300:2000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MENT_ATT_RATES}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Attribute|ATTRIBUTE]] Token&lt;br /&gt;
*cost to improve&lt;br /&gt;
*unused counter rate&lt;br /&gt;
*rust counter rate&lt;br /&gt;
*demotion counter rate&lt;br /&gt;
| [[Attribute#Soul_attributes|Mental attribute]] gain/decay rates. Lower numbers in the last three slots make decay occur faster. Defaults are 500:4:5:4.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MILKABLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
* frequency&lt;br /&gt;
| Allows the creature to be [[milk]]ed in the [[farmer's workshop]]. The frequency is the amount of [[time|ticks]] the creature needs to &amp;quot;recharge&amp;quot; (i.e. how much time needs to pass before it can be milked again). Does not work on [[#CAN_LEARN|sentient]] creatures, regardless of [[ethics]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MISCHIEVIOUS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Alias for {{token|MISCHIEVOUS|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MISCHIEVOUS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature spawns [[stealth]]ed and will attempt to path into the fortress, pulling any [[lever]]s it comes across. It will be invisible on the map and [[unit list]] until spotted by a citizen, at which point the game will pause and recenter on the creature. Used by [[gremlin]]s in the vanilla game. &amp;quot;They go on little missions to mess with various fortress buildings, not just levers.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MODVALUE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Seemingly no longer used.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MOUNT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature may be used as a [[mount]]. No use for the player in fortress mode, but enemy sieging forces may arrive with cavalry. Mounts are usable in adventure mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MOUNT_EXOTIC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature may be used as a [[mount]], but civilizations cannot domesticate it in worldgen without certain exceptions.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MULTIPART_FULL_VISION}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to have all-around vision as long as it has multiple heads that can see.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MULTIPLE_LITTER_RARE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Makes the species usually produce a single offspring per birth, with a 1/500 chance of using the {{token|LITTERSIZE|c}} as usual.  Requires {{token|FEMALE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MUNDANE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Marks if the creature is an actual real-life creature. Only used for age-names at present.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==N==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NAME}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*singular&lt;br /&gt;
*plural&lt;br /&gt;
*adjective &lt;br /&gt;
| The generic name for any creature of this type - will be used for referring to the species in the abstract, such as the default material prefix. For labeling individual creatures, {{token|CASTE_NAME|c}} is necessary. If left undefined, the creature will be labeled as &amp;quot;nothing&amp;quot; by the game.&lt;br /&gt;
&lt;br /&gt;
Some examples of adjective use:&lt;br /&gt;
* &amp;quot;super''dwarven'' strength&amp;quot;&lt;br /&gt;
* &amp;quot;the ''dwarven'' hillocks of X&amp;quot;&lt;br /&gt;
* Deity species as in &amp;quot;''feline'' deity&amp;quot;&lt;br /&gt;
* Megabeast attacks in worldgen. One with multiple dragons being a &amp;quot;''draconic'' rampage&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NATURAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Animal is considered to be natural. NATURAL animals will not engage creatures tagged with {{token|AT_PEACE_WITH_WILDLIFE|c}} in combat unless they are members of a hostile entity and vice-versa.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NATURAL_ANIMAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Alias of {{token|NATURAL|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NATURAL_SKILL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Skill_token|Skill token]]&lt;br /&gt;
*value&lt;br /&gt;
| The creature possesses the specified [[skill]] at this level inherently - that is, it begins with the skill at this level, and the skill may never rust below that. A value of 15 is legendary.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NIGHT_CREATURE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Creatures with this token can appear on [[experiment|experiments]]. &lt;br /&gt;
Prevents {{token|LOCAL_POPS_PRODUCE_HEROES|c}} from functioning. Causes the creature to count as {{token|NOT_LIVING|c}}. Killing a creature featuring this token provides one point of &amp;quot;hero&amp;quot; reputation. Adds the creature's description as part of the initial summary of their historical figure in legends. Prevents creature behavior enabled by {{token|LARGE_PREDATOR|c}}. People will react to creatures with this token as a night creature (natch). In adventure mode, ambushes involving these units will say &amp;quot;Night creature!&amp;quot; instead of &amp;quot;Ambush!&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Prevents the AI from using ANIMATE interactions unless the newly-animated opposed-to-life undead will not attack them. The check for this is specifically whether the unit is: &lt;br /&gt;
*a ghost&lt;br /&gt;
*an animated unit &lt;br /&gt;
*a unit with the {{token|NO_AGING|c}} added via {{token|CE_ADD_TAG|c}} This allows for the default exclusion of elves and goblins, unless raised as intelligent undead. &lt;br /&gt;
&lt;br /&gt;
''This token should not be confused with other NIGHT_CREATURE_X tokens. This token is not entirely well understood.''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NIGHT_CREATURE_BOGEYMAN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Creatures with this token can appear in [[bogeyman|bogeyman ambushes]] in [[adventure mode]], where they adopt classical bogeyman traits such as stalking the adventurer and vaporising when dawn breaks. Such traits do not manifest if the creature is encountered outside of a bogeyman ambush (for instance, as a megabeast or a civilised being). In addition, their corpses and severed body parts turn into [[smoke]] after a short while. Note that setting the &amp;quot;Number of Bogeyman Types&amp;quot; in [[advanced world generation]] to 0 will only remove randomly-generated bogeymen.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NIGHT_CREATURE_EXPERIMENTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on some [[necromancer]]s. Creatures with this tag may periodically &amp;quot;perform horrible experiments&amp;quot; offscreen, during which they can use creature-targeting interactions with an &amp;lt;code&amp;gt;[[Interaction_token#I_SOURCE|[I_SOURCE:EXPERIMENT]]]&amp;lt;/code&amp;gt; tag on living creatures in their area. Worlds are generated with a list of procedurally-generated experiments, allowing necromancers to turn living people and animals into [[Infected_ghoul|ghouls]] and [[Experiment|other experimental creatures]], and these will automatically be available to all experimenters; it does not appear possible to prevent this. You can mod in your own custom experiment interactions, but these are used very infrequently due to the large number of generated experiments.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NIGHT_CREATURE_HUNTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on [[night troll]]s and [[werebeast]]s. Implies that the creature is a [[night creature]], and shows its description in [[legends mode]] entry. The creature is always hostile and will start [[no quarter]] combat with any nearby creatures, except for members of its own race. Note that this tag does not override the creature's normal behavior in [[fortress mode]] except for the aforementioned aggression, and doesn't prevent the creature from fleeing the battles it started. It also removes the creature's materials from stockpile settings list, making them be stored there regardless of settings.&lt;br /&gt;
&lt;br /&gt;
Does stack with {{token|LARGE_ROAMING|c}} and if both are used the creature will spawn as both historical hunters and as wild animals; this requires specifying a {{token|BIOME|c}} in which the creature will live, and subterranean biomes are allowed.&lt;br /&gt;
&lt;br /&gt;
This tag causes the usual behaviour of werebeasts in worldgen, that is, fleeing towns upon being cursed and conducting raids from a lair. If this tag is absent from a deity curse, the accursed will simply be driven out of towns in a similar manner to [[vampire]]s. When paired with SPOUSE_CONVERTER, a very small population of the creature will be created during worldgen (sometimes only a single individual will be created), and their histories will be tracked (that is, they will not spawn spontaneously later, they must either have children or convert other creatures to increase their numbers). The creature will settle in a lair and go on rampages during worldgen. It will actively attempt to seek out potential conversion targets to abduct, convert, and have children with (if possible).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NIGHT_CREATURE_NIGHTMARE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on [[nightmare]]s. Corpses and severed body parts derived from creatures with this token turn into [[smoke]] after a short while.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_AUTUMN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature caste does not appear in [[Calendar|autumn]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_CONNECTIONS_FOR_MOVEMENT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Creature doesn't require connected body parts to move{{verify}}; generally used on undead creatures with connections that have rotted away.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_DIZZINESS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature cannot become [[Symptom#Dizziness|dizzy]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_DRINK}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature does not need to drink. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_EAT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature does not need to [[food|eat]]. Seems to cause worldgen crashes if it is part of an entity with [[entity_token#PERMITTED_JOB|[PERMITTED_JOB:FISHERMAN]]]{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_FEVERS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature cannot suffer [[Symptom#Fever|fevers]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_GENDER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| The creature is biologically sexless. Makes the creature unable to [[breeding|breed]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_PHYS_ATT_GAIN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| The creature cannot raise any [[Attribute#Body_attributes|physical attributes]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_PHYS_ATT_RUST}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| The creature cannot lose any [[Attribute#Body_attributes|physical attributes]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_SLEEP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature does not need to sleep. Can still be rendered unconscious by other means.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_SPRING}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature caste does not appear in [[Calendar|spring]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_SUMMER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature caste does not appear in [[Calendar|summer]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_THOUGHT_CENTER_FOR_MOVEMENT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't require an organ with the {{token|THOUGHT|body}} tag to survive or attack; generally used on creatures that don't have brains.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_UNIT_TYPE_COLOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Prevents creature from selecting its color based on its profession (e.g. Miner, Hunter, Wrestler).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_VEGETATION_PERTURB}}&lt;br /&gt;
| Caste{{Verify}}&lt;br /&gt;
|  &lt;br /&gt;
| Likely prevents the creature from leaving broken vegetation tracks.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_WINTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature caste does not appear in [[Calendar|winter]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOBONES}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature has no bones.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOBREATHE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't need to breathe or have {{token|BREATHE|body}} parts in body, nor can it drown or be strangled. Creatures living in magma must have this tag, otherwise they will drown.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOCTURNAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Sets the creature to be active at night in adventure mode. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOEMOTION}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature has no emotions. It is immune to the effects of [[stress]] and unable to rage, and its [[need]]s cannot be fulfilled in any way. Used on [[undead]] in the vanilla game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOEXERT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature can't become tired or over-exerted from taking too many combat actions or moving at full speed for extended periods of time. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOFEAR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't feel fear and will never flee from battle, and will be immune to [[ghost]]s' attempts to 'scare it to death'. Additionally, it causes [[bogeyman|bogeymen]] and [[nightmare]]s to become friendly towards the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOMEAT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature will not be hunted or fed to wild beasts.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NONAUSEA}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature isn't nauseated by gut hits and cannot vomit.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOPAIN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't feel pain. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOSKIN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature will not drop a hide when [[butcher|butchered]]. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOSKULL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature will not drop a skull on butchering, rot, or decay of severed head.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOSMELLYROT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Does not produce [[miasma]] when rotting.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOSTUCKINS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Weapons can't get stuck in the creature. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOSTUN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature can't be stunned and knocked unconscious by pain or head injuries. Creatures with this tag never wake up from sleep in Fortress Mode. If this creature needs to sleep while playing, it &amp;lt;b&amp;gt;will&amp;lt;/b&amp;gt; die.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOT_BUTCHERABLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Cannot be [[butcher|butchered]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOT_LIVING}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Cannot be raised from the dead by necromancers or evil clouds. Implies the creature is not a normal living being. Used by [[vampire]]s, [[Mummy|mummies]] and inorganic creatures like the [[amethyst man]] and [[bronze colossus]]. Creatures who are {{token|OPPOSED_TO_LIFE|c}} (undead) will be docile towards creatures with this token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOTHOUGHT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't require a {{token|THOUGHT|body}} body part to survive. Has the added effect of preventing speech, though directly controlling creatures that would otherwise be capable of speaking allows them to engage in conversation.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==O==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ODOR_LEVEL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*number&lt;br /&gt;
| How easy the creature is to [[smell]]. The higher the number, the easier the creature is to sniff out. Defaults to 50. Vanilla creatures have values from 0 (undetectable) to 90 (noticeable by humans and dwarves).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ODOR_STRING}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*string&lt;br /&gt;
| What the creature [[smell]]s like. If no odor string is defined, the creature name (not the caste name) is used.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|OPPOSED_TO_LIFE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Is hostile to all creatures except undead and other non-living ones and will show {{DFtext|Opposed to life|0:1}} in the [[unit list]]. Used by [[undead]] in the vanilla game. Functions without the {{token|NOT_LIVING|c}} token, and seems to imply said token as well. Undead will not be hostile to otherwise-living creatures given this token. Living creatures given this token will attack living creatures that lack it, while ignoring other living creatures that also have this token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ORIENTATION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*MALE/FEMALE&lt;br /&gt;
*disinterested chance&lt;br /&gt;
*casual chance&lt;br /&gt;
*strong chance&lt;br /&gt;
| Determines caste's likelihood of having sexual attraction to certain sexes. Values default to 75:20:5 for the same sex and 5:20:75 for the opposite sex. The first value indicates how likely to be entirely uninterested in the sex, the second decides if the creature will be able to become lovers with that sex, the third decides whether they will be able to marry in worldgen and post-worldgen world activities (which implies being able to become lovers). Marriage seems to be able to happen in fort mode play regardless, as long as they are lovers first.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|OUTSIDER_CONTROLLABLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Lets you play as an [[Adventurer_mode_character_creation#Outsider|outsider]] of this species in adventure mode.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==P==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PACK_ANIMAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to be used as a pack animal. Used by [[trading|merchants]] without wagons and adventurers. Also prevents creature from dropping hauled items on its own -- do ''not'' use for player-controllable creatures! May lead to the creature being domesticated during worldgen, even if it doesn't have {{token|COMMON_DOMESTIC|c}}.&lt;br /&gt;
&lt;br /&gt;
Creatures with this tag but without {{token|BENIGN|c}}, and/or with {{token|LARGE_PREDATOR|c}} leads to hauled items being dropped.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PARALYZEIMMUNE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is immune to all [[Syndrome#CE_PARALYSIS|paralyzing]] special attacks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PATTERNFLIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Used to control the bat riders with paralyze-dart blowguns that flew through the 2D chasm. Doesn't do anything now.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PCG_LAYERING}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*[[Procedural graphics layer|Layering type]]&lt;br /&gt;
| Adds a layer to the current {{token|PROCEDURAL_CREATURE_GRAPHICS|c}} definition. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PEARL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| In earlier versions, creature would generate [[pearl]]s. Does nothing in the current version.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PENETRATEPOWER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value &lt;br /&gt;
| Controls the ability of [[vermin]] to find a way into containers when they are eating food from your stockpiles.&lt;br /&gt;
&lt;br /&gt;
Objects made of most materials (e.g. metal) roll a number from 0-100, and if the resulting number is greater than the penetrate power, their contents escape for the time being. Objects made of [[wood]], [[leather]], [[amber]], or [[coral]] roll 0-95, and items made of [[cloth]] roll 0-90.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PERSONALITY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*ATTRIBUTE&lt;br /&gt;
*lowest&lt;br /&gt;
*median&lt;br /&gt;
*highest &lt;br /&gt;
| Determines the range and chance of personality traits. Standard is 0:50:100. See [[Personality trait]] for more info.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PET}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to be [[Animal_trainer|tamed]] in Fortress mode. Prerequisite for all other working animal roles. Civilizations that encounter it in worldgen will tame and domesticate it for their own use. Adding this to civilization members will classify them as pets instead of citizens, with all the [[Fun|problems]] that entails. However, you can solve these problems using the popular plugin [https://dffd.bay12games.com/file.php?id=13095| Dwarf Therapist], which is completely unaffected by the tag.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PET_EXOTIC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to be [[Animal_trainer|tamed]] in Fortress mode. Prequisite for all other working animal roles. Civilizations cannot domesticate it in worldgen, with certain exceptions. More difficult to tame?{{verify}} Adding this to civilization members will classify them as pets instead of citizens, with all the [[Fun|problems]] that entails. ([[Gremlin|Example]]).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PETVALUE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value &lt;br /&gt;
| How valuable a tamed animal is. Actual cost in points in the embarking screen is 1+(PETVALUE/2) for an untrained animal, 1+PETVALUE for a war/hunting one. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PETVALUE_DIVISOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
| Divides the creature's {{token|PETVALUE|c}} by the specified number. Used by [[honey bee]]s to prevent a single hive from being worth a fortune.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PHYS_ATT_CAP_PERC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*[[Attribute|ATTRIBUTE]] Token&lt;br /&gt;
*Cap %&lt;br /&gt;
|Default is 200. This means you can increase your attribute to 200% of its starting value (or the average value + your starting value if that is higher).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PHYS_ATT_RANGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Attribute|ATTRIBUTE]]&lt;br /&gt;
*lowest&lt;br /&gt;
*lower&lt;br /&gt;
*low&lt;br /&gt;
*median&lt;br /&gt;
*high&lt;br /&gt;
*higher&lt;br /&gt;
*highest &lt;br /&gt;
| Sets up a [[Attribute#Body_attributes|physical attribute]]'s range of values (0-5000). All physical attribute ranges default to 200:700:900:1000:1100:1300:2000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PHYS_ATT_RATES}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Attribute|ATTRIBUTE]] Token&lt;br /&gt;
*cost to improve&lt;br /&gt;
*unused counter rate&lt;br /&gt;
*rust counter rate&lt;br /&gt;
*demotion counter rate&lt;br /&gt;
| [[Attribute#Body_attributes|Physical attribute]] gain/decay rates. Lower numbers in the last three slots make decay occur faster. Defaults for STRENGTH, AGILITY, TOUGHNESS, and ENDURANCE are 500:3:4:3, while RECUPERATION and DISEASE_RESISTANCE default to 500:NONE:NONE:NONE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PLUS_BP_GROUP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*BY_TYPE, BY_CATEGORY, or BY_TOKEN&lt;br /&gt;
*body type, category, or token&lt;br /&gt;
| Adds a body part group to selected body part group. Presumably used immediately after {{token|SET_BP_GROUP|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PLUS_MATERIAL}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*material&lt;br /&gt;
| Adds a material to selected materials. Used immediately after {{token|SELECT_MATERIAL|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|POP_RATIO}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
*number (max 100000)&lt;br /&gt;
| Weighted population of caste; Lower is rarer. Not to be confused with {{token|FREQUENCY|c}}. A weight of 0 will not prevent a caste from spawning.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|POPULATION_NUMBER}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*min&lt;br /&gt;
*max &lt;br /&gt;
| The minimum/maximum numbers of how many of these creatures are present in each world map tile of the appropriate region. Defaults to 1:1 if not specified.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|POWER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Allows the being to represent itself as a deity, allowing it to become the leader of a civilized group. Used by unique demons in the vanilla game. Requires {{token|CAN_SPEAK|c}} to actually do anything more than settle at a location (e.g. write books, lead armies, profane temples). Doesn't appear to do anything for creatures that are already civilized. Once the creature ascends to a position of leadership, it will proceed to act as a standard ruler for their entity and fulfill the same functions (hold tournaments, tame creatures, etc.).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PREFSTRING}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*string&lt;br /&gt;
| Sets what other creatures [[Preferences|prefer]] about this creature. &amp;quot;Urist likes dwarves for their beards.&amp;quot; Multiple entries will be chosen from at random. Creatures lacking a PREFSTRING token will never appear under another's preferences.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PROCEDURAL_CREATURE_GRAPHICS}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
* [[Graphics_token#Basic_creature_sprite_types|Sprite type]] or Caste then sprite type&lt;br /&gt;
| Makes the creature have procedural graphics built for it, like forgotten beasts/demons/titans/experiments. Must be associated with PCG_LAYERING tokens.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PROFESSION_NAME}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*[[Unit type token]] (Profession)&lt;br /&gt;
*singular&lt;br /&gt;
*plural &lt;br /&gt;
| The generic name for members of this profession, at the creature level. In order to give members of specific castes different names for professions, use {{token|CASTE_PROFESSION_NAME|c}} instead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PRONE_TO_RAGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*Chance&lt;br /&gt;
| Creature has a percentage chance to flip out at visible non-friendly creatures. Enraged creatures attack anything regardless of timidity and get a strength bonus to their hits. This is what makes [[badger]]s so hardcore.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PUS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;[[material token]]&amp;gt;&lt;br /&gt;
* &amp;lt;[[Material_definition_token#Material_States|material state]]&amp;gt;&lt;br /&gt;
| The creature has pus. Specifies the stuff secreted by [[Health_care#Infection|infected wounds]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==R==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|RELSIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*body category, type, or token&lt;br /&gt;
*Relsize &lt;br /&gt;
| Specifies a new relative size for a part than what is stated in the body plan. For example, dwarves have larger livers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMAINS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*singular&lt;br /&gt;
*plural&lt;br /&gt;
| What the creature's [[remains]] are called.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMAINS_COLOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| What color the creature's [[remains]] are.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMAINS_ON_VERMIN_BITE_DEATH}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Goes with {{token|VERMIN_BITE|c}} and {{token|DIE_WHEN_VERMIN_BITE|c}}, the vermin creature will leave remains on death when biting. Leaving this tag out will cause the creature to disappear entirely after it bites.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMAINS_UNDETERMINED}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Unknown.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMOVE_MATERIAL}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*material token &lt;br /&gt;
| Removes a material from the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMOVE_TISSUE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*tissue token&lt;br /&gt;
| Removes a tissue from the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|RETRACT_INTO_BP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*BY_TYPE, BY_CATEGORY or BY_TOKEN&lt;br /&gt;
*body type, [[Body_token#CATEGORY|category]], or [[Body_token#BP|token]]&lt;br /&gt;
*Second person (&amp;quot;You&amp;quot;) retract verb text&lt;br /&gt;
*Third person (&amp;quot;The giant snail&amp;quot;) retract verb text&lt;br /&gt;
*Second person cancel retract text&lt;br /&gt;
*Third person cancel retract text&lt;br /&gt;
| The creature will retract into the specified body part(s) when threatened. It will be unable to move or attack, but enemies will only be able to attack the specified body part(s). When one of the specified body part is severed off, the creature automatically unretracts and cannot retract anymore. More than one body part can be selected by using BY_TYPE or BY_CATEGORY.&lt;br /&gt;
&lt;br /&gt;
Second-person descriptions are used for adventurer mode natural ability. &amp;quot;&amp;lt;pro_pos&amp;gt;&amp;quot; can be used in the descriptions, being replaced with the proper pronoun (or lack thereof) in-game.&lt;br /&gt;
&lt;br /&gt;
Undead curled up creatures are buggy, specifically those that retract into their upper bodies: [[echidna]]s, [[hedgehog]]s and [[pangolin]]s.{{bug|11463}}{{bug|10519}} The upper body is prevented from collapsing by a separate body part (the middle spine), which cannot be attacked when the creature is retracted. See {{token|PREVENTS_PARENT_COLLAPSE|bo}}. Living creatures eventually succumb to blood loss, but undead creatures do not. Giant creatures also take a very long time to bleed out.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|RETURNS_VERMIN_KILLS_TO_OWNER}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Cat behavior. If it kills a vermin creature and has an owner, it carries the remains in its mouth and drops them at their feet. Requires {{token|HUNTS_VERMIN|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ROOT_AROUND}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*BY_TYPE, BY_CATEGORY or BY_TOKEN&lt;br /&gt;
*body type, [[Body_token#CATEGORY|category]], or [[Body_token#BP|token]]&lt;br /&gt;
*Second person (&amp;quot;You&amp;quot;) verb text&lt;br /&gt;
*Third person (&amp;quot;The hen&amp;quot;) verb text&lt;br /&gt;
| Creature will occasionally root around in the grass, looking for insects.  Used for flavor in Adventurer Mode, spawns vermin edible for this creature in Fortress Mode. Creatures missing the specified body part will be unable to perform this action. The action produces a message (visible in adventure mode) in the form:&lt;br /&gt;
&lt;br /&gt;
[creature] [verb text] the [description of creature's location]&lt;br /&gt;
&lt;br /&gt;
In adventure mode, the &amp;quot;rooting around&amp;quot; ability will be included in the &amp;quot;natural abilities&amp;quot; menu, represented by its second person verb text.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==S==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SAVAGE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creature will only show up in &amp;quot;savage&amp;quot; biomes. Has no effect on cavern creatures. Cannot be combined with {{token|GOOD|c}} or {{token|EVIL|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SECRETION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*&amp;lt;[[material token]]&amp;gt;&lt;br /&gt;
*&amp;lt;[[Material_definition_token#Material_States|material state]]&amp;gt;&lt;br /&gt;
*BY_TOKEN / BY_CATEGORY / BY_TYPE&lt;br /&gt;
*&amp;lt;[[Body_token#BP|body part ID]]&amp;gt; / &amp;lt;[[Body_token#CATEGORY|category]]&amp;gt; or ALL / &amp;lt;type (e.g. [[Body_token#GRASP|GRASP]])&amp;gt;&lt;br /&gt;
*&amp;lt;[[Body_detail_plan_token#BP_LAYERS|tissue layer]]&amp;gt; or ALL&lt;br /&gt;
*&amp;lt;trigger&amp;gt;&lt;br /&gt;
| Causes the specified tissue layer(s) of the indicated body part(s) to secrete the designated material. A size 100 ('covering') [[contaminant]] is created over the affected body part(s) in its specified material state (and at the temperature appropriate to this state) when the trigger condition is met, as long as one of the secretory tissue layers is still intact. Valid triggers are:&lt;br /&gt;
*'''CONTINUOUS'''&lt;br /&gt;
Secretion occurs once every 40 [[time|ticks]] in [[fortress mode]], and every tick in [[adventurer mode]].&lt;br /&gt;
*'''EXERTION'''&lt;br /&gt;
Secretion occurs continuously (at the rate described above) whilst the creature is at minimum &amp;lt;span style=&amp;quot;font-size:75%&amp;quot;&amp;gt;{{Tile|Tired|6:1}}&amp;lt;/span&amp;gt; following physical exertion. Note that this cannot occur if the creature has {{token|NOEXERT|c}}.&lt;br /&gt;
*'''EXTREME_EMOTION'''&lt;br /&gt;
Secretion occurs continuously (as above) whilst the creature is distressed. Cannot occur in creatures with {{token|NOEMOTION|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SELECT_ADDITIONAL_CASTE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*&amp;lt;caste&amp;gt;&lt;br /&gt;
| Adds an additional previously defined caste to the selection. Used after {{token|SELECT_CASTE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SELECT_CASTE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*&amp;lt;caste&amp;gt; or ALL &lt;br /&gt;
| Selects a previously defined caste&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SELECT_MATERIAL}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*&amp;lt;[[material token]]&amp;gt;&lt;br /&gt;
| Selects a locally defined material. Can be ALL.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SELECT_TISSUE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*tissue token&lt;br /&gt;
| Selects a tissue for editing.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SEMIMEGABEAST}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Essentially the same as {{token|MEGABEAST|c}}, but more of them are created during worldgen. See the [[semi-megabeast]] page for details.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SENSE_CREATURE_CLASS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;[[Creature_token#CREATURE_CLASS|creature class]]&amp;gt;&lt;br /&gt;
* [[Tilesets|&amp;lt;tile value or character&amp;gt;]]&lt;br /&gt;
* [[Color#Color_values|&amp;lt;foreground color&amp;gt;:&amp;lt;background color&amp;gt;:&amp;lt;foreground brightness&amp;gt;]]&lt;br /&gt;
| Gives the creature the ability to sense creatures belonging to the specified [[Creature_token#CREATURE_CLASS|creature class]] even when they lie far beyond line of sight, including through walls and floors. It also appears to reduce or negate the combat penalty of [[Wound#Blindness|blind]] units when fighting creatures they can sense. In [[adventure mode]], the specified tile will be used to represent sensed creatures when they cannot be seen directly.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SET_BP_GROUP}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*selection criteria BY_TYPE, BY_CATEGORY, BY_TOKEN&lt;br /&gt;
*category, type, or token &lt;br /&gt;
| Begins a selection of body parts.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_LEARN_RATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*&amp;lt;[[skill_token]]&amp;gt;&lt;br /&gt;
*&amp;lt;percentage&amp;gt;&lt;br /&gt;
| The rate at which this creature learns this skill. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_LEARN_RATES}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*&amp;lt;percentage&amp;gt;&lt;br /&gt;
| The rate at which this creature learns all skills. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_RATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[skill_token]]&lt;br /&gt;
*&amp;lt;% of improvement points gained&amp;gt;&lt;br /&gt;
*&amp;lt;unused counter rate&amp;gt;&lt;br /&gt;
*&amp;lt;rust counter rate&amp;gt;&lt;br /&gt;
*&amp;lt;demotion counter rate&amp;gt;&lt;br /&gt;
| Like {{token|SKILL_RATES|c}}, but applies to individual skills instead. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_RATES}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
*&amp;lt;% of improvement points gained&amp;gt;&lt;br /&gt;
*&amp;lt;unused counter rate&amp;gt;&lt;br /&gt;
*&amp;lt;rust counter rate&amp;gt;&lt;br /&gt;
*&amp;lt;demotion counter rate&amp;gt;&lt;br /&gt;
| Affects skill gain and decay. Lower numbers in the last three slots make decay occur faster ([SKILL_RATES:100:1:1:1] would cause rapid decay). The counter rates may also be replaced with NONE.&lt;br /&gt;
Default is [SKILL_RATES:100:8:16:16]. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_RUST_RATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[skill_token]]&lt;br /&gt;
*value&lt;br /&gt;
*value&lt;br /&gt;
*value&lt;br /&gt;
| The rate at which this skill decays. Lower values cause the skill to decay faster. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_RUST_RATES}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
*value&lt;br /&gt;
*value&lt;br /&gt;
| The rate at which all skills decay. Lower values cause the skills to decay faster. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SLAIN_CASTE_SPEECH}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Speech file|text set]]&lt;br /&gt;
| Caste-specific {{token|SLAIN_SPEECH|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SLAIN_SPEECH}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*[[Speech file|text set]]&lt;br /&gt;
| Boasting speeches relating to killing this creature. Examples include [[text_dwarf.txt/raw|text_dwarf.txt]] (&amp;lt;code&amp;gt;[SLAIN_SPEECH:SLAIN_DWARF]&amp;lt;/code&amp;gt;) and text_elf.txt (&amp;lt;code&amp;gt;[SLAIN_SPEECH:SLAIN_ELF]&amp;lt;/code&amp;gt;) in data\vanilla\vanilla_creatures\objects.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SLOW_LEARNER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Shorthand for {{token|CAN_LEARN|c}} + &amp;lt;code&amp;gt;[[Creature_token#SKILL_LEARN_RATES|[SKILL_LEARN_RATES:50]]]&amp;lt;/code&amp;gt;.{{verify}} Used by a number of 'primitive' creatures (like [[ogre]]s, [[giant]]s and [[troglodyte]]s) in the vanilla game. Applicable to player races. Prevents a player from recruiting nobility, even basic ones. Subterranean creatures with this token combined with {{token|EVIL|c}} will become servants of goblins in their civilizations, in the style of [[troll]]s.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SMALL_REMAINS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature leaves &amp;quot;[[item token#REMAINS|remains]]&amp;quot; instead of a corpse. Used by [[vermin]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SMELL_TRIGGER}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
| Determines how keen a creature's sense of smell is - lower is better. At 10000, a creature cannot smell at all.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SOLDIER_ALTTILE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*'character' or tile number&lt;br /&gt;
| If this creature is active in its civilization's military, it will blink between its default tile and this one.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SOUND}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* Sound application (currently accepts ALERT or PEACEFUL_INTERMITTENT)&lt;br /&gt;
* Sound range (in tiles)&lt;br /&gt;
* Sound delay (lower values = sound is produced more often)&lt;br /&gt;
* VOCALIZATION or NONE (determines whether the sound requires breathing or not)&lt;br /&gt;
* First-person description&lt;br /&gt;
* Third-person description&lt;br /&gt;
* Description when out of sight&lt;br /&gt;
| Creature makes sounds periodically, which can be heard in Adventure mode.&lt;br /&gt;
* First-person reads &amp;quot;You '''bark'''&amp;quot;&lt;br /&gt;
* Third-person reads &amp;quot;The [[capybara]] '''barks'''&amp;quot;&lt;br /&gt;
* Out of sight reads &amp;quot;You hear '''a loud bark'''&amp;quot;&lt;br /&gt;
with the text in bold being the description arguments of the token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SOURCE_HFID}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*Integer&lt;br /&gt;
| Found on generated [[angel]]s. This is the historical figure ID of the deity with which the angel is associated. Since HFIDs are not predictable before worldgen, this isn't terribly usable in mods.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPECIFIC_FOOD}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* PLANT or CREATURE&lt;br /&gt;
* Plant/creature ID&lt;br /&gt;
| Creature will only appear in biomes with this plant or creature available. Grazers given a specific type of grass (such as [[panda]]s and [[bamboo]]) will only eat that grass and nothing else, risking starvation if there's none available. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPHERE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
* [[Sphere#Available_spheres|sphere]]&lt;br /&gt;
| Sets what religious spheres the creature is aligned to, for purposes of being worshipped via the {{token|POWER|c}} token. Also affects the layout of hidden fun stuff, and the creature's name.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPOUSE_CONVERSION_TARGET}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| This creature can be converted by a night creature with {{token|SPOUSE_CONVERTER|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPOUSE_CONVERTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| If the creature has the {{token|NIGHT_CREATURE_HUNTER|c}} tag, it will kidnap {{token|SPOUSE_CONVERSION_TARGET|c}}s and transform them into the caste of its species with the {{token|CONVERTED_SPOUSE|c}} tag during worldgen. It may also start families this way.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPREAD_EVIL_SPHERES_IF_RULER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| If the creature rules over a [[site]], it will cause the local landscape to be corrupted into [[Surroundings#Evil|evil surroundings]] associated with the creature's [[Creature_token#SPHERE|sphere]]s. The creature must have at least one of the following [[sphere]]s for this to take effect: BLIGHT, DEATH, DISEASE, DEFORMITY, NIGHTMARES. The first three kill vegetation, while the others sometimes do.  The last two get [[Plant_token#EVIL|evil plants]] and [[Creature_token#EVIL|evil animals]] sometimes. NIGHTMARES gets [[bogeyman|bogeymen]]. [http://www.bay12forums.com/smf/index.php?topic=169696.msg8162224#msg8162224] Used by [[demon]]s in the vanilla game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|STANCE_CLIMBER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Caste does not require &amp;lt;code&amp;gt;[[Body_token#GRASP|[GRASP]]]&amp;lt;/code&amp;gt; body parts to climb -- it can climb with &amp;lt;code&amp;gt;[[Body_token#STANCE|[STANCE]]]&amp;lt;/code&amp;gt; parts instead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|STANDARD_GRAZER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Acts as {{token|GRAZER|c}} but set to 20000*G*(max size)^(-3/4), where G defaults to 100 but can be set in d_init, and the whole thing is trapped between 150 and 3 million. Used for all grazers in the default creature raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|STRANGE_MOODS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| The creature will get [[strange mood]]s in fortress mode and can produce artifacts.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SUPERNATURAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Gives the creature knowledge of any secrets with &amp;lt;code&amp;gt;[[Interaction_token#IS_SECRET|[SUPERNATURAL_LEARNING_POSSIBLE]]]&amp;lt;/code&amp;gt; that match its [[Creature_token#SPHERE|spheres]] and also prevents it from becoming a [[vampire]] or [[werebeast]]. Other effects are unknown.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SWIMS_INNATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature naturally knows how to swim perfectly and does not use the [[swimmer]] skill, as opposed to {{token|SWIMS_LEARNED|c}} below. However, Fortress mode AI never paths into water anyway, so it's less useful there. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SWIMS_LEARNED}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature swims only as well as their present [[Swimmer|swimming skill]] allows them to.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SYNDROME_DILUTION_FACTOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &amp;lt;[[Syndrome#SYN_IDENTIFIER|syndrome identifier]]&amp;gt;:&amp;lt;percentage&amp;gt;&lt;br /&gt;
| Dilutes the effects of syndromes which have the specified identifier. A percentage of 100 is equal to the regular syndrome effect severity, higher percentages reduce severity.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==T==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TENDONS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
*healing rate &lt;br /&gt;
| The creature has tendons in its {{token|CONNECTIVE_TISSUE_ANCHOR|td}} tissues (bone or chitin by default). Cutting the bone/chitin tissue severs the tendons, disabling motor function if the target is a limb.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|THICKWEB}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature's [[web]]s can catch larger creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*name &lt;br /&gt;
| Begins defining a tissue in the creature file. Follow this with standard tissue definition tokens to define the tissue properties.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_LAYER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*BY_TYPE, BY_CATEGORY, BY_TOKEN&lt;br /&gt;
*TYPE,CATEGORY, or TOKEN&lt;br /&gt;
*TISSUE&lt;br /&gt;
*LOCATION &lt;br /&gt;
| Adds the tissue layer to wherever it is required.&lt;br /&gt;
Non-argument Locations can be FRONT, RIGHT, LEFT, TOP, BOTTOM. Argument locations are AROUND and CLEANS, requiring a further body part and a % of coverage/cleansing&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_LAYER_OVER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*BY_TYPE, BY_CATEGORY, BY_TOKEN&lt;br /&gt;
*TYPE,CATEGORY, or TOKEN&lt;br /&gt;
*TISSUE&lt;br /&gt;
*LOCATION &lt;br /&gt;
| Alias for TISSUE_LAYER&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_LAYER_UNDER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*BY_TYPE, BY_CATEGORY, BY_TOKEN&lt;br /&gt;
*TYPE,CATEGORY, or TOKEN&lt;br /&gt;
*TISSUE&lt;br /&gt;
| Adds the tissue layer under a given part.&lt;br /&gt;
For example, an [[iron man]] has a gaseous poison within, and this tissue (GAS is its name) has the token [TISSUE_LEAKS] and its state is GAS, so when you puncture the iron outside and damage this tissue it leaks gas (can have a syndrome by using a previous one in the creature sample.) [TISSUE_LAYER_UNDER:BY_CATEGORY:ALL:{tissue}] {tissue} is what will be under the TISSUE_LAYER; here is an example Tissue from the Iron Man:&amp;lt;br&amp;gt; &lt;br /&gt;
[TISSUE:GAS] [TISSUE_NAME:gas:NP] [TISSUE_MATERIAL:LOCAL_CREATURE_MAT:GAS] [TISSUE_MAT_STATE:GAS] [RELATIVE_THICKNESS:50] [TISSUE_LEAKS] [TISSUE_SHAPE:LAYER] &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TITAN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on [[titan]]s. Cannot be specified in user-defined raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRADE_CAPACITY}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
*number&lt;br /&gt;
| How much the creature can carry when used by merchants. 1000 by default. If a civilization uses a custom pack animal via ALWAYS_PACK, you must manually add a capacity to the raws of that creature itself. Capacity defaults to null leading to empty caravans.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAINABLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Shortcut for {{token|TRAINABLE_HUNTING|c}} + {{token|TRAINABLE_WAR|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAINABLE_HUNTING}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Can be [[Animal trainer|trained]] as a hunting beast, increasing speed.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAINABLE_WAR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Can be [[Animal trainer|trained]] as a war beast, increasing strength and endurance.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRANCES}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to go into [[martial trance]]s. Used by dwarves in the vanilla game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAPAVOID}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature will never trigger [[trap]]s it steps on. Used by a [[Trapavoid|number of creatures]]. Doesn't make the creature immune to remotely activated traps (like retractable spikes being triggered while the creature is standing over them). TRAPAVOID creatures lose this power if they're immobilized while standing in a trap, be it by stepping on thick web, being paralyzed or being knocked unconscious.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRIGGERABLE_GROUP}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*min&lt;br /&gt;
*max &lt;br /&gt;
| A large swarm of vermin can be disturbed, usually in adventurer mode.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TSU_NOUN}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*noun&lt;br /&gt;
*SINGULAR or PLURAL &lt;br /&gt;
| Noun for the {{token|TISSUE_STYLE_UNIT|c}}, used in the description of the tissue layer's style.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==U==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UBIQUITOUS}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
| Creature will occur in every region with the correct biome. Does not apply to {{token|EVIL|c}}/{{token|GOOD|c}} tags. Supersedes {{token|FREQUENCY|c}} for the purposes of distributing populations through the map, they are present in every part of the valid biome. Respects {{token|FREQUENCY|c}} for the frequency of unit [[Creature token#CLUSTER_NUMBER|cluster]] spawns being of this species.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UNDERGROUND_DEPTH}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*mindepth&lt;br /&gt;
*maxdepth &lt;br /&gt;
| Depth that the creature appears underground. Numbers can be from 0 to 5. 0 is actually 'above ground' and can be used if the creature is to appear both above and below ground. Values from 1-3 are the respective [[cavern]] levels, 4 is the [[magma sea]] and 5 is the [[HFS]]. A single argument may be used instead of min and max. [[Demon]]s use only 5:5; user-defined creatures with both this depth and {{token|FLIER}} will take part in the initial wave from the HFS alongside generated demons, but without {{token|FLIER}} they will only spawn from the map edges. Civilizations that can use underground plants or animals will only export (via the embark screen or caravans) things that are available at depth 1.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UNDERSWIM}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is displayed as blue when in [[Water#Depth|7/7 water]]. Used on fish and amphibious creatures which swim under the water.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UNIQUE_DEMON}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Found on generated [[demon]]s; causes the game to create a single named instance of the demon which will emerge from the underworld and take over civilizations during worldgen.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_CASTE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*new caste token&lt;br /&gt;
*old caste token&lt;br /&gt;
| Defines a new caste derived directly from a previous caste. The new caste inherits all properties of the old one. The effect of this tag is automatic if one has not yet defined any castes: &amp;quot;Any caste-level tag that occurs before castes are explicitly declared is saved up and placed on any caste that is declared later, unless the caste is explicitly derived from another caste.&amp;quot;&lt;br /&gt;
Roostre: &amp;quot;When DF detects duplicate tokens in the raws of the same object, a failsafe seems to kick in; it takes the bottom-most of the duplicates, and disregards the others. In the case of tokens added by a mod, it prioritizes the duplicate in the mod.&amp;quot; This means that if a tag is defined in the base-caste and redefined in the derived caste, the derived tag overwrites the base tag. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_MATERIAL}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*new material ID&lt;br /&gt;
*old material ID&lt;br /&gt;
| Defines a new local creature material and populates it with all properties defined in the specified local creature material.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_MATERIAL_TEMPLATE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*new material token&lt;br /&gt;
*material template &lt;br /&gt;
| Defines a new local creature material and populates it with all properties defined in the specified template. [http://www.bay12forums.com/smf/index.php?topic=175437.msg8441368#msg8441368 There seems to be a limit of 200 materials per creature].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_TISSUE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*new tissue token&lt;br /&gt;
*old tissue id&lt;br /&gt;
| Defines a new local creature tissue and populates it with all properties defined in the local tissue specified in the second argument.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_TISSUE_TEMPLATE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*new tissue token&lt;br /&gt;
*tissue template&lt;br /&gt;
| Loads a tissue template listed in OBJECT:TISSUE_TEMPLATE files, such as tissue_template_default.txt. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UTTERANCES}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Changes the language of the creature into unintelligible 'kobold-speak', which creatures of other species will be unable to understand. If a civilized creature has this and is not part of a {{token|SKULKING|e}} civ, it will tend to start wars with all nearby civilizations and will be unable to make peace treaties due to 'inability to communicate'.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==V==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VEGETATION}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Like {{token|AT_PEACE_WITH_WILDLIFE}}, but also makes the creature more valued in artwork by civilisations with the PLANT [[sphere]]. [http://www.bay12forums.com/smf/index.php?topic=169696.msg8316954#msg8316954] Used by [[grimeling]]s in the vanilla game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_BITE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*chance of occurrence{{verify}}&lt;br /&gt;
*verb (bitten, stung, etc.)&lt;br /&gt;
* [[material token]]&lt;br /&gt;
* [[Material_definition_token#Material_States|material state]]&lt;br /&gt;
| Enables vermin to bite other creatures, injecting the specified material. See {{token|SPECIALATTACK_INJECT_EXTRACT|c}} for details about injection - this token presumably works in a similar manner.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_EATER}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
| The vermin creature will attempt to eat exposed food. See {{token|PENETRATEPOWER|c}}. Distinct from {{token|VERMIN_ROTTER|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_FISH}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The vermin appears in [[water]] and will attempt to swim around.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_GROUNDER}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creature appears in &amp;quot;general&amp;quot; surface ground locations. Note that this doesn't stop the creature from flying if it can (most vermin birds have this tag).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_HATEABLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Some dwarves will [[Preferences|hate]] the creature and get unhappy thoughts when around it. See the [[Hateable|list of hateable vermin]] for details.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_MICRO}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| This makes the creature move in a swarm of creatures of the same race as it (e.g. swarm of flies, swarm of ants).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_NOFISH}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature cannot be caught by [[fishing]]. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_NOROAM}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature will not be observed randomly roaming about the map. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_NOTRAP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature cannot be caught in baited [[animal trap]]s; however, a &amp;quot;[[Trapper|catch live land animal]]&amp;quot; task may still be able to capture one if a dwarf finds one roaming around.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_ROTTER}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The vermin are attracted to rotting stuff and loose food left in the open and cause unhappy thoughts to dwarves who encounter them. Present on flies, knuckle worms, acorn flies, and blood gnats. Speeds up decay?{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_SOIL}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creature randomly appears near dirt or mud, and may be uncovered by creatures that have the {{token|ROOT_AROUND|c}} interaction such as [[goose|geese]] and [[chicken]]s. Dwarves will ignore the creature when given the &amp;quot;Capture live land animal&amp;quot; task.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_SOIL_COLONY}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The vermin will appear in a single tile cluster of many vermin, such as a colony of ants.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMINHUNTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Old shorthand for &amp;quot;does cat stuff&amp;quot;. Contains {{token|AT_PEACE_WITH_WILDLIFE|c}} + {{token|RETURNS_VERMIN_KILLS_TO_OWNER|c}} + {{token|HUNTS_VERMIN|c}} + {{token|ADOPTS_OWNER|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VESPERTINE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Sets the creature to be active during the evening in adventurer mode. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VIEWRANGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
| Value should determine how close you have to get to a critter before it attacks (or prevents adv mode travel etc.) Default is 20.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VISION_ARC}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*binocular vision arc&lt;br /&gt;
*non-binocular vision arc&lt;br /&gt;
| The width of the creature's vision arcs, in degrees (i.e. 0 to 360). The first number is binocular vision, the second is non-binocular vision.  Binocular vision has a minimum of about 10 degrees, monocular, a maximum of about 350 degrees. Values past these limits will be accepted, but will default to ~10 degrees and ~350 degrees respectively. Defaults are 60:120.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==W==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WAGON_PULLER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to pull caravan wagons. If a civilization doesn't have access to any, it is restricted to trading with pack animals.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WEBBER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
| Allows the creature to create [[web]]s, and defines what the webs are made of.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WEBIMMUNE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature will not get caught in thick [[web]]s. Used by creatures who can shoot thick webs (such as [[giant cave spider]]s) in order to make them immune to their own attacks.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Attack Tokens==&lt;br /&gt;
&lt;br /&gt;
Attacks can use four different part selection criteria; while all vanilla attacks use only BODYPART (e.g. ATTACK:PUNCH:BODYPART:BY_TYPE:GRASP), there are other options available.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Part type token&lt;br /&gt;
! width=&amp;quot;30%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BODYPART}}&lt;br /&gt;
| &lt;br /&gt;
* BY_TYPE/BY_TOKEN/BY_CATEGORY&lt;br /&gt;
* type/token/category&lt;br /&gt;
| This attack uses a particular body part; for example, BY_TYPE:GRASP will make it use any part that can hold onto an object.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_LAYER}}&lt;br /&gt;
|&lt;br /&gt;
* BY_TYPE/BY_TOKEN/BY_CATEGORY&lt;br /&gt;
* type/token/category&lt;br /&gt;
* tissue layer&lt;br /&gt;
| This attack uses a specific tissue layer on a specific body part; BY_TYPE:GRASP:BONE will make it use the bone of the hands.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CHILD_BODYPART_GROUP}}&lt;br /&gt;
|&lt;br /&gt;
* BY_TYPE/BY_TOKEN/BY_CATEGORY&lt;br /&gt;
* type/token/category&lt;br /&gt;
* BY_TYPE/BY_TOKEN/BY_CATEGORY&lt;br /&gt;
* type/token/category&lt;br /&gt;
| Uses a body part that is subordinate to another; BY_CATEGORY:ARM_LOWER:BY_TYPE:GRASP will make it use every hand attached to each lower arm (so it will generate one attack per lower arm, each of which will use every hand on that arm, assuming there are multiple hands per arm).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CHILD_TISSUE_LAYER_GROUP}}&lt;br /&gt;
| &lt;br /&gt;
* BY_TYPE/BY_TOKEN/BY_CATEGORY&lt;br /&gt;
* type/token/category&lt;br /&gt;
* BY_TYPE/BY_TOKEN/BY_CATEGORY&lt;br /&gt;
* type/token/category&lt;br /&gt;
* tissue layer&lt;br /&gt;
| As CHILD_BODYPART_GROUP, but specifying a tissue, too.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_SKILL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Skill token]]&lt;br /&gt;
| Defines the skill used by the attack.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_VERB}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*2nd person&lt;br /&gt;
*3rd person &lt;br /&gt;
| Descriptive text for the attack.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_CONTACT_PERC}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*% value &lt;br /&gt;
| The contact area of the attack, measured in % of the body part's volume. Note that all attack percentages can be more than 100%.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_PENETRATION_PERC}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*% value &lt;br /&gt;
| The penetration value of the attack, measured in % of the body part's volume. Requires ATTACK_FLAG_EDGE. Maximum value: 15000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_PRIORITY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*MAIN or SECOND &lt;br /&gt;
| Usage frequency. MAIN attacks are 100 times more frequently chosen than SECOND. Opportunity attacks ignore this preference.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_VELOCITY_MODIFIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*number&lt;br /&gt;
| The velocity multiplier of the attack, multiplied by 1000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_FLAG_CANLATCH}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Attacks that damage tissue have the chance to latch on in a wrestling hold. The grabbing bodypart can then use the &amp;quot;shake around&amp;quot; wrestling move, causing severe, armor-bypassing tensile damage according to the attacker's body volume.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_FLAG_WITH}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Displays the name of the body part used to perform an attack while announcing it, e.g. &amp;quot;The weaver punches the bugbat with his right hand&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_FLAG_EDGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The attack is edged, with all the effects on physical resistance and contact area that it entails.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_PREPARE_AND_RECOVER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* Preparation time&lt;br /&gt;
* Recovery time&lt;br /&gt;
| Determines the length of time to prepare this attack and until one can perform this attack again. Values appear to be calculated in adventure mode ticks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_FLAG_BAD_MULTIATTACK}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Multiple strikes with this attack cannot be performed effectively.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_FLAG_INDEPENDENT_MULTIATTACK}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Multiple strikes with this attack can be performed with no penalty. The creature will use all attacks with this token at once.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPECIALATTACK_INJECT_EXTRACT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*&amp;lt;[[material token]]&amp;gt;&lt;br /&gt;
*&amp;lt;[[Material_definition_token#Material_States|material state]]&amp;gt;&lt;br /&gt;
*&amp;lt;min quantity&amp;gt;&lt;br /&gt;
*&amp;lt;max quantity&amp;gt;&lt;br /&gt;
| When added to an attack, causes the attack to inject the specified material into the victim's bloodstream. Once injected, the material will participate in [[temperature|thermal]] exchange within the creature - injecting something like molten [[iron]] (INORGANIC:IRON:LIQUID) would cause most unmodded creatures to melt (note that some of the injected material also [[contaminant|splatters]] over the bodypart used to carry out the attack, so it should be protected appropriately). If the injected material has an associated [[syndrome]] with the [[Syndrome#SYN_INJECTED|[SYN_INJECTED]]] token, it will be transmitted to the victim. If the attack is blunt, the injected material lacks the [[Material definition token#ENTERS_BLOOD|[ENTERS_BLOOD]]] token, the attacked bodypart has no [[Tissue_definition_token#VASCULAR|[VASCULAR]]] tissues, or the victim is bloodless, the material will splatter over the attacked body part instead. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPECIALATTACK_INTERACTION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*interaction&lt;br /&gt;
| When this attack lands successfully, a specified interaction will take effect on the target creature. The attack must break the target creature's skin in order to work. This will take effect in worldgen as well. If the attack would break skin, the interaction will occur '''before the attack actually lands'''.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPECIALATTACK_SUCK_BLOOD}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*min&lt;br /&gt;
*max&lt;br /&gt;
| Successful attack draws out an amount of blood randomized between the min and max value. Beware that this '''will''' trigger any ingestion syndromes attached to the target creature's blood - for example, using this attack on a vampire will turn you into one too.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Tissue Layer Tokens==&lt;br /&gt;
Tissue layers are added to a creature's body parts by the creature tokens [[#TISSUE_LAYER|TISSUE_LAYER]], [[#TISSUE_LAYER_OVER|TISSUE_LAYER_OVER]], [[#TISSUE_LAYER_UNDER|TISSUE_LAYER_UNDER]], and the body detail plan token [[#TL_LAYERS|TL_LAYERS]].&lt;br /&gt;
&lt;br /&gt;
These tissue layers are not the same thing as tissues, which are defined at creature level, but rather applications of the tissues. If the SKIN tissue of a creature is the more general and abstract notion of what skin is for that creature, then a tissue layer may be the &amp;quot;actual&amp;quot; skin on the creature's nose, head, or second toe. As most creatures have more than one body part, tissue layers are normally selected en masse.&lt;br /&gt;
&lt;br /&gt;
Some tissue layer tokens are analogous to tissue definition tokens, e.g. [[#TL_CONNECTS|TL_CONNECTS]] to [[tissue_definition_token#CONNECTS|CONNECTS]].&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SELECT_TISSUE_LAYER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*TISSUE&lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*Location - category, type, or token | Selects a tissue at a location&lt;br /&gt;
* (optional) FRONT, BACK, LEFT, RIGHT, TOP, BOTTOM, AROUND.&lt;br /&gt;
| Begins a selection of tissue layers. &lt;br /&gt;
[SELECT_TISSUE_LAYER:HEART:BY_TYPE:HEART]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PLUS_TISSUE_LAYER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*TISSUE&lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*Location - category, type, or token &lt;br /&gt;
| Adds tissue layers to those selected.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SET_TL_GROUP}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*TISSUE&lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*Location - category, type, or token&lt;br /&gt;
*tissue &lt;br /&gt;
| Begins a selection of tissue layers. Only usable for descriptor and cosmetic purposes. &lt;br /&gt;
&lt;br /&gt;
Research has implied it may be redundant with SELECT_TISSUE_LAYER, as the latter allows for cosmetics as well as &amp;quot;functional&amp;quot; tokens such as TL_MAJOR_ARTERIES. Vanilla raws still use SET_TL_GROUP though, for all cosmetic purposes. More research is needed on this subject.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PLUS_TL_GROUP}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*Location - category, type, or token&lt;br /&gt;
*tissue &lt;br /&gt;
| Adds tissue layers to those selected. Like SET_TL_GROUP, it may be redundant even if used in the vanilla raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SET_LAYER_TISSUE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*TISSUE&lt;br /&gt;
| Sets a selected tissue layer to be made of a different tissue.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SHEARABLE_TISSUE_LAYER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* tissue modifier&lt;br /&gt;
* required value&lt;br /&gt;
| Tissue layer can be sheared for its component material. The specified modifier must be at least of the desired value for shearing to be possible (for example, a [[llama]]'s wool must have a LENGTH of 300 before it is shearable).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_LAYER_APPEARANCE_MODIFIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*QUALITY&lt;br /&gt;
*lowest&lt;br /&gt;
*lower&lt;br /&gt;
*low&lt;br /&gt;
*median&lt;br /&gt;
*high&lt;br /&gt;
*higher&lt;br /&gt;
*highest &lt;br /&gt;
| Sets the range of qualities, including LENGTH, DENSE, HIGH_POSITION, CURLY, GREASY, WRINKLY&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_STYLE_UNIT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*tissue style unit ID&lt;br /&gt;
*shaping&lt;br /&gt;
| Sets tissue layer to be the target of TISSUE_STYLE token specified for an entity, works only on entity members. Mostly used with tissues HAIR, BEARD, MOUSTACHE, SIDEBURNS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_COLOR_MODIFIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*COLOR&lt;br /&gt;
*freq&lt;br /&gt;
*COLOR&lt;br /&gt;
*freq etc. &lt;br /&gt;
| Creates a list of colors/color patterns, giving each a relative frequency. If the given color or pattern does not exist, the tissue is described as being &amp;quot;transparent&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TLCM_GENETIC_MODEL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| The way the color modifier is passed on to offspring. May or may not work right now.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TLCM_IMPORTANCE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*number&lt;br /&gt;
| Presumably modifies the importance of the tissue layer color modifier, for description purposes.&lt;br /&gt;
HOWEVER using this appears to remove all mention of colour from creature descriptions. It does not appear in any default creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TLCM_NOUN}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*name&lt;br /&gt;
*SINGULAR or PLURAL&lt;br /&gt;
| Names the tissue layer color modifier, and determines the noun. Also used by [[Utility:Stonesense|Stonesense]] for colouring body parts. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TLCM_TIMING}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*ROOT&lt;br /&gt;
*start change window years&lt;br /&gt;
*days&lt;br /&gt;
*end change window years&lt;br /&gt;
*days&lt;br /&gt;
| Determines the point in the creature's life when the color change begins and ends.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_CONNECTS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Gives the CONNECTS attribute to selected layers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_HEALING_RATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
| Changes the HEALING_RATE of the selected tissue layers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_MAJOR_ARTERIES}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Gives the &amp;quot;major arteries&amp;quot; attribute to selected layers. Used to add massive bleeding properties to the throat, made from skin.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_PAIN_RECEPTORS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
| Changes the number of pain receptors for selected tissue layers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_RELATIVE_THICKNESS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
| Changes the relative thickness for selected tissue layers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_VASCULAR}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
| Sets a new VASCULAR value (which modulates bleeding) for selected tissue layers.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Body detail plan token]]&lt;br /&gt;
*[[Body token]]&lt;br /&gt;
*[[Material definition token]]&lt;br /&gt;
*[[Syndrome]]&lt;br /&gt;
*[[Tissue definition token]]&lt;br /&gt;
*[[Creature examples]]&lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
{{Category|Tokens}}&lt;br /&gt;
[[ru:Creature token]]&lt;/div&gt;</summary>
		<author><name>DikbutDaGrate</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Creature_token&amp;diff=302002</id>
		<title>Creature token</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Creature_token&amp;diff=302002"/>
		<updated>2024-06-17T23:27:05Z</updated>

		<summary type="html">&lt;p&gt;DikbutDaGrate: Added [NIGHT_CREATURE] token. I'm sure some of this is wrong. Putnam looked over how it works. All we got on the token for now.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{Modding}}&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;code&amp;gt;[OBJECT:CREATURE]&amp;lt;/code&amp;gt; [[token]] begins the definition of a ''Dwarf Fortress'' [[creature]] [[raw file]]. Each creature definition that follows begins with the {{token|creature|c|creature ID}} token, and the creature's exact properties and behavior are then specified by the use of further creature tokens.  All known creature tokens are listed below. &lt;br /&gt;
&lt;br /&gt;
Vanilla creature definitions can be found in &amp;lt;code&amp;gt;[[Game folder|&amp;lt;Dwarf Fortress&amp;gt;]]\data\vanilla\vanilla_creatures\&amp;lt;/code&amp;gt;. &lt;br /&gt;
Creature ID is also used with [[graphics token]]s to make customizable [[graphics set]]s.&lt;br /&gt;
&lt;br /&gt;
The [[caste]] tokens allow defining sub-species within the broader creature definition, including true biological castes and lesser variations, such as sexes. Creature tokens can either be 'Creature' or 'CASTE-only' type which can only be applied to creature or cast respectively, or 'CASTE' which can be applied to both. In the table bellow, creature type distinguish tokens that can be applied to creature only, cast only and both ('creature', 'CASTE-only', and 'CASTE' respectively)&lt;br /&gt;
&lt;br /&gt;
__NOTOC__ &lt;br /&gt;
{{clear}}&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==A==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ADOPTS_OWNER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Prevents tamed creature from being made available for adoption, instead allowing it to automatically adopt whoever it wants. The basic requirements for adoption are intact, and the creature will only adopt individuals who have a [[preference]] for their species. Used by [[cat]]s in the vanilla game. When {{k|v}}iewing a tame creature with this token, the message &amp;quot;This animal isn't interested in your wishes&amp;quot; will appear instead of &amp;quot;This [adorable] animal can't work&amp;quot; or &amp;quot;This animal is waiting to be trained&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ALCOHOL_DEPENDENT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature need [[alcohol]] to get through the working day; it will choose to drink booze instead of [[water]] if possible. Going sober for too long reduces speed.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ALL_ACTIVE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Sets the creature to be active during the day, night, and twilight in Adventurer Mode. Seems to be a separate value from {{token|DIURNAL|c}}/{{token|NOCTURNAL|c}}/{{token|CREPUSCULAR|c}}, rather than implying them.{{verify|code}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ALTTILE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*'character' or tile number&lt;br /&gt;
| If set, the creature will blink between its {{token|TILE|c}} and its ALTTILE. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AMBUSHPREDATOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Found on {{token|LARGE_PREDATOR|c}}s who ambush their prey. Instead of charging relentlessly at prey, the predator will wait till the prey is within a few squares before charging. May or may not work on other creatures. {{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AMPHIBIOUS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to breathe both in and out of [[water]] (unlike {{token|AQUATIC|c}}) - does not prevent drowning in [[magma]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APP_MOD_DESC_RANGE}}&lt;br /&gt;
| Appearance Modifier&lt;br /&gt;
|&lt;br /&gt;
*Range (6 values, low to high)&lt;br /&gt;
| Based on info from [http://www.bay12forums.com/smf/index.php?topic=113762.msg3473069#msg3473069 Wannabehero on the forums]: When used with an appearance modifier token (BP_APPEARANCE_MODIFIER or BODY_APPEARANCE_MODIFIER), tells the game what numeric ranges to map to which descriptors.&lt;br /&gt;
&lt;br /&gt;
The game uses 7 descriptor levels for each modifier, with the center one generally being to omit the thing from the creature description entirely. The six values in APP_MOD_DESC_RANGE define the boundaries between each described range. If this is not specified it uses the numbers 10:50:95:105:150:190.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APP_MOD_GENETIC_MODEL}}&lt;br /&gt;
| Appearance Modifier&lt;br /&gt;
|&lt;br /&gt;
*Model (Accepts DOMINANT_MORE, DOMINANT_LESS, and MIX)&lt;br /&gt;
| Defines a genetic model for the relevant appearance modifier(s). May or may not do anything significant at present.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APP_MOD_IMPORTANCE}}&lt;br /&gt;
| Appearance Modifier&lt;br /&gt;
|&lt;br /&gt;
*number&lt;br /&gt;
| Determines how important the appearance modifier is, for determining whether it shows up in the creature description.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APP_MOD_NOUN}}&lt;br /&gt;
| Appearance Modifier&lt;br /&gt;
| &lt;br /&gt;
*noun&lt;br /&gt;
*SINGULAR or PLURAL &lt;br /&gt;
| Creates a noun for the appearance, and whether it is singular or plural.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APP_MOD_RATE}}&lt;br /&gt;
| Appearance Modifier&lt;br /&gt;
| &lt;br /&gt;
*Rate (integer)&lt;br /&gt;
*Scale (DAILY, YEARLY)&lt;br /&gt;
*min (growth)&lt;br /&gt;
*max (growth)&lt;br /&gt;
*start year&lt;br /&gt;
*start day&lt;br /&gt;
*end year&lt;br /&gt;
*end day &lt;br /&gt;
| Setting the growth rate of the modifier. The last two tokens can be replaced by NO_END to have growth continue indefinitely.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APPLY_CREATURE_VARIATION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*creature variation ID&lt;br /&gt;
*(optional) any amount of arbitrary arguments&lt;br /&gt;
| Applies the specified [[creature variation token|creature variation]]. See [[Creature_variation_token#Arguments_and_conditional_tokens]] for how the subsequent arguments may be used.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APPLY_CURRENT_CREATURE_VARIATION}}&lt;br /&gt;
| Special&lt;br /&gt;
|  &lt;br /&gt;
| Applies the effects of all pending {{token|CV_ADD_TAG|c}} and {{token|CV_REMOVE_TAG|c}} tokens that have been defined in the current creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AQUATIC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Enables the creature to breathe in water, but causes it to air-drown on dry land. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ARENA_RESTRICTED}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Causes the creature to be excluded from the [[object testing arena]]'s creature spawning list.  Typically applied to spoileriffic creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ARTIFICIAL_HIVEABLE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
| Enables the creature to be kept in artificial [[hive]]s by [[beekeeper]]s.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AT_PEACE_WITH_WILDLIFE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Prevents the creature from attacking or frightening creatures with the {{Token|NATURAL|c}} tag.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*token&lt;br /&gt;
*selection criteria (it's complicated)&lt;br /&gt;
| Defines the attack name, and the body part used. See [[#Attack Tokens|below]] for valid subtokens&lt;br /&gt;
'''Example:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;[ATTACK:GORE:BODYPART:BY_CATEGORY:HORN]&amp;lt;/code&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
''GORE'' = name of the attack&amp;lt;br /&amp;gt;&lt;br /&gt;
''BODYPART:BY_CATEGORY:HORN'' = the horn is used to attack (presuming the creature has one)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_TRIGGER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*population&lt;br /&gt;
*exported wealth&lt;br /&gt;
*created wealth&lt;br /&gt;
| Specifies when a [[megabeast]] or [[semi-megabeast]] will attack the fortress. The attacks will start occurring when all of the requirements are met. Setting a value to 0 disables the trigger.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==B==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BABY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*integer &lt;br /&gt;
| Age at which creature is considered a child, the default is zero. One can think of this as the duration of the baby stage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BABYNAME}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*singular&lt;br /&gt;
*plural &lt;br /&gt;
| Defines a new name for a creature in baby state at the caste level. For non-caste-specific baby names, see {{token|GENERAL_BABY_NAME|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BEACH_FREQUENCY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*integer&lt;br /&gt;
| Creature may be subject to [[beaching]], becoming stranded on [[Beach|shores]], where they will eventually air-drown. The number indicates the frequency of the occurrence. Presumably requires the creature to be {{token|AQUATIC|c}}. Used by [[orca]]s, [[sperm whale]]s and [[sea nettle jellyfish]] in the vanilla game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BENIGN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is non-aggressive by default, and will never automatically be engaged by companions or soldiers, running away from any creatures that are not friendly to it, and will only defend itself if it becomes enraged. Can be thought of as the counterpoint of the {{token|LARGE_PREDATOR|c}} tag. When tamed, animals with this tag will be useless for fortress defense.&lt;br /&gt;
&lt;br /&gt;
This and {{token|TRADE_CAPACITY|c}} are required for {{token|PACK_ANIMAL|c}} to function properly, if an animal contains the aforementioned requirements without this tag: items loaded by the merchants will be dropped upon departure.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BIOME}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
* [[biome token]]&lt;br /&gt;
| Select a [[biome]] the creature may appear in.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BLOOD}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;[[material token]]&amp;gt;&lt;br /&gt;
* &amp;lt;[[Material_definition_token#Material_States|material state]]&amp;gt;&lt;br /&gt;
| Specifies what the creature's blood is made of.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BLOODSUCKER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Causes [[vampire]]-like behaviour; the creature will suck the [[Creature_token#BLOOD|blood]] of unconscious victims when its [[Syndrome#TIME_SINCE_SUCKED_BLOOD|thirst for blood]] grows sufficiently large. When controlling the creature in adventure mode, this can be done at will. Seems to be required to make the creature denouncable (in-world) as a creature of the night.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BODY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*body parts &lt;br /&gt;
| Draws body parts from OBJECT:BODY files (such as body_default.txt)&lt;br /&gt;
'''Example:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY:BODY_WITH_HEAD_FLAG:HEART:GUTS:BRAIN:MOUTH] &amp;lt;br /&amp;gt;&lt;br /&gt;
This is the body from a [[purring maggot]]. It creates a body with head, a heart, some guts, a brain, and a mouth. That's all a maggot needs.&lt;br /&gt;
&lt;br /&gt;
The body parts need to be listed in an order such that any parent part appears before its connected children. For example [BODY:HEART:BODY_WITH_HEAD_FLAG] produces a &amp;quot;Body Token Recognized But Could Not Connect: HEART&amp;quot; error because HEART can't find any UPPERBODY(s) to connect to. Switching the order to [BODY:BODY_WITH_HEAD_FLAG:HEART] fixes the problem because now the UPPERBODY is created before the HEART tries to connect to it.&lt;br /&gt;
&lt;br /&gt;
'''If the body is left undefined, the creature (or caste) will be tagged as [DOES_NOT_EXIST].''' {{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BODY_APPEARANCE_MODIFIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*ATTRIBUTE&lt;br /&gt;
*lowest&lt;br /&gt;
*lower&lt;br /&gt;
*low&lt;br /&gt;
*median&lt;br /&gt;
*high&lt;br /&gt;
*higher&lt;br /&gt;
*highest &lt;br /&gt;
| These body modifiers give individual creatures different characteristics. In the case of HEIGHT, BROADNESS and LENGTH, the modifier is also a percentage change to the BODY_SIZE of the individual creature. The seven numbers afterward give a distribution of ranges. Each interval has an equal chance of occurring.&lt;br /&gt;
'''Example:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110] &amp;lt;br /&amp;gt;&lt;br /&gt;
''HEIGHT'' : marks the height to be changed &amp;lt;br /&amp;gt;&lt;br /&gt;
''90:95:98:100:102:105:110'' : sets the range from the shortest (90% of the average height) to the tallest (110% of the average height) creature variation.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BODY_DETAIL_PLAN}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*PlanName&lt;br /&gt;
*Arguments &lt;br /&gt;
| Loads a plan from listed OBJECT:BODY_DETAIL_PLAN files, such as b_detail_plan_default.txt. Mass applies USE_MATERIAL_TEMPLATE, mass alters RELSIZE, alters body part positions, and will allow tissue layers to be defined. Tissue layers are defined in order of skin to bone here.&lt;br /&gt;
'''Example:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE] &amp;lt;br /&amp;gt;&lt;br /&gt;
This creates the detailed body of a [[fox]], the skin, fat, muscle, bones and cartilage out of the vertebrate tissues.&amp;lt;br /&amp;gt;&lt;br /&gt;
A [[Purring maggot|maggot]] would only need:&amp;lt;br /&amp;gt;&lt;br /&gt;
''[BODY_DETAIL_PLAN:EXOSKELETON_TISSUE_LAYERS:SKIN:FAT:MUSCLE]'' &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BODY_SIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*years&lt;br /&gt;
*days&lt;br /&gt;
*size &lt;br /&gt;
| Sets size at a given age. Size is in cubic centimeters, and for normal body materials, is roughly equal to the creature's average weight in grams.&lt;br /&gt;
'''Example:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_SIZE:0:0:10000]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_SIZE:1:168:50000]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_SIZE:12:0:220000]&amp;lt;br /&amp;gt;&lt;br /&gt;
This describes the size of a [[minotaur]]. Its birth size would be 10,000 cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; (~10 kg). At 1 year and 168 days old it would be 50,000 cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; (~50 kg). And as an adult (at 12 years old) it would be 220,000 cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; and weigh roughly 220 kg.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BODYGLOSS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*gloss &lt;br /&gt;
| Substitutes body part text with replacement text. Draws gloss information from OBJECT:BODY files (such as body_default.txt)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BONECARN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature eats bones. Implies {{token|CARNIVORE|c}}. [[Adventurer mode|Adventurers]] with this token are currently unable to eat bones.{{Bug|11069}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BP_ADD_TYPE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Adds a type to a body part - used with {{token|SET_BP_GROUP|c}}. In vanilla DF, this is used for adding the type '[[Body token#GELDABLE|GELDABLE]]' to the lower body of certain [[cat|creatures]]. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BP_APPEARANCE_MODIFIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*QUALITY&lt;br /&gt;
*lowest&lt;br /&gt;
*lower&lt;br /&gt;
*low&lt;br /&gt;
*median&lt;br /&gt;
*high&lt;br /&gt;
*higher&lt;br /&gt;
*highest &lt;br /&gt;
| Sets up the breadth of possibilities for appearance qualities for a selected BP group. EG. Eyes (CLOSE_SET, DEEP_SET, ROUND_VS_NARROW, LARGE_IRIS),Lips (THICKNESS), Nose (BROADNESS, LENGTH, UPTURNED, CONVEX), Ear (SPLAYED_OUT, HANGING_LOBES, BROADNESS, HEIGHT), Tooth (GAPS), Skull (HIGH_CHEEKBONES, BROAD_CHIN, JUTTING CHIN, SQUARE_CHIN), Neck (DEEP_VOICE, RASPY_VOICE), Head (BROADNESS, HEIGHT)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BP_REMOVE_TYPE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Removes a type from a body part. Used with {{token|SET_BP_GROUP|c}}. &lt;br /&gt;
 &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BUILDINGDESTROYER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*1 or 2 &lt;br /&gt;
| Allows a creature to destroy furniture and buildings. Value [1] targets mostly doors, hatches, furniture and the like. Value [2] targets anything not made with the {{k|b}} + {{k|C}} commands. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==C==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CAN_DO_INTERACTION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*interaction token&lt;br /&gt;
| The creature can perform an interaction. See [[interaction token]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CAN_LEARN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature gains [[skill]]s and can have [[labor|professions]]. If a member of a civilization (even a pet) has this token, it'll need to eat, drink and sleep. Note that this token makes the creature unable to be eaten by an adventurer, so it is not recommended for uncivilized monsters. Adventurers lacking this token can allocate but not increase attributes and skills. Skills allocated will disappear on start.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CAN_SPEAK}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Can [[talking|talk]]. Note that this is not necessary for a creature to gain social skills.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CANNOT_CLIMB}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature cannot [[climber|climb]], even if it has free grasp parts.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CANNOT_JUMP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature cannot [[jump]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CANNOT_UNDEAD}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Acts like {{token|NOT_LIVING|c}}, except that {{token|OPPOSED_TO_LIFE|c}} creatures will attack them.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CANOPENDOORS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to open [[door]]s that are set to be unpassable for pets. In adventure mode, creatures lacking this token will be unable to pass through door tiles except whilst these are occupied by other creatures. Not currently useful in Fortress mode as doors can no longer be set unpassable for pets.{{version|50.03}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CARNIVORE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature ''only'' eats [[meat]]. If the creature goes on rampages in worldgen, it will often devour the people/animals it kills. Does not seem to affect the diet of the adventurer in adventure mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*name &lt;br /&gt;
| Defines a [[caste]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_ALTTILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*tile number or &amp;quot;letter&amp;quot;&lt;br /&gt;
| Caste-specific {{token|ALTTILE|c}}. Requires {{token|CASTE_TILE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_COLOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*fg&lt;br /&gt;
*bg&lt;br /&gt;
*brightness&lt;br /&gt;
| Caste-specific {{token|COLOR|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_GLOWCOLOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*fg&lt;br /&gt;
*bg&lt;br /&gt;
*brightness&lt;br /&gt;
| Caste-specific {{token|GLOWCOLOR|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_GLOWTILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*tile value or &amp;quot;letter&amp;quot;&lt;br /&gt;
| Caste-specific {{token|GLOWTILE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_NAME}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*singular&lt;br /&gt;
*plural&lt;br /&gt;
*adjective &lt;br /&gt;
| While {{token|NAME|c}} describes the name of the species, {{token|CASTE_NAME|c}} names individuals of the species. Unlike other caste-specific descriptions, this token is required, even for creatures without separate castes. If left undefined, the creature will not show up in the [[arena]] and members of the species will be labeled as &amp;quot;nothing&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_PROFESSION_NAME}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Unit type token]] (Profession)&lt;br /&gt;
*singular&lt;br /&gt;
*plural &lt;br /&gt;
| Caste-specific {{token|PROFESSION_NAME|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_SOLDIER_ALTTILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*'character' or tile number&lt;br /&gt;
| Caste-specific {{token|SOLDIER_ALTTILE|c}}. Requires {{token|CASTE_SOLDIER_TILE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_SOLDIER_TILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*'character' or tile number&lt;br /&gt;
| Caste-specific {{token|CREATURE_SOLDIER_TILE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_TILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* tile number or &amp;quot;letter&amp;quot;&lt;br /&gt;
| Caste-specific {{token|CREATURE_TILE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CAVE_ADAPT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Gives the creature a bonus in caves. Also causes [[cave adaptation]]. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CDI}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*Varies&lt;br /&gt;
| Specifies interaction details following a {{token|CAN_DO_INTERACTION|c}} token. See [[interaction token]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CHANGE_BODY_SIZE_PERC}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*integer&lt;br /&gt;
| Multiplies body size by a factor of (integer)%. 50 halves size, 200 doubles.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CHANGE_FREQUENCY_PERC}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*integer&lt;br /&gt;
| Multiplies frequency by a factor of (integer)%.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CHILD}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*integer &lt;br /&gt;
| Age at which creature is considered an adult - one can think of this as the duration of the [[children|child]] stage. Allows the creature's offspring to be rendered fully tame if [[animal trainer|trained]] during their childhood. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CHILDNAME}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*singular&lt;br /&gt;
*plural &lt;br /&gt;
| Defines a new name for a creature in the child state at the caste level. For non-caste-specific child names, see {{token|GENERAL_CHILD_NAME|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CLUSTER_NUMBER}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*min&lt;br /&gt;
*max&lt;br /&gt;
| The minimum/maximum numbers of how many creatures per spawned cluster. Vermin fish with this token in combination with temperate ocean and river biome tokens [http://www.bay12forums.com/smf/index.php?topic=51864.msg1122319#msg1122319 will perform seasonal migrations]. Defaults to 1:1 if not specified.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CLUTCH_SIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*min&lt;br /&gt;
*max&lt;br /&gt;
|Number of [[egg]]s laid in one sitting.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COLONY_EXTERNAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Caste hovers around colony.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COLOR}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*foreground&lt;br /&gt;
*background&lt;br /&gt;
*brightness &lt;br /&gt;
| Color of the creature's tile. See [[Color]] for usage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMMON_DOMESTIC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| When combined with any of {{token|PET|c}}, {{token|PACK_ANIMAL|c}}, {{token|WAGON_PULLER|c}} and/or {{token|MOUNT|c}}, the creature is guaranteed to be domesticated by any [[civilization]] with {{token|COMMON_DOMESTIC_PET|e}}, {{token|COMMON_DOMESTIC_PACK|e}},  {{token|COMMON_DOMESTIC_PULL|e}} and/or {{token|COMMON_DOMESTIC_MOUNT|e}} respectively. Such civilizations will always have access to the creature, even in the absence of wild populations. This token is invalid on {{token|FANCIFUL|c}} creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CONVERTED_SPOUSE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Creatures of this caste's species with the {{token|SPOUSE_CONVERTER|c}} and {{token|NIGHT_CREATURE_HUNTER|c}} tokens will kidnap {{token|SPOUSE_CONVERSION_TARGET|c}}s of an appropriate sex and convert them into castes with CONVERTED_SPOUSE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COOKABLE_LIVE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Set this to allow the creature to be cooked in meals without first being butchered/cleaned. Used by some water-dwelling vermin such as [[mussel]]s, [[nautilus]]es and [[oyster]]s.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CRAZED}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Creature is '[[insanity|berserk]]' and will attack all other creatures, except members of its own species that '''also''' have the CRAZED tag. It will show {{DFtext|Berserk|4:1}} in the [[unit list]]. Berserk creatures go on rampages during [[world generation|worldgen]] much more frequently than non-berserk ones.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COPY_TAGS_FROM}}&lt;br /&gt;
| Special&lt;br /&gt;
| &lt;br /&gt;
*creature ID&lt;br /&gt;
| Copies another specified creature. This will override any definitions made before it; essentially, it makes this creature identical to the other one, which can then be modified. Often used in combination with {{token|APPLY_CREATURE_VARIATION|c}} to import standard variations from a file. The vanilla [[giant animal]]s and [[animal person|animal people]]s are examples of this token combination.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREATURE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*creature ID&lt;br /&gt;
| A unique, arbitrary identifier that begins the definition of each new creature, and is used to reference the creature in other tokens and raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREATURE_CLASS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*classname&lt;br /&gt;
| An arbitrary creature classification. Can be set to anything, but the only vanilla uses are GENERAL_POISON (used in syndromes), EDIBLE_GROUND_BUG (used as targets for {{token|GOBBLE_VERMIN_CLASS|c}}), MAMMAL, and POISONOUS (both used for kobold pet eligibility). A single creature can have multiple classes.&lt;br /&gt;
&lt;br /&gt;
The full list of tokens that use creature classes is: &lt;br /&gt;
&lt;br /&gt;
* Creature tokens: {{token|GOBBLE_VERMIN_CLASS|c}}, {{token|GOBBLE_VERMIN_CLASS|c}}&lt;br /&gt;
* Interaction tokens: {{token|IT_AFFECTED_CLASS|in}}, {{token|IT_IMMUNE_CLASS|in}}&lt;br /&gt;
* Animal definition (Entity) tokens: {{token|ANIMAL_CLASS|e}}, {{token|ANIMAL_FORBIDDEN_CLASS|e}}&lt;br /&gt;
* Position (Entity) token: {{token|ALLOWED_CLASS|po}}&lt;br /&gt;
* Syndrome tokens: {{token|SYN_AFFECTED_CLASS|sy}}, {{token|SYN_IMMUNE_CLASS|sy}}, {{token|CE_SENSE_CREATURE_CLASS|sy}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREATURE_SOLDIER_TILE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*'character' or tile number&lt;br /&gt;
| Creatures active in their civilization's [[military]] will use this tile instead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREATURE_TILE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*'character' or tile number &lt;br /&gt;
| The symbol of the creature in ASCII mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREPUSCULAR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Sets the creature to be active at twilight in adventurer mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CURIOUSBEAST_EATER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to [[Steals food|steal and eat edible items]] from a site. It will attempt to grab a food item and immediately make its way to the map's edge, where it will disappear with it. If the creature goes on rampages during worldgen, it will often steal food instead of attacking. Trained and tame instances of the creature will no longer display this behavior.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CURIOUSBEAST_GUZZLER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to (very quickly) [[Steals drink|drink your alcohol]]. Or spill the barrel to the ground. Also affects undead versions of the creature. Unlike food or item thieves, drink thieves will consume your alcohol on the spot rather than run away with one piece of it. Trained and tame instances of the creature will no longer display this behavior.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CURIOUSBEAST_ITEM}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to [[Steals items|steal things]] (apparently, of the highest value it can find). It will attempt to grab an item of value and immediately make its way to the map's edge, where it will disappear with it. If a creature with any of the CURIOUSBEAST tokens carries anything off the map, even if it is a caravan's pack animal, it will be reported as stealing everything it carries. If the creature goes on rampages in worldgen, it will often steal items instead of attacking - [[kea]] birds are infamous for this. Trained and tame instances of the creature will no longer display this behavior. Also, makes the creature unable to drop hauled items until it enters combat.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CV_ADD_TAG}}&lt;br /&gt;
| Special&lt;br /&gt;
| &lt;br /&gt;
*TAG NAME &lt;br /&gt;
| Adds a tag. Used in conjunction with creature variation templates.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CV_REMOVE_TAG}}&lt;br /&gt;
| Special&lt;br /&gt;
| &lt;br /&gt;
*TAG NAME &lt;br /&gt;
| Removes a tag. Used in conjunction with creature variation templates. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==D==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DEMON}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Found on generated [[demon]]s. Marks the caste to be used in the initial wave after breaking into the [[underworld]], and by the demon civilizations created during world-gen breachings{{verify}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DESCRIPTION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*text &lt;br /&gt;
| A brief description of the creature type, as displayed when viewing the creature's description/[[Thoughts and preferences|thoughts &amp;amp; preferences]] screen.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIE_WHEN_VERMIN_BITE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Causes the creature to die upon attacking. Used by [[honey bee]]s to simulate them dying after using their stingers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIFFICULTY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*integer &lt;br /&gt;
| Increases experience gain during adventure mode. Creatures with a difficulty of 11 or higher are not assigned for quests in adventure mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIURNAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Sets the creature to be active during the day in Adventurer Mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIVE_HUNTS_VERMIN}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| The creature hunts vermin by diving from the air. On tame creatures, it has the same effect as {{token|HUNTS_VERMIN|c}}. Found on [[peregrine falcon]]s.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DOES_NOT_EXIST}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Adding this token to a creature prevents it from appearing in generated worlds (unless it's marked as [[Entity_token#ANIMAL_ALWAYS_PRESENT|always present]] for a particular civilisation). For example, adding it to [[dog]]s will lead to worlds being generated without dogs in them. Also removes the creature from the [[object testing arena]]'s spawn list. If combined with {{token|FANCIFUL|c}}, artistic depictions of the creature will occur regardless. Used by [[centaur]]s, [[chimera]]s and [[griffon]]s in the vanilla game. &lt;br /&gt;
&lt;br /&gt;
Note: a creature tagged as DOES_NOT_EXIST can still be [[Interaction_token#I_EFFECT|summoned]] successfully, as long as it has a body defined in its raws. [http://www.bay12forums.com/smf/index.php?topic=165213.msg8086938#msg8086938]. It's also possible for another creature to [[Syndrome#CE_BODY_TRANSFORMATION|transform]] into it.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==E==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EBO_ITEM}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[item token]]&lt;br /&gt;
*[[material token]] (ANY_HARD_STONE can be used for the material)&lt;br /&gt;
| Defines the item that the creature drops upon being [[butcher|butchered]]. Used with {{token|EXTRA_BUTCHER_OBJECT|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EBO_SHAPE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*gem shape&lt;br /&gt;
| The shape of the creature's extra [[butcher|butchering]] drop. Used with {{token|EXTRA_BUTCHER_OBJECT|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EGG_MATERIAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* &amp;lt;[[material token]]&amp;gt;&lt;br /&gt;
* &amp;lt;[[Material_definition_token#Material_States|material state]]&amp;gt;&lt;br /&gt;
| Defines the material composition of [[egg]]s laid by the creature. [[creature_token#LAYS_EGGS|Egg-laying]] creatures in the default game define this 3 times, using LOCAL_CREATURE_MAT:EGGSHELL, LOCAL_CREATURE_MAT:EGG_WHITE, and then LOCAL_CREATURE_MAT:EGG_YOLK. Eggs will be made out of eggshell. Edibility is determined by tags on whites or yolk, but they otherwise do not exist.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EGG_SIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*size&lt;br /&gt;
| Determines the size of laid [[egg]]s. Doesn't affect hatching or cooking, but bigger eggs will be heavier, and may take longer to be hauled depending on the hauler's strength.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EQUIPMENT_WAGON}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature appear as a large 3×3 [[wagon]] responsible for carrying trade goods, pulled by two {{token|WAGON_PULLER|c}} creatures and driven by a merchant.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EQUIPS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to wear or wield items.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EVIL}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creature is considered evil and will only show up in evil biomes. Civilizations with {{token|USE_EVIL_ANIMALS|e}} can domesticate them regardless of exotic status. Has no effect on cavern creatures except to restrict taming. A civilization with evil creatures can colonise evil areas.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EXTRA_BUTCHER_OBJECT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
* TYPE, CATEGORY, or TOKEN&lt;br /&gt;
| The creature drops an additional object when [[butcher|butchered]], as defined by {{token|EBO_ITEM|c}} and {{token|EBO_SHAPE|c}}. Used for [[gizzard stone]]s in default creatures. For some materials, needs to be defined after caste definitions with SELECT_CASTE:ALL{{Bug|6355}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EXTRACT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* [[material token]]&lt;br /&gt;
| Defines a creature extract which can be obtained via [[small animal dissection]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EXTRAVISION}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature can see regardless of whether it has working eyes and has full 360 degree vision, making it impossible to strike the creature from a blind spot in combat. Invisible creatures will also be seen, namely [[intelligent undead]] using a &amp;quot;vanish&amp;quot; power.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==F==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FANCIFUL}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creature is a thing of legend and known to all civilizations. Its materials cannot be requested or preferred. The tag also adds some art value modifiers. Used by a [[Fanciful|number of creatures]]. Conflicts with {{token|COMMON_DOMESTIC|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FEATURE_ATTACK_GROUP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on [[Animal people#Subterranean animal people|subterranean animal-man]] tribals. Currently defunct. In previous versions{{verify}}, it caused these creatures to crawl out of chasms and underground rivers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FEATURE_BEAST}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on [[forgotten beast]]s. Presumably makes it act as such, initiating underground attacks on fortresses, or leads to the pop-up message upon encountering one{{verify}}. Hides the creature from displaying in a world_sites_and_pops file. Does not create historical figures like generated forgotten beasts do.&lt;br /&gt;
&lt;br /&gt;
Requires specifying a {{token|BIOME|c}} in which the creature will live, and both surface and subterranean biomes are allowed. Does not stack with {{token|LARGE_ROAMING|c}} and if both are used the creature will not spawn. Appears to be incompatible with {{token|DEMON|c}} even if used in separate castes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FEMALE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature biologically female, enabling her to [[Breeding|bear young]]. Usually specified inside a caste.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FIREIMMUNE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature immune to [[Interaction_token#FIREBALL|FIREBALL]] and [[Interaction_token#FIREJET|FIREJET]] attacks, and allows it to path through high temperature zones, like lava or fires. Does not, by itself, make the creature immune to the damaging effects of burning in [[fire]], and does not prevent general heat damage or melting on its own (this would require adjustments to be made to the creature's body [[Material_definition_token|materials]] - see the [[Dragon/raw|dragon raws]] for an example).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FIREIMMUNE_SUPER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Like {{token|FIREIMMUNE|c}}, but also renders the creature immune to [[Interaction_token#DRAGONFIRE|DRAGONFIRE]] attacks. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FISHITEM}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature's corpse is a single [[Item_token#FISH_RAW|FISH_RAW]] food item that needs to be cleaned (into a [[Item_token#FISH|FISH]] item) at a [[fishery]] to become edible. Before being cleaned the item is referred to as &amp;quot;raw&amp;quot;. The food item is categorized under &amp;quot;fish&amp;quot; on the food and stocks screens, and when uncleaned it is sorted under &amp;quot;raw fish&amp;quot; in the stocks (but does not show up on the food screen). &lt;br /&gt;
Without this or {{token|COOKABLE_LIVE|c}}, [[fishing|fished]] vermin will turn into food the same way as non-vermin creatures, resulting in multiple units of food (meat, brain, lungs, eyes, spleen etc.) from a single fished vermin. These units of food are categorized as meat by the game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FIXED_TEMP}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*temperature &lt;br /&gt;
| The creature's body is constantly at this temperature, heating up or cooling the surrounding area. Alters the temperature of the creature's inventory and all adjacent tiles, [[Temperature|with all the effects that this implies]] - may trigger wildfires at high enough values. Also makes the creature immune to extreme heat or cold, as long as the temperature set is not harmful to the materials that the creature is made from. Corpses and body parts of creatures with a fixed temperature maintain their temperature even after death.&lt;br /&gt;
&lt;br /&gt;
Note that temperatures of 12000 and higher may cause [[path|pathfinding]] issues in fortress mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FLEEQUICK}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| If engaged in combat, the creature will flee at the first sign of resistance. Used by [[kobold]]s in the vanilla game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FLIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to fly, independent of it having wings or not. Fortress Mode pathfinding only partially incorporates flying - flying creatures need a land path to exist between them and an area in order to access it, but as long as one such path exists, they do not need to use it, instead being able to fly over intervening obstacles. Winged creatures with this token can lose their ability to fly if their wings are crippled or severed. Winged creatures without this token will be unable to fly. (A 'wing' in this context refers to any body part with its own [[Body_token#FLIER|FLIER]] token).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FREQUENCY}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*number, max 100&lt;br /&gt;
| Determines the chances of a creature appearing within its environment, with higher values resulting in more frequent appearance. Also affects the chance of a creature being brought in a caravan for trading.&lt;br /&gt;
This value is used multiply to determine the rarity of animal populations. A creature with [FREQUENCY:50] will appear in 50% of valid biomes, and be present in 50% of the area within those biomes.&lt;br /&gt;
When a [[Creature token#CLUSTER_NUMBER|cluster]] spawns, the game effectively considers all creatures that can possibly appear and uses the FREQUENCY value as a ''weight'' - for example, if there are three creatures with frequencies 10/25/50, the creature with [FREQUENCY:50] will appear approximately 58.8% of the time. Defaults to 50 if not specified. Not to be confused with {{token|POP_RATIO|c}}.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==G==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GAIT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;gait type&amp;gt;&lt;br /&gt;
* &amp;lt;gait name&amp;gt;&lt;br /&gt;
* &amp;lt;max [[Gait#Speed|speed]]&amp;gt;&lt;br /&gt;
* &amp;lt;build up time&amp;gt;&lt;br /&gt;
* &amp;lt;max turning [[Gait#Speed|speed]]&amp;gt;&lt;br /&gt;
* &amp;lt;start [[Gait#Speed|speed]]&amp;gt;&lt;br /&gt;
* &amp;lt;energy expenditure&amp;gt;&lt;br /&gt;
* &amp;lt;gait flag(s)&amp;gt;&lt;br /&gt;
| Defines a gait by which the creature can move. See [[Gait]] for more information. Specifically, you likely want to use one of the existing STANDARD_X_GAITS creature variations, as described in [[Gait#Gaits_and_Modding|this subsection]].&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;max speed&amp;gt; indicates the maximum [[Gait#Speed|speed]] achievable by a creature using this gait&lt;br /&gt;
* &amp;lt;start speed&amp;gt; indicates the creature's speed when it starts moving using this gait&lt;br /&gt;
* &amp;lt;build up time&amp;gt; indicates how long it will take for a creature using this gait to go from &amp;lt;start speed&amp;gt; to &amp;lt;max speed&amp;gt;. For example, a value of 10 means that it should be able to reach the maximum speed by moving 10 [[tile]]s in a straight line over even terrain.&lt;br /&gt;
* &amp;lt;max turning speed&amp;gt; indicates the maximum speed permissible when the creature suddenly changes its direction of motion. The creature's speed will be reduced to &amp;lt;max turning speed&amp;gt; if travelling at a higher speed than this before turning.&lt;br /&gt;
* &amp;lt;energy expenditure&amp;gt; indicates how energy-consuming the gait is. Higher values cause the creature to tire out faster. Persistent usage of a high-intensity gait will eventually lead to exhaustion and [[Status_icon#Non-flashing|collapse]].&lt;br /&gt;
&lt;br /&gt;
'''NO_BUILD_UP''' can be specified instead of a &amp;lt;start speed&amp;gt; value to make the &amp;lt;max speed&amp;gt; instantly achievable upon initiating movement (this is equivalent to a &amp;lt;build up time&amp;gt; of 0). Note that &amp;lt;build up time&amp;gt; and &amp;lt;max turning speed&amp;gt; are both ignored if specified alongside this (as NO_BUILD_UP trumps &amp;lt;build up time&amp;gt; and preserves &amp;lt;max speed&amp;gt; whilst turning, and &amp;lt;max turning speed&amp;gt; cannot exceed &amp;lt;max speed&amp;gt;) so it is permissible to omit them so long as they are '''both''' omitted together.&lt;br /&gt;
&lt;br /&gt;
It's possible to specify a &amp;lt;start speed&amp;gt; greater than the &amp;lt;max speed&amp;gt;; the moving creature will decelerate towards its &amp;lt;max speed&amp;gt; in this case.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''valid gait types:'''&lt;br /&gt;
*'''WALK'''&amp;lt;br&amp;gt;&lt;br /&gt;
Used for moving normally over ground tiles.&lt;br /&gt;
&lt;br /&gt;
*'''CRAWL'''&amp;lt;br&amp;gt;&lt;br /&gt;
Used for moving over ground tiles whilst [[Status_icon#Non-flashing|prone]].&lt;br /&gt;
&lt;br /&gt;
*'''SWIM'''&amp;lt;br&amp;gt;&lt;br /&gt;
Used for moving through tiles containing [[water]] or [[magma]] at a [[Water#Depth|depth]] of at least 4/7. &lt;br /&gt;
&lt;br /&gt;
*'''FLY'''&amp;lt;br&amp;gt;&lt;br /&gt;
Used for moving through [[open space]].&lt;br /&gt;
&lt;br /&gt;
*'''CLIMB'''&amp;lt;br&amp;gt;&lt;br /&gt;
Used for moving whilst [[Climber|climbing]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''valid gait flags:'''&lt;br /&gt;
* '''AGILITY'''&amp;lt;br&amp;gt;&lt;br /&gt;
Speeds/slows movement depending on the creature's [[Attribute#Agility|Agility]] stat.&lt;br /&gt;
&lt;br /&gt;
* '''STRENGTH'''&amp;lt;br&amp;gt;&lt;br /&gt;
Speeds/slows movement depending on the creature's [[Attribute#Strength|Strength]] stat.&lt;br /&gt;
&lt;br /&gt;
* '''LAYERS_SLOW'''&amp;lt;br&amp;gt;&lt;br /&gt;
Makes [[Tissue_definition_token#THICKENS_ON_ENERGY_STORAGE|THICKENS_ON_ENERGY_STORAGE]] and [[Tissue_definition_token#THICKENS_ON_STRENGTH|THICKENS_ON_STRENGTH]] tissue layers slow movement depending on how thick they are. Adding the STRENGTH gait flag counteracts the impact of the latter layer.&lt;br /&gt;
&lt;br /&gt;
* '''STEALTH_SLOWS:'''&amp;lt;percentage&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Slows movement by the specified percentage when the creature is [[Ambusher|sneaking]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GENERAL_BABY_NAME}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*singular&lt;br /&gt;
*plural &lt;br /&gt;
| Like {{token|BABYNAME|c}}, but applied regardless of caste.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GENERAL_CHILD_NAME}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*singular&lt;br /&gt;
*plural &lt;br /&gt;
| Like {{token|CHILDNAME|c}}, but applied regardless of caste.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GENERAL_MATERIAL_FORCE_MULTIPLIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value A&lt;br /&gt;
*value B&lt;br /&gt;
| Has the same function as {{token|MATERIAL_FORCE_MULTIPLIER|c}}, but applies to all attacks instead of just those involving a specific material. Appears to be overridden by MATERIAL_FORCE_MULTIPLIER ([[werebeast]]s, for example, use both tokens to provide resistance to all materials, with one exception to which they are especially vulnerable).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GENERATED}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Found on procedurally generated creatures like [[forgotten beast]]s, [[titan]]s, [[demon]]s, [[angel]]s, and [[night creature]]s. Cannot be specified in user-defined raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GETS_INFECTIONS_FROM_ROT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature get [[Health_care#Infection|infections]] from necrotic tissue.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GETS_WOUND_INFECTIONS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature's wounds become [[Health_care#Infection|infected]] if left untreated for too long.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GLOWCOLOR}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*foreground&lt;br /&gt;
*background&lt;br /&gt;
*brightness &lt;br /&gt;
| The colour of the creature's {{token|GLOWTILE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GLOWTILE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*ascii character &lt;br /&gt;
| If present, the being glows in the dark (generally used for Adventurer Mode). The tile is what replaces the being's current tile when it is obscured from your sight by darkness. The default setting for kobolds (a yellow quotation mark) provides a nice &amp;quot;glowing eyes&amp;quot; effect. The game is also hardcoded to automatically convert quotation mark GLOWTILES into apostrophes if the creature has lost one eye. This works at the generic creature level - for caste-specific glow tiles, use {{token|CASTE_GLOWTILE|c}} instead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GNAWER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*verb&lt;br /&gt;
| The creature can and will gnaw its way out of [[animal trap]]s and [[cage]]s using the specified verb, depending on the material from which it is made (normally wood).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GOBBLE_VERMIN_CLASS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*class&lt;br /&gt;
| The creature eats vermin of the specified class.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GOBBLE_VERMIN_CREATURE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*creature&lt;br /&gt;
*caste&lt;br /&gt;
| The creature eats a specified [[vermin]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GO_TO_END}}&lt;br /&gt;
| Special&lt;br /&gt;
|  &lt;br /&gt;
| When using tags from an existing creature, inserts new tags at the end of the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GO_TO_START}}&lt;br /&gt;
| Special&lt;br /&gt;
|  &lt;br /&gt;
| When using tags from an existing creature, inserts new tags at the beginning of the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GO_TO_TAG}}&lt;br /&gt;
| Special&lt;br /&gt;
|  &lt;br /&gt;
| When using tags from an existing creature, inserts new tags ''before'' the specified tag.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GOOD}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Creature is considered good and will only show up in good biomes - [[unicorn]]s, for example. Civilizations with {{token|USE_GOOD_ANIMALS|e}} can domesticate them regardless of exotic status. Has no effect on cavern creatures except to restrict taming. A civilization that has good creatures can colonise good areas in world-gen.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GRASSTRAMPLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value &lt;br /&gt;
| The value determines how rapidly [[grass]] is trampled when a creature steps on it - a value of 0 causes the creature to never damage grass, while a value of 100 causes grass to be trampled as rapidly as possible. Defaults to 5.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GRAVITATE_BODY_SIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*target value&lt;br /&gt;
| Used in Creature Variants. This token changes the adult body size to the average of the old adult body size and the target value and scales all intermediate growth stages by the same factor.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GRAZER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*number&lt;br /&gt;
| The creature is a grazer - if tamed in fortress mode, it needs a pasture to survive. The higher the number, the less frequently it needs to eat in order to live. Not used since 0.40.12, replaced by {{token|STANDARD_GRAZER|c}} to fix {{bugl|4113}}.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==H==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HABIT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*type&lt;br /&gt;
*probability&lt;br /&gt;
| Defines certain behaviors for the creature. The habit types are:&lt;br /&gt;
*COLLECT_TROPHIES&lt;br /&gt;
*COOK_PEOPLE&lt;br /&gt;
*COOK_VERMIN&lt;br /&gt;
*GRIND_VERMIN&lt;br /&gt;
*COOK_BLOOD&lt;br /&gt;
*GRIND_BONE_MEAL&lt;br /&gt;
*EAT_BONE_PORRIDGE&lt;br /&gt;
*USE_ANY_MELEE_WEAPON&lt;br /&gt;
*GIANT_NEST&lt;br /&gt;
*COLLECT_WEALTH.&lt;br /&gt;
These require the creature to have a {{token|LAIR|c}} to work properly, and also don't seem to work on creatures who are not a {{token|SEMIMEGABEAST|c}}, {{token|MEGABEAST|c}}, or{{token|NIGHT_CREATURE_HUNTER|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HABIT_NUM}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*number or TEST_ALL&lt;br /&gt;
| &amp;quot;If you set HABIT_NUM to a number, it should give you that exact number of habits according to the weights.&amp;quot;.{{cite forum|60554/1719248}} All lists of HABITs are preceded by [HABIT_NUM:TEST_ALL]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HAS_NERVES}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature has nerves in its muscles. Cutting the muscle tissue can sever motor and sensory nerves.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HASSHELL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature has a shell. Seemingly no longer used - holdover from previous versions.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HIVE_PRODUCT}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*number&lt;br /&gt;
*[[time]]&lt;br /&gt;
*[[item token]]s&lt;br /&gt;
| What product is harvested from [[Beekeeping industry|beekeeping]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HOMEOTHERM}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*number or NONE&lt;br /&gt;
| Default 'NONE'. The creature's normal body [[temperature]]. Creature ceases maintaining temperature on death unlike fixed material temperatures. Provides minor protection from environmental temperature to the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HUNTS_VERMIN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Creature hunts and kills nearby [[vermin]], randomly walking between places with food laying on the ground or in stockpiles, to check for possible [VERMIN_EATER] vermin, but they'll kill any other vermin too. Do not include this creature token on an intelligent entity that you intend to play as in fortress mode because it will prevent them from feeding themselves.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==I==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IMMOBILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| The creature cannot move. Found on [[sponge]]s. Will also stop a creature from breeding in fortress mode (MALE and FEMALE are affected, if one is IMMOBILE no breeding will happen).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IMMOBILE_LAND}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is immobile while on land. Only works on {{token|AQUATIC|c}} creatures which can't breathe on land.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IMMOLATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature radiates [[fire]]. It will ignite, and potentially completely destroy, items the creature is standing on. Also gives the vermin a high chance of escaping from [[animal trap]]s and [[cage]]s made of any flammable materials (specifically ones that could be ignited by magma).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|INTELLIGENT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Alias for {{token|CAN_SPEAK|c}} + {{token|CAN_LEARN|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ITEMCORPSE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
* [[item token]]&lt;br /&gt;
* [[material token]]&lt;br /&gt;
| Determines if the creature leaves behind a non-standard corpse (i.e. wood, statue, bars, stone, pool of liquid, etc.). [[Ethics]] may prevent actually using the item in jobs or reactions.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ITEMCORPSE_QUALITY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* number&lt;br /&gt;
| The [[quality]] of an item-type corpse left behind. Valid values are: 0 for ordinary, 1 for well-crafted, 2 for finely-crafted, 3 for superior, 4 for exceptional, 5 for masterpiece.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==L==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAIR}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*type&lt;br /&gt;
*probability&lt;br /&gt;
| Found on megabeasts, semimegabeasts, and night creatures. The creature will seek out sites of this type and take them as lairs. The lair types are:&lt;br /&gt;
*SIMPLE_BURROW&lt;br /&gt;
*SIMPLE_MOUND&lt;br /&gt;
*WILDERNESS_LOCATION&lt;br /&gt;
*SHRINE&lt;br /&gt;
*LABYRINTH&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAIR_CHARACTERISTIC}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*characteristic&lt;br /&gt;
*probability&lt;br /&gt;
| Defines certain features of the creature's lair. The only valid characteristic is HAS_DOORS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAIR_HUNTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| This creature will actively hunt adventurers in its lair.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAIR_HUNTER_SPEECH}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*speech file&lt;br /&gt;
| What this creature says while hunting adventurers in its lair.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LARGE_PREDATOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Will attack other creatures that are smaller than it. In [[fortress mode]], only one group of &amp;quot;large predators&amp;quot; (possibly two groups on &amp;quot;savage&amp;quot; maps) will appear on any given map. In [[adventurer mode]], large predators will try to ambush and attack you (and your party will attack them back). When tamed, large predators tend to be much more aggressive to enemies than non-large predators, making them a good choice for an animal army. They may go on rampages in worldgen, and adventurers may receive quests to kill them. Also, they can be mentioned in the intro paragraph when starting a fortress e.g. &amp;quot;ere the wolves get hungry.&amp;quot;&lt;br /&gt;
A single biome supports 7 large predator species, picking randomly and rolling a d100 under its {{token|FREQUENCY|c}} to add it until all 7 slots are filled.&lt;br /&gt;
&lt;br /&gt;
Incompatible with {{token|PACK_ANIMAL|c}} on a technicality, if included: hauled items are likely to be dropped upon entering the map (even if {{token|TRADE_CAPACITY|c}} is present) in contrast to when the merchants depart.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LARGE_ROAMING}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| This is the core requisite tag allowing the creature to spawn as a wild animal in the appropriate biomes. Requires specifying a {{token|BIOME|c}} in which the creature will spawn. Does not require specifying a frequency, population number, or cluster number.&lt;br /&gt;
&lt;br /&gt;
This tag stacks with {{token|MEGABEAST|c}}, {{token|SEMIMEGABEAST|c}}, or {{token|NIGHT_CREATURE_HUNTER|c}}; if used with one of these tags, the creature will spawn as both a boss and as a wild animal. This tag does not stack with {{token|FEATURE_BEAST|c}} and if both are used the creature will not spawn. This tag is unaffected by {{token|DEMON|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAYS_EGGS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Creature lays [[egg]]s instead of giving birth to live young.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAYS_UNUSUAL_EGGS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* [[item token]]&lt;br /&gt;
* [[material token]]&lt;br /&gt;
| Creature lays the specified item instead of regular eggs.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIGAMENTS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
*healing rate &lt;br /&gt;
| The creature has ligaments in its {{token|CONNECTIVE_TISSUE_ANCHOR|td}} tissues (bone or chitin by default). Cutting the bone/chitin tissue severs the ligaments, disabling motor function if the target is a limb.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIGHT_GEN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| A vermin featuring this tag will remain visible to an adventurer, even at night, and from a distance. Ostensibly bugged as of v0.47.05. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIKES_FIGHTING}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature will attack enemies rather than flee from them. This tag has the same effect on player-controlled creatures - including modded dwarves. Retired as of v0.40.14 in favor of {{token|LARGE_PREDATOR|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LISP}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Creature uses &amp;quot;sssssnake talk&amp;quot; (multiplies 'S' when talking - &amp;quot;My name isss Recisssiz.&amp;quot;). Used by [[Serpent man|serpent men]] and [[Reptile man|reptile men]] in the vanilla game. C's with the same pronunciation (depending on the word) are not affected by this token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LITTERSIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* minimum&lt;br /&gt;
* maximum&lt;br /&gt;
| Determines the number of offspring per one birth; default 1-3, not used in vanilla raws. See also {{token|MULTIPLE_LITTER_RARE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LOCAL_POPS_CONTROLLABLE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
| Allows you to play as a wild animal of this species in adventurer mode. Prevents trading of (tame) instances of this creature in caravans.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LOCAL_POPS_PRODUCE_HEROES}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Wild animals of this species may occasionally join a civilization. Prevents trading of (tame) instances of this creature in caravans.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LOCKPICKER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Lets a creature open [[door]]s that are set to forbidden in fortress mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LOOSE_CLUSTERS}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creatures will scatter if they have this tag, or form tight packs if they don't. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LOW_LIGHT_VISION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*number&lt;br /&gt;
| Determines how well a creature can see in the dark - higher is better. Dwarves have 10000, which amounts to perfect nightvision.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==M==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAGICAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| According to Toady One, this is completely interchangeable with {{token|AT_PEACE_WITH_WILDLIFE|c}} and might have been used in very early versions of the game by wandering wizards or the ent-type tree creatures that used to be animated by elves. [http://www.bay12forums.com/smf/index.php?topic=169696.msg8316954#msg8316954]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAGMA_VISION}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is able to see while submerged in [[magma]]. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MALE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature biologically male. Usually declared inside a caste.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| {{text anchor|MANNERISM|MANNERISM_*}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*occasionally body part &lt;br /&gt;
| Adds a possible mannerism to the creature's profile.  See [[creature mannerism token]] for further info.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MATERIAL}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*material id&lt;br /&gt;
| Begins defining a new local material. Follow this with standard material definition tokens to define the material.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MATERIAL_FORCE_MULTIPLIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Material token]]&lt;br /&gt;
*value A&lt;br /&gt;
*value B&lt;br /&gt;
| When struck with a weapon made of the specified material, the force exerted will be multiplied by A/B, thus making the creature more or less susceptible to this material. For example, if A is 2 and B is 1, the force exerted by the defined material will be doubled. If A is 1 and B is 2, it will be halved instead. See also  {{token|GENERAL_MATERIAL_FORCE_MULTIPLIER|c}}, which can be used to make this sort of effect applicable to all materials.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MATUTINAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Sets the creature to be active at dawn in adventurer mode. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAXAGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*min&lt;br /&gt;
*max &lt;br /&gt;
| Determines the creature's natural lifespan, using the specified minimum and maximum age values (in years). Each individual creature with this token is generated with a predetermined date (calculated down to the exact [[time|tick]]!) between these values, at which it is destined to die of old age, should it live long enough. Note that the probability of death at any given age does not increase as the creature gets older [http://i.imgur.com/A1A4aA9.png]. &lt;br /&gt;
Creatures which lack this token are naturally immortal. The [[Syndrome#CE_ADD_TAG|NO_AGING]] syndrome tag will prevent death by old age from occurring. Also note that, among civilized creatures, castes which lack this token will refuse to marry others with it, and vice versa.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MEANDERER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature slowly stroll around, unless it's in combat or performing a job. If combined with {{token|CAN_LEARN|c}}, will severely impact their [[pathfinding]] and lead the creature to move extremely slowly when not performing any task. Problematically applies to animal people based on the animal and war trained animals{{bug|9588}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MEGABEAST}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| A 'boss' creature. A small number of the creatures are created during worldgen, their histories and descendants (if any) will be tracked in worldgen (as opposed to simply 'spawning'), and they will occasionally go on rampages, potentially leading to worship if they attack the same place multiple times. Their presence and number will also influence age names. When appearing in fortress mode, they will have a pop-up message announcing their arrival. They will remain hostile to military even after being tamed.{{bug|10731}} See [[megabeast]] page for more details. &lt;br /&gt;
&lt;br /&gt;
Requires specifying a {{token|BIOME|c}} in which the creature will live. Subterranean biomes appear to not be allowed. Does stack with {{token|LARGE_ROAMING|c}} and if both are used the creature will spawn as both historical bosses and as wild animals.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MENT_ATT_CAP_PERC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*[[Attribute|ATTRIBUTE]] Token&lt;br /&gt;
*Cap %&lt;br /&gt;
|Default is 200.  This means you can increase your attribute to 200% of its starting value (or the average value + your starting value if that is higher).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MENT_ATT_RANGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*[[Attribute|ATTRIBUTE]]&lt;br /&gt;
*lowest&lt;br /&gt;
*lower&lt;br /&gt;
*low&lt;br /&gt;
*median&lt;br /&gt;
*high&lt;br /&gt;
*higher&lt;br /&gt;
*highest &lt;br /&gt;
| Sets up a [[Attribute#Soul_attributes|mental attribute]]'s range of values (0-5000). All mental attribute ranges default to 200:800:900:1000:1100:1300:2000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MENT_ATT_RATES}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Attribute|ATTRIBUTE]] Token&lt;br /&gt;
*cost to improve&lt;br /&gt;
*unused counter rate&lt;br /&gt;
*rust counter rate&lt;br /&gt;
*demotion counter rate&lt;br /&gt;
| [[Attribute#Soul_attributes|Mental attribute]] gain/decay rates. Lower numbers in the last three slots make decay occur faster. Defaults are 500:4:5:4.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MILKABLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
* frequency&lt;br /&gt;
| Allows the creature to be [[milk]]ed in the [[farmer's workshop]]. The frequency is the amount of [[time|ticks]] the creature needs to &amp;quot;recharge&amp;quot; (i.e. how much time needs to pass before it can be milked again). Does not work on [[#CAN_LEARN|sentient]] creatures, regardless of [[ethics]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MISCHIEVIOUS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Alias for {{token|MISCHIEVOUS|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MISCHIEVOUS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature spawns [[stealth]]ed and will attempt to path into the fortress, pulling any [[lever]]s it comes across. It will be invisible on the map and [[unit list]] until spotted by a citizen, at which point the game will pause and recenter on the creature. Used by [[gremlin]]s in the vanilla game. &amp;quot;They go on little missions to mess with various fortress buildings, not just levers.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MODVALUE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Seemingly no longer used.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MOUNT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature may be used as a [[mount]]. No use for the player in fortress mode, but enemy sieging forces may arrive with cavalry. Mounts are usable in adventure mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MOUNT_EXOTIC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature may be used as a [[mount]], but civilizations cannot domesticate it in worldgen without certain exceptions.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MULTIPART_FULL_VISION}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to have all-around vision as long as it has multiple heads that can see.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MULTIPLE_LITTER_RARE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Makes the species usually produce a single offspring per birth, with a 1/500 chance of using the {{token|LITTERSIZE|c}} as usual.  Requires {{token|FEMALE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MUNDANE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Marks if the creature is an actual real-life creature. Only used for age-names at present.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==N==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NAME}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*singular&lt;br /&gt;
*plural&lt;br /&gt;
*adjective &lt;br /&gt;
| The generic name for any creature of this type - will be used for referring to the species in the abstract, such as the default material prefix. For labeling individual creatures, {{token|CASTE_NAME|c}} is necessary. If left undefined, the creature will be labeled as &amp;quot;nothing&amp;quot; by the game.&lt;br /&gt;
&lt;br /&gt;
Some examples of adjective use:&lt;br /&gt;
* &amp;quot;super''dwarven'' strength&amp;quot;&lt;br /&gt;
* &amp;quot;the ''dwarven'' hillocks of X&amp;quot;&lt;br /&gt;
* Deity species as in &amp;quot;''feline'' deity&amp;quot;&lt;br /&gt;
* Megabeast attacks in worldgen. One with multiple dragons being a &amp;quot;''draconic'' rampage&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NATURAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Animal is considered to be natural. NATURAL animals will not engage creatures tagged with {{token|AT_PEACE_WITH_WILDLIFE|c}} in combat unless they are members of a hostile entity and vice-versa.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NATURAL_ANIMAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Alias of {{token|NATURAL|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NATURAL_SKILL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Skill_token|Skill token]]&lt;br /&gt;
*value&lt;br /&gt;
| The creature possesses the specified [[skill]] at this level inherently - that is, it begins with the skill at this level, and the skill may never rust below that. A value of 15 is legendary.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NIGHT_CREATURE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Creatures with this token can appear in [[experiment|experiments]]. &lt;br /&gt;
Prevents {{token|LOCAL_POPS_PRODUCE_HEROES|c}} from functioning. Causes the creature to count as {{token|NOT_LIVING|c}}. Killing a creature featuring this token provides one point of &amp;quot;hero&amp;quot; reputation. Adds the creature's description as part of the initial summary of their historical figure in legends. Prevents creature behavior enabled by {{token|LARGE_PREDATOR|c}}. People will react to creatures with this token as a night creature (natch). In adventure mode, ambushes involving these units will say &amp;quot;Night creature!&amp;quot; instead of &amp;quot;Ambush!&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Prevents the AI from using ANIMATE interactions unless the newly-animated opposed-to-life undead will not attack them. The check for this is specifically whether the unit is: &lt;br /&gt;
*a ghost&lt;br /&gt;
*an animated unit &lt;br /&gt;
*a unit with the {{token|NO_AGING|c}} added via {{token|CE_ADD_TAG|c}} This allows for the default exclusion of elves and goblins, unless raised as intelligent undead. &lt;br /&gt;
&lt;br /&gt;
''This token should not be confused with other NIGHT_CREATURE_X tokens. This token is not entirely well understood.''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NIGHT_CREATURE_BOGEYMAN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Creatures with this token can appear in [[bogeyman|bogeyman ambushes]] in [[adventure mode]], where they adopt classical bogeyman traits such as stalking the adventurer and vaporising when dawn breaks. Such traits do not manifest if the creature is encountered outside of a bogeyman ambush (for instance, as a megabeast or a civilised being). In addition, their corpses and severed body parts turn into [[smoke]] after a short while. Note that setting the &amp;quot;Number of Bogeyman Types&amp;quot; in [[advanced world generation]] to 0 will only remove randomly-generated bogeymen.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NIGHT_CREATURE_EXPERIMENTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on some [[necromancer]]s. Creatures with this tag may periodically &amp;quot;perform horrible experiments&amp;quot; offscreen, during which they can use creature-targeting interactions with an &amp;lt;code&amp;gt;[[Interaction_token#I_SOURCE|[I_SOURCE:EXPERIMENT]]]&amp;lt;/code&amp;gt; tag on living creatures in their area. Worlds are generated with a list of procedurally-generated experiments, allowing necromancers to turn living people and animals into [[Infected_ghoul|ghouls]] and [[Experiment|other experimental creatures]], and these will automatically be available to all experimenters; it does not appear possible to prevent this. You can mod in your own custom experiment interactions, but these are used very infrequently due to the large number of generated experiments.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NIGHT_CREATURE_HUNTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on [[night troll]]s and [[werebeast]]s. Implies that the creature is a [[night creature]], and shows its description in [[legends mode]] entry. The creature is always hostile and will start [[no quarter]] combat with any nearby creatures, except for members of its own race. Note that this tag does not override the creature's normal behavior in [[fortress mode]] except for the aforementioned aggression, and doesn't prevent the creature from fleeing the battles it started. It also removes the creature's materials from stockpile settings list, making them be stored there regardless of settings.&lt;br /&gt;
&lt;br /&gt;
Does stack with {{token|LARGE_ROAMING|c}} and if both are used the creature will spawn as both historical hunters and as wild animals; this requires specifying a {{token|BIOME|c}} in which the creature will live, and subterranean biomes are allowed.&lt;br /&gt;
&lt;br /&gt;
This tag causes the usual behaviour of werebeasts in worldgen, that is, fleeing towns upon being cursed and conducting raids from a lair. If this tag is absent from a deity curse, the accursed will simply be driven out of towns in a similar manner to [[vampire]]s. When paired with SPOUSE_CONVERTER, a very small population of the creature will be created during worldgen (sometimes only a single individual will be created), and their histories will be tracked (that is, they will not spawn spontaneously later, they must either have children or convert other creatures to increase their numbers). The creature will settle in a lair and go on rampages during worldgen. It will actively attempt to seek out potential conversion targets to abduct, convert, and have children with (if possible).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NIGHT_CREATURE_NIGHTMARE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on [[nightmare]]s. Corpses and severed body parts derived from creatures with this token turn into [[smoke]] after a short while.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_AUTUMN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature caste does not appear in [[Calendar|autumn]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_CONNECTIONS_FOR_MOVEMENT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Creature doesn't require connected body parts to move{{verify}}; generally used on undead creatures with connections that have rotted away.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_DIZZINESS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature cannot become [[Symptom#Dizziness|dizzy]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_DRINK}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature does not need to drink. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_EAT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature does not need to [[food|eat]]. Seems to cause worldgen crashes if it is part of an entity with [[entity_token#PERMITTED_JOB|[PERMITTED_JOB:FISHERMAN]]]{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_FEVERS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature cannot suffer [[Symptom#Fever|fevers]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_GENDER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| The creature is biologically sexless. Makes the creature unable to [[breeding|breed]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_PHYS_ATT_GAIN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| The creature cannot raise any [[Attribute#Body_attributes|physical attributes]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_PHYS_ATT_RUST}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| The creature cannot lose any [[Attribute#Body_attributes|physical attributes]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_SLEEP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature does not need to sleep. Can still be rendered unconscious by other means.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_SPRING}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature caste does not appear in [[Calendar|spring]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_SUMMER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature caste does not appear in [[Calendar|summer]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_THOUGHT_CENTER_FOR_MOVEMENT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't require an organ with the {{token|THOUGHT|body}} tag to survive or attack; generally used on creatures that don't have brains.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_UNIT_TYPE_COLOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Prevents creature from selecting its color based on its profession (e.g. Miner, Hunter, Wrestler).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_VEGETATION_PERTURB}}&lt;br /&gt;
| Caste{{Verify}}&lt;br /&gt;
|  &lt;br /&gt;
| Likely prevents the creature from leaving broken vegetation tracks.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_WINTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature caste does not appear in [[Calendar|winter]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOBONES}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature has no bones.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOBREATHE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't need to breathe or have {{token|BREATHE|body}} parts in body, nor can it drown or be strangled. Creatures living in magma must have this tag, otherwise they will drown.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOCTURNAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Sets the creature to be active at night in adventure mode. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOEMOTION}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature has no emotions. It is immune to the effects of [[stress]] and unable to rage, and its [[need]]s cannot be fulfilled in any way. Used on [[undead]] in the vanilla game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOEXERT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature can't become tired or over-exerted from taking too many combat actions or moving at full speed for extended periods of time. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOFEAR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't feel fear and will never flee from battle, and will be immune to [[ghost]]s' attempts to 'scare it to death'. Additionally, it causes [[bogeyman|bogeymen]] and [[nightmare]]s to become friendly towards the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOMEAT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature will not be hunted or fed to wild beasts.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NONAUSEA}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature isn't nauseated by gut hits and cannot vomit.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOPAIN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't feel pain. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOSKIN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature will not drop a hide when [[butcher|butchered]]. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOSKULL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature will not drop a skull on butchering, rot, or decay of severed head.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOSMELLYROT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Does not produce [[miasma]] when rotting.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOSTUCKINS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Weapons can't get stuck in the creature. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOSTUN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature can't be stunned and knocked unconscious by pain or head injuries. Creatures with this tag never wake up from sleep in Fortress Mode. If this creature needs to sleep while playing, it &amp;lt;b&amp;gt;will&amp;lt;/b&amp;gt; die.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOT_BUTCHERABLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Cannot be [[butcher|butchered]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOT_LIVING}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Cannot be raised from the dead by necromancers or evil clouds. Implies the creature is not a normal living being. Used by [[vampire]]s, [[Mummy|mummies]] and inorganic creatures like the [[amethyst man]] and [[bronze colossus]]. Creatures who are {{token|OPPOSED_TO_LIFE|c}} (undead) will be docile towards creatures with this token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOTHOUGHT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't require a {{token|THOUGHT|body}} body part to survive. Has the added effect of preventing speech, though directly controlling creatures that would otherwise be capable of speaking allows them to engage in conversation.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==O==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ODOR_LEVEL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*number&lt;br /&gt;
| How easy the creature is to [[smell]]. The higher the number, the easier the creature is to sniff out. Defaults to 50. Vanilla creatures have values from 0 (undetectable) to 90 (noticeable by humans and dwarves).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ODOR_STRING}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*string&lt;br /&gt;
| What the creature [[smell]]s like. If no odor string is defined, the creature name (not the caste name) is used.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|OPPOSED_TO_LIFE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Is hostile to all creatures except undead and other non-living ones and will show {{DFtext|Opposed to life|0:1}} in the [[unit list]]. Used by [[undead]] in the vanilla game. Functions without the {{token|NOT_LIVING|c}} token, and seems to imply said token as well. Undead will not be hostile to otherwise-living creatures given this token. Living creatures given this token will attack living creatures that lack it, while ignoring other living creatures that also have this token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ORIENTATION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*MALE/FEMALE&lt;br /&gt;
*disinterested chance&lt;br /&gt;
*casual chance&lt;br /&gt;
*strong chance&lt;br /&gt;
| Determines caste's likelihood of having sexual attraction to certain sexes. Values default to 75:20:5 for the same sex and 5:20:75 for the opposite sex. The first value indicates how likely to be entirely uninterested in the sex, the second decides if the creature will be able to become lovers with that sex, the third decides whether they will be able to marry in worldgen and post-worldgen world activities (which implies being able to become lovers). Marriage seems to be able to happen in fort mode play regardless, as long as they are lovers first.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|OUTSIDER_CONTROLLABLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Lets you play as an [[Adventurer_mode_character_creation#Outsider|outsider]] of this species in adventure mode.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==P==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PACK_ANIMAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to be used as a pack animal. Used by [[trading|merchants]] without wagons and adventurers. Also prevents creature from dropping hauled items on its own -- do ''not'' use for player-controllable creatures! May lead to the creature being domesticated during worldgen, even if it doesn't have {{token|COMMON_DOMESTIC|c}}.&lt;br /&gt;
&lt;br /&gt;
Creatures with this tag but without {{token|BENIGN|c}}, and/or with {{token|LARGE_PREDATOR|c}} leads to hauled items being dropped.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PARALYZEIMMUNE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is immune to all [[Syndrome#CE_PARALYSIS|paralyzing]] special attacks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PATTERNFLIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Used to control the bat riders with paralyze-dart blowguns that flew through the 2D chasm. Doesn't do anything now.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PCG_LAYERING}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*[[Procedural graphics layer|Layering type]]&lt;br /&gt;
| Adds a layer to the current {{token|PROCEDURAL_CREATURE_GRAPHICS|c}} definition. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PEARL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| In earlier versions, creature would generate [[pearl]]s. Does nothing in the current version.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PENETRATEPOWER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value &lt;br /&gt;
| Controls the ability of [[vermin]] to find a way into containers when they are eating food from your stockpiles.&lt;br /&gt;
&lt;br /&gt;
Objects made of most materials (e.g. metal) roll a number from 0-100, and if the resulting number is greater than the penetrate power, their contents escape for the time being. Objects made of [[wood]], [[leather]], [[amber]], or [[coral]] roll 0-95, and items made of [[cloth]] roll 0-90.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PERSONALITY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*ATTRIBUTE&lt;br /&gt;
*lowest&lt;br /&gt;
*median&lt;br /&gt;
*highest &lt;br /&gt;
| Determines the range and chance of personality traits. Standard is 0:50:100. See [[Personality trait]] for more info.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PET}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to be [[Animal_trainer|tamed]] in Fortress mode. Prerequisite for all other working animal roles. Civilizations that encounter it in worldgen will tame and domesticate it for their own use. Adding this to civilization members will classify them as pets instead of citizens, with all the [[Fun|problems]] that entails. However, you can solve these problems using the popular plugin [https://dffd.bay12games.com/file.php?id=13095| Dwarf Therapist], which is completely unaffected by the tag.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PET_EXOTIC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to be [[Animal_trainer|tamed]] in Fortress mode. Prequisite for all other working animal roles. Civilizations cannot domesticate it in worldgen, with certain exceptions. More difficult to tame?{{verify}} Adding this to civilization members will classify them as pets instead of citizens, with all the [[Fun|problems]] that entails. ([[Gremlin|Example]]).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PETVALUE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value &lt;br /&gt;
| How valuable a tamed animal is. Actual cost in points in the embarking screen is 1+(PETVALUE/2) for an untrained animal, 1+PETVALUE for a war/hunting one. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PETVALUE_DIVISOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
| Divides the creature's {{token|PETVALUE|c}} by the specified number. Used by [[honey bee]]s to prevent a single hive from being worth a fortune.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PHYS_ATT_CAP_PERC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*[[Attribute|ATTRIBUTE]] Token&lt;br /&gt;
*Cap %&lt;br /&gt;
|Default is 200. This means you can increase your attribute to 200% of its starting value (or the average value + your starting value if that is higher).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PHYS_ATT_RANGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Attribute|ATTRIBUTE]]&lt;br /&gt;
*lowest&lt;br /&gt;
*lower&lt;br /&gt;
*low&lt;br /&gt;
*median&lt;br /&gt;
*high&lt;br /&gt;
*higher&lt;br /&gt;
*highest &lt;br /&gt;
| Sets up a [[Attribute#Body_attributes|physical attribute]]'s range of values (0-5000). All physical attribute ranges default to 200:700:900:1000:1100:1300:2000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PHYS_ATT_RATES}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Attribute|ATTRIBUTE]] Token&lt;br /&gt;
*cost to improve&lt;br /&gt;
*unused counter rate&lt;br /&gt;
*rust counter rate&lt;br /&gt;
*demotion counter rate&lt;br /&gt;
| [[Attribute#Body_attributes|Physical attribute]] gain/decay rates. Lower numbers in the last three slots make decay occur faster. Defaults for STRENGTH, AGILITY, TOUGHNESS, and ENDURANCE are 500:3:4:3, while RECUPERATION and DISEASE_RESISTANCE default to 500:NONE:NONE:NONE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PLUS_BP_GROUP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*BY_TYPE, BY_CATEGORY, or BY_TOKEN&lt;br /&gt;
*body type, category, or token&lt;br /&gt;
| Adds a body part group to selected body part group. Presumably used immediately after {{token|SET_BP_GROUP|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PLUS_MATERIAL}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*material&lt;br /&gt;
| Adds a material to selected materials. Used immediately after {{token|SELECT_MATERIAL|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|POP_RATIO}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
*number (max 100000)&lt;br /&gt;
| Weighted population of caste; Lower is rarer. Not to be confused with {{token|FREQUENCY|c}}. A weight of 0 will not prevent a caste from spawning.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|POPULATION_NUMBER}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*min&lt;br /&gt;
*max &lt;br /&gt;
| The minimum/maximum numbers of how many of these creatures are present in each world map tile of the appropriate region. Defaults to 1:1 if not specified.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|POWER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Allows the being to represent itself as a deity, allowing it to become the leader of a civilized group. Used by unique demons in the vanilla game. Requires {{token|CAN_SPEAK|c}} to actually do anything more than settle at a location (e.g. write books, lead armies, profane temples). Doesn't appear to do anything for creatures that are already civilized. Once the creature ascends to a position of leadership, it will proceed to act as a standard ruler for their entity and fulfill the same functions (hold tournaments, tame creatures, etc.).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PREFSTRING}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*string&lt;br /&gt;
| Sets what other creatures [[Preferences|prefer]] about this creature. &amp;quot;Urist likes dwarves for their beards.&amp;quot; Multiple entries will be chosen from at random. Creatures lacking a PREFSTRING token will never appear under another's preferences.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PROCEDURAL_CREATURE_GRAPHICS}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
* [[Graphics_token#Basic_creature_sprite_types|Sprite type]] or Caste then sprite type&lt;br /&gt;
| Makes the creature have procedural graphics built for it, like forgotten beasts/demons/titans/experiments. Must be associated with PCG_LAYERING tokens.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PROFESSION_NAME}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*[[Unit type token]] (Profession)&lt;br /&gt;
*singular&lt;br /&gt;
*plural &lt;br /&gt;
| The generic name for members of this profession, at the creature level. In order to give members of specific castes different names for professions, use {{token|CASTE_PROFESSION_NAME|c}} instead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PRONE_TO_RAGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*Chance&lt;br /&gt;
| Creature has a percentage chance to flip out at visible non-friendly creatures. Enraged creatures attack anything regardless of timidity and get a strength bonus to their hits. This is what makes [[badger]]s so hardcore.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PUS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;[[material token]]&amp;gt;&lt;br /&gt;
* &amp;lt;[[Material_definition_token#Material_States|material state]]&amp;gt;&lt;br /&gt;
| The creature has pus. Specifies the stuff secreted by [[Health_care#Infection|infected wounds]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==R==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|RELSIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*body category, type, or token&lt;br /&gt;
*Relsize &lt;br /&gt;
| Specifies a new relative size for a part than what is stated in the body plan. For example, dwarves have larger livers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMAINS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*singular&lt;br /&gt;
*plural&lt;br /&gt;
| What the creature's [[remains]] are called.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMAINS_COLOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| What color the creature's [[remains]] are.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMAINS_ON_VERMIN_BITE_DEATH}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Goes with {{token|VERMIN_BITE|c}} and {{token|DIE_WHEN_VERMIN_BITE|c}}, the vermin creature will leave remains on death when biting. Leaving this tag out will cause the creature to disappear entirely after it bites.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMAINS_UNDETERMINED}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Unknown.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMOVE_MATERIAL}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*material token &lt;br /&gt;
| Removes a material from the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMOVE_TISSUE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*tissue token&lt;br /&gt;
| Removes a tissue from the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|RETRACT_INTO_BP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*BY_TYPE, BY_CATEGORY or BY_TOKEN&lt;br /&gt;
*body type, [[Body_token#CATEGORY|category]], or [[Body_token#BP|token]]&lt;br /&gt;
*Second person (&amp;quot;You&amp;quot;) retract verb text&lt;br /&gt;
*Third person (&amp;quot;The giant snail&amp;quot;) retract verb text&lt;br /&gt;
*Second person cancel retract text&lt;br /&gt;
*Third person cancel retract text&lt;br /&gt;
| The creature will retract into the specified body part(s) when threatened. It will be unable to move or attack, but enemies will only be able to attack the specified body part(s). When one of the specified body part is severed off, the creature automatically unretracts and cannot retract anymore. More than one body part can be selected by using BY_TYPE or BY_CATEGORY.&lt;br /&gt;
&lt;br /&gt;
Second-person descriptions are used for adventurer mode natural ability. &amp;quot;&amp;lt;pro_pos&amp;gt;&amp;quot; can be used in the descriptions, being replaced with the proper pronoun (or lack thereof) in-game.&lt;br /&gt;
&lt;br /&gt;
Undead curled up creatures are buggy, specifically those that retract into their upper bodies: [[echidna]]s, [[hedgehog]]s and [[pangolin]]s.{{bug|11463}}{{bug|10519}} The upper body is prevented from collapsing by a separate body part (the middle spine), which cannot be attacked when the creature is retracted. See {{token|PREVENTS_PARENT_COLLAPSE|bo}}. Living creatures eventually succumb to blood loss, but undead creatures do not. Giant creatures also take a very long time to bleed out.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|RETURNS_VERMIN_KILLS_TO_OWNER}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Cat behavior. If it kills a vermin creature and has an owner, it carries the remains in its mouth and drops them at their feet. Requires {{token|HUNTS_VERMIN|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ROOT_AROUND}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*BY_TYPE, BY_CATEGORY or BY_TOKEN&lt;br /&gt;
*body type, [[Body_token#CATEGORY|category]], or [[Body_token#BP|token]]&lt;br /&gt;
*Second person (&amp;quot;You&amp;quot;) verb text&lt;br /&gt;
*Third person (&amp;quot;The hen&amp;quot;) verb text&lt;br /&gt;
| Creature will occasionally root around in the grass, looking for insects.  Used for flavor in Adventurer Mode, spawns vermin edible for this creature in Fortress Mode. Creatures missing the specified body part will be unable to perform this action. The action produces a message (visible in adventure mode) in the form:&lt;br /&gt;
&lt;br /&gt;
[creature] [verb text] the [description of creature's location]&lt;br /&gt;
&lt;br /&gt;
In adventure mode, the &amp;quot;rooting around&amp;quot; ability will be included in the &amp;quot;natural abilities&amp;quot; menu, represented by its second person verb text.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==S==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SAVAGE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creature will only show up in &amp;quot;savage&amp;quot; biomes. Has no effect on cavern creatures. Cannot be combined with {{token|GOOD|c}} or {{token|EVIL|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SECRETION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*&amp;lt;[[material token]]&amp;gt;&lt;br /&gt;
*&amp;lt;[[Material_definition_token#Material_States|material state]]&amp;gt;&lt;br /&gt;
*BY_TOKEN / BY_CATEGORY / BY_TYPE&lt;br /&gt;
*&amp;lt;[[Body_token#BP|body part ID]]&amp;gt; / &amp;lt;[[Body_token#CATEGORY|category]]&amp;gt; or ALL / &amp;lt;type (e.g. [[Body_token#GRASP|GRASP]])&amp;gt;&lt;br /&gt;
*&amp;lt;[[Body_detail_plan_token#BP_LAYERS|tissue layer]]&amp;gt; or ALL&lt;br /&gt;
*&amp;lt;trigger&amp;gt;&lt;br /&gt;
| Causes the specified tissue layer(s) of the indicated body part(s) to secrete the designated material. A size 100 ('covering') [[contaminant]] is created over the affected body part(s) in its specified material state (and at the temperature appropriate to this state) when the trigger condition is met, as long as one of the secretory tissue layers is still intact. Valid triggers are:&lt;br /&gt;
*'''CONTINUOUS'''&lt;br /&gt;
Secretion occurs once every 40 [[time|ticks]] in [[fortress mode]], and every tick in [[adventurer mode]].&lt;br /&gt;
*'''EXERTION'''&lt;br /&gt;
Secretion occurs continuously (at the rate described above) whilst the creature is at minimum &amp;lt;span style=&amp;quot;font-size:75%&amp;quot;&amp;gt;{{Tile|Tired|6:1}}&amp;lt;/span&amp;gt; following physical exertion. Note that this cannot occur if the creature has {{token|NOEXERT|c}}.&lt;br /&gt;
*'''EXTREME_EMOTION'''&lt;br /&gt;
Secretion occurs continuously (as above) whilst the creature is distressed. Cannot occur in creatures with {{token|NOEMOTION|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SELECT_ADDITIONAL_CASTE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*&amp;lt;caste&amp;gt;&lt;br /&gt;
| Adds an additional previously defined caste to the selection. Used after {{token|SELECT_CASTE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SELECT_CASTE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*&amp;lt;caste&amp;gt; or ALL &lt;br /&gt;
| Selects a previously defined caste&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SELECT_MATERIAL}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*&amp;lt;[[material token]]&amp;gt;&lt;br /&gt;
| Selects a locally defined material. Can be ALL.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SELECT_TISSUE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*tissue token&lt;br /&gt;
| Selects a tissue for editing.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SEMIMEGABEAST}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Essentially the same as {{token|MEGABEAST|c}}, but more of them are created during worldgen. See the [[semi-megabeast]] page for details.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SENSE_CREATURE_CLASS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;[[Creature_token#CREATURE_CLASS|creature class]]&amp;gt;&lt;br /&gt;
* [[Tilesets|&amp;lt;tile value or character&amp;gt;]]&lt;br /&gt;
* [[Color#Color_values|&amp;lt;foreground color&amp;gt;:&amp;lt;background color&amp;gt;:&amp;lt;foreground brightness&amp;gt;]]&lt;br /&gt;
| Gives the creature the ability to sense creatures belonging to the specified [[Creature_token#CREATURE_CLASS|creature class]] even when they lie far beyond line of sight, including through walls and floors. It also appears to reduce or negate the combat penalty of [[Wound#Blindness|blind]] units when fighting creatures they can sense. In [[adventure mode]], the specified tile will be used to represent sensed creatures when they cannot be seen directly.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SET_BP_GROUP}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*selection criteria BY_TYPE, BY_CATEGORY, BY_TOKEN&lt;br /&gt;
*category, type, or token &lt;br /&gt;
| Begins a selection of body parts.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_LEARN_RATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*&amp;lt;[[skill_token]]&amp;gt;&lt;br /&gt;
*&amp;lt;percentage&amp;gt;&lt;br /&gt;
| The rate at which this creature learns this skill. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_LEARN_RATES}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*&amp;lt;percentage&amp;gt;&lt;br /&gt;
| The rate at which this creature learns all skills. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_RATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[skill_token]]&lt;br /&gt;
*&amp;lt;% of improvement points gained&amp;gt;&lt;br /&gt;
*&amp;lt;unused counter rate&amp;gt;&lt;br /&gt;
*&amp;lt;rust counter rate&amp;gt;&lt;br /&gt;
*&amp;lt;demotion counter rate&amp;gt;&lt;br /&gt;
| Like {{token|SKILL_RATES|c}}, but applies to individual skills instead. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_RATES}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
*&amp;lt;% of improvement points gained&amp;gt;&lt;br /&gt;
*&amp;lt;unused counter rate&amp;gt;&lt;br /&gt;
*&amp;lt;rust counter rate&amp;gt;&lt;br /&gt;
*&amp;lt;demotion counter rate&amp;gt;&lt;br /&gt;
| Affects skill gain and decay. Lower numbers in the last three slots make decay occur faster ([SKILL_RATES:100:1:1:1] would cause rapid decay). The counter rates may also be replaced with NONE.&lt;br /&gt;
Default is [SKILL_RATES:100:8:16:16]. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_RUST_RATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[skill_token]]&lt;br /&gt;
*value&lt;br /&gt;
*value&lt;br /&gt;
*value&lt;br /&gt;
| The rate at which this skill decays. Lower values cause the skill to decay faster. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_RUST_RATES}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
*value&lt;br /&gt;
*value&lt;br /&gt;
| The rate at which all skills decay. Lower values cause the skills to decay faster. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SLAIN_CASTE_SPEECH}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Speech file|text set]]&lt;br /&gt;
| Caste-specific {{token|SLAIN_SPEECH|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SLAIN_SPEECH}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*[[Speech file|text set]]&lt;br /&gt;
| Boasting speeches relating to killing this creature. Examples include [[text_dwarf.txt/raw|text_dwarf.txt]] (&amp;lt;code&amp;gt;[SLAIN_SPEECH:SLAIN_DWARF]&amp;lt;/code&amp;gt;) and text_elf.txt (&amp;lt;code&amp;gt;[SLAIN_SPEECH:SLAIN_ELF]&amp;lt;/code&amp;gt;) in data\vanilla\vanilla_creatures\objects.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SLOW_LEARNER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Shorthand for {{token|CAN_LEARN|c}} + &amp;lt;code&amp;gt;[[Creature_token#SKILL_LEARN_RATES|[SKILL_LEARN_RATES:50]]]&amp;lt;/code&amp;gt;.{{verify}} Used by a number of 'primitive' creatures (like [[ogre]]s, [[giant]]s and [[troglodyte]]s) in the vanilla game. Applicable to player races. Prevents a player from recruiting nobility, even basic ones. Subterranean creatures with this token combined with {{token|EVIL|c}} will become servants of goblins in their civilizations, in the style of [[troll]]s.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SMALL_REMAINS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature leaves &amp;quot;[[item token#REMAINS|remains]]&amp;quot; instead of a corpse. Used by [[vermin]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SMELL_TRIGGER}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
| Determines how keen a creature's sense of smell is - lower is better. At 10000, a creature cannot smell at all.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SOLDIER_ALTTILE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*'character' or tile number&lt;br /&gt;
| If this creature is active in its civilization's military, it will blink between its default tile and this one.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SOUND}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* Sound application (currently accepts ALERT or PEACEFUL_INTERMITTENT)&lt;br /&gt;
* Sound range (in tiles)&lt;br /&gt;
* Sound delay (lower values = sound is produced more often)&lt;br /&gt;
* VOCALIZATION or NONE (determines whether the sound requires breathing or not)&lt;br /&gt;
* First-person description&lt;br /&gt;
* Third-person description&lt;br /&gt;
* Description when out of sight&lt;br /&gt;
| Creature makes sounds periodically, which can be heard in Adventure mode.&lt;br /&gt;
* First-person reads &amp;quot;You '''bark'''&amp;quot;&lt;br /&gt;
* Third-person reads &amp;quot;The [[capybara]] '''barks'''&amp;quot;&lt;br /&gt;
* Out of sight reads &amp;quot;You hear '''a loud bark'''&amp;quot;&lt;br /&gt;
with the text in bold being the description arguments of the token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SOURCE_HFID}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*Integer&lt;br /&gt;
| Found on generated [[angel]]s. This is the historical figure ID of the deity with which the angel is associated. Since HFIDs are not predictable before worldgen, this isn't terribly usable in mods.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPECIFIC_FOOD}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* PLANT or CREATURE&lt;br /&gt;
* Plant/creature ID&lt;br /&gt;
| Creature will only appear in biomes with this plant or creature available. Grazers given a specific type of grass (such as [[panda]]s and [[bamboo]]) will only eat that grass and nothing else, risking starvation if there's none available. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPHERE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
* [[Sphere#Available_spheres|sphere]]&lt;br /&gt;
| Sets what religious spheres the creature is aligned to, for purposes of being worshipped via the {{token|POWER|c}} token. Also affects the layout of hidden fun stuff, and the creature's name.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPOUSE_CONVERSION_TARGET}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| This creature can be converted by a night creature with {{token|SPOUSE_CONVERTER|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPOUSE_CONVERTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| If the creature has the {{token|NIGHT_CREATURE_HUNTER|c}} tag, it will kidnap {{token|SPOUSE_CONVERSION_TARGET|c}}s and transform them into the caste of its species with the {{token|CONVERTED_SPOUSE|c}} tag during worldgen. It may also start families this way.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPREAD_EVIL_SPHERES_IF_RULER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| If the creature rules over a [[site]], it will cause the local landscape to be corrupted into [[Surroundings#Evil|evil surroundings]] associated with the creature's [[Creature_token#SPHERE|sphere]]s. The creature must have at least one of the following [[sphere]]s for this to take effect: BLIGHT, DEATH, DISEASE, DEFORMITY, NIGHTMARES. The first three kill vegetation, while the others sometimes do.  The last two get [[Plant_token#EVIL|evil plants]] and [[Creature_token#EVIL|evil animals]] sometimes. NIGHTMARES gets [[bogeyman|bogeymen]]. [http://www.bay12forums.com/smf/index.php?topic=169696.msg8162224#msg8162224] Used by [[demon]]s in the vanilla game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|STANCE_CLIMBER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Caste does not require &amp;lt;code&amp;gt;[[Body_token#GRASP|[GRASP]]]&amp;lt;/code&amp;gt; body parts to climb -- it can climb with &amp;lt;code&amp;gt;[[Body_token#STANCE|[STANCE]]]&amp;lt;/code&amp;gt; parts instead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|STANDARD_GRAZER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Acts as {{token|GRAZER|c}} but set to 20000*G*(max size)^(-3/4), where G defaults to 100 but can be set in d_init, and the whole thing is trapped between 150 and 3 million. Used for all grazers in the default creature raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|STRANGE_MOODS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| The creature will get [[strange mood]]s in fortress mode and can produce artifacts.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SUPERNATURAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Gives the creature knowledge of any secrets with &amp;lt;code&amp;gt;[[Interaction_token#IS_SECRET|[SUPERNATURAL_LEARNING_POSSIBLE]]]&amp;lt;/code&amp;gt; that match its [[Creature_token#SPHERE|spheres]] and also prevents it from becoming a [[vampire]] or [[werebeast]]. Other effects are unknown.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SWIMS_INNATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature naturally knows how to swim perfectly and does not use the [[swimmer]] skill, as opposed to {{token|SWIMS_LEARNED|c}} below. However, Fortress mode AI never paths into water anyway, so it's less useful there. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SWIMS_LEARNED}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature swims only as well as their present [[Swimmer|swimming skill]] allows them to.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SYNDROME_DILUTION_FACTOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &amp;lt;[[Syndrome#SYN_IDENTIFIER|syndrome identifier]]&amp;gt;:&amp;lt;percentage&amp;gt;&lt;br /&gt;
| Dilutes the effects of syndromes which have the specified identifier. A percentage of 100 is equal to the regular syndrome effect severity, higher percentages reduce severity.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==T==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TENDONS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
*healing rate &lt;br /&gt;
| The creature has tendons in its {{token|CONNECTIVE_TISSUE_ANCHOR|td}} tissues (bone or chitin by default). Cutting the bone/chitin tissue severs the tendons, disabling motor function if the target is a limb.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|THICKWEB}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature's [[web]]s can catch larger creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*name &lt;br /&gt;
| Begins defining a tissue in the creature file. Follow this with standard tissue definition tokens to define the tissue properties.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_LAYER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*BY_TYPE, BY_CATEGORY, BY_TOKEN&lt;br /&gt;
*TYPE,CATEGORY, or TOKEN&lt;br /&gt;
*TISSUE&lt;br /&gt;
*LOCATION &lt;br /&gt;
| Adds the tissue layer to wherever it is required.&lt;br /&gt;
Non-argument Locations can be FRONT, RIGHT, LEFT, TOP, BOTTOM. Argument locations are AROUND and CLEANS, requiring a further body part and a % of coverage/cleansing&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_LAYER_OVER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*BY_TYPE, BY_CATEGORY, BY_TOKEN&lt;br /&gt;
*TYPE,CATEGORY, or TOKEN&lt;br /&gt;
*TISSUE&lt;br /&gt;
*LOCATION &lt;br /&gt;
| Alias for TISSUE_LAYER&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_LAYER_UNDER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*BY_TYPE, BY_CATEGORY, BY_TOKEN&lt;br /&gt;
*TYPE,CATEGORY, or TOKEN&lt;br /&gt;
*TISSUE&lt;br /&gt;
| Adds the tissue layer under a given part.&lt;br /&gt;
For example, an [[iron man]] has a gaseous poison within, and this tissue (GAS is its name) has the token [TISSUE_LEAKS] and its state is GAS, so when you puncture the iron outside and damage this tissue it leaks gas (can have a syndrome by using a previous one in the creature sample.) [TISSUE_LAYER_UNDER:BY_CATEGORY:ALL:{tissue}] {tissue} is what will be under the TISSUE_LAYER; here is an example Tissue from the Iron Man:&amp;lt;br&amp;gt; &lt;br /&gt;
[TISSUE:GAS] [TISSUE_NAME:gas:NP] [TISSUE_MATERIAL:LOCAL_CREATURE_MAT:GAS] [TISSUE_MAT_STATE:GAS] [RELATIVE_THICKNESS:50] [TISSUE_LEAKS] [TISSUE_SHAPE:LAYER] &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TITAN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on [[titan]]s. Cannot be specified in user-defined raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRADE_CAPACITY}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
*number&lt;br /&gt;
| How much the creature can carry when used by merchants. 1000 by default. If a civilization uses a custom pack animal via ALWAYS_PACK, you must manually add a capacity to the raws of that creature itself. Capacity defaults to null leading to empty caravans.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAINABLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Shortcut for {{token|TRAINABLE_HUNTING|c}} + {{token|TRAINABLE_WAR|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAINABLE_HUNTING}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Can be [[Animal trainer|trained]] as a hunting beast, increasing speed.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAINABLE_WAR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Can be [[Animal trainer|trained]] as a war beast, increasing strength and endurance.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRANCES}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to go into [[martial trance]]s. Used by dwarves in the vanilla game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAPAVOID}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature will never trigger [[trap]]s it steps on. Used by a [[Trapavoid|number of creatures]]. Doesn't make the creature immune to remotely activated traps (like retractable spikes being triggered while the creature is standing over them). TRAPAVOID creatures lose this power if they're immobilized while standing in a trap, be it by stepping on thick web, being paralyzed or being knocked unconscious.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRIGGERABLE_GROUP}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*min&lt;br /&gt;
*max &lt;br /&gt;
| A large swarm of vermin can be disturbed, usually in adventurer mode.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TSU_NOUN}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*noun&lt;br /&gt;
*SINGULAR or PLURAL &lt;br /&gt;
| Noun for the {{token|TISSUE_STYLE_UNIT|c}}, used in the description of the tissue layer's style.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==U==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UBIQUITOUS}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
| Creature will occur in every region with the correct biome. Does not apply to {{token|EVIL|c}}/{{token|GOOD|c}} tags. Supersedes {{token|FREQUENCY|c}} for the purposes of distributing populations through the map, they are present in every part of the valid biome. Respects {{token|FREQUENCY|c}} for the frequency of unit [[Creature token#CLUSTER_NUMBER|cluster]] spawns being of this species.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UNDERGROUND_DEPTH}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*mindepth&lt;br /&gt;
*maxdepth &lt;br /&gt;
| Depth that the creature appears underground. Numbers can be from 0 to 5. 0 is actually 'above ground' and can be used if the creature is to appear both above and below ground. Values from 1-3 are the respective [[cavern]] levels, 4 is the [[magma sea]] and 5 is the [[HFS]]. A single argument may be used instead of min and max. [[Demon]]s use only 5:5; user-defined creatures with both this depth and {{token|FLIER}} will take part in the initial wave from the HFS alongside generated demons, but without {{token|FLIER}} they will only spawn from the map edges. Civilizations that can use underground plants or animals will only export (via the embark screen or caravans) things that are available at depth 1.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UNDERSWIM}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is displayed as blue when in [[Water#Depth|7/7 water]]. Used on fish and amphibious creatures which swim under the water.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UNIQUE_DEMON}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Found on generated [[demon]]s; causes the game to create a single named instance of the demon which will emerge from the underworld and take over civilizations during worldgen.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_CASTE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*new caste token&lt;br /&gt;
*old caste token&lt;br /&gt;
| Defines a new caste derived directly from a previous caste. The new caste inherits all properties of the old one. The effect of this tag is automatic if one has not yet defined any castes: &amp;quot;Any caste-level tag that occurs before castes are explicitly declared is saved up and placed on any caste that is declared later, unless the caste is explicitly derived from another caste.&amp;quot;&lt;br /&gt;
Roostre: &amp;quot;When DF detects duplicate tokens in the raws of the same object, a failsafe seems to kick in; it takes the bottom-most of the duplicates, and disregards the others. In the case of tokens added by a mod, it prioritizes the duplicate in the mod.&amp;quot; This means that if a tag is defined in the base-caste and redefined in the derived caste, the derived tag overwrites the base tag. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_MATERIAL}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*new material ID&lt;br /&gt;
*old material ID&lt;br /&gt;
| Defines a new local creature material and populates it with all properties defined in the specified local creature material.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_MATERIAL_TEMPLATE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*new material token&lt;br /&gt;
*material template &lt;br /&gt;
| Defines a new local creature material and populates it with all properties defined in the specified template. [http://www.bay12forums.com/smf/index.php?topic=175437.msg8441368#msg8441368 There seems to be a limit of 200 materials per creature].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_TISSUE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*new tissue token&lt;br /&gt;
*old tissue id&lt;br /&gt;
| Defines a new local creature tissue and populates it with all properties defined in the local tissue specified in the second argument.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_TISSUE_TEMPLATE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*new tissue token&lt;br /&gt;
*tissue template&lt;br /&gt;
| Loads a tissue template listed in OBJECT:TISSUE_TEMPLATE files, such as tissue_template_default.txt. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UTTERANCES}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Changes the language of the creature into unintelligible 'kobold-speak', which creatures of other species will be unable to understand. If a civilized creature has this and is not part of a {{token|SKULKING|e}} civ, it will tend to start wars with all nearby civilizations and will be unable to make peace treaties due to 'inability to communicate'.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==V==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VEGETATION}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Like {{token|AT_PEACE_WITH_WILDLIFE}}, but also makes the creature more valued in artwork by civilisations with the PLANT [[sphere]]. [http://www.bay12forums.com/smf/index.php?topic=169696.msg8316954#msg8316954] Used by [[grimeling]]s in the vanilla game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_BITE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*chance of occurrence{{verify}}&lt;br /&gt;
*verb (bitten, stung, etc.)&lt;br /&gt;
* [[material token]]&lt;br /&gt;
* [[Material_definition_token#Material_States|material state]]&lt;br /&gt;
| Enables vermin to bite other creatures, injecting the specified material. See {{token|SPECIALATTACK_INJECT_EXTRACT|c}} for details about injection - this token presumably works in a similar manner.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_EATER}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
| The vermin creature will attempt to eat exposed food. See {{token|PENETRATEPOWER|c}}. Distinct from {{token|VERMIN_ROTTER|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_FISH}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The vermin appears in [[water]] and will attempt to swim around.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_GROUNDER}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creature appears in &amp;quot;general&amp;quot; surface ground locations. Note that this doesn't stop the creature from flying if it can (most vermin birds have this tag).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_HATEABLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Some dwarves will [[Preferences|hate]] the creature and get unhappy thoughts when around it. See the [[Hateable|list of hateable vermin]] for details.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_MICRO}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| This makes the creature move in a swarm of creatures of the same race as it (e.g. swarm of flies, swarm of ants).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_NOFISH}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature cannot be caught by [[fishing]]. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_NOROAM}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature will not be observed randomly roaming about the map. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_NOTRAP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature cannot be caught in baited [[animal trap]]s; however, a &amp;quot;[[Trapper|catch live land animal]]&amp;quot; task may still be able to capture one if a dwarf finds one roaming around.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_ROTTER}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The vermin are attracted to rotting stuff and loose food left in the open and cause unhappy thoughts to dwarves who encounter them. Present on flies, knuckle worms, acorn flies, and blood gnats. Speeds up decay?{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_SOIL}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creature randomly appears near dirt or mud, and may be uncovered by creatures that have the {{token|ROOT_AROUND|c}} interaction such as [[goose|geese]] and [[chicken]]s. Dwarves will ignore the creature when given the &amp;quot;Capture live land animal&amp;quot; task.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_SOIL_COLONY}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The vermin will appear in a single tile cluster of many vermin, such as a colony of ants.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMINHUNTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Old shorthand for &amp;quot;does cat stuff&amp;quot;. Contains {{token|AT_PEACE_WITH_WILDLIFE|c}} + {{token|RETURNS_VERMIN_KILLS_TO_OWNER|c}} + {{token|HUNTS_VERMIN|c}} + {{token|ADOPTS_OWNER|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VESPERTINE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Sets the creature to be active during the evening in adventurer mode. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VIEWRANGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
| Value should determine how close you have to get to a critter before it attacks (or prevents adv mode travel etc.) Default is 20.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VISION_ARC}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*binocular vision arc&lt;br /&gt;
*non-binocular vision arc&lt;br /&gt;
| The width of the creature's vision arcs, in degrees (i.e. 0 to 360). The first number is binocular vision, the second is non-binocular vision.  Binocular vision has a minimum of about 10 degrees, monocular, a maximum of about 350 degrees. Values past these limits will be accepted, but will default to ~10 degrees and ~350 degrees respectively. Defaults are 60:120.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==W==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WAGON_PULLER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to pull caravan wagons. If a civilization doesn't have access to any, it is restricted to trading with pack animals.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WEBBER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
| Allows the creature to create [[web]]s, and defines what the webs are made of.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WEBIMMUNE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature will not get caught in thick [[web]]s. Used by creatures who can shoot thick webs (such as [[giant cave spider]]s) in order to make them immune to their own attacks.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Attack Tokens==&lt;br /&gt;
&lt;br /&gt;
Attacks can use four different part selection criteria; while all vanilla attacks use only BODYPART (e.g. ATTACK:PUNCH:BODYPART:BY_TYPE:GRASP), there are other options available.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Part type token&lt;br /&gt;
! width=&amp;quot;30%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BODYPART}}&lt;br /&gt;
| &lt;br /&gt;
* BY_TYPE/BY_TOKEN/BY_CATEGORY&lt;br /&gt;
* type/token/category&lt;br /&gt;
| This attack uses a particular body part; for example, BY_TYPE:GRASP will make it use any part that can hold onto an object.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_LAYER}}&lt;br /&gt;
|&lt;br /&gt;
* BY_TYPE/BY_TOKEN/BY_CATEGORY&lt;br /&gt;
* type/token/category&lt;br /&gt;
* tissue layer&lt;br /&gt;
| This attack uses a specific tissue layer on a specific body part; BY_TYPE:GRASP:BONE will make it use the bone of the hands.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CHILD_BODYPART_GROUP}}&lt;br /&gt;
|&lt;br /&gt;
* BY_TYPE/BY_TOKEN/BY_CATEGORY&lt;br /&gt;
* type/token/category&lt;br /&gt;
* BY_TYPE/BY_TOKEN/BY_CATEGORY&lt;br /&gt;
* type/token/category&lt;br /&gt;
| Uses a body part that is subordinate to another; BY_CATEGORY:ARM_LOWER:BY_TYPE:GRASP will make it use every hand attached to each lower arm (so it will generate one attack per lower arm, each of which will use every hand on that arm, assuming there are multiple hands per arm).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CHILD_TISSUE_LAYER_GROUP}}&lt;br /&gt;
| &lt;br /&gt;
* BY_TYPE/BY_TOKEN/BY_CATEGORY&lt;br /&gt;
* type/token/category&lt;br /&gt;
* BY_TYPE/BY_TOKEN/BY_CATEGORY&lt;br /&gt;
* type/token/category&lt;br /&gt;
* tissue layer&lt;br /&gt;
| As CHILD_BODYPART_GROUP, but specifying a tissue, too.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_SKILL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Skill token]]&lt;br /&gt;
| Defines the skill used by the attack.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_VERB}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*2nd person&lt;br /&gt;
*3rd person &lt;br /&gt;
| Descriptive text for the attack.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_CONTACT_PERC}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*% value &lt;br /&gt;
| The contact area of the attack, measured in % of the body part's volume. Note that all attack percentages can be more than 100%.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_PENETRATION_PERC}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*% value &lt;br /&gt;
| The penetration value of the attack, measured in % of the body part's volume. Requires ATTACK_FLAG_EDGE. Maximum value: 15000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_PRIORITY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*MAIN or SECOND &lt;br /&gt;
| Usage frequency. MAIN attacks are 100 times more frequently chosen than SECOND. Opportunity attacks ignore this preference.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_VELOCITY_MODIFIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*number&lt;br /&gt;
| The velocity multiplier of the attack, multiplied by 1000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_FLAG_CANLATCH}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Attacks that damage tissue have the chance to latch on in a wrestling hold. The grabbing bodypart can then use the &amp;quot;shake around&amp;quot; wrestling move, causing severe, armor-bypassing tensile damage according to the attacker's body volume.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_FLAG_WITH}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Displays the name of the body part used to perform an attack while announcing it, e.g. &amp;quot;The weaver punches the bugbat with his right hand&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_FLAG_EDGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The attack is edged, with all the effects on physical resistance and contact area that it entails.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_PREPARE_AND_RECOVER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* Preparation time&lt;br /&gt;
* Recovery time&lt;br /&gt;
| Determines the length of time to prepare this attack and until one can perform this attack again. Values appear to be calculated in adventure mode ticks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_FLAG_BAD_MULTIATTACK}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Multiple strikes with this attack cannot be performed effectively.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_FLAG_INDEPENDENT_MULTIATTACK}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Multiple strikes with this attack can be performed with no penalty. The creature will use all attacks with this token at once.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPECIALATTACK_INJECT_EXTRACT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*&amp;lt;[[material token]]&amp;gt;&lt;br /&gt;
*&amp;lt;[[Material_definition_token#Material_States|material state]]&amp;gt;&lt;br /&gt;
*&amp;lt;min quantity&amp;gt;&lt;br /&gt;
*&amp;lt;max quantity&amp;gt;&lt;br /&gt;
| When added to an attack, causes the attack to inject the specified material into the victim's bloodstream. Once injected, the material will participate in [[temperature|thermal]] exchange within the creature - injecting something like molten [[iron]] (INORGANIC:IRON:LIQUID) would cause most unmodded creatures to melt (note that some of the injected material also [[contaminant|splatters]] over the bodypart used to carry out the attack, so it should be protected appropriately). If the injected material has an associated [[syndrome]] with the [[Syndrome#SYN_INJECTED|[SYN_INJECTED]]] token, it will be transmitted to the victim. If the attack is blunt, the injected material lacks the [[Material definition token#ENTERS_BLOOD|[ENTERS_BLOOD]]] token, the attacked bodypart has no [[Tissue_definition_token#VASCULAR|[VASCULAR]]] tissues, or the victim is bloodless, the material will splatter over the attacked body part instead. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPECIALATTACK_INTERACTION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*interaction&lt;br /&gt;
| When this attack lands successfully, a specified interaction will take effect on the target creature. The attack must break the target creature's skin in order to work. This will take effect in worldgen as well. If the attack would break skin, the interaction will occur '''before the attack actually lands'''.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPECIALATTACK_SUCK_BLOOD}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*min&lt;br /&gt;
*max&lt;br /&gt;
| Successful attack draws out an amount of blood randomized between the min and max value. Beware that this '''will''' trigger any ingestion syndromes attached to the target creature's blood - for example, using this attack on a vampire will turn you into one too.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Tissue Layer Tokens==&lt;br /&gt;
Tissue layers are added to a creature's body parts by the creature tokens [[#TISSUE_LAYER|TISSUE_LAYER]], [[#TISSUE_LAYER_OVER|TISSUE_LAYER_OVER]], [[#TISSUE_LAYER_UNDER|TISSUE_LAYER_UNDER]], and the body detail plan token [[#TL_LAYERS|TL_LAYERS]].&lt;br /&gt;
&lt;br /&gt;
These tissue layers are not the same thing as tissues, which are defined at creature level, but rather applications of the tissues. If the SKIN tissue of a creature is the more general and abstract notion of what skin is for that creature, then a tissue layer may be the &amp;quot;actual&amp;quot; skin on the creature's nose, head, or second toe. As most creatures have more than one body part, tissue layers are normally selected en masse.&lt;br /&gt;
&lt;br /&gt;
Some tissue layer tokens are analogous to tissue definition tokens, e.g. [[#TL_CONNECTS|TL_CONNECTS]] to [[tissue_definition_token#CONNECTS|CONNECTS]].&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SELECT_TISSUE_LAYER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*TISSUE&lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*Location - category, type, or token | Selects a tissue at a location&lt;br /&gt;
* (optional) FRONT, BACK, LEFT, RIGHT, TOP, BOTTOM, AROUND.&lt;br /&gt;
| Begins a selection of tissue layers. &lt;br /&gt;
[SELECT_TISSUE_LAYER:HEART:BY_TYPE:HEART]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PLUS_TISSUE_LAYER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*TISSUE&lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*Location - category, type, or token &lt;br /&gt;
| Adds tissue layers to those selected.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SET_TL_GROUP}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*TISSUE&lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*Location - category, type, or token&lt;br /&gt;
*tissue &lt;br /&gt;
| Begins a selection of tissue layers. Only usable for descriptor and cosmetic purposes. &lt;br /&gt;
&lt;br /&gt;
Research has implied it may be redundant with SELECT_TISSUE_LAYER, as the latter allows for cosmetics as well as &amp;quot;functional&amp;quot; tokens such as TL_MAJOR_ARTERIES. Vanilla raws still use SET_TL_GROUP though, for all cosmetic purposes. More research is needed on this subject.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PLUS_TL_GROUP}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*Location - category, type, or token&lt;br /&gt;
*tissue &lt;br /&gt;
| Adds tissue layers to those selected. Like SET_TL_GROUP, it may be redundant even if used in the vanilla raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SET_LAYER_TISSUE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*TISSUE&lt;br /&gt;
| Sets a selected tissue layer to be made of a different tissue.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SHEARABLE_TISSUE_LAYER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* tissue modifier&lt;br /&gt;
* required value&lt;br /&gt;
| Tissue layer can be sheared for its component material. The specified modifier must be at least of the desired value for shearing to be possible (for example, a [[llama]]'s wool must have a LENGTH of 300 before it is shearable).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_LAYER_APPEARANCE_MODIFIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*QUALITY&lt;br /&gt;
*lowest&lt;br /&gt;
*lower&lt;br /&gt;
*low&lt;br /&gt;
*median&lt;br /&gt;
*high&lt;br /&gt;
*higher&lt;br /&gt;
*highest &lt;br /&gt;
| Sets the range of qualities, including LENGTH, DENSE, HIGH_POSITION, CURLY, GREASY, WRINKLY&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_STYLE_UNIT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*tissue style unit ID&lt;br /&gt;
*shaping&lt;br /&gt;
| Sets tissue layer to be the target of TISSUE_STYLE token specified for an entity, works only on entity members. Mostly used with tissues HAIR, BEARD, MOUSTACHE, SIDEBURNS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_COLOR_MODIFIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*COLOR&lt;br /&gt;
*freq&lt;br /&gt;
*COLOR&lt;br /&gt;
*freq etc. &lt;br /&gt;
| Creates a list of colors/color patterns, giving each a relative frequency. If the given color or pattern does not exist, the tissue is described as being &amp;quot;transparent&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TLCM_GENETIC_MODEL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| The way the color modifier is passed on to offspring. May or may not work right now.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TLCM_IMPORTANCE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*number&lt;br /&gt;
| Presumably modifies the importance of the tissue layer color modifier, for description purposes.&lt;br /&gt;
HOWEVER using this appears to remove all mention of colour from creature descriptions. It does not appear in any default creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TLCM_NOUN}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*name&lt;br /&gt;
*SINGULAR or PLURAL&lt;br /&gt;
| Names the tissue layer color modifier, and determines the noun. Also used by [[Utility:Stonesense|Stonesense]] for colouring body parts. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TLCM_TIMING}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*ROOT&lt;br /&gt;
*start change window years&lt;br /&gt;
*days&lt;br /&gt;
*end change window years&lt;br /&gt;
*days&lt;br /&gt;
| Determines the point in the creature's life when the color change begins and ends.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_CONNECTS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Gives the CONNECTS attribute to selected layers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_HEALING_RATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
| Changes the HEALING_RATE of the selected tissue layers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_MAJOR_ARTERIES}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Gives the &amp;quot;major arteries&amp;quot; attribute to selected layers. Used to add massive bleeding properties to the throat, made from skin.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_PAIN_RECEPTORS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
| Changes the number of pain receptors for selected tissue layers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_RELATIVE_THICKNESS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
| Changes the relative thickness for selected tissue layers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_VASCULAR}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
| Sets a new VASCULAR value (which modulates bleeding) for selected tissue layers.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Body detail plan token]]&lt;br /&gt;
*[[Body token]]&lt;br /&gt;
*[[Material definition token]]&lt;br /&gt;
*[[Syndrome]]&lt;br /&gt;
*[[Tissue definition token]]&lt;br /&gt;
*[[Creature examples]]&lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
{{Category|Tokens}}&lt;br /&gt;
[[ru:Creature token]]&lt;/div&gt;</summary>
		<author><name>DikbutDaGrate</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=DF2014:Graphic_set&amp;diff=301658</id>
		<title>DF2014:Graphic set</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=DF2014:Graphic_set&amp;diff=301658"/>
		<updated>2024-05-31T19:53:01Z</updated>

		<summary type="html">&lt;p&gt;DikbutDaGrate: Added vermin to perch&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}{{av}}&lt;br /&gt;
&lt;br /&gt;
{{For/see|an overview of graphics in DF|[[Graphics]]}}&lt;br /&gt;
{{For/see|user-created graphics sets|[[Graphics set repository]]}}&lt;br /&gt;
&lt;br /&gt;
{{Mod}}&lt;br /&gt;
&lt;br /&gt;
A '''graphic set''' is an additional custom [[tilesets|tileset]] intended for [[creature]]s. While this is eventually planned for all objects in game, only creatures can currently be assigned to graphic sets. Graphic sets are placed in {{tt|raw/graphics}} (as well as the raw folder of each save); a corresponding text file assigns tiles to objects.&lt;br /&gt;
&lt;br /&gt;
== Documentation ==&lt;br /&gt;
&lt;br /&gt;
=== Location and size ===&lt;br /&gt;
&lt;br /&gt;
The text files are placed directly in the {{tt|raw/graphics}} folder while the graphic sets themselves should be in subfolders. Graphic sets don't need to have the same tile size as the main tileset, they will be resized automatically to match it. As the automatic resizing algorithm might introduce artifacts or unintended aliasing to your art, it is recommended to draw them in the intended dimension from the beginning. The number of tiles and their spatial arrangement doesn't matter; see [[#Notes|Notes]] for details.&lt;br /&gt;
&lt;br /&gt;
=== Possible graphics ===&lt;br /&gt;
&lt;br /&gt;
:''You can find a detailed list [[#List of professions, creatures and states|below]].''&lt;br /&gt;
&lt;br /&gt;
All creatures can have separate graphics assigned to their adult and child states, undead, and their -men and giant variants. In addition, the major [[civilization]]s can have separate graphics for all professions (such as miner, mason, caravan guard, and ghost). You can assign one graphic to several creatures/states, and you can set each tile to either be displayed as it appears or let the game color them. Vermin and different genders cannot have separate graphics assigned to them.&lt;br /&gt;
&lt;br /&gt;
=== Text file syntax ===&lt;br /&gt;
&lt;br /&gt;
A graphic set needs a text file that tells the game which tile is used for which creature. You can use separate text files for each graphic set, or a single one for several. Each text file consists of a header, one or more graphic set definitions (called &amp;quot;{{tt|TILE_PAGE}}&amp;quot;) and several creature graphics entries, each of which has subentries for professions.&lt;br /&gt;
&lt;br /&gt;
The structure of a typical text file would look like this:&lt;br /&gt;
&lt;br /&gt;
* Header&lt;br /&gt;
* Tile page definition&lt;br /&gt;
** Creature graphic entry&lt;br /&gt;
*** profession subentry&lt;br /&gt;
*** more&lt;br /&gt;
*** profession&lt;br /&gt;
*** subentries&lt;br /&gt;
** next creature&lt;br /&gt;
*** with&lt;br /&gt;
*** more&lt;br /&gt;
*** professions&lt;br /&gt;
* new tile page definition&lt;br /&gt;
** a creature&lt;br /&gt;
*** with adult&lt;br /&gt;
*** and child graphics&lt;br /&gt;
** and another creature&lt;br /&gt;
*** adult&lt;br /&gt;
*** child&lt;br /&gt;
&lt;br /&gt;
Below is an example of such a file:&lt;br /&gt;
&lt;br /&gt;
 graphics_mygraphics &amp;amp;larr; &amp;lt;small&amp;gt;&amp;lt;span style=&amp;quot;color:#808080&amp;quot;&amp;gt;'''The first line of the header. You'll be saving the text document as this name (graphics_mygraphics.txt) &amp;lt;br/&amp;gt;                            This name should match the folder name you will be using in &amp;quot;raw/graphics&amp;quot;.'''&amp;lt;/span&amp;gt;&amp;lt;/small&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
 [OBJECT:GRAPHICS] &lt;br /&gt;
 &amp;lt;small&amp;gt;&amp;lt;span style=&amp;quot;color:#808080&amp;quot;&amp;gt;'''This concludes the header. Each graphic set text file needs to contain these lines.'''&amp;lt;/span&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;------------------------------&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
 below are dwarves &amp;amp;larr; &amp;lt;small&amp;gt;&amp;lt;span style=&amp;quot;color:#808080&amp;quot;&amp;gt;'''text outside brackets gets ignored. You can use it for comments and organizing your file visually with lines'''&amp;lt;/span&amp;gt;&amp;lt;/small&amp;gt; &amp;lt;br/&amp;gt; &lt;br /&gt;
 [TILE_PAGE:MYDWARVES] &amp;amp;larr; &amp;lt;small&amp;gt;&amp;lt;span style=&amp;quot;color:#808080&amp;quot;&amp;gt;'''Here you are defining properties of a single graphic set image.&amp;lt;br/&amp;gt;The title MYDWARVES will be used in creature graphic entries to refer to that graphic set. The title doesn't have to match any creature, folder, or image name.'''&amp;lt;/span&amp;gt;&amp;lt;/small&amp;gt; &lt;br /&gt;
        [FILE:mygraphics/mydwarves.png] &amp;amp;larr; &amp;lt;small&amp;gt;&amp;lt;span style=&amp;quot;color:#808080&amp;quot;&amp;gt;'''The subfolder where the graphic set is located (relative to this text file) and its filename, including the file&amp;lt;br/&amp;gt;extension. '''&amp;lt;/span&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
        [TILE_DIM:16:16] &amp;amp;larr; &amp;lt;small&amp;gt;&amp;lt;span style=&amp;quot;color:#808080&amp;quot;&amp;gt;'''Height:Width - Pixels per tile, so DF knows where one tile ends and another begins'''&amp;lt;/span&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
        [PAGE_DIM:5:3] &amp;amp;larr; &amp;lt;small&amp;gt;&amp;lt;span style=&amp;quot;color:#808080&amp;quot;&amp;gt;'''Width:Height - Tiles per image and how they're arranged in rows and columns.'''&amp;lt;/span&amp;gt;&amp;lt;/small&amp;gt; &amp;lt;br/&amp;gt;&lt;br /&gt;
 		&amp;lt;small&amp;gt;&amp;lt;span style=&amp;quot;color:#808080&amp;quot;&amp;gt;'''This concludes the first TILE_PAGE definition.''' &amp;lt;/span&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
 		&amp;lt;small&amp;gt;&amp;lt;span style=&amp;quot;color:#808080&amp;quot;&amp;gt;'''Next are the creature graphic entries. Syntax is: [Profession:TILE_PAGE:X:Y:Color:State]''' &amp;lt;/span&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
 		&amp;lt;small&amp;gt;&amp;lt;span style=&amp;quot;color:#808080&amp;quot;&amp;gt;'''X and Y are the coordinates of the tile on the image. More information below.''' &amp;lt;/span&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
 [CREATURE_GRAPHICS:DWARF] &amp;amp;larr; &amp;lt;small&amp;gt;&amp;lt;span style=&amp;quot;color:#808080&amp;quot;&amp;gt;'''The value (DWARF in this case) is the name the creature has in the raws. This NEEDS to be spelled correctly.'''&amp;lt;/span&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
        [DEFAULT:MYDWARVES:0:0:'''ADD_COLOR''':DEFAULT]&lt;br /&gt;
                                   &amp;amp;uarr; &amp;lt;small&amp;gt;&amp;lt;span style=&amp;quot;color:#808080&amp;quot;&amp;gt;''' The ADD_COLOR value tells DF to give the tile the same colors as the default graphic '''&amp;lt;/span&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
        [STANDARD:MYDWARVES:1:0:'''AS_IS''':DEFAULT]&lt;br /&gt;
                                   &amp;amp;uarr; &amp;lt;small&amp;gt;&amp;lt;span style=&amp;quot;color:#808080&amp;quot;&amp;gt;'''AS_IS takes the tile as it is. Most likely this is the setting you want'''&amp;lt;/span&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
        [MINER:MYDWARVES:2:0:AS_IS:DEFAULT]&lt;br /&gt;
                   &amp;amp;darr; &amp;lt;small&amp;gt;&amp;lt;span style=&amp;quot;color:#808080&amp;quot;&amp;gt;'''We defined the tile page above. it refers to the image mydwarves.png '''&amp;lt;/span&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
        [CHILD:'''MYDWARVES''':3:0:AS_IS:DEFAULT]&lt;br /&gt;
        [BABY:MYDWARVES:4:0:AS_IS:DEFAULT]&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
 humans &amp;lt;br/&amp;gt;&lt;br /&gt;
 [TILE_PAGE:MYHUMANS] &amp;amp;larr; &amp;lt;small&amp;gt;&amp;lt;span style=&amp;quot;color:#808080&amp;quot;&amp;gt;'''The next TILE_PAGE definition. You could put that (and its creature graphic entries) in a separate text file, but it would have to contain&amp;lt;br/&amp;gt;its own header.'''&amp;lt;/span&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
        [FILE:Other_Graphics/humans.png] &amp;amp;larr; &amp;lt;small&amp;gt;&amp;lt;span style=&amp;quot;color:#808080&amp;quot;&amp;gt;'''This file is in another subfile'''&amp;lt;/span&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
        [TILE_DIM:16:16]&lt;br /&gt;
        [PAGE_DIM:1:4] &amp;lt;br/&amp;gt;&lt;br /&gt;
 [CREATURE_GRAPHICS:HUMAN]&lt;br /&gt;
        [DEFAULT:MYHUMANS:0:0:AS_IS:DEFAULT]	&lt;br /&gt;
    ''' Notes can go here too.'''        &lt;br /&gt;
        [SWORDSMAN:MYHUMANS:0:1:AS_IS:DEFAULT]&lt;br /&gt;
        ['''RECRUIT''':MYHUMANS:0:2:AS_IS:'''ADVENTURER'''] &amp;amp;larr; &amp;lt;small&amp;gt;&amp;lt;span style=&amp;quot;color:#808080&amp;quot;&amp;gt;'''An ADVENTURER with no weapons'''&amp;lt;/span&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
        ['''SWORDSMAN''':MYHUMANS:0:3:AS_IS:'''ADVENTURER'''] &amp;amp;larr; &amp;lt;small&amp;gt;&amp;lt;span style=&amp;quot;color:#808080&amp;quot;&amp;gt;'''An ADVENTURER with a sword'''&amp;lt;/span&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;==============================&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
 animals &amp;lt;br/&amp;gt;&lt;br /&gt;
 [TILE_PAGE:MYANIMALS]&lt;br /&gt;
        [FILE:Other_Graphics/animals'''.bmp'''] &amp;amp;larr; &amp;lt;small&amp;gt;&amp;lt;span style=&amp;quot;color:#808080&amp;quot;&amp;gt;'''Pictures can be in .BMP format, too.'''&amp;lt;/span&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
        [TILE_DIM:16:16]&lt;br /&gt;
        [PAGE_DIM:6:2] &amp;lt;br/&amp;gt;&lt;br /&gt;
 [CREATURE_GRAPHICS:DOG]&lt;br /&gt;
        [DEFAULT:MYANIMALS:0:0:AS_IS:DEFAULT]&lt;br /&gt;
        [CHILD:MYANIMALS:1:0:AS_IS:DEFAULT]&lt;br /&gt;
        ['''TRAINED_HUNTER''':MYANIMALS:4:0:AS_IS:DEFAULT] &amp;amp;larr; &amp;lt;small&amp;gt;&amp;lt;span style=&amp;quot;color:#808080&amp;quot;&amp;gt;'''TRAINED_HUNTER profession only works with animals that have {{Token|TRAINABLE|c}} or {{Token|TRAINABLE_HUNTING|c}}.'''&amp;lt;/span&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
        ['''TRAINED_WAR''':MYANIMALS:5:0:AS_IS:DEFAULT] &amp;amp;larr; &amp;lt;small&amp;gt;&amp;lt;span style=&amp;quot;color:#808080&amp;quot;&amp;gt;'''TRAINED_WAR profession only works with animals that have {{tt|[TRAINABLE]}} or {{tt|[TRAINABLE_WAR]}}.'''&amp;lt;/span&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
 [CREATURE_GRAPHICS:CAT]&lt;br /&gt;
        [DEFAULT:MYANIMALS:0:1:AS_IS:DEFAULT]&lt;br /&gt;
&lt;br /&gt;
=== Coordinates ===&lt;br /&gt;
&lt;br /&gt;
The {{tt|PAGE_DIM}} value in the {{tt|TILE_PAGE}} section defines how many columns and rows a given {{tt|TILE_PAGE}} (graphic set) has. The first value is the x-axis (&amp;quot;width&amp;quot;), the second value the y-axis (&amp;quot;height&amp;quot;). The origin (0,0) is at the top left.&lt;br /&gt;
&lt;br /&gt;
This is how the coordinates would work with the image {{tt|mydwarves.png}} from the example above:&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
| 0:0 || 1:0 || 2:0 || '''3:0''' || 4:0&lt;br /&gt;
|-&lt;br /&gt;
| 0:1 || 1:1 || 2:1 ||    3:1    || 4:1&lt;br /&gt;
|-&lt;br /&gt;
| 0:2 || 1:2 || 2:2 ||    3:2    || 4:2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The position of the dwarven child graphic from the example above ({{tt|[CHILD:MYDWARVES:'''3:0''':AS_IS:DEFAULT]}}) is shown in bold.&lt;br /&gt;
&lt;br /&gt;
Note that the coordinates start at 0, not 1. So, ''the last column in a 5 tile wide image is at 4'', not at 5.&lt;br /&gt;
&lt;br /&gt;
=== Notes ===&lt;br /&gt;
&lt;br /&gt;
The total number of tiles in a sheet cannot number more than 1024, regardless of how big (18×18) or how small (8×12) each tile is. Thus, a sheet that has its graphics organized into 22 rows and 44 columns works fine (as 22 × 44 = 968, which is less than 1024. However, a sheet that has 24 rows and 44 columns (24 × 44 = 1056) will not work.&lt;br /&gt;
&lt;br /&gt;
The order of a text file is fairly flexible. You can have several TILE_PAGEs in succession and the entries of each all together, or have one TILE_PAGE followed by all of its entries, before you define the next TILE_PAGE with its entries. The only limitation is that the TILE_PAGE ''must be before its entries''.&lt;br /&gt;
&lt;br /&gt;
== List of professions, creatures and states ==&lt;br /&gt;
&lt;br /&gt;
As shown in the example above, the syntax is&lt;br /&gt;
&lt;br /&gt;
 [CREATURE_GRAPHICS:'''Creature name''']&lt;br /&gt;
       ['''Profession''':MYHUMANS:0:0:AS_IS:'''Texture Token''']&lt;br /&gt;
&lt;br /&gt;
In the following, you will find tables with valid values.&lt;br /&gt;
&lt;br /&gt;
=== Texture tokens ===&lt;br /&gt;
&lt;br /&gt;
 [CREATURE_GRAPHICS:HUMAN]&lt;br /&gt;
       [DEFAULT:MYHUMANS:0:0:AS_IS:'''''DEFAULT''''']	&lt;br /&gt;
       [SWORDSMAN:MYHUMANS:0:1:AS_IS:'''''DEFAULT''''']&lt;br /&gt;
       [RECRUIT:MYHUMANS:0:2:AS_IS:'''''ADVENTURER''''']&lt;br /&gt;
&lt;br /&gt;
'''Note that the Tokens GHOST and ANIMATED go in the ''profession'' spot, not the texture token as you would expect'''—this means that you can't have separate graphics for miner zombies, axedwarf zombies, speardwarf zombies, etc.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DEFAULT}}&lt;br /&gt;
| Standard creature&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ADVENTURER}}&lt;br /&gt;
| Used when playing the creature as an adventurer(?)&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAW_ENFORCE}}&lt;br /&gt;
| Presumably used by members of the squad led by a position responsible for LAW_ENFORCEMENT (i.e. Fortress Guards)&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TAX_ESCORT}}&lt;br /&gt;
| Presumably used by members of the squad led by a position responsible for ESCORT_TAX_COLLECTOR (currently nobody)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Note that the Tokens GHOST and ANIMATED go in the ''profession'' spot, not the texture token as you would expect'''—this means that you can't have separate graphics for miner zombies, axedwarf zombies, speardwarf zombies, etc.&lt;br /&gt;
&lt;br /&gt;
=== Professions ===&lt;br /&gt;
&lt;br /&gt;
 [CREATURE_GRAPHICS:HUMAN]&lt;br /&gt;
        ['''''DEFAULT''''':MYHUMANS:0:0:AS_IS:DEFAULT]	&lt;br /&gt;
        ['''''SWORDSMAN''''':MYHUMANS:0:1:AS_IS:DEFAULT]&lt;br /&gt;
        ['''''RECRUIT''''':MYHUMANS:0:2:AS_IS:ADVENTURER]&lt;br /&gt;
&lt;br /&gt;
You can find these in {{tt|raw/objects/entity_default.txt}} as {{Token|PERMITTED_JOB|e}} and {{Token|POSITION|e}}. {{tt|POSITION}}s are only defined under the entry for Dwarves, but all Civilizations use these definitions.{{verify}}&lt;br /&gt;
&lt;br /&gt;
All 5 major civilizations (dwarves, elves, humans, goblins, kobolds) use at least some of these professions. Regardless, all 5 as well as [[animal people]]s and [[gorlak]]s can have any profession available to the civilization(s) they become part of—which can be any civilization. Additionally, [[plump helmet man|plump helmet men]] can have any profession which doesn't require talking (they cannot talk). In summary, any dwarf, elf, human, goblin, kobold, animal person, and gorlak can theoretically have any profession.&lt;br /&gt;
&lt;br /&gt;
The highest skill of a creature determine which profession graphic it uses. {{tt|DEFAULT}} is used when no graphic for a profession is found (not to be mistaken for the Texture token {{tt|DEFAULT}}). {{tt|STANDARD}} is used for creatures that have no professions like haulers and peasants.&lt;br /&gt;
&lt;br /&gt;
Position tokens are graphics used for appointed positions in the world, like queen, baron, general, but also slave and prisoner. When a creature does have a position and a graphic exists for that position, it takes precedence over the profession graphic. &lt;br /&gt;
&lt;br /&gt;
In-game titles and position tags aren't necessarily the same. For example, female elven rulers are entitled ''queen'' and ''princess'', but their positions tags are {{tt|[POSITION:LEADER]}} and {{tt|[POSITION:GENERAL]}}, respectively. While the position is called {{tt|[POSITION:MONARCH]}} in the raws, you can specify {{tt|QUEEN}} and {{tt|KING}} in your graphic set. You can also have separate graphics for a ruler's spouse, for example {{tt|[POSITION:BARON_CONSORT]}}. It is not clear from the raws which exact position names and genders are valid.{{verify}} In case of doubt, you can define them all, the game will just skip them if they don't exist.{{verify}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Token !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| DEFAULT || Used when no graphic for a profession is found&lt;br /&gt;
|-&lt;br /&gt;
| STANDARD || Used for creatures that have no professions like haulers and peasants.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ANIMATED}} || Animated (zombie/skeleton) version of the creature&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GHOST}} || Ghostly version of the creature&lt;br /&gt;
|-&lt;br /&gt;
| CHILD || &lt;br /&gt;
|-&lt;br /&gt;
| BABY || &lt;br /&gt;
|-&lt;br /&gt;
| DRUNK || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Civilians !! Used by&lt;br /&gt;
|-&lt;br /&gt;
| MINER || &lt;br /&gt;
|-&lt;br /&gt;
| WOODWORKER || &lt;br /&gt;
|-&lt;br /&gt;
| CARPENTER || &lt;br /&gt;
|-&lt;br /&gt;
| BOWYER || &lt;br /&gt;
|-&lt;br /&gt;
| WOODCUTTER || &lt;br /&gt;
|-&lt;br /&gt;
| STONEWORKER || &lt;br /&gt;
|-&lt;br /&gt;
| ENGRAVER || &lt;br /&gt;
|-&lt;br /&gt;
| MASON || &lt;br /&gt;
|-&lt;br /&gt;
| RANGER || &lt;br /&gt;
|-&lt;br /&gt;
| ANIMAL_CARETAKER || &lt;br /&gt;
|-&lt;br /&gt;
| ANIMAL_TRAINER || &lt;br /&gt;
|-&lt;br /&gt;
| HUNTER || &lt;br /&gt;
|-&lt;br /&gt;
| TRAPPER || &lt;br /&gt;
|-&lt;br /&gt;
| ANIMAL_DISSECTOR || &lt;br /&gt;
|-&lt;br /&gt;
| METALSMITH || &lt;br /&gt;
|-&lt;br /&gt;
| FURNACE_OPERATOR || &lt;br /&gt;
|-&lt;br /&gt;
| WEAPONSMITH || &lt;br /&gt;
|-&lt;br /&gt;
| ARMORER || &lt;br /&gt;
|-&lt;br /&gt;
| BLACKSMITH || &lt;br /&gt;
|-&lt;br /&gt;
| METALCRAFTER || &lt;br /&gt;
|-&lt;br /&gt;
| JEWELER || &lt;br /&gt;
|-&lt;br /&gt;
| GEM_CUTTER || &lt;br /&gt;
|-&lt;br /&gt;
| GEM_SETTER || &lt;br /&gt;
|-&lt;br /&gt;
| CRAFTSMAN || &lt;br /&gt;
|-&lt;br /&gt;
| WOODCRAFTER || &lt;br /&gt;
|-&lt;br /&gt;
| STONECRAFTER || &lt;br /&gt;
|-&lt;br /&gt;
| LEATHERWORKER || &lt;br /&gt;
|-&lt;br /&gt;
| BONE_CARVER || &lt;br /&gt;
|-&lt;br /&gt;
| WEAVER || &lt;br /&gt;
|-&lt;br /&gt;
| CLOTHIER || &lt;br /&gt;
|-&lt;br /&gt;
| GLASSMAKER || &lt;br /&gt;
|-&lt;br /&gt;
| STRAND_EXTRACTOR || &lt;br /&gt;
|-&lt;br /&gt;
| FISHERY_WORKER || &lt;br /&gt;
|-&lt;br /&gt;
| FISHERMAN || &lt;br /&gt;
|-&lt;br /&gt;
| FISH_DISSECTOR || &lt;br /&gt;
|-&lt;br /&gt;
| FISH_CLEANER || &lt;br /&gt;
|-&lt;br /&gt;
| FARMER || &lt;br /&gt;
|-&lt;br /&gt;
| CHEESE_MAKER || &lt;br /&gt;
|-&lt;br /&gt;
| MILKER || &lt;br /&gt;
|-&lt;br /&gt;
| COOK || &lt;br /&gt;
|-&lt;br /&gt;
| THRESHER || &lt;br /&gt;
|-&lt;br /&gt;
| MILLER || &lt;br /&gt;
|-&lt;br /&gt;
| BUTCHER || &lt;br /&gt;
|-&lt;br /&gt;
| TANNER || &lt;br /&gt;
|-&lt;br /&gt;
| DYER || &lt;br /&gt;
|-&lt;br /&gt;
| PLANTER || &lt;br /&gt;
|-&lt;br /&gt;
| HERBALIST || &lt;br /&gt;
|-&lt;br /&gt;
| BREWER || &lt;br /&gt;
|-&lt;br /&gt;
| SOAP_MAKER || &lt;br /&gt;
|-&lt;br /&gt;
| POTASH_MAKER || &lt;br /&gt;
|-&lt;br /&gt;
| LYE_MAKER || &lt;br /&gt;
|-&lt;br /&gt;
| WOOD_BURNER || &lt;br /&gt;
|-&lt;br /&gt;
| ENGINEER || &lt;br /&gt;
|-&lt;br /&gt;
| MECHANIC || &lt;br /&gt;
|-&lt;br /&gt;
| SIEGE_ENGINEER || &lt;br /&gt;
|-&lt;br /&gt;
| SIEGE_OPERATOR || &lt;br /&gt;
|-&lt;br /&gt;
| PUMP_OPERATOR || &lt;br /&gt;
|-&lt;br /&gt;
| CLERK || &lt;br /&gt;
|-&lt;br /&gt;
| ARCHITECT || &lt;br /&gt;
|-&lt;br /&gt;
| ADMINISTRATOR || &lt;br /&gt;
|-&lt;br /&gt;
| TRADER || &lt;br /&gt;
|-&lt;br /&gt;
| ALCHEMIST || &lt;br /&gt;
|-&lt;br /&gt;
| MERCHANT || &lt;br /&gt;
|-&lt;br /&gt;
| DIAGNOSER || &lt;br /&gt;
|-&lt;br /&gt;
| BONE_SETTER || &lt;br /&gt;
|-&lt;br /&gt;
| SUTURER || &lt;br /&gt;
|-&lt;br /&gt;
| SURGEON || &lt;br /&gt;
|-&lt;br /&gt;
| GLAZER || &lt;br /&gt;
|-&lt;br /&gt;
| POTTER || &lt;br /&gt;
|-&lt;br /&gt;
| PRESSER || &lt;br /&gt;
|-&lt;br /&gt;
| BEEKEEPER || &lt;br /&gt;
|-&lt;br /&gt;
| WAX_WORKER || &lt;br /&gt;
|-&lt;br /&gt;
| GELDER ||&lt;br /&gt;
|-&lt;br /&gt;
|} &lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot;|&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Military !! Used by&lt;br /&gt;
|-&lt;br /&gt;
| CHAMPION || &lt;br /&gt;
|-&lt;br /&gt;
| HAMMERMAN || &lt;br /&gt;
|-&lt;br /&gt;
| MASTER_HAMMERMAN || &lt;br /&gt;
|-&lt;br /&gt;
| SPEARMAN || &lt;br /&gt;
|-&lt;br /&gt;
| MASTER_SPEARMAN || &lt;br /&gt;
|-&lt;br /&gt;
| CROSSBOWMAN || &lt;br /&gt;
|-&lt;br /&gt;
| MASTER_CROSSBOWMAN || &lt;br /&gt;
|-&lt;br /&gt;
| WRESTLER || &lt;br /&gt;
|-&lt;br /&gt;
| MASTER_WRESTLER || &lt;br /&gt;
|-&lt;br /&gt;
| AXEMAN || &lt;br /&gt;
|-&lt;br /&gt;
| MASTER_AXEMAN || &lt;br /&gt;
|-&lt;br /&gt;
| SWORDSMAN || &lt;br /&gt;
|-&lt;br /&gt;
| MASTER_SWORDSMAN || &lt;br /&gt;
|-&lt;br /&gt;
| MACEMAN || &lt;br /&gt;
|-&lt;br /&gt;
| MASTER_MACEMAN || &lt;br /&gt;
|-&lt;br /&gt;
| PIKEMAN || &lt;br /&gt;
|-&lt;br /&gt;
| MASTER_PIKEMAN || &lt;br /&gt;
|-&lt;br /&gt;
| BOWMAN || &lt;br /&gt;
|-&lt;br /&gt;
| MASTER_BOWMAN || &lt;br /&gt;
|-&lt;br /&gt;
| BLOWGUNMAN || &lt;br /&gt;
|-&lt;br /&gt;
| MASTER_BLOWGUNMAN || &lt;br /&gt;
|-&lt;br /&gt;
| RECRUIT || &lt;br /&gt;
|-&lt;br /&gt;
| TRAINED_HUNTER || &lt;br /&gt;
|-&lt;br /&gt;
| TRAINED_WAR || &lt;br /&gt;
|-&lt;br /&gt;
| MASTER_THIEF || &lt;br /&gt;
|-&lt;br /&gt;
| THIEF || &lt;br /&gt;
|-&lt;br /&gt;
| LASHER || &lt;br /&gt;
|-&lt;br /&gt;
| MASTER_LASHER || &lt;br /&gt;
|-&lt;br /&gt;
|} &lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot;| &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Position token !! Used by&lt;br /&gt;
|-&lt;br /&gt;
| MAYOR || &lt;br /&gt;
|-&lt;br /&gt;
| DUKE || &lt;br /&gt;
|-&lt;br /&gt;
| DUKE_CONSORT || &lt;br /&gt;
|-&lt;br /&gt;
| DUCHESS || &lt;br /&gt;
|-&lt;br /&gt;
| DUCHESS_CONSORT || &lt;br /&gt;
|-&lt;br /&gt;
| COUNT || &lt;br /&gt;
|-&lt;br /&gt;
| COUNT_CONSORT || &lt;br /&gt;
|-&lt;br /&gt;
| COUNTESS || &lt;br /&gt;
|-&lt;br /&gt;
| COUNTESS_CONSORT || &lt;br /&gt;
|-&lt;br /&gt;
| BARON || &lt;br /&gt;
|-&lt;br /&gt;
| BARON_CONSORT || &lt;br /&gt;
|-&lt;br /&gt;
| BARONESS || &lt;br /&gt;
|-&lt;br /&gt;
| BARONESS_CONSORT || &lt;br /&gt;
|-&lt;br /&gt;
| MONARCH || &lt;br /&gt;
|-&lt;br /&gt;
| MONARCH_CONSORT || &lt;br /&gt;
|-&lt;br /&gt;
| KING || &lt;br /&gt;
|-&lt;br /&gt;
| KING_CONSORT || &lt;br /&gt;
|-&lt;br /&gt;
| QUEEN || &lt;br /&gt;
|-&lt;br /&gt;
| QUEEN_CONSORT || &lt;br /&gt;
|-&lt;br /&gt;
| MANAGER || &lt;br /&gt;
|-&lt;br /&gt;
| BOOKKEEPER || &lt;br /&gt;
|-&lt;br /&gt;
| BROKER || &lt;br /&gt;
|-&lt;br /&gt;
| CHIEF_MEDICAL_DWARF || &lt;br /&gt;
|-&lt;br /&gt;
| DIPLOMAT || &lt;br /&gt;
|-&lt;br /&gt;
| OUTPOST_LIAISON || &lt;br /&gt;
|-&lt;br /&gt;
| MERCHANT || &lt;br /&gt;
|-&lt;br /&gt;
| CHAMPION || &lt;br /&gt;
|-&lt;br /&gt;
| MILITIA_CAPTAIN || &lt;br /&gt;
|-&lt;br /&gt;
| MILITIA_COMMANDER || &lt;br /&gt;
|-&lt;br /&gt;
| HAMMERER || &lt;br /&gt;
|-&lt;br /&gt;
| SHERIFF || &lt;br /&gt;
|-&lt;br /&gt;
| CAPTAIN_OF_THE_GUARD || &lt;br /&gt;
|-&lt;br /&gt;
| CAPTAIN || &lt;br /&gt;
|-&lt;br /&gt;
| LIEUTENANT || &lt;br /&gt;
|-&lt;br /&gt;
| GENERAL || &lt;br /&gt;
|-&lt;br /&gt;
| RANGER_CAPTAIN || &lt;br /&gt;
|-&lt;br /&gt;
| PRIEST || &lt;br /&gt;
|-&lt;br /&gt;
| HIGH_PRIEST || &lt;br /&gt;
|-&lt;br /&gt;
| ACOLYTE || &lt;br /&gt;
|-&lt;br /&gt;
| DRUID || &lt;br /&gt;
|-&lt;br /&gt;
| CRIMINAL || &lt;br /&gt;
|-&lt;br /&gt;
| SNATCHER || &lt;br /&gt;
|-&lt;br /&gt;
| SCOUT || &lt;br /&gt;
|-&lt;br /&gt;
| MONSTER_SLAYER || &lt;br /&gt;
|-&lt;br /&gt;
| BEAST_HUNTER || &lt;br /&gt;
|-&lt;br /&gt;
| SLAVE || &lt;br /&gt;
|-&lt;br /&gt;
| PRISONER || &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot;| &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! New in DF 0.42 !! Used by&lt;br /&gt;
|-&lt;br /&gt;
| PERFORMER || &lt;br /&gt;
|-&lt;br /&gt;
| POET || &lt;br /&gt;
|-&lt;br /&gt;
| BARD || &lt;br /&gt;
|-&lt;br /&gt;
| DANCER || &lt;br /&gt;
|-&lt;br /&gt;
| SAGE || &lt;br /&gt;
|-&lt;br /&gt;
| SCHOLAR || &lt;br /&gt;
|-&lt;br /&gt;
| PHILOSOPHER || &lt;br /&gt;
|-&lt;br /&gt;
| MATHEMATICIAN || &lt;br /&gt;
|-&lt;br /&gt;
| HISTORIAN || &lt;br /&gt;
|-&lt;br /&gt;
| ASTRONOMER || &lt;br /&gt;
|-&lt;br /&gt;
| NATURALIST || &lt;br /&gt;
|-&lt;br /&gt;
| CHEMIST || &lt;br /&gt;
|-&lt;br /&gt;
| GEOGRAPHER || &lt;br /&gt;
|-&lt;br /&gt;
| SCRIBE || &lt;br /&gt;
|-&lt;br /&gt;
| PAPERMAKER || &lt;br /&gt;
|-&lt;br /&gt;
| BOOKBINDER || &lt;br /&gt;
|-&lt;br /&gt;
| TAVERN_KEEPER || &lt;br /&gt;
|-&lt;br /&gt;
! New in DF 0.44 !! Used by&lt;br /&gt;
|-&lt;br /&gt;
| PROPHET ||&lt;br /&gt;
|-&lt;br /&gt;
| PILGRIM ||&lt;br /&gt;
|-&lt;br /&gt;
| MONK ||&lt;br /&gt;
|-&lt;br /&gt;
| CRIMINAL ||&lt;br /&gt;
|-&lt;br /&gt;
| PEDDLER ||&lt;br /&gt;
|-&lt;br /&gt;
| MESSENGER ||&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Creatures ===&lt;br /&gt;
&lt;br /&gt;
{{For/see|a table with general information about creatures|Creature}}&lt;br /&gt;
{{For/see|a table sorted by default tile, including alternate tiles|[[Tilesets#Creatures|Tilesets § Creatures]]}}&lt;br /&gt;
{{For/see|a table with trainable animals|[[Animal trainer#Trainable war/hunting animals|Animal trainer § Trainable war/hunting animals]]}}&lt;br /&gt;
&lt;br /&gt;
 [CREATURE_GRAPHICS:'''''HUMAN''''']&lt;br /&gt;
        [DEFAULT:MYHUMANS:0:0:AS_IS:DEFAULT]	&lt;br /&gt;
        [SWORDSMAN:MYHUMANS:0:1:AS_IS:DEFAULT]&lt;br /&gt;
        [RECRUIT:MYHUMANS:0:2:AS_IS:ADVENTURER]&lt;br /&gt;
&lt;br /&gt;
Creatures that use a raw name you might not expect, such as a space instead of an underscore, birds without {{tt|BIRD_}} prefix, and &amp;quot;{{tt|THING_GIANT}}&amp;quot; instead of &amp;quot;{{tt|GIANT_THING}}&amp;quot;, are highlighted &amp;lt;span style=&amp;quot;background-color: orange;&amp;quot;&amp;gt;orange&amp;lt;/span&amp;gt;. Be extra careful to spell these correctly.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Raw name !! Creature name !! Vermin&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;3&amp;quot;| creature_amphibians&lt;br /&gt;
|-&lt;br /&gt;
| TOAD || [[toad]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| TOAD_MAN || [[toad man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_TOAD || [[giant toad]]&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;3&amp;quot;| creature_annelids&lt;br /&gt;
|-&lt;br /&gt;
| WORM || [[worm]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| WORM_MAN || [[worm man]]&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;3&amp;quot;| creature_birds&lt;br /&gt;
|-&lt;br /&gt;
| BIRD_BLUEJAY || [[blue jay]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| BLUEJAY_MAN || [[bluejay man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_BLUEJAY || [[giant bluejay]]&lt;br /&gt;
|-&lt;br /&gt;
| BIRD_CARDINAL || [[cardinal]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| CARDINAL_MAN || [[cardinal man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_CARDINAL || [[giant cardinal]]&lt;br /&gt;
|-&lt;br /&gt;
| BIRD_GRACKLE || [[grackle]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| GRACKLE_MAN || [[grackle man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_GRACKLE || [[giant grackle]]&lt;br /&gt;
|-&lt;br /&gt;
| BIRD_ORIOLE || [[oriole]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| ORIOLE_MAN || [[oriole man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_ORIOLE || [[giant oriole]]&lt;br /&gt;
|-&lt;br /&gt;
| BIRD_RW_BLACKBIRD || [[red-winged blackbird]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| RW_BLACKBIRD_MAN || [[red-winged blackbird man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_RW_BLACKBIRD || [[giant red-winged blackbird]]&lt;br /&gt;
|-&lt;br /&gt;
| BIRD_PENGUIN || [[penguin]]&lt;br /&gt;
|-&lt;br /&gt;
| BIRD_PENGUIN_LITTLE || [[little penguin]]&lt;br /&gt;
|-&lt;br /&gt;
| BIRD_PENGUIN_EMPEROR || [[emperor penguin]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: orange;&amp;quot;| PENGUIN MAN || [[penguin man]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: orange;&amp;quot;| BIRD_PENGUIN_GIANT || [[giant penguin]]&lt;br /&gt;
|-&lt;br /&gt;
| BIRD_FALCON_PEREGRINE || [[peregrine falcon]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: orange;&amp;quot;| PEREGRINE FALCON MAN || [[peregrine falcon man]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: orange;&amp;quot;| GIANT PEREGRINE FALCON || [[giant peregrine falcon]]&lt;br /&gt;
|-&lt;br /&gt;
| BIRD_KIWI || [[kiwi]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: orange;&amp;quot;| KIWI MAN || [[kiwi man]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: orange;&amp;quot;| BIRD_KIWI_GIANT || [[giant kiwi]]&lt;br /&gt;
|-&lt;br /&gt;
| BIRD_OSTRICH || [[ostrich]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: orange;&amp;quot;| OSTRICH MAN || [[ostrich man]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: orange;&amp;quot;| BIRD_OSTRICH_GIANT || [[giant ostrich]]&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;3&amp;quot;| creature_birds_new&lt;br /&gt;
|-&lt;br /&gt;
| BIRD_CROW || [[crow]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| CROW_MAN || [[crow man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_CROW || [[giant crow]]&lt;br /&gt;
|-&lt;br /&gt;
| BIRD_RAVEN || [[raven]]&lt;br /&gt;
|-&lt;br /&gt;
| RAVEN_MAN || [[raven man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_RAVEN || [[giant raven]]&lt;br /&gt;
|-&lt;br /&gt;
| BIRD_CASSOWARY || [[cassowary]]&lt;br /&gt;
|-&lt;br /&gt;
| CASSOWARY_MAN || [[cassowary man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_CASSOWARY || [[giant cassowary]]&lt;br /&gt;
|-&lt;br /&gt;
| BIRD_KEA || [[kea]]&lt;br /&gt;
|-&lt;br /&gt;
| KEA_MAN || [[kea man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_KEA || [[giant kea]]&lt;br /&gt;
|-&lt;br /&gt;
| BIRD_OWL_SNOWY || [[snowy owl]]&lt;br /&gt;
|-&lt;br /&gt;
| SNOWY_OWL_MAN || [[snowy owl man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_SNOWY_OWL || [[giant snowy owl]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: orange;&amp;quot;| SPARROW || [[sparrow]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| SPARROW_MAN || [[sparrow man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_SPARROW || [[giant sparrow]]&lt;br /&gt;
|-&lt;br /&gt;
| BIRD_STORK_WHITE || [[white stork]]&lt;br /&gt;
|-&lt;br /&gt;
| WHITE_STORK_MAN || [[white stork man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_WHITE_STORK || [[giant white stork]]&lt;br /&gt;
|-&lt;br /&gt;
| BIRD_LOON || [[loon]]&lt;br /&gt;
|-&lt;br /&gt;
| LOON_MAN || [[loon man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_LOON || [[giant loon]]&lt;br /&gt;
|-&lt;br /&gt;
| BIRD_OWL_BARN || [[barn owl]]&lt;br /&gt;
|-&lt;br /&gt;
| BARN_OWL_MAN || [[barn owl man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_BARN_OWL || [[giant barn owl]]&lt;br /&gt;
|-&lt;br /&gt;
| BIRD_PARAKEET || [[parakeet]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| PARAKEET_MAN || [[parakeet man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_PARAKEET || [[giant parakeet]]&lt;br /&gt;
|-&lt;br /&gt;
| BIRD_KAKAPO || [[kakapo]]&lt;br /&gt;
|-&lt;br /&gt;
| KAKAPO_MAN || [[kakapo man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_KAKAPO || [[giant kakapo]]&lt;br /&gt;
|-&lt;br /&gt;
| BIRD_PARROT_GREY || [[grey parrot]]&lt;br /&gt;
|-&lt;br /&gt;
| GREY_PARROT_MAN || [[grey parrot man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_GREY_PARROT || [[giant grey parrot]]&lt;br /&gt;
|-&lt;br /&gt;
| BIRD_PUFFIN || [[puffin]]&lt;br /&gt;
|-&lt;br /&gt;
| PUFFIN_MAN || [[puffin man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_PUFFIN || [[giant puffin]]&lt;br /&gt;
|-&lt;br /&gt;
| BIRD_SWAN || [[swan]]&lt;br /&gt;
|-&lt;br /&gt;
| SWAN_MAN || [[swan man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_SWAN || [[giant swan]]&lt;br /&gt;
|-&lt;br /&gt;
| BIRD_LORIKEET || [[lorikeet]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| LORIKEET_MAN || [[lorikeet man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_LORIKEET || [[giant lorikeet]]&lt;br /&gt;
|-&lt;br /&gt;
| BIRD_WREN || [[wren]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| WREN_MAN || [[wren man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_WREN || [[giant wren]]&lt;br /&gt;
|-&lt;br /&gt;
| BIRD_OSPREY || [[osprey]]&lt;br /&gt;
|-&lt;br /&gt;
| OSPREY_MAN || [[osprey man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_OSPREY || [[giant osprey]]&lt;br /&gt;
|-&lt;br /&gt;
| BIRD_EMU || [[emu]]&lt;br /&gt;
|-&lt;br /&gt;
| EMU_MAN || [[emu man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_EMU || [[giant emu]]&lt;br /&gt;
|-&lt;br /&gt;
| BIRD_COCKATIEL || [[cockatiel]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| COCKATIEL_MAN || [[cockatiel man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_COCKATIEL || [[giant cockatiel]]&lt;br /&gt;
|-&lt;br /&gt;
| BIRD_LOVEBIRD_PEACH-FACED || [[peach-faced lovebird]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| PEACH-FACED_LOVEBIRD_MAN || [[peach-faced lovebird man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_PEACH-FACED_LOVEBIRD || [[giant peach-faced lovebird]]&lt;br /&gt;
|-&lt;br /&gt;
| BIRD_MAGPIE || [[magpie]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| MAGPIE_MAN || [[magpie man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_MAGPIE || [[giant magpie]]&lt;br /&gt;
|-&lt;br /&gt;
| BIRD_KESTREL || [[kestrel]]&lt;br /&gt;
|-&lt;br /&gt;
| KESTREL_MAN || [[kestrel man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_KESTREL || [[giant kestrel]]&lt;br /&gt;
|-&lt;br /&gt;
| BIRD_ALBATROSS || [[albatross]]&lt;br /&gt;
|-&lt;br /&gt;
| ALBATROSS_MAN || [[albatross man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_ALBATROSS || [[giant albatross]]&lt;br /&gt;
|-&lt;br /&gt;
| BIRD_OWL_GREAT_HORNED || [[great horned owl]]&lt;br /&gt;
|-&lt;br /&gt;
| GREAT_HORNED_OWL_MAN || [[great horned owl man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_GREAT_HORNED_OWL || [[giant great horned owl]]&lt;br /&gt;
|-&lt;br /&gt;
| BIRD_EAGLE || [[eagle]]&lt;br /&gt;
|-&lt;br /&gt;
| EAGLE_MAN || [[eagle man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_EAGLE || [[giant eagle]]&lt;br /&gt;
|-&lt;br /&gt;
| BIRD_HORNBILL || [[hornbill]]&lt;br /&gt;
|-&lt;br /&gt;
| HORNBILL_MAN || [[hornbill man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_HORNBILL || [[giant hornbill]]&lt;br /&gt;
|-&lt;br /&gt;
| BIRD_LOVEBIRD_MASKED || [[masked lovebird]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| MASKED_LOVEBIRD_MAN || [[masked lovebird man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_MASKED_LOVEBIRD || [[giant masked lovebird]]&lt;br /&gt;
|-&lt;br /&gt;
| BIRD_BUSHTIT || [[bushtit]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| BUSHTIT_MAN || [[bushtit man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_BUSHTIT || [[giant bushtit]]&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;3&amp;quot;| creature_bug_slug_new&lt;br /&gt;
|-&lt;br /&gt;
| DAMSELFLY || [[damselfly]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| DAMSELFLY_MAN || [[damselfly man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_DAMSELFLY || [[giant damselfly]]&lt;br /&gt;
|-&lt;br /&gt;
| MOTH || [[moth]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| MOTH_MAN || [[moth man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_MOTH || [[giant moth]]&lt;br /&gt;
|-&lt;br /&gt;
| GRASSHOPPER || [[grasshopper]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| GRASSHOPPER_MAN || [[grasshopper man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_GRASSHOPPER || [[giant grasshopper]]&lt;br /&gt;
|-&lt;br /&gt;
| BARK_SCORPION || [[bark scorpion]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| BARK_SCORPION_MAN || [[bark scorpion man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_BARK_SCORPION || [[giant bark scorpion]]&lt;br /&gt;
|-&lt;br /&gt;
| MANTIS || [[mantis]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| MANTIS_MAN || [[mantis man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_MANTIS || [[giant mantis]]&lt;br /&gt;
|-&lt;br /&gt;
| TICK || [[tick]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| TICK_MAN || [[tick man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_TICK || [[giant tick]]&lt;br /&gt;
|-&lt;br /&gt;
| LOUSE || [[louse]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| LOUSE_MAN || [[louse man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_LOUSE || [[giant louse]]&lt;br /&gt;
|-&lt;br /&gt;
| THRIPS || [[thrips]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| THRIPS_MAN || [[thrips man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_THRIPS || [[giant thrips]]&lt;br /&gt;
|-&lt;br /&gt;
| SLUG || [[slug]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| SLUG_MAN || [[slug man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_SLUG || [[giant slug]]&lt;br /&gt;
|-&lt;br /&gt;
| MOSQUITO || [[mosquito]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| MOSQUITO_MAN || [[mosquito man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_MOSQUITO || [[giant mosquito]]&lt;br /&gt;
|-&lt;br /&gt;
| SPIDER_JUMPING || [[jumping spider]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| JUMPING_SPIDER_MAN || [[jumping spider man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_JUMPING_SPIDER || [[giant jumping spider]]&lt;br /&gt;
|-&lt;br /&gt;
| TERMITE || [[termite]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| MOON_SNAIL || [[moon snail]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| MOON_SNAIL_MAN || [[moon snail man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_MOON_SNAIL || [[giant moon snail]]&lt;br /&gt;
|-&lt;br /&gt;
| SPIDER_BROWN_RECLUSE || [[brown recluse spider]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| BROWN_RECLUSE_SPIDER_MAN || [[brown recluse spider man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_BROWN_RECLUSE_SPIDER || [[giant brown recluse spider]]&lt;br /&gt;
|-&lt;br /&gt;
| SNAIL || [[snail]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| SNAIL_MAN || [[snail man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_SNAIL || [[giant snail]]&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;3&amp;quot;| creature_desert_new&lt;br /&gt;
|-&lt;br /&gt;
| GECKO_LEOPARD || [[leopard gecko]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| LEOPARD_GECKO_MAN || [[leopard gecko man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_LEOPARD_GECKO || [[giant leopard gecko]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: orange;&amp;quot;| DESERT TORTOISE || [[desert tortoise]]&lt;br /&gt;
|-&lt;br /&gt;
| DESERT_TORTOISE_MAN || [[desert tortoise man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_DESERT_TORTOISE || [[giant desert tortoise]]&lt;br /&gt;
|-&lt;br /&gt;
| GILA_MONSTER || [[gila monster]]&lt;br /&gt;
|-&lt;br /&gt;
| GILA_MONSTER_MAN || [[gila monster man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_GILA_MONSTER || [[giant gila monster]]&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;3&amp;quot;| creature_domestic&lt;br /&gt;
|-&lt;br /&gt;
| DOG || [[dog]]&lt;br /&gt;
|-&lt;br /&gt;
| CAT || [[cat]]&lt;br /&gt;
|-&lt;br /&gt;
| MULE || [[mule]]&lt;br /&gt;
|-&lt;br /&gt;
| DONKEY || [[donkey]]&lt;br /&gt;
|-&lt;br /&gt;
| HORSE || [[horse]]&lt;br /&gt;
|-&lt;br /&gt;
| COW || [[cow]]&lt;br /&gt;
|-&lt;br /&gt;
| SHEEP || [[sheep]]&lt;br /&gt;
|-&lt;br /&gt;
| PIG || [[pig]]&lt;br /&gt;
|-&lt;br /&gt;
| GOAT || [[goat]]&lt;br /&gt;
|-&lt;br /&gt;
| BIRD_CHICKEN || [[chicken]]&lt;br /&gt;
|-&lt;br /&gt;
| CAVY || [[cavy]]&lt;br /&gt;
|-&lt;br /&gt;
| BIRD_DUCK || [[duck]]&lt;br /&gt;
|-&lt;br /&gt;
| WATER_BUFFALO || [[water buffalo]]&lt;br /&gt;
|-&lt;br /&gt;
| REINDEER || [[reindeer]]&lt;br /&gt;
|-&lt;br /&gt;
| BIRD_GOOSE || [[goose]]&lt;br /&gt;
|-&lt;br /&gt;
| YAK || [[yak]]&lt;br /&gt;
|-&lt;br /&gt;
| LLAMA || [[llama]]&lt;br /&gt;
|-&lt;br /&gt;
| ALPACA || [[alpaca]]&lt;br /&gt;
|-&lt;br /&gt;
| BIRD_GUINEAFOWL || [[guineafowl]]&lt;br /&gt;
|-&lt;br /&gt;
| BIRD_PEAFOWL_BLUE || [[blue peafowl]]&lt;br /&gt;
|-&lt;br /&gt;
| BIRD_TURKEY || [[turkey]]&lt;br /&gt;
|-&lt;br /&gt;
| RABBIT || [[rabbit]]&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;3&amp;quot;| creature_equipment&lt;br /&gt;
|-&lt;br /&gt;
| EQUIPMENT_WAGON || [[wagon]]&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;3&amp;quot;| creature_fanciful&lt;br /&gt;
|-&lt;br /&gt;
| CHIMERA || [[chimera]]&lt;br /&gt;
|-&lt;br /&gt;
| CENTAUR || [[centaur]]&lt;br /&gt;
|-&lt;br /&gt;
| GRIFFON || [[griffon]]&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;3&amp;quot;| creature_insects&lt;br /&gt;
|-&lt;br /&gt;
| FLY || [[fly]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| FLY_MAN || [[fly man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_FLY || [[giant fly]]&lt;br /&gt;
|-&lt;br /&gt;
| ROACH_LARGE || [[large roach]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| ROACH_MAN || [[roach man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_ROACH || [[giant roach]]&lt;br /&gt;
|-&lt;br /&gt;
| BEETLE || [[beetle]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| BEETLE_MAN || [[beetle man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_BEETLE || [[giant beetle]]&lt;br /&gt;
|-&lt;br /&gt;
| ANT || [[ant]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| BUTTERFLY_MONARCH || [[monarch butterfly]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| BUTTERFLY_MONARCH_MAN || [[monarch butterfly man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_BUTTERFLY_MONARCH || [[giant monarch butterfly]]&lt;br /&gt;
|-&lt;br /&gt;
| FIREFLY || [[firefly]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| FIREFLY_MAN || [[firefly man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_FIREFLY || [[giant firefly]]&lt;br /&gt;
|-&lt;br /&gt;
| DRAGONFLY || [[dragonfly]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| DRAGONFLY_MAN || [[dragonfly man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_DRAGONFLY || [[giant dragonfly]]&lt;br /&gt;
|-&lt;br /&gt;
| HONEY_BEE || [[honey bee]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| BUMBLEBEE || [[bumblebee]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;3&amp;quot;| creature_large_mountain&lt;br /&gt;
|-&lt;br /&gt;
| GOAT_MOUNTAIN || [[mountain goat]]&lt;br /&gt;
|-&lt;br /&gt;
| GOAT_MOUNTAIN_MAN || [[mountain goat man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_GOAT_MOUNTAIN || [[giant mountain goat]]&lt;br /&gt;
|-&lt;br /&gt;
| MARMOT_HOARY || [[hoary marmot]]&lt;br /&gt;
|-&lt;br /&gt;
| MARMOT_HOARY_MAN || [[hoary marmot man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_MARMOT_HOARY || [[giant hoary marmot]]&lt;br /&gt;
|-&lt;br /&gt;
| GNOME_MOUNTAIN || [[mountain gnome]]&lt;br /&gt;
|-&lt;br /&gt;
| GNOME_DARK || [[dark gnome]]&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;3&amp;quot;| creature_large_ocean&lt;br /&gt;
|-&lt;br /&gt;
| WALRUS || [[walrus]]&lt;br /&gt;
|-&lt;br /&gt;
| WALRUS_MAN || [[walrus man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_WALRUS || [[giant walrus]]&lt;br /&gt;
|-&lt;br /&gt;
| FISH_LAMPREY_SEA || [[sea lamprey]]&lt;br /&gt;
|-&lt;br /&gt;
| SHARK_GREAT_WHITE || [[great white shark]]&lt;br /&gt;
|-&lt;br /&gt;
| SHARK_FRILL || [[frill shark]]&lt;br /&gt;
|-&lt;br /&gt;
| SHARK_SPINY_DOGFISH || [[spiny dogfish]]&lt;br /&gt;
|-&lt;br /&gt;
| SHARK_WOBBEGONG_SPOTTED || [[spotted wobbegong]]&lt;br /&gt;
|-&lt;br /&gt;
| SHARK_WHALE || [[whale shark]]&lt;br /&gt;
|-&lt;br /&gt;
| SHARK_BASKING || [[basking shark]]&lt;br /&gt;
|-&lt;br /&gt;
| SHARK_NURSE || [[nurse shark]]&lt;br /&gt;
|-&lt;br /&gt;
| SHARK_MAKO_SHORTFIN || [[shortfin mako shark]]&lt;br /&gt;
|-&lt;br /&gt;
| SHARK_MAKO_LONGFIN || [[longfin mako shark]]&lt;br /&gt;
|-&lt;br /&gt;
| SHARK_TIGER || [[tiger shark]]&lt;br /&gt;
|-&lt;br /&gt;
| SHARK_BULL || [[bull shark]]&lt;br /&gt;
|-&lt;br /&gt;
| SHARK_REEF_BLACKTIP || [[blacktip reef shark]]&lt;br /&gt;
|-&lt;br /&gt;
| SHARK_REEF_WHITETIP || [[whitetip reef shark]]&lt;br /&gt;
|-&lt;br /&gt;
| SHARK_BLUE || [[blue shark]]&lt;br /&gt;
|-&lt;br /&gt;
| SHARK_HAMMERHEAD || [[hammerhead shark]]&lt;br /&gt;
|-&lt;br /&gt;
| SHARK_ANGEL || [[angelshark]]&lt;br /&gt;
|-&lt;br /&gt;
| FISH_SKATE_COMMON || [[common skate]]&lt;br /&gt;
|-&lt;br /&gt;
| FISH_RAY_MANTA || [[manta ray]]&lt;br /&gt;
|-&lt;br /&gt;
| FISH_STINGRAY || [[stingray]]&lt;br /&gt;
|-&lt;br /&gt;
| FISH_COELACANTH || [[coelacanth]]&lt;br /&gt;
|-&lt;br /&gt;
| FISH_STURGEON || [[sturgeon]]&lt;br /&gt;
|-&lt;br /&gt;
| FISH_CONGER_EEL || [[conger eel]]&lt;br /&gt;
|-&lt;br /&gt;
| FISH_MILKFISH || [[milkfish]]&lt;br /&gt;
|-&lt;br /&gt;
| FISH_COD || [[cod]]&lt;br /&gt;
|-&lt;br /&gt;
| FISH_OPAH || [[opah]]&lt;br /&gt;
|-&lt;br /&gt;
| FISH_GROUPER_GIANT || [[giant grouper]]&lt;br /&gt;
|-&lt;br /&gt;
| FISH_BLUEFISH || [[bluefish]]&lt;br /&gt;
|-&lt;br /&gt;
| FISH_SUNFISH_OCEAN || [[ocean sunfish]]&lt;br /&gt;
|-&lt;br /&gt;
| FISH_SWORDFISH || [[swordfish]]&lt;br /&gt;
|-&lt;br /&gt;
| FISH_MARLIN || [[marlin]]&lt;br /&gt;
|-&lt;br /&gt;
| FISH_HALIBUT || [[halibut]]&lt;br /&gt;
|-&lt;br /&gt;
| FISH_BARRACUDA_GREAT || [[great barracuda]]&lt;br /&gt;
|-&lt;br /&gt;
| FISH_TUNA_BLUEFIN || [[bluefin tuna]]&lt;br /&gt;
|-&lt;br /&gt;
| NARWHAL || [[narwhal]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: orange;&amp;quot;| NARWHAL MAN || [[narwhal man]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: orange;&amp;quot;| NARWHAL, GIANT || [[giant narwhal]]&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;3&amp;quot;| creature_large_riverlake&lt;br /&gt;
|-&lt;br /&gt;
| HIPPO || [[hippo]]&lt;br /&gt;
|-&lt;br /&gt;
| HIPPO_MAN || [[hippo man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_HIPPO || [[giant hippo]]&lt;br /&gt;
|-&lt;br /&gt;
| FISH_GAR_LONGNOSE || [[longnose gar]]&lt;br /&gt;
|-&lt;br /&gt;
| FISH_CARP || [[carp]]&lt;br /&gt;
|-&lt;br /&gt;
| FISH_TIGERFISH || [[tigerfish]]&lt;br /&gt;
|-&lt;br /&gt;
| FISH_PIKE || [[pike]]&lt;br /&gt;
|-&lt;br /&gt;
| PLATYPUS || [[platypus]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: orange;&amp;quot;| PLATYPUS MAN || [[platypus man]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: orange;&amp;quot;| PLATYPUS, GIANT || [[giant platypus]]&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;3&amp;quot;| creature_large_temperate&lt;br /&gt;
|-&lt;br /&gt;
| BEAR_GRIZZLY || [[grizzly bear]]&lt;br /&gt;
|-&lt;br /&gt;
| BEAR_GRIZZLY_MAN || [[grizzly bear man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_BEAR_GRIZZLY || [[giant grizzly bear]]&lt;br /&gt;
|-&lt;br /&gt;
| BEAR_BLACK || [[black bear]]&lt;br /&gt;
|-&lt;br /&gt;
| BEAR_BLACK_MAN || [[black bear man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_BEAR_BLACK || [[giant black bear]]&lt;br /&gt;
|-&lt;br /&gt;
| DEER || [[deer]]&lt;br /&gt;
|-&lt;br /&gt;
| DEER_MAN || [[deer man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_DEER || [[giant deer]]&lt;br /&gt;
|-&lt;br /&gt;
| FOX || [[fox]]&lt;br /&gt;
|-&lt;br /&gt;
| FOX_MAN || [[fox man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_FOX || [[giant fox]]&lt;br /&gt;
|-&lt;br /&gt;
| RACCOON || [[raccoon]]&lt;br /&gt;
|-&lt;br /&gt;
| RACCOON_MAN || [[raccoon man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_RACCOON || [[giant raccoon]]&lt;br /&gt;
|-&lt;br /&gt;
| MACAQUE_RHESUS || [[rhesus macaque]]&lt;br /&gt;
|-&lt;br /&gt;
| MACAQUE_RHESUS_MAN || [[rhesus macaque man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_MACAQUE_RHESUS || [[giant rhesus macaque]]&lt;br /&gt;
|-&lt;br /&gt;
| COUGAR || [[cougar]]&lt;br /&gt;
|-&lt;br /&gt;
| COUGAR_MAN || [[cougar man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_COUGAR || [[giant cougar]]&lt;br /&gt;
|-&lt;br /&gt;
| WOLF || [[wolf]]&lt;br /&gt;
|-&lt;br /&gt;
| WOLF_MAN || [[wolf man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_WOLF || [[giant wolf]]&lt;br /&gt;
|-&lt;br /&gt;
| GROUNDHOG || [[groundhog]]&lt;br /&gt;
|-&lt;br /&gt;
| GROUNDHOG_MAN || [[groundhog man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_GROUNDHOG || [[giant groundhog]]&lt;br /&gt;
|-&lt;br /&gt;
| ALLIGATOR || [[alligator]]&lt;br /&gt;
|-&lt;br /&gt;
| ALLIGATOR_MAN || [[alligator man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_ALLIGATOR || [[giant alligator]]&lt;br /&gt;
|-&lt;br /&gt;
| BIRD_BUZZARD || [[buzzard]]&lt;br /&gt;
|-&lt;br /&gt;
| BUZZARD_MAN || [[buzzard man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_BUZZARD || [[giant buzzard]]&lt;br /&gt;
|-&lt;br /&gt;
| PANDA || [[panda]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: orange;&amp;quot;| PANDA, GIGANTIC || [[gigantic panda]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: orange;&amp;quot;| PANDA MAN || [[panda man]]&lt;br /&gt;
|-&lt;br /&gt;
| CAPYBARA || [[capybara]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: orange;&amp;quot;| CAPYBARA, GIANT || [[giant capybara]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: orange;&amp;quot;| CAPYBARA MAN || [[capybara man]]&lt;br /&gt;
|-&lt;br /&gt;
| BADGER || [[badger]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: orange;&amp;quot;| BADGER MAN || [[badger man]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: orange;&amp;quot;| BADGER, GIANT || [[giant badger]]&lt;br /&gt;
|-&lt;br /&gt;
| MOOSE || [[moose]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: orange;&amp;quot;| MOOSE MAN || [[moose man]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: orange;&amp;quot;| MOOSE, GIANT || [[giant moose]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: orange;&amp;quot;| RED PANDA || [[red panda]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: orange;&amp;quot;| RED PANDA MAN || [[red panda man]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: orange;&amp;quot;| RED PANDA, GIANT || [[giant red panda]]&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;3&amp;quot;| creature_large_tropical&lt;br /&gt;
|-&lt;br /&gt;
| ELEPHANT || [[elephant]]&lt;br /&gt;
|-&lt;br /&gt;
| ELEPHANT_MAN || [[elephant man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_ELEPHANT || [[giant elephant]]&lt;br /&gt;
|-&lt;br /&gt;
| WARTHOG || [[warthog]]&lt;br /&gt;
|-&lt;br /&gt;
| WARTHOG_MAN || [[warthog man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_WARTHOG || [[giant warthog]]&lt;br /&gt;
|-&lt;br /&gt;
| LION || [[lion]]&lt;br /&gt;
|-&lt;br /&gt;
| LION_MAN || [[lion man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_LION || [[giant lion]]&lt;br /&gt;
|-&lt;br /&gt;
| LEOPARD || [[leopard]]&lt;br /&gt;
|-&lt;br /&gt;
| LEOPARD_MAN || [[leopard man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_LEOPARD || [[giant leopard]]&lt;br /&gt;
|-&lt;br /&gt;
| JAGUAR || [[jaguar]]&lt;br /&gt;
|-&lt;br /&gt;
| JAGUAR_MAN || [[jaguar man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_JAGUAR || [[giant jaguar]]&lt;br /&gt;
|-&lt;br /&gt;
| TIGER || [[tiger]]&lt;br /&gt;
|-&lt;br /&gt;
| TIGER_MAN || [[tiger man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_TIGER || [[giant tiger]]&lt;br /&gt;
|-&lt;br /&gt;
| CHEETAH || [[cheetah]]&lt;br /&gt;
|-&lt;br /&gt;
| CHEETAH_MAN || [[cheetah man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_CHEETAH || [[giant cheetah]]&lt;br /&gt;
|-&lt;br /&gt;
| GAZELLE || [[gazelle]]&lt;br /&gt;
|-&lt;br /&gt;
| GAZELLE_MAN || [[gazelle man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_GAZELLE || [[giant gazelle]]&lt;br /&gt;
|-&lt;br /&gt;
| MANDRILL || [[mandrill]]&lt;br /&gt;
|-&lt;br /&gt;
| MANDRILL_MAN || [[mandrill man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_MANDRILL || [[giant mandrill]]&lt;br /&gt;
|-&lt;br /&gt;
| CHIMPANZEE || [[chimpanzee]]&lt;br /&gt;
|-&lt;br /&gt;
| BONOBO || [[bonobo]]&lt;br /&gt;
|-&lt;br /&gt;
| GORILLA || [[gorilla]]&lt;br /&gt;
|-&lt;br /&gt;
| ORANGUTAN || [[orangutan]]&lt;br /&gt;
|-&lt;br /&gt;
| GIBBON_SIAMANG || [[siamang]]&lt;br /&gt;
|-&lt;br /&gt;
| GIBBON_WHITE_HANDED || [[white-handed gibbon]]&lt;br /&gt;
|-&lt;br /&gt;
| GIBBON_BLACK_HANDED || [[black-handed gibbon]]&lt;br /&gt;
|-&lt;br /&gt;
| GIBBON_GRAY || [[gray gibbon]]&lt;br /&gt;
|-&lt;br /&gt;
| GIBBON_SILVERY || [[silvery gibbon]]&lt;br /&gt;
|-&lt;br /&gt;
| GIBBON_PILEATED || [[pileated gibbon]]&lt;br /&gt;
|-&lt;br /&gt;
| GIBBON_BILOU || [[bilou]]&lt;br /&gt;
|-&lt;br /&gt;
| GIBBON_WHITE_BROWED || [[white-browed gibbon]]&lt;br /&gt;
|-&lt;br /&gt;
| GIBBON_BLACK_CRESTED || [[black-crested gibbon]]&lt;br /&gt;
|-&lt;br /&gt;
| CAMEL_1_HUMP || [[one-humped camel]]&lt;br /&gt;
|-&lt;br /&gt;
| CAMEL_1_HUMP_MAN || [[one-humped camel man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_CAMEL_1_HUMP || [[giant one-humped camel]]&lt;br /&gt;
|-&lt;br /&gt;
| CAMEL_2_HUMP || [[two-humped camel]]&lt;br /&gt;
|-&lt;br /&gt;
| CAMEL_2_HUMP_MAN || [[two-humped camel man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_CAMEL_2_HUMP || [[giant two-humped camel]]&lt;br /&gt;
|-&lt;br /&gt;
| CROCODILE_SALTWATER || [[saltwater crocodile]]&lt;br /&gt;
|-&lt;br /&gt;
| CROCODILE_SALTWATER_MAN || [[saltwater crocodile man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_CROCODILE_SALTWATER || [[giant saltwater crocodile]]&lt;br /&gt;
|-&lt;br /&gt;
| BIRD_VULTURE || [[vulture]]&lt;br /&gt;
|-&lt;br /&gt;
| VULTURE_MAN || [[vulture man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_VULTURE || [[giant vulture]]&lt;br /&gt;
|-&lt;br /&gt;
| RHINOCEROS || [[rhinoceros]]&lt;br /&gt;
|-&lt;br /&gt;
| RHINOCEROS_MAN || [[rhinoceros man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_RHINOCEROS || [[giant rhinoceros]]&lt;br /&gt;
|-&lt;br /&gt;
| GIRAFFE || [[giraffe]]&lt;br /&gt;
|-&lt;br /&gt;
| GIRAFFE_MAN || [[giraffe man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_GIRAFFE || [[giant giraffe]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: orange;&amp;quot;| HONEY BADGER || [[honey badger]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: orange;&amp;quot;| HONEY BADGER MAN || [[honey badger man]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: orange;&amp;quot;| HONEY BADGER, GIANT || [[giant honey badger]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: orange;&amp;quot;| GIANT TORTOISE || [[giant tortoise]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: orange;&amp;quot;| GIANT TORTOISE MAN || [[giant tortoise man]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: orange;&amp;quot;| GIGANTIC TORTOISE || [[gigantic tortoise]]&lt;br /&gt;
|-&lt;br /&gt;
| ARMADILLO || [[armadillo]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: orange;&amp;quot;| ARMADILLO MAN || [[armadillo man]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: orange;&amp;quot;| ARMADILLO, GIANT || [[giant armadillo]]&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;3&amp;quot;| creature_large_tundra&lt;br /&gt;
|-&lt;br /&gt;
| MUSKOX || [[muskox]]&lt;br /&gt;
|-&lt;br /&gt;
| MUSKOX_MAN || [[muskox man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_MUSKOX || [[giant muskox]]&lt;br /&gt;
|-&lt;br /&gt;
| ELK || [[elk]]&lt;br /&gt;
|-&lt;br /&gt;
| ELK_MAN || [[elk man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_ELK || [[giant elk]]&lt;br /&gt;
|-&lt;br /&gt;
| BEAR_POLAR || [[polar bear]]&lt;br /&gt;
|-&lt;br /&gt;
| BEAR_POLAR_MAN || [[polar bear man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_BEAR_POLAR || [[giant polar bear]]&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;3&amp;quot;| creature_mountain_new&lt;br /&gt;
|-&lt;br /&gt;
| WOLVERINE || [[wolverine]]&lt;br /&gt;
|-&lt;br /&gt;
| WOLVERINE_MAN || [[wolverine man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_WOLVERINE || [[giant wolverine]]&lt;br /&gt;
|-&lt;br /&gt;
| CHINCHILLA || [[chinchilla]]&lt;br /&gt;
|-&lt;br /&gt;
| CHINCHILLA_MAN || [[chinchilla man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_CHINCHILLA || [[giant chinchilla]]&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;3&amp;quot;| creature_next_underground&lt;br /&gt;
|-&lt;br /&gt;
| FLOATING_GUTS || [[floating guts]]&lt;br /&gt;
|-&lt;br /&gt;
| DRUNIAN || [[drunian]]&lt;br /&gt;
|-&lt;br /&gt;
| CREEPING_EYE || [[creeping eye]]&lt;br /&gt;
|-&lt;br /&gt;
| VORACIOUS_CAVE_CRAWLER || [[voracious cave crawler]]&lt;br /&gt;
|-&lt;br /&gt;
| BLIND_CAVE_OGRE || [[blind cave ogre]]&lt;br /&gt;
|-&lt;br /&gt;
| CAP_HOPPER || [[cap hopper]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| MAGMA_CRAB || [[magma crab]]&lt;br /&gt;
|-&lt;br /&gt;
| CRUNDLE || [[crundle]]&lt;br /&gt;
|-&lt;br /&gt;
| HUNGRY_HEAD || [[hungry head]]&lt;br /&gt;
|-&lt;br /&gt;
| FLESH_BALL || [[flesh ball]]&lt;br /&gt;
|-&lt;br /&gt;
| ELK_BIRD || [[elk bird]]&lt;br /&gt;
|-&lt;br /&gt;
| HELMET_SNAKE || [[helmet snake]]&lt;br /&gt;
|-&lt;br /&gt;
| GREEN_DEVOURER || [[green devourer]]&lt;br /&gt;
|-&lt;br /&gt;
| RUTHERER || [[rutherer]]&lt;br /&gt;
|-&lt;br /&gt;
| CREEPY_CRAWLER || [[creepy crawler]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| DRALTHA || [[draltha]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_EARTHWORM || [[giant earthworm]]&lt;br /&gt;
|-&lt;br /&gt;
| BLOOD_MAN || [[blood man]]&lt;br /&gt;
|-&lt;br /&gt;
| BUGBAT || [[bugbat]]&lt;br /&gt;
|-&lt;br /&gt;
| MANERA || [[manera]]&lt;br /&gt;
|-&lt;br /&gt;
| MOLEMARIAN || [[molemarian]]&lt;br /&gt;
|-&lt;br /&gt;
| JABBERER || [[jabberer]]&lt;br /&gt;
|-&lt;br /&gt;
| POND_GRABBER || [[pond grabber]]&lt;br /&gt;
|-&lt;br /&gt;
| BLIND_CAVE_BEAR || [[blind cave bear]]&lt;br /&gt;
|-&lt;br /&gt;
| CAVE_DRAGON || [[cave dragon]]&lt;br /&gt;
|-&lt;br /&gt;
| REACHER || [[reacher]]&lt;br /&gt;
|-&lt;br /&gt;
| ELEMENTMAN_GABBRO || [[gabbro man]]&lt;br /&gt;
|-&lt;br /&gt;
| GORLAK || [[gorlak]]&lt;br /&gt;
|-&lt;br /&gt;
| CAVE_FLOATER || [[cave floater]]&lt;br /&gt;
|-&lt;br /&gt;
| PLUMP_HELMET_MAN || [[plump helmet man]]&lt;br /&gt;
|-&lt;br /&gt;
| CAVE_BLOB || [[cave blob]]&lt;br /&gt;
|-&lt;br /&gt;
| ELEMENTMAN_AMETHYST || [[amethyst man]]&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;3&amp;quot;| creature_ocean_new&lt;br /&gt;
|-&lt;br /&gt;
| OCTOPUS || [[octopus]]&lt;br /&gt;
|-&lt;br /&gt;
| OCTOPUS_MAN || [[octopus man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_OCTOPUS || [[giant octopus]]&lt;br /&gt;
|-&lt;br /&gt;
| CRAB || [[crab]]&lt;br /&gt;
|-&lt;br /&gt;
| CRAB_MAN || [[crab man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_CRAB || [[giant crab]]&lt;br /&gt;
|-&lt;br /&gt;
| LEOPARD_SEAL || [[leopard seal]]&lt;br /&gt;
|-&lt;br /&gt;
| LEOPARD_SEAL_MAN || [[leopard seal man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_LEOPARD_SEAL || [[giant leopard seal]]&lt;br /&gt;
|-&lt;br /&gt;
| CUTTLEFISH || [[cuttlefish]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| CUTTLEFISH_MAN || [[cuttlefish man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_CUTTLEFISH || [[giant cuttlefish]]&lt;br /&gt;
|-&lt;br /&gt;
| ORCA || [[orca]]&lt;br /&gt;
|-&lt;br /&gt;
| ORCA_MAN || [[orca man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_ORCA || [[giant orca]]&lt;br /&gt;
|-&lt;br /&gt;
| SPONGE || [[sponge]]&lt;br /&gt;
|-&lt;br /&gt;
| SPONGE_MAN || [[sponge man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_SPONGE || [[giant sponge]]&lt;br /&gt;
|-&lt;br /&gt;
| HORSESHOE_CRAB || [[horseshoe crab]]&lt;br /&gt;
|-&lt;br /&gt;
| HORSESHOE_CRAB_MAN || [[horseshoe crab man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_HORSESHOE_CRAB || [[giant horseshoe crab]]&lt;br /&gt;
|-&lt;br /&gt;
| SPERM_WHALE || [[sperm whale]]&lt;br /&gt;
|-&lt;br /&gt;
| SPERM_WHALE_MAN || [[sperm whale man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_SPERM_WHALE || [[giant sperm whale]]&lt;br /&gt;
|-&lt;br /&gt;
| ELEPHANT_SEAL || [[elephant seal]]&lt;br /&gt;
|-&lt;br /&gt;
| ELEPHANT_SEAL_MAN || [[elephant seal man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_ELEPHANT_SEAL || [[giant elephant seal]]&lt;br /&gt;
|-&lt;br /&gt;
| HARP_SEAL || [[harp seal]]&lt;br /&gt;
|-&lt;br /&gt;
| HARP_SEAL_MAN || [[harp seal man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_HARP_SEAL || [[giant harp seal]]&lt;br /&gt;
|-&lt;br /&gt;
| NAUTILUS || [[nautilus]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| NAUTILUS_MAN || [[nautilus man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_NAUTILUS || [[giant nautilus]]&lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;row&amp;quot; colspan=&amp;quot;3&amp;quot;| creature_other&lt;br /&gt;
|-&lt;br /&gt;
| FOXSQUIRREL || [[fox squirrel]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| MOGHOPPER || [[moghopper]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| RAT_DEMON || [[demon rat]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| WAMBLER_FLUFFY || [[fluffy wambler]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: orange;&amp;quot;| LIZARD_RHINO_TWO_LEGGED || [[two-legged rhino lizard]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| WORM_KNUCKLE || [[knuckle worm]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| SPIDER_PHANTOM || [[phantom spider]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| FLY_ACORN || [[acorn fly]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| GNAT_BLOOD || [[blood gnat]]&lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;row&amp;quot; colspan=&amp;quot;3&amp;quot;| creature_reptiles&lt;br /&gt;
|-&lt;br /&gt;
| LIZARD || [[lizard]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| LIZARD_MAN || [[lizard man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_LIZARD || [[giant lizard]]&lt;br /&gt;
|-&lt;br /&gt;
| SKINK || [[skink]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| SKINK_MAN || [[skink man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_SKINK || [[giant skink]]&lt;br /&gt;
|-&lt;br /&gt;
| CHAMELEON || [[chameleon]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| CHAMELEON_MAN || [[chameleon man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_CHAMELEON || [[giant chameleon]]&lt;br /&gt;
|-&lt;br /&gt;
| ANOLE || [[anole]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| ANOLE_MAN || [[anole man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_ANOLE || [[giant anole]]&lt;br /&gt;
|-&lt;br /&gt;
| IGUANA || [[iguana]]&lt;br /&gt;
|-&lt;br /&gt;
| IGUANA_MAN || [[iguana man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_IGUANA || [[giant iguana]]&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;3&amp;quot;| creature_riverlakepool_new&lt;br /&gt;
|-&lt;br /&gt;
| RIVER OTTER || [[river otter]]&lt;br /&gt;
|-&lt;br /&gt;
| SEA OTTER || [[sea otter]]&lt;br /&gt;
|-&lt;br /&gt;
| OTTER_MAN || [[otter man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_OTTER || [[giant otter]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: orange;&amp;quot;| SNAPPING TURTLE || [[common snapping turtle]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: orange;&amp;quot;| ALLIGATOR SNAPPING TURTLE || [[alligator snapping turtle]]&lt;br /&gt;
|-&lt;br /&gt;
| SNAPPING_TURTLE_MAN || [[snapping turtle man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_SNAPPING_TURTLE || [[giant snapping turtle]]&lt;br /&gt;
|-&lt;br /&gt;
| BEAVER || [[beaver]]&lt;br /&gt;
|-&lt;br /&gt;
| BEAVER_MAN || [[beaver man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_BEAVER || [[giant beaver]]&lt;br /&gt;
|-&lt;br /&gt;
| LEECH || [[leech]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| LEECH_MAN || [[leech man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_LEECH || [[giant leech]]&lt;br /&gt;
|-&lt;br /&gt;
| AXOLOTL || [[axolotl]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| AXOLOTL_MAN || [[axolotl man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_AXOLOTL || [[giant axolotl]]&lt;br /&gt;
|-&lt;br /&gt;
| MINK || [[mink]]&lt;br /&gt;
|-&lt;br /&gt;
| MINK_MAN || [[mink man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_MINK || [[giant mink]]&lt;br /&gt;
|-&lt;br /&gt;
| POND_TURTLE || [[pond turtle]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| POND_TURTLE_MAN || [[pond turtle man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_POND_TURTLE || [[giant pond turtle]]&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;3&amp;quot;| creature_small_mammals&lt;br /&gt;
|-&lt;br /&gt;
| RAT || [[rat]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| RAT_MAN || [[rat man]]&lt;br /&gt;
|-&lt;br /&gt;
| SQUIRREL_GRAY || [[gray squirrel]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| SQUIRREL_GRAY_MAN || [[gray squirrel man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_SQUIRREL_GRAY || [[giant gray squirrel]]&lt;br /&gt;
|-&lt;br /&gt;
| SQUIRREL_RED || [[red squirrel]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| SQUIRREL_RED_MAN || [[red squirrel man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_SQUIRREL_RED || [[giant red squirrel]]&lt;br /&gt;
|-&lt;br /&gt;
| CHIPMUNK || [[chipmunk]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| CHIPMUNK_MAN || [[chipmunk man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_CHIPMUNK || [[giant chipmunk]]&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;3&amp;quot;| creature_small_mammal_new&lt;br /&gt;
|-&lt;br /&gt;
| HAMSTER || [[hamster]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| HAMSTER_MAN || [[hamster man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_HAMSTER || [[giant hamster]]&lt;br /&gt;
|-&lt;br /&gt;
| HEDGEHOG || [[hedgehog]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| HEDGEHOG_MAN || [[hedgehog man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_HEDGEHOG || [[giant hedgehog]]&lt;br /&gt;
|-&lt;br /&gt;
| SQUIRREL_FLYING || [[flying squirrel]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| FLYING_SQUIRREL_MAN || [[flying squirrel man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_FLYING_SQUIRREL || [[giant flying squirrel]]&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;3&amp;quot;| creature_small_ocean&lt;br /&gt;
|-&lt;br /&gt;
| MUSSEL || [[mussel]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| OYSTER || [[oyster]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| FISH_SALMON || [[salmon]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| FISH_CLOWNFISH || [[clownfish]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| FISH_HAGFISH || [[hagfish]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| FISH_LAMPREY_BROOK || [[brook lamprey]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| FISH_RAY_BAT || [[bat ray]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| FISH_RAY_THORNBACK || [[thornback ray]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| FISH_RATFISH_SPOTTED || [[spotted ratfish]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| FISH_HERRING || [[herring]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| FISH_SHAD || [[shad]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| FISH_ANCHOVY || [[anchovy]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| FISH_TROUT_STEELHEAD || [[steelhead trout]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| FISH_HAKE || [[hake]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| FISH_SEAHORSE || [[seahorse]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| FISH_GLASSEYE || [[glasseye]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| FISH_PUFFER_WHITE_SPOTTED || [[white-spotted puffer]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| FISH_SOLE || [[sole]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| FISH_FLOUNDER || [[flounder]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| FISH_MACKEREL || [[mackerel]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| JELLYFISH_SEA_NETTLE || [[sea nettle jellyfish]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| SQUID || [[squid]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: orange;&amp;quot;| SQUID MAN || [[squid man]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: orange;&amp;quot;| GIGANTIC SQUID || [[gigantic squid]]&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;3&amp;quot;| creature_small_riverlake&lt;br /&gt;
|-&lt;br /&gt;
| FISH_LUNGFISH || [[lungfish]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| FISH_LOACH_CLOWN || [[clown loach]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| FISH_BULLHEAD_BROWN || [[brown bullhead]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| FISH_BULLHEAD_YELLOW || [[yellow bullhead]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| FISH_BULLHEAD_BLACK || [[black bullhead]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| FISH_KNIFEFISH_BANDED || [[banded knifefish]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| FISH_CHAR || [[char]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| FISH_TROUT_RAINBOW || [[rainbow trout]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| FISH_MOLLY_SAILFIN || [[sailfin molly]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| FISH_GUPPY || [[guppy]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| FISH_PERCH || [[perch]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;3&amp;quot;| creature_standard&lt;br /&gt;
|-&lt;br /&gt;
| DWARF || [[dwarf]]&lt;br /&gt;
|-&lt;br /&gt;
| HUMAN || [[human]]&lt;br /&gt;
|-&lt;br /&gt;
| ELF || [[elf]]&lt;br /&gt;
|-&lt;br /&gt;
| GOBLIN || [[goblin]]&lt;br /&gt;
|-&lt;br /&gt;
| KOBOLD || [[kobold]]&lt;br /&gt;
|-&lt;br /&gt;
| GREMLIN || [[gremlin]]&lt;br /&gt;
|-&lt;br /&gt;
| TROLL || [[troll]]&lt;br /&gt;
|-&lt;br /&gt;
| OGRE || [[ogre]]&lt;br /&gt;
|-&lt;br /&gt;
| UNICORN || [[unicorn]]&lt;br /&gt;
|-&lt;br /&gt;
| DRAGON || [[dragon]]&lt;br /&gt;
|-&lt;br /&gt;
| SATYR || [[satyr]]&lt;br /&gt;
|-&lt;br /&gt;
| COLOSSUS_BRONZE || [[bronze colossus]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT || [[giant]]&lt;br /&gt;
|-&lt;br /&gt;
| CYCLOPS || [[cyclops]]&lt;br /&gt;
|-&lt;br /&gt;
| ETTIN || [[ettin]]&lt;br /&gt;
|-&lt;br /&gt;
| MINOTAUR || [[minotaur]]&lt;br /&gt;
|-&lt;br /&gt;
| YETI || [[yeti]]&lt;br /&gt;
|-&lt;br /&gt;
| SASQUATCH || [[sasquatch]]&lt;br /&gt;
|-&lt;br /&gt;
| BLIZZARD_MAN || [[blizzard man]]&lt;br /&gt;
|-&lt;br /&gt;
| WOLF_ICE || [[ice wolf]]&lt;br /&gt;
|-&lt;br /&gt;
| FAIRY || [[fairy]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| PIXIE || [[pixie]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| BEAK_DOG || [[beak dog]]&lt;br /&gt;
|-&lt;br /&gt;
| GRIMELING || [[grimeling]]&lt;br /&gt;
|-&lt;br /&gt;
| BLENDEC_FOUL || [[foul blendec]]&lt;br /&gt;
|-&lt;br /&gt;
| STRANGLER || [[strangler]]&lt;br /&gt;
|-&lt;br /&gt;
| NIGHTWING || [[nightwing]]&lt;br /&gt;
|-&lt;br /&gt;
| HARPY || [[harpy]]&lt;br /&gt;
|-&lt;br /&gt;
| HYDRA || [[hydra]]&lt;br /&gt;
|-&lt;br /&gt;
| MERPERSON || [[merperson]]&lt;br /&gt;
|-&lt;br /&gt;
| SEA_SERPENT || [[sea serpent]]&lt;br /&gt;
|-&lt;br /&gt;
| SEA_MONSTER || [[sea monster]]&lt;br /&gt;
|-&lt;br /&gt;
| BIRD_ROC || [[roc]]&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;3&amp;quot;| creature_subterranean&lt;br /&gt;
|-&lt;br /&gt;
| CROCODILE_CAVE || [[cave crocodile]]&lt;br /&gt;
|-&lt;br /&gt;
| TOAD_GIANT_CAVE || [[giant cave toad]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: orange;&amp;quot;| OLM_GIANT || [[giant olm]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: orange;&amp;quot;| BAT_GIANT || [[giant bat]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: orange;&amp;quot;| RAT_GIANT || [[giant rat]]&lt;br /&gt;
|-&lt;br /&gt;
| RAT_LARGE || [[large rat]]&lt;br /&gt;
|-&lt;br /&gt;
| MOLE_DOG_NAKED || [[naked mole dog]]&lt;br /&gt;
|-&lt;br /&gt;
| TROGLODYTE || [[troglodyte]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: orange;&amp;quot;| MOLE_GIANT || [[giant mole]]&lt;br /&gt;
|-&lt;br /&gt;
| IMP_FIRE || [[fire imp]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: orange;&amp;quot;| SPIDER_CAVE_GIANT || [[giant cave spider]]&lt;br /&gt;
|-&lt;br /&gt;
| SPIDER_CAVE || [[cave spider]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| FISH_CAVE || [[cave fish]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| CAVE_FISH_MAN || [[cave fish man]]&lt;br /&gt;
|-&lt;br /&gt;
| LOBSTER_CAVE || [[cave lobster]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| SNAKE_FIRE || [[fire snake]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| OLM || [[olm]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| OLM_MAN || [[olm man]]&lt;br /&gt;
|-&lt;br /&gt;
| BAT || [[bat]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| BAT_MAN || [[bat man]]&lt;br /&gt;
|-&lt;br /&gt;
| MAGGOT_PURRING || [[purring maggot]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| ELEMENTMAN_FIRE || [[fire man]]&lt;br /&gt;
|-&lt;br /&gt;
| ELEMENTMAN_MAGMA || [[magma man]]&lt;br /&gt;
|-&lt;br /&gt;
| ELEMENTMAN_IRON || [[iron man]]&lt;br /&gt;
|-&lt;br /&gt;
| ELEMENTMAN_MUD || [[mud man]]&lt;br /&gt;
|-&lt;br /&gt;
| BIRD_SWALLOW_CAVE || [[cave swallow]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| CAVE_SWALLOW_MAN || [[cave swallow man]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: orange;&amp;quot;| BIRD_SWALLOW_CAVE_GIANT || [[giant cave swallow]]&lt;br /&gt;
|-&lt;br /&gt;
| AMPHIBIAN_MAN || [[amphibian man]]&lt;br /&gt;
|-&lt;br /&gt;
| REPTILE_MAN || [[reptile man]]&lt;br /&gt;
|-&lt;br /&gt;
| SERPENT_MAN || [[serpent man]]&lt;br /&gt;
|-&lt;br /&gt;
| ANT_MAN || [[antman]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: orange;&amp;quot;| RODENT MAN || [[rodent man]]&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;3&amp;quot;| creature_temperate_new&lt;br /&gt;
|-&lt;br /&gt;
| WILD_BOAR || [[wild boar]]&lt;br /&gt;
|-&lt;br /&gt;
| WILD_BOAR_MAN || [[wild boar man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_WILD_BOAR || [[giant wild boar]]&lt;br /&gt;
|-&lt;br /&gt;
| COYOTE || [[coyote]]&lt;br /&gt;
|-&lt;br /&gt;
| COYOTE_MAN || [[coyote man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_COYOTE || [[giant coyote]]&lt;br /&gt;
|-&lt;br /&gt;
| KANGAROO || [[kangaroo]]&lt;br /&gt;
|-&lt;br /&gt;
| KANGAROO_MAN || [[kangaroo man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_KANGAROO || [[giant kangaroo]]&lt;br /&gt;
|-&lt;br /&gt;
| KOALA || [[koala]]&lt;br /&gt;
|-&lt;br /&gt;
| KOALA_MAN || [[koala man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_KOALA || [[giant koala]]&lt;br /&gt;
|-&lt;br /&gt;
| ADDER || [[adder]]&lt;br /&gt;
|-&lt;br /&gt;
| ADDER_MAN || [[adder man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_ADDER || [[giant adder]]&lt;br /&gt;
|-&lt;br /&gt;
| ECHIDNA || [[echidna]]&lt;br /&gt;
|-&lt;br /&gt;
| ECHIDNA_MAN || [[echidna man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_ECHIDNA || [[giant echidna]]&lt;br /&gt;
|-&lt;br /&gt;
| PORCUPINE || [[porcupine]]&lt;br /&gt;
|-&lt;br /&gt;
| PORCUPINE_MAN || [[porcupine man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_PORCUPINE || [[giant porcupine]]&lt;br /&gt;
|-&lt;br /&gt;
| KINGSNAKE || [[kingsnake]]&lt;br /&gt;
|-&lt;br /&gt;
| KINGSNAKE_MAN || [[kingsnake man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_KINGSNAKE || [[giant kingsnake]]&lt;br /&gt;
|-&lt;br /&gt;
| GRAY_LANGUR || [[gray langur]]&lt;br /&gt;
|-&lt;br /&gt;
| GRAY_LANGUR_MAN || [[gray langur man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_GRAY_LANGUR || [[giant gray langur]]&lt;br /&gt;
|-&lt;br /&gt;
| BOBCAT || [[bobcat]]&lt;br /&gt;
|-&lt;br /&gt;
| BOBCAT_MAN || [[bobcat man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_BOBCAT || [[giant bobcat]]&lt;br /&gt;
|-&lt;br /&gt;
| SKUNK || [[skunk]]&lt;br /&gt;
|-&lt;br /&gt;
| SKUNK_MAN || [[skunk man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_SKUNK || [[giant skunk]]&lt;br /&gt;
|-&lt;br /&gt;
| GREEN_TREE_FROG || [[green tree frog]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| GREEN_TREE_FROG_MAN || [[green tree frog man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_GREEN_TREE_FROG || [[giant green tree frog]]&lt;br /&gt;
|-&lt;br /&gt;
| HARE || [[hare]]&lt;br /&gt;
|-&lt;br /&gt;
| HARE_MAN || [[hare man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_HARE || [[giant hare]]&lt;br /&gt;
|-&lt;br /&gt;
| RATTLESNAKE || [[rattlesnake]]&lt;br /&gt;
|-&lt;br /&gt;
| RATTLESNAKE_MAN || [[rattlesnake man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_RATTLESNAKE || [[giant rattlesnake]]&lt;br /&gt;
|-&lt;br /&gt;
| WEASEL || [[weasel]]&lt;br /&gt;
|-&lt;br /&gt;
| WEASEL_MAN || [[weasel man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_WEASEL || [[giant weasel]]&lt;br /&gt;
|-&lt;br /&gt;
| COPPERHEAD_SNAKE || [[copperhead snake]]&lt;br /&gt;
|-&lt;br /&gt;
| COPPERHEAD_SNAKE_MAN || [[copperhead snake man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_COPPERHEAD_SNAKE || [[giant copperhead snake]]&lt;br /&gt;
|-&lt;br /&gt;
| IBEX || [[ibex]]&lt;br /&gt;
|-&lt;br /&gt;
| IBEX_MAN || [[ibex man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_IBEX || [[giant ibex]]&lt;br /&gt;
|-&lt;br /&gt;
| WOMBAT || [[wombat]]&lt;br /&gt;
|-&lt;br /&gt;
| WOMBAT_MAN || [[wombat man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_WOMBAT || [[giant wombat]]&lt;br /&gt;
|-&lt;br /&gt;
| DINGO || [[dingo]]&lt;br /&gt;
|-&lt;br /&gt;
| DINGO_MAN || [[dingo man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_DINGO || [[giant dingo]]&lt;br /&gt;
|-&lt;br /&gt;
| COATI || [[coati]]&lt;br /&gt;
|-&lt;br /&gt;
| COATI_MAN || [[coati man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_COATI || [[giant coati]]&lt;br /&gt;
|-&lt;br /&gt;
| OPOSSUM || [[opossum]]&lt;br /&gt;
|-&lt;br /&gt;
| OPOSSUM_MAN || [[opossum man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_OPOSSUM || [[giant opossum]]&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;3&amp;quot;| creature_tropical_new&lt;br /&gt;
|-&lt;br /&gt;
| MONGOOSE || [[mongoose]]&lt;br /&gt;
|-&lt;br /&gt;
| MONGOOSE_MAN || [[mongoose man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_MONGOOSE || [[giant mongoose]]&lt;br /&gt;
|-&lt;br /&gt;
| HYENA || [[hyena]]&lt;br /&gt;
|-&lt;br /&gt;
| HYENA_MAN || [[hyena man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_HYENA || [[giant hyena]]&lt;br /&gt;
|-&lt;br /&gt;
| ANACONDA || [[anaconda]]&lt;br /&gt;
|-&lt;br /&gt;
| ANACONDA_MAN || [[anaconda man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_ANACONDA || [[giant anaconda]]&lt;br /&gt;
|-&lt;br /&gt;
| MONITOR_LIZARD || [[monitor lizard]]&lt;br /&gt;
|-&lt;br /&gt;
| MONITOR_LIZARD_MAN || [[monitor lizard man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_MONITOR_LIZARD || [[giant monitor lizard]]&lt;br /&gt;
|-&lt;br /&gt;
| KING_COBRA || [[king cobra]]&lt;br /&gt;
|-&lt;br /&gt;
| KING_COBRA_MAN || [[king cobra man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_KING_COBRA || [[giant king cobra]]&lt;br /&gt;
|-&lt;br /&gt;
| OCELOT || [[ocelot]]&lt;br /&gt;
|-&lt;br /&gt;
| OCELOT_MAN || [[ocelot man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_OCELOT || [[giant ocelot]]&lt;br /&gt;
|-&lt;br /&gt;
| JACKAL || [[jackal]]&lt;br /&gt;
|-&lt;br /&gt;
| JACKAL_MAN || [[jackal man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_JACKAL || [[giant jackal]]&lt;br /&gt;
|-&lt;br /&gt;
| CAPUCHIN || [[capuchin]]&lt;br /&gt;
|-&lt;br /&gt;
| CAPUCHIN_MAN || [[capuchin man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_CAPUCHIN || [[giant capuchin]]&lt;br /&gt;
|-&lt;br /&gt;
| SLOTH || [[sloth]]&lt;br /&gt;
|-&lt;br /&gt;
| SLOTH_MAN || [[sloth man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_SLOTH || [[giant sloth]]&lt;br /&gt;
|-&lt;br /&gt;
| SPIDER_MONKEY || [[spider monkey]]&lt;br /&gt;
|-&lt;br /&gt;
| SPIDER_MONKEY_MAN || [[spider monkey man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_SPIDER_MONKEY || [[giant spider monkey]]&lt;br /&gt;
|-&lt;br /&gt;
| PANGOLIN || [[pangolin]]&lt;br /&gt;
|-&lt;br /&gt;
| PANGOLIN_MAN || [[pangolin man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_PANGOLIN || [[giant pangolin]]&lt;br /&gt;
|-&lt;br /&gt;
| BLACK_MAMBA || [[black mamba]]&lt;br /&gt;
|-&lt;br /&gt;
| BLACK_MAMBA_MAN || [[black mamba man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_BLACK_MAMBA || [[giant black mamba]]&lt;br /&gt;
|-&lt;br /&gt;
| BEAR_SLOTH || [[sloth bear]]&lt;br /&gt;
|-&lt;br /&gt;
| SLOTH_BEAR_MAN || [[sloth bear man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_SLOTH_BEAR || [[giant sloth bear]]&lt;br /&gt;
|-&lt;br /&gt;
| AYE-AYE || [[aye-aye]]&lt;br /&gt;
|-&lt;br /&gt;
| AYE-AYE_MAN || [[aye-aye man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_AYE-AYE || [[giant aye-aye]]&lt;br /&gt;
|-&lt;br /&gt;
| BUSHMASTER || [[bushmaster]]&lt;br /&gt;
|-&lt;br /&gt;
| BUSHMASTER_MAN || [[bushmaster man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_BUSHMASTER || [[giant bushmaster]]&lt;br /&gt;
|-&lt;br /&gt;
| PYTHON || [[python]]&lt;br /&gt;
|-&lt;br /&gt;
| PYTHON_MAN || [[python man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_PYTHON || [[giant python]]&lt;br /&gt;
|-&lt;br /&gt;
| TAPIR || [[tapir]]&lt;br /&gt;
|-&lt;br /&gt;
| TAPIR_MAN || [[tapir man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_TAPIR || [[giant tapir]]&lt;br /&gt;
|-&lt;br /&gt;
| IMPALA || [[impala]]&lt;br /&gt;
|-&lt;br /&gt;
| IMPALA_MAN || [[impala man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_IMPALA || [[giant impala]]&lt;br /&gt;
|-&lt;br /&gt;
| AARDVARK || [[aardvark]]&lt;br /&gt;
|-&lt;br /&gt;
| AARDVARK_MAN || [[aardvark man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_AARDVARK || [[giant aardvark]]&lt;br /&gt;
|-&lt;br /&gt;
| LION_TAMARIN || [[lion tamarin]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| LION_TAMARIN_MAN || [[lion tamarin man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_LION_TAMARIN || [[giant lion tamarin]]&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;3&amp;quot;| creature_tundra_taiga_new&lt;br /&gt;
|-&lt;br /&gt;
| STOAT || [[stoat]]&lt;br /&gt;
|-&lt;br /&gt;
| STOAT_MAN || [[stoat man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_STOAT || [[giant stoat]]&lt;br /&gt;
|-&lt;br /&gt;
| LYNX || [[lynx]]&lt;br /&gt;
|-&lt;br /&gt;
| LYNX_MAN || [[lynx man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_LYNX || [[giant lynx]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Category|Interface}}&lt;/div&gt;</summary>
		<author><name>DikbutDaGrate</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=DF2014:Graphic_set&amp;diff=301657</id>
		<title>DF2014:Graphic set</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=DF2014:Graphic_set&amp;diff=301657"/>
		<updated>2024-05-31T19:49:42Z</updated>

		<summary type="html">&lt;p&gt;DikbutDaGrate: Added vermin to bumblebee&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}{{av}}&lt;br /&gt;
&lt;br /&gt;
{{For/see|an overview of graphics in DF|[[Graphics]]}}&lt;br /&gt;
{{For/see|user-created graphics sets|[[Graphics set repository]]}}&lt;br /&gt;
&lt;br /&gt;
{{Mod}}&lt;br /&gt;
&lt;br /&gt;
A '''graphic set''' is an additional custom [[tilesets|tileset]] intended for [[creature]]s. While this is eventually planned for all objects in game, only creatures can currently be assigned to graphic sets. Graphic sets are placed in {{tt|raw/graphics}} (as well as the raw folder of each save); a corresponding text file assigns tiles to objects.&lt;br /&gt;
&lt;br /&gt;
== Documentation ==&lt;br /&gt;
&lt;br /&gt;
=== Location and size ===&lt;br /&gt;
&lt;br /&gt;
The text files are placed directly in the {{tt|raw/graphics}} folder while the graphic sets themselves should be in subfolders. Graphic sets don't need to have the same tile size as the main tileset, they will be resized automatically to match it. As the automatic resizing algorithm might introduce artifacts or unintended aliasing to your art, it is recommended to draw them in the intended dimension from the beginning. The number of tiles and their spatial arrangement doesn't matter; see [[#Notes|Notes]] for details.&lt;br /&gt;
&lt;br /&gt;
=== Possible graphics ===&lt;br /&gt;
&lt;br /&gt;
:''You can find a detailed list [[#List of professions, creatures and states|below]].''&lt;br /&gt;
&lt;br /&gt;
All creatures can have separate graphics assigned to their adult and child states, undead, and their -men and giant variants. In addition, the major [[civilization]]s can have separate graphics for all professions (such as miner, mason, caravan guard, and ghost). You can assign one graphic to several creatures/states, and you can set each tile to either be displayed as it appears or let the game color them. Vermin and different genders cannot have separate graphics assigned to them.&lt;br /&gt;
&lt;br /&gt;
=== Text file syntax ===&lt;br /&gt;
&lt;br /&gt;
A graphic set needs a text file that tells the game which tile is used for which creature. You can use separate text files for each graphic set, or a single one for several. Each text file consists of a header, one or more graphic set definitions (called &amp;quot;{{tt|TILE_PAGE}}&amp;quot;) and several creature graphics entries, each of which has subentries for professions.&lt;br /&gt;
&lt;br /&gt;
The structure of a typical text file would look like this:&lt;br /&gt;
&lt;br /&gt;
* Header&lt;br /&gt;
* Tile page definition&lt;br /&gt;
** Creature graphic entry&lt;br /&gt;
*** profession subentry&lt;br /&gt;
*** more&lt;br /&gt;
*** profession&lt;br /&gt;
*** subentries&lt;br /&gt;
** next creature&lt;br /&gt;
*** with&lt;br /&gt;
*** more&lt;br /&gt;
*** professions&lt;br /&gt;
* new tile page definition&lt;br /&gt;
** a creature&lt;br /&gt;
*** with adult&lt;br /&gt;
*** and child graphics&lt;br /&gt;
** and another creature&lt;br /&gt;
*** adult&lt;br /&gt;
*** child&lt;br /&gt;
&lt;br /&gt;
Below is an example of such a file:&lt;br /&gt;
&lt;br /&gt;
 graphics_mygraphics &amp;amp;larr; &amp;lt;small&amp;gt;&amp;lt;span style=&amp;quot;color:#808080&amp;quot;&amp;gt;'''The first line of the header. You'll be saving the text document as this name (graphics_mygraphics.txt) &amp;lt;br/&amp;gt;                            This name should match the folder name you will be using in &amp;quot;raw/graphics&amp;quot;.'''&amp;lt;/span&amp;gt;&amp;lt;/small&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
 [OBJECT:GRAPHICS] &lt;br /&gt;
 &amp;lt;small&amp;gt;&amp;lt;span style=&amp;quot;color:#808080&amp;quot;&amp;gt;'''This concludes the header. Each graphic set text file needs to contain these lines.'''&amp;lt;/span&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;------------------------------&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
 below are dwarves &amp;amp;larr; &amp;lt;small&amp;gt;&amp;lt;span style=&amp;quot;color:#808080&amp;quot;&amp;gt;'''text outside brackets gets ignored. You can use it for comments and organizing your file visually with lines'''&amp;lt;/span&amp;gt;&amp;lt;/small&amp;gt; &amp;lt;br/&amp;gt; &lt;br /&gt;
 [TILE_PAGE:MYDWARVES] &amp;amp;larr; &amp;lt;small&amp;gt;&amp;lt;span style=&amp;quot;color:#808080&amp;quot;&amp;gt;'''Here you are defining properties of a single graphic set image.&amp;lt;br/&amp;gt;The title MYDWARVES will be used in creature graphic entries to refer to that graphic set. The title doesn't have to match any creature, folder, or image name.'''&amp;lt;/span&amp;gt;&amp;lt;/small&amp;gt; &lt;br /&gt;
        [FILE:mygraphics/mydwarves.png] &amp;amp;larr; &amp;lt;small&amp;gt;&amp;lt;span style=&amp;quot;color:#808080&amp;quot;&amp;gt;'''The subfolder where the graphic set is located (relative to this text file) and its filename, including the file&amp;lt;br/&amp;gt;extension. '''&amp;lt;/span&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
        [TILE_DIM:16:16] &amp;amp;larr; &amp;lt;small&amp;gt;&amp;lt;span style=&amp;quot;color:#808080&amp;quot;&amp;gt;'''Height:Width - Pixels per tile, so DF knows where one tile ends and another begins'''&amp;lt;/span&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
        [PAGE_DIM:5:3] &amp;amp;larr; &amp;lt;small&amp;gt;&amp;lt;span style=&amp;quot;color:#808080&amp;quot;&amp;gt;'''Width:Height - Tiles per image and how they're arranged in rows and columns.'''&amp;lt;/span&amp;gt;&amp;lt;/small&amp;gt; &amp;lt;br/&amp;gt;&lt;br /&gt;
 		&amp;lt;small&amp;gt;&amp;lt;span style=&amp;quot;color:#808080&amp;quot;&amp;gt;'''This concludes the first TILE_PAGE definition.''' &amp;lt;/span&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
 		&amp;lt;small&amp;gt;&amp;lt;span style=&amp;quot;color:#808080&amp;quot;&amp;gt;'''Next are the creature graphic entries. Syntax is: [Profession:TILE_PAGE:X:Y:Color:State]''' &amp;lt;/span&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
 		&amp;lt;small&amp;gt;&amp;lt;span style=&amp;quot;color:#808080&amp;quot;&amp;gt;'''X and Y are the coordinates of the tile on the image. More information below.''' &amp;lt;/span&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
 [CREATURE_GRAPHICS:DWARF] &amp;amp;larr; &amp;lt;small&amp;gt;&amp;lt;span style=&amp;quot;color:#808080&amp;quot;&amp;gt;'''The value (DWARF in this case) is the name the creature has in the raws. This NEEDS to be spelled correctly.'''&amp;lt;/span&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
        [DEFAULT:MYDWARVES:0:0:'''ADD_COLOR''':DEFAULT]&lt;br /&gt;
                                   &amp;amp;uarr; &amp;lt;small&amp;gt;&amp;lt;span style=&amp;quot;color:#808080&amp;quot;&amp;gt;''' The ADD_COLOR value tells DF to give the tile the same colors as the default graphic '''&amp;lt;/span&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
        [STANDARD:MYDWARVES:1:0:'''AS_IS''':DEFAULT]&lt;br /&gt;
                                   &amp;amp;uarr; &amp;lt;small&amp;gt;&amp;lt;span style=&amp;quot;color:#808080&amp;quot;&amp;gt;'''AS_IS takes the tile as it is. Most likely this is the setting you want'''&amp;lt;/span&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
        [MINER:MYDWARVES:2:0:AS_IS:DEFAULT]&lt;br /&gt;
                   &amp;amp;darr; &amp;lt;small&amp;gt;&amp;lt;span style=&amp;quot;color:#808080&amp;quot;&amp;gt;'''We defined the tile page above. it refers to the image mydwarves.png '''&amp;lt;/span&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
        [CHILD:'''MYDWARVES''':3:0:AS_IS:DEFAULT]&lt;br /&gt;
        [BABY:MYDWARVES:4:0:AS_IS:DEFAULT]&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
 humans &amp;lt;br/&amp;gt;&lt;br /&gt;
 [TILE_PAGE:MYHUMANS] &amp;amp;larr; &amp;lt;small&amp;gt;&amp;lt;span style=&amp;quot;color:#808080&amp;quot;&amp;gt;'''The next TILE_PAGE definition. You could put that (and its creature graphic entries) in a separate text file, but it would have to contain&amp;lt;br/&amp;gt;its own header.'''&amp;lt;/span&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
        [FILE:Other_Graphics/humans.png] &amp;amp;larr; &amp;lt;small&amp;gt;&amp;lt;span style=&amp;quot;color:#808080&amp;quot;&amp;gt;'''This file is in another subfile'''&amp;lt;/span&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
        [TILE_DIM:16:16]&lt;br /&gt;
        [PAGE_DIM:1:4] &amp;lt;br/&amp;gt;&lt;br /&gt;
 [CREATURE_GRAPHICS:HUMAN]&lt;br /&gt;
        [DEFAULT:MYHUMANS:0:0:AS_IS:DEFAULT]	&lt;br /&gt;
    ''' Notes can go here too.'''        &lt;br /&gt;
        [SWORDSMAN:MYHUMANS:0:1:AS_IS:DEFAULT]&lt;br /&gt;
        ['''RECRUIT''':MYHUMANS:0:2:AS_IS:'''ADVENTURER'''] &amp;amp;larr; &amp;lt;small&amp;gt;&amp;lt;span style=&amp;quot;color:#808080&amp;quot;&amp;gt;'''An ADVENTURER with no weapons'''&amp;lt;/span&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
        ['''SWORDSMAN''':MYHUMANS:0:3:AS_IS:'''ADVENTURER'''] &amp;amp;larr; &amp;lt;small&amp;gt;&amp;lt;span style=&amp;quot;color:#808080&amp;quot;&amp;gt;'''An ADVENTURER with a sword'''&amp;lt;/span&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;==============================&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
 animals &amp;lt;br/&amp;gt;&lt;br /&gt;
 [TILE_PAGE:MYANIMALS]&lt;br /&gt;
        [FILE:Other_Graphics/animals'''.bmp'''] &amp;amp;larr; &amp;lt;small&amp;gt;&amp;lt;span style=&amp;quot;color:#808080&amp;quot;&amp;gt;'''Pictures can be in .BMP format, too.'''&amp;lt;/span&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
        [TILE_DIM:16:16]&lt;br /&gt;
        [PAGE_DIM:6:2] &amp;lt;br/&amp;gt;&lt;br /&gt;
 [CREATURE_GRAPHICS:DOG]&lt;br /&gt;
        [DEFAULT:MYANIMALS:0:0:AS_IS:DEFAULT]&lt;br /&gt;
        [CHILD:MYANIMALS:1:0:AS_IS:DEFAULT]&lt;br /&gt;
        ['''TRAINED_HUNTER''':MYANIMALS:4:0:AS_IS:DEFAULT] &amp;amp;larr; &amp;lt;small&amp;gt;&amp;lt;span style=&amp;quot;color:#808080&amp;quot;&amp;gt;'''TRAINED_HUNTER profession only works with animals that have {{Token|TRAINABLE|c}} or {{Token|TRAINABLE_HUNTING|c}}.'''&amp;lt;/span&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
        ['''TRAINED_WAR''':MYANIMALS:5:0:AS_IS:DEFAULT] &amp;amp;larr; &amp;lt;small&amp;gt;&amp;lt;span style=&amp;quot;color:#808080&amp;quot;&amp;gt;'''TRAINED_WAR profession only works with animals that have {{tt|[TRAINABLE]}} or {{tt|[TRAINABLE_WAR]}}.'''&amp;lt;/span&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
 [CREATURE_GRAPHICS:CAT]&lt;br /&gt;
        [DEFAULT:MYANIMALS:0:1:AS_IS:DEFAULT]&lt;br /&gt;
&lt;br /&gt;
=== Coordinates ===&lt;br /&gt;
&lt;br /&gt;
The {{tt|PAGE_DIM}} value in the {{tt|TILE_PAGE}} section defines how many columns and rows a given {{tt|TILE_PAGE}} (graphic set) has. The first value is the x-axis (&amp;quot;width&amp;quot;), the second value the y-axis (&amp;quot;height&amp;quot;). The origin (0,0) is at the top left.&lt;br /&gt;
&lt;br /&gt;
This is how the coordinates would work with the image {{tt|mydwarves.png}} from the example above:&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
| 0:0 || 1:0 || 2:0 || '''3:0''' || 4:0&lt;br /&gt;
|-&lt;br /&gt;
| 0:1 || 1:1 || 2:1 ||    3:1    || 4:1&lt;br /&gt;
|-&lt;br /&gt;
| 0:2 || 1:2 || 2:2 ||    3:2    || 4:2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The position of the dwarven child graphic from the example above ({{tt|[CHILD:MYDWARVES:'''3:0''':AS_IS:DEFAULT]}}) is shown in bold.&lt;br /&gt;
&lt;br /&gt;
Note that the coordinates start at 0, not 1. So, ''the last column in a 5 tile wide image is at 4'', not at 5.&lt;br /&gt;
&lt;br /&gt;
=== Notes ===&lt;br /&gt;
&lt;br /&gt;
The total number of tiles in a sheet cannot number more than 1024, regardless of how big (18×18) or how small (8×12) each tile is. Thus, a sheet that has its graphics organized into 22 rows and 44 columns works fine (as 22 × 44 = 968, which is less than 1024. However, a sheet that has 24 rows and 44 columns (24 × 44 = 1056) will not work.&lt;br /&gt;
&lt;br /&gt;
The order of a text file is fairly flexible. You can have several TILE_PAGEs in succession and the entries of each all together, or have one TILE_PAGE followed by all of its entries, before you define the next TILE_PAGE with its entries. The only limitation is that the TILE_PAGE ''must be before its entries''.&lt;br /&gt;
&lt;br /&gt;
== List of professions, creatures and states ==&lt;br /&gt;
&lt;br /&gt;
As shown in the example above, the syntax is&lt;br /&gt;
&lt;br /&gt;
 [CREATURE_GRAPHICS:'''Creature name''']&lt;br /&gt;
       ['''Profession''':MYHUMANS:0:0:AS_IS:'''Texture Token''']&lt;br /&gt;
&lt;br /&gt;
In the following, you will find tables with valid values.&lt;br /&gt;
&lt;br /&gt;
=== Texture tokens ===&lt;br /&gt;
&lt;br /&gt;
 [CREATURE_GRAPHICS:HUMAN]&lt;br /&gt;
       [DEFAULT:MYHUMANS:0:0:AS_IS:'''''DEFAULT''''']	&lt;br /&gt;
       [SWORDSMAN:MYHUMANS:0:1:AS_IS:'''''DEFAULT''''']&lt;br /&gt;
       [RECRUIT:MYHUMANS:0:2:AS_IS:'''''ADVENTURER''''']&lt;br /&gt;
&lt;br /&gt;
'''Note that the Tokens GHOST and ANIMATED go in the ''profession'' spot, not the texture token as you would expect'''—this means that you can't have separate graphics for miner zombies, axedwarf zombies, speardwarf zombies, etc.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DEFAULT}}&lt;br /&gt;
| Standard creature&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ADVENTURER}}&lt;br /&gt;
| Used when playing the creature as an adventurer(?)&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAW_ENFORCE}}&lt;br /&gt;
| Presumably used by members of the squad led by a position responsible for LAW_ENFORCEMENT (i.e. Fortress Guards)&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TAX_ESCORT}}&lt;br /&gt;
| Presumably used by members of the squad led by a position responsible for ESCORT_TAX_COLLECTOR (currently nobody)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Note that the Tokens GHOST and ANIMATED go in the ''profession'' spot, not the texture token as you would expect'''—this means that you can't have separate graphics for miner zombies, axedwarf zombies, speardwarf zombies, etc.&lt;br /&gt;
&lt;br /&gt;
=== Professions ===&lt;br /&gt;
&lt;br /&gt;
 [CREATURE_GRAPHICS:HUMAN]&lt;br /&gt;
        ['''''DEFAULT''''':MYHUMANS:0:0:AS_IS:DEFAULT]	&lt;br /&gt;
        ['''''SWORDSMAN''''':MYHUMANS:0:1:AS_IS:DEFAULT]&lt;br /&gt;
        ['''''RECRUIT''''':MYHUMANS:0:2:AS_IS:ADVENTURER]&lt;br /&gt;
&lt;br /&gt;
You can find these in {{tt|raw/objects/entity_default.txt}} as {{Token|PERMITTED_JOB|e}} and {{Token|POSITION|e}}. {{tt|POSITION}}s are only defined under the entry for Dwarves, but all Civilizations use these definitions.{{verify}}&lt;br /&gt;
&lt;br /&gt;
All 5 major civilizations (dwarves, elves, humans, goblins, kobolds) use at least some of these professions. Regardless, all 5 as well as [[animal people]]s and [[gorlak]]s can have any profession available to the civilization(s) they become part of—which can be any civilization. Additionally, [[plump helmet man|plump helmet men]] can have any profession which doesn't require talking (they cannot talk). In summary, any dwarf, elf, human, goblin, kobold, animal person, and gorlak can theoretically have any profession.&lt;br /&gt;
&lt;br /&gt;
The highest skill of a creature determine which profession graphic it uses. {{tt|DEFAULT}} is used when no graphic for a profession is found (not to be mistaken for the Texture token {{tt|DEFAULT}}). {{tt|STANDARD}} is used for creatures that have no professions like haulers and peasants.&lt;br /&gt;
&lt;br /&gt;
Position tokens are graphics used for appointed positions in the world, like queen, baron, general, but also slave and prisoner. When a creature does have a position and a graphic exists for that position, it takes precedence over the profession graphic. &lt;br /&gt;
&lt;br /&gt;
In-game titles and position tags aren't necessarily the same. For example, female elven rulers are entitled ''queen'' and ''princess'', but their positions tags are {{tt|[POSITION:LEADER]}} and {{tt|[POSITION:GENERAL]}}, respectively. While the position is called {{tt|[POSITION:MONARCH]}} in the raws, you can specify {{tt|QUEEN}} and {{tt|KING}} in your graphic set. You can also have separate graphics for a ruler's spouse, for example {{tt|[POSITION:BARON_CONSORT]}}. It is not clear from the raws which exact position names and genders are valid.{{verify}} In case of doubt, you can define them all, the game will just skip them if they don't exist.{{verify}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Token !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| DEFAULT || Used when no graphic for a profession is found&lt;br /&gt;
|-&lt;br /&gt;
| STANDARD || Used for creatures that have no professions like haulers and peasants.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ANIMATED}} || Animated (zombie/skeleton) version of the creature&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GHOST}} || Ghostly version of the creature&lt;br /&gt;
|-&lt;br /&gt;
| CHILD || &lt;br /&gt;
|-&lt;br /&gt;
| BABY || &lt;br /&gt;
|-&lt;br /&gt;
| DRUNK || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Civilians !! Used by&lt;br /&gt;
|-&lt;br /&gt;
| MINER || &lt;br /&gt;
|-&lt;br /&gt;
| WOODWORKER || &lt;br /&gt;
|-&lt;br /&gt;
| CARPENTER || &lt;br /&gt;
|-&lt;br /&gt;
| BOWYER || &lt;br /&gt;
|-&lt;br /&gt;
| WOODCUTTER || &lt;br /&gt;
|-&lt;br /&gt;
| STONEWORKER || &lt;br /&gt;
|-&lt;br /&gt;
| ENGRAVER || &lt;br /&gt;
|-&lt;br /&gt;
| MASON || &lt;br /&gt;
|-&lt;br /&gt;
| RANGER || &lt;br /&gt;
|-&lt;br /&gt;
| ANIMAL_CARETAKER || &lt;br /&gt;
|-&lt;br /&gt;
| ANIMAL_TRAINER || &lt;br /&gt;
|-&lt;br /&gt;
| HUNTER || &lt;br /&gt;
|-&lt;br /&gt;
| TRAPPER || &lt;br /&gt;
|-&lt;br /&gt;
| ANIMAL_DISSECTOR || &lt;br /&gt;
|-&lt;br /&gt;
| METALSMITH || &lt;br /&gt;
|-&lt;br /&gt;
| FURNACE_OPERATOR || &lt;br /&gt;
|-&lt;br /&gt;
| WEAPONSMITH || &lt;br /&gt;
|-&lt;br /&gt;
| ARMORER || &lt;br /&gt;
|-&lt;br /&gt;
| BLACKSMITH || &lt;br /&gt;
|-&lt;br /&gt;
| METALCRAFTER || &lt;br /&gt;
|-&lt;br /&gt;
| JEWELER || &lt;br /&gt;
|-&lt;br /&gt;
| GEM_CUTTER || &lt;br /&gt;
|-&lt;br /&gt;
| GEM_SETTER || &lt;br /&gt;
|-&lt;br /&gt;
| CRAFTSMAN || &lt;br /&gt;
|-&lt;br /&gt;
| WOODCRAFTER || &lt;br /&gt;
|-&lt;br /&gt;
| STONECRAFTER || &lt;br /&gt;
|-&lt;br /&gt;
| LEATHERWORKER || &lt;br /&gt;
|-&lt;br /&gt;
| BONE_CARVER || &lt;br /&gt;
|-&lt;br /&gt;
| WEAVER || &lt;br /&gt;
|-&lt;br /&gt;
| CLOTHIER || &lt;br /&gt;
|-&lt;br /&gt;
| GLASSMAKER || &lt;br /&gt;
|-&lt;br /&gt;
| STRAND_EXTRACTOR || &lt;br /&gt;
|-&lt;br /&gt;
| FISHERY_WORKER || &lt;br /&gt;
|-&lt;br /&gt;
| FISHERMAN || &lt;br /&gt;
|-&lt;br /&gt;
| FISH_DISSECTOR || &lt;br /&gt;
|-&lt;br /&gt;
| FISH_CLEANER || &lt;br /&gt;
|-&lt;br /&gt;
| FARMER || &lt;br /&gt;
|-&lt;br /&gt;
| CHEESE_MAKER || &lt;br /&gt;
|-&lt;br /&gt;
| MILKER || &lt;br /&gt;
|-&lt;br /&gt;
| COOK || &lt;br /&gt;
|-&lt;br /&gt;
| THRESHER || &lt;br /&gt;
|-&lt;br /&gt;
| MILLER || &lt;br /&gt;
|-&lt;br /&gt;
| BUTCHER || &lt;br /&gt;
|-&lt;br /&gt;
| TANNER || &lt;br /&gt;
|-&lt;br /&gt;
| DYER || &lt;br /&gt;
|-&lt;br /&gt;
| PLANTER || &lt;br /&gt;
|-&lt;br /&gt;
| HERBALIST || &lt;br /&gt;
|-&lt;br /&gt;
| BREWER || &lt;br /&gt;
|-&lt;br /&gt;
| SOAP_MAKER || &lt;br /&gt;
|-&lt;br /&gt;
| POTASH_MAKER || &lt;br /&gt;
|-&lt;br /&gt;
| LYE_MAKER || &lt;br /&gt;
|-&lt;br /&gt;
| WOOD_BURNER || &lt;br /&gt;
|-&lt;br /&gt;
| ENGINEER || &lt;br /&gt;
|-&lt;br /&gt;
| MECHANIC || &lt;br /&gt;
|-&lt;br /&gt;
| SIEGE_ENGINEER || &lt;br /&gt;
|-&lt;br /&gt;
| SIEGE_OPERATOR || &lt;br /&gt;
|-&lt;br /&gt;
| PUMP_OPERATOR || &lt;br /&gt;
|-&lt;br /&gt;
| CLERK || &lt;br /&gt;
|-&lt;br /&gt;
| ARCHITECT || &lt;br /&gt;
|-&lt;br /&gt;
| ADMINISTRATOR || &lt;br /&gt;
|-&lt;br /&gt;
| TRADER || &lt;br /&gt;
|-&lt;br /&gt;
| ALCHEMIST || &lt;br /&gt;
|-&lt;br /&gt;
| MERCHANT || &lt;br /&gt;
|-&lt;br /&gt;
| DIAGNOSER || &lt;br /&gt;
|-&lt;br /&gt;
| BONE_SETTER || &lt;br /&gt;
|-&lt;br /&gt;
| SUTURER || &lt;br /&gt;
|-&lt;br /&gt;
| SURGEON || &lt;br /&gt;
|-&lt;br /&gt;
| GLAZER || &lt;br /&gt;
|-&lt;br /&gt;
| POTTER || &lt;br /&gt;
|-&lt;br /&gt;
| PRESSER || &lt;br /&gt;
|-&lt;br /&gt;
| BEEKEEPER || &lt;br /&gt;
|-&lt;br /&gt;
| WAX_WORKER || &lt;br /&gt;
|-&lt;br /&gt;
| GELDER ||&lt;br /&gt;
|-&lt;br /&gt;
|} &lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot;|&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Military !! Used by&lt;br /&gt;
|-&lt;br /&gt;
| CHAMPION || &lt;br /&gt;
|-&lt;br /&gt;
| HAMMERMAN || &lt;br /&gt;
|-&lt;br /&gt;
| MASTER_HAMMERMAN || &lt;br /&gt;
|-&lt;br /&gt;
| SPEARMAN || &lt;br /&gt;
|-&lt;br /&gt;
| MASTER_SPEARMAN || &lt;br /&gt;
|-&lt;br /&gt;
| CROSSBOWMAN || &lt;br /&gt;
|-&lt;br /&gt;
| MASTER_CROSSBOWMAN || &lt;br /&gt;
|-&lt;br /&gt;
| WRESTLER || &lt;br /&gt;
|-&lt;br /&gt;
| MASTER_WRESTLER || &lt;br /&gt;
|-&lt;br /&gt;
| AXEMAN || &lt;br /&gt;
|-&lt;br /&gt;
| MASTER_AXEMAN || &lt;br /&gt;
|-&lt;br /&gt;
| SWORDSMAN || &lt;br /&gt;
|-&lt;br /&gt;
| MASTER_SWORDSMAN || &lt;br /&gt;
|-&lt;br /&gt;
| MACEMAN || &lt;br /&gt;
|-&lt;br /&gt;
| MASTER_MACEMAN || &lt;br /&gt;
|-&lt;br /&gt;
| PIKEMAN || &lt;br /&gt;
|-&lt;br /&gt;
| MASTER_PIKEMAN || &lt;br /&gt;
|-&lt;br /&gt;
| BOWMAN || &lt;br /&gt;
|-&lt;br /&gt;
| MASTER_BOWMAN || &lt;br /&gt;
|-&lt;br /&gt;
| BLOWGUNMAN || &lt;br /&gt;
|-&lt;br /&gt;
| MASTER_BLOWGUNMAN || &lt;br /&gt;
|-&lt;br /&gt;
| RECRUIT || &lt;br /&gt;
|-&lt;br /&gt;
| TRAINED_HUNTER || &lt;br /&gt;
|-&lt;br /&gt;
| TRAINED_WAR || &lt;br /&gt;
|-&lt;br /&gt;
| MASTER_THIEF || &lt;br /&gt;
|-&lt;br /&gt;
| THIEF || &lt;br /&gt;
|-&lt;br /&gt;
| LASHER || &lt;br /&gt;
|-&lt;br /&gt;
| MASTER_LASHER || &lt;br /&gt;
|-&lt;br /&gt;
|} &lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot;| &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Position token !! Used by&lt;br /&gt;
|-&lt;br /&gt;
| MAYOR || &lt;br /&gt;
|-&lt;br /&gt;
| DUKE || &lt;br /&gt;
|-&lt;br /&gt;
| DUKE_CONSORT || &lt;br /&gt;
|-&lt;br /&gt;
| DUCHESS || &lt;br /&gt;
|-&lt;br /&gt;
| DUCHESS_CONSORT || &lt;br /&gt;
|-&lt;br /&gt;
| COUNT || &lt;br /&gt;
|-&lt;br /&gt;
| COUNT_CONSORT || &lt;br /&gt;
|-&lt;br /&gt;
| COUNTESS || &lt;br /&gt;
|-&lt;br /&gt;
| COUNTESS_CONSORT || &lt;br /&gt;
|-&lt;br /&gt;
| BARON || &lt;br /&gt;
|-&lt;br /&gt;
| BARON_CONSORT || &lt;br /&gt;
|-&lt;br /&gt;
| BARONESS || &lt;br /&gt;
|-&lt;br /&gt;
| BARONESS_CONSORT || &lt;br /&gt;
|-&lt;br /&gt;
| MONARCH || &lt;br /&gt;
|-&lt;br /&gt;
| MONARCH_CONSORT || &lt;br /&gt;
|-&lt;br /&gt;
| KING || &lt;br /&gt;
|-&lt;br /&gt;
| KING_CONSORT || &lt;br /&gt;
|-&lt;br /&gt;
| QUEEN || &lt;br /&gt;
|-&lt;br /&gt;
| QUEEN_CONSORT || &lt;br /&gt;
|-&lt;br /&gt;
| MANAGER || &lt;br /&gt;
|-&lt;br /&gt;
| BOOKKEEPER || &lt;br /&gt;
|-&lt;br /&gt;
| BROKER || &lt;br /&gt;
|-&lt;br /&gt;
| CHIEF_MEDICAL_DWARF || &lt;br /&gt;
|-&lt;br /&gt;
| DIPLOMAT || &lt;br /&gt;
|-&lt;br /&gt;
| OUTPOST_LIAISON || &lt;br /&gt;
|-&lt;br /&gt;
| MERCHANT || &lt;br /&gt;
|-&lt;br /&gt;
| CHAMPION || &lt;br /&gt;
|-&lt;br /&gt;
| MILITIA_CAPTAIN || &lt;br /&gt;
|-&lt;br /&gt;
| MILITIA_COMMANDER || &lt;br /&gt;
|-&lt;br /&gt;
| HAMMERER || &lt;br /&gt;
|-&lt;br /&gt;
| SHERIFF || &lt;br /&gt;
|-&lt;br /&gt;
| CAPTAIN_OF_THE_GUARD || &lt;br /&gt;
|-&lt;br /&gt;
| CAPTAIN || &lt;br /&gt;
|-&lt;br /&gt;
| LIEUTENANT || &lt;br /&gt;
|-&lt;br /&gt;
| GENERAL || &lt;br /&gt;
|-&lt;br /&gt;
| RANGER_CAPTAIN || &lt;br /&gt;
|-&lt;br /&gt;
| PRIEST || &lt;br /&gt;
|-&lt;br /&gt;
| HIGH_PRIEST || &lt;br /&gt;
|-&lt;br /&gt;
| ACOLYTE || &lt;br /&gt;
|-&lt;br /&gt;
| DRUID || &lt;br /&gt;
|-&lt;br /&gt;
| CRIMINAL || &lt;br /&gt;
|-&lt;br /&gt;
| SNATCHER || &lt;br /&gt;
|-&lt;br /&gt;
| SCOUT || &lt;br /&gt;
|-&lt;br /&gt;
| MONSTER_SLAYER || &lt;br /&gt;
|-&lt;br /&gt;
| BEAST_HUNTER || &lt;br /&gt;
|-&lt;br /&gt;
| SLAVE || &lt;br /&gt;
|-&lt;br /&gt;
| PRISONER || &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot;| &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! New in DF 0.42 !! Used by&lt;br /&gt;
|-&lt;br /&gt;
| PERFORMER || &lt;br /&gt;
|-&lt;br /&gt;
| POET || &lt;br /&gt;
|-&lt;br /&gt;
| BARD || &lt;br /&gt;
|-&lt;br /&gt;
| DANCER || &lt;br /&gt;
|-&lt;br /&gt;
| SAGE || &lt;br /&gt;
|-&lt;br /&gt;
| SCHOLAR || &lt;br /&gt;
|-&lt;br /&gt;
| PHILOSOPHER || &lt;br /&gt;
|-&lt;br /&gt;
| MATHEMATICIAN || &lt;br /&gt;
|-&lt;br /&gt;
| HISTORIAN || &lt;br /&gt;
|-&lt;br /&gt;
| ASTRONOMER || &lt;br /&gt;
|-&lt;br /&gt;
| NATURALIST || &lt;br /&gt;
|-&lt;br /&gt;
| CHEMIST || &lt;br /&gt;
|-&lt;br /&gt;
| GEOGRAPHER || &lt;br /&gt;
|-&lt;br /&gt;
| SCRIBE || &lt;br /&gt;
|-&lt;br /&gt;
| PAPERMAKER || &lt;br /&gt;
|-&lt;br /&gt;
| BOOKBINDER || &lt;br /&gt;
|-&lt;br /&gt;
| TAVERN_KEEPER || &lt;br /&gt;
|-&lt;br /&gt;
! New in DF 0.44 !! Used by&lt;br /&gt;
|-&lt;br /&gt;
| PROPHET ||&lt;br /&gt;
|-&lt;br /&gt;
| PILGRIM ||&lt;br /&gt;
|-&lt;br /&gt;
| MONK ||&lt;br /&gt;
|-&lt;br /&gt;
| CRIMINAL ||&lt;br /&gt;
|-&lt;br /&gt;
| PEDDLER ||&lt;br /&gt;
|-&lt;br /&gt;
| MESSENGER ||&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Creatures ===&lt;br /&gt;
&lt;br /&gt;
{{For/see|a table with general information about creatures|Creature}}&lt;br /&gt;
{{For/see|a table sorted by default tile, including alternate tiles|[[Tilesets#Creatures|Tilesets § Creatures]]}}&lt;br /&gt;
{{For/see|a table with trainable animals|[[Animal trainer#Trainable war/hunting animals|Animal trainer § Trainable war/hunting animals]]}}&lt;br /&gt;
&lt;br /&gt;
 [CREATURE_GRAPHICS:'''''HUMAN''''']&lt;br /&gt;
        [DEFAULT:MYHUMANS:0:0:AS_IS:DEFAULT]	&lt;br /&gt;
        [SWORDSMAN:MYHUMANS:0:1:AS_IS:DEFAULT]&lt;br /&gt;
        [RECRUIT:MYHUMANS:0:2:AS_IS:ADVENTURER]&lt;br /&gt;
&lt;br /&gt;
Creatures that use a raw name you might not expect, such as a space instead of an underscore, birds without {{tt|BIRD_}} prefix, and &amp;quot;{{tt|THING_GIANT}}&amp;quot; instead of &amp;quot;{{tt|GIANT_THING}}&amp;quot;, are highlighted &amp;lt;span style=&amp;quot;background-color: orange;&amp;quot;&amp;gt;orange&amp;lt;/span&amp;gt;. Be extra careful to spell these correctly.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Raw name !! Creature name !! Vermin&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;3&amp;quot;| creature_amphibians&lt;br /&gt;
|-&lt;br /&gt;
| TOAD || [[toad]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| TOAD_MAN || [[toad man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_TOAD || [[giant toad]]&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;3&amp;quot;| creature_annelids&lt;br /&gt;
|-&lt;br /&gt;
| WORM || [[worm]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| WORM_MAN || [[worm man]]&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;3&amp;quot;| creature_birds&lt;br /&gt;
|-&lt;br /&gt;
| BIRD_BLUEJAY || [[blue jay]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| BLUEJAY_MAN || [[bluejay man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_BLUEJAY || [[giant bluejay]]&lt;br /&gt;
|-&lt;br /&gt;
| BIRD_CARDINAL || [[cardinal]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| CARDINAL_MAN || [[cardinal man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_CARDINAL || [[giant cardinal]]&lt;br /&gt;
|-&lt;br /&gt;
| BIRD_GRACKLE || [[grackle]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| GRACKLE_MAN || [[grackle man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_GRACKLE || [[giant grackle]]&lt;br /&gt;
|-&lt;br /&gt;
| BIRD_ORIOLE || [[oriole]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| ORIOLE_MAN || [[oriole man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_ORIOLE || [[giant oriole]]&lt;br /&gt;
|-&lt;br /&gt;
| BIRD_RW_BLACKBIRD || [[red-winged blackbird]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| RW_BLACKBIRD_MAN || [[red-winged blackbird man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_RW_BLACKBIRD || [[giant red-winged blackbird]]&lt;br /&gt;
|-&lt;br /&gt;
| BIRD_PENGUIN || [[penguin]]&lt;br /&gt;
|-&lt;br /&gt;
| BIRD_PENGUIN_LITTLE || [[little penguin]]&lt;br /&gt;
|-&lt;br /&gt;
| BIRD_PENGUIN_EMPEROR || [[emperor penguin]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: orange;&amp;quot;| PENGUIN MAN || [[penguin man]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: orange;&amp;quot;| BIRD_PENGUIN_GIANT || [[giant penguin]]&lt;br /&gt;
|-&lt;br /&gt;
| BIRD_FALCON_PEREGRINE || [[peregrine falcon]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: orange;&amp;quot;| PEREGRINE FALCON MAN || [[peregrine falcon man]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: orange;&amp;quot;| GIANT PEREGRINE FALCON || [[giant peregrine falcon]]&lt;br /&gt;
|-&lt;br /&gt;
| BIRD_KIWI || [[kiwi]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: orange;&amp;quot;| KIWI MAN || [[kiwi man]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: orange;&amp;quot;| BIRD_KIWI_GIANT || [[giant kiwi]]&lt;br /&gt;
|-&lt;br /&gt;
| BIRD_OSTRICH || [[ostrich]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: orange;&amp;quot;| OSTRICH MAN || [[ostrich man]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: orange;&amp;quot;| BIRD_OSTRICH_GIANT || [[giant ostrich]]&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;3&amp;quot;| creature_birds_new&lt;br /&gt;
|-&lt;br /&gt;
| BIRD_CROW || [[crow]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| CROW_MAN || [[crow man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_CROW || [[giant crow]]&lt;br /&gt;
|-&lt;br /&gt;
| BIRD_RAVEN || [[raven]]&lt;br /&gt;
|-&lt;br /&gt;
| RAVEN_MAN || [[raven man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_RAVEN || [[giant raven]]&lt;br /&gt;
|-&lt;br /&gt;
| BIRD_CASSOWARY || [[cassowary]]&lt;br /&gt;
|-&lt;br /&gt;
| CASSOWARY_MAN || [[cassowary man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_CASSOWARY || [[giant cassowary]]&lt;br /&gt;
|-&lt;br /&gt;
| BIRD_KEA || [[kea]]&lt;br /&gt;
|-&lt;br /&gt;
| KEA_MAN || [[kea man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_KEA || [[giant kea]]&lt;br /&gt;
|-&lt;br /&gt;
| BIRD_OWL_SNOWY || [[snowy owl]]&lt;br /&gt;
|-&lt;br /&gt;
| SNOWY_OWL_MAN || [[snowy owl man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_SNOWY_OWL || [[giant snowy owl]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: orange;&amp;quot;| SPARROW || [[sparrow]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| SPARROW_MAN || [[sparrow man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_SPARROW || [[giant sparrow]]&lt;br /&gt;
|-&lt;br /&gt;
| BIRD_STORK_WHITE || [[white stork]]&lt;br /&gt;
|-&lt;br /&gt;
| WHITE_STORK_MAN || [[white stork man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_WHITE_STORK || [[giant white stork]]&lt;br /&gt;
|-&lt;br /&gt;
| BIRD_LOON || [[loon]]&lt;br /&gt;
|-&lt;br /&gt;
| LOON_MAN || [[loon man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_LOON || [[giant loon]]&lt;br /&gt;
|-&lt;br /&gt;
| BIRD_OWL_BARN || [[barn owl]]&lt;br /&gt;
|-&lt;br /&gt;
| BARN_OWL_MAN || [[barn owl man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_BARN_OWL || [[giant barn owl]]&lt;br /&gt;
|-&lt;br /&gt;
| BIRD_PARAKEET || [[parakeet]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| PARAKEET_MAN || [[parakeet man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_PARAKEET || [[giant parakeet]]&lt;br /&gt;
|-&lt;br /&gt;
| BIRD_KAKAPO || [[kakapo]]&lt;br /&gt;
|-&lt;br /&gt;
| KAKAPO_MAN || [[kakapo man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_KAKAPO || [[giant kakapo]]&lt;br /&gt;
|-&lt;br /&gt;
| BIRD_PARROT_GREY || [[grey parrot]]&lt;br /&gt;
|-&lt;br /&gt;
| GREY_PARROT_MAN || [[grey parrot man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_GREY_PARROT || [[giant grey parrot]]&lt;br /&gt;
|-&lt;br /&gt;
| BIRD_PUFFIN || [[puffin]]&lt;br /&gt;
|-&lt;br /&gt;
| PUFFIN_MAN || [[puffin man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_PUFFIN || [[giant puffin]]&lt;br /&gt;
|-&lt;br /&gt;
| BIRD_SWAN || [[swan]]&lt;br /&gt;
|-&lt;br /&gt;
| SWAN_MAN || [[swan man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_SWAN || [[giant swan]]&lt;br /&gt;
|-&lt;br /&gt;
| BIRD_LORIKEET || [[lorikeet]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| LORIKEET_MAN || [[lorikeet man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_LORIKEET || [[giant lorikeet]]&lt;br /&gt;
|-&lt;br /&gt;
| BIRD_WREN || [[wren]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| WREN_MAN || [[wren man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_WREN || [[giant wren]]&lt;br /&gt;
|-&lt;br /&gt;
| BIRD_OSPREY || [[osprey]]&lt;br /&gt;
|-&lt;br /&gt;
| OSPREY_MAN || [[osprey man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_OSPREY || [[giant osprey]]&lt;br /&gt;
|-&lt;br /&gt;
| BIRD_EMU || [[emu]]&lt;br /&gt;
|-&lt;br /&gt;
| EMU_MAN || [[emu man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_EMU || [[giant emu]]&lt;br /&gt;
|-&lt;br /&gt;
| BIRD_COCKATIEL || [[cockatiel]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| COCKATIEL_MAN || [[cockatiel man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_COCKATIEL || [[giant cockatiel]]&lt;br /&gt;
|-&lt;br /&gt;
| BIRD_LOVEBIRD_PEACH-FACED || [[peach-faced lovebird]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| PEACH-FACED_LOVEBIRD_MAN || [[peach-faced lovebird man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_PEACH-FACED_LOVEBIRD || [[giant peach-faced lovebird]]&lt;br /&gt;
|-&lt;br /&gt;
| BIRD_MAGPIE || [[magpie]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| MAGPIE_MAN || [[magpie man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_MAGPIE || [[giant magpie]]&lt;br /&gt;
|-&lt;br /&gt;
| BIRD_KESTREL || [[kestrel]]&lt;br /&gt;
|-&lt;br /&gt;
| KESTREL_MAN || [[kestrel man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_KESTREL || [[giant kestrel]]&lt;br /&gt;
|-&lt;br /&gt;
| BIRD_ALBATROSS || [[albatross]]&lt;br /&gt;
|-&lt;br /&gt;
| ALBATROSS_MAN || [[albatross man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_ALBATROSS || [[giant albatross]]&lt;br /&gt;
|-&lt;br /&gt;
| BIRD_OWL_GREAT_HORNED || [[great horned owl]]&lt;br /&gt;
|-&lt;br /&gt;
| GREAT_HORNED_OWL_MAN || [[great horned owl man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_GREAT_HORNED_OWL || [[giant great horned owl]]&lt;br /&gt;
|-&lt;br /&gt;
| BIRD_EAGLE || [[eagle]]&lt;br /&gt;
|-&lt;br /&gt;
| EAGLE_MAN || [[eagle man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_EAGLE || [[giant eagle]]&lt;br /&gt;
|-&lt;br /&gt;
| BIRD_HORNBILL || [[hornbill]]&lt;br /&gt;
|-&lt;br /&gt;
| HORNBILL_MAN || [[hornbill man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_HORNBILL || [[giant hornbill]]&lt;br /&gt;
|-&lt;br /&gt;
| BIRD_LOVEBIRD_MASKED || [[masked lovebird]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| MASKED_LOVEBIRD_MAN || [[masked lovebird man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_MASKED_LOVEBIRD || [[giant masked lovebird]]&lt;br /&gt;
|-&lt;br /&gt;
| BIRD_BUSHTIT || [[bushtit]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| BUSHTIT_MAN || [[bushtit man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_BUSHTIT || [[giant bushtit]]&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;3&amp;quot;| creature_bug_slug_new&lt;br /&gt;
|-&lt;br /&gt;
| DAMSELFLY || [[damselfly]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| DAMSELFLY_MAN || [[damselfly man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_DAMSELFLY || [[giant damselfly]]&lt;br /&gt;
|-&lt;br /&gt;
| MOTH || [[moth]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| MOTH_MAN || [[moth man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_MOTH || [[giant moth]]&lt;br /&gt;
|-&lt;br /&gt;
| GRASSHOPPER || [[grasshopper]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| GRASSHOPPER_MAN || [[grasshopper man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_GRASSHOPPER || [[giant grasshopper]]&lt;br /&gt;
|-&lt;br /&gt;
| BARK_SCORPION || [[bark scorpion]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| BARK_SCORPION_MAN || [[bark scorpion man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_BARK_SCORPION || [[giant bark scorpion]]&lt;br /&gt;
|-&lt;br /&gt;
| MANTIS || [[mantis]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| MANTIS_MAN || [[mantis man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_MANTIS || [[giant mantis]]&lt;br /&gt;
|-&lt;br /&gt;
| TICK || [[tick]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| TICK_MAN || [[tick man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_TICK || [[giant tick]]&lt;br /&gt;
|-&lt;br /&gt;
| LOUSE || [[louse]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| LOUSE_MAN || [[louse man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_LOUSE || [[giant louse]]&lt;br /&gt;
|-&lt;br /&gt;
| THRIPS || [[thrips]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| THRIPS_MAN || [[thrips man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_THRIPS || [[giant thrips]]&lt;br /&gt;
|-&lt;br /&gt;
| SLUG || [[slug]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| SLUG_MAN || [[slug man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_SLUG || [[giant slug]]&lt;br /&gt;
|-&lt;br /&gt;
| MOSQUITO || [[mosquito]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| MOSQUITO_MAN || [[mosquito man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_MOSQUITO || [[giant mosquito]]&lt;br /&gt;
|-&lt;br /&gt;
| SPIDER_JUMPING || [[jumping spider]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| JUMPING_SPIDER_MAN || [[jumping spider man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_JUMPING_SPIDER || [[giant jumping spider]]&lt;br /&gt;
|-&lt;br /&gt;
| TERMITE || [[termite]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| MOON_SNAIL || [[moon snail]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| MOON_SNAIL_MAN || [[moon snail man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_MOON_SNAIL || [[giant moon snail]]&lt;br /&gt;
|-&lt;br /&gt;
| SPIDER_BROWN_RECLUSE || [[brown recluse spider]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| BROWN_RECLUSE_SPIDER_MAN || [[brown recluse spider man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_BROWN_RECLUSE_SPIDER || [[giant brown recluse spider]]&lt;br /&gt;
|-&lt;br /&gt;
| SNAIL || [[snail]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| SNAIL_MAN || [[snail man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_SNAIL || [[giant snail]]&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;3&amp;quot;| creature_desert_new&lt;br /&gt;
|-&lt;br /&gt;
| GECKO_LEOPARD || [[leopard gecko]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| LEOPARD_GECKO_MAN || [[leopard gecko man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_LEOPARD_GECKO || [[giant leopard gecko]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: orange;&amp;quot;| DESERT TORTOISE || [[desert tortoise]]&lt;br /&gt;
|-&lt;br /&gt;
| DESERT_TORTOISE_MAN || [[desert tortoise man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_DESERT_TORTOISE || [[giant desert tortoise]]&lt;br /&gt;
|-&lt;br /&gt;
| GILA_MONSTER || [[gila monster]]&lt;br /&gt;
|-&lt;br /&gt;
| GILA_MONSTER_MAN || [[gila monster man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_GILA_MONSTER || [[giant gila monster]]&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;3&amp;quot;| creature_domestic&lt;br /&gt;
|-&lt;br /&gt;
| DOG || [[dog]]&lt;br /&gt;
|-&lt;br /&gt;
| CAT || [[cat]]&lt;br /&gt;
|-&lt;br /&gt;
| MULE || [[mule]]&lt;br /&gt;
|-&lt;br /&gt;
| DONKEY || [[donkey]]&lt;br /&gt;
|-&lt;br /&gt;
| HORSE || [[horse]]&lt;br /&gt;
|-&lt;br /&gt;
| COW || [[cow]]&lt;br /&gt;
|-&lt;br /&gt;
| SHEEP || [[sheep]]&lt;br /&gt;
|-&lt;br /&gt;
| PIG || [[pig]]&lt;br /&gt;
|-&lt;br /&gt;
| GOAT || [[goat]]&lt;br /&gt;
|-&lt;br /&gt;
| BIRD_CHICKEN || [[chicken]]&lt;br /&gt;
|-&lt;br /&gt;
| CAVY || [[cavy]]&lt;br /&gt;
|-&lt;br /&gt;
| BIRD_DUCK || [[duck]]&lt;br /&gt;
|-&lt;br /&gt;
| WATER_BUFFALO || [[water buffalo]]&lt;br /&gt;
|-&lt;br /&gt;
| REINDEER || [[reindeer]]&lt;br /&gt;
|-&lt;br /&gt;
| BIRD_GOOSE || [[goose]]&lt;br /&gt;
|-&lt;br /&gt;
| YAK || [[yak]]&lt;br /&gt;
|-&lt;br /&gt;
| LLAMA || [[llama]]&lt;br /&gt;
|-&lt;br /&gt;
| ALPACA || [[alpaca]]&lt;br /&gt;
|-&lt;br /&gt;
| BIRD_GUINEAFOWL || [[guineafowl]]&lt;br /&gt;
|-&lt;br /&gt;
| BIRD_PEAFOWL_BLUE || [[blue peafowl]]&lt;br /&gt;
|-&lt;br /&gt;
| BIRD_TURKEY || [[turkey]]&lt;br /&gt;
|-&lt;br /&gt;
| RABBIT || [[rabbit]]&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;3&amp;quot;| creature_equipment&lt;br /&gt;
|-&lt;br /&gt;
| EQUIPMENT_WAGON || [[wagon]]&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;3&amp;quot;| creature_fanciful&lt;br /&gt;
|-&lt;br /&gt;
| CHIMERA || [[chimera]]&lt;br /&gt;
|-&lt;br /&gt;
| CENTAUR || [[centaur]]&lt;br /&gt;
|-&lt;br /&gt;
| GRIFFON || [[griffon]]&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;3&amp;quot;| creature_insects&lt;br /&gt;
|-&lt;br /&gt;
| FLY || [[fly]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| FLY_MAN || [[fly man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_FLY || [[giant fly]]&lt;br /&gt;
|-&lt;br /&gt;
| ROACH_LARGE || [[large roach]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| ROACH_MAN || [[roach man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_ROACH || [[giant roach]]&lt;br /&gt;
|-&lt;br /&gt;
| BEETLE || [[beetle]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| BEETLE_MAN || [[beetle man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_BEETLE || [[giant beetle]]&lt;br /&gt;
|-&lt;br /&gt;
| ANT || [[ant]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| BUTTERFLY_MONARCH || [[monarch butterfly]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| BUTTERFLY_MONARCH_MAN || [[monarch butterfly man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_BUTTERFLY_MONARCH || [[giant monarch butterfly]]&lt;br /&gt;
|-&lt;br /&gt;
| FIREFLY || [[firefly]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| FIREFLY_MAN || [[firefly man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_FIREFLY || [[giant firefly]]&lt;br /&gt;
|-&lt;br /&gt;
| DRAGONFLY || [[dragonfly]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| DRAGONFLY_MAN || [[dragonfly man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_DRAGONFLY || [[giant dragonfly]]&lt;br /&gt;
|-&lt;br /&gt;
| HONEY_BEE || [[honey bee]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| BUMBLEBEE || [[bumblebee]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;3&amp;quot;| creature_large_mountain&lt;br /&gt;
|-&lt;br /&gt;
| GOAT_MOUNTAIN || [[mountain goat]]&lt;br /&gt;
|-&lt;br /&gt;
| GOAT_MOUNTAIN_MAN || [[mountain goat man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_GOAT_MOUNTAIN || [[giant mountain goat]]&lt;br /&gt;
|-&lt;br /&gt;
| MARMOT_HOARY || [[hoary marmot]]&lt;br /&gt;
|-&lt;br /&gt;
| MARMOT_HOARY_MAN || [[hoary marmot man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_MARMOT_HOARY || [[giant hoary marmot]]&lt;br /&gt;
|-&lt;br /&gt;
| GNOME_MOUNTAIN || [[mountain gnome]]&lt;br /&gt;
|-&lt;br /&gt;
| GNOME_DARK || [[dark gnome]]&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;3&amp;quot;| creature_large_ocean&lt;br /&gt;
|-&lt;br /&gt;
| WALRUS || [[walrus]]&lt;br /&gt;
|-&lt;br /&gt;
| WALRUS_MAN || [[walrus man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_WALRUS || [[giant walrus]]&lt;br /&gt;
|-&lt;br /&gt;
| FISH_LAMPREY_SEA || [[sea lamprey]]&lt;br /&gt;
|-&lt;br /&gt;
| SHARK_GREAT_WHITE || [[great white shark]]&lt;br /&gt;
|-&lt;br /&gt;
| SHARK_FRILL || [[frill shark]]&lt;br /&gt;
|-&lt;br /&gt;
| SHARK_SPINY_DOGFISH || [[spiny dogfish]]&lt;br /&gt;
|-&lt;br /&gt;
| SHARK_WOBBEGONG_SPOTTED || [[spotted wobbegong]]&lt;br /&gt;
|-&lt;br /&gt;
| SHARK_WHALE || [[whale shark]]&lt;br /&gt;
|-&lt;br /&gt;
| SHARK_BASKING || [[basking shark]]&lt;br /&gt;
|-&lt;br /&gt;
| SHARK_NURSE || [[nurse shark]]&lt;br /&gt;
|-&lt;br /&gt;
| SHARK_MAKO_SHORTFIN || [[shortfin mako shark]]&lt;br /&gt;
|-&lt;br /&gt;
| SHARK_MAKO_LONGFIN || [[longfin mako shark]]&lt;br /&gt;
|-&lt;br /&gt;
| SHARK_TIGER || [[tiger shark]]&lt;br /&gt;
|-&lt;br /&gt;
| SHARK_BULL || [[bull shark]]&lt;br /&gt;
|-&lt;br /&gt;
| SHARK_REEF_BLACKTIP || [[blacktip reef shark]]&lt;br /&gt;
|-&lt;br /&gt;
| SHARK_REEF_WHITETIP || [[whitetip reef shark]]&lt;br /&gt;
|-&lt;br /&gt;
| SHARK_BLUE || [[blue shark]]&lt;br /&gt;
|-&lt;br /&gt;
| SHARK_HAMMERHEAD || [[hammerhead shark]]&lt;br /&gt;
|-&lt;br /&gt;
| SHARK_ANGEL || [[angelshark]]&lt;br /&gt;
|-&lt;br /&gt;
| FISH_SKATE_COMMON || [[common skate]]&lt;br /&gt;
|-&lt;br /&gt;
| FISH_RAY_MANTA || [[manta ray]]&lt;br /&gt;
|-&lt;br /&gt;
| FISH_STINGRAY || [[stingray]]&lt;br /&gt;
|-&lt;br /&gt;
| FISH_COELACANTH || [[coelacanth]]&lt;br /&gt;
|-&lt;br /&gt;
| FISH_STURGEON || [[sturgeon]]&lt;br /&gt;
|-&lt;br /&gt;
| FISH_CONGER_EEL || [[conger eel]]&lt;br /&gt;
|-&lt;br /&gt;
| FISH_MILKFISH || [[milkfish]]&lt;br /&gt;
|-&lt;br /&gt;
| FISH_COD || [[cod]]&lt;br /&gt;
|-&lt;br /&gt;
| FISH_OPAH || [[opah]]&lt;br /&gt;
|-&lt;br /&gt;
| FISH_GROUPER_GIANT || [[giant grouper]]&lt;br /&gt;
|-&lt;br /&gt;
| FISH_BLUEFISH || [[bluefish]]&lt;br /&gt;
|-&lt;br /&gt;
| FISH_SUNFISH_OCEAN || [[ocean sunfish]]&lt;br /&gt;
|-&lt;br /&gt;
| FISH_SWORDFISH || [[swordfish]]&lt;br /&gt;
|-&lt;br /&gt;
| FISH_MARLIN || [[marlin]]&lt;br /&gt;
|-&lt;br /&gt;
| FISH_HALIBUT || [[halibut]]&lt;br /&gt;
|-&lt;br /&gt;
| FISH_BARRACUDA_GREAT || [[great barracuda]]&lt;br /&gt;
|-&lt;br /&gt;
| FISH_TUNA_BLUEFIN || [[bluefin tuna]]&lt;br /&gt;
|-&lt;br /&gt;
| NARWHAL || [[narwhal]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: orange;&amp;quot;| NARWHAL MAN || [[narwhal man]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: orange;&amp;quot;| NARWHAL, GIANT || [[giant narwhal]]&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;3&amp;quot;| creature_large_riverlake&lt;br /&gt;
|-&lt;br /&gt;
| HIPPO || [[hippo]]&lt;br /&gt;
|-&lt;br /&gt;
| HIPPO_MAN || [[hippo man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_HIPPO || [[giant hippo]]&lt;br /&gt;
|-&lt;br /&gt;
| FISH_GAR_LONGNOSE || [[longnose gar]]&lt;br /&gt;
|-&lt;br /&gt;
| FISH_CARP || [[carp]]&lt;br /&gt;
|-&lt;br /&gt;
| FISH_TIGERFISH || [[tigerfish]]&lt;br /&gt;
|-&lt;br /&gt;
| FISH_PIKE || [[pike]]&lt;br /&gt;
|-&lt;br /&gt;
| PLATYPUS || [[platypus]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: orange;&amp;quot;| PLATYPUS MAN || [[platypus man]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: orange;&amp;quot;| PLATYPUS, GIANT || [[giant platypus]]&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;3&amp;quot;| creature_large_temperate&lt;br /&gt;
|-&lt;br /&gt;
| BEAR_GRIZZLY || [[grizzly bear]]&lt;br /&gt;
|-&lt;br /&gt;
| BEAR_GRIZZLY_MAN || [[grizzly bear man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_BEAR_GRIZZLY || [[giant grizzly bear]]&lt;br /&gt;
|-&lt;br /&gt;
| BEAR_BLACK || [[black bear]]&lt;br /&gt;
|-&lt;br /&gt;
| BEAR_BLACK_MAN || [[black bear man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_BEAR_BLACK || [[giant black bear]]&lt;br /&gt;
|-&lt;br /&gt;
| DEER || [[deer]]&lt;br /&gt;
|-&lt;br /&gt;
| DEER_MAN || [[deer man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_DEER || [[giant deer]]&lt;br /&gt;
|-&lt;br /&gt;
| FOX || [[fox]]&lt;br /&gt;
|-&lt;br /&gt;
| FOX_MAN || [[fox man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_FOX || [[giant fox]]&lt;br /&gt;
|-&lt;br /&gt;
| RACCOON || [[raccoon]]&lt;br /&gt;
|-&lt;br /&gt;
| RACCOON_MAN || [[raccoon man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_RACCOON || [[giant raccoon]]&lt;br /&gt;
|-&lt;br /&gt;
| MACAQUE_RHESUS || [[rhesus macaque]]&lt;br /&gt;
|-&lt;br /&gt;
| MACAQUE_RHESUS_MAN || [[rhesus macaque man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_MACAQUE_RHESUS || [[giant rhesus macaque]]&lt;br /&gt;
|-&lt;br /&gt;
| COUGAR || [[cougar]]&lt;br /&gt;
|-&lt;br /&gt;
| COUGAR_MAN || [[cougar man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_COUGAR || [[giant cougar]]&lt;br /&gt;
|-&lt;br /&gt;
| WOLF || [[wolf]]&lt;br /&gt;
|-&lt;br /&gt;
| WOLF_MAN || [[wolf man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_WOLF || [[giant wolf]]&lt;br /&gt;
|-&lt;br /&gt;
| GROUNDHOG || [[groundhog]]&lt;br /&gt;
|-&lt;br /&gt;
| GROUNDHOG_MAN || [[groundhog man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_GROUNDHOG || [[giant groundhog]]&lt;br /&gt;
|-&lt;br /&gt;
| ALLIGATOR || [[alligator]]&lt;br /&gt;
|-&lt;br /&gt;
| ALLIGATOR_MAN || [[alligator man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_ALLIGATOR || [[giant alligator]]&lt;br /&gt;
|-&lt;br /&gt;
| BIRD_BUZZARD || [[buzzard]]&lt;br /&gt;
|-&lt;br /&gt;
| BUZZARD_MAN || [[buzzard man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_BUZZARD || [[giant buzzard]]&lt;br /&gt;
|-&lt;br /&gt;
| PANDA || [[panda]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: orange;&amp;quot;| PANDA, GIGANTIC || [[gigantic panda]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: orange;&amp;quot;| PANDA MAN || [[panda man]]&lt;br /&gt;
|-&lt;br /&gt;
| CAPYBARA || [[capybara]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: orange;&amp;quot;| CAPYBARA, GIANT || [[giant capybara]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: orange;&amp;quot;| CAPYBARA MAN || [[capybara man]]&lt;br /&gt;
|-&lt;br /&gt;
| BADGER || [[badger]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: orange;&amp;quot;| BADGER MAN || [[badger man]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: orange;&amp;quot;| BADGER, GIANT || [[giant badger]]&lt;br /&gt;
|-&lt;br /&gt;
| MOOSE || [[moose]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: orange;&amp;quot;| MOOSE MAN || [[moose man]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: orange;&amp;quot;| MOOSE, GIANT || [[giant moose]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: orange;&amp;quot;| RED PANDA || [[red panda]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: orange;&amp;quot;| RED PANDA MAN || [[red panda man]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: orange;&amp;quot;| RED PANDA, GIANT || [[giant red panda]]&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;3&amp;quot;| creature_large_tropical&lt;br /&gt;
|-&lt;br /&gt;
| ELEPHANT || [[elephant]]&lt;br /&gt;
|-&lt;br /&gt;
| ELEPHANT_MAN || [[elephant man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_ELEPHANT || [[giant elephant]]&lt;br /&gt;
|-&lt;br /&gt;
| WARTHOG || [[warthog]]&lt;br /&gt;
|-&lt;br /&gt;
| WARTHOG_MAN || [[warthog man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_WARTHOG || [[giant warthog]]&lt;br /&gt;
|-&lt;br /&gt;
| LION || [[lion]]&lt;br /&gt;
|-&lt;br /&gt;
| LION_MAN || [[lion man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_LION || [[giant lion]]&lt;br /&gt;
|-&lt;br /&gt;
| LEOPARD || [[leopard]]&lt;br /&gt;
|-&lt;br /&gt;
| LEOPARD_MAN || [[leopard man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_LEOPARD || [[giant leopard]]&lt;br /&gt;
|-&lt;br /&gt;
| JAGUAR || [[jaguar]]&lt;br /&gt;
|-&lt;br /&gt;
| JAGUAR_MAN || [[jaguar man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_JAGUAR || [[giant jaguar]]&lt;br /&gt;
|-&lt;br /&gt;
| TIGER || [[tiger]]&lt;br /&gt;
|-&lt;br /&gt;
| TIGER_MAN || [[tiger man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_TIGER || [[giant tiger]]&lt;br /&gt;
|-&lt;br /&gt;
| CHEETAH || [[cheetah]]&lt;br /&gt;
|-&lt;br /&gt;
| CHEETAH_MAN || [[cheetah man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_CHEETAH || [[giant cheetah]]&lt;br /&gt;
|-&lt;br /&gt;
| GAZELLE || [[gazelle]]&lt;br /&gt;
|-&lt;br /&gt;
| GAZELLE_MAN || [[gazelle man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_GAZELLE || [[giant gazelle]]&lt;br /&gt;
|-&lt;br /&gt;
| MANDRILL || [[mandrill]]&lt;br /&gt;
|-&lt;br /&gt;
| MANDRILL_MAN || [[mandrill man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_MANDRILL || [[giant mandrill]]&lt;br /&gt;
|-&lt;br /&gt;
| CHIMPANZEE || [[chimpanzee]]&lt;br /&gt;
|-&lt;br /&gt;
| BONOBO || [[bonobo]]&lt;br /&gt;
|-&lt;br /&gt;
| GORILLA || [[gorilla]]&lt;br /&gt;
|-&lt;br /&gt;
| ORANGUTAN || [[orangutan]]&lt;br /&gt;
|-&lt;br /&gt;
| GIBBON_SIAMANG || [[siamang]]&lt;br /&gt;
|-&lt;br /&gt;
| GIBBON_WHITE_HANDED || [[white-handed gibbon]]&lt;br /&gt;
|-&lt;br /&gt;
| GIBBON_BLACK_HANDED || [[black-handed gibbon]]&lt;br /&gt;
|-&lt;br /&gt;
| GIBBON_GRAY || [[gray gibbon]]&lt;br /&gt;
|-&lt;br /&gt;
| GIBBON_SILVERY || [[silvery gibbon]]&lt;br /&gt;
|-&lt;br /&gt;
| GIBBON_PILEATED || [[pileated gibbon]]&lt;br /&gt;
|-&lt;br /&gt;
| GIBBON_BILOU || [[bilou]]&lt;br /&gt;
|-&lt;br /&gt;
| GIBBON_WHITE_BROWED || [[white-browed gibbon]]&lt;br /&gt;
|-&lt;br /&gt;
| GIBBON_BLACK_CRESTED || [[black-crested gibbon]]&lt;br /&gt;
|-&lt;br /&gt;
| CAMEL_1_HUMP || [[one-humped camel]]&lt;br /&gt;
|-&lt;br /&gt;
| CAMEL_1_HUMP_MAN || [[one-humped camel man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_CAMEL_1_HUMP || [[giant one-humped camel]]&lt;br /&gt;
|-&lt;br /&gt;
| CAMEL_2_HUMP || [[two-humped camel]]&lt;br /&gt;
|-&lt;br /&gt;
| CAMEL_2_HUMP_MAN || [[two-humped camel man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_CAMEL_2_HUMP || [[giant two-humped camel]]&lt;br /&gt;
|-&lt;br /&gt;
| CROCODILE_SALTWATER || [[saltwater crocodile]]&lt;br /&gt;
|-&lt;br /&gt;
| CROCODILE_SALTWATER_MAN || [[saltwater crocodile man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_CROCODILE_SALTWATER || [[giant saltwater crocodile]]&lt;br /&gt;
|-&lt;br /&gt;
| BIRD_VULTURE || [[vulture]]&lt;br /&gt;
|-&lt;br /&gt;
| VULTURE_MAN || [[vulture man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_VULTURE || [[giant vulture]]&lt;br /&gt;
|-&lt;br /&gt;
| RHINOCEROS || [[rhinoceros]]&lt;br /&gt;
|-&lt;br /&gt;
| RHINOCEROS_MAN || [[rhinoceros man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_RHINOCEROS || [[giant rhinoceros]]&lt;br /&gt;
|-&lt;br /&gt;
| GIRAFFE || [[giraffe]]&lt;br /&gt;
|-&lt;br /&gt;
| GIRAFFE_MAN || [[giraffe man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_GIRAFFE || [[giant giraffe]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: orange;&amp;quot;| HONEY BADGER || [[honey badger]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: orange;&amp;quot;| HONEY BADGER MAN || [[honey badger man]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: orange;&amp;quot;| HONEY BADGER, GIANT || [[giant honey badger]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: orange;&amp;quot;| GIANT TORTOISE || [[giant tortoise]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: orange;&amp;quot;| GIANT TORTOISE MAN || [[giant tortoise man]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: orange;&amp;quot;| GIGANTIC TORTOISE || [[gigantic tortoise]]&lt;br /&gt;
|-&lt;br /&gt;
| ARMADILLO || [[armadillo]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: orange;&amp;quot;| ARMADILLO MAN || [[armadillo man]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: orange;&amp;quot;| ARMADILLO, GIANT || [[giant armadillo]]&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;3&amp;quot;| creature_large_tundra&lt;br /&gt;
|-&lt;br /&gt;
| MUSKOX || [[muskox]]&lt;br /&gt;
|-&lt;br /&gt;
| MUSKOX_MAN || [[muskox man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_MUSKOX || [[giant muskox]]&lt;br /&gt;
|-&lt;br /&gt;
| ELK || [[elk]]&lt;br /&gt;
|-&lt;br /&gt;
| ELK_MAN || [[elk man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_ELK || [[giant elk]]&lt;br /&gt;
|-&lt;br /&gt;
| BEAR_POLAR || [[polar bear]]&lt;br /&gt;
|-&lt;br /&gt;
| BEAR_POLAR_MAN || [[polar bear man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_BEAR_POLAR || [[giant polar bear]]&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;3&amp;quot;| creature_mountain_new&lt;br /&gt;
|-&lt;br /&gt;
| WOLVERINE || [[wolverine]]&lt;br /&gt;
|-&lt;br /&gt;
| WOLVERINE_MAN || [[wolverine man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_WOLVERINE || [[giant wolverine]]&lt;br /&gt;
|-&lt;br /&gt;
| CHINCHILLA || [[chinchilla]]&lt;br /&gt;
|-&lt;br /&gt;
| CHINCHILLA_MAN || [[chinchilla man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_CHINCHILLA || [[giant chinchilla]]&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;3&amp;quot;| creature_next_underground&lt;br /&gt;
|-&lt;br /&gt;
| FLOATING_GUTS || [[floating guts]]&lt;br /&gt;
|-&lt;br /&gt;
| DRUNIAN || [[drunian]]&lt;br /&gt;
|-&lt;br /&gt;
| CREEPING_EYE || [[creeping eye]]&lt;br /&gt;
|-&lt;br /&gt;
| VORACIOUS_CAVE_CRAWLER || [[voracious cave crawler]]&lt;br /&gt;
|-&lt;br /&gt;
| BLIND_CAVE_OGRE || [[blind cave ogre]]&lt;br /&gt;
|-&lt;br /&gt;
| CAP_HOPPER || [[cap hopper]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| MAGMA_CRAB || [[magma crab]]&lt;br /&gt;
|-&lt;br /&gt;
| CRUNDLE || [[crundle]]&lt;br /&gt;
|-&lt;br /&gt;
| HUNGRY_HEAD || [[hungry head]]&lt;br /&gt;
|-&lt;br /&gt;
| FLESH_BALL || [[flesh ball]]&lt;br /&gt;
|-&lt;br /&gt;
| ELK_BIRD || [[elk bird]]&lt;br /&gt;
|-&lt;br /&gt;
| HELMET_SNAKE || [[helmet snake]]&lt;br /&gt;
|-&lt;br /&gt;
| GREEN_DEVOURER || [[green devourer]]&lt;br /&gt;
|-&lt;br /&gt;
| RUTHERER || [[rutherer]]&lt;br /&gt;
|-&lt;br /&gt;
| CREEPY_CRAWLER || [[creepy crawler]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| DRALTHA || [[draltha]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_EARTHWORM || [[giant earthworm]]&lt;br /&gt;
|-&lt;br /&gt;
| BLOOD_MAN || [[blood man]]&lt;br /&gt;
|-&lt;br /&gt;
| BUGBAT || [[bugbat]]&lt;br /&gt;
|-&lt;br /&gt;
| MANERA || [[manera]]&lt;br /&gt;
|-&lt;br /&gt;
| MOLEMARIAN || [[molemarian]]&lt;br /&gt;
|-&lt;br /&gt;
| JABBERER || [[jabberer]]&lt;br /&gt;
|-&lt;br /&gt;
| POND_GRABBER || [[pond grabber]]&lt;br /&gt;
|-&lt;br /&gt;
| BLIND_CAVE_BEAR || [[blind cave bear]]&lt;br /&gt;
|-&lt;br /&gt;
| CAVE_DRAGON || [[cave dragon]]&lt;br /&gt;
|-&lt;br /&gt;
| REACHER || [[reacher]]&lt;br /&gt;
|-&lt;br /&gt;
| ELEMENTMAN_GABBRO || [[gabbro man]]&lt;br /&gt;
|-&lt;br /&gt;
| GORLAK || [[gorlak]]&lt;br /&gt;
|-&lt;br /&gt;
| CAVE_FLOATER || [[cave floater]]&lt;br /&gt;
|-&lt;br /&gt;
| PLUMP_HELMET_MAN || [[plump helmet man]]&lt;br /&gt;
|-&lt;br /&gt;
| CAVE_BLOB || [[cave blob]]&lt;br /&gt;
|-&lt;br /&gt;
| ELEMENTMAN_AMETHYST || [[amethyst man]]&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;3&amp;quot;| creature_ocean_new&lt;br /&gt;
|-&lt;br /&gt;
| OCTOPUS || [[octopus]]&lt;br /&gt;
|-&lt;br /&gt;
| OCTOPUS_MAN || [[octopus man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_OCTOPUS || [[giant octopus]]&lt;br /&gt;
|-&lt;br /&gt;
| CRAB || [[crab]]&lt;br /&gt;
|-&lt;br /&gt;
| CRAB_MAN || [[crab man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_CRAB || [[giant crab]]&lt;br /&gt;
|-&lt;br /&gt;
| LEOPARD_SEAL || [[leopard seal]]&lt;br /&gt;
|-&lt;br /&gt;
| LEOPARD_SEAL_MAN || [[leopard seal man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_LEOPARD_SEAL || [[giant leopard seal]]&lt;br /&gt;
|-&lt;br /&gt;
| CUTTLEFISH || [[cuttlefish]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| CUTTLEFISH_MAN || [[cuttlefish man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_CUTTLEFISH || [[giant cuttlefish]]&lt;br /&gt;
|-&lt;br /&gt;
| ORCA || [[orca]]&lt;br /&gt;
|-&lt;br /&gt;
| ORCA_MAN || [[orca man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_ORCA || [[giant orca]]&lt;br /&gt;
|-&lt;br /&gt;
| SPONGE || [[sponge]]&lt;br /&gt;
|-&lt;br /&gt;
| SPONGE_MAN || [[sponge man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_SPONGE || [[giant sponge]]&lt;br /&gt;
|-&lt;br /&gt;
| HORSESHOE_CRAB || [[horseshoe crab]]&lt;br /&gt;
|-&lt;br /&gt;
| HORSESHOE_CRAB_MAN || [[horseshoe crab man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_HORSESHOE_CRAB || [[giant horseshoe crab]]&lt;br /&gt;
|-&lt;br /&gt;
| SPERM_WHALE || [[sperm whale]]&lt;br /&gt;
|-&lt;br /&gt;
| SPERM_WHALE_MAN || [[sperm whale man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_SPERM_WHALE || [[giant sperm whale]]&lt;br /&gt;
|-&lt;br /&gt;
| ELEPHANT_SEAL || [[elephant seal]]&lt;br /&gt;
|-&lt;br /&gt;
| ELEPHANT_SEAL_MAN || [[elephant seal man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_ELEPHANT_SEAL || [[giant elephant seal]]&lt;br /&gt;
|-&lt;br /&gt;
| HARP_SEAL || [[harp seal]]&lt;br /&gt;
|-&lt;br /&gt;
| HARP_SEAL_MAN || [[harp seal man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_HARP_SEAL || [[giant harp seal]]&lt;br /&gt;
|-&lt;br /&gt;
| NAUTILUS || [[nautilus]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| NAUTILUS_MAN || [[nautilus man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_NAUTILUS || [[giant nautilus]]&lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;row&amp;quot; colspan=&amp;quot;3&amp;quot;| creature_other&lt;br /&gt;
|-&lt;br /&gt;
| FOXSQUIRREL || [[fox squirrel]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| MOGHOPPER || [[moghopper]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| RAT_DEMON || [[demon rat]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| WAMBLER_FLUFFY || [[fluffy wambler]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: orange;&amp;quot;| LIZARD_RHINO_TWO_LEGGED || [[two-legged rhino lizard]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| WORM_KNUCKLE || [[knuckle worm]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| SPIDER_PHANTOM || [[phantom spider]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| FLY_ACORN || [[acorn fly]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| GNAT_BLOOD || [[blood gnat]]&lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;row&amp;quot; colspan=&amp;quot;3&amp;quot;| creature_reptiles&lt;br /&gt;
|-&lt;br /&gt;
| LIZARD || [[lizard]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| LIZARD_MAN || [[lizard man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_LIZARD || [[giant lizard]]&lt;br /&gt;
|-&lt;br /&gt;
| SKINK || [[skink]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| SKINK_MAN || [[skink man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_SKINK || [[giant skink]]&lt;br /&gt;
|-&lt;br /&gt;
| CHAMELEON || [[chameleon]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| CHAMELEON_MAN || [[chameleon man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_CHAMELEON || [[giant chameleon]]&lt;br /&gt;
|-&lt;br /&gt;
| ANOLE || [[anole]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| ANOLE_MAN || [[anole man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_ANOLE || [[giant anole]]&lt;br /&gt;
|-&lt;br /&gt;
| IGUANA || [[iguana]]&lt;br /&gt;
|-&lt;br /&gt;
| IGUANA_MAN || [[iguana man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_IGUANA || [[giant iguana]]&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;3&amp;quot;| creature_riverlakepool_new&lt;br /&gt;
|-&lt;br /&gt;
| RIVER OTTER || [[river otter]]&lt;br /&gt;
|-&lt;br /&gt;
| SEA OTTER || [[sea otter]]&lt;br /&gt;
|-&lt;br /&gt;
| OTTER_MAN || [[otter man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_OTTER || [[giant otter]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: orange;&amp;quot;| SNAPPING TURTLE || [[common snapping turtle]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: orange;&amp;quot;| ALLIGATOR SNAPPING TURTLE || [[alligator snapping turtle]]&lt;br /&gt;
|-&lt;br /&gt;
| SNAPPING_TURTLE_MAN || [[snapping turtle man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_SNAPPING_TURTLE || [[giant snapping turtle]]&lt;br /&gt;
|-&lt;br /&gt;
| BEAVER || [[beaver]]&lt;br /&gt;
|-&lt;br /&gt;
| BEAVER_MAN || [[beaver man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_BEAVER || [[giant beaver]]&lt;br /&gt;
|-&lt;br /&gt;
| LEECH || [[leech]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| LEECH_MAN || [[leech man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_LEECH || [[giant leech]]&lt;br /&gt;
|-&lt;br /&gt;
| AXOLOTL || [[axolotl]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| AXOLOTL_MAN || [[axolotl man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_AXOLOTL || [[giant axolotl]]&lt;br /&gt;
|-&lt;br /&gt;
| MINK || [[mink]]&lt;br /&gt;
|-&lt;br /&gt;
| MINK_MAN || [[mink man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_MINK || [[giant mink]]&lt;br /&gt;
|-&lt;br /&gt;
| POND_TURTLE || [[pond turtle]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| POND_TURTLE_MAN || [[pond turtle man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_POND_TURTLE || [[giant pond turtle]]&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;3&amp;quot;| creature_small_mammals&lt;br /&gt;
|-&lt;br /&gt;
| RAT || [[rat]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| RAT_MAN || [[rat man]]&lt;br /&gt;
|-&lt;br /&gt;
| SQUIRREL_GRAY || [[gray squirrel]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| SQUIRREL_GRAY_MAN || [[gray squirrel man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_SQUIRREL_GRAY || [[giant gray squirrel]]&lt;br /&gt;
|-&lt;br /&gt;
| SQUIRREL_RED || [[red squirrel]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| SQUIRREL_RED_MAN || [[red squirrel man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_SQUIRREL_RED || [[giant red squirrel]]&lt;br /&gt;
|-&lt;br /&gt;
| CHIPMUNK || [[chipmunk]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| CHIPMUNK_MAN || [[chipmunk man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_CHIPMUNK || [[giant chipmunk]]&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;3&amp;quot;| creature_small_mammal_new&lt;br /&gt;
|-&lt;br /&gt;
| HAMSTER || [[hamster]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| HAMSTER_MAN || [[hamster man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_HAMSTER || [[giant hamster]]&lt;br /&gt;
|-&lt;br /&gt;
| HEDGEHOG || [[hedgehog]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| HEDGEHOG_MAN || [[hedgehog man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_HEDGEHOG || [[giant hedgehog]]&lt;br /&gt;
|-&lt;br /&gt;
| SQUIRREL_FLYING || [[flying squirrel]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| FLYING_SQUIRREL_MAN || [[flying squirrel man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_FLYING_SQUIRREL || [[giant flying squirrel]]&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;3&amp;quot;| creature_small_ocean&lt;br /&gt;
|-&lt;br /&gt;
| MUSSEL || [[mussel]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| OYSTER || [[oyster]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| FISH_SALMON || [[salmon]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| FISH_CLOWNFISH || [[clownfish]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| FISH_HAGFISH || [[hagfish]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| FISH_LAMPREY_BROOK || [[brook lamprey]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| FISH_RAY_BAT || [[bat ray]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| FISH_RAY_THORNBACK || [[thornback ray]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| FISH_RATFISH_SPOTTED || [[spotted ratfish]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| FISH_HERRING || [[herring]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| FISH_SHAD || [[shad]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| FISH_ANCHOVY || [[anchovy]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| FISH_TROUT_STEELHEAD || [[steelhead trout]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| FISH_HAKE || [[hake]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| FISH_SEAHORSE || [[seahorse]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| FISH_GLASSEYE || [[glasseye]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| FISH_PUFFER_WHITE_SPOTTED || [[white-spotted puffer]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| FISH_SOLE || [[sole]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| FISH_FLOUNDER || [[flounder]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| FISH_MACKEREL || [[mackerel]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| JELLYFISH_SEA_NETTLE || [[sea nettle jellyfish]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| SQUID || [[squid]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: orange;&amp;quot;| SQUID MAN || [[squid man]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: orange;&amp;quot;| GIGANTIC SQUID || [[gigantic squid]]&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;3&amp;quot;| creature_small_riverlake&lt;br /&gt;
|-&lt;br /&gt;
| FISH_LUNGFISH || [[lungfish]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| FISH_LOACH_CLOWN || [[clown loach]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| FISH_BULLHEAD_BROWN || [[brown bullhead]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| FISH_BULLHEAD_YELLOW || [[yellow bullhead]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| FISH_BULLHEAD_BLACK || [[black bullhead]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| FISH_KNIFEFISH_BANDED || [[banded knifefish]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| FISH_CHAR || [[char]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| FISH_TROUT_RAINBOW || [[rainbow trout]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| FISH_MOLLY_SAILFIN || [[sailfin molly]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| FISH_GUPPY || [[guppy]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| FISH_PERCH || [[perch]]&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;3&amp;quot;| creature_standard&lt;br /&gt;
|-&lt;br /&gt;
| DWARF || [[dwarf]]&lt;br /&gt;
|-&lt;br /&gt;
| HUMAN || [[human]]&lt;br /&gt;
|-&lt;br /&gt;
| ELF || [[elf]]&lt;br /&gt;
|-&lt;br /&gt;
| GOBLIN || [[goblin]]&lt;br /&gt;
|-&lt;br /&gt;
| KOBOLD || [[kobold]]&lt;br /&gt;
|-&lt;br /&gt;
| GREMLIN || [[gremlin]]&lt;br /&gt;
|-&lt;br /&gt;
| TROLL || [[troll]]&lt;br /&gt;
|-&lt;br /&gt;
| OGRE || [[ogre]]&lt;br /&gt;
|-&lt;br /&gt;
| UNICORN || [[unicorn]]&lt;br /&gt;
|-&lt;br /&gt;
| DRAGON || [[dragon]]&lt;br /&gt;
|-&lt;br /&gt;
| SATYR || [[satyr]]&lt;br /&gt;
|-&lt;br /&gt;
| COLOSSUS_BRONZE || [[bronze colossus]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT || [[giant]]&lt;br /&gt;
|-&lt;br /&gt;
| CYCLOPS || [[cyclops]]&lt;br /&gt;
|-&lt;br /&gt;
| ETTIN || [[ettin]]&lt;br /&gt;
|-&lt;br /&gt;
| MINOTAUR || [[minotaur]]&lt;br /&gt;
|-&lt;br /&gt;
| YETI || [[yeti]]&lt;br /&gt;
|-&lt;br /&gt;
| SASQUATCH || [[sasquatch]]&lt;br /&gt;
|-&lt;br /&gt;
| BLIZZARD_MAN || [[blizzard man]]&lt;br /&gt;
|-&lt;br /&gt;
| WOLF_ICE || [[ice wolf]]&lt;br /&gt;
|-&lt;br /&gt;
| FAIRY || [[fairy]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| PIXIE || [[pixie]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| BEAK_DOG || [[beak dog]]&lt;br /&gt;
|-&lt;br /&gt;
| GRIMELING || [[grimeling]]&lt;br /&gt;
|-&lt;br /&gt;
| BLENDEC_FOUL || [[foul blendec]]&lt;br /&gt;
|-&lt;br /&gt;
| STRANGLER || [[strangler]]&lt;br /&gt;
|-&lt;br /&gt;
| NIGHTWING || [[nightwing]]&lt;br /&gt;
|-&lt;br /&gt;
| HARPY || [[harpy]]&lt;br /&gt;
|-&lt;br /&gt;
| HYDRA || [[hydra]]&lt;br /&gt;
|-&lt;br /&gt;
| MERPERSON || [[merperson]]&lt;br /&gt;
|-&lt;br /&gt;
| SEA_SERPENT || [[sea serpent]]&lt;br /&gt;
|-&lt;br /&gt;
| SEA_MONSTER || [[sea monster]]&lt;br /&gt;
|-&lt;br /&gt;
| BIRD_ROC || [[roc]]&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;3&amp;quot;| creature_subterranean&lt;br /&gt;
|-&lt;br /&gt;
| CROCODILE_CAVE || [[cave crocodile]]&lt;br /&gt;
|-&lt;br /&gt;
| TOAD_GIANT_CAVE || [[giant cave toad]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: orange;&amp;quot;| OLM_GIANT || [[giant olm]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: orange;&amp;quot;| BAT_GIANT || [[giant bat]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: orange;&amp;quot;| RAT_GIANT || [[giant rat]]&lt;br /&gt;
|-&lt;br /&gt;
| RAT_LARGE || [[large rat]]&lt;br /&gt;
|-&lt;br /&gt;
| MOLE_DOG_NAKED || [[naked mole dog]]&lt;br /&gt;
|-&lt;br /&gt;
| TROGLODYTE || [[troglodyte]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: orange;&amp;quot;| MOLE_GIANT || [[giant mole]]&lt;br /&gt;
|-&lt;br /&gt;
| IMP_FIRE || [[fire imp]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: orange;&amp;quot;| SPIDER_CAVE_GIANT || [[giant cave spider]]&lt;br /&gt;
|-&lt;br /&gt;
| SPIDER_CAVE || [[cave spider]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| FISH_CAVE || [[cave fish]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| CAVE_FISH_MAN || [[cave fish man]]&lt;br /&gt;
|-&lt;br /&gt;
| LOBSTER_CAVE || [[cave lobster]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| SNAKE_FIRE || [[fire snake]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| OLM || [[olm]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| OLM_MAN || [[olm man]]&lt;br /&gt;
|-&lt;br /&gt;
| BAT || [[bat]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| BAT_MAN || [[bat man]]&lt;br /&gt;
|-&lt;br /&gt;
| MAGGOT_PURRING || [[purring maggot]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| ELEMENTMAN_FIRE || [[fire man]]&lt;br /&gt;
|-&lt;br /&gt;
| ELEMENTMAN_MAGMA || [[magma man]]&lt;br /&gt;
|-&lt;br /&gt;
| ELEMENTMAN_IRON || [[iron man]]&lt;br /&gt;
|-&lt;br /&gt;
| ELEMENTMAN_MUD || [[mud man]]&lt;br /&gt;
|-&lt;br /&gt;
| BIRD_SWALLOW_CAVE || [[cave swallow]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| CAVE_SWALLOW_MAN || [[cave swallow man]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: orange;&amp;quot;| BIRD_SWALLOW_CAVE_GIANT || [[giant cave swallow]]&lt;br /&gt;
|-&lt;br /&gt;
| AMPHIBIAN_MAN || [[amphibian man]]&lt;br /&gt;
|-&lt;br /&gt;
| REPTILE_MAN || [[reptile man]]&lt;br /&gt;
|-&lt;br /&gt;
| SERPENT_MAN || [[serpent man]]&lt;br /&gt;
|-&lt;br /&gt;
| ANT_MAN || [[antman]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: orange;&amp;quot;| RODENT MAN || [[rodent man]]&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;3&amp;quot;| creature_temperate_new&lt;br /&gt;
|-&lt;br /&gt;
| WILD_BOAR || [[wild boar]]&lt;br /&gt;
|-&lt;br /&gt;
| WILD_BOAR_MAN || [[wild boar man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_WILD_BOAR || [[giant wild boar]]&lt;br /&gt;
|-&lt;br /&gt;
| COYOTE || [[coyote]]&lt;br /&gt;
|-&lt;br /&gt;
| COYOTE_MAN || [[coyote man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_COYOTE || [[giant coyote]]&lt;br /&gt;
|-&lt;br /&gt;
| KANGAROO || [[kangaroo]]&lt;br /&gt;
|-&lt;br /&gt;
| KANGAROO_MAN || [[kangaroo man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_KANGAROO || [[giant kangaroo]]&lt;br /&gt;
|-&lt;br /&gt;
| KOALA || [[koala]]&lt;br /&gt;
|-&lt;br /&gt;
| KOALA_MAN || [[koala man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_KOALA || [[giant koala]]&lt;br /&gt;
|-&lt;br /&gt;
| ADDER || [[adder]]&lt;br /&gt;
|-&lt;br /&gt;
| ADDER_MAN || [[adder man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_ADDER || [[giant adder]]&lt;br /&gt;
|-&lt;br /&gt;
| ECHIDNA || [[echidna]]&lt;br /&gt;
|-&lt;br /&gt;
| ECHIDNA_MAN || [[echidna man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_ECHIDNA || [[giant echidna]]&lt;br /&gt;
|-&lt;br /&gt;
| PORCUPINE || [[porcupine]]&lt;br /&gt;
|-&lt;br /&gt;
| PORCUPINE_MAN || [[porcupine man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_PORCUPINE || [[giant porcupine]]&lt;br /&gt;
|-&lt;br /&gt;
| KINGSNAKE || [[kingsnake]]&lt;br /&gt;
|-&lt;br /&gt;
| KINGSNAKE_MAN || [[kingsnake man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_KINGSNAKE || [[giant kingsnake]]&lt;br /&gt;
|-&lt;br /&gt;
| GRAY_LANGUR || [[gray langur]]&lt;br /&gt;
|-&lt;br /&gt;
| GRAY_LANGUR_MAN || [[gray langur man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_GRAY_LANGUR || [[giant gray langur]]&lt;br /&gt;
|-&lt;br /&gt;
| BOBCAT || [[bobcat]]&lt;br /&gt;
|-&lt;br /&gt;
| BOBCAT_MAN || [[bobcat man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_BOBCAT || [[giant bobcat]]&lt;br /&gt;
|-&lt;br /&gt;
| SKUNK || [[skunk]]&lt;br /&gt;
|-&lt;br /&gt;
| SKUNK_MAN || [[skunk man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_SKUNK || [[giant skunk]]&lt;br /&gt;
|-&lt;br /&gt;
| GREEN_TREE_FROG || [[green tree frog]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| GREEN_TREE_FROG_MAN || [[green tree frog man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_GREEN_TREE_FROG || [[giant green tree frog]]&lt;br /&gt;
|-&lt;br /&gt;
| HARE || [[hare]]&lt;br /&gt;
|-&lt;br /&gt;
| HARE_MAN || [[hare man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_HARE || [[giant hare]]&lt;br /&gt;
|-&lt;br /&gt;
| RATTLESNAKE || [[rattlesnake]]&lt;br /&gt;
|-&lt;br /&gt;
| RATTLESNAKE_MAN || [[rattlesnake man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_RATTLESNAKE || [[giant rattlesnake]]&lt;br /&gt;
|-&lt;br /&gt;
| WEASEL || [[weasel]]&lt;br /&gt;
|-&lt;br /&gt;
| WEASEL_MAN || [[weasel man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_WEASEL || [[giant weasel]]&lt;br /&gt;
|-&lt;br /&gt;
| COPPERHEAD_SNAKE || [[copperhead snake]]&lt;br /&gt;
|-&lt;br /&gt;
| COPPERHEAD_SNAKE_MAN || [[copperhead snake man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_COPPERHEAD_SNAKE || [[giant copperhead snake]]&lt;br /&gt;
|-&lt;br /&gt;
| IBEX || [[ibex]]&lt;br /&gt;
|-&lt;br /&gt;
| IBEX_MAN || [[ibex man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_IBEX || [[giant ibex]]&lt;br /&gt;
|-&lt;br /&gt;
| WOMBAT || [[wombat]]&lt;br /&gt;
|-&lt;br /&gt;
| WOMBAT_MAN || [[wombat man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_WOMBAT || [[giant wombat]]&lt;br /&gt;
|-&lt;br /&gt;
| DINGO || [[dingo]]&lt;br /&gt;
|-&lt;br /&gt;
| DINGO_MAN || [[dingo man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_DINGO || [[giant dingo]]&lt;br /&gt;
|-&lt;br /&gt;
| COATI || [[coati]]&lt;br /&gt;
|-&lt;br /&gt;
| COATI_MAN || [[coati man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_COATI || [[giant coati]]&lt;br /&gt;
|-&lt;br /&gt;
| OPOSSUM || [[opossum]]&lt;br /&gt;
|-&lt;br /&gt;
| OPOSSUM_MAN || [[opossum man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_OPOSSUM || [[giant opossum]]&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;3&amp;quot;| creature_tropical_new&lt;br /&gt;
|-&lt;br /&gt;
| MONGOOSE || [[mongoose]]&lt;br /&gt;
|-&lt;br /&gt;
| MONGOOSE_MAN || [[mongoose man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_MONGOOSE || [[giant mongoose]]&lt;br /&gt;
|-&lt;br /&gt;
| HYENA || [[hyena]]&lt;br /&gt;
|-&lt;br /&gt;
| HYENA_MAN || [[hyena man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_HYENA || [[giant hyena]]&lt;br /&gt;
|-&lt;br /&gt;
| ANACONDA || [[anaconda]]&lt;br /&gt;
|-&lt;br /&gt;
| ANACONDA_MAN || [[anaconda man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_ANACONDA || [[giant anaconda]]&lt;br /&gt;
|-&lt;br /&gt;
| MONITOR_LIZARD || [[monitor lizard]]&lt;br /&gt;
|-&lt;br /&gt;
| MONITOR_LIZARD_MAN || [[monitor lizard man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_MONITOR_LIZARD || [[giant monitor lizard]]&lt;br /&gt;
|-&lt;br /&gt;
| KING_COBRA || [[king cobra]]&lt;br /&gt;
|-&lt;br /&gt;
| KING_COBRA_MAN || [[king cobra man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_KING_COBRA || [[giant king cobra]]&lt;br /&gt;
|-&lt;br /&gt;
| OCELOT || [[ocelot]]&lt;br /&gt;
|-&lt;br /&gt;
| OCELOT_MAN || [[ocelot man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_OCELOT || [[giant ocelot]]&lt;br /&gt;
|-&lt;br /&gt;
| JACKAL || [[jackal]]&lt;br /&gt;
|-&lt;br /&gt;
| JACKAL_MAN || [[jackal man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_JACKAL || [[giant jackal]]&lt;br /&gt;
|-&lt;br /&gt;
| CAPUCHIN || [[capuchin]]&lt;br /&gt;
|-&lt;br /&gt;
| CAPUCHIN_MAN || [[capuchin man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_CAPUCHIN || [[giant capuchin]]&lt;br /&gt;
|-&lt;br /&gt;
| SLOTH || [[sloth]]&lt;br /&gt;
|-&lt;br /&gt;
| SLOTH_MAN || [[sloth man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_SLOTH || [[giant sloth]]&lt;br /&gt;
|-&lt;br /&gt;
| SPIDER_MONKEY || [[spider monkey]]&lt;br /&gt;
|-&lt;br /&gt;
| SPIDER_MONKEY_MAN || [[spider monkey man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_SPIDER_MONKEY || [[giant spider monkey]]&lt;br /&gt;
|-&lt;br /&gt;
| PANGOLIN || [[pangolin]]&lt;br /&gt;
|-&lt;br /&gt;
| PANGOLIN_MAN || [[pangolin man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_PANGOLIN || [[giant pangolin]]&lt;br /&gt;
|-&lt;br /&gt;
| BLACK_MAMBA || [[black mamba]]&lt;br /&gt;
|-&lt;br /&gt;
| BLACK_MAMBA_MAN || [[black mamba man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_BLACK_MAMBA || [[giant black mamba]]&lt;br /&gt;
|-&lt;br /&gt;
| BEAR_SLOTH || [[sloth bear]]&lt;br /&gt;
|-&lt;br /&gt;
| SLOTH_BEAR_MAN || [[sloth bear man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_SLOTH_BEAR || [[giant sloth bear]]&lt;br /&gt;
|-&lt;br /&gt;
| AYE-AYE || [[aye-aye]]&lt;br /&gt;
|-&lt;br /&gt;
| AYE-AYE_MAN || [[aye-aye man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_AYE-AYE || [[giant aye-aye]]&lt;br /&gt;
|-&lt;br /&gt;
| BUSHMASTER || [[bushmaster]]&lt;br /&gt;
|-&lt;br /&gt;
| BUSHMASTER_MAN || [[bushmaster man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_BUSHMASTER || [[giant bushmaster]]&lt;br /&gt;
|-&lt;br /&gt;
| PYTHON || [[python]]&lt;br /&gt;
|-&lt;br /&gt;
| PYTHON_MAN || [[python man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_PYTHON || [[giant python]]&lt;br /&gt;
|-&lt;br /&gt;
| TAPIR || [[tapir]]&lt;br /&gt;
|-&lt;br /&gt;
| TAPIR_MAN || [[tapir man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_TAPIR || [[giant tapir]]&lt;br /&gt;
|-&lt;br /&gt;
| IMPALA || [[impala]]&lt;br /&gt;
|-&lt;br /&gt;
| IMPALA_MAN || [[impala man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_IMPALA || [[giant impala]]&lt;br /&gt;
|-&lt;br /&gt;
| AARDVARK || [[aardvark]]&lt;br /&gt;
|-&lt;br /&gt;
| AARDVARK_MAN || [[aardvark man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_AARDVARK || [[giant aardvark]]&lt;br /&gt;
|-&lt;br /&gt;
| LION_TAMARIN || [[lion tamarin]] || VERMIN&lt;br /&gt;
|-&lt;br /&gt;
| LION_TAMARIN_MAN || [[lion tamarin man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_LION_TAMARIN || [[giant lion tamarin]]&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;3&amp;quot;| creature_tundra_taiga_new&lt;br /&gt;
|-&lt;br /&gt;
| STOAT || [[stoat]]&lt;br /&gt;
|-&lt;br /&gt;
| STOAT_MAN || [[stoat man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_STOAT || [[giant stoat]]&lt;br /&gt;
|-&lt;br /&gt;
| LYNX || [[lynx]]&lt;br /&gt;
|-&lt;br /&gt;
| LYNX_MAN || [[lynx man]]&lt;br /&gt;
|-&lt;br /&gt;
| GIANT_LYNX || [[giant lynx]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Category|Interface}}&lt;/div&gt;</summary>
		<author><name>DikbutDaGrate</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Creature_token&amp;diff=301515</id>
		<title>Creature token</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Creature_token&amp;diff=301515"/>
		<updated>2024-05-17T00:51:13Z</updated>

		<summary type="html">&lt;p&gt;DikbutDaGrate: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{Modding}}&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;code&amp;gt;[OBJECT:CREATURE]&amp;lt;/code&amp;gt; [[token]] begins the definition of a ''Dwarf Fortress'' [[creature]] [[raw file]]. Each creature definition that follows begins with the {{token|creature|c|creature ID}} token, and the creature's exact properties and behavior are then specified by the use of further creature tokens.  All known creature tokens are listed below. &lt;br /&gt;
&lt;br /&gt;
Vanilla creature definitions can be found in &amp;lt;code&amp;gt;[[Game folder|&amp;lt;Dwarf Fortress&amp;gt;]]\data\vanilla\vanilla_creatures\&amp;lt;/code&amp;gt;. &lt;br /&gt;
Creature ID is also used with [[graphics token]]s to make customizable [[graphics set]]s.&lt;br /&gt;
&lt;br /&gt;
The [[caste]] tokens allow defining sub-species within the broader creature definition, including true biological castes and lesser variations, such as sexes. Creature tokens can either be 'Creature' or 'CASTE-only' type which can only be applied to creature or cast respectively, or 'CASTE' which can be applied to both. In the table bellow, creature type distinguish tokens that can be applied to creature only, cast only and both ('creature', 'CASTE-only', and 'CASTE' respectively)&lt;br /&gt;
&lt;br /&gt;
__NOTOC__ &lt;br /&gt;
{{clear}}&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==A==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ADOPTS_OWNER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Prevents tamed creature from being made available for adoption, instead allowing it to automatically adopt whoever it wants. The basic requirements for adoption are intact, and the creature will only adopt individuals who have a [[preference]] for their species. Used by [[cat]]s in the vanilla game. When {{k|v}}iewing a tame creature with this token, the message &amp;quot;This animal isn't interested in your wishes&amp;quot; will appear instead of &amp;quot;This [adorable] animal can't work&amp;quot; or &amp;quot;This animal is waiting to be trained&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ALCOHOL_DEPENDENT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature need [[alcohol]] to get through the working day; it will choose to drink booze instead of [[water]] if possible. Going sober for too long reduces speed.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ALL_ACTIVE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Sets the creature to be active during the day, night, and twilight in Adventurer Mode. Seems to be a separate value from {{token|DIURNAL|c}}/{{token|NOCTURNAL|c}}/{{token|CREPUSCULAR|c}}, rather than implying them.{{verify|code}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ALTTILE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*'character' or tile number&lt;br /&gt;
| If set, the creature will blink between its {{token|TILE|c}} and its ALTTILE. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AMBUSHPREDATOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Found on {{token|LARGE_PREDATOR|c}}s who ambush their prey. Instead of charging relentlessly at prey, the predator will wait till the prey is within a few squares before charging. May or may not work on other creatures. {{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AMPHIBIOUS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to breathe both in and out of [[water]] (unlike {{token|AQUATIC|c}}) - does not prevent drowning in [[magma]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APP_MOD_DESC_RANGE}}&lt;br /&gt;
| Appearance Modifier&lt;br /&gt;
|&lt;br /&gt;
*Range (6 values, low to high)&lt;br /&gt;
| Based on info from [http://www.bay12forums.com/smf/index.php?topic=113762.msg3473069#msg3473069 Wannabehero on the forums]: When used with an appearance modifier token (BP_APPEARANCE_MODIFIER or BODY_APPEARANCE_MODIFIER), tells the game what numeric ranges to map to which descriptors.&lt;br /&gt;
&lt;br /&gt;
The game uses 7 descriptor levels for each modifier, with the center one generally being to omit the thing from the creature description entirely. The six values in APP_MOD_DESC_RANGE define the boundaries between each described range. If this is not specified it uses the numbers 10:50:95:105:150:190.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APP_MOD_GENETIC_MODEL}}&lt;br /&gt;
| Appearance Modifier&lt;br /&gt;
|&lt;br /&gt;
*Model (Accepts DOMINANT_MORE, DOMINANT_LESS, and MIX)&lt;br /&gt;
| Defines a genetic model for the relevant appearance modifier(s). May or may not do anything significant at present.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APP_MOD_IMPORTANCE}}&lt;br /&gt;
| Appearance Modifier&lt;br /&gt;
|&lt;br /&gt;
*number&lt;br /&gt;
| Determines how important the appearance modifier is, for determining whether it shows up in the creature description.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APP_MOD_NOUN}}&lt;br /&gt;
| Appearance Modifier&lt;br /&gt;
| &lt;br /&gt;
*noun&lt;br /&gt;
*SINGULAR or PLURAL &lt;br /&gt;
| Creates a noun for the appearance, and whether it is singular or plural.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APP_MOD_RATE}}&lt;br /&gt;
| Appearance Modifier&lt;br /&gt;
| &lt;br /&gt;
*Rate (integer)&lt;br /&gt;
*Scale (DAILY, YEARLY)&lt;br /&gt;
*min (growth)&lt;br /&gt;
*max (growth)&lt;br /&gt;
*start year&lt;br /&gt;
*start day&lt;br /&gt;
*end year&lt;br /&gt;
*end day &lt;br /&gt;
| Setting the growth rate of the modifier. The last two tokens can be replaced by NO_END to have growth continue indefinitely.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APPLY_CREATURE_VARIATION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*creature variation ID&lt;br /&gt;
*(optional) any amount of arbitrary arguments&lt;br /&gt;
| Applies the specified [[creature variation token|creature variation]]. See [[Creature_variation_token#Arguments_and_conditional_tokens]] for how the subsequent arguments may be used.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APPLY_CURRENT_CREATURE_VARIATION}}&lt;br /&gt;
| Special&lt;br /&gt;
|  &lt;br /&gt;
| Applies the effects of all pending {{token|CV_ADD_TAG|c}} and {{token|CV_REMOVE_TAG|c}} tokens that have been defined in the current creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AQUATIC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Enables the creature to breathe in water, but causes it to air-drown on dry land. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ARENA_RESTRICTED}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Causes the creature to be excluded from the [[object testing arena]]'s creature spawning list.  Typically applied to spoileriffic creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ARTIFICIAL_HIVEABLE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
| Enables the creature to be kept in artificial [[hive]]s by [[beekeeper]]s.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AT_PEACE_WITH_WILDLIFE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Prevents the creature from attacking or frightening creatures with the {{Token|NATURAL|c}} tag.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*token&lt;br /&gt;
*selection criteria (it's complicated)&lt;br /&gt;
| Defines the attack name, and the body part used. See [[#Attack Tokens|below]] for valid subtokens&lt;br /&gt;
'''Example:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;[ATTACK:GORE:BODYPART:BY_CATEGORY:HORN]&amp;lt;/code&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
''GORE'' = name of the attack&amp;lt;br /&amp;gt;&lt;br /&gt;
''BODYPART:BY_CATEGORY:HORN'' = the horn is used to attack (presuming the creature has one)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_TRIGGER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*population&lt;br /&gt;
*exported wealth&lt;br /&gt;
*created wealth&lt;br /&gt;
| Specifies when a [[megabeast]] or [[semi-megabeast]] will attack the fortress. The attacks will start occurring when all of the requirements are met. Setting a value to 0 disables the trigger.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==B==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BABY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*integer &lt;br /&gt;
| Age at which creature is considered a child, the default is zero. One can think of this as the duration of the baby stage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BABYNAME}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*singular&lt;br /&gt;
*plural &lt;br /&gt;
| Defines a new name for a creature in baby state at the caste level. For non-caste-specific baby names, see {{token|GENERAL_BABY_NAME|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BEACH_FREQUENCY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*integer&lt;br /&gt;
| Creature may be subject to [[beaching]], becoming stranded on [[Beach|shores]], where they will eventually air-drown. The number indicates the frequency of the occurrence. Presumably requires the creature to be {{token|AQUATIC|c}}. Used by [[orca]]s, [[sperm whale]]s and [[sea nettle jellyfish]] in the vanilla game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BENIGN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is non-aggressive by default, and will never automatically be engaged by companions or soldiers, running away from any creatures that are not friendly to it, and will only defend itself if it becomes enraged. Can be thought of as the counterpoint of the {{token|LARGE_PREDATOR|c}} tag. When tamed, animals with this tag will be useless for fortress defense.&lt;br /&gt;
&lt;br /&gt;
This and {{token|TRADE_CAPACITY|c}} are required for {{token|PACK_ANIMAL|c}} to function properly, if an animal contains the aforementioned requirements without this tag: items loaded by the merchants will be dropped upon departure.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BIOME}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
* [[biome token]]&lt;br /&gt;
| Select a [[biome]] the creature may appear in.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BLOOD}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;[[material token]]&amp;gt;&lt;br /&gt;
* &amp;lt;[[Material_definition_token#Material_States|material state]]&amp;gt;&lt;br /&gt;
| Specifies what the creature's blood is made of.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BLOODSUCKER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Causes [[vampire]]-like behaviour; the creature will suck the [[Creature_token#BLOOD|blood]] of unconscious victims when its [[Syndrome#TIME_SINCE_SUCKED_BLOOD|thirst for blood]] grows sufficiently large. When controlling the creature in adventure mode, this can be done at will. Seems to be required to make the creature denouncable (in-world) as a creature of the night.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BODY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*body parts &lt;br /&gt;
| Draws body parts from OBJECT:BODY files (such as body_default.txt)&lt;br /&gt;
'''Example:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY:BODY_WITH_HEAD_FLAG:HEART:GUTS:BRAIN:MOUTH] &amp;lt;br /&amp;gt;&lt;br /&gt;
This is the body from a [[purring maggot]]. It creates a body with head, a heart, some guts, a brain, and a mouth. That's all a maggot needs.&lt;br /&gt;
&lt;br /&gt;
The body parts need to be listed in an order such that any parent part appears before its connected children. For example [BODY:HEART:BODY_WITH_HEAD_FLAG] produces a &amp;quot;Body Token Recognized But Could Not Connect: HEART&amp;quot; error because HEART can't find any UPPERBODY(s) to connect to. Switching the order to [BODY:BODY_WITH_HEAD_FLAG:HEART] fixes the problem because now the UPPERBODY is created before the HEART tries to connect to it.&lt;br /&gt;
&lt;br /&gt;
'''If the body is left undefined, the creature (or caste) will be tagged as [DOES_NOT_EXIST].''' {{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BODY_APPEARANCE_MODIFIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*ATTRIBUTE&lt;br /&gt;
*lowest&lt;br /&gt;
*lower&lt;br /&gt;
*low&lt;br /&gt;
*median&lt;br /&gt;
*high&lt;br /&gt;
*higher&lt;br /&gt;
*highest &lt;br /&gt;
| These body modifiers give individual creatures different characteristics. In the case of HEIGHT, BROADNESS and LENGTH, the modifier is also a percentage change to the BODY_SIZE of the individual creature. The seven numbers afterward give a distribution of ranges. Each interval has an equal chance of occurring.&lt;br /&gt;
'''Example:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110] &amp;lt;br /&amp;gt;&lt;br /&gt;
''HEIGHT'' : marks the height to be changed &amp;lt;br /&amp;gt;&lt;br /&gt;
''90:95:98:100:102:105:110'' : sets the range from the shortest (90% of the average height) to the tallest (110% of the average height) creature variation.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BODY_DETAIL_PLAN}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*PlanName&lt;br /&gt;
*Arguments &lt;br /&gt;
| Loads a plan from listed OBJECT:BODY_DETAIL_PLAN files, such as b_detail_plan_default.txt. Mass applies USE_MATERIAL_TEMPLATE, mass alters RELSIZE, alters body part positions, and will allow tissue layers to be defined. Tissue layers are defined in order of skin to bone here.&lt;br /&gt;
'''Example:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE] &amp;lt;br /&amp;gt;&lt;br /&gt;
This creates the detailed body of a [[fox]], the skin, fat, muscle, bones and cartilage out of the vertebrate tissues.&amp;lt;br /&amp;gt;&lt;br /&gt;
A [[Purring maggot|maggot]] would only need:&amp;lt;br /&amp;gt;&lt;br /&gt;
''[BODY_DETAIL_PLAN:EXOSKELETON_TISSUE_LAYERS:SKIN:FAT:MUSCLE]'' &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BODY_SIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*years&lt;br /&gt;
*days&lt;br /&gt;
*size &lt;br /&gt;
| Sets size at a given age. Size is in cubic centimeters, and for normal body materials, is roughly equal to the creature's average weight in grams.&lt;br /&gt;
'''Example:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_SIZE:0:0:10000]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_SIZE:1:168:50000]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_SIZE:12:0:220000]&amp;lt;br /&amp;gt;&lt;br /&gt;
This describes the size of a [[minotaur]]. Its birth size would be 10,000 cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; (~10 kg). At 1 year and 168 days old it would be 50,000 cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; (~50 kg). And as an adult (at 12 years old) it would be 220,000 cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; and weigh roughly 220 kg.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BODYGLOSS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*gloss &lt;br /&gt;
| Substitutes body part text with replacement text. Draws gloss information from OBJECT:BODY files (such as body_default.txt)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BONECARN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature eats bones. Implies {{token|CARNIVORE|c}}. [[Adventurer mode|Adventurers]] with this token are currently unable to eat bones.{{Bug|11069}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BP_ADD_TYPE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Adds a type to a body part - used with {{token|SET_BP_GROUP|c}}. In vanilla DF, this is used for adding the type '[[Body token#GELDABLE|GELDABLE]]' to the lower body of certain [[cat|creatures]]. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BP_APPEARANCE_MODIFIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*QUALITY&lt;br /&gt;
*lowest&lt;br /&gt;
*lower&lt;br /&gt;
*low&lt;br /&gt;
*median&lt;br /&gt;
*high&lt;br /&gt;
*higher&lt;br /&gt;
*highest &lt;br /&gt;
| Sets up the breadth of possibilities for appearance qualities for a selected BP group. EG. Eyes (CLOSE_SET, DEEP_SET, ROUND_VS_NARROW, LARGE_IRIS),Lips (THICKNESS), Nose (BROADNESS, LENGTH, UPTURNED, CONVEX), Ear (SPLAYED_OUT, HANGING_LOBES, BROADNESS, HEIGHT), Tooth (GAPS), Skull (HIGH_CHEEKBONES, BROAD_CHIN, JUTTING CHIN, SQUARE_CHIN), Neck (DEEP_VOICE, RASPY_VOICE), Head (BROADNESS, HEIGHT)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BP_REMOVE_TYPE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Removes a type from a body part. Used with {{token|SET_BP_GROUP|c}}. &lt;br /&gt;
 &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BUILDINGDESTROYER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*1 or 2 &lt;br /&gt;
| Allows a creature to destroy furniture and buildings. Value [1] targets mostly doors, hatches, furniture and the like. Value [2] targets anything not made with the {{k|b}} + {{k|C}} commands. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==C==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CAN_DO_INTERACTION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*interaction token&lt;br /&gt;
| The creature can perform an interaction. See [[interaction token]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CAN_LEARN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature gains [[skill]]s and can have [[labor|professions]]. If a member of a civilization (even a pet) has this token, it'll need to eat, drink and sleep. Note that this token makes the creature unable to be eaten by an adventurer, so it is not recommended for uncivilized monsters. Adventurers lacking this token can allocate but not increase attributes and skills. Skills allocated will disappear on start.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CAN_SPEAK}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Can [[talking|talk]]. Note that this is not necessary for a creature to gain social skills.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CANNOT_CLIMB}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature cannot [[climber|climb]], even if it has free grasp parts.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CANNOT_JUMP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature cannot [[jump]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CANNOT_UNDEAD}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Acts like {{token|NOT_LIVING|c}}, except that {{token|OPPOSED_TO_LIFE|c}} creatures will attack them.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CANOPENDOORS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to open [[door]]s that are set to be unpassable for pets. In adventure mode, creatures lacking this token will be unable to pass through door tiles except whilst these are occupied by other creatures. Not currently useful in Fortress mode as doors can no longer be set unpassable for pets.{{version|50.03}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CARNIVORE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature ''only'' eats [[meat]]. If the creature goes on rampages in worldgen, it will often devour the people/animals it kills. Does not seem to affect the diet of the adventurer in adventure mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*name &lt;br /&gt;
| Defines a [[caste]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_ALTTILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*tile number or &amp;quot;letter&amp;quot;&lt;br /&gt;
| Caste-specific {{token|ALTTILE|c}}. Requires {{token|CASTE_TILE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_COLOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*fg&lt;br /&gt;
*bg&lt;br /&gt;
*brightness&lt;br /&gt;
| Caste-specific {{token|COLOR|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_GLOWCOLOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*fg&lt;br /&gt;
*bg&lt;br /&gt;
*brightness&lt;br /&gt;
| Caste-specific {{token|GLOWCOLOR|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_GLOWTILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*tile value or &amp;quot;letter&amp;quot;&lt;br /&gt;
| Caste-specific {{token|GLOWTILE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_NAME}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*singular&lt;br /&gt;
*plural&lt;br /&gt;
*adjective &lt;br /&gt;
| While {{token|NAME|c}} describes the name of the species, {{token|CASTE_NAME|c}} names individuals of the species. Unlike other caste-specific descriptions, this token is required, even for creatures without separate castes. If left undefined, the creature will not show up in the [[arena]] and members of the species will be labeled as &amp;quot;nothing&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_PROFESSION_NAME}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Unit type token]] (Profession)&lt;br /&gt;
*singular&lt;br /&gt;
*plural &lt;br /&gt;
| Caste-specific {{token|PROFESSION_NAME|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_SOLDIER_ALTTILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*'character' or tile number&lt;br /&gt;
| Caste-specific {{token|SOLDIER_ALTTILE|c}}. Requires {{token|CASTE_SOLDIER_TILE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_SOLDIER_TILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*'character' or tile number&lt;br /&gt;
| Caste-specific {{token|CREATURE_SOLDIER_TILE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_TILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* tile number or &amp;quot;letter&amp;quot;&lt;br /&gt;
| Caste-specific {{token|CREATURE_TILE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CAVE_ADAPT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Gives the creature a bonus in caves. Also causes [[cave adaptation]]. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CDI}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*Varies&lt;br /&gt;
| Specifies interaction details following a {{token|CAN_DO_INTERACTION|c}} token. See [[interaction token]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CHANGE_BODY_SIZE_PERC}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*integer&lt;br /&gt;
| Multiplies body size by a factor of (integer)%. 50 halves size, 200 doubles.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CHANGE_FREQUENCY_PERC}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*integer&lt;br /&gt;
| Multiplies frequency by a factor of (integer)%.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CHILD}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*integer &lt;br /&gt;
| Age at which creature is considered an adult - one can think of this as the duration of the [[children|child]] stage. Allows the creature's offspring to be rendered fully tame if [[animal trainer|trained]] during their childhood. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CHILDNAME}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*singular&lt;br /&gt;
*plural &lt;br /&gt;
| Defines a new name for a creature in the child state at the caste level. For non-caste-specific child names, see {{token|GENERAL_CHILD_NAME|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CLUSTER_NUMBER}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*min&lt;br /&gt;
*max&lt;br /&gt;
| The minimum/maximum numbers of how many creatures per spawned cluster. Vermin fish with this token in combination with temperate ocean and river biome tokens [http://www.bay12forums.com/smf/index.php?topic=51864.msg1122319#msg1122319 will perform seasonal migrations]. Defaults to 1:1 if not specified.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CLUTCH_SIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*min&lt;br /&gt;
*max&lt;br /&gt;
|Number of [[egg]]s laid in one sitting.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COLONY_EXTERNAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Caste hovers around colony.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COLOR}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*foreground&lt;br /&gt;
*background&lt;br /&gt;
*brightness &lt;br /&gt;
| Color of the creature's tile. See [[Color]] for usage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMMON_DOMESTIC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| When combined with any of {{token|PET|c}}, {{token|PACK_ANIMAL|c}}, {{token|WAGON_PULLER|c}} and/or {{token|MOUNT|c}}, the creature is guaranteed to be domesticated by any [[civilization]] with {{token|COMMON_DOMESTIC_PET|e}}, {{token|COMMON_DOMESTIC_PACK|e}},  {{token|COMMON_DOMESTIC_PULL|e}} and/or {{token|COMMON_DOMESTIC_MOUNT|e}} respectively. Such civilizations will always have access to the creature, even in the absence of wild populations. This token is invalid on {{token|FANCIFUL|c}} creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CONVERTED_SPOUSE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Creatures of this caste's species with the {{token|SPOUSE_CONVERTER|c}} and {{token|NIGHT_CREATURE_HUNTER|c}} tokens will kidnap {{token|SPOUSE_CONVERSION_TARGET|c}}s of an appropriate sex and convert them into castes with CONVERTED_SPOUSE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COOKABLE_LIVE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Set this to allow the creature to be cooked in meals without first being butchered/cleaned. Used by some water-dwelling vermin such as [[mussel]]s, [[nautilus]]es and [[oyster]]s.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CRAZED}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Creature is '[[insanity|berserk]]' and will attack all other creatures, except members of its own species that '''also''' have the CRAZED tag. It will show {{DFtext|Berserk|4:1}} in the [[unit list]]. Berserk creatures go on rampages during [[world generation|worldgen]] much more frequently than non-berserk ones.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COPY_TAGS_FROM}}&lt;br /&gt;
| Special&lt;br /&gt;
| &lt;br /&gt;
*creature ID&lt;br /&gt;
| Copies another specified creature. This will override any definitions made before it; essentially, it makes this creature identical to the other one, which can then be modified. Often used in combination with {{token|APPLY_CREATURE_VARIATION|c}} to import standard variations from a file. The vanilla [[giant animal]]s and [[animal person|animal people]]s are examples of this token combination.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREATURE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*creature ID&lt;br /&gt;
| A unique, arbitrary identifier that begins the definition of each new creature, and is used to reference the creature in other tokens and raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREATURE_CLASS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*classname&lt;br /&gt;
| An arbitrary creature classification. Can be set to anything, but the only vanilla uses are GENERAL_POISON (used in syndromes), EDIBLE_GROUND_BUG (used as targets for {{token|GOBBLE_VERMIN_CLASS|c}}), MAMMAL, and POISONOUS (both used for kobold pet eligibility). A single creature can have multiple classes.&lt;br /&gt;
&lt;br /&gt;
The full list of tokens that use creature classes is: &lt;br /&gt;
&lt;br /&gt;
* Creature tokens: {{token|GOBBLE_VERMIN_CLASS|c}}, {{token|GOBBLE_VERMIN_CLASS|c}}&lt;br /&gt;
* Interaction tokens: {{token|IT_AFFECTED_CLASS|in}}, {{token|IT_IMMUNE_CLASS|in}}&lt;br /&gt;
* Animal definition (Entity) tokens: {{token|ANIMAL_CLASS|e}}, {{token|ANIMAL_FORBIDDEN_CLASS|e}}&lt;br /&gt;
* Position (Entity) token: {{token|ALLOWED_CLASS|po}}&lt;br /&gt;
* Syndrome tokens: {{token|SYN_AFFECTED_CLASS|sy}}, {{token|SYN_IMMUNE_CLASS|sy}}, {{token|CE_SENSE_CREATURE_CLASS|sy}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREATURE_SOLDIER_TILE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*'character' or tile number&lt;br /&gt;
| Creatures active in their civilization's [[military]] will use this tile instead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREATURE_TILE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*'character' or tile number &lt;br /&gt;
| The symbol of the creature in ASCII mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREPUSCULAR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Sets the creature to be active at twilight in adventurer mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CURIOUSBEAST_EATER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to [[Steals food|steal and eat edible items]] from a site. It will attempt to grab a food item and immediately make its way to the map's edge, where it will disappear with it. If the creature goes on rampages during worldgen, it will often steal food instead of attacking. Trained and tame instances of the creature will no longer display this behavior.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CURIOUSBEAST_GUZZLER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to (very quickly) [[Steals drink|drink your alcohol]]. Or spill the barrel to the ground. Also affects undead versions of the creature. Unlike food or item thieves, drink thieves will consume your alcohol on the spot rather than run away with one piece of it. Trained and tame instances of the creature will no longer display this behavior.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CURIOUSBEAST_ITEM}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to [[Steals items|steal things]] (apparently, of the highest value it can find). It will attempt to grab an item of value and immediately make its way to the map's edge, where it will disappear with it. If a creature with any of the CURIOUSBEAST tokens carries anything off the map, even if it is a caravan's pack animal, it will be reported as stealing everything it carries. If the creature goes on rampages in worldgen, it will often steal items instead of attacking - [[kea]] birds are infamous for this. Trained and tame instances of the creature will no longer display this behavior. Also, makes the creature unable to drop hauled items until it enters combat.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CV_ADD_TAG}}&lt;br /&gt;
| Special&lt;br /&gt;
| &lt;br /&gt;
*TAG NAME &lt;br /&gt;
| Adds a tag. Used in conjunction with creature variation templates.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CV_REMOVE_TAG}}&lt;br /&gt;
| Special&lt;br /&gt;
| &lt;br /&gt;
*TAG NAME &lt;br /&gt;
| Removes a tag. Used in conjunction with creature variation templates. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==D==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DEMON}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Found on generated [[demon]]s. Marks the caste to be used in the initial wave after breaking into the [[underworld]], and by the demon civilizations created during world-gen breachings{{verify}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DESCRIPTION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*text &lt;br /&gt;
| A brief description of the creature type, as displayed when viewing the creature's description/[[Thoughts and preferences|thoughts &amp;amp; preferences]] screen.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIE_WHEN_VERMIN_BITE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Causes the creature to die upon attacking. Used by [[honey bee]]s to simulate them dying after using their stingers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIFFICULTY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*integer &lt;br /&gt;
| Increases experience gain during adventure mode. Creatures with a difficulty of 11 or higher are not assigned for quests in adventure mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIURNAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Sets the creature to be active during the day in Adventurer Mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIVE_HUNTS_VERMIN}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| The creature hunts vermin by diving from the air. On tame creatures, it has the same effect as {{token|HUNTS_VERMIN|c}}. Found on [[peregrine falcon]]s.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DOES_NOT_EXIST}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Adding this token to a creature prevents it from appearing in generated worlds (unless it's marked as [[Entity_token#ANIMAL_ALWAYS_PRESENT|always present]] for a particular civilisation). For example, adding it to [[dog]]s will lead to worlds being generated without dogs in them. Also removes the creature from the [[object testing arena]]'s spawn list. If combined with {{token|FANCIFUL|c}}, artistic depictions of the creature will occur regardless. Used by [[centaur]]s, [[chimera]]s and [[griffon]]s in the vanilla game. &lt;br /&gt;
&lt;br /&gt;
Note: a creature tagged as DOES_NOT_EXIST can still be [[Interaction_token#I_EFFECT|summoned]] successfully, as long as it has a body defined in its raws. [http://www.bay12forums.com/smf/index.php?topic=165213.msg8086938#msg8086938]. It's also possible for another creature to [[Syndrome#CE_BODY_TRANSFORMATION|transform]] into it.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==E==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EBO_ITEM}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[item token]]&lt;br /&gt;
*[[material token]] (ANY_HARD_STONE can be used for the material)&lt;br /&gt;
| Defines the item that the creature drops upon being [[butcher|butchered]]. Used with {{token|EXTRA_BUTCHER_OBJECT|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EBO_SHAPE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*gem shape&lt;br /&gt;
| The shape of the creature's extra [[butcher|butchering]] drop. Used with {{token|EXTRA_BUTCHER_OBJECT|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EGG_MATERIAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* &amp;lt;[[material token]]&amp;gt;&lt;br /&gt;
* &amp;lt;[[Material_definition_token#Material_States|material state]]&amp;gt;&lt;br /&gt;
| Defines the material composition of [[egg]]s laid by the creature. [[creature_token#LAYS_EGGS|Egg-laying]] creatures in the default game define this 3 times, using LOCAL_CREATURE_MAT:EGGSHELL, LOCAL_CREATURE_MAT:EGG_WHITE, and then LOCAL_CREATURE_MAT:EGG_YOLK. Eggs will be made out of eggshell. Edibility is determined by tags on whites or yolk, but they otherwise do not exist.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EGG_SIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*size&lt;br /&gt;
| Determines the size of laid [[egg]]s. Doesn't affect hatching or cooking, but bigger eggs will be heavier, and may take longer to be hauled depending on the hauler's strength.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EQUIPMENT_WAGON}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature appear as a large 3×3 [[wagon]] responsible for carrying trade goods, pulled by two {{token|WAGON_PULLER|c}} creatures and driven by a merchant.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EQUIPS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to wear or wield items.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EVIL}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creature is considered evil and will only show up in evil biomes. Civilizations with {{token|USE_EVIL_ANIMALS|e}} can domesticate them regardless of exotic status. Has no effect on cavern creatures except to restrict taming. A civilization with evil creatures can colonise evil areas.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EXTRA_BUTCHER_OBJECT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
* TYPE, CATEGORY, or TOKEN&lt;br /&gt;
| The creature drops an additional object when [[butcher|butchered]], as defined by {{token|EBO_ITEM|c}} and {{token|EBO_SHAPE|c}}. Used for [[gizzard stone]]s in default creatures. For some materials, needs to be defined after caste definitions with SELECT_CASTE:ALL{{Bug|6355}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EXTRACT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* [[material token]]&lt;br /&gt;
| Defines a creature extract which can be obtained via [[small animal dissection]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EXTRAVISION}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature can see regardless of whether it has working eyes and has full 360 degree vision, making it impossible to strike the creature from a blind spot in combat. Invisible creatures will also be seen, namely [[intelligent undead]] using a &amp;quot;vanish&amp;quot; power.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==F==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FANCIFUL}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creature is a thing of legend and known to all civilizations. Its materials cannot be requested or preferred. The tag also adds some art value modifiers. Used by a [[Fanciful|number of creatures]]. Conflicts with {{token|COMMON_DOMESTIC|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FEATURE_ATTACK_GROUP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on [[Animal people#Subterranean animal people|subterranean animal-man]] tribals. Currently defunct. In previous versions{{verify}}, it caused these creatures to crawl out of chasms and underground rivers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FEATURE_BEAST}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on [[forgotten beast]]s. Presumably makes it act as such, initiating underground attacks on fortresses, or leads to the pop-up message upon encountering one{{verify}}. Hides the creature from displaying in a world_sites_and_pops file. Does not create historical figures like generated forgotten beasts do.&lt;br /&gt;
&lt;br /&gt;
Requires specifying a {{token|BIOME|c}} in which the creature will live, and both surface and subterranean biomes are allowed. Does not stack with {{token|LARGE_ROAMING|c}} and if both are used the creature will not spawn. Appears to be incompatible with {{token|DEMON|c}} even if used in separate castes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FEMALE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature biologically female, enabling her to [[Breeding|bear young]]. Usually specified inside a caste.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FIREIMMUNE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature immune to [[Interaction_token#FIREBALL|FIREBALL]] and [[Interaction_token#FIREJET|FIREJET]] attacks, and allows it to path through high temperature zones, like lava or fires. Does not, by itself, make the creature immune to the damaging effects of burning in [[fire]], and does not prevent general heat damage or melting on its own (this would require adjustments to be made to the creature's body [[Material_definition_token|materials]] - see the [[Dragon/raw|dragon raws]] for an example).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FIREIMMUNE_SUPER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Like {{token|FIREIMMUNE|c}}, but also renders the creature immune to [[Interaction_token#DRAGONFIRE|DRAGONFIRE]] attacks. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FISHITEM}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature's corpse is a single [[Item_token#FISH_RAW|FISH_RAW]] food item that needs to be cleaned (into a [[Item_token#FISH|FISH]] item) at a [[fishery]] to become edible. Before being cleaned the item is referred to as &amp;quot;raw&amp;quot;. The food item is categorized under &amp;quot;fish&amp;quot; on the food and stocks screens, and when uncleaned it is sorted under &amp;quot;raw fish&amp;quot; in the stocks (but does not show up on the food screen). &lt;br /&gt;
Without this or {{token|COOKABLE_LIVE|c}}, [[fishing|fished]] vermin will turn into food the same way as non-vermin creatures, resulting in multiple units of food (meat, brain, lungs, eyes, spleen etc.) from a single fished vermin. These units of food are categorized as meat by the game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FIXED_TEMP}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*temperature &lt;br /&gt;
| The creature's body is constantly at this temperature, heating up or cooling the surrounding area. Alters the temperature of the creature's inventory and all adjacent tiles, [[Temperature|with all the effects that this implies]] - may trigger wildfires at high enough values. Also makes the creature immune to extreme heat or cold, as long as the temperature set is not harmful to the materials that the creature is made from. Corpses and body parts of creatures with a fixed temperature maintain their temperature even after death.&lt;br /&gt;
&lt;br /&gt;
Note that temperatures of 12000 and higher may cause [[path|pathfinding]] issues in fortress mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FLEEQUICK}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| If engaged in combat, the creature will flee at the first sign of resistance. Used by [[kobold]]s in the vanilla game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FLIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to fly, independent of it having wings or not. Fortress Mode pathfinding only partially incorporates flying - flying creatures need a land path to exist between them and an area in order to access it, but as long as one such path exists, they do not need to use it, instead being able to fly over intervening obstacles. Winged creatures with this token can lose their ability to fly if their wings are crippled or severed. Winged creatures without this token will be unable to fly. (A 'wing' in this context refers to any body part with its own [[Body_token#FLIER|FLIER]] token).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FREQUENCY}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*number, max 100&lt;br /&gt;
| Determines the chances of a creature appearing within its environment, with higher values resulting in more frequent appearance. Also affects the chance of a creature being brought in a caravan for trading.&lt;br /&gt;
This value is used multiply to determine the rarity of animal populations. A creature with [FREQUENCY:50] will appear in 50% of valid biomes, and be present in 50% of the area within those biomes.&lt;br /&gt;
When a [[Creature token#CLUSTER_NUMBER|cluster]] spawns, the game effectively considers all creatures that can possibly appear and uses the FREQUENCY value as a ''weight'' - for example, if there are three creatures with frequencies 10/25/50, the creature with [FREQUENCY:50] will appear approximately 58.8% of the time. Defaults to 50 if not specified. Not to be confused with {{token|POP_RATIO|c}}.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==G==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GAIT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;gait type&amp;gt;&lt;br /&gt;
* &amp;lt;gait name&amp;gt;&lt;br /&gt;
* &amp;lt;max [[Gait#Speed|speed]]&amp;gt;&lt;br /&gt;
* &amp;lt;build up time&amp;gt;&lt;br /&gt;
* &amp;lt;max turning [[Gait#Speed|speed]]&amp;gt;&lt;br /&gt;
* &amp;lt;start [[Gait#Speed|speed]]&amp;gt;&lt;br /&gt;
* &amp;lt;energy expenditure&amp;gt;&lt;br /&gt;
* &amp;lt;gait flag(s)&amp;gt;&lt;br /&gt;
| Defines a gait by which the creature can move. See [[Gait]] for more information. Specifically, you likely want to use one of the existing STANDARD_X_GAITS creature variations, as described in [[Gait#Gaits_and_Modding|this subsection]].&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;max speed&amp;gt; indicates the maximum [[Gait#Speed|speed]] achievable by a creature using this gait&lt;br /&gt;
* &amp;lt;start speed&amp;gt; indicates the creature's speed when it starts moving using this gait&lt;br /&gt;
* &amp;lt;build up time&amp;gt; indicates how long it will take for a creature using this gait to go from &amp;lt;start speed&amp;gt; to &amp;lt;max speed&amp;gt;. For example, a value of 10 means that it should be able to reach the maximum speed by moving 10 [[tile]]s in a straight line over even terrain.&lt;br /&gt;
* &amp;lt;max turning speed&amp;gt; indicates the maximum speed permissible when the creature suddenly changes its direction of motion. The creature's speed will be reduced to &amp;lt;max turning speed&amp;gt; if travelling at a higher speed than this before turning.&lt;br /&gt;
* &amp;lt;energy expenditure&amp;gt; indicates how energy-consuming the gait is. Higher values cause the creature to tire out faster. Persistent usage of a high-intensity gait will eventually lead to exhaustion and [[Status_icon#Non-flashing|collapse]].&lt;br /&gt;
&lt;br /&gt;
'''NO_BUILD_UP''' can be specified instead of a &amp;lt;start speed&amp;gt; value to make the &amp;lt;max speed&amp;gt; instantly achievable upon initiating movement (this is equivalent to a &amp;lt;build up time&amp;gt; of 0). Note that &amp;lt;build up time&amp;gt; and &amp;lt;max turning speed&amp;gt; are both ignored if specified alongside this (as NO_BUILD_UP trumps &amp;lt;build up time&amp;gt; and preserves &amp;lt;max speed&amp;gt; whilst turning, and &amp;lt;max turning speed&amp;gt; cannot exceed &amp;lt;max speed&amp;gt;) so it is permissible to omit them so long as they are '''both''' omitted together.&lt;br /&gt;
&lt;br /&gt;
It's possible to specify a &amp;lt;start speed&amp;gt; greater than the &amp;lt;max speed&amp;gt;; the moving creature will decelerate towards its &amp;lt;max speed&amp;gt; in this case.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''valid gait types:'''&lt;br /&gt;
*'''WALK'''&amp;lt;br&amp;gt;&lt;br /&gt;
Used for moving normally over ground tiles.&lt;br /&gt;
&lt;br /&gt;
*'''CRAWL'''&amp;lt;br&amp;gt;&lt;br /&gt;
Used for moving over ground tiles whilst [[Status_icon#Non-flashing|prone]].&lt;br /&gt;
&lt;br /&gt;
*'''SWIM'''&amp;lt;br&amp;gt;&lt;br /&gt;
Used for moving through tiles containing [[water]] or [[magma]] at a [[Water#Depth|depth]] of at least 4/7. &lt;br /&gt;
&lt;br /&gt;
*'''FLY'''&amp;lt;br&amp;gt;&lt;br /&gt;
Used for moving through [[open space]].&lt;br /&gt;
&lt;br /&gt;
*'''CLIMB'''&amp;lt;br&amp;gt;&lt;br /&gt;
Used for moving whilst [[Climber|climbing]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''valid gait flags:'''&lt;br /&gt;
* '''AGILITY'''&amp;lt;br&amp;gt;&lt;br /&gt;
Speeds/slows movement depending on the creature's [[Attribute#Agility|Agility]] stat.&lt;br /&gt;
&lt;br /&gt;
* '''STRENGTH'''&amp;lt;br&amp;gt;&lt;br /&gt;
Speeds/slows movement depending on the creature's [[Attribute#Strength|Strength]] stat.&lt;br /&gt;
&lt;br /&gt;
* '''LAYERS_SLOW'''&amp;lt;br&amp;gt;&lt;br /&gt;
Makes [[Tissue_definition_token#THICKENS_ON_ENERGY_STORAGE|THICKENS_ON_ENERGY_STORAGE]] and [[Tissue_definition_token#THICKENS_ON_STRENGTH|THICKENS_ON_STRENGTH]] tissue layers slow movement depending on how thick they are. Adding the STRENGTH gait flag counteracts the impact of the latter layer.&lt;br /&gt;
&lt;br /&gt;
* '''STEALTH_SLOWS:'''&amp;lt;percentage&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Slows movement by the specified percentage when the creature is [[Ambusher|sneaking]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GENERAL_BABY_NAME}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*singular&lt;br /&gt;
*plural &lt;br /&gt;
| Like {{token|BABYNAME|c}}, but applied regardless of caste.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GENERAL_CHILD_NAME}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*singular&lt;br /&gt;
*plural &lt;br /&gt;
| Like {{token|CHILDNAME|c}}, but applied regardless of caste.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GENERAL_MATERIAL_FORCE_MULTIPLIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value A&lt;br /&gt;
*value B&lt;br /&gt;
| Has the same function as {{token|MATERIAL_FORCE_MULTIPLIER|c}}, but applies to all attacks instead of just those involving a specific material. Appears to be overridden by MATERIAL_FORCE_MULTIPLIER ([[werebeast]]s, for example, use both tokens to provide resistance to all materials, with one exception to which they are especially vulnerable).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GENERATED}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Found on procedurally generated creatures like [[forgotten beast]]s, [[titan]]s, [[demon]]s, [[angel]]s, and [[night creature]]s. Cannot be specified in user-defined raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GETS_INFECTIONS_FROM_ROT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature get [[Health_care#Infection|infections]] from necrotic tissue.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GETS_WOUND_INFECTIONS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature's wounds become [[Health_care#Infection|infected]] if left untreated for too long.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GLOWCOLOR}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*foreground&lt;br /&gt;
*background&lt;br /&gt;
*brightness &lt;br /&gt;
| The colour of the creature's {{token|GLOWTILE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GLOWTILE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*ascii character &lt;br /&gt;
| If present, the being glows in the dark (generally used for Adventurer Mode). The tile is what replaces the being's current tile when it is obscured from your sight by darkness. The default setting for kobolds (a yellow quotation mark) provides a nice &amp;quot;glowing eyes&amp;quot; effect. The game is also hardcoded to automatically convert quotation mark GLOWTILES into apostrophes if the creature has lost one eye. This works at the generic creature level - for caste-specific glow tiles, use {{token|CASTE_GLOWTILE|c}} instead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GNAWER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*verb&lt;br /&gt;
| The creature can and will gnaw its way out of [[animal trap]]s and [[cage]]s using the specified verb, depending on the material from which it is made (normally wood).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GOBBLE_VERMIN_CLASS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*class&lt;br /&gt;
| The creature eats vermin of the specified class.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GOBBLE_VERMIN_CREATURE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*creature&lt;br /&gt;
*caste&lt;br /&gt;
| The creature eats a specified [[vermin]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GO_TO_END}}&lt;br /&gt;
| Special&lt;br /&gt;
|  &lt;br /&gt;
| When using tags from an existing creature, inserts new tags at the end of the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GO_TO_START}}&lt;br /&gt;
| Special&lt;br /&gt;
|  &lt;br /&gt;
| When using tags from an existing creature, inserts new tags at the beginning of the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GO_TO_TAG}}&lt;br /&gt;
| Special&lt;br /&gt;
|  &lt;br /&gt;
| When using tags from an existing creature, inserts new tags ''before'' the specified tag.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GOOD}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Creature is considered good and will only show up in good biomes - [[unicorn]]s, for example. Civilizations with {{token|USE_GOOD_ANIMALS|e}} can domesticate them regardless of exotic status. Has no effect on cavern creatures except to restrict taming. A civilization that has good creatures can colonise good areas in world-gen.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GRASSTRAMPLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value &lt;br /&gt;
| The value determines how rapidly [[grass]] is trampled when a creature steps on it - a value of 0 causes the creature to never damage grass, while a value of 100 causes grass to be trampled as rapidly as possible. Defaults to 5.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GRAVITATE_BODY_SIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*target value&lt;br /&gt;
| Used in Creature Variants. This token changes the adult body size to the average of the old adult body size and the target value and scales all intermediate growth stages by the same factor.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GRAZER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*number&lt;br /&gt;
| The creature is a grazer - if tamed in fortress mode, it needs a pasture to survive. The higher the number, the less frequently it needs to eat in order to live. Not used since 0.40.12, replaced by {{token|STANDARD_GRAZER|c}} to fix {{bugl|4113}}.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==H==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HABIT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*type&lt;br /&gt;
*probability&lt;br /&gt;
| Defines certain behaviors for the creature. The habit types are:&lt;br /&gt;
*COLLECT_TROPHIES&lt;br /&gt;
*COOK_PEOPLE&lt;br /&gt;
*COOK_VERMIN&lt;br /&gt;
*GRIND_VERMIN&lt;br /&gt;
*COOK_BLOOD&lt;br /&gt;
*GRIND_BONE_MEAL&lt;br /&gt;
*EAT_BONE_PORRIDGE&lt;br /&gt;
*USE_ANY_MELEE_WEAPON&lt;br /&gt;
*GIANT_NEST&lt;br /&gt;
*COLLECT_WEALTH.&lt;br /&gt;
These require the creature to have a {{token|LAIR|c}} to work properly, and also don't seem to work on creatures who are not a {{token|SEMIMEGABEAST|c}}, {{token|MEGABEAST|c}}, or{{token|NIGHT_CREATURE_HUNTER|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HABIT_NUM}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*number or TEST_ALL&lt;br /&gt;
| &amp;quot;If you set HABIT_NUM to a number, it should give you that exact number of habits according to the weights.&amp;quot;.{{cite forum|60554/1719248}} All lists of HABITs are preceded by [HABIT_NUM:TEST_ALL]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HAS_NERVES}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature has nerves in its muscles. Cutting the muscle tissue can sever motor and sensory nerves.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HASSHELL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature has a shell. Seemingly no longer used - holdover from previous versions.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HIVE_PRODUCT}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*number&lt;br /&gt;
*[[time]]&lt;br /&gt;
*[[item token]]s&lt;br /&gt;
| What product is harvested from [[Beekeeping industry|beekeeping]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HOMEOTHERM}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*number or NONE&lt;br /&gt;
| Default 'NONE'. The creature's normal body [[temperature]]. Creature ceases maintaining temperature on death unlike fixed material temperatures. Provides minor protection from environmental temperature to the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HUNTS_VERMIN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Creature hunts and kills nearby [[vermin]], randomly walking between places with food laying on the ground or in stockpiles, to check for possible [VERMIN_EATER] vermin, but they'll kill any other vermin too. Do not include this creature token on an intelligent entity that you intend to play as in fortress mode because it will prevent them from feeding themselves.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==I==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IMMOBILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| The creature cannot move. Found on [[sponge]]s. Will also stop a creature from breeding in fortress mode (MALE and FEMALE are affected, if one is IMMOBILE no breeding will happen).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IMMOBILE_LAND}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is immobile while on land. Only works on {{token|AQUATIC|c}} creatures which can't breathe on land.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IMMOLATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature radiates [[fire]]. It will ignite, and potentially completely destroy, items the creature is standing on. Also gives the vermin a high chance of escaping from [[animal trap]]s and [[cage]]s made of any flammable materials (specifically ones that could be ignited by magma).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|INTELLIGENT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Alias for {{token|CAN_SPEAK|c}} + {{token|CAN_LEARN|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ITEMCORPSE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
* [[item token]]&lt;br /&gt;
* [[material token]]&lt;br /&gt;
| Determines if the creature leaves behind a non-standard corpse (i.e. wood, statue, bars, stone, pool of liquid, etc.). [[Ethics]] may prevent actually using the item in jobs or reactions.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ITEMCORPSE_QUALITY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* number&lt;br /&gt;
| The [[quality]] of an item-type corpse left behind. Valid values are: 0 for ordinary, 1 for well-crafted, 2 for finely-crafted, 3 for superior, 4 for exceptional, 5 for masterpiece.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==L==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAIR}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*type&lt;br /&gt;
*probability&lt;br /&gt;
| Found on megabeasts, semimegabeasts, and night creatures. The creature will seek out sites of this type and take them as lairs. The lair types are:&lt;br /&gt;
*SIMPLE_BURROW&lt;br /&gt;
*SIMPLE_MOUND&lt;br /&gt;
*WILDERNESS_LOCATION&lt;br /&gt;
*SHRINE&lt;br /&gt;
*LABYRINTH&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAIR_CHARACTERISTIC}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*characteristic&lt;br /&gt;
*probability&lt;br /&gt;
| Defines certain features of the creature's lair. The only valid characteristic is HAS_DOORS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAIR_HUNTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| This creature will actively hunt adventurers in its lair.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAIR_HUNTER_SPEECH}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*speech file&lt;br /&gt;
| What this creature says while hunting adventurers in its lair.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LARGE_PREDATOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Will attack other creatures that are smaller than it. In [[fortress mode]], only one group of &amp;quot;large predators&amp;quot; (possibly two groups on &amp;quot;savage&amp;quot; maps) will appear on any given map. In [[adventurer mode]], large predators will try to ambush and attack you (and your party will attack them back). When tamed, large predators tend to be much more aggressive to enemies than non-large predators, making them a good choice for an animal army. They may go on rampages in worldgen, and adventurers may receive quests to kill them. Also, they can be mentioned in the intro paragraph when starting a fortress e.g. &amp;quot;ere the wolves get hungry.&amp;quot;&lt;br /&gt;
A single biome supports 7 large predator species, picking randomly and rolling a d100 under its {{token|FREQUENCY|c}} to add it until all 7 slots are filled.&lt;br /&gt;
&lt;br /&gt;
Incompatible with {{token|PACK_ANIMAL|c}} on a technicality, if included: hauled items are likely to be dropped upon entering the map (even if {{token|TRADE_CAPACITY|c}} is present) in contrast to when the merchants depart.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LARGE_ROAMING}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| This is the core requisite tag allowing the creature to spawn as a wild animal in the appropriate biomes. Requires specifying a {{token|BIOME|c}} in which the creature will spawn. Does not require specifying a frequency, population number, or cluster number.&lt;br /&gt;
&lt;br /&gt;
This tag stacks with {{token|MEGABEAST|c}}, {{token|SEMIMEGABEAST|c}}, or {{token|NIGHT_CREATURE_HUNTER|c}}; if used with one of these tags, the creature will spawn as both a boss and as a wild animal. This tag does not stack with {{token|FEATURE_BEAST|c}} and if both are used the creature will not spawn. This tag is unaffected by {{token|DEMON|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAYS_EGGS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Creature lays [[egg]]s instead of giving birth to live young.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAYS_UNUSUAL_EGGS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* [[item token]]&lt;br /&gt;
* [[material token]]&lt;br /&gt;
| Creature lays the specified item instead of regular eggs.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIGAMENTS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
*healing rate &lt;br /&gt;
| The creature has ligaments in its {{token|CONNECTIVE_TISSUE_ANCHOR|td}} tissues (bone or chitin by default). Cutting the bone/chitin tissue severs the ligaments, disabling motor function if the target is a limb.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIGHT_GEN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| A vermin featuring this tag will remain visible to an adventurer, even at night, and from a distance. Ostensibly bugged as of v0.47.05. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIKES_FIGHTING}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature will attack enemies rather than flee from them. This tag has the same effect on player-controlled creatures - including modded dwarves. Retired as of v0.40.14 in favor of {{token|LARGE_PREDATOR|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LISP}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Creature uses &amp;quot;sssssnake talk&amp;quot; (multiplies 'S' when talking - &amp;quot;My name isss Recisssiz.&amp;quot;). Used by [[Serpent man|serpent men]] and [[Reptile man|reptile men]] in the vanilla game. C's with the same pronunciation (depending on the word) are not affected by this token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LITTERSIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* minimum&lt;br /&gt;
* maximum&lt;br /&gt;
| Determines the number of offspring per one birth; default 1-3, not used in vanilla raws. See also {{token|MULTIPLE_LITTER_RARE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LOCAL_POPS_CONTROLLABLE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
| Allows you to play as a wild animal of this species in adventurer mode. Prevents trading of (tame) instances of this creature in caravans.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LOCAL_POPS_PRODUCE_HEROES}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Wild animals of this species may occasionally join a civilization. Prevents trading of (tame) instances of this creature in caravans.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LOCKPICKER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Lets a creature open [[door]]s that are set to forbidden in fortress mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LOOSE_CLUSTERS}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creatures will scatter if they have this tag, or form tight packs if they don't. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LOW_LIGHT_VISION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*number&lt;br /&gt;
| Determines how well a creature can see in the dark - higher is better. Dwarves have 10000, which amounts to perfect nightvision.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==M==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAGICAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| According to Toady One, this is completely interchangeable with {{token|AT_PEACE_WITH_WILDLIFE|c}} and might have been used in very early versions of the game by wandering wizards or the ent-type tree creatures that used to be animated by elves. [http://www.bay12forums.com/smf/index.php?topic=169696.msg8316954#msg8316954]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAGMA_VISION}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is able to see while submerged in [[magma]]. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MALE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature biologically male. Usually declared inside a caste.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| {{text anchor|MANNERISM|MANNERISM_*}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*occasionally body part &lt;br /&gt;
| Adds a possible mannerism to the creature's profile.  See [[creature mannerism token]] for further info.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MATERIAL}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*material id&lt;br /&gt;
| Begins defining a new local material. Follow this with standard material definition tokens to define the material.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MATERIAL_FORCE_MULTIPLIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Material token]]&lt;br /&gt;
*value A&lt;br /&gt;
*value B&lt;br /&gt;
| When struck with a weapon made of the specified material, the force exerted will be multiplied by A/B, thus making the creature more or less susceptible to this material. For example, if A is 2 and B is 1, the force exerted by the defined material will be doubled. If A is 1 and B is 2, it will be halved instead. See also  {{token|GENERAL_MATERIAL_FORCE_MULTIPLIER|c}}, which can be used to make this sort of effect applicable to all materials.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MATUTINAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Sets the creature to be active at dawn in adventurer mode. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAXAGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*min&lt;br /&gt;
*max &lt;br /&gt;
| Determines the creature's natural lifespan, using the specified minimum and maximum age values (in years). Each individual creature with this token is generated with a predetermined date (calculated down to the exact [[time|tick]]!) between these values, at which it is destined to die of old age, should it live long enough. Note that the probability of death at any given age does not increase as the creature gets older [http://i.imgur.com/A1A4aA9.png]. &lt;br /&gt;
Creatures which lack this token are naturally immortal. The [[Syndrome#CE_ADD_TAG|NO_AGING]] syndrome tag will prevent death by old age from occurring. Also note that, among civilized creatures, castes which lack this token will refuse to marry others with it, and vice versa.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MEANDERER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature slowly stroll around, unless it's in combat or performing a job. If combined with {{token|CAN_LEARN|c}}, will severely impact their [[pathfinding]] and lead the creature to move extremely slowly when not performing any task. Problematically applies to animal people based on the animal and war trained animals{{bug|9588}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MEGABEAST}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| A 'boss' creature. A small number of the creatures are created during worldgen, their histories and descendants (if any) will be tracked in worldgen (as opposed to simply 'spawning'), and they will occasionally go on rampages, potentially leading to worship if they attack the same place multiple times. Their presence and number will also influence age names. When appearing in fortress mode, they will have a pop-up message announcing their arrival. They will remain hostile to military even after being tamed.{{bug|10731}} See [[megabeast]] page for more details. &lt;br /&gt;
&lt;br /&gt;
Requires specifying a {{token|BIOME|c}} in which the creature will live. Subterranean biomes appear to not be allowed. Does stack with {{token|LARGE_ROAMING|c}} and if both are used the creature will spawn as both historical bosses and as wild animals.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MENT_ATT_CAP_PERC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*[[Attribute|ATTRIBUTE]] Token&lt;br /&gt;
*Cap %&lt;br /&gt;
|Default is 200.  This means you can increase your attribute to 200% of its starting value (or the average value + your starting value if that is higher).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MENT_ATT_RANGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*[[Attribute|ATTRIBUTE]]&lt;br /&gt;
*lowest&lt;br /&gt;
*lower&lt;br /&gt;
*low&lt;br /&gt;
*median&lt;br /&gt;
*high&lt;br /&gt;
*higher&lt;br /&gt;
*highest &lt;br /&gt;
| Sets up a [[Attribute#Soul_attributes|mental attribute]]'s range of values (0-5000). All mental attribute ranges default to 200:800:900:1000:1100:1300:2000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MENT_ATT_RATES}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Attribute|ATTRIBUTE]] Token&lt;br /&gt;
*cost to improve&lt;br /&gt;
*unused counter rate&lt;br /&gt;
*rust counter rate&lt;br /&gt;
*demotion counter rate&lt;br /&gt;
| [[Attribute#Soul_attributes|Mental attribute]] gain/decay rates. Lower numbers in the last three slots make decay occur faster. Defaults are 500:4:5:4.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MILKABLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
* frequency&lt;br /&gt;
| Allows the creature to be [[milk]]ed in the [[farmer's workshop]]. The frequency is the amount of [[time|ticks]] the creature needs to &amp;quot;recharge&amp;quot; (i.e. how much time needs to pass before it can be milked again). Does not work on [[#CAN_LEARN|sentient]] creatures, regardless of [[ethics]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MISCHIEVIOUS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Alias for {{token|MISCHIEVOUS|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MISCHIEVOUS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature spawns [[stealth]]ed and will attempt to path into the fortress, pulling any [[lever]]s it comes across. It will be invisible on the map and [[unit list]] until spotted by a citizen, at which point the game will pause and recenter on the creature. Used by [[gremlin]]s in the vanilla game. &amp;quot;They go on little missions to mess with various fortress buildings, not just levers.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MODVALUE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Seemingly no longer used.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MOUNT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature may be used as a [[mount]]. No use for the player in fortress mode, but enemy sieging forces may arrive with cavalry. Mounts are usable in adventure mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MOUNT_EXOTIC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature may be used as a [[mount]], but civilizations cannot domesticate it in worldgen without certain exceptions.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MULTIPART_FULL_VISION}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to have all-around vision as long as it has multiple heads that can see.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MULTIPLE_LITTER_RARE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Makes the species usually produce a single offspring per birth, with a 1/500 chance of using the {{token|LITTERSIZE|c}} as usual.  Requires {{token|FEMALE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MUNDANE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Marks if the creature is an actual real-life creature. Only used for age-names at present.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==N==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NAME}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*singular&lt;br /&gt;
*plural&lt;br /&gt;
*adjective &lt;br /&gt;
| The generic name for any creature of this type - will be used for referring to the species in the abstract, such as the default material prefix. For labeling individual creatures, {{token|CASTE_NAME|c}} is necessary. If left undefined, the creature will be labeled as &amp;quot;nothing&amp;quot; by the game.&lt;br /&gt;
&lt;br /&gt;
Some examples of adjective use:&lt;br /&gt;
* &amp;quot;super''dwarven'' strength&amp;quot;&lt;br /&gt;
* &amp;quot;the ''dwarven'' hillocks of X&amp;quot;&lt;br /&gt;
* Deity species as in &amp;quot;''feline'' deity&amp;quot;&lt;br /&gt;
* Megabeast attacks in worldgen. One with multiple dragons being a &amp;quot;''draconic'' rampage&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NATURAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Animal is considered to be natural. NATURAL animals will not engage creatures tagged with {{token|AT_PEACE_WITH_WILDLIFE|c}} in combat unless they are members of a hostile entity and vice-versa.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NATURAL_ANIMAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Alias of {{token|NATURAL|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NATURAL_SKILL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Skill_token|Skill token]]&lt;br /&gt;
*value&lt;br /&gt;
| The creature possesses the specified [[skill]] at this level inherently - that is, it begins with the skill at this level, and the skill may never rust below that. A value of 15 is legendary.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NIGHT_CREATURE_BOGEYMAN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Creatures with this token can appear in [[bogeyman|bogeyman ambushes]] in [[adventure mode]], where they adopt classical bogeyman traits such as stalking the adventurer and vaporising when dawn breaks. Such traits do not manifest if the creature is encountered outside of a bogeyman ambush (for instance, as a megabeast or a civilised being). In addition, their corpses and severed body parts turn into [[smoke]] after a short while. Note that setting the &amp;quot;Number of Bogeyman Types&amp;quot; in [[advanced world generation]] to 0 will only remove randomly-generated bogeymen.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NIGHT_CREATURE_EXPERIMENTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on some [[necromancer]]s. Creatures with this tag may periodically &amp;quot;perform horrible experiments&amp;quot; offscreen, during which they can use creature-targeting interactions with an &amp;lt;code&amp;gt;[[Interaction_token#I_SOURCE|[I_SOURCE:EXPERIMENT]]]&amp;lt;/code&amp;gt; tag on living creatures in their area. Worlds are generated with a list of procedurally-generated experiments, allowing necromancers to turn living people and animals into [[Infected_ghoul|ghouls]] and [[Experiment|other experimental creatures]], and these will automatically be available to all experimenters; it does not appear possible to prevent this. You can mod in your own custom experiment interactions, but these are used very infrequently due to the large number of generated experiments.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NIGHT_CREATURE_HUNTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on [[night troll]]s and [[werebeast]]s. Implies that the creature is a [[night creature]], and shows its description in [[legends mode]] entry. The creature is always hostile and will start [[no quarter]] combat with any nearby creatures, except for members of its own race. Note that this tag does not override the creature's normal behavior in [[fortress mode]] except for the aforementioned aggression, and doesn't prevent the creature from fleeing the battles it started. It also removes the creature's materials from stockpile settings list, making them be stored there regardless of settings.&lt;br /&gt;
&lt;br /&gt;
Does stack with {{token|LARGE_ROAMING|c}} and if both are used the creature will spawn as both historical hunters and as wild animals; this requires specifying a {{token|BIOME|c}} in which the creature will live, and subterranean biomes are allowed.&lt;br /&gt;
&lt;br /&gt;
This tag causes the usual behaviour of werebeasts in worldgen, that is, fleeing towns upon being cursed and conducting raids from a lair. If this tag is absent from a deity curse, the accursed will simply be driven out of towns in a similar manner to [[vampire]]s. When paired with SPOUSE_CONVERTER, a very small population of the creature will be created during worldgen (sometimes only a single individual will be created), and their histories will be tracked (that is, they will not spawn spontaneously later, they must either have children or convert other creatures to increase their numbers). The creature will settle in a lair and go on rampages during worldgen. It will actively attempt to seek out potential conversion targets to abduct, convert, and have children with (if possible).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NIGHT_CREATURE_NIGHTMARE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on [[nightmare]]s. Corpses and severed body parts derived from creatures with this token turn into [[smoke]] after a short while.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_AUTUMN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature caste does not appear in [[Calendar|autumn]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_CONNECTIONS_FOR_MOVEMENT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Creature doesn't require connected body parts to move{{verify}}; generally used on undead creatures with connections that have rotted away.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_DIZZINESS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature cannot become [[Symptom#Dizziness|dizzy]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_DRINK}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature does not need to drink. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_EAT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature does not need to [[food|eat]]. Seems to cause worldgen crashes if it is part of an entity with [[entity_token#PERMITTED_JOB|[PERMITTED_JOB:FISHERMAN]]]{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_FEVERS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature cannot suffer [[Symptom#Fever|fevers]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_GENDER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| The creature is biologically sexless. Makes the creature unable to [[breeding|breed]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_PHYS_ATT_GAIN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| The creature cannot raise any [[Attribute#Body_attributes|physical attributes]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_PHYS_ATT_RUST}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| The creature cannot lose any [[Attribute#Body_attributes|physical attributes]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_SLEEP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature does not need to sleep. Can still be rendered unconscious by other means.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_SPRING}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature caste does not appear in [[Calendar|spring]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_SUMMER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature caste does not appear in [[Calendar|summer]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_THOUGHT_CENTER_FOR_MOVEMENT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't require an organ with the {{token|THOUGHT|body}} tag to survive or attack; generally used on creatures that don't have brains.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_UNIT_TYPE_COLOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Prevents creature from selecting its color based on its profession (e.g. Miner, Hunter, Wrestler).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_VEGETATION_PERTURB}}&lt;br /&gt;
| Caste{{Verify}}&lt;br /&gt;
|  &lt;br /&gt;
| Likely prevents the creature from leaving broken vegetation tracks.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_WINTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature caste does not appear in [[Calendar|winter]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOBONES}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature has no bones.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOBREATHE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't need to breathe or have {{token|BREATHE|body}} parts in body, nor can it drown or be strangled. Creatures living in magma must have this tag, otherwise they will drown.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOCTURNAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Sets the creature to be active at night in adventure mode. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOEMOTION}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature has no emotions. It is immune to the effects of [[stress]] and unable to rage, and its [[need]]s cannot be fulfilled in any way. Used on [[undead]] in the vanilla game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOEXERT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature can't become tired or over-exerted from taking too many combat actions or moving at full speed for extended periods of time. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOFEAR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't feel fear and will never flee from battle, and will be immune to [[ghost]]s' attempts to 'scare it to death'. Additionally, it causes [[bogeyman|bogeymen]] and [[nightmare]]s to become friendly towards the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOMEAT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature will not be hunted or fed to wild beasts.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NONAUSEA}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature isn't nauseated by gut hits and cannot vomit.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOPAIN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't feel pain. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOSKIN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature will not drop a hide when [[butcher|butchered]]. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOSKULL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature will not drop a skull on butchering, rot, or decay of severed head.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOSMELLYROT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Does not produce [[miasma]] when rotting.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOSTUCKINS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Weapons can't get stuck in the creature. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOSTUN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature can't be stunned and knocked unconscious by pain or head injuries. Creatures with this tag never wake up from sleep in Fortress Mode. If this creature needs to sleep while playing, it &amp;lt;b&amp;gt;will&amp;lt;/b&amp;gt; die.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOT_BUTCHERABLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Cannot be [[butcher|butchered]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOT_LIVING}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Cannot be raised from the dead by necromancers or evil clouds. Implies the creature is not a normal living being. Used by [[vampire]]s, [[Mummy|mummies]] and inorganic creatures like the [[amethyst man]] and [[bronze colossus]]. Creatures who are {{token|OPPOSED_TO_LIFE|c}} (undead) will be docile towards creatures with this token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOTHOUGHT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't require a {{token|THOUGHT|body}} body part to survive. Has the added effect of preventing speech, though directly controlling creatures that would otherwise be capable of speaking allows them to engage in conversation.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==O==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ODOR_LEVEL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*number&lt;br /&gt;
| How easy the creature is to [[smell]]. The higher the number, the easier the creature is to sniff out. Defaults to 50. Vanilla creatures have values from 0 (undetectable) to 90 (noticeable by humans and dwarves).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ODOR_STRING}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*string&lt;br /&gt;
| What the creature [[smell]]s like. If no odor string is defined, the creature name (not the caste name) is used.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|OPPOSED_TO_LIFE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Is hostile to all creatures except undead and other non-living ones and will show {{DFtext|Opposed to life|0:1}} in the [[unit list]]. Used by [[undead]] in the vanilla game. Functions without the {{token|NOT_LIVING|c}} token, and seems to imply said token as well. Undead will not be hostile to otherwise-living creatures given this token. Living creatures given this token will attack living creatures that lack it, while ignoring other living creatures that also have this token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ORIENTATION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*MALE/FEMALE&lt;br /&gt;
*disinterested chance&lt;br /&gt;
*casual chance&lt;br /&gt;
*strong chance&lt;br /&gt;
| Determines caste's likelihood of having sexual attraction to certain sexes. Values default to 75:20:5 for the same sex and 5:20:75 for the opposite sex. The first value indicates how likely to be entirely uninterested in the sex, the second decides if the creature will be able to become lovers with that sex, the third decides whether they will be able to marry in worldgen and post-worldgen world activities (which implies being able to become lovers). Marriage seems to be able to happen in fort mode play regardless, as long as they are lovers first.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|OUTSIDER_CONTROLLABLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Lets you play as an [[Adventurer_mode_character_creation#Outsider|outsider]] of this species in adventure mode.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==P==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PACK_ANIMAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to be used as a pack animal. Used by [[trading|merchants]] without wagons and adventurers. Also prevents creature from dropping hauled items on its own -- do ''not'' use for player-controllable creatures! May lead to the creature being domesticated during worldgen, even if it doesn't have {{token|COMMON_DOMESTIC|c}}.&lt;br /&gt;
&lt;br /&gt;
Creatures with this tag but without {{token|BENIGN|c}}, and/or with {{token|LARGE_PREDATOR|c}} leads to hauled items being dropped.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PARALYZEIMMUNE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is immune to all [[Syndrome#CE_PARALYSIS|paralyzing]] special attacks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PATTERNFLIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Used to control the bat riders with paralyze-dart blowguns that flew through the 2D chasm. Doesn't do anything now.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PCG_LAYERING}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*[[Procedural graphics layer|Layering type]]&lt;br /&gt;
| Adds a layer to the current {{token|PROCEDURAL_CREATURE_GRAPHICS|c}} definition. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PEARL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| In earlier versions, creature would generate [[pearl]]s. Does nothing in the current version.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PENETRATEPOWER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value &lt;br /&gt;
| Controls the ability of [[vermin]] to find a way into containers when they are eating food from your stockpiles.&lt;br /&gt;
&lt;br /&gt;
Objects made of most materials (e.g. metal) roll a number from 0-100, and if the resulting number is greater than the penetrate power, their contents escape for the time being. Objects made of [[wood]], [[leather]], [[amber]], or [[coral]] roll 0-95, and items made of [[cloth]] roll 0-90.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PERSONALITY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*ATTRIBUTE&lt;br /&gt;
*lowest&lt;br /&gt;
*median&lt;br /&gt;
*highest &lt;br /&gt;
| Determines the range and chance of personality traits. Standard is 0:50:100. See [[Personality trait]] for more info.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PET}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to be [[Animal_trainer|tamed]] in Fortress mode. Prerequisite for all other working animal roles. Civilizations that encounter it in worldgen will tame and domesticate it for their own use. Adding this to civilization members will classify them as pets instead of citizens, with all the [[Fun|problems]] that entails. However, you can solve these problems using the popular plugin [https://dffd.bay12games.com/file.php?id=13095| Dwarf Therapist], which is completely unaffected by the tag.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PET_EXOTIC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to be [[Animal_trainer|tamed]] in Fortress mode. Prequisite for all other working animal roles. Civilizations cannot domesticate it in worldgen, with certain exceptions. More difficult to tame?{{verify}} Adding this to civilization members will classify them as pets instead of citizens, with all the [[Fun|problems]] that entails. ([[Gremlin|Example]]).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PETVALUE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value &lt;br /&gt;
| How valuable a tamed animal is. Actual cost in points in the embarking screen is 1+(PETVALUE/2) for an untrained animal, 1+PETVALUE for a war/hunting one. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PETVALUE_DIVISOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
| Divides the creature's {{token|PETVALUE|c}} by the specified number. Used by [[honey bee]]s to prevent a single hive from being worth a fortune.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PHYS_ATT_CAP_PERC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*[[Attribute|ATTRIBUTE]] Token&lt;br /&gt;
*Cap %&lt;br /&gt;
|Default is 200. This means you can increase your attribute to 200% of its starting value (or the average value + your starting value if that is higher).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PHYS_ATT_RANGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Attribute|ATTRIBUTE]]&lt;br /&gt;
*lowest&lt;br /&gt;
*lower&lt;br /&gt;
*low&lt;br /&gt;
*median&lt;br /&gt;
*high&lt;br /&gt;
*higher&lt;br /&gt;
*highest &lt;br /&gt;
| Sets up a [[Attribute#Body_attributes|physical attribute]]'s range of values (0-5000). All physical attribute ranges default to 200:700:900:1000:1100:1300:2000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PHYS_ATT_RATES}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Attribute|ATTRIBUTE]] Token&lt;br /&gt;
*cost to improve&lt;br /&gt;
*unused counter rate&lt;br /&gt;
*rust counter rate&lt;br /&gt;
*demotion counter rate&lt;br /&gt;
| [[Attribute#Body_attributes|Physical attribute]] gain/decay rates. Lower numbers in the last three slots make decay occur faster. Defaults for STRENGTH, AGILITY, TOUGHNESS, and ENDURANCE are 500:3:4:3, while RECUPERATION and DISEASE_RESISTANCE default to 500:NONE:NONE:NONE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PLUS_BP_GROUP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*BY_TYPE, BY_CATEGORY, or BY_TOKEN&lt;br /&gt;
*body type, category, or token&lt;br /&gt;
| Adds a body part group to selected body part group. Presumably used immediately after {{token|SET_BP_GROUP|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PLUS_MATERIAL}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*material&lt;br /&gt;
| Adds a material to selected materials. Used immediately after {{token|SELECT_MATERIAL|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|POP_RATIO}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
*number (max 100000)&lt;br /&gt;
| Weighted population of caste; Lower is rarer. Not to be confused with {{token|FREQUENCY|c}}. A weight of 0 will not prevent a caste from spawning.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|POPULATION_NUMBER}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*min&lt;br /&gt;
*max &lt;br /&gt;
| The minimum/maximum numbers of how many of these creatures are present in each world map tile of the appropriate region. Defaults to 1:1 if not specified.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|POWER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Allows the being to represent itself as a deity, allowing it to become the leader of a civilized group. Used by unique demons in the vanilla game. Requires {{token|CAN_SPEAK|c}} to actually do anything more than settle at a location (e.g. write books, lead armies, profane temples). Doesn't appear to do anything for creatures that are already civilized. Once the creature ascends to a position of leadership, it will proceed to act as a standard ruler for their entity and fulfill the same functions (hold tournaments, tame creatures, etc.).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PREFSTRING}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*string&lt;br /&gt;
| Sets what other creatures [[Preferences|prefer]] about this creature. &amp;quot;Urist likes dwarves for their beards.&amp;quot; Multiple entries will be chosen from at random. Creatures lacking a PREFSTRING token will never appear under another's preferences.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PROCEDURAL_CREATURE_GRAPHICS}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
* [[Graphics_token#Basic_creature_sprite_types|Sprite type]] or Caste then sprite type&lt;br /&gt;
| Makes the creature have procedural graphics built for it, like forgotten beasts/demons/titans/experiments. Must be associated with PCG_LAYERING tokens.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PROFESSION_NAME}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*[[Unit type token]] (Profession)&lt;br /&gt;
*singular&lt;br /&gt;
*plural &lt;br /&gt;
| The generic name for members of this profession, at the creature level. In order to give members of specific castes different names for professions, use {{token|CASTE_PROFESSION_NAME|c}} instead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PRONE_TO_RAGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*Chance&lt;br /&gt;
| Creature has a percentage chance to flip out at visible non-friendly creatures. Enraged creatures attack anything regardless of timidity and get a strength bonus to their hits. This is what makes [[badger]]s so hardcore.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PUS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;[[material token]]&amp;gt;&lt;br /&gt;
* &amp;lt;[[Material_definition_token#Material_States|material state]]&amp;gt;&lt;br /&gt;
| The creature has pus. Specifies the stuff secreted by [[Health_care#Infection|infected wounds]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==R==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|RELSIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*body category, type, or token&lt;br /&gt;
*Relsize &lt;br /&gt;
| Specifies a new relative size for a part than what is stated in the body plan. For example, dwarves have larger livers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMAINS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*singular&lt;br /&gt;
*plural&lt;br /&gt;
| What the creature's [[remains]] are called.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMAINS_COLOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| What color the creature's [[remains]] are.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMAINS_ON_VERMIN_BITE_DEATH}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Goes with {{token|VERMIN_BITE|c}} and {{token|DIE_WHEN_VERMIN_BITE|c}}, the vermin creature will leave remains on death when biting. Leaving this tag out will cause the creature to disappear entirely after it bites.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMAINS_UNDETERMINED}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Unknown.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMOVE_MATERIAL}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*material token &lt;br /&gt;
| Removes a material from the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMOVE_TISSUE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*tissue token&lt;br /&gt;
| Removes a tissue from the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|RETRACT_INTO_BP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*BY_TYPE, BY_CATEGORY or BY_TOKEN&lt;br /&gt;
*body type, [[Body_token#CATEGORY|category]], or [[Body_token#BP|token]]&lt;br /&gt;
*Second person (&amp;quot;You&amp;quot;) retract verb text&lt;br /&gt;
*Third person (&amp;quot;The giant snail&amp;quot;) retract verb text&lt;br /&gt;
*Second person cancel retract text&lt;br /&gt;
*Third person cancel retract text&lt;br /&gt;
| The creature will retract into the specified body part(s) when threatened. It will be unable to move or attack, but enemies will only be able to attack the specified body part(s). When one of the specified body part is severed off, the creature automatically unretracts and cannot retract anymore. More than one body part can be selected by using BY_TYPE or BY_CATEGORY.&lt;br /&gt;
&lt;br /&gt;
Second-person descriptions are used for adventurer mode natural ability. &amp;quot;&amp;lt;pro_pos&amp;gt;&amp;quot; can be used in the descriptions, being replaced with the proper pronoun (or lack thereof) in-game.&lt;br /&gt;
&lt;br /&gt;
Undead curled up creatures are buggy, specifically those that retract into their upper bodies: [[echidna]]s, [[hedgehog]]s and [[pangolin]]s.{{bug|11463}}{{bug|10519}} The upper body is prevented from collapsing by a separate body part (the middle spine), which cannot be attacked when the creature is retracted. See {{token|PREVENTS_PARENT_COLLAPSE|bo}}. Living creatures eventually succumb to blood loss, but undead creatures do not. Giant creatures also take a very long time to bleed out.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|RETURNS_VERMIN_KILLS_TO_OWNER}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Cat behavior. If it kills a vermin creature and has an owner, it carries the remains in its mouth and drops them at their feet. Requires {{token|HUNTS_VERMIN|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ROOT_AROUND}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*BY_TYPE, BY_CATEGORY or BY_TOKEN&lt;br /&gt;
*body type, [[Body_token#CATEGORY|category]], or [[Body_token#BP|token]]&lt;br /&gt;
*Second person (&amp;quot;You&amp;quot;) verb text&lt;br /&gt;
*Third person (&amp;quot;The hen&amp;quot;) verb text&lt;br /&gt;
| Creature will occasionally root around in the grass, looking for insects.  Used for flavor in Adventurer Mode, spawns vermin edible for this creature in Fortress Mode. Creatures missing the specified body part will be unable to perform this action. The action produces a message (visible in adventure mode) in the form:&lt;br /&gt;
&lt;br /&gt;
[creature] [verb text] the [description of creature's location]&lt;br /&gt;
&lt;br /&gt;
In adventure mode, the &amp;quot;rooting around&amp;quot; ability will be included in the &amp;quot;natural abilities&amp;quot; menu, represented by its second person verb text.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==S==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SAVAGE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creature will only show up in &amp;quot;savage&amp;quot; biomes. Has no effect on cavern creatures. Cannot be combined with {{token|GOOD|c}} or {{token|EVIL|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SECRETION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*&amp;lt;[[material token]]&amp;gt;&lt;br /&gt;
*&amp;lt;[[Material_definition_token#Material_States|material state]]&amp;gt;&lt;br /&gt;
*BY_TOKEN / BY_CATEGORY / BY_TYPE&lt;br /&gt;
*&amp;lt;[[Body_token#BP|body part ID]]&amp;gt; / &amp;lt;[[Body_token#CATEGORY|category]]&amp;gt; or ALL / &amp;lt;type (e.g. [[Body_token#GRASP|GRASP]])&amp;gt;&lt;br /&gt;
*&amp;lt;[[Body_detail_plan_token#BP_LAYERS|tissue layer]]&amp;gt; or ALL&lt;br /&gt;
*&amp;lt;trigger&amp;gt;&lt;br /&gt;
| Causes the specified tissue layer(s) of the indicated body part(s) to secrete the designated material. A size 100 ('covering') [[contaminant]] is created over the affected body part(s) in its specified material state (and at the temperature appropriate to this state) when the trigger condition is met, as long as one of the secretory tissue layers is still intact. Valid triggers are:&lt;br /&gt;
*'''CONTINUOUS'''&lt;br /&gt;
Secretion occurs once every 40 [[time|ticks]] in [[fortress mode]], and every tick in [[adventurer mode]].&lt;br /&gt;
*'''EXERTION'''&lt;br /&gt;
Secretion occurs continuously (at the rate described above) whilst the creature is at minimum &amp;lt;span style=&amp;quot;font-size:75%&amp;quot;&amp;gt;{{Tile|Tired|6:1}}&amp;lt;/span&amp;gt; following physical exertion. Note that this cannot occur if the creature has {{token|NOEXERT|c}}.&lt;br /&gt;
*'''EXTREME_EMOTION'''&lt;br /&gt;
Secretion occurs continuously (as above) whilst the creature is distressed. Cannot occur in creatures with {{token|NOEMOTION|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SELECT_ADDITIONAL_CASTE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*&amp;lt;caste&amp;gt;&lt;br /&gt;
| Adds an additional previously defined caste to the selection. Used after {{token|SELECT_CASTE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SELECT_CASTE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*&amp;lt;caste&amp;gt; or ALL &lt;br /&gt;
| Selects a previously defined caste&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SELECT_MATERIAL}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*&amp;lt;[[material token]]&amp;gt;&lt;br /&gt;
| Selects a locally defined material. Can be ALL.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SELECT_TISSUE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*tissue token&lt;br /&gt;
| Selects a tissue for editing.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SEMIMEGABEAST}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Essentially the same as {{token|MEGABEAST|c}}, but more of them are created during worldgen. See the [[semi-megabeast]] page for details.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SENSE_CREATURE_CLASS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;[[Creature_token#CREATURE_CLASS|creature class]]&amp;gt;&lt;br /&gt;
* [[Tilesets|&amp;lt;tile value or character&amp;gt;]]&lt;br /&gt;
* [[Color#Color_values|&amp;lt;foreground color&amp;gt;:&amp;lt;background color&amp;gt;:&amp;lt;foreground brightness&amp;gt;]]&lt;br /&gt;
| Gives the creature the ability to sense creatures belonging to the specified [[Creature_token#CREATURE_CLASS|creature class]] even when they lie far beyond line of sight, including through walls and floors. It also appears to reduce or negate the combat penalty of [[Wound#Blindness|blind]] units when fighting creatures they can sense. In [[adventure mode]], the specified tile will be used to represent sensed creatures when they cannot be seen directly.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SET_BP_GROUP}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*selection criteria BY_TYPE, BY_CATEGORY, BY_TOKEN&lt;br /&gt;
*category, type, or token &lt;br /&gt;
| Begins a selection of body parts.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_LEARN_RATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*&amp;lt;[[skill_token]]&amp;gt;&lt;br /&gt;
*&amp;lt;percentage&amp;gt;&lt;br /&gt;
| The rate at which this creature learns this skill. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_LEARN_RATES}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*&amp;lt;percentage&amp;gt;&lt;br /&gt;
| The rate at which this creature learns all skills. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_RATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[skill_token]]&lt;br /&gt;
*&amp;lt;% of improvement points gained&amp;gt;&lt;br /&gt;
*&amp;lt;unused counter rate&amp;gt;&lt;br /&gt;
*&amp;lt;rust counter rate&amp;gt;&lt;br /&gt;
*&amp;lt;demotion counter rate&amp;gt;&lt;br /&gt;
| Like {{token|SKILL_RATES|c}}, but applies to individual skills instead. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_RATES}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
*&amp;lt;% of improvement points gained&amp;gt;&lt;br /&gt;
*&amp;lt;unused counter rate&amp;gt;&lt;br /&gt;
*&amp;lt;rust counter rate&amp;gt;&lt;br /&gt;
*&amp;lt;demotion counter rate&amp;gt;&lt;br /&gt;
| Affects skill gain and decay. Lower numbers in the last three slots make decay occur faster ([SKILL_RATES:100:1:1:1] would cause rapid decay). The counter rates may also be replaced with NONE.&lt;br /&gt;
Default is [SKILL_RATES:100:8:16:16]. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_RUST_RATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[skill_token]]&lt;br /&gt;
*value&lt;br /&gt;
*value&lt;br /&gt;
*value&lt;br /&gt;
| The rate at which this skill decays. Lower values cause the skill to decay faster. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_RUST_RATES}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
*value&lt;br /&gt;
*value&lt;br /&gt;
| The rate at which all skills decay. Lower values cause the skills to decay faster. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SLAIN_CASTE_SPEECH}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Speech file|text set]]&lt;br /&gt;
| Caste-specific {{token|SLAIN_SPEECH|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SLAIN_SPEECH}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*[[Speech file|text set]]&lt;br /&gt;
| Boasting speeches relating to killing this creature. Examples include [[text_dwarf.txt/raw|text_dwarf.txt]] (&amp;lt;code&amp;gt;[SLAIN_SPEECH:SLAIN_DWARF]&amp;lt;/code&amp;gt;) and text_elf.txt (&amp;lt;code&amp;gt;[SLAIN_SPEECH:SLAIN_ELF]&amp;lt;/code&amp;gt;) in data\vanilla\vanilla_creatures\objects.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SLOW_LEARNER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Shorthand for {{token|CAN_LEARN|c}} + &amp;lt;code&amp;gt;[[Creature_token#SKILL_LEARN_RATES|[SKILL_LEARN_RATES:50]]]&amp;lt;/code&amp;gt;.{{verify}} Used by a number of 'primitive' creatures (like [[ogre]]s, [[giant]]s and [[troglodyte]]s) in the vanilla game. Applicable to player races. Prevents a player from recruiting nobility, even basic ones. Subterranean creatures with this token combined with {{token|EVIL|c}} will become servants of goblins in their civilizations, in the style of [[troll]]s.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SMALL_REMAINS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature leaves &amp;quot;[[item token#REMAINS|remains]]&amp;quot; instead of a corpse. Used by [[vermin]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SMELL_TRIGGER}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
| Determines how keen a creature's sense of smell is - lower is better. At 10000, a creature cannot smell at all.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SOLDIER_ALTTILE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*'character' or tile number&lt;br /&gt;
| If this creature is active in its civilization's military, it will blink between its default tile and this one.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SOUND}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* Sound application (currently accepts ALERT or PEACEFUL_INTERMITTENT)&lt;br /&gt;
* Sound range (in tiles)&lt;br /&gt;
* Sound delay (lower values = sound is produced more often)&lt;br /&gt;
* VOCALIZATION or NONE (determines whether the sound requires breathing or not)&lt;br /&gt;
* First-person description&lt;br /&gt;
* Third-person description&lt;br /&gt;
* Description when out of sight&lt;br /&gt;
| Creature makes sounds periodically, which can be heard in Adventure mode.&lt;br /&gt;
* First-person reads &amp;quot;You '''bark'''&amp;quot;&lt;br /&gt;
* Third-person reads &amp;quot;The [[capybara]] '''barks'''&amp;quot;&lt;br /&gt;
* Out of sight reads &amp;quot;You hear '''a loud bark'''&amp;quot;&lt;br /&gt;
with the text in bold being the description arguments of the token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SOURCE_HFID}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*Integer&lt;br /&gt;
| Found on generated [[angel]]s. This is the historical figure ID of the deity with which the angel is associated. Since HFIDs are not predictable before worldgen, this isn't terribly usable in mods.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPECIFIC_FOOD}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* PLANT or CREATURE&lt;br /&gt;
* Plant/creature ID&lt;br /&gt;
| Creature will only appear in biomes with this plant or creature available. Grazers given a specific type of grass (such as [[panda]]s and [[bamboo]]) will only eat that grass and nothing else, risking starvation if there's none available. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPHERE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
* [[Sphere#Available_spheres|sphere]]&lt;br /&gt;
| Sets what religious spheres the creature is aligned to, for purposes of being worshipped via the {{token|POWER|c}} token. Also affects the layout of hidden fun stuff, and the creature's name.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPOUSE_CONVERSION_TARGET}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| This creature can be converted by a night creature with {{token|SPOUSE_CONVERTER|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPOUSE_CONVERTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| If the creature has the {{token|NIGHT_CREATURE_HUNTER|c}} tag, it will kidnap {{token|SPOUSE_CONVERSION_TARGET|c}}s and transform them into the caste of its species with the {{token|CONVERTED_SPOUSE|c}} tag during worldgen. It may also start families this way.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPREAD_EVIL_SPHERES_IF_RULER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| If the creature rules over a [[site]], it will cause the local landscape to be corrupted into [[Surroundings#Evil|evil surroundings]] associated with the creature's [[Creature_token#SPHERE|sphere]]s. The creature must have at least one of the following [[sphere]]s for this to take effect: BLIGHT, DEATH, DISEASE, DEFORMITY, NIGHTMARES. The first three kill vegetation, while the others sometimes do.  The last two get [[Plant_token#EVIL|evil plants]] and [[Creature_token#EVIL|evil animals]] sometimes. NIGHTMARES gets [[bogeyman|bogeymen]]. [http://www.bay12forums.com/smf/index.php?topic=169696.msg8162224#msg8162224] Used by [[demon]]s in the vanilla game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|STANCE_CLIMBER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Caste does not require &amp;lt;code&amp;gt;[[Body_token#GRASP|[GRASP]]]&amp;lt;/code&amp;gt; body parts to climb -- it can climb with &amp;lt;code&amp;gt;[[Body_token#STANCE|[STANCE]]]&amp;lt;/code&amp;gt; parts instead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|STANDARD_GRAZER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Acts as {{token|GRAZER|c}} but set to 20000*G*(max size)^(-3/4), where G defaults to 100 but can be set in d_init, and the whole thing is trapped between 150 and 3 million. Used for all grazers in the default creature raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|STRANGE_MOODS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| The creature will get [[strange mood]]s in fortress mode and can produce artifacts.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SUPERNATURAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Gives the creature knowledge of any secrets with &amp;lt;code&amp;gt;[[Interaction_token#IS_SECRET|[SUPERNATURAL_LEARNING_POSSIBLE]]]&amp;lt;/code&amp;gt; that match its [[Creature_token#SPHERE|spheres]] and also prevents it from becoming a [[vampire]] or [[werebeast]]. Other effects are unknown.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SWIMS_INNATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature naturally knows how to swim perfectly and does not use the [[swimmer]] skill, as opposed to {{token|SWIMS_LEARNED|c}} below. However, Fortress mode AI never paths into water anyway, so it's less useful there. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SWIMS_LEARNED}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature swims only as well as their present [[Swimmer|swimming skill]] allows them to.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SYNDROME_DILUTION_FACTOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &amp;lt;[[Syndrome#SYN_IDENTIFIER|syndrome identifier]]&amp;gt;:&amp;lt;percentage&amp;gt;&lt;br /&gt;
| Dilutes the effects of syndromes which have the specified identifier. A percentage of 100 is equal to the regular syndrome effect severity, higher percentages reduce severity.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==T==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TENDONS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
*healing rate &lt;br /&gt;
| The creature has tendons in its {{token|CONNECTIVE_TISSUE_ANCHOR|td}} tissues (bone or chitin by default). Cutting the bone/chitin tissue severs the tendons, disabling motor function if the target is a limb.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|THICKWEB}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature's [[web]]s can catch larger creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*name &lt;br /&gt;
| Begins defining a tissue in the creature file. Follow this with standard tissue definition tokens to define the tissue properties.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_LAYER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*BY_TYPE, BY_CATEGORY, BY_TOKEN&lt;br /&gt;
*TYPE,CATEGORY, or TOKEN&lt;br /&gt;
*TISSUE&lt;br /&gt;
*LOCATION &lt;br /&gt;
| Adds the tissue layer to wherever it is required.&lt;br /&gt;
Non-argument Locations can be FRONT, RIGHT, LEFT, TOP, BOTTOM. Argument locations are AROUND and CLEANS, requiring a further body part and a % of coverage/cleansing&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_LAYER_OVER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*BY_TYPE, BY_CATEGORY, BY_TOKEN&lt;br /&gt;
*TYPE,CATEGORY, or TOKEN&lt;br /&gt;
*TISSUE&lt;br /&gt;
*LOCATION &lt;br /&gt;
| Alias for TISSUE_LAYER&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_LAYER_UNDER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*BY_TYPE, BY_CATEGORY, BY_TOKEN&lt;br /&gt;
*TYPE,CATEGORY, or TOKEN&lt;br /&gt;
*TISSUE&lt;br /&gt;
| Adds the tissue layer under a given part.&lt;br /&gt;
For example, an [[iron man]] has a gaseous poison within, and this tissue (GAS is its name) has the token [TISSUE_LEAKS] and its state is GAS, so when you puncture the iron outside and damage this tissue it leaks gas (can have a syndrome by using a previous one in the creature sample.) [TISSUE_LAYER_UNDER:BY_CATEGORY:ALL:{tissue}] {tissue} is what will be under the TISSUE_LAYER; here is an example Tissue from the Iron Man:&amp;lt;br&amp;gt; &lt;br /&gt;
[TISSUE:GAS] [TISSUE_NAME:gas:NP] [TISSUE_MATERIAL:LOCAL_CREATURE_MAT:GAS] [TISSUE_MAT_STATE:GAS] [RELATIVE_THICKNESS:50] [TISSUE_LEAKS] [TISSUE_SHAPE:LAYER] &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TITAN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on [[titan]]s. Cannot be specified in user-defined raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRADE_CAPACITY}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
*number&lt;br /&gt;
| How much the creature can carry when used by merchants. 1000 by default. If a civilization uses a custom pack animal via ALWAYS_PACK, you must manually add a capacity to the raws of that creature itself. Capacity defaults to null leading to empty caravans.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAINABLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Shortcut for {{token|TRAINABLE_HUNTING|c}} + {{token|TRAINABLE_WAR|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAINABLE_HUNTING}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Can be [[Animal trainer|trained]] as a hunting beast, increasing speed.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAINABLE_WAR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Can be [[Animal trainer|trained]] as a war beast, increasing strength and endurance.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRANCES}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to go into [[martial trance]]s. Used by dwarves in the vanilla game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAPAVOID}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature will never trigger [[trap]]s it steps on. Used by a [[Trapavoid|number of creatures]]. Doesn't make the creature immune to remotely activated traps (like retractable spikes being triggered while the creature is standing over them). TRAPAVOID creatures lose this power if they're immobilized while standing in a trap, be it by stepping on thick web, being paralyzed or being knocked unconscious.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRIGGERABLE_GROUP}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*min&lt;br /&gt;
*max &lt;br /&gt;
| A large swarm of vermin can be disturbed, usually in adventurer mode.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TSU_NOUN}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*noun&lt;br /&gt;
*SINGULAR or PLURAL &lt;br /&gt;
| Noun for the {{token|TISSUE_STYLE_UNIT|c}}, used in the description of the tissue layer's style.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==U==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UBIQUITOUS}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
| Creature will occur in every region with the correct biome. Does not apply to {{token|EVIL|c}}/{{token|GOOD|c}} tags. Supersedes {{token|FREQUENCY|c}} for the purposes of distributing populations through the map, they are present in every part of the valid biome. Respects {{token|FREQUENCY|c}} for the frequency of unit [[Creature token#CLUSTER_NUMBER|cluster]] spawns being of this species.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UNDERGROUND_DEPTH}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*mindepth&lt;br /&gt;
*maxdepth &lt;br /&gt;
| Depth that the creature appears underground. Numbers can be from 0 to 5. 0 is actually 'above ground' and can be used if the creature is to appear both above and below ground. Values from 1-3 are the respective [[cavern]] levels, 4 is the [[magma sea]] and 5 is the [[HFS]]. A single argument may be used instead of min and max. [[Demon]]s use only 5:5; user-defined creatures with both this depth and {{token|FLIER}} will take part in the initial wave from the HFS alongside generated demons, but without {{token|FLIER}} they will only spawn from the map edges. Civilizations that can use underground plants or animals will only export (via the embark screen or caravans) things that are available at depth 1.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UNDERSWIM}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is displayed as blue when in [[Water#Depth|7/7 water]]. Used on fish and amphibious creatures which swim under the water.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UNIQUE_DEMON}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Found on generated [[demon]]s; causes the game to create a single named instance of the demon which will emerge from the underworld and take over civilizations during worldgen.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_CASTE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*new caste token&lt;br /&gt;
*old caste token&lt;br /&gt;
| Defines a new caste derived directly from a previous caste. The new caste inherits all properties of the old one. The effect of this tag is automatic if one has not yet defined any castes: &amp;quot;Any caste-level tag that occurs before castes are explicitly declared is saved up and placed on any caste that is declared later, unless the caste is explicitly derived from another caste.&amp;quot;&lt;br /&gt;
Roostre: &amp;quot;When DF detects duplicate tokens in the raws of the same object, a failsafe seems to kick in; it takes the bottom-most of the duplicates, and disregards the others. In the case of tokens added by a mod, it prioritizes the duplicate in the mod.&amp;quot; This means that if a tag is defined in the base-caste and redefined in the derived caste, the derived tag overwrites the base tag. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_MATERIAL}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*new material ID&lt;br /&gt;
*old material ID&lt;br /&gt;
| Defines a new local creature material and populates it with all properties defined in the specified local creature material.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_MATERIAL_TEMPLATE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*new material token&lt;br /&gt;
*material template &lt;br /&gt;
| Defines a new local creature material and populates it with all properties defined in the specified template. [http://www.bay12forums.com/smf/index.php?topic=175437.msg8441368#msg8441368 There seems to be a limit of 200 materials per creature].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_TISSUE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*new tissue token&lt;br /&gt;
*old tissue id&lt;br /&gt;
| Defines a new local creature tissue and populates it with all properties defined in the local tissue specified in the second argument.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_TISSUE_TEMPLATE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*new tissue token&lt;br /&gt;
*tissue template&lt;br /&gt;
| Loads a tissue template listed in OBJECT:TISSUE_TEMPLATE files, such as tissue_template_default.txt. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UTTERANCES}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Changes the language of the creature into unintelligible 'kobold-speak', which creatures of other species will be unable to understand. If a civilized creature has this and is not part of a {{token|SKULKING|e}} civ, it will tend to start wars with all nearby civilizations and will be unable to make peace treaties due to 'inability to communicate'.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==V==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VEGETATION}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Like {{token|AT_PEACE_WITH_WILDLIFE}}, but also makes the creature more valued in artwork by civilisations with the PLANT [[sphere]]. [http://www.bay12forums.com/smf/index.php?topic=169696.msg8316954#msg8316954] Used by [[grimeling]]s in the vanilla game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_BITE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*chance of occurrence{{verify}}&lt;br /&gt;
*verb (bitten, stung, etc.)&lt;br /&gt;
* [[material token]]&lt;br /&gt;
* [[Material_definition_token#Material_States|material state]]&lt;br /&gt;
| Enables vermin to bite other creatures, injecting the specified material. See {{token|SPECIALATTACK_INJECT_EXTRACT|c}} for details about injection - this token presumably works in a similar manner.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_EATER}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
| The vermin creature will attempt to eat exposed food. See {{token|PENETRATEPOWER|c}}. Distinct from {{token|VERMIN_ROTTER|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_FISH}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The vermin appears in [[water]] and will attempt to swim around.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_GROUNDER}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creature appears in &amp;quot;general&amp;quot; surface ground locations. Note that this doesn't stop the creature from flying if it can (most vermin birds have this tag).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_HATEABLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Some dwarves will [[Preferences|hate]] the creature and get unhappy thoughts when around it. See the [[Hateable|list of hateable vermin]] for details.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_MICRO}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| This makes the creature move in a swarm of creatures of the same race as it (e.g. swarm of flies, swarm of ants).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_NOFISH}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature cannot be caught by [[fishing]]. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_NOROAM}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature will not be observed randomly roaming about the map. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_NOTRAP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature cannot be caught in baited [[animal trap]]s; however, a &amp;quot;[[Trapper|catch live land animal]]&amp;quot; task may still be able to capture one if a dwarf finds one roaming around.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_ROTTER}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The vermin are attracted to rotting stuff and loose food left in the open and cause unhappy thoughts to dwarves who encounter them. Present on flies, knuckle worms, acorn flies, and blood gnats. Speeds up decay?{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_SOIL}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creature randomly appears near dirt or mud, and may be uncovered by creatures that have the {{token|ROOT_AROUND|c}} interaction such as [[goose|geese]] and [[chicken]]s. Dwarves will ignore the creature when given the &amp;quot;Capture live land animal&amp;quot; task.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_SOIL_COLONY}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The vermin will appear in a single tile cluster of many vermin, such as a colony of ants.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMINHUNTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Old shorthand for &amp;quot;does cat stuff&amp;quot;. Contains {{token|AT_PEACE_WITH_WILDLIFE|c}} + {{token|RETURNS_VERMIN_KILLS_TO_OWNER|c}} + {{token|HUNTS_VERMIN|c}} + {{token|ADOPTS_OWNER|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VESPERTINE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Sets the creature to be active during the evening in adventurer mode. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VIEWRANGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
| Value should determine how close you have to get to a critter before it attacks (or prevents adv mode travel etc.) Default is 20.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VISION_ARC}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*binocular vision arc&lt;br /&gt;
*non-binocular vision arc&lt;br /&gt;
| The width of the creature's vision arcs, in degrees (i.e. 0 to 360). The first number is binocular vision, the second is non-binocular vision.  Binocular vision has a minimum of about 10 degrees, monocular, a maximum of about 350 degrees. Values past these limits will be accepted, but will default to ~10 degrees and ~350 degrees respectively. Defaults are 60:120.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==W==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WAGON_PULLER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to pull caravan wagons. If a civilization doesn't have access to any, it is restricted to trading with pack animals.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WEBBER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
| Allows the creature to create [[web]]s, and defines what the webs are made of.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WEBIMMUNE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature will not get caught in thick [[web]]s. Used by creatures who can shoot thick webs (such as [[giant cave spider]]s) in order to make them immune to their own attacks.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Attack Tokens==&lt;br /&gt;
&lt;br /&gt;
Attacks can use four different part selection criteria; while all vanilla attacks use only BODYPART (e.g. ATTACK:PUNCH:BODYPART:BY_TYPE:GRASP), there are other options available.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Part type token&lt;br /&gt;
! width=&amp;quot;30%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BODYPART}}&lt;br /&gt;
| &lt;br /&gt;
* BY_TYPE/BY_TOKEN/BY_CATEGORY&lt;br /&gt;
* type/token/category&lt;br /&gt;
| This attack uses a particular body part; for example, BY_TYPE:GRASP will make it use any part that can hold onto an object.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_LAYER}}&lt;br /&gt;
|&lt;br /&gt;
* BY_TYPE/BY_TOKEN/BY_CATEGORY&lt;br /&gt;
* type/token/category&lt;br /&gt;
* tissue layer&lt;br /&gt;
| This attack uses a specific tissue layer on a specific body part; BY_TYPE:GRASP:BONE will make it use the bone of the hands.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CHILD_BODYPART_GROUP}}&lt;br /&gt;
|&lt;br /&gt;
* BY_TYPE/BY_TOKEN/BY_CATEGORY&lt;br /&gt;
* type/token/category&lt;br /&gt;
* BY_TYPE/BY_TOKEN/BY_CATEGORY&lt;br /&gt;
* type/token/category&lt;br /&gt;
| Uses a body part that is subordinate to another; BY_CATEGORY:ARM_LOWER:BY_TYPE:GRASP will make it use every hand attached to each lower arm (so it will generate one attack per lower arm, each of which will use every hand on that arm, assuming there are multiple hands per arm).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CHILD_TISSUE_LAYER_GROUP}}&lt;br /&gt;
| &lt;br /&gt;
* BY_TYPE/BY_TOKEN/BY_CATEGORY&lt;br /&gt;
* type/token/category&lt;br /&gt;
* BY_TYPE/BY_TOKEN/BY_CATEGORY&lt;br /&gt;
* type/token/category&lt;br /&gt;
* tissue layer&lt;br /&gt;
| As CHILD_BODYPART_GROUP, but specifying a tissue, too.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_SKILL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Skill token]]&lt;br /&gt;
| Defines the skill used by the attack.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_VERB}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*2nd person&lt;br /&gt;
*3rd person &lt;br /&gt;
| Descriptive text for the attack.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_CONTACT_PERC}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*% value &lt;br /&gt;
| The contact area of the attack, measured in % of the body part's volume. Note that all attack percentages can be more than 100%.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_PENETRATION_PERC}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*% value &lt;br /&gt;
| The penetration value of the attack, measured in % of the body part's volume. Requires ATTACK_FLAG_EDGE. Maximum value: 15000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_PRIORITY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*MAIN or SECOND &lt;br /&gt;
| Usage frequency. MAIN attacks are 100 times more frequently chosen than SECOND. Opportunity attacks ignore this preference.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_VELOCITY_MODIFIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*number&lt;br /&gt;
| The velocity multiplier of the attack, multiplied by 1000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_FLAG_CANLATCH}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Attacks that damage tissue have the chance to latch on in a wrestling hold. The grabbing bodypart can then use the &amp;quot;shake around&amp;quot; wrestling move, causing severe, armor-bypassing tensile damage according to the attacker's body volume.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_FLAG_WITH}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Displays the name of the body part used to perform an attack while announcing it, e.g. &amp;quot;The weaver punches the bugbat with his right hand&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_FLAG_EDGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The attack is edged, with all the effects on physical resistance and contact area that it entails.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_PREPARE_AND_RECOVER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* Preparation time&lt;br /&gt;
* Recovery time&lt;br /&gt;
| Determines the length of time to prepare this attack and until one can perform this attack again. Values appear to be calculated in adventure mode ticks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_FLAG_BAD_MULTIATTACK}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Multiple strikes with this attack cannot be performed effectively.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_FLAG_INDEPENDENT_MULTIATTACK}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Multiple strikes with this attack can be performed with no penalty. The creature will use all attacks with this token at once.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPECIALATTACK_INJECT_EXTRACT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*&amp;lt;[[material token]]&amp;gt;&lt;br /&gt;
*&amp;lt;[[Material_definition_token#Material_States|material state]]&amp;gt;&lt;br /&gt;
*&amp;lt;min quantity&amp;gt;&lt;br /&gt;
*&amp;lt;max quantity&amp;gt;&lt;br /&gt;
| When added to an attack, causes the attack to inject the specified material into the victim's bloodstream. Once injected, the material will participate in [[temperature|thermal]] exchange within the creature - injecting something like molten [[iron]] (INORGANIC:IRON:LIQUID) would cause most unmodded creatures to melt (note that some of the injected material also [[contaminant|splatters]] over the bodypart used to carry out the attack, so it should be protected appropriately). If the injected material has an associated [[syndrome]] with the [[Syndrome#SYN_INJECTED|[SYN_INJECTED]]] token, it will be transmitted to the victim. If the attack is blunt, the injected material lacks the [[Material definition token#ENTERS_BLOOD|[ENTERS_BLOOD]]] token, the attacked bodypart has no [[Tissue_definition_token#VASCULAR|[VASCULAR]]] tissues, or the victim is bloodless, the material will splatter over the attacked body part instead. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPECIALATTACK_INTERACTION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*interaction&lt;br /&gt;
| When this attack lands successfully, a specified interaction will take effect on the target creature. The attack must break the target creature's skin in order to work. This will take effect in worldgen as well. If the attack would break skin, the interaction will occur '''before the attack actually lands'''.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPECIALATTACK_SUCK_BLOOD}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*min&lt;br /&gt;
*max&lt;br /&gt;
| Successful attack draws out an amount of blood randomized between the min and max value. Beware that this '''will''' trigger any ingestion syndromes attached to the target creature's blood - for example, using this attack on a vampire will turn you into one too.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Tissue Layer Tokens==&lt;br /&gt;
Tissue layers are added to a creature's body parts by the creature tokens [[#TISSUE_LAYER|TISSUE_LAYER]], [[#TISSUE_LAYER_OVER|TISSUE_LAYER_OVER]], [[#TISSUE_LAYER_UNDER|TISSUE_LAYER_UNDER]], and the body detail plan token [[#TL_LAYERS|TL_LAYERS]].&lt;br /&gt;
&lt;br /&gt;
These tissue layers are not the same thing as tissues, which are defined at creature level, but rather applications of the tissues. If the SKIN tissue of a creature is the more general and abstract notion of what skin is for that creature, then a tissue layer may be the &amp;quot;actual&amp;quot; skin on the creature's nose, head, or second toe. As most creatures have more than one body part, tissue layers are normally selected en masse.&lt;br /&gt;
&lt;br /&gt;
Some tissue layer tokens are analogous to tissue definition tokens, e.g. [[#TL_CONNECTS|TL_CONNECTS]] to [[tissue_definition_token#CONNECTS|CONNECTS]].&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SELECT_TISSUE_LAYER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*TISSUE&lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*Location - category, type, or token | Selects a tissue at a location&lt;br /&gt;
* (optional) FRONT, BACK, LEFT, RIGHT, TOP, BOTTOM, AROUND.&lt;br /&gt;
| Begins a selection of tissue layers. &lt;br /&gt;
[SELECT_TISSUE_LAYER:HEART:BY_TYPE:HEART]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PLUS_TISSUE_LAYER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*TISSUE&lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*Location - category, type, or token &lt;br /&gt;
| Adds tissue layers to those selected.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SET_TL_GROUP}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*TISSUE&lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*Location - category, type, or token&lt;br /&gt;
*tissue &lt;br /&gt;
| Begins a selection of tissue layers. Only usable for descriptor and cosmetic purposes. &lt;br /&gt;
&lt;br /&gt;
Research has implied it may be redundant with SELECT_TISSUE_LAYER, as the latter allows for cosmetics as well as &amp;quot;functional&amp;quot; tokens such as TL_MAJOR_ARTERIES. Vanilla raws still use SET_TL_GROUP though, for all cosmetic purposes. More research is needed on this subject.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PLUS_TL_GROUP}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*Location - category, type, or token&lt;br /&gt;
*tissue &lt;br /&gt;
| Adds tissue layers to those selected. Like SET_TL_GROUP, it may be redundant even if used in the vanilla raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SET_LAYER_TISSUE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*TISSUE&lt;br /&gt;
| Sets a selected tissue layer to be made of a different tissue.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SHEARABLE_TISSUE_LAYER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* tissue modifier&lt;br /&gt;
* required value&lt;br /&gt;
| Tissue layer can be sheared for its component material. The specified modifier must be at least of the desired value for shearing to be possible (for example, a [[llama]]'s wool must have a LENGTH of 300 before it is shearable).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_LAYER_APPEARANCE_MODIFIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*QUALITY&lt;br /&gt;
*lowest&lt;br /&gt;
*lower&lt;br /&gt;
*low&lt;br /&gt;
*median&lt;br /&gt;
*high&lt;br /&gt;
*higher&lt;br /&gt;
*highest &lt;br /&gt;
| Sets the range of qualities, including LENGTH, DENSE, HIGH_POSITION, CURLY, GREASY, WRINKLY&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_STYLE_UNIT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*tissue style unit ID&lt;br /&gt;
*shaping&lt;br /&gt;
| Sets tissue layer to be the target of TISSUE_STYLE token specified for an entity, works only on entity members. Mostly used with tissues HAIR, BEARD, MOUSTACHE, SIDEBURNS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_COLOR_MODIFIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*COLOR&lt;br /&gt;
*freq&lt;br /&gt;
*COLOR&lt;br /&gt;
*freq etc. &lt;br /&gt;
| Creates a list of colors/color patterns, giving each a relative frequency. If the given color or pattern does not exist, the tissue is described as being &amp;quot;transparent&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TLCM_GENETIC_MODEL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| The way the color modifier is passed on to offspring. May or may not work right now.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TLCM_IMPORTANCE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*number&lt;br /&gt;
| Presumably modifies the importance of the tissue layer color modifier, for description purposes.&lt;br /&gt;
HOWEVER using this appears to remove all mention of colour from creature descriptions. It does not appear in any default creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TLCM_NOUN}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*name&lt;br /&gt;
*SINGULAR or PLURAL&lt;br /&gt;
| Names the tissue layer color modifier, and determines the noun. Also used by [[Utility:Stonesense|Stonesense]] for colouring body parts. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TLCM_TIMING}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*ROOT&lt;br /&gt;
*start change window years&lt;br /&gt;
*days&lt;br /&gt;
*end change window years&lt;br /&gt;
*days&lt;br /&gt;
| Determines the point in the creature's life when the color change begins and ends.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_CONNECTS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Gives the CONNECTS attribute to selected layers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_HEALING_RATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
| Changes the HEALING_RATE of the selected tissue layers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_MAJOR_ARTERIES}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Gives the &amp;quot;major arteries&amp;quot; attribute to selected layers. Used to add massive bleeding properties to the throat, made from skin.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_PAIN_RECEPTORS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
| Changes the number of pain receptors for selected tissue layers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_RELATIVE_THICKNESS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
| Changes the relative thickness for selected tissue layers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_VASCULAR}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
| Sets a new VASCULAR value (which modulates bleeding) for selected tissue layers.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Body detail plan token]]&lt;br /&gt;
*[[Body token]]&lt;br /&gt;
*[[Material definition token]]&lt;br /&gt;
*[[Syndrome]]&lt;br /&gt;
*[[Tissue definition token]]&lt;br /&gt;
*[[Creature examples]]&lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
{{Category|Tokens}}&lt;br /&gt;
[[ru:Creature token]]&lt;/div&gt;</summary>
		<author><name>DikbutDaGrate</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=DF2014_Talk:Creature_token&amp;diff=296948</id>
		<title>DF2014 Talk:Creature token</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=DF2014_Talk:Creature_token&amp;diff=296948"/>
		<updated>2024-01-21T03:17:32Z</updated>

		<summary type="html">&lt;p&gt;DikbutDaGrate: /* Verify: [VERMIN_BITE] and [SPECIALATTACK_INJECT_EXTRACT] */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== APPLY_CREATURE_VARIATION versus APPLY_CURRENT_CREATURE_VARIATION ==&lt;br /&gt;
&lt;br /&gt;
Based on testing, APPLY_CREATURE_VARIATION has instant effect (in reverse order, as noted elsewhere), whereas APPLY_CURRENT_CREATURE_VARIATION is used to manually apply any creature variation tags, such as CV_ADD_TAG or CV_REMOVE_TAG, that have been manually added to the ''creature'' definition instead of being defined in a ''creature variation''.  In other words, APPLY_CURRENT_CREATURE_VARIATION has no effect if you are simply using APPLY_CREATURE_VARIATION to load creature variations.  Think of a [[creature variation token|creature variation]] defined in an OBJECT:CREATURE_VARIATION file as a &amp;quot;template&amp;quot;, which is applied with APPLY_CREATURE_VARIATION.  Think of a &amp;quot;current creature variation&amp;quot; as any manually-defined creature variations that have been added to the creature definition itself, which must be applied to the creature with APPLY_CURRENT_CREATURE_VARIATION after you have made all of the necessary modifications.&lt;br /&gt;
&lt;br /&gt;
For example, the following is a use of APPLY_CREATURE_VARIATION, which takes instantaneous effect without any need for APPLY_CURRENT_CREATURE_VARIATION.:&lt;br /&gt;
 	&amp;lt;span style=&amp;quot;color:#f00&amp;quot;&amp;gt;[APPLY_CREATURE_VARIATION:REMOVE_STUB_ARMS]&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is an example of the use of APPLY_CURRENT_CREATURE_VARIATION:&lt;br /&gt;
 	[COPY_TAGS_FROM:MY_CREATURE]&lt;br /&gt;
 	&amp;lt;span style=&amp;quot;color:#f0f&amp;quot;&amp;gt;[CV_REMOVE_TAG:TISSUE_LAYER_UNDER]&amp;lt;/span&amp;gt;&lt;br /&gt;
 	[TISSUE_LAYER_UNDER:BY_CATEGORY:BODY:GAS]&lt;br /&gt;
 	[TISSUE_LAYER_UNDER:BY_CATEGORY:WING:GAS]&lt;br /&gt;
 	&amp;lt;span style=&amp;quot;color:#f0f&amp;quot;&amp;gt;[APPLY_CURRENT_CREATURE_VARIATION]&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
--[[User:JT|JT]] ([[User talk:JT|talk]]) 05:43, 13 August 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Littersize Creature Token ==&lt;br /&gt;
&lt;br /&gt;
I just tested the [LITTERSIZE] token and it still works, just a note for those interested.&lt;br /&gt;
&lt;br /&gt;
== [LOCAL_POPS_CONTROLLABLE] and [LOCAL_POPS_PRODUCE_HEROES] prevent trading creature ==&lt;br /&gt;
&lt;br /&gt;
Specifically this prevents Elves from adding the creature as a trade-able (tame) caged creature to caravans.  This is notable as they can currently trade pets that have [CAN_LEARN] and [CAN_SPEAK] enabled.&lt;br /&gt;
Found this by save scumming an incoming Elven caravan while testing out creature addition and removal from a civilization using [https://github.com/rndmvar/DFHack_scripts/blob/master/populate.rb populate.rb]&lt;br /&gt;
&lt;br /&gt;
== [FREQUENCY] affects how often creature appears in trade caravans ==&lt;br /&gt;
&lt;br /&gt;
I found that by setting [FREQUENCY:5] on a creature that the local Elves could trade, and save scumming an incoming caravan.  The rate of the creature appearing in the caravan dropped to 1/40 caravans (not truly 1/20 as it had to compete with roughly 100 other creatures with varying frequency settings).  By setting it to [FREQUENCY:100] it now appears in roughly 1/6 caravans.  (I'd test it more thoroughly if loading worlds took less time on my PC)&lt;br /&gt;
&lt;br /&gt;
== [COPY_TAGS_FROM] does not copy caste tags applied to a creature ==&lt;br /&gt;
&lt;br /&gt;
Wanted to note this here, as I've seen Giant versions of pack animals without the [PACK_ANIMAL] flag set in creature_raws[creature_index].caste[caste_index].flags.PACK_ANIMAL as viewed through DFHack.  As the [PACK_ANIMAL] flag CAN be set on the entire animal, and then pushed onto the male/female/whatever castes.  It is still a caste flag, and does not get copied when using [COPY_TAGS_FROM].  Which only appears to copy creature wide tags.&lt;br /&gt;
&lt;br /&gt;
== SLOW_LEARNER doesn't apply CAN_LEARN ==&lt;br /&gt;
&lt;br /&gt;
The SLOW_LEARNER token both sets all skill learn rates for a caste, and sets a special SLOW_LEARNER flag in its caste (which in turn gives the creature itself the HAS_ANY_SLOW_LEARNER flag). It ''doesn't'' change the INTELLIGENT_LEARNS flag of a caste (the one set by the CAN_LEARN token that enables the creature to learn). You'll see in troll's raws that CAN_LEARN is added alongside SLOW_LEARNER to make trolls able to learn.&lt;br /&gt;
&lt;br /&gt;
You can make a caste that has the SLOW_LEARNER flag while still having standard skill rates by simply including [SKILL_LEARN_RATES:100] afterwards to override the extra changes to learn rates. I don't know if the system that checks for giving goblins access to creatures like trolls simply checks for the SLOW_LEARNER flag (well, presumably the HAS_ANY_SLOW_LEARNER of the creature), the skill learn rates, or a combination of both, but I'd guess (without testing) that it's likely that they just check for the flag.&lt;br /&gt;
&lt;br /&gt;
This was all tested with some raw modding + digging through structures in DFhack.&lt;br /&gt;
&lt;br /&gt;
== Re COPY_TAGS_FROM: “Copies creature tags, but not caste tags” ==&lt;br /&gt;
The table entry for [COPY_TAGS_FROM] currently reads: “Copies creature tags, but not caste tags, from another specified creature.” What is the source of this assertion? Is it accurate?&lt;br /&gt;
&lt;br /&gt;
I notice that animal people with [COPY_TAGS_FROM:BIRD_x] (such as BLUEJAY_MAN) generally end up with “[FEMALE][LAYS_EGGS]” in the computed raws. But by usage, and per the table, [LAYS_EGGS] ''is'' a caste tag, and therefore ''shouldn't'' be found on the new creature. Is the entry wrong, or have I misunderstood something?&lt;br /&gt;
&lt;br /&gt;
'''—'''[[User:Sriefmadsakzro|'''οɼѕаk''']] 20:51, 4 February 2021 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Where are you obtaining the &amp;quot;computed raws&amp;quot; from? If it's from [[DF2014:Bluejay_man/raw]], that is generated with the [https://github.com/quietust/DFRawFunctions DFRawFunctions] extension, which is a reimplementation of DF's logic that could potentially have bugs. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 01:57, 6 February 2021 (UTC)&lt;br /&gt;
&lt;br /&gt;
::If DFRawFunctions is how DFHack does it, then yes, that's what I mean by “computed raws.” But I investigated this after finding that a modded-in Bluejay man civilization (using a tweaked version of the original creature) produces offspring during worldgen, but not during gameplay. Pregnancies created via DFHack (using the same process as catsplosion) even count down to zero with birth never occurring. After I added CV_REMOVE_TAG:LAYS_EGGS to the modded Bluejay man creature, births (forced and otherwise) occur as expected. '''—'''[[User:Sriefmadsakzro|'''οɼѕаk''']] 16:39, 6 February 2021 (UTC)&lt;br /&gt;
&lt;br /&gt;
::To be more specific, this is the line I entered into the dfhack console (with a bluejay man selected):&lt;br /&gt;
::* &amp;lt;pre&amp;gt;:lua (function () for _,v in pairs(df.creature_raw.find(dfhack.gui.getSelectedUnit().race).raws) do print(v.value) end end)()&amp;lt;/pre&amp;gt; '''—'''[[User:Sriefmadsakzro|'''οɼѕаk''']] 16:47, 6 February 2021 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::Oh, DFHack does ''not'' use DFRawFunctions - DFHack is showing you the actual in-game data computed by DF, while DFRawFunctions is only used on the wiki (and is written in PHP, so it couldn't run under DFHack anyway). I didn't realize that the &amp;quot;raws&amp;quot; vector contained the computed raws in-game, but that's good to know! (You don't strictly need the enclosing function, by the way - just &amp;lt;code&amp;gt;:lua for _,v in pairs(df.creature_raw.find(dfhack.gui.getSelectedUnit().race).raws) do print(v.value) end&amp;lt;/code&amp;gt; will work.)&lt;br /&gt;
:::From an initial inspection, it looks like COPY_TAGS_FROM is copying caste tags and intended to do so. Other animal men that I checked, including [[chipmunk man]] and [[lizard man]], don't specify [MALE] or [FEMALE] for the relevant castes, but they are in the computed raws, as they should be. Note that it's possible that something else I don't understand is adding these tags. I checked APPLY_CREATURE_VARIATION, but I don't think the ANIMAL_PERSON variation is doing anything to the MALE/FEMALE tags.&lt;br /&gt;
:::Short version: could be a mistake in the article, but I'm not really sure. People on the modding forum might have a better idea. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 01:05, 7 February 2021 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::I'm used to enclosing snippets in anonymous functions just to keep from polluting the global environment. I haven't read the docs or the internals religiously, so I wouldn't be surprised if they do something to keep that from happening anyway. It just helps me sleep at night. '''—'''[[User:Sriefmadsakzro|'''οɼѕаk''']] 14:17, 7 February 2021 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::Well, I haven't used the forums in a long time—I've forgotten my old login and then created a new one so many times—but maybe I'll ask around. Thanks for giving it a look, though. '''—'''[[User:Sriefmadsakzro|'''οɼѕаk''']] 14:32, 7 February 2021 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Caste token? ==&lt;br /&gt;
&lt;br /&gt;
Should [[Caste]] be linked here as token ? --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 22:41, 1 February 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
== questions about our table syntax ==&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
| {{text anchor|SELECT_MATERIAL}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*&amp;lt;[[material token]]&amp;gt;&lt;br /&gt;
| Selects a locally defined material. Can be ALL.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SELECT_TISSUE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*tissue token&lt;br /&gt;
| Selects a tissue for editing.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
# Is there any significance to the angular brackets surrounding the 'material token' link? &lt;br /&gt;
# Any reason why 'tissue token' (or any other token argument we document) should be linked i.e. [[tissue token]]? &lt;br /&gt;
--[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 14:56, 2 February 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
Please understand; this is just ''my'' best guess - if either of these answers are wrong, someone more knowledgeable should be around ASAP for insight or correction.&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
:1. No?&lt;br /&gt;
:2. For reference, at least. (in the case of the ones already linked, anyway). [[User:Silverwing235|Silverwing235]] ([[User talk:Silverwing235|talk]]) 10:40, 10 February 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
::1. What is the preferred syntax i.e. should we remove them or add them everywhere?&lt;br /&gt;
::2. Yeah. It was suppose to be &amp;quot;should ''not''&amp;quot; (was in hurry) i.e. why aren't all the entries are linked. Since I realized that we have to two types of token entries one to define new objects (e.g. [[Tissue definition token]]) and one to reference them, the later only available for common topics and are linked here.--[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 15:08, 10 February 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
== LIGHT_GEN - Possibly does nothing? ==&lt;br /&gt;
&lt;br /&gt;
See title. Tested on fairies.&lt;br /&gt;
&lt;br /&gt;
Also, it appears that light_gen is only supposed to work on vermin, which probably bears mentioning on the token. &lt;br /&gt;
This means that giant fireflies should not 'glow in the dark' in adventure mode, despite inheriting the token from fireflies.&lt;br /&gt;
&lt;br /&gt;
== Verify: [VERMIN_BITE] and [SPECIALATTACK_INJECT_EXTRACT] ==&lt;br /&gt;
&lt;br /&gt;
The trouble with these two tokens is illustrated by the fire snake's inability to melt stuff through its vermin bite.&lt;br /&gt;
&lt;br /&gt;
Extensive testing yielded zero deaths from fire snake bites. While amulets made from fire snakes posed infinitely more danger to dwarves, and also notably kobolds.&lt;br /&gt;
&lt;br /&gt;
Spawning giant fire snake creature variants with a [SPECIALATTACK_INJECT_EXTRACT], in place of their vermin bite, will presumably render the desirable effects of the bite interaction.&lt;/div&gt;</summary>
		<author><name>DikbutDaGrate</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=DF2014_Talk:Creature_token&amp;diff=296947</id>
		<title>DF2014 Talk:Creature token</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=DF2014_Talk:Creature_token&amp;diff=296947"/>
		<updated>2024-01-21T03:16:55Z</updated>

		<summary type="html">&lt;p&gt;DikbutDaGrate: /* Verify: [VERMIN_BITE] and [SPECIALATTACK_INJECT_EXTRACT] */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== APPLY_CREATURE_VARIATION versus APPLY_CURRENT_CREATURE_VARIATION ==&lt;br /&gt;
&lt;br /&gt;
Based on testing, APPLY_CREATURE_VARIATION has instant effect (in reverse order, as noted elsewhere), whereas APPLY_CURRENT_CREATURE_VARIATION is used to manually apply any creature variation tags, such as CV_ADD_TAG or CV_REMOVE_TAG, that have been manually added to the ''creature'' definition instead of being defined in a ''creature variation''.  In other words, APPLY_CURRENT_CREATURE_VARIATION has no effect if you are simply using APPLY_CREATURE_VARIATION to load creature variations.  Think of a [[creature variation token|creature variation]] defined in an OBJECT:CREATURE_VARIATION file as a &amp;quot;template&amp;quot;, which is applied with APPLY_CREATURE_VARIATION.  Think of a &amp;quot;current creature variation&amp;quot; as any manually-defined creature variations that have been added to the creature definition itself, which must be applied to the creature with APPLY_CURRENT_CREATURE_VARIATION after you have made all of the necessary modifications.&lt;br /&gt;
&lt;br /&gt;
For example, the following is a use of APPLY_CREATURE_VARIATION, which takes instantaneous effect without any need for APPLY_CURRENT_CREATURE_VARIATION.:&lt;br /&gt;
 	&amp;lt;span style=&amp;quot;color:#f00&amp;quot;&amp;gt;[APPLY_CREATURE_VARIATION:REMOVE_STUB_ARMS]&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is an example of the use of APPLY_CURRENT_CREATURE_VARIATION:&lt;br /&gt;
 	[COPY_TAGS_FROM:MY_CREATURE]&lt;br /&gt;
 	&amp;lt;span style=&amp;quot;color:#f0f&amp;quot;&amp;gt;[CV_REMOVE_TAG:TISSUE_LAYER_UNDER]&amp;lt;/span&amp;gt;&lt;br /&gt;
 	[TISSUE_LAYER_UNDER:BY_CATEGORY:BODY:GAS]&lt;br /&gt;
 	[TISSUE_LAYER_UNDER:BY_CATEGORY:WING:GAS]&lt;br /&gt;
 	&amp;lt;span style=&amp;quot;color:#f0f&amp;quot;&amp;gt;[APPLY_CURRENT_CREATURE_VARIATION]&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
--[[User:JT|JT]] ([[User talk:JT|talk]]) 05:43, 13 August 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Littersize Creature Token ==&lt;br /&gt;
&lt;br /&gt;
I just tested the [LITTERSIZE] token and it still works, just a note for those interested.&lt;br /&gt;
&lt;br /&gt;
== [LOCAL_POPS_CONTROLLABLE] and [LOCAL_POPS_PRODUCE_HEROES] prevent trading creature ==&lt;br /&gt;
&lt;br /&gt;
Specifically this prevents Elves from adding the creature as a trade-able (tame) caged creature to caravans.  This is notable as they can currently trade pets that have [CAN_LEARN] and [CAN_SPEAK] enabled.&lt;br /&gt;
Found this by save scumming an incoming Elven caravan while testing out creature addition and removal from a civilization using [https://github.com/rndmvar/DFHack_scripts/blob/master/populate.rb populate.rb]&lt;br /&gt;
&lt;br /&gt;
== [FREQUENCY] affects how often creature appears in trade caravans ==&lt;br /&gt;
&lt;br /&gt;
I found that by setting [FREQUENCY:5] on a creature that the local Elves could trade, and save scumming an incoming caravan.  The rate of the creature appearing in the caravan dropped to 1/40 caravans (not truly 1/20 as it had to compete with roughly 100 other creatures with varying frequency settings).  By setting it to [FREQUENCY:100] it now appears in roughly 1/6 caravans.  (I'd test it more thoroughly if loading worlds took less time on my PC)&lt;br /&gt;
&lt;br /&gt;
== [COPY_TAGS_FROM] does not copy caste tags applied to a creature ==&lt;br /&gt;
&lt;br /&gt;
Wanted to note this here, as I've seen Giant versions of pack animals without the [PACK_ANIMAL] flag set in creature_raws[creature_index].caste[caste_index].flags.PACK_ANIMAL as viewed through DFHack.  As the [PACK_ANIMAL] flag CAN be set on the entire animal, and then pushed onto the male/female/whatever castes.  It is still a caste flag, and does not get copied when using [COPY_TAGS_FROM].  Which only appears to copy creature wide tags.&lt;br /&gt;
&lt;br /&gt;
== SLOW_LEARNER doesn't apply CAN_LEARN ==&lt;br /&gt;
&lt;br /&gt;
The SLOW_LEARNER token both sets all skill learn rates for a caste, and sets a special SLOW_LEARNER flag in its caste (which in turn gives the creature itself the HAS_ANY_SLOW_LEARNER flag). It ''doesn't'' change the INTELLIGENT_LEARNS flag of a caste (the one set by the CAN_LEARN token that enables the creature to learn). You'll see in troll's raws that CAN_LEARN is added alongside SLOW_LEARNER to make trolls able to learn.&lt;br /&gt;
&lt;br /&gt;
You can make a caste that has the SLOW_LEARNER flag while still having standard skill rates by simply including [SKILL_LEARN_RATES:100] afterwards to override the extra changes to learn rates. I don't know if the system that checks for giving goblins access to creatures like trolls simply checks for the SLOW_LEARNER flag (well, presumably the HAS_ANY_SLOW_LEARNER of the creature), the skill learn rates, or a combination of both, but I'd guess (without testing) that it's likely that they just check for the flag.&lt;br /&gt;
&lt;br /&gt;
This was all tested with some raw modding + digging through structures in DFhack.&lt;br /&gt;
&lt;br /&gt;
== Re COPY_TAGS_FROM: “Copies creature tags, but not caste tags” ==&lt;br /&gt;
The table entry for [COPY_TAGS_FROM] currently reads: “Copies creature tags, but not caste tags, from another specified creature.” What is the source of this assertion? Is it accurate?&lt;br /&gt;
&lt;br /&gt;
I notice that animal people with [COPY_TAGS_FROM:BIRD_x] (such as BLUEJAY_MAN) generally end up with “[FEMALE][LAYS_EGGS]” in the computed raws. But by usage, and per the table, [LAYS_EGGS] ''is'' a caste tag, and therefore ''shouldn't'' be found on the new creature. Is the entry wrong, or have I misunderstood something?&lt;br /&gt;
&lt;br /&gt;
'''—'''[[User:Sriefmadsakzro|'''οɼѕаk''']] 20:51, 4 February 2021 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Where are you obtaining the &amp;quot;computed raws&amp;quot; from? If it's from [[DF2014:Bluejay_man/raw]], that is generated with the [https://github.com/quietust/DFRawFunctions DFRawFunctions] extension, which is a reimplementation of DF's logic that could potentially have bugs. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 01:57, 6 February 2021 (UTC)&lt;br /&gt;
&lt;br /&gt;
::If DFRawFunctions is how DFHack does it, then yes, that's what I mean by “computed raws.” But I investigated this after finding that a modded-in Bluejay man civilization (using a tweaked version of the original creature) produces offspring during worldgen, but not during gameplay. Pregnancies created via DFHack (using the same process as catsplosion) even count down to zero with birth never occurring. After I added CV_REMOVE_TAG:LAYS_EGGS to the modded Bluejay man creature, births (forced and otherwise) occur as expected. '''—'''[[User:Sriefmadsakzro|'''οɼѕаk''']] 16:39, 6 February 2021 (UTC)&lt;br /&gt;
&lt;br /&gt;
::To be more specific, this is the line I entered into the dfhack console (with a bluejay man selected):&lt;br /&gt;
::* &amp;lt;pre&amp;gt;:lua (function () for _,v in pairs(df.creature_raw.find(dfhack.gui.getSelectedUnit().race).raws) do print(v.value) end end)()&amp;lt;/pre&amp;gt; '''—'''[[User:Sriefmadsakzro|'''οɼѕаk''']] 16:47, 6 February 2021 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::Oh, DFHack does ''not'' use DFRawFunctions - DFHack is showing you the actual in-game data computed by DF, while DFRawFunctions is only used on the wiki (and is written in PHP, so it couldn't run under DFHack anyway). I didn't realize that the &amp;quot;raws&amp;quot; vector contained the computed raws in-game, but that's good to know! (You don't strictly need the enclosing function, by the way - just &amp;lt;code&amp;gt;:lua for _,v in pairs(df.creature_raw.find(dfhack.gui.getSelectedUnit().race).raws) do print(v.value) end&amp;lt;/code&amp;gt; will work.)&lt;br /&gt;
:::From an initial inspection, it looks like COPY_TAGS_FROM is copying caste tags and intended to do so. Other animal men that I checked, including [[chipmunk man]] and [[lizard man]], don't specify [MALE] or [FEMALE] for the relevant castes, but they are in the computed raws, as they should be. Note that it's possible that something else I don't understand is adding these tags. I checked APPLY_CREATURE_VARIATION, but I don't think the ANIMAL_PERSON variation is doing anything to the MALE/FEMALE tags.&lt;br /&gt;
:::Short version: could be a mistake in the article, but I'm not really sure. People on the modding forum might have a better idea. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 01:05, 7 February 2021 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::I'm used to enclosing snippets in anonymous functions just to keep from polluting the global environment. I haven't read the docs or the internals religiously, so I wouldn't be surprised if they do something to keep that from happening anyway. It just helps me sleep at night. '''—'''[[User:Sriefmadsakzro|'''οɼѕаk''']] 14:17, 7 February 2021 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::Well, I haven't used the forums in a long time—I've forgotten my old login and then created a new one so many times—but maybe I'll ask around. Thanks for giving it a look, though. '''—'''[[User:Sriefmadsakzro|'''οɼѕаk''']] 14:32, 7 February 2021 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Caste token? ==&lt;br /&gt;
&lt;br /&gt;
Should [[Caste]] be linked here as token ? --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 22:41, 1 February 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
== questions about our table syntax ==&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
| {{text anchor|SELECT_MATERIAL}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*&amp;lt;[[material token]]&amp;gt;&lt;br /&gt;
| Selects a locally defined material. Can be ALL.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SELECT_TISSUE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*tissue token&lt;br /&gt;
| Selects a tissue for editing.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
# Is there any significance to the angular brackets surrounding the 'material token' link? &lt;br /&gt;
# Any reason why 'tissue token' (or any other token argument we document) should be linked i.e. [[tissue token]]? &lt;br /&gt;
--[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 14:56, 2 February 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
Please understand; this is just ''my'' best guess - if either of these answers are wrong, someone more knowledgeable should be around ASAP for insight or correction.&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
:1. No?&lt;br /&gt;
:2. For reference, at least. (in the case of the ones already linked, anyway). [[User:Silverwing235|Silverwing235]] ([[User talk:Silverwing235|talk]]) 10:40, 10 February 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
::1. What is the preferred syntax i.e. should we remove them or add them everywhere?&lt;br /&gt;
::2. Yeah. It was suppose to be &amp;quot;should ''not''&amp;quot; (was in hurry) i.e. why aren't all the entries are linked. Since I realized that we have to two types of token entries one to define new objects (e.g. [[Tissue definition token]]) and one to reference them, the later only available for common topics and are linked here.--[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 15:08, 10 February 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
== LIGHT_GEN - Possibly does nothing? ==&lt;br /&gt;
&lt;br /&gt;
See title. Tested on fairies.&lt;br /&gt;
&lt;br /&gt;
Also, it appears that light_gen is only supposed to work on vermin, which probably bears mentioning on the token. &lt;br /&gt;
This means that giant fireflies should not 'glow in the dark' in adventure mode, despite inheriting the token from fireflies.&lt;br /&gt;
&lt;br /&gt;
== Verify: [VERMIN_BITE] and [SPECIALATTACK_INJECT_EXTRACT] ==&lt;br /&gt;
&lt;br /&gt;
The trouble with these two tokens is illustrated by the fire snake's inability to melt stuff through its vermin bite.&lt;br /&gt;
&lt;br /&gt;
Extensive testing yielded zero deaths from fire snake bites. While amulets made from fire snakes will pose infinitely more danger to dwarves, and notably kobolds.&lt;br /&gt;
&lt;br /&gt;
Spawning giant fire snake creature variants with a [SPECIALATTACK_INJECT_EXTRACT], in place of their vermin bite, will presumably render the desirable effects of the bite interaction.&lt;/div&gt;</summary>
		<author><name>DikbutDaGrate</name></author>
	</entry>
</feed>