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	<updated>2026-05-04T22:48:45Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.34:Mountain&amp;diff=193841</id>
		<title>v0.34:Mountain</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.34:Mountain&amp;diff=193841"/>
		<updated>2013-10-31T04:42:13Z</updated>

		<summary type="html">&lt;p&gt;EricBlank: /* Wildlife */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}} {{quality|Fine|07:40, 31 May 2010 (UTC)}}&lt;br /&gt;
&lt;br /&gt;
A '''mountain''' is a [[biome]] with a naturally high elevation usually culminating in a peak. [[Volcano]]es are also a kind of mountain.&lt;br /&gt;
&lt;br /&gt;
As part of a starting site, mountains provide jagged terrain and impassable [[cliff]]s. They usually have very limited [[water]] resources, i.e., few ponds or streams, although many streams and [[river]]s originate from the base of mountain ranges.  They often have sparse vegetation, and depending on the elevation may lack any sort of usable [[soil]]. In [[Adventurer mode]] it's impossible to cross a Mountain tile in Travel mode, even if you have flying capabilities.&lt;br /&gt;
&lt;br /&gt;
It is not possible to start a fortress on an exclusively mountain biome; however, fortress sites can straddle mountains on one side and more (or less) hospitable biomes on the other, which will provide more valuable diversity of wildlife and resources.&lt;br /&gt;
&lt;br /&gt;
Mountains imply high elevation in the surrounding area.  This can result in a &amp;quot;forest&amp;quot; biome that does not actually have any [[tree]]s, since above a certain elevation there may be no [[soil]] and therefore no place for trees to actually grow.  When choosing a starting fortress site, be sure to check the elevation map (using the {{k|Tab}} key), and try to get a mix of low and medium or high elevations if possible.&lt;br /&gt;
&lt;br /&gt;
== Minerals ==&lt;br /&gt;
&lt;br /&gt;
The stratification listed for mountains in Dwarf Fortress usually consists of one lighter rock type, generally a sedimentary [[stone]] (such as [[limestone]], [[mudstone]] or [[dolomite]]), and then two further layers of heavy intrusive igneous (such as [[Granite]], [[Rhyolite]], or [[Gabbro]]) or metamorphic rock (such as [[Gneiss]], [[Quartzite]], or [[Phyllite]]). Stone, and subsequently [[ore]]s, are always in abundance in mountain [[biome]]s.&lt;br /&gt;
&lt;br /&gt;
== Wildlife ==&lt;br /&gt;
&lt;br /&gt;
'''In neutral mountains appear:'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* [[Bobcat]]&lt;br /&gt;
* [[Chinchilla]]&lt;br /&gt;
* [[Coyote]]&lt;br /&gt;
* [[Eagle]]&lt;br /&gt;
* [[Great horned owl]]&lt;br /&gt;
* [[Hoary marmot]]&lt;br /&gt;
* [[Kea]]&lt;br /&gt;
* [[Kingsnake]]&lt;br /&gt;
* [[Mountain goat]]&lt;br /&gt;
* [[Peregrine falcon]]&lt;br /&gt;
* [[Wolverine]]&lt;br /&gt;
* [[Wombat]]&lt;br /&gt;
* [[Yak]]&lt;br /&gt;
* [[Yeti]]&lt;br /&gt;
&lt;br /&gt;
Many of these creatures can also have giant or humanoid variations which will appear in savage mountain ranges.&lt;br /&gt;
&lt;br /&gt;
'''In good mountains also appear:'''&lt;br /&gt;
&lt;br /&gt;
* [[Mountain gnome]]&lt;br /&gt;
&lt;br /&gt;
'''In evil mountains also appear:'''&lt;br /&gt;
&lt;br /&gt;
* [[Dark gnome]]&lt;br /&gt;
* [[Undead]]&lt;br /&gt;
&lt;br /&gt;
{{World|Biomes}}&lt;/div&gt;</summary>
		<author><name>EricBlank</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.34:Mountain&amp;diff=193840</id>
		<title>v0.34:Mountain</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.34:Mountain&amp;diff=193840"/>
		<updated>2013-10-31T04:40:06Z</updated>

		<summary type="html">&lt;p&gt;EricBlank: /* Wildlife */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}} {{quality|Fine|07:40, 31 May 2010 (UTC)}}&lt;br /&gt;
&lt;br /&gt;
A '''mountain''' is a [[biome]] with a naturally high elevation usually culminating in a peak. [[Volcano]]es are also a kind of mountain.&lt;br /&gt;
&lt;br /&gt;
As part of a starting site, mountains provide jagged terrain and impassable [[cliff]]s. They usually have very limited [[water]] resources, i.e., few ponds or streams, although many streams and [[river]]s originate from the base of mountain ranges.  They often have sparse vegetation, and depending on the elevation may lack any sort of usable [[soil]]. In [[Adventurer mode]] it's impossible to cross a Mountain tile in Travel mode, even if you have flying capabilities.&lt;br /&gt;
&lt;br /&gt;
It is not possible to start a fortress on an exclusively mountain biome; however, fortress sites can straddle mountains on one side and more (or less) hospitable biomes on the other, which will provide more valuable diversity of wildlife and resources.&lt;br /&gt;
&lt;br /&gt;
Mountains imply high elevation in the surrounding area.  This can result in a &amp;quot;forest&amp;quot; biome that does not actually have any [[tree]]s, since above a certain elevation there may be no [[soil]] and therefore no place for trees to actually grow.  When choosing a starting fortress site, be sure to check the elevation map (using the {{k|Tab}} key), and try to get a mix of low and medium or high elevations if possible.&lt;br /&gt;
&lt;br /&gt;
== Minerals ==&lt;br /&gt;
&lt;br /&gt;
The stratification listed for mountains in Dwarf Fortress usually consists of one lighter rock type, generally a sedimentary [[stone]] (such as [[limestone]], [[mudstone]] or [[dolomite]]), and then two further layers of heavy intrusive igneous (such as [[Granite]], [[Rhyolite]], or [[Gabbro]]) or metamorphic rock (such as [[Gneiss]], [[Quartzite]], or [[Phyllite]]). Stone, and subsequently [[ore]]s, are always in abundance in mountain [[biome]]s.&lt;br /&gt;
&lt;br /&gt;
== Wildlife ==&lt;br /&gt;
&lt;br /&gt;
'''In neutral mountains appear:'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* [[Bobcat]]&lt;br /&gt;
* [[Chinchilla]]&lt;br /&gt;
* [[Coyote]]&lt;br /&gt;
* [[Eagle]]&lt;br /&gt;
* [[Great horned owl]]&lt;br /&gt;
* [[Hoary marmot]]&lt;br /&gt;
* [[Kea]]&lt;br /&gt;
* [[Kingsnake]]&lt;br /&gt;
* [[Mountain goat]]&lt;br /&gt;
* [[Peregrine Falcon]]&lt;br /&gt;
* [[Wolverine]]&lt;br /&gt;
* [[Wombat]]&lt;br /&gt;
* [[Yak]]&lt;br /&gt;
* [[Yeti]]&lt;br /&gt;
&lt;br /&gt;
Many of these creatures can also have giant or humanoid variations which will appear in savage mountain ranges.&lt;br /&gt;
&lt;br /&gt;
'''In good mountains also appear:'''&lt;br /&gt;
&lt;br /&gt;
* [[Mountain gnome]]&lt;br /&gt;
&lt;br /&gt;
'''In evil mountains also appear:'''&lt;br /&gt;
&lt;br /&gt;
* [[Dark gnome]]&lt;br /&gt;
* [[Undead]]&lt;br /&gt;
&lt;br /&gt;
{{World|Biomes}}&lt;/div&gt;</summary>
		<author><name>EricBlank</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.34:Skill_token&amp;diff=171327</id>
		<title>v0.34:Skill token</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.34:Skill_token&amp;diff=171327"/>
		<updated>2012-05-10T00:03:42Z</updated>

		<summary type="html">&lt;p&gt;EricBlank: Skill tokens updated according to unmoddified 34.07 entity_default.txt. Skill tokens listed on this page and deviating from 34.07 raws were generating errors when used in a modded entity.   -- Eric Blank&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|18:19, 28 April 2011 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
==Complete List==&lt;br /&gt;
A list of all skill tokens, generally used in [[reaction]]s.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}} class=&amp;quot;sortable&amp;quot;&lt;br /&gt;
|- style='background-color:#ddd'&lt;br /&gt;
! #&lt;br /&gt;
! Token&lt;br /&gt;
! Skill&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|0||MINER||[[Miner]]||Mining&lt;br /&gt;
|-&lt;br /&gt;
|1||WOODCUTTER||[[Wood cutter]]||Wood Cutting&lt;br /&gt;
|-&lt;br /&gt;
|2||CARPENTER||[[Carpenter]]||Carpentry&lt;br /&gt;
|-&lt;br /&gt;
|3||ENGRAVER||[[Engraver]]||Engraving&lt;br /&gt;
|-&lt;br /&gt;
|4||MASON||[[Mason]]||Masonry&lt;br /&gt;
|-&lt;br /&gt;
|5||ANIMAL_TRAINER||[[Animal trainer]]||Animal Training&lt;br /&gt;
|-&lt;br /&gt;
|6||ANIMAL_CARETAKER||[[Animal caretaker]]||Animal Caretaking&lt;br /&gt;
|-&lt;br /&gt;
|7||FISH_DISSECTOR||[[Fish dissector]]||Fish Dissection&lt;br /&gt;
|-&lt;br /&gt;
|8||ANIMAL_DISSECTOR||[[Animal dissector]]||Animal Dissection&lt;br /&gt;
|-&lt;br /&gt;
|9||FISH_CLEANER||[[Fish cleaner]]||Fish Cleaning&lt;br /&gt;
|-&lt;br /&gt;
|10||BUTCHER||[[Butcher]]||Butchery&lt;br /&gt;
|-&lt;br /&gt;
|11||TRAPPER||[[Trapper]]||Trapping&lt;br /&gt;
|-&lt;br /&gt;
|12||TANNER||[[Tanner]]||Tanning&lt;br /&gt;
|-&lt;br /&gt;
|13||WEAVER||[[Weaver]]||Weaving&lt;br /&gt;
|-&lt;br /&gt;
|14||BREWER||[[Brewer]]||Brewing&lt;br /&gt;
|-&lt;br /&gt;
|15||ALCHEMY||[[Alchemist]]||Alchemy&lt;br /&gt;
|-&lt;br /&gt;
|16||CLOTHIER||[[Clothier]]||Clothes Making&lt;br /&gt;
|-&lt;br /&gt;
|17||MILLER||[[Miller]]||Milling&lt;br /&gt;
|-&lt;br /&gt;
|18||THRESHER||[[Thresher]]||Threshing&lt;br /&gt;
|-&lt;br /&gt;
|19||CHEESE_MAKER||[[Cheese maker]]||Cheese Making&lt;br /&gt;
|-&lt;br /&gt;
|20||MILKER||[[Milker]]||Milking&lt;br /&gt;
|-&lt;br /&gt;
|21||COOK||[[Cook]]||Cooking&lt;br /&gt;
|-&lt;br /&gt;
|22||PLANTER||[[Grower]]||Growing&lt;br /&gt;
|-&lt;br /&gt;
|23||HERBALIST||[[Herbalist]]||Herbalism&lt;br /&gt;
|-&lt;br /&gt;
|24||FISHERMAN||[[Fisherdwarf|Fisherman]]||Fishing&lt;br /&gt;
|-&lt;br /&gt;
|25||FURNACE_OPERATOR||[[Furnace operator]]||Furnace Operation&lt;br /&gt;
|-&lt;br /&gt;
|26||STRAND_EXTRACTOR||[[Strand extractor]]||Strand Extraction&lt;br /&gt;
|-&lt;br /&gt;
|27||WEAPONSMITH||[[Weaponsmith]]||Weaponsmithing&lt;br /&gt;
|-&lt;br /&gt;
|28||ARMORER||[[Armorsmith]]||Armorsmithing&lt;br /&gt;
|-&lt;br /&gt;
|29||BLACKSMITH||[[Metalsmith]]||Metalsmithing&lt;br /&gt;
|-&lt;br /&gt;
|30||GEM_CUTTER||[[Gem cutter]]||Gem Cutting&lt;br /&gt;
|-&lt;br /&gt;
|31||GEM_SETTER||[[Gem setter]]||Gem Setting&lt;br /&gt;
|-&lt;br /&gt;
|32||WOODCRAFTER||[[Wood crafter]]||Wood Crafting&lt;br /&gt;
|-&lt;br /&gt;
|33||STONECRAFTER||[[Stone crafter]]||Stone Crafting&lt;br /&gt;
|-&lt;br /&gt;
|34||METALCRAFTER||[[Metal crafter]]||Metal Crafting&lt;br /&gt;
|-&lt;br /&gt;
|35||GLASSMAKER||[[Glassmaker]]||Glassmaking&lt;br /&gt;
|-&lt;br /&gt;
|36||LEATHERWORKER||[[Leatherworker]]||Leatherworkering[sic]&lt;br /&gt;
|-&lt;br /&gt;
|37||BONE_CARVER||[[Bone carver]]||Bone Carving&lt;br /&gt;
|-&lt;br /&gt;
|38||AXE||[[Axeman]]||Axe&lt;br /&gt;
|-&lt;br /&gt;
|39||SWORD||[[Swordsman]]||Sword&lt;br /&gt;
|-&lt;br /&gt;
|40||DAGGER||[[Knife user]]||Knife&lt;br /&gt;
|-&lt;br /&gt;
|41||MACE||[[Maceman]]||Mace&lt;br /&gt;
|-&lt;br /&gt;
|42||HAMMER||[[Hammerman]]||Hammer&lt;br /&gt;
|-&lt;br /&gt;
|43||SPEAR||[[Spearman]]||Spear&lt;br /&gt;
|-&lt;br /&gt;
|44||CROSSBOW||[[Crossbowman]]||Crossbow&lt;br /&gt;
|-&lt;br /&gt;
|45||SHIELD||[[Shield user]]||Shield&lt;br /&gt;
|-&lt;br /&gt;
|46||ARMOR||[[Armor user]]||Armor&lt;br /&gt;
|-&lt;br /&gt;
|47||SIEGE_ENGINEER||[[Siege engineer]]||Siege Engineering&lt;br /&gt;
|-&lt;br /&gt;
|48||SIEGE_OPERATOR||[[Siege operator]]||Siege Operation&lt;br /&gt;
|-&lt;br /&gt;
|49||BOWYER||[[Bowyer]]||Bowmaking&lt;br /&gt;
|-&lt;br /&gt;
|50||PIKE||[[Pikeman]]||Pike&lt;br /&gt;
|-&lt;br /&gt;
|51||WHIP||[[Lasher]]||Lash&lt;br /&gt;
|-&lt;br /&gt;
|52||BOW||[[Bowman]]||Bow&lt;br /&gt;
|-&lt;br /&gt;
|53||BLOWGUN||[[Blowgunner]]||Blowgun&lt;br /&gt;
|-&lt;br /&gt;
|54||THROW||[[Thrower]]||Throwing&lt;br /&gt;
|-&lt;br /&gt;
|55||MECHANIC||[[Mechanic]]||Machinery&lt;br /&gt;
|-&lt;br /&gt;
|56||MAGIC_NATURE||[[Druid]]||Nature&lt;br /&gt;
|-&lt;br /&gt;
|57||SNEAK||[[Ambusher]]||Ambush&lt;br /&gt;
|-&lt;br /&gt;
|58||ARCHITECT||[[Building designer]]||Building Design&lt;br /&gt;
|-&lt;br /&gt;
|59||DRESS_WOUNDS||[[Wound dresser]]||Wound Dressing&lt;br /&gt;
|-&lt;br /&gt;
|60||DIAGNOSER||[[Diagnostician]]||Diagnostics&lt;br /&gt;
|-&lt;br /&gt;
|61||SURGEON||[[Surgeon]]||Surgery&lt;br /&gt;
|-&lt;br /&gt;
|62||BONE_SETTER||[[Bone doctor]]||Bone Setting&lt;br /&gt;
|-&lt;br /&gt;
|63||SUTURER||[[Suturer]]||Suturing&lt;br /&gt;
|-&lt;br /&gt;
|64||CRUTCH_WALK||[[Crutch-walker]]||Crutch-walking&lt;br /&gt;
|-&lt;br /&gt;
|65||WOOD_BURNER||[[Wood burner]]||Wood Burning&lt;br /&gt;
|-&lt;br /&gt;
|66||LYE_MAKER||[[Lye maker]]||Lye Making&lt;br /&gt;
|-&lt;br /&gt;
|67||SOAP_MAKER||[[Soaper]]||Soap Making&lt;br /&gt;
|-&lt;br /&gt;
|68||POTASH_MAKER||[[Potash maker]]||Potash Making&lt;br /&gt;
|-&lt;br /&gt;
|69||DYER||[[Dyer]]||Dyeing&lt;br /&gt;
|-&lt;br /&gt;
|70||PUMP_OPERATOR||[[Pump operator]]||Pump Operation&lt;br /&gt;
|-&lt;br /&gt;
|71||SWIMMING||[[Swimmer]]||Swimming&lt;br /&gt;
|-&lt;br /&gt;
|72||PERSUASION||[[Persuader]]||Persuasion&lt;br /&gt;
|-&lt;br /&gt;
|73||NEGOTIATION||[[Negotiator]]||Negotiation&lt;br /&gt;
|-&lt;br /&gt;
|74||JUDGING_INTENT||[[Judge of intent]]||Judging Intent&lt;br /&gt;
|-&lt;br /&gt;
|75||TRADER||[[Appraiser]]||Appraisal&lt;br /&gt;
|-&lt;br /&gt;
|76||ADMINISTRATOR||[[Organizer]]||Organization&lt;br /&gt;
|-&lt;br /&gt;
|77||CLERK||[[Record keeper]]||Record Keeping&lt;br /&gt;
|-&lt;br /&gt;
|78||LYING||[[Liar]]||Lying&lt;br /&gt;
|-&lt;br /&gt;
|79||INTIMIDATION||[[Intimidator]]||Intimidation&lt;br /&gt;
|-&lt;br /&gt;
|80||CONVERSATION||[[Conversationalist]]||Conversation&lt;br /&gt;
|-&lt;br /&gt;
|81||COMEDY||[[Comedian]]||Comedy&lt;br /&gt;
|-&lt;br /&gt;
|82||FLATTERY||[[Flatterer]]||Flattery&lt;br /&gt;
|-&lt;br /&gt;
|83||CONSOLE||[[Consoler]]||Consoling&lt;br /&gt;
|-&lt;br /&gt;
|84||PACIFY||[[Pacifier]]||Pacification&lt;br /&gt;
|-&lt;br /&gt;
|85||TRACKING||[[Tracker]]||Tracking&lt;br /&gt;
|-&lt;br /&gt;
|86||KNOWLEDGE_ACQUISITION||[[Student]]||Studying&lt;br /&gt;
|-&lt;br /&gt;
|87||CONCENTRATION||[[Concentration]]||Concentration&lt;br /&gt;
|-&lt;br /&gt;
|88||DISCIPLINE||[[Discipline]]||Discipline&lt;br /&gt;
|-&lt;br /&gt;
|89||SITUATIONAL_AWARENESS||[[Observer]]||Observation&lt;br /&gt;
|-&lt;br /&gt;
|90||WRITING||[[Wordsmith]]||Writing&lt;br /&gt;
|-&lt;br /&gt;
|91||PROSE||[[Writer]]||Prose&lt;br /&gt;
|-&lt;br /&gt;
|92||POETRY||[[Poet]]||Poetry&lt;br /&gt;
|-&lt;br /&gt;
|93||READING||[[Reader]]||Reading&lt;br /&gt;
|-&lt;br /&gt;
|94||SPEAKING||[[Speaker]]||Speaking&lt;br /&gt;
|-&lt;br /&gt;
|95||COORDINATION||[[Coordination]]||Coordination&lt;br /&gt;
|-&lt;br /&gt;
|96||BALANCE||[[Balance]]||Balance&lt;br /&gt;
|-&lt;br /&gt;
|97||LEADERSHIP||[[Leader]]||Leadership&lt;br /&gt;
|-&lt;br /&gt;
|98||TEACHING||[[Teacher]]||Teaching&lt;br /&gt;
|-&lt;br /&gt;
|99||MELEE_COMBAT||[[Fighter]]||Fighting&lt;br /&gt;
|-&lt;br /&gt;
|100||RANGED_COMBAT||[[Archer]]||Archery&lt;br /&gt;
|-&lt;br /&gt;
|101||WRESTLING||[[Wrestler]]||Wrestling&lt;br /&gt;
|-&lt;br /&gt;
|102||BITE||[[Biter]]||Biting&lt;br /&gt;
|-&lt;br /&gt;
|103||GRASP_STRIKE||[[Striker]]||Striking&lt;br /&gt;
|-&lt;br /&gt;
|104||STANCE_STRIKE||[[Kicker]]||Kicking&lt;br /&gt;
|-&lt;br /&gt;
|105||DODGING||[[Dodger]]||Dodging&lt;br /&gt;
|-&lt;br /&gt;
|106||MISC_WEAPON||[[Misc. object user]]||Misc. Object&lt;br /&gt;
|-&lt;br /&gt;
|107||KNAPPING||[[Knapper]]||Knapping&lt;br /&gt;
|-&lt;br /&gt;
|108||MILITARY_TACTICS||[[Military tactics]]||Military Tactics&lt;br /&gt;
|-&lt;br /&gt;
|109||SHEARER||[[Shearer]]||Shearing&lt;br /&gt;
|-&lt;br /&gt;
|110||SPINNER||[[Spinner]]||Spinning&lt;br /&gt;
|-&lt;br /&gt;
|111||POTTER||[[Potter]]||Pottery&lt;br /&gt;
|-&lt;br /&gt;
|112||GLAZER||[[Glazer]]||Glazing&lt;br /&gt;
|-&lt;br /&gt;
|113||PRESSER||[[Presser]]||Pressing&lt;br /&gt;
|-&lt;br /&gt;
|114||BEEKEEPER||[[Beekeeper]]||Beekeeping&lt;br /&gt;
|-&lt;br /&gt;
|115||WAX_WORKER||[[Wax worker]]||Wax Working&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Skills By Type==&lt;br /&gt;
&lt;br /&gt;
===General Skills===&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Skill&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ANIMAL_CARETAKER&lt;br /&gt;
| Animal Caretaker&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ANIMAL_TRAINER&lt;br /&gt;
| Animal Trainer&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BEEKEEPER&lt;br /&gt;
| Beekeper&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BONE_CARVER&lt;br /&gt;
| Bonecarver&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BOWYER&lt;br /&gt;
| Bowyer&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BREWER&lt;br /&gt;
| Brewer&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BUTCHER&lt;br /&gt;
| Butcher&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CARPENTER&lt;br /&gt;
| Carpenter&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHEESEMAKER&lt;br /&gt;
| Cheese Maker&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CLOTHIER&lt;br /&gt;
| Clothier&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| COOK&lt;br /&gt;
| Cook&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GEM_CUTTER&lt;br /&gt;
| Gem Cutter&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ENGRAVER&lt;br /&gt;
| Engraver&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FISH_DISSECTOR&lt;br /&gt;
| Fish Dissector&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ANIMAL_DISSECTOR&lt;br /&gt;
| Animal Dissector&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DYER&lt;br /&gt;
| Dyer&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GEM_SETTER&lt;br /&gt;
| Gem Setter&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| STRAND_EXTRACTOR&lt;br /&gt;
| Strand Extractor&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FISHERMAN&lt;br /&gt;
| Fisherman (Fisherdwarf)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ARMORER&lt;br /&gt;
| Armorsmith&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BLACKSMITH&lt;br /&gt;
| Metalsmith&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| WEAPONSMITH&lt;br /&gt;
| Weaponsmith&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GLASSMAKER&lt;br /&gt;
| Glassmaker&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GLAZER&lt;br /&gt;
| Glazer&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HERBALIST&lt;br /&gt;
| Herbalist&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LEATHERWORKER&lt;br /&gt;
| Leatherworker&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LYE_MAKER&lt;br /&gt;
| Lye Maker&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MASON&lt;br /&gt;
| Mason&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MECHANIC&lt;br /&gt;
| Mechanic&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| METALCRAFTER&lt;br /&gt;
| Metal Crafter&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MILLER&lt;br /&gt;
| Miller&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MILKER&lt;br /&gt;
| Milker&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MINER&lt;br /&gt;
| Miner&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PUMP_OPERATOR&lt;br /&gt;
| Pump Operator&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PLANTER&lt;br /&gt;
| Grower&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| POTASH_MAKER&lt;br /&gt;
| Potash Maker&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| POTTER&lt;br /&gt;
| Potter&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PRESSER&lt;br /&gt;
| Presser&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FISH_CLEANER&lt;br /&gt;
| Fish Cleaner&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| THRESHER&lt;br /&gt;
| Thresher&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SHEARER&lt;br /&gt;
| Shearer&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SIEGE_ENGINEER&lt;br /&gt;
| Siege Engineer&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FURNACE_OPERATOR&lt;br /&gt;
| Furnace Operator&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SPINNER&lt;br /&gt;
| Spinner&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| STONECRAFTER&lt;br /&gt;
| Stone Crafter&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TANNER&lt;br /&gt;
| Tanner&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TRAPPER&lt;br /&gt;
| Trapper&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| WAX_WORKER&lt;br /&gt;
| Wax Worker&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| WEAVER&lt;br /&gt;
| Weaver&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| WOOD_BURNER&lt;br /&gt;
| Wood Burner&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| WOODCRAFTER&lt;br /&gt;
| Wood Crafter&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| WOODCUTTER&lt;br /&gt;
| Wood Cutter&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Medical Skills===&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Skill&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CRUTCH_WALK&lt;br /&gt;
| Crutch-Walker&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DIAGNOSER&lt;br /&gt;
| Diagnostician&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DRESS_WOUNDS&lt;br /&gt;
| Wound Dresser&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BONE_SETTER&lt;br /&gt;
| Bone Doctor&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SURGEON&lt;br /&gt;
| Surgeon&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SUTURER&lt;br /&gt;
| Suturer&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Social Skills===&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Skill&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TRADER&lt;br /&gt;
| Appraiser&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| COMEDY&lt;br /&gt;
| Comedian&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CONSOLE&lt;br /&gt;
| Consoler&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FLATTERY&lt;br /&gt;
| Flatterer&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| INTIMIDATION&lt;br /&gt;
| Intimidator&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| JUDGING_INTENT&lt;br /&gt;
| Judge of Intent&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| KNOWLEDGE_ACQUISITION&lt;br /&gt;
| Student&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LYING&lt;br /&gt;
| Liar&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NEGOTIATION&lt;br /&gt;
| Negotiator&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PACIFY&lt;br /&gt;
| Pacifier&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PERSUASION&lt;br /&gt;
| Persuader&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TEACHING&lt;br /&gt;
| Teacher&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Administrative Skills===&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Skill&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TRADER&lt;br /&gt;
| Appraiser&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ARCHITECT&lt;br /&gt;
| Building Designer&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LEADERSHIP&lt;br /&gt;
| Leader&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ADMINISTRATOR&lt;br /&gt;
| Organizer&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CLERK&lt;br /&gt;
| Record Keeper&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Military Skills===&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Skill&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ARMOR&lt;br /&gt;
| Armor User&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| AXE&lt;br /&gt;
| Axeman&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BITE&lt;br /&gt;
| Biter&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BLOWGUN&lt;br /&gt;
| Blowgunner&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BOW&lt;br /&gt;
| Bowman&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CROSSBOW&lt;br /&gt;
| Crossbowman&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DAGGER&lt;br /&gt;
| Knife User&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DODGING&lt;br /&gt;
| Dodger&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GRASP_STRIKE&lt;br /&gt;
| Striker&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HAMMER&lt;br /&gt;
| Hammerman&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MACE&lt;br /&gt;
| Maceman&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MELEE_COMBAT&lt;br /&gt;
| Fighter&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MILITARY_TACTICS&lt;br /&gt;
| Military Tactics&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MISC_WEAPON&lt;br /&gt;
| Misc. Object User&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PIKE&lt;br /&gt;
| Pikeman&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| RANGED_COMBAT&lt;br /&gt;
| Archer&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SHIELD&lt;br /&gt;
| Shield user&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SIEGEOPERATE&lt;br /&gt;
| Siege Operator&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SITUATIONAL_AWARENESS&lt;br /&gt;
| Observer&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SNEAK&lt;br /&gt;
| Ambusher&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SPEAR&lt;br /&gt;
| Spearman&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| STANCE_STRIKE&lt;br /&gt;
| Kicker&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SWORD&lt;br /&gt;
| Swordsman&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| THROW&lt;br /&gt;
| Thrower&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| WHIP&lt;br /&gt;
| Lasher&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| WRESTLING&lt;br /&gt;
| Wrestler&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Other===&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Skill&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ALCHEMY&lt;br /&gt;
| Alchemist&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CONCENTRATION&lt;br /&gt;
| Concentration&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CRUTCH_WALK&lt;br /&gt;
| Crutch-Walker&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| KNAPPING&lt;br /&gt;
| Knapper&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| KNOWLEDGE_ACQUISITION&lt;br /&gt;
| Student&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LEADERSHIP&lt;br /&gt;
| Leader&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MAGIC_NATURE&lt;br /&gt;
| Druid&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MILITARY_TACTICS&lt;br /&gt;
| Military Tactics&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SITUATIONAL_AWARENESS&lt;br /&gt;
| Observer&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SNEAK&lt;br /&gt;
| Ambusher&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SWIMMING&lt;br /&gt;
| Swimmer&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TEACHING&lt;br /&gt;
| Teacher&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Skills}}&lt;br /&gt;
{{Category|Modding}}{{Category|Skills}}{{Category|Tokens}}&lt;/div&gt;</summary>
		<author><name>EricBlank</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31:Wetland&amp;diff=151291</id>
		<title>v0.31:Wetland</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31:Wetland&amp;diff=151291"/>
		<updated>2011-07-12T23:33:45Z</updated>

		<summary type="html">&lt;p&gt;EricBlank: Added a much more complete list of wildlife, based not on what is specific to the biomes but what is available/possible in the biomes, excluding megabeasts. Hopefully more useful to players.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|17:28, 28 May 2011 (UTC)}}{{av}} &lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;quot;When I first came here, this was all swamp. Everyone said I was daft to build a castle on a swamp, but I built it all the same, just to show them. It sank into the swamp. So I built a second one. And that one sank into the swamp. So I built a third. That burned down, fell over, and then sank into the swamp. But the fourth one stayed up. And that's what you're going to get, Son, the strongest castle in all of England.&amp;quot;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
A '''wetland''' is a type of {{L|biome}}, flooded permanently or only periodically. Generally they have an abundance of {{L|plants|foliage}}, including heavy, specialized {{L|tree}}-growth and a vast ecosystem. The landscape is very flat, with only occasional, small gradients. {{L|Pond}}s are abundant. Wetlands tend to form around {{L|ocean}}ic coastlines, especially where {{L|river}}s meet the ocean.&lt;br /&gt;
&lt;br /&gt;
They generally have a high {{L|water}} table, meaning that an accessible {{L|aquifer}} is only a few tiles below the surface (and in occasionally unlucky circumstances, directly beneath the surface). It can be incredibly difficult to nigh-impossible to extract {{L|stone}}s from these areas, making the long-term feasibility of a fort doubtful; it is recommend that an additional, non-saturated biome be selected as well. The stratification is often hard to ascertain, as it is difficult to penetrate the aquifer. Generally there are a few layers of {{L|clay}} and {{L|loam}} followed, eventually, by stone and rock beneath.&lt;br /&gt;
&lt;br /&gt;
Wetlands with salt{{L|water}} make habitability more precarious, as the aquifer and surrounding ponds are not drinkable. The water first has to be {{L|Water#Salt_Water|desalinated}}.&lt;br /&gt;
&lt;br /&gt;
Specific categories of wetlands are '''marshes''' and '''swamps'''.&lt;br /&gt;
The types of wetlands you will find are:&lt;br /&gt;
&lt;br /&gt;
* Temperate freshwater marsh&lt;br /&gt;
* Temperate saltwater marsh&lt;br /&gt;
* Tropical freshwater marsh&lt;br /&gt;
* Tropical saltwater marsh&lt;br /&gt;
* Temperate freshwater swamp&lt;br /&gt;
* Temperate saltwater swamp&lt;br /&gt;
* Tropical freshwater swamp&lt;br /&gt;
* Tropical saltwater swamp&lt;br /&gt;
** Mangrove swamp&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Temperate marshes ==&lt;br /&gt;
(both freshwater and saltwater)&lt;br /&gt;
&lt;br /&gt;
=== Wildlife ===&lt;br /&gt;
&lt;br /&gt;
==== Creatures ====&lt;br /&gt;
&lt;br /&gt;
'''In temperate marshes appear:'''&lt;br /&gt;
&lt;br /&gt;
* {{L|Buzzard}}&lt;br /&gt;
* {{L|Saltwater crocodile}}&lt;br /&gt;
* {{L|Duck}}&lt;br /&gt;
* {{L|Goose}}&lt;br /&gt;
* {{L|Capybara}}&lt;br /&gt;
&lt;br /&gt;
'''In savage temperate marshes appear:'''&lt;br /&gt;
&lt;br /&gt;
* {{L|Slugman}}&lt;br /&gt;
* {{L|Snailman}}&lt;br /&gt;
&lt;br /&gt;
'''In evil temperate marshes appear:'''&lt;br /&gt;
&lt;br /&gt;
* {{L|Beak dog}}&lt;br /&gt;
* {{L|Grimeling}}&lt;br /&gt;
* {{L|Harpy}}&lt;br /&gt;
&lt;br /&gt;
==== Vermin ====&lt;br /&gt;
&lt;br /&gt;
'''In temperate marshes appear:'''&lt;br /&gt;
&lt;br /&gt;
* {{L|Red-winged blackbird}}&lt;br /&gt;
&lt;br /&gt;
== Tropical marshes ==&lt;br /&gt;
(both freshwater and saltwater)&lt;br /&gt;
&lt;br /&gt;
=== Wildlife ===&lt;br /&gt;
&lt;br /&gt;
==== Creatures ====&lt;br /&gt;
&lt;br /&gt;
'''In tropical marshes appear:'''&lt;br /&gt;
&lt;br /&gt;
* {{L|Saltwater crocodile}}&lt;br /&gt;
* {{L|Duck}}&lt;br /&gt;
* {{L|Water buffalo}}&lt;br /&gt;
* {{L|Capybara}}&lt;br /&gt;
* {{L|Leopard}}&lt;br /&gt;
* {{L|Jaguar}}&lt;br /&gt;
* {{L|Honey badger}}&lt;br /&gt;
&lt;br /&gt;
'''In savage tropical marshes appear:'''&lt;br /&gt;
&lt;br /&gt;
* {{L|Slugman}}&lt;br /&gt;
* {{L|Snailman}}&lt;br /&gt;
* {{L|Tigerman}}&lt;br /&gt;
* {{L|Giant leopard}}&lt;br /&gt;
* {{L|Giant jaguar}}&lt;br /&gt;
&lt;br /&gt;
'''In evil tropical marshes appear:'''&lt;br /&gt;
&lt;br /&gt;
* {{L|Beak dog}}&lt;br /&gt;
* {{L|Grimeling}}&lt;br /&gt;
* {{L|Harpy}}&lt;br /&gt;
&lt;br /&gt;
== Temperate swamps ==&lt;br /&gt;
(both freshwater and saltwater)&lt;br /&gt;
&lt;br /&gt;
=== Wildlife ===&lt;br /&gt;
&lt;br /&gt;
==== Creatures ====&lt;br /&gt;
&lt;br /&gt;
'''In temperate swamps appear:'''&lt;br /&gt;
&lt;br /&gt;
* {{L|Alligator}}&lt;br /&gt;
* {{L|Duck}}&lt;br /&gt;
* {{L|Turkey}}&lt;br /&gt;
* {{L|Capybara}}&lt;br /&gt;
&lt;br /&gt;
'''In savage temperate swamps appear:'''&lt;br /&gt;
&lt;br /&gt;
* {{L|Slugman}}&lt;br /&gt;
* {{L|Snailman}}&lt;br /&gt;
&lt;br /&gt;
'''In evil temperate swamps appear:'''&lt;br /&gt;
&lt;br /&gt;
* {{L|Grimeling}}&lt;br /&gt;
&lt;br /&gt;
== Tropical swamps ==&lt;br /&gt;
(freshwater and saltwater, as well as mangrove swamps)&lt;br /&gt;
[[Image:Tropical freshwater swamp.png‎|thumb|right|A tropical freshwater swamp with some gorillas wandering along the brook.]]&lt;br /&gt;
=== Wildlife ===&lt;br /&gt;
&lt;br /&gt;
==== Creatures ====&lt;br /&gt;
&lt;br /&gt;
'''In tropical swamps appear:'''&lt;br /&gt;
&lt;br /&gt;
* {{L|Gorilla}}&lt;br /&gt;
* {{L|Saltwater crocodile}}&lt;br /&gt;
* {{L|Tiger}}&lt;br /&gt;
* {{L|Duck}}&lt;br /&gt;
* {{L|Water buffalo}}&lt;br /&gt;
* {{L|Capybara}}&lt;br /&gt;
* {{L|Leopard}}&lt;br /&gt;
* {{L|Jaguar}}&lt;br /&gt;
* {{L|Honey badger}}&lt;br /&gt;
&lt;br /&gt;
'''In savage tropical swamps appear:'''&lt;br /&gt;
&lt;br /&gt;
* {{L|Giant tiger}}&lt;br /&gt;
* {{L|Slugman}}&lt;br /&gt;
* {{L|Snailman}}&lt;br /&gt;
* {{L|Tigerman}}&lt;br /&gt;
* {{L|Giant leopard}}&lt;br /&gt;
* {{L|Giant jaguar}}&lt;br /&gt;
&lt;br /&gt;
'''In evil tropical swamps appear:'''&lt;br /&gt;
&lt;br /&gt;
* {{L|Grimeling}}&lt;br /&gt;
&lt;br /&gt;
== General Wetland Wildlife ==&lt;br /&gt;
&lt;br /&gt;
=== Vermin ===&lt;br /&gt;
&lt;br /&gt;
'''In temperate marshes appear:'''&lt;br /&gt;
&lt;br /&gt;
* {{L|Red-winged blackbird}}&lt;br /&gt;
* All insect vermin&lt;br /&gt;
* All vermin found in a {{L|pool}}&lt;br /&gt;
* {{L|Lizard}}&lt;br /&gt;
* {{L|Demon rat}}&lt;br /&gt;
* {{L|Rat}}&lt;br /&gt;
&lt;br /&gt;
'''In evil wetlands appear:'''&lt;br /&gt;
&lt;br /&gt;
* {{L|Demon rat}}&lt;br /&gt;
* {{L|Knuckle worm}}&lt;br /&gt;
&lt;br /&gt;
'''In good wetlands appear:'''&lt;br /&gt;
&lt;br /&gt;
* {{L|Fluffy wambler}}&lt;br /&gt;
&lt;br /&gt;
'''In savage wetlands appear:'''&lt;br /&gt;
&lt;br /&gt;
* {{L|Two legged rhino lizard}}&lt;br /&gt;
&lt;br /&gt;
'''In good, benign wetlands appear:'''&lt;br /&gt;
&lt;br /&gt;
* {{L|Fairy}}&lt;br /&gt;
* {{L|Pixie}}&lt;br /&gt;
&lt;br /&gt;
{{Expand Topic}}&lt;br /&gt;
&lt;br /&gt;
{{World}}&lt;br /&gt;
{{Category|World}}&lt;/div&gt;</summary>
		<author><name>EricBlank</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31:Creature_token&amp;diff=142624</id>
		<title>v0.31:Creature token</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31:Creature_token&amp;diff=142624"/>
		<updated>2011-03-24T20:01:06Z</updated>

		<summary type="html">&lt;p&gt;EricBlank: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{Quality|Exceptional}}&lt;br /&gt;
&lt;br /&gt;
A full list of all known creature tokens.&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&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;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ADOPTS_OWNER&lt;br /&gt;
|&lt;br /&gt;
| Tame creature cannot be made available for adoption, instead automatically adopting whoever it wants.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ALCOHOL_DEPENDENT &lt;br /&gt;
|  &lt;br /&gt;
| Creature needs alcohol to get through the working day.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ALL_ACTIVE &lt;br /&gt;
|  &lt;br /&gt;
| Sets if the creature is active in day, night, and twilight. Seems to be a separate value from DIURNAL/NOCTURNAL/CREPUSCULAR, rather than implying them. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ALTTILE &lt;br /&gt;
|  &lt;br /&gt;
| If set, the creature will blink between its [TILE] and its [ALTTILE]. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| AMBUSHPREDATOR &lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature start out hidden.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| AMPHIBIOUS &lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to breathe with or without {{L| water}}. Implies [AQUATIC].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| APP_MOD_DESC_RANGE&lt;br /&gt;
| ?&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| APP_MOD_GENETIC_MODEL&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| APP_MOD_IMPORTANCE&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;
| APP_MOD_NOUN &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;
| APP_MOD_RATE &lt;br /&gt;
| &lt;br /&gt;
*Rate (integer)&lt;br /&gt;
*Scale (DAILY,  YEARLY)&lt;br /&gt;
*min:max  of growth&lt;br /&gt;
*start year:start day&lt;br /&gt;
*end year: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;
| APPLY_CREATURE_VARIATION &lt;br /&gt;
| &lt;br /&gt;
*CV TEMPLATE NAME &lt;br /&gt;
| Loads the Creature Variation Template specified.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| APPLY_CURRENT_CREATURE_VARIATION &lt;br /&gt;
|  &lt;br /&gt;
| Applies loaded Creature Variation&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| AQUATIC &lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to breathe underwater, but causes it to &amp;quot;drown&amp;quot; out of {{L|water}}. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ARENA_RESTRICTED &lt;br /&gt;
|  &lt;br /&gt;
| Does not appear in arena mode list&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ARTIFICIAL_HIVEABLE&lt;br /&gt;
|&lt;br /&gt;
| Can be kept in artificial hives by beekeepers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| AT_PEACE_WITH_WILDLIFE&lt;br /&gt;
|&lt;br /&gt;
| Does not attack or frighten wildlife.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ATTACK &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;
[ATTACK:GORE:BODYPART:BY_CATEGORY:HORN]&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;
| ATTACK_TRIGGER &lt;br /&gt;
| pop:exported wealth:created wealth&lt;br /&gt;
| Specifies when a {{L|megabeast}} will attack the fortress.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&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;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
|- &lt;br /&gt;
| BABY &lt;br /&gt;
| integer &lt;br /&gt;
| Age at which creature is considered a child. Default is zero. One can think of this as the duration of the baby stage.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| BABYNAME &lt;br /&gt;
| singular:plural &lt;br /&gt;
| name at caste level&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| BEACH_FREQUENCY &lt;br /&gt;
|  &lt;br /&gt;
| {{L|Whale}}s and {{L|Sea nettle jellyfish|jellyfish}} have this. Controls the beaching frequency of the creature. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| BENIGN &lt;br /&gt;
|  &lt;br /&gt;
| Determines whether creature can show up on &amp;quot;tame&amp;quot; maps (includes {{L|elephant}}s), which will generally avoid dwarves, although they may chase and/or attack them if they get too close). &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| BIOME &lt;br /&gt;
| &lt;br /&gt;
* {{L|biome token}}&lt;br /&gt;
| Select a {{L|Biome}} the creature may appear in.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| BLOOD&lt;br /&gt;
| &lt;br /&gt;
* {{L|material token}}&lt;br /&gt;
*matter state (LIQUID, GAS, SOLID) &lt;br /&gt;
| Specifies what the creature's blood is made of.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| BODY&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 {{L|Purring maggot}}. It creates a body with head, a heart, some guts, a brain, and a mouth. Thats all a maggot needs.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| BODY_APPEARANCE_MODIFIER &lt;br /&gt;
| &lt;br /&gt;
*ATTRIBUTE&lt;br /&gt;
*lowest:lower:low:median:high:higher: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:LENGTH: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;
| BODY_DETAIL_PLAN &lt;br /&gt;
| PlanName, PlanName:type:type:type:etc &lt;br /&gt;
| loads a plan 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 {{L|fox}}, the skin, fat, muscle, bones and cartilage out of the vertebrate tissues.&amp;lt;br /&amp;gt;&lt;br /&gt;
A {{L|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;
| BODY_SIZE&lt;br /&gt;
| years:days:size &lt;br /&gt;
| sets up size at a given time. Size 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 {{L|minotaur}}. His birth size would be 10000 (~10 kg). With 1 year and 168 days he would be 50000 tall (~50 kg). As an adult (with 12 years) he would weight roughly 220 kg&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| BODYGLOSS &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;
| BONECARN &lt;br /&gt;
|  &lt;br /&gt;
| Creature 'eats' bones. Eating bones makes their happiness go up, but can cause death (suffocation){{verify}}. Implies CARNIVORE.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| BP_APPEARANCE_MODIFIER &lt;br /&gt;
| &lt;br /&gt;
*QUALITY&lt;br /&gt;
*lowest:lower:low:median:high:higher: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;
| BUILDINGDESTROYER &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 b + C commands. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&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;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CAN_LEARN &lt;br /&gt;
|  &lt;br /&gt;
| The creature gets skills and professions. Note that this token makes the creature unable to be butchered 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;
| CAN_SPEAK &lt;br /&gt;
|  &lt;br /&gt;
| Can talk. Note that it is not necessary for a creature to gain social skills. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CANNOT_UNDEAD &lt;br /&gt;
|  &lt;br /&gt;
| Cannot be turned into a zombie or skeletal undead&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CANOPENDOORS &lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to open doors. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CARNIVORE &lt;br /&gt;
|  &lt;br /&gt;
| Creature ''only'' eats meat&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CASTE &lt;br /&gt;
| &lt;br /&gt;
*name &lt;br /&gt;
| defines a caste&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CASTE_ALTTILE&lt;br /&gt;
|&lt;br /&gt;
*tile number or &amp;quot;letter&amp;quot;&lt;br /&gt;
| Caste-specific alternate tile. Expects CASTE_TILE&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CASTE_COLOR&lt;br /&gt;
|&lt;br /&gt;
*fg&lt;br /&gt;
*bg&lt;br /&gt;
*brightness&lt;br /&gt;
| Creature tile color of the caste.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CASTE_GLOWCOLOR&lt;br /&gt;
|&lt;br /&gt;
*fg&lt;br /&gt;
*bg&lt;br /&gt;
*brightness&lt;br /&gt;
| GLOWTILE color of the caste.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CASTE_GLOWTILE&lt;br /&gt;
|&lt;br /&gt;
*tile value or &amp;quot;letter&amp;quot;&lt;br /&gt;
| Caste-specific glowtile&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CASTE_NAME &lt;br /&gt;
| singular:plural:adjective &lt;br /&gt;
| The name of the caste of the creature in the game.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CASTE_PROFESSION_NAME &lt;br /&gt;
| &lt;br /&gt;
*Profession&lt;br /&gt;
*singular&lt;br /&gt;
*plural &lt;br /&gt;
| alters the name of the given profession, caste-specific&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CASTE_SOLDIER_ALTTILE&lt;br /&gt;
| 'character' or tile number&lt;br /&gt;
| Creatures of this caste active in their civilization's military will blink between their default tile and this one.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CASTE_SOLDIER_TILE&lt;br /&gt;
| 'character' or tile number&lt;br /&gt;
| Creatures of this caste active in their civilization's military will use this tile instead.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CASTE_SPEECH&lt;br /&gt;
| speech file?&lt;br /&gt;
| Possibly a caste-specific instance of the SPEECH token&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CASTE_TILE&lt;br /&gt;
|&lt;br /&gt;
* tile number or &amp;quot;letter&amp;quot;&lt;br /&gt;
| Caste-specific creature tile.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CAVE_ADAPT &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;
| CHANGE_BODY_SIZE_PERC&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CHILD &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 child stage. Without this token, a creature will not reproduce in Fortress mode.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CHILDNAME &lt;br /&gt;
| singular:plural &lt;br /&gt;
| name at caste level&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CLUSTER_NUMBER &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.&lt;br /&gt;
e.g. [CLUSTER_NUMBER:1:3] &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|CLUTCH_SIZE&lt;br /&gt;
|&lt;br /&gt;
*min&lt;br /&gt;
*max&lt;br /&gt;
|Number of eggs laid in one sitting.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| COLONY_EXTERNAL&lt;br /&gt;
|&lt;br /&gt;
| Caste hovers around colony.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| COLOR &lt;br /&gt;
| foreground:background:brightness &lt;br /&gt;
| Color  of the creature's tile. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| COMMON_DOMESTIC &lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to be brought with immigrants and when creating a new fortress, as long as the creature also includes at least one of the following tokens: PET, PACK_ANIMAL, WAGON_PULLER, MOUNT.  In addition, the creature must be NATURAL rather than FANCIFUL&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CONVERTED_SPOUSE&lt;br /&gt;
|&lt;br /&gt;
| Found only at caste level. Creatures of this caste's species with the SPOUSE_CONVERTER and NIGHT_CREATURE_HUNTER tokens will kidnap SPOUSE_CONVERSION_TARGETs of an appropriate sex and convert them into castes with CONVERTED_SPOUSE.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| COOKABLE_LIVE &lt;br /&gt;
|  &lt;br /&gt;
| Set this to allow the creature to be cooked in meals without first being butchered / fishcleaned.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| COPY_TAGS_FROM &lt;br /&gt;
| &lt;br /&gt;
*CREATURE NAME&lt;br /&gt;
| Copies tags from another specified creature.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CREATURE_CLASS &lt;br /&gt;
|&lt;br /&gt;
*classname&lt;br /&gt;
| Creature class. Can be anything, but only existing use is GENERAL_POISON. Appears to only be used for Syndromes. Supposedly can also be used for entity positions.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CREATURE_SOLDIER_TILE&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;
| CREATURE_TILE &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;
| CREPUSCULAR &lt;br /&gt;
|  &lt;br /&gt;
| Sets if the creature is active at twilight.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CURIOUSBEAST_EATER &lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to steal and eat edible items from a site. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CURIOUSBEAST_GUZZLER &lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to (very quickly) drink your alcohol. Or spill the barrel to the ground. Also affects undead versions of the creature. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CURIOUSBEAST_ITEM &lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to steal things (apparently the highest value it can find). Semimegabeast thievery is in Legends mode. Lightweight creatures can probably steal heavy items.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CV_ADD_TAG&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;
| CV_REMOVE_TAG&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;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&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;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| DEMON&lt;br /&gt;
|  &lt;br /&gt;
| Found on generated {{L|demon}}s; sets the creature as potential {{L|hell}} spawn&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| DESCRIPTION &lt;br /&gt;
| text &lt;br /&gt;
| A brief description of the creature type.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DIE_WHEN_VERMIN_BITE&lt;br /&gt;
|&lt;br /&gt;
| Dies upon attacking.  Used for bee stings.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| DIFFICULTY &lt;br /&gt;
| integer &lt;br /&gt;
| Toady: &amp;quot;Difficulty determines how deep it places them in adventure mode/reclaim caves, and the chance that they are wounded the first few river attacks.&amp;quot; Also increases experience gain during adventure mode. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| DIURNAL &lt;br /&gt;
|  &lt;br /&gt;
| Sets if the creature is active in day. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| DOES_NOT_EXIST &lt;br /&gt;
|  &lt;br /&gt;
| Creature does not actually exist; used for fanciful creatures.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| DRAGONFIREBREATH &lt;br /&gt;
|  &lt;br /&gt;
| Creature breathes fire in a cone. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&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;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EGG_MATERIAL&lt;br /&gt;
|&lt;br /&gt;
* {{L|material token}}&lt;br /&gt;
*state (SOLID, LIQUID, or GAS)&lt;br /&gt;
| Egg material. Egg-laying creatures will 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;
| EGG_SIZE&lt;br /&gt;
|&lt;br /&gt;
*size&lt;br /&gt;
| Size of creature's egg?&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EQUIPMENT_WAGON &lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature into a large 3x3 creature responsible for carrying trade goods, pulled by two [WAGON_PULLER]s and driven by a merchant.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| EQUIPS &lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to wear or wield items.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| EVIL &lt;br /&gt;
|  &lt;br /&gt;
| Determines whether creature can show up on &amp;quot;evil&amp;quot; maps&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| EXTRACT&lt;br /&gt;
|&lt;br /&gt;
* {{L|material token}}&lt;br /&gt;
| Defines a creature extract which can be obtained via {{L|small animal dissection}}.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| EXTRAVISION &lt;br /&gt;
|  &lt;br /&gt;
| Creature can see regardless of whether it has working eyes. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&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;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
|- &lt;br /&gt;
| FANCIFUL &lt;br /&gt;
|  &lt;br /&gt;
| Makes every civilization know about the creature. The creature won't occur in regular material preference lists. The tag also adds some art value modifiers. Used for things like dragons and other legendary creatures. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FEATURE_ATTACK_GROUP&lt;br /&gt;
|&lt;br /&gt;
| Found on subterranean animalmen.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FEATURE_BEAST&lt;br /&gt;
|&lt;br /&gt;
| Found on {{L|forgotten beast}}s.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| FEMALE &lt;br /&gt;
|  &lt;br /&gt;
| Inside a female caste, sets femaleness. Outside of a caste, sets all individuals female unless overridden by caste.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| FIREBREATH &lt;br /&gt;
|  &lt;br /&gt;
| The creature breathes fire projectiles (as opposed to DRAGONFIREBREATH, which is in a cone).&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| FIREIMMUNE &lt;br /&gt;
|  &lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| FIREIMMUNE_SUPER &lt;br /&gt;
|  &lt;br /&gt;
| The creature is immune to DRAGONFIREBREATH. Implies FIREIMMUNE. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| FISHITEM &lt;br /&gt;
|  &lt;br /&gt;
| Needs to be cleaned at a fishery&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| FIXED_TEMP &lt;br /&gt;
| temperature &lt;br /&gt;
| The natural heat generated by the creature.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| FLEEQUICK &lt;br /&gt;
|  &lt;br /&gt;
| Determines how soon a creature flees in a losing battle. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| FLIER &lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to fly. Fortress Mode pathfinding only partially incorporates pathfinding - flying dwarves 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.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| FREQUENCY &lt;br /&gt;
|&lt;br /&gt;
*number, max 100&lt;br /&gt;
| Determines the time between creature spawns in Fortress Mode. Higher is more occurrences per time unit. Creatures without a frequency statement default to 50. Almost all others have either [FREQUENCY:5] or [FREQUENCY:100]. Not to be confused with POP_RATIO&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&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;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
|- &lt;br /&gt;
| GENERAL_BABY_NAME &lt;br /&gt;
| singular:plural &lt;br /&gt;
| name at creature level&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| GENERAL_CHILD_NAME &lt;br /&gt;
| singular:plural &lt;br /&gt;
| name at creature level&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| GENERATED&lt;br /&gt;
|  &lt;br /&gt;
| Found on procedurally generated creatures like {{L|Forgotten beast}}s, (biome name) {{L|titan}}s, {{L|Demon}}s, and {{L|night creature}}s.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| GETS_INFECTIONS_FROM_ROT &lt;br /&gt;
|  &lt;br /&gt;
| Creature can get infections from necrotic tissue.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GETS_WOUND_INFECTIONS &lt;br /&gt;
|  &lt;br /&gt;
| Creature's wounds can become infected.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| GLOWCOLOR &lt;br /&gt;
| &lt;br /&gt;
*foreground&lt;br /&gt;
*background&lt;br /&gt;
*brightness &lt;br /&gt;
| The colour of the GLOWTILE of the creature.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| GLOWTILE &lt;br /&gt;
| ascii character &lt;br /&gt;
| If present, the being glows in the dark (generally used for Adventure 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 CASTE_GLOWTILE instead.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| GNAWER &lt;br /&gt;
| verb (gnawed) &lt;br /&gt;
| The creature chews on food barrels and bags. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| GO_TO_END &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;
| GO_TO_START &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;
| GO_TO_TAG&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;
| GOOD &lt;br /&gt;
|  &lt;br /&gt;
| Determines whether creature can show up on &amp;quot;good&amp;quot; areas. Eg. unicorn.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| GRASSTRAMPLE &lt;br /&gt;
| value &lt;br /&gt;
| Determines the percentage chance of trampling and killing grass when a creature steps on it. Set [GRASSTRAMPLE:0] to make grass never trampled by the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GRAVITATE_BODY_SIZE&lt;br /&gt;
|&lt;br /&gt;
| Creature Variants template command, alter body size.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GRAZER&lt;br /&gt;
|&lt;br /&gt;
*number&lt;br /&gt;
| Animals is a grazer.  The higher the number, the less frequently it needs to eat in order to survive.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&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;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| HABIT&lt;br /&gt;
| type:probability&lt;br /&gt;
| Defines certain behaviors for the creature. The habit types are COLLECT_TROPHIES, COOK_PEOPLE, COOK_VERMIN, GRIND_VERMIN, COOK_BLOOD, GRIND_BONE_MEAL, EAT_BONE_PORRIDGE, USE_ANY_MELEE_WEAPON, GIANT_NEST, and COLLECT_WEALTH. These may require the creature to have a lair to work properly.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HABIT_NUM&lt;br /&gt;
| number or TEST_ALL&lt;br /&gt;
| Unknown. All lists of HABITs are preceded by [HABIT_NUM:TEST_ALL]&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| HAS_NERVES &lt;br /&gt;
|  &lt;br /&gt;
| This makes the creature susceptible to severed motor and sensory nerves when muscles are torn in limb, grasp and stance parts. Some butchering yields nervous tissue.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| HASSHELL&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;
| HIVE_PRODUCT&lt;br /&gt;
|&lt;br /&gt;
*number&lt;br /&gt;
*time&lt;br /&gt;
*item tokens&lt;br /&gt;
| What product is harvested from beekeeping.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| HOMEOTHERM &lt;br /&gt;
|  &lt;br /&gt;
| Default 'NONE'. The creature's normal body {{L|temperature}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HUNTS_VERMIN&lt;br /&gt;
|&lt;br /&gt;
| Creature hunts and kills nearby vermin.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&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;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| IMMOBILE_LAND &lt;br /&gt;
|  &lt;br /&gt;
| The creature is immobile while on land.  Only works on AQUATIC creatures which can't breath on land.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| IMMOLATE &lt;br /&gt;
|  &lt;br /&gt;
| Will ignite, and potentially completely destroy, items the creature is standing on. Keep booze away from critters with this tag. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| INTELLIGENT &lt;br /&gt;
|  &lt;br /&gt;
| Implies CAN_SPEAK and CAN_LEARN. CAN_LEARN probably means the creature gets skills - including social skills - and professions. Not recommended for uncivilized monsters.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ITEMCORPSE &lt;br /&gt;
|     &lt;br /&gt;
* {{L|item token}}:subtype&lt;br /&gt;
* {{L|material token}}&lt;br /&gt;
| Determines if the creature leaves behind a non-standard corpse (i.e. wood, statue, bars, ash from ghost etc).&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ITEMCORPSE_QUALITY &lt;br /&gt;
|  &lt;br /&gt;
| The quality of an item-type corpse left behind; 5 is masterpiece-level. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&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;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| LAIR&lt;br /&gt;
| type:probability&lt;br /&gt;
| Found on megabeasts, semimegabeasts, and night creatues. The creature will seek out sites of this type and take them as lairs. The lair types are SIMPLE_BURROW, SIMPLE_MOUND, WILDERNESS_LOCATION, SHRINE, and LABYRINTH.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LAIR_CHARACTERISTIC&lt;br /&gt;
| characteristic:probability&lt;br /&gt;
| Defines certain features of the creature's lair. The only known valid characteristic is HAS_DOORS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LAIR_HUNTER&lt;br /&gt;
|&lt;br /&gt;
| This creature will actively hunt adventurers in its lair.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LAIR_HUNTER_SPEECH&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;
| LARGE_PREDATOR &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; will appear on any given map (possibly two groups on &amp;quot;savage&amp;quot; maps). In adventure mode, large predators will try to ambush and attack you (and your party will attack them back). 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;
| LARGE_ROAMING &lt;br /&gt;
|  &lt;br /&gt;
| In Fortress Mode, spawns outdoors and is not a vermin creature. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LAYS_EGGS&lt;br /&gt;
|&lt;br /&gt;
| Creature lays eggs instead of giving birth to live young.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LAYS_UNUSUAL_EGGS&lt;br /&gt;
|&lt;br /&gt;
* {{L|item token}}&lt;br /&gt;
* {{L|material token}}&lt;br /&gt;
| Creature lays a particular item instead of regular eggs.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| LIGAMENTS &lt;br /&gt;
| &lt;br /&gt;
* {{L|material token}}&lt;br /&gt;
*healing rate &lt;br /&gt;
| Defines the material and healing rate of ligaments.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| LIGHT_GEN &lt;br /&gt;
|  &lt;br /&gt;
| The creature will generate light, such as in adventurer mode at night. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| LIKES_FIGHTING &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 - included modded dwarves. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| LISP&lt;br /&gt;
| &lt;br /&gt;
| Creature multiplies 'S' when talking. Ex: &amp;quot;My name isss Recisssiz.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LITTERSIZE&lt;br /&gt;
| &lt;br /&gt;
* minumum&lt;br /&gt;
* maximum&lt;br /&gt;
| Determines the random chance of how many creatures are generated when giving birth. [LITTERSIZE:1:2]&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| LOCKPICKER &lt;br /&gt;
|  &lt;br /&gt;
| Lets a creature open doors that are set to forbidden in Fortress Mode.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| LOOSE_CLUSTERS &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;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&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;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MAGICAL&lt;br /&gt;
|  &lt;br /&gt;
| Unknown.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MAGMA_VISION &lt;br /&gt;
|  &lt;br /&gt;
| Creature's able to see while covered in magma. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MALE &lt;br /&gt;
|  &lt;br /&gt;
| The species or caste is all male.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MANNERISM_?? &lt;br /&gt;
| &lt;br /&gt;
*occassionally body part &lt;br /&gt;
| Adds a possible mannerism to the creature's profile.&lt;br /&gt;
Refer to {{L|Creature mannerism token}}s&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MATERIAL&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;
| MATERIAL_BREATH_ATTACK &lt;br /&gt;
| &lt;br /&gt;
* {{L|material token}}&lt;br /&gt;
* breath attack type (TRAILING_DUST_FLOW, TRAILING_VAPOR_FLOW, TRAILING_GAS_FLOW, SOLID_GLOB, LIQUID_GLOB, UNDIRECTED_GAS, UNDIRECTED_VAPOR, UNDIRECTED_DUST) &lt;br /&gt;
| Creates an attack referencing a material, using a given type of breath attack.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MATUTINAL&lt;br /&gt;
| &lt;br /&gt;
| Sets if the creature is active in dawn. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MAXAGE &lt;br /&gt;
| min:max &lt;br /&gt;
| Range of time in years in which death from old age may occur. Once a creature reaches the min value, it has a random chance each season of dying from old age. Unknown if the chance increases with further age.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MEANDERER &lt;br /&gt;
|  &lt;br /&gt;
| Gives a creature random movement. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MEGABEAST &lt;br /&gt;
|  &lt;br /&gt;
| Appears on fortress territory in Fortress Mode occasionally. Can also be worshipped.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|MENT_ATT_CAP_PERC&lt;br /&gt;
|&lt;br /&gt;
*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;
| MENT_ATT_RANGE &lt;br /&gt;
| &lt;br /&gt;
*ATTRIBUTE&lt;br /&gt;
*lowest:lower:low:median:high:higher:highest | sets up a mental attribute's range of values. Max of 5000.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MENT_ATT_RATES&lt;br /&gt;
| &lt;br /&gt;
*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 gain/decay rates. Defaults for are 500:2:3:2, except for RECUPERATION and DISEASE_RESISTANCE that don't have change rates. The last three slots may be replaced by NONE to prevent rust entirely.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MILKABLE &lt;br /&gt;
| &lt;br /&gt;
* {{L|material token}}&lt;br /&gt;
* frequency&lt;br /&gt;
| Allows the creature to be milked. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MISCHIEVIOUS &lt;br /&gt;
|  &lt;br /&gt;
| Will pull any levers it comes across. Also makes creature spawn invisible and with several ranks in Ambusher. &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;
| MODVALUE&lt;br /&gt;
|  &lt;br /&gt;
| Seemingly no longer used - holdover from previous versions.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MOUNT &lt;br /&gt;
|  &lt;br /&gt;
| Creature may be used as a mount.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MOUNT_EXOTIC &lt;br /&gt;
|  &lt;br /&gt;
| You need the Dungeon master noble to mount the creature. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MULTIPLE_LITTER_RARE &lt;br /&gt;
|  &lt;br /&gt;
| Makes litters with more than one offspring rare. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MULTIPLY_VALUE &lt;br /&gt;
| &lt;br /&gt;
*Multiplier &lt;br /&gt;
| Multiplies value of materials.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MUNDANE &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;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&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;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
|- &lt;br /&gt;
| NAME &lt;br /&gt;
| singular:plural: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 CASTE_NAME instead.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NATURAL &lt;br /&gt;
|  &lt;br /&gt;
| Animal is considered to be natural.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NATURAL_SKILL&lt;br /&gt;
| skill:value&lt;br /&gt;
| The creature possesses this skill at this level inherently. It begins with this skill at this level, and the skill may never rust below this level.  Requires CAN_LEARN or INTELLIGENT to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NIGHT_CREATURE_BOGEYMAN&lt;br /&gt;
|&lt;br /&gt;
| Found on bogeymen. Presumably makes the creature attack the player at night in hordes like bogeymen do.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NIGHT_CREATURE_HUNTER&lt;br /&gt;
|&lt;br /&gt;
| If this creature has SPOUSE_CONVERTER, it will actively attempt to seek out potential conversion targets, abduct them, and convert them. Night creatures will seek out one SPOUSE_CONVERSION_TARGET of the opposite sex, convert them, and then have children with them. NIGHT_CREATURE_HUNTERs without SPOUSE_CONVERTER will not be placed.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NO_AUTUMN  &lt;br /&gt;
|  &lt;br /&gt;
| does not appear this season.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NO_DIZZINESS &lt;br /&gt;
|  &lt;br /&gt;
| Creature cannot become dizzy&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NO_DRINK &lt;br /&gt;
|  &lt;br /&gt;
| Creature does not need to drink. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NO_EAT &lt;br /&gt;
|  &lt;br /&gt;
| Creature does not need to eat. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NO_FEVERS &lt;br /&gt;
|  &lt;br /&gt;
| Creature cannot suffer fevers&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NO_GENDER&lt;br /&gt;
|&lt;br /&gt;
| Creature has no gender.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NO_SLEEP &lt;br /&gt;
|  &lt;br /&gt;
| Creature does not need to sleep. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NO_SPRING &lt;br /&gt;
|  &lt;br /&gt;
| does not appear this season.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NO_SUMMER &lt;br /&gt;
|  &lt;br /&gt;
| does not appear this season.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NO_THOUGHT_CENTER_FOR_MOVEMENT &lt;br /&gt;
|  &lt;br /&gt;
| Creatures doesn't require an organ with the [THOUGHT] tag to survive; generally used on creatures that don't have brains.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NO_WINTER &lt;br /&gt;
|  &lt;br /&gt;
| does not appear this season.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NOBONES &lt;br /&gt;
|  &lt;br /&gt;
| Creature has no bones.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NOBREATHE &lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't need to breathe or have [BREATHE] parts in body. Cannot drown or be strangled. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NOCTURNAL &lt;br /&gt;
|  &lt;br /&gt;
| Sets if the creature is active in night. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NOEMOTION &lt;br /&gt;
|  &lt;br /&gt;
| The creature has no emotions, and does not rage.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NOEXERT &lt;br /&gt;
|  &lt;br /&gt;
| Creature can't become tired or over-exerted. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NOFEAR &lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't feel fear and will never run away from battle. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NOMEAT &lt;br /&gt;
|  &lt;br /&gt;
| Creature will not drop meat on butcher. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NONAUSEA &lt;br /&gt;
|  &lt;br /&gt;
| Creature can't vomit.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NOPAIN &lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't feel pain. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NOSKIN &lt;br /&gt;
|  &lt;br /&gt;
| Creature will not drop skin on butcher. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NOSKULL &lt;br /&gt;
|  &lt;br /&gt;
| Creature will not drop skull on butcher, rot, or decay of severed head. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NOSMELLYROT &lt;br /&gt;
|  &lt;br /&gt;
| Does not produce miasma when rotting&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NOSTUCKINS &lt;br /&gt;
|  &lt;br /&gt;
| Weapons can't be stuck in creature. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NOSTUN &lt;br /&gt;
|  &lt;br /&gt;
| Creature can't be stunned. Creatures with this tag never wake up from sleep in Fortress Mode and stay drowsy. If this creature must eat and drink while playing, it WILL die.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NOT_BUTCHERABLE &lt;br /&gt;
|  &lt;br /&gt;
| Cannot be butchered&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NOTHOUGHT &lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't think, or doesn't require a [BRAIN] body part. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&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;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
|- &lt;br /&gt;
| PACK_ANIMAL &lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to be used as a pack animal. Currently only used by merchants.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PARALYZEIMMUNE &lt;br /&gt;
|  &lt;br /&gt;
| The creature is immune to all paralyzing special attacks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PATTERNFLIER&lt;br /&gt;
|  &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PEARL &lt;br /&gt;
|  &lt;br /&gt;
| Creature will generate pearls. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PENETRATEPOWER &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. Wood and cloth objects roll a 0-9 and if it's greater than the penetrate power, their contents escape for the time being. Other objects roll a 0-99. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PERSONALITY &lt;br /&gt;
| &lt;br /&gt;
*ATTRIBUTE&lt;br /&gt;
*lowest:median:highest &lt;br /&gt;
| Determines the range and chance of personality traits. Standard is 0:50:100. See [[DF2010:Personality_trait|Personality traits]] for more info.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PET &lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to be tamed. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PET_EXOTIC &lt;br /&gt;
|  &lt;br /&gt;
| You need a Dungeon master noble in your fortress for the creature to be tamable (but any Animal trainer can do the taming). &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PETVALUE &lt;br /&gt;
| value &lt;br /&gt;
| How valuable a tamed animal/pet is. Actual cost in points in the embarking screen is (PETVALUE/2)+1 for an untrained animal, PETVALUE+1 for a trained(War or Hunting) one. Note that for an animal to be selectable in this screen, it must have the COMMON_DOMESTIC token. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PETVALUE_DIVISOR&lt;br /&gt;
| value&lt;br /&gt;
| Divides the creature's PETVALUE by the specified number. Used for bees to prevent a single hive from being worth a fortune.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|PHYS_ATT_CAP_PERC&lt;br /&gt;
|&lt;br /&gt;
*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;
| PHYS_ATT_RANGE &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;
| sets up a physical attribute's range of values. Max of 5000.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PHYS_ATT_RATES&lt;br /&gt;
| &lt;br /&gt;
*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 gain/decay rates. Defaults for are 500:2:3:2, except for RECUPERATION and DISEASE_RESISTANCE that don't have change rates. The last three slots may be replaced by NONE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PLUS_BP_GROUP&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 SET_BP_GROUP.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PLUS_MATERIAL&lt;br /&gt;
| &lt;br /&gt;
*material&lt;br /&gt;
| Adds a material to selected materials. Used immediately after SELECT_MATERIAL.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| POP_RATIO &lt;br /&gt;
|  &lt;br /&gt;
| Weighted population of caste; Lower is rarer. Not to be confused with FREQUENCY.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| POPULATION_NUMBER &lt;br /&gt;
| min:max &lt;br /&gt;
| The minimum/maximum numbers of how many of these creatures can show up on a map per year.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| POWER&lt;br /&gt;
|&lt;br /&gt;
|Allows the being to represent itself as a deity. Requires CAN_SPEAK to actually do anything more than settle at a location.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PREFSTRING &lt;br /&gt;
| string&lt;br /&gt;
| Sets what other creatures like about this creature. &amp;quot;Urist likes dwarves for their beards.&amp;quot; Multiple entries will be chosen from at random&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PROFESSION_NAME &lt;br /&gt;
| &lt;br /&gt;
*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 CASTE_PROFESSION_NAME instead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PRONE_TO_RAGE&lt;br /&gt;
| number&lt;br /&gt;
| Untested effect, though it clearly affects how likely a creature is to become enraged. Number may be percentage chance of becoming enraged during combat.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PUS&lt;br /&gt;
| &lt;br /&gt;
* {{L|material token}}&lt;br /&gt;
*matter state (LIQUID, GAS, SOLID) &lt;br /&gt;
| Specifies what the creature's wounds will ooze when infected.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&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;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
|- &lt;br /&gt;
| RELSIZE &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;
| REMAINS&lt;br /&gt;
| singular:plural&lt;br /&gt;
| What creature's remains are called.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REMAINS_COLOR&lt;br /&gt;
|&lt;br /&gt;
| What color creature's remains are.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REMAINS_ON_VERMIN_BITE_DEATH&lt;br /&gt;
|&lt;br /&gt;
| Leaves remains when its attack causes it to die?  Seems to go with DIE_WHEN_VERMIN_BITE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REMAINS_UNDETERMINED&lt;br /&gt;
|&lt;br /&gt;
| Unknown.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| REMOVE_MATERIAL &lt;br /&gt;
| &lt;br /&gt;
*material token &lt;br /&gt;
| Removes a material from a creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REMOVE_TISSUE&lt;br /&gt;
|&lt;br /&gt;
*material token&lt;br /&gt;
| Removes a tissue from a creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| RETURNS_VERMIN_KILLS_TO_OWNER&lt;br /&gt;
|&lt;br /&gt;
| Used with HUNTS_VERMIN, causes the creature to return killed vermin to its owner.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&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;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
|- &lt;br /&gt;
| SAVAGE &lt;br /&gt;
|  &lt;br /&gt;
| Allows creature to show up on (and limits it to) &amp;quot;savage&amp;quot; maps.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SECRETION &lt;br /&gt;
| &lt;br /&gt;
* {{L|material token}}&lt;br /&gt;
*Material State&lt;br /&gt;
*location secreted from (by_type, by_category, by_token)&lt;br /&gt;
*body part &lt;br /&gt;
*tissue layer &lt;br /&gt;
| creates a secreted material on given tissue on a given part of the body.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SELECT_ADDITIONAL_CASTE&lt;br /&gt;
| &lt;br /&gt;
*caste name&lt;br /&gt;
| adds an additional previously defined caste to the selection. Used immediately after SELECT_CASTE.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SELECT_CASTE &lt;br /&gt;
| &lt;br /&gt;
*caste name, or ALL &lt;br /&gt;
| selects a previously defined caste&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SELECT_MATERIAL &lt;br /&gt;
| &lt;br /&gt;
*MATERIAL NAME &lt;br /&gt;
| Selects the material. Can be ALL.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SEMIMEGABEAST &lt;br /&gt;
| &lt;br /&gt;
| Appears as boss creature in quests. Makes history by rampaging around towns. Possibly inhabits non-mountain caves.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SET_BP_GROUP &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;
| SET_TL_GROUP &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&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SHEARABLE_TISSUE_LAYER&lt;br /&gt;
|&lt;br /&gt;
* property&lt;br /&gt;
* growth rate?&lt;br /&gt;
| Tissue layer can be sheared for wool.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SKILL_LEARN_RATE&lt;br /&gt;
| {{L|skill_token}}:percentage&lt;br /&gt;
| The rate at which this creature learns this skill.  Requires CAN_LEARN or INTELLIGENT to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SKILL_LEARN_RATES&lt;br /&gt;
| percentage&lt;br /&gt;
| The rate at which this creature learns all skills.  Requires CAN_LEARN or INTELLIGENT to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SKILL_RATE&lt;br /&gt;
| {{L|skill_token}}:percentage:value:value:value&lt;br /&gt;
| As SKILL_RATES for individual skills.  Requires CAN_LEARN or INTELLIGENT to function.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SKILL_RATES&lt;br /&gt;
|  &lt;br /&gt;
*% of improvement points you get&lt;br /&gt;
*unused counter rate&lt;br /&gt;
*rust counter rate&lt;br /&gt;
*demotion counter rate&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:100:8:8:16].   [SLOW_LEARNER] changes the 100 to a 50.  Requires CAN_LEARN or INTELLIGENT to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SKILL_RUST_RATE&lt;br /&gt;
| {{L|skill_token}}:value:value:value&lt;br /&gt;
| The rate at which this skill decays. Lower values cause the skill to decay faster.  Requires CAN_LEARN or INTELLIGENT to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SKILL_RUST_RATES&lt;br /&gt;
| {{L|skill_token}}:value:value:value&lt;br /&gt;
| The rate at which all skills decay. Lower values cause the skills to decay faster.  Requires CAN_LEARN or INTELLIGENT to function.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SLOW_LEARNER &lt;br /&gt;
|  &lt;br /&gt;
| Similar to [CAN_LEARN], but slower; skills are gained at a fraction of the rate. Present in the entries for ogres and giants; can be applied to civ or player races. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SMALL_REMAINS &lt;br /&gt;
|  &lt;br /&gt;
| If a creature has this token, it'll leave &amp;quot;remains&amp;quot; instead of a corpse.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SOLDIER_ALTTILE&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;
| SOUND&lt;br /&gt;
|&lt;br /&gt;
| Creature makes sounds.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SPECIFIC_FOOD&lt;br /&gt;
|&lt;br /&gt;
* PLANT or CREATURE&lt;br /&gt;
* Plant/creature ID&lt;br /&gt;
| Indicates that the creature is only capable of eating a particular type of food.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SPEECH &lt;br /&gt;
| speech file &lt;br /&gt;
| Boasting speeches relating to killing this creature. Examples include dwarf.txt and elf.txt in the Speech folder in Data.u&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SPEECH_FEMALE&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;
| SPEECH_MALE&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;
| SPEED &lt;br /&gt;
| value &lt;br /&gt;
| Sets the creatures' movement and work speed, 1000/[100 + SPEED X] is the resulting effect on creatures movement and work rates from default. See [http://df.magmawiki.com/index.php/Speed/ Speed]  for more information.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SPHERE &lt;br /&gt;
| &lt;br /&gt;
*sphere name &lt;br /&gt;
| Sets what religious spheres the creature is aligned to, for purposes of being worshipped via the [POWER] token. Also affects the layout of hidden fun stuff, and the creature's name.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SPOUSE_CONVERSION_TARGET&lt;br /&gt;
|&lt;br /&gt;
| This creature can be converted by a night creature with SPOUSE_CONVERTED.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SPOUSE_CONVERTER&lt;br /&gt;
|&lt;br /&gt;
| Enables the creature to convert SPOUSE_CONVERSION_TARGETs into CONVERTED_SPOUSE castes of its species. The creature won't actually actively do this unless it also has NIGHT_CREATURE_HUNTER, however.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SWIM_SPEED &lt;br /&gt;
| &lt;br /&gt;
*speed &lt;br /&gt;
| How fast the creature swims. Typically 2500 (0.38 times the default speed). &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SWIMS_INNATE &lt;br /&gt;
|  &lt;br /&gt;
| The creature naturally knows how to swim, as opposed to [SWIMS_LEARNED] below. Currently, an AI bug prevents this from being useful on PC races in fortress mode. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SWIMS_LEARNED &lt;br /&gt;
|  &lt;br /&gt;
| The creature doesn't know how to swim unless it has learned the skill. Requires [CAN_LEARN], obviously. &lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&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;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
|- &lt;br /&gt;
| TENDONS &lt;br /&gt;
| &lt;br /&gt;
* {{L|material token}}&lt;br /&gt;
*healing rate &lt;br /&gt;
| Defines the material and healing rare of tendons.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| THICKWEB &lt;br /&gt;
|  &lt;br /&gt;
| The creature's webs can catch larger creatures.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TISSUE &lt;br /&gt;
| name &lt;br /&gt;
| Begins defining a tissue in the creature file.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TITAN&lt;br /&gt;
|&lt;br /&gt;
| Found on {{L|titan}}s.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TL_COLOR_MODIFIER &lt;br /&gt;
| COLOR:freq:COLOR:freq etc &lt;br /&gt;
| Creates a list of color patterns, giving each a frequency. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TLCM_GENETIC_MODEL&lt;br /&gt;
|&lt;br /&gt;
| tissue layer color modifier is passed to offspring genetically?&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TLCM_IMPORTANCE&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;
| TLCM_NOUN &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&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TLCM_TIMING &lt;br /&gt;
| &lt;br /&gt;
*ROOT&lt;br /&gt;
*start change window years:days:end change window years:days&lt;br /&gt;
| determines the point in the creature's life where the color change begins&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TRADE_CAPACITY &lt;br /&gt;
|  &lt;br /&gt;
| How much the creature can carry when used by merchants. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TRAINABLE &lt;br /&gt;
|  &lt;br /&gt;
| Implies both [TRAINABLE_HUNTING] and [TRAINABLE_WAR].&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TRAINABLE_HUNTING &lt;br /&gt;
|  &lt;br /&gt;
| Can be trained as hunting beasts by way of kennels.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TRAINABLE_WAR &lt;br /&gt;
|  &lt;br /&gt;
| Can be trained as war beasts by way of kennels.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TRANCES &lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to go into martial trances.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TRAPAVOID &lt;br /&gt;
|  &lt;br /&gt;
| The creature is immune to traps. Probably every procedurally generated megabeast has this.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TRIGGERABLE_GROUP &lt;br /&gt;
| min:max &lt;br /&gt;
| A large swarm of vermin can be disturbed, usually in Adventure mode.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TSU_NOUN &lt;br /&gt;
| &lt;br /&gt;
*noun&lt;br /&gt;
*SINGULAR or PLURAL &lt;br /&gt;
| Noun for the TISSUE_STYLE_UNIT, used in the description of the tissue layer's style.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&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;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| UBIQUITOUS&lt;br /&gt;
|&lt;br /&gt;
| Creature will occur in every region with the correct biome.  Does not apply to evil/good tags.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| UNDERGROUND_DEPTH &lt;br /&gt;
|&lt;br /&gt;
*mindepth&lt;br /&gt;
*maxdepth &lt;br /&gt;
| Depth the creature appears underground. Numbers can be from 1 to 5. Only magma creatures use 4 or 5 in the default raws. A single argument may be used instead of min and max.  Dwarven civilizations will only export (via the embark screen or caravans) things that available at depth 1.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| UNDERSWIM &lt;br /&gt;
|  &lt;br /&gt;
| Creature swims under the water and can't be seen.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| UNIQUE_DEMON&lt;br /&gt;
|  &lt;br /&gt;
| Typically found on {{L|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;
| USE_CASTE&lt;br /&gt;
|&lt;br /&gt;
*caste token&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| USE_MATERIAL&lt;br /&gt;
|&lt;br /&gt;
*new material token&lt;br /&gt;
*old material id&lt;br /&gt;
| Uses an existing material to define a new material.  Old material id accepts any valid material id, including INORGANIC:X, CREATURE_MAT:C:X, LOCAL_CREATURE_MAT:X, and others (where X is a material id from that set, and C is a valid creature id).&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| USE_MATERIAL_TEMPLATE &lt;br /&gt;
|&lt;br /&gt;
*new material token&lt;br /&gt;
*material template &lt;br /&gt;
| Loads a material, and gives it a shortname for later reference&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| USE_TISSUE&lt;br /&gt;
|&lt;br /&gt;
*new tissue token&lt;br /&gt;
*old tissue id&lt;br /&gt;
| Uses a local creature mat to define a new material?{{verify}}&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| USE_TISSUE_TEMPLATE &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;
| UTTERANCES &lt;br /&gt;
|  &lt;br /&gt;
| Changes the language of the creature into an unintelligible mess.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&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;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
|- &lt;br /&gt;
| VEGETATION &lt;br /&gt;
|  &lt;br /&gt;
| unknown&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VIEWRANGE&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;
| VERMIN_BITE &lt;br /&gt;
| &lt;br /&gt;
*amount&lt;br /&gt;
*verb (bitten, stung)&lt;br /&gt;
* {{L|material token}}&lt;br /&gt;
| vermin bites, and injects something.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_EATER&lt;br /&gt;
|&lt;br /&gt;
| Vermin can nibble food?{{verify}}&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| VERMIN_FISH &lt;br /&gt;
|  &lt;br /&gt;
| Acts like a fish&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| VERMIN_GROUNDER &lt;br /&gt;
|  &lt;br /&gt;
| The creature can be picked up if you stand over it. (Requires confirmation)&lt;br /&gt;
'I think this is a habitat flag like VERMIN_SOIL, VERMIN_CHASM, etc. It seems to appear on creatures that don't otherwise have one. – Peristarkawan 17:27, 24 May 2007 (EDT)'&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| VERMIN_HATEABLE &lt;br /&gt;
|  &lt;br /&gt;
| Some dwarves will hate the creature and get unhappy thoughts when around it. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| VERMIN_MICRO &lt;br /&gt;
|  &lt;br /&gt;
| This makes the creature move in a swarm of creatures of the same race as it. I.E. Swarm of flies, swarm of ants, etc. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| VERMIN_NOFISH &lt;br /&gt;
|  &lt;br /&gt;
| The creature cannot be caught by fishing. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| VERMIN_NOROAM &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;
| VERMIN_NOTRAP &lt;br /&gt;
|  &lt;br /&gt;
| The creature cannot be caught in baited animal traps; however, a &amp;quot;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;
| VERMIN_ROTTER &lt;br /&gt;
|  &lt;br /&gt;
| Present on flies, knuckle worms, acorn flies, and blood gnats. Probably means either the creature is attracted to rot, the creature speeds rotting, or both. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| VERMIN_SOIL &lt;br /&gt;
|  &lt;br /&gt;
| The creature randomly appears near dirt or mud. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| VERMIN_SOIL_COLONY &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;
| VERMINHUNTER &lt;br /&gt;
|  &lt;br /&gt;
| Implies AT_PEACE_WITH_WILDLIFE, RETURNS_VERMIN_KILLS_TO_OWNER, HUNTS_VERMIN, and ADOPTS_OWNER.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| VESPERTINE &lt;br /&gt;
|  &lt;br /&gt;
| Sets if the creature is active in evening.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VIEWRANGE&lt;br /&gt;
|&lt;br /&gt;
| Unknown&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&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;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
|- &lt;br /&gt;
| WAGON_PULLER &lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to pull caravan wagons. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| WEBBER &lt;br /&gt;
| &lt;br /&gt;
* {{L|material token}}&lt;br /&gt;
| Allows the creature to create webs, and defines what the webs are made of.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| WEBIMMUNE &lt;br /&gt;
|  &lt;br /&gt;
| The creature will not get caught in thick webs.&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;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ATTACK_SKILL &lt;br /&gt;
| &lt;br /&gt;
*skill used ({{L|Skill token}})&lt;br /&gt;
| defines the attack skill used&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ATTACK_VERB &lt;br /&gt;
| 2nd person:3rd person &lt;br /&gt;
| descriptive text for the attack&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ATTACK_CONTACT_PERC &lt;br /&gt;
| &lt;br /&gt;
*% value &lt;br /&gt;
| amount of available tissue used in attack&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ATTACK_PENETRATION_PERC &lt;br /&gt;
| &lt;br /&gt;
*% value &lt;br /&gt;
| probably amount of material that makes contact when penetration is done&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ATTACK_PRIORITY &lt;br /&gt;
| &lt;br /&gt;
*MAIN or SECOND &lt;br /&gt;
| use of the attack in combat. Secondary attacks are only used if main attacks are impossible.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ATTACK_VELOCITY_MODIFIER&lt;br /&gt;
| number&lt;br /&gt;
| Modifies the attack velocity.  Believed to be percent based (so 100 would be &amp;quot;normal&amp;quot;).  May be on same scale as weapon velocity (where 1000 is &amp;quot;normal&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ATTACK_FLAG_CANLATCH &lt;br /&gt;
|  &lt;br /&gt;
| Enables an attacker to occasionally latch on with the bodypart used by an attack when an attack with this flag in it's definition is made.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ATTACK_FLAG_WITH &lt;br /&gt;
|  &lt;br /&gt;
| In adventure mode, displays the name of the body part used by an attack when announcing the attack.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ATTACK_FLAG_EDGE &lt;br /&gt;
|  &lt;br /&gt;
| attack type&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SPECIALATTACK_INJECT_EXTRACT &lt;br /&gt;
| &lt;br /&gt;
* {{L|material token}}&lt;br /&gt;
*state (SOLID, LIQUID, GAS)&lt;br /&gt;
*min:max&lt;br /&gt;
| attack type addition that injects a material into the victim.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SPECIALATTACK_SUCK_BLOOD&lt;br /&gt;
| min:max&lt;br /&gt;
| Successful attack draws out an amount of blood randomized between the min and max value.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Important Related Tokens==&lt;br /&gt;
These next groups of tokens include several tokens that are not technically classified as creature tokens in string dump, but bear mentioning in this as they are used frequently in creature raws. (Some regular creature tokens may also be reprinted for the sake of ease of navigation)&lt;br /&gt;
&lt;br /&gt;
===Tissue Modification===&lt;br /&gt;
This next group of tokens deals setting and modifying tissue properties. (See also {{L|Tissue definition token}})&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;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| INSULATION&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
| Tissue supplies the creature with heat insulation. Higher values result in more insulation.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PLUS_TISSUE_LAYER &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 a tissue to those selected&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PLUS_TL_GROUP &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;
| continues a selection of tissue layers&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SELECT_TISSUE&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;
| SELECT_TISSUE_LAYER &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;
| Selects a tissue layer for descriptor and cosmetic purposes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SET_LAYER_TISSUE&lt;br /&gt;
|&lt;br /&gt;
| Sets a tissue layer to be made of a different tissue.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TISSUE_LAYER &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;
| TISSUE_LAYER_OVER&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;
| TISSUE_LAYER_UNDER &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 Iron Man &lt;br /&gt;
       [TISSUE:GAS]&lt;br /&gt;
[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;
| TISSUE_LAYER_APPEARANCE_MODIFIER &lt;br /&gt;
| &lt;br /&gt;
*QUALITY&lt;br /&gt;
*lowest:lower:low:median:high:higher: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;
| TISSUE_LEAKS&lt;br /&gt;
|&lt;br /&gt;
| The selected tissue leaks out of the creature when the layers above it are pierced. As per an iron man's internal poison gas.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TISSUE_MATERIAL&lt;br /&gt;
| &lt;br /&gt;
*VALUE (material)&lt;br /&gt;
*MATERIAL (material subtype)&lt;br /&gt;
| Defines the tissue material. VALUE can be LOCAL_CREATURE_MAT, INORGANIC etc. MATERIAL is a subtype of the material, e.g. [TISSUE_MATERIAL:INORGANIC:BRONZE]&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TISSUE_STYLE_UNIT &lt;br /&gt;
| &lt;br /&gt;
*tissue&lt;br /&gt;
*shaping &lt;br /&gt;
| sets tissue to be in a certain shape, mostly used with tissues HAIR, BEARD, MOUSTACHE, SIDEBURNS.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TL_COLOR_MODIFIER &lt;br /&gt;
| COLOR:freq:COLOR:freq etc &lt;br /&gt;
| Creates a list of color patterns, giving each a frequency. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TL_CONNECTS&lt;br /&gt;
|&lt;br /&gt;
| Presumably gives the CONNECTS attribute to selected layers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TL_HEALING_RATE&lt;br /&gt;
|&lt;br /&gt;
| Presumably changes the HEALING_RATE of the selected tissue layers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TL_MAJOR_ARTERIES&lt;br /&gt;
|&lt;br /&gt;
| Gives Major Artery attribute to selected layers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TL_PAIN_RECEPTORS&lt;br /&gt;
|&lt;br /&gt;
| Seems to set new number of pain receptors for selected tissue layers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TL_RELATIVE_THICKNESS&lt;br /&gt;
|&lt;br /&gt;
| Seems to set new relative thickness for selected tissue layers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TL_VASCULAR&lt;br /&gt;
|&lt;br /&gt;
| Seems to set new a 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;
*{{L|Body detail plan token}}&lt;br /&gt;
*{{L|Body token}}&lt;br /&gt;
*{{L|Material definition token}}&lt;br /&gt;
*{{L|Syndrome}}&lt;br /&gt;
*{{L|Tissue definition token}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
{{Category|Tokens}}&lt;/div&gt;</summary>
		<author><name>EricBlank</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31:Skill_token&amp;diff=132412</id>
		<title>v0.31:Skill token</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31:Skill_token&amp;diff=132412"/>
		<updated>2010-11-26T00:59:10Z</updated>

		<summary type="html">&lt;p&gt;EricBlank: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
&lt;br /&gt;
From the {{L|String dump}}. These are used for instance in Reactions and Weapons to determine what skill they train and use.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style='background-color:#ddd'&lt;br /&gt;
! Token&lt;br /&gt;
! Skill&lt;br /&gt;
|-&lt;br /&gt;
|MINING||Mining.&lt;br /&gt;
|-&lt;br /&gt;
|WOODCUTTING||Woodcutting&lt;br /&gt;
|-&lt;br /&gt;
|CARPENTRY||Carpentry&lt;br /&gt;
|-&lt;br /&gt;
|DETAILSTONE||Stone Detailing&lt;br /&gt;
|-&lt;br /&gt;
|MASONRY||Masonry&lt;br /&gt;
|-&lt;br /&gt;
|BOWYER||Bowyer&lt;br /&gt;
|-&lt;br /&gt;
|FISH||Fishing&lt;br /&gt;
|-&lt;br /&gt;
|PROCESSFISH||Fish cleaning&lt;br /&gt;
|-&lt;br /&gt;
|DISSECT_FISH||Fish dissection&lt;br /&gt;
|-&lt;br /&gt;
|TRAPPING||Trapping&lt;br /&gt;
|-&lt;br /&gt;
|DISSECT_ANIMAL||Animal dissection&lt;br /&gt;
|-&lt;br /&gt;
|ANIMALTRAIN||Animal Training&lt;br /&gt;
|-&lt;br /&gt;
|ANIMALCARE||Animal Care&lt;br /&gt;
|-&lt;br /&gt;
|WEAVING||Weaving&lt;br /&gt;
|-&lt;br /&gt;
|BREWING||Brewing&lt;br /&gt;
|-&lt;br /&gt;
|COOK||Cooking&lt;br /&gt;
|-&lt;br /&gt;
|ALCHEMY||Alchemy&lt;br /&gt;
|-&lt;br /&gt;
|CLOTHESMAKING||Clothesmaking&lt;br /&gt;
|-&lt;br /&gt;
|DYER||Dyer&lt;br /&gt;
|-&lt;br /&gt;
|MILLING||Milling&lt;br /&gt;
|-&lt;br /&gt;
|PLANT||Farming (fields)&lt;br /&gt;
|-&lt;br /&gt;
|PROCESSPLANTS||Plant processing&lt;br /&gt;
|-&lt;br /&gt;
|MILK||Milking&lt;br /&gt;
|-&lt;br /&gt;
|CHEESEMAKING||Cheese making&lt;br /&gt;
|-&lt;br /&gt;
|HERBALISM||Herbalism&lt;br /&gt;
|-&lt;br /&gt;
|CUTGEM||Gem cutting&lt;br /&gt;
|-&lt;br /&gt;
|ENCRUSTGEM||Gem setting&lt;br /&gt;
|-&lt;br /&gt;
|WOODCRAFT||Woodcrafting&lt;br /&gt;
|-&lt;br /&gt;
|STONECRAFT||Stonecrafting&lt;br /&gt;
|-&lt;br /&gt;
|METALCRAFT||Metalcrafting&lt;br /&gt;
|-&lt;br /&gt;
|SMELT||Furnace operating&lt;br /&gt;
|-&lt;br /&gt;
|FORGE_WEAPON||Weaponsmithing&lt;br /&gt;
|-&lt;br /&gt;
|FORGE_ARMOR||Armorsmithing&lt;br /&gt;
|-&lt;br /&gt;
|FORGE_FURNITURE||Blacksmithing&lt;br /&gt;
|-&lt;br /&gt;
|GLASSMAKER||Glassmaking&lt;br /&gt;
|-&lt;br /&gt;
|LEATHERWORK||Leatherworking&lt;br /&gt;
|-&lt;br /&gt;
|TANNER||Tanning&lt;br /&gt;
|-&lt;br /&gt;
|BONECARVE||Bonecarving&lt;br /&gt;
|-&lt;br /&gt;
|MECHANICS||Mechanics&lt;br /&gt;
|-&lt;br /&gt;
|MAGIC_NATURE||Druid&lt;br /&gt;
|-&lt;br /&gt;
|SNEAK||Ambusher&lt;br /&gt;
|-&lt;br /&gt;
|DESIGNBUILDING||Architecture&lt;br /&gt;
|-&lt;br /&gt;
|SIEGECRAFT||Siege engineering&lt;br /&gt;
|-&lt;br /&gt;
|SIEGEOPERATE||Siege Operating&lt;br /&gt;
|-&lt;br /&gt;
|EXTRACT_STRAND||Strand extraction&lt;br /&gt;
|-&lt;br /&gt;
|DRESS_WOUNDS||Wound dressing&lt;br /&gt;
|-&lt;br /&gt;
|SET_BONE||Bone setting&lt;br /&gt;
|-&lt;br /&gt;
|SUTURE||Suturing&lt;br /&gt;
|-&lt;br /&gt;
|CRUTCH_WALK||Crutch walking&lt;br /&gt;
|-&lt;br /&gt;
|WOOD_BURNING||Wood burning&lt;br /&gt;
|-&lt;br /&gt;
|SOAP_MAKING||Soap making&lt;br /&gt;
|-&lt;br /&gt;
|POTASH_MAKING||Potash making&lt;br /&gt;
|-&lt;br /&gt;
|LYE_MAKING||Lye making&lt;br /&gt;
|-&lt;br /&gt;
|OPERATE_PUMP||Pump operation&lt;br /&gt;
|-&lt;br /&gt;
|SWIMMING||Swimming&lt;br /&gt;
|}&lt;br /&gt;
Social skills:&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style='background-color:#ddd'&lt;br /&gt;
! Token&lt;br /&gt;
! Skill&lt;br /&gt;
|-&lt;br /&gt;
|NEGOTIATION||Negotiation&lt;br /&gt;
|-&lt;br /&gt;
|JUDGING_INTENT||Judge of Intent&lt;br /&gt;
|-&lt;br /&gt;
|APPRAISAL||Appraisal&lt;br /&gt;
|-&lt;br /&gt;
|ORGANIZATION||Organization&lt;br /&gt;
|-&lt;br /&gt;
|RECORD_KEEPING||Record keeping&lt;br /&gt;
|-&lt;br /&gt;
|INTIMIDATION||Intimidation&lt;br /&gt;
|-&lt;br /&gt;
|LYING||Lying&lt;br /&gt;
|-&lt;br /&gt;
|CONVERSATION||Conversation&lt;br /&gt;
|-&lt;br /&gt;
|COMEDY||Comedy&lt;br /&gt;
|-&lt;br /&gt;
|FLATTERY||Flattery&lt;br /&gt;
|-&lt;br /&gt;
|CONSOLE||Consolation&lt;br /&gt;
|-&lt;br /&gt;
|PACIFY||Pacifying&lt;br /&gt;
|-&lt;br /&gt;
|TRACKING||Tracking&lt;br /&gt;
|-&lt;br /&gt;
|KNOWLEDGE_ACQUISITION||Student&lt;br /&gt;
|-&lt;br /&gt;
|CONCENTRATION||Concentration&lt;br /&gt;
|-&lt;br /&gt;
|SITUATIONAL_AWARENESS||Observer&lt;br /&gt;
|-&lt;br /&gt;
|PROSE||Prose&lt;br /&gt;
|-&lt;br /&gt;
|READING||Reading&lt;br /&gt;
|-&lt;br /&gt;
|SPEAKING||Speaking&lt;br /&gt;
|-&lt;br /&gt;
|COORDINATION||Coordination&lt;br /&gt;
|-&lt;br /&gt;
|LEADERSHIP||Leadership&lt;br /&gt;
|-&lt;br /&gt;
|TEACHING||Teaching&lt;br /&gt;
|}&lt;br /&gt;
Combat Skills:&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style='background-color:#ddd'&lt;br /&gt;
! Token&lt;br /&gt;
! Skill&lt;br /&gt;
|-&lt;br /&gt;
|MELEE_COMBAT||Fighting&lt;br /&gt;
|-&lt;br /&gt;
|RANGED_COMBAT||Archery&lt;br /&gt;
|-&lt;br /&gt;
|WRESTLING||Wrestling&lt;br /&gt;
|-&lt;br /&gt;
|BITE||Biting&lt;br /&gt;
|-&lt;br /&gt;
|GRASP_STRIKE||Punching&lt;br /&gt;
|-&lt;br /&gt;
|STANCE_STRIKE||Kicking&lt;br /&gt;
|-&lt;br /&gt;
|DODGING||Dodging&lt;br /&gt;
|-&lt;br /&gt;
|AXE||Axes&lt;br /&gt;
|-&lt;br /&gt;
|SWORD||Swords&lt;br /&gt;
|-&lt;br /&gt;
|MISC_WEAPON||Miscellaneous Objects&lt;br /&gt;
|-&lt;br /&gt;
|DAGGER||Daggers&lt;br /&gt;
|-&lt;br /&gt;
|MACE||Maces&lt;br /&gt;
|-&lt;br /&gt;
|HAMMER||Hammers&lt;br /&gt;
|-&lt;br /&gt;
|SPEAR||Spears&lt;br /&gt;
|-&lt;br /&gt;
|CROSSBOW||Crossbows&lt;br /&gt;
|-&lt;br /&gt;
|SHIELD||Shields&lt;br /&gt;
|-&lt;br /&gt;
|ARMOR||Armor user&lt;br /&gt;
|-&lt;br /&gt;
|PIKE||Pikes&lt;br /&gt;
|-&lt;br /&gt;
|WHIP||Whips&lt;br /&gt;
|-&lt;br /&gt;
|BOW||Bows&lt;br /&gt;
|-&lt;br /&gt;
|BLOWGUN||Blowguns&lt;br /&gt;
|-&lt;br /&gt;
|THROW||Throwing&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;/div&gt;</summary>
		<author><name>EricBlank</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Site&amp;diff=124600</id>
		<title>v0.31 Talk:Site</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Site&amp;diff=124600"/>
		<updated>2010-08-10T06:34:51Z</updated>

		<summary type="html">&lt;p&gt;EricBlank: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Ruins Defunct? =&lt;br /&gt;
&lt;br /&gt;
[TOLERATES_SITE:RUIN] in an entity leads to an &amp;quot;Unrecognized Site Token: RUIN&amp;quot; notice in the errorlog.  I believe this worked in the previous version.  Trying to learn more.  --[[User:SethCreiyd|SethCreiyd]] 22:37, 6 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
I believe that that was probably removed because in the latest versions civilizations can actually re-inhabit ruined settlements, returning them to their proper status as towns/fortresses rather than living in their ruins, although having a civ that inhabits actual ruins would be interesting if the two scenarios (past and present) were both possible. --[[User:EricBlank|EricBlank]] August 10, 2010&lt;/div&gt;</summary>
		<author><name>EricBlank</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Biome&amp;diff=115816</id>
		<title>v0.31 Talk:Biome</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Biome&amp;diff=115816"/>
		<updated>2010-05-28T20:24:38Z</updated>

		<summary type="html">&lt;p&gt;EricBlank: beginning topic discussion, also have proposal.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Nice to have visual representation of the climates, now do we know the temperature range of each climate (in Fahrenheit and urists preferably)? This will help us further determine advantages/disadvantages of a site.&lt;br /&gt;
Of course an in-game thermometer script, for both kinds of game play and in the site finder, where it shows the seasonal temperatures, would be nice as well, if not totally doable.&lt;br /&gt;
- EricBlank&lt;/div&gt;</summary>
		<author><name>EricBlank</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Creature_token&amp;diff=100759</id>
		<title>v0.31 Talk:Creature token</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Creature_token&amp;diff=100759"/>
		<updated>2010-04-29T06:46:32Z</updated>

		<summary type="html">&lt;p&gt;EricBlank: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Elephants never forget and are represented by E.  Elves never forget and are represented by E.  Coincidence?  I think not!  Those aren't actually 'beards' the elves are described as having, they're actually  highly-modified trunks! --[[User:Squirrelloid|Squirrelloid]] 17:26, 2 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Does anyone know whether attack_trigger functions on non-megabeasts and if so how it behaves?&lt;br /&gt;
I think I'll test this.&lt;br /&gt;
Also, I've verified that it stages the pop:exported wealth:created wealth necessary for a creature to attack by setting dragons to 7:0:100. I was  attacked on several fortresses within the affected worlds, usually within the first year, certainly before the usual requirements were met and within the range of my modified requirements.&lt;br /&gt;
--[[User:EricBlank|EricBlank]]&lt;/div&gt;</summary>
		<author><name>EricBlank</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31:Creature_token&amp;diff=100757</id>
		<title>v0.31:Creature token</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31:Creature_token&amp;diff=100757"/>
		<updated>2010-04-29T06:42:54Z</updated>

		<summary type="html">&lt;p&gt;EricBlank: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{fine}}&lt;br /&gt;
&lt;br /&gt;
Tentative at best in some cases. Legacy stuff unlisted.&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&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;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
|- &lt;br /&gt;
| ALCOHOL_DEPENDENT &lt;br /&gt;
|  &lt;br /&gt;
| Creature needs alcohol to get through the working day.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ALL_ACTIVE &lt;br /&gt;
|  &lt;br /&gt;
| Sets if the creature is active in day, night, and twilight. Seems to be a separate value from DIURNAL/NOCTURNAL/CREPUSCULAR, rather than implying them. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ALTTILE &lt;br /&gt;
|  &lt;br /&gt;
| If set, the creature will blink between its [TILE] and its [ALTTILE]. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| AMBUSHPREDATOR &lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature start out hidden. Used by giant cave spiders. May make webs hidden too&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| AMPHIBIOUS &lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to breathe with or without water. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| APP_MOD_GENETIC_MODEL&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| APP_MOD_IMPORTANCE&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;
| APP_MOD_NOUN &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;
| APP_MOD_RATE &lt;br /&gt;
| &lt;br /&gt;
*Rate (integer)&lt;br /&gt;
*Scale (DAILY,  YEARLY)&lt;br /&gt;
*min:max  of growth&lt;br /&gt;
*start year:end year &lt;br /&gt;
| setting the growth rate of the modifier&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| APPLY_CREATURE_VARIATION &lt;br /&gt;
| &lt;br /&gt;
*CV TEMPLATE NAME &lt;br /&gt;
| Loads the [[Creature Variation]] Template specified.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| APPLY_CURRENT_CREATURE_VARIATION &lt;br /&gt;
|  &lt;br /&gt;
| Applies loaded [[Creature Variation]]&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| AQUATIC &lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to breathe underwater, but causes it to &amp;quot;drown&amp;quot; out of water. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ARENA_RESTRICTED &lt;br /&gt;
|  &lt;br /&gt;
| Does not appear in arena mode list&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ATTACK &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.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ATTACK_CONTACT_PERC &lt;br /&gt;
| &lt;br /&gt;
*% value &lt;br /&gt;
| amount of available tissue used in attack&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ATTACK_FLAG_CANLATCH &lt;br /&gt;
|  &lt;br /&gt;
| Enables an attacker to occasionally latch on with the bodypart used by an attack when an attack with this flag in it's definition is made.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ATTACK_FLAG_EDGE &lt;br /&gt;
|  &lt;br /&gt;
| attack type&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ATTACK_FLAG_WITH &lt;br /&gt;
|  &lt;br /&gt;
| In adventure mode, displays the name of the body part used by an attack when announcing the attack.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ATTACK_PENETRATION_PERC &lt;br /&gt;
| &lt;br /&gt;
*% value &lt;br /&gt;
| probably amount of material that makes contact when penetration is done&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ATTACK_PRIORITY &lt;br /&gt;
| &lt;br /&gt;
*MAIN or SECOND &lt;br /&gt;
| use of the attack in combat. Secondary attacks are only used if main attacks are impossible.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ATTACK_SKILL &lt;br /&gt;
| &lt;br /&gt;
*skill used ({{L|Skill tokens}})&lt;br /&gt;
| defines the attack skill used&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ATTACK_TRIGGER &lt;br /&gt;
| pop:exported wealth:created wealth{{verify}}&lt;br /&gt;
| stages when a megabeast will attack a site&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ATTACK_VERB &lt;br /&gt;
| 2nd person:3rd person &lt;br /&gt;
| descriptive text for the attack&lt;br /&gt;
&lt;br /&gt;
|}&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;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
|- &lt;br /&gt;
| BABY &lt;br /&gt;
| integer &lt;br /&gt;
| age at which creature is considered a child&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| BABYNAME &lt;br /&gt;
| singular:plural &lt;br /&gt;
| name at caste level&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| BEACH_FREQUENCY &lt;br /&gt;
|  &lt;br /&gt;
| Whales and jellyfish have this. Controls the beaching frequency of the creature. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| BENIGN &lt;br /&gt;
|  &lt;br /&gt;
| Determines whether creature can show up on &amp;quot;tame&amp;quot; maps (includes elephants), which will generally avoid dwarves, although they may chase and/or attack them if they get too close). &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| BIOME &lt;br /&gt;
| &lt;br /&gt;
* biome token&lt;br /&gt;
| Select a {{L|Biome}} the creature may appear in. See {{L|Biome Tokens}}&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| BLOOD, PUS, OTHER MATERIAL state definition &lt;br /&gt;
| &lt;br /&gt;
*selection criteria. Often LOCAL_CREATURE_MAT, although other selection criteria may work too.&lt;br /&gt;
*selected material&lt;br /&gt;
*matter state (LIQUID, GAS, ALL_SOLID) | Controls bleeding behaviour&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| BODY &lt;br /&gt;
| body parts &lt;br /&gt;
| Draws body parts from OBJECT:BODY files (such as body_default.txt)&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| BODY_APPEARANCE_MODIFIER &lt;br /&gt;
| &lt;br /&gt;
*ATTRIBUTE&lt;br /&gt;
*lowest:lower:low:median:high:higher:highest | These body modifiers give individual dwarves 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;
&lt;br /&gt;
|- &lt;br /&gt;
| BODY_DETAIL_PLAN &lt;br /&gt;
| PlanName, PlanName:type:type:type:etc &lt;br /&gt;
| loads a plan 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;
&lt;br /&gt;
|- &lt;br /&gt;
| BODY_SIZE&lt;br /&gt;
| years:days:size &lt;br /&gt;
| sets up size at a given time. Size is roughly equal to the creature's average weight in grams.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| BODYGLOSS &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;
| BONECARN &lt;br /&gt;
|  &lt;br /&gt;
| Creature 'eats' bones. Eating bones makes their happiness go up, but can cause death (suffocation). This tag implies CARNIVORE. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| BP_APPEARANCE_MODIFIER &lt;br /&gt;
| &lt;br /&gt;
*QUALITY&lt;br /&gt;
*lowest:lower:low:median:high:higher: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;
| BUILDINGDESTROYER &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 b + C commands. &lt;br /&gt;
|}&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;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
|- &lt;br /&gt;
| CAN_LEARN &lt;br /&gt;
|  &lt;br /&gt;
| CAN_LEARN &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CAN_SPEAK &lt;br /&gt;
|  &lt;br /&gt;
| Can talk. Note that it is not necessary for a creature to gain social skills. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CANNOT_UNDEAD &lt;br /&gt;
|  &lt;br /&gt;
| Cannot be turned into a zombie or skeletal undead&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CANOPENDOORS &lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to open doors. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CARNIVORE &lt;br /&gt;
|  &lt;br /&gt;
| Creature eats meat&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CASTE &lt;br /&gt;
| &lt;br /&gt;
*name &lt;br /&gt;
| defines a caste&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CASTE_ALTTILE&lt;br /&gt;
|&lt;br /&gt;
*tile number or &amp;quot;letter&amp;quot;&lt;br /&gt;
| Caste-specific alttile. Expects CASTE_TILE&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CASTE_COLOR&lt;br /&gt;
|&lt;br /&gt;
*fg&lt;br /&gt;
*bg&lt;br /&gt;
*brightness&lt;br /&gt;
| Creature tile color of the caste.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CASTE_GLOWCOLOR&lt;br /&gt;
|&lt;br /&gt;
*fg&lt;br /&gt;
*bg&lt;br /&gt;
*brightness&lt;br /&gt;
| GLOWTILE color of the caste.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CASTE_GLOWTILE&lt;br /&gt;
|&lt;br /&gt;
*tile value or &amp;quot;letter&amp;quot;&lt;br /&gt;
| Caste-specific glowtile&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CASTE_NAME &lt;br /&gt;
| singular:plural:adjective &lt;br /&gt;
| The name of the caste of the creature in the game.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CASTE_PROFESSION_NAME &lt;br /&gt;
| &lt;br /&gt;
*Profession&lt;br /&gt;
*singular&lt;br /&gt;
*plural &lt;br /&gt;
| alters the name of the given profession, caste-specific&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CASTE_SPEECH&lt;br /&gt;
| speech file?&lt;br /&gt;
| Possibly a caste-specific instance of the SPEECH token&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CASTE_TILE&lt;br /&gt;
|&lt;br /&gt;
* tile number or &amp;quot;letter&amp;quot;&lt;br /&gt;
| Caste-specific creature tile.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CAVE_ADAPT &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;
| CE_X &lt;br /&gt;
| &lt;br /&gt;
*SEV:&amp;lt;value&amp;gt;  (severity, higher is worse)&lt;br /&gt;
*PROB:&amp;lt;value(1-100)&amp;gt; (probability)&lt;br /&gt;
*RESISTABLE (optional) allows resistance&lt;br /&gt;
*SIZE_DILUTES (optional) lessens effect based on size &lt;br /&gt;
Place effected:&lt;br /&gt;
*LOCALIZED (optional)&lt;br /&gt;
*VASCULAR_ONLY (optional)&lt;br /&gt;
*MUSCULAR_ONLY (optional)&lt;br /&gt;
*BP:(select BY_CATEGORY, BY_TYPE, or BY_TOKEN):category, type or token:tissues affected (specific or ALL) (optional)&lt;br /&gt;
Timeline:&lt;br /&gt;
*Start:effect start time&lt;br /&gt;
*Peak:effect peak time&lt;br /&gt;
*End:effect end time&lt;br /&gt;
| Specifies the way that a syndrome affects a creature - more detail can be found on the [[Syndrome#Creature effect tokens|Syndromes page]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHANGE_BODY_SIZE_PERC&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CHILD &lt;br /&gt;
| integer &lt;br /&gt;
| age at which creature is considered an adult&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CHILD_BODYPART_GROUP &lt;br /&gt;
| &lt;br /&gt;
*master selection, BY_CATEGORY, BY_TYPE, BY_TOKEN.&lt;br /&gt;
*master location&lt;br /&gt;
*specific selection, BY_CATEGORY, BY_TYPE, BY_TOKEN.&lt;br /&gt;
*specific location &lt;br /&gt;
| selects all parts of a group to be used.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CHILDNAME &lt;br /&gt;
| singular:plural &lt;br /&gt;
| name at caste level&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CLUSTER_NUMBER &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.&lt;br /&gt;
e.g. [CLUSTER_NUMBER:1:3] &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| COLDDAM_POINT &lt;br /&gt;
| value &lt;br /&gt;
| The minimum temperature limit before the creature starts taking damage from freezing. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| COLOR &lt;br /&gt;
| foreground:background:brightness &lt;br /&gt;
| Color  of the creature's tile. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| COMMON_DOMESTIC &lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to be brought with immigrants and when creating a new fortress, as long as the creature also includes at least one of the following tokens: PET, PACK_ANIMAL, WAGON_PULLER, MOUNT.  In addition, the creature must be NATURAL rather than FANCIFUL&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| COOKABLE_LIVE &lt;br /&gt;
|  &lt;br /&gt;
| Set this to allow the creature to be cooked in meals without first being cleaned.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| COPY_TAGS_FROM &lt;br /&gt;
| &lt;br /&gt;
*CREATURE NAME&lt;br /&gt;
| Copies tags from another specified creature.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CREATURE &lt;br /&gt;
| name &lt;br /&gt;
| What the game looks for when generating creatures.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CREATURE_CLASS &lt;br /&gt;
|&lt;br /&gt;
*classname&lt;br /&gt;
| Creature class. Can be anything, but only existing use is GENERAL_POISON. Appears to only be used for Syndromes. Supposedly can also be used for entity positions.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CREATURE_TILE &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;
| CREPUSCULAR &lt;br /&gt;
|  &lt;br /&gt;
| Sets if the creature is active in twilight. This tag functions as a combination of the two tags VESPERTINE and MATUTINAL. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CURIOUSBEAST_EATER &lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to steal and eat edible items from you. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CURIOUSBEAST_GUZZLER &lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to (very quickly) drink your alcohol. Also affects undead versions of the creature. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CURIOUSBEAST_ITEM &lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to steal things (apparently the highest value it can find). &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CV_ADD_TAG &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;
| CV_REMOVE_TAG &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;
==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;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| DEMON&lt;br /&gt;
|  &lt;br /&gt;
| Typically found on genned [[demon]]s; sets the creature as a potential spawn for [[Hidden Fun Stuff]]&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| DEMON_UNIQUE&lt;br /&gt;
|  &lt;br /&gt;
| Typically found on genned [[demon]]s; sets the creature as capable of &amp;quot;emerging from the underworld&amp;quot; and taking over during worldgen.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| DESCRIPTION &lt;br /&gt;
| text &lt;br /&gt;
| A brief description of the creature type.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| DIFFICULTY &lt;br /&gt;
| integer &lt;br /&gt;
| Toady: &amp;quot;Difficulty determines how deep it places them in adventure mode/reclaim caves, and the chance that they are wounded the first few river attacks.&amp;quot; Also increases experience gain during adventure mode. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| DIURNAL &lt;br /&gt;
|  &lt;br /&gt;
| Sets if the creature is active in day. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| DOES_NOT_EXIST &lt;br /&gt;
|  &lt;br /&gt;
| Creature does not actually exist; used for fanciful creatures.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| DRAGONFIREBREATH &lt;br /&gt;
|  &lt;br /&gt;
| Creature breathes fire in a cone. &lt;br /&gt;
|}&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;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EQUIPMENT_WAGON &lt;br /&gt;
|  &lt;br /&gt;
| Implies two unknown flags, NOSTUN, NONAUSEA, NOBLEED, NOEMOTION, NOSTUCKINS, SEVERONBREAKS, NOSKULL, NOSKIN, NOBONES, NOMEAT, PARALYZEIMMUNE, NOFEAR, NOSMELLYROT, NOTHOUGHT, NO_GENDER. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| EQUIPS &lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to wear or wield items.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| EVIL &lt;br /&gt;
|  &lt;br /&gt;
| Determines whether creature can show up on &amp;quot;evil&amp;quot; maps&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| EXTRAVISION &lt;br /&gt;
|  &lt;br /&gt;
| Creature can see regardless of whether it has working eyes. &lt;br /&gt;
|}&lt;br /&gt;
&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;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
|- &lt;br /&gt;
| FANCIFUL &lt;br /&gt;
|  &lt;br /&gt;
| Makes every civilization know about the creature. The creature won't occur in regular material preference lists. The tag also adds some art value modifiers. Used for things like dragons and other legendary creatures. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FEATURE_ATTACK_GROUP&lt;br /&gt;
|&lt;br /&gt;
| Found on subterranean animalmen.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| FEMALE &lt;br /&gt;
|  &lt;br /&gt;
| all female&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| FIREBREATH &lt;br /&gt;
|  &lt;br /&gt;
| The creature breathes fire projectiles (as opposed to DRAGONFIREBREATH, which is in a cone).&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| FIREIMMUNE &lt;br /&gt;
|  &lt;br /&gt;
| As of versionv0.28.181.40d, the FIREIMMUNE token had no effect on a creature's resistance to flame or heat. However, it did affect ability to swim in magma in adventure mode, as well as display of &amp;quot;You are caught in a pool of magma!&amp;quot; warning messages.  It is unknown if these effects persist in DF 2010.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| FIREIMMUNE_SUPER &lt;br /&gt;
|  &lt;br /&gt;
| The creature is immune to DRAGONFIREBREATH. AI acts as if FIREIMMUNE. May or may not imply FIREIMMUNE. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| FISHITEM &lt;br /&gt;
|  &lt;br /&gt;
| Needs to be cleaned at a fishery&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| FIXED_TEMP &lt;br /&gt;
| temperature &lt;br /&gt;
| The natural heat generated by the creature.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| FLEEQUICK &lt;br /&gt;
|  &lt;br /&gt;
| Determines how soon a creature flees in a losing battle. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| FLIER &lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to fly. Currently, an AI bug prevents this from being useful on PC races in fortress mode. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| FREQUENCY &lt;br /&gt;
|&lt;br /&gt;
*number, max 100&lt;br /&gt;
| Determines the time between creature spawns in Fortress Mode. Higher is more occurrences per time unit. Creatures without a frequency statement default to 50. Almost all others have either [FREQUENCY:5] or [FREQUENCY:100].&lt;br /&gt;
|}&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;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
|- &lt;br /&gt;
| GENERAL_BABY_NAME &lt;br /&gt;
| singular:plural &lt;br /&gt;
| name at creature level&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| GENERAL_CHILD_NAME &lt;br /&gt;
| singular:plural &lt;br /&gt;
| name at creature level&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| GENERATED&lt;br /&gt;
|  &lt;br /&gt;
| Found on generated creatures like [[Forgotten beast]]s and [[Demon]]s.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| GETS_INFECTIONS_FROM_ROT &lt;br /&gt;
|  &lt;br /&gt;
| can be infected by rot&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GETS_WOUND_INFECTIONS &lt;br /&gt;
|  &lt;br /&gt;
| can be infected from wounds&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| GLOWCOLOR &lt;br /&gt;
| &lt;br /&gt;
*foreground&lt;br /&gt;
*background&lt;br /&gt;
*brightness &lt;br /&gt;
| The colour of the GLOWTILE of the creature &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| GLOWTILE &lt;br /&gt;
| ascii character &lt;br /&gt;
| If present, the being glows in the dark (generally used for Adventure 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. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| GNAWER &lt;br /&gt;
| verb (gnawed) &lt;br /&gt;
| The creature chews on food storage containers. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| GO_TO_END &lt;br /&gt;
|  &lt;br /&gt;
| uncertain use, definitely refers to Creature Variants template&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| GO_TO_START &lt;br /&gt;
|  &lt;br /&gt;
| uncertain use, definitely refers to Creature Variants template&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| GOOD &lt;br /&gt;
|  &lt;br /&gt;
| Determines whether creature can show up on &amp;quot;good&amp;quot; maps&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| GRASSTRAMPLE &lt;br /&gt;
| value &lt;br /&gt;
| Determines the percentage chance of trampling and killing grass when a creature steps on it. Set [GRASSTRAMPLE:0] to make grass never trampled by the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GRAVITATE_BODY_SIZE&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&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;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
|- &lt;br /&gt;
| HAS_NERVES &lt;br /&gt;
|  &lt;br /&gt;
| This makes the creature susceptible to severed nerves when muscles are torn in limb, grasp and stance parts.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| HEATDAM_POINT &lt;br /&gt;
| value &lt;br /&gt;
| The maximum temperature limit before the creature will start recieving damage from heat.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| HOMEOTHERM &lt;br /&gt;
|  &lt;br /&gt;
| Default 'NONE'. The creature's normal body temperature&lt;br /&gt;
|}&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;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
|- &lt;br /&gt;
| IF_EXISTS_SET_BOILING_POINT &lt;br /&gt;
| value &lt;br /&gt;
| The temperature at which the creature boils into goo.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| IF_EXISTS_SET_MELTING_POINT &lt;br /&gt;
| value &lt;br /&gt;
| The temperature at which the creature will melt into goo. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| IGNITE_POINT &lt;br /&gt;
| value &lt;br /&gt;
| The temperature at which the creature will burst into flames&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| IMMOBILE_LAND &lt;br /&gt;
|  &lt;br /&gt;
| The creature is immobile while on land &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| IMMOLATE &lt;br /&gt;
|  &lt;br /&gt;
| Will ignite, and potentially completely destroy, items the creature is standing on. Keep booze away from critters with this tag. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| INSULATION &lt;br /&gt;
| value &lt;br /&gt;
| increases the insulation of a selected material&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| INTELLIGENT &lt;br /&gt;
|  &lt;br /&gt;
| Implies CAN_CIV, CAN_SPEAK, CAN_LEARN.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ITEMCORPSE &lt;br /&gt;
|     &lt;br /&gt;
* Item token&lt;br /&gt;
    * subtype &lt;br /&gt;
NO_SUBTYPE&lt;br /&gt;
    * matgloss token&lt;br /&gt;
    * NO_RACEGLOSS &lt;br /&gt;
USE_RACEGLOSS USE_SHARPSTONE &lt;br /&gt;
| Determines if the creature leaves behind a non-standard corpse (i.e. wood, statue, bars, etc). The first parameter determines the item type; the second parameter is the subtype indicated in the raw file (such as WEAPON_WHIP); the third indicates the material type if the item type takes a specific material (e.g. &amp;quot;&amp;quot;IRON&amp;quot;&amp;quot; if the corpse type is &amp;quot;&amp;quot;STATUE&amp;quot;&amp;quot;). USE_RACEGLOSS applies if the creature has a material glossary assigned by the &amp;quot;&amp;quot;HAS_RACEGLOSS:&amp;quot;&amp;quot; flag and will select neccesary adjectives and material from that glossary.&lt;br /&gt;
As of 31_01, RACEGLOSS may no longer be in the game.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ITEMCORPSE_QUALITY &lt;br /&gt;
|  &lt;br /&gt;
| The quality of an item-type corpse left behind; 5 is masterpiece-level. &lt;br /&gt;
|}&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;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
|- &lt;br /&gt;
| LARGE_PREDATOR &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; will appear on any given map (possibly two groups on &amp;quot;savage&amp;quot; maps). In adventure mode, large predators will try to ambush and attack you (and your party will attack them back). 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;
| LARGE_ROAMING &lt;br /&gt;
|  &lt;br /&gt;
| In Fortress Mode, spawns outdoors and is not a vermin creature. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| LIGAMENTS &lt;br /&gt;
| &lt;br /&gt;
*selection criteria. Often LOCAL_CREATURE_MAT, although other selection criteria may work too.&lt;br /&gt;
*selected material&lt;br /&gt;
*healing rate &lt;br /&gt;
| defines the qualities of ligaments&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| LIGHT_GEN &lt;br /&gt;
|  &lt;br /&gt;
| The creature will generate light, such as in adventurer mode at night. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| LIKES_FIGHTING &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 - included modded dwarves. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| LISP &lt;br /&gt;
|  &lt;br /&gt;
| Creature multiplies 'S' when talking. Ex: &amp;quot;My name isss Recisssiz.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LITTERSIZE&lt;br /&gt;
| &lt;br /&gt;
* minumum&lt;br /&gt;
* maximum&lt;br /&gt;
| Determines the random chance of how many creatures are generated when giving birth. [LITTERSIZE:1:2]&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| LOCKPICKER &lt;br /&gt;
|  &lt;br /&gt;
| Lets a creature open doors that are set to forbidden in Fortress Mode.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| LOOSE_CLUSTERS &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;
==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;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MAGMA_VISION &lt;br /&gt;
|  &lt;br /&gt;
| Creature's able to see while covered in magma. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MALE &lt;br /&gt;
|  &lt;br /&gt;
| all male&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MANNERISM_?? &lt;br /&gt;
| &lt;br /&gt;
*occassionally body part &lt;br /&gt;
| Adds a possible mannerism to the creature's profile.&lt;br /&gt;
Refer to {{L|Creature Token Mannerisms|Mannerisms}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MATERIAL&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;
| MATERIAL_BREATH_ATTACK &lt;br /&gt;
| &lt;br /&gt;
*MATERIAL TYPE (TISSUE, INORGANIC)&lt;br /&gt;
*MATERIAL NAME&lt;br /&gt;
*MATERIAL STATE (TRAILING_DUST_FLOW, TRAILING_VAPOR_FLOW, TRAILING_GAS_FLOW, SOLID_GLOB, LIQUID_GLOB, UNDIRECTED_GAS, UNDIRECTED_VAPOR, UNDIRECTED_DUST) &lt;br /&gt;
| Creates an attack referencing a material, using a given type of breath attack.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MAXAGE &lt;br /&gt;
| min:max &lt;br /&gt;
| range of time in which death from old age may occur&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MEANDERER &lt;br /&gt;
|  &lt;br /&gt;
| Gives a creature random movement. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MEGABEAST &lt;br /&gt;
|  &lt;br /&gt;
| Appears on fortress territory in Fortress Mode occasionally. Implies SEMIMEGABEAST. Also can be worshipped&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|MENT_ATT_CAP_PERC&lt;br /&gt;
|&lt;br /&gt;
*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;
| MENT_ATT_RANGE &lt;br /&gt;
| &lt;br /&gt;
*ATTRIBUTE&lt;br /&gt;
*lowest:lower:low:median:high:higher:highest | sets up a mental attribute's range of values. Max of 5000.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MENT_ATT_RATES&lt;br /&gt;
| &lt;br /&gt;
*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 gain/decay rates. Defaults for are 500:2:3:2, except for RECUPERATION and DISEASE_RESISTANCE that don't have change rates. The last three slots may be replaced by NONE.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MILKABLE &lt;br /&gt;
| &lt;br /&gt;
*LOCAL_CREATURE_MAT:MILK:amount &lt;br /&gt;
| Allows the creature to be milked. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MISCHIEVIOUS &lt;br /&gt;
|  &lt;br /&gt;
| Will pull any levers it comes across (requires confirmation). &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;
| MOUNT &lt;br /&gt;
|  &lt;br /&gt;
| Creature may be used as a mount&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MOUNT_EXOTIC &lt;br /&gt;
|  &lt;br /&gt;
| You need the Dungeon master noble to mount the creature. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MULTIPLE_LITTER_RARE &lt;br /&gt;
|  &lt;br /&gt;
| Makes litters with more than one offspring rare. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MULTIPLY_VALUE &lt;br /&gt;
| &lt;br /&gt;
*Multiplier &lt;br /&gt;
| multiplies value of materials&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MUNDANE &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;
==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;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
|- &lt;br /&gt;
| NAME &lt;br /&gt;
| singular:plural:adjective &lt;br /&gt;
| What the creature is actually called in game.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NATURAL &lt;br /&gt;
|  &lt;br /&gt;
| Animal is considered to be natural.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NO_AUTUMN  &lt;br /&gt;
|  &lt;br /&gt;
| does not appear this season.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NO_DIZZINESS &lt;br /&gt;
|  &lt;br /&gt;
| Creature cannot become dizzy&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NO_DRINK &lt;br /&gt;
|  &lt;br /&gt;
| Creature does not need to drink. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NO_EAT &lt;br /&gt;
|  &lt;br /&gt;
| Creature does not need to eat. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NO_FEVERS &lt;br /&gt;
|  &lt;br /&gt;
| Creature cannot suffer fevers&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NO_SLEEP &lt;br /&gt;
|  &lt;br /&gt;
| Creature does not need to sleep. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NO_SPRING &lt;br /&gt;
|  &lt;br /&gt;
| does not appear this season.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NO_SUMMER &lt;br /&gt;
|  &lt;br /&gt;
| does not appear this season.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NO_THOUGHT_CENTER_FOR_MOVEMENT &lt;br /&gt;
|  &lt;br /&gt;
| Probably shorthand for movement being unaffected by damage in general.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NO_WINTER &lt;br /&gt;
|  &lt;br /&gt;
| does not appear this season.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NOBONES &lt;br /&gt;
|  &lt;br /&gt;
| Creature has no bones.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NOBREATHE &lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't need to breathe or have [BREATHE] parts in body. Cannot drown or be strangled. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NOCTURNAL &lt;br /&gt;
|  &lt;br /&gt;
| Sets if the creature is active in night. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NOEMOTION &lt;br /&gt;
|  &lt;br /&gt;
| The creature has no emotions, and does not rage.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NOEXERT &lt;br /&gt;
|  &lt;br /&gt;
| Creature can't become tired or over-exerted. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NOFEAR &lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't feel fear and will never run away from battle. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NOMEAT &lt;br /&gt;
|  &lt;br /&gt;
| Creature will not drop meat on butcher. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NONAUSEA &lt;br /&gt;
|  &lt;br /&gt;
| Creature can't vomit.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NOPAIN &lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't feel pain. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NOSKIN &lt;br /&gt;
|  &lt;br /&gt;
| Creature will not drop skin on butcher. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NOSKULL &lt;br /&gt;
|  &lt;br /&gt;
| Creature will not drop skull on butcher, rot, or decay of severed head. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NOSMELLYROT &lt;br /&gt;
|  &lt;br /&gt;
| Does not produce miasma when rotting&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NOSTUCKINS &lt;br /&gt;
|  &lt;br /&gt;
| Weapons can't be stuck in creature. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NOSTUN &lt;br /&gt;
|  &lt;br /&gt;
| Creature can't be stunned. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NOT_BUTCHERABLE &lt;br /&gt;
|  &lt;br /&gt;
| Cannot be butchered&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NOTHOUGHT &lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't think, or doesn't require a [BRAIN] body part. &lt;br /&gt;
|}&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;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
|- &lt;br /&gt;
| PACK_ANIMAL &lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to be used as a pack animal. Currently only used by merchants.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PARALYZEIMMUNE &lt;br /&gt;
|  &lt;br /&gt;
| The creature is immune to all paralyzing special attacks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PATTERNFLIER&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PEARL &lt;br /&gt;
|  &lt;br /&gt;
| Creature will generate pearls. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PENETRATEPOWER &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. Wood and cloth objects roll a 0-9 and if it greater than the penetrate power, their contents escape for the time being. Other objects roll a 0-99. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PERSONALITY &lt;br /&gt;
| &lt;br /&gt;
*ATTRIBUTE&lt;br /&gt;
*lowest:median:highest &lt;br /&gt;
| Determines chance of personality traits. Standard is 0:50:100. See Personality traits  for more info.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PET &lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to be tamed. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PET_EXOTIC &lt;br /&gt;
|  &lt;br /&gt;
| You need a Dungeon master noble in your fortress for the creature to be tamable (but any Animal trainer can do the taming). &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PETVALUE &lt;br /&gt;
| value &lt;br /&gt;
| How valuable a tamed animal/pet is. Actual cost in points in the embarking screen is (PETVALUE/2)+1 for an untrained animal, PETVALUE+1 for a trained(War or Hunting) one. Note that for an animal to be selectable in this screen, it must have the COMMON_DOMESTIC token. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|PHYS_ATT_CAP_PERC&lt;br /&gt;
|&lt;br /&gt;
*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;
| PHYS_ATT_RANGE &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;
| sets up a physical attribute's range of values. Max of 5000.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PHYS_ATT_RATES&lt;br /&gt;
| &lt;br /&gt;
*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 gain/decay rates. Defaults for are 500:2:3:2, except for RECUPERATION and DISEASE_RESISTANCE that don't have change rates. The last three slots may be replaced by NONE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PLUS_BP_GROUP&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.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PLUS_MATERIAL&lt;br /&gt;
| &lt;br /&gt;
*material&lt;br /&gt;
| Adds a material to selected materials.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PLUS_TISSUE_LAYER &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 a tissue to those selected&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PLUS_TL_GROUP &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;
| continues a selection of tissue layers&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| POP_RATIO &lt;br /&gt;
|  &lt;br /&gt;
| Weighted population of caste&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| POPULATION_NUMBER &lt;br /&gt;
| min:max &lt;br /&gt;
| The minimum/maximum numbers of how many of these creatures can show up on a map per year.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|POWER&lt;br /&gt;
|&lt;br /&gt;
|Allows the being to represent itself as a deity. Requires CAN_SPEAK to actually do anything more than settle at a location.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PREFSTRING &lt;br /&gt;
| string&lt;br /&gt;
| Sets what other creatures like about this creature. &amp;quot;Blarghh likes dwarves for their beards.&amp;quot; Multiple entries will be chosen from at random&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PROFESSION_NAME &lt;br /&gt;
| &lt;br /&gt;
*Profession&lt;br /&gt;
*singular&lt;br /&gt;
*plural &lt;br /&gt;
| alters the name of the given profession&lt;br /&gt;
|}&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;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
|- &lt;br /&gt;
| RELSIZE &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;
| REMAINS_COLOR&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REMAINS_UNDETERMINED&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| REMOVE_MATERIAL &lt;br /&gt;
| &lt;br /&gt;
*material token &lt;br /&gt;
| Removes a material from a creature&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REMOVE_TISSUE&lt;br /&gt;
|&lt;br /&gt;
*material token&lt;br /&gt;
| Removes a tissue from a creature.&lt;br /&gt;
|}&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;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
|- &lt;br /&gt;
| SAVAGE &lt;br /&gt;
|  &lt;br /&gt;
| Allows creature to show up on (and limits it to) &amp;quot;savage&amp;quot; maps.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SECRETION &lt;br /&gt;
| &lt;br /&gt;
*MATERIAL REF (eg LOCAL_CREATURE_MAT&lt;br /&gt;
*Material name&lt;br /&gt;
*Material State&lt;br /&gt;
*location secreted from (by_type, by_category, by_token)&lt;br /&gt;
*body part &lt;br /&gt;
*tissue layer &lt;br /&gt;
| creates a secreted material on given tissue on a given part of the body.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SELECT_ADDITIONAL_CASTE&lt;br /&gt;
| &lt;br /&gt;
*caste name&lt;br /&gt;
| adds an additional previously defined caste to the selection&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SELECT_CASTE &lt;br /&gt;
| &lt;br /&gt;
*caste name, or ALL &lt;br /&gt;
| selects a previously defined caste&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SELECT_MATERIAL &lt;br /&gt;
| &lt;br /&gt;
*MATERIAL NAME &lt;br /&gt;
| Selects the material. Can be ALL.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SELECT_TISSUE&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;
| SELECT_TISSUE_LAYER &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;
| Selects a tissue layer for descriptor and cosmetic purposes.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SEMIMEGABEAST &lt;br /&gt;
| &lt;br /&gt;
| Appears as boss creature in quests. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SET_BP_GROUP &lt;br /&gt;
| &lt;br /&gt;
*selection criteria BY_TYPE, BY_CATEGORY, BY_TOKEN&lt;br /&gt;
*category, type, or token &lt;br /&gt;
| selection token&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SET_TL_GROUP &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 laters&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SKILL_RATES&lt;br /&gt;
|  &lt;br /&gt;
*% of improvement points you get&lt;br /&gt;
*unused counter rate&lt;br /&gt;
*rust counter rate&lt;br /&gt;
*demotion counter rate&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). These slots may also be replaced with NONE. Cannot yet be applied to individual skills.&lt;br /&gt;
Default is [SKILL_RATES:100:8:8:16].   [SLOW_LEARNER] changes the 100 to a 50.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SLOW_LEARNER &lt;br /&gt;
|  &lt;br /&gt;
| Similar to [CAN_LEARN], but slower; skills are gained at a fraction of the rate. Present in the entries for ogres and giants; can be applied to civ or player races. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SMALL_REMAINS &lt;br /&gt;
|  &lt;br /&gt;
| If a creature has this token, it'll leave a small corpse that only rots once, and without miasma.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SPEC_HEAT &lt;br /&gt;
| value &lt;br /&gt;
| Amount of energy required for the creature to heat up or cool down. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SPECIALATTACK_INJECT_EXTRACT &lt;br /&gt;
| &lt;br /&gt;
*LOCAL_CREATURE_MAT&lt;br /&gt;
*MATERIAL eg.POISON&lt;br /&gt;
*MATTERSTATE (ALL_SOLID, LIQUID, GAS)&lt;br /&gt;
*min:max&lt;br /&gt;
| attack type addition that injects a material into the victim.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SPECIALATTACK_SUCK_BLOOD&lt;br /&gt;
| min:max&lt;br /&gt;
| Successful attack draws out an amount of blood randomised between the min and max value.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SPEECH &lt;br /&gt;
| speech file &lt;br /&gt;
| Boasting speeches relating to killing this creature. Examples include dwarf.txt and elf.txt in the Speech folder in Data.u&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SPEED &lt;br /&gt;
| value &lt;br /&gt;
| Sets the creatures' movement and work speed, 1000/[100 + SPEED X] is the resulting effect on creatures movement and work rates from default. See Speed  for more information.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SPHERE &lt;br /&gt;
| &lt;br /&gt;
*sphere name &lt;br /&gt;
| Sets what religious spheres the creature is aligned to, for purposes of being worshipped via the [POWER] token. Also affects the layout of hidden fun stuff, and the creature's name.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SWIM_SPEED &lt;br /&gt;
| &lt;br /&gt;
*speed &lt;br /&gt;
| How fast the creature swims. Typically 2500 (0.38 times the default speed). &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SWIMS_INNATE &lt;br /&gt;
|  &lt;br /&gt;
| The creature naturally knows how to swim, as opposed to [SWIMS_LEARNED] below. Currently, an AI bug prevents this from being useful on PC races in fortress mode. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SWIMS_LEARNED &lt;br /&gt;
|  &lt;br /&gt;
| The creature must learn to swim. Requires [CAN_LEARN], obviously. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SYN_AFFECTED_CLASS &lt;br /&gt;
|  &lt;br /&gt;
| adds a class of creatures to those affected, such as CREATURE_CLASS:GENERAL_POISON&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SYN_AFFECTED_CREATURE &lt;br /&gt;
| Creature Name &lt;br /&gt;
| adds a specific creature to those affected.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SYN_CONTACT &lt;br /&gt;
|  &lt;br /&gt;
| syndrome can be contracted on contact&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SYN_IMMUNE_CREATURE &lt;br /&gt;
|  &lt;br /&gt;
| creates an exception for the creature so that it not affected by the syndrome.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SYN_INHALED &lt;br /&gt;
|  &lt;br /&gt;
| syndrome can be contracted by inhaled.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SYN_INJECTED &lt;br /&gt;
|  &lt;br /&gt;
| syndrome can be contracted by injection.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SYN_NAME &lt;br /&gt;
| text &lt;br /&gt;
| defines the name of the syndrome&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SYNDROME &lt;br /&gt;
|  &lt;br /&gt;
| begins definition of a Syndrome for poison use&lt;br /&gt;
|}&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;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
|- &lt;br /&gt;
| TENDONS &lt;br /&gt;
| &lt;br /&gt;
*selection criteria. Often LOCAL_CREATURE_MAT, although other selection criteria may work too.&lt;br /&gt;
*selected tissue&lt;br /&gt;
*healing rate &lt;br /&gt;
| Defines the qualities of tendons&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| THICKWEB &lt;br /&gt;
|  &lt;br /&gt;
| The creature's webs can catch larger creatures. May imply [AMBUSHPREDATOR]&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TISSUE &lt;br /&gt;
| name &lt;br /&gt;
| Begins defining a tissue in the creature file.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TISSUE_LAYER &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;
| TISSUE_LAYER_UNDER &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 under a given part ex. is Iron Man he has a gasous poison within him 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 Iron Man &lt;br /&gt;
        [TISSUE:GAS]&lt;br /&gt;
		[TISSUE_NAME:gas:NP]&lt;br /&gt;
		[TISSUE_MATERIAL:LOCAL_CREATURE_MAT:GAS]&lt;br /&gt;
		[TISSUE_MAT_STATE:GAS]&lt;br /&gt;
		[RELATIVE_THICKNESS:50]&lt;br /&gt;
		[TISSUE_LEAKS]&lt;br /&gt;
		[TISSUE_SHAPE:LAYER]&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TISSUE_LAYER_APPEARANCE_MODIFIER &lt;br /&gt;
| &lt;br /&gt;
*QUALITY&lt;br /&gt;
*lowest:lower:low:median:high:higher: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;
| TISSUE_STYLE_UNIT &lt;br /&gt;
| &lt;br /&gt;
*tissue&lt;br /&gt;
*shaping &lt;br /&gt;
| sets tissue to be in a certain shape&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TL_COLOR_MODIFIER &lt;br /&gt;
| COLOR:freq:COLOR:freq etc &lt;br /&gt;
| Creates a list of color patterns, giving each a frequency. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TL_MAJOR_ARTERIES &lt;br /&gt;
|  &lt;br /&gt;
| Gives Major Artery attribute to selected layers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TLCM_GENETIC_MODEL&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TLCM_IMPORTANCE&lt;br /&gt;
|&lt;br /&gt;
*number&lt;br /&gt;
| Modifies the importance of the tissue layer color modifier, for description purposes.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TLCM_NOUN &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&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TLCM_TIMING &lt;br /&gt;
| &lt;br /&gt;
*ROOT&lt;br /&gt;
*start change window years:days:end change window years:days | determines the point in the creature's life where the color change begins&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TRADE_CAPACITY &lt;br /&gt;
|  &lt;br /&gt;
| How much the creature can carry when used by merchants. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TRAINABLE &lt;br /&gt;
|  &lt;br /&gt;
| Allows a tame creature to be trained into a &amp;quot;War&amp;quot; or &amp;quot;Hunting&amp;quot; variation by way of Kennels. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TRAINABLE_HUNTING &lt;br /&gt;
|  &lt;br /&gt;
| Can be trained as hunting beasts by way of kennels&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TRAINABLE_WAR &lt;br /&gt;
|  &lt;br /&gt;
| Can be trained as war beasts by way of kennels&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TRANCES &lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to go into martial trances.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TRAPAVOID &lt;br /&gt;
|  &lt;br /&gt;
| The creature is immune to traps. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TRIGGERABLE_GROUP &lt;br /&gt;
| min:max &lt;br /&gt;
| A large swarm of vermin can be disturbed, usually in Adventure mode.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TSU_NOUN &lt;br /&gt;
| &lt;br /&gt;
*noun&lt;br /&gt;
*SINGULAR or PLURAL &lt;br /&gt;
| creates a noun for the tissue used and whether it is singular or plural&amp;quot;&lt;br /&gt;
|}&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;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
|- &lt;br /&gt;
| UNDERGROUND_DEPTH &lt;br /&gt;
|&lt;br /&gt;
*mindepth&lt;br /&gt;
*maxdepth &lt;br /&gt;
| Depth the creature appears underground. Numbers can be from 1 to 5. Only magma creatures use 4 or 5 in the default raws. A single argument may be used instead of min and max.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| UNDERSWIM &lt;br /&gt;
|  &lt;br /&gt;
| Creature swims under the water and can't be seen.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| USE_CASTE&lt;br /&gt;
|&lt;br /&gt;
*caste token&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| USE_MATERIAL&lt;br /&gt;
|&lt;br /&gt;
*new material token&lt;br /&gt;
*old material id&lt;br /&gt;
| Uses a local creature mat to define a new material?{{verify}}&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| USE_MATERIAL_TEMPLATE &lt;br /&gt;
|&lt;br /&gt;
*new material token&lt;br /&gt;
*material template &lt;br /&gt;
| Loads a material, and gives it a shortname for later reference&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| USE_TISSUE&lt;br /&gt;
|&lt;br /&gt;
*new tissue token&lt;br /&gt;
*old tissue id&lt;br /&gt;
| Uses a local creature mat to define a new material?{{verify}}&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| USE_TISSUE_TEMPLATE &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;
| UTTERANCES &lt;br /&gt;
|  &lt;br /&gt;
| Changes the language of the creature into an unintelligible mess.&lt;br /&gt;
|}&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;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
|- &lt;br /&gt;
| VEGETATION &lt;br /&gt;
|  &lt;br /&gt;
| unknown&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VIEWRANGE&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;
| VERMIN_BITE &lt;br /&gt;
| &lt;br /&gt;
*amount&lt;br /&gt;
*verb (bitten, stung)&lt;br /&gt;
*LOCAL_CREATURE_MAT&lt;br /&gt;
*MATERIAL &lt;br /&gt;
| vermin bites, and injects something.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_EATER&lt;br /&gt;
|&lt;br /&gt;
| Vermin can nibble food?{{verify}}&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| VERMIN_FISH &lt;br /&gt;
|  &lt;br /&gt;
| Acts like a fish&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| VERMIN_GROUNDER &lt;br /&gt;
|  &lt;br /&gt;
| The creature can be picked up if you stand over it. (Requires confirmation)&lt;br /&gt;
'I think this is a habitat flag like VERMIN_SOIL, VERMIN_CHASM, etc. It seems to appear on creatures that don't otherwise have one. – Peristarkawan 17:27, 24 May 2007 (EDT)'&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| VERMIN_HATEABLE &lt;br /&gt;
|  &lt;br /&gt;
| Some dwarves will hate the creature and get unhappy thoughts when around it. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| VERMIN_MICRO &lt;br /&gt;
|  &lt;br /&gt;
| This makes the creature move in a swarm of creatures of the same race as it. I.E. Swarm of flies, swarm of ants, etc. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| VERMIN_NOFISH &lt;br /&gt;
|  &lt;br /&gt;
| The creature cannot be caught by fishing. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| VERMIN_NOROAM &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;
| VERMIN_NOTRAP &lt;br /&gt;
|  &lt;br /&gt;
| The creature cannot be caught by trappers or animal traps. However, this may not work in all cases, as both dragonflies and fairies can be caught by trappers. This is possibly overridden by the VERMIN_GROUNDER token, allowing trappers set to Catch a Live Land Animal to pick up and thus trap the animal. (speculation by Flippantelf  04:45, 15 June 2009 (UTC)) &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| VERMIN_ROTTER &lt;br /&gt;
|  &lt;br /&gt;
| Present on flies, knuckle worms, acorn flies, and blood gnats. Probably means either the creature is attracted to rot, the creature speeds rotting, or both. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| VERMIN_SOIL &lt;br /&gt;
|  &lt;br /&gt;
| The creature randomly appears near dirt or mud. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| VERMIN_SOIL_COLONY &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;
| VERMINHUNTER &lt;br /&gt;
|  &lt;br /&gt;
| A creature with this tag will hunt down vermin and kill them. Sometimes they will eat the vermin, but most of the time they will bring it to their owner. This tag also makes impossible to assign an owner to the animal. The animal chooses it's own owner instead (like a cat). If assigned to a playable race, members of that race will ONLY be able to eat vermin. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| VESPERTINE &lt;br /&gt;
|  &lt;br /&gt;
| Sets if the creature is active in evening.&lt;br /&gt;
|}&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;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
|- &lt;br /&gt;
| WAGON_PULLER &lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to pull caravan wagons. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| WEBBER &lt;br /&gt;
| &lt;br /&gt;
*LOCAL_CREATURE_MAT&lt;br /&gt;
*MATERIAL (eg SILK)&lt;br /&gt;
| allows the creature to web, and defines what the webs are made of.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| WEBIMMUNE &lt;br /&gt;
|  &lt;br /&gt;
| The creature will not get caught in webs.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]]&lt;/div&gt;</summary>
		<author><name>EricBlank</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Creature_token&amp;diff=100742</id>
		<title>v0.31 Talk:Creature token</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Creature_token&amp;diff=100742"/>
		<updated>2010-04-29T06:16:24Z</updated>

		<summary type="html">&lt;p&gt;EricBlank: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Elephants never forget and are represented by E.  Elves never forget and are represented by E.  Coincidence?  I think not!  Those aren't actually 'beards' the elves are described as having, they're actually  highly-modified trunks! --[[User:Squirrelloid|Squirrelloid]] 17:26, 2 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Does anyone know whether attack_trigger functions on non-megabeasts and if so how it behaves?&lt;br /&gt;
I think I'll test this.&lt;br /&gt;
--[[User:EricBlank|EricBlank]]&lt;/div&gt;</summary>
		<author><name>EricBlank</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Creature_Tokens&amp;diff=93529</id>
		<title>v0.31 Talk:Creature Tokens</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Creature_Tokens&amp;diff=93529"/>
		<updated>2010-04-16T04:07:21Z</updated>

		<summary type="html">&lt;p&gt;EricBlank: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Are ''all'' these tokens verified? There was a reason I was adding them independently. I know for a fact that this is an incomplete list, which throws the entire list into suspicion for me, because it looks very much ripped from the 40d page with some minor edits. Many of these tokens may function differently from the previous version. For now, I motion that this edit be undone.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I'm going to cross-reference it with the string dump and seperate it into creature-level tokens and caste-level tokens. --[[User:Untelligent|Untelligent]] 14:43, 5 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Added a bunch of stuff from the string dump. Left out some HFS-related stuff that doesn't show up in the normal raws for now. A lot of stuff still needs to be verified, and some of the tokens might not be used yet, but at least it's more complete now. --[[User:Untelligent|Untelligent]] 16:31, 5 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Wouldn't ATTACK_TRIGGER not be min:medium:max but rather pop:trade:production minimums as it is in the entity definitions? dragons have [ATTACK_TRIGGER:80:10000:100000] which would mean you need a minimum population of 80, (exported and/or imported?) trade total of 10000*, and a created wealth of at least 100000* in order for an attack to be possible, which makes perfect sense. &lt;br /&gt;
Also wouldn't it make more sense that ATTACK_PENETRATION_PERC is the percentage of the force used by an attack that plays towards penetrating to the tissue layer underneath the one struck by the attack? Meaning a low value in this tag (a blunt object, like a punch or kick from a clawless humanoid) would make an attack either less likely to penetrate and/or allow less force to reach the next layer when it does. &lt;br /&gt;
I'll go ahead and test these both whenever I get a chance. --[[User:EricBlank|EricBlank]]&lt;/div&gt;</summary>
		<author><name>EricBlank</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Creature_Tokens&amp;diff=93528</id>
		<title>v0.31 Talk:Creature Tokens</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Creature_Tokens&amp;diff=93528"/>
		<updated>2010-04-16T03:59:13Z</updated>

		<summary type="html">&lt;p&gt;EricBlank: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Are ''all'' these tokens verified? There was a reason I was adding them independently. I know for a fact that this is an incomplete list, which throws the entire list into suspicion for me, because it looks very much ripped from the 40d page with some minor edits. Many of these tokens may function differently from the previous version. For now, I motion that this edit be undone.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I'm going to cross-reference it with the string dump and seperate it into creature-level tokens and caste-level tokens. --[[User:Untelligent|Untelligent]] 14:43, 5 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Added a bunch of stuff from the string dump. Left out some HFS-related stuff that doesn't show up in the normal raws for now. A lot of stuff still needs to be verified, and some of the tokens might not be used yet, but at least it's more complete now. --[[User:Untelligent|Untelligent]] 16:31, 5 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Wouldn't ATTACK_TRIGGER not be min:medium:max but rather pop:trade:production minimums as it is in the entity definitions? dragons have [ATTACK_TRIGGER:80:10000:100000] which would mean you need a minimum population of 80, (exported and/or imported?) trade total of 10000*, and a created wealth of at least 100000* in order for an attack to be possible, which makes perfect sense. --[[User:EricBlank|EricBlank]]&lt;/div&gt;</summary>
		<author><name>EricBlank</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31:Creature_token&amp;diff=93527</id>
		<title>v0.31:Creature token</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31:Creature_token&amp;diff=93527"/>
		<updated>2010-04-16T03:46:18Z</updated>

		<summary type="html">&lt;p&gt;EricBlank: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
&lt;br /&gt;
Tentative at best in some cases. Legacy stuff unlisted.&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&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;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
|- &lt;br /&gt;
| ALCOHOL_DEPENDENT &lt;br /&gt;
|  &lt;br /&gt;
| Creature needs alcohol to get through the working day.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ALL_ACTIVE &lt;br /&gt;
|  &lt;br /&gt;
| Sets if the creature is active in day, night, and twilight. Seems to be a separate value from DIURNAL/NOCTURNAL/CREPUSCULAR, rather than implying them. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ALTTILE &lt;br /&gt;
|  &lt;br /&gt;
| If set, the creature will blink between its [TILE] and its [ALTTILE]. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| AMBUSHPREDATOR &lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature start out hidden. Used by giant cave spiders. May make webs hidden too&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| AMPHIBIOUS &lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to breathe with or without water. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| APP_MOD_GENETIC_MODEL&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| APP_MOD_IMPORTANCE&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;
| APP_MOD_NOUN &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;
| APP_MOD_RATE &lt;br /&gt;
| &lt;br /&gt;
*Rate (integer)&lt;br /&gt;
*Scale (DAILY,  YEARLY)&lt;br /&gt;
*min:max  of growth&lt;br /&gt;
*start year:end year &lt;br /&gt;
| setting the growth rate of the modifier&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| APPLY_CREATURE_VARIATION &lt;br /&gt;
| &lt;br /&gt;
*CV TEMPLATE NAME &lt;br /&gt;
| Loads the [[Creature Variation]] Template specified.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| APPLY_CURRENT_CREATURE_VARIATION &lt;br /&gt;
|  &lt;br /&gt;
| Applies loaded [[Creature Variation]]&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| AQUATIC &lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to breathe underwater, but causes it to &amp;quot;drown&amp;quot; out of water. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ARENA_RESTRICTED &lt;br /&gt;
|  &lt;br /&gt;
| Does not appear in arena mode list&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ATTACK &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.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ATTACK_CONTACT_PERC &lt;br /&gt;
| &lt;br /&gt;
*% value &lt;br /&gt;
| amount of available tissue used in attack&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ATTACK_FLAG_CANLATCH &lt;br /&gt;
|  &lt;br /&gt;
| Enables an attacker to occasionally latch on with the bodypart used by an attack when an attack with this flag in it's definition is made.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ATTACK_FLAG_EDGE &lt;br /&gt;
|  &lt;br /&gt;
| attack type&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ATTACK_FLAG_WITH &lt;br /&gt;
|  &lt;br /&gt;
| In adventure mode, displays the name of the body part used by an attack when announcing the attack.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ATTACK_PENETRATION_PERC &lt;br /&gt;
| &lt;br /&gt;
*% value &lt;br /&gt;
| probably amount of material that makes contact when penetration is done&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ATTACK_PRIORITY &lt;br /&gt;
| &lt;br /&gt;
*MAIN or SECOND &lt;br /&gt;
| use of the attack in combat. Secondary attacks are only used if main attacks are impossible.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ATTACK_SKILL &lt;br /&gt;
| &lt;br /&gt;
*skill used ({{L|Skill tokens}})&lt;br /&gt;
| defines the attack skill used&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ATTACK_TRIGGER &lt;br /&gt;
| min:median:max{{verify}}&lt;br /&gt;
| Probably stages when a megabeast will attack a site&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ATTACK_VERB &lt;br /&gt;
| 2nd person:3rd person &lt;br /&gt;
| descriptive text for the attack&lt;br /&gt;
&lt;br /&gt;
|}&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;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
|- &lt;br /&gt;
| BABY &lt;br /&gt;
| integer &lt;br /&gt;
| age at which creature is considered a child&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| BABYNAME &lt;br /&gt;
| singular:plural &lt;br /&gt;
| name at caste level&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| BEACH_FREQUENCY &lt;br /&gt;
|  &lt;br /&gt;
| Whales and jellyfish have this. Controls the beaching frequency of the creature. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| BENIGN &lt;br /&gt;
|  &lt;br /&gt;
| Determines whether creature can show up on &amp;quot;tame&amp;quot; maps (includes elephants), which will generally avoid dwarves, although they may chase and/or attack them if they get too close). &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| BIOME &lt;br /&gt;
| &lt;br /&gt;
* biome token&lt;br /&gt;
| Select a {{L|Biome}} the creature may appear in. See {{L|Biome Tokens}}&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| BLOOD, PUS, OTHER MATERIAL state definition &lt;br /&gt;
| &lt;br /&gt;
*selection criteria. Often LOCAL_CREATURE_MAT, although other selection criteria may work too.&lt;br /&gt;
*selected material&lt;br /&gt;
*matter state (LIQUID, GAS, ALL_SOLID) | Controls bleeding behaviour&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| BODY &lt;br /&gt;
| body parts &lt;br /&gt;
| Draws body parts from OBJECT:BODY files (such as body_default.txt)&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| BODY_APPEARANCE_MODIFIER &lt;br /&gt;
| &lt;br /&gt;
*ATTRIBUTE&lt;br /&gt;
*lowest:lower:low:median:high:higher:highest | These body modifiers give individual dwarves 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;
&lt;br /&gt;
|- &lt;br /&gt;
| BODY_DETAIL_PLAN &lt;br /&gt;
| PlanName, PlanName:type:type:type:etc &lt;br /&gt;
| loads a plan 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;
&lt;br /&gt;
|- &lt;br /&gt;
| BODY_SIZE&lt;br /&gt;
| years:days:size &lt;br /&gt;
| sets up size at a given time. Size is roughly equal to the creature's average weight in grams.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| BODYGLOSS &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;
| BONECARN &lt;br /&gt;
|  &lt;br /&gt;
| Creature 'eats' bones. Eating bones makes their happiness go up, but can cause death (suffocation). This tag implies CARNIVORE. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| BP_APPEARANCE_MODIFIER &lt;br /&gt;
| &lt;br /&gt;
*QUALITY&lt;br /&gt;
*lowest:lower:low:median:high:higher: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;
| BUILDINGDESTROYER &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 b + C commands. &lt;br /&gt;
|}&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;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
|- &lt;br /&gt;
| CAN_LEARN &lt;br /&gt;
|  &lt;br /&gt;
| CAN_LEARN &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CAN_SPEAK &lt;br /&gt;
|  &lt;br /&gt;
| Can talk. Note that it is not necessary for a creature to gain social skills. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CANNOT_UNDEAD &lt;br /&gt;
|  &lt;br /&gt;
| Cannot be turned into a zombie or skeletal undead&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CANOPENDOORS &lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to open doors. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CARNIVORE &lt;br /&gt;
|  &lt;br /&gt;
| Creature eats meat&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CASTE &lt;br /&gt;
| &lt;br /&gt;
*name &lt;br /&gt;
| defines a caste&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CASTE_ALTTILE&lt;br /&gt;
|&lt;br /&gt;
*tile number or &amp;quot;letter&amp;quot;&lt;br /&gt;
| Caste-specific alttile. Expects CASTE_TILE&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CASTE_COLOR&lt;br /&gt;
|&lt;br /&gt;
*fg&lt;br /&gt;
*bg&lt;br /&gt;
*brightness&lt;br /&gt;
| Creature tile color of the caste.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CASTE_GLOWCOLOR&lt;br /&gt;
|&lt;br /&gt;
*fg&lt;br /&gt;
*bg&lt;br /&gt;
*brightness&lt;br /&gt;
| GLOWTILE color of the caste.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CASTE_GLOWTILE&lt;br /&gt;
|&lt;br /&gt;
*tile value or &amp;quot;letter&amp;quot;&lt;br /&gt;
| Caste-specific glowtile&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CASTE_NAME &lt;br /&gt;
| singular:plural:adjective &lt;br /&gt;
| The name of the caste of the creature in the game.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CASTE_PROFESSION_NAME &lt;br /&gt;
| &lt;br /&gt;
*Profession&lt;br /&gt;
*singular&lt;br /&gt;
*plural &lt;br /&gt;
| alters the name of the given profession, caste-specific&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CASTE_SPEECH&lt;br /&gt;
| speech file?&lt;br /&gt;
| Possibly a caste-specific instance of the SPEECH token&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CASTE_TILE&lt;br /&gt;
|&lt;br /&gt;
* tile number or &amp;quot;letter&amp;quot;&lt;br /&gt;
| Caste-specific creature tile.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CAVE_ADAPT &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;
| CE_X &lt;br /&gt;
| &lt;br /&gt;
*SEV:&amp;lt;value&amp;gt;  (severity, higher is worse)&lt;br /&gt;
*PROB:&amp;lt;value(1-100)&amp;gt; (probability)&lt;br /&gt;
*RESISTABLE (optional) allows resistance&lt;br /&gt;
*SIZE_DILUTES (optional) lessens effect based on size &lt;br /&gt;
Place effected:&lt;br /&gt;
*LOCALIZED (optional)&lt;br /&gt;
*VASCULAR_ONLY (optional)&lt;br /&gt;
*MUSCULAR_ONLY (optional)&lt;br /&gt;
*BP:(select BY_CATEGORY, BY_TYPE, or BY_TOKEN):category, type or token:tissues affected (specific or ALL) (optional)&lt;br /&gt;
Timeline:&lt;br /&gt;
*Start:effect start time&lt;br /&gt;
*Peak:effect peak time&lt;br /&gt;
*End:effect end time&lt;br /&gt;
| Specifies the way that a syndrome affects a creature - more detail can be found on the [[Syndrome#Creature effect tokens|Syndromes page]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHANGE_BODY_SIZE_PERC&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CHILD &lt;br /&gt;
| integer &lt;br /&gt;
| age at which creature is considered an adult&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CHILD_BODYPART_GROUP &lt;br /&gt;
| &lt;br /&gt;
*master selection, BY_CATEGORY, BY_TYPE, BY_TOKEN.&lt;br /&gt;
*master location&lt;br /&gt;
*specific selection, BY_CATEGORY, BY_TYPE, BY_TOKEN.&lt;br /&gt;
*specific location &lt;br /&gt;
| selects all parts of a group to be used.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CHILDNAME &lt;br /&gt;
| singular:plural &lt;br /&gt;
| name at caste level&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CLUSTER_NUMBER &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.&lt;br /&gt;
e.g. [CLUSTER_NUMBER:1:3] &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| COLDDAM_POINT &lt;br /&gt;
| value &lt;br /&gt;
| The minimum temperature limit before the creature starts taking damage from freezing. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| COLOR &lt;br /&gt;
| foreground:background:brightness &lt;br /&gt;
| Color  of the creature's tile. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| COMMON_DOMESTIC &lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to be brought with immigrants and when creating a new fortress, as long as the creature also includes at least one of the following tokens: PET, PACK_ANIMAL, WAGON_PULLER, MOUNT.  In addition, the creature must be NATURAL rather than FANCIFUL&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| COOKABLE_LIVE &lt;br /&gt;
|  &lt;br /&gt;
| Set this to allow the creature to be cooked in meals without first being cleaned.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| COPY_TAGS_FROM &lt;br /&gt;
| &lt;br /&gt;
*CREATURE NAME&lt;br /&gt;
| Copies tags from another specified creature.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CREATURE &lt;br /&gt;
| name &lt;br /&gt;
| What the game looks for when generating creatures.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CREATURE_CLASS &lt;br /&gt;
|&lt;br /&gt;
*classname&lt;br /&gt;
| Creature class. Can be anything, but only existing use is GENERAL_POISON. Appears to only be used for Syndromes. Supposedly can also be used for entity positions.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CREATURE_TILE &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;
| CREPUSCULAR &lt;br /&gt;
|  &lt;br /&gt;
| Sets if the creature is active in twilight. This tag functions as a combination of the two tags VESPERTINE and MATUTINAL. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CURIOUSBEAST_EATER &lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to steal and eat edible items from you. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CURIOUSBEAST_GUZZLER &lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to (very quickly) drink your alcohol. Also affects undead versions of the creature. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CURIOUSBEAST_ITEM &lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to steal things (apparently the highest value it can find). &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CV_ADD_TAG &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;
| CV_REMOVE_TAG &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;
==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;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| DESCRIPTION &lt;br /&gt;
| text &lt;br /&gt;
| A brief description of the creature type.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| DIFFICULTY &lt;br /&gt;
| integer &lt;br /&gt;
| Toady: &amp;quot;Difficulty determines how deep it places them in adventure mode/reclaim caves, and the chance that they are wounded the first few river attacks.&amp;quot; Also increases experience gain during adventure mode. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| DIURNAL &lt;br /&gt;
|  &lt;br /&gt;
| Sets if the creature is active in day. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| DOES_NOT_EXIST &lt;br /&gt;
|  &lt;br /&gt;
| Creature does not actually exist; used for fanciful creatures.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| DRAGONFIREBREATH &lt;br /&gt;
|  &lt;br /&gt;
| Creature breathes fire in a cone. &lt;br /&gt;
|}&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;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EQUIPMENT_WAGON &lt;br /&gt;
|  &lt;br /&gt;
| Implies two unknown flags, NOSTUN, NONAUSEA, NOBLEED, NOEMOTION, NOSTUCKINS, SEVERONBREAKS, NOSKULL, NOSKIN, NOBONES, NOMEAT, PARALYZEIMMUNE, NOFEAR, NOSMELLYROT, NOTHOUGHT, NO_GENDER. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| EQUIPS &lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to wear or wield items.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| EVIL &lt;br /&gt;
|  &lt;br /&gt;
| Determines whether creature can show up on &amp;quot;evil&amp;quot; maps&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| EXTRAVISION &lt;br /&gt;
|  &lt;br /&gt;
| Creature can see regardless of whether it has working eyes. &lt;br /&gt;
|}&lt;br /&gt;
&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;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
|- &lt;br /&gt;
| FANCIFUL &lt;br /&gt;
|  &lt;br /&gt;
| Makes every civilization know about the creature. The creature won't occur in regular material preference lists. The tag also adds some art value modifiers. Used for things like dragons and other legendary creatures. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FEATURE_ATTACK_GROUP&lt;br /&gt;
|&lt;br /&gt;
| Found on subterranean animalmen.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| FEMALE &lt;br /&gt;
|  &lt;br /&gt;
| all female&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| FIREBREATH &lt;br /&gt;
|  &lt;br /&gt;
| The creature breathes fire projectiles (as opposed to DRAGONFIREBREATH, which is in a cone).&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| FIREIMMUNE &lt;br /&gt;
|  &lt;br /&gt;
| As of versionv0.28.181.40d, the FIREIMMUNE token had no effect on a creature's resistance to flame or heat. However, it did affect ability to swim in magma in adventure mode, as well as display of &amp;quot;You are caught in a pool of magma!&amp;quot; warning messages.  It is unknown if these effects persist in DF 2010.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| FIREIMMUNE_SUPER &lt;br /&gt;
|  &lt;br /&gt;
| The creature is immune to DRAGONFIREBREATH. AI acts as if FIREIMMUNE. May or may not imply FIREIMMUNE. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| FISHITEM &lt;br /&gt;
|  &lt;br /&gt;
| Needs to be cleaned at a fishery&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| FIXED_TEMP &lt;br /&gt;
| temperature &lt;br /&gt;
| The natural heat generated by the creature.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| FLEEQUICK &lt;br /&gt;
|  &lt;br /&gt;
| Determines how soon a creature flees in a losing battle. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| FLIER &lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to fly. Currently, an AI bug prevents this from being useful on PC races in fortress mode. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| FREQUENCY &lt;br /&gt;
|&lt;br /&gt;
*number, max 100&lt;br /&gt;
| Determines the time between creature spawns in Fortress Mode. Higher is more occurrences per time unit. Creatures without a frequency statement default to 50. Almost all others have either [FREQUENCY:5] or [FREQUENCY:100].&lt;br /&gt;
|}&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;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
|- &lt;br /&gt;
| GENERAL_BABY_NAME &lt;br /&gt;
| singular:plural &lt;br /&gt;
| name at creature level&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| GENERAL_CHILD_NAME &lt;br /&gt;
| singular:plural &lt;br /&gt;
| name at creature level&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| GETS_INFECTIONS_FROM_ROT &lt;br /&gt;
|  &lt;br /&gt;
| can be infected by rot&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GETS_WOUND_INFECTIONS &lt;br /&gt;
|  &lt;br /&gt;
| can be infected from wounds&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| GLOWCOLOR &lt;br /&gt;
| &lt;br /&gt;
*foreground&lt;br /&gt;
*background&lt;br /&gt;
*brightness &lt;br /&gt;
| The colour of the GLOWTILE of the creature &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| GLOWTILE &lt;br /&gt;
| ascii character &lt;br /&gt;
| If present, the being glows in the dark (generally used for Adventure 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. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| GNAWER &lt;br /&gt;
| verb (gnawed) &lt;br /&gt;
| The creature chews on food storage containers. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| GO_TO_END &lt;br /&gt;
|  &lt;br /&gt;
| uncertain use, definitely refers to Creature Variants template&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| GO_TO_START &lt;br /&gt;
|  &lt;br /&gt;
| uncertain use, definitely refers to Creature Variants template&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| GOOD &lt;br /&gt;
|  &lt;br /&gt;
| Determines whether creature can show up on &amp;quot;good&amp;quot; maps&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| GRASSTRAMPLE &lt;br /&gt;
| value &lt;br /&gt;
| Determines the percentage chance of trampling and killing grass when a creature steps on it. Set [GRASSTRAMPLE:0] to make grass never trampled by the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GRAVITATE_BODY_SIZE&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&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;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
|- &lt;br /&gt;
| HAS_NERVES &lt;br /&gt;
|  &lt;br /&gt;
| This makes the creature susceptible to severed nerves when muscles are torn in limb, grasp and stance parts.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| HEATDAM_POINT &lt;br /&gt;
| value &lt;br /&gt;
| The maximum temperature limit before the creature will start recieving damage from heat.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| HOMEOTHERM &lt;br /&gt;
|  &lt;br /&gt;
| Default 'NONE'. The creature's normal body temperature&lt;br /&gt;
|}&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;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
|- &lt;br /&gt;
| IF_EXISTS_SET_BOILING_POINT &lt;br /&gt;
| value &lt;br /&gt;
| The temperature at which the creature boils into goo.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| IF_EXISTS_SET_MELTING_POINT &lt;br /&gt;
| value &lt;br /&gt;
| The temperature at which the creature will melt into goo. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| IGNITE_POINT &lt;br /&gt;
| value &lt;br /&gt;
| The temperature at which the creature will burst into flames&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| IMMOBILE_LAND &lt;br /&gt;
|  &lt;br /&gt;
| The creature is immobile while on land &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| IMMOLATE &lt;br /&gt;
|  &lt;br /&gt;
| Will ignite, and potentially completely destroy, items the creature is standing on. Keep booze away from critters with this tag. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| INSULATION &lt;br /&gt;
| value &lt;br /&gt;
| increases the insulation of a selected material&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| INTELLIGENT &lt;br /&gt;
|  &lt;br /&gt;
| Implies CAN_CIV, CAN_SPEAK, CAN_LEARN.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ITEMCORPSE &lt;br /&gt;
|     &lt;br /&gt;
* Item token&lt;br /&gt;
    * subtype &lt;br /&gt;
NO_SUBTYPE&lt;br /&gt;
    * matgloss token&lt;br /&gt;
    * NO_RACEGLOSS &lt;br /&gt;
USE_RACEGLOSS USE_SHARPSTONE &lt;br /&gt;
| Determines if the creature leaves behind a non-standard corpse (i.e. wood, statue, bars, etc). The first parameter determines the item type; the second parameter is the subtype indicated in the raw file (such as WEAPON_WHIP); the third indicates the material type if the item type takes a specific material (e.g. &amp;quot;&amp;quot;IRON&amp;quot;&amp;quot; if the corpse type is &amp;quot;&amp;quot;STATUE&amp;quot;&amp;quot;). USE_RACEGLOSS applies if the creature has a material glossary assigned by the &amp;quot;&amp;quot;HAS_RACEGLOSS:&amp;quot;&amp;quot; flag and will select neccesary adjectives and material from that glossary.&lt;br /&gt;
As of 31_01, RACEGLOSS may no longer be in the game.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ITEMCORPSE_QUALITY &lt;br /&gt;
|  &lt;br /&gt;
| The quality of an item-type corpse left behind; 5 is masterpiece-level. &lt;br /&gt;
|}&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;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
|- &lt;br /&gt;
| LARGE_PREDATOR &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; will appear on any given map (possibly two groups on &amp;quot;savage&amp;quot; maps). In adventure mode, large predators will try to ambush and attack you (and your party will attack them back). 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;
| LARGE_ROAMING &lt;br /&gt;
|  &lt;br /&gt;
| In Fortress Mode, spawns outdoors and is not a vermin creature. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| LIGAMENTS &lt;br /&gt;
| &lt;br /&gt;
*selection criteria. Often LOCAL_CREATURE_MAT, although other selection criteria may work too.&lt;br /&gt;
*selected material&lt;br /&gt;
*healing rate &lt;br /&gt;
| defines the qualities of ligaments&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| LIGHT_GEN &lt;br /&gt;
|  &lt;br /&gt;
| The creature will generate light, such as in adventurer mode at night. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| LIKES_FIGHTING &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 - included modded dwarves. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| LISP &lt;br /&gt;
|  &lt;br /&gt;
| Creature multiplies 'S' when talking. Ex: &amp;quot;My name isss Recisssiz.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| LOCKPICKER &lt;br /&gt;
|  &lt;br /&gt;
| Lets a creature open doors that are set to forbidden in Fortress Mode.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| LOOSE_CLUSTERS &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;
==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;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MAGMA_VISION &lt;br /&gt;
|  &lt;br /&gt;
| Creature's able to see while covered in magma. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MALE &lt;br /&gt;
|  &lt;br /&gt;
| all male&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MANNERISM_?? &lt;br /&gt;
| &lt;br /&gt;
*occassionally body part &lt;br /&gt;
| Adds a possible mannerism to the creature's profile.&lt;br /&gt;
Refer to {{L|Creature Token Mannerisms|Mannerisms}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MATERIAL&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;
| MATERIAL_BREATH_ATTACK &lt;br /&gt;
| &lt;br /&gt;
*MATERIAL TYPE (TISSUE, INORGANIC)&lt;br /&gt;
*MATERIAL NAME&lt;br /&gt;
*MATERIAL STATE (TRAILING_DUST_FLOW, TRAILING_VAPOR_FLOW, TRAILING_GAS_FLOW, SOLID_GLOB, LIQUID_GLOB, UNDIRECTED_GAS, UNDIRECTED_VAPOR, UNDIRECTED_DUST) &lt;br /&gt;
| Creates an attack referencing a material, using a given type of breath attack.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MAXAGE &lt;br /&gt;
| min:max &lt;br /&gt;
| range of time in which death from old age may occur&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MEANDERER &lt;br /&gt;
|  &lt;br /&gt;
| Gives a creature random movement. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MEGABEAST &lt;br /&gt;
|  &lt;br /&gt;
| Appears on fortress territory in Fortress Mode occasionally. Implies SEMIMEGABEAST. Also can be worshipped&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|MENT_ATT_CAP_PERC&lt;br /&gt;
|&lt;br /&gt;
*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;
| MENT_ATT_RANGE &lt;br /&gt;
| &lt;br /&gt;
*ATTRIBUTE&lt;br /&gt;
*lowest:lower:low:median:high:higher:highest | sets up a mental attribute's range of values. Max of 5000.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MENT_ATT_RATES&lt;br /&gt;
| &lt;br /&gt;
*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 gain/decay rates. Defaults for are 500:2:3:2, except for RECUPERATION and DISEASE_RESISTANCE that don't have change rates. The last three slots may be replaced by NONE.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MILKABLE &lt;br /&gt;
| &lt;br /&gt;
*LOCAL_CREATURE_MAT:MILK:amount &lt;br /&gt;
| Allows the creature to be milked. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MISCHIEVIOUS &lt;br /&gt;
|  &lt;br /&gt;
| Will pull any levers it comes across (requires confirmation). &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;
| MOUNT &lt;br /&gt;
|  &lt;br /&gt;
| Creature may be used as a mount&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MOUNT_EXOTIC &lt;br /&gt;
|  &lt;br /&gt;
| You need the Dungeon master noble to mount the creature. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MULTIPLE_LITTER_RARE &lt;br /&gt;
|  &lt;br /&gt;
| Makes litters with more than one offspring rare. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MULTIPLY_VALUE &lt;br /&gt;
| &lt;br /&gt;
*Multiplier &lt;br /&gt;
| multiplies value of materials&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MUNDANE &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;
==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;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
|- &lt;br /&gt;
| NAME &lt;br /&gt;
| singular:plural:adjective &lt;br /&gt;
| What the creature is actually called in game.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NATURAL &lt;br /&gt;
|  &lt;br /&gt;
| Animal is considered to be natural.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NO_AUTUMN  &lt;br /&gt;
|  &lt;br /&gt;
| does not appear this season.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NO_DIZZINESS &lt;br /&gt;
|  &lt;br /&gt;
| Creature cannot become dizzy&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NO_DRINK &lt;br /&gt;
|  &lt;br /&gt;
| Creature does not need to drink. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NO_EAT &lt;br /&gt;
|  &lt;br /&gt;
| Creature does not need to eat. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NO_FEVERS &lt;br /&gt;
|  &lt;br /&gt;
| Creature cannot suffer fevers&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NO_SLEEP &lt;br /&gt;
|  &lt;br /&gt;
| Creature does not need to sleep. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NO_SPRING &lt;br /&gt;
|  &lt;br /&gt;
| does not appear this season.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NO_SUMMER &lt;br /&gt;
|  &lt;br /&gt;
| does not appear this season.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NO_THOUGHT_CENTER_FOR_MOVEMENT &lt;br /&gt;
|  &lt;br /&gt;
| Probably shorthand for movement being unaffected by damage in general.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NO_WINTER &lt;br /&gt;
|  &lt;br /&gt;
| does not appear this season.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NOBONES &lt;br /&gt;
|  &lt;br /&gt;
| Creature has no bones.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NOBREATHE &lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't need to breathe or have [BREATHE] parts in body. Cannot drown or be strangled. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NOCTURNAL &lt;br /&gt;
|  &lt;br /&gt;
| Sets if the creature is active in night. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NOEMOTION &lt;br /&gt;
|  &lt;br /&gt;
| The creature has no emotions, and does not rage.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NOEXERT &lt;br /&gt;
|  &lt;br /&gt;
| Creature can't become tired or over-exerted. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NOFEAR &lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't feel fear and will never run away from battle. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NOMEAT &lt;br /&gt;
|  &lt;br /&gt;
| Creature will not drop meat on butcher. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NONAUSEA &lt;br /&gt;
|  &lt;br /&gt;
| Creature can't vomit.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NOPAIN &lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't feel pain. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NOSKIN &lt;br /&gt;
|  &lt;br /&gt;
| Creature will not drop skin on butcher. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NOSKULL &lt;br /&gt;
|  &lt;br /&gt;
| Creature will not drop skull on butcher, rot, or decay of severed head. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NOSMELLYROT &lt;br /&gt;
|  &lt;br /&gt;
| Does not produce miasma when rotting&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NOSTUCKINS &lt;br /&gt;
|  &lt;br /&gt;
| Weapons can't be stuck in creature. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NOSTUN &lt;br /&gt;
|  &lt;br /&gt;
| Creature can't be stunned. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NOT_BUTCHERABLE &lt;br /&gt;
|  &lt;br /&gt;
| Cannot be butchered&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NOTHOUGHT &lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't think, or doesn't require a [BRAIN] body part. &lt;br /&gt;
|}&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;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
|- &lt;br /&gt;
| PACK_ANIMAL &lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to be used as a pack animal. Currently only used by merchants.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PARALYZEIMMUNE &lt;br /&gt;
|  &lt;br /&gt;
| The creature is immune to all paralyzing special attacks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PATTERNFLIER&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PEARL &lt;br /&gt;
|  &lt;br /&gt;
| Creature will generate pearls. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PENETRATEPOWER &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. Wood and cloth objects roll a 0-9 and if it greater than the penetrate power, their contents escape for the time being. Other objects roll a 0-99. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PERSONALITY &lt;br /&gt;
| &lt;br /&gt;
*ATTRIBUTE&lt;br /&gt;
*lowest:median:highest &lt;br /&gt;
| Determines chance of personality traits. Standard is 0:50:100. See Personality traits  for more info.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PET &lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to be tamed. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PET_EXOTIC &lt;br /&gt;
|  &lt;br /&gt;
| You need a Dungeon master noble in your fortress for the creature to be tamable (but any Animal trainer can do the taming). &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PETVALUE &lt;br /&gt;
| value &lt;br /&gt;
| How valuable a tamed animal/pet is. Actual cost in points in the embarking screen is (PETVALUE/2)+1 for an untrained animal, PETVALUE+1 for a trained(War or Hunting) one. Note that for an animal to be selectable in this screen, it must have the COMMON_DOMESTIC token. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|PHYS_ATT_CAP_PERC&lt;br /&gt;
|&lt;br /&gt;
*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;
| PHYS_ATT_RANGE &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;
| sets up a physical attribute's range of values. Max of 5000.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PHYS_ATT_RATES&lt;br /&gt;
| &lt;br /&gt;
*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 gain/decay rates. Defaults for are 500:2:3:2, except for RECUPERATION and DISEASE_RESISTANCE that don't have change rates. The last three slots may be replaced by NONE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PLUS_BP_GROUP&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.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PLUS_MATERIAL&lt;br /&gt;
| &lt;br /&gt;
*material&lt;br /&gt;
| Adds a material to selected materials.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PLUS_TISSUE_LAYER &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 a tissue to those selected&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PLUS_TL_GROUP &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;
| continues a selection of tissue layers&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| POP_RATIO &lt;br /&gt;
|  &lt;br /&gt;
| Weighted population of caste&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| POPULATION_NUMBER &lt;br /&gt;
| min:max &lt;br /&gt;
| The minimum/maximum numbers of how many of these creatures can show up on a map per year.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|POWER&lt;br /&gt;
|&lt;br /&gt;
|Allows the being to represent itself as a deity. Requires CAN_SPEAK to actually do anything more than settle at a location.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PREFSTRING &lt;br /&gt;
| string&lt;br /&gt;
| Sets what other creatures like about this creature. &amp;quot;Blarghh likes dwarves for their beards.&amp;quot; Multiple entries will be chosen from at random&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PROFESSION_NAME &lt;br /&gt;
| &lt;br /&gt;
*Profession&lt;br /&gt;
*singular&lt;br /&gt;
*plural &lt;br /&gt;
| alters the name of the given profession&lt;br /&gt;
|}&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;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
|- &lt;br /&gt;
| RELSIZE &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;
| REMAINS_COLOR&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REMAINS_UNDETERMINED&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| REMOVE_MATERIAL &lt;br /&gt;
| &lt;br /&gt;
*material token &lt;br /&gt;
| Removes a material from a creature&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REMOVE_TISSUE&lt;br /&gt;
|&lt;br /&gt;
*material token&lt;br /&gt;
| Removes a tissue from a creature.&lt;br /&gt;
|}&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;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
|- &lt;br /&gt;
| SAVAGE &lt;br /&gt;
|  &lt;br /&gt;
| Allows creature to show up on (and limits it to) &amp;quot;savage&amp;quot; maps.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SECRETION &lt;br /&gt;
| &lt;br /&gt;
*MATERIAL REF (eg LOCAL_CREATURE_MAT&lt;br /&gt;
*Material name&lt;br /&gt;
*Material State&lt;br /&gt;
*location secreted from (by_type, by_category, by_token)&lt;br /&gt;
*body part &lt;br /&gt;
*tissue layer &lt;br /&gt;
| creates a secreted material on given tissue on a given part of the body.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SELECT_ADDITIONAL_CASTE&lt;br /&gt;
| &lt;br /&gt;
*caste name&lt;br /&gt;
| adds an additional previously defined caste to the selection&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SELECT_CASTE &lt;br /&gt;
| &lt;br /&gt;
*caste name, or ALL &lt;br /&gt;
| selects a previously defined caste&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SELECT_MATERIAL &lt;br /&gt;
| &lt;br /&gt;
*MATERIAL NAME &lt;br /&gt;
| Selects the material. Can be ALL.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SELECT_TISSUE&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;
| SELECT_TISSUE_LAYER &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;
| Selects a tissue layer for descriptor and cosmetic purposes.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SEMIMEGABEAST &lt;br /&gt;
| &lt;br /&gt;
| Appears as boss creature in quests. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SET_BP_GROUP &lt;br /&gt;
| &lt;br /&gt;
*selection criteria BY_TYPE, BY_CATEGORY, BY_TOKEN&lt;br /&gt;
*category, type, or token &lt;br /&gt;
| selection token&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SET_TL_GROUP &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 laters&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SKILL_RATES&lt;br /&gt;
|  &lt;br /&gt;
*% of improvement points you get&lt;br /&gt;
*unused counter rate&lt;br /&gt;
*rust counter rate&lt;br /&gt;
*demotion counter rate&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). These slots may also be replaced with NONE. Cannot yet be applied to individual skills.&lt;br /&gt;
Default is [SKILL_RATES:100:8:8:16].   [SLOW_LEARNER] changes the 100 to a 50.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SLOW_LEARNER &lt;br /&gt;
|  &lt;br /&gt;
| Similar to [CAN_LEARN], but slower; skills are gained at a fraction of the rate. Present in the entries for ogres and giants; can be applied to civ or player races. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SMALL_REMAINS &lt;br /&gt;
|  &lt;br /&gt;
| If a creature has this token, it'll leave a small corpse that only rots once, and without miasma.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SPEC_HEAT &lt;br /&gt;
| value &lt;br /&gt;
| Amount of energy required for the creature to heat up or cool down. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SPECIALATTACK_INJECT_EXTRACT &lt;br /&gt;
| &lt;br /&gt;
*LOCAL_CREATURE_MAT&lt;br /&gt;
*MATERIAL eg.POISON&lt;br /&gt;
*MATTERSTATE (ALL_SOLID, LIQUID, GAS)&lt;br /&gt;
*min:max&lt;br /&gt;
| attack type addition that injects a material into the victim.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SPECIALATTACK_SUCK_BLOOD&lt;br /&gt;
| min:max&lt;br /&gt;
| Successful attack draws out an amount of blood randomised between the min and max value.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SPEECH &lt;br /&gt;
| speech file &lt;br /&gt;
| Boasting speeches relating to killing this creature. Examples include dwarf.txt and elf.txt in the Speech folder in Data.u&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SPEED &lt;br /&gt;
| value &lt;br /&gt;
| Sets the creatures' movement and work speed, 1000/[100 + SPEED X] is the resulting effect on creatures movement and work rates from default. See Speed  for more information.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SPHERE &lt;br /&gt;
| &lt;br /&gt;
*sphere name &lt;br /&gt;
| Sets what religious spheres the creature is aligned to, for purposes of being worshipped via the [POWER] token. Also affects the layout of hidden fun stuff, and the creature's name.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SWIM_SPEED &lt;br /&gt;
| &lt;br /&gt;
*speed &lt;br /&gt;
| How fast the creature swims. Typically 2500 (0.38 times the default speed). &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SWIMS_INNATE &lt;br /&gt;
|  &lt;br /&gt;
| The creature naturally knows how to swim, as opposed to [SWIMS_LEARNED] below. Currently, an AI bug prevents this from being useful on PC races in fortress mode. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SWIMS_LEARNED &lt;br /&gt;
|  &lt;br /&gt;
| The creature must learn to swim. Requires [CAN_LEARN], obviously. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SYN_AFFECTED_CLASS &lt;br /&gt;
|  &lt;br /&gt;
| adds a class of creatures to those affected, such as CREATURE_CLASS:GENERAL_POISON&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SYN_AFFECTED_CREATURE &lt;br /&gt;
| Creature Name &lt;br /&gt;
| adds a specific creature to those affected.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SYN_CONTACT &lt;br /&gt;
|  &lt;br /&gt;
| syndrome can be contracted on contact&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SYN_IMMUNE_CREATURE &lt;br /&gt;
|  &lt;br /&gt;
| creates an exception for the creature so that it not affected by the syndrome.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SYN_INHALED &lt;br /&gt;
|  &lt;br /&gt;
| syndrome can be contracted by inhaled.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SYN_INJECTED &lt;br /&gt;
|  &lt;br /&gt;
| syndrome can be contracted by injection.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SYN_NAME &lt;br /&gt;
| text &lt;br /&gt;
| defines the name of the syndrome&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SYNDROME &lt;br /&gt;
|  &lt;br /&gt;
| begins definition of a Syndrome for poison use&lt;br /&gt;
|}&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;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
|- &lt;br /&gt;
| TENDONS &lt;br /&gt;
| &lt;br /&gt;
*selection criteria. Often LOCAL_CREATURE_MAT, although other selection criteria may work too.&lt;br /&gt;
*selected tissue&lt;br /&gt;
*healing rate &lt;br /&gt;
| Defines the qualities of tendons&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| THICKWEB &lt;br /&gt;
|  &lt;br /&gt;
| The creature's webs can catch larger creatures. May imply [AMBUSHPREDATOR]&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TISSUE &lt;br /&gt;
| name &lt;br /&gt;
| Begins defining a tissue in the creature file.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TISSUE_LAYER &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;
| TISSUE_LAYER_APPEARANCE_MODIFIER &lt;br /&gt;
| &lt;br /&gt;
*QUALITY&lt;br /&gt;
*lowest:lower:low:median:high:higher: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;
| TISSUE_STYLE_UNIT &lt;br /&gt;
| &lt;br /&gt;
*tissue&lt;br /&gt;
*shaping &lt;br /&gt;
| sets tissue to be in a certain shape&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TL_COLOR_MODIFIER &lt;br /&gt;
| COLOR:freq:COLOR:freq etc &lt;br /&gt;
| Creates a list of color patterns, giving each a frequency. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TL_MAJOR_ARTERIES &lt;br /&gt;
|  &lt;br /&gt;
| Gives Major Artery attribute to selected layers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TLCM_GENETIC_MODEL&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TLCM_IMPORTANCE&lt;br /&gt;
|&lt;br /&gt;
*number&lt;br /&gt;
| Modifies the importance of the tissue layer color modifier, for description purposes.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TLCM_NOUN &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&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TLCM_TIMING &lt;br /&gt;
| &lt;br /&gt;
*ROOT&lt;br /&gt;
*start change window years:days:end change window years:days | determines the point in the creature's life where the color change begins&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TRADE_CAPACITY &lt;br /&gt;
|  &lt;br /&gt;
| How much the creature can carry when used by merchants. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TRAINABLE &lt;br /&gt;
|  &lt;br /&gt;
| Allows a tame creature to be trained into a &amp;quot;War&amp;quot; or &amp;quot;Hunting&amp;quot; variation by way of Kennels. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TRAINABLE_HUNTING &lt;br /&gt;
|  &lt;br /&gt;
| Can be trained as hunting beasts by way of kennels&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TRAINABLE_WAR &lt;br /&gt;
|  &lt;br /&gt;
| Can be trained as war beasts by way of kennels&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TRANCES &lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to go into martial trances.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TRAPAVOID &lt;br /&gt;
|  &lt;br /&gt;
| The creature is immune to traps. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TRIGGERABLE_GROUP &lt;br /&gt;
| min:max &lt;br /&gt;
| A large swarm of vermin can be disturbed, usually in Adventure mode.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TSU_NOUN &lt;br /&gt;
| &lt;br /&gt;
*noun&lt;br /&gt;
*SINGULAR or PLURAL &lt;br /&gt;
| creates a noun for the tissue used and whether it is singular or plural&amp;quot;&lt;br /&gt;
|}&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;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
|- &lt;br /&gt;
| UNDERGROUND_DEPTH &lt;br /&gt;
|&lt;br /&gt;
*mindepth&lt;br /&gt;
*maxdepth &lt;br /&gt;
| Depth the creature appears underground. Numbers can be from 1 to 5. Only magma creatures use 4 or 5 in the default raws. A single argument may be used instead of min and max.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| UNDERSWIM &lt;br /&gt;
|  &lt;br /&gt;
| Creature swims under the water and can't be seen.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| USE_CASTE&lt;br /&gt;
|&lt;br /&gt;
*caste token&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| USE_MATERIAL&lt;br /&gt;
|&lt;br /&gt;
*new material token&lt;br /&gt;
*old material id&lt;br /&gt;
| Uses a local creature mat to define a new material?{{verify}}&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| USE_MATERIAL_TEMPLATE &lt;br /&gt;
|&lt;br /&gt;
*new material token&lt;br /&gt;
*material template &lt;br /&gt;
| Loads a material, and gives it a shortname for later reference&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| USE_TISSUE&lt;br /&gt;
|&lt;br /&gt;
*new tissue token&lt;br /&gt;
*old tissue id&lt;br /&gt;
| Uses a local creature mat to define a new material?{{verify}}&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| USE_TISSUE_TEMPLATE &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;
| UTTERANCES &lt;br /&gt;
|  &lt;br /&gt;
| Changes the language of the creature into an unintelligible mess.&lt;br /&gt;
|}&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;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
|- &lt;br /&gt;
| VEGETATION &lt;br /&gt;
|  &lt;br /&gt;
| unknown&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VIEWRANGE&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;
| VERMIN_BITE &lt;br /&gt;
| &lt;br /&gt;
*amount&lt;br /&gt;
*verb (bitten, stung)&lt;br /&gt;
*LOCAL_CREATURE_MAT&lt;br /&gt;
*MATERIAL &lt;br /&gt;
| vermin bites, and injects something.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_EATER&lt;br /&gt;
|&lt;br /&gt;
| Vermin can nibble food?{{verify}}&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| VERMIN_FISH &lt;br /&gt;
|  &lt;br /&gt;
| Acts like a fish&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| VERMIN_GROUNDER &lt;br /&gt;
|  &lt;br /&gt;
| The creature can be picked up if you stand over it. (Requires confirmation)&lt;br /&gt;
'I think this is a habitat flag like VERMIN_SOIL, VERMIN_CHASM, etc. It seems to appear on creatures that don't otherwise have one. – Peristarkawan 17:27, 24 May 2007 (EDT)'&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| VERMIN_HATEABLE &lt;br /&gt;
|  &lt;br /&gt;
| Some dwarves will hate the creature and get unhappy thoughts when around it. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| VERMIN_MICRO &lt;br /&gt;
|  &lt;br /&gt;
| This makes the creature move in a swarm of creatures of the same race as it. I.E. Swarm of flies, swarm of ants, etc. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| VERMIN_NOFISH &lt;br /&gt;
|  &lt;br /&gt;
| The creature cannot be caught by fishing. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| VERMIN_NOROAM &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;
| VERMIN_NOTRAP &lt;br /&gt;
|  &lt;br /&gt;
| The creature cannot be caught by trappers or animal traps. However, this may not work in all cases, as both dragonflies and fairies can be caught by trappers. This is possibly overridden by the VERMIN_GROUNDER token, allowing trappers set to Catch a Live Land Animal to pick up and thus trap the animal. (speculation by Flippantelf  04:45, 15 June 2009 (UTC)) &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| VERMIN_ROTTER &lt;br /&gt;
|  &lt;br /&gt;
| Present on flies, knuckle worms, acorn flies, and blood gnats. Probably means either the creature is attracted to rot, the creature speeds rotting, or both. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| VERMIN_SOIL &lt;br /&gt;
|  &lt;br /&gt;
| The creature randomly appears near dirt or mud. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| VERMIN_SOIL_COLONY &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;
| VERMINHUNTER &lt;br /&gt;
|  &lt;br /&gt;
| A creature with this tag will hunt down vermin and kill them. Sometimes they will eat the vermin, but most of the time they will bring it to their owner. This tag also makes impossible to assign an owner to the animal. The animal chooses it's own owner instead (like a cat). If assigned to a playable race, members of that race will ONLY be able to eat vermin. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| VESPERTINE &lt;br /&gt;
|  &lt;br /&gt;
| Sets if the creature is active in evening.&lt;br /&gt;
|}&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;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
|- &lt;br /&gt;
| WAGON_PULLER &lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to pull caravan wagons. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| WEBBER &lt;br /&gt;
| &lt;br /&gt;
*LOCAL_CREATURE_MAT&lt;br /&gt;
*MATERIAL (eg SILK)&lt;br /&gt;
| allows the creature to web, and defines what the webs are made of.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| WEBIMMUNE &lt;br /&gt;
|  &lt;br /&gt;
| The creature will not get caught in webs.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]]&lt;/div&gt;</summary>
		<author><name>EricBlank</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Caverns&amp;diff=84611</id>
		<title>v0.31 Talk:Caverns</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Caverns&amp;diff=84611"/>
		<updated>2010-04-06T00:15:39Z</updated>

		<summary type="html">&lt;p&gt;EricBlank: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I'm not sure 'When should I move in' is a relevant topic for this page.  It goes from being informative to prescriptive.  As this is not a guide page, it should probably avoid recommendations and focus on facts about Caverns.  (Relevantly, the answer to 'when should i move in' may well be never, based on considerations entirely unconnected to the dangers of the cavern). --[[User:Squirrelloid|Squirrelloid]] 18:58, 1 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Well, it needed something, and I'm not the best writer in the world, so you're right. Someone should also take a picture of a cavern for when the images work again, I might if no-one else does. --[[User:Tarran|Tarran]]&lt;br /&gt;
::I haven't found ruins.  Instead I used an adamantium pillar to mine through a magma sea layer, and found glowing pits with about eleventy-billion demons in them.  Good to see that while going deep is GAME OVER, there are dozens of different ways to die.--[[User:Alkyon|Alkyon]] 03:38, 2 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Should this page be considered/have a link to a Biome page? All creatures that exist in these caverns have a the tag [BIOME:SUBTERRANEAN_CHASM] and appear use the [UNDERGROUND_DEPTH:1-3:1-3] to control the depths they can be found in. This would be quite useful for organization. -[[User:EricBlank|EricBlank]]&lt;/div&gt;</summary>
		<author><name>EricBlank</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Giant_cave_swallow&amp;diff=84519</id>
		<title>v0.31 Talk:Giant cave swallow</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Giant_cave_swallow&amp;diff=84519"/>
		<updated>2010-04-05T22:58:40Z</updated>

		<summary type="html">&lt;p&gt;EricBlank: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Added beginning of description and details. Meat, fat, chunks, and bone in the summary column aren't described directly in the raws and I'm not willing to make a guess until I know how this is determined in this version, or until I kill and butcher one (neither of my fortresses seem have them in their caverns, in fact, one is completely empty except for giant cave spiders.). I routed the biome links to the [[cavern]] page because it appears to be synonymous with the [BIOME:SUBTERRANEAN_CHASM] tag so far as I know.&lt;/div&gt;</summary>
		<author><name>EricBlank</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Giant_cave_swallow&amp;diff=84513</id>
		<title>v0.31 Talk:Giant cave swallow</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Giant_cave_swallow&amp;diff=84513"/>
		<updated>2010-04-05T22:56:33Z</updated>

		<summary type="html">&lt;p&gt;EricBlank: Created page with 'Added beginning of description and details. Meat, fat, chunks, and bone in the summary column aren't described directly in the raws and I'm not willing to make a guess until I kn…'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Added beginning of description and details. Meat, fat, chunks, and bone in the summary column aren't described directly in the raws and I'm not willing to make a guess until I know how this is determined in this version. I routed the biome links to the [[cavern]] page because it appears to be synonymous with the [BIOME:SUBTERRANEAN_CHASM] tag so far as I know.&lt;/div&gt;</summary>
		<author><name>EricBlank</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31:Giant_cave_swallow&amp;diff=84504</id>
		<title>v0.31:Giant cave swallow</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31:Giant_cave_swallow&amp;diff=84504"/>
		<updated>2010-04-05T22:53:20Z</updated>

		<summary type="html">&lt;p&gt;EricBlank: beginnings of text&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{CreatureInfo|name=Giant cave swallow|symbol=C|color={{COLOR:0:0:1}}|bones=?|fat=?|skin=Yes|skulls=Yes|chunks=?|meat=?|biome= * [[Caverns]]}}&lt;br /&gt;
:''A gigantic blue and orange bird.''&lt;br /&gt;
&lt;br /&gt;
'''Giant Cave Swallows''' are massive carnivorous birds which can be found in [[Caverns]]. A single Giant Cave Swallow is a worthy opponent for any lone, untrained dwarf, and are best left alone. Should you choose, however, they can be trained as hunting animals and even have tags for use as mounts, and are quite valuable as pets.&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[CREATURE:BIRD_SWALLOW_CAVE_GIANT]&lt;br /&gt;
	[DESCRIPTION:A gigantic blue and orange bird.]&lt;br /&gt;
	[NAME:giant cave swallow:giant cave swallows:giant cave swallow]&lt;br /&gt;
	[CASTE_NAME:giant cave swallow:giant cave swallows:giant cave swallow]&lt;br /&gt;
	[GENERAL_CHILD_NAME:giant cave swallow hatchling:giant cave swallow hatchlings]&lt;br /&gt;
	[CREATURE_TILE:'C'][COLOR:0:0:1]&lt;br /&gt;
	[NATURAL]&lt;br /&gt;
	[LARGE_ROAMING][DIFFICULTY:2]&lt;br /&gt;
	[POPULATION_NUMBER:15:30]&lt;br /&gt;
	[BENIGN][NATURAL]&lt;br /&gt;
	[PETVALUE:700]&lt;br /&gt;
	[PET_EXOTIC]&lt;br /&gt;
	[MOUNT_EXOTIC]&lt;br /&gt;
	[TRAINABLE_HUNTING]&lt;br /&gt;
	[FLIER]&lt;br /&gt;
	[BONECARN]&lt;br /&gt;
	[CHILD:1]&lt;br /&gt;
	[ALL_ACTIVE]&lt;br /&gt;
	[BIOME:SUBTERRANEAN_CHASM]&lt;br /&gt;
	[UNDERGROUND_DEPTH:1:2]&lt;br /&gt;
	[HOMEOTHERM:10067]&lt;br /&gt;
	[SWIMS_INNATE][SWIM_SPEED:2500]&lt;br /&gt;
	[PREFSTRING:coloration]&lt;br /&gt;
	[BODY:HUMANOID_ARMLESS:2WINGS:2EYES:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:SKULL:4TOES:BEAK:RIBCAGE]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_MATERIALS]&lt;br /&gt;
		[REMOVE_MATERIAL:HAIR]&lt;br /&gt;
		[USE_MATERIAL_TEMPLATE:FEATHER:FEATHER_TEMPLATE]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_TISSUES]&lt;br /&gt;
		[REMOVE_TISSUE:HAIR]&lt;br /&gt;
		[USE_TISSUE_TEMPLATE:FEATHER:FEATHER_TEMPLATE]&lt;br /&gt;
	[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]&lt;br /&gt;
	[BODY_DETAIL_PLAN:BODY_HAIR_TISSUE_LAYERS:FEATHER]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:TALON:NAIL_TEMPLATE]&lt;br /&gt;
	[USE_TISSUE_TEMPLATE:TALON:TALON_TEMPLATE]&lt;br /&gt;
	[TISSUE_LAYER:BY_CATEGORY:TOE:TALON:FRONT]&lt;br /&gt;
	[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]&lt;br /&gt;
	 [PLUS_TISSUE_LAYER:SKIN:BY_CATEGORY:THROAT]&lt;br /&gt;
		[TL_MAJOR_ARTERIES]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]&lt;br /&gt;
	[TENDONS:LOCAL_CREATURE_MAT:SINEW:200]&lt;br /&gt;
	[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]&lt;br /&gt;
	[HAS_NERVES]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]&lt;br /&gt;
	[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]&lt;br /&gt;
	[CREATURE_CLASS:GENERAL_POISON]&lt;br /&gt;
	[GETS_WOUND_INFECTIONS]&lt;br /&gt;
	[GETS_INFECTIONS_FROM_ROT]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:PUS:PUS_TEMPLATE]&lt;br /&gt;
	[PUS:LOCAL_CREATURE_MAT:PUS:LIQUID]&lt;br /&gt;
	[BODY_SIZE:0:0:10000]&lt;br /&gt;
	[BODY_SIZE:1:0:50000]&lt;br /&gt;
	[BODY_SIZE:2:0:100000]&lt;br /&gt;
	[BODY_APPEARANCE_MODIFIER:LENGTH:90:95:98:100:102:105:110]&lt;br /&gt;
	[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]&lt;br /&gt;
	[BODY_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]&lt;br /&gt;
	[MAXAGE:10:20]&lt;br /&gt;
	[ATTACK:BITE:BODYPART:BY_CATEGORY:BEAK]&lt;br /&gt;
		[ATTACK_SKILL:BITE]&lt;br /&gt;
		[ATTACK_VERB:bite:bites]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
		[ATTACK_PENETRATION_PERC:100]&lt;br /&gt;
		[ATTACK_FLAG_EDGE]&lt;br /&gt;
		[ATTACK_PRIORITY:MAIN]&lt;br /&gt;
		[ATTACK_FLAG_CANLATCH]&lt;br /&gt;
	[ATTACK:SCRATCH:CHILD_TISSUE_LAYER_GROUP:BY_TYPE:STANCE:BY_CATEGORY:ALL:TALON]&lt;br /&gt;
		[ATTACK_SKILL:GRASP_STRIKE]&lt;br /&gt;
		[ATTACK_VERB:snatch at:snatches at]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
		[ATTACK_PENETRATION_PERC:100]&lt;br /&gt;
		[ATTACK_FLAG_EDGE]&lt;br /&gt;
		[ATTACK_PRIORITY:SECOND]&lt;br /&gt;
		[ATTACK_FLAG_WITH]&lt;br /&gt;
	[CASTE:FEMALE]&lt;br /&gt;
		[FEMALE]&lt;br /&gt;
	[CASTE:MALE]&lt;br /&gt;
		[MALE]&lt;br /&gt;
	[SELECT_CASTE:ALL]&lt;br /&gt;
		[SET_TL_GROUP:BY_CATEGORY:ALL:FEATHER]&lt;br /&gt;
			[TL_COLOR_MODIFIER:BROWN:1]&lt;br /&gt;
				[TLCM_NOUN:feathers:PLURAL]&lt;br /&gt;
		[SET_TL_GROUP:BY_CATEGORY:ALL:SKIN]&lt;br /&gt;
	[TL_COLOR_MODIFIER:BROWN:1:BURNT_UMBER:1:CINNAMON:1:COPPER:1:DARK_BROWN:1:DARK_PEACH:1:DARK_TAN:1:ECRU:1:PALE_BROWN:1:PALE_CHESTNUT:1:PALE_PINK:1:PEACH:1:PINK:1:RAW_UMBER:1:SEPIA:1:TAN:1:TAUPE_PALE:1:TAUPE_SANDY:1]&lt;br /&gt;
				[TLCM_NOUN:skin:SINGULAR]&lt;br /&gt;
		[SET_TL_GROUP:BY_CATEGORY:EYE:EYE]&lt;br /&gt;
			[TL_COLOR_MODIFIER:BLACK:1]&lt;br /&gt;
				[TLCM_NOUN:eyes:PLURAL]&lt;br /&gt;
	[SELECT_MATERIAL:ALL]&lt;br /&gt;
		[MULTIPLY_VALUE:2]&lt;br /&gt;
}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
[[Category:Animals]]&lt;/div&gt;</summary>
		<author><name>EricBlank</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Caverns&amp;diff=84495</id>
		<title>v0.31 Talk:Caverns</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Caverns&amp;diff=84495"/>
		<updated>2010-04-05T22:49:46Z</updated>

		<summary type="html">&lt;p&gt;EricBlank: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I'm not sure 'When should I move in' is a relevant topic for this page.  It goes from being informative to prescriptive.  As this is not a guide page, it should probably avoid recommendations and focus on facts about Caverns.  (Relevantly, the answer to 'when should i move in' may well be never, based on considerations entirely unconnected to the dangers of the cavern). --[[User:Squirrelloid|Squirrelloid]] 18:58, 1 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Well, it needed something, and I'm not the best writer in the world, so you're right. Someone should also take a picture of a cavern for when the images work again, I might if no-one else does. --[[User:Tarran|Tarran]]&lt;br /&gt;
::I haven't found ruins.  Instead I used an adamantium pillar to mine through a magma sea layer, and found glowing pits with about eleventy-billion demons in them.  Good to see that while going deep is GAME OVER, there are dozens of different ways to die.--[[User:Alkyon|Alkyon]] 03:38, 2 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Should this page be considered/have a link to a Biome page? All creatures that exist in these caverns have a the tag [BIOME:SUBTERRANEAN_CHASM] and appear use the [UNDERGROUND_DEPTH:1-3:1-3] to control the depths they can be found in. This would be quite useful for organization.&lt;/div&gt;</summary>
		<author><name>EricBlank</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=40d:Tundra&amp;diff=61009</id>
		<title>40d:Tundra</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=40d:Tundra&amp;diff=61009"/>
		<updated>2010-01-16T22:36:08Z</updated>

		<summary type="html">&lt;p&gt;EricBlank: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Tundra''' is a cold area. No resources. No hope. &amp;lt;s&amp;gt;No dwarfs allowed.&amp;lt;/s&amp;gt; No elves* allowed.&lt;br /&gt;
&lt;br /&gt;
Tundras are essentially a freezing [[grassland]] or sand [[desert]], with no flora of any kind, and no water sources. Unlike glaciers, &lt;br /&gt;
they do not have a layer of ice. Rivers and other waterways do not exist in tundras, and will in fact stop immediately on the border of the &lt;br /&gt;
tundra. [[Lake]]s and [[ocean]]s in the same climatic region will be frozen over and exist as a [[glacier]]. All of these water features may be &lt;br /&gt;
frozen year-round.&lt;br /&gt;
&lt;br /&gt;
== Fortress construction ==&lt;br /&gt;
&lt;br /&gt;
If you plan to start a fortress on a tundra, you should definitely bring your own barrels and wood in place of an anvil. Extra barrels &lt;br /&gt;
can be brought by bringing cheap meat with you, or simply buying them empty, though the former would be more productive. Like most [[biomes]] &lt;br /&gt;
they have soil on top of stone, so farming and metallurgy is possible, and absolutely necessary, because there is no source of wood for &lt;br /&gt;
barrels or water. Players are advised to empty their wagons and move all their goods and population underground as soon as possible, &lt;br /&gt;
because some tundras are cold enough for your dwarves to freeze to death quickly. Likewise, trade depots should also be built underground, &lt;br /&gt;
and a tunnel to the edge of the map should be made with a road leading to the absolute edge (must be above ground) and continuing underground &lt;br /&gt;
to the depot, to encourage merchants to use it and to protect them from said cold. fortresses should indefinitely be built on borders of other &lt;br /&gt;
biomes, including [[taiga]]s and glaciers, preferably both, to supply wood and ice, which will melt as soon as it is underground, meaning a &lt;br /&gt;
garbage dump can be made of a channeled, underground area and the ice blocks thrown in, although ice from a frozen waterway will be labelled as ''''water'''' which appears to be economic stone, and will also melt once underground.&lt;br /&gt;
&lt;br /&gt;
Elves really won't be bothering you about their trees here, due to the lack of said trees, and thus could be an important source of wood &lt;br /&gt;
and supplies.&lt;br /&gt;
&lt;br /&gt;
Aquifers could be extremely helpful in tundras, especially if they encompass only a small part of the region, as they provide a source of water for you fortress, which would otherwise be very difficult to obtain.&lt;br /&gt;
&lt;br /&gt;
== Wildlife ==&lt;br /&gt;
&lt;br /&gt;
Very few vanilla [[creatures]] exist in tundra biomes, some being [[Elk]] and [[Polar bear]]s, although the lack of diversity does not &lt;br /&gt;
necessarily mean the populations of these will be below normal. [[Blizzard man]] may be present, if the current year is before the end of &lt;br /&gt;
their average lifespan, as they are genderless and thus should all be dead after 1000 years.&lt;br /&gt;
&lt;br /&gt;
The region's savagery and [[evil]] characteristics, as well as the presence of [[chasm]]s and &lt;br /&gt;
[[magma pipe]]s, may supply additional lifeforms, such as [[werewolf]]s&lt;br /&gt;
&lt;br /&gt;
{{Expand Topic}}&lt;br /&gt;
&lt;br /&gt;
{{World}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Biomes]]&lt;br /&gt;
[[Category:World]]&lt;/div&gt;</summary>
		<author><name>EricBlank</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=40d:Tundra&amp;diff=58778</id>
		<title>40d:Tundra</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=40d:Tundra&amp;diff=58778"/>
		<updated>2009-11-28T00:21:21Z</updated>

		<summary type="html">&lt;p&gt;EricBlank: /* Fortress construction */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Tundra''' is a cold area. No resources. No hope. &amp;lt;s&amp;gt;No dwarfs allowed.&amp;lt;/s&amp;gt; No elves* allowed.&lt;br /&gt;
&lt;br /&gt;
Tundras are essentially a freezing [[grassland]] or sand [[desert]], with no flora of any kind, and no water sources. Unlike glaciers, &lt;br /&gt;
they do not have a layer of ice. Rivers and other waterways do not exist in tundras, and will in fact stop immediately on the border of the &lt;br /&gt;
tundra. Lakes and Oceans in the same climatic region will be frozen over and exist as a [[glacier]]. All of these water features may be &lt;br /&gt;
frozen year-round.&lt;br /&gt;
&lt;br /&gt;
== Fortress construction ==&lt;br /&gt;
&lt;br /&gt;
If you plan to start a fortress on a tundra, you should definitely bring your own barrels and wood in place of an anvil. Extra barrels &lt;br /&gt;
can be brought by bringing cheap meat with you, or simply buying them empty, though the former would be more productive. Like most [[biomes]] &lt;br /&gt;
they have soil on top of stone, so farming and metallurgy is possible, and absolutely necessary, because there is no source of wood for &lt;br /&gt;
barrels or water. Players are advised to empty their wagons and move all their goods and population underground as soon as possible, &lt;br /&gt;
because some tundras are cold enough for your dwarves to freeze to death quickly. Likewise, trade depots should also be built underground, &lt;br /&gt;
and a tunnel to the edge of the map should be made with a road leading to the absolute edge (must be above ground) and continuing underground &lt;br /&gt;
to the depot, to encourage merchants to use it and to protect them from said cold. fortresses should indefinitely be built on borders of other &lt;br /&gt;
biomes, including [[taiga]]s and glaciers, preferably both, to supply wood and ice, which will melt as soon as it is underground, meaning a &lt;br /&gt;
garbage dump can be made of a channeled, underground area and the ice blocks thrown in, although ice from a frozen waterway will be labelled as ''''water'''' which appears to be economic stone, and will also melt once underground.&lt;br /&gt;
&lt;br /&gt;
Elves really won't be bothering you about their trees here, due to the lack of said trees, and thus could be an important source of wood &lt;br /&gt;
and supplies.&lt;br /&gt;
&lt;br /&gt;
Aquifers could be extremely helpful in tundras, especially if they encompass only a small part of the region, as they provide a source of water for you fortress, which would otherwise be very difficult to obtain.&lt;br /&gt;
&lt;br /&gt;
== Wildlife ==&lt;br /&gt;
&lt;br /&gt;
Very few vanilla [[creatures]] exist in tundra biomes, some being [[Elk]] and [[Polar bear]]s, although the lack of diversity does not &lt;br /&gt;
necessarily mean the populations of these will be below normal. [[Blizzard man]] may be present, if the current year is before the end of &lt;br /&gt;
their average lifespan, as they are genderless and thus should all be dead after 1000 years.&lt;br /&gt;
&lt;br /&gt;
The region's savagery and [[evil]] characteristics may supply additional lifeforms, such as [[werewolf]]s, as well as the presence of [[chasm]]s and &lt;br /&gt;
[[magma pipe]]s.&lt;br /&gt;
&lt;br /&gt;
{{Expand Topic}}&lt;br /&gt;
&lt;br /&gt;
{{World}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Biomes]]&lt;br /&gt;
[[Category:World]]&lt;/div&gt;</summary>
		<author><name>EricBlank</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=40d:Tundra&amp;diff=58777</id>
		<title>40d:Tundra</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=40d:Tundra&amp;diff=58777"/>
		<updated>2009-11-28T00:17:23Z</updated>

		<summary type="html">&lt;p&gt;EricBlank: /* Fortress construction */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Tundra''' is a cold area. No resources. No hope. &amp;lt;s&amp;gt;No dwarfs allowed.&amp;lt;/s&amp;gt; No elves* allowed.&lt;br /&gt;
&lt;br /&gt;
Tundras are essentially a freezing [[grassland]] or sand [[desert]], with no flora of any kind, and no water sources. Unlike glaciers, &lt;br /&gt;
they do not have a layer of ice. Rivers and other waterways do not exist in tundras, and will in fact stop immediately on the border of the &lt;br /&gt;
tundra. Lakes and Oceans in the same climatic region will be frozen over and exist as a [[glacier]]. All of these water features may be &lt;br /&gt;
frozen year-round.&lt;br /&gt;
&lt;br /&gt;
== Fortress construction ==&lt;br /&gt;
&lt;br /&gt;
If you plan to start a fortress on a tundra, you should definitely bring your own barrels and wood in place of an anvil. Extra barrels &lt;br /&gt;
can be brought by bringing cheap meat with you, or simply buying them empty, though the former would be more productive. Like most [[biomes]] &lt;br /&gt;
they have soil on top of stone, so farming and metallurgy is possible, and absolutely necessary, because there is no source of wood for &lt;br /&gt;
barrels or water. Players are advised to empty their wagons and move all their goods and population underground as soon as possible, &lt;br /&gt;
because some tundras are cold enough for your dwarves to freeze to death quickly. Likewise, trade depots should also be built underground, &lt;br /&gt;
and a tunnel to the edge of the map should be made with a road leading to the absolute edge (must be above ground) and continuing underground &lt;br /&gt;
to the depot, to encourage merchants to use it and to protect them from said cold. fortresses should indefinitely be built on borders of other &lt;br /&gt;
biomes, including [[taiga]]s and glaciers, preferably both, to supply wood and ice, which will melt as soon as it is underground, meaning a &lt;br /&gt;
garbage dump can be made of a channeled, underground area and the ice blocks thrown in, although ice from a frozen waterway will be labelled as ''''water'''' which appears to be economic stone, and can be used as such, but will '''NOT''' melt into drinkable water underground.&lt;br /&gt;
&lt;br /&gt;
Elves really won't be bothering you about their trees here, due to the lack of said trees, and thus could be an important source of wood &lt;br /&gt;
and supplies.&lt;br /&gt;
&lt;br /&gt;
Aquifers could be extremely helpful in tundras, especially if they encompass only a small part of the region, as they provide a source of water for you fortress, which would otherwise be very difficult to obtain.&lt;br /&gt;
&lt;br /&gt;
== Wildlife ==&lt;br /&gt;
&lt;br /&gt;
Very few vanilla [[creatures]] exist in tundra biomes, some being [[Elk]] and [[Polar bear]]s, although the lack of diversity does not &lt;br /&gt;
necessarily mean the populations of these will be below normal. [[Blizzard man]] may be present, if the current year is before the end of &lt;br /&gt;
their average lifespan, as they are genderless and thus should all be dead after 1000 years.&lt;br /&gt;
&lt;br /&gt;
The region's savagery and [[evil]] characteristics may supply additional lifeforms, such as [[werewolf]]s, as well as the presence of [[chasm]]s and &lt;br /&gt;
[[magma pipe]]s.&lt;br /&gt;
&lt;br /&gt;
{{Expand Topic}}&lt;br /&gt;
&lt;br /&gt;
{{World}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Biomes]]&lt;br /&gt;
[[Category:World]]&lt;/div&gt;</summary>
		<author><name>EricBlank</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=40d:Tundra&amp;diff=58776</id>
		<title>40d:Tundra</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=40d:Tundra&amp;diff=58776"/>
		<updated>2009-11-28T00:16:53Z</updated>

		<summary type="html">&lt;p&gt;EricBlank: /* Fortress construction */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Tundra''' is a cold area. No resources. No hope. &amp;lt;s&amp;gt;No dwarfs allowed.&amp;lt;/s&amp;gt; No elves* allowed.&lt;br /&gt;
&lt;br /&gt;
Tundras are essentially a freezing [[grassland]] or sand [[desert]], with no flora of any kind, and no water sources. Unlike glaciers, &lt;br /&gt;
they do not have a layer of ice. Rivers and other waterways do not exist in tundras, and will in fact stop immediately on the border of the &lt;br /&gt;
tundra. Lakes and Oceans in the same climatic region will be frozen over and exist as a [[glacier]]. All of these water features may be &lt;br /&gt;
frozen year-round.&lt;br /&gt;
&lt;br /&gt;
== Fortress construction ==&lt;br /&gt;
&lt;br /&gt;
If you plan to start a fortress on a tundra, you should definitely bring your own barrels and wood in place of an anvil. Extra barrels &lt;br /&gt;
can be brought by bringing cheap meat with you, or simply buying them empty, though the former would be more productive. Like most [[biomes]] &lt;br /&gt;
they have soil on top of stone, so farming and metallurgy is possible, and absolutely necessary, because there is no source of wood for &lt;br /&gt;
barrels or water. Players are advised to empty their wagons and move all their goods and population underground as soon as possible, &lt;br /&gt;
because some tundras are cold enough for your dwarves to freeze to death quickly. Likewise, trade depots should also be built underground, &lt;br /&gt;
and a tunnel to the edge of the map should be made with a road leading to the absolute edge (must be above ground) and continuing underground &lt;br /&gt;
to the depot, to encourage merchants to use it and to protect them from said cold. fortresses should indefinitely be built on borders of other &lt;br /&gt;
biomes, including [[taiga]]s and glaciers, preferably both, to supply wood and ice, which will melt as soon as it is underground, meaning a &lt;br /&gt;
garbage dump can be made of a channeled, underground area and the ice blocks thrown in, although ice from a frozen waterway will be labelled as ''''water'''' which appears to be economic stone, and can be used as such, '''but will NOT melt into drinkable water underground.'''&lt;br /&gt;
&lt;br /&gt;
Elves really won't be bothering you about their trees here, due to the lack of said trees, and thus could be an important source of wood &lt;br /&gt;
and supplies.&lt;br /&gt;
&lt;br /&gt;
Aquifers could be extremely helpful in tundras, especially if they encompass only a small part of the region, as they provide a source of water for you fortress, which would otherwise be very difficult to obtain.&lt;br /&gt;
&lt;br /&gt;
== Wildlife ==&lt;br /&gt;
&lt;br /&gt;
Very few vanilla [[creatures]] exist in tundra biomes, some being [[Elk]] and [[Polar bear]]s, although the lack of diversity does not &lt;br /&gt;
necessarily mean the populations of these will be below normal. [[Blizzard man]] may be present, if the current year is before the end of &lt;br /&gt;
their average lifespan, as they are genderless and thus should all be dead after 1000 years.&lt;br /&gt;
&lt;br /&gt;
The region's savagery and [[evil]] characteristics may supply additional lifeforms, such as [[werewolf]]s, as well as the presence of [[chasm]]s and &lt;br /&gt;
[[magma pipe]]s.&lt;br /&gt;
&lt;br /&gt;
{{Expand Topic}}&lt;br /&gt;
&lt;br /&gt;
{{World}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Biomes]]&lt;br /&gt;
[[Category:World]]&lt;/div&gt;</summary>
		<author><name>EricBlank</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=40d:Tundra&amp;diff=58775</id>
		<title>40d:Tundra</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=40d:Tundra&amp;diff=58775"/>
		<updated>2009-11-28T00:08:36Z</updated>

		<summary type="html">&lt;p&gt;EricBlank: /* Fortress construction */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Tundra''' is a cold area. No resources. No hope. &amp;lt;s&amp;gt;No dwarfs allowed.&amp;lt;/s&amp;gt; No elves* allowed.&lt;br /&gt;
&lt;br /&gt;
Tundras are essentially a freezing [[grassland]] or sand [[desert]], with no flora of any kind, and no water sources. Unlike glaciers, &lt;br /&gt;
they do not have a layer of ice. Rivers and other waterways do not exist in tundras, and will in fact stop immediately on the border of the &lt;br /&gt;
tundra. Lakes and Oceans in the same climatic region will be frozen over and exist as a [[glacier]]. All of these water features may be &lt;br /&gt;
frozen year-round.&lt;br /&gt;
&lt;br /&gt;
== Fortress construction ==&lt;br /&gt;
&lt;br /&gt;
If you plan to start a fortress on a tundra, you should definitely bring your own barrels and wood in place of an anvil. Extra barrels &lt;br /&gt;
can be brought by bringing cheap meat with you, or simply buying them empty, though the former would be more productive. Like most [[biomes]] &lt;br /&gt;
they have soil on top of stone, so farming and metallurgy is possible, and absolutely necessary, because there is no source of wood for &lt;br /&gt;
barrels or water. Players are advised to empty their wagons and move all their goods and population underground as soon as possible, &lt;br /&gt;
because some tundras are cold enough for your dwarves to freeze to death quickly. Likewise, trade depots should also be built underground, &lt;br /&gt;
and a tunnel to the edge of the map should be made with a road leading to the absolute edge (must be above ground) and continuing underground &lt;br /&gt;
to the depot, to encourage merchants to use it and to protect them from said cold. fortresses should indefinitely be built on borders of other &lt;br /&gt;
biomes, including [[taiga]]s and glaciers, preferably both, to supply wood and ice, which will melt as soon as it is underground, meaning a &lt;br /&gt;
garbage dump can be made of a channeled, underground area and the ice blocks thrown in, although ice from a frozen waterway will be labelled as ''''water'''' which appears to be economic stone, so players must mark it as non-economic (green) in their '''z'''-stone menu.&lt;br /&gt;
&lt;br /&gt;
Elves really won't be bothering you about their trees here, due to the lack of said trees, and thus could be an important source of wood &lt;br /&gt;
and supplies.&lt;br /&gt;
&lt;br /&gt;
Aquifers could be extremely helpful in tundras, especially if they encompass only a small part of the region, as they provide a source of water for you fortress, which would otherwise be very difficult to obtain.&lt;br /&gt;
&lt;br /&gt;
== Wildlife ==&lt;br /&gt;
&lt;br /&gt;
Very few vanilla [[creatures]] exist in tundra biomes, some being [[Elk]] and [[Polar bear]]s, although the lack of diversity does not &lt;br /&gt;
necessarily mean the populations of these will be below normal. [[Blizzard man]] may be present, if the current year is before the end of &lt;br /&gt;
their average lifespan, as they are genderless and thus should all be dead after 1000 years.&lt;br /&gt;
&lt;br /&gt;
The region's savagery and [[evil]] characteristics may supply additional lifeforms, such as [[werewolf]]s, as well as the presence of [[chasm]]s and &lt;br /&gt;
[[magma pipe]]s.&lt;br /&gt;
&lt;br /&gt;
{{Expand Topic}}&lt;br /&gt;
&lt;br /&gt;
{{World}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Biomes]]&lt;br /&gt;
[[Category:World]]&lt;/div&gt;</summary>
		<author><name>EricBlank</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=40d:Tundra&amp;diff=58721</id>
		<title>40d:Tundra</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=40d:Tundra&amp;diff=58721"/>
		<updated>2009-11-27T04:35:40Z</updated>

		<summary type="html">&lt;p&gt;EricBlank: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Tundra''' is a cold area. No resources. No hope. &amp;lt;s&amp;gt;No dwarfs allowed.&amp;lt;/s&amp;gt; No elves* allowed.&lt;br /&gt;
&lt;br /&gt;
Tundras are essentially a freezing [[grassland]] or sand [[desert]], with no flora of any kind, and no water sources. Unlike glaciers, &lt;br /&gt;
they do not have a layer of ice. Rivers and other waterways do not exist in tundras, and will in fact stop immediately on the border of the &lt;br /&gt;
tundra. Lakes and Oceans in the same climatic region will be frozen over and exist as a [[glacier]]. All of these water features may be &lt;br /&gt;
frozen year-round.&lt;br /&gt;
&lt;br /&gt;
== Fortress construction ==&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
If you plan to start a fortress on a tundra, you should definitely bring your own barrels and wood in place of an anvil. Extra barrels &lt;br /&gt;
can be brought by bringing cheap meat with you, or simply buying them empty, though the former would be more productive. Like most [[biomes]] &lt;br /&gt;
they have soil on top of stone, so farming and metallurgy is possible, and absolutely necessary, because there is no source of wood for &lt;br /&gt;
barrels or water. Players are advised to empty their wagons and move all their goods and population underground as soon as possible, &lt;br /&gt;
because some tundras are cold enough for your dwarves to freeze to death quickly. Likewise, trade depots should also be built underground, &lt;br /&gt;
and a tunnel to the edge of the map should be made with a road leading to the absolute edge (must be above ground) and continuing underground &lt;br /&gt;
to the depot, to encourage merchants to use it and to protect them from said cold. fortresses should indefinitely be built on borders of other &lt;br /&gt;
biomes, including [[taiga]]s and glaciers, preferably both, to supply wood and ice, which will melt as soon as it is underground, meaning a &lt;br /&gt;
garbage dump can be made of a channeled, underground area and the ice blocks thrown in.&lt;br /&gt;
&lt;br /&gt;
Elves really won't be bothering you about their trees here, due to the lack of said trees, and thus could be an important source of wood &lt;br /&gt;
and supplies.&lt;br /&gt;
&lt;br /&gt;
== Wildlife ==&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Very few vanilla [[creatures]] exist in tundra biomes, some being [[Elk]] and [[Polar bear]]s, although the lack of diversity does not &lt;br /&gt;
necessarily mean the populations of these will be below normal. [[Blizzard man]] may be present, if the current year is before the end of &lt;br /&gt;
their average lifespan, as they are genderless and thus should all be dead after 1000 years.&lt;br /&gt;
&lt;br /&gt;
The region's savagery and [[evil]] characteristics may supply additional lifeforms, such as [[werewolf]]s, as well as the presence of [[chasm]]s and &lt;br /&gt;
[[magma pipe]]s.&lt;br /&gt;
&lt;br /&gt;
{{Expand Topic}}&lt;br /&gt;
&lt;br /&gt;
{{World}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Biomes]]&lt;br /&gt;
[[Category:World]]&lt;/div&gt;</summary>
		<author><name>EricBlank</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=40d:Tundra&amp;diff=58719</id>
		<title>40d:Tundra</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=40d:Tundra&amp;diff=58719"/>
		<updated>2009-11-27T04:29:46Z</updated>

		<summary type="html">&lt;p&gt;EricBlank: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Tundra''' is a cold area. No resources. No hope. &amp;lt;s&amp;gt;No dwarfs allowed.&amp;lt;/s&amp;gt; No elves* allowed.&lt;br /&gt;
&lt;br /&gt;
Tundras are essentially a freezing [[grassland]] or sand [[desert]], with no flora of any kind, and no water sources. Unlike glaciers, &lt;br /&gt;
they do not have a layer of ice. Rivers and other waterways do not exist in tundras, and will in fact stop immediately on the border of the &lt;br /&gt;
tundra. Lakes and Oceans in the same climatic region will be frozen over and exist as a [[glacier]]. All of these water features may be &lt;br /&gt;
frozen year-round.&lt;br /&gt;
&lt;br /&gt;
== Fortress construction ==&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
If you plan to start a fortress on a tundra, you should definitely bring your own barrels and wood in place of an anvil. Extra barrels &lt;br /&gt;
can be brought by bringing cheap meat with you, or simply buying them empty, though the former would be more productive. Like most [[biomes]] &lt;br /&gt;
they have soil on top of stone, so farming and metallurgy is possible, and absolutely necessary, because there is no source of wood for &lt;br /&gt;
barrels or water. Players are advised to empty their wagons and move all their goods and population underground as soon as possible, &lt;br /&gt;
because some tundras are cold enough for your dwarves to freeze to death quickly. Likewise, trade depots should also be built underground, &lt;br /&gt;
and a tunnel to the edge of the map should be made with a road leading to the absolute edge (must be above ground) and continuing underground &lt;br /&gt;
to the depot, to encourage merchants to use it and to protect them from said cold. fortresses should indefinitely be built on borders of other &lt;br /&gt;
biomes, including [[taiga]]s and glaciers, preferably both, to supply wood and ice, which will melt as soon as it is underground, meaning a &lt;br /&gt;
garbage dump can be made of a channeled, underground area and the ice blocks thrown in.&lt;br /&gt;
&lt;br /&gt;
Elves really won't be bothering you about their trees here, due to the lack of said trees, and thus could be an important source of wood &lt;br /&gt;
and supplies.&lt;br /&gt;
&lt;br /&gt;
== Wildlife ==&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Very few vanilla [[creatures]] exist in tundra biomes, some being [[Elk]] and [[Polar bear]]s, although the lack of diversity does not &lt;br /&gt;
necessarily mean the populations of these will be below normal. [[Blizzard man]] may be present, if the current year is before the end of &lt;br /&gt;
their average lifespan, as they are genderless and thus should all be dead after 1000 years.&lt;br /&gt;
&lt;br /&gt;
The region's savagery and [[evil]] characteristics may supply additional lifeforms, as well as the presence of [[chasm]]s and &lt;br /&gt;
[[magma pipe]]s.&lt;br /&gt;
&lt;br /&gt;
{{Expand Topic}}&lt;br /&gt;
&lt;br /&gt;
{{World}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Biomes]]&lt;br /&gt;
[[Category:World]]&lt;/div&gt;</summary>
		<author><name>EricBlank</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=40d:Tundra&amp;diff=58718</id>
		<title>40d:Tundra</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=40d:Tundra&amp;diff=58718"/>
		<updated>2009-11-27T04:28:26Z</updated>

		<summary type="html">&lt;p&gt;EricBlank: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Tundra''' is a cold area. No resources. No hope. &amp;lt;s&amp;gt;No dwarfs allowed.&amp;lt;/s&amp;gt; No elves* allowed.&lt;br /&gt;
&lt;br /&gt;
Tundras are essentially a freezing [[grassland]] or sand [[desert]], with no flora of any kind, and no water sources. Unlike glaciers, &lt;br /&gt;
they do not have a layer of ice. Rivers and other waterways do not exist in tundras, and will in fact stop immediately on the border of the &lt;br /&gt;
tundra. Lakes and Oceans in the same climatic region will be frozen over and exist as a [[glacier]]. All of these water features may be &lt;br /&gt;
frozen year-round.&lt;br /&gt;
&lt;br /&gt;
== Fortress construction ==&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
If you plan to start a fortress on a tundra, you should definitely bring your own barrels and wood in place of an anvil. Extra barrels &lt;br /&gt;
can be brought by bringing cheap meat with you, or simply buying them empty, though the former would be more productive. Like most [[biomes]] &lt;br /&gt;
they have soil on top of stone, so farming and metallurgy is possible, and absolutely necessary, because there is no source of wood for &lt;br /&gt;
barrels or water. Players are advised to empty their wagons and move all their goods and population underground as soon as possible, &lt;br /&gt;
because some tundras are cold enough for your dwarves to freeze to death quickly. Likewise, trade depots should also be built underground, &lt;br /&gt;
and a tunnel to the edge of the map should be made with a road leading to the absolute edge (must be above ground) and continuing underground &lt;br /&gt;
to the depot, to encourage merchants to use it and to protect them from said cold. fortresses should indefinitely be built on borders of other &lt;br /&gt;
biomes, including [[taiga]]s and glaciers, preferably both, to supply wood and ice, which will melt as soon as it is underground, meaning a &lt;br /&gt;
garbage dump can be made of a channeled, underground area and the ice blocks thrown in.&lt;br /&gt;
&lt;br /&gt;
Elves really won't be bothering you about their trees here, due to the lack of said trees, and thus could be an important source of wood &lt;br /&gt;
and supplies.&lt;br /&gt;
&lt;br /&gt;
== Wildlife ==&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Very few vanilla [[creatures]] exist in tundra biomes, some being [[Elk]] and [[Polar Bear]]s, although the lack of diversity does not &lt;br /&gt;
necessarily mean the populations of these will be below normal. [[Blizzard Man]] may be present, if the current year is before the end of &lt;br /&gt;
their average lifespan, as they are genderless and thus should all be dead after 1000 years.&lt;br /&gt;
&lt;br /&gt;
The region's savagery and [[evil]] characteristics may supply additional lifeforms, as well as the presence of [[chasm]]s and &lt;br /&gt;
[[magma pipe]]s.&lt;br /&gt;
&lt;br /&gt;
{{Expand Topic}}&lt;br /&gt;
&lt;br /&gt;
{{World}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Biomes]]&lt;br /&gt;
[[Category:World]]&lt;/div&gt;</summary>
		<author><name>EricBlank</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=40d:Tundra&amp;diff=58717</id>
		<title>40d:Tundra</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=40d:Tundra&amp;diff=58717"/>
		<updated>2009-11-27T04:26:24Z</updated>

		<summary type="html">&lt;p&gt;EricBlank: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Tundra''' is a cold area. No resources. No hope. &amp;lt;s&amp;gt;No dwarfs allowed.&amp;lt;/s&amp;gt; No elves* allowed.&lt;br /&gt;
&lt;br /&gt;
Tundras are essentially a freezing [[grassland]] or sand [[desert]], with no flora of any kind, and no water sources. Unlike glaciers, &lt;br /&gt;
they do not have a layer of ice. Rivers and other waterways do not exist in tundras, and will in fact stop immediately on the border of the &lt;br /&gt;
tundra. Lakes and Oceans in the same climatic region will be frozen over and exist as a [[glacier]]. All of these water features may be &lt;br /&gt;
frozen year-round.&lt;br /&gt;
&lt;br /&gt;
'''Fortress construction'''&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
If you plan to start a fortress on a tundra, you should definitely bring your own barrels and wood in place of an anvil. Extra barrels &lt;br /&gt;
can be brought by bringing cheap meat with you, or simply buying them empty, though the former would be more productive. Like most [[biomes]] &lt;br /&gt;
they have soil on top of stone, so farming and metallurgy is possible, and absolutely necessary, because there is no source of wood for &lt;br /&gt;
barrels or water. Players are advised to empty their wagons and move all their goods and population underground as soon as possible, &lt;br /&gt;
because some tundras are cold enough for your dwarves to freeze to death quickly. Likewise, trade depots should also be built underground, &lt;br /&gt;
and a tunnel to the edge of the map should be made with a road leading to the absolute edge (must be above ground) and continuing underground &lt;br /&gt;
to the depot, to encourage merchants to use it and to protect them from said cold. fortresses should indefinitely be built on borders of other &lt;br /&gt;
biomes, including [[taiga]]s and glaciers, preferably both, to supply wood and ice, which will melt as soon as it is underground, meaning a &lt;br /&gt;
garbage dump can be made of a channeled, underground area and the ice blocks thrown in.&lt;br /&gt;
&lt;br /&gt;
Elves really won't be bothering you about their trees here, due to the lack of said trees, and thus could be an important source of wood &lt;br /&gt;
and supplies.&lt;br /&gt;
&lt;br /&gt;
'''Wildlife'''&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Very few vanilla [[creatures]] exist in tundra biomes, some being [[Elk]] and [[Polar Bear]]s, although the lack of diversity does not &lt;br /&gt;
necessarily mean the populations of these will be below normal. [[Blizzard Man]] may be present, if the current year is before the end of &lt;br /&gt;
their average lifespan, as they are genderless and thus should all be dead after 1000 years.&lt;br /&gt;
&lt;br /&gt;
The region's savagery and [[evil]] characteristics may supply additional lifeforms, as well as the presence of [[chasm]]s and &lt;br /&gt;
[[magma pipe]]s.&lt;br /&gt;
&lt;br /&gt;
{{Expand Topic}}&lt;br /&gt;
&lt;br /&gt;
{{World}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Biomes]]&lt;br /&gt;
[[Category:World]]&lt;/div&gt;</summary>
		<author><name>EricBlank</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=40d:Tundra&amp;diff=58716</id>
		<title>40d:Tundra</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=40d:Tundra&amp;diff=58716"/>
		<updated>2009-11-27T04:26:06Z</updated>

		<summary type="html">&lt;p&gt;EricBlank: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Tundra''' is a cold area. No resources. No hope. &amp;lt;s&amp;gt;No dwarfs allowed.&amp;lt;/s&amp;gt; No elves* allowed.&lt;br /&gt;
&lt;br /&gt;
   Tundras are essentially a freezing [[grassland]] or sand [[desert]], with no flora of any kind, and no water sources. Unlike glaciers, &lt;br /&gt;
they do not have a layer of ice. Rivers and other waterways do not exist in tundras, and will in fact stop immediately on the border of the &lt;br /&gt;
tundra. Lakes and Oceans in the same climatic region will be frozen over and exist as a [[glacier]]. All of these water features may be &lt;br /&gt;
frozen year-round.&lt;br /&gt;
&lt;br /&gt;
'''Fortress construction'''&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
   If you plan to start a fortress on a tundra, you should definitely bring your own barrels and wood in place of an anvil. Extra barrels &lt;br /&gt;
can be brought by bringing cheap meat with you, or simply buying them empty, though the former would be more productive. Like most [[biomes]] &lt;br /&gt;
they have soil on top of stone, so farming and metallurgy is possible, and absolutely necessary, because there is no source of wood for &lt;br /&gt;
barrels or water. Players are advised to empty their wagons and move all their goods and population underground as soon as possible, &lt;br /&gt;
because some tundras are cold enough for your dwarves to freeze to death quickly. Likewise, trade depots should also be built underground, &lt;br /&gt;
and a tunnel to the edge of the map should be made with a road leading to the absolute edge (must be above ground) and continuing underground &lt;br /&gt;
to the depot, to encourage merchants to use it and to protect them from said cold. fortresses should indefinitely be built on borders of other &lt;br /&gt;
biomes, including [[taiga]]s and glaciers, preferably both, to supply wood and ice, which will melt as soon as it is underground, meaning a &lt;br /&gt;
garbage dump can be made of a channeled, underground area and the ice blocks thrown in.&lt;br /&gt;
&lt;br /&gt;
   Elves really won't be bothering you about their trees here, due to the lack of said trees, and thus could be an important source of wood &lt;br /&gt;
and supplies.&lt;br /&gt;
&lt;br /&gt;
'''Wildlife'''&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Very few vanilla [[creatures]] exist in tundra biomes, some being [[Elk]] and [[Polar Bear]]s, although the lack of diversity does not &lt;br /&gt;
necessarily mean the populations of these will be below normal. [[Blizzard Man]] may be present, if the current year is before the end of &lt;br /&gt;
their average lifespan, as they are genderless and thus should all be dead after 1000 years.&lt;br /&gt;
&lt;br /&gt;
The region's savagery and [[evil]] characteristics may supply additional lifeforms, as well as the presence of [[chasm]]s and &lt;br /&gt;
[[magma pipe]]s.&lt;br /&gt;
&lt;br /&gt;
{{Expand Topic}}&lt;br /&gt;
&lt;br /&gt;
{{World}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Biomes]]&lt;br /&gt;
[[Category:World]]&lt;/div&gt;</summary>
		<author><name>EricBlank</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=40d:Tundra&amp;diff=58715</id>
		<title>40d:Tundra</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=40d:Tundra&amp;diff=58715"/>
		<updated>2009-11-27T04:25:00Z</updated>

		<summary type="html">&lt;p&gt;EricBlank: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Tundra''' is a cold area. No resources. No hope. &amp;lt;s&amp;gt;No dwarfs allowed.&amp;lt;/s&amp;gt; No elves* allowed.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
   Tundras are essentially a freezing [[grassland]] or sand [[desert]], with no flora of any kind, and no water sources. Unlike glaciers, they do not have a layer of ice. Rivers and other waterways do not exist in tundras, and will in fact stop immediately on the border of the tundra. Lakes and Oceans in the same climatic region will be frozen over and exist as a [[glacier]]. All of these water features may be frozen year-round.&lt;br /&gt;
&lt;br /&gt;
'''Fortress construction'''&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
   If you plan to start a fortress on a tundra, you should definitely bring your own barrels and wood in place of an anvil. Extra barrels can be brought by bringing cheap meat with you, or simply buying them empty, though the former would be more productive. Like most [[biomes]] they have soil on top of stone, so farming and metallurgy is possible, and absolutely necessary, because there is no source of wood for barrels or water. Players are advised to empty their wagons and move all their goods and population underground as soon as possible, because some tundras are cold enough for your dwarves to freeze to death quickly. Likewise, trade depots should also be built underground, and a tunnel to the edge of the map should be made with a road leading to the absolute edge (must be above ground) and continuing underground to the depot, to encourage merchants to use it and to protect them from said cold. fortresses should indefinitely be built on borders of other biomes, including [[taiga]]s and glaciers, preferably both, to supply wood and ice, which will melt as soon as it is underground, meaning a garbage dump can be made of a channeled, underground area and the ice blocks thrown in.&lt;br /&gt;
&lt;br /&gt;
   Elves really won't be bothering you about their trees here, due to the lack of said trees, and thus could be an important source of wood and supplies.&lt;br /&gt;
&lt;br /&gt;
'''Wildlife'''&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Very few vanilla [[creatures]] exist in tundra biomes, some being [[Elk]] and [[Polar Bear]]s, although the lack of diversity does not necessarily mean the populations of these will be below normal. [[Blizzard Man]] may be present, if the current year is before the end of their average lifespan, as they are genderless and thus should all be dead after 1000 years.&lt;br /&gt;
&lt;br /&gt;
The region's savagery and [[evil]] characteristics may supply additional lifeforms, as well as the presence of [[chasm]]s and [[magma pipe]]s.&lt;br /&gt;
&lt;br /&gt;
{{Expand Topic}}&lt;br /&gt;
&lt;br /&gt;
{{World}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Biomes]]&lt;br /&gt;
[[Category:World]]&lt;/div&gt;</summary>
		<author><name>EricBlank</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=User:EricBlank&amp;diff=58713</id>
		<title>User:EricBlank</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=User:EricBlank&amp;diff=58713"/>
		<updated>2009-11-27T04:22:13Z</updated>

		<summary type="html">&lt;p&gt;EricBlank: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Just so I have some text on this page, I'm going to explain the current state and history of my only remaining playable fort. The others are missing something I modded in and can't remember where it went or it's tags/attributes so I really can't do anything about that.&lt;br /&gt;
&lt;br /&gt;
'''Location'''&lt;br /&gt;
&lt;br /&gt;
Love-armors was founded in 80,  by the group called The Gloves of Strapping, of the civilization known as The True Bust, on the plane of Amethaecamo.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;s&amp;gt;Interesting&amp;lt;/s&amp;gt; horrifying note'''&lt;br /&gt;
&lt;br /&gt;
If there weren't enough references to sex in that, then it will help you to know that I gave every living creature in the game genitals, including &lt;br /&gt;
gender-specific ones for gender-specific species, anuses and rectums, bladders and urethras. It makes their deaths even more hilarious when they &lt;br /&gt;
bleed to death out their assholes after falling into the river and being eaten alive by carp, sea lampreys, longnose gar, or pike. On another note, &lt;br /&gt;
no carp has of yet been named for it's blitzkrieg of death, nor has any begun one, while the other three species all have at least one named member, one &lt;br /&gt;
of which is still alive.&lt;br /&gt;
&lt;br /&gt;
'''The body, ending in an ass.'''&lt;br /&gt;
&lt;br /&gt;
The fortress itself is built into the northeast bank of a river fork, a massive 20-30 wide river flowing down the west side and a small 4-wide &lt;br /&gt;
tributary coming from the east. It's less of a 'bank' rally, and more of a cliff, since the larger river goes right over a 5-story waterfall right &lt;br /&gt;
next to the fort.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In the first year, 80, I suddenly realized that my civilization didn't even HAVE battle axes or hatchets to send with us, which meant we &lt;br /&gt;
became excessively trade dependent, and ironic considering we were in a heavily forested area. Luckily, the woodsman, Willow, was almost &lt;br /&gt;
immediately devoured from the bottom up by a pike, who was later slain by a war dog who had just stood there while his master died in the most &lt;br /&gt;
horrific manner, so far that is.&lt;br /&gt;
&lt;br /&gt;
While the dwarves were trying to get over it, I planned a swimming pool to prevent them from drowning/being trapped, and giving them some chance &lt;br /&gt;
to survive, it works, but is very difficult to organize them to make sure everyone gets their training. There is a central stairwell which &lt;br /&gt;
provides passage through the first four layers, which are all soil, and into the stone beneath. While there is an aquifer, it interferes very &lt;br /&gt;
rarely, since it's mostly just random pockets of damp soil, and has given one of my citizens a nice well of endless water to drink from. &lt;br /&gt;
Which leads to the next point, everyone has a bedroom, there is a grand dining hall, and many upper-class citizens have fully furnished &lt;br /&gt;
homes. There is also a temple that will soon be fully decorated, and already has coffins for the entire current population, of 40, with around &lt;br /&gt;
60 more dead...&lt;br /&gt;
&lt;br /&gt;
'''History of Failure'''&lt;br /&gt;
&lt;br /&gt;
Since the first year, the fort has been besieged non-stop by orcish warriors and goblin raids, with the occaisional raccoon or monkey. They &lt;br /&gt;
always arrive in tune with the caravans, and wreak havok, such as slaughtering an entire leptol (my own creation) caravan, which led to my &lt;br /&gt;
retarded dwarves trudging north along the river to the site, and 6 of them, including 2 blacksmiths, 2 craftsman, a wrestler, and her baby, were eaten or drowned by/because of a longnose gar. The &lt;br /&gt;
baby was actually torn from her mothers hands (or tossed in) by the fish, and eaten alive while her mother stood there, doing nothing, not &lt;br /&gt;
even getting bad thoughts until it was actually dead. Then she jumped in and was also eaten alive. The fish was finally put down by a pair of &lt;br /&gt;
marksmen.&lt;br /&gt;
&lt;br /&gt;
Such is life in the fortress of the stupid. Speaking of which, a tantrumming marksdwarf killed the finest stoneworker in the entire fort, Stoner, &lt;br /&gt;
a legendary miner, mason, and engraver. His female counterpart, Mini, has since taken over, but was forced to labor and loiter outside for &lt;br /&gt;
several months to prevent the onset of cave adaptation, and thus the others have nearly caught up with her. Our replacement to the position of &lt;br /&gt;
Head Woodsman, Oak, lost his legendary marksman of a wife that same month when I fatally miscalculated the time the drawbridge needed to be &lt;br /&gt;
closed, killing her, several other soldiers, and a number of orcs when it finally did raise. He, however, remained 'ecstatic' up until his death in &lt;br /&gt;
a goblin raid while drinking outside the walls. Our first mayor went insane when failing to make an artifact requiring thread, which we had plenty &lt;br /&gt;
of but for some reason wasn't registering, four more have died for that very same reason. The second mayors dying breath was mandating the &lt;br /&gt;
construction of silver items, during a goblin raid that somehow got inside the front gate, followed by two more from across the west and south &lt;br /&gt;
bridges. The third mayor ended his term normally, except that he was in bed the entire time, but was then killed while resting his leg, during &lt;br /&gt;
another fateful goblin raid, which took 3 other lives. The current mayor has done nothing particularly interesting, nothing good, nothing bad. &lt;br /&gt;
He's really just been idling, even when he is requested at the trade depot. I will have his name changed to Jimmy Carter, he is however a legendary record keeper, and has been mayor for several years now. The position of Sheriff &lt;br /&gt;
has been changed only once, after the original, Assy, who was a bit of a murderer herself, was killed in... a goblin raid... I really detest &lt;br /&gt;
goblins. Fortunately their raids have been kept at bay thanks to the introduction of rows of cage traps at both the bridges and guards at &lt;br /&gt;
every entrance. We've so far caught 30 of the bottom-feeders, over 50 orcs, 2 black bears, a pheasant, two raccoons, five rhesus macaques, and a wild raik (my first creation, which function as dogs do when tamed, and are immensely powerful).&lt;br /&gt;
&lt;br /&gt;
One of our marksmen recently plunged headlong over the side of the bridge spanning the main river in order to murder a carp, and was then attacked by another carp. He survived and was eventually rescued. The black bear we'd caught escaped and spent several minutes to kill one person, whom nobody even attempted to save, even when recruited. The bear decided to walk into an unused hallway so I happily sealed it in, and no-one has heard from her since, besides the incessant growling, scratching, and occasional roaring coming from behind a poorly-built stone door.&lt;br /&gt;
&lt;br /&gt;
Recently an elven caravan came to trade, but i made the mistake of giving them wood, so they promised war and started packing. I chose to seal them in behind stone walls, build a stone floor overhead with only one connection, and cut that connection. It killed 5 in a cave-in, injuring the sixth, and without harming any dorfs besides knocking them unconscious. The remaining elf later went berserk so she was killed in the hallway, breaking one persons arm, and causing another draftee to go berserk, subsequently ripped apart by the dogs. I'm not sure if this will lead to a finally consisting of a tantrum spiral or not.&lt;br /&gt;
&lt;br /&gt;
'''Future plans'''&lt;br /&gt;
&lt;br /&gt;
I plan to use the waterfall as a happiness booster in the future but that is currently not plausible.&lt;/div&gt;</summary>
		<author><name>EricBlank</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=40d:Tundra&amp;diff=58712</id>
		<title>40d:Tundra</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=40d:Tundra&amp;diff=58712"/>
		<updated>2009-11-27T04:21:12Z</updated>

		<summary type="html">&lt;p&gt;EricBlank: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Tundra''' is a cold area. No resources. No hope. &amp;lt;s&amp;gt;No dwarfs allowed.&amp;lt;/s&amp;gt; No elves* allowed.&lt;br /&gt;
&lt;br /&gt;
   Tundras are essentially a freezing [[grassland]] or sand [[desert]], with no flora of any kind, and no water sources. Unlike glaciers, they do not have a layer of ice. Rivers and other waterways do not exist in tundras, and will in fact stop immediately on the border of the tundra. Lakes and Oceans in the same climatic region will be frozen over and exist as a [[glacier]]. All of these water features may be frozen year-round.&lt;br /&gt;
&lt;br /&gt;
'''Fortress construction'''&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
   If you plan to start a fortress on a tundra, you should definitely bring your own barrels and wood in place of an anvil. Extra barrels can be brought by bringing cheap meat with you, or simply buying them empty, though the former would be more productive. Like most [[biomes]] they have soil on top of stone, so farming and metallurgy is possible, and absolutely necessary, because there is no source of wood for barrels or water. Players are advised to empty their wagons and move all their goods and population underground as soon as possible, because some tundras are cold enough for your dwarves to freeze to death quickly. Likewise, trade depots should also be built underground, and a tunnel to the edge of the map should be made with a road leading to the absolute edge (must be above ground) and continuing underground to the depot, to encourage merchants to use it and to protect them from said cold. fortresses should indefinitely be built on borders of other biomes, including [[taiga]]s and glaciers, preferably both, to supply wood and ice, which will melt as soon as it is underground, meaning a garbage dump can be made of a channeled, underground area and the ice blocks thrown in.&lt;br /&gt;
&lt;br /&gt;
   Elves really won't be bothering you about their trees here, due to the lack of said trees, and thus could be an important source of wood and supplies.&lt;br /&gt;
&lt;br /&gt;
'''Wildlife'''&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Very few vanilla [[creatures]] exist in tundra biomes, some being [[Elk]] and [[Polar Bear]]s, although the lack of diversity does not necessarily mean the populations of these will be below normal. [[Blizzard Man]] may be present, if the current year is before the end of their average lifespan, as they are genderless and thus should all be dead after 1000 years.&lt;br /&gt;
&lt;br /&gt;
The region's savagery and [[evil]] characteristics may supply additional lifeforms, as well as the presence of [[chasm]]s and [[magma pipe]]s.&lt;br /&gt;
&lt;br /&gt;
{{Expand Topic}}&lt;br /&gt;
&lt;br /&gt;
{{World}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Biomes]]&lt;br /&gt;
[[Category:World]]&lt;/div&gt;</summary>
		<author><name>EricBlank</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=User:EricBlank&amp;diff=58352</id>
		<title>User:EricBlank</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=User:EricBlank&amp;diff=58352"/>
		<updated>2009-11-16T07:08:50Z</updated>

		<summary type="html">&lt;p&gt;EricBlank: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Just so I have some text on this page, I'm going to explain the current state and history of my only remaining playable fort. The others are missing something I modded in and can't remember where it went or it's tags/attributes so I really can't do anything about that.&lt;br /&gt;
&lt;br /&gt;
'''Location'''&lt;br /&gt;
&lt;br /&gt;
Love-armors was founded in 80,  by the group called The Gloves of Strapping, of the civilization known as The True Bust, on the plane of Amethaecamo.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;s&amp;gt;Interesting&amp;lt;/s&amp;gt; horrifying note'''&lt;br /&gt;
&lt;br /&gt;
If there wasn't enough references to sex in that, then it will help you to know that I gave every living creature in the game genitals, including &lt;br /&gt;
gender-specific ones for gender-specific species, anuses and rectums, bladders and urethras. It makes their deaths even more hilarious when they &lt;br /&gt;
bleed to death out their assholes after falling into the river and being eaten alive by carp, sea lampreys, longnose gar, or pike. On another note, &lt;br /&gt;
no carp has of yet been named for it's blitzkrieg of death, nor has any begun one, while the other three species all have at least one named member, one &lt;br /&gt;
of which is still alive.&lt;br /&gt;
&lt;br /&gt;
'''The body, ending in an ass.'''&lt;br /&gt;
&lt;br /&gt;
The fortress itself is built into the northeast bank of a river fork, a massive 20-30 wide river flowing down the west side and a small 4-wide &lt;br /&gt;
tributary coming from the east. It's less of a 'bank' rally, and more of a cliff, since the larger river goes right over a 5-story waterfall right &lt;br /&gt;
next to the fort.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In the first year, 80, I suddenly realized that my civilization didn't even HAVE battle axes or hatchets to send with us, which meant we &lt;br /&gt;
became excessively trade dependent, and ironic considering we were in a heavily forested area. Luckily, the woodsman, Willow, was almost &lt;br /&gt;
immediately devoured from the bottom up by a pike, who was later slain by a war dog who had just stood there while his master died in the most &lt;br /&gt;
horrific manner, so far that is.&lt;br /&gt;
&lt;br /&gt;
While the dwarves were trying to get over it, I planned a swimming pool to prevent them from drowning/being trapped, and giving them some chance &lt;br /&gt;
to survive, it works, but is very difficult to organize them to make sure everyone gets their training. There is a central stairwell which &lt;br /&gt;
provides passage through the first four layers, which are all soil, and into the stone beneath. While there is an aquifer, it interferes very &lt;br /&gt;
rarely, since it's mostly just random pockets of damp soil, and has given one of my citizens a nice well of endless water to drink from. &lt;br /&gt;
Which leads to the next point, everyone has a bedroom, there is a grand dining hall, and many upper-class citizens have fully furnished &lt;br /&gt;
homes. There is also a temple that will soon be fully decorated, and already has coffins for the entire current population, of 40, with around &lt;br /&gt;
60 more dead...&lt;br /&gt;
&lt;br /&gt;
'''History of Failure'''&lt;br /&gt;
&lt;br /&gt;
Since the first year, the fort has been besieged non-stop by orcish warriors and goblin raids, with the occaisional raccoon or monkey. They &lt;br /&gt;
always arrive in tune with the caravans, and wreak havok, such as slaughtering an entire leptol (my own creation) caravan, which led to my &lt;br /&gt;
retarded dwarves trudging north along the river to the site, and 6 of them, including 2 blacksmiths, 2 craftsman, a wrestler, and her baby, were eaten or drowned by/because of a longnose gar. The &lt;br /&gt;
baby was actually torn from her mothers hands (or tossed in) by the fish, and eaten alive while her mother stood there, doing nothing, not &lt;br /&gt;
even getting bad thoughts until it was actually dead. Then she jumped in and was also eaten alive. The fish was finally put down by a pair of &lt;br /&gt;
marksmen.&lt;br /&gt;
&lt;br /&gt;
Such is life in the fortress of the stupid. Speaking of which, a tantrumming marksdwarf killed the finest stoneworker in the entire fort, Stoner, &lt;br /&gt;
a legendary miner, mason, and engraver. His female counterpart, Mini, has since taken over, but was forced to labor and loiter outside for &lt;br /&gt;
several months to prevent the onset of cave adaptation, and thus the others have nearly caught up with her. Our replacement to the position of &lt;br /&gt;
Head Woodsman, Oak, lost his legendary marksman of a wife that same month when I fatally miscalculated the time the drawbridge needed to be &lt;br /&gt;
closed, killing her, several other soldiers, and a number of orcs when it finally did raise. He, however, remained 'ecstatic' up until his death in &lt;br /&gt;
a goblin raid while drinking outside the walls. Our first mayor went insane when failing to make an artifact requiring thread, which we had plenty &lt;br /&gt;
of but for some reason wasn't registering, four more have died for that very same reason. The second mayors dying breath was mandating the &lt;br /&gt;
construction of silver items, during a goblin raid that somehow got inside the front gate, followed by two more from across the west and south &lt;br /&gt;
bridges. The third mayor ended his term normally, except that he was in bed the entire time, but was then killed while resting his leg, during &lt;br /&gt;
another fateful goblin raid, which took 3 other lives. The current mayor has done nothing particularly interesting, nothing good, nothing bad. &lt;br /&gt;
He's really just been idling, even when he is requested at the trade depot. I will have his name changed to Jimmy Carter, he is however a legendary record keeper, and has been mayor for several years now. The position of Sheriff &lt;br /&gt;
has been changed only once, after the original, Assy, who was a bit of a murderer herself, was killed in... a goblin raid... I really detest &lt;br /&gt;
goblins. Fortunately their raids have been kept at bay thanks to the introduction of rows of cage traps at both the bridges and guards at &lt;br /&gt;
every entrance. We've so far caught 30 of the bottom-feeders, over 50 orcs, 2 black bears, a pheasant, two raccoons, five rhesus macaques, and a wild raik (my first creation, which function as dogs do when tamed, and are immensely powerful).&lt;br /&gt;
&lt;br /&gt;
One of our marksmen recently plunged headlong over the side of the bridge spanning the main river in order to murder a carp, and was then attacked by another carp. He survived and was eventually rescued. The black bear we'd caught escaped and spent several minutes to kill one person, whom nobody even attempted to save, even when recruited. The bear decided to walk into an unused hallway so I happily sealed it in, and no-one has heard from her since, besides the incessant growling, scratching, and occasional roaring coming from behind a poorly-built stone door.&lt;br /&gt;
&lt;br /&gt;
Recently an elven caravan came to trade, but i made the mistake of giving them wood, so they promised war and started packing. I chose to seal them in behind stone walls, build a stone floor overhead with only one connection, and cut that connection. It killed 5 in a cave-in, injuring the sixth, and without harming any dorfs besides knocking them unconscious. The remaining elf later went berserk so she was killed in the hallway, breaking one persons arm, and causing another draftee to go berserk, subsequently ripped apart by the dogs. I'm not sure if this will lead to a finally consisting of a tantrum spiral or not.&lt;br /&gt;
&lt;br /&gt;
'''Future plans'''&lt;br /&gt;
&lt;br /&gt;
I plan to use the waterfall as a happiness booster in the future but that is currently not plausible.&lt;/div&gt;</summary>
		<author><name>EricBlank</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=User:EricBlank&amp;diff=50917</id>
		<title>User:EricBlank</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=User:EricBlank&amp;diff=50917"/>
		<updated>2009-09-19T22:13:41Z</updated>

		<summary type="html">&lt;p&gt;EricBlank: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Just so I have some text on this page, I'm going to explain the current state and history of my only remaining playable fort. The others are missing something I modded in and can't remember where it went or it's tags/attributes so I really can't do anything about that.&lt;br /&gt;
&lt;br /&gt;
'''Location'''&lt;br /&gt;
&lt;br /&gt;
Love-armors was founded in 80,  by the group called The Gloves of Strapping, of the civilization known as The True Bust, on the plane of Amethaecamo.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;s&amp;gt;Interesting&amp;lt;/s&amp;gt; horrifying note'''&lt;br /&gt;
&lt;br /&gt;
If there wasn't enough references to sex in that, then it will help you to know that I gave every living creature in the game genitals, including &lt;br /&gt;
gender-specific ones for gender-specific species, anuses and rectums, bladders and urethras. It makes their deaths even more hilarious when they &lt;br /&gt;
bleed to death out their assholes after falling into the river and being eaten alive by carp, sea lampreys, longnose gar, or pike. On another note, &lt;br /&gt;
no carp has of yet been named for it's blitzkrieg of death, nor has any begun one, while the other three species all have at least one named member, one &lt;br /&gt;
of which is still alive.&lt;br /&gt;
&lt;br /&gt;
'''The body, ending in an ass.'''&lt;br /&gt;
&lt;br /&gt;
The fortress itself is built into the northeast bank of a river fork, a massive 20-30 wide river flowing down the west side and a small 4-wide &lt;br /&gt;
tributary coming from the east. It's less of a 'bank' rally, and more of a cliff, since the larger river goes right over a 5-story waterfall right &lt;br /&gt;
next to the fort.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In the first year, 80, I suddenly realized that my civilization didn't even HAVE battle axes or hatchets to send with us, which meant we &lt;br /&gt;
became excessively trade dependent, and ironic considering we were in a heavily forested area. Luckily, the woodsman, Willow, was almost &lt;br /&gt;
immediately devoured from the bottom up by a pike, who was later slain by a war dog who had just stood there while his master died in the most &lt;br /&gt;
horrific manner, so far that is.&lt;br /&gt;
&lt;br /&gt;
While the dwarves were trying to get over it, I planned a swimming pool to prevent them from drowning/being trapped, and giving them some chance &lt;br /&gt;
to survive, it works, but is very difficult to organize them to make sure everyone gets their training. There is a central stairwell which &lt;br /&gt;
provides passage through the first four layers, which are all soil, and into the stone beneath. While there is an aquifer, it interferes very &lt;br /&gt;
rarely, since it's mostly just random pockets of damp soil, and has given one of my citizens a nice well of endless water to drink from. &lt;br /&gt;
Which leads to the next point, everyone has a bedroom, there is a grand dining hall, and many upper-class citizens have fully furnished &lt;br /&gt;
homes. There is also a temple that will soon be fully decorated, and already has coffins for the entire current population, of 40, with around &lt;br /&gt;
60 more dead...&lt;br /&gt;
&lt;br /&gt;
'''History of Failure'''&lt;br /&gt;
&lt;br /&gt;
Since the first year, the fort has been besieged non-stop by orcish warriors and goblin raids, with the occaisional raccoon or monkey. They &lt;br /&gt;
always arrive in tune with the caravans, and wreak havok, such as slaughtering an entire leptol (my own creation) caravan, which led to my &lt;br /&gt;
retarded dwarves trudging north along the river to the site, and 6 of them, including 2 blacksmiths, 2 craftsman, a wrestler, and her baby, were eaten or drowned by/because of a longnose gar. The &lt;br /&gt;
baby was actually torn from her mothers hands (or tossed in) by the fish, and eaten alive while her mother stood there, doing nothing, not &lt;br /&gt;
even getting bad thoughts until it was actually dead. Then she jumped in and was also eaten alive. The fish was finally put down by a pair of &lt;br /&gt;
marksmen.&lt;br /&gt;
&lt;br /&gt;
Such is life in the fortress of the stupid. Speaking of which, a tantrumming marksdwarf killed the finest stoneworker in the entire fort, Stoner, &lt;br /&gt;
a legendary miner, mason, and engraver. His female counterpart, Mini, has since taken over, but was forced to labor and loiter outside for &lt;br /&gt;
several months to prevent the onset of cave adaptation, and thus the others have nearly caught up with her. Our replacement to the position of &lt;br /&gt;
Head Woodsman, Oak, lost his legendary marksman of a wife that same month when I fatally miscalculated the time the drawbridge needed to be &lt;br /&gt;
closed, killing her, several other soldiers, and a number of orcs when it finally did raise. He, however, remained 'ecstatic' up until his death in &lt;br /&gt;
a goblin raid while drinking outside the walls. Our first mayor went insane when failing to make an artifact requiring thread, which we had plenty &lt;br /&gt;
of but for some reason wasn't registering, four more have died for that very same reason. The second mayors dying breath was mandating the &lt;br /&gt;
construction of silver items, during a goblin raid that somehow got inside the front gate, followed by two more from across the west and south &lt;br /&gt;
bridges. The third mayor ended his term normally, except that he was in bed the entire time, but was then killed while resting his leg, during &lt;br /&gt;
another fateful goblin raid, which took 3 other lives. The current mayor has done nothing particularly interesting, nothing good, nothing bad. &lt;br /&gt;
He's really just been idling, even when he is requested at the trade depot. I will have his name changed to Jimmy Carter, he is however a legendary record keeper. The position of Sheriff &lt;br /&gt;
has been changed only once, after the original, Assy, who was a bit of a murderer herself, was killed in... a goblin raid... I really detest &lt;br /&gt;
goblins, but fortunately their raids have been kept at bay thanks to the introduction of rows of cage traps at both the bridges and guards at &lt;br /&gt;
every entrance. We've so far caught 13 of the bottom-feeders, a black bear, a pheasant, two raccoons, and a wild raik (my first creation, which function as dogs do when tamed, and are immensely powerful). &lt;br /&gt;
&lt;br /&gt;
'''Future plans'''&lt;br /&gt;
&lt;br /&gt;
I have planned for the construction of an arena to deal with them, unless toady plans to implement some way to rehabilitate hostiles into &lt;br /&gt;
functioning members of society.&lt;br /&gt;
&lt;br /&gt;
I plan to use the waterfall as a happiness booster in the future but that is currently not plausible.&lt;br /&gt;
&lt;br /&gt;
Complete and decorate the temple.&lt;br /&gt;
&lt;br /&gt;
Prepare the fortress for it's introduction into the dwarven economy, which is imminent as our population has reached 76, and created wealth has reached over 1.7 million&lt;/div&gt;</summary>
		<author><name>EricBlank</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=User:EricBlank&amp;diff=50916</id>
		<title>User:EricBlank</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=User:EricBlank&amp;diff=50916"/>
		<updated>2009-09-19T06:44:41Z</updated>

		<summary type="html">&lt;p&gt;EricBlank: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Just so I have some text on this page, I'm going to explain the current state and history of my only remaining playable fort. The others are missing something I modded in and can't remember where it went or it's tags/attributes so I really can't do anything about that.&lt;br /&gt;
&lt;br /&gt;
'''Location'''&lt;br /&gt;
&lt;br /&gt;
Love-armors was founded in 80,  by the group called The Gloves of Strapping, of the civilization known as The True Bust, on the plane of Amethaecamo.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;s&amp;gt;Interesting&amp;lt;/s&amp;gt; horrifying note'''&lt;br /&gt;
&lt;br /&gt;
If there wasn't enough references to sex in that, then it will help you to know that I gave every living creature in the game genitals, including &lt;br /&gt;
gender-specific ones for gender-specific species, anuses and rectums, bladders and urethras. It makes their deaths even more hilarious when they &lt;br /&gt;
bleed to death out their assholes after falling into the river and being eaten alive by carp, sea lampreys, longnose gar, or pike. On another note, &lt;br /&gt;
no carp has of yet been named for it's blitzkrieg of death, nor has any begun one, while the other three species all have at least one named member, one &lt;br /&gt;
of which is still alive.&lt;br /&gt;
&lt;br /&gt;
'''The body, ending in an ass.'''&lt;br /&gt;
&lt;br /&gt;
The fortress itself is built into the northeast bank of a river fork, a massive 20-30 wide river flowing down the west side and a small 4-wide &lt;br /&gt;
tributary coming from the east. It's less of a 'bank' rally, and more of a cliff, since the larger river goes right over a 5-story waterfall right &lt;br /&gt;
next to the fort.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In the first year, 80, I suddenly realized that my civilization didn't even HAVE battle axes or hatchets to send with us, which meant we &lt;br /&gt;
became excessively trade dependent, and ironic considering we were in a heavily forested area. Luckily, the woodsman, Willow, was almost &lt;br /&gt;
immediately devoured from the bottom up by a pike, who was later slain by a war dog who had just stood there while his master died in the most &lt;br /&gt;
horrific manner, so far that is.&lt;br /&gt;
&lt;br /&gt;
While the dwarves were trying to get over it, I planned a swimming pool to prevent them from drowning/being trapped, and giving them some chance &lt;br /&gt;
to survive, it works, but is very difficult to organize them to make sure everyone gets their training. There is a central stairwell which &lt;br /&gt;
provides passage through the first four layers, which are all soil, and into the stone beneath. While there is an aquifer, it interferes very &lt;br /&gt;
rarely, since it's mostly just random pockets of damp soil, and has given one of my citizens a nice well of endless water to drink from. &lt;br /&gt;
Which leads to the next point, everyone has a bedroom, there is a grand dining hall, and many upper-class citizens have fully furnished &lt;br /&gt;
homes. There is also a temple that will soon be fully decorated, and already has coffins for the entire current population, of 40, with around &lt;br /&gt;
60 more dead...&lt;br /&gt;
&lt;br /&gt;
'''History of Failure'''&lt;br /&gt;
&lt;br /&gt;
Since the first year, the fort has been besieged non-stop by orcish warriors and goblin raids, with the occaisional raccoon or monkey. They &lt;br /&gt;
always arrive in tune with the caravans, and wreak havok, such as slaughtering an entire leptol (my own creation) caravan, which led to my &lt;br /&gt;
retarded dwarves trudging north along the river to the site, and 6 of them, including 2 blacksmiths, 2 craftsman, a wrestler, and her baby. The &lt;br /&gt;
baby was actually torn from her mothers hands (or tossed in) by a longnose gar, and eaten alive while her mother stood there, doing nothing, not &lt;br /&gt;
even getting bad thoughts until it was actually dead. Then she jumped in and was also eaten alive. The fish was finally put down by a pair of &lt;br /&gt;
marksmen.&lt;br /&gt;
&lt;br /&gt;
Such is life in the fortress of the stupid. Speaking of which, a tantrumming marksdwarf killed the finest stoneworker in the entire fort, Stoner, &lt;br /&gt;
a legendary miner, mason, and engraver. His female counterpart, Mini, has since taken over, but was forced to labor and loiter outside for &lt;br /&gt;
several months to prevent the onset of cave adaptation, and thus the others have nearly caught up with her. Our replacement to the position of &lt;br /&gt;
Head Woodsman, Oak, lost his legendary marksman of a wife that same month when I fatally miscalculated the time the drawbridge needed to be &lt;br /&gt;
closed, killing her, several other soldiers, and a number of orcs when it finally did raise. He, however, remained 'ecstatic' up until his death in &lt;br /&gt;
a goblin raid while drinking outside the walls. Our first mayor went insane when failing to make an artifact requiring thread, which we had plenty &lt;br /&gt;
of but for some reason wasn't registering, four more have died for that very same reason. The second mayors dying breath was mandating the &lt;br /&gt;
construction of silver items, during a goblin raid that somehow got inside the front gate, followed by two more from across the west and south &lt;br /&gt;
bridges. The third mayor ended his term normally, except that he was in bed the entire time, but was then killed while resting his leg, during &lt;br /&gt;
another fateful goblin raid, which took 3 other lives. The current mayor has done nothing particularly interesting, nothing good, nothing bad. &lt;br /&gt;
He's really just been idling, even when he is requested at the trade depot. I will have his name changed to Jimmy Carter, he is however a legendary record keeper. The position of Sheriff &lt;br /&gt;
has been changed only once, after the original, Assy, who was a bit of a murderer herself, was killed in... a goblin raid... I really detest &lt;br /&gt;
goblins, but fortunately their raids have been kept at bay thanks to the introduction of rows of cage traps at both the bridges and guards at &lt;br /&gt;
every entrance. We've so far caught 13 of the bottom-feeders, a black bear, a pheasant, two raccoons, and a wild raik (my first creation, which function as dogs do when tamed, and are immensely powerful). &lt;br /&gt;
&lt;br /&gt;
'''Future plans'''&lt;br /&gt;
&lt;br /&gt;
I have planned for the construction of an arena to deal with them, unless toady plans to implement some way to rehabilitate hostiles into &lt;br /&gt;
functioning members of society.&lt;br /&gt;
&lt;br /&gt;
I plan to use the waterfall as a happiness booster in the future but that is currently not plausible.&lt;br /&gt;
&lt;br /&gt;
Complete and decorate the temple.&lt;br /&gt;
&lt;br /&gt;
Prepare the fortress for it's introduction into the dwarven economy, which is imminent as our population has reached 76, and created wealth has reached over 1.7 million&lt;/div&gt;</summary>
		<author><name>EricBlank</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=User:EricBlank&amp;diff=50915</id>
		<title>User:EricBlank</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=User:EricBlank&amp;diff=50915"/>
		<updated>2009-09-19T06:43:14Z</updated>

		<summary type="html">&lt;p&gt;EricBlank: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Just so I have some text on this page, I'm going to explain the current state and history of my only remaining playable fort. The others are missing something I modded in and can't remember where it went or it's tags/attributes so I really can't do anything about that.&lt;br /&gt;
&lt;br /&gt;
'''Location'''&lt;br /&gt;
&lt;br /&gt;
Love-armors was founded in 80,  by the group called The Gloves of Strapping, of the civilization known as The True Bust, on the plane of Amethaecamo.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;s&amp;gt;Interesting&amp;lt;/s&amp;gt; horrifying note'''&lt;br /&gt;
&lt;br /&gt;
If there wasn't enough references to sex in that, then it will help you to know that I gave every living creature in the game genitals, including &lt;br /&gt;
gender-specific ones for gender-specific species, anuses and rectums, bladders and urethras. It makes their deaths even more hilarious when they &lt;br /&gt;
bleed to death out their assholes after falling into the river and being eaten alive by carp, sea lampreys, longnose gar, or pike. On another note, &lt;br /&gt;
no carp has of yet been named for it's blitzkrieg of death, nor has any begun one, while the other three species all have at least one named member, one &lt;br /&gt;
of which is still alive.&lt;br /&gt;
&lt;br /&gt;
'''The body, ending in an ass.'''&lt;br /&gt;
&lt;br /&gt;
The fortress itself is built into the northeast bank of a river fork, a massive 20-30 wide river flowing down the west side and a small 4-wide &lt;br /&gt;
tributary coming from the east. It's less of a 'bank' rally, and more of a cliff, since the larger river goes right over a 5-story waterfall right &lt;br /&gt;
next to the fort.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In the first year, 80, I suddenly realized that my civilization didn't even HAVE battle axes or hatchets to send with us, which meant we &lt;br /&gt;
became excessively trade dependent, and ironic considering we were in a heavily forested area. Luckily, the woodsman, Willow, was almost &lt;br /&gt;
immediately devoured from the bottom up by a pike, who was later slain by a war dog who had just stood there while his master died in the most &lt;br /&gt;
horrific manner, so far that is.&lt;br /&gt;
&lt;br /&gt;
While the dwarves were trying to get over it, I planned a swimming pool to prevent them from drowning/being trapped, and giving them some chance &lt;br /&gt;
to survive, it works, but is very difficult to organize them to make sure everyone gets their training. There is a central stairwell which &lt;br /&gt;
provides passage through the first four layers, which are all soil, and into the stone beneath. While there is an aquifer, it interferes very &lt;br /&gt;
rarely, since it's mostly just random pockets of damp soil, and has given one of my citizens a nice well of endless water to drink from. &lt;br /&gt;
Which leads to the next point, everyone has a bedroom, there is a grand dining hall, and many upper-class citizens have fully furnished &lt;br /&gt;
homes. There is also a temple that will soon be fully decorated, and already has coffins for the entire current population, of 40, with around &lt;br /&gt;
60 more dead...&lt;br /&gt;
&lt;br /&gt;
'''History of Failure'''&lt;br /&gt;
&lt;br /&gt;
Since the first year, the fort has been besieged non-stop by orcish warriors and goblin raids, with the occaisional raccoon or monkey. They &lt;br /&gt;
always arrive in tune with the caravans, and wreak havok, such as slaughtering an entire leptol (my own creation) caravan, which led to my &lt;br /&gt;
retarded dwarves trudging north along the river to the site, and 6 of them, including 2 blacksmiths, 2 craftsman, a wrestler, and her baby. The &lt;br /&gt;
baby was actually torn from her mothers hands (or tossed in) by a longnose gar, and eaten alive while her mother stood there, doing nothing, not &lt;br /&gt;
even getting bad thoughts until it was actually dead. Then she jumped in and was also eaten alive. The fish was finally put down by a pair of &lt;br /&gt;
marksmen.&lt;br /&gt;
&lt;br /&gt;
Such is life in the fortress of the stupid. Speaking of which, a tantrumming marksdwarf killed the finest stoneworker in the entire fort, Stoner, &lt;br /&gt;
a legendary miner, mason, and engraver. His female counterpart, Mini, has since taken over, but was forced to labor and loiter outside for &lt;br /&gt;
several months to prevent the onset of cave adaptation, and thus the others have nearly caught up with her. Our replacement to the position of &lt;br /&gt;
Head Woodsman, Oak, lost his legendary marksman of a wife that same month when I fatally miscalculated the time the drawbridge needed to be &lt;br /&gt;
closed, killing her, several other soldiers, and a number of orcs when it finally did raise. He, however, remained 'ecstatic' up until his death in &lt;br /&gt;
a goblin raid while drinking outside the walls. Our first mayor went insane when failing to make an artifact requiring thread, which we had plenty &lt;br /&gt;
of but for some reason wasn't registering, four more have died for that very same reason. The second mayors dying breath was mandating the &lt;br /&gt;
construction of silver items, during a goblin raid that somehow got inside the front gate, followed by two more from across the west and south &lt;br /&gt;
bridges. The third mayor ended his term normally, except that he was in bed the entire time, but was then killed while resting his leg, during &lt;br /&gt;
another fateful goblin raid, which took 3 other lives. The current mayor has done nothing particularly interesting, nothing good, nothing bad. &lt;br /&gt;
He's really just been idling, even when he is requested at the trade depot. I will have his name changed to Jimmy Carter, he is however a legendary record keeper. The position of Sheriff &lt;br /&gt;
has been changed only once, after the original, Assy, who was a bit of a murderer herself, was killed in... a goblin raid... I really detest &lt;br /&gt;
goblins, but fortunately their raids have been kept at bay thanks to the introduction of rows of cage traps at both the bridges and guards at &lt;br /&gt;
every entrance. We've so far caught 13 of the bottom-feeders, a black bear, a pheasant, two raccoons, and a wild raik (my first creation, which function as dogs do when tamed, and are immensely powerful). &lt;br /&gt;
&lt;br /&gt;
'''Future plans'''&lt;br /&gt;
&lt;br /&gt;
I have planned for the construction of an arena to deal with them, unless toady plans to implement some way to rehabilitate hostiles into &lt;br /&gt;
functioning members of society.&lt;br /&gt;
&lt;br /&gt;
I plan to use the waterfall as a happiness booster in the future but that is currently not plausible.&lt;br /&gt;
&lt;br /&gt;
In other news, the road that will allow passage of the trade wagons has been started on, and should be complete, even if never used, in a few &lt;br /&gt;
years.&lt;br /&gt;
The current year is 84.&lt;br /&gt;
&lt;br /&gt;
Complete and decorate the temple.&lt;br /&gt;
&lt;br /&gt;
Prepare the fortress for it's introduction into the dwarven economy, which is imminent as our population has reached 76, and created wealth has reached over 1.7 million&lt;/div&gt;</summary>
		<author><name>EricBlank</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=User:EricBlank&amp;diff=50914</id>
		<title>User:EricBlank</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=User:EricBlank&amp;diff=50914"/>
		<updated>2009-09-19T06:40:46Z</updated>

		<summary type="html">&lt;p&gt;EricBlank: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Just so I have some text on this page, I'm going to explain the current state and history of my only remaining playable fort. The others are missing something I modded in and can't remember where it went or it's tags/attributes so I really can't do anything about that.&lt;br /&gt;
&lt;br /&gt;
'''Location'''&lt;br /&gt;
&lt;br /&gt;
Love-armors was founded in 80,  by the group called The Gloves of Strapping, of the civilization known as The True Bust, on the plane of Amethaecamo.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;s&amp;gt;Interesting&amp;lt;/s&amp;gt; horrifying note'''&lt;br /&gt;
&lt;br /&gt;
If there wasn't enough references to sex in that, then it will help you to know that I gave every living creature in the game genitals, including &lt;br /&gt;
gender-specific ones for gender-specific species, anuses and rectums, bladders and urethras. It makes their deaths even more hilarious when they &lt;br /&gt;
bleed to death out their assholes after falling into the river and being eaten alive by carp, sea lampreys, longnose gar, or pike. On another note, &lt;br /&gt;
no carp has of yet been named for it's blitzkrieg of death, nor has any begun one, while the other three species all have at least one named member, one &lt;br /&gt;
of which is still alive.&lt;br /&gt;
&lt;br /&gt;
'''The body, ending in an ass.'''&lt;br /&gt;
&lt;br /&gt;
The fortress itself is built into the northeast bank of a river fork, a massive 20-30 wide river flowing down the west side and a small 4-wide &lt;br /&gt;
tributary coming from the east. It's less of a 'bank' rally, and more of a cliff, since the larger river goes right over a 5-story waterfall right &lt;br /&gt;
next to the fort.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In the first year, 80, I suddenly realized that my civilization didn't even HAVE battle axes or hatchets to send with us, which meant we &lt;br /&gt;
became excessively trade dependent, and ironic considering we were in a heavily forested area. Luckily, the woodsman, Willow, was almost &lt;br /&gt;
immediately devoured from the bottom up by a pike, who was later slain by a war dog who had just stood there while his master died in the most &lt;br /&gt;
horrific manner, so far that is.&lt;br /&gt;
&lt;br /&gt;
While the dwarves were trying to get over it, I planned a swimming pool to prevent them from drowning/being trapped, and giving them some chance &lt;br /&gt;
to survive, it works, but is very difficult to organize them to make sure everyone gets their training. There is a central stairwell which &lt;br /&gt;
provides passage through the first four layers, which are all soil, and into the stone beneath. While there is an aquifer, it interferes very &lt;br /&gt;
rarely, since it's mostly just random pockets of damp soil, and has given one of my citizens a nice well of endless water to drink from. &lt;br /&gt;
Which leads to the next point, everyone has a bedroom, there is a grand dining hall, and many upper-class citizens have fully furnished &lt;br /&gt;
homes. There is also a temple that will soon be fully decorated, and already has coffins for the entire current population, of 40, with around &lt;br /&gt;
60 more dead...&lt;br /&gt;
&lt;br /&gt;
'''History of Failure'''&lt;br /&gt;
&lt;br /&gt;
Since the first year, the fort has been besieged non-stop by orcish warriors and goblin raids, with the occaisional raccoon or monkey. They &lt;br /&gt;
always arrive in tune with the caravans, and wreak havok, such as slaughtering an entire leptol (my own creation) caravan, which led to my &lt;br /&gt;
retarded dwarves trudging north along the river to the site, and 6 of them, including 2 blacksmiths, 2 craftsman, a wrestler, and her baby. The &lt;br /&gt;
baby was actually torn from her mothers hands (or tossed in) by a longnose gar, and eaten alive while her mother stood there, doing nothing, not &lt;br /&gt;
even getting bad thoughts until it was actually dead. Then she jumped in and was also eaten alive. The fish was finally put down by a pair of &lt;br /&gt;
marksmen.&lt;br /&gt;
&lt;br /&gt;
Such is life in the fortress of the stupid. Speaking of which, a tantrumming marksdwarf killed the finest stoneworker in the entire fort, Stoner, &lt;br /&gt;
a legendary miner, mason, and engraver. His female counterpart, Mini, has since taken over, but was forced to labor and loiter outside for &lt;br /&gt;
several months to prevent the onset of cave adaptation, and thus the others have nearly caught up with her. Our replacement to the position of &lt;br /&gt;
Head Woodsman, Oak, lost his legendary marksman of a wife that same month when I fatally miscalculated the time the drawbridge needed to be &lt;br /&gt;
closed, killing her, several other soldiers, and a number of orcs when it finally did raise. He, however, remained 'ecstatic' up until his death in &lt;br /&gt;
a goblin raid while drinking outside the walls. Our first mayor went insane when failing to make an artifact requiring thread, which we had plenty &lt;br /&gt;
of but for some reason wasn't registering, four more have died for that very same reason. The second mayors dying breath was mandating the &lt;br /&gt;
construction of silver items, during a goblin raid that somehow got inside the front gate, followed by two more from across the west and south &lt;br /&gt;
bridges. The third mayor ended his term normally, except that he was in bed the entire time, but was then killed while resting his leg, during &lt;br /&gt;
another fateful goblin raid, which took 3 other lives. The current mayor has done nothing particularly interesting, nothing good, nothing bad. &lt;br /&gt;
He's really just been idling, even when he is requested at the trade depot. I will have his name changed to Jimmy Carter, he is however a legendary record keeper. The position of Sheriff &lt;br /&gt;
has been changed only once, after the original, Assy, who was a bit of a murderer herself, was killed in... a goblin raid... I really detest &lt;br /&gt;
goblins, but fortunately their raids have been kept at bay thanks to the introduction of rows of cage traps at both the bridges and guards at &lt;br /&gt;
every entrance. We've so far caught 13 of the bottom-feeders, a black bear, a pheasant, two raccoons, and a wild raik (my first creation, which function as dogs do when tamed, and are immensely powerful). &lt;br /&gt;
&lt;br /&gt;
'''Future plans'''&lt;br /&gt;
&lt;br /&gt;
I have planned for the construction of an arena to deal with them, unless toady plans to implement some way to rehabilitate hostiles into &lt;br /&gt;
functioning members of society.&lt;br /&gt;
&lt;br /&gt;
I plan to use the waterfall as a happiness booster in the future but that is currently not plausible.&lt;br /&gt;
&lt;br /&gt;
In other news, the road that will allow passage of the trade wagons has been started on, and should be complete, even if never used, in a few &lt;br /&gt;
years.&lt;br /&gt;
The current year is 84.&lt;br /&gt;
&lt;br /&gt;
Complete and decorate the temple.&lt;br /&gt;
&lt;br /&gt;
Prepare the fortress for it's introduction into the dwarven economy.&lt;/div&gt;</summary>
		<author><name>EricBlank</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=User:EricBlank&amp;diff=50913</id>
		<title>User:EricBlank</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=User:EricBlank&amp;diff=50913"/>
		<updated>2009-09-15T05:58:17Z</updated>

		<summary type="html">&lt;p&gt;EricBlank: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Just so I have some text on this page, I'm going to explain the current state and history of my only remaining playable fort. The others are missing something I modded in and can't remember where it went or it's tags/attributes so I really can't do anything about that.&lt;br /&gt;
&lt;br /&gt;
'''Location'''&lt;br /&gt;
&lt;br /&gt;
Love-armors was founded in 80,  by the group called The Gloves of Strapping, of the civilization known as The True Bust, on the plane of Amethaecamo.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;s&amp;gt;Interesting&amp;lt;/s&amp;gt; horrifying note'''&lt;br /&gt;
&lt;br /&gt;
If there wasn't enough references to sex in that, then it will help you to know that I gave every living creature in the game genitals, including &lt;br /&gt;
gender-specific ones for gender-specific species, anuses and rectums, bladders and urethras. It makes their deaths even more hilarious when they &lt;br /&gt;
bleed to death out their assholes after falling into the river and being eaten alive by carp, sea lampreys, longnose gar, or pike. On another note, &lt;br /&gt;
no carp has of yet been named for it's blitzkrieg of death, nor has any begun one, while the other three species all have at least one named member, one &lt;br /&gt;
of which is still alive.&lt;br /&gt;
&lt;br /&gt;
'''The body, ending in an ass.'''&lt;br /&gt;
&lt;br /&gt;
The fortress itself is built into the northeast bank of a river fork, a massive 20-30 wide river flowing down the west side and a small 4-wide &lt;br /&gt;
tributary coming from the east. It's less of a 'bank' rally, and more of a cliff, since the larger river goes right over a 5-story waterfall right &lt;br /&gt;
next to the fort.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In the first year, 80, I suddenly realized that my civilization didn't even HAVE battle axes or hatchets to send with us, which meant we &lt;br /&gt;
became excessively trade dependent, and ironic considering we were in a heavily forested area. Luckily, the woodsman, Willow, was almost &lt;br /&gt;
immediately devoured from the bottom up by a pike, who was later slain by a war dog who had just stood there while his master died in the most &lt;br /&gt;
horrific manner, so far that is.&lt;br /&gt;
&lt;br /&gt;
While the dwarves were trying to get over it, I planned a swimming pool to prevent them from drowning/being trapped, and giving them some chance &lt;br /&gt;
to survive, it works, but is very difficult to organize them to make sure everyone gets their training. There is a central stairwell which &lt;br /&gt;
provides passage through the first four layers, which are all soil, and into the stone beneath. While there is an aquifer, it interferes very &lt;br /&gt;
rarely, since it's mostly just random pockets of damp soil, and has given one of my citizens a nice well of endless water to drink from. &lt;br /&gt;
Which leads to the next point, everyone has a bedroom, there is a grand dining hall, and many upper-class citizens have fully furnished &lt;br /&gt;
homes. There is also a temple that will soon be fully decorated, and already has coffins for the entire current population, of 40, with around &lt;br /&gt;
60 more dead...&lt;br /&gt;
&lt;br /&gt;
'''History of Failure'''&lt;br /&gt;
&lt;br /&gt;
Since the first year, the fort has been besieged non-stop by orcish warriors and goblin raids, with the occaisional raccoon or monkey. They &lt;br /&gt;
always arrive in tune with the caravans, and wreak havok, such as slaughtering an entire leptol (my own creation) caravan, which led to my &lt;br /&gt;
retarded dwarves trudging north along the river to the site, and 6 of them, including 2 blacksmiths, 2 craftsman, a wrestler, and her baby. The &lt;br /&gt;
baby was actually torn from her mothers hands (or tossed in) by a longnose gar, and eaten alive while her mother stood there, doing nothing, not &lt;br /&gt;
even getting bad thoughts until it was actually dead. Then she jumped in and was also eaten alive. The fish was finally put down by a pair of &lt;br /&gt;
marksmen.&lt;br /&gt;
&lt;br /&gt;
Such is life in the fortress of the stupid. Speaking of which, a tantrumming marksdwarf killed the finest stoneworker in the entire fort, Stoner, &lt;br /&gt;
a legendary miner, mason, and engraver. His female counterpart, Mini, has since taken over, but was forced to labor and loiter outside for &lt;br /&gt;
several months to prevent the onset of cave adaptation, and thus the others have nearly caught up with her. Our replacement to the position of &lt;br /&gt;
Head Woodsman, Oak, lost his legendary marksman of a wife that same month when I fatally miscalculated the time the drawbridge needed to be &lt;br /&gt;
closed, killing her, several other soldiers, and a number of orcs when it finally did raise. He, however, remained 'ecstatic' up until his death in &lt;br /&gt;
a goblin raid while drinking outside the walls. Our first mayor went insane when failing to make an artifact requiring thread, which we had plenty &lt;br /&gt;
of but for some reason wasn't registering, four more have died for that very same reason. The second mayors dying breath was mandating the &lt;br /&gt;
construction of silver items, during a goblin raid that somehow got inside the front gate, followed by two more from across the west and south &lt;br /&gt;
bridges. The third mayor ended his term normally, except that he was in bed the entire time, but was then killed while resting his leg, during &lt;br /&gt;
another fateful goblin raid, which took 3 other lives. The current mayor has done nothing particularly interesting, nothing good, nothing bad. &lt;br /&gt;
He's really just been idling, even when he is requested at the trade depot. I will have his name changed to Jimmy Carter. The position of Sheriff &lt;br /&gt;
has been changed only once, after the original, Assy, who was a bit of a murderer herself, was killed in... a goblin raid... I really detest &lt;br /&gt;
goblins, but fortunately their raids have been kept at bay thanks to the introduction of rows of cage traps at both the bridges and guards at &lt;br /&gt;
every entrance. We've so far caught 13 of the bottom-feeders, a black bear, and a pheasant. &lt;br /&gt;
&lt;br /&gt;
'''Future plans'''&lt;br /&gt;
&lt;br /&gt;
I have planned for the construction of an arena to deal with them, unless toady plans to implement some way to rehabilitate hostiles into &lt;br /&gt;
functioning members of society.&lt;br /&gt;
&lt;br /&gt;
I plan to use the waterfall as a happiness booster in the future but that is currently not plausible.&lt;br /&gt;
&lt;br /&gt;
In other news, the road that will allow passage of the trade wagons has been started on, and should be complete, even if never used, in a few &lt;br /&gt;
years.&lt;br /&gt;
The current year is 84.&lt;br /&gt;
&lt;br /&gt;
Complete and decorate the temple.&lt;/div&gt;</summary>
		<author><name>EricBlank</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=User:EricBlank&amp;diff=50912</id>
		<title>User:EricBlank</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=User:EricBlank&amp;diff=50912"/>
		<updated>2009-09-15T05:57:21Z</updated>

		<summary type="html">&lt;p&gt;EricBlank: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Just so I have some text on this page, I'm going to explain the current state and history of my only remaining playable fort. The others are missing something I modded in and can't remember where it went or it's tags/attributes so I really can't do anything about that.&lt;br /&gt;
&lt;br /&gt;
'''Location'''&lt;br /&gt;
&lt;br /&gt;
Love-armors was founded in 80,  by the group called The Gloves of Strapping, of the civilization known as The True Bust, on the plane of Amethaecamo.&lt;br /&gt;
&lt;br /&gt;
''&amp;lt;s&amp;gt;Interesting&amp;lt;/s&amp;gt; horrifying note''&lt;br /&gt;
&lt;br /&gt;
If there wasn't enough references to sex in that, then it will help you to know that I gave every living creature in the game genitals, including &lt;br /&gt;
gender-specific ones for gender-specific species, anuses and rectums, bladders and urethras. It makes their deaths even more hilarious when they &lt;br /&gt;
bleed to death out their assholes after falling into the river and being eaten alive by carp, sea lampreys, longnose gar, or pike. On another note, &lt;br /&gt;
no carp has of yet been named for it's blitzkrieg of death, nor has any begun one, while the other three species all have at least one named member, one &lt;br /&gt;
of which is still alive.&lt;br /&gt;
&lt;br /&gt;
'''The body, ending in an ass.'''&lt;br /&gt;
&lt;br /&gt;
The fortress itself is built into the northeast bank of a river fork, a massive 20-30 wide river flowing down the west side and a small 4-wide &lt;br /&gt;
tributary coming from the east. It's less of a 'bank' rally, and more of a cliff, since the larger river goes right over a 5-story waterfall right &lt;br /&gt;
next to the fort.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In the first year, 80, I suddenly realized that my civilization didn't even HAVE battle axes or hatchets to send with us, which meant we &lt;br /&gt;
became excessively trade dependent, and ironic considering we were in a heavily forested area. Luckily, the woodsman, Willow, was almost &lt;br /&gt;
immediately devoured from the bottom up by a pike, who was later slain by a war dog who had just stood there while his master died in the most &lt;br /&gt;
horrific manner, so far that is.&lt;br /&gt;
&lt;br /&gt;
While the dwarves were trying to get over it, I planned a swimming pool to prevent them from drowning/being trapped, and giving them some chance &lt;br /&gt;
to survive, it works, but is very difficult to organize them to make sure everyone gets their training. There is a central stairwell which &lt;br /&gt;
provides passage through the first four layers, which are all soil, and into the stone beneath. While there is an aquifer, it interferes very &lt;br /&gt;
rarely, since it's mostly just random pockets of damp soil, and has given one of my citizens a nice well of endless water to drink from. &lt;br /&gt;
Which leads to the next point, everyone has a bedroom, there is a grand dining hall, and many upper-class citizens have fully furnished &lt;br /&gt;
homes. There is also a temple that will soon be fully decorated, and already has coffins for the entire current population, of 40, with around &lt;br /&gt;
60 more dead...&lt;br /&gt;
&lt;br /&gt;
'''History of Failure'''&lt;br /&gt;
&lt;br /&gt;
Since the first year, the fort has been besieged non-stop by orcish warriors and goblin raids, with the occaisional raccoon or monkey. They &lt;br /&gt;
always arrive in tune with the caravans, and wreak havok, such as slaughtering an entire leptol (my own creation) caravan, which led to my &lt;br /&gt;
retarded dwarves trudging north along the river to the site, and 6 of them, including 2 blacksmiths, 2 craftsman, a wrestler, and her baby. The &lt;br /&gt;
baby was actually torn from her mothers hands (or tossed in) by a longnose gar, and eaten alive while her mother stood there, doing nothing, not &lt;br /&gt;
even getting bad thoughts until it was actually dead. Then she jumped in and was also eaten alive. The fish was finally put down by a pair of &lt;br /&gt;
marksmen.&lt;br /&gt;
&lt;br /&gt;
Such is life in the fortress of the stupid. Speaking of which, a tantrumming marksdwarf killed the finest stoneworker in the entire fort, Stoner, &lt;br /&gt;
a legendary miner, mason, and engraver. His female counterpart, Mini, has since taken over, but was forced to labor and loiter outside for &lt;br /&gt;
several months to prevent the onset of cave adaptation, and thus the others have nearly caught up with her. Our replacement to the position of &lt;br /&gt;
Head Woodsman, Oak, lost his legendary marksman of a wife that same month when I fatally miscalculated the time the drawbridge needed to be &lt;br /&gt;
closed, killing her, several other soldiers, and a number of orcs when it finally did raise. He, however, remained 'ecstatic' up until his death in &lt;br /&gt;
a goblin raid while drinking outside the walls. Our first mayor went insane when failing to make an artifact requiring thread, which we had plenty &lt;br /&gt;
of but for some reason wasn't registering, four more have died for that very same reason. The second mayors dying breath was mandating the &lt;br /&gt;
construction of silver items, during a goblin raid that somehow got inside the front gate, followed by two more from across the west and south &lt;br /&gt;
bridges. The third mayor ended his term normally, except that he was in bed the entire time, but was then killed while resting his leg, during &lt;br /&gt;
another fateful goblin raid, which took 3 other lives. The current mayor has done nothing particularly interesting, nothing good, nothing bad. &lt;br /&gt;
He's really just been idling, even when he is requested at the trade depot. I will have his name changed to Jimmy Carter. The position of Sheriff &lt;br /&gt;
has been changed only once, after the original, Assy, who was a bit of a murderer herself, was killed in... a goblin raid... I really detest &lt;br /&gt;
goblins, but fortunately their raids have been kept at bay thanks to the introduction of rows of cage traps at both the bridges and guards at &lt;br /&gt;
every entrance. We've so far caught 13 of the bottom-feeders, a black bear, and a pheasant. &lt;br /&gt;
&lt;br /&gt;
'''Future plans'''&lt;br /&gt;
&lt;br /&gt;
I have planned for the construction of an arena to deal with them, unless toady plans to implement some way to rehabilitate hostiles into &lt;br /&gt;
functioning members of society.&lt;br /&gt;
&lt;br /&gt;
I plan to use the waterfall as a happiness booster in the future but that is currently not plausible.&lt;br /&gt;
&lt;br /&gt;
In other news, the road that will allow passage of the trade wagons has been started on, and should be complete, even if never used, in a few &lt;br /&gt;
years.&lt;br /&gt;
The current year is 84.&lt;br /&gt;
&lt;br /&gt;
Complete and decorate the temple.&lt;/div&gt;</summary>
		<author><name>EricBlank</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=User:EricBlank&amp;diff=50911</id>
		<title>User:EricBlank</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=User:EricBlank&amp;diff=50911"/>
		<updated>2009-09-15T05:57:02Z</updated>

		<summary type="html">&lt;p&gt;EricBlank: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Just so I have some text on this page, I'm going to explain the current state and history of my only remaining playable fort. The others are missing something I modded in and can't remember where it went or it's tags/attributes so I really can't do anything about that.&lt;br /&gt;
&lt;br /&gt;
'''Location'''&lt;br /&gt;
Love-armors was founded in 80,  by the group called The Gloves of Strapping, of the civilization known as The True Bust, on the plane of Amethaecamo.&lt;br /&gt;
&lt;br /&gt;
''&amp;lt;s&amp;gt;Interesting&amp;lt;/s&amp;gt; horrifying note''&lt;br /&gt;
If there wasn't enough references to sex in that, then it will help you to know that I gave every living creature in the game genitals, including &lt;br /&gt;
gender-specific ones for gender-specific species, anuses and rectums, bladders and urethras. It makes their deaths even more hilarious when they &lt;br /&gt;
bleed to death out their assholes after falling into the river and being eaten alive by carp, sea lampreys, longnose gar, or pike. On another note, &lt;br /&gt;
no carp has of yet been named for it's blitzkrieg of death, nor has any begun one, while the other three species all have at least one named member, one &lt;br /&gt;
of which is still alive.&lt;br /&gt;
&lt;br /&gt;
'''The body, ending in an ass.'''&lt;br /&gt;
The fortress itself is built into the northeast bank of a river fork, a massive 20-30 wide river flowing down the west side and a small 4-wide &lt;br /&gt;
tributary coming from the east. It's less of a 'bank' rally, and more of a cliff, since the larger river goes right over a 5-story waterfall right &lt;br /&gt;
next to the fort.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In the first year, 80, I suddenly realized that my civilization didn't even HAVE battle axes or hatchets to send with us, which meant we &lt;br /&gt;
became excessively trade dependent, and ironic considering we were in a heavily forested area. Luckily, the woodsman, Willow, was almost &lt;br /&gt;
immediately devoured from the bottom up by a pike, who was later slain by a war dog who had just stood there while his master died in the most &lt;br /&gt;
horrific manner, so far that is.&lt;br /&gt;
&lt;br /&gt;
While the dwarves were trying to get over it, I planned a swimming pool to prevent them from drowning/being trapped, and giving them some chance &lt;br /&gt;
to survive, it works, but is very difficult to organize them to make sure everyone gets their training. There is a central stairwell which &lt;br /&gt;
provides passage through the first four layers, which are all soil, and into the stone beneath. While there is an aquifer, it interferes very &lt;br /&gt;
rarely, since it's mostly just random pockets of damp soil, and has given one of my citizens a nice well of endless water to drink from. &lt;br /&gt;
Which leads to the next point, everyone has a bedroom, there is a grand dining hall, and many upper-class citizens have fully furnished &lt;br /&gt;
homes. There is also a temple that will soon be fully decorated, and already has coffins for the entire current population, of 40, with around &lt;br /&gt;
60 more dead...&lt;br /&gt;
&lt;br /&gt;
'''History of Failure'''&lt;br /&gt;
Since the first year, the fort has been besieged non-stop by orcish warriors and goblin raids, with the occaisional raccoon or monkey. They &lt;br /&gt;
always arrive in tune with the caravans, and wreak havok, such as slaughtering an entire leptol (my own creation) caravan, which led to my &lt;br /&gt;
retarded dwarves trudging north along the river to the site, and 6 of them, including 2 blacksmiths, 2 craftsman, a wrestler, and her baby. The &lt;br /&gt;
baby was actually torn from her mothers hands (or tossed in) by a longnose gar, and eaten alive while her mother stood there, doing nothing, not &lt;br /&gt;
even getting bad thoughts until it was actually dead. Then she jumped in and was also eaten alive. The fish was finally put down by a pair of &lt;br /&gt;
marksmen.&lt;br /&gt;
&lt;br /&gt;
Such is life in the fortress of the stupid. Speaking of which, a tantrumming marksdwarf killed the finest stoneworker in the entire fort, Stoner, &lt;br /&gt;
a legendary miner, mason, and engraver. His female counterpart, Mini, has since taken over, but was forced to labor and loiter outside for &lt;br /&gt;
several months to prevent the onset of cave adaptation, and thus the others have nearly caught up with her. Our replacement to the position of &lt;br /&gt;
Head Woodsman, Oak, lost his legendary marksman of a wife that same month when I fatally miscalculated the time the drawbridge needed to be &lt;br /&gt;
closed, killing her, several other soldiers, and a number of orcs when it finally did raise. He, however, remained 'ecstatic' up until his death in &lt;br /&gt;
a goblin raid while drinking outside the walls. Our first mayor went insane when failing to make an artifact requiring thread, which we had plenty &lt;br /&gt;
of but for some reason wasn't registering, four more have died for that very same reason. The second mayors dying breath was mandating the &lt;br /&gt;
construction of silver items, during a goblin raid that somehow got inside the front gate, followed by two more from across the west and south &lt;br /&gt;
bridges. The third mayor ended his term normally, except that he was in bed the entire time, but was then killed while resting his leg, during &lt;br /&gt;
another fateful goblin raid, which took 3 other lives. The current mayor has done nothing particularly interesting, nothing good, nothing bad. &lt;br /&gt;
He's really just been idling, even when he is requested at the trade depot. I will have his name changed to Jimmy Carter. The position of Sheriff &lt;br /&gt;
has been changed only once, after the original, Assy, who was a bit of a murderer herself, was killed in... a goblin raid... I really detest &lt;br /&gt;
goblins, but fortunately their raids have been kept at bay thanks to the introduction of rows of cage traps at both the bridges and guards at &lt;br /&gt;
every entrance. We've so far caught 13 of the bottom-feeders, a black bear, and a pheasant. &lt;br /&gt;
&lt;br /&gt;
'''Future plans'''&lt;br /&gt;
I have planned for the construction of an arena to deal with them, unless toady plans to implement some way to rehabilitate hostiles into &lt;br /&gt;
functioning members of society.&lt;br /&gt;
&lt;br /&gt;
I plan to use the waterfall as a happiness booster in the future but that is currently not plausible.&lt;br /&gt;
&lt;br /&gt;
In other news, the road that will allow passage of the trade wagons has been started on, and should be complete, even if never used, in a few &lt;br /&gt;
years.&lt;br /&gt;
The current year is 84.&lt;br /&gt;
&lt;br /&gt;
Complete and decorate the temple.&lt;/div&gt;</summary>
		<author><name>EricBlank</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=User:EricBlank&amp;diff=50910</id>
		<title>User:EricBlank</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=User:EricBlank&amp;diff=50910"/>
		<updated>2009-09-15T05:56:44Z</updated>

		<summary type="html">&lt;p&gt;EricBlank: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Just so I have some text on this page, I'm going to explain the current state and history of my only remaining playable fort. The others are missing something I modded in and can't remember where it went or it's tags/attributes so I really can't do anything about that.&lt;br /&gt;
'''Location'''&lt;br /&gt;
Love-armors was founded in 80,  by the group called The Gloves of Strapping, of the civilization known as The True Bust, on the plane of Amethaecamo.&lt;br /&gt;
''&amp;lt;s&amp;gt;Interesting&amp;lt;/s&amp;gt; horrifying note''&lt;br /&gt;
If there wasn't enough references to sex in that, then it will help you to know that I gave every living creature in the game genitals, including &lt;br /&gt;
gender-specific ones for gender-specific species, anuses and rectums, bladders and urethras. It makes their deaths even more hilarious when they &lt;br /&gt;
bleed to death out their assholes after falling into the river and being eaten alive by carp, sea lampreys, longnose gar, or pike. On another note, &lt;br /&gt;
no carp has of yet been named for it's blitzkrieg of death, nor has any begun one, while the other three species all have at least one named member, one &lt;br /&gt;
of which is still alive.&lt;br /&gt;
'''The body, ending in an ass.'''&lt;br /&gt;
The fortress itself is built into the northeast bank of a river fork, a massive 20-30 wide river flowing down the west side and a small 4-wide &lt;br /&gt;
tributary coming from the east. It's less of a 'bank' rally, and more of a cliff, since the larger river goes right over a 5-story waterfall right &lt;br /&gt;
next to the fort.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In the first year, 80, I suddenly realized that my civilization didn't even HAVE battle axes or hatchets to send with us, which meant we &lt;br /&gt;
became excessively trade dependent, and ironic considering we were in a heavily forested area. Luckily, the woodsman, Willow, was almost &lt;br /&gt;
immediately devoured from the bottom up by a pike, who was later slain by a war dog who had just stood there while his master died in the most &lt;br /&gt;
horrific manner, so far that is.&lt;br /&gt;
&lt;br /&gt;
While the dwarves were trying to get over it, I planned a swimming pool to prevent them from drowning/being trapped, and giving them some chance &lt;br /&gt;
to survive, it works, but is very difficult to organize them to make sure everyone gets their training. There is a central stairwell which &lt;br /&gt;
provides passage through the first four layers, which are all soil, and into the stone beneath. While there is an aquifer, it interferes very &lt;br /&gt;
rarely, since it's mostly just random pockets of damp soil, and has given one of my citizens a nice well of endless water to drink from. &lt;br /&gt;
Which leads to the next point, everyone has a bedroom, there is a grand dining hall, and many upper-class citizens have fully furnished &lt;br /&gt;
homes. There is also a temple that will soon be fully decorated, and already has coffins for the entire current population, of 40, with around &lt;br /&gt;
60 more dead...&lt;br /&gt;
'''History of Failure'''&lt;br /&gt;
Since the first year, the fort has been besieged non-stop by orcish warriors and goblin raids, with the occaisional raccoon or monkey. They &lt;br /&gt;
always arrive in tune with the caravans, and wreak havok, such as slaughtering an entire leptol (my own creation) caravan, which led to my &lt;br /&gt;
retarded dwarves trudging north along the river to the site, and 6 of them, including 2 blacksmiths, 2 craftsman, a wrestler, and her baby. The &lt;br /&gt;
baby was actually torn from her mothers hands (or tossed in) by a longnose gar, and eaten alive while her mother stood there, doing nothing, not &lt;br /&gt;
even getting bad thoughts until it was actually dead. Then she jumped in and was also eaten alive. The fish was finally put down by a pair of &lt;br /&gt;
marksmen.&lt;br /&gt;
&lt;br /&gt;
Such is life in the fortress of the stupid. Speaking of which, a tantrumming marksdwarf killed the finest stoneworker in the entire fort, Stoner, &lt;br /&gt;
a legendary miner, mason, and engraver. His female counterpart, Mini, has since taken over, but was forced to labor and loiter outside for &lt;br /&gt;
several months to prevent the onset of cave adaptation, and thus the others have nearly caught up with her. Our replacement to the position of &lt;br /&gt;
Head Woodsman, Oak, lost his legendary marksman of a wife that same month when I fatally miscalculated the time the drawbridge needed to be &lt;br /&gt;
closed, killing her, several other soldiers, and a number of orcs when it finally did raise. He, however, remained 'ecstatic' up until his death in &lt;br /&gt;
a goblin raid while drinking outside the walls. Our first mayor went insane when failing to make an artifact requiring thread, which we had plenty &lt;br /&gt;
of but for some reason wasn't registering, four more have died for that very same reason. The second mayors dying breath was mandating the &lt;br /&gt;
construction of silver items, during a goblin raid that somehow got inside the front gate, followed by two more from across the west and south &lt;br /&gt;
bridges. The third mayor ended his term normally, except that he was in bed the entire time, but was then killed while resting his leg, during &lt;br /&gt;
another fateful goblin raid, which took 3 other lives. The current mayor has done nothing particularly interesting, nothing good, nothing bad. &lt;br /&gt;
He's really just been idling, even when he is requested at the trade depot. I will have his name changed to Jimmy Carter. The position of Sheriff &lt;br /&gt;
has been changed only once, after the original, Assy, who was a bit of a murderer herself, was killed in... a goblin raid... I really detest &lt;br /&gt;
goblins, but fortunately their raids have been kept at bay thanks to the introduction of rows of cage traps at both the bridges and guards at &lt;br /&gt;
every entrance. We've so far caught 13 of the bottom-feeders, a black bear, and a pheasant. &lt;br /&gt;
&lt;br /&gt;
'''Future plans'''&lt;br /&gt;
I have planned for the construction of an arena to deal with them, unless toady plans to implement some way to rehabilitate hostiles into &lt;br /&gt;
functioning members of society.&lt;br /&gt;
&lt;br /&gt;
I plan to use the waterfall as a happiness booster in the future but that is currently not plausible.&lt;br /&gt;
&lt;br /&gt;
In other news, the road that will allow passage of the trade wagons has been started on, and should be complete, even if never used, in a few &lt;br /&gt;
years.&lt;br /&gt;
The current year is 84.&lt;br /&gt;
&lt;br /&gt;
Complete and decorate the temple.&lt;/div&gt;</summary>
		<author><name>EricBlank</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=User:EricBlank&amp;diff=50909</id>
		<title>User:EricBlank</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=User:EricBlank&amp;diff=50909"/>
		<updated>2009-09-15T05:51:54Z</updated>

		<summary type="html">&lt;p&gt;EricBlank: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Just so I have some text on this page, I'm going to explain the current state and history of my only remaining playable fort. The others are missing something I modded in and can't remember where it went or it's tags/attributes so I really can't do anything about that.&lt;br /&gt;
&lt;br /&gt;
Love-armors was founded in 80,  by the group called The Gloves of Strapping, of the civilization known as The True Bust, on the plane of Amethaecamo.&lt;br /&gt;
&lt;br /&gt;
If there wasn't enough references to sex in that, then it will help you to know that I gave every living creature in the game genitals, including &lt;br /&gt;
gender-specific ones for gender-specific species, anuses and rectums, bladders and urethras. It makes their deaths even more hilarious when they &lt;br /&gt;
bleed to death out their assholes after falling into the river and being eaten alive by carp, sea lampreys, longnose gar, or pike. On another note, &lt;br /&gt;
no carp has of yet been named for it's blitzkrieg of death, nor has any begun one, while the other three species all have at least one named member, one &lt;br /&gt;
of which is still alive.&lt;br /&gt;
&lt;br /&gt;
The fortress itself is built into the northeast bank of a river fork, a massive 20-30 wide river flowing down the west side and a small 4-wide &lt;br /&gt;
tributary coming from the east. It's less of a 'bank' rally, and more of a cliff, since the larger river goes right over a 5-story waterfall right &lt;br /&gt;
next to the fort.&lt;br /&gt;
&lt;br /&gt;
I plan to use this as a happiness booster in the future but that is currently not plausible.&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In the first year, 80, I suddenly realized that my civilization didn't even HAVE battle axes or hatchets to send with us, which meant we &lt;br /&gt;
became excessively trade dependent, and ironic considering we were in a heavily forested area. Luckily, the woodsman, Willow, was almost &lt;br /&gt;
immediately devoured from the bottom up by a pike, who was later slain by a war dog who had just stood there while his master died in the most &lt;br /&gt;
horrific manner, so far that is.&lt;br /&gt;
&lt;br /&gt;
While the dwarves were trying to get over it, I planned a swimming pool to prevent them from drowning/being trapped, and giving them some chance &lt;br /&gt;
to survive, it works, but is very difficult to organize them to make sure everyone gets their training. There is a central stairwell which &lt;br /&gt;
provides passage through the first four layers, which are all soil, and into the stone beneath. While there is an aquifer, it interferes very &lt;br /&gt;
rarely, since it's mostly just random pockets of damp soil, and has given one of my citizens a nice well of endless water to drink from. &lt;br /&gt;
Which leads to the next point, everyone has a bedroom, there is a grand dining hall, and many upper-class citizens have fully furnished &lt;br /&gt;
homes. There is also a temple that will soon be fully decorated, and already has coffins for the entire current population, of 40, with around &lt;br /&gt;
60 more dead...&lt;br /&gt;
&lt;br /&gt;
Since the first year, the fort has been besieged non-stop by orcish warriors and goblin raids, with the occaisional raccoon or monkey. They &lt;br /&gt;
always arrive in tune with the caravans, and wreak havok, such as slaughtering an entire leptol (my own invention) caravan, which led to my &lt;br /&gt;
retarded dwarves trudging north along the river to the site, and 6 of them, including 2 blacksmiths, 2 craftsman, a wrestler, and her baby. The &lt;br /&gt;
baby was actually torn from her mothers hands (or tossed in) by a longnose gar, and eaten alive while her mother stood there, doing nothing, not &lt;br /&gt;
even getting bad thoughts until it was actually dead. Then she jumped in and was also eaten alive. The fish was finally put down by a pair of &lt;br /&gt;
marksmen.&lt;br /&gt;
&lt;br /&gt;
Such is life in the fortress of the stupid. Speaking of which, a tantrumming marksdwarf killed the finest stoneworker in the entire fort, Stoner, &lt;br /&gt;
a legendary miner, mason, and engraver. His female counterpart, Mini, has since taken over, but was forced to labor and loiter outside for &lt;br /&gt;
several months to prevent the onset of cave adaptation, and thus the others have nearly caught up with her. Our replacement to the position of &lt;br /&gt;
Head Woodsman, Oak, lost his legendary marksman of a wife that same month when I fatally miscalculated the time the drawbridge needed to be &lt;br /&gt;
closed, killing her, several other soldiers, and a number of orcs when it finally did raise. He, however, remained 'ecstatic' up until his death in &lt;br /&gt;
a goblin raid while drinking outside the walls. Our first mayor went insane when failing to make an artifact requiring thread, which we had plenty &lt;br /&gt;
of but for some reason wasn't registering, four more have died for that very same reason. The second mayors dying breath was mandating the &lt;br /&gt;
construction of silver items, during a goblin raid that somehow got inside the front gate, followed by two more from across the west and south &lt;br /&gt;
bridges. The third mayor ended his term normally, except that he was in bed the entire time, but was then killed while resting his leg, during &lt;br /&gt;
another fateful goblin raid, which took 3 other lives. The current mayor has done nothing particularly interesting, nothing good, nothing bad. &lt;br /&gt;
He's really just been idling, even when he is requested at the trade depot. I will have his name changed to Jimmy Carter. The position of Sheriff &lt;br /&gt;
has been changed only once, after the original, Assy, who was a bit of a murderer herself, was killed in... a goblin raid... I really detest &lt;br /&gt;
goblins, but fortunately their raids have been kept at bay thanks to the introduction of rows of cage traps at both the bridges and guards at &lt;br /&gt;
every entrance. We've so far caught 13 of the bottom-feeders, a black bear, and a pheasant. &lt;br /&gt;
&lt;br /&gt;
I have planned for the construction of an arena to deal with them, unless toady plans to implement some way to rehabilitate hostiles into &lt;br /&gt;
functioning members of society.&lt;br /&gt;
&lt;br /&gt;
In other news, the road that will allow passage of the trade wagons has been started on, and should be complete, even if never used, in a few &lt;br /&gt;
years.&lt;br /&gt;
The current year is 84.&lt;/div&gt;</summary>
		<author><name>EricBlank</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=User:EricBlank&amp;diff=50908</id>
		<title>User:EricBlank</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=User:EricBlank&amp;diff=50908"/>
		<updated>2009-09-15T05:47:56Z</updated>

		<summary type="html">&lt;p&gt;EricBlank: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;nowiki&amp;gt;Just so I have some text on this page, I'm going to explain the current state and history of my only remaining playable fort. The others are missing something I modded in and can't remember where it went or it's tags/attributes so I really can't do anything about that.&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;Love armors was founded in 80,  by the group called The Gloves of Strapping, of the civilization known as The True Bust, on the plane of Amethaecamo.&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;nowiki&amp;gt;If there wasn't enough references to sex in that, then it will help you to know that I gave every living creature in the game genitals, including gender-specific ones for gender-specific species, anuses and rectums, bladders and urethras. It makes their deaths even more hilarious when they bleed to death out their assholes after falling into the river and being eaten alive by carp, sea lampreys, longnose gar, or pike. On another note, no carp has yet been named for it's blitzkrieg of death, nor has begun one, while the other three species all have at least one named member, one of which is still alive.&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;nowiki&amp;gt;The fortress itself is built into the northeast bank of a river fork, a massive 20-30 wide river flowing down the west side and a small 4-wide tributary coming from the east. It's less of a 'bank' rally, and more of a cliff, since the larger river goes right over a 5-story waterfall right next to the fort.&lt;br /&gt;
I plan to use this as a happiness booster in the future but that is currently not plausible.&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;nowiki&amp;gt;In the first year, 80, I suddenly realized that my civilization didn't even HAVE battle axes or hatchets to send with us, which meant we became excessively trade dependent, and ironic considering we were in a heavily forested area. Luckily, the woodsman, Willow, was almost immediately devoured from the bottom up by a pike, who was later slain by a war dog who had just stood there while his master died in the most horrific manner, so far that is.&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;nowiki&amp;gt;While the dwarves were trying to get over it, I planned a swimming pool to prevent them from drowning/being trapped, and giving them some chance to survive, it works, but is very difficult to organize them to make sure everyone gets their training. There is a central stairwell which provides passage through the first four layers, which are all soil, and into the stone beneath. While there is an aquifer, it interferes very rarely, since it's mostly just random pockets of damp soil, and has given one of my citizens a nice well of endless water to drink from. Which transcribes to the next point, everyone has a bedroom, there is a grand dining hall, and many upper-class citizens have fully furnished homes. There is also a temple that will soon be fully decorated, and already has coffins for the entire current population, of 40, with around 60 more dead...&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;nowiki&amp;gt;Since the first year, the fort has been besieged non-stop by orcish warriors and goblin raids, with the occaisional raccoon or monkey. They always arrive in tune with the caravans, and wreak havok, such as slaughtering an entire leptol (my own invention) caravan, which led to my retarded dwarves trudging north along the river to the site, and 6 of them, including 2 blacksmiths, 2 craftsman, a wrestler, and her baby. The baby was actually torn from her mothers hands (or tossed in) by a longnose gar, and eaten alive while her mother stood there, doing nothing, not even getting bad thoughts until it was actually dead. Then she jumped in and was also eaten alive. The fish was finally put down by a pair of marksmen.&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;nowiki&amp;gt;Such is life in the fortress of the stupid. Speaking of which, a tantrumming marksdwarf killed the finest stoneworker in the entire fort, Stoner, a legendary miner, mason, and engraver. His female counterpart, Mini, has since taken over, but was forced to labor and loiter outside for several months to prevent the onset of cave adaptation, and thus the others have nearly caught up with her. Our replacement to the position of Head Woodsman, Oak, lost his legendary marksman of a wife that same month when I fatally miscalculated the time the drawbridge needed to be closed, killing her, several other soldiers, and a number of orcs when it finally did raise. He, however, remained 'ecstatic' up until his death in a goblin raid while drinking outside the walls. Our first mayor went insane when failing to make an artifact requiring thread, which we had plenty of but for some reason wasn't registering, four more have died for that very same reason. The second mayors dying breath was mandating the construction of silver items, during a goblin raid that somehow got inside the front gate, followed by two more from across the west and south bridges. The third mayor ended his term normally, except that he was in bed the entire time, but was then killed while resting his leg, during another fateful goblin raid, which took 3 other lives. The current mayor has done nothing particularly interesting, nothing good, nothing bad. He's really just been idling, even when he is requested at the trade depot. I will have his name changed to Jimmy Carter. The position of Sheriff has been changed only once, after the original, Assy, who was a bit of a murderer herself, was killed in... a goblin raid... I really detest goblins, but fortunately their raids have been kept at bay thanks to the introduction of rows of cage traps at both the bridges and guards at every entrance. We've so far caught 13 of the bottom-feeders, a black bear, and a pheasant.&amp;lt;/nowiki&amp;gt; &lt;br /&gt;
&lt;br /&gt;
    &amp;lt;nowiki&amp;gt;I have planned for the construction of an arena to deal with them, unless toady plans to implement some way to rehabilitate hostiles into functioning members of society.&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;In other news, the road that will allow passage of the trade wagons has been started on, and should be complete, even if never used, in a few years.&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;/div&gt;</summary>
		<author><name>EricBlank</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=User:EricBlank&amp;diff=50907</id>
		<title>User:EricBlank</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=User:EricBlank&amp;diff=50907"/>
		<updated>2009-09-15T05:46:26Z</updated>

		<summary type="html">&lt;p&gt;EricBlank: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;nowiki&amp;gt;Just so I have some text on this page, I'm going to explain the current state and history of my only remaining playable fort. The others are missing something I modded in and can't remember where it went or it's tags/attributes so I really can't do anything about that.&lt;br /&gt;
&lt;br /&gt;
Love armors was founded in 80,  by the group called The Gloves of Strapping, of the civilization known as The True Bust, on the plane of Amethaecamo.&lt;br /&gt;
&lt;br /&gt;
    If there wasn't enough references to sex in that, then it will help you to know that I gave every living creature in the game genitals, including gender-specific ones for gender-specific species, anuses and rectums, bladders and urethras. It makes their deaths even more hilarious when they bleed to death out their assholes after falling into the river and being eaten alive by carp, sea lampreys, longnose gar, or pike. On another note, no carp has yet been named for it's blitzkrieg of death, nor has begun one, while the other three species all have at least one named member, one of which is still alive.&lt;br /&gt;
&lt;br /&gt;
    The fortress itself is built into the northeast bank of a river fork, a massive 20-30 wide river flowing down the west side and a small 4-wide tributary coming from the east. It's less of a 'bank' rally, and more of a cliff, since the larger river goes right over a 5-story waterfall right next to the fort.&lt;br /&gt;
I plan to use this as a happiness booster in the future but that is currently not plausible.&lt;br /&gt;
&lt;br /&gt;
    In the first year, 80, I suddenly realized that my civilization didn't even HAVE battle axes or hatchets to send with us, which meant we became excessively trade dependent, and ironic considering we were in a heavily forested area. Luckily, the woodsman, Willow, was almost immediately devoured from the bottom up by a pike, who was later slain by a war dog who had just stood there while his master died in the most horrific manner, so far that is.&lt;br /&gt;
&lt;br /&gt;
    While the dwarves were trying to get over it, I planned a swimming pool to prevent them from drowning/being trapped, and giving them some chance to survive, it works, but is very difficult to organize them to make sure everyone gets their training. There is a central stairwell which provides passage through the first four layers, which are all soil, and into the stone beneath. While there is an aquifer, it interferes very rarely, since it's mostly just random pockets of damp soil, and has given one of my citizens a nice well of endless water to drink from. Which transcribes to the next point, everyone has a bedroom, there is a grand dining hall, and many upper-class citizens have fully furnished homes. There is also a temple that will soon be fully decorated, and already has coffins for the entire current population, of 40, with around 60 more dead...&lt;br /&gt;
&lt;br /&gt;
    Since the first year, the fort has been besieged non-stop by orcish warriors and goblin raids, with the occaisional raccoon or monkey. They always arrive in tune with the caravans, and wreak havok, such as slaughtering an entire leptol (my own invention) caravan, which led to my retarded dwarves trudging north along the river to the site, and 6 of them, including 2 blacksmiths, 2 craftsman, a wrestler, and her baby. The baby was actually torn from her mothers hands (or tossed in) by a longnose gar, and eaten alive while her mother stood there, doing nothing, not even getting bad thoughts until it was actually dead. Then she jumped in and was also eaten alive. The fish was finally put down by a pair of marksmen.&lt;br /&gt;
&lt;br /&gt;
    Such is life in the fortress of the stupid. Speaking of which, a tantrumming marksdwarf killed the finest stoneworker in the entire fort, Stoner, a legendary miner, mason, and engraver. His female counterpart, Mini, has since taken over, but was forced to labor and loiter outside for several months to prevent the onset of cave adaptation, and thus the others have nearly caught up with her. Our replacement to the position of Head Woodsman, Oak, lost his legendary marksman of a wife that same month when I fatally miscalculated the time the drawbridge needed to be closed, killing her, several other soldiers, and a number of orcs when it finally did raise. He, however, remained 'ecstatic' up until his death in a goblin raid while drinking outside the walls. Our first mayor went insane when failing to make an artifact requiring thread, which we had plenty of but for some reason wasn't registering, four more have died for that very same reason. The second mayors dying breath was mandating the construction of silver items, during a goblin raid that somehow got inside the front gate, followed by two more from across the west and south bridges. The third mayor ended his term normally, except that he was in bed the entire time, but was then killed while resting his leg, during another fateful goblin raid, which took 3 other lives. The current mayor has done nothing particularly interesting, nothing good, nothing bad. He's really just been idling, even when he is requested at the trade depot. I will have his name changed to Jimmy Carter. The position of Sheriff has been changed only once, after the original, Assy, who was a bit of a murderer herself, was killed in... a goblin raid... I really detest goblins, but fortunately their raids have been kept at bay thanks to the introduction of rows of cage traps at both the bridges and guards at every entrance. We've so far caught 13 of the bottom-feeders, a black bear, and a pheasant. &lt;br /&gt;
&lt;br /&gt;
    I have planned for the construction of an arena to deal with them, unless toady plans to implement some way to rehabilitate hostiles into functioning members of society.&lt;br /&gt;
&lt;br /&gt;
In other news, the road that will allow passage of the trade wagons has been started on, and should be complete, even if never used, in a few years.&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;/div&gt;</summary>
		<author><name>EricBlank</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=User:EricBlank&amp;diff=50906</id>
		<title>User:EricBlank</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=User:EricBlank&amp;diff=50906"/>
		<updated>2009-09-15T05:45:52Z</updated>

		<summary type="html">&lt;p&gt;EricBlank: Created page with 'Just so I have some text on this page, I'm going to explain the current state and history of my only remaining playable fort. The others are missing something I modded in and can...'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Just so I have some text on this page, I'm going to explain the current state and history of my only remaining playable fort. The others are missing something I modded in and can't remember where it went or it's tags/attributes so I really can't do anything about that.&lt;br /&gt;
&lt;br /&gt;
Love armors was founded in 80,  by the group called The Gloves of Strapping, of the civilization known as The True Bust, on the plane of Amethaecamo.&lt;br /&gt;
&lt;br /&gt;
    If there wasn't enough references to sex in that, then it will help you to know that I gave every living creature in the game genitals, including gender-specific ones for gender-specific species, anuses and rectums, bladders and urethras. It makes their deaths even more hilarious when they bleed to death out their assholes after falling into the river and being eaten alive by carp, sea lampreys, longnose gar, or pike. On another note, no carp has yet been named for it's blitzkrieg of death, nor has begun one, while the other three species all have at least one named member, one of which is still alive.&lt;br /&gt;
&lt;br /&gt;
    The fortress itself is built into the northeast bank of a river fork, a massive 20-30 wide river flowing down the west side and a small 4-wide tributary coming from the east. It's less of a 'bank' rally, and more of a cliff, since the larger river goes right over a 5-story waterfall right next to the fort.&lt;br /&gt;
I plan to use this as a happiness booster in the future but that is currently not plausible.&lt;br /&gt;
&lt;br /&gt;
    In the first year, 80, I suddenly realized that my civilization didn't even HAVE battle axes or hatchets to send with us, which meant we became excessively trade dependent, and ironic considering we were in a heavily forested area. Luckily, the woodsman, Willow, was almost immediately devoured from the bottom up by a pike, who was later slain by a war dog who had just stood there while his master died in the most horrific manner, so far that is.&lt;br /&gt;
&lt;br /&gt;
    While the dwarves were trying to get over it, I planned a swimming pool to prevent them from drowning/being trapped, and giving them some chance to survive, it works, but is very difficult to organize them to make sure everyone gets their training. There is a central stairwell which provides passage through the first four layers, which are all soil, and into the stone beneath. While there is an aquifer, it interferes very rarely, since it's mostly just random pockets of damp soil, and has given one of my citizens a nice well of endless water to drink from. Which transcribes to the next point, everyone has a bedroom, there is a grand dining hall, and many upper-class citizens have fully furnished homes. There is also a temple that will soon be fully decorated, and already has coffins for the entire current population, of 40, with around 60 more dead...&lt;br /&gt;
&lt;br /&gt;
    Since the first year, the fort has been besieged non-stop by orcish warriors and goblin raids, with the occaisional raccoon or monkey. They always arrive in tune with the caravans, and wreak havok, such as slaughtering an entire leptol (my own invention) caravan, which led to my retarded dwarves trudging north along the river to the site, and 6 of them, including 2 blacksmiths, 2 craftsman, a wrestler, and her baby. The baby was actually torn from her mothers hands (or tossed in) by a longnose gar, and eaten alive while her mother stood there, doing nothing, not even getting bad thoughts until it was actually dead. Then she jumped in and was also eaten alive. The fish was finally put down by a pair of marksmen.&lt;br /&gt;
&lt;br /&gt;
    Such is life in the fortress of the stupid. Speaking of which, a tantrumming marksdwarf killed the finest stoneworker in the entire fort, Stoner, a legendary miner, mason, and engraver. His female counterpart, Mini, has since taken over, but was forced to labor and loiter outside for several months to prevent the onset of cave adaptation, and thus the others have nearly caught up with her. Our replacement to the position of Head Woodsman, Oak, lost his legendary marksman of a wife that same month when I fatally miscalculated the time the drawbridge needed to be closed, killing her, several other soldiers, and a number of orcs when it finally did raise. He, however, remained 'ecstatic' up until his death in a goblin raid while drinking outside the walls. Our first mayor went insane when failing to make an artifact requiring thread, which we had plenty of but for some reason wasn't registering, four more have died for that very same reason. The second mayors dying breath was mandating the construction of silver items, during a goblin raid that somehow got inside the front gate, followed by two more from across the west and south bridges. The third mayor ended his term normally, except that he was in bed the entire time, but was then killed while resting his leg, during another fateful goblin raid, which took 3 other lives. The current mayor has done nothing particularly interesting, nothing good, nothing bad. He's really just been idling, even when he is requested at the trade depot. I will have his name changed to Jimmy Carter. The position of Sheriff has been changed only once, after the original, Assy, who was a bit of a murderer herself, was killed in... a goblin raid... I really detest goblins, but fortunately their raids have been kept at bay thanks to the introduction of rows of cage traps at both the bridges and guards at every entrance. We've so far caught 13 of the bottom-feeders, a black bear, and a pheasant. &lt;br /&gt;
&lt;br /&gt;
    I have planned for the construction of an arena to deal with them, unless toady plans to implement some way to rehabilitate hostiles into functioning members of society.&lt;br /&gt;
&lt;br /&gt;
In other news, the road that will allow passage of the trade wagons has been started on, and should be complete, even if never used, in a few years.&lt;/div&gt;</summary>
		<author><name>EricBlank</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=User_talk:EricBlank&amp;diff=50905</id>
		<title>User talk:EricBlank</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=User_talk:EricBlank&amp;diff=50905"/>
		<updated>2009-09-15T04:49:07Z</updated>

		<summary type="html">&lt;p&gt;EricBlank: Blanked the page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>EricBlank</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=User_talk:EricBlank&amp;diff=50904</id>
		<title>User talk:EricBlank</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=User_talk:EricBlank&amp;diff=50904"/>
		<updated>2009-09-15T04:48:06Z</updated>

		<summary type="html">&lt;p&gt;EricBlank: Created page with 'It's the god damned goblin collector, and they just keep coming.'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;It's the god damned goblin collector, and they just keep coming.&lt;/div&gt;</summary>
		<author><name>EricBlank</name></author>
	</entry>
</feed>