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{{migrated article}}
 
 
{{av}}
 
{{av}}
{{Quality|Tattered}}
 
This '''string dump''' is generated with this shell script (using the Windows and OS X versions of DF 0.40.24):
 
<pre>
 
strings df_osx/dwarfort.exe > strings_osx.txt
 
strings df_win/Dwarf\ Fortress.exe > strings_win.txt
 
perl -ne 'print if ($seen{$_} .= @ARGV) =~ /10$/' strings_osx.txt strings_win.txt > strings.txt
 
</pre>
 
  
A working windows option is also available:
+
 
https://learn.microsoft.com/en-us/sysinternals/downloads/strings
+
= About =
 +
This crude string dump was naively generated from DFv0.40.05 using the MS Sysinternals tool [http://technet.microsoft.com/en-us/sysinternals/bb897439.aspx strings v2.52.]
  
 
== String Dump ==
 
== String Dump ==
 
{{minorspoiler}}
 
{{minorspoiler}}
{{gamedata}}
+
<pre>
[[ru:String dump]]
+
Fatal Error
 
+
Out of memory - aborting
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"
+
WinMain() error
| <strong>Here are all uppercased expressions which were not present in the previous string dump</strong>
+
DDRAW.DLL
|-
+
TRANS_NAME
|UTF-16LE
+
FIRST_NAME
NO_EXCLUSIVE
+
PRO_POS
SEMIANNUAL
+
PRO_OBJ
NEAREST
+
PRO_SUB
LANCZOS
+
PRO_REF
SOFTWARE
+
invalid string position
H*0"ZOW
+
string too long
V_:X1:
+
vector<T> too long
SIDEBURNS
+
Activity
MOUSTACHE
+
Training Session
PETITIONS
+
Activity Event
ANY_WOOD_MATERIAL
+
embraces
ANY_GEM_MATERIAL
+
The
ANY_STONE_MATERIAL
+
empty
NOT_ARTIFACT
+
empties
IS_CRAFTED_ARTIFACT
+
pick up
TOOLTIP
+
picks up
PROCEDURAL_CREATURE_GRAPHICS
+
Go to Combat Training
PCG_LAYERING
+
Organize Combat Training
SLAIN_SPEECH
+
Lead Combat Training
SELECT_CREATURE
+
Wait for Combat Training
CUT_CREATURE
+
Go to
LOG_CURRENT_ENTRY
+
Demonstration
SLAIN_CASTE_SPEECH
+
Organize
WEREBEAST_ANTEATER
+
Lead
WEREBEAST_ANTELOPE
+
Wait for
WEREBEAST_ELK
+
Watch
WEREBEAST_FOX
+
Go to Individual Combat Drill
WEREBEAST_GECKO
+
Individual Combat Drill
WEREBEAST_GILA_MONSTER
+
/Resting
WEREBEAST_COYOTE
+
Go to Sparring Match
WEREBEAST_DEER
+
Spar
WEREBEAST_DONKEY
+
Go to Sparring Practice
WEREBEAST_ELEPHANT
+
Watch Sparring Practice
WEREBEAST_HEDGEHOG
+
Archery Practice
WEREBEAST_HORSE
+
and
WEREBEAST_HYENA
+
We should have made it there by now.
WEREBEAST_IGUANA
+
We should be making better progress.
WEREBEAST_GIRAFFE
+
We are going the wrong way.
WEREBEAST_GOAT
+
We have arrived at our destination.
WEREBEAST_GOPHER
+
The oppressor has been overthrown!
WEREBEAST_HARE
+
We must not abandon
WEREBEAST_BEAVER
+
We must go back.
WEREBEAST_BISON
+
Empty announcement
WEREBEAST_BUFFALO
+
Your
WEREBEAST_BULL
+
spinning
WEREBEAST_APE
+
flying
WEREBEAST_ARMADILLO
+
, but it is deflected by
WEREBEAST_BADGER
+
by the
WEREBEAST_BEAR
+
in the
WEREBEAST_CHAMELEON
+
from behind
WEREBEAST_CHINCHILLA
+
from the side
WEREBEAST_CIVET
+
with
WEREBEAST_COATI
+
, but the attack is deflected by
WEREBEAST_CAPYBARA
+
, lightly tapping the target!
WEREBEAST_CAMEL
+
, but there is no force!
WEREBEAST_CAT
+
, but it passes right through!
WEREBEAST_CAVY
+
, but the attack passes right through!
WEREBEAST_PORCUPINE
+
, but it glances away!
WEREBEAST_RABBIT
+
, but the attack glances away!
WEREBEAST_RACCOON
+
and the severed part sails off in an arc!
WEREBEAST_RAT
+
the
WEREBEAST_PANDA
+
the part
WEREBEAST_PANGOLIN
+
is smashed into the body, an unrecognizable mass!
WEREBEAST_PANTHER
+
splits in gore!
WEREBEAST_PIG
+
collapses!
WEREBEAST_SKUNK
+
the injured part
WEREBEAST_SLOTH
+
is ripped into loose shreds!
WEREBEAST_SQUIRREL
+
is torn apart!
WEREBEAST_TAPIR
+
and it is mostly cut away from the rest of the torso!
WEREBEAST_RHINOCEROS
+
is cloven asunder!
WEREBEAST_SHEEP
+
explodes into gore!
WEREBEAST_SHREW
+
collapses into a lump of gore!
WEREBEAST_SKINK
+
is crushed!
WEREBEAST_LIZARD
+
passing through a hole in the
WEREBEAST_LLAMA
+
main part
WEREBEAST_LORIS
+
jamming the
WEREBEAST_MAMMOTH
+
part
WEREBEAST_JACKAL
+
out of the wound
WEREBEAST_KANGAROO
+
through the
WEREBEAST_KOALA
+
tearing
WEREBEAST_LEMUR
+
tearing apart
WEREBEAST_MOOSE
+
shattering
WEREBEAST_MONKEY
+
chipping
WEREBEAST_MOUSE
+
fracturing
WEREBEAST_OPOSSUM
+
denting
WEREBEAST_MARMOT
+
bruising
WEREBEAST_MOLE
+
the
WEREBEAST_MONGOOSE
+
apart
WEREBEAST_MONITOR_LIZARD
+
and
WEREBEAST_WOMBAT
+
tearing apart
WEREBEAST_ZEBRA
+
shattering
WEREBEAST_TORTOISE
+
tearing
WEREBEAST_WARTHOG
+
chipping
WEREBEAST_WEASEL
+
fracturing
WEREBEAST_WOLF
+
denting
BEAST_AMORPHOUS
+
bruising
BEAST_AMORPHOUS_SHELL_BACK
+
breaking away
BEAST_SNAKE
+
most of
BEAST_WORM_SHORT_SHELL_BACK
+
half of
BEAST_WORM_SHORT_TRUNK
+
a piece of
BEAST_WORM_SHORT_ANTENNAE
+
the rest of
BEAST_INSECT
+
through a hole in the
BEAST_INSECT_MANDIBLES
+
through the
BEAST_INSECT_HORNS
+
and spilling
BEAST_INSECT_WINGS_LACY_BACK
+
your
BEAST_INSECT_WINGS_FEATHERED_FRONT
+
fetid
BEAST_WORM_SHORT_WINGS_LACY_BACK
+
rotten
BEAST_WORM_SHORT_WINGS_LACY_FRONT
+
decomposing
BEAST_WORM_SHORT_WINGS_FEATHERED_BACK
+
rancid
BEAST_WORM_SHORT_WINGS_FEATHERED_FRONT
+
stinking
BEAST_WORM_SHORT_WINGS_BAT_BACK
+
filthy
BEAST_WORM_SHORT_EYE_ONE
+
reeking
BEAST_WORM_SHORT_EYE_TWO
+
foul
BEAST_WORM_SHORT_EYE_THREE
+
a major artery
BEAST_SPIDER
+
an artery
BEAST_SPIDER_MANDIBLES
+
has been opened by the attack
BEAST_SPIDER_HORNS
+
many nerves
BEAST_SPIDER_WINGS_LACY_FRONT
+
a motor nerve
BEAST_SPIDER_WINGS_FEATHERED_FRONT
+
a sensory nerve
BEAST_SPIDER_WINGS_BAT_FRONT
+
have
BEAST_SPIDER_EYE_ONE
+
been severed
BEAST_SPIDER_EYE_TWO
+
a ligament
BEAST_INSECT_WINGS_BAT_FRONT
+
has been
BEAST_INSECT_EYE_ONE
+
torn
BEAST_INSECT_EYE_TWO
+
sprained
BEAST_INSECT_EYE_THREE
+
bruised
BEAST_INSECT_PROBOSCIS
+
a tendon
BEAST_INSECT_SHELL_BACK
+
strained
BEAST_INSECT_TRUNK
+
attack is interrupted!
BEAST_INSECT_ANTENNAE
+
have
BEAST_SNAKE_EYE_ONE
+
has
BEAST_SNAKE_EYE_TWO
+
become enraged!
BEAST_SNAKE_EYE_THREE
+
has lodged firmly in the wound!
BEAST_SNAKE_SHELL_BACK
+
latch on firmly
BEAST_SNAKE_TRUNK
+
latches on firmly
BEAST_SNAKE_ANTENNAE
+
to
BEAST_WORM_LONG
+
latch on firmly!
BEAST_WORM_LONG_MANDIBLES
+
latches on firmly!
BEAST_SNAKE_MANDIBLES
+
are
BEAST_SNAKE_HORNS
+
propelled away by the force of the blow!
BEAST_SNAKE_WINGS_LACY_BACK
+
been knocked unconscious!
BEAST_SNAKE_WINGS_LACY_FRONT
+
been stunned again!
BEAST_SNAKE_WINGS_FEATHERED_BACK
+
been stunned!
BEAST_SNAKE_WINGS_FEATHERED_FRONT
+
having more trouble breathing!
BEAST_SNAKE_WINGS_BAT_BACK
+
having trouble breathing!
BEAST_SNAKE_WINGS_BAT_FRONT
+
feel
BEAST_WORM_LONG_EYE_TWO
+
looks
BEAST_WORM_LONG_EYE_THREE
+
even more sick!
BEAST_WORM_LONG_SHELL_BACK
+
sick!
BEAST_WORM_LONG_TRUNK
+
is injected into the
BEAST_WORM_LONG_ANTENNAE
+
crumbles over the
BEAST_WORM_SHORT
+
splatters over the
BEAST_WORM_SHORT_MANDIBLES
+
flows over the
BEAST_WORM_SHORT_HORNS
+
pours over the
BEAST_WORM_LONG_HORNS
+
is sucked out of the wound!
BEAST_WORM_LONG_WINGS_LACY_BACK
+
Press
BEAST_WORM_LONG_WINGS_LACY_FRONT
+
for more
BEAST_WORM_LONG_WINGS_FEATHERED_BACK
+
to close window
BEAST_WORM_LONG_WINGS_FEATHERED_FRONT
+
item
BEAST_WORM_LONG_WINGS_BAT_BACK
+
The dead walk.  Hide while you still can!
BEAST_WORM_LONG_WINGS_BAT_FRONT
+
A vile force of darkness has arrived!
BEAST_WORM_LONG_EYE_ONE
+
The enemy have come and are laying siege to the fortress.
BEAST_HUMANOID_HORNS
+
An army is invading!
BEAST_HUMANOID_WINGS_LACY_BACK
+
army is located out of bounds: teleporting
BEAST_HUMANOID_WINGS_LACY_FRONT
+
FORCED_ADMINISTRATOR
BEAST_HUMANOID_WINGS_FEATHERED_BACK
+
overlord
BEAST_HUMANOID_WINGS_BAT_BACK
+
overlords
BEAST_HUMANOID_EYE_ONE
+
Empty biased index vector
BEAST_HUMANOID_EYE_TWO
+
Biased index vector computation error
BEAST_HUMANOID_EYE_THREE
+
data
BEAST_BIPEDAL_DINOSAUR_TAIL_ONE
+
data/save
BEAST_BIPEDAL_DINOSAUR_TAIL_TWO
+
data/save/current
BEAST_BIPEDAL_DINOSAUR_TAIL_THREE
+
data/save/current/art_image-
BEAST_BIPEDAL_DINOSAUR_SHELL_BACK
+
.dat
BEAST_BIPEDAL_DINOSAUR_TRUNK
+
art_image-
BEAST_BIPEDAL_DINOSAUR_ANTENNAE
+
data/save/current/
BEAST_HUMANOID
+
data/save/
BEAST_HUMANOID_MANDIBLES
+
is
BEAST_FRONT_GRASP_OCT
+
are
BEAST_FRONT_GRASP_MANDIBLES
+
prostrating
BEAST_FRONT_GRASP_HORNS
+
themselves
BEAST_FRONT_GRASP_WINGS_LACY_BACK
+
before
BEAST_FRONT_GRASP_WINGS_LACY_FRONT
+
torturing
BEAST_FRONT_GRASP_WINGS_FEATHERED_BACK
+
committing a depraved act upon
BEAST_FRONT_GRASP_WINGS_BAT_BACK
+
devouring
BEAST_FRONT_GRASP_EYE_ONE
+
admiring
BEAST_HUMANOID_TAIL_ONE
+
burning
BEAST_HUMANOID_TAIL_TWO
+
shooting
BEAST_HUMANOID_TAIL_THREE
+
surrounded by
BEAST_HUMANOID_SHELL_BACK
+
massacring
BEAST_HUMANOID_TRUNK
+
fighting with
BEAST_HUMANOID_ANTENNAE
+
greeting
BEAST_FRONT_GRASP
+
refusing
BEAST_FRONT_GRASP_HEX
+
speaking with
BEAST_SCORPION_WINGS_LACY_FRONT
+
embracing
BEAST_SCORPION_WINGS_FEATHERED_BACK
+
striking down
BEAST_SCORPION_WINGS_FEATHERED_FRONT
+
raising
BEAST_SCORPION_WINGS_BAT_BACK
+
hiding
BEAST_SCORPION_WINGS_BAT_FRONT
+
praying to
BEAST_SCORPION_EYE_ONE
+
contemplating
BEAST_SCORPION_EYE_TWO
+
cooking
BEAST_SCORPION_EYE_THREE
+
engraving
BEAST_SPIDER_EYE_THREE
+
impaled on
BEAST_SPIDER_SHELL_FRONT
+
being flayed by
BEAST_SPIDER_TRUNK
+
hanging from
BEAST_SPIDER_ANTENNAE
+
being mutilated by
BEAST_SCORPION
+
praying
BEAST_SCORPION_MANDIBLES
+
weeping
BEAST_SCORPION_HORNS
+
cringing
BEAST_SCORPION_WINGS_LACY_BACK
+
screaming
BEAST_BIPEDAL_DINOSAUR_HORNS
+
being tortured
BEAST_BIPEDAL_DINOSAUR_WINGS_LACY_BACK
+
committing a depraved act
BEAST_BIPEDAL_DINOSAUR_WINGS_LACY_FRONT
+
making a submissive gesture
BEAST_BIPEDAL_DINOSAUR_WINGS_FEATHERED_BACK
+
in a fetal position
BEAST_BIPEDAL_DINOSAUR_WINGS_BAT_BACK
+
smeared out into a spiral
BEAST_BIPEDAL_DINOSAUR_EYE_ONE
+
falling
BEAST_BIPEDAL_DINOSAUR_EYE_TWO
+
dead
BEAST_BIPEDAL_DINOSAUR_EYE_THREE
+
laughing
BEAST_SCORPION_TAIL_ONE
+
being shot
BEAST_SCORPION_TAIL_TWO
+
making a plaintive gesture
BEAST_SCORPION_TAIL_THREE
+
melting
BEAST_SCORPION_SHELL_FRONT
+
burning
BEAST_SCORPION_TRUNK
+
looks
BEAST_SCORPION_ANTENNAE
+
look
BEAST_BIPEDAL_DINOSAUR
+
dejected
BEAST_BIPEDAL_DINOSAUR_MANDIBLES
+
terrified
BEAST_QUADRUPED_SLINKY_EYE_THREE
+
offended
BEAST_QUADRUPED_SLINKY_TAIL_ONE
+
confused
BEAST_QUADRUPED_SLINKY_TAIL_TWO
+
suffering
BEAST_QUADRUPED_SLINKY_TAIL_THREE
+
withering away
BEAST_QUADRUPED_SLINKY_SHELL_FRONT
+
striking a menacing pose
BEAST_QUADRUPED_SLINKY_TRUNK
+
striking a triumphant pose
BEAST_QUADRUPED_SLINKY_ANTENNAE
+
laboring
BEAST_WALRUS
+
traveling
BEAST_QUADRUPED_SLINKY_HORNS
+
contemplating
BEAST_QUADRUPED_SLINKY_WINGS_LACY_FRONT
+
cooking
BEAST_QUADRUPED_SLINKY_WINGS_FEATHERED_BACK
+
engraving
BEAST_QUADRUPED_SLINKY_WINGS_FEATHERED_FRONT
+
unnaturally contorted
BEAST_QUADRUPED_SLINKY_WINGS_BAT_BACK
+
being flayed
BEAST_QUADRUPED_SLINKY_WINGS_BAT_FRONT
+
being mutilated
BEAST_QUADRUPED_SLINKY_EYE_ONE
+
two
BEAST_QUADRUPED_SLINKY_EYE_TWO
+
three
BEAST_WALRUS_EYE_THREE
+
four
BEAST_WALRUS_TAIL_ONE
+
five
BEAST_WALRUS_TAIL_TWO
+
Untitled
BEAST_WALRUS_TAIL_THREE
+
, the deity of
BEAST_WALRUS_SHELL_BACK
+
, depicted as a
BEAST_WALRUS_TRUNK
+
skeletal
BEAST_WALRUS_ANTENNAE
+
rotting
BEAST_SMALL_AMORPHOUS
+
ghostly
BEAST_WALRUS_MANDIBLES
+
female
BEAST_WALRUS_WINGS_LACY_BACK
+
male
BEAST_WALRUS_WINGS_LACY_FRONT
+
bad cast
BEAST_WALRUS_WINGS_FEATHERED_BACK
+
errorlog.txt
BEAST_WALRUS_WINGS_FEATHERED_FRONT
+
gamelog.txt
BEAST_WALRUS_WINGS_BAT_BACK
+
negative
BEAST_WALRUS_EYE_ONE
+
zero
BEAST_WALRUS_EYE_TWO
+
three
BEAST_QUADRUPED_BULKY
+
four
BEAST_QUADRUPED_BULKY_HEX
+
five
BEAST_QUADRUPED_BULKY_OCT
+
seven
BEAST_QUADRUPED_BULKY_MANDIBLES
+
eight
BEAST_QUADRUPED_BULKY_HORNS
+
nine
BEAST_QUADRUPED_BULKY_WINGS_LACY_BACK
+
eleven
BEAST_QUADRUPED_BULKY_WINGS_LACY_FRONT
+
twelve
BEAST_QUADRUPED_BULKY_WINGS_FEATHERED_BACK
+
thirteen
BEAST_FRONT_GRASP_EYE_TWO
+
fourteen
BEAST_FRONT_GRASP_EYE_THREE
+
fifteen
BEAST_FRONT_GRASP_TAIL_ONE
+
sixteen
BEAST_FRONT_GRASP_TAIL_TWO
+
seventeen
BEAST_FRONT_GRASP_TAIL_THREE
+
eighteen
BEAST_FRONT_GRASP_SHELL_BACK
+
nineteen
BEAST_FRONT_GRASP_TRUNK
+
billion
BEAST_FRONT_GRASP_ANTENNAE
+
million
BEAST_QUADRUPED_BULKY_TAIL_THREE
+
thousand
BEAST_QUADRUPED_BULKY_SHELL_FRONT
+
hundred
BEAST_QUADRUPED_BULKY_TRUNK
+
twenty
BEAST_QUADRUPED_BULKY_ANTENNAE
+
thirty
BEAST_QUADRUPED_SLINKY
+
forty
BEAST_QUADRUPED_SLINKY_HEX
+
fifty
BEAST_QUADRUPED_SLINKY_OCT
+
sixty
BEAST_QUADRUPED_SLINKY_MANDIBLES
+
seventy
BEAST_QUADRUPED_BULKY_WINGS_FEATHERED_FRONT
+
eighty
BEAST_QUADRUPED_BULKY_WINGS_BAT_BACK
+
ninety
BEAST_QUADRUPED_BULKY_WINGS_BAT_FRONT
+
Negative
BEAST_QUADRUPED_BULKY_EYE_ONE
+
Zeroth
BEAST_QUADRUPED_BULKY_EYE_TWO
+
First
BEAST_QUADRUPED_BULKY_EYE_THREE
+
Second
BEAST_QUADRUPED_BULKY_TAIL_ONE
+
Third
BEAST_QUADRUPED_BULKY_TAIL_TWO
+
Fourth
BEAST_SMALL_WORM_SHORT_EYE_TWO
+
Fifth
BEAST_SMALL_WORM_SHORT_EYE_THREE
+
Sixth
BEAST_SMALL_WORM_SHORT_SHELL_BACK
+
Seventh
BEAST_SMALL_WORM_SHORT_TRUNK
+
Eighth
BEAST_SMALL_WORM_SHORT_ANTENNAE
+
Ninth
BEAST_SMALL_INSECT
+
Tenth
BEAST_SMALL_INSECT_MANDIBLES
+
Eleventh
BEAST_SMALL_INSECT_HORNS
+
Twelfth
BEAST_SMALL_WORM_SHORT_MANDIBLES
+
Thirteenth
BEAST_SMALL_WORM_SHORT_HORNS
+
Fourteenth
BEAST_SMALL_WORM_SHORT_WINGS_LACY_BACK
+
Fifteenth
BEAST_SMALL_WORM_SHORT_WINGS_LACY_FRONT
+
Sixteenth
BEAST_SMALL_WORM_SHORT_WINGS_FEATHERED_BACK
+
Seventeenth
BEAST_SMALL_WORM_SHORT_WINGS_FEATHERED_FRONT
+
Eighteenth
BEAST_SMALL_WORM_SHORT_WINGS_BAT_BACK
+
Nineteenth
BEAST_SMALL_WORM_SHORT_EYE_ONE
+
The impertinent lava has defaced a
BEAST_SMALL_INSECT_TRUNK
+
The impertinent magma has defaced a
BEAST_SMALL_INSECT_ANTENNAE
+
sculpture has melted!
BEAST_SMALL_SPIDER
+
Digging designation cancelled: warm stone located.
BEAST_SMALL_SPIDER_MANDIBLES
+
Digging designation cancelled: damp stone located.
BEAST_SMALL_SPIDER_HORNS
+
---------
BEAST_SMALL_SPIDER_WINGS_LACY_FRONT
+
TAN_MAT
BEAST_SMALL_SPIDER_WINGS_FEATHERED_FRONT
+
Shop
BEAST_SMALL_SPIDER_WINGS_BAT_FRONT
+
Trade Depot
BEAST_SMALL_INSECT_WINGS_LACY_BACK
+
Nest
BEAST_SMALL_INSECT_WINGS_FEATHERED_FRONT
+
Nest Box
BEAST_SMALL_INSECT_WINGS_BAT_FRONT
+
Hive
BEAST_SMALL_INSECT_EYE_ONE
+
Wagon
BEAST_SMALL_INSECT_EYE_TWO
+
Carpenter's Workshop
BEAST_SMALL_INSECT_EYE_THREE
+
Farmer's Workshop
BEAST_SMALL_INSECT_PROBOSCIS
+
Ashery
BEAST_SMALL_INSECT_SHELL_BACK
+
Mason's Workshop
BEAST_SMALL_SNAKE_WINGS_BAT_BACK
+
Craftsman
BEAST_SMALL_SNAKE_WINGS_BAT_FRONT
+
's Workshop
BEAST_SMALL_SNAKE_EYE_ONE
+
Jeweler's Workshop
BEAST_SMALL_SNAKE_EYE_TWO
+
Metalsmith's Forge
BEAST_SMALL_SNAKE_EYE_THREE
+
Magma Forge
BEAST_SMALL_SNAKE_SHELL_BACK
+
Bowyer's Workshop
BEAST_SMALL_SNAKE_TRUNK
+
Mechanic's Workshop
BEAST_SMALL_SNAKE_ANTENNAE
+
Siege Workshop
BEAST_SMALL_AMORPHOUS_SHELL_BACK
+
Butcher's Shop
BEAST_SMALL_SNAKE
+
Leather Works
BEAST_SMALL_SNAKE_MANDIBLES
+
Tanner's Shop
BEAST_SMALL_SNAKE_HORNS
+
Dyer's Shop
BEAST_SMALL_SNAKE_WINGS_LACY_BACK
+
Clothier's Shop
BEAST_SMALL_SNAKE_WINGS_LACY_FRONT
+
Fishery
BEAST_SMALL_SNAKE_WINGS_FEATHERED_BACK
+
Still
BEAST_SMALL_SNAKE_WINGS_FEATHERED_FRONT
+
Loom
BEAST_SMALL_WORM_LONG_WINGS_BAT_FRONT
+
Quern
BEAST_SMALL_WORM_LONG_EYE_ONE
+
Millstone
BEAST_SMALL_WORM_LONG_EYE_TWO
+
Kennels
BEAST_SMALL_WORM_LONG_EYE_THREE
+
Kitchen
BEAST_SMALL_WORM_LONG_SHELL_BACK
+
Tool
BEAST_SMALL_WORM_LONG_TRUNK
+
Workshop
BEAST_SMALL_WORM_LONG_ANTENNAE
+
Zone
BEAST_SMALL_WORM_SHORT
+
Farm Plot
BEAST_SMALL_WORM_LONG
+
Smelter
BEAST_SMALL_WORM_LONG_MANDIBLES
+
Glass Furnace
BEAST_SMALL_WORM_LONG_HORNS
+
Wood Furnace
BEAST_SMALL_WORM_LONG_WINGS_LACY_BACK
+
Kiln
BEAST_SMALL_WORM_LONG_WINGS_LACY_FRONT
+
Magma Smelter
BEAST_SMALL_WORM_LONG_WINGS_FEATHERED_BACK
+
Magma Glass Furnace
BEAST_SMALL_WORM_LONG_WINGS_FEATHERED_FRONT
+
Magma Kiln
BEAST_SMALL_WORM_LONG_WINGS_BAT_BACK
+
Furnace
BEAST_SMALL_HUMANOID
+
Lever
BEAST_SMALL_HUMANOID_MANDIBLES
+
Pressure Plate
BEAST_SMALL_HUMANOID_HORNS
+
Cage Trap
BEAST_SMALL_HUMANOID_WINGS_LACY_BACK
+
Stone-Fall Trap
BEAST_SMALL_HUMANOID_WINGS_LACY_FRONT
+
Weapon Trap
BEAST_SMALL_HUMANOID_WINGS_FEATHERED_BACK
+
Track Stop
BEAST_SMALL_HUMANOID_WINGS_BAT_BACK
+
Trap
BEAST_SMALL_HUMANOID_EYE_ONE
+
Catapult
BEAST_SMALL_BIPEDAL_DINOSAUR_EYE_TWO
+
Ballista
BEAST_SMALL_BIPEDAL_DINOSAUR_EYE_THREE
+
Siege Engine
BEAST_SMALL_BIPEDAL_DINOSAUR_TAIL_ONE
+
Door
BEAST_SMALL_BIPEDAL_DINOSAUR_TAIL_TWO
+
Floor Hatch
BEAST_SMALL_BIPEDAL_DINOSAUR_TAIL_THREE
+
Wall Grate
BEAST_SMALL_BIPEDAL_DINOSAUR_SHELL_BACK
+
Floor Grate
BEAST_SMALL_BIPEDAL_DINOSAUR_TRUNK
+
Vertical Bars
BEAST_SMALL_BIPEDAL_DINOSAUR_ANTENNAE
+
Floor Bars
BEAST_SMALL_FRONT_GRASP
+
Floodgate
BEAST_SMALL_FRONT_GRASP_HEX
+
Restraint
BEAST_SMALL_FRONT_GRASP_OCT
+
Cage
BEAST_SMALL_FRONT_GRASP_MANDIBLES
+
Support
BEAST_SMALL_FRONT_GRASP_HORNS
+
Gear Assembly
BEAST_SMALL_FRONT_GRASP_WINGS_LACY_BACK
+
Rollers
BEAST_SMALL_FRONT_GRASP_WINGS_LACY_FRONT
+
Horizontal Axle
BEAST_SMALL_FRONT_GRASP_WINGS_FEATHERED_BACK
+
Vertical Axle
BEAST_SMALL_HUMANOID_EYE_TWO
+
Upright Spear/Spike
BEAST_SMALL_HUMANOID_EYE_THREE
+
Archery Target
BEAST_SMALL_HUMANOID_TAIL_ONE
+
Screw Pump
BEAST_SMALL_HUMANOID_TAIL_TWO
+
Water Wheel
BEAST_SMALL_HUMANOID_TAIL_THREE
+
Windmill
BEAST_SMALL_HUMANOID_SHELL_BACK
+
Burial Receptacle
BEAST_SMALL_HUMANOID_TRUNK
+
Seat
BEAST_SMALL_HUMANOID_ANTENNAE
+
Animal Trap
BEAST_SMALL_SCORPION_HORNS
+
Table
BEAST_SMALL_SCORPION_WINGS_LACY_BACK
+
Cabinet
BEAST_SMALL_SCORPION_WINGS_LACY_FRONT
+
Weapon Rack
BEAST_SMALL_SCORPION_WINGS_FEATHERED_BACK
+
Armor Stand
BEAST_SMALL_SCORPION_WINGS_FEATHERED_FRONT
+
Container
BEAST_SMALL_SCORPION_WINGS_BAT_BACK
+
Traction Bench
BEAST_SMALL_SCORPION_WINGS_BAT_FRONT
+
Dirt Road
BEAST_SMALL_SCORPION_EYE_ONE
+
Paved Road
BEAST_SMALL_SPIDER_EYE_ONE
+
Bridge
BEAST_SMALL_SPIDER_EYE_TWO
+
Well
BEAST_SMALL_SPIDER_EYE_THREE
+
Statue
BEAST_SMALL_SPIDER_SHELL_FRONT
+
Slab
BEAST_SMALL_SPIDER_TRUNK
+
Glass Window
BEAST_SMALL_SPIDER_ANTENNAE
+
Gem Window
BEAST_SMALL_SCORPION
+
Stockpile
BEAST_SMALL_SCORPION_MANDIBLES
+
Wall
BEAST_SMALL_BIPEDAL_DINOSAUR
+
Floor
BEAST_SMALL_BIPEDAL_DINOSAUR_MANDIBLES
+
Up Stair
BEAST_SMALL_BIPEDAL_DINOSAUR_HORNS
+
Down Stair
BEAST_SMALL_BIPEDAL_DINOSAUR_WINGS_LACY_BACK
+
Up/Down Stair
BEAST_SMALL_BIPEDAL_DINOSAUR_WINGS_LACY_FRONT
+
Ramp
BEAST_SMALL_BIPEDAL_DINOSAUR_WINGS_FEATHERED_BACK
+
Fortification
BEAST_SMALL_BIPEDAL_DINOSAUR_WINGS_BAT_BACK
+
Track (N)
BEAST_SMALL_BIPEDAL_DINOSAUR_EYE_ONE
+
Track (S)
BEAST_SMALL_SCORPION_EYE_TWO
+
Track (E)
BEAST_SMALL_SCORPION_EYE_THREE
+
Track (W)
BEAST_SMALL_SCORPION_TAIL_ONE
+
Track (NS)
BEAST_SMALL_SCORPION_TAIL_TWO
+
Track (NE)
BEAST_SMALL_SCORPION_TAIL_THREE
+
Track (NW)
BEAST_SMALL_SCORPION_SHELL_FRONT
+
Track (SE)
BEAST_SMALL_SCORPION_TRUNK
+
Track (SW)
BEAST_SMALL_SCORPION_ANTENNAE
+
Track (EW)
BEAST_SMALL_QUADRUPED_SLINKY_EYE_ONE
+
Track (NSE)
BEAST_SMALL_QUADRUPED_SLINKY_EYE_TWO
+
Track (NSW)
BEAST_SMALL_QUADRUPED_SLINKY_EYE_THREE
+
Track (NEW)
BEAST_SMALL_QUADRUPED_SLINKY_TAIL_ONE
+
Track (SEW)
BEAST_SMALL_QUADRUPED_SLINKY_TAIL_TWO
+
Track (NSEW)
BEAST_SMALL_QUADRUPED_SLINKY_TAIL_THREE
+
Track/Ramp (N)
BEAST_SMALL_QUADRUPED_SLINKY_SHELL_FRONT
+
Track/Ramp (S)
BEAST_SMALL_QUADRUPED_SLINKY_TRUNK
+
Track/Ramp (E)
BEAST_SMALL_QUADRUPED_SLINKY_OCT
+
Track/Ramp (W)
BEAST_SMALL_QUADRUPED_SLINKY_MANDIBLES
+
Track/Ramp (NS)
BEAST_SMALL_QUADRUPED_SLINKY_HORNS
+
Track/Ramp (NE)
BEAST_SMALL_QUADRUPED_SLINKY_WINGS_LACY_FRONT
+
Track/Ramp (NW)
BEAST_SMALL_QUADRUPED_SLINKY_WINGS_FEATHERED_BACK
+
Track/Ramp (SE)
BEAST_SMALL_QUADRUPED_SLINKY_WINGS_FEATHERED_FRONT
+
Track/Ramp (SW)
BEAST_SMALL_QUADRUPED_SLINKY_WINGS_BAT_BACK
+
Track/Ramp (EW)
BEAST_SMALL_QUADRUPED_SLINKY_WINGS_BAT_FRONT
+
Track/Ramp (NSE)
BEAST_SMALL_WALRUS_EYE_ONE
+
Track/Ramp (NSW)
BEAST_SMALL_WALRUS_EYE_TWO
+
Track/Ramp (NEW)
BEAST_SMALL_WALRUS_EYE_THREE
+
Track/Ramp (SEW)
BEAST_SMALL_WALRUS_TAIL_ONE
+
Track/Ramp (NSEW)
BEAST_SMALL_WALRUS_TAIL_TWO
+
Construction
BEAST_SMALL_WALRUS_TAIL_THREE
+
Vacant Shop
BEAST_SMALL_WALRUS_SHELL_BACK
+
General Store
BEAST_SMALL_WALRUS_TRUNK
+
Crafts Market
BEAST_SMALL_QUADRUPED_SLINKY_ANTENNAE
+
Clothing Shop
BEAST_SMALL_WALRUS
+
Exotic Clothing Shop
BEAST_SMALL_WALRUS_MANDIBLES
+
Lever
BEAST_SMALL_WALRUS_WINGS_LACY_BACK
+
Custom Workshop
BEAST_SMALL_WALRUS_WINGS_LACY_FRONT
+
Door
BEAST_SMALL_WALRUS_WINGS_FEATHERED_BACK
+
Floor Hatch
BEAST_SMALL_WALRUS_WINGS_FEATHERED_FRONT
+
Wall Grate
BEAST_SMALL_WALRUS_WINGS_BAT_BACK
+
Floor Grate
BEAST_SMALL_FRONT_GRASP_TRUNK
+
Vertical
BEAST_SMALL_FRONT_GRASP_ANTENNAE
+
Bars
BEAST_SMALL_QUADRUPED_BULKY
+
Floor Bars
BEAST_SMALL_QUADRUPED_BULKY_HEX
+
Floodgate
BEAST_SMALL_QUADRUPED_BULKY_OCT
+
Rope
BEAST_SMALL_QUADRUPED_BULKY_MANDIBLES
+
Chain
BEAST_SMALL_QUADRUPED_BULKY_HORNS
+
Aquarium
BEAST_SMALL_QUADRUPED_BULKY_WINGS_LACY_BACK
+
Terrarium
BEAST_SMALL_FRONT_GRASP_WINGS_BAT_BACK
+
Shared
BEAST_SMALL_FRONT_GRASP_EYE_ONE
+
Rough
BEAST_SMALL_FRONT_GRASP_EYE_TWO
+
Archery Target
BEAST_SMALL_FRONT_GRASP_EYE_THREE
+
Gear Assembly
BEAST_SMALL_FRONT_GRASP_TAIL_ONE
+
Rollers
BEAST_SMALL_FRONT_GRASP_TAIL_TWO
+
Horizontal
BEAST_SMALL_FRONT_GRASP_TAIL_THREE
+
Axle
BEAST_SMALL_FRONT_GRASP_SHELL_BACK
+
Pillar
BEAST_SMALL_QUADRUPED_BULKY_TAIL_ONE
+
Support
BEAST_SMALL_QUADRUPED_BULKY_TAIL_TWO
+
Retracted
BEAST_SMALL_QUADRUPED_BULKY_TAIL_THREE
+
Upright
BEAST_SMALL_QUADRUPED_BULKY_SHELL_FRONT
+
Spikes
BEAST_SMALL_QUADRUPED_BULKY_TRUNK
+
Spears
BEAST_SMALL_QUADRUPED_BULKY_ANTENNAE
+
Spears/Spikes
BEAST_SMALL_QUADRUPED_SLINKY
+
Weapon
BEAST_SMALL_QUADRUPED_SLINKY_HEX
+
Casket
BEAST_SMALL_QUADRUPED_BULKY_WINGS_LACY_FRONT
+
Sarcophagus
BEAST_SMALL_QUADRUPED_BULKY_WINGS_FEATHERED_BACK
+
Coffin
BEAST_SMALL_QUADRUPED_BULKY_WINGS_FEATHERED_FRONT
+
Chair
BEAST_SMALL_QUADRUPED_BULKY_WINGS_BAT_BACK
+
Throne
BEAST_SMALL_QUADRUPED_BULKY_WINGS_BAT_FRONT
+
Animal Trap
BEAST_SMALL_QUADRUPED_BULKY_EYE_ONE
+
Table
BEAST_SMALL_QUADRUPED_BULKY_EYE_TWO
+
Cabinet
BEAST_SMALL_QUADRUPED_BULKY_EYE_THREE
+
Weapon Rack
BEAST_SMALL_WALRUS_ANTENNAE
+
Armor Stand
DELIVER_MESSAGES
+
Chest
VERMIN_ALT
+
Coffer
SWARM_LARGE
+
Bag
SWARM_MEDIUM
+
Dirt
SWARM_SMALL
+
Road
LIGHT_VERMIN
+
Bridge
LIGHT_VERMIN_ALT
+
Statue
LIGHT_SWARM_LARGE
+
Slab
LIGHT_SWARM_MEDIUM
+
Glass
LIGHT_SWARM_SMALL
+
Window
TRACTION_BENCH_ROPE
+
Armor
TRACTION_BENCH_CHAIN
+
Weapon
STONECUTTER
+
Animal
STONE_CARVER
+
Food
CUT_STONE
+
Furniture
CARVE_STONE
+
Corpse
ENGRAVE_STONE
+
Refuse
MODSKILL03
+
Stone
MODSKILL04
+
Ammo
MODSKILL05
+
Coins
MODSKILL06
+
Bar/Block
MODSKILL07
+
Gem
MODSKILL08
+
Finished Goods
MODSKILL09
+
Leather
MODSKILL10
+
Cloth
MODSKILL01
+
Wood
MODSKILL02
+
Stockpile #
HOSPITAL
+
(CLT)
NO_DESTINATION
+
*CLT*
FEY_MOOD
+
have hatched.
MIGRANT
+
You've caught a
NO_JOB
+
Your trap was robbed of the
MINOR_INJURY
+
BALLISTA
MAJOR_INJURY
+
closes.
SECRETIVE_MOOD
+
You hear
FELL_MOOD
+
distant
MACABRE_MOOD
+
nearby
TANTRUM
+
grinding.
DEPRESSION
+
close.
MADNESS
+
opens.
SPARRING
+
open.
ENDGAME_EVENT_1B
+
has designed a masterpiece!
RECITING_POETRY
+
has constructed a masterpiece!
UNDERGROUND
+
preparetomb() HAS NULL owner
NAUSEA
+
preparetomb() HAS LIVE owner
FEVERED
+
A masterwork of
YIELDING
+
has been lost!
PLAYING_MAKE_BELIEVE
+
Home
TELLING_A_STORY
+
Plot
JOB_FAILED
+
Mead Hall
HOLDINGS
+
Temple
LABOR_CHANGE
+
Throneroom
MILITARY
+
Entrance
STRESS
+
Treasury
ART_DEFACEMENT
+
Mechanism Room
WEREBEAST_ARRIVAL
+
Guard post
BEAST_AMBUSH
+
Noble quarters
HASTY_MONARCH
+
Activity Zone
SATISFIED_MONARCH
+
Captive Room
DIPLOMAT_LEFT_UNHAPPY
+
Tower Top
FOOD_WARNING
+
Courtyard
EMBARK_MESSAGE
+
Secret Library
FIRST_CARAVAN_ARRIVAL
+
Library
MONARCH_ARRIVAL
+
Market Stall
INTESTINES
+
Campground
STOMACH
+
Command Tent
PANCREAS
+
Tent
SPLEEN
+
Command Tent (Bld)
KIDNEY
+
Tent (Bld)
GIZZARD
+
Dungeon Cell
KEYBOARD_CURSOR
+
Animal Pit
NUMBER_OF_LOWER_ELEVATIONS_SHOWN
+
Cloth Pit
SHOW_RAMP_ARROWS
+
Tanning Pit
MULTITHREADING
+
Cloth Clothing Pit
CULL_DEAD_UNITS_AT
+
Leather Clothing Pit
MAXIMUM_EMBARK_DIM
+
Bone Carving Pit
MUSIC_FILE
+
Gem Cutting Pit
SOUND_FILE
+
Weaponsmithing Pit
AUTHOR
+
Bowmaking Pit
AMBIENCE_VOLUME
+
Blacksmithing Pit
SFX_VOLUME
+
Armorsmithing Pit
MASTER_VOLUME
+
Metal Crafting Pit
MUSIC_VOLUME
+
Leatherworking Pit
INTERFACE_SCALING_DESIRED_GRID_HEIGHT
+
Carpentry Pit
INTERFACE_SCALING_PERCENTAGE
+
Stoneworking Pit
AVERAGE_TIME_BETWEEN_SONGS
+
Forging Pit
BASIC_FONT
+
Fighting Pit
INTERFACE_SCALING_TO_DESIRED_GRID
+
Animal Workshop
INTERFACE_SCALING_DESIRED_GRID_WIDTH
+
Cloth Workshop
MAXIMUM_INTERFACE_PERCENTAGE
+
Tanning Workshop
USE_CLASSIC_ASCII
+
Cloth Clothing Workshop
SELECT_INTERACTION
+
Leather Clothing Workshop
CUT_INTERACTION
+
Bone Carving Workshop
HAS_ANY_CAN_SWIM
+
Gem Cutting Workshop
CUT_ITEM
+
Weaponsmithing Workshop
SELECT_ITEM
+
Bowmaking Workshop
GIZZARD_STONE
+
Blacksmithing Workshop
KEYBOARD_CURSOR_RIGHT_FAST
+
Armorsmithing Workshop
KEYBOARD_CURSOR_UPLEFT_FAST
+
Metal Crafting Workshop
KEYBOARD_CURSOR_UPRIGHT_FAST
+
Leatherworking Shop
KEYBOARD_CURSOR_DOWNLEFT_FAST
+
Carpentry Workshop
KEYBOARD_CURSOR_DOWNRIGHT_FAST
+
Stoneworking Workshop
KEYBOARD_CURSOR_UP_Z
+
Forging Workshop
KEYBOARD_CURSOR_DOWN_Z
+
Depot
KEYBOARD_CURSOR_UP_Z_AUX
+
Invalid Type
KEYBOARD_CURSOR_RIGHT
+
Building Level Map Overflow
KEYBOARD_CURSOR_UPLEFT
+
OBJECT
KEYBOARD_CURSOR_UPRIGHT
+
BUILDING_WORKSHOP
KEYBOARD_CURSOR_DOWNLEFT
+
BUILDING_FURNACE
KEYBOARD_CURSOR_DOWNRIGHT
+
Unrecognized Building Definition Type:
KEYBOARD_CURSOR_UP_FAST
+
REACTION_CLASS
KEYBOARD_CURSOR_DOWN_FAST
+
HAS_MATERIAL_REACTION_PRODUCT
KEYBOARD_CURSOR_LEFT_FAST
+
HAS_ITEM_REACTION_PRODUCT
CURSOR_UP_Z_FAST
+
UNROTTEN
CURSOR_DOWN_Z_FAST
+
CONTAINS_LYE
KEYBOARD_CURSOR_UP
+
POTASHABLE
KEYBOARD_CURSOR_DOWN
+
NOT_WEB
KEYBOARD_CURSOR_LEFT
+
WEB_ONLY
CONTEXT_SCROLL_UP
+
EMPTY
CONTEXT_SCROLL_DOWN
+
NOT_CONTAIN_BARREL_ITEM
CONTEXT_SCROLL_PAGEUP
+
GLASS_MATERIAL
CONTEXT_SCROLL_PAGEDOWN
+
BUILDMAT
HOTKEY_BUILDING_FARMING
+
FIRE_BUILD_SAFE
HOTKEY_BUILDING_FURNITURE
+
MAGMA_BUILD_SAFE
HOTKEY_BUILDING_PORTALS
+
CAN_USE_ARTIFACT
HOTKEY_BUILDING_CAGES_CHAINS
+
WORTHLESS_STONE_ONLY
HOTKEY_BUILDING_MILITARY
+
ANY_PLANT_MATERIAL
HOTKEY_BUILDING_WORKSHOPS_CLOTHING_LEATHER
+
ANY_SILK_MATERIAL
KEYBOARD_CURSOR_DOWN_Z_AUX
+
ANY_YARN_MATERIAL
D_TOGGLE_RAMP_INDICATORS
+
ANY_SOAP_MATERIAL
D_TOGGLE_FLUID_NUMBERS
+
ANY_LEATHER_MATERIAL
D_DESIGNATE_DIG
+
ANY_BONE_MATERIAL
D_DESIGNATE_CHOP
+
ANY_STRAND_TISSUE
D_DESIGNATE_GATHER
+
ANY_SHELL_MATERIAL
D_DESIGNATE_SMOOTH
+
ANY_TOOTH_MATERIAL
D_DESIGNATE_ITEMS
+
ANY_HORN_MATERIAL
D_DESIGNATE_TRAFFIC
+
ANY_PEARL_MATERIAL
DESIGNATE_MINE_MODE_ORE_GEM
+
USE_BODY_COMPONENT
DESIGNATE_MINE_MODE_GEM
+
NO_EDGE_ALLOWED
DESIGNATE_PRIORITY_UP
+
NOT_ENGRAVED
DESIGNATE_PRIORITY_DOWN
+
METAL_ORE
DESIGNATE_MARKER_TO_STANDARD
+
MIN_DIMENSION
DESIGNATE_STANDARD_TO_MARKER
+
HAS_TOOL_USE
DESIGNATE_RECTANGLE
+
BUILD_ITEM
DESIGNATE_FREE_DRAW
+
CREATURE_MAT
DESIGNATE_TOGGLE_ADVANCED_OPTIONS
+
PLANT_MAT
DESIGNATE_MINE_MODE_ALL
+
NAME
DESIGNATE_MINE_MODE_AUTO
+
NAME_COLOR
ARENA_FLUIDS_REMOVE
+
BUILD_LABOR
ARENA_CREATE_TREE
+
WORK_LOCATION
D_STOCKS
+
BUILD_KEY
ARENA_CREATE_CREATURE
+
NEEDS_MAGMA
ARENA_CREATURE_RESET
+
BLOCK
ARENA_FLUIDS
+
TILE
ARENA_FLUIDS_WATER
+
COLOR
ARENA_FLUIDS_MAGMA
+
Unrecognized Building Definition (Workshop) Token:
ARENA_FLUIDS_SNOW
+
Unrecognized Building Definition (Furnace) Token:
ARENA_FLUIDS_MUD
+
Or
D_LABOR
+
, Etc.
D_WORLD
+
Any Labor
D_JUSTICE
+
This is the
D_DESIGNATE_ERASE
+
currency of
SELECT_WORD
+
from the year
CUT_WORD
+
from an unknown year
CUT_TRANSLATION
+
under
CUT_SYMBOL
+
under an obscure ruler
NAME_BUILDING_HOSPITAL
+
from a period of no rule
SELECT_TRANSLATION
+
RANDOM
CARTILAGE
+
NONE
FEATHER
+
strike
ANTLER
+
strikes
NERVOUS_TISSUE
+
NO_SUB
MEAT_CATEGORY
+
You pull
CUT_INORGANIC
+
pulls
SELECT_INORGANIC
+
on the embedded
SELECT_PLANT
+
miss
CUT_PLANT
+
misses
STEAM_DESCRIPTION
+
lock
STEAM_TITLE
+
locks
STEAM_FILE_ID
+
place
CONFLICTS_WITH_ID
+
places
STEAM_CHANGELOG
+
a chokehold on
STEAM_METADATA
+
take
STEAM_KEY_VALUE_TAG
+
takes
STEAM_TAG
+
down by the
REQUIRES_ID
+
throw
EARLIEST_COMPATIBLE_DISPLAYED_VERSION
+
throws
EARLIEST_COMPATIBLE_NUMERIC_VERSION
+
pinch
REQUIRES_ID_AFTER_ME
+
pinches
REQUIRES_ID_BEFORE_ME
+
gouge
DISPLAYED_VERSION
+
gouges
NUMERIC_VERSION
+
bend
ANOTHER_YEAR_CARD_3
+
bends
ANOTHER_YEAR_CARD_2
+
release
ANOTHER_YEAR_CARD_1
+
releases
FIRST_YEAR_CARD_4
+
loosen
STRIKE_THE_EARTH_CARD_2
+
loosens
STRIKE_THE_EARTH_CARD_1
+
the joint lock of
ANOTHER_YEAR_CARD_5
+
on
ANOTHER_YEAR_CARD_4
+
the choke hold of
VILE_FORCE_OF_DARKNESS_CARD_4
+
break
VILE_FORCE_OF_DARKNESS_CARD_3
+
breaks
VILE_FORCE_OF_DARKNESS_CARD_2
+
the grip of
VILE_FORCE_OF_DARKNESS_CARD_1
+
struggle
FIRST_YEAR_CARD_3
+
struggles
FIRST_YEAR_CARD_2
+
in vain against the grip of
FIRST_YEAR_CARD_1
+
shake
VILE_FORCE_OF_DARKNESS_CARD_5
+
shakes
FORGOTTEN_BEAST_CARD_1
+
around by the
HILL_DWARF_CARD_5
+
is ripped away and remains in
HILL_DWARF_CARD_4
+
mouth
HILL_DWARF_CARD_3
+
grip
FORGOTTEN_BEAST_CARD_5
+
lose
FORGOTTEN_BEAST_CARD_4
+
loses
FORGOTTEN_BEAST_CARD_3
+
hold of the
FORGOTTEN_BEAST_CARD_2
+
strangle
EXPANSIVE_CAVERN_CARD_2
+
pass
EXPANSIVE_CAVERN_CARD_1
+
passes
CRAFTSDWARFSHIP
+
out.
WINTER_ENTOMBS_YOU
+
adjust
HILL_DWARF_CARD_2
+
adjusts
HILL_DWARF_CARD_1
+
grab
EXPANSIVE_CAVERN_CARD_4
+
grabs
EXPANSIVE_CAVERN_CARD_3
+
has moved out of range!
DRINK_AND_INDUSTRY
+
of
FORGOTTEN_BEAST
+
push
HILL_DWARF
+
pushes
DEATH_SPIRAL
+
let
STRIKE_THE_EARTH
+
lets
ANOTHER_YEAR
+
drop away as
FIRST_YEAR
+
attack
VILE_FORCE_OF_DARKNESS
+
attacks
SELECT_MUSIC
+
catch
CUT_MUSIC
+
catches
EXPANSIVE_CAVERN
+
strike at
KOGANUSAN
+
strikes at
LOST_FORT
+
but the shot is
MEGABEAST_ATTACK
+
deftly
FIRST_CAVERN_OPENED
+
just barely
SECOND_YEAR_PLUS
+
easily
CAVERNS_OPENED
+
parried
JUST_EMBARKED
+
by
TAVERN_DANCE_PRESENT
+
but the shot is blocked!
TAVERN_MUSIC_PRESENT
+
attack
FORGOTTEN_BEAST_ATTACK
+
attacks
MOUNTAINHOME_CARD_1
+
but
CRAFTSDWARFSHIP_CARD_5
+
scramble
CRAFTSDWARFSHIP_CARD_4
+
scrambles
CRAFTSDWARFSHIP_CARD_3
+
roll
MOUNTAINHOME_CARD_5
+
rolls
MOUNTAINHOME_CARD_4
+
jump
MOUNTAINHOME_CARD_3
+
jumps
MOUNTAINHOME_CARD_2
+
away
WINTER_ENTOMBS_YOU_CARD_2
+
away from
WINTER_ENTOMBS_YOU_CARD_1
+
silently
STRIKE_THE_EARTH_CARD_4
+
but the shot is blocked
STRIKE_THE_EARTH_CARD_3
+
block
CRAFTSDWARFSHIP_CARD_2
+
blocks
CRAFTSDWARFSHIP_CARD_1
+
effortlessly
WINTER_ENTOMBS_YOU_CARD_4
+
narrowly
WINTER_ENTOMBS_YOU_CARD_3
+
deflected
START_CENTER
+
bat
MAP_LEVEL
+
bats
REPEAT_LAST_MAP_LEVEL
+
aside
DISPLAY_NAME
+
out of the air
IS_DIVINE_MATERIAL
+
leap at
WOVEN_ITEM
+
leaps at
CUT_REACTION
+
charge at
SELECT_REACTION
+
charges at
CUT_SOUND
+
looks
SELECT_SOUND
+
surprised by the ferocity of
DEFAULT_SOUND_AMBUSH
+
onslaught!
DEFAULT_SOUND_ADAMANTINE
+
collide
DEFAULT_SOUND_BABY_BORN
+
collides
DEFAULT_SOUND_ARTIFACT_CREATED
+
knocked over
DEFAULT_SOUND_DEMON_ATTACK
+
and tumble
DEFAULT_SOUND_CAVERN_BREAK
+
and tumbles
DEFAULT_SOUND_SIEGE
+
backward
DEFAULT_SOUND_MEGABEAST
+
bounce
DEFAULT_SOUND_WEDDING
+
bounces
DEFAULT_SOUND_STRANGE_MOOD
+
You tangle together and fall over!
DEFAULT_SOUND_HOWL_1
+
They tangle together and fall over!
DEFAULT_SOUND_ALERT
+
You tangle together and tumble forward!
DEFAULT_SOUND_HOWL_3
+
They tangle together and tumble forward!
DEFAULT_SOUND_HOWL_2
+
corrected null contaminant
DEFAULT_SOUND_HOWL_5
+
specks
DEFAULT_SOUND_HOWL_4
+
dusting
DEFAULT_SOUND_GIANT_STEP_2
+
coating
DEFAULT_SOUND_GIANT_STEP_1
+
spatter
DEFAULT_SOUND_GIANT_STEP_3
+
smear
SAVAGE_AREA
+
covering
ANNOUNCEMENT
+
true
DOUBLE
+
Squad Order
MOON_WAXING_CRESCENT
+
I am a parent.
MOON_FULL_MOON
+
Children.
MOON_WANING_GIBBOUS
+
I have fallen for
MOON_WAXING_HALF_MOON
+
Oh,
MOON_WAXING_GIBBOUS
+
Is that a weapon?
BUILDING_PLACEMENT_TRACK_STOP_FRICTION_LOWEST
+
Is this an attack?
BUILDING_PLACEMENT_TRACK_STOP_FRICTION_LOW
+
Who's skulking around there?
BUILDING_PLACEMENT_PRESSURE_PLATE_MAGMA_7_OFF
+
Somebody up to no good...
BUILDING_PLACEMENT_TRACK_STOP_NO_DUMPING
+
A battle!
BUILDING_PLACEMENT_TRACK_STOP_FRICTION_HIGHEST
+
There's fighting!
BUILDING_PLACEMENT_ROLLERS_SPEED_1
+
I have mastered
BUILDING_PLACEMENT_TRACK_STOP_FRICTION_MIDDLE
+
I shall name you
BUILDING_PLACEMENT_TRACK_STOP_FRICTION_HIGH
+
This is a true masterpiece.
BUILDING_PLACEMENT_ROLLERS_SPEED_4
+
This is a masterpiece.
BUILDING_PLACEMENT_ROLLERS_SPEED_5
+
is dead?
BUILDING_PLACEMENT_ROLLERS_SPEED_2
+
I can't believe
BUILDING_PLACEMENT_ROLLERS_SPEED_3
+
is dead.
ZONE_TYPE_ACTIVE
+
It feeds on blood.
ZONE_PREVIOUS
+
It is drinking the blood of the living.
BUTTON_ZONE_REMOVE
+
The battle rages...
ZONE_TYPE_INACTIVE
+
This is a fight!
ZONE_ERASE_INACTIVE
+
In the midst of conflict...
ZONE_ERASE_ACTIVE
+
Has the tide turned?
ZONE_NEXT
+
How fragile we are...
ZONE_REPAINT
+
How fleeting life is...
ZONE_REMOVE_EXISTING
+
Gruesome wounds!
ZONE_PICK_ANIMALS
+
So easily broken...
ZONE_SUSPEND
+
Those injuries...
ZONE_SUSPEND_INACTIVE
+
Can it all end so quickly?
ZONE_GATHER_SHRUB_INACTIVE
+
Our time in
ZONE_GATHER_SHRUB_ACTIVE
+
is so brief...
ZONE_GATHER_TREE_INACTIVE
+
Death is all around us.
ZONE_GATHER_TREE_ACTIVE
+
Death...
ZONE_PIT_INACTIVE
+
is really dead.
ZONE_PIT_ACTIVE
+
, slayer of
ZONE_GATHER_FALLEN_INACTIVE
+
killed
ZONE_GATHER_FALLEN_ACTIVE
+
, slayer.
ZONE_LOCATION_ASSIGN
+
has killed.
ZONE_LOCATION_DETAILS
+
Slayer.
ZONE_POND_INACTIVE
+
I am separated from
ZONE_POND_ACTIVE
+
Oh, where is
ZONE_SHOOT_LEFT_ACTIVE
+
I am together with my
ZONE_SHOOT_RIGHT_ACTIVE
+
I am reunited with my
ZONE_ASSIGN_UNIT
+
This is my fight too.
ZONE_SQUAD_LIST
+
I cannot just stand by.
ZONE_SHOOT_LEFT_INACTIVE
+
I have a part in this.
ZONE_SHOOT_RIGHT_INACTIVE
+
in a time before time
ZONE_SHOOT_UP_ACTIVE
+
in the future
ZONE_SHOOT_DOWN_ACTIVE
+
just now
ZONE_SQUAD_SLEEP_ACTIVE
+
a few minutes ago
ZONE_SQUAD_TRAIN_ACTIVE
+
not a quarter hour ago
ZONE_SHOOT_UP_INACTIVE
+
not a half hour ago
ZONE_SHOOT_DOWN_INACTIVE
+
not one hour ago
ZONE_SQUAD_SLEEP_INACTIVE
+
a few hours ago
ZONE_SQUAD_TRAIN_INACTIVE
+
not one day ago
ZONE_SQUAD_INDIV_EQ_ACTIVE
+
a few days ago
ZONE_SQUAD_SQUAD_EQ_ACTIVE
+
several days ago
ZONE_TOMB_CITIZEN_BURIAL_ACTIVE
+
a week ago
ZONE_TOMB_CITIZEN_BURIAL_INACTIVE
+
a few weeks ago
ZONE_SQUAD_INDIV_EQ_INACTIVE
+
a month ago
ZONE_SQUAD_SQUAD_EQ_INACTIVE
+
a few months ago
ASSIGN_TRADE_CULLING_MANDATES_ON
+
months ago
ASSIGN_TRADE_CULLING_MANDATES_OFF
+
a year ago
ZONE_TOMB_PET_BURIAL_ACTIVE
+
a few years ago
ZONE_TOMB_PET_BURIAL_INACTIVE
+
several years ago
ASSIGN_TRADE_SORT_BY_VALUE_ON
+
many years ago
ASSIGN_TRADE_SORT_BY_VALUE_OFF
+
long ago
ASSIGN_TRADE_SORT_BY_DISTANCE_ON
+
long, long ago
ASSIGN_TRADE_SORT_BY_DISTANCE_OFF
+
I slew
MOON_NEW_MOON
+
somebody
MOON_SNOW
+
a creature
MOON_WANING_HALF_MOON
+
creatures
MOON_WANING_CRESCENT
+
a member
CALENDAR_MONTH
+
the forces
BORDER_TOP_LEFT
+
many foes
MOON_RAIN
+
was slain
ANNOUNCEMENT_ALERT
+
by a
BORDER_BOTTOM_RIGHT
+
by the forces of
BORDER_TOP_INTERSECTION
+
died
BORDER_TOP_RIGHT
+
many died
BORDER_BOTTOM_LEFT
+
the forces of
BORDER_RIGHT_INTERSECTION
+
attacked
HOVER_RECTANGLE
+
in
BORDER_BOTTOM_INTERSECTION
+
It is scorching hot!
BORDER_LEFT_INTERSECTION
+
It is freezing cold!
BUILDING_PLACEMENT_INACTIVE_BUTTON
+
Is that
BUILDING_PLACEMENT_ACTIVE_BUTTON
+
falling outside?
HOVER_CLOSE
+
Looks like rain outside.
HOVER_TAB
+
Looks to be snowing outside.
BUILDING_PLACEMENT_BRIDGE_W
+
Look at the fog out there!
BUILDING_PLACEMENT_BRIDGE_E
+
There is fog outside.
BUILDING_PLACEMENT_BRIDGE_N
+
There is a mist outside.
BUILDING_PLACEMENT_BRIDGE_S
+
Seems a pleasant enough
BUILDING_PLACEMENT_WE
+
night
BUILDING_PLACEMENT_SCREW_PUMP_N
+
dawn
BUILDING_PLACEMENT_BRIDGE_RETRACT
+
sunset
BUILDING_PLACEMENT_NS
+
out there.
BUILDING_PLACEMENT_SCREW_PUMP_E
+
I wonder what the weather is like outside.
BUILDING_PLACEMENT_N
+
What is this? 
BUILDING_PLACEMENT_SCREW_PUMP_S
+
It is raining.
BUILDING_PLACEMENT_SCREW_PUMP_W
+
It is snowing.
BUILDING_PLACEMENT_E
+
Curse this fog!  I cannot see a thing.
BUILDING_PLACEMENT_PRESSURE_PLATE_ACTIVE_TRIGGER
+
I hope this fog lifts soon.
BUILDING_PLACEMENT_S
+
I hope this mist passes.
BUILDING_PLACEMENT_W
+
Look at those clouds!
BUILDING_PLACEMENT_PRESSURE_PLATE_WATER_2_ON
+
The weather does not look too bad today.
BUILDING_PLACEMENT_PRESSURE_PLATE_WATER_3_ON
+
The weather looks to be fine today.
BUILDING_PLACEMENT_PRESSURE_PLATE_INACTIVE_TRIGGER
+
The stars are bold tonight.
BUILDING_PLACEMENT_PRESSURE_PLATE_WATER_1_ON
+
It is a starless night.
BUILDING_PLACEMENT_PRESSURE_PLATE_WATER_6_ON
+
It is hot.
BUILDING_PLACEMENT_PRESSURE_PLATE_WATER_7_ON
+
It is cold.
BUILDING_PLACEMENT_PRESSURE_PLATE_WATER_4_ON
+
What a wind!
BUILDING_PLACEMENT_PRESSURE_PLATE_WATER_5_ON
+
  And what a wind!
BUILDING_PLACEMENT_PRESSURE_PLATE_WATER_3_OFF
+
It is a nice temperature today.
BUILDING_PLACEMENT_PRESSURE_PLATE_WATER_4_OFF
+
suspicion
BUILDING_PLACEMENT_PRESSURE_PLATE_WATER_1_OFF
+
alarm
BUILDING_PLACEMENT_PRESSURE_PLATE_WATER_2_OFF
+
shock
BUILDING_PLACEMENT_PRESSURE_PLATE_WATER_7_OFF
+
horror
BUILDING_PLACEMENT_PRESSURE_PLATE_MAGMA_1_ON
+
grief
BUILDING_PLACEMENT_PRESSURE_PLATE_WATER_5_OFF
+
triumph
BUILDING_PLACEMENT_PRESSURE_PLATE_WATER_6_OFF
+
rage
BUILDING_PLACEMENT_PRESSURE_PLATE_MAGMA_4_ON
+
grim
BUILDING_PLACEMENT_PRESSURE_PLATE_MAGMA_5_ON
+
satisfaction
BUILDING_PLACEMENT_PRESSURE_PLATE_MAGMA_2_ON
+
fear
BUILDING_PLACEMENT_PRESSURE_PLATE_MAGMA_3_ON
+
sadness
BUILDING_PLACEMENT_PRESSURE_PLATE_MAGMA_1_OFF
+
love
BUILDING_PLACEMENT_PRESSURE_PLATE_MAGMA_2_OFF
+
bliss
BUILDING_PLACEMENT_PRESSURE_PLATE_MAGMA_6_ON
+
vengefulness
BUILDING_PLACEMENT_PRESSURE_PLATE_MAGMA_7_ON
+
terror
BUILDING_PLACEMENT_PRESSURE_PLATE_MAGMA_5_OFF
+
([LIP])
BUILDING_PLACEMENT_PRESSURE_PLATE_MAGMA_6_OFF
+
([lip])
BUILDING_PLACEMENT_PRESSURE_PLATE_MAGMA_3_OFF
+
I don't remember clearly.
BUILDING_PLACEMENT_PRESSURE_PLATE_MAGMA_4_OFF
+
What happened?
BUTTON_WORLD
+
I am your loyal
WORK_ORDERS_CREATE_NEW
+
  The task is accomplished.
BUTTON_INFO_JUSTICE_ACTIVE
+
has been driven from
BUTTON_SQUADS
+
  The need for my task seems to have passed.
WORK_ORDERS_CHECKING
+
  The enemy will be driven off.
WORK_ORDERS_READY
+
  There will be no rest for the enemy.
WORK_ORDERS_ACTIVE
+
  I am a little confused.
WORK_ORDERS_WAITING
+
  I am sort of confused.
WORK_ORDERS_PRIORITY_UP
+
I am confused.
WORK_ORDERS_PRIORITY_DOWN
+
I am very confused.
WORK_ORDERS_VALIDATED
+
Commendable!  Your loyalty and bravery cannot be denied.
WORK_ORDERS_NOT_VALIDATED
+
.  What do you command?
WORK_ORDERS_REMOVE
+
I cannot accept this honor.  I am sorry.
WORK_ORDERS_ADD_ITEM_CONDITION
+
Gladly.  I will be your
WORK_ORDERS_CONDITIONS
+
I am sorry.  I do not think there is room for me.
WORK_ORDERS_DETAILS
+
You are not worthy of such an honor yet.  I am sorry.
WORK_ORDERS_CHANGE_MAT
+
Gladly.  You are now one of my
WORK_ORDERS_CHANGE_ADJ
+
I am sorry.  There is no room for you here.
WORK_ORDERS_ADD_ORDER_CONDITION
+
You can no longer be a
WORK_ORDERS_CHANGE_TYPE
+
I would be honored if you would become a
WORK_ORDERS_ENTER_AMOUNT
+
.  Will you have me as
WORK_ORDERS_INCREASE_AMOUNT
+
I would be honored to serve as a
WORK_ORDERS_ADD_SUGGESTED_CONDITION
+
.  Will you have me?
WORK_ORDERS_CHANGE_FREQUENCY
+
Come with me and I'll bring you to safety.
WORK_ORDERS_ADJECTIVE_SELECTED
+
Please help me!
WORK_ORDERS_ADJECTIVE_NOT_SELECTED
+
Salutations
WORK_ORDERS_DECREASE_AMOUNT
+
Greetings
WORK_ORDERS_CHANGE_ORDER_CONDITION_CHECK_TYPE
+
Hello
NOBLES_BEDROOM_MISSING
+
An honor as always.  How can I be of service?
NOBLES_BEDROOM_PARTIAL
+
.  It is good to see you.
NOBLES_ASSIGN_SYMBOL
+
is dumbstruck for a moment.
NOBLES_BEDROOM_NA
+
A legend?  Here?  I can scarcely believe it. 
NOBLES_OFFICE_MISSING
+
I am honored to be in your presence. 
NOBLES_OFFICE_PARTIAL
+
It is an honor. 
NOBLES_BEDROOM_GOOD
+
Your name precedes you.  Thank you for all that you have done. 
NOBLES_OFFICE_NA
+
It is good to finally meet you! 
NOBLES_DINING_MISSING
+
Welcome home, my child.
NOBLES_DINING_PARTIAL
+
Welcome to the
NOBLES_OFFICE_GOOD
+
How are you, my
NOBLES_DINING_NA
+
It's great to have a friend like you!
NOBLES_TOMB_MISSING
+
And what exactly do you want?
NOBLES_TOMB_PARTIAL
+
Are you ready to learn?
NOBLES_DINING_GOOD
+
Been in any good scraps today?
NOBLES_TOMB_NA
+
Let's not hurt anybody.
NOBLES_DEMANDS_NA
+
Make any good deals lately?
NOBLES_DEMANDS_TIME_GOOD
+
Long live the cause!
NOBLES_TOMB_GOOD
+
Thank you for keeping us safe.
NOBLES_ADD
+
Don't let the enemy rest.
NOBLES_DEMANDS_TIME_WARN_3
+
Don't try to throw your weight around.
NOBLES_MANDATES_NA
+
I have nothing for you.
NOBLES_DEMANDS_TIME_WARN_1
+
I value your loyalty.
NOBLES_DEMANDS_TIME_WARN_2
+
It really is a pleasure to speak with you again.
NOBLES_MANDATES_TIME_WARN_2
+
It is amazing how far you've come.  Welcome home.
NOBLES_MANDATES_TIME_WARN_3
+
It's good to see you have companions to travel with on your adventures.
NOBLES_MANDATES_TIME_GOOD
+
I know you can handle yourself, but be careful out there.
NOBLES_MANDATES_TIME_WARN_1
+
Hopefully your friends can dissuade you from this foolishness.
NOBLES_FURN_PARTIAL
+
Traveling alone in the wilds?!  You know better than that.
NOBLES_FURN_GOOD
+
Only a hero such as yourself can travel at night.  The bogeyman would get me.
NOBLES_FURN_NA
+
I know you've seen your share of adventure, but be careful or the bogeyman may get you.
NOBLES_FURN_MISSING
+
Only a fool would travel alone at night!  Take shelter or the bogeyman will get you.
NOBLES_ACCOUNTING_3_INACTIVE
+
Night is falling.  You'd better stay indoors, or the bogeyman will get you.
NOBLES_ACCOUNTING_4_INACTIVE
+
The sun will set soon.  Be careful that the bogeyman doesn't get you.
NOBLES_ACCOUNTING_1_INACTIVE
+
Don't travel alone at night, or the bogeyman will get you.
NOBLES_ACCOUNTING_2_INACTIVE
+
I hate you.
STOCKPILE_CONNECTIONS_GIVE_LINK
+
Vile creature!
STOCKPILE_CONNECTIONS_TAKE_LINK
+
The enemy!
STOCKPILE_CONNECTIONS_ADD_GIVE_LINK
+
Murderer!
STOCKPILE_CONNECTIONS_ADD_TAKE_LINK
+
I must obey the master!
STOCKPILE_CONNECTIONS_WORKSHOP_GIVE_LINK
+
Gwargh!
STOCKPILE_CONNECTIONS_WORKSHOP_TAKE_LINK
+
Ahhh...
STOCKPILE_CONNECTIONS_WORKSHOP_ADD_GIVE_LINK
+
Monstrosity!
STOCKPILE_CONNECTIONS_WORKSHOP_ADD_TAKE_LINK
+
Get away from me!
BUTTON_STOCKPILE_NEW
+
Don't talk to me.
BUTTON_STOCKPILE_REMOVE
+
Behold, mortal.  I am
BUTTON_STOCKPILE_INACTIVE
+
a divine being
BUTTON_STOCKPILE_ACTIVE
+
.  I know why you have come.
STOCKPILE_TAKE_FROM_ANYWHERE
+
Well, let's see...
STOCKPILE_TAKE_FROM_LINKS_ONLY
+
  we've got
STOCKPILE_SET_CONNECTIONS
+
deaths
STOCKPILE_CONNECTIONS_REMOVE
+
the death
STOCKPILE_REPAINT
+
law-breaking
STOCKPILE_ERASE_INACTIVE
+
the fighting
STOCKPILE_TYPE_INACTIVE
+
armies on the march
STOCKPILE_TYPE_ACTIVE
+
the army on the march
STOCKPILE_TOOL_SETTINGS
+
abductions
STOCKPILE_TOOLS_ENTER_AMOUNT
+
the abduction
STOCKPILE_ERASE_ACTIVE
+
occupations
STOCKPILE_REMOVE_EXISTING
+
the occupation
STOCKPILE_ON
+
beasts
STOCKPILE_PARTIAL
+
the beast
STOCKPILE_TOOLS_INCREASE_AMOUNT
+
criminals
STOCKPILE_TOOLS_DECREASE_AMOUNT
+
bandits
CUSTOM_STOCKPILE_ORGANIC_OFF
+
skulking vermin
CUSTOM_STOCKPILE_INORGANIC_ON
+
bone-chilling horror
STOCKPILE_OFF
+
ruffians
CUSTOM_STOCKPILE_ORGANIC_ON
+
open war
CUSTOM_STOCKPILE_EMPTY_CAGE_OFF
+
brewing trouble with our neighbors
CUSTOM_STOCKPILE_EMPTY_ANIMAL_TRAP_ON
+
I've forgotten what trouble it was...
CUSTOM_STOCKPILE_INORGANIC_OFF
+
Wait here until I return.
CUSTOM_STOCKPILE_EMPTY_CAGE_ON
+
Let's continue onward together.
CUSTOM_STOCKPILE_PREPARED_FOOD_OFF
+
Can you tell me the way to
CUSTOM_STOCKPILE_USABLE_ARMOR_ON
+
Can you tell me where I can find
CUSTOM_STOCKPILE_EMPTY_ANIMAL_TRAP_OFF
+
Please guide me to
CUSTOM_STOCKPILE_PREPARED_FOOD_ON
+
We can no longer travel together.
CUSTOM_STOCKPILE_USABLE_WEAPON_OFF
+
  I'm giving up on this hopeless venture.
CUSTOM_STOCKPILE_UNUSABLE_ARMOR_ON
+
  I'm returning on my own.
CUSTOM_STOCKPILE_USABLE_ARMOR_OFF
+
  I hope you find what you are seeking here.
CUSTOM_STOCKPILE_USABLE_WEAPON_ON
+
Now we will live under
CUSTOM_STOCKPILE_UNUSABLE_WEAPON_OFF
+
They must be stopped by any means at our disposal.
CUSTOM_STOCKPILE_CORPSES_ON
+
It's not my problem.
CUSTOM_STOCKPILE_UNUSABLE_ARMOR_OFF
+
It was inevitable.
CUSTOM_STOCKPILE_UNUSABLE_WEAPON_ON
+
This is the life for me.
BUTTON_INFO_TASKS
+
I don't know anything else about them.
BUTTON_INFO_PLACES
+
We are in the right in all matters.
CUSTOM_STOCKPILE_CORPSES_OFF
+
It's for the best.
BUTTON_INFO_CREATURES
+
I don't care one way or another.
BUTTON_INFO_NOBLES
+
I hate them.
BUTTON_INFO_OBJECTS
+
I am afraid of them.
BUTTON_INFO_LABOR
+
They are terrific.
BUTTON_INFO_WORK_ORDERS
+
Now we will have to build our own future.
BUTTON_INFO_TASKS_ACTIVE
+
Are we close?
BUTTON_INFO_PLACES_ACTIVE
+
You are bound to obey me.
BUTTON_INFO_JUSTICE
+
How are you enjoying the adventure?
BUTTON_INFO_CREATURES_ACTIVE
+
Where should I take you?
BUTTON_INFO_NOBLES_ACTIVE
+
Soon the world will be set right.
BUTTON_INFO_OBJECTS_ACTIVE
+
We shall bring
BUTTON_INFO_LABOR_ACTIVE
+
home safely.
BUTTON_INFO_WORK_ORDERS_ACTIVE
+
I've forgotten what I was going to say...
BURROW_DELETE
+
Tell me about
BURROW_ADD_UNIT
+
the deaths
BURROW_SUSPEND_INACTIVE
+
the law-breaking
BURROW_REPAINT
+
the abductions
HAULING_VEHICLE_GOOD
+
the beasts
HAULING_VEHICLE_MOVING
+
the criminals
HAULING_ADD_STOP
+
the bandits
HAULING_ADD_VEHICLE
+
the skulking vermin
HAULING_STOP_LINKS
+
the bone-chilling horror
HAULING_STOP_CONDITIONS
+
the ruffians
HAULING_VEHICLE_TROUBLED
+
the open war
HAULING_STOP_ITEMS
+
the brewing trouble
HAULING_DELETE_ROUTE
+
How have things been?
HAULING_DELETE_STOP
+
How's life here?
HAULING_RENAME_ROUTE
+
It has been the same as ever.
HAULING_RENAME_STOP
+
The group
HAULING_STOP_LINKS_EXCHANGE_WITH_STOCKPILE
+
must be driven off or subjugated.
HAULING_STOP_LINKS_ADD_GIVE_TO_STOCKPILE
+
could afford to learn a lesson or two, though open conflict would be unwise.
HAULING_STOP_LINKS_GIVE_TO_STOCKPILE
+
  In any case, peace is no longer an option.
HAULING_STOP_LINKS_TAKE_FROM_STOCKPILE
+
  This war must end with our victory.
HAULING_STOP_CONDITIONS_NEW
+
  Their tribute is not enough.
HAULING_STOP_CONDITIONS_INCREASE
+
  We can no longer pay them homage.
HAULING_STOP_LINKS_ADD_TAKE_FROM_STOCKPILE
+
  I tire of this pointless skirmishing.
HAULING_STOP_LINKS_ADD_EXCHANGE_WITH_STOCKPILE
+
  I wish I could tell you where to begin your search.  Until then, you are free to do as you please.
HAULING_STOP_CONDITIONS_S
+
is not at war with us
HAULING_STOP_CONDITIONS_W
+
is at war with us.
HAULING_STOP_CONDITIONS_DECREASE
+
is paying us tribute
HAULING_STOP_CONDITIONS_N
+
accepts our tribute
HAULING_STOP_CONDITIONS_GUIDE
+
is skirmishing with us.
HAULING_STOP_CONDITIONS_RIDE
+
is unknown us.
HAULING_STOP_CONDITIONS_E
+
and there is friendship between our peoples.
HAULING_STOP_CONDITIONS_PUSH_OFF
+
and there is no hard feeling between our peoples.
HAULING_STOP_CONDITIONS_DESIRED_ITEMS
+
but there is ill-will between our peoples.
HAULING_STOP_CONDITIONS_ANY_ITEMS
+
The trouble started because of
HAULING_STOP_CONDITIONS_AT_MOST
+
a dispute over
HAULING_STOP_CONDITIONS_AT_LEAST
+
the treatment of animals
UNIT_SELECTOR_UNASSIGNED
+
the treatment of plants
BURROW_WORKSHOPS_EVERYWHERE
+
torture
HAULING_STOP_CONDITIONS_DELETE
+
a formalized agreement
UNIT_SELECTOR_ASSIGNED
+
truthfulness
SQUADS_POSITIONS
+
the devouring of the bodies of sapient beings
SQUADS_SELECTED
+
the display of war and hunting trophies
BURROW_WORKSHOPS_BURROW_ONLY
+
the adversary's inability to communicate and form treaties
SQUADS_RECENTER
+
prior aggression by the adversary
SQUADS_MOVE_ORDER
+
a first contact that went horribly wrong
SQUADS_PATROL_ORDER
+
the adversary's refusal to form treaties
SQUADS_NOT_SELECTED
+
the adversary's abuse of the aggressor's fallen
SQUADS_KILL_ORDER
+
an incident involving a lost diplomat
SQUADS_CANCEL_ORDER
+
a disagreement over prior treaties
SQUADS_CHANGE_ALERT
+
an incident involving a trade caravan
SQUADS_DEFEND_BURROW_ORDER
+
territory
SQUADS_TRAIN_ORDER
+
water rights
SQUADS_LEFT_ACTIVE
+
grazing rights
SQUADS_RIGHT_ACTIVE
+
fishing rights
SQUADS_INSPECT
+
rights-of-way
SQUADS_DISBAND
+
livestock ownership
SQUADS_EQUIPMENT_WEAPON_GOOD
+
general ill feelings over past historical events
SQUADS_EQUIPMENT_SHIELD_GOOD
+
a previous war
SQUADS_LEFT_INACTIVE
+
a previous battle
SQUADS_RIGHT_INACTIVE
+
a previous duel
SQUADS_EQUIPMENT_HELMET_GOOD
+
a previous conquest
SQUADS_EQUIPMENT_GLOVES_GOOD
+
an abduction
SQUADS_EQUIPMENT_ARMOR_GOOD
+
an act of theft
SQUADS_EQUIPMENT_PANTS_GOOD
+
an attack by a beast
NOBLES_ACCOUNTING_2_ACTIVE
+
a journey
NOBLES_ACCOUNTING_3_ACTIVE
+
a previous insurrection
NOBLES_ACCOUNTING_5_INACTIVE
+
There is also
NOBLES_ACCOUNTING_1_ACTIVE
+
a family matter
LABOR_KITCHEN_COOK_CANNOT
+
the issue of their godlessness
LABOR_KITCHEN_COOK_ALLOWED
+
the issue of their worship of
NOBLES_ACCOUNTING_4_ACTIVE
+
the issue of their oneness with
NOBLES_ACCOUNTING_5_ACTIVE
+
the natural issue of their worship of
LABOR_KITCHEN_BREW_ALLOWED
+
the natural issue of their oneness with
LABOR_KITCHEN_BREW_RESTRICTED
+
Be careful, for their leader
LABOR_KITCHEN_COOK_RESTRICTED
+
is my
LABOR_KITCHEN_BREW_CANNOT
+
It does not help matters that their leader
LABOR_STONE_USE_ALLOWED
+
I don't really know.
LABOR_STONE_USE_RESTRICTED
+
They do not feel challenged at all.
LABOR_STONE_USE_MAGMA_SAFE
+
They still hold this area, but they do not feel certain.
LABOR_STONE_USE_MAGMA_UNSAFE
+
Their strength has been challenged, and their hold has loosened.
LABOR_WORKER_ASSIGNED
+
Their strength has been broken.
LABOR_WORKER_UNASSIGNED
+
They consider you an infamous villain among those opposing them.
WORKER_ONLY_DO_ASSIGNED_JOBS
+
They consider you a leader of the opposition.
WORKER_DO_ANY_AVAILABLE_JOB
+
They consider you a key figure in the opposition.
LABOR_EDIT_WORK_DETAIL
+
You are considered an integral part of the opposition.
WORK_DETAIL_MINERS
+
You are considered part of the opposition.
LABOR_WORKER_ASSIGNED_EVERYBODY
+
There are guards patrolling
LABOR_WORKER_ASSIGNED_NOBODY
+
There are guards in
WORK_DETAIL_PLANTERS
+
the mead hall
WORK_DETAIL_FISHERMEN
+
a cottage
WORK_DETAIL_WOODCUTTERS
+
the keep
WORK_DETAIL_HUNTERS
+
the great tower
WORK_DETAIL_PLANT_GATHERERS
+
a house
WORK_DETAIL_HAULERS
+
a hillock
WORK_DETAIL_STONECUTTERS
+
a tree
WORK_DETAIL_ENGRAVERS
+
an abandoned shop
WORK_DETAIL_CUSTOM_2
+
a food imports store
WORK_DETAIL_CUSTOM_3
+
a clothing imports store
WORK_DETAIL_ORDERLIES
+
a general imports store
WORK_DETAIL_CUSTOM_1
+
a cloth shop
WORK_DETAIL_CUSTOM_6
+
a leather shop
WORK_DETAIL_CUSTOM_7
+
a woven clothing shop
WORK_DETAIL_CUSTOM_4
+
a leather clothing shop
WORK_DETAIL_CUSTOM_5
+
a bone carver's shop
LOCATION_RESERVED_DECREASE_AMOUNT
+
a gem cutter's shop
LOCATION_RESERVED_ENTER_AMOUNT
+
a weaponsmith's shop
WORK_DETAIL_CUSTOM_8
+
a bowyer's shop
LOCATION_RESERVED_INCREASE_AMOUNT
+
a blacksmith's shop
LOCATION_OCCUPATION_PERFORMER
+
a armorsmith's shop
LOCATION_OCCUPATION_MERCENARY
+
a metal craft shop
LOCATION_ASSIGN_OCCUPATION
+
a leather goods shop
LOCATION_OCCUPATION_TAVERN_KEEPER
+
a carpenter's shop
LOCATION_OCCUPATION_SCRIBE
+
a stone furniture shop
LOCATION_OCCUPATION_DOCTOR
+
a metal furniture shop
LOCATION_OCCUPATION_MONSTER_SLAYER
+
a tavern
LOCATION_OCCUPATION_SCHOLAR
+
the imported goods market
LOCATION_PERMISSION_ON_RESIDENTS
+
the imported food market
LOCATION_PERMISSION_ON_CITIZENS
+
the imported clothing market
LOCATION_POSITION_TEMPLE
+
the meat market
LOCATION_PERMISSION_ON_VISITORS
+
the fruit and vegetable market
LOCATION_PERMISSION_OFF_RESIDENTS
+
the cheese market
LOCATION_PERMISSION_OFF_CITIZENS
+
the processed goods market
LOCATION_PERMISSION_ON_MEMBERS
+
There is a long-ranging patrol
LOCATION_PERMISSION_OFF_VISITORS
+
I have no idea.
BURROW_RECENTER
+
  I'd watch out for them. 
BURROW_SUSPEND_ACTIVE
+
There are no fewer than
LOCATION_PERMISSION_OFF_MEMBERS
+
other groups vying for control.
LOCATION_OCCUPATION_REMOVE_WORKER
+
are vying for control.
BUTTON_DIG
+
I haven't heard anything like that.
BUTTON_LOWER_MENU
+
No fewer than
ARENA_FLUIDS_MUD_SELECTED
+
groups fled.
ARENA_ENTER_AMOUNT
+
One group organized itself. 
BUTTON_BUILDING_REMOVE
+
A few separate groups were organized. 
BUTTON_ZONE_INACTIVE
+
fled before the attack.
BUTTON_BUILDING_INACTIVE
+
Nobody I remember.
BUTTON_BUILDING_ACTIVE
+
You sound like a troublemaker.
BUTTON_BURROW_ACTIVE
+
has occupied
BUTTON_HAULING_INACTIVE
+
rules
BUTTON_ZONE_ACTIVE
+
I am
BUTTON_BURROW_INACTIVE
+
is a group of
BUTTON_DIG_DIG_INACTIVE
+
  I rule
BUTTON_DIG_STAIRS_ACTIVE
+
from this capital as well
BUTTON_HAULING_ACTIVE
+
  Not that it matters, as
BUTTON_DIG_DIG_ACTIVE
+
abides here in magnificence
BUTTON_DIG_RAMP_INACTIVE
+
  Not that it matters, as the seat of
BUTTON_DIG_CHANNEL_ACTIVE
+
is here, and
BUTTON_DIG_STAIRS_INACTIVE
+
the blood-drinker allows no chattel to rise
BUTTON_DIG_RAMP_ACTIVE
+
the law is absolute
BUTTON_DIG_REMOVE_STAIRS_RAMPS_INACTIVE
+
  The seat of
BUTTON_DIG_MODE_ALL_ACTIVE
+
is also located here
BUTTON_DIG_CHANNEL_INACTIVE
+
I was reunited with
BUTTON_DIG_REMOVE_STAIRS_RAMPS_ACTIVE
+
was reunited with
BUTTON_DIG_MODE_AUTO_INACTIVE
+
through my efforts
BUTTON_DIG_MODE_ONLY_ORE_GEM_ACTIVE
+
and it is all thanks to
BUTTON_DIG_MODE_ALL_INACTIVE
+
I found myself dead.
BUTTON_DIG_MODE_AUTO_ACTIVE
+
I found
BUTTON_DIG_MODE_ONLY_GEM_INACTIVE
+
dead.
BUTTON_PRIORITY_1_ACTIVE
+
I died.
BUTTON_DIG_MODE_ONLY_ORE_GEM_INACTIVE
+
died.
BUTTON_DIG_MODE_ONLY_GEM_ACTIVE
+
perpetrated
BUTTON_PRIORITY_2_INACTIVE
+
a production order violation
BUTTON_PRIORITY_3_ACTIVE
+
a export prohibition violation
BUTTON_PRIORITY_1_INACTIVE
+
a job order violation
BUTTON_PRIORITY_2_ACTIVE
+
a conspiracy to slow labor
BUTTON_PRIORITY_4_INACTIVE
+
a murder
BUTTON_PRIORITY_5_ACTIVE
+
disorderly conduct
BUTTON_PRIORITY_3_INACTIVE
+
building destruction
BUTTON_PRIORITY_4_ACTIVE
+
vandalism
BUTTON_PRIORITY_6_INACTIVE
+
a theft
BUTTON_PRIORITY_7_ACTIVE
+
a robbery
BUTTON_PRIORITY_5_INACTIVE
+
blood-drinking
BUTTON_PRIORITY_6_ACTIVE
+
demanded submission from
BUTTON_DES_BLUEPRINT_INACTIVE
+
escalated a conflict with
BUTTON_DES_TO_BLUEPRINT_ACTIVE
+
agreed to
BUTTON_PRIORITY_7_INACTIVE
+
offer of tribute from
BUTTON_DES_BLUEPRINT_ACTIVE
+
refused
BUTTON_DES_FROM_BLUEPRINT_INACTIVE
+
demand of tribute from
BUTTON_DES_CHOP_ACTIVE
+
accepted a peace offer from
BUTTON_DES_FROM_BLUEPRINT_ACTIVE
+
to stop the conflict between
BUTTON_DES_TO_BLUEPRINT_INACTIVE
+
refused an offer of peace from
BUTTON_DES_GATHER_INACTIVE
+
regarding the conflict between
BUTTON_DES_SMOOTH_ACTIVE
+
informed
BUTTON_DES_CHOP_INACTIVE
+
that tribute would no longer be offered
BUTTON_DES_GATHER_ACTIVE
+
claimed
BUTTON_DES_SMOOTH_SMOOTH_INACTIVE
+
in the name of
BUTTON_DES_SMOOTH_ENGRAVE_ACTIVE
+
became
BUTTON_DES_SMOOTH_INACTIVE
+
ruler
BUTTON_DES_SMOOTH_SMOOTH_ACTIVE
+
, replacing
BUTTON_DES_SMOOTH_TRACK_INACTIVE
+
  I hear
BUTTON_DES_SMOOTH_FORTIFY_ACTIVE
+
has a real mean streak.
BUTTON_DES_SMOOTH_ENGRAVE_INACTIVE
+
  Best keep your head down.
BUTTON_DES_SMOOTH_TRACK_ACTIVE
+
I hear that there is an insurrection against
SQUADS_EQUIPMENT_AMMO_GOOD
+
I hear that
SQUADS_EQUIPMENT_BACKPACK_GOOD
+
lost
SQUADS_EQUIPMENT_SHOES_GOOD
+
after an insurrection
SQUADS_EQUIPMENT_QUIVER_GOOD
+
waited out an insurrection in
SQUADS_EQUIPMENT_SHIELD_WARNING
+
crushed an insurrection in
SQUADS_EQUIPMENT_ARMOR_WARNING
+
We reclaimed
SQUADS_EQUIPMENT_FLASK_GOOD
+
I hear that a group calling itself
SQUADS_EQUIPMENT_WEAPON_WARNING
+
reclaimed
SQUADS_EQUIPMENT_GLOVES_WARNING
+
on behalf of
SQUADS_EQUIPMENT_SHOES_WARNING
+
We founded
SQUADS_EQUIPMENT_PANTS_WARNING
+
founded
SQUADS_EQUIPMENT_HELMET_WARNING
+
after a long journey from the lands of
SQUADS_EQUIPMENT_BACKPACK_WARNING
+
I hear that a group from
SQUADS_EQUIPMENT_FLASK_WARNING
+
left to reclaim the ruins
SQUADS_EQUIPMENT_QUIVER_WARNING
+
left to found a new settlement
SQUADS_EQUIPMENT_AMMO_WARNING
+
This place has been conquered
SQUADS_EQUIPMENT_ARMOR_MISSING
+
has been conquered
SQUADS_EQUIPMENT_PANTS_MISSING
+
We formed
SQUADS_EQUIPMENT_WEAPON_MISSING
+
in order to find better lives
SQUADS_EQUIPMENT_SHIELD_MISSING
+
moved on in search of a better future
SQUADS_EQUIPMENT_SHOES_MISSING
+
after the horrible mismanagement of
SQUADS_EQUIPMENT_QUIVER_MISSING
+
We had to pull out of
SQUADS_EQUIPMENT_HELMET_MISSING
+
gave up on their occupation of
SQUADS_EQUIPMENT_GLOVES_MISSING
+
We banded up as
SQUADS_EQUIPMENT_FLASK_MISSING
+
and escaped
BUTTON_FREE_PAINT_ACTIVE
+
I hear that refugees calling themselves
SQUADS_EQUIPMENT_AMMO_MISSING
+
fled
SQUADS_EQUIPMENT_BACKPACK_MISSING
+
from
BUTTON_PAINT_RECTANGLE_INACTIVE
+
just before an army
BUTTON_CLICK_ACTIVE
+
led by
BUTTON_FREE_PAINT_INACTIVE
+
descended upon the place.
BUTTON_PAINT_RECTANGLE_ACTIVE
+
I heard that
BUTTON_FREE_PAINT_BORDER_INACTIVE
+
I heard that there was an incident.
BUTTON_PAINT_RECTANGLE_BORDER_ACTIVE
+
was kidnapped
BUTTON_CLICK_INACTIVE
+
Goodbye.
BUTTON_FREE_PAINT_BORDER_ACTIVE
+
lives in
BUILDING_SHEET_FARM_INACTIVE_OPTION
+
If you want to find a relative,
BUILDING_SHEET_DISPLAY_FURNITURE_ITEM_ON
+
If you want to offer your condolences,
BUTTON_PAINT_RECTANGLE_BORDER_INACTIVE
+
should talk to
BUILDING_SHEET_FARM_ACTIVE_OPTION
+
should travel to
RECENTER_SURFACE
+
We weren't personally acquainted.
RECENTER_DEEPEST
+
You may enjoy these times of peace, but remain vigilant.
BUILDING_SHEET_DISPLAY_FURNITURE_ITEM_OFF
+
My condolences.
RECENTER_HOTKEYS
+
What will you do about it?
RECENTER_REMOVE_OR_CLEAR
+
What should I do about it?
ARENA_INCREASE_TEAM
+
Come, join me on my adventures!
RECENTER_RECENTER
+
Join me and we'll bring
RECENTER_SET_LOCATION
+
this poor soul
ARENA_DECREASE_SKILL
+
back home!
ARENA_INCREASE_EQUIPMENT
+
Join me and we can shake off the yoke of
ARENA_DECREASE_TEAM
+
the oppressors
ARENA_INCREASE_SKILL
+
the weary shoulders of the people of
ARENA_CONDITION_UNASSIGNED
+
this place
ARENA_FLUIDS_WATER_UNSELECTED
+
forever!
ARENA_DECREASE_EQUIPMENT
+
I'm with you on this.
ARENA_CONDITION_ASSIGNED
+
Thank you!
ARENA_FLUIDS_MAGMA_SELECTED
+
This must be stopped by any means at our disposal.
ARENA_FLUIDS_REMOVE_UNSELECTED
+
It is terrifying.
ARENA_FLUIDS_WATER_SELECTED
+
I don't know anything about that.
ARENA_FLUIDS_MAGMA_UNSELECTED
+
I hate it.
ARENA_FLUIDS_SNOW_SELECTED
+
I am afraid of it.
ARENA_FLUIDS_MUD_UNSELECTED
+
That is sad but not unexpected.
ARENA_FLUIDS_REMOVE_SELECTED
+
That is terrible.
ARENA_FLUIDS_SNOW_UNSELECTED
+
That's terrific!
INVENTORY_ASSIGNED_SYMBOL
+
Nevermind.
UNIT_SHEET_CUSTOMIZE
+
I'd like to stay here another day if you don't mind.
INVENTORY_ASSIGNED_CLOTHING
+
Please let me shelter here for the night.
INVENTORY_ASSIGNED_TOOL
+
Uh...  what was that?
UNIT_SHEET_CAMERA_ACTIVE
+
Of course.  My pleasure.
PETS_LIVESTOCK_ASSIGN_TRAINER
+
Certainly.  It would be terrible to leave someone to fend for themselves after sunset.
UNIT_SHEET_EXPEL
+
Ah, I'm sorry.  Permission is not mine to give.
UNIT_SHEET_CAMERA_INACTIVE
+
Here's something you might be interested in...
PETS_LIVESTOCK_HUNT_TRAINING_INACTIVE
+
I'm in charge of
PETS_LIVESTOCK_HUNT_TRAINING_ACTIVE
+
now.  Make way for
PETS_LIVESTOCK_WAR_TRAINING_INACTIVE
+
I've forgotten my bold pronouncement...
PETS_LIVESTOCK_WAR_TRAINING_ACTIVE
+
Let's trade.
PETS_LIVESTOCK_AVAILABLE_AS_PET
+
this hall
PETS_LIVESTOCK_SLAUGHTER_INACTIVE
+
this keep
PETS_LIVESTOCK_ASSIGN_WORK_ANIMAL
+
this temple
PETS_LIVESTOCK_UNAVAILABLE_AS_PET
+
this tower
PETS_LIVESTOCK_GELD_ACTIVE
+
this market
BUILDING_SHEET_ASSIGN_WORKER
+
this tomb
PETS_LIVESTOCK_SLAUGHTER_ACTIVE
+
this dungeon
PETS_LIVESTOCK_GELD_INACTIVE
+
these sewers
ASSIGN_TRADE_SELECTED
+
these catacombs
ASSIGN_TRADE_NOT_SELECTED
+
this spire
BUILDING_SHEET_CLEAR_WORKER
+
This is my new home.
BUILDING_SHEET_REMOVE
+
Intruder!  Intruder!
ASSIGN_TRADE_PROHIBITED
+
Would you agree to become
BUTTON_FILTER_NAME
+
someone
ASSIGN_TRADE_IN_DEPOT
+
, taking over my duties and responsibilities?
ASSIGN_TRADE_BEING_BROUGHT
+
Would you please adopt
PETITIONS_LIGHT
+
this poor nameless child
GRID_CELL_INACTIVE
+
I accept this honor.
SIEGE_LIGHT
+
I am sorry, but I am otherwise disposed.
DIPLOMACY_LIGHT
+
I will accept the child into my home.
LEGENDS_TAB_PAGE_LEFT
+
It has always been my dream to start a family.
LEGENDS_TAB_PAGE_RIGHT
+
This must be the will of
GRID_CELL_ACTIVE
+
I'm sorry, but I'm unable to help.
GRID_CELL_BUTTON
+
Why are you traveling?
EMBARK_EXPAND_Y_ACTIVE
+
Do they have a firm grip on these lands?
EMBARK_EXPAND_Y_INACTIVE
+
Where are their forces?  Are there patrols or guards?
EMBARK_SELECTED
+
Does anybody else still have a stake in these lands?
EMBARK_NOT_SELECTED
+
Did anybody flee the attack?
HELP_BORDER
+
Tell me about the local ruler.
HELP_CORNER
+
Does this settlement engage in trade?  Tell me about those places.
EMBARK_CONTRACT_Y_ACTIVE
+
Look at the sky!  Are we in the Underworld?
EMBARK_CONTRACT_Y_INACTIVE
+
What an odd glow!
HELP_REVEAL
+
At least it doesn't rain down here.
LIQUID_NUMBERS_ON
+
Is it raining?
HELP_CLOSE
+
I have confidence in your abilities.
HELP_HIDE
+
What a strange place!
RAMP_ARROWS_OFF
+
It is invigorating to be out in the wilds!
ZOOM_IN_ON
+
It is good to be outdoors.
LIQUID_NUMBERS_OFF
+
Indoors, outdoors.  It's all the same to me as long as the weather's fine.
RAMP_ARROWS_ON
+
How I long for civilization...
ZOOM_OUT_OFF
+
I would prefer to be indoors.
BUTTON_RECTANGLE
+
How sinister the glow...
ZOOM_IN_OFF
+
I would prefer to be outdoors.
ZOOM_OUT_ON
+
It is good to be indoors.
BUTTON_RECTANGLE_DARK
+
It sure is dark down here.
BUTTON_ADD
+
Where am I?
BUTTON_RECTANGLE_SELECTED
+
Tell me about this area.
BUTTON_RECTANGLE_LIGHT
+
Let us stop this pointless fighting!
BUTTON_ADD_INVALID
+
I accept your offer.
BUTTON_SUBTRACT
+
I have no reason to accept this.
BUTTON_ADD_HOVER
+
Gladly.  May this new age of harmony last a thousand year.
BUTTON_ADD_PRESSED
+
Never.
BUTTON_DES_CLAIM_ACTIVE
+
I agree to submit to your request.
BUTTON_DES_CLAIM_INACTIVE
+
I will not bow before you.
BUTTON_DES_SMOOTH_FORTIFY_INACTIVE
+
offers to pay homage to
BUTTON_DES_ITEM_BUILDING
+
will no longer pay homage to
BUTTON_DES_DUMP_ACTIVE
+
Let there be peace between
BUTTON_DES_DUMP_INACTIVE
+
must pay homage to
BUTTON_DES_FORBID_ACTIVE
+
or suffer the consequences.
BUTTON_DES_FORBID_INACTIVE
+
Drop
BUTTON_DES_MELT_ACTIVE
+
the object I can't remember
BUTTON_DES_MELT_INACTIVE
+
Where is
BUTTON_DES_UNDUMP_ACTIVE
+
You must yield!
BUTTON_DES_UNDUMP_INACTIVE
+
The bond is broken!  Return to the Underworld and trouble us no more!
BUTTON_DES_HIDE_ACTIVE
+
You are bound to me!
BUTTON_DES_HIDE_INACTIVE
+
Whosoever would blight the world, preying on the helpless, fear me!  I call you a child of the night and will slay you where you stand.
BUTTON_DES_UNMELT_ACTIVE
+
You look like a mighty warrior indeed.
BUTTON_DES_UNMELT_INACTIVE
+
Tell me about your family.
BUTTON_DES_TRAFFIC
+
Of course.
BUTTON_DES_TRAFFIC_HIGH_ACTIVE
+
Yes, let's go.
BUTTON_DES_UNHIDE_ACTIVE
+
Sorry, I'm otherwise occupied.
BUTTON_DES_UNHIDE_INACTIVE
+
You'll have to talk to somebody older.
BUTTON_DES_TRAFFIC_NORMAL_INACTIVE
+
Really?  Please come closer.
BUTTON_DES_TRAFFIC_LOW_ACTIVE
+
Fantastic!  Please come closer and ask again.
BUTTON_DES_TRAFFIC_HIGH_INACTIVE
+
Really?  Alright.
BUTTON_DES_TRAFFIC_NORMAL_ACTIVE
+
Of course.  Let's do business.
BUTTON_DES_TRAFFIC_RESTRICTED_INACTIVE
+
Come see me in my store sometime.
BUTTON_DES_ERASE
+
Come see me at the trade depot sometime.
BUTTON_DES_TRAFFIC_LOW_INACTIVE
+
Come see me in the market sometime.
BUTTON_DES_TRAFFIC_RESTRICTED_ACTIVE
+
You should probably try a shopkeeper.
BUTTON_SETTINGS
+
This is
BUTTON_HELP
+
No such place exists.
BUTTON_OPEN_RIGHT
+
is well-traveled and would probably have that information.
BUTTON_CLOSE_LEFT
+
  However, the
BUTTON_STRESS_2
+
not be able to guide you personally.  It is the best I can do.
BUTTON_STRESS_3
+
I don't know myself, and I don't even know anybody that could tell you.
BUTTON_STRESS_0
+
Probably on the move or deep underground, but I can't be sure.
BUTTON_STRESS_1
+
I'm returning to my home in
BUTTON_STRESS_6
+
I'm going to
BUTTON_PLAY_ACTIVE
+
to take up my position
BUTTON_STRESS_4
+
as
BUTTON_STRESS_5
+
to move into my new home with
BUTTON_PAUSE_INACTIVE
+
spouse
BUILDING_INFO_DOOR_FORBIDDEN_ACTIVE
+
wife
BUTTON_PLAY_INACTIVE
+
husband
BUTTON_PAUSE_ACTIVE
+
to start a new life
BUILDING_INFO_DOOR_PERMITTED
+
in search of a thrilling adventure
BUILDING_INFO_ACTIVE
+
in search of excitement
BUILDING_INFO_DOOR_FORBIDDEN
+
in search of adventure
BUILDING_INFO_DOOR_PERMITTED_ACTIVE
+
in search of work
BUILDING_INFO_SIEGE_ENGINE_FIRE_AT_WILL
+
, and wealth and pleasures beyond measure!
BUILDING_INFO_SIEGE_ENGINE_PREPARE_TO_FIRE_ACTIVE
+
.  Perhaps I'll finally make my fortune!
BUILDING_INFO_INACTIVE
+
and maybe something to drink as well!
BUILDING_INFO_SIEGE_ENGINE_FIRE_AT_WILL_ACTIVE
+
I'm on an important mission.
BUILDING_INFO_SIEGE_ENGINE_NOT_IN_USE
+
I'm returning from my patrol.
BUILDING_INFO_ANIMAL_TRAP_MEAT_ACTIVE
+
I'm just out for a stroll.
BUILDING_INFO_SIEGE_ENGINE_PREPARE_TO_FIRE
+
I was just out for some water.
BUILDING_INFO_SIEGE_ENGINE_NOT_IN_USE_ACTIVE
+
I was out visiting the temple.
BUILDING_INFO_ANIMAL_TRAP_FISH
+
I was just out at the tavern.
BUILDING_INFO_ANIMAL_TRAP_GEM_ACTIVE
+
I'm walking my patrol.
BUILDING_INFO_ANIMAL_TRAP_MEAT
+
I'm going out for some water.
BUILDING_INFO_ANIMAL_TRAP_FISH_ACTIVE
+
I'm going to visit the temple.
BUILDING_INFO_ANIMAL_TRAP_NONE
+
I'm going out to the tavern.
INVENTORY_ASSIGNED_SQUAD
+
I'm not planning a journey.
BUILDING_INFO_ANIMAL_TRAP_GEM
+
trades directly with no fewer than
BUILDING_INFO_ANIMAL_TRAP_NONE_ACTIVE
+
other major settlements.
BUTTON_PICTURE_BOX_SELECTED
+
  The largest of these is
BUTTON_PICTURE_BOX_HIGHLIGHTED
+
engages in trades with
SCROLLBAR_OFFCENTER_SCROLLER_HOVER
+
There are
BUTTON_PICTURE_BOX
+
villages which utilize the market here.
BUTTON_PICTURE_BOX_DARK
+
The villages
BUTTON_FILTER
+
The village
BUTTON_PICTURE_BOX_SEL_HIGHLIGHTED
+
is the only other settlement to utilize the market here.
BUTTON_PICTURE_BOX_LIGHT
+
utilize the market here.
BUTTON_CATEGORY_RECTANGLE_ON_SELECTED
+
This place is insulated from the rest of the world, at least in terms of trade.
BUTTON_CATEGORY_RECTANGLE_ON
+
The people of
BUTTON_CATEGORY_RECTANGLE_SELECTED
+
go to
BUTTON_CATEGORY_RECTANGLE
+
to trade.
CALENDAR_DAY_PAST
+
other villages which utilize the market there.
CALENDAR_DAY_CURRENT
+
is the only other settlement to utilize the market there.
BUTTON_CATEGORY_RECTANGLE_OFF_SELECTED
+
also utilize the market there.
BUTTON_CATEGORY_RECTANGLE_OFF
+
There's nothing organized here.
BORDER_TOP
+
Where?
BORDER_BOTTOM
+
That's me.  I'm right here.
CALENDAR_DAY_FUTURE
+
Yes, master.  Ask and I shall obey.
BORDER_MIDDLE_INTERSECTION
+
Ask me when I've returned to my home!
HOVER_RECTANGLE_JOIN_W_SW
+
I'd rather not say.
HOVER_RECTANGLE_JOIN_W_S
+
mother
BORDER_LEFT
+
father
BORDER_RIGHT
+
parent
HOVER_TAB_INACTIVE
+
daughter
HOVER_TAB_INSIDE_CORNER_TOP
+
child
HOVER_RECTANGLE_JOIN_E_S
+
grandmother
HOVER_RECTANGLE_JOIN_E_SE
+
grandfather
BOTTOM_BUTTON_BORDER_W
+
grandparent
BOTTOM_BUTTON_BORDER_N
+
grandchild
HOVER_TAB_INSIDE_CORNER_BOTTOM
+
brother
BOTTOM_BUTTON_BORDER_NW
+
sister
BOTTOM_BUTTON_BORDER_E
+
sibling
LEGENDS_TAB_CLOSE_INACTIVE
+
aunt
BOTTOM_BUTTON_BORDER_INTERIOR
+
uncle
BOTTOM_BUTTON_BORDER_NE
+
niece
EMBARK_EXPAND_X_INACTIVE
+
nephew
EMBARK_CONTRACT_X_ACTIVE
+
cousin
LEGENDS_TAB_CLOSE_ACTIVE
+
, is it really you?
EMBARK_EXPAND_X_ACTIVE
+
Dear
INTERIOR_BORDER_N_S_W_E
+
Is it really you?
INTERIOR_BORDER_N_W_E
+
get your
EMBARK_CONTRACT_X_INACTIVE
+
your very own
BUTTON_RECTANGLE_DIVIDER
+
real
INTERIOR_BORDER_N_S
+
authentic
INTERFACE_BACKGROUND
+
clear
INTERIOR_BORDER_S_W_E
+
all the way
INTERIOR_BORDER_W_E
+
distant
SORT_DESCENDING_ACTIVE
+
faraway
SORT_DESCENDING_INACTIVE
+
fair
SORT_ASCENDING_ACTIVE
+
the great
SORT_ASCENDING_INACTIVE
+
here
SCROLLBAR_UP_HOVER
+
right here
SCROLLBAR_UP_PRESSED
+
!  Today only
SORT_TEXT_ACTIVE
+
!  Limited supply
SORT_TEXT_INACTIVE
+
!  Best price in town
SCROLLBAR_TOP_SCROLLER
+
were
SCROLLBAR_TOP_SCROLLER_HOVER
+
was
SCROLLBAR_DOWN_HOVER
+
tanned
SCROLLBAR_DOWN_PRESSED
+
made
SCROLLBAR_BLANK_SCROLLER
+
right here in
SCROLLBAR_BLANK_SCROLLER_HOVER
+
town
SCROLLBAR_BOTTOM_SCROLLER
+
the surrounding area
SCROLLBAR_BOTTOM_SCROLLER_HOVER
+
just outside town
BUTTON_SUBTRACT_INVALID
+
a village nearby
BUTTON_EXPANDER_CLOSED
+
the settlements
BUTTON_SUBTRACT_HOVER
+
out to the
BUTTON_SUBTRACT_PRESSED
+
west
TAB_SELECTED
+
east
SHORT_TAB
+
north
BUTTON_EXPANDER_OPEN
+
south
SHORT_SUBTAB_SELECTED
+
northwest
SHORT_SUBSUBTAB
+
northeast
SHORT_TAB_SELECTED
+
southwest
SHORT_SUBTAB
+
southeast
HORIZONTAL_OPTION_ACTIVE
+
some of my kind
HORIZONTAL_OPTION_INACTIVE
+
some of our kind
SHORT_SUBSUBTAB_SELECTED
+
out to the
HORIZONTAL_OPTION_LEFT_ORNAMENT
+
Are you interested in
HORIZONTAL_OPTION_RIGHT_ORNAMENT
+
Might I interest you in
BUILDING_JOBS_REPEAT
+
Great
HORIZONTAL_OPTION_REMOVE
+
Splendid
HORIZONTAL_OPTION_CONFIRM
+
Good
BUILDING_JOBS_DO_NOW_ACTIVE
+
Decent
BUILDING_JOBS_SUSPENDED
+
Fantastic
BUILDING_JOBS_REPEAT_ACTIVE
+
Excellent
BUILDING_JOBS_DO_NOW
+
there
BUILDING_JOBS_REMOVE
+
right there
BUILDING_JOBS_REMOVE_WORKER
+
my friend
BUILDING_JOBS_SUSPENDED_ACTIVE
+
my good
BUILDING_JOBS_PRIORITY_UP
+
woman
BUILDING_SHORT_ITEM_TASK
+
person
BUILDING_ITEM_TASK
+
Stop!  This isn't happening!
BUILDING_JOBS_ACTIVE
+
We yield!  We yield!
BUILDING_JOBS_QUOTA
+
I yield!  I yield!
BUILDING_ITEM_ANIMAL
+
We will fight no more.
BUILDING_ITEM_BAIT
+
I will fight no more.
BUILDING_ITEM_INCORPORATED
+
Never!
BUILDING_ITEM_TRADE
+
You first, coward!
BUILDING_ITEM_OTHER
+
Okay!  I'll do it.
STOCKS_RECENTER
+
spits out
BUILDING_ITEM_LOADED
+
drops
BUILDING_ITEM_DEAD
+
Over my dead body!
STOCKS_FORBID_ACTIVE
+
I am compelled to continue!
STOCKS_DUMP
+
That's too suspicious!
STOCKS_VIEW_ITEM
+
Somebody help!
STOCKS_FORBID
+
Ah...  uh...
STOCKS_MELT_ACTIVE
+
The horror...
STOCKS_HIDE
+
Ha ha ha!  Yes!
STOCKS_DUMP_ACTIVE
+
Rawr!!!
STOCKS_MELT
+
Hmmm...
SHORT_FORBID_ACTIVE
+
Waaaaa...
SHORT_DUMP
+
How incredibly satisfying!
STOCKS_HIDE_ACTIVE
+
Oh joyous occasion!
SHORT_FORBID
+
The love overwhelms me!
SHORT_MELT_ACTIVE
+
Such sweet bliss!
SHORT_HIDE
+
Every last one of you will pay with your lives!
SHORT_DUMP_ACTIVE
+
Ahhhhhhh!  No!
SHORT_MELT
+
That's incredibly suspicious!
SLIDER
+
What's going on?!
SLIDER_HOVER
+
What's that?!
SHORT_HIDE_ACTIVE
+
The horror consumes me!
SLIDER_BACKGROUND
+
I cannot be overwhelmed by grief!
SCROLLBAR_SMALL_SCROLLER_HOVER
+
Fantastic!
SCROLLBAR_OFFCENTER_SCROLLER
+
I am so angry!
SCROLLBAR
+
Yes!  It is done.
SCROLLBAR_SMALL_SCROLLER
+
I must not succumb to fear!
TRAPCOMP_GRAPHICS_UPRIGHT_8T
+
I feel such unbearable sadness...
TRAPCOMP_GRAPHICS_UPRIGHT_9T
+
That was very satisfying!
TRAPCOMP_GRAPHICS_UPRIGHT_6T
+
I am so happy!
TRAPCOMP_GRAPHICS_UPRIGHT_7T
+
I feel such love!
TRAPCOMP_GRAPHICS_UPRIGHT_2B
+
How blissful!
TRAPCOMP_GRAPHICS_UPRIGHT_3B
+
I will take revenge!
TRAPCOMP_GRAPHICS_UPRIGHT_10T
+
I must press on!
TRAPCOMP_GRAPHICS_UPRIGHT_1B
+
That's suspicious!
TRAPCOMP_GRAPHICS_UPRIGHT_6B
+
That's alarming!
TRAPCOMP_GRAPHICS_UPRIGHT_7B
+
Most shocking!
TRAPCOMP_GRAPHICS_UPRIGHT_4B
+
This is truly horrifying.
TRAPCOMP_GRAPHICS_UPRIGHT_5B
+
I am almost overcome by grief.
TRAPCOMP_GRAPHICS_UPRIGHT_10B
+
This is great!
AMMO_GRAPHICS
+
I am about to lose it!
TRAPCOMP_GRAPHICS_UPRIGHT_8B
+
It is done.
TRAPCOMP_GRAPHICS_UPRIGHT_9B
+
Begone fear!
AMMO_GRAPHICS_STRAIGHT_WOOD
+
I cannot give in to sadness.
AMMO_GRAPHICS_DIAGONAL_DEFAULT
+
I am very satisfied.
AMMO_GRAPHICS_STRAIGHT_DEFAULT
+
This is a joyous time.
SIEGEAMMO_GRAPHICS_STRAIGHT_DEFAULT
+
This is love.
AMMO_GRAPHICS_DIAGONAL_WOOD
+
How blissful I am.
SIEGEAMMO_GRAPHICS
+
I will have my revenge.
SIEGEAMMO_GRAPHICS_DIAGONAL_WOOD
+
I am not scared!
WEAPON_GRAPHICS
+
How suspicious...
SIEGEAMMO_GRAPHICS_STRAIGHT_WOOD
+
That was alarming.
SIEGEAMMO_GRAPHICS_DIAGONAL_DEFAULT
+
I will master myself.
WEAPON_GRAPHICS_MATERIAL
+
This cannot horrify me.
WEAPON_GRAPHICS_WOOD
+
I must let grief pass me by.
WEAPON_GRAPHICS_DEFAULT
+
I feel like a victor.
WEAPON_GRAPHICS_UPRIGHT_1T
+
I'm a little angry.
WEAPON_GRAPHICS_UPRIGHT_2T
+
It has come to pass.
WEAPON_GRAPHICS_WOOD_GROWN
+
This doesn't scare me.
WEAPON_GRAPHICS_WEAPON_TRAP
+
I feel somewhat sad.
WEAPON_GRAPHICS_UPRIGHT_5T
+
That was satisfying.
WEAPON_GRAPHICS_UPRIGHT_6T
+
This is nice.
WEAPON_GRAPHICS_UPRIGHT_3T
+
Is this love?
WEAPON_GRAPHICS_UPRIGHT_4T
+
This could be bliss.
WEAPON_GRAPHICS_UPRIGHT_9T
+
This might require an answer.
WEAPON_GRAPHICS_UPRIGHT_10T
+
I feel no terror.
WEAPON_GRAPHICS_UPRIGHT_7T
+
Takes all kinds these days.
WEAPON_GRAPHICS_UPRIGHT_8T
+
What is it this time...
WEAPON_GRAPHICS_UPRIGHT_3B
+
That did not shock me.
WEAPON_GRAPHICS_UPRIGHT_4B
+
I am not upset by this.
WEAPON_GRAPHICS_UPRIGHT_1B
+
Grief?  I feel nothing.
WEAPON_GRAPHICS_UPRIGHT_2B
+
There is no need for celebration.
WEAPON_GRAPHICS_UPRIGHT_7B
+
I have no feelings of rage.
WEAPON_GRAPHICS_UPRIGHT_8B
+
I guess it could be considered grimly satisfying.
WEAPON_GRAPHICS_UPRIGHT_5B
+
This does not scare me.
WEAPON_GRAPHICS_UPRIGHT_6B
+
I am not feeling sad right now.
FOOD_CONTAINER_GRAPHICS
+
That was not satisfying.
TOOL_GRAPHICS
+
I suppose this would be a joyous occasion.
WEAPON_GRAPHICS_UPRIGHT_9B
+
There is no love.
WEAPON_GRAPHICS_UPRIGHT_10B
+
I do not see the bliss in this.
LIST_ICON
+
There is no need to feel vengeful.
TOOL_GRAPHICS_HIVE_BLD
+
I laugh in the face of death!
ADD_TOOL_GRAPHICS
+
Help!  Save me!
TOOL_GRAPHICS_CONTAINER_WOOD_LIQUID
+
I must withdraw!
TOOL_GRAPHICS_CONTAINER_STONE_LIQUID
+
Fool!
TOOL_GRAPHICS_HIVE_BLD_IN_USE
+
What is this madness?  Calm yourself!
TOOL_GRAPHICS_HIVE_BLD_PRODUCTS
+
(to
SCROLLBAR_SKY
+
PLACE
SCROLLBAR_GROUND
+
the wilds
SCROLLBAR_CENTER_SCROLLER
+
something
SCROLLBAR_CENTER_SCROLLER_HOVER
+
CONTEXT
SHAPE_GRAPHICS_LARGE_GEM
+
ENTITY
SCROLLBAR_UNDERGROUND
+
HIST_FIG
BUTTON_FILTER_NO_MAG_RIGHT
+
ABSTRACT_BUILDING
CUSTOM_FURNACE_GRAPHICS
+
SITE
SHAPE_GRAPHICS_SMALL_GEM
+
SUBREGION
CUSTOM_WORKSHOP_GRAPHICS
+
FAMILY_RELATIONSHIP
STATUE_CREATURE_GRAPHICS
+
NUMBER
STATUE_ITEM_GRAPHICS
+
ORDINAL
STATUE_SHAPE_GRAPHICS
+
UNIT_NAME
STATUE_CREATURE_CASTE_GRAPHICS
+
RACE
CHEESE_GRAPHICS
+
INDEF_FAMILY_RELATIONSHIP
BOULDER_GRAPHICS
+
SPHERE
CHEESE_GRAPHICS_ALT
+
DEF_SPHERE
ROUGH_GEM_GRAPHICS
+
ARCH_ELEMENT
WOOD_GRAPHICS
+
JUSTIFICATION
BARS_GRAPHICS
+
SQUAD
FOOD_GRAPHICS
+
FORMATION
GLOVES_GRAPHICS
+
ACTIVITY
ARMOR_GRAPHICS
+
BREED
PANTS_GRAPHICS
+
BATTLEFIELD
HELM_GRAPHICS
+
INTERACTION_INSTANCE
SHIELD_GRAPHICS
+
WRITTEN_CONTENT
SHOES_GRAPHICS
+
IDENTITY
TOY_GRAPHICS
+
INCIDENT
SHOES_GRAPHICS_METAL
+
CRIME
SHIELD_GRAPHICS_WOODEN
+
REGION_WEATHER
TRAPCOMP_GRAPHICS_WEAPON_TRAP
+
CREATION_ZONE
TRAPCOMP_GRAPHICS_UPRIGHT_1T
+
VEHICLE
TRAPCOMP_GRAPHICS
+
ARMY
TRAPCOMP_GRAPHICS_UPRIGHT_4T
+
ARMY_CONTROLLER
TRAPCOMP_GRAPHICS_UPRIGHT_5T
+
ARMY_TRACKING_INFO
TRAPCOMP_GRAPHICS_UPRIGHT_2T
+
CULTURAL_IDENTITY
TRAPCOMP_GRAPHICS_UPRIGHT_3T
+
AGREEMENT
FORTIFICATION_OPEN_NE
+
SPEAKER
FORTIFICATION_OPEN_SW
+
AUDIENCE
FORTIFICATION_OPEN_WE
+
A night creature has infiltrated our communities and now makes prey of us.
FORTIFICATION_OPEN_NW
+
An evil lurks within.
FORTIFICATION_WOOD_OPEN_NSWE
+
As you know, we are at war.  You might be able to strike our enemies where our armies cannot reach.
FORTIFICATION_WOOD_OPEN_NSW
+
A great beast threatens to bring ruin upon our people.
FORTIFICATION_OPEN_SE
+
We have been under siege by an ancient force of nature.
FORTIFICATION_WOOD
+
It is time to send our cursed enemy back to the underworld.
FORTIFICATION_WOOD_OPEN_SWE
+
Our people have been tormented by a fearsome foe.
FORTIFICATION_WOOD_OPEN_NS
+
A beast horrible beyond imagining threatens us.
FORTIFICATION_WOOD_OPEN_NSE
+
A creature of the night has our people cowering in fear.
FORTIFICATION_WOOD_OPEN_NWE
+
The forces of darkness have descended upon us.
FORTIFICATION_WOOD_OPEN_NE
+
A terror most foul from the evil depths nigh the underworld plagues us.
FORTIFICATION_WOOD_OPEN_SW
+
A vile monster from the bowels of the earth has been preying on our people.
FORTIFICATION_WOOD_OPEN_WE
+
A beast from underground has been assailing us.
FORTIFICATION_WOOD_OPEN_NW
+
At times, creeping things slither out from below ground.
FORTIFICATION_ICE_OPEN_NSWE
+
We are besieged by a terrifying monster from the harshest wilderness.
FORTIFICATION_ICE_OPEN_NSW
+
A savage beast from the thick of the wilds hunts us at will.
FORTIFICATION_WOOD_OPEN_SE
+
A ferocious wild animal has been set on us by nature.
FORTIFICATION_ICE
+
A ferocious unnatural beast has become the bane of our people.
FORTIFICATION_ICE_OPEN_SWE
+
A beast from the wilds has been harassing our people.
FORTIFICATION_ICE_OPEN_NS
+
Vanquishing a great beast on our behalf would bring us all much glory.
FORTIFICATION_ICE_OPEN_NSE
+
Mastering the forces of nature would glorify us in the eyes of the world.
FORTIFICATION_ICE_OPEN_NWE
+
Demons from the underworld must not be permitted to walk freely upon the land.
FORTIFICATION_ICE_OPEN_NE
+
Not far from here, a fearsome creature has made its home.
FORTIFICATION_ICE_OPEN_SW
+
Terrible monstrosities live deep under the ground.
FORTIFICATION_ICE_OPEN_WE
+
The world is safer for travelers when night creatures no longer stalk the darkness.
FORTIFICATION_ICE_OPEN_NW
+
A force of evil has arisen in the world.
FLOW_DUST
+
Something truly horrifying has vomited itself forth from the depths of the world.
FLOW_WATER_MIST
+
A great monster from the underground is said to have emerged from the darkness.
FORTIFICATION_ICE_OPEN_SE
+
A vile beast from the caverns now walks the land.
FLOW_MIASMA
+
A lurking pest has come up from the underground.
FLOW_VAPOR
+
At the end of the world dwell the fiercest beasts of legend.
FLOW_DRAGONFIRE
+
Creatures grow mighty out in the wildest regions.
FLOW_LAVA_MIST
+
You might win fame by putting down a wild beast of great renown.
FLOW_BOILING
+
Sometimes animals just get out of control.
FLOW_ITEM
+
Seek this place if you wish to confront
UNIT_SELECTOR_PASTURE
+
This insidious evil is
FLOW_FIRE
+
Seek this place if you hunt
FLOW_SMOKE
+
The creature is
CREATURE_IS_TRAVELING
+
Slave
BUILDING_ICON_WORKSHOPS
+
Prisoner
UNIT_SELECTOR_PIT
+
  Body corrupted beyond reckoning,
UNIT_SELECTOR_POND
+
assumes a beastly form to terrorize us.
BUILDING_ICON_WALLS_FLOORS
+
  Knowing no mercy,
BUILDING_ICON_MACHINES_FLUIDS
+
devoured
BUILDING_ICON_FURNITURE
+
devoured our livestock
BUILDING_ICON_DOORS_HATCHES
+
stole
BUILDING_ICON_MILITARY
+
stole our treasures
BUILDING_ICON_TRADE_DEPOT
+
destroyed
BUILDING_ICON_CAGES_RESTRAINT
+
a mead hall
BUILDING_ICON_TRAPS
+
a keep
BUILDING_ICON_WORKSHOP_METALSMITH
+
a temple
BUILDING_ICON_WORKSHOPS_FURNACES
+
a tower
BUILDING_ICON_WORKSHOP_CARPENTER
+
a market
BUILDING_ICON_WORKSHOP_MASON
+
a tomb
BUILDING_ICON_WORKSHOPS_CLOTHING
+
an underworld spire
BUILDING_ICON_WORKSHOPS_FARMING
+
a dungeon
BUILDING_ICON_WORKSHOP_CRAFTS
+
the sewers
BUILDING_ICON_WORKSHOP_JEWELER
+
the catacombs
BUILDING_ICON_WORKSHOP_SIEGE
+
destroyed our homes
BUILDING_ICON_WORKSHOP_ASHERY
+
profaned
BUILDING_ICON_WORKSHOP_BOWYER
+
disturbed
BUILDING_ICON_WORKSHOP_MECHANIC
+
profaned our homes
TOOL_GRAPHICS_CONTAINER_WOOD_ITEM
+
  This bloodsucking fiend
TOOL_GRAPHICS_CONTAINER_STONE_ITEM
+
  This vile fiend
TOOL_GRAPHICS_CONTAINER_METAL_LIQUID
+
even
TOOL_GRAPHICS_CONTAINER_LIQUID
+
murdered
TOOL_GRAPHICS_STONE
+
has even killed
TOOL_GRAPHICS_METAL
+
has killed
TOOL_GRAPHICS_CONTAINER_METAL_ITEM
+
lust for murder
TOOL_GRAPHICS_WOOD
+
, among them
TOOL_GRAPHICS_STONE_VARIANT
+
calms down.]
TOOL_GRAPHICS_METAL_VARIANT
+
  There is no clear evidence, but there have been so many strange happenings that every honest person in the community now holds it to be true.
TOOL_GRAPHICS_GLASS
+
  None of us are brave enough to level an accusation against the beast, but since you would help us, that is what I ask of you.
TOOL_GRAPHICS_WOOD_VARIANT
+
pauses to regain
TOOL_GRAPHICS_SPIKES
+
composure.]
TOOL_GRAPHICS_RINGS
+
  It pains me all the more, for the foul villain
TOOL_GRAPHICS_GLASS_VARIANT
+
was once
TOOL_GRAPHICS_DAMAGE
+
my own
TOOL_GRAPHICS_BANDS
+
, now twisted into monstrosity
TOOL_GRAPHICS_BLOOD
+
, now cursed
TOOL_GRAPHICS_STUDS
+
  Save us from this
TOOL_GRAPHICS_ENGRAVING
+
traitor
TOOL_GRAPHICS_MUD
+
  Beware!  It it said that only
TOOL_GRAPHICS_SHAPE
+
  It is said that
TOOL_GRAPHICS_VOMIT
+
harms the creature.
TOOL_GRAPHICS_WATER
+
  Other arms may not cut so deeply.
TILE_GRAPHICS
+
Our people have been pestered by skulking villains.
CUSTOM_SYMBOL
+
A marauding warband is threatening our people.
TILE_GRAPHICS_RECTANGLE
+
Malicious outlaws have brought terror to our doorsteps.
GRASS_STAIR_DOWN
+
Particular outlaws have been causing us much hardship.
STONE_STAIR_UPDOWN
+
A sprawling criminal organization has left our people living in fear.
GRASS_STAIR_UPDOWN
+
A scheming criminal gang has eluded capture for far too long.
GRASS_STAIR_UP
+
A lowly group of outcasts have perpetrated enough crimes against our community to gain notice.
DIRT_STAIR_UPDOWN
+
There are foul goings-on
DIRT_STAIR_UP
+
over at
STONE_STAIR_UP
+
  They have a
STONE_STAIR_DOWN
+
called
SAND_STAIR_UP
+
somewhere
SAND_STAIR_DOWN
+
around here
DIRT_STAIR_DOWN
+
A bandit gang
SAND_STAIR_UPDOWN
+
led by
SAND_Y_STAIR_DOWN
+
calling itself
SAND_W_STAIR_UPDOWN
+
has been harassing people on the street!
SAND_Y_STAIR_UPDOWN
+
has been harassing people over in
SAND_Y_STAIR_UP
+
The army of
SAND_R_STAIR_UPDOWN
+
is marching here!
SAND_R_STAIR_UP
+
is marching on
SAND_W_STAIR_UP
+
There's absolutely nothing interesting around here.
SAND_W_STAIR_DOWN
+
I am a
SAND_B_STAIR_UP
+
of the
SAND_B_STAIR_DOWN
+
, as are you
SAND_R_STAIR_DOWN
+
forgetful guard
SAND_B_STAIR_UPDOWN
+
I am a slave of
PALETTE_STAIR_DOWN
+
I am a prisoner of
SMOOTH_FLOOR
+
Please help me to escape from this place.
PALETTE_STAIR_UPDOWN
+
But mostly I just like to drink.
PALETTE_STAIR_UP
+
How I long for some excitement in my life...
FORTIFICATION_OPEN_NSWE
+
I've always dreamed of seeing far-away places.
FORTIFICATION_OPEN_NSW
+
I would give anything to be away from here.  I can't stand the boredom!
WORKSHOP_FLOOR
+
Can you lead me to battle and a warrior's death?
FORTIFICATION_OPEN_SWE
+
is overcome for a moment.
FORTIFICATION_OPEN_NS
+
]  No...  I don't want to talk about it.
FORTIFICATION_OPEN_NSE
+
There is a great keep there
FORTIFICATION_OPEN_NWE
+
named
BUILDING_ICON_TRAP_STONE
+
There is a temple
BUILDING_ICON_TRAP_WEAPON
+
there
BUILDING_ICON_ANIMAL_TRAP
+
There is a tomb
BUILDING_ICON_PRESSURE_PLATE
+
housing
BUILDING_ICON_ARCHERY_TARGET
+
is there.
BUILDING_ICON_WEAPON_RACK
+
It is a place of great evil.
BUILDING_ICON_TRAP_CAGE
+
looks around nervously and leans forward, speaking quietly.
BUILDING_ICON_WEAPON
+
  It is rumored that the dead rise and stalk the living!
BUILDING_ICON_CATAPULT
+
That place is blessed.
BUILDING_ICON_WAGON
+
Savage beasts call it their home.
BUILDING_ICON_ARMOR_STAND
+
!  It's terrifying.
BUILDING_ICON_BALLISTA
+
have been known to hunt out there.
PLANNED_CONSTRUCTION_FLOOR
+
roam freely out there.
PLANNED_CONSTRUCTION_STAIR_UP
+
I don't know very much about it.
PLANNED_CONSTRUCTION_FORTIFICATION
+
I am the
PLANNED_CONSTRUCTION_WALL
+
STRANGUS
PLANNED_CONSTRUCTION_RAMP
+
AUGIS
PLANNED_CONSTRUCTION_TRACK_N
+
STORKIS
PLANNED_CONSTRUCTION_STAIR_DOWN
+
[PRO_SUB]
PLANNED_CONSTRUCTION_STAIR_UPDOWN
+
[PRO_OBJ]
PLANNED_CONSTRUCTION_TRACK_E
+
[PRO_POS]
PLANNED_CONSTRUCTION_TRACK_NS
+
I've defeated many fearsome opponents!
PLANNED_CONSTRUCTION_TRACK_S
+
We are in
PLANNED_CONSTRUCTION_TRACK_W
+
  [You receive a detailed description.]
PLANNED_CONSTRUCTION_TRACK_SE
+
is in
PLANNED_CONSTRUCTION_TRACK_SW
+
I've heard of a place called
PLANNED_CONSTRUCTION_TRACK_NE
+
The surrounding area is called
PLANNED_CONSTRUCTION_TRACK_NW
+
Search first in
PLANNED_CONSTRUCTION_TRACK_NSW
+
a dark tower
PLANNED_CONSTRUCTION_TRACK_NWE
+
the dungeon
PLANNED_CONSTRUCTION_TRACK_WE
+
here
PLANNED_CONSTRUCTION_TRACK_NSE
+
Search first in the mead hall to the
PLANNED_CONSTRUCTION_TRACK_RN
+
Search first in a cottage to the
PLANNED_CONSTRUCTION_TRACK_RS
+
Search first in the keep to the
PLANNED_CONSTRUCTION_TRACK_SWE
+
, for I speak of our master
PLANNED_CONSTRUCTION_TRACK_NSWE
+
Search first in the great tower to the
PLANNED_CONSTRUCTION_TRACK_RNS
+
Search first in a house to the
PLANNED_CONSTRUCTION_TRACK_RNE
+
Search first in a hillock to the
PLANNED_CONSTRUCTION_TRACK_RW
+
Search first in a tree to the
PLANNED_CONSTRUCTION_TRACK_RE
+
to the
PLANNED_CONSTRUCTION_TRACK_RSW
+
Search first by the well to the
PLANNED_CONSTRUCTION_TRACK_RWE
+
Must be right around here somewhere.
PLANNED_CONSTRUCTION_TRACK_RNW
+
I'm not sure exactly where to look.
PLANNED_CONSTRUCTION_TRACK_RSE
+
Hey...  that sounds like a great idea!
PLANNED_CONSTRUCTION_TRACK_RNWE
+
Surely any place is better than this.  Let's set off immediately!
PLANNED_CONSTRUCTION_TRACK_RSWE
+
Nothing beats the open road.  Let us be off!
PLANNED_CONSTRUCTION_TRACK_RNSE
+
I've always wanted to travel the world.  Let us be off!
PLANNED_CONSTRUCTION_TRACK_RNSW
+
Excitement!  Adventure!  I am thrilled to join you.
ZONE_INACTIVE_N_W
+
I will agree to guide you if you lead me to glory and death.
ZONE_INACTIVE_N_E
+
I will agree to travel with you if you lead me to glory and death.
PLANNED_CONSTRUCTION_TRACK_RNSWE
+
Take me away from here.
ZONE_INACTIVE_N_S_W_E
+
Let us leave as soon as possible.
ZONE_INACTIVE_N
+
This is a cause worthy of struggle.
ZONE_INACTIVE_E
+
I'm sorry.  My duty is here.
ZONE_INACTIVE_S_E
+
It is I that would lead you, but I have no need of your protection.
ZONE_INACTIVE_S_W
+
Ha!  Such enthusiasm from one such as yourself.
ZONE_INACTIVE_N_S
+
With a band so large, what share of the glory would I have?
ZONE_INACTIVE_W_E
+
I'm sorry.  I can't go with you.
ZONE_INACTIVE_W
+
I have no interest in your objectives.
ZONE_INACTIVE_S
+
I am unfit to brave danger with you.
ZONE_INACTIVE_N_S_W
+
I would...  rather not.
ZONE_INACTIVE_N_S_E
+
Greet listener
ZONE_INACTIVE_N_W_E
+
greet
ZONE_INACTIVE_S_W_E
+
hello
BUILDING_ICON_FURNACE_GLASS
+
Nevermind
BUILDING_ICON_FURNACE_KILN
+
nevermind
BUILDING_ICON_FURNACE_WOOD
+
Summarize the many troubles
BUILDING_ICON_FURNACE_SMELTER
+
trouble
BUILDING_ICON_WORKSHOP_CLOTHES
+
Demand an item (barter screen)
BUILDING_ICON_WORKSHOP_DYER
+
demand
BUILDING_ICON_WORKSHOP_LEATHER
+
object
BUILDING_ICON_WORKSHOP_LOOM
+
Ask favor, place request, make demand or issue order (new menu)
BUILDING_ICON_WORKSHOP_BUTCHER
+
favor
BUILDING_ICON_WORKSHOP_TANNER
+
request
BUILDING_ICON_FARM_PLOT
+
order
BUILDING_ICON_WORKSHOP_STILL
+
Claim this site for yourself (group naming menu)
BUILDING_ICON_WORKSHOP_FARMER
+
claim
BUILDING_ICON_WORKSHOP_QUERN
+
Claim this site for yourself and
BUILDING_ICON_WORKSHOP_FISHERY
+
Ask for directions (new menu)
BUILDING_ICON_WORKSHOP_KITCHEN
+
directions
BUILDING_ICON_HIVE
+
where
BUILDING_ICON_BED
+
Bring up specific incident or rumor (new menu)
BUILDING_ICON_WORKSHOP_KENNEL
+
incident
BUILDING_ICON_NEST_BOX
+
rumor
BUILDING_ICON_BOX
+
tell
BUILDING_ICON_CABINET
+
Ask about
BUILDING_ICON_CHAIR
+
death
BUILDING_ICON_TABLE
+
crime
BUILDING_ICON_STATUE
+
fight
BUILDING_ICON_TRACTION_BENCH
+
conflict
BUILDING_ICON_COFFIN
+
army
BUILDING_ICON_SLAB
+
march
BUILDING_ICON_OFFERING_PLACE
+
abduction
BUILDING_ICON_INSTRUMENT
+
kidnap
BUILDING_ICON_BOOKCASE
+
occupation
BUILDING_ICON_DISPLAY_FURNITURE
+
beast
BUILDING_ICON_WALL
+
criminal
BUILDING_ICON_FLOOR
+
bandit
BUILDING_ICON_DOOR
+
skulking
BUILDING_ICON_HATCH
+
vermin
BUILDING_ICON_BRIDGE
+
ruffian
BUILDING_ICON_ROAD_PAVED
+
Inquire about any troubles
BUILDING_ICON_RAMP
+
troubles
BUILDING_ICON_STAIRS
+
Request a guide to
BUILDING_ICON_GRATE_WALL
+
Ask for directions to
BUILDING_ICON_GRATE_FLOOR
+
Ask for the whereabouts of
BUILDING_ICON_ROAD_DIRT
+
Ask listener to wait here
BUILDING_ICON_FORTIFICATION
+
wait
BUILDING_ICON_WINDOW_GLASS
+
stay
BUILDING_ICON_WINDOW_GEM
+
Ask listener to follow you
BUILDING_ICON_BARS_VERTICAL
+
follow
BUILDING_ICON_BARS_FLOORS
+
come
BUILDING_ICON_TRACK_STOP
+
Cancel the agreement
BUILDING_ICON_LEVER
+
cancel
BUILDING_ICON_SUPPORT
+
leave
BUILDING_ICON_TRACK
+
Complain about the agreement
BUILDING_ICON_SCREW_PUMP
+
complain
BUILDING_ICON_WATER_WHEEL
+
Bring up the journey together
BUILDING_ICON_WELL
+
journey
BUILDING_ICON_FLOODGATE
+
agreement
BUILDING_ICON_AXLE_HORIZONTAL
+
Tell listener that nothing has changed
BUILDING_ICON_AXLE_VERTICAL
+
nothing
BUILDING_ICON_WINDMILL
+
Give an order based on
BUILDING_ICON_GEAR_ASSEMBLY
+
's relationship with
BUILDING_ICON_RESTRAINT
+
Go into
BUILDING_ICON_CAGE
+
diplomacy
BUILDING_ICON_WORKSHOP_MILLSTONE
+
relations
BUILDING_ICON_ROLLERS
+
land
ZONE_DINING_HALL
+
Summarize the hold of
ZONE_OFFICE
+
on its territory
ZONE_GENERAL
+
patrol
ZONE_BEDROOM
+
guards
ZONE_DORMITORY
+
forces
ZONE_DUNGEON
+
Summarize the local disposition of the forces of
ZONE_ARCHERY_RANGE
+
other
ZONE_BARRACKS
+
rebels
ZONE_FISHING
+
opposition
ZONE_GATHER
+
stakeholders
ZONE_TOMB
+
Summarize your views on the opposition to
ZONE_WATER_SOURCE
+
overview
ZONE_PIT
+
Describe the refugees created by the attack of
ZONE_SAND
+
accuse
ZONE_DUMP
+
troublemaker
ZONE_PEN
+
Accuse the speaker of being a troublemaker
ZONE_HOSPITAL
+
Summarize your views on
ZONE_ANIMAL_TRAINING
+
Summarize the conflict in which
ZONE_CLAY
+
you slew
ZONE_MEETING
+
(This occurred
ZONE_LIBRARY
+
at this location
ZONE_GUILDHALL
+
rescue
ZONE_MULTI
+
reunion
ZONE_TAVERN
+
reunited
ZONE_TEMPLE
+
Bring up your reunion with
ZONE_TEMPLE_COMPLEX
+
Bring up the reunion of
ZONE_GRAND_GUILDHALL
+
Bring up your death
ZONE_SHRINE
+
Bring up the death of
GUTS_S_1
+
Bring up
GUTS_S_2
+
production order violation
GUTS_N_1
+
production
GUTS_N_2
+
violation
GUTS_E_1
+
export prohibition violation
GUTS_E_2
+
export
GUTS_W_1
+
prohibition
GUTS_W_2
+
job order violation
GUTS_SW_1
+
conspiracy to slow labor
GUTS_SW_2
+
conspiracy
GUTS_NW_1
+
slow
GUTS_NW_2
+
labor
GUTS_SE_1
+
crime of murder
GUTS_SE_2
+
murder
GUTS_NE_1
+
disorderly
GUTS_NE_2
+
conduct
STOCKPILE_N
+
building
STOCKPILE_S
+
destruction
STOCKPILE_FLOOR
+
crime of theft
STOCKPILE_N_UP
+
theft
STOCKPILE_E_UP
+
crime of robbery
STOCKPILE_E
+
robbery
STOCKPILE_W_UP
+
crime of blood-drinking
STOCKPILE_W
+
blood
STOCKPILE_ANIMALS
+
drinking
STOCKPILE_BLANK
+
submission
STOCKPILE_CORPSES
+
demand of submission from
STOCKPILE_BARS
+
attack on
STOCKPILE_GEMS
+
escalated attack on
STOCKPILE_FINISHED_GOODS
+
succession
ZONE_INACTIVE_SELECTED_N_W
+
leader
ZONE_INACTIVE_SELECTED_N_E
+
Spread rumor of
ZONE_INACTIVE
+
ascension
ZONE_INACTIVE_SELECTED_N_S_W_E
+
presence
ZONE_INACTIVE_SELECTED_N
+
presence
ZONE_INACTIVE_SELECTED_E
+
's presence
ZONE_INACTIVE_SELECTED_S_E
+
tribute
ZONE_INACTIVE_SELECTED_S_W
+
's acceptance of
ZONE_INACTIVE_SELECTED_N_S
+
's offer of tribute
ZONE_INACTIVE_SELECTED_W_E
+
's refusal of
ZONE_INACTIVE_SELECTED_W
+
's demand for tribute
ZONE_INACTIVE_SELECTED_S
+
peace
ZONE_INACTIVE_SELECTED_N_S_W
+
's offer of peace
ZONE_INACTIVE_SELECTED_N_S_E
+
's cessation of tribute to
ZONE_INACTIVE_SELECTED_N_W_E
+
's claim
ZONE_INACTIVE_SELECTED_S_W_E
+
harassment
ZONE_ACTIVE_N_W
+
's harassment
ZONE_ACTIVE_N_E
+
withdrawal
ZONE_INACTIVE_SELECTED
+
's withdrawal from
ZONE_ACTIVE_N_S_W_E
+
refugees
ZONE_ACTIVE_N
+
flight
ZONE_ACTIVE_E
+
's flight
ZONE_ACTIVE_S_E
+
's abandonment
ZONE_ACTIVE_S_W
+
insurrection
ZONE_ACTIVE_N_S
+
Spread rumor of the insurrection
ZONE_ACTIVE_W_E
+
against
ZONE_ACTIVE_W
+
Spread rumor of the
ZONE_ACTIVE_S
+
overthrow
ZONE_ACTIVE_N_S_W
+
revolution
ZONE_ACTIVE_N_S_E
+
overthrow
ZONE_ACTIVE_N_W_E
+
failure
ZONE_ACTIVE_S_W_E
+
failed insurrection
ZONE_SELECTED_N_W
+
crushed
ZONE_SELECTED_N_E
+
defeat
ZONE_ACTIVE
+
insurrection crushed
ZONE_SELECTED_N_S_W_E
+
reclaim
ZONE_SELECTED_N
+
's reclamation
ZONE_SELECTED_E
+
founding
ZONE_SELECTED_S_E
+
's foundation
ZONE_SELECTED_S_W
+
's march
ZONE_SELECTED_N_S
+
to reclaim
ZONE_SELECTED_W_E
+
to found a site in
ZONE_SELECTED_W
+
invasion
ZONE_SELECTED_S
+
toward
ZONE_SELECTED_N_S_W
+
Spread rumor of the occupation of
ZONE_SELECTED_N_S_E
+
Spread rumor of your reunion with
ZONE_SELECTED_N_W_E
+
Spread rumor of the reunion of
ZONE_SELECTED_S_W_E
+
death
ZONE_GENERAL_N_W
+
Spread rumor of your abduction
ZONE_GENERAL_N_E
+
Spread rumor of the abduction of
ZONE_SELECTED
+
Trade
ZONE_GENERAL_N_S_W_E
+
trade
ZONE_GENERAL_N
+
barter
ZONE_GENERAL_E
+
deal
ZONE_GENERAL_S_E
+
sell
ZONE_GENERAL_S_W
+
Exchange, give or take personal items
ZONE_GENERAL_N_S
+
exchange
ZONE_GENERAL_W_E
+
give
ZONE_GENERAL_W
+
take
ZONE_GENERAL_S
+
Ask listener to join you (new menu)
ZONE_GENERAL_N_S_W
+
join
ZONE_GENERAL_N_S_E
+
Ask about the structure you are in
ZONE_GENERAL_N_W_E
+
structure
ZONE_GENERAL_S_W_E
+
Inquire about listener's profession
WORKSHOP_JEWELER
+
profession
WORKSHOP_METALSMITH
+
work
WORKSHOP_MASON
+
Ask about listener's family
WORKSHOP_CRAFTS
+
family
WORKSHOP_MECHANIC
+
Ask for permission to stay for a day
WORKSHOP_SIEGE
+
sleep
WORKSHOP_MAGMAFORGE
+
permission
WORKSHOP_BOWYER
+
rest
WORKSHOP_LEATHER
+
Ask for a cease to hostilities
WORKSHOP_TANNER
+
cease
WORKSHOP_SIEGE_OVERLAY
+
stop
WORKSHOP_BUTCHER
+
Ask the listener for the location of
WORKSHOP_STILL
+
the object
WORKSHOP_LOOM
+
location
WORKSHOP_CLOTHES
+
Agree to have
WORKSHOP_FISHERY
+
accept homage from
WORKSHOP_KITCHEN
+
agree
WORKSHOP_ASHERY
+
Refuse to have
WORKSHOP_KENNEL
+
refuse
WORKSHOP_KENNEL_OVERLAY
+
Agree to make peace between
TRADE_DEPOT_OVERLAY
+
Refuse to make peace between
FURNACE_WOOD
+
pay homage to
WORKSHOP_DYER
+
Offer to have
TRADE_DEPOT
+
offer
FURNACE_KILN
+
homage
FURNACE_SMELTER_LAVA
+
Cancel tribute from
FURNACE_SMELTER
+
Offer peace between
FURNACE_GLASS
+
Demand that
WORKSHOP_CUSTOM_OVERLAY
+
Demand that the listener drop
WORKSHOP_CARPENTER_OVERLAY
+
drop
FURNACE_GLASS_LAVA
+
Demand that the listener yield
FURNACE_KILN_LAVA
+
yield
WORKSHOP_CRAFTS_OVERLAY
+
surrender
WORKSHOP_JEWELER_OVERLAY
+
Welcome yourself to your new home
WORKSHOP_FARMER_OVERLAY
+
welcome
WORKSHOP_MASON_OVERLAY
+
home
WORKSHOP_BOWYER_OVERLAY
+
Raise alarm
WORKSHOP_MECHANIC_OVERLAY
+
intruder
WORKSHOP_METALSMITH_OVERLAY
+
Brag about your past violent acts
WORKSHOP_MAGMAFORGE_OVERLAY
+
brag
WORKSHOP_TANNER_OVERLAY
+
boast
WORKSHOP_CLOTHES_OVERLAY
+
transfer
WORKSHOP_BUTCHER_OVERLAY
+
position
WORKSHOP_LEATHER_OVERLAY
+
Offer listener your position as
WORKSHOP_LOOM_OVERLAY
+
adopt
WORKSHOP_KITCHEN_OVERLAY
+
Ask listener to adopt
WORKSHOP_FISHERY_OVERLAY
+
Accept the position
WORKSHOP_STILL_OVERLAY
+
Refuse the position
FURNACE_WOOD_OVERLAY
+
Agree to the adoption
FURNACE_SMELTER_OVERLAY
+
Refuse the adoption
WORKSHOP_ASHERY_OVERLAY
+
Ask listener why they are traveling
WORKSHOP_DYER_OVERLAY
+
travel
FURNACE_SMELTER_LAVA_OVERLAY
+
Ask how strong this group's hold over its lands is
FURNACE_GLASS_LAVA_OVERLAY
+
hold
FURNACE_GLASS_OVERLAY
+
withdraw
FURNACE_KILN_OVERLAY
+
Ask about the position of this group's forces
FARMPLOT_PLANTED
+
guard
BALLISTA_N
+
armies
FURNACE_KILN_LAVA_OVERLAY
+
scout
FARMPLOT
+
Ask about other groups with a stake in this site
BALLISTA_E
+
groups
CATAPULT_N
+
exile
BALLISTA_S
+
Ask if anybody fled from this site
BALLISTA_W
+
flee
STOCKPILE_SHEETS
+
fled
STOCKPILE_ICON_BLANK
+
Ask about the local ruler
STOCKPILE_WEAPONS
+
Ask about this site's neighbors and trade partners
STOCKPILE_ICON_ARMOR
+
neighbors
STOCKPILE_ICON_BARS
+
village
STOCKPILE_ICON_AMMO
+
Comment on weather
STOCKPILE_ICON_ANIMALS
+
weather
STOCKPILE_ICON_CORPSES
+
Offer encouragement
STOCKPILE_ICON_FINISHED_GOODS
+
encourage
STOCKPILE_ICON_CLOTH
+
Comment on natural surroundings
STOCKPILE_ICON_COINS
+
nature
STOCKPILE_ICON_GEMS
+
Ask about the surrounding area
STOCKPILE_ICON_LEATHER
+
surroundings
STOCKPILE_ICON_FOOD
+
area
STOCKPILE_ICON_FURNITURE
+
Invoke true name to banish listener
STOCKPILE_ICON_STONE
+
invoke
STOCKPILE_ICON_WEAPONS
+
name
STOCKPILE_ICON_REFUSE
+
banish
STOCKPILE_ICON_SHEETS
+
Invoke true name to compel service from listener
STOCKPILE_ICON_ALL
+
service
STOCKPILE_ICON_SIGNLESS_BLANK
+
Accuse listener of being a night creature
STOCKPILE_ICON_WOOD
+
creature
STOCKPILE_ICON_CUSTOM
+
Say goodbye
STOCKPILE_ICON_SIGNLESS_ARMOR
+
goodbye
STOCKPILE_ICON_SIGNLESS_BARS
+
done
STOCKPILE_ICON_SIGNLESS_AMMO
+
quit
STOCKPILE_ICON_SIGNLESS_ANIMALS
+
Bypass greeting (new menu)
STOCKPILE_ICON_SIGNLESS_CORPSES
+
bypass
STOCKPILE_ICON_SIGNLESS_FINISHED_GOODS
+
skip
STOCKPILE_ICON_SIGNLESS_CLOTH
+
Change the subject (new menu)
STOCKPILE_ICON_SIGNLESS_COINS
+
change
STOCKPILE_ICON_SIGNLESS_GEMS
+
subject
STOCKPILE_ICON_SIGNLESS_LEATHER
+
back
STOCKPILE_ICON_SIGNLESS_FOOD
+
Return to current topic (new menu)
STOCKPILE_ICON_SIGNLESS_FURNITURE
+
return
STOCKPILE_ICON_SIGNLESS_STONE
+
Refuse to share this information
STOCKPILE_ICON_SIGNLESS_WEAPONS
+
Say that you have no family
STOCKPILE_ICON_SIGNLESS_REFUSE
+
Say that you don't remember
STOCKPILE_ICON_SIGNLESS_SHEETS
+
Ask what happened
STOCKPILE_ICON_SIGNLESS_ALL
+
what
UNIT_STATUS
+
happened
STOCKPILE_ICON_SIGNLESS_WOOD
+
Ask listener to join you and be rescued
STOCKPILE_ICON_SIGNLESS_CUSTOM
+
Give report pertaining to service as a
WAGON_S
+
duty
WAGON_W
+
report
WAGON_BLD
+
Praise listener for completing the task
WAGON_N
+
praise
WAGON_GOODS_N
+
task
WAGON_GOODS_S
+
Request duty or advice pertaining to service as a
WAGON_E
+
advice
WAGON_GOODS_BLD
+
Refuse invitation to become a
WORKSHOP_QUERN
+
decline
WORKSHOP_MILLSTONE
+
Accept invitation to become a
WAGON_GOODS_E
+
accept
WAGON_GOODS_W
+
Refuse request to become a
WORKSHOP_CARPENTER
+
Accept as a
WORKSHOP_FARMER
+
Revoke listener's status as a
WORKSHOP_MILLSTONE_TURNING
+
revoke
WORKSHOP_CUSTOM
+
Invite listener to become a
UPRIGHT_WEAPON_RETRACTED_5
+
invite
UPRIGHT_WEAPON_RETRACTED_6
+
Ask to become a
UPRIGHT_WEAPON_RETRACTED_3
+
Ask to be rescued
UPRIGHT_WEAPON_RETRACTED_4
+
Reply to greeting
UPRIGHT_WEAPON_RETRACTED_9
+
reply
UPRIGHT_WEAPON_RETRACTED_10
+
Refuse conversation
UPRIGHT_WEAPON_RETRACTED_7
+
Reply to greeting (impersonation)
UPRIGHT_WEAPON_RETRACTED_8
+
impersonate
AXLE_HORIZONTAL_NS_1
+
State
AXLE_HORIZONTAL_NS_2
+
's location
DEBRIS_1
+
to be
DEBRIS_2
+
suggest
GEAR_ASSEMBLY_1
+
Suggest talking to
GEAR_ASSEMBLY_2
+
to offer condolences
AXLE_HORIZONTAL_WE_1
+
Suggest traveling to
AXLE_HORIZONTAL_WE_2
+
to find a relative
AXLE_HORIZONTAL_NS_FITTINGS_1
+
State that you weren't acquainted
AXLE_HORIZONTAL_NS_FITTINGS_2
+
Tell listener to enjoy peace and remain vigilant
AXLE_VERTICAL_1
+
enjoy
AXLE_VERTICAL_2
+
vigilant
GEAR_ASSEMBLY_SOUTH_AXLE_1
+
Offer condolences
GEAR_ASSEMBLY_SOUTH_AXLE_2
+
condolences
AXLE_HORIZONTAL_WE_FITTINGS_1
+
sorry
AXLE_HORIZONTAL_WE_FITTINGS_2
+
Ask listener's course of action
WINDMILL_N_1
+
action
WINDMILL_N_2
+
Request suggestion for course of action
AXLE_VERTICAL_FITTINGS_1
+
Ask listener to join you on adventures
AXLE_VERTICAL_FITTINGS_2
+
adventure
WINDMILL_W_1
+
Ask listener to guide you to a location
WINDMILL_W_2
+
guide
WINDMILL_S_1
+
site
WINDMILL_S_2
+
place
WINDMILL_NW_1
+
Respond to join request
WINDMILL_NW_2
+
respond
WINDMILL_E_1
+
Ask listener to join you in a rescue
WINDMILL_E_2
+
Ask listener to join you in an insurrection
WINDMILL_SW_1
+
State opinion that it must be stopped with violent force
WINDMILL_SW_2
+
force
WINDMILL_NE_1
+
State opinion that it is not your problem
WINDMILL_NE_2
+
State opinion that it was inevitable
WATER_WHEEL_NS_1
+
inevitable
WATER_WHEEL_NS_2
+
State opinion that this is the life for you
WINDMILL_SE_1
+
life
WINDMILL_SE_2
+
State opinion that it is sad but not unexpected
SCREWPUMP_E_1
+
expected
SCREWPUMP_E_2
+
State opinion that it is terrible
WATER_WHEEL_WE_1
+
terrible
WATER_WHEEL_WE_2
+
State opinion that it is terrifying
SCREWPUMP_N_1
+
terrifying
SCREWPUMP_N_2
+
State that you don't know anything about it
SCREWPUMP_W_1
+
State that you are right in all matters
SCREWPUMP_W_2
+
right
SCREWPUMP_AXLE_1
+
State that it is terrific
SCREWPUMP_AXLE_2
+
terrific
SCREWPUMP_S_1
+
State that it is for the best
SCREWPUMP_S_2
+
best
SOIL_WALL_N_3
+
State that you don't care
SOIL_WALL_N_4
+
State your general hatred
SOIL_WALL_N_1
+
hate
SOIL_WALL_N_2
+
State your general fear
SOIL_WALL_S_3
+
afraid
SOIL_WALL_S_4
+
fright
SOIL_WALL_S_1
+
Grant sleep permission
SOIL_WALL_S_2
+
grant
CATAPULT_E
+
Deny sleep permission
LEVER_SET
+
deny
CATAPULT_S
+
Comply with order
CATAPULT_W
+
comply
TRACK_STOP_STONE_WE
+
Agree to follow
TRACK_STOP_STONE_SE
+
Apologize for being otherwise occupied
LEVER_PULLED
+
apologize
TRACK_STOP_STONE_NS
+
occupied
TRACK_STOP_STONE_NW
+
Refer listener to somebody older
TRACK_STOP_STONE_NSW
+
refer
TRACK_STOP_STONE_SW
+
older
TRACK_STOP_STONE_NE
+
Ask listener to come closer
TRACK_STOP_STONE_NWE
+
closer
TRACK_STOP_STONE_NSWE
+
Do business
TRACK_STOP_STONE_NSE
+
business
TRACK_STOP_STONE_SWE
+
Initiate bartering
TRACK_STOP_STONE_E
+
Ask listener to come to the trade depot later
TRACK_STOP_STONE_W
+
later
TRACK_STOP_STONE_S
+
Ask listener to come to your store later
TRACK_STOP_STONE_N
+
Ask listener to come to the market later
TRACK_STOP_WOOD_SE
+
Tell listener to try a shopkeeper
TRACK_STOP_WOOD_SW
+
shopkeeper
TRACK_STOP_WOOD_NS
+
Tell listener about
TRACK_STOP_WOOD_WE
+
Provide directions to
TRACK_STOP_WOOD_NSW
+
Recommend
TRACK_STOP_WOOD_NSE
+
as a guide
TRACK_STOP_WOOD_NE
+
Profess total ignorance
TRACK_STOP_WOOD_NW
+
Tell the listener that
TRACK_STOP_WOOD_NSWE
+
is dead
TRACK_STOP_WOOD_S
+
dead
TRACK_STOP_WOOD_SWE
+
Provide the whereabouts of
TRACK_STOP_WOOD_NWE
+
Explain your current journey
TRACK_STOP_WOOD_W
+
explain
TRAP_CAGE
+
Say something about this site's trade partners
TRACK_STOP_WOOD_N
+
Say something about the local area
TRACK_STOP_WOOD_E
+
Tell the listener that they've found you
TRAP_STONE
+
found
TRAP_STONE_TOP
+
Grovel before your new master
TRAP_CAGE_TOP
+
grovel
TRAP_CAGE_UNLOADED
+
master
TRAP_WEAPON_UNLOADED
+
Ask listener to wait until you've returned home
TRAP_WEAPON_GENERIC_PIKE
+
Say something about your family
TRAP_STONE_UNLOADED
+
Announce that you are hunting in your lair
TRAP_WEAPON
+
hunt
TRAP_WEAPON_GENERIC_SWORD
+
lair
TRAP_WEAPON_GENERIC_AXE
+
Express astonishment at seeing
TRAP_WEAPON_GENERIC_SPEAR
+
surprise
TRAP_WEAPON_GENERIC_WHIP
+
astonished
TRAP_WEAPON_GENERIC_DAGGER
+
Hawk your wares
TRAP_WEAPON_GENERIC_CROSSBOW
+
hawk
TRAP_WEAPON_GENERIC_MACE
+
Yield in terror
TRAP_WEAPON_GENERIC_HAMMER
+
Yield
TRAP_PLATE_READY
+
Agree to cease hostilities
TRAP_PLATE_PRESSED
+
Refuse to cease hostilities
TRAP_WEAPON_GENERIC_BOW
+
Agree to comply with demand
TRAP_WEAPON_GENERIC_BLOWGUN
+
Refuse to comply with demand
TRAP_PLATE_READY_WATER
+
Refuse to yield
TRAP_PLATE_PRESSED_WATER
+
Express overwhelming suspicion
TRAP_PLATE_READY_MINECART
+
outburst
TRAP_PLATE_PRESSED_MINECART
+
fail
UPRIGHT_WEAPON_RETRACTED_1
+
Fail the struggle against great alarm
UPRIGHT_WEAPON_RETRACTED_2
+
Fail the struggle against great shock
TRAP_PLATE_READY_MAGMA
+
Fail the struggle against great horror
TRAP_PLATE_PRESSED_MAGMA
+
Fail the struggle against great grief
WORN1_STONE_WALL_W_E_3
+
Bask in great triumph
WORN1_STONE_WALL_W_E_4
+
bask
WORN1_STONE_WALL_W_E_1
+
Fail the struggle against great rage
WORN1_STONE_WALL_W_E_2
+
Bask in great grim satisfaction
WORN1_STONE_WALL_N_S_3
+
Fail the struggle against great fear
WORN1_STONE_WALL_N_S_4
+
Fail the struggle against great sadness
WORN1_STONE_WALL_N_S_1
+
Bask in great satisfaction
WORN1_STONE_WALL_N_S_2
+
Bask in great love
WORN2_STONE_WALL_N_3
+
Bask in great bliss
WORN2_STONE_WALL_N_4
+
Bask in great joy
WORN2_STONE_WALL_N_1
+
Bask in great vengefulness
WORN2_STONE_WALL_N_2
+
Fail the struggle against great terror
WORN2_STONE_WALL_S_3
+
State feelings of great suspicion
WORN2_STONE_WALL_S_4
+
Verbally struggle against great alarm
WORN2_STONE_WALL_S_1
+
struggle
WORN2_STONE_WALL_S_2
+
Verbally struggle against great shock
WORN2_STONE_WALL_E_3
+
Verbally struggle against great horror
WORN2_STONE_WALL_E_4
+
Verbally struggle against great grief
WORN2_STONE_WALL_E_1
+
State feelings of great triumph
WORN2_STONE_WALL_E_2
+
State feelings of great grim satisfaction
WORN2_STONE_WALL_W_3
+
Verbally struggle against great fear
WORN2_STONE_WALL_W_4
+
Verbally struggle against great sadness
WORN2_STONE_WALL_W_1
+
State feelings of great satisfaction
WORN2_STONE_WALL_W_2
+
State feelings of great love
WORN2_STONE_WALL_NE
+
State feelings of great bliss
WORN2_STONE_WALL_SW
+
State feelings of great joy
WORN2_STONE_WALL_SE
+
State feelings of great vengefulness
WORN2_STONE_WALL_NW
+
Verbally struggle against great terror
WORN2_STONE_WALL_S_E
+
State feelings of suspicion
WORN2_STONE_WALL_N_E
+
Verbally struggle against alarm
WORN2_STONE_WALL_S_W
+
Verbally struggle against shock
WORN2_STONE_WALL_N_W
+
Verbally struggle against horror
WORN2_STONE_WALL_S_W_E
+
Verbally struggle against grief
WORN2_STONE_WALL_N_S_W
+
State feelings of triumph
WORN2_STONE_WALL_N_S_E
+
Fail the struggle against rage
WORN2_STONE_WALL_N_W_E
+
State feelings of grim satisfaction
WORN2_STONE_WALL_N_S_W_E_3
+
Verbally struggle against fear
WORN2_STONE_WALL_N_S_W_E_4
+
Verbally struggle against sadness
WORN2_STONE_WALL_N_S_W_E_1
+
State feelings of satisfaction
WORN2_STONE_WALL_N_S_W_E_2
+
State feelings of love
WORN2_STONE_WALL_W_E_3
+
State feelings of bliss
WORN2_STONE_WALL_W_E_4
+
State feelings of joy
WORN2_STONE_WALL_W_E_1
+
State feelings of vengefulness
WORN2_STONE_WALL_W_E_2
+
Verbally struggle against terror
WORN2_STONE_WALL_N_S_3
+
State minor feeling of suspicion
WORN2_STONE_WALL_N_S_4
+
Dismiss minor feeling of alarm
WORN2_STONE_WALL_N_S_1
+
dismiss
WORN2_STONE_WALL_N_S_2
+
Dismiss minor feeling of shock
WORN3_STONE_WALL_N_3
+
Dismiss minor feeling of horror
WORN3_STONE_WALL_N_4
+
Dismiss minor feeling of grief
WORN3_STONE_WALL_N_1
+
State minor feeling of triumph
WORN3_STONE_WALL_N_2
+
Dismiss minor feeling of rage
WORN3_STONE_WALL_S_3
+
State minor feeling of grim satisfaction
WORN3_STONE_WALL_S_4
+
Dismiss minor feeling of fear
WORN3_STONE_WALL_S_1
+
Dismiss minor feeling of sadness
WORN3_STONE_WALL_S_2
+
State minor feeling of satisfaction
WORN3_STONE_WALL_E_3
+
State minor feeling of love
WORN3_STONE_WALL_E_4
+
State minor feeling of bliss
WORN3_STONE_WALL_E_1
+
State minor feeling of joy
WORN3_STONE_WALL_E_2
+
State minor feeling of vengefulness
WORN3_STONE_WALL_W_3
+
Dismiss minor feeling of terror
WORN3_STONE_WALL_W_4
+
Acknowledge lack of suspicion
WORN3_STONE_WALL_W_1
+
Acknowledge lack of alarm
WORN3_STONE_WALL_W_2
+
Acknowledge lack of shock
SOIL_WALL_E_3
+
Acknowledge lack of horror
SOIL_WALL_E_4
+
Acknowledge lack of grief
SOIL_WALL_E_1
+
Acknowledge lack of triumph
SOIL_WALL_E_2
+
Acknowledge lack of rage
SOIL_WALL_W_3
+
Acknowledge lack of grim satisfaction
SOIL_WALL_W_4
+
Acknowledge lack of fear
SOIL_WALL_W_1
+
Acknowledge lack of sadness
SOIL_WALL_W_2
+
Acknowledge lack of satisfaction
SOIL_WALL_NE
+
Acknowledge lack of love
SOIL_WALL_SW
+
Acknowledge lack of bliss
SOIL_WALL_SE
+
Acknowledge lack of joy
SOIL_WALL_NW
+
Acknowledge lack of vengefulness
SOIL_WALL_S_E
+
Acknowledge lack of terror
SOIL_WALL_N_E
+
Make terrified outburst regarding fleeing conflict
SOIL_WALL_S_W
+
State intention to flee conflict
SOIL_WALL_N_W
+
State your age emphatically
SOIL_WALL_S_W_E
+
Say something about your profession
SOIL_WALL_N_S_W
+
Announce your night creature status
SOIL_WALL_N_S_E
+
announce
SOIL_WALL_N_W_E
+
State your incredulity
SOIL_WALL_N_S_W_E_3
+
incredulity
SOIL_WALL_N_S_W_E_4
+
failed to load conflict report incident
SOIL_WALL_N_S_W_E_1
+
vector<bool> too long
SOIL_WALL_N_S_W_E_2
+
!ARG
SOIL_WALL_W_E_3
+
<SWAP>
SOIL_WALL_W_E_4
+
MATERIAL
SOIL_WALL_W_E_1
+
USE_MATERIAL
SOIL_WALL_W_E_2
+
USE_MATERIAL_TEMPLATE
SOIL_WALL_N_S_3
+
Unrecognized Material Template:
SOIL_WALL_N_S_4
+
SELECT_MATERIAL
SOIL_WALL_N_S_1
+
PLUS_MATERIAL
SOIL_WALL_N_S_2
+
REMOVE_MATERIAL
WORN1_STONE_WALL_N_3
+
TISSUE
WORN1_STONE_WALL_N_4
+
USE_TISSUE
WORN1_STONE_WALL_N_1
+
USE_TISSUE_TEMPLATE
WORN1_STONE_WALL_N_2
+
Unrecognized Tissue Template:
WORN1_STONE_WALL_S_3
+
SELECT_TISSUE
WORN1_STONE_WALL_S_4
+
REMOVE_TISSUE
WORN1_STONE_WALL_S_1
+
CASTE
WORN1_STONE_WALL_S_2
+
USE_CASTE
WORN1_STONE_WALL_E_3
+
SELECT_CASTE
WORN1_STONE_WALL_E_4
+
SELECT_ADDITIONAL_CASTE
WORN1_STONE_WALL_E_1
+
DEFAULT
WORN1_STONE_WALL_E_2
+
Caste Selection Fails:
WORN1_STONE_WALL_W_3
+
BIOME
WORN1_STONE_WALL_W_4
+
PROFESSION_NAME
WORN1_STONE_WALL_W_1
+
FANCIFUL
WORN1_STONE_WALL_W_2
+
DOES_NOT_EXIST
WORN1_STONE_WALL_NE
+
LARGE_ROAMING
WORN1_STONE_WALL_SW
+
LOOSE_CLUSTERS
WORN1_STONE_WALL_SE
+
VERMIN_FISH
WORN1_STONE_WALL_NW
+
VERMIN_SOIL
WORN1_STONE_WALL_S_E
+
VERMIN_SOIL_COLONY
WORN1_STONE_WALL_N_E
+
ARTIFICIAL_HIVEABLE
WORN1_STONE_WALL_S_W
+
UBIQUITOUS
WORN1_STONE_WALL_N_W
+
HIVE_PRODUCT
WORN1_STONE_WALL_S_W_E
+
VERMIN_EATER
WORN1_STONE_WALL_N_S_W
+
VERMIN_GROUNDER
WORN1_STONE_WALL_N_S_E
+
VERMIN_ROTTER
WORN1_STONE_WALL_N_W_E
+
MUNDANE
WORN1_STONE_WALL_N_S_W_E_3
+
FREQUENCY
WORN1_STONE_WALL_N_S_W_E_4
+
CHANGE_FREQUENCY_PERC
WORN1_STONE_WALL_N_S_W_E_1
+
UNDERGROUND_DEPTH
WORN1_STONE_WALL_N_S_W_E_2
+
POPULATION_NUMBER
MOSS_WALL_SE
+
CLUSTER_NUMBER
MOSS_WALL_NW
+
TRIGGERABLE_GROUP
MOSS_WALL_E
+
GENERAL_BABY_NAME
MOSS_WALL_W
+
GENERAL_CHILD_NAME
MOSS_WALL_S_W
+
GLOWCOLOR
MOSS_WALL_N_W
+
CREATURE_TILE
MOSS_WALL_NE
+
CREATURE_SOLDIER_TILE
MOSS_WALL_SW
+
GLOWTILE
MOSS_WALL_N_S_E
+
ALTTILE
MOSS_WALL_N_W_E
+
SOLDIER_ALTTILE
MOSS_WALL_S_E
+
GOOD
MOSS_WALL_N_E
+
EVIL
MOSS_WALL_N_S_W_E
+
SAVAGE
MOSS_WALL_W_E
+
EQUIPMENT_WAGON
MOSS_WALL_S_W_E
+
PREFSTRING
MOSS_WALL_N_S_W
+
SPEECH
ROOT_WALL_S
+
SPEECH_MALE
ROOT_WALL_E
+
SPEECH_FEMALE
MOSS_WALL_N_S
+
GENERATED
ROOT_WALL_N
+
SOURCE_HFID
ROOT_WALL_NW
+
Unrecognized Creature Token:
ROOT_WALL_NE
+
CREATURE
ROOT_WALL_W
+
COPY_TAGS_FROM
ROOT_WALL_SE
+
Unrecognized Creature Copy (Order is important!):
ROOT_WALL_N_W
+
APPLY_CREATURE_VARIATION
ROOT_WALL_S_E
+
Unrecognized Creature Variation:
ROOT_WALL_SW
+
APPLY_CURRENT_CREATURE_VARIATION
ROOT_WALL_S_W
+
GO_TO_START
ROOT_WALL_N_W_E
+
GO_TO_END
ROOT_WALL_S_W_E
+
GO_TO_TAG
ROOT_WALL_N_E
+
GO_TO_TAG could not find target, setting to end:
ROOT_WALL_N_S_E
+
*** Error(s) finalizing the creature
ROOT_WALL_W_E
+
Creature Tissue Material Failure:
ROOT_WALL_N_S
+
(empty tissue)
ROOT_WALL_N_S_W
+
(no mat1)
ROOT_WALL_N_S_W_E
+
(no mat3)
SAND_WALL_E
+
Custom tissue shape not found:
SAND_WALL_W
+
: Numbered body parts cannot have children -- number set to 1 (make individual parts if possible)
SAND_WALL_N
+
: Special attack material missing state -- set to liquid
SAND_WALL_S
+
: Special attack interaction token not recognized :
SAND_WALL_NE
+
, layer
SAND_WALL_SW
+
was not found, using first tissue instead
SAND_WALL_SE
+
: Tissue
SAND_WALL_NW
+
: No tissue thickness
SAND_WALL_S_E
+
data/speech/
SAND_WALL_N_E
+
Custom butcher object shape not found:
SAND_WALL_S_W
+
: Cannot find SPECIFIC_FOOD:PLANT token
SAND_WALL_N_W
+
: Cannot find SPECIFIC_FOOD:CREATURE token
SAND_WALL_S_W_E
+
Unrecognized Color Token:
SAND_WALL_N_S_W
+
LOCAL_CREATURE_MAT
SAND_WALL_N_S_E
+
Walk
SAND_WALL_N_W_E
+
Crawl
SAND_WALL_N_S
+
Swim
SAND_Y_WALL_N
+
Climb
SAND_WALL_N_S_W_E
+
ADD_COLOR
SAND_WALL_W_E
+
a girl
SAND_Y_WALL_W
+
a boy
SAND_Y_WALL_SE
+
a child
SAND_Y_WALL_S
+
twins
SAND_Y_WALL_E
+
triplets
SAND_Y_WALL_SW
+
quadruplets
SAND_Y_WALL_S_W
+
quintuplets
SAND_Y_WALL_NW
+
sextuplets
SAND_Y_WALL_NE
+
septuplets
WORN3_STONE_WALL_NE
+
octuplets
WORN3_STONE_WALL_SW
+
nonuplets
WORN3_STONE_WALL_SE
+
decaplets
WORN3_STONE_WALL_NW
+
undecaplets
WORN3_STONE_WALL_S_E
+
duodecaplets
WORN3_STONE_WALL_N_E
+
tredecaplets
WORN3_STONE_WALL_S_W
+
quattuordecaplets
WORN3_STONE_WALL_N_W
+
quindecaplets
WORN3_STONE_WALL_S_W_E
+
many babies
WORN3_STONE_WALL_N_S_W
+
NUMBERED_NAME
WORN3_STONE_WALL_N_S_E
+
zombie
WORN3_STONE_WALL_N_W_E
+
BODY_APPEARANCE_MODIFIER
WORN3_STONE_WALL_N_S_W_E_3
+
SET_BP_GROUP
WORN3_STONE_WALL_N_S_W_E_4
+
PLUS_BP_GROUP
WORN3_STONE_WALL_N_S_W_E_1
+
SET_TL_GROUP
WORN3_STONE_WALL_N_S_W_E_2
+
PLUS_TL_GROUP
WORN3_STONE_WALL_W_E_3
+
TISSUE_STYLE_UNIT
WORN3_STONE_WALL_W_E_4
+
TSU_NOUN
WORN3_STONE_WALL_W_E_1
+
TISSUE_LAYER_APPEARANCE_MODIFIER
WORN3_STONE_WALL_W_E_2
+
SHEARABLE_TISSUE_LAYER
WORN3_STONE_WALL_N_S_3
+
Shearable Tissue
WORN3_STONE_WALL_N_S_4
+
Was Not Used
WORN3_STONE_WALL_N_S_1
+
BP_APPEARANCE_MODIFIER
WORN3_STONE_WALL_N_S_2
+
BP Mod
SMOOTHED_STONE_WALL_E
+
APP_MOD_DESC_RANGE
SMOOTHED_STONE_WALL_W
+
APP_MOD_NOUN
SMOOTHED_STONE_WALL_N
+
APP_MOD_IMPORTANCE
SMOOTHED_STONE_WALL_S
+
APP_MOD_RATE
SMOOTHED_STONE_WALL_NE
+
NO_END
SMOOTHED_STONE_WALL_SW
+
TL_COLOR_MODIFIER
SMOOTHED_STONE_WALL_SE
+
Color Mod Ending With (
SMOOTHED_STONE_WALL_NW
+
) Was Not Used
SMOOTHED_STONE_WALL_S_E
+
TLCM_TIMING
SMOOTHED_STONE_WALL_N_E
+
TLCM_NOUN
SMOOTHED_STONE_WALL_S_W
+
TLCM_IMPORTANCE
SMOOTHED_STONE_WALL_N_W
+
APP_MOD_GENETIC_MODEL
SMOOTHED_STONE_WALL_S_W_E
+
TLCM_GENETIC_MODEL
SMOOTHED_STONE_WALL_N_S_W
+
CASTE_SPEECH
SMOOTHED_STONE_WALL_N_S_E
+
POP_RATIO
SMOOTHED_STONE_WALL_N_W_E
+
FEATURE_ATTACK_GROUP
SMOOTHED_STONE_WALL_N_S
+
CHILD
ENGRAVED_STONE_WALL_N
+
BABY
SMOOTHED_STONE_WALL_N_S_W_E
+
CASTE_PROFESSION_NAME
SMOOTHED_STONE_WALL_W_E
+
CHILDNAME
ENGRAVED_STONE_WALL_W
+
BABYNAME
ENGRAVED_STONE_WALL_SE
+
AQUATIC
ENGRAVED_STONE_WALL_S
+
AMPHIBIOUS
ENGRAVED_STONE_WALL_E
+
MOUNT
ENGRAVED_STONE_WALL_SW
+
MOUNT_EXOTIC
ENGRAVED_STONE_WALL_S_W
+
LIKES_FIGHTING
ENGRAVED_STONE_WALL_NW
+
LIKESFIGHTING
ENGRAVED_STONE_WALL_NE
+
PEARL
ENGRAVED_STONE_WALL_N_E
+
VEGETATION
ENGRAVED_STONE_WALL_N_S_E
+
MAGICAL
ENGRAVED_STONE_WALL_N_W
+
NATURAL
ENGRAVED_STONE_WALL_S_E
+
NATURAL_ANIMAL
ENGRAVED_STONE_WALL_N_S_W
+
SUPERNATURAL
ENGRAVED_STONE_WALL_N_S_W_E
+
VERMIN_HATEABLE
ENGRAVED_STONE_WALL_N_W_E
+
COLONY_EXTERNAL
ENGRAVED_STONE_WALL_S_W_E
+
DIE_WHEN_VERMIN_BITE
MOSS_WALL_N
+
REMAINS_ON_VERMIN_BITE_DEATH
MOSS_WALL_S
+
REMAINS_UNDETERMINED
ENGRAVED_STONE_WALL_W_E
+
BODY
ENGRAVED_STONE_WALL_N_S
+
Duplicate Body Token:
SAND_R_WALL_N_S
+
Unrecognized Creature Caste Body Token:
MAGMA_WALL_N
+
Body Token Recognized But Could Not Connect:
SAND_R_WALL_N_S_W_E
+
BODYGLOSS
SAND_R_WALL_W_E
+
Unrecognized Creature Caste Body Gloss Token:
MAGMA_WALL_W
+
RELSIZE
MAGMA_WALL_SE
+
RETRACT_INTO_BP
MAGMA_WALL_S
+
CAN_DO_INTERACTION
MAGMA_WALL_E
+
CDI token precedes any CAN_DO_INTERACTION tag:
MAGMA_WALL_SW
+
Unrecognized CDI Token:
MAGMA_WALL_S_W
+
EXTRA_BUTCHER_OBJECT
MAGMA_WALL_NW
+
Gastroliths seem to have correct format but could not find proper BPs in any caste, so not added
MAGMA_WALL_NE
+
EBO_ITEM
MAGMA_WALL_N_E
+
ANY_HARD_STONE
MAGMA_WALL_N_S_E
+
EBO_SHAPE
MAGMA_WALL_N_W
+
ATTACK
MAGMA_WALL_S_E
+
BODYPART
MAGMA_WALL_N_S_W
+
TISSUE_LAYER
MAGMA_WALL_N_S_W_E
+
CHILD_BODYPART_GROUP
MAGMA_WALL_N_W_E
+
CHILD_TISSUE_LAYER_GROUP
MAGMA_WALL_S_W_E
+
Attack
ICE_WALL_N
+
seems to have correct format but could not find proper BPs in any caste, so not added
ICE_WALL_S
+
ATTACK_SKILL
MAGMA_WALL_W_E
+
ATTACK_VERB
MAGMA_WALL_N_S
+
ATTACK_CONTACT_PERC
ICE_WALL_SE
+
ATTACK_PENETRATION_PERC
ICE_WALL_NW
+
ATTACK_PRIORITY
ICE_WALL_E
+
MAIN
ICE_WALL_W
+
ATTACK_VELOCITY_MODIFIER
ICE_WALL_S_W
+
ATTACK_PREPARE_AND_RECOVER
ICE_WALL_N_W
+
ATTACK_FLAG_INDEPENDENT_MULTIATTACK
ICE_WALL_NE
+
ATTACK_FLAG_BAD_MULTIATTACK
ICE_WALL_SW
+
ATTACK_FLAG_CANLATCH
ICE_WALL_N_S_E
+
ATTACK_FLAG_WITH
ICE_WALL_N_W_E
+
ATTACK_FLAG_EDGE
ICE_WALL_S_E
+
SPECIALATTACK_INTERACTION
ICE_WALL_N_E
+
SPECIALATTACK_INJECT_EXTRACT
ICE_WALL_N_S_W_E
+
SPECIALATTACK_SUCK_BLOOD
ICE_WALL_W_E
+
NOSMELLYROT
ICE_WALL_S_W_E
+
NATURAL_SKILL
ICE_WALL_N_S_W
+
LAYS_UNUSUAL_EGGS
SMOOTHED_ICE_WALL_S
+
ITEMCORPSE
SMOOTHED_ICE_WALL_E
+
ITEMCORPSE_QUALITY
ICE_WALL_N_S
+
BEACH_FREQUENCY
SMOOTHED_ICE_WALL_N
+
UNDERSWIM
SMOOTHED_ICE_WALL_NW
+
CANOPENDOORS
SMOOTHED_ICE_WALL_NE
+
GETS_WOUND_INFECTIONS
SMOOTHED_ICE_WALL_W
+
GETS_INFECTIONS_FROM_ROT
SMOOTHED_ICE_WALL_SE
+
NOFEAR
SMOOTHED_ICE_WALL_N_W
+
NOSTUCKINS
SMOOTHED_ICE_WALL_S_E
+
PARALYZEIMMUNE
SMOOTHED_ICE_WALL_SW
+
NOSKULL
SMOOTHED_ICE_WALL_S_W
+
NOSKIN
SMOOTHED_ICE_WALL_N_W_E
+
NOBONES
SMOOTHED_ICE_WALL_S_W_E
+
NOMEAT
SMOOTHED_ICE_WALL_N_E
+
HASSHELL
SMOOTHED_ICE_WALL_N_S_E
+
NOEXERT
SMOOTHED_ICE_WALL_W_E
+
NOPAIN
SMOOTHED_ICE_WALL_N_S
+
TENDONS
SMOOTHED_ICE_WALL_N_S_W
+
HAS_NERVES
SMOOTHED_ICE_WALL_N_S_W_E
+
LIGAMENTS
ORE_VEIN_WALL_E
+
CAVE_ADAPT
ORE_VEIN_WALL_W
+
NOTHOUGHT
ORE_VEIN_WALL_N
+
ARENA_RESTRICTED
ORE_VEIN_WALL_S
+
NO_THOUGHT_CENTER_FOR_MOVEMENT
SAND_Y_WALL_N_E
+
NO_CONNECTIONS_FOR_MOVEMENT
SAND_Y_WALL_N_S_E
+
NOEMOTION
SAND_Y_WALL_N_W
+
TRANCES
SAND_Y_WALL_S_E
+
NOSTUN
SAND_Y_WALL_N_S_W
+
NONAUSEA
SAND_Y_WALL_N_S_W_E
+
SENSE_CREATURE_CLASS
SAND_Y_WALL_N_W_E
+
LOW_LIGHT_VISION
SAND_Y_WALL_S_W_E
+
SMELL_TRIGGER
SAND_W_WALL_N
+
ODOR_LEVEL
SAND_W_WALL_S
+
ODOR_STRING
SAND_Y_WALL_W_E
+
NO_DIZZINESS
SAND_Y_WALL_N_S
+
NO_FEVERS
SAND_W_WALL_SE
+
EXTRAVISION
SAND_W_WALL_NW
+
NO_PHYS_ATT_GAIN
SAND_W_WALL_E
+
NO_PHYS_ATT_RUST
SAND_W_WALL_W
+
OPPOSED_TO_LIFE
SAND_W_WALL_S_W
+
CRAZED
SAND_W_WALL_N_W
+
STANCE_CLIMBER
SAND_W_WALL_NE
+
CANNOT_JUMP
SAND_W_WALL_SW
+
CANNOT_CLIMB
SAND_W_WALL_N_S_E
+
BLOODSUCKER
SAND_W_WALL_N_W_E
+
BONECARN
SAND_W_WALL_S_E
+
CARNIVORE
SAND_W_WALL_N_E
+
GOBBLE_VERMIN_CREATURE
SAND_W_WALL_N_S_W_E
+
GOBBLE_VERMIN_CLASS
SAND_W_WALL_W_E
+
ROOT_AROUND
SAND_W_WALL_S_W_E
+
CREATURE_CLASS
SAND_W_WALL_N_S_W
+
PERSONALITY
SAND_B_WALL_S
+
LISP
SAND_B_WALL_E
+
MATERIAL_FORCE_MULTIPLIER
SAND_W_WALL_N_S
+
GENERAL_MATERIAL_FORCE_MULTIPLIER
SAND_B_WALL_N
+
SOUND
SAND_B_WALL_NW
+
GRAZER
SAND_B_WALL_NE
+
PRONE_TO_RAGE
SAND_B_WALL_W
+
LAYS_EGGS
SAND_B_WALL_SE
+
EGG_SIZE
SAND_B_WALL_N_W
+
CLUTCH_SIZE
SAND_B_WALL_S_E
+
VISION_ARC
SAND_B_WALL_SW
+
INTELLIGENT
SAND_B_WALL_S_W
+
CAN_LEARN
SAND_B_WALL_N_W_E
+
SLOW_LEARNER
SAND_B_WALL_S_W_E
+
CAN_SPEAK
SAND_B_WALL_N_E
+
UTTERANCES
SAND_B_WALL_N_S_E
+
EQUIPS
SAND_B_WALL_W_E
+
ALL_ACTIVE
SAND_B_WALL_N_S
+
DIURNAL
SAND_B_WALL_N_S_W
+
NOCTURNAL
SAND_B_WALL_N_S_W_E
+
CREPUSCULAR
SAND_R_WALL_E
+
MATUTINAL
SAND_R_WALL_W
+
VESPERTINE
SAND_R_WALL_N
+
POWER
SAND_R_WALL_S
+
MEGABEAST
SAND_R_WALL_NE
+
SEMIMEGABEAST
SAND_R_WALL_SW
+
FEATURE_BEAST
SAND_R_WALL_SE
+
TITAN
SAND_R_WALL_NW
+
DEMON
SAND_R_WALL_S_E
+
UNIQUE_DEMON
SAND_R_WALL_N_E
+
NIGHT_CREATURE_HUNTER
SAND_R_WALL_S_W
+
NIGHT_CREATURE_BOGEYMAN
SAND_R_WALL_N_W
+
MEANDERER
SAND_R_WALL_S_W_E
+
MULTIPART_FULL_VISION
SAND_R_WALL_N_S_W
+
ALCOHOL_DEPENDENT
SAND_R_WALL_N_S_E
+
NOBREATHE
SAND_R_WALL_N_W_E
+
AMBUSHPREDATOR
METAL_BARS_WALL_N_W_E
+
LOCKPICKER
METAL_BARS_WALL_S_W_E
+
TRAPAVOID
METAL_BARS_WALL_N_E
+
NOT_BUTCHERABLE
METAL_BARS_WALL_N_S_E
+
MISCHIEVIOUS
METAL_BARS_WALL_W_E
+
MISCHIEVOUS
METAL_BARS_WALL_N_S
+
COOKABLE_LIVE
METAL_BARS_WALL_N_S_W
+
PATTERNFLIER
METAL_BARS_WALL_N_S_W_E
+
CURIOUSBEAST_EATER
GEM_A_WALL_E
+
CURIOUSBEAST_ITEM
GEM_A_WALL_W
+
CURIOUSBEAST_GUZZLER
GEM_A_WALL_N
+
FLEEQUICK
GEM_A_WALL_S
+
VERMINHUNTER
GEM_A_WALL_NE
+
AT_PEACE_WITH_WILDLIFE
GEM_A_WALL_SW
+
RETURNS_VERMIN_KILLS_TO_OWNER
GEM_A_WALL_SE
+
HUNTS_VERMIN
GEM_A_WALL_NW
+
DIVE_HUNTS_VERMIN
GEM_A_WALL_S_E
+
ADOPTS_OWNER
GEM_A_WALL_N_E
+
IMMOLATE
GEM_A_WALL_S_W
+
NO_SPRING
GEM_A_WALL_N_W
+
NO_SUMMER
GEM_A_WALL_S_W_E
+
NO_AUTUMN
GEM_A_WALL_N_S_W
+
NO_WINTER
GEM_A_WALL_N_S_E
+
LARGE_PREDATOR
GEM_A_WALL_N_W_E
+
BENIGN
GEM_A_WALL_N_S
+
SMALL_REMAINS
GEM_B_WALL_N
+
remains
GEM_A_WALL_N_S_W_E
+
REMAINS
GEM_A_WALL_W_E
+
SPECIFIC_FOOD
GEM_B_WALL_W
+
PLANT
GEM_B_WALL_SE
+
CASTE_NAME
GEM_B_WALL_S
+
CASTE_COLOR
GEM_B_WALL_E
+
CASTE_GLOWCOLOR
GEM_B_WALL_SW
+
REMAINS_COLOR
GEM_B_WALL_S_W
+
IMMOBILE
GEM_B_WALL_NW
+
IMMOBILE_LAND
GEM_B_WALL_NE
+
LIGHT_GEN
GEM_B_WALL_N_E
+
VERMIN_MICRO
GEM_B_WALL_N_S_E
+
NOT_LIVING
GEM_B_WALL_N_W
+
CANNOT_UNDEAD
GEM_B_WALL_S_E
+
NO_EAT
GEM_B_WALL_N_S_W
+
NO_DRINK
GEM_B_WALL_N_S_W_E
+
NO_UNIT_TYPE_COLOR
GEM_B_WALL_N_W_E
+
NO_SLEEP
GEM_B_WALL_S_W_E
+
COMMON_DOMESTIC
GEM_C_WALL_N
+
WAGON_PULLER
GEM_C_WALL_S
+
PACK_ANIMAL
GEM_B_WALL_W_E
+
FLIER
GEM_B_WALL_N_S
+
PET_EXOTIC
GEM_C_WALL_SE
+
TRAINABLE
GEM_C_WALL_NW
+
TRAINABLE_HUNTING
GEM_C_WALL_E
+
TRAINABLE_WAR
GEM_C_WALL_W
+
WEBBER
GEM_C_WALL_S_W
+
THICKWEB
GEM_C_WALL_N_W
+
WEBIMMUNE
GEM_C_WALL_NE
+
MULTIPLE_LITTER_RARE
GEM_C_WALL_SW
+
MAGMA_VISION
GEM_C_WALL_N_S_E
+
FIREIMMUNE
GEM_C_WALL_N_W_E
+
FIREIMMUNE_SUPER
GEM_C_WALL_S_E
+
FEMALE
GEM_C_WALL_N_E
+
MALE
GEM_C_WALL_N_S_W_E
+
NO_GENDER
GEM_C_WALL_W_E
+
ORIENTATION
GEM_C_WALL_S_W_E
+
LITTERSIZE
GEM_C_WALL_N_S_W
+
MAXAGE
ORE_VEIN_WALL_NE
+
GNAWER
ORE_VEIN_WALL_SW
+
DESCRIPTION
ORE_VEIN_WALL_SE
+
PETVALUE
ORE_VEIN_WALL_NW
+
PETVALUE_DIVISOR
ORE_VEIN_WALL_S_E
+
BODY_SIZE
ORE_VEIN_WALL_N_E
+
GRAVITATE_BODY_SIZE
ORE_VEIN_WALL_S_W
+
CHANGE_BODY_SIZE_PERC
ORE_VEIN_WALL_N_W
+
GAIT
ORE_VEIN_WALL_S_W_E
+
NO_BUILD_UP
ORE_VEIN_WALL_N_S_W
+
LAYERS_SLOW
ORE_VEIN_WALL_N_S_E
+
STRENGTH
ORE_VEIN_WALL_N_W_E
+
AGILITY
ORE_VEIN_WALL_N_S
+
STEALTH_SLOWS
ROCK_BLOCKS_WALL_N
+
Unknown GAIT flag
ORE_VEIN_WALL_N_S_W_E
+
WALK
ORE_VEIN_WALL_W_E
+
SWIM
ROCK_BLOCKS_WALL_W
+
CRAWL
ROCK_BLOCKS_WALL_SE
+
CLIMB
ROCK_BLOCKS_WALL_S
+
ATTACK_TRIGGER
ROCK_BLOCKS_WALL_E
+
MODVALUE
ROCK_BLOCKS_WALL_SW
+
VIEWRANGE
ROCK_BLOCKS_WALL_S_W
+
BUILDINGDESTROYER
ROCK_BLOCKS_WALL_NW
+
DIFFICULTY
ROCK_BLOCKS_WALL_NE
+
NO_VEGETATION_PERTURB
ROCK_BLOCKS_WALL_N_E
+
GRASSTRAMPLE
ROCK_BLOCKS_WALL_N_S_E
+
SWIMS_LEARNED
ROCK_BLOCKS_WALL_N_W
+
SWIMS_INNATE
ROCK_BLOCKS_WALL_S_E
+
TRADE_CAPACITY
ROCK_BLOCKS_WALL_N_S_W
+
LAIR_HUNTER
ROCK_BLOCKS_WALL_N_S_W_E
+
LAIR_HUNTER_SPEECH
ROCK_BLOCKS_WALL_N_W_E
+
LAIR
ROCK_BLOCKS_WALL_S_W_E
+
LAIR_CHARACTERISTIC
WOODEN_WALL_N
+
HABIT
WOODEN_WALL_S
+
HABIT_NUM
ROCK_BLOCKS_WALL_W_E
+
TEST_ALL
ROCK_BLOCKS_WALL_N_S
+
BLOOD
WOODEN_WALL_SE
+
SECRETION
WOODEN_WALL_NW
+
CONTINUOUS
WOODEN_WALL_E
+
EXTREME_EMOTION
WOODEN_WALL_W
+
EXERTION
WOODEN_WALL_S_W
+
EGG_MATERIAL
WOODEN_WALL_N_W
+
CASTE_TILE
WOODEN_WALL_NE
+
CASTE_SOLDIER_TILE
WOODEN_WALL_SW
+
CASTE_GLOWTILE
WOODEN_WALL_N_S_E
+
CASTE_ALTTILE
WOODEN_WALL_N_W_E
+
CASTE_SOLDIER_ALTTILE
WOODEN_WALL_S_E
+
EXTRACT
WOODEN_WALL_N_E
+
MILKABLE
WOODEN_WALL_N_S_W_E
+
CONVERTED_SPOUSE
WOODEN_WALL_W_E
+
SPOUSE_CONVERTER
WOODEN_WALL_S_W_E
+
SPOUSE_CONVERSION_TARGET
WOODEN_WALL_N_S_W
+
MANNERISM_LAUGH
METAL_BARS_WALL_S
+
MANNERISM_SMILE
METAL_BARS_WALL_E
+
MANNERISM_WALK
WOODEN_WALL_N_S
+
MANNERISM_SIT
METAL_BARS_WALL_N
+
MANNERISM_BREATH
METAL_BARS_WALL_NW
+
MANNERISM_POSTURE
METAL_BARS_WALL_NE
+
MANNERISM_STRETCH
METAL_BARS_WALL_W
+
MANNERISM_EYELIDS
METAL_BARS_WALL_SE
+
MANNERISM_FINGERS
METAL_BARS_WALL_N_W
+
MANNERISM_NOSE
METAL_BARS_WALL_S_E
+
MANNERISM_EAR
METAL_BARS_WALL_SW
+
MANNERISM_HEAD
METAL_BARS_WALL_S_W
+
MANNERISM_EYES
MAGMA_2
+
MANNERISM_MOUTH
MAGMA_3
+
MANNERISM_HAIR
HIDDEN_ROCK_5
+
MANNERISM_KNUCKLES
MAGMA_1
+
MANNERISM_LIPS
UNDERWATER_5
+
MANNERISM_CHEEK
UNDERWATER_4
+
MANNERISM_NAILS
UNDERWATER_7
+
MANNERISM_FEET
UNDERWATER_6
+
MANNERISM_ARMS
UNDERWATER_1
+
MANNERISM_HANDS
UNDERMAGMA_7
+
MANNERISM_TONGUE
UNDERWATER_3
+
MANNERISM_LEG
UNDERWATER_2
+
VERMIN_BITE
UNDERMAGMA_4
+
PENETRATEPOWER
UNDERMAGMA_3
+
FISHITEM
UNDERMAGMA_6
+
VERMIN_NOROAM
UNDERMAGMA_5
+
VERMIN_NOFISH
UNDERWATER_7_LABEL
+
VERMIN_NOTRAP
UNDERWATER_6_LABEL
+
HOMEOTHERM
UNDERMAGMA_2
+
FIXED_TEMP
UNDERMAGMA_1
+
SKILL_RATE
UNDERWATER_3_LABEL
+
SKILL_RUST_RATE
UNDERWATER_2_LABEL
+
SKILL_LEARN_RATE
UNDERWATER_5_LABEL
+
SKILL_RATES
UNDERWATER_4_LABEL
+
SKILL_LEARN_RATES
UNDERMAGMA_6_LABEL
+
SKILL_RUST_RATES
UNDERMAGMA_5_LABEL
+
PHYS_ATT_RANGE
UNDERWATER_1_LABEL
+
Attribute range not in increasing order, repaired
UNDERMAGMA_7_LABEL
+
Attribute range less than
UNDERMAGMA_2_LABEL
+
, repaired
UNDERMAGMA_1_LABEL
+
Attribute range greater than
UNDERMAGMA_4_LABEL
+
PHYS_ATT_RATES
UNDERMAGMA_3_LABEL
+
PHYS_ATT_CAP_PERC
UNDERWATER_EDGE_NE
+
Attribute cap perc less than 100, set to 100
UNDERWATER_EDGE_W
+
MENT_ATT_RANGE
UNDERWATER_EDGE_N
+
MENT_ATT_RATES
UNDERWATER_EDGE_NW
+
MENT_ATT_CAP_PERC
UNDERWATER_EDGE_SW
+
TISSUE_LAYER_UNDER
UNDERWATER_EDGE_SE
+
TISSUE_LAYER_OVER
UNDERWATER_EDGE_E
+
NORMAL
UNDERWATER_EDGE_S
+
Unknown Body Group/Relation Token(s):
UNDERMAGMA_EDGE_NE
+
Unknown Body Part Position Token:
UNDERMAGMA_EDGE_W
+
Tissue layer not added because no BP found:
UNDERMAGMA_EDGE_N
+
SELECT_TISSUE_LAYER
UNDERMAGMA_EDGE_NW
+
PLUS_TISSUE_LAYER
UNDERMAGMA_EDGE_SW
+
BODY_DETAIL_PLAN
UNDERMAGMA_EDGE_SE
+
Body detail plan not found:
UNDERMAGMA_EDGE_E
+
ARG1
UNDERMAGMA_EDGE_S
+
ARG2
TRACK_CARVED_W
+
ARG3
TRACK_CARVED_E
+
ARG4
TRACK_CARVED_N
+
ARG5
TRACK_CARVED_S
+
SET_LAYER_TISSUE
TRACK_CARVED_NE
+
TL_RELATIVE_THICKNESS
TRACK_CARVED_SW
+
TL_CONNECTS
TRACK_CARVED_NS
+
TL_MAJOR_ARTERIES
TRACK_CARVED_NW
+
TL_HEALING_RATE
TRACK_CARVED_NSW
+
TL_VASCULAR
TRACK_CARVED_NSE
+
TL_PAIN_RECEPTORS
TRACK_CARVED_SE
+
TISSUE_NAME
TRACK_CARVED_WE
+
Tissue Definition
TRACK_CARVED_NSWE
+
missing plural string
TRACK_CONSTRUCTED_STONE_N
+
TISSUE_MATERIAL
TRACK_CARVED_NWE
+
RELATIVE_THICKNESS
TRACK_CARVED_SWE
+
HEALING_RATE
GEM_D_WALL_S
+
VASCULAR
GEM_D_WALL_E
+
PAIN_RECEPTORS
GEM_C_WALL_N_S
+
THICKENS_ON_STRENGTH
GEM_D_WALL_N
+
THICKENS_ON_ENERGY_STORAGE
GEM_D_WALL_NW
+
ARTERIES
GEM_D_WALL_NE
+
SCARS
GEM_D_WALL_W
+
STRUCTURAL
GEM_D_WALL_SE
+
CONNECTIVE_TISSUE_ANCHOR
GEM_D_WALL_N_W
+
SETTABLE
GEM_D_WALL_S_E
+
SPLINTABLE
GEM_D_WALL_SW
+
FUNCTIONAL
GEM_D_WALL_S_W
+
NERVOUS
GEM_D_WALL_N_W_E
+
THOUGHT
GEM_D_WALL_S_W_E
+
MUSCULAR
GEM_D_WALL_N_E
+
SMELL
GEM_D_WALL_N_S_E
+
HEAR
GEM_D_WALL_W_E
+
FLIGHT
GEM_D_WALL_N_S
+
BREATHE
GEM_D_WALL_N_S_W
+
SIGHT
GEM_D_WALL_N_S_W_E
+
CONNECTS
STONE_WALL_N_3
+
MAJOR_ARTERIES
STONE_WALL_N_4
+
INSULATION
STONE_WALL_N_1
+
COSMETIC
STONE_WALL_N_2
+
STYLEABLE
STONE_WALL_S_3
+
TISSUE_SHAPE
STONE_WALL_S_4
+
SUBORDINATE_TO_TISSUE
STONE_WALL_S_1
+
TISSUE_MAT_STATE
STONE_WALL_S_2
+
TISSUE_LEAKS
STONE_WALL_E_3
+
Tissue Template
STONE_WALL_E_4
+
TISSUE_TEMPLATE
STONE_WALL_E_1
+
Unrecognized Tissue Template Token:
STONE_WALL_E_2
+
LOCAL_PLANT_MAT
STONE_WALL_W_3
+
*** Error(s) finalizing the template
STONE_WALL_W_4
+
CV_NEW_TAG
STONE_WALL_W_1
+
CV_ADD_TAG
STONE_WALL_W_2
+
CV_REMOVE_TAG
STONE_WALL_NE
+
CV_NEW_CTAG
STONE_WALL_SW
+
CV_ADD_CTAG
STONE_WALL_SE
+
CV_REMOVE_CTAG
STONE_WALL_NW
+
CV_CONVERT_TAG
STONE_WALL_S_E
+
CV_CONVERT_CTAG
STONE_WALL_N_E
+
CVCT_MASTER
STONE_WALL_S_W
+
CVCT_TARGET
STONE_WALL_N_W
+
CVCT_REPLACEMENT
STONE_WALL_S_W_E
+
CREATURE_VARIATION
STONE_WALL_N_S_W
+
Unrecognized Creature Variation Token:
STONE_WALL_N_S_E
+
ADD_MATERIAL
STONE_WALL_N_W_E
+
needs 2 tokens:
STONE_WALL_N_S_W_E_3
+
ADD_TISSUE
STONE_WALL_N_S_W_E_4
+
BP_POSITION
STONE_WALL_N_S_W_E_1
+
needs 3 tokens:
STONE_WALL_N_S_W_E_2
+
BP_RELATION
STONE_WALL_W_E_3
+
needs 6 tokens:
STONE_WALL_W_E_4
+
BP_RELSIZE
STONE_WALL_W_E_1
+
BP_LAYERS
STONE_WALL_W_E_2
+
BP_LAYERS_UNDER
STONE_WALL_N_S_3
+
BP_LAYERS_OVER
STONE_WALL_N_S_4
+
Unrecognized Body Detail Plan Token:
STONE_WALL_N_S_1
+
chunk
STONE_WALL_N_S_2
+
chunks
HIDDEN_ROCK_3
+
creature_layer
HIDDEN_ROCK_4
+
[OBJECT:CREATURE]
HIDDEN_ROCK_1
+
[CREATURE:
HIDDEN_ROCK_2
+
UPPERBODY
ROLLERS_WOOD_NSE_1
+
LOWERBODY
ROLLERS_WOOD_SWE_1
+
HEAD
ROLLERS_WOOD_NW_1
+
CON_CAT
ROLLERS_WOOD_NSW_1
+
CONTYPE
ROLLERS_WOOD_S_1
+
GRASP
ROLLERS_WOOD_N_1
+
STANCE
ROLLERS_WOOD_NWE_1
+
Unrecognized Creature Bodypart CONTYPE Token:
ROLLERS_WOOD_NSWE_1
+
LIMB
ROLLERS_WOOD_NS_2
+
THROAT
ROLLERS_WOOD_WE_2
+
JOINT
ROLLERS_WOOD_E_1
+
SKELETON
ROLLERS_WOOD_W_1
+
UNDER_PRESSURE
ROLLERS_WOOD_NE_2
+
TOTEMABLE
ROLLERS_WOOD_NW_2
+
VERMIN_BUTCHER_ITEM
ROLLERS_WOOD_SE_2
+
EMBEDDED
ROLLERS_WOOD_SW_2
+
APERTURE
ROLLERS_WOOD_SWE_2
+
SMALL
ROLLERS_WOOD_NWE_2
+
INTERNAL
ROLLERS_WOOD_NSW_2
+
CIRCULATION
ROLLERS_WOOD_NSE_2
+
GUTS
ROLLERS_WOOD_N_2
+
RIGHT
ROLLERS_WOOD_E_2
+
LEFT
ROLLERS_WOOD_NSWE_2
+
DIGIT
ROLLERS_WOOD_S_2
+
CONNECTOR
EERIE_PIT
+
PREVENTS_PARENT_COLLAPSE
FLOOR_ASHES
+
SOCKET
ROLLERS_WOOD_W_2
+
MOUTH
FLOOR_STONE_ENGRAVED_PALETTE
+
CATEGORY
FLOOR_STONE_BLOCK
+
DEFAULT_RELSIZE
FLOOR_STONE_ENGRAVED_NON_PALETTE
+
: number capped at 32
TREE_TRUNK_THICK_E
+
INDIVIDUAL_NAME
TREE_TRUNK_THICK_W
+
Unrecognized Creature Bodypart Token:
TREE_TRUNK_THICK_N
+
Unrecognized Creature Body Token:
TREE_TRUNK_THICK_S
+
SOLID
TREE_TRUNK_THICK_SW
+
LIQUID
TREE_TRUNK_THICK_SE
+
POWDER
TREE_TRUNK_THICK_NW
+
SOLID_POWDER
TREE_TRUNK_THICK_NE
+
PASTE
TREE_TRUNK_NWE
+
SOLID_PASTE
TREE_TRUNK_SWE
+
PRESSED
TREE_TRUNK_WE
+
SOLID_PRESSED
TRACK_CONSTRUCTED_STONE_E
+
ALL_SOLID
TRACK_CONSTRUCTED_STONE_NS
+
Unrecognized Material State Token:
TRACK_CONSTRUCTED_STONE_S
+
IN_WATER
TRACK_CONSTRUCTED_STONE_W
+
IN_MAGMA
TRACK_CONSTRUCTED_STONE_SW
+
NO_WATER
TRACK_CONSTRUCTED_STONE_SE
+
NO_MAGMA
TRACK_CONSTRUCTED_STONE_NW
+
Unrecognized Location Hint Token:
TRACK_CONSTRUCTED_STONE_NE
+
MAJOR_CURSE
TRACK_CONSTRUCTED_STONE_NSE
+
GREETING
TRACK_CONSTRUCTED_STONE_NWE
+
CLEAN_SELF
TRACK_CONSTRUCTED_STONE_WE
+
CLEAN_FRIEND
TRACK_CONSTRUCTED_STONE_NSW
+
FLEEING
TRACK_CONSTRUCTED_WOOD_N
+
NEGATIVE_SOCIAL_RESPONSE
TRACK_CONSTRUCTED_WOOD_S
+
TORMENT
TRACK_CONSTRUCTED_STONE_SWE
+
Unrecognized Usage Hint Token:
TRACK_CONSTRUCTED_STONE_NSWE
+
TRAILING_DUST_FLOW
TRACK_CONSTRUCTED_WOOD_NS
+
TRAILING_VAPOR_FLOW
TRACK_CONSTRUCTED_WOOD_NW
+
TRAILING_GAS_FLOW
TRACK_CONSTRUCTED_WOOD_W
+
SOLID_GLOB
TRACK_CONSTRUCTED_WOOD_E
+
LIQUID_GLOB
TRACK_CONSTRUCTED_WOOD_SE
+
SPATTER_POWDER
TRACK_CONSTRUCTED_WOOD_WE
+
SPATTER_LIQUID
TRACK_CONSTRUCTED_WOOD_NE
+
UNDIRECTED_GAS
TRACK_CONSTRUCTED_WOOD_SW
+
UNDIRECTED_VAPOR
TRACK_CONSTRUCTED_WOOD_NWE
+
UNDIRECTED_DUST
TRACK_CONSTRUCTED_WOOD_SWE
+
WEB_SPRAY
TRACK_CONSTRUCTED_WOOD_NSW
+
DRAGONFIRE
TRACK_CONSTRUCTED_WOOD_NSE
+
FIREJET
ROLLERS_STONE_WE_1
+
FIREBALL
ROLLERS_STONE_SE_1
+
WEATHER_CREEPING_GAS
TRACK_CONSTRUCTED_WOOD_NSWE
+
WEATHER_CREEPING_VAPOR
ROLLERS_STONE_NS_1
+
WEATHER_CREEPING_DUST
ROLLERS_STONE_NW_1
+
WEATHER_FALLING_MATERIAL
ROLLERS_STONE_NSW_1
+
UNDIRECTED_ITEM_CLOUD
ROLLERS_STONE_SW_1
+
TRAILING_ITEM_FLOW
ROLLERS_STONE_NE_1
+
Unrecognized Breath Attack Token:
ROLLERS_STONE_NWE_1
+
LAW_MAKING
ROLLERS_STONE_NSWE_1
+
LAW_ENFORCEMENT
ROLLERS_STONE_NSE_1
+
RECEIVE_DIPLOMATS
ROLLERS_STONE_SWE_1
+
MEET_WORKERS
ROLLERS_STONE_E_1
+
MANAGE_PRODUCTION
ROLLERS_STONE_W_1
+
TRADE
ROLLERS_STONE_S_1
+
ACCOUNTING
ROLLERS_STONE_N_1
+
ESTABLISH_COLONY_TRADE_AGREEMENTS
ROLLERS_STONE_SE_2
+
MAKE_INTRODUCTIONS
ROLLERS_STONE_SW_2
+
MAKE_PEACE_AGREEMENTS
ROLLERS_STONE_NS_2
+
MAKE_TOPIC_AGREEMENTS
ROLLERS_STONE_WE_2
+
COLLECT_TAXES
ROLLERS_STONE_NSW_2
+
ESCORT_TAX_COLLECTOR
ROLLERS_STONE_NSE_2
+
EXECUTIONS
ROLLERS_STONE_NE_2
+
TAME_EXOTICS
ROLLERS_STONE_NW_2
+
RELIGION
ROLLERS_STONE_NSWE_2
+
ATTACK_ENEMIES
ROLLERS_STONE_S_2
+
PATROL_TERRITORY
ROLLERS_STONE_SWE_2
+
MILITARY_GOALS
ROLLERS_STONE_NWE_2
+
MILITARY_STRATEGY
ROLLERS_STONE_W_2
+
UPGRADE_SQUAD_EQUIPMENT
ROLLERS_WOOD_NS_1
+
EQUIPMENT_MANIFESTS
ROLLERS_STONE_N_2
+
SORT_AMMUNITION
ROLLERS_STONE_E_2
+
BUILD_MORALE
ROLLERS_WOOD_SW_1
+
HEALTH_MANAGEMENT
ROLLERS_WOOD_NE_1
+
Unrecognized Position Responsibility Token:
ROLLERS_WOOD_WE_1
+
LOYALTY
ROLLERS_WOOD_SE_1
+
FAMILY
TREE_HEAVY_BRANCH_NSW
+
FRIENDSHIP
TREE_HEAVY_BRANCH_NSE
+
TRUTH
TREE_HEAVY_BRANCH_SWE
+
CUNNING
TREE_HEAVY_BRANCH_NWE
+
ELOQUENCE
TREE_HEAVY_BRANCH_NW
+
FAIRNESS
TREE_HEAVY_BRANCH_NE
+
DECORUM
TREE_HEAVY_BRANCH_SW
+
TRADITION
TREE_HEAVY_BRANCH_SE
+
ARTWORK
TREE_H
+
COOPERATION
TREE_HEAVY_BRANCH_NS
+
INDEPENDENCE
TREE_HEAVY_BRANCH_WE
+
STOICISM
TREE_HEAVY_BRANCH_N
+
INTROSPECTION
TREE_HEAVY_BRANCH_S
+
SELF_CONTROL
TREE_HEAVY_BRANCH_W
+
TRANQUILITY
TREE_TRUNK_THICK_INTERIOR
+
HARMONY
TREE_TRUNK_SLOPE_TO_N
+
MERRIMENT
TREE_TRUNK_NSWE
+
CRAFTSMANSHIP
TREE_TRUNK_SLOPE_TO_E
+
MARTIAL_PROWESS
TREE_TRUNK_SLOPE_NSWE
+
SKILL
TREE_TRUNK_SLOPE_TO_S
+
HARD_WORK
TREE_TRUNK_SLOPE_TO_W
+
SACRIFICE
TREE_TRUNK_SLOPE_NWE
+
COMPETITION
TREE_TRUNK_SLOPE_SWE
+
PERSEVERANCE
TREE_TRUNK_SLOPE_NSW
+
PERSEVERENCE
TREE_TRUNK_SLOPE_NSE
+
LEISURE_TIME
TREE_TRUNK_SLOPE_SW
+
COMMERCE
TREE_TRUNK_SLOPE_NE
+
ROMANCE
TREE_TRUNK_SLOPE_NS
+
NATURE
TREE_TRUNK_SLOPE_NW
+
PEACE
TREE_TRUNK_SLOPE_N
+
Unrecognized Value Token:
TREE_TRUNK_SLOPE_S
+
KILL_ENTITY_MEMBER
TREE_TRUNK_SLOPE_SE
+
KILL_NEUTRAL
TREE_TRUNK_SLOPE_WE
+
KILL_ENEMY
TREE_TRUNK_SLOPE_TOP
+
KILL_ANIMAL
TREE_BRANCH
+
EAT_SAPIENT_OTHER
TREE_TRUNK_SLOPE_W
+
EAT_SAPIENT_KILL
TREE_TRUNK_SLOPE_E
+
MAKE_TROPHY_SAME_RACE
TREE_BRANCH_W
+
MAKE_TROPHY_SAPIENT
TREE_BRANCH_E
+
MAKE_TROPHY_ANIMAL
TREE_BRANCH_N
+
KILL_PLANT
TREE_BRANCH_S
+
TORTURE_AS_EXAMPLE
TREE_BRANCH_SWE
+
TORTURE_FOR_INFORMATION
TREE_BRANCH_NSWE
+
TORTURE_FOR_FUN
TREE_BRANCH_WE
+
TORTURE_ANIMALS
TREE_BRANCH_NWE
+
TREASON
TREE_HEAVY_BRANCH
+
OATH_BREAKING
TREE_OVERLEAVES_HEAVY_BRANCH_NSWE
+
LYING
TREE_TWIGS_FULL1
+
VANDALISM
TREE_OVERLEAVES_HEAVY_BRANCH_NWE
+
TRESPASSING
TREE_OVERLEAVES_HEAVY_BRANCH_SWE
+
THEFT
TREE_TWIGS_FULL4
+
ASSAULT
TREE_TWIGS_FULL_N
+
SLAVERY
TREE_TWIGS_FULL2
+
Unrecognized Ethic Action Token:
TREE_TWIGS_FULL3
+
NOT_APPLICABLE
TREE_TWIGS_FULL_E
+
REQUIRED
TREE_TWIGS_FULL_NW
+
ACCEPTABLE
TREE_TWIGS_FULL_S
+
PERSONAL_MATTER
TREE_TWIGS_FULL_W
+
JUSTIFIED_IF_NO_REPERCUSSIONS
TREE_TWIGS_FULL_SE
+
JUSTIFIED_IF_GOOD_REASON
TREE_TWIGS_NSWE
+
JUSTIFIED_IF_EXTREME_REASON
TREE_TWIGS_FULL_NE
+
JUSTIFIED_IF_SELF_DEFENSE
TREE_TWIGS_FULL_SW
+
ONLY_IF_SANCTIONED
TREE_TWIGS_NSE
+
MISGUIDED
TREE_TWIGS_NSW
+
SHUN
TREE_TWIGS_SWE
+
APPALLING
TREE_TWIGS_NWE
+
PUNISH_REPRIMAND
TREE_TWIGS_NE
+
PUNISH_SERIOUS
TREE_TWIGS_SW
+
PUNISH_EXILE
TREE_TWIGS_NS
+
PUNISH_CAPITAL
TREE_TWIGS_NW
+
UNTHINKABLE
TREE_TWIGS_N
+
Unrecognized Ethic Response Token:
TREE_TWIGS_S
+
ROAD
TREE_TWIGS_SE
+
TUNNEL
TREE_TWIGS_WE
+
BRIDGE
TREE_BASE_TRUNK_NW
+
WALL
TREE_BASE_TRUNK_N
+
Unrecognized World Construction Token:
TREE_TWIGS_W
+
PANTHEON
TREE_TWIGS_E
+
REGIONAL_FORCE
TREE_BASE_TRUNK
+
Unrecognized Religion Token:
TREE_BASE_TRUNK_E
+
SPRING
TREE_BASE_TRUNK_NE
+
SUMMER
TREE_BASE_TRUNK_W
+
AUTUMN
TREE_BASE_TRUNK_SE
+
WINTER
TREE_BASE_SHADOW_NW
+
Unrecognized Season Token:
TREE_BASE_TRUNK_SW
+
AGRICULTURE
TREE_BASE_TRUNK_S
+
ANIMALS
TREE_BASE_SHADOW_W
+
BALANCE
TREE_BASE_SHADOW_E
+
BEAUTY
TREE_BASE_SHADOW_N
+
BIRTH
TREE_BASE_SHADOW_NE
+
BLIGHT
TREE_BASE_SHADOW_SE
+
BOUNDARIES
TREE_CAP_WALL_THICK_N
+
CAVERNS
TREE_BASE_SHADOW_SW
+
CHAOS
TREE_BASE_SHADOW_S
+
CHARITY
TREE_CAP_WALL_THICK_W
+
CHILDREN
TREE_CAP_WALL_THICK_NW
+
COASTS
TREE_CAP_WALL_THICK_S
+
CONSOLATION
TREE_CAP_WALL_THICK_E
+
COURAGE
TREE_CAP_WALL_THICK_SE
+
CRAFTS
TREE_CAP_WALL_N_S_E
+
CREATION
TREE_CAP_WALL_THICK_NE
+
DANCE
TREE_CAP_WALL_THICK_SW
+
DARKNESS
TREE_CAP_WALL_S_W_E
+
DAWN
TREE_CAP_WALL_N_W
+
DEATH
TREE_CAP_WALL_N_S_W
+
DEFORMITY
TREE_CAP_WALL_N_W_E
+
DEPRAVITY
TREE_CAP_WALL_S_E
+
DISCIPLINE
TREE_CAP_WALL_N_S
+
DISEASE
TREE_CAP_WALL_N_E
+
DREAMS
TREE_CAP_WALL_S_W
+
DUSK
TREE_HEAVY_BRANCH_E
+
DUTY
TREE_LEAFLESS_TWIGS_FULL_S
+
EARTH
TREE_LEAFLESS_TWIGS_FULL_W
+
FAME
TREE_HEAVY_BRANCH_NSWE
+
FATE
TREE_LEAFLESS_TWIGS_FULL_N
+
FERTILITY
TREE_LEAFLESS_TWIGS_FULL_NE
+
FESTIVALS
TREE_LEAFLESS_TWIGS_FULL_SW
+
FIRE
TREE_LEAFLESS_TWIGS_FULL_E
+
FISH
TREE_LEAFLESS_TWIGS_FULL_NW
+
FISHING
TREE_LEAFLESS_TWIGS_SWE
+
FOOD
TREE_LEAFLESS_TWIGS_NWE
+
FORGIVENESS
TREE_LEAFLESS_TWIGS_FULL_SE
+
FORTRESSES
TREE_LEAFLESS_TWIGS_NSWE
+
FREEDOM
TREE_LEAFLESS_TWIGS_NS
+
GAMBLING
TREE_LEAFLESS_TWIGS_NW
+
GAMES
TREE_LEAFLESS_TWIGS_NSE
+
GENEROSITY
TREE_LEAFLESS_TWIGS_NSW
+
HAPPINESS
TREE_LEAFLESS_TWIGS_SE
+
HEALING
TREE_LEAFLESS_TWIGS_WE
+
HOSPITALITY
TREE_LEAFLESS_TWIGS_NE
+
HUNTING
TREE_LEAFLESS_TWIGS_SW
+
INSPIRATION
TREE_LEAFLESS_TWIGS_W
+
JEALOUSY
TREE_LEAFLESS_TWIGS_E
+
JEWELS
TREE_LEAFLESS_TWIGS_N
+
JUSTICE
TREE_LEAFLESS_TWIGS_S
+
LABOR
TREE_OVERLEAVES_TRUNK_NSW
+
LAKES
TREE_OVERLEAVES_TRUNK_NWE
+
LAWS
TREE_LEAFLESS_TWIGS
+
LIES
TREE_OVERLEAVES_TRUNK_NSE
+
LIGHT
TREE_OVERLEAVES_TRUNK_NE
+
LIGHTNING
TREE_OVERLEAVES_TRUNK_SW
+
LONGEVITY
TREE_OVERLEAVES_TRUNK_SWE
+
LOVE
TREE_OVERLEAVES_TRUNK_NW
+
LUCK
TREE_OVERLEAVES_TRUNK_WE
+
LUST
TREE_OVERLEAVES_TRUNK_N
+
MARRIAGE
TREE_OVERLEAVES_TRUNK_SE
+
MERCY
TREE_OVERLEAVES_TRUNK_NS
+
METALS
TREE_OVERLEAVES_TRUNK_E
+
MINERALS
TREE_OVERLEAVES_TRUNK_NSWE
+
MISERY
TREE_OVERLEAVES_TRUNK_S
+
MIST
TREE_OVERLEAVES_TRUNK_W
+
MOON
TREE_OVERLEAVES_HEAVY_BRANCH_W
+
MOUNTAINS
TREE_OVERLEAVES_HEAVY_BRANCH_E
+
MUCK
TREE_OVERLEAVES_HEAVY_BRANCH_N
+
MURDER
TREE_OVERLEAVES_HEAVY_BRANCH_S
+
MUSIC
TREE_OVERLEAVES_HEAVY_BRANCH_NW
+
NIGHT
TREE_OVERLEAVES_HEAVY_BRANCH_NE
+
NIGHTMARES
TREE_OVERLEAVES_HEAVY_BRANCH_NS
+
OATHS
TREE_OVERLEAVES_HEAVY_BRANCH_WE
+
OCEANS
TREE_OVERLEAVES_HEAVY_BRANCH_NSE
+
ORDER
TREE_OVERLEAVES_HEAVY_BRANCH_NSW
+
PAINTING
TREE_OVERLEAVES_HEAVY_BRANCH_SW
+
PERSUASION
TREE_OVERLEAVES_HEAVY_BRANCH_SE
+
PLANTS
TREE_OVERLEAVES_HEAVY_BRANCH_S_AUTUMN
+
POETRY
TREE_OVERLEAVES_HEAVY_BRANCH_W_AUTUMN
+
PREGNANCY
TREE_OVERLEAVES_TRUNK_NSWE_AUTUMN
+
RAIN
TREE_OVERLEAVES_HEAVY_BRANCH_N_AUTUMN
+
RAINBOWS
TREE_OVERLEAVES_HEAVY_BRANCH_WE_AUTUMN
+
REBIRTH
TREE_OVERLEAVES_HEAVY_BRANCH_NW_AUTUMN
+
REVELRY
TREE_OVERLEAVES_HEAVY_BRANCH_E_AUTUMN
+
REVENGE
TREE_OVERLEAVES_HEAVY_BRANCH_NS_AUTUMN
+
RIVERS
TREE_OVERLEAVES_HEAVY_BRANCH_SE_AUTUMN
+
RULERSHIP
TREE_OVERLEAVES_HEAVY_BRANCH_NSE_AUTUMN
+
RUMORS
TREE_OVERLEAVES_HEAVY_BRANCH_NE_AUTUMN
+
SALT
TREE_OVERLEAVES_HEAVY_BRANCH_SW_AUTUMN
+
SCHOLARSHIP
TREE_OVERLEAVES_HEAVY_BRANCH_SWE_AUTUMN
+
SEASONS
TREE_OVERLEAVES_HEAVY_BRANCH_NSWE_AUTUMN
+
SILENCE
TREE_OVERLEAVES_HEAVY_BRANCH_NSW_AUTUMN
+
SONG
TREE_OVERLEAVES_HEAVY_BRANCH_NWE_AUTUMN
+
STARS
TREE_TWIGS_FULL2_FRUIT
+
STORMS
TREE_TWIGS_FULL3_FRUIT
+
SUICIDE
TREE_TWIGS_FRUIT
+
THRALLDOM
TREE_TWIGS_FULL1_FRUIT
+
THUNDER
TREE_TWIGS_FULL_S_FRUIT
+
TORTURE
TREE_TWIGS_FULL_W_FRUIT
+
TRAVELERS
TREE_TWIGS_FULL4_FRUIT
+
TREACHERY
TREE_TWIGS_FULL_N_FRUIT
+
TREES
TREE_TWIGS_FULL_NE_FRUIT
+
TRICKERY
TREE_TWIGS_FULL_SW_FRUIT
+
TWILIGHT
TREE_TWIGS_FULL_E_FRUIT
+
VALOR
TREE_TWIGS_FULL_NW_FRUIT
+
VICTORY
TREE_TWIGS_SWE_FRUIT
+
VOLCANOS
TREE_TWIGS_NWE_FRUIT
+
WATER
TREE_TWIGS_FULL_SE_FRUIT
+
WEALTH
TREE_TWIGS_NSWE_FRUIT
+
WEATHER
TREE_TWIGS_NS_FRUIT
+
WIND
TREE_TWIGS_NW_FRUIT
+
WISDOM
TREE_TWIGS_NSE_FRUIT
+
WRITING
TREE_TWIGS_NSW_FRUIT
+
YOUTH
TREE_TWIGS_SE_FRUIT
+
Unrecognized Sphere Token:
TREE_TWIGS_WE_FRUIT
+
STAY_ALIVE
TREE_TWIGS_NE_FRUIT
+
MAINTAIN_ENTITY_STATUS
TREE_TWIGS_SW_FRUIT
+
START_A_FAMILY
TREE_TWIGS_W_FRUIT
+
RULE_THE_WORLD
TREE_TWIGS_E_FRUIT
+
CREATE_A_GREAT_WORK_OF_ART
TREE_TWIGS_N_FRUIT
+
CRAFT_A_MASTERWORK
TREE_TWIGS_S_FRUIT
+
BRING_PEACE_TO_THE_WORLD
TREE_OVERLEAVES_TRUNK_NWE_FRUIT
+
BECOME_A_LEGENDARY_WARRIOR
TREE_OVERLEAVES_TRUNK_SWE_FRUIT
+
MASTER_A_SKILL
TREE_OVERLEAVES_TRUNK_NSE_FRUIT
+
FALL_IN_LOVE
TREE_OVERLEAVES_TRUNK_NSW_FRUIT
+
SEE_THE_GREAT_NATURAL_SITES
TREE_OVERLEAVES_TRUNK_SW_FRUIT
+
IMMORTALITY
TREE_OVERLEAVES_TRUNK_SE_FRUIT
+
Unrecognized Goal Token:
TREE_OVERLEAVES_TRUNK_NW_FRUIT
+
OWN_RACE
TREE_OVERLEAVES_TRUNK_NE_FRUIT
+
Unrecognized Art Facet Token:
TREE_OVERLEAVES_TRUNK_N_FRUIT
+
TREE
TREE_OVERLEAVES_TRUNK_S_FRUIT
+
SHAPE
TREE_OVERLEAVES_TRUNK_NS_FRUIT
+
ITEM
 +
Unrecognized Art Image Element Token:
 +
ART_IMAGE
 +
COVERED
 +
GLAZED
 +
RINGS_HANGING
 +
BANDS
 +
SPIKES
 +
ITEMSPECIFIC
 +
THREAD
 +
CLOTH
 +
SEWN_IMAGE
 +
PAGES
 +
ILLUSTRATION
 +
Unrecognized Item Improvement Token:
 +
PLAYER_FORTRESS
 +
DARK_FORTRESS
 +
CAVE
 +
CAVE_DETAILED
 +
TREE_CITY
 +
CITY
 +
FORTRESS
 +
MONUMENT
 +
Unrecognized Site Token:
 +
LAW_ENFORCE
 +
TAX_ESCORT
 +
ANIMATED
 +
GHOST
 +
ADVENTURER
 +
Unrecognized Creature Texture Token:
 +
MOTHER
 +
FATHER
 +
SPOUSE
 +
DEITY
 +
LOVER
 +
PRISONER
 +
IMPRISONER
 +
MASTER
 +
APPRENTICE
 +
COMPANION
 +
Unrecognized Historical Figure Hist Fig Link Token:
 +
MERCENARY
 +
FORMER_MERCENARY
 +
ENEMY
 +
CRIMINAL
 +
MEMBER
 +
FORMER_MEMBER
 +
SLAVE
 +
FORMER_SLAVE
 +
FORMER_PRISONER
 +
MINER
 +
WOODWORKER
 +
CARPENTER
 +
BOWYER
 +
WOODCUTTER
 +
STONEWORKER
 +
ENGRAVER
 +
MASON
 +
RANGER
 +
ANIMAL_CARETAKER
 +
ANIMAL_TRAINER
 +
HUNTER
 +
TRAPPER
 +
ANIMAL_DISSECTOR
 +
METALSMITH
 +
FURNACE_OPERATOR
 +
WEAPONSMITH
 +
ARMORER
 +
BLACKSMITH
 +
METALCRAFTER
 +
JEWELER
 +
GEM_CUTTER
 +
GEM_SETTER
 +
CRAFTSMAN
 +
WOODCRAFTER
 +
POTTER
 +
WAX_WORKER
 +
STONECRAFTER
 +
LEATHERWORKER
 +
BONE_CARVER
 +
WEAVER
 +
CLOTHIER
 +
GLASSMAKER
 +
STRAND_EXTRACTOR
 +
FISHERY_WORKER
 +
FISHERMAN
 +
FISH_DISSECTOR
 +
FISH_CLEANER
 +
FARMER
 +
CHEESE_MAKER
 +
MILKER
 +
SHEARER
 +
SPINNER
 +
COOK
 +
THRESHER
 +
MILLER
 +
BUTCHER
 +
TANNER
 +
DYER
 +
PRESSER
 +
BEEKEEPER
 +
GLAZER
 +
PLANTER
 +
HERBALIST
 +
BREWER
 +
SOAP_MAKER
 +
POTASH_MAKER
 +
LYE_MAKER
 +
WOOD_BURNER
 +
ENGINEER
 +
MECHANIC
 +
SIEGE_ENGINEER
 +
SIEGE_OPERATOR
 +
PUMP_OPERATOR
 +
CLERK
 +
ARCHITECT
 +
DOCTOR
 +
DIAGNOSER
 +
BONE_SETTER
 +
SUTURER
 +
SURGEON
 +
ADMINISTRATOR
 +
TRADER
 +
ALCHEMIST
 +
MERCHANT
 +
HAMMERMAN
 +
MASTER_HAMMERMAN
 +
SPEARMAN
 +
MASTER_SPEARMAN
 +
CROSSBOWMAN
 +
MASTER_CROSSBOWMAN
 +
WRESTLER
 +
MASTER_WRESTLER
 +
AXEMAN
 +
MASTER_AXEMAN
 +
SWORDSMAN
 +
MASTER_SWORDSMAN
 +
MACEMAN
 +
MASTER_MACEMAN
 +
PIKEMAN
 +
MASTER_PIKEMAN
 +
BOWMAN
 +
MASTER_BOWMAN
 +
BLOWGUNMAN
 +
MASTER_BLOWGUNMAN
 +
RECRUIT
 +
TRAINED_HUNTER
 +
TRAINED_WAR
 +
MASTER_THIEF
 +
THIEF
 +
STANDARD
 +
DRUNK
 +
LASHER
 +
MASTER_LASHER
 +
MONSTER_SLAYER
 +
SCOUT
 +
BEAST_HUNTER
 +
SNATCHER
 +
MINE
 +
HAUL_STONE
 +
HAUL_WOOD
 +
HAUL_BODY
 +
HAUL_FOOD
 +
HAUL_REFUSE
 +
HAUL_ITEM
 +
HAUL_FURNITURE
 +
HAUL_ANIMALS
 +
CLEAN
 +
CUTWOOD
 +
DETAIL
 +
ANIMALTRAIN
 +
ANIMALCARE
 +
DIAGNOSE
 +
SURGERY
 +
BONE_SETTING
 +
SUTURING
 +
DRESSING_WOUNDS
 +
FEED_WATER_CIVILIANS
 +
RECOVER_WOUNDED
 +
DISSECT_VERMIN
 +
LEATHER
 +
CLOTHESMAKER
 +
PROCESS_PLANT
 +
MAKE_CHEESE
 +
MILK
 +
CLEAN_FISH
 +
DISSECT_FISH
 +
HUNT
 +
SMELT
 +
FORGE_WEAPON
 +
FORGE_ARMOR
 +
FORGE_FURNITURE
 +
METAL_CRAFT
 +
CUT_GEM
 +
ENCRUST_GEM
 +
WOOD_CRAFT
 +
POTTERY
 +
WAX_WORKING
 +
STONE_CRAFT
 +
BONE_CARVE
 +
EXTRACT_STRAND
 +
SIEGECRAFT
 +
SIEGEOPERATE
 +
POTASH_MAKING
 +
LYE_MAKING
 +
GLAZING
 +
BURN_WOOD
 +
OPERATE_PUMP
 +
PRESSING
 +
BEEKEEPING
 +
HANDLE_VEHICLES
 +
Unrecognized Labor Token:
 +
Unrecognized Unit Type Token:
 +
MINING
 +
WOODCUTTING
 +
CARPENTRY
 +
DETAILSTONE
 +
MASONRY
 +
PROCESSFISH
 +
TRAPPING
 +
WEAVING
 +
BREWING
 +
ALCHEMY
 +
CLOTHESMAKING
 +
MILLING
 +
PROCESSPLANTS
 +
CHEESEMAKING
 +
SHEARING
 +
SPINNING
 +
HERBALISM
 +
CUTGEM
 +
ENCRUSTGEM
 +
WOODCRAFT
 +
STONECRAFT
 +
METALCRAFT
 +
LEATHERWORK
 +
BONECARVE
 +
SWORD
 +
MISC_WEAPON
 +
DAGGER
 +
MACE
 +
HAMMER
 +
SPEAR
 +
CROSSBOW
 +
SHIELD
 +
ARMOR
 +
PIKE
 +
WHIP
 +
BLOWGUN
 +
THROW
 +
MECHANICS
 +
MAGIC_NATURE
 +
SNEAK
 +
DESIGNBUILDING
 +
DRESS_WOUNDS
 +
SET_BONE
 +
SUTURE
 +
CRUTCH_WALK
 +
WOOD_BURNING
 +
SOAP_MAKING
 +
SWIMMING
 +
NEGOTIATION
 +
JUDGING_INTENT
 +
APPRAISAL
 +
ORGANIZATION
 +
RECORD_KEEPING
 +
INTIMIDATION
 +
CONVERSATION
 +
COMEDY
 +
FLATTERY
 +
CONSOLE
 +
PACIFY
 +
TRACKING
 +
KNOWLEDGE_ACQUISITION
 +
CONCENTRATION
 +
SITUATIONAL_AWARENESS
 +
PROSE
 +
READING
 +
SPEAKING
 +
COORDINATION
 +
LEADERSHIP
 +
TEACHING
 +
MELEE_COMBAT
 +
RANGED_COMBAT
 +
WRESTLING
 +
BITE
 +
GRASP_STRIKE
 +
STANCE_STRIKE
 +
DODGING
 +
KNAPPING
 +
MILITARY_TACTICS
 +
CLIMBING
 +
Unrecognized Skill Token:
 +
AMBER
 +
CORAL
 +
GLASS_GREEN
 +
GLASS_CLEAR
 +
GLASS_CRYSTAL
 +
POTASH
 +
PEARLASH
 +
VOMIT
 +
FILTH_B
 +
FILTH_Y
 +
UNKNOWN_SUBSTANCE
 +
GRIME
 +
STONE
 +
METAL
 +
INORGANIC
 +
COAL
 +
GET_MATERIAL_FROM_REAGENT
 +
Unrecognized Material Token:
 +
FORCED
 +
UNCOMMON
 +
RARE
 +
SMALLGEM
 +
BLOCKS
 +
ROUGH
 +
BOULDER
 +
WOOD
 +
DOOR
 +
FLOODGATE
 +
HATCH_COVER
 +
GRATE
 +
TRACTION_BENCH
 +
CHAIR
 +
CHAIN
 +
FLASK
 +
GOBLET
 +
INSTRUMENT
 +
TOOL
 +
WINDOW
 +
CAGE
 +
BARREL
 +
BUCKET
 +
ANIMALTRAP
 +
TABLE
 +
COFFIN
 +
STATUE
 +
SLAB
 +
BOOK
 +
QUERN
 +
MILLSTONE
 +
CORPSE
 +
WEAPON
 +
SHOES
 +
HELM
 +
GLOVES
 +
ARMORSTAND
 +
WEAPONRACK
 +
CABINET
 +
FIGURINE
 +
AMULET
 +
SCEPTER
 +
AMMO
 +
CROWN
 +
RING
 +
EARRING
 +
BRACELET
 +
ANVIL
 +
CORPSEPIECE
 +
MEAT
 +
FISH_RAW
 +
VERMIN
 +
SEEDS
 +
SKIN_TANNED
 +
PLANT_GROWTH
 +
TOTEM
 +
PANTS
 +
BACKPACK
 +
QUIVER
 +
SPLINT
 +
ORTHOPEDIC_CAST
 +
CRUTCH
 +
CATAPULTPARTS
 +
BALLISTAPARTS
 +
SIEGEAMMO
 +
BALLISTAARROWHEAD
 +
TRAPPARTS
 +
TRAPCOMP
 +
DRINK
 +
POWDER_MISC
 +
CHEESE
 +
LIQUID_MISC
 +
COIN
 +
GLOB
 +
ROCK
 +
PIPE_SECTION
 +
Unrecognized Item Token:
 +
VESSEL
 +
MILITARY_UNIT
 +
TEMPLE
 +
BATTLE
 +
SIEGE
 +
map_rejection_log.txt
 +
COKE
 +
CHARCOAL
 +
USE_LAVA_STONE
 +
NO_MATGLOSS
 +
Unrecognized Inorganic Token:
 +
Unrecognized Coal Token:
 +
VEIN
 +
CLUSTER
 +
CLUSTER_SMALL
 +
CLUSTER_ONE
 +
Unrecognized Inclusion Type Token:
 +
West
 +
East
 +
North
 +
South
 +
Below
 +
Above
 +
Here
 +
/Below
 +
/Above
 +
Leather
 +
Cloth (Plant)
 +
Cloth (Silk)
 +
Cloth (Yarn)
 +
Crafts
 +
Wood
 +
Pets
 +
Drinks
 +
Cheeses
 +
Powders
 +
Extracts
 +
Meat
 +
Fish
 +
Eggs
 +
Plants
 +
Fruit and Nuts
 +
Garden Vegetables
 +
Meat/Fish Recipes
 +
Other Recipes
 +
Metal Bars
 +
Small Cut Gems
 +
Large Cut Gems
 +
Stone Blocks
 +
Seeds
 +
Anvils
 +
Weapons
 +
Training Weapons
 +
Bodywear
 +
Ammo
 +
Trap Components
 +
Digging Implements
 +
Headwear
 +
Handwear
 +
Footwear
 +
Legwear
 +
Shields
 +
Toys
 +
Tools
 +
Instruments
 +
Stone
 +
Sand
 +
Clay
 +
Cages
 +
Bags (Leather)
 +
Bags (Plant)
 +
Bags (Silk)
 +
Bags (Yarn)
 +
Thread (Plant)
 +
Thread (Silk)
 +
Thread (Yarn)
 +
Ropes (Plant)
 +
Ropes (Silk)
 +
Ropes (Yarn)
 +
Barrels
 +
Miscellaneous
 +
Flasks/Waterskins
 +
Quivers
 +
Backpacks
 +
Buckets
 +
Splints
 +
Crutches
 +
None
 +
Dungeon Commander
 +
Insane Mood
 +
Undead Hunt
 +
Sieger Patrol
 +
Maraud Target
 +
Sieger Basepoint
 +
Sieger Mill
 +
Ambush Patrol
 +
Marauder Mill
 +
Wilderness Curious Wander
 +
Wilderness Curious Steal Target
 +
Wilderness Roamer
 +
Pattern Patrol
 +
Inactive Marauder
 +
Owner
 +
Commander
 +
Chained Animal
 +
Meeting Location
 +
Meeting Location Building
 +
Vermin Hunting
 +
Seek Commander
 +
Return to Base
 +
Mill Anywhere
 +
Mill Building
 +
Move to Site
 +
Claim Site
 +
Head for Edge
 +
Milling Flood
 +
Milling Burrow
 +
Squad Move
 +
Squad Kill List
 +
Squad Patrol
 +
Squad Defend Burrow
 +
Squad Defend Burrow From Target
 +
Lair Hunter
 +
Graze
 +
Guard
 +
Alarm
 +
Wait Order
 +
Nonsense
 +
Come to Job Building
 +
Valid Pond Dump Unit
 +
Valid Pond Dump
 +
Conflict Defense
 +
Adventure Move
 +
Charge Attack
 +
Thief Target
 +
Check Chest
 +
Sleep Bed
 +
Sleep Barracks
 +
Sleep Ground
 +
Leave Wall
 +
Flee Terrain
 +
Tax Room
 +
Guard Taxes
 +
Ransack Taxes
 +
Get Empty Sand Bag
 +
Sand Zone
 +
Clay Zone
 +
Colony to Install
 +
Return Colony To Install
 +
Grab Cage
 +
Uncage Animal
 +
Capture Small Pet
 +
Grab Cage Unit
 +
Grab Milk Unit
 +
Go to Milk Station
 +
Grab Shear Unit
 +
Go to Shear Station
 +
Lay Egg/Nest Box
 +
Go to Cage
 +
Grab Animal Trap
 +
Cage Vermin
 +
Grab Unfill Bucket
 +
Seek Fill Bucket
 +
Seek Patient for Carry
 +
Seek Patient for Diagnosis
 +
Seek Patient for Immobilize Break
 +
Seek Patient for Crutch
 +
Seek Patient for Suturing
 +
Seek Patient for Dress Wound
 +
Seek Surgery Site
 +
Carry Patient to Bed
 +
Seek Give Water Bucket
 +
Seek Job Item
 +
Seek Unit For Item Drop
 +
Seek Unit For Job
 +
Seek Building For Item Drop
 +
Seek Building For Job
 +
Seek Splint
 +
Seek Crutch
 +
Seek Suture Thread
 +
Seek Dressing Cloth
 +
Go to Give Water Target
 +
Seek Food for Target
 +
Seek Target for Food
 +
Seek Animal for Slaughter
 +
Seek Slaughter Building
 +
Seek Animal for Chain
 +
Seek Chain for Animal
 +
Seek Cage for Unchain
 +
Seek Animal for Unchain
 +
Grab Food for Taming
 +
Seek Animal for Taming
 +
Seek Drink Item
 +
Seek Food Item
 +
Seek Eating Chair
 +
Seek Eating Chair 2
 +
Seek Bad Mood Building
 +
Set Glass Mood Building
 +
Set Mood Building
 +
Seek Fell Victim
 +
Clean Building Site
 +
Reset Priority Goal
 +
Main Job Building
 +
Drop Off Job Items
 +
Grab Job Resources
 +
Work at Building
 +
Grab Uniform
 +
Grab Clothing
 +
Grab Weapon
 +
Grab Ammunition
 +
Grab Shield
 +
Grab Armor
 +
Grab Helm
 +
Grab Boots
 +
Grab Gloves
 +
Grab Pants
 +
Grab Quiver
 +
Grab Backpack
 +
Grab Waterskin
 +
Start Hunt
 +
Start Fish
 +
Clean
 +
Hunt Vermin
 +
Patrol
 +
Squad Station
 +
Seek Infant
 +
Shop Specific
 +
Mill in Shop
 +
Go to Shop
 +
Seek Training Ammunition
 +
Archery Training Site
 +
Sparring Partner
 +
Sparring Site
 +
Attend Party
 +
Seek Artifact
 +
Grab Ammunition for Building
 +
Seek Building for Ammunition
 +
Seek Item for Storage
 +
Store Item
 +
Grab Kill
 +
Grab Execution Weapon
 +
Drop Kill at Butcher
 +
Drop Kill out Front
 +
Go to Beating Target
 +
Seek Kidnap Victim
 +
Seek Blood Suck Victim
 +
Seek Sheriff
 +
Seek Hunting Target
 +
Seek Target Mechanism
 +
Seek Target for Mechanism
 +
Seek Mechanism for Trigger
 +
Seek Trigger for Mechanism
 +
Seek Trap for Vermin Catch
 +
Seek Vermin for Catching
 +
Seek Vermin Catch Location
 +
Wander Vermin Catch Location
 +
Seek Vermin for Hunting
 +
Seek Vermin Hunting Spot
 +
Wander Vermin Hunting Spot
 +
Seek Fish Trap
 +
Seek Fish Catch Location
 +
Seek Well for Water
 +
Seek Drink Area for Water
 +
Upgrade Squad Equipment
 +
Prepare Equipment Manifests
 +
Wander Depot
 +
Seek Update Office
 +
Seek Manage Office
 +
Assigned Building Job
 +
Chase Opponent
 +
Chase Opponent Flood
 +
Chase Opponent (Same Square)
 +
Flee from Opponent
 +
Attack Building
 +
Start Bed Carry
 +
Start Give Food Water
 +
Start Medical Aid
 +
Seek Station Flood
 +
Seek Station
 +
Train Animal
 +
Start Water Job Well
 +
Start Water Job Drink Area
 +
Start Eat Job
 +
Scheduled Meal
 +
Scheduled Sleep Bed
 +
Scheduled Sleep Ground
 +
Rest
 +
Remove Construction
 +
Chop
 +
Detail
 +
Gather Plant
 +
Mischief
 +
Rest (Recovered)
 +
Rest (Reset)
 +
Combat Training
 +
Skill Demonstration
 +
Individual Skill Drill
 +
Guard Path
 +
Harass
 +
Site Walk
 +
Site Walk to Building
 +
Army Walk
 +
Reunion
 +
PRIMITIVE
 +
FLOWERY
 +
UGLY
 +
BOUNDARY
 +
NAME_CAVE
 +
VIOLENT
 +
WILD
 +
ASSERTIVE
 +
ARTIFICE
 +
MYSTERY
 +
LEADER
 +
DOMESTIC
 +
MYTHIC
 +
FESTIVAL
 +
SUBORDINATE
 +
NEGATIVE
 +
NEGATOR
 +
PROTECT
 +
NAME_LAKE
 +
RESTRAIN
 +
ROMANTIC
 +
NAME_MOUNTAINS
 +
NAME_OCEAN
 +
TRAVEL
 +
NAME_FOREST
 +
NAME_VOLCANO
 +
agricultural
 +
animal
 +
artistic
 +
balanced
 +
beautiful
 +
birthing
 +
blighted
 +
delineated
 +
cavernous
 +
chaotic
 +
charitable
 +
child-like
 +
coastal
 +
consoling
 +
courageous
 +
crafted
 +
created
 +
dancing
 +
dark
 +
dawning
 +
noon-time
 +
deformed
 +
depraved
 +
disciplined
 +
diseased
 +
dreaming
 +
dusklight
 +
dutiful
 +
earthen
 +
familial
 +
famous
 +
fated
 +
fertile
 +
festive
 +
fiery
 +
fish
 +
baked
 +
forgiving
 +
protected
 +
free
 +
gambling
 +
playful
 +
generous
 +
happy
 +
healing
 +
hospitable
 +
hunting
 +
inspired
 +
jealous
 +
jeweled
 +
just
 +
laboring
 +
rigid
 +
deceitful
 +
shining
 +
electrical
 +
long-lived
 +
loving
 +
loyal
 +
lucky
 +
lustful
 +
married
 +
merciful
 +
metal
 +
crystal
 +
miserable
 +
misty
 +
moonlit
 +
mountainous
 +
muddy
 +
murderous
 +
lyrical
 +
natural
 +
nightmarish
 +
sworn
 +
oceanic
 +
ordered
 +
painted
 +
peaceful
 +
persuasive
 +
leafy
 +
poetic
 +
pregnant
 +
rainy
 +
colorful
 +
reborn
 +
joyous
 +
vengeful
 +
flowing
 +
lordly
 +
whispering
 +
sacrificial
 +
salty
 +
scholarly
 +
seasonal
 +
silent
 +
cloudy
 +
singing
 +
wordy
 +
starry
 +
stormy
 +
strong
 +
hopeless
 +
sunny
 +
thieving
 +
enslaved
 +
thunderous
 +
wicked
 +
enterprising
 +
traveling
 +
treacherous
 +
wooden
 +
tricky
 +
twilight
 +
valorous
 +
victorious
 +
volcanic
 +
warring
 +
watery
 +
wealthy
 +
windy
 +
wise
 +
lettered
 +
young
 +
no sphere
 +
farming
 +
animals
 +
balance
 +
beauty
 +
birth
 +
blight
 +
boundaries
 +
caverns
 +
chaos
 +
charity
 +
children
 +
coasts
 +
consolation
 +
courage
 +
crafts
 +
creation
 +
dance
 +
darkness
 +
deformity
 +
depravity
 +
discipline
 +
disease
 +
dreams
 +
dusk
 +
earth
 +
fame
 +
fate
 +
fertility
 +
festivals
 +
fire
 +
fishing
 +
food
 +
forgiveness
 +
fortresses
 +
freedom
 +
games
 +
generosity
 +
happiness
 +
hospitality
 +
inspiration
 +
jealousy
 +
jewels
 +
justice
 +
lakes
 +
laws
 +
lies
 +
light
 +
lightning
 +
longevity
 +
loyalty
 +
luck
 +
lust
 +
marriage
 +
mercy
 +
metals
 +
minerals
 +
misery
 +
mist
 +
moon
 +
mountains
 +
muck
 +
music
 +
nightmares
 +
oaths
 +
oceans
 +
painting
 +
persuasion
 +
plants
 +
poetry
 +
pregnancy
 +
rain
 +
rainbows
 +
rebirth
 +
revelry
 +
revenge
 +
rivers
 +
rulership
 +
rumors
 +
sacrifice
 +
salt
 +
scholarship
 +
seasons
 +
silence
 +
song
 +
speech
 +
stars
 +
storms
 +
strength
 +
suicide
 +
thralldom
 +
thunder
 +
travelers
 +
treachery
 +
trees
 +
trickery
 +
truth
 +
valor
 +
victory
 +
volcanos
 +
water
 +
wealth
 +
wind
 +
wisdom
 +
writing
 +
youth
 +
agriculture
 +
paved outdoor area
 +
uneven pillars
 +
square of pillars
 +
pillars on the perimeter
 +
upper floors
 +
lower floors
 +
water pool
 +
lava pool
 +
stagnant pool
 +
open structure
 +
paved indoor areas
 +
detailed surfaces
 +
no architectural element
 +
MOUNTAIN
 +
GLACIER
 +
TUNDRA
 +
SWAMP_TEMPERATE_FRESHWATER
 +
SWAMP_TEMPERATE_SALTWATER
 +
MARSH_TEMPERATE_FRESHWATER
 +
MARSH_TEMPERATE_SALTWATER
 +
SWAMP_TROPICAL_FRESHWATER
 +
SWAMP_TROPICAL_SALTWATER
 +
SWAMP_MANGROVE
 +
MARSH_TROPICAL_FRESHWATER
 +
MARSH_TROPICAL_SALTWATER
 +
FOREST_TAIGA
 +
TAIGA
 +
FOREST_TEMPERATE_CONIFER
 +
FOREST_TEMPERATE_BROADLEAF
 +
FOREST_TROPICAL_CONIFER
 +
FOREST_TROPICAL_DRY_BROADLEAF
 +
FOREST_TROPICAL_MOIST_BROADLEAF
 +
GRASSLAND_TEMPERATE
 +
SAVANNA_TEMPERATE
 +
SHRUBLAND_TEMPERATE
 +
GRASSLAND_TROPICAL
 +
SAVANNA_TROPICAL
 +
SHRUBLAND_TROPICAL
 +
DESERT_BADLAND
 +
DESERT_ROCK
 +
DESERT_SAND
 +
OCEAN_TROPICAL
 +
OCEAN_TEMPERATE
 +
OCEAN_ARCTIC
 +
POOL_TEMPERATE_FRESHWATER
 +
POOL_TEMPERATE_BRACKISHWATER
 +
POOL_TEMPERATE_SALTWATER
 +
POOL_TROPICAL_FRESHWATER
 +
POOL_TROPICAL_BRACKISHWATER
 +
POOL_TROPICAL_SALTWATER
 +
LAKE_TEMPERATE_FRESHWATER
 +
LAKE_TEMPERATE_BRACKISHWATER
 +
LAKE_TEMPERATE_SALTWATER
 +
LAKE_TROPICAL_FRESHWATER
 +
LAKE_TROPICAL_BRACKISHWATER
 +
LAKE_TROPICAL_SALTWATER
 +
RIVER_TEMPERATE_FRESHWATER
 +
RIVER_TEMPERATE_BRACKISHWATER
 +
RIVER_TEMPERATE_SALTWATER
 +
RIVER_TROPICAL_FRESHWATER
 +
RIVER_TROPICAL_BRACKISHWATER
 +
RIVER_TROPICAL_SALTWATER
 +
SUBTERRANEAN_WATER
 +
SUBTERRANEAN_CHASM
 +
SUBTERRANEAN_LAVA
 +
ALL_MAIN
 +
ANY_LAND
 +
ANY_OCEAN
 +
ANY_LAKE
 +
ANY_TEMPERATE_LAKE
 +
ANY_TROPICAL_LAKE
 +
ANY_RIVER
 +
ANY_TEMPERATE_RIVER
 +
ANY_TROPICAL_RIVER
 +
ANY_POOL
 +
NOT_FREEZING
 +
ANY_TEMPERATE
 +
ANY_TROPICAL
 +
ANY_FOREST
 +
ANY_SHRUBLAND
 +
ANY_GRASSLAND
 +
ANY_SAVANNA
 +
ANY_TEMPERATE_FOREST
 +
ANY_TROPICAL_FOREST
 +
ANY_TEMPERATE_BROADLEAF
 +
ANY_TROPICAL_BROADLEAF
 +
ANY_WETLAND
 +
ANY_TROPICAL_WETLAND
 +
ANY_TEMPERATE_WETLAND
 +
ANY_TROPICAL_MARSH
 +
ANY_TEMPERATE_MARSH
 +
ANY_TROPICAL_SWAMP
 +
ANY_TEMPERATE_SWAMP
 +
ANY_DESERT
 +
Unrecognized Biome Token:
 +
wives
 +
eldest son
 +
second eldest son
 +
third eldest son
 +
fourth eldest son
 +
fifth eldest son
 +
sixth eldest son
 +
seventh eldest son
 +
eighth eldest son
 +
ninth eldest son
 +
tenth eldest son
 +
youngest son
 +
only son
 +
eldest daughter
 +
second eldest daughter
 +
third eldest daughter
 +
fourth eldest daughter
 +
fifth eldest daughter
 +
sixth eldest daughter
 +
seventh eldest daughter
 +
eighth eldest daughter
 +
ninth eldest daughter
 +
tenth eldest daughter
 +
only daughter
 +
youngest daughter
 +
eldest child
 +
second eldest child
 +
third eldest child
 +
fourth eldest child
 +
fifth eldest child
 +
sixth eldest child
 +
seventh eldest child
 +
eighth eldest child
 +
ninth eldest child
 +
tenth eldest child
 +
youngest child
 +
only child
 +
paternal grandmother
 +
paternal grandfather
 +
maternal grandmother
 +
maternal grandfather
 +
older brother
 +
older sister
 +
older sibling
 +
younger brother
 +
younger sister
 +
younger sibling
 +
no relationship
 +
SWAMP
 +
DESERT
 +
FOREST
 +
OCEAN
 +
LAKE
 +
GRASSLAND
 +
HILLS
 +
Unrecognized Region Type Token:
 +
Wetland
 +
Desert
 +
Forest
 +
Mountains
 +
Ocean
 +
Lake
 +
Glacier
 +
Tundra
 +
Grassland
 +
Hills
 +
FIRED_MAT
 +
TOUGHNESS
 +
ENDURANCE
 +
RECUPERATION
 +
DISEASE_RESISTANCE
 +
Unrecognized Physical Attribute Token:
 +
ANALYTICAL_ABILITY
 +
FOCUS
 +
WILLPOWER
 +
CREATIVITY
 +
INTUITION
 +
PATIENCE
 +
MEMORY
 +
LINGUISTIC_ABILITY
 +
SPATIAL_SENSE
 +
MUSICALITY
 +
KINESTHETIC_SENSE
 +
EMPATHY
 +
SOCIAL_AWARENESS
 +
Unrecognized Mental Attribute Token:
 +
Unrecognized Body Part Flag Token:
 +
FRONT
 +
BACK
 +
SIDES
 +
BOTTOM
 +
Unrecognized Body Part Position Token:
 +
AROUND
 +
SURROUNDED_BY
 +
ABOVE
 +
BELOW
 +
IN_FRONT
 +
BEHIND
 +
CLEANS
 +
CLEANED_BY
 +
Unrecognized Body Part Relation Token:
 +
TYPE
 +
TOKEN
 +
BY_TYPE
 +
BY_TOKEN
 +
BY_CATEGORY
 +
BYTYPE
 +
BYTOKEN
 +
BYCATEGORY
 +
Unrecognized Body Part Group Token:
 +
HEIGHT
 +
BROADNESS
 +
LENGTH
 +
CLOSE_SET
 +
DEEP_SET
 +
HIGH_POSITION
 +
LARGE_IRIS
 +
WRINKLY
 +
CURLY
 +
CONVEX
 +
DENSE
 +
THICKNESS
 +
UPTURNED
 +
SPLAYED_OUT
 +
HANGING_LOBES
 +
GAPS
 +
HIGH_CHEEKBONES
 +
BROAD_CHIN
 +
JUTTING_CHIN
 +
SQUARE_CHIN
 +
ROUND_VS_NARROW
 +
GREASY
 +
DEEP_VOICE
 +
RASPY_VOICE
 +
Unrecognized Appearance Modifier Token:
 +
DAILY
 +
WEEKLY
 +
MONTHLY
 +
YEARLY
 +
Unrecognized Appearance Modifier Rate Scale Token:
 +
FADE
 +
ROOT
 +
Unrecognized Replacement Method Token:
 +
MONOTONE
 +
STRIPES
 +
IRIS_EYE
 +
SPOTS
 +
PUPIL_EYE
 +
MOTTLED
 +
Unrecognized Pattern Token:
 +
LAYER
 +
STRANDS
 +
FEATHERS
 +
SCALES
 +
CUSTOM
 +
Unrecognized Tissue Shape Token:
 +
DOMINANT_LESS
 +
DOMINANT_MORE
 +
Unrecognized Genetic Model Token:
 +
REACHED_PEAK
 +
ERA_CHANGE
 +
ENDGAME_EVENT_1
 +
ENDGAME_EVENT_2
 +
FEATURE_DISCOVERY
 +
STRUCK_DEEP_METAL
 +
STRUCK_MINERAL
 +
STRUCK_ECONOMIC_MINERAL
 +
COMBAT_TWIST_WEAPON
 +
COMBAT_LET_ITEM_DROP
 +
COMBAT_START_CHARGE
 +
COMBAT_SURPRISE_CHARGE
 +
COMBAT_JUMP_DODGE_PROJ
 +
COMBAT_JUMP_DODGE_STRIKE
 +
COMBAT_DODGE
 +
COMBAT_COUNTERSTRIKE
 +
COMBAT_BLOCK
 +
COMBAT_PARRY
 +
COMBAT_CHARGE_COLLISION
 +
COMBAT_CHARGE_DEFENDER_TUMBLES
 +
COMBAT_CHARGE_DEFENDER_KNOCKED_OVER
 +
COMBAT_CHARGE_ATTACKER_TUMBLES
 +
COMBAT_CHARGE_ATTACKER_BOUNCE_BACK
 +
COMBAT_CHARGE_TANGLE_TOGETHER
 +
COMBAT_CHARGE_TANGLE_TUMBLE
 +
COMBAT_CHARGE_RUSH_BY
 +
COMBAT_CHARGE_MANAGE_STOP
 +
COMBAT_CHARGE_OBSTACLE_SLAM
 +
COMBAT_WRESTLE_LOCK
 +
COMBAT_WRESTLE_CHOKEHOLD
 +
COMBAT_WRESTLE_TAKEDOWN
 +
COMBAT_WRESTLE_THROW
 +
COMBAT_WRESTLE_RELEASE_LOCK
 +
COMBAT_WRESTLE_RELEASE_CHOKE
 +
COMBAT_WRESTLE_RELEASE_GRIP
 +
COMBAT_WRESTLE_STRUGGLE
 +
COMBAT_WRESTLE_RELEASE_LATCH
 +
COMBAT_WRESTLE_STRANGLE_KO
 +
COMBAT_WRESTLE_ADJUST_GRIP
 +
COMBAT_GRAB_TEAR
 +
COMBAT_STRIKE_DETAILS
 +
COMBAT_STRIKE_DETAILS_2
 +
COMBAT_EVENT_ENRAGED
 +
COMBAT_EVENT_STUCKIN
 +
COMBAT_EVENT_LATCH_BP
 +
COMBAT_EVENT_LATCH_GENERAL
 +
COMBAT_EVENT_PROPELLED_AWAY
 +
COMBAT_EVENT_KNOCKED_OUT
 +
COMBAT_EVENT_STUNNED
 +
COMBAT_EVENT_WINDED
 +
COMBAT_EVENT_NAUSEATED
 +
MIGRANT_ARRIVAL_NAMED
 +
MIGRANT_ARRIVAL
 +
DIG_CANCEL_WARM
 +
DIG_CANCEL_DAMP
 +
AMBUSH_DEFENDER
 +
AMBUSH_RESIDENT
 +
AMBUSH_THIEF
 +
AMBUSH_THIEF_SUPPORT_SKULKING
 +
AMBUSH_THIEF_SUPPORT_NATURE
 +
AMBUSH_THIEF_SUPPORT
 +
AMBUSH_MISCHIEVIOUS
 +
AMBUSH_MISCHIEVOUS
 +
AMBUSH_SNATCHER
 +
AMBUSH_SNATCHER_SUPPORT
 +
AMBUSH_AMBUSHER_NATURE
 +
AMBUSH_AMBUSHER
 +
AMBUSH_INJURED
 +
AMBUSH_OTHER
 +
AMBUSH_INCAPACITATED
 +
FOUND_TRAP
 +
CARAVAN_ARRIVAL
 +
NOBLE_ARRIVAL
 +
D_MIGRANTS_ARRIVAL
 +
D_MIGRANT_ARRIVAL
 +
D_MIGRANT_ARRIVAL_DISCOURAGED
 +
D_NO_MIGRANT_ARRIVAL
 +
ANIMAL_TRAP_CATCH
 +
ANIMAL_TRAP_ROBBED
 +
MISCHIEF_LEVER
 +
MISCHIEF_PLATE
 +
MISCHIEF_CAGE
 +
MISCHIEF_CHAIN
 +
DIPLOMAT_ARRIVAL
 +
LIAISON_ARRIVAL
 +
TRADE_DIPLOMAT_ARRIVAL
 +
CAVE_COLLAPSE
 +
BIRTH_CITIZEN
 +
BIRTH_ANIMAL
 +
STRANGE_MOOD
 +
MADE_ARTIFACT
 +
NAMED_ARTIFACT
 +
ITEM_ATTACHMENT
 +
VERMIN_CAGE_ESCAPE
 +
TRIGGER_WEB
 +
MOOD_BUILDING_CLAIMED
 +
ARTIFACT_BEGUN
 +
MEGABEAST_ARRIVAL
 +
FORT_POSITION_SUCCESSION
 +
BERSERK_CITIZEN
 +
MAGMA_DEFACES_ENGRAVING
 +
ENGRAVING_MELTS
 +
MASTERPIECE_ARCHITECTURE
 +
MASTERPIECE_CONSTRUCTION
 +
MASTER_ARCHITECTURE_LOST
 +
MASTER_CONSTRUCTION_LOST
 +
ADV_AWAKEN
 +
ADV_SLEEP_INTERRUPTED
 +
ADV_REACTION_PRODUCTS
 +
CANCEL_JOB
 +
ADV_CREATURE_DEATH
 +
CITIZEN_DEATH
 +
PET_DEATH
 +
CITIZEN_MISSING
 +
PET_MISSING
 +
FALL_OVER
 +
CAUGHT_IN_FLAMES
 +
CAUGHT_IN_WEB
 +
UNIT_PROJECTILE_SLAM_BLOW_APART
 +
UNIT_PROJECTILE_SLAM
 +
UNIT_PROJECTILE_SLAM_INTO_UNIT
 +
LOSE_HOLD_OF_ITEM
 +
REGAIN_CONSCIOUSNESS
 +
FREE_FROM_WEB
 +
PARALYZED
 +
OVERCOME_PARALYSIS
 +
NOT_STUNNED
 +
EXHAUSTION
 +
PAIN_KO
 +
BREAK_GRIP
 +
NO_BREAK_GRIP
 +
BLOCK_FIRE
 +
BREATHE_FIRE
 +
SHOOT_WEB
 +
PULL_OUT_DROP
 +
STAND_UP
 +
MARTIAL_TRANCE
 +
MAT_BREATH
 +
NIGHT_ATTACK_STARTS
 +
NIGHT_ATTACK_ENDS
 +
NIGHT_ATTACK_TRAVEL
 +
GHOST_ATTACK
 +
TRAVEL_SITE_DISCOVERY
 +
TRAVEL_SITE_BUMP
 +
ADVENTURE_INTRO
 +
CREATURE_SOUND
 +
MECHANISM_SOUND
 +
CREATURE_STEALS_OBJECT
 +
BODY_TRANSFORMATION
 +
INTERACTION_ACTOR
 +
INTERACTION_TARGET
 +
UNDEAD_ATTACK
 +
REGULAR_CONVERSATION
 +
CONFLICT_CONVERSATION
 +
STRANGE_RAIN_SNOW
 +
STRANGE_CLOUD
 +
SIMPLE_ANIMAL_ACTION
 +
FLOUNDER_IN_LIQUID
 +
TRAINING_DOWN_TO_SEMI_WILD
 +
TRAINING_FULL_REVERSION
 +
ANIMAL_TRAINING_KNOWLEDGE
 +
SKIP_ON_LIQUID
 +
DODGE_FLYING_OBJECT
 +
FLAME_HIT
 +
EMBRACE
 +
BANDIT_EMPTY_CONTAINER
 +
BANDIT_GRAB_ITEM
 +
COMBAT_EVENT_ATTACK_INTERRUPTED
 +
COMBAT_WRESTLE_CATCH_ATTACK
 +
FAIL_TO_GRAB_SURFACE
 +
LOSE_HOLD_OF_SURFACE
 +
TRAVEL_COMPLAINT
 +
LOSE_EMOTION
 +
REORGANIZE_POSSESSIONS
 +
PUSH_ITEM
 +
DRAW_ITEM
 +
STRAP_ITEM
 +
GAIN_SITE_CONTROL
 +
Unrecognized Announcement Token:
 +
SINGULAR
 +
PLURAL
 +
Unrecognized Word Property Token:
 +
NEATLY_COMBED
 +
BRAIDED
 +
DOUBLE_BRAIDS
 +
PONY_TAILS
 +
CLEAN_SHAVEN
 +
STANDARD_HAIR_SHAPINGS
 +
STANDARD_BEARD_SHAPINGS
 +
STANDARD_MOUSTACHE_SHAPINGS
 +
STANDARD_SIDEBURNS_SHAPINGS
 +
Unrecognized Tissue Layer Shapings Token:
 +
blob
 +
quadruped
 +
humanoid
 +
silverfish
 +
mayfly
 +
dragonfly
 +
damselfly
 +
stonefly
 +
earwig
 +
grasshopper
 +
cricket
 +
stick insect
 +
cockroach
 +
termite
 +
mantis
 +
louse
 +
thrips
 +
aphid
 +
cicada
 +
assassin bug
 +
wasp
 +
hornet
 +
tiger beetle
 +
ladybug
 +
weevil
 +
darkling beetle
 +
click beetle
 +
firefly
 +
scarab beetle
 +
stag beetle
 +
dung beetle
 +
rhinoceros beetle
 +
rove beetle
 +
snakefly
 +
lacewing
 +
antlion larva
 +
mosquito
 +
flea
 +
scorpionfly
 +
caddisfly
 +
butterfly
 +
moth
 +
caterpillar
 +
maggot
 +
spider
 +
tarantula
 +
scorpion
 +
tick
 +
mite
 +
shrimp
 +
lobster
 +
crab
 +
nematode
 +
snail
 +
slug
 +
earthworm
 +
leech
 +
bristleworm
 +
ribbon worm
 +
flat worm
 +
toad
 +
frog
 +
salamander
 +
newt
 +
alligator
 +
crocodile
 +
lizard
 +
chameleon
 +
iguana
 +
gecko
 +
skink
 +
gila monster
 +
monitor
 +
serpent
 +
viper
 +
rattlesnake
 +
cobra
 +
python
 +
anaconda
 +
turtle
 +
tortoise
 +
pterosaur
 +
dimetrodon
 +
sauropod
 +
theropod
 +
iguanodont
 +
hadrosaurid
 +
stegosaurid
 +
ceratopsid
 +
ankylosaurid
 +
duck
 +
goose
 +
swan
 +
turkey
 +
grouse
 +
chicken
 +
quail
 +
pheasant
 +
gull
 +
loon
 +
grebe
 +
albatross
 +
petrel
 +
penguin
 +
pelican
 +
stork
 +
vulture
 +
flamingo
 +
falcon
 +
kestrel
 +
condor
 +
osprey
 +
buzzard
 +
eagle
 +
harrier
 +
kite
 +
crane
 +
dove
 +
pigeon
 +
parrot
 +
cockatoo
 +
cuckoo
 +
nightjar
 +
swift
 +
hummingbird
 +
kingfisher
 +
hornbill
 +
quetzal
 +
toucan
 +
woodpecker
 +
lyrebird
 +
thornbill
 +
honeyeater
 +
oriole
 +
fantail
 +
shrike
 +
crow
 +
raven
 +
magpie
 +
kinglet
 +
lark
 +
swallow
 +
martin
 +
bushtit
 +
warbler
 +
thrush
 +
oxpecker
 +
starling
 +
mockingbird
 +
wren
 +
nuthatch
 +
sparrow
 +
tanager
 +
cardinal
 +
bunting
 +
finch
 +
titmouse
 +
chickadee
 +
waxwing
 +
flycatcher
 +
opossum
 +
koala
 +
wombat
 +
kangaroo
 +
sloth
 +
anteater
 +
armadillo
 +
squirrel
 +
marmot
 +
beaver
 +
gopher
 +
mouse
 +
porcupine
 +
chinchilla
 +
cavy
 +
capybara
 +
rabbit
 +
hare
 +
lemur
 +
loris
 +
monkey
 +
hedgehog
 +
shrew
 +
mole
 +
fruit bat
 +
wolf
 +
coyote
 +
jackal
 +
raccoon
 +
coati
 +
weasel
 +
otter
 +
badger
 +
skunk
 +
bear
 +
panda
 +
panther
 +
mongoose
 +
hyena
 +
civet
 +
walrus
 +
pangolin
 +
elephant
 +
mammoth
 +
horse
 +
zebra
 +
tapir
 +
rhinoceros
 +
warthog
 +
hippopotamus
 +
camel
 +
llama
 +
giraffe
 +
deer
 +
moose
 +
antelope
 +
sheep
 +
goat
 +
bison
 +
buffalo
 +
bull
 +
Granite
 +
Slate
 +
Felsite
 +
Hematite
 +
Malachite
 +
Galena
 +
Limestone
 +
Sandstone
 +
Timber
 +
Moonstone
 +
Opal
 +
Obsidian
 +
Dabbling
 +
Novice
 +
Adequate
 +
Competent
 +
Skilled
 +
Proficient
 +
Talented
 +
Adept
 +
Expert
 +
Professional
 +
Accomplished
 +
Master
 +
High Master
 +
Grand Master
 +
Legendary
 +
Mining
 +
Wood Cutting
 +
Carpentry
 +
Bowmaking
 +
Engraving
 +
Masonry
 +
Animal Training
 +
Animal Caretaking
 +
Fish Dissection
 +
Animal Dissection
 +
Fish Cleaning
 +
Butchery
 +
Trapping
 +
Growing
 +
Herbalism
 +
Ambush
 +
Swimming
 +
Persuasion
 +
Negotiation
 +
Judging Intent
 +
Appraisal
 +
Organization
 +
Record Keeping
 +
Lying
 +
Intimidation
 +
Conversation
 +
Comedy
 +
Flattery
 +
Consoling
 +
Pacification
 +
Tracking
 +
Fishing
 +
Furnace Operation
 +
Strand Extraction
 +
Soap Making
 +
Potash Making
 +
Lye Making
 +
Wood Burning
 +
Weaponsmithing
 +
Armorsmithing
 +
Metalsmithing
 +
Gem Cutting
 +
Gem Setting
 +
Wood Crafting
 +
Pottery
 +
Wax Working
 +
Stone Crafting
 +
Metal Crafting
 +
Glassmaking
 +
Studying
 +
Concentration
 +
Discipline
 +
Observation
 +
Writing
 +
Prose
 +
Poetry
 +
Reading
 +
Speaking
 +
Coordination
 +
Balance
 +
Leadership
 +
Military Tactics
 +
Teaching
 +
Fighting
 +
Archery
 +
Wrestling
 +
Biting
 +
Striking
 +
Kicking
 +
Dodging
 +
Sword
 +
Mace
 +
Hammer
 +
Spear
 +
Crossbow
 +
Pike
 +
Shield
 +
Armor
 +
Siege Engineering
 +
Siege Operation
 +
Pump Operation
 +
Leatherworking
 +
Tanning
 +
Dyeing
 +
Pressing
 +
Beekeeping
 +
Glazing
 +
Bone Carving
 +
Weaving
 +
Brewing
 +
Clothes Making
 +
Milling
 +
Threshing
 +
Blowgun
 +
Throwing
 +
Machinery
 +
Nature
 +
Knife
 +
Lash
 +
Cooking
 +
Alchemy
 +
Building Design
 +
Cheese Making
 +
Milking
 +
Shearing
 +
Spinning
 +
Misc. Object
 +
Wound Dressing
 +
Diagnostics
 +
Surgery
 +
Bone Setting
 +
Suturing
 +
Crutch-walking
 +
Knapping
 +
Climbing
 +
Miner
 +
Wood Cutter
 +
Carpenter
 +
Bowyer
 +
Engraver
 +
Mason
 +
Animal Trainer
 +
Animal Caretaker
 +
Fish Dissector
 +
Animal Dissector
 +
Fish Cleaner
 +
Butcher
 +
Trapper
 +
Grower
 +
Herbalist
 +
Ambusher
 +
Swimmer
 +
Persuader
 +
Negotiator
 +
Judge of Intent
 +
Appraiser
 +
Organizer
 +
Record Keeper
 +
Liar
 +
Intimidator
 +
Conversationalist
 +
Comedian
 +
Flatterer
 +
Consoler
 +
Pacifier
 +
Tracker
 +
Fisherman
 +
Furnace Operator
 +
Strand Extractor
 +
Soaper
 +
Potash Maker
 +
Lye Maker
 +
Wood Burner
 +
Weaponsmith
 +
Armorsmith
 +
Metalsmith
 +
Gem Cutter
 +
Gem Setter
 +
Wood Crafter
 +
Potter
 +
Wax Worker
 +
Stone Crafter
 +
Metal Crafter
 +
Glassmaker
 +
Student
 +
Observer
 +
Wordsmith
 +
Writer
 +
Poet
 +
Reader
 +
Speaker
 +
Knapper
 +
Leader
 +
Teacher
 +
Fighter
 +
Archer
 +
Wrestler
 +
Biter
 +
Striker
 +
Kicker
 +
Dodger
 +
Axeman
 +
Swordsman
 +
Maceman
 +
Hammerman
 +
Spearman
 +
Crossbowman
 +
Pikeman
 +
Bowman
 +
Shield User
 +
Armor User
 +
Siege Engineer
 +
Siege Operator
 +
Pump Operator
 +
Leatherworker
 +
Tanner
 +
Dyer
 +
Presser
 +
Beekeeper
 +
Glazer
 +
Bone Carver
 +
Weaver
 +
Brewer
 +
Clothier
 +
Miller
 +
Thresher
 +
Blowgunner
 +
Thrower
 +
Mechanic
 +
Druid
 +
Knife User
 +
Lasher
 +
Cook
 +
Alchemist
 +
Building Designer
 +
Cheese Maker
 +
Milker
 +
Shearer
 +
Spinner
 +
Misc. Object User
 +
Wound Dresser
 +
Diagnostician
 +
Surgeon
 +
Bone Doctor
 +
Suturer
 +
Crutch-walker
 +
Climber
 +
ill-sized art actions (1):
 +
ill-sized art actions (2):
 +
ill-sized art actions (3):
 +
ill-sized art actions (4):
 +
ill-sized art actions (5):
 +
ill-sized art actions (6):
 +
LIQUID_COOKING
 +
LIQUID_SCOOP
 +
GRIND_POWDER_RECEPTACLE
 +
GRIND_POWDER_GRINDER
 +
MEAT_CARVING
 +
MEAT_BONING
 +
MEAT_SLICING
 +
MEAT_CLEAVING
 +
HOLD_MEAT_FOR_CARVING
 +
MEAL_CONTAINER
 +
LIQUID_CONTAINER
 +
FOOD_STORAGE
 +
HIVE
 +
NEST_BOX
 +
SMALL_OBJECT_STORAGE
 +
TRACK_CART
 +
HEAVY_OBJECT_HAULING
 +
Unrecognized Tool Use Token:
 +
SIMPLE_MOUND
 +
SIMPLE_BURROW
 +
LABYRINTH
 +
SHRINE
 +
WILDERNESS_LOCATION
 +
Unrecognized Lair Token:
 +
HAS_DOORS
 +
Unrecognized Lair Characteristic Token:
 +
GRIND_BONE_MEAL
 +
COOK_BLOOD
 +
GRIND_VERMIN
 +
COOK_VERMIN
 +
COOK_PEOPLE
 +
COLLECT_TROPHIES
 +
EAT_BONE_PORRIDGE
 +
USE_ANY_MELEE_WEAPON
 +
COLLECT_WEALTH
 +
GIANT_NEST
 +
Unrecognized Habit Token:
 +
ALERT
 +
PEACEFUL_INTERMITTENT
 +
Unrecognized Creature Sound Token:
 +
VOCALIZATION
 +
Unrecognized Creature Sound Method Token:
 +
Random Buffer Overload
 +
data/init/d_init.txt
 +
SHOW_ALL_HISTORY_IN_DWARF_MODE
 +
SHOW_EMBARK_TUNNEL
 +
ALWAYS
 +
FINDER
 +
SHOW_FLOW_AMOUNTS
 +
SHOW_IMP_QUALITY
 +
ENGRAVINGS_START_OBSCURED
 +
AUTOSAVE_PAUSE
 +
EMBARK_WARNING_ALWAYS
 +
INITIAL_SAVE
 +
AUTOSAVE
 +
SEASONAL
 +
AUTOBACKUP
 +
PATH_COST
 +
WALKING_SPREADS_SPATTER_DWF
 +
WALKING_SPREADS_SPATTER_ADV
 +
TEMPERATURE
 +
CAVEINS
 +
ARTIFACTS
 +
ECONOMY
 +
ZERO_RENT
 +
TESTING_ARENA
 +
EMBARK_RECTANGLE
 +
PAUSE_ON_LOAD
 +
LOG_MAP_REJECTS
 +
INVADERS
 +
VARIED_GROUND_TILES
 +
NICKNAME_DWARF
 +
REPLACE_FIRST
 +
CENTRALIZE
 +
REPLACE_ALL
 +
NICKNAME_ADVENTURE
 +
NICKNAME_LEGENDS
 +
CHASM
 +
PILLAR_TILE
 +
TREE_ROOT_SLOPING
 +
TREE_ROOTS
 +
TREE_TRUNK_PILLAR
 +
TREE_TRUNK_SLOPING
 +
TREE_TRUNK_N
 +
TREE_TRUNK_S
 +
TREE_TRUNK_E
 +
TREE_TRUNK_W
 +
TREE_TRUNK_NW
 +
TREE_TRUNK_NE
 +
TREE_TRUNK_SW
 +
TREE_TRUNK_SE
 +
TREE_TRUNK_BRANCH_N
 +
TREE_TRUNK_BRANCH_S
 +
TREE_TRUNK_BRANCH_E
 +
TREE_TRUNK_BRANCH_W
 +
TREE_BRANCH_NS
 +
TREE_BRANCH_EW
 +
TREE_BRANCH_NW
 +
TREE_BRANCH_NE
 +
TREE_BRANCH_SW
 +
TREE_BRANCH_SE
 +
TREE_BRANCH_NSE
 +
TREE_BRANCH_NSW
 +
TREE_BRANCH_NEW
 +
TREE_BRANCH_SEW
 +
TREE_BRANCH_NSEW
 +
TREE_BRANCHES
 +
TREE_SMOOTH_BRANCHES
 +
TREE_TWIGS
 +
TREE_CAP_RAMP
 +
TREE_CAP_PILLAR
 +
TREE_CAP_WALL_N
 +
TREE_CAP_WALL_S
 +
TREE_CAP_WALL_E
 +
TREE_CAP_WALL_W
 +
TREE_CAP_WALL_NW
 +
TREE_CAP_WALL_NE
 +
TREE_CAP_WALL_SW
 +
TREE_CAP_WALL_SE
 +
TREE_CAP_FLOOR1
 +
TREE_CAP_FLOOR2
 +
TREE_CAP_FLOOR3
 +
TREE_CAP_FLOOR4
 +
TREE_ROOT_SLOPING_DEAD
 +
TREE_ROOTS_DEAD
 +
TREE_TRUNK_PILLAR_DEAD
 +
TREE_TRUNK_SLOPING_DEAD
 +
TREE_TRUNK_N_DEAD
 +
TREE_TRUNK_S_DEAD
 +
TREE_TRUNK_E_DEAD
 +
TREE_TRUNK_W_DEAD
 +
TREE_TRUNK_NW_DEAD
 +
TREE_TRUNK_NE_DEAD
 +
TREE_TRUNK_SW_DEAD
 +
TREE_TRUNK_SE_DEAD
 +
TREE_TRUNK_BRANCH_N_DEAD
 +
TREE_TRUNK_BRANCH_S_DEAD
 +
TREE_TRUNK_BRANCH_E_DEAD
 +
TREE_TRUNK_BRANCH_W_DEAD
 +
TREE_BRANCH_NS_DEAD
 +
TREE_BRANCH_EW_DEAD
 +
TREE_BRANCH_NW_DEAD
 +
TREE_BRANCH_NE_DEAD
 +
TREE_BRANCH_SW_DEAD
 +
TREE_BRANCH_SE_DEAD
 +
TREE_BRANCH_NSE_DEAD
 +
TREE_BRANCH_NSW_DEAD
 +
TREE_BRANCH_NEW_DEAD
 +
TREE_BRANCH_SEW_DEAD
 +
TREE_BRANCH_NSEW_DEAD
 +
TREE_BRANCHES_DEAD
 +
TREE_SMOOTH_BRANCHES_DEAD
 +
TREE_TWIGS_DEAD
 +
TREE_CAP_RAMP_DEAD
 +
TREE_CAP_PILLAR_DEAD
 +
TREE_CAP_WALL_N_DEAD
 +
TREE_CAP_WALL_S_DEAD
 +
TREE_CAP_WALL_E_DEAD
 +
TREE_CAP_WALL_W_DEAD
 +
TREE_CAP_WALL_NW_DEAD
 +
TREE_CAP_WALL_NE_DEAD
 +
TREE_CAP_WALL_SW_DEAD
 +
TREE_CAP_WALL_SE_DEAD
 +
TREE_CAP_FLOOR1_DEAD
 +
TREE_CAP_FLOOR2_DEAD
 +
TREE_CAP_FLOOR3_DEAD
 +
TREE_CAP_FLOOR4_DEAD
 +
TREE_TRUNK_NSE
 +
TREE_TRUNK_NSW
 +
TREE_TRUNK_NEW
 +
TREE_TRUNK_SEW
 +
TREE_TRUNK_NS
 +
TREE_TRUNK_EW
 +
TREE_TRUNK_NSEW
 +
TREE_TRUNK_INTERIOR
 +
TREE_TRUNK_NSE_DEAD
 +
TREE_TRUNK_NSW_DEAD
 +
TREE_TRUNK_NEW_DEAD
 +
TREE_TRUNK_SEW_DEAD
 +
TREE_TRUNK_NS_DEAD
 +
TREE_TRUNK_EW_DEAD
 +
TREE_TRUNK_NSEW_DEAD
 +
TREE_TRUNK_INTERIOR_DEAD
 +
TRACK_N
 +
TRACK_S
 +
TRACK_E
 +
TRACK_W
 +
TRACK_NS
 +
TRACK_NE
 +
TRACK_NW
 +
TRACK_SE
 +
TRACK_SW
 +
TRACK_EW
 +
TRACK_NSE
 +
TRACK_NSW
 +
TRACK_NEW
 +
TRACK_SEW
 +
TRACK_NSEW
 +
TRACK_RAMP_N
 +
TRACK_RAMP_S
 +
TRACK_RAMP_E
 +
TRACK_RAMP_W
 +
TRACK_RAMP_NS
 +
TRACK_RAMP_NE
 +
TRACK_RAMP_NW
 +
TRACK_RAMP_SE
 +
TRACK_RAMP_SW
 +
TRACK_RAMP_EW
 +
TRACK_RAMP_NSE
 +
TRACK_RAMP_NSW
 +
TRACK_RAMP_NEW
 +
TRACK_RAMP_SEW
 +
TRACK_RAMP_NSEW
 +
WOUND_COLOR_NONE
 +
WOUND_COLOR_MINOR
 +
WOUND_COLOR_INHIBITED
 +
WOUND_COLOR_FUNCTION_LOSS
 +
WOUND_COLOR_BROKEN
 +
WOUND_COLOR_MISSING
 +
IDLERS
 +
MORE
 +
ADVENTURER_TRAPS
 +
ADVENTURER_ALWAYS_CENTER
 +
ADVENTURER_Z_VIEWS
 +
UNHIDDEN
 +
DISPLAY_LENGTH
 +
COFFIN_NO_PETS_DEFAULT
 +
SET_LABOR_LISTS
 +
SKILLS
 +
STORE_DIST_ITEM_DECREASE
 +
STORE_DIST_SEED_COMBINE
 +
STORE_DIST_BUCKET_COMBINE
 +
STORE_DIST_BARREL_COMBINE
 +
STORE_DIST_BIN_COMBINE
 +
SPECIFIC_SEED_CAP
 +
FORTRESS_SEED_CAP
 +
BABY_CHILD_CAP
 +
POPULATION_CAP
 +
STRICT_POPULATION_CAP
 +
Unrecognized Init Option:
 +
FATAL ERROR
 +
Button
 +
Set Building/Item Properties
 +
Set Traffic Areas
 +
  Dwarf Fortress Options 
 +
Ending game...
 +
Really retire?  All active saves will be deleted.  (
 +
= yes, other = no)
 +
You will be saved for later use in the region.
 +
Really quit?  All active saves will be deleted.  (
 +
The region will be saved for later use, but consider retiring the fort
 +
instead if it is not a lost cause.
 +
The fortress will become part of the world.  You may reassume control later,
 +
but the circumstances will not necessarily be as you leave them now.
 +
The region will be saved for later use.
 +
Return to Title Screen
 +
Return to Game
 +
Save Game
 +
Key Bindings
 +
Export Local Image
 +
Music and Sound
 +
Abandon the Fortress to Ruin
 +
Abort Game
 +
Succumb to the Invasion
 +
Retire the Fortress (for the time being)
 +
Give in to the Night
 +
Finish Game
 +
Retire at this location (or rest a while)
 +
Give in to Starvation
 +
(holding another's goods)
 +
NULL unit pointer on load
 +
NULL play unit on load: id #
 +
NULL item pointer on load
 +
NULL play item on load: id #
 +
NULL job pointer on load
 +
NULL building pointer on load
 +
NULL play building on load: id #
 +
NULL displayed announcement
 +
Site
 +
Error 1
 +
Error 2
 +
Nuked Activity Reference
 +
Nuked Job Reference
 +
Nuked Unit Reference (Worker/Inventory)
 +
Nuked Building Reference (Party)
 +
Nuked Item Reference (General)
 +
Nuked Effect Reference
 +
Nuked Vermin Event Reference
 +
Nuked Vermin Reference (Escaped Pet)
 +
Nuked Entity Reference
 +
Nuked Plot Info Reference
 +
Nuked Viewscreen Reference
 +
Nuked Unit Reference (Item Wrestle)
 +
Nuked Hist Fig Reference
 +
Nuked Site Reference
 +
Nuked Artifact Reference
 +
Nuked Item Improvement Reference
 +
Nuked Coin Front Reference
 +
Nuked Coin Back Reference
 +
Nuked Detail Event Reference
 +
Nuked Subregion Reference
 +
Nuked Feature Layer Reference
 +
Nuked Entity Population Reference
 +
Nuked Breed Reference
 +
Nuked Art Image Reference
 +
Nuked Creature Def Reference
 +
NULL JOB ITEM (1):
 +
NULL JOB ITEM (2):
 +
NULL item projectile loaded
 +
NULL unit projectile loaded
 +
Civ Zone
 +
: Null Unit Assignment (Id
 +
: Null Item Assignment (Id
 +
Cage: Null Unit Assignment
 +
Cage: Null Item Assignment
 +
NULL Aid Requester
 +
current
 +
data/save/*.*
 +
/world.sav
 +
data/save/current/world.sav
 +
  Dwarf Fortress Options: Save Game 
 +
Initializing...
 +
Checking directory structure...
 +
Preliminary cleaning...
 +
Offloading units...
 +
Offloading art...
 +
Opening file...
 +
Characterizing raw data...
 +
Allocating space...
 +
Saving items...
 +
Saving units...
 +
Saving jobs...
 +
Saving schedules...
 +
Saving projectiles...
 +
Saving buildings...
 +
Saving machines...
 +
Saving flow guides...
 +
Saving effects...
 +
Saving entities...
 +
Saving local animal populations...
 +
Saving events...
 +
Saving mandates...
 +
Saving work quotas...
 +
Saving world events...
 +
Saving coin information...
 +
Saving squads...
 +
Saving formations...
 +
Saving activities...
 +
Saving interactions...
 +
Saving written content...
 +
Saving identities...
 +
Saving incidents...
 +
Saving crimes...
 +
Saving vehicles...
 +
Saving armies...
 +
Saving army controllers...
 +
Saving tracking information...
 +
Saving cultural identities...
 +
Saving agreement...
 +
Saving announcements...
 +
Saving fortress information...
 +
Saving world information...
 +
Saving artifacts...
 +
Saving active historical figures...
 +
Saving adventure data...
 +
Saving general information...
 +
Closing file...
 +
Finishing...
 +
NO_FILE
 +
data/help/
 +
: Customize Nickname
 +
: Customize Profession Name
 +
: Done with string entry
 +
: Abort string entry
 +
This creature
 +
is non-hostile.
 +
is a skulking perpetrator of mischief.
 +
is a minion of evil.
 +
is a brutal enemy of your kind.
 +
is of the wilderness.
 +
is of the walking dead.
 +
is opposed to the living.
 +
has returned from beyond the grave.
 +
is crazed!
 +
is an invader.
 +
is from the depths of the underworld.
 +
is an uninvited guest.
 +
is a current resident.
 +
is from
 +
is from a mysterious place.
 +
Account:
 +
Owned Objects:
 +
Holdings:
 +
Needs:
 +
Chest
 +
Demands:
 +
Throne Room/Office
 +
Bedroom
 +
Dining Room
 +
Tomb
 +
Mandates:
 +
Export of
 +
Make
 +
Complete
 +
Jobs
 +
Prohibited
 +
: Thoughts and preferences
 +
: Health
 +
: Relationships
 +
Set Follow Hotkey (
 +
etc.):
 +
: Kills
 +
: Customize
 +
[C:7:0:1]
 +
The Kills of
 +
ecwe
 +
hlaas
 +
/world.dat
 +
** Loading Fortress **
 +
** Loading Adventurer **
 +
Repairing squad info for Unit #
 +
  Dwarf Fortress: Load World 
 +
Processing raw data...
 +
Loading object files...
 +
Languages...
 +
Shapes...
 +
Colors...
 +
Patterns...
 +
Material templates...
 +
Inorganics...
 +
Plants...
 +
Tissue templates...
 +
Items...
 +
Buildings...
 +
Body detail plans...
 +
Creature bodies...
 +
Creature variations...
 +
Creatures...
 +
Entities...
 +
Reactions...
 +
Interactions...
 +
Sorting material templates...
 +
Sorting inorganics...
 +
Sorting plants...
 +
Sorting tissue templates...
 +
Sorting items...
 +
Sorting buildings...
 +
Sorting body detail plans...
 +
Sorting creature bodies...
 +
Sorting creature variations...
 +
Sorting creatures...
 +
Sorting entities...
 +
Sorting languages...
 +
Sorting descriptors...
 +
Sorting reactions...
 +
Sorting interactions...
 +
Finalizing languages...
 +
Finalizing descriptors...
 +
Finalizing material templates...
 +
Finalizing inorganics...
 +
Finalizing plants...
 +
Finalizing tissue templates...
 +
Finalizing items...
 +
Finalizing buildings...
 +
Finalizing body detail plans...
 +
Finalizing creature variations...
 +
Finalizing creatures...
 +
Finalizing entities...
 +
Finalizing reactions...
 +
Finalizing interactions...
 +
Preparing material data...
 +
Generating inorganics...
 +
Generating plants...
 +
Generating items...
 +
Generating creatures...
 +
Generating entities...
 +
Generating interactions...
 +
Finalizing generated objects...
 +
Preparing text objects...
 +
Preparing graphics...
 +
Loading items...
 +
Loading buildings...
 +
Loading entities...
 +
Loading coin information...
 +
Loading map data...
 +
Loading civilized populations...
 +
Loading history...
 +
Loading parameters...
 +
Loading artifacts...
 +
Loading active historical figures...
 +
Loading squads...
 +
Loading formations...
 +
Loading activities...
 +
Loading interactions...
 +
Loading written content...
 +
Loading identities...
 +
Loading incidents...
 +
Loading crimes...
 +
Loading vehicles...
 +
Loading armies...
 +
Loading army controllers...
 +
Loading tracking information...
 +
Loading cultural identities...
 +
Loading agreements...
 +
Rebuilding temporary information...
 +
Preparing game...
 +
Failed!
 +
  Dwarf Fortress Options: Load Game 
 +
Loading units...
 +
Loading jobs...
 +
Loading schedules...
 +
Loading projectiles...
 +
Loading machines...
 +
Loading flow guides...
 +
Loading effects...
 +
Loading local animal populations...
 +
Loading events...
 +
Loading mandates...
 +
Loading work quotas...
 +
Loading world events...
 +
Loading announcements...
 +
Loading fortress information...
 +
Loading world information...
 +
Loading adventure...
 +
Loading general information...
 +
Rebuilding more temporary information...
 +
Preparing game screen...
 +
Handling compatibility issues...
 +
Unknown Type Error
 +
Folder:
 +
There are no active games.
 +
Mine
 +
Channel
 +
Remove Up Stairs/Ramps
 +
Upward Stairway
 +
Downward Stairway
 +
Up/Down Stairway
 +
Upward Ramp
 +
Chop Down Trees
 +
Gather Plants
 +
Smooth Stone
 +
Engrave Stone
 +
Carve Fortifications
 +
Carve Track
 +
Toggle Engravings
 +
Remove Designation
 +
unprepared
 +
Plant Growth (?)
 +
large pots/food storage
 +
minecarts
 +
wheelbarrows
 +
other large tools
 +
sand bags
 +
Plant Cloth
 +
Bone
 +
Tooth
 +
Horn
 +
Pearl
 +
Shell
 +
Silk
 +
Yarn
 +
Amber
 +
Coral
 +
Green Glass
 +
Clear Glass
 +
Crystal Glass
 +
Standard
 +
Well-crafted
 +
Finely-crafted
 +
Superior Quality
 +
Exceptional
 +
Masterwork
 +
Artifact
 +
Fresh Raw Hide
 +
Rotten Raw Hide
 +
Coal
 +
Potash
 +
Pearlash
 +
Soap
 +
Allow Plant/Animal
 +
Allow Non-Plant/Animal
 +
Use Seed
 +
Random
 +
Seed
 +
Use History Seed
 +
Use Name Seed
 +
Use Creature Seed
 +
Embark Points
 +
End Year
 +
Population Cap After Civ Creation
 +
No Cap
 +
Site Cap After Civ Creation
 +
Percentage Beasts Dead For Stoppage
 +
Ignore
 +
Year to Begin Checking Megabeast Percentage
 +
Cull Unimportant Historical Figures
 +
Reveal All Historical Events
 +
Elevation
 +
Rainfall
 +
Temperature
 +
Drainage
 +
Volcanism
 +
Savagery
 +
Minimum
 +
Maximum
 +
X-Variance
 +
Y-Variance
 +
Elevation Mesh Size
 +
2 x 2
 +
4 x 4
 +
8 x 8
 +
16 x 16
 +
32 x 32
 +
Elevation Weighted Range (
 +
Rain Mesh Size
 +
Rain Weighted Range (
 +
Drainage Mesh Size
 +
Drainage Weighted Range (
 +
Savagery Mesh Size
 +
Savagery Weighted Range (
 +
Temperature Mesh Size
 +
Temperature Weighted Range (
 +
Volcanism Mesh Size
 +
Volcanism Weighted Range (
 +
Minimum Mountain Peak Number
 +
Minimum Partial Edge Oceans
 +
Minimum Complete Edge Oceans
 +
Minimum Volcano Number
 +
Mineral Scarcity (Low = More minerals)
 +
Max Megabeast Caves
 +
No Beasts
 +
Max Semimegabeast Caves
 +
Titan Number
 +
Titan Attack Population Requirement
 +
Titan Attack Exported Wealth Requirement
 +
Titan Attack Created Wealth Requirement
 +
Number of Demon Types
 +
Number of Night Troll Types
 +
Number of Bogeyman Types
 +
Number of Vampire Curse Types
 +
Number of Werebeast Curse Types
 +
Number of Secret Types
 +
Number of Regional Interaction Types
 +
Number of Disturbance Interaction Types
 +
Number of Evil Cloud Types
 +
Number of Evil Rain Types
 +
Generate Divine Materials
 +
Desired Good Square Count in Small Subregions
 +
Desired Good Square Count in Medium Subregions
 +
Desired Good Square Count in Large Subregions
 +
Desired Evil Square Count in Small Subregions
 +
Desired Evil Square Count in Medium Subregions
 +
Desired Evil Square Count in Large Subregions
 +
Minimum Initial
 +
Square Count
 +
Region Count
 +
Minimum Final
 +
Erosion Cycle Count
 +
Minimum River Start Locations (Pre-Erosion)
 +
Desired River Start Locations (Post-Erosion)
 +
Periodically Erode Extreme Cliffs
 +
Do Orographic Precipitation and Rain Shadows
 +
Maximum Number of Subregions
 +
Cavern Layer Number
 +
Cavern Layer Openness Min
 +
Cavern Layer Openness Max
 +
Cavern Layer Passage Density Min
 +
Cavern Layer Passage Density Max
 +
Cavern Layer Water Min
 +
Cavern Layer Water Max
 +
Magma Layer
 +
Bottom Layer (Forces Magma)
 +
Z Levels Above Ground
 +
Z Levels Above Layer 1
 +
Z Levels Above Layer 2
 +
Z Levels Above Layer 3
 +
Z Levels Above Layer 4
 +
Z Levels Above Layer 5
 +
Z Levels At Bottom
 +
Minimum Natural Cave Size
 +
Maximum Natural Cave Size
 +
Number of Mountain Caves
 +
Number of Non-Mountain Caves
 +
Make Caves Visible
 +
Allow Init Embark Options to Show Tunnels
 +
Always
 +
Only in Finder
 +
Number of Civilizations
 +
Playable Civilization Required
 +
Minimum Number of Mid-Elevation Squares
 +
Minimum Number of Low-Elevation Squares
 +
Minimum Number of High-Elevation Squares
 +
Minimum Number of Mid-Rain Squares
 +
Minimum Number of Low-Rain Squares
 +
Minimum Number of High-Rain Squares
 +
Minimum Number of Mid-Drainage Squares
 +
Minimum Number of Low-Drainage Squares
 +
Minimum Number of High-Drainage Squares
 +
Minimum Number of Mid-Savagery Squares
 +
Minimum Number of Low-Savagery Squares
 +
Minimum Number of High-Savagery Squares
 +
Minimum Number of Mid-Volcanism Squares
 +
Minimum Number of Low-Volcanism Squares
 +
Minimum Number of High-Volcanism Squares
 +
Animals
 +
Food
 +
Furniture/Siege Ammo
 +
Corpses
 +
Refuse
 +
Coins
 +
Bars/Blocks
 +
Gems
 +
Finished Goods
 +
Cloth
 +
Weapons/Trap Comps
 +
Additional Options
 +
Unprepared Fish
 +
Drink (Plant)
 +
Drink (Animal)
 +
Cheese (Plant)
 +
Cheese (Animal)
 +
Fruit/Leaves
 +
Milled Plant
 +
Bone Meal
 +
Paste
 +
Pressed Material
 +
Extract (Plant)
 +
Extract (Animal)
 +
Misc. Liquid
 +
Item Types
 +
Body Parts
 +
Skulls
 +
Bones
 +
Shells
 +
Teeth
 +
Horns/Hooves
 +
Hair/Wool
 +
Type
 +
Other Materials
 +
Stone/Clay
 +
Metal
 +
Bars: Other Materials
 +
Bars: Metal
 +
Blocks: Other Materials
 +
Blocks: Metal
 +
Blocks: Stone/Clay
 +
Metal Ores
 +
Economic
 +
Other Stone
 +
Rough Glass
 +
Cut Glass
 +
Rough Gem
 +
Cut Gem
 +
Thread (Metal)
 +
Cloth (Metal)
 +
Body
 +
Head
 +
Feet
 +
Hands
 +
Legs
 +
Core Quality
 +
Total Quality
 +
: Toggle
 +
: Scroll
 +
: Enable
 +
: Disable
 +
Mill Products
 +
Fats
 +
Pastes
 +
Liquids
 +
Types
 +
Corpse
 +
Materials
 +
Silk Thread
 +
Yarn Thread
 +
Metal Thread
 +
Plant Thread
 +
Silk Cloth
 +
Yarn Cloth
 +
Metal Cloth
 +
Trap Comps
 +
Qualities
 +
Empty Cages
 +
Empty Animal Traps
 +
Prepared Food
 +
Usable
 +
Unusable
 +
: Allow All
 +
: Block All
 +
: Permit
 +
: Forbid
 +
: View Biomes
 +
Brush Radius
 +
Smoothing Brush
 +
Normal Brush
 +
: Done
 +
ELEV
 +
TEMP
 +
DRAIN
 +
VOLC
 +
(View)
 +
Brush =
 +
Painting
 +
Not painting
 +
Will be saved
 +
Randomize at gen
 +
: Type Value
 +
: Nullify Value
 +
: Decrease Value
 +
: Increase Value
 +
Range:
 +
: Set Preset Field Values
 +
  Export Local Image 
 +
Your Units
 +
Buildings
 +
: Select
 +
: Export Image
 +
: Cancel
 +
local_map
 +
-param-
 +
.txt
 +
Created in DF
 +
  Music and Sound Options 
 +
Volume:
 +
/255
 +
=========
 +
or left-click: Change volume. 
 +
: Done.
 +
  Relationships of
 +
Spouse
 +
Mother
 +
Father
 +
Lover
 +
Child
 +
Bonded
 +
Friend
 +
Grudge
 +
Deity
 +
Force
 +
Object of Worship
 +
Long-term Acquaintance
 +
Passing Acquaintance
 +
Hero
 +
Considers Monster
 +
Considers Brigand
 +
Considers Bully
 +
Considers Violent
 +
Considers Psychotic
 +
Good for Business
 +
Friendly Terms
 +
Considers Killer
 +
Considers Murderer
 +
Comrade
 +
Member of Respected Group
 +
Member of Hated Group
 +
Enemy Fighter
 +
Friendly Fighter
 +
Loyal Soldier
 +
: Back to Main
 +
: Zoom
 +
: View
 +
  Workshop Profile 
 +
Permitted Workers
 +
: Permit All
 +
: Min -
 +
: Max -
 +
[INITIAL_LOAD]
 +
COLOR_PATTERN
 +
CP_COLOR
 +
PATTERN
 +
Unrecognized Colored Pattern Token:
 +
WORD
 +
GEMS_USE_NOUN
 +
GEMS_USE_ADJ
 +
GEMS_USE_ADJ_NOUN
 +
Unrecognized Shape Token:
 +
Gain possession
 +
Pull it out
 +
Read
 +
Encounter
 +
Horseplay
 +
Training
 +
Brawl
 +
Non-lethal
 +
Lethal
 +
No Quarter
 +
Ally:
 +
Could not locate adventure start square
 +
Adventure Starting Site Files Missing/Corrupted
 +
The peaceful town of
 +
is threatened!  The forces of
 +
are on the march. 
 +
Commanded by
 +
, they
 +
The enemy
 +
will have no mercy.  There is little time -- you must flee.  Perhaps your family and friends can be convinced to leave.
 +
Legends speak of
 +
an ancient
 +
vault,
 +
, where
 +
wrested
 +
power from the Underworld by invoking
 +
true name.  The location of this place is well-known, but none have penetrated its secrets.  If the true name of the monster can be uncovered, you might be able to end this terror forever.
 +
The citizens of
 +
are plagued by bandits.  The gang
 +
has even sent some troublemakers to harass people right here in town.
 +
Your wanderings have brought you to this place after a long journey.
 +
You've finally got your equipment together, such as it is.  Now it's time for action and adventure! 
 +
In the rush of excitement, you've forgotten where you were going to go.
 +
  A foolhardy soul might try to rescue the
 +
children that have been kidnapped.
 +
child that has been kidnapped.
 +
  Perhaps some of the people here will be worth talking to before you continue on your way.
 +
  Perhaps some of your friends here have ideas.
 +
  Perhaps some of your friends here can remind you.
 +
for help.
 +
You awaken from your slumber.
 +
Your sleep has been interrupted!
 +
[DONE]
 +
[MORE]
 +
Would you like to take an action?
 +
to view other pages)
 +
Do not alter actions
 +
What would you like to do?
 +
Select your combat preferences.
 +
- Current Attack Preference:
 +
Strike
 +
Charge
 +
Close Combat
 +
According to Opponent
 +
- Current Dodge Preference:
 +
Move Around
 +
Stand Ground
 +
- Current Charge Defense:
 +
Dodge Away
 +
         
 +
You have no companions.
 +
Companion
 +
Companions
 +
   
 +
Dead
 +
Wrestle
 +
Ground
 +
Not visible
 +
How quickly and quietly will you move?
 +
Move
 +
: Currently sneaking
 +
: Not currently sneaking
 +
Visual Stealth Factors
 +
Light
 +
Darkness
 +
Low Light
 +
Clear
 +
Fog/Rain/Snow
 +
By Obstacle
 +
Open Area
 +
In Vegetation
 +
Non-Prone In Vegetation
 +
Too Large For Vegetation
 +
No Suitable Vegetation
 +
Gargantuan Profile
 +
Gigantic Profile
 +
Huge Profile
 +
Very Large Profile
 +
Large Profile
 +
Gargantuan Non-Prone Profile
 +
Gigantic Non-Prone Profile
 +
Huge Non-Prone Profile
 +
Very Large Non-Prone Profile
 +
Large Non-Prone Profile
 +
Vanishing Profile
 +
Minuscule Profile
 +
Tiny Profile
 +
Very Small Profile
 +
Small Profile
 +
Average Profile
 +
Average Non-Prone Profile
 +
Visual Stealth (w/o Skill)
 +
Best Possible
 +
Average
 +
Poor
 +
Awful
 +
Terrible
 +
Worst Possible
 +
Quick movement and other actions decrease stealth.
 +
to select.
 +
Select your movement preferences.
 +
- Current Swimming Preference:
 +
When Possible
 +
When Necessary
 +
What would you like to do with
 +
Where would you like to move?
 +
Pick up how many? (0-
 +
Pick
 +
Get
 +
Who will you talk to?
 +
Start a new conversation
 +
Continuing shouting
 +
Ongoing conversation with
 +
What will you say?
 +
What will you say about the insurrection?
 +
What will you say about the end of the insurrection?
 +
What will you say about the site reclamation?
 +
What will you say about the site's foundation?
 +
What will you say about the group?
 +
What will you say about the army?
 +
What will you say about the failed occupation?
 +
What will you say about the abduction?
 +
What will you say about the incident?
 +
What will you say about the occupation?
 +
What will you say about the new leadership?
 +
What will you say about the beast?
 +
What will you say about the trouble?
 +
What will you say about tribute agreement?
 +
What will you say about the refusal to accept tribute?
 +
What will you say about the refusal to give tribute?
 +
What will you say about the peace agreement?
 +
What will you say about the failed peace agreement?
 +
What will you say about the tribute stoppage?
 +
What will you say about the claim?
 +
What will you say about the gang?
 +
What will you say about the refugees?
 +
What do you want?
 +
What do you want to know?
 +
Where do you want to go?
 +
How will you respond to the position offer?
 +
How will you respond to the adoption request?
 +
What will you say about the journey?
 +
What will you say about the conflict?
 +
How will you ask?
 +
How will you respond?
 +
What will you say about the rescue?
 +
What will you say about the conclusion of the agreement?
 +
What will you say about the agreement?
 +
What will you say about the trade?
 +
What will you say about the surrounding area?
 +
What will you say about the site?
 +
What will you say about the structure?
 +
How will you respond to the invocation?
 +
How will you respond to the accusation?
 +
How will you respond about your profession?
 +
What will you say about your family?
 +
How will you respond to the offer of tribute?
 +
How will you respond to the tribute cancellation?
 +
How will you respond to the offer of peace?
 +
How will you respond to the demand for tribute?
 +
How will you respond to the request to cease hostilities?
 +
How will you respond to the demand to yield?
 +
How will you respond to the request for directions?
 +
How will you respond to the request for a guide?
 +
: Select,
 +
: Scroll (Page
 +
Current choice's keywords:
 +
Filter:
 +
to view other pages
 +
 +
a colony of
 +
many
 +
a swarm of
 +
Miasma
 +
Steam
 +
Mist
 +
An Ocean Wave
 +
Sea Foam
 +
Lava Mist
 +
Magma Mist
 +
Vapor
 +
Smoke
 +
Dragonfire
 +
Fire
 +
A Web
 +
Item Cloud
 +
A Fire
 +
A Campfire
 +
Track/Spoor:
 +
broken vegetation
 +
print
 +
imprint
 +
right
 +
left
 +
unintelligible
 +
/yours or companion's
 +
Stagnant salt water [
 +
Stagnant water [
 +
Salt water [
 +
Water [
 +
Lava [
 +
Magma [
 +
A spattering of
 +
A smear of
 +
A pool of
 +
A thin layer of
 +
A small pile of
 +
A pile of
 +
A dusting of
 +
The vegetation is heavily damaged here.
 +
The vegetation is bent here.
 +
The vegetation has been slightly perturbed here.
 +
The vegetation is broken here.
 +
thick
 +
light
 +
faint
 +
deep
 +
shallow
 +
vague
 +
imprint in the
 +
is here.
 +
This is an unintelligible mess.
 +
The signs lead north.
 +
The signs lead south.
 +
The signs lead east.
 +
The signs lead west.
 +
The signs lead northeast.
 +
The signs lead northwest.
 +
The signs lead southeast.
 +
The signs lead southwest.
 +
They belong to you or a companion.
 +
What do you want to aim for?
 +
to view other pages.
 +
cancels.
 +
Impossible strike
 +
Difficult strike
 +
Tricky strike
 +
Normal strike
 +
Easy strike
 +
Easier strike
 +
Simple strike
 +
can only graze
 +
can't land squarely
 +
can't quite connect
 +
fairly solid
 +
square
 +
very square
 +
direct hit
 +
to go back.
 +
Impossible
 +
Difficult
 +
Tricky
 +
Normal
 +
Easy
 +
Easier
 +
Simple
 +
VVSlow
 +
V Slow
 +
Slow
 +
Fast
 +
V Fast
 +
strike
 +
No quick attack: enraged
 +
Quick attack: faster to strike and recover, but not powerful
 +
No heavy attack: enraged
 +
Heavy attack: slower to strike and recover, but hits harder
 +
Forced wild attack: enraged
 +
Wild attack: fast strike, slow recovery, hard but unbalancing/inaccurate
 +
No precise attack: enraged
 +
Precise attack: very slow to strike, improved accuracy
 +
No charge attack: no target
 +
No charge attack: you are on the ground
 +
No charge attack: you are mounted
 +
No charge attack: you are chained
 +
No charge attack: you are in uncontrolled flight
 +
No charge attack: you are on a vehicle
 +
No charge attack: you are on a projectile
 +
No charge attack: you are climbing
 +
No charge attack: target is on the ground
 +
No charge attack: target is mounted
 +
No charge attack: target is chained
 +
No charge attack: target is in uncontrolled flight
 +
No charge attack: target is on a vehicle
 +
No charge attack: target is on a projectile
 +
No charge attack: target is climbing
 +
No charge attack: target shares your location
 +
No charge attack: target's location inaccessible
 +
Charge attack: move toward your opponent
 +
Multi-attack: choose another simultaneous action afterward
 +
Really attack
 +
confirms. 
 +
aborts.
 +
Which creature will you attack? 
 +
pages)
 +
You are fighting
 +
Parry
 +
Block
 +
Parry (
 +
Block (
 +
Dodge (
 +
Select
 +
selected
 +
adjacent only
 +
own tile only
 +
, range
 +
, disturber only
 +
move
 +
done,
 +
remove last
 +
cancel,
 +
pages
 +
cancel
 +
this location
 +
Who will you shoot? 
 +
fires. 
 +
Who will you target? 
 +
throws. 
 +
fires.
 +
throws.
 +
Move to a creature or press
 +
to shoot this direction.
 +
to throw this direction.
 +
: cannot see dawn.
 +
: until dawn.
 +
: sleep.
 +
: wait.
 +
You will sleep as necessary until dawn.
 +
You will sleep as necessary for
 +
hour
 +
You will wait, staying awake until dawn.
 +
You will wait, staying awake for
 +
aborts. 
 +
changes hours.
 +
You fail to grab the
 +
CUSTOM_LAW_MAKER
 +
lord
 +
lords
 +
lady
 +
ladies
 +
lord consort
 +
lords consort
 +
lady consort
 +
ladies consort
 +
hearthperson
 +
hearthpeople
 +
cannot jump.
 +
You cannot jump while swimming.
 +
You cannot jump while prone.
 +
You cannot jump while in the air.
 +
You are too injured to jump.
 +
You cannot jump while wrestling.
 +
There are no visible tracks or other signs, aside from yours.
 +
There are no visible tracks or other signs.
 +
You've already searched this area recently.
 +
You've found a colony of
 +
and another small creature.
 +
and some other small creatures.
 +
You've found a small creature.
 +
You've found some small creatures.
 +
Your intense search turns up nothing.
 +
You have nothing with which to interact.
 +
You have nothing to examine.
 +
You assume a submissive posture.
 +
You no longer assume a submissive posture.
 +
You strap
 +
to your
 +
You draw
 +
with your
 +
You do not have a free grasp for
 +
You have nothing left to draw or put away.
 +
You have nothing left to remove.
 +
You have nothing left to wear.
 +
You have nothing left to eat or drink.
 +
You have nothing to put inside a container.
 +
You have nothing left to drop.
 +
There is nothing to pick up here.
 +
You have nothing left to throw.
 +
You have nothing to fire with.
 +
You have nothing left to fire.
 +
Things smell bad when you are dead.
 +
You smell
 +
on the wind.
 +
You aren't picking up any odor in particular.
 +
There is no sunlight when you are dead.
 +
The sky is alive with vortices of purple light and dark, boiling clouds.
 +
The area gives off a sickly light.
 +
There are no traces of sunlight here.
 +
Being dead is cold and clammy.
 +
The temperature is as it has been and always will be.
 +
The temperature cannot be judged.
 +
It is burning.
 +
It is deathly cold.
 +
The temperature is pleasant.
 +
It is scorching.
 +
It is warm.
 +
It is cool.
 +
It is freezing.
 +
You've lost track of time since your death.
 +
It is the
 +
You are still surrounded by cackling.
 +
You don't feel safe enough to travel.
 +
You can't travel because you are carrying someone else's goods.  Purchase them or put some distance between yourself and the site.
 +
You can't travel until you've stopped the bleeding.
 +
You can't travel because you can't breathe.
 +
You can't travel because you are dying of thirst.
 +
You can't travel because you are starving to death.
 +
You can't travel because you are swimming.
 +
You must move away from the water before you can travel.
 +
You must come down from the mountains before you can travel.
 +
You can't travel until you stop riding this vehicle.
 +
You can't travel until you stop riding this projectile.
 +
You

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