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Editing DF2014:String dump/raw

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<pre>
+
Fatal Error
<hfid>
+
Out of memory - aborting
<entity_id>
+
WinMain() error
</entity_id>
+
DDRAW.DLL
<site_id>
+
TRANS_NAME
</site_id>
+
FIRST_NAME
<skill_at_time>
+
PRO_POS
</skill_at_time>
+
PRO_OBJ
<historical_event>
+
PRO_SUB
<id>
+
PRO_REF
</id>
+
invalid string position
<year>
+
string too long
</year>
+
vector<T> too long
<seconds72>
+
Activity
</seconds72>
+
Training Session
<type>create entity position</type>
+
Activity Event
</historical_event>
+
Research
<type>assume identity</type>
+
Play
<trickster_hfid>
+
Worship
</trickster_hfid>
+
Socialize
<identity_id>
+
Read
</identity_id>
+
embraces
<target_enid>
+
The
</target_enid>
+
empty
<type>masterpiece lost</type>
+
empties
<type>masterpiece engraving</type>
+
pick up
<type>masterpiece food</type>
+
picks up
<type>masterpiece item improvement</type>
+
gives you
<type>masterpiece dye</type>
+
has discovered
<type>masterpiece item</type>
+
has become a student of
<type>masterpiece arch constructed</type>
+
Ponder
<type>masterpiece arch design</type>
+
Teach
<type>regionpop incorporated into entity</type>
+
Learn
<pop_race>
+
Discuss
</pop_race>
+
Write about
<pop_number_moved>
+
Write
</pop_number_moved>
+
Copy
<pop_srid>
+
Meditate on
</pop_srid>
+
Pray to
<pop_flid>
+
Go to Combat Training
</pop_flid>
+
Organize Combat Training
<join_entity_id>
+
Lead Combat Training
</join_entity_id>
+
Wait for Combat Training
<type>artifact recovered</type>
+
Play Make Believe
<artifact_id>
+
Play with
</artifact_id>
+
Tell Story
<unit_id>
+
Listen to Story
</unit_id>
+
Recite Poetry
<hist_figure_id>
+
Listen to Poetry
</hist_figure_id>
+
Simulate
</structure_id>
+
Play
<subregion_id>
+
Sing
</subregion_id>
+
Chant
<feature_layer_id>
+
Perform Music
<type>artifact transformed</type>
+
Listen to Music
<new_artifact_id>
+
Perform Dance
</new_artifact_id>
+
Watch Dance
<old_artifact_id>
+
Go to
</old_artifact_id>
+
Demonstration
<type>artifact stored</type>
+
Organize
<type>artifact hidden</type>
+
Lead
<type>trade</type>
+
Wait for
<trader_hfid>
+
Watch
</trader_hfid>
+
Serve
<trader_entity_id>
+
Serve Customer
</trader_entity_id>
+
Go to Individual Combat Drill
<source_site_id>
+
Individual Combat Drill
</source_site_id>
+
/Resting
<dest_site_id>
+
Go to Sparring Match
</dest_site_id>
+
Spar
<production_zone_id>
+
Go to Sparring Practice
</production_zone_id>
+
Watch Sparring Practice
<allotment>
+
Archery Practice
</allotment>
+
DOUBLE TAGGED ITEM: By Activity,
<allotment_index>
+
There is not enough room to perform here.
</allotment_index>
+
There are not enough dancers.
<account_shift>
+
You could not find a partner.
</account_shift>
+
You cannot perform here.
<type>gamble</type>
+
Some
<gambler_hfid>
+
begin
</gambler_hfid>
+
begins
<old_account>
+
playing make believe.
</old_account>
+
playing with
<new_account>
+
a toy
</new_account>
+
The performers
<type>agreement void</type>
+
the story of
<type>body abused</type>
+
reciting the poem
<coords>
+
an improvised recital of
<type>diplomat lost</type>
+
the musical composition
<type>peace accepted</type>
+
improvised music,
<type>site dispute</type>
+
dancing
<dispute>
+
an improvised dance,
grazing rights
+
in the middle of
rights-of-way
+
You continue the story.
livestock ownership
+
The story continues.
</dispute>
+
You begin
<entity_id_1>
+
The poetry enters
</entity_id_1>
+
the
<entity_id_2>
+
line.
</entity_id_2>
+
the verse paragraph
<site_id_1>
+
verse paragraph
</site_id_1>
+
the stanza
<site_id_2>
+
stanza
</site_id_2>
+
You continue the poem.
<type>agreement made</type>
+
The poem continues.
<type>agreement rejected</type>
+
You enter
<type>agreement concluded</type>
+
The dance enters a new section with
<type>first contact failed</type>
+
The music enters
<contactor_enid>
+
a simple passage
</contactor_enid>
+
the introduction
<rejector_enid>
+
the exposition
</rejector_enid>
+
of the theme
<type>first contact</type>
+
of the first theme
<contacted_enid>
+
of the second theme
</contacted_enid>
+
of the previous passage
<type>remove hf site link</type>
+
a recapitulation
<type>add hf site link</type>
+
the synthesis
<type>remove hf hf link</type>
+
of the two themes
<hfid_target>
+
of previous passages
</hfid_target>
+
a verse
<type>add hf hf link</type>
+
a chorus
<type>change hf job</type>
+
the finale
<type>hf confronted</type>
+
the coda
<situation>
+
a bridge-passage
general suspicion
+
first
</situation>
+
second
<reason>ageless</reason>
+
theme
<reason>murder</reason>
+
a series of variations
<type>change hf body state</type>
+
on the theme
<body_state>
+
on the first theme
active
+
on the second theme
buried at site
+
and
unburied at site
+
You continue the dance.
unburied at battlefield
+
The dance continues.
unburied at subregion
+
You continue the music.
unburied at feature layer
+
The music continues.
entombed at site
+
You conclude your performance.
</body_state>
+
The performers are finished.
<type>entity alliance formed</type>
+
Some performers finish their act.
<initiating_enid>
+
has finished performing.
</initiating_enid>
+
concludes a performance.
<joining_enid>
+
You've learned
</joining_enid>
+
You feel like you know the basic rules of
<type>entity breach feature layer</type>
+
now.
<site_entity_id>
+
Your
</site_entity_id>
+
weave
<civ_entity_id>
+
a mesmerizing tale!
</civ_entity_id>
+
tell
<type>entity persecuted</type>
+
the story in vivid detail.
<persecutor_hfid>
+
telling the tale quite well.
</persecutor_hfid>
+
stumble
<persecutor_enid>
+
over the details.
</persecutor_enid>
+
bring
<expelled_hfid>
+
the poem to life with this flawless recitation.
</expelled_hfid>
+
choose
<expelled_creature>
+
the perfect phrasing.
</expelled_creature>
+
recite
<expelled_pop_id>
+
the words evocatively.
</expelled_pop_id>
+
enunciate
<expelled_number>
+
crisply.
</expelled_number>
+
speak
<property_confiscated_from_hfid>
+
well.
</property_confiscated_from_hfid>
+
mumble
<destroyed_structure_id>
+
, having completely forgotten the words.
</destroyed_structure_id>
+
poorly.
<shrine_amount_destroyed>
+
and the
</shrine_amount_destroyed>
+
instrument
<type>entity equipment purchase</type>
+
are indistinguishable!
<new_equipment_level>
+
delivering a virtuoso performance on the
</new_equipment_level>
+
chant
<type>add hf entity honor</type>
+
song
<honor_id>
+
is absolutely flawless.
</honor_id>
+
could nearly pass for the voice of the
<type>entity expels hf</type>
+
play
<type>hfs formed reputation relationship</type>
+
the
<hfid1>
+
with skill.
</hfid1>
+
sing
<identity_id1>
+
beautifully.
</identity_id1>
+
sound
<hfid2>
+
vaguely like the intended
</hfid2>
+
playing the
<identity_id2>
+
chanting
</identity_id2>
+
singing
<hf_rep_1_of_2>
+
make
</hf_rep_1_of_2>
+
a mockery of the
<hf_rep_2_of_1>
+
with a shameworthy performance.
</hf_rep_2_of_1>
+
doesn't
<type>hf abducted</type>
+
don't
<target_hfid>
+
seem to know how to play the
</target_hfid>
+
sloppily
<snatcher_hfid>
+
and even forget
</snatcher_hfid>
+
some of the words.
<type>hf reunion</type>
+
dance
<group_1_hfid>
+
flawlessly, like someone out of a legend!
</group_1_hfid>
+
dancing exceptionally.
<group_2_hfid>
+
dancing well.
</group_2_hfid>
+
get
<type>hf new pet</type>
+
tangled up.
<group_hfid>
+
It has no writing.
</group_hfid>
+
The pages are blank.
<type>hf reach summit</type>
+
It has no pages.
<type>hf simple battle event</type>
+
We should have made it there by now.
<subtype>
+
We should be making better progress.
subdued
+
We are going the wrong way.
scuffle
+
We haven't performed for some time.
attacked
+
We have arrived at our destination.
surprised
+
The oppressor has been overthrown!
ambushed
+
We must not abandon
happen upon
+
We must go back.
corner
+
Empty announcement
confront
+
spinning
got into a brawl
+
flying
2 lost after receiving wounds
+
, but it is deflected by
2 lost after giving wounds
+
by the
2 lost after mutual wounds
+
in the
</subtype>
+
from behind
<type>creature devoured</type>
+
from the side
<type>insurrection started</type>
+
with
<target_civ_id>
+
, but the attack is deflected by
</target_civ_id>
+
, lightly tapping the target!
<outcome>
+
, but there is no force!
leadership overthrown
+
, but it passes right through!
population gone
+
, but the attack passes right through!
</outcome>
+
, but it glances away!
<type>ceremony</type>
+
, but the attack glances away!
<civ_id>
+
and the severed part sails off in an arc!
</civ_id>
+
the part
<occasion_id>
+
is smashed into the body, an unrecognizable mass!
</occasion_id>
+
splits in gore!
<schedule_id>
+
collapses!
</schedule_id>
+
the injured part
<type>procession</type>
+
is ripped into loose shreds!
<type>competition</type>
+
is torn apart!
<winner_hfid>
+
and it is mostly cut away from the rest of the torso!
</winner_hfid>
+
is cloven asunder!
<competitor_hfid>
+
explodes into gore!
</competitor_hfid>
+
collapses into a lump of gore!
<type>performance</type>
+
is crushed!
<type>created world construction</type>
+
passing through a hole in the
<site_civ_id>
+
main part
</site_civ_id>
+
jamming the
<wcid>
+
part
</wcid>
+
out of the wound
<master_wcid>
+
through the
</master_wcid>
+
tearing
<site_id1>
+
tearing apart
</site_id1>
+
shattering
<site_id2>
+
chipping
</site_id2>
+
fracturing
<type>hf razed structure</type>
+
denting
<hist_fig_id>
+
bruising
</hist_fig_id>
+
apart
<type>razed structure</type>
+
and
<type>replaced structure</type>
+
tearing apart
<old_ab_id>
+
shattering
</old_ab_id>
+
tearing
<new_ab_id>
+
chipping
</new_ab_id>
+
fracturing
<type>hf destroyed site</type>
+
denting
<attacker_hfid>
+
bruising
</attacker_hfid>
+
breaking away
<defender_civ_id>
+
most of
</defender_civ_id>
+
half of
<type>hf attacked site</type>
+
a piece of
<type>spotted leaving site</type>
+
the rest of
<spotter_hfid>
+
through a hole in the
</spotter_hfid>
+
through the
<leaver_civ_id>
+
and spilling
</leaver_civ_id>
+
your
<type>site surrendered</type>
+
fetid
<attacker_civ_id>
+
rotten
</attacker_civ_id>
+
decomposing
<type>site taken over</type>
+
rancid
<new_site_civ_id>
+
stinking
</new_site_civ_id>
+
filthy
<type>new site leader</type>
+
reeking
<new_leader_hfid>
+
foul
</new_leader_hfid>
+
The geldables have been torn away!
<type>sneak into site</type>
+
It is a gelding strike!
<type>entity fled site</type>
+
It is a gelding blow!
<fled_civ_id>
+
a major artery
</fled_civ_id>
+
an artery
<type>entity rampaged in site</type>
+
has been opened by the attack
<rampage_civ_id>
+
many nerves
</rampage_civ_id>
+
a motor nerve
<type>remove hf entity link</type>
+
a sensory nerve
<link>
+
have
former member
+
been severed
former mercenary
+
a ligament
slave
+
has been
former slave
+
torn
prisoner
+
sprained
former prisoner
+
bruised
enemy
+
a tendon
criminal
+
strained
former position
+
attack is interrupted!
position claim
+
have
squad
+
has
former squad
+
become enraged!
occupation
+
has lodged firmly in the wound!
former occupation
+
latch on firmly
resident
+
latches on firmly
</link>
+
to
<position_id>
+
latch on firmly!
</position_id>
+
latches on firmly!
<type>hf enslaved</type>
+
are
<enslaved_hfid>
+
propelled away by the force of the blow!
</enslaved_hfid>
+
been knocked unconscious!
<seller_hfid>
+
been stunned again!
</seller_hfid>
+
been stunned!
<payer_entity_id>
+
having more trouble breathing!
</payer_entity_id>
+
having trouble breathing!
<moved_to_site_id>
+
feel
</moved_to_site_id>
+
looks
<type>entity overthrown</type>
+
even more sick!
<position_profile_id>
+
sick!
</position_profile_id>
+
is injected into the
<overthrown_hfid>
+
crumbles over the
</overthrown_hfid>
+
splatters over the
<pos_taker_hfid>
+
flows over the
</pos_taker_hfid>
+
pours over the
<instigator_hfid>
+
is sucked out of the wound!
</instigator_hfid>
+
Press
<conspirator_hfid>
+
for more
</conspirator_hfid>
+
to close window
<type>hf does interaction</type>
+
item
<doer_hfid>
+
is visiting.
</doer_hfid>
+
, a performance troupe, is visiting.
<interaction>
+
The dead walk.  Hide while you still can!
</interaction>
+
A vile force of darkness has arrived!
<type>hf learns secret</type>
+
The enemy have come and are laying siege to the fortress.
<student_hfid>
+
An army is invading!
</student_hfid>
+
army is located out of bounds: teleporting
<teacher_hfid>
+
FORCED_ADMINISTRATOR
</teacher_hfid>
+
overlord
<type>entity incorporated</type>
+
overlords
<joiner_entity_id>
+
Empty biased index vector
</joiner_entity_id>
+
Biased index vector computation error
<joined_entity_id>
+
data
</joined_entity_id>
+
data/save
<leader_hfid>
+
data/save/current
</leader_hfid>
+
data/save/current/art_image-
<partial_incorporation/>
+
.dat
<type>artifact dropped</type>
+
art_image-
<injury/>
+
data/save/current/
<type>artifact found</type>
+
data/save/
<site_property_id>
+
is
</site_property_id>
+
are
<type>artifact destroyed</type>
+
prostrating
<destroyer_hfid>
+
themselves
</destroyer_hfid>
+
before
<destroyer_enid>
+
torturing
</destroyer_enid>
+
committing a depraved act upon
<type>artifact lost</type>
+
devouring
<type>artifact copied</type>
+
admiring
<dest_structure_id>
+
burning
</dest_structure_id>
+
shooting
<dest_entity_id>
+
surrounded by
</dest_entity_id>
+
massacring
<source_structure_id>
+
fighting with
</source_structure_id>
+
greeting
<source_entity_id>
+
refusing
</source_entity_id>
+
speaking with
<from_original/>
+
embracing
<type>add hf entity link</type>
+
striking down
<appointer_hfid>
+
raising
</appointer_hfid>
+
hiding
<promise_to_hfid>
+
praying to
</promise_to_hfid>
+
contemplating
<type>failed frame attempt</type>
+
cooking
<convicter_enid>
+
engraving
</convicter_enid>
+
impaled on
<plotter_hfid>
+
being flayed by
</plotter_hfid>
+
hanging from
<fooled_hfid>
+
being mutilated by
</fooled_hfid>
+
praying
<framer_hfid>
+
weeping
</framer_hfid>
+
cringing
<crime>
+
screaming
conspiracy to slow labor
+
being tortured
embezzlement
+
committing a depraved act
</crime>
+
making a submissive gesture
<type>sabotage</type>
+
in a fetal position
<saboteur_hfid>
+
smeared out into a spiral
</saboteur_hfid>
+
falling
<type>hf ransomed</type>
+
dead
<ransomed_hfid>
+
laughing
</ransomed_hfid>
+
being shot
<ransomer_hfid>
+
making a plaintive gesture
</ransomer_hfid>
+
melting
<payer_hfid>
+
burning
</payer_hfid>
+
looks
<type>squad vs squad</type>
+
look
<a_hfid>
+
dejected
</a_hfid>
+
terrified
<d_hfid>
+
offended
</d_hfid>
+
confused
<a_squad_id>
+
suffering
</a_squad_id>
+
withering away
<d_squad_id>
+
striking a menacing pose
</d_squad_id>
+
striking a triumphant pose
<a_leader_hfid>
+
laboring
</a_leader_hfid>
+
traveling
<a_leadership_roll>
+
contemplating
</a_leadership_roll>
+
cooking
<d_leader_hfid>
+
engraving
</d_leader_hfid>
+
unnaturally contorted
<d_leadership_roll>
+
being flayed
</d_leadership_roll>
+
being mutilated
<a_race>
+
two
</a_race>
+
three
<a_interaction>
+
four
</a_interaction>
+
five
<a_effect>
+
Untitled
</a_effect>
+
, the deity of
<a_number>
+
, depicted as a
</a_number>
+
skeletal
<a_slain>
+
rotting
</a_slain>
+
ghostly
<d_race>
+
female
</d_race>
+
male
<d_interaction>
+
the deity of
</d_interaction>
+
bad cast
<d_effect>
+
called the
</d_effect>
+
the fundamental dance move. 
<d_number>
+
is one of the fundamental dance moves. 
</d_number>
+
the fundamental dance position. 
<d_slain>
+
is one of the fundamental dance positions. 
</d_slain>
+
First,
<type>tactical situation</type>
+
Then
<a_tactician_hfid>
+
Finally,
</a_tactician_hfid>
+
There
<d_tactician_hfid>
+
there
</d_tactician_hfid>
+
should be
<a_tactics_roll>
+
a series of
</a_tactics_roll>
+
graceful
<d_tactics_roll>
+
serene
</d_tactics_roll>
+
calm
a strongly favored
+
grotesque
a favored
+
crude
a slightly favored
+
refined
d strongly favored
+
understated
d favored
+
delicate
d slightly favored
+
elaborate
neither favored
+
expressive
<start/>
+
strong
<type>hf wounded</type>
+
large
<woundee_hfid>
+
weightless
</woundee_hfid>
+
fluid
<wounder_hfid>
+
undulating
</wounder_hfid>
+
soft
<was_torture/>
+
jerking
<type>reclaim site</type>
+
sharp-edged
<unretire/>
+
straight-lined
<type>created structure</type>
+
high
<builder_hfid>
+
low
</builder_hfid>
+
loudly percussive
<rebuilt/>
+
softly percussive
<type>created site</type>
+
aborted
<resident_civ_id>
+
partially realized
</resident_civ_id>
+
energetic
<type>site retired</type>
+
passionate
<first/>
+
vivacious
<type>site died</type>
+
joyous
<abandoned/>
+
proud
<type>holy city declaration</type>
+
flamboyant
<religion_id>
+
lively
</religion_id>
+
spirited
<type>hf freed</type>
+
vigorous
<freeing_civ_id>
+
intense
</freeing_civ_id>
+
aggressive
<freeing_hfid>
+
powerful
</freeing_hfid>
+
sluggish
<holding_civ_id>
+
relaxed
</holding_civ_id>
+
passive
<rescued_hfid>
+
subtle
</rescued_hfid>
+
sensual
<type>site tribute forced</type>
+
debauched
<season>
+
twisting
Autumn
+
sprightly
</season>
+
sinuous
<already_bled_dry/>
+
counterclockwise
<type>destroyed site</type>
+
clockwise
<no_defeat_mention/>
+
eighth
<type>entity searched site</type>
+
quarter
<searcher_civ_id>
+
half
</searcher_civ_id>
+
repeated
<result>found nothing</result>
+
steps in a square pattern
<type>hf relationship denied</type>
+
steps in a circular pattern
<seeker_hfid>
+
steps in a triangle pattern
</seeker_hfid>
+
steps in a figure-eight pattern
<relationship>
+
steps in an intricate pattern
apprentice
+
move
</relationship>
+
turn
<reason>
+
facial expression
prefers working alone
+
hand gesture
jealousy
+
straight walk
</reason>
+
curved walk
<reason_id>
+
run
</reason_id>
+
leap
<type>attacked site</type>
+
kick
<attacker_general_hfid>
+
left kick
</attacker_general_hfid>
+
right kick
<defender_general_hfid>
+
leg lift
</defender_general_hfid>
+
left leg lift
<a_support_merc_enid>
+
right leg lift
</a_support_merc_enid>
+
body level
<attacker_merc_enid>
+
body level change
</attacker_merc_enid>
+
arm carriage
<d_support_merc_enid>
+
raised left arm
</d_support_merc_enid>
+
raised right arm
<defender_merc_enid>
+
raised arm
</defender_merc_enid>
+
spin
<type>field battle</type>
+
independent body movement
<type>entity primary criminals</type>
+
sway
<type>entity relocate</type>
+
forward bend
<type>hf preach</type>
+
backward bend
<speaker_hfid>
+
leftward bend
</speaker_hfid>
+
rightward bend
<site_hfid>
+
footwork
</site_hfid>
+
movement along the line of dance
<topic>set entity 1 against entity 2</topic>
+
mirrored
<entity_1>
+
performed in retrograde
</entity_1>
+
performed in succession
<entity_2>
+
shadowed
</entity_2>
+
by group members
<topic>entity 1 should love entity 2</topic>
+
from the lead
<type>hf viewed artifact</type>
+
from the follower
<type>hf asked about artifact</type>
+
with
<type>hf travel</type>
+
is a
<return/>
+
sacred
<escape/>
+
solo
<type>merchant</type>
+
group
<depot_entity_id>
+
solo
</depot_entity_id>
+
group
<all_dead/>
+
celebration
<hardship/>
+
participation
<seizure/>
+
social
<offended/>
+
partner
<lost_value/>
+
performance
<is_tribute/>
+
for a single pair
<type>hf recruited unit type for entity</type>
+
for
<unit_type>
 
</unit_type>
 
<type>knowledge discovered</type>
 
<knowledge>
 
</knowledge>
 
<type>plundered site</type>
 
<detected/>
 
<was_raid/>
 
<took_items/>
 
<took_livestock/>
 
<type>hf performed horrible experiments</type>
 
<type>hf carouse</type>
 
<type>hf equipment purchase</type>
 
<quality>
 
</quality>
 
<type>building profile acquired</type>
 
<building_profile_id>
 
</building_profile_id>
 
<acquirer_hfid>
 
</acquirer_hfid>
 
<acquirer_enid>
 
</acquirer_enid>
 
<purchased_unowned/>
 
<inherited/>
 
<rebuilt_ruined/>
 
<last_owner_hfid>
 
</last_owner_hfid>
 
<last_owner_enid>
 
</last_owner_enid>
 
<type>hf profaned structure</type>
 
<type>hf disturbed structure</type>
 
<type>hf prayed inside structure</type>
 
<type>hf died</type>
 
<slayer_hfid>
 
</slayer_hfid>
 
<slayer_race>
 
</slayer_race>
 
<slayer_caste>
 
</slayer_caste>
 
<slayer_item_id>
 
</slayer_item_id>
 
<slayer_shooter_item_id>
 
</slayer_shooter_item_id>
 
<cause>
 
old age
 
hunger
 
thirst
 
shot
 
blood
 
drown
 
struck
 
slaughtered
 
scuttled
 
obstacle
 
lava
 
lava mist
 
dragonfire
 
steam
 
crushed bridge
 
chasm
 
cage blasted
 
murdered
 
blood drained
 
trap
 
vehicle
 
flying object
 
vanish
 
collapsed
 
put to rest
 
quitdead
 
abandon
 
heat
 
cold
 
spikes
 
cooling lava
 
cooling magma
 
freezing water
 
exec generic
 
exec beheaded
 
exec crucified
 
exec buried alive
 
exec drowned
 
exec burned alive
 
exec fed to beasts
 
exec hacked to pieces
 
exec left out in air
 
boil
 
melt
 
condense
 
solid
 
infection
 
scared to death
 
suicide leaping
 
suicide drowned
 
</cause>
 
<type>changed creature type</type>
 
<changee_hfid>
 
</changee_hfid>
 
<changer_hfid>
 
</changer_hfid>
 
<old_race>
 
</old_race>
 
<old_caste>
 
</old_caste>
 
<new_race>
 
</new_race>
 
<new_caste>
 
</new_caste>
 
<type>hf convicted</type>
 
<convicted_hfid>
 
</convicted_hfid>
 
<corrupt_convicter_hfid>
 
</corrupt_convicter_hfid>
 
<contact_hfid>
 
</contact_hfid>
 
<coconspirator_hfid>
 
</coconspirator_hfid>
 
<beating/>
 
<exiled/>
 
<death_penalty/>
 
<no_prison_available/>
 
<hammerstrokes>
 
</hammerstrokes>
 
<prison_months>
 
</prison_months>
 
<wrongful_conviction/>
 
<surveiled_convicted/>
 
<surveiled_coconspirator/>
 
<surveiled_contact/>
 
<surveiled_target/>
 
<convict_is_contact/>
 
<confessed_after_apb_arrest_enid>
 
</confessed_after_apb_arrest_enid>
 
<interrogator_hfid>
 
</interrogator_hfid>
 
<implicated_hfid>
 
</implicated_hfid>
 
<did_not_reveal_all_in_interrogation/>
 
<held_firm_in_interrogation/>
 
<type>hf interrogated</type>
 
<arresting_enid>
 
</arresting_enid>
 
<wanted_and_recognized/>
 
<type>modified building</type>
 
<modifier_hfid>
 
</modifier_hfid>
 
<modification>dungeon</modification>
 
<modification>improved fortifications</modification>
 
<modification>gated courtyard</modification>
 
<modification>feast hall</modification>
 
<type>hf revived</type>
 
<ghost>
 
murderous ghost
 
</ghost>
 
sadistic ghost
 
violent ghost
 
angry ghost
 
moaning spirit
 
howling spirit
 
secretive poltergeist
 
energetic poltergeist
 
troublesome poltergeist
 
restless haunt
 
forlorn haunt
 
<raised_before/>
 
<disturbance/>
 
<actor_hfid>
 
</actor_hfid>
 
<type>hf gains secret goal</type>
 
<secret_goal>
 
immortality
 
</secret_goal>
 
stay alive
 
maintain entity status
 
start a family
 
rule the world
 
create a great work of art
 
craft a masterwork
 
bring peace to the world
 
become a legendary warrior
 
master a skill
 
fall in love
 
see the great natural sites
 
make a great discovery
 
attain rank in society
 
bathe world in chaos
 
The
 
Opening Ceremony
 
Closing Ceremony
 
Main Ceremony
 
Ceremony
 
Procession
 
Dance Performance
 
Musical Performance
 
Poetry Recital
 
Storytelling
 
Performance
 
Occasion of
 
The Occasion
 
<hf_link>
 
<link_type>mother</link_type>
 
<link_type>father</link_type>
 
<link_type>spouse</link_type>
 
<link_type>child</link_type>
 
 
 
 
speak
 
speak
speaks
+
perform
burn
+
a performance of
burns
+
was performed
flooding
+
danced
flooded
+
I saw a performance of
floods
+
demanded submission from
rewarding
+
escalated a conflict with
rewarded
+
I realized
reward
+
I am awoken to
rewards
+
I played make believe.
annoyed
+
I played with
satisfied
+
I have communed with
grouchy
+
I am a parent.
grumpy
+
Children.
feeling fond
+
I have fallen for
alarmed
+
Oh,
shocked
+
Is that a weapon?
horrified
+
Is this an attack?
feeling grim satisfaction
+
Who's skulking around there?
in grief
+
Somebody up to no good...
feeling triumphant
+
A battle!
enraged
+
There's fighting!
excited
+
I have improved my
feeling gaiety
+
I have mastered
joyful
+
I shall name you
feeling love
+
This is a true masterpiece.
in acceptance
+
This is a masterpiece.
feeling admiration
+
is dead?
in adoration
+
I can't believe
feeling affection
+
is dead.
agitated
+
It feeds on blood.
aggravated
+
It is drinking the blood of the living.
in agony
+
The battle rages...
feeling alienated
+
This is a fight!
feeling ambivalent
+
In the midst of conflict...
angry
+
Has the tide turned?
anguished
+
How fragile we are...
anxious
+
How fleeting life is...
feeling apathetic
+
Gruesome wounds!
aroused
+
So easily broken...
astonished
+
Those injuries...
feeling aversion
+
Can it all end so quickly?
awed
+
Our time in
bored
+
is so brief...
feeling caring
+
Death is all around us.
contemptuous
+
Death...
content
+
is really dead.
dejected
+
, slayer of
delighted
+
, slayer.
in despair
+
has killed.
disgusted
+
Slayer.
disillusioned
+
I am separated from
feeling dislike
+
Oh, where is
dismayed
+
I am together with my
displeased
+
I am reunited with my
distressed
+
This is my fight too.
eager
+
I cannot just stand by.
elated
+
I have a part in this.
embarrassed
+
I asked to become a citizen.
empathetic
+
I brought up the lack of jobs in a meeting.
feeling empty
+
I made a suggestion about work allocations in a meeting.
feeling enjoyment
+
I requested that more weapons be produced in a meeting.
feeling ferocious
+
I yelled at somebody in charge.
feeling free
+
I cried on somebody in charge.
frightened
+
I told somebody that I am being prevented from leaving.
frustrated
+
I was yelled at by an unhappy citizen.
gleeful
+
I was cried on by an unhappy citizen.
gloomy
+
A visitor complained about being prevented from leaving.
feeling gratitude
+
I was near to
feeling guilty
+
my own
happy
+
arranged
taking hope
+
I lost a pet.
feeling hopeless
+
I threw something.
insulted
+
I was released from confinement.
irritated
+
I lost the baby.
isolated
+
My spouse lost the baby.
jubilant
+
I am wearing old clothes.
feeling loathing
+
My clothes are in tatters.
lonely
+
My clothes actually rotted right off of my body.
outraged
+
I had a nightmare about my deceased pet.
pleased
+
I had a nightmare about my deceased spouse.
feeling rejected
+
I had a nightmare about my deceased lover.
regretful
+
I had a nightmare about my deceased sibling.
remorseful
+
I had a nightmare about my deceased mother.
indignant
+
I had a nightmare about my deceased father.
feeling self-pity
+
I had a nightmare about my deceased child.
feeling servile
+
I had a nightmare about my deceased animal training partner.
shaken
+
I had a nightmare about my deceased friend.
sympathetic
+
I had a nightmare about my deceased acquaintance.
feeling tenderness
+
I had a nightmare about the dead.
thrilled
+
haunted
uneasy
+
tormented
unhappy
+
possessed
in wonder
+
tortured
worried
+
I was
wrathful
+
by the ghost
in existential crisis
+
of a pet
feeling defeated
+
of my spouse
feeling expectant
+
of my lover
in doubt
+
of my sibling
pessimistic
+
of my mother
euphoric
+
of my father
emotionless
+
of my child
the library
+
of my animal training partner
the treasury
+
of my friend
the throne room
+
of an acquaintance
the counting house
+
I did my combat drills.
the guildhall
+
I practiced at the archery target.
the tower
+
I had a sparring session.
the dormitory
+
I was not able to petition for citizenship.
the dining hall
+
I was not able to bring up the lack of jobs.
The library
+
I was not able to make suggestions about work allocations.
The treasury
+
I was unable to request weapon production.
The throne room
+
I could not find anybody in charge to complain at.
The counting house
+
I could not find anybody in charge to comfort me.
The guildhall
+
I've been on a long patrol.
east
+
I was nauseated by the sun.
right around here
+
I've been out in the sunshine again after a long time away.
sermon on
+
I'm sleepy.
telling of the story of
+
I haven't slept for a very long time.
recitation of
+
I'm thirsty.
playing
+
I'm dehydrated.
singing
+
I'm hungry.
performance of
+
I'm starving.
dancing
+
I have been away from people for a long time.
performance
+
I need a drink.
One should always respect the law.
+
I must pray to
Society flourishes when law breakers are punished.
+
I need time to contemplate.
Nothing gives them the right to establish these laws.
+
I need something to do.
No law can do justice to the complexity of life.
+
It has been long time since I've done something creative.
Some laws are just, while others were made to be broken.
+
I miss having art in my life.
Rules are there to be bent, but they shouldn't be flouted thoughtlessly.
+
I need some excitement in my life.
I consider laws to be more of a suggestion than anything.
+
I need to learn something new.
You must never forget true loyalty.  Repay it in full.
+
I want to spend some time with family.
How can society function without loyalty?  We must be able to have faith in each other.
+
I want to see my friends.
One must always be loyal to their cause and the ones they serve.
+
I'd like to hear somebody eloquent.
Don't serve anyone blindly.  You'll only get into trouble.
+
I long to uphold the traditions.
The whole idea of loyalty is pointless.  Acting purely out of loyalty implies acting against one's own best interest.
+
I need to pause and reflect upon myself.
Never lose yourself in loyalty.  You know what is best for yourself.
+
We must make merry again.
Loyalty has value, but you should always keep the broader picture in mind.
+
I wish to make something.
You should only maintain loyalty so long as something more important is not at stake.
+
I must practice the fighting arts.
Consider your loyalties carefully, adhere to them while they last, and abandon them when you must.
+
I need to perfect my skills.
How great it is to be surrounded by family!
+
I just want to slow down and take it easy for a while.
You can always rely on your family when everything else falls away.
+
I long to make romance.
Family is the true bond that keeps society thriving.
+
It would nice to get out in nature and see some creatures.
I was always irritated by family.
+
I want to see a great beast.
We cannot choose our families, but we can choose to avoid them.
+
I need more.
I hold the relationships I've forged myself over family ties I had no part in creating.
+
I could really use a good meal.
Family is complicated and those ties be both a boon and a curse.  Sometimes both at once!
+
I just want to fight somebody.
You can't always rely on your family, but it's good to know somebody is there.
+
This place could really use some more trouble.
There's nothing like a good friend.
+
I'm feeling argumentative.
Surround yourself with friends you can trust and you will be unstoppable.
+
I need to wear fine things.
When all other bonds wither, friendship will remain.
+
I need to get away from here and wander the world.
Be careful of your so-called friends.
+
I just wish to help somebody.
Friends are future enemies.  I don't see the difference.  People do as they must.
+
I want to puzzle over something.
Building friendships is a waste.  There is no bond that can withstand distance or a change of circumstance.
+
I have unmet needs.
Friends are nice, but you should keep your priorities straight.
+
I've been injured badly.
Strive for power.
+
I've been wounded.
Power over others is the only true measure of worth.
+
I didn't sleep soundly due to the noise.
You can be powerful or powerless.  The choice is yours, until somebody makes it for you.
+
It was very hard to sleep with the noise.
There's nothing admirable about bullying others.
+
I couldn't sleep at all with all the noise.
It is abhorrent to seek power over other people.
+
I was able to rest up.
The struggle for power must be balanced by other considerations.
+
I was caught in freakish weather.
You should always tell the truth.
+
I was out in the rain.
There is nothing so important that it is worth telling a lie.
+
I've been rained on.
Everything is so much easier when you just tell the truth.
+
It was raining on me.
There is no value in telling the truth thoughtlessly.  Consider the circumstances and say what is best.
+
I was in a snow storm.
Is there ever a time when honesty by itself overrides other considerations?  Say what is right, not what is true.
+
I was out in a blizzard.
Don't think about the truth, whatever that is.  Just say what needs to be said.
+
It was snowing on me.
There are times when it is alright not to tell the whole truth.
+
I got caught in a miasma.
It is best not to complicate your life with lies, sure, but the truth also has its problems.
+
I was caught in smoke underground.
Sometimes the blunt truth just does more damage.  Think about how the situation will unfold before you speak.
+
I was close to a waterfall.
I do admire a clever trap.
+
I got caught in dust underground.
There's no value in all of this scheming I see these days.
+
I was considering the demands I've made.
Be shrewd, but do not lose yourself in guile.
+
A criminal could not be properly punished.
I do admire a clever turn of phrase.
+
My punishment was reduced.
I can appreciate the right turn of phrase.
+
I won the election.
Who are these mealy-mouthed cowards trying to impress?
+
I was re-elected.
They are so full of all those big words.
+
I can now reside in
There is a time for artful speech, and a time for blunt speech as well.
+
I am now part of
Always deal fairly.
+
I was denied residency in
Don't be afraid to do anything to get ahead in this world.
+
I was rejected by
Life isn't fair, and sometimes you have to do what you have to do, but working toward a balance isn't a bad thing.
+
My request was approved.
Please maintain your dignity.
+
My request was ignored.
What do you care how I speak or how I live?
+
Nobody could be punished for failing to obey my commands.
I can see a place for maintaining decorum, but it's exhausting to live that way.
+
My punishment was delayed.
Some things should never change.
+
A criminal's punishment was delayed.
It's admirable when the traditions are upheld.
+
There are not enough cages and chains.
We need to find a better way than those of before.
+
My mandate was ignored.
We need to move beyond traditions.
+
A mandate deadline was missed.
Some traditions are worth keeping, but we should consider their overall value.
+
There wasn't enough work last season.
Art is life.
+
I smashed up a building.
The creative impulse is so valuable.
+
I toppled something over.
What's so special about art?
+
I have attained a higher rank of nobility.
Art?  More like wasted opportunity.
+
I have entered the nobility.
Art is complicated.  I know what I like, but some I can do without.
+
I was knocked out by a cave-in.
We should all work together.
+
My deadline was met.
It's better to work alone when possible, I think.  Cooperation breeds weakness.
+
I am uncovered.
You should think carefully before embarking on a joint enterprise, though there is some value in working together.
+
I don't have a shirt.
I treasure my freedom.
+
I have no shoes.
Nobody is free, and it is pointless to act as if you are.
+
I had to eat my beloved pet to survive.
Personal freedom must be tempered by other considerations.
+
I
One should not complain or betray any feeling.
 
Do not hide yourself behind an unfeeling mask.
 
There are times when it is best to keep your feelings to yourself, but I wouldn't want to force it.
 
The quest for knowledge never ends.
 
All of that so-called knowledge doesn't mean a thing.
 
Knowledge can be useful, but it can also be pointless or even dangerous.
 
It is important to discover yourself.
 
Why would I waste time thinking about myself?
 
Some time spent in reflection is admirable, but you must not forget to live your life.
 
I think self
 
 
CONTEXT
 
CONTEXT
 
ENTITY
 
ENTITY
 
HIST_FIG
 
HIST_FIG
 
ABSTRACT_BUILDING
 
ABSTRACT_BUILDING
 +
SITE
 
SUBREGION
 
SUBREGION
 
FAMILY_RELATIONSHIP
 
FAMILY_RELATIONSHIP
Line 5,499: Line 3,739:
 
ORDINAL
 
ORDINAL
 
UNIT_NAME
 
UNIT_NAME
 +
RACE
 
INDEF_FAMILY_RELATIONSHIP
 
INDEF_FAMILY_RELATIONSHIP
 
SPHERE
 
SPHERE
Line 5,528: Line 3,769:
 
RHYTHM
 
RHYTHM
 
OCCUPATION
 
OCCUPATION
BELIEF_SYSTEM
 
IMAGE_SET
 
DIVINATION_SET
 
 
SPEAKER
 
SPEAKER
 
AUDIENCE
 
AUDIENCE
Hey...  that sounds like a great idea!
+
A night creature has infiltrated our communities and now makes prey of us.
Surely any place is better than this. Let's set off immediately!
+
An evil lurks within.
Nothing beats the open road. Let us be off!
+
As you know, we are at warYou might be able to strike our enemies where our armies cannot reach.
I've always wanted to travel the world. Let us be off!
+
A great beast threatens to bring ruin upon our people.
Excitement!  Adventure!  I am thrilled to join you.
+
We have been under siege by an ancient force of nature.
I will agree to guide you if you lead me to glory and death.
+
It is time to send our cursed enemy back to the underworld.
I will agree to travel with you if you lead me to glory and death.
+
Our people have been tormented by a fearsome foe.
Take me away from here.
+
A beast horrible beyond imagining threatens us.
Let us leave as soon as possible.
+
A creature of the night has our people cowering in fear.
This is a cause worthy of struggle.
+
The forces of darkness have descended upon us.
I'm sorry. My duty is here.
+
A terror most foul from the evil depths nigh the underworld plagues us.
That's such a fantastic idea. I can't wait to be off!
+
A vile monster from the bowels of the earth has been preying on our people.
It's such a noble pursuit. Let's go immediately!
+
A beast from underground has been assailing us.
It would be so great to perform and make people happy.
+
At times, creeping things slither out from below ground.
I so love the performing arts. It's time to go!
+
We are besieged by a terrifying monster from the harshest wilderness.
I'd love to travel and create art.
+
A savage beast from the thick of the wilds hunts us at will.
The performing arts are so important. Let's go!
+
A ferocious wild animal has been set on us by nature.
Let's spread the joy!
+
A ferocious unnatural beast has become the bane of our people.
The performances will be great.
+
A beast from the wilds has been harassing our people.
A demonstration of your skill might convince me.
+
Vanquishing a great beast on our behalf would bring us all much glory.
Keep practicing!
+
Mastering the forces of nature would glorify us in the eyes of the world.
Maybe after you've improved.  Prove you have what it takes.  The life of the traveling performer is a hard one.
+
Demons from the underworld must not be permitted to walk freely upon the land.
Can you manage a troupe so large?
+
Not far from here, a fearsome creature has made its home.
It is I that would lead you, but I have no need of your protection.
+
Terrible monstrosities live deep under the ground.
Ha!  Such enthusiasm from one such as yourself.
+
The world is safer for travelers when night creatures no longer stalk the darkness.
With a band so large, what share of the glory would I have?
+
A force of evil has arisen in the world.
I'm sorry. I can't go with you.
+
Something truly horrifying has vomited itself forth from the depths of the world.
I have no interest in your objectives.
+
A great monster from the underground is said to have emerged from the darkness.
I cannot give up my quest for
+
A vile beast from the caverns now walks the land.
I cannot abandon my pilgrimage.
+
A lurking pest has come up from the underground.
I cannot, for I am on an important journey.
+
At the end of the world dwell the fiercest beasts of legend.
I am unfit to brave danger with you.
+
Creatures grow mighty out in the wildest regions.
I would...  rather not.
+
You might win fame by putting down a wild beast of great renown.
I worship
+
Sometimes animals just get out of control.
I worship no one.
+
Seek this place if you wish to confront
have
+
This insidious evil is
my
+
Seek this place if you hunt
Murderer!
+
The creature is
a murderer.
+
Slave
an enemy.
+
Prisoner
a friend.
+
  Body corrupted beyond reckoning,  
unstable.
+
assumes a beastly form to terrorize us.
gladly not of the living.
+
  Knowing no mercy,
of the living and must be killed.
+
devoured
The dead!
+
devoured our livestock
not of the living.
+
stole
the same as me.
+
stole our treasures
Get away from me!
+
destroyed
  an animal.
+
a mead hall
  a safe creature.
+
a keep
a dangerous animal.
+
a temple
my prisoner.
+
a library
my master.
+
a tower
  my apprentice.
+
a market
  my former master.
+
a tomb
my former apprentice.
+
an underworld spire
my traveling companion.
+
a dungeon
  my lover.
+
the sewers
I hate
+
the catacombs
my enemy.
+
destroyed our homes
Intruder!
+
profaned
an intruder.
+
disturbed
Vile creature!
+
profaned our homes
  a monster.
+
  This bloodsucking fiend
It is my misfortune that  
+
  This vile fiend
  a kindred spirit
+
even
a close friend
+
murdered
a friend
+
has even killed
, but that bond seems so thin now.
+
has killed
loathe
+
  lust for murder
hate
+
, among them
never liked
+
  calms down.]
with every fiber of my being
+
  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.
, and now we can all see why.
+
  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.
also
+
  pauses to regain
a legendary hero
+
  composure.]
a great hero
+
  It pains me all the more, for the foul villain
a hero
+
was once
so very brave
+
  my own
brave
+
, now twisted into monstrosity
, but those acts bring no forgiveness.
+
, now cursed
reunited
+
  Save us from this
bravely put an end to
+
traitor
you.
+
  BewareIt it said that only
  my partner
+
  It is said that  
, but it means nothing now.
+
  harms the creature.
a legendary brawler
+
  Other arms may not cut so deeply.
capable of such violence
+
Our people have been pestered by skulking villains.
well-known brawler
+
A marauding warband is threatening our people.
prone to violence
+
Malicious outlaws have brought terror to our doorsteps.
somewhat violent
+
Particular outlaws have been causing us much hardship.
started a fight with
+
A sprawling criminal organization has left our people living in fear.
a legendary thug
+
A scheming criminal gang has eluded capture for far too long.
an infamous thug
+
A lowly group of outcasts have perpetrated enough crimes against our community to gain notice.
a well-known thug
+
There are foul goings-on
a known thug
+
over at
thuggish
+
  They have a  
bullied
+
called
gave an unwelcome name.
+
somewhere
did not name
+
around here
feast
+
A bandit gang
feasts
+
led by
  on the blood of the living!
+
calling itself
a legendary brigand
+
has been harassing people on the street!
an infamous brigand
+
has been harassing people over in
a noted brigand
+
The army of
a known brigand
+
  is marching here!
a brigand
+
is marching on
  are dangerous outlaws.
+
There's absolutely nothing interesting around here.
  robbed
+
I am a  
a legendary villain
+
of the
an infamous villain
+
, as are you
a noted villain
+
forgetful guard
a known villain
+
I am a slave of
unhinged
+
I am a prisoner of
perpetrated a violent attack upon
+
Please help me to escape from this place.
a legendary preacher
+
But mostly I just like to drink.
a great preacher
+
How I long for some excitement in my life...
a talented preacher
+
I've always dreamed of seeing far-away places.
a skilled preacher
+
I would give anything to be away from here. I can't stand the boredom!
gives sermons, and may be a preacher
+
Can you lead me to battle and a warrior's death?
a legendary storyteller
+
is overcome for a moment.
a great storyteller
+
] No..I don't want to talk about it.
a talented storyteller
+
There is a great keep there
a skilled storyteller
+
named
a storyteller, or at least tells stories
+
There is a tavern there
a legendary poet
+
There is a temple
a great poet
+
there
a talented poet
+
There is a library there
a skilled poet
+
There is a tomb
a poet, according to some
+
housing
a legendary bard
+
is there.
a great bard
+
It is a place of great evil.
a talented bard
+
looks around nervously and leans forward, speaking quietly.
a skilled bard
+
  It is rumored that the dead rise and stalk the living!
a modest bard
+
That place is blessed.
a legendary dancer
+
Savage beasts call it their home.
a great dancer
+
!  It's terrifying.
a talented dancer
+
have been known to hunt out there.
a skilled dancer
+
roam freely out there.
something of a dancer
+
I don't know very much about it.
  good for a deal now and then
+
I am the
, but you can't bargain your way out of this.
+
STRANGUS
a legendary quarreler
+
AUGIS
infamously quarrelsome
+
STORKIS
a noted quarreler
+
[PRO_SUB]
known to be quarrelsome
+
[PRO_OBJ]
somewhat quarrelsome
+
[PRO_POS]
, but you can't argue your way out of this.
+
I've defeated many fearsome opponents!
a legendary flatterer
+
We are in
an infamous flatterer
+
  [You receive a detailed description.]
a noted flatterer
+
is in
a known flatterer
+
I've heard of a place called
something of a flatterer
+
The surrounding area is called
, but you can't talk your way out of this.
+
Search first in
a pleasure to speak with
+
a dark tower
, but now this stands between us.
+
the dungeon
a legendary hunter
+
  here
a great hunter
+
Search first in the mead hall to the
a talented hunter
+
Search first in a cottage to the
a skilled hunter
+
Search first in the keep to the
something of a hunter
+
, for I speak of our master
a legendary killer
+
Search first in the great tower to the
an infamous killer
+
Search first in a house to the
a noted killer
+
Search first in a hillock to the
a known killer
+
Search first in a tree to the
a killer
+
to the
  ended the days of
+
Search first by the well to the
a legendary murderer
+
Must be right around here somewhere.
an infamous murderer
+
I'm not sure exactly where to look.
a noted murderer
+
Hey...  that sounds like a great idea!
a known murderer
+
Surely any place is better than this.  Let's set off immediately!
a murderer
+
Nothing beats the open road.  Let us be off!
  took the life of
+
I've always wanted to travel the world. Let us be off!
  are my comrades
+
Excitement! Adventure! I am thrilled to join you.
my comrade
+
I will agree to guide you if you lead me to glory and death.
, but nothing can change the facts.
+
I will agree to travel with you if you lead me to glory and death.
are worthy of respect
+
Take me away from here.
worthy of respect
+
Let us leave as soon as possible.
, but at what price?
+
This is a cause worthy of struggle.
are not fit to rule.
+
I'm sorry. My duty is here.
part of the problem.
+
That's such a fantastic ideaI can't wait to be off!
an enemy fighter.
+
It's such a noble pursuit. Let's go immediately!
protected knowledge from being irrevocably lost
+
It would be so great to perform and make people happy.
, yet that means little now
+
I so love the performing arts. It's time to go!
brought back
+
I'd love to travel and create art.
sought out and returned our treasures
+
The performing arts are so important. Let's go!
, though it doesn't much matter
+
Let's spread the joy!
  a thieving scoundrel.
+
The performances will be great.
stole
+
A demonstration of your skill might convince me.
a protector of the defenseless
+
Keep practicing!
, but that hardly matters now.
+
Maybe after you've improved.  Prove you have what it takes. The life of the traveling performer is a hard one.
  challenged
+
Can you manage a troupe so large?
  justly slew
+
It is I that would lead you, but I have no need of your protection.
on my side
+
Ha!  Such enthusiasm from one such as yourself.
, but what does that mean now?
+
With a band so large, what share of the glory would I have?
brought battle to  
+
I'm sorry. I can't go with you.
  boldly slew
+
I have no interest in your objectives.
one of the most loyal soldiers to serve anybody at any time
+
I am unfit to brave danger with you.
famous for your loyalty as a soldier
+
I would...  rather not.
such a loyal soldier
+
Greet listener
a very loyal soldier
+
greet
a loyal soldier
+
hello
.  What happened to bring us to this?
+
Nevermind
  my neighbor.
+
nevermind
I don't know
+
Summarize the many troubles
This must be stopped by any means at our disposal.
+
trouble
It's not my problem.
+
Demand an item (barter screen)
It was inevitable.
+
demand
This is the life for me.
+
object
It is terrifying.
+
Express your emotions (new menu)
I don't know anything about that.
+
express
We are in the right in all matters.
+
feeling
They are outlaws.
+
emotion
I don't care one way or another.
+
State your values (new menu)
I hate it.
+
state
I am afraid of it.
+
values
That is sad but not unexpected.
+
Ask favor, place request, make demand or issue order (new menu)
That is terrible.
+
favor
That's terrific!
+
request
It accords with my faith.
+
order
Preaching is my calling.
+
Create a performance troupe together (group naming menu)
I enjoyed performing.
+
troupe
It was legendary.
+
Claim this site for yourself (group naming menu)
It was fantastic.
+
claim
It was great.
+
Claim this site for yourself and
It was good.
+
Ask about somebody (new menu)
It was okay.
+
reputation
I'm conflicted.
+
Ask for directions (new menu)
I agree completely.
+
directions
So true, so true.
+
where
No doubt.
+
Bring up specific incident or rumor (new menu)
Truly.
+
incident
I concur!
+
rumor
This preacher
+
tell
This storyteller
+
Ask about
This recitation
+
death
That sounds just like the
+
crime
This
+
fight
player
+
conflict
This singer
+
army
This chanter
+
march
This dancer
+
abduction
is fantastic!
+
kidnap
is awesome!
+
occupation
is magnificant!
+
beast
?  Unbelievable talent!
+
criminal
.  How can I even describe the skill?
+
bandit
is legendary.
+
skulking
!  Amazing ability.
+
vermin
That sounds almost like the
+
ruffian
is great.
+
Inquire about any troubles
is splendid.
+
troubles
is really quite good!
+
Request a guide to  
shows such talent.
+
Ask for directions to
That sounds like the
+
yourself
is good.
+
Ask for the whereabouts of
is pretty good.
+
Ask listener to wait here
is alright!
+
wait
has promise.
+
stay
That sounds vaguely like the
+
Ask listener to follow you
is okay.
+
follow
is fine.
+
come
is alright.
+
Cancel the agreement
could be better.
+
cancel
could be worse.
+
leave
is middling.
+
Complain about the agreement
Is that supposed to be the  
+
complain
is no good.
+
Bring up the journey together
stinks!
+
journey
is lousy.
+
agreement
is a waste of time.
+
Tell listener that nothing has changed
couldn't be much worse.
+
nothing
is terrible.
+
Give an order based on
is just bad.
+
's relationship with
doesn't belong here.
+
Go into
makes me retch.
+
diplomacy
?  Awful.
+
relations
This is my favorite dance.
+
land
The accompaniment is my favorite music.
+
Summarize the hold of  
This is my favorite music.
+
on its territory
The lyrics of the accompaniment are my favorite poetry.
+
patrol
The lyrics are my favorite poetry.
+
guards
This is my favorite poetry.
+
forces
I love the reflective lyrics of the accompaniment.
+
Summarize the local disposition of the forces of
I love the reflective lyrics.
+
other
I love reflective poetry.
+
rebels
I hate the self-absorbed lyrics of the accompaniment.
+
opposition
I hate the self-absorbed lyrics.
+
stakeholders
I hate self-absorbed poetry.
+
Summarize your views on the opposition to
I love the riddle in the lyrics of the accompaniment.
+
overview
I love the riddle in the lyrics.
+
Describe the refugees created by the attack of  
I love riddles.
+
accuse
Why is there a riddle in the lyrics of the accompaniment? I hate riddles.
+
troublemaker
Why is there a riddle in the lyrics? I hate riddles.
+
Accuse the speaker of being a troublemaker
I hate riddles.
+
Summarize your views on
The lyrics of the accompaniment are so embarrassing!
+
Summarize the conflict in which
The lyrics are so embarrassing!
+
you slew
This poetry is so embarrassing!
+
  (This occurred
The lyrics of the accompaniment are so funny!
+
  at this location
The lyrics are so funny!
+
rescue
This poetry is so funny!
+
reunion
I love the raunchy lyrics of the accompaniment!
+
reunited
I love the raunchy lyrics!
+
Bring up your reunion with
I love raunchy poetry!
+
Bring up the reunion of  
I love the ribald lyrics of the accompaniment.
+
Bring up your death
I love the ribald lyrics.
+
Bring up the death of
I love ribald poetry.
+
Bring up
Must the lyrics of the accompaniment be so off-putting?
+
production order violation
These lyrics are simply unacceptable.
+
production
I hate this sleazy sort of poetry.
+
violation
I love the light lyrics of the accompaniment.
+
export prohibition violation
I love the light lyrics.
+
export
I love light poetry.
+
prohibition
Couldn't the lyrics of the accompaniment be a bit more somber?
+
job order violation
These lyrics are too breezy.
+
conspiracy to slow labor
I prefer more weighty subject matter myself.
+
conspiracy
I love the solemn lyrics of the accompaniment.
+
slow
I love the solemn lyrics.
+
labor
I love solemn poetry.
+
crime of murder
The lyrics of the accompaniment are way too serious.
+
murder
These lyrics are too austere.
+
disorderly
I can't stand poetry this serious.
+
conduct
This legendary hunt has saved us from a mighty enemy!
+
building
This magnificent hunt has saved us from a fearsome enemy!
+
destruction
This great hunt has saved us from a dangerous enemy!
+
crime of theft
This worthy hunt has rid us of an enemy.
+
theft
This hunt has rid us of a nuisance.
+
crime of robbery
That was a legendary hunt!
+
robbery
That was a magnificent hunt!
+
crime of blood-drinking
That was a great hunt!
+
blood
That was a worthy hunt.
+
drinking
That was hunter's work.
+
submission
We are saved from a mighty enemy!
+
demand of submission from
We are saved from a fearsome enemy!
+
attack on
We are saved from a dangerous enemy!
+
escalated attack on
We are rid of an enemy.
+
succession
We are rid of a nuisance.
+
leader
The defenseless are safer from outlaws.
+
Spread rumor of  
Thank you!
+
ascension
You have my thanks.
+
presence
suspicion
+
presence
alarm
+
's presence
shock
+
tribute
grief
+
's acceptance of  
triumph
+
's offer of tribute
rage
+
's refusal of
satisfaction
+
's demand for tribute
fear
+
's offer of peace
sadness
+
's cessation of tribute to
love
+
's claim
bliss
+
harassment
vengefulness
+
's harassment
terror
+
withdrawal
acceptance
+
's withdrawal from
admiration
+
refugees
agitation
+
flight
aggravation
+
's flight
alienation
+
's abandonment
amazement
+
insurrection
ambivalence
+
Spread rumor of the insurrection
amusement
+
against
anger
+
Spread rumor of the
anguish
+
overthrow
annoyance
+
revolution
anxiety
+
overthrow
apathy
+
failure
arousal
+
failed insurrection
astonishment
+
crushed
aversion
+
insurrection crushed
bitterness
+
reclaim
boredom
+
's reclamation
confusion
+
founding
contempt
+
's foundation
contentment
+
's march
dejection
+
to reclaim
delight
+
to found a site in
disappointment
+
invasion
disgust
+
toward
dislike
+
Spread rumor of the occupation of
dismay
+
Spread rumor of your reunion with
displeasure
+
Spread rumor of the reunion of
distress
+
death
eagerness
+
Spread rumor of your abduction
elation
+
Spread rumor of the abduction of
embarrassment
+
Trade or settle debts
emptiness
+
trade
exasperation
+
barter
exhilaration
+
deal
ferocity
+
debts
fondness
+
sell
fright
+
Ask about available services, drinks, rooms, etc.
frustration
+
service
glee
+
room
gloom
+
List available services
glumness
+
list
grouchiness
+
Yell out service order
grumpiness
+
Order
guilt
+
free
hatred
+
drink
hopelessness
+
Rent room for
humiliation
+
Request free room
insult
+
extend
interest
+
rent
irritation
+
Extend room rental for
isolation
+
Extend use of free room
jolliness
+
Confirm service order
joviality
+
confirm
jubilation
+
Exchange, give or take personal items
loneliness
+
exchange
misery
+
give
mortification
+
take
nervousness
+
Ask listener to join you (new menu)
nostalgia
+
join
optimism
+
Ask about the structure you are in
outrage
+
structure
panic
+
Inquire about listener's profession
patience
+
profession
passion
+
work
pleasure
+
Ask how listener is feeling
pride
+
feelings
rapture
+
emotions
rejection
+
Ask about listener's family
relief
+
Ask for permission to stay for a day
regret
+
sleep
remorse
+
permission
repentance
+
rest
resentment
+
Ask for a cease to hostilities
righteous
+
cease
indignation
+
stop
self
+
Ask the listener for the location of
pity
+
the object
servile
+
location
shame
+
Agree to have
tenderness
+
accept homage from
thrill
+
agree
uneasiness
+
Refuse to have
unhappiness
+
refuse
wonder
+
Agree to make peace between
worry
+
Refuse to make peace between
wrath
+
pay homage to
zeal
+
Offer to have
angst
+
offer
expectancy
+
homage
doubt
+
Cancel tribute from
enthusiasm
+
Offer peace between
pessimism
+
Demand that
euphoria
+
Demand that the listener drop
gaiety
+
drop
excitement
+
Demand that the listener yield
Acknowledge lack of suspicion
+
yield
Acknowledge lack of alarm
+
surrender
Acknowledge lack of shock
+
Welcome yourself to your new home
Acknowledge lack of horror
+
welcome
Acknowledge lack of grief
+
home
Acknowledge lack of triumph
+
Raise alarm
Acknowledge lack of rage
+
intruder
Acknowledge lack of grim satisfaction
+
Brag about your past violent acts
Acknowledge lack of fear
+
brag
Acknowledge lack of sadness
+
boast
Acknowledge lack of satisfaction
+
transfer
Acknowledge lack of love
+
position
Acknowledge lack of bliss
+
Offer listener your position as
Acknowledge lack of excitement
+
adopt
Acknowledge lack of gaiety
+
Ask listener to adopt
Acknowledge lack of joy
+
Accept the position
Acknowledge lack of vengefulness
+
Refuse the position
Acknowledge lack of terror
+
Agree to the adoption
Acknowledge lack of agony
+
Refuse the adoption
Acknowledge lack of anguish
+
Ask listener why they are traveling
Acknowledge lack of despair
+
travel
Acknowledge lack of dismay
+
Ask how strong this group's hold over its lands is
Acknowledge lack of distress
+
hold
Acknowledge lack of fright
+
withdraw
Acknowledge lack of misery
+
Ask about the position of this group's forces
Acknowledge lack of mortification
+
guard
Acknowledge lack of being shaken
+
armies
Acknowledge lack of acceptance
+
scout
Acknowledge lack of admiration
+
Ask about other groups with a stake in this site
Acknowledge lack of agitation
+
groups
Acknowledge lack of aggravation
+
exile
Acknowledge lack of alienation
+
Ask if anybody fled from this site
Acknowledge lack of amazement
+
flee
Acknowledge lack of ambivalence
+
fled
Acknowledge lack of anger
+
Ask about the local ruler
Acknowledge lack of annoyance
+
Ask about this site's neighbors and trade partners
Acknowledge lack of anxiety
+
neighbors
Acknowledge lack of apathy
+
village
Acknowledge lack of arousal
+
Comment on weather
Acknowledge lack of astonishment
+
weather
Acknowledge lack of aversion
+
Offer encouragement
Acknowledge lack of awe
+
encourage
Acknowledge lack of bitterness
+
Comment on natural surroundings
Acknowledge lack of boredom
+
Ask about the surrounding area
Acknowledge lack of caring
+
surroundings
Acknowledge lack of confusion
+
area
Acknowledge lack of contempt
+
Invoke true name to banish listener
Acknowledge lack of dejection
+
invoke
Acknowledge lack of disappointment
+
name
Acknowledge lack of disgust
+
banish
Acknowledge lack of disillusionment
+
Invoke true name to compel service from listener
Acknowledge lack of dislike
+
Accuse listener of being a night creature
Acknowledge lack of displeasure
+
creature
Acknowledge lack of eagerness
+
Say goodbye
Acknowledge lack of embarrassment
+
goodbye
Acknowledge lack of empathy
+
done
Acknowledge lack of emptiness
+
quit
Acknowledge lack of exasperation
+
Bypass greeting (new menu)
Acknowledge lack of ferocity
+
bypass
Acknowledge lack of frustration
+
skip
Acknowledge lack of gloom
+
Change the subject (new menu)
Acknowledge lack of glumness
+
change
Acknowledge lack of gratitude
+
subject
Acknowledge lack of grouchiness
+
back
Acknowledge lack of grumpiness
+
Return to current topic (new menu)
Acknowledge lack of guilt
+
return
Acknowledge lack of hatred
+
Refuse to share this information
Acknowledge lack of hope
+
Say that you have no family
Acknowledge lack of hopelessness
+
Say that you don't remember
Acknowledge lack of humiliation
+
Ask what happened
Acknowledge lack of insult
+
what
Acknowledge lack of interest
+
happened
Acknowledge lack of irritation
+
Ask listener to join you and be rescued
Acknowledge lack of isolation
+
Give report pertaining to service as a
Acknowledge lack of loathing
+
duty
Acknowledge lack of loneliness
+
report
Acknowledge lack of lust
+
Praise listener for completing the task
Acknowledge lack of nervousness
+
praise
Acknowledge lack of nostalgia
+
task
Acknowledge lack of optimism
+
Request duty or advice pertaining to service as a
Acknowledge lack of outrage
+
advice
Acknowledge lack of panic
+
Ask to be made a
Acknowledge lack of patience
+
tavern
Acknowledge lack of passion
+
keeper
Acknowledge lack of rejection
+
monster
Acknowledge lack of relief
+
slayer
Acknowledge lack of regret
+
Ask for
Acknowledge lack of remorse
+
to made
Acknowledge lack of repentance
+
tavern keepers
Acknowledge lack of resentment
+
performers
Acknowledge lack of restlessness
+
scholars
Acknowledge lack of righteous indignation
+
mercenaries
Acknowledge lack of self-pity
+
monster slayers
Acknowledge lack of servility
+
scribes
Acknowledge lack of shame
+
Grant listener work as
Acknowledge lack of sympathy
+
grant
Acknowledge lack of tenderness
+
Grant
Acknowledge lack of uneasiness
+
work as
Acknowledge lack of unhappiness
+
Refuse listener work as
Acknowledge lack of wonder
+
Ask to join
Acknowledge lack of worry
+
Accept into
Acknowledge lack of wrath
+
accept
Acknowledge lack of zeal
+
Refuse request to join
Acknowledge lack of adoration
+
Invite listener to join
Acknowledge lack of affection
+
invite
Acknowledge lack of amusement
+
Accept invitation to join
Acknowledge lack of contentment
+
Refuse invitation to join
Acknowledge lack of delight
+
decline
Acknowledge lack of elation
+
Leave
Acknowledge lack of enjoyment
+
Kick listener out of  
Acknowledge lack of exhilaration
+
kick
Acknowledge lack of fondness
+
Refuse invitation to become a
Acknowledge lack of freedom
+
Accept invitation to become a
Acknowledge lack of glee
+
Refuse request to become a
Acknowledge lack of happiness
+
Accept as a
Acknowledge lack of jolliness
+
Revoke listener's status as a
Acknowledge lack of joviality
+
revoke
Acknowledge lack of jubilation
+
Invite listener to become a
Acknowledge lack of pleasure
+
Ask to become a
Acknowledge lack of pride
+
Ask to be rescued
Acknowledge lack of rapture
+
Reply to greeting
Acknowledge lack of a thrill
+
reply
Acknowledge lack of existential crisis
+
Refuse conversation
Acknowledge lack of defeat
+
Reply to greeting (impersonation)
Acknowledge lack of expectancy
+
impersonate
Acknowledge lack of doubt
+
State
Acknowledge lack of enthusiasm
+
's location
Acknowledge lack of pessimism
+
to be
Acknowledge lack of euphoria
+
suggest
State minor feeling of suspicion
+
Suggest talking to
Dismiss minor feeling of alarm
+
to offer condolences
dismiss
+
Suggest traveling to
Dismiss minor feeling of shock
+
to find a relative
Dismiss minor feeling of horror
+
State that you weren't acquainted
Dismiss minor feeling of grief
+
Tell listener to enjoy peace and remain vigilant
State minor feeling of triumph
+
enjoy
Dismiss minor feeling of rage
+
vigilant
State minor feeling of grim satisfaction
+
Offer condolences
Dismiss minor feeling of fear
+
condolences
Dismiss minor feeling of sadness
+
sorry
State minor feeling of satisfaction
+
Ask listener's course of action
State minor feeling of love
+
action
State minor feeling of bliss
+
Request suggestion for course of action
State minor feeling of excitement
+
Ask listener to join you as entertainer
State minor feeling of gaiety
+
entertain
State minor feeling of joy
+
Ask listener to join you on adventures
State minor feeling of vengefulness
+
adventure
Dismiss minor feeling of terror
+
Ask listener to guide you to a location
Dismiss minor feeling of agony
+
guide
Dismiss minor feeling of anguish
+
site
Dismiss minor feeling of despair
+
place
Dismiss minor feeling of dismay
+
Respond to join request
Dismiss minor feeling of distress
+
respond
Dismiss minor feeling of fright
+
Ask listener to join you in a rescue
Dismiss minor feeling of misery
+
Ask listener to join you in an insurrection
Dismiss minor feeling of mortification
+
State opinion that it must be stopped with violent force
Dismiss minor feeling of being shaken
+
force
State minor feeling of acceptance
+
State opinion that it is not your problem
State minor feeling of admiration
+
State opinion that it was inevitable
State minor feeling of agitation
+
inevitable
State minor feeling of aggravation
+
State opinion that this is the life for you
State minor feeling of alienation
+
life
State minor feeling of amazement
+
State opinion that it is sad but not unexpected
State minor feeling of ambivalence
+
expected
State minor feeling of anger
+
State opinion that it is terrible
State minor feeling of annoyance
+
terrible
State minor feeling of anxiety
+
State opinion that it is terrifying
State minor feeling of apathy
+
terrifying
State minor feeling of arousal
+
State that you don't know anything about it
State minor feeling of astonishment
+
State that you are right in all matters
State minor feeling of aversion
+
right
State minor feeling of awe
+
State that it is terrific
State minor feeling of bitterness
+
terrific
State minor feeling of boredom
+
State that it is for the best
State minor feeling of caring
+
best
State minor feeling of confusion
+
State that you don't care
State minor feeling of contempt
+
State your general hatred
State minor feeling of dejection
+
hate
State minor feeling of disappointment
+
State your general fear
State minor feeling of disgust
+
afraid
State minor feeling of disillusionment
+
State that you enjoyed performing
State minor feeling of dislike
+
performing
State minor feeling of displeasure
+
State that it was legendary
State minor feeling of eagerness
+
legendary
State minor feeling of embarrassment
+
State that it was fantastic
State minor feeling of empathy
+
fantastic
State minor feeling of emptiness
+
State that it was great
State minor feeling of exasperation
+
great
State minor feeling of ferocity
+
State that it was good
State minor feeling of frustration
+
State that it was okay
State minor feeling of gloom
+
okay
State minor feeling of glumness
+
Agree completely
State minor feeling of gratitude
+
State that this is fantastic
State minor feeling of grouchiness
+
State that this is great
State minor feeling of grumpiness
+
State that this is good
State minor feeling of guilt
+
State that this is okay
State minor feeling of hatred
+
State that this is no good
State minor feeling of hope
+
State that this is your favorite dance
State minor feeling of hopelessness
+
favorite
State minor feeling of humiliation
+
State that this is your favorite music
State minor feeling of insult
+
State that this is your favorite poetry
State minor feeling of interest
+
poetry
State minor feeling of irritation
+
State that you love reflective poetry
State minor feeling of isolation
+
reflective
State minor feeling of loathing
+
State that you hate reflective poetry
State minor feeling of loneliness
+
State that you love riddles
State minor feeling of lust
+
riddle
State minor feeling of nervousness
+
State that you hate riddles
State minor feeling of nostalgia
+
State that you are embarrassed by this kind of humor
State minor feeling of optimism
+
embarrassed
State minor feeling of outrage
+
humor
State minor feeling of panic
+
State your amusement
State minor feeling of patience
+
amused
State minor feeling of passion
+
funny
State minor feeling of rejection
+
State that you love raunchy poems
State minor feeling of relief
+
raunchy
State minor feeling of regret
+
poems
State minor feeling of remorse
+
State that you love ribald poems
State minor feeling of repentance
+
ribald
State minor feeling of resentment
+
State that you disapprove of ribald poems
State minor feeling of restlessness
+
State that you love light poems
State minor feeling of righteous indignation
+
light
State minor feeling of self-pity
+
State that you hate light poems
State minor feeling of servility
+
State that you love solemn poems
State minor feeling of shame
+
solemn
State minor feeling of sympathy
+
State that you hate solemn poems
State minor feeling of tenderness
+
Grant sleep permission
State minor feeling of uneasiness
+
Deny sleep permission
State minor feeling of unhappiness
+
deny
State minor feeling of wonder
+
Comply with order
State minor feeling of worry
+
comply
State minor feeling of wrath
+
Agree to follow
State minor feeling of zeal
+
Apologize for being otherwise occupied
State minor feeling of adoration
+
apologize
State minor feeling of affection
+
occupied
State minor feeling of amusement
+
Refer listener to somebody older
State minor feeling of contentment
+
refer
State minor feeling of delight
+
older
State minor feeling of elation
+
Ask listener to come closer
State minor feeling of enjoyment
+
closer
State minor feeling of exhilaration
+
Do business
State minor feeling of fondness
+
business
State minor feeling of freedom
+
Initiate bartering
State minor feeling of glee
+
Ask listener to come to the trade depot later
State minor feeling of happiness
+
later
State minor feeling of jolliness
+
Ask listener to come to your store later
State minor feeling of joviality
+
Ask listener to come to the market later
State minor feeling of jubilation
+
Remind listener of pending service
State minor feeling of pleasure
+
pending
State minor feeling of pride
+
Tell listener that no services are available
State feelings, somewhat enraptured
+
Tell listener both of you must be at location
State feelings, somewhat thrilled
+
both
Dismiss minor existential crisis
+
Tell listener you don't work here
Dismiss minor feeling of defeat
+
Mention services to listener
State feelings, somewhat expectant
+
Tell listener to try a shopkeeper
Dismiss minor doubts
+
shopkeeper
State minor feeling of enthusiasm
+
Tell listener about
Dismiss minor feeling of pessimism
+
Provide directions to
State minor feeling of euphoria
+
Recommend
State feelings of suspicion
+
as a guide
Verbally struggle against alarm
+
Profess total ignorance
struggle
+
Tell the listener that
Verbally struggle against shock
+
is dead
Verbally struggle against horror
+
dead
Verbally struggle against grief
+
Give your opinion of  
State feelings of triumph
+
opinion
Verbally struggle against rage
+
Provide the location of  
State feelings of grim satisfaction
+
Provide the whereabouts of  
Verbally struggle against fear
+
Explain your current journey
Verbally struggle against sadness
+
explain
State feelings of satisfaction
+
Say something about this site's trade partners
State feelings of love
+
Say something about the local area
State feelings of bliss
+
Tell the listener that they've found you
State feelings of excitement
+
found
State feelings of gaiety
+
Grovel before your new master
State feelings of joy
+
grovel
State feelings of vengefulness
+
master
Verbally struggle against terror
+
Ask listener to wait until you've returned home
Verbally struggle against agony
+
Say something general about your emotional state or thoughts
Verbally struggle against anguish
+
thoughts
Verbally struggle against despair
+
Say something about your family
Verbally struggle against dismay
+
Announce that you are hunting in your lair
Verbally struggle against distress
+
hunt
Verbally struggle against fright
+
lair
Verbally struggle against misery
+
Express astonishment at seeing
Verbally struggle against mortification
+
surprise
Verbally struggle, shaken
+
astonished
State feelings of acceptance
+
Hawk your wares
State feelings of admiration
+
hawk
State feelings of agitation
+
Yield in terror
State feelings of aggravation
+
Yield
State feelings of alienation
+
Agree to cease hostilities
State feelings of amazement
+
Refuse to cease hostilities
State feelings of ambivalence
+
Agree to comply with demand
State feelings of anger
+
Refuse to comply with demand
State feelings of annoyance
+
Refuse to yield
State feelings of anxiety
+
Fail the struggle against great alarm
State feelings of apathy
+
outburst
State feelings of arousal
+
fail
State feelings of astonishment
+
Fail the struggle against great shock
State feelings of aversion
+
Fail the struggle against great horror
State feelings of awe
+
Fail the struggle against great grief
State feelings of bitterness
+
Fail the struggle against great rage
State feelings of boredom
+
Fail the struggle against great fear
State feelings of caring
+
Fail the struggle against great sadness
State feelings of confusion
+
Fail the struggle against great terror
State feelings of contempt
+
Fail the struggle against great agony
State feelings of dejection
+
Fail the struggle against great anguish
State feelings of disappointment
+
Fail the struggle against great despair
State feelings of disgust
+
Fail the struggle against great dismay
State feelings of disillusionment
+
Fail the struggle against great distress
State feelings of dislike
+
Fail the struggle against great fright
State feelings of displeasure
+
Fail the struggle against great misery
State feelings of eagerness
+
Fail the struggle against great mortification
State feelings of embarassment
+
Fail the internal struggle, completely shaken
State feelings of empathy
+
Fail the struggle against existential crisis
State feelings of emptiness
 
State feelings of exasperation
 
State feelings of ferocity
 
State feelings of frustration
 
State feelings of gloom
 
State feelings of glumness
 
State feelings of gratitude
 
State feelings of grouchiness
 
State feelings of grumpiness
 
State feelings of guilt
 
State feelings of hatred
 
State feelings of hope
 
State feelings of hopelessness
 
State feelings of humiliation
 
State feelings of insult
 
State feelings of interest
 
State feelings of irritation
 
State feelings of isolation
 
State feelings of loathing
 
State feelings of loneliness
 
State feelings of lust
 
State feelings of nervousness
 
State feelings of nostalgia
 
State feelings of optimism
 
State feelings of outrage
 
State feelings of panic
 
State feelings of patience
 
State feelings of passion
 
State feelings of rejection
 
State feelings of relief
 
State feelings of regret
 
State feelings of remorse
 
State feelings of repentance
 
State feelings of resentment
 
State feelings of restlessness
 
State feelings of righteous indignation
 
State feelings of self-pity
 
State feelings of servility
 
State feelings of shame
 
State feelings of sympathy
 
State feelings of tenderness
 
State feelings of uneasiness
 
State feelings of unhappiness
 
State feelings of wonder
 
State feelings of worry
 
State feelings of wrath
 
State feelings of zeal
 
State feelings of adoration
 
State feelings of affection
 
State feelings of amusement
 
State feelings of contentment
 
State feelings of delight
 
State feelings of elation
 
State feelings of enjoyment
 
State feelings of exhilaration
 
State feelings of fondness
 
State feelings of freedom
 
State feelings of glee
 
State feelings of happiness
 
State feelings of jolliness
 
State feelings of joviality
 
State feelings of jubilation
 
State feelings of pleasure
 
State feelings of pride
 
State feelings, enraptured
 
State feelings, thrilled
 
Verbally struggle against existential crisis
 
Verbally struggle, defeated
 
State feelings, expectant
 
Verbally struggle against doubt
 
State feelings of enthusiasm
 
Verbally struggle against pessimism
 
State feelings of euphoria
 
 
State feelings of great suspicion
 
State feelings of great suspicion
 
Verbally struggle against great alarm
 
Verbally struggle against great alarm
 +
struggle
 
Verbally struggle against great shock
 
Verbally struggle against great shock
 
Verbally struggle against great horror
 
Verbally struggle against great horror
 
Verbally struggle against great grief
 
Verbally struggle against great grief
 
State feelings of great triumph
 
State feelings of great triumph
Fail the struggle against great rage
 
 
State feelings of great grim satisfaction
 
State feelings of great grim satisfaction
 
Verbally struggle against great fear
 
Verbally struggle against great fear
Line 6,501: Line 4,666:
 
Verbally struggle against great pessimism
 
Verbally struggle against great pessimism
 
State feelings of great euphoria
 
State feelings of great euphoria
Fail the struggle against great alarm
+
State feelings of suspicion
outburst
+
Verbally struggle against alarm
fail
+
Verbally struggle against shock
Fail the struggle against great shock
+
Verbally struggle against horror
Fail the struggle against great horror
+
Verbally struggle against grief
Fail the struggle against great grief
+
State feelings of triumph
Fail the struggle against great fear
+
Verbally struggle against rage
Fail the struggle against great sadness
+
State feelings of grim satisfaction
Fail the struggle against great terror
+
Verbally struggle against fear
Fail the struggle against great agony
+
Verbally struggle against sadness
Fail the struggle against great anguish
+
State feelings of satisfaction
Fail the struggle against great despair
+
State feelings of love
Fail the struggle against great dismay
+
State feelings of bliss
Fail the struggle against great distress
+
State feelings of excitement
Fail the struggle against great fright
+
State feelings of gaiety
Fail the struggle against great misery
+
State feelings of joy
Fail the struggle against great mortification
+
State feelings of vengefulness
Fail the internal struggle, completely shaken
+
Verbally struggle against terror
Fail the struggle against existential crisis
+
Verbally struggle against agony
worthlessness
+
Verbally struggle against anguish
value
+
Verbally struggle against despair
friendship
+
Verbally struggle against dismay
artwork
+
Verbally struggle against distress
cooperation
+
Verbally struggle against fright
independence
+
Verbally struggle against misery
self-control
+
Verbally struggle against mortification
martial
+
Verbally struggle, shaken
prowess
+
State feelings of acceptance
leisure
+
State feelings of admiration
commerce
+
State feelings of agitation
peace
+
State feelings of aggravation
knowledge
+
State feelings of alienation
(to
+
State feelings of amazement
I desire that
+
State feelings of ambivalence
be returned to me.
+
State feelings of anger
be returned to my family.
+
State feelings of annoyance
Speaking as a representative of
+
State feelings of anxiety
, it is important that
+
State feelings of apathy
be returned.
+
State feelings of arousal
  I require it as a symbol of the
+
State feelings of astonishment
requires it to be a proper
+
State feelings of aversion
  It is the symbol of the
+
State feelings of awe
  It is a valuable treasure to us.
+
State feelings of bitterness
  It should be brought to
+
State feelings of boredom
It would be wonderful if
+
State feelings of caring
found a lasting home within
+
State feelings of confusion
wants
+
State feelings of contempt
returned
+
State feelings of dejection
returned to
+
State feelings of disappointment
Last I remember, I had it.
+
State feelings of disgust
Last I heard, I had it.
+
State feelings of disillusionment
Last I heard, you held it.
+
State feelings of dislike
Last I saw, it was held by
+
State feelings of displeasure
Last I heard, it was held by
+
State feelings of eagerness
Last I saw, it was in
+
State feelings of embarassment
Last I heard, it was in
+
State feelings of empathy
I have no idea where it is.
+
State feelings of emptiness
Greetings.
+
State feelings of exasperation
Salutations
+
State feelings of ferocity
Greetings
+
State feelings of frustration
Hello
+
State feelings of gloom
I'm a true
+
State feelings of glumness
I thought you called yourself
+
State feelings of gratitude
An honor as always.  How can I be of service?
+
State feelings of grouchiness
.  It is good to see you.
+
State feelings of grumpiness
is dumbstruck for a moment.
+
State feelings of guilt
A legend?  Here?  I can scarcely believe it. 
+
State feelings of hatred
I am honored to be in your presence. 
+
State feelings of hope
It is an honor. 
+
State feelings of hopelessness
Your name precedes you.  Thank you for all that you have done. 
+
State feelings of humiliation
It is good to finally meet you! 
+
State feelings of insult
Welcome home, my child.
+
State feelings of interest
.  What can I do for you?
+
State feelings of irritation
You are welcome at
+
State feelings of isolation
.  Please be respectful of the materials.
+
State feelings of loathing
How are you, my
+
State feelings of loneliness
It's great to have a friend like you!
+
State feelings of lust
And what exactly do you want?
+
State feelings of nervousness
Are you ready to learn?
+
State feelings of nostalgia
Been in any good scraps today?
+
State feelings of optimism
Let's not hurt anybody.
+
State feelings of outrage
Make any good deals lately?
+
State feelings of panic
Long live the cause!
+
State feelings of patience
Thank you for keeping us safe.
+
State feelings of passion
Don't let the enemy rest.
+
State feelings of rejection
Thank you for all you do.
+
State feelings of relief
Are you hunting for treasure?
+
State feelings of regret
Thank you for protecting our wisdom.
+
State feelings of remorse
Don't try to throw your weight around.
+
State feelings of repentance
I have nothing for you.
+
State feelings of resentment
I value your loyalty.
+
State feelings of restlessness
It really is a pleasure to speak with you again.
+
State feelings of righteous indignation
Do you have wisdom to share, preacher?
+
State feelings of self-pity
Do you have a story to tell?
+
State feelings of servility
Have you written a new poem?
+
State feelings of shame
Is it time to make music?
+
State feelings of sympathy
Are you still dancing?
+
State feelings of tenderness
Are in a foul mood?
+
State feelings of uneasiness
You'll get nothing from me with your flattery.
+
State feelings of unhappiness
Are you stalking a dangerous beast?
+
State feelings of wonder
Don't walk off with anything.
+
State feelings of worry
It is amazing how far you've come.  Welcome home.
+
State feelings of wrath
It's good to see you have companions to travel with on your adventures.
+
State feelings of zeal
I know you can handle yourself, but be careful out there.
+
State feelings of adoration
Hopefully your friends can dissuade you from this foolishness.
+
State feelings of affection
Traveling alone in the wilds?!  You know better than that.
+
State feelings of amusement
Only a hero such as yourself can travel at night.  The bogeyman would get me.
+
State feelings of contentment
I know you've seen your share of adventure, but be careful or the bogeyman may get you.
+
State feelings of delight
Only a fool would travel alone at night!  Take shelter or the bogeyman will get you.
+
State feelings of elation
Night is falling.  You'd better stay indoors, or the bogeyman will get you.
+
State feelings of enjoyment
The sun will set soon.  Be careful that the bogeyman doesn't get you.
+
State feelings of exhilaration
Don't travel alone at night, or the bogeyman will get you.
+
State feelings of fondness
Welcome to
+
State feelings of freedom
I am the
+
State feelings of glee
STRANGUS
+
State feelings of happiness
AUGIS
+
State feelings of jolliness
STORKIS
+
State feelings of joviality
[PRO_SUB]
+
State feelings of jubilation
[PRO_OBJ]
+
State feelings of pleasure
[PRO_POS]
+
State feelings of pride
I've defeated many fearsome opponents!
+
State feelings, enraptured
  Knowing no mercy,
+
State feelings, thrilled
devoured
+
Verbally struggle against existential crisis
devoured our livestock
+
Verbally struggle, defeated
stole
+
State feelings, expectant
stole our treasures
+
Verbally struggle against doubt
destroyed
+
State feelings of enthusiasm
a dungeon
+
Verbally struggle against pessimism
destroyed our homes
+
State feelings of euphoria
profaned
+
State minor feeling of suspicion
profaned our homes
+
Dismiss minor feeling of alarm
  This bloodsucking fiend
+
dismiss
  This vile fiend
+
Dismiss minor feeling of shock
even
+
Dismiss minor feeling of horror
murdered
+
Dismiss minor feeling of grief
has even killed
+
State minor feeling of triumph
lust for murder
+
Dismiss minor feeling of rage
, among them
+
State minor feeling of grim satisfaction
pauses to regain
+
Dismiss minor feeling of fear
composure.]
+
Dismiss minor feeling of sadness
  It pains me all the more, for the foul villain
+
State minor feeling of satisfaction
was once
+
State minor feeling of love
my own
+
State minor feeling of bliss
, now twisted into monstrosity
+
State minor feeling of excitement
, now cursed
+
State minor feeling of gaiety
  Save us from this
+
State minor feeling of joy
  Beware!  It it said that only
+
State minor feeling of vengefulness
  It is said that
+
Dismiss minor feeling of terror
harms the creature.
+
Dismiss minor feeling of agony
  Other arms may not cut so deeply.
+
Dismiss minor feeling of anguish
has killed
+
Dismiss minor feeling of despair
traitor
+
Dismiss minor feeling of dismay
I am
+
Dismiss minor feeling of distress
I am a
+
Dismiss minor feeling of fright
of the
+
Dismiss minor feeling of misery
, as are you
+
Dismiss minor feeling of mortification
forgetful guard
+
Dismiss minor feeling of being shaken
I am a slave of
+
State minor feeling of acceptance
I am a prisoner of
+
State minor feeling of admiration
Please help me to escape from this place.
+
State minor feeling of agitation
But mostly I just like to drink.
+
State minor feeling of aggravation
How I long for some excitement in my life...
+
State minor feeling of alienation
I've always dreamed of seeing far-away places.
+
State minor feeling of amazement
I would give anything to be away from here.  I can't stand the boredom!
+
State minor feeling of ambivalence
Can you lead me to battle and a warrior's death?
+
State minor feeling of anger
failed to load conflict report incident
+
State minor feeling of annoyance
There is a great keep there
+
State minor feeling of anxiety
named
+
State minor feeling of apathy
There is a tavern there
+
State minor feeling of arousal
There is a temple
+
State minor feeling of astonishment
There is a library there
+
State minor feeling of aversion
There is a tomb
+
State minor feeling of awe
housing
+
State minor feeling of bitterness
is there.
+
State minor feeling of boredom
It is a place of great evil.
+
State minor feeling of caring
looks around nervously and leans forward, speaking quietly.
+
State minor feeling of confusion
  It is rumored that the dead rise and stalk the living!
+
State minor feeling of contempt
That place is blessed.
+
State minor feeling of dejection
Savage beasts call it their home.
+
State minor feeling of disappointment
!  It's terrifying.
+
State minor feeling of disgust
have been known to hunt out there.
+
State minor feeling of disillusionment
roam freely out there.
+
State minor feeling of dislike
I don't know very much about it.
+
State minor feeling of displeasure
The surrounding area is called
+
State minor feeling of eagerness
We are in
+
State minor feeling of embarrassment
  [You receive a detailed description.]
+
State minor feeling of empathy
is in
+
State minor feeling of emptiness
I've heard of a place called
+
State minor feeling of exasperation
There's absolutely nothing interesting around here.
+
State minor feeling of ferocity
A night creature has infiltrated our communities and now makes prey of us.
+
State minor feeling of frustration
An evil lurks within.
+
State minor feeling of gloom
As you know, we are at war.  You might be able to strike our enemies where our armies cannot reach.
+
State minor feeling of glumness
A great beast threatens to bring ruin upon our people.
+
State minor feeling of gratitude
We have been under siege by an ancient force of nature.
+
State minor feeling of grouchiness
It is time to send our cursed enemy back to the underworld.
+
State minor feeling of grumpiness
Our people have been tormented by a fearsome foe.
+
State minor feeling of guilt
A beast horrible beyond imagining threatens us.
+
State minor feeling of hatred
A creature of the night has our people cowering in fear.
+
State minor feeling of hope
The forces of darkness have descended upon us.
+
State minor feeling of hopelessness
A terror most foul from the evil depths nigh the underworld plagues us.
+
State minor feeling of humiliation
A vile monster from the bowels of the earth has been preying on our people.
+
State minor feeling of insult
A beast from underground has been assailing us.
+
State minor feeling of interest
At times, creeping things slither out from below ground.
+
State minor feeling of irritation
We are besieged by a terrifying monster from the harshest wilderness.
+
State minor feeling of isolation
A savage beast from the thick of the wilds hunts us at will.
+
State minor feeling of loathing
A ferocious wild animal has been set on us by nature.
+
State minor feeling of loneliness
A ferocious unnatural beast has become the bane of our people.
+
State minor feeling of lust
A beast from the wilds has been harassing our people.
+
State minor feeling of nervousness
Vanquishing a great beast on our behalf would bring us all much glory.
+
State minor feeling of nostalgia
Mastering the forces of nature would glorify us in the eyes of the world.
+
State minor feeling of optimism
Demons from the underworld must not be permitted to walk freely upon the land.
+
State minor feeling of outrage
Not far from here, a fearsome creature has made its home.
+
State minor feeling of panic
Terrible monstrosities live deep under the ground.
+
State minor feeling of patience
The world is safer for travelers when night creatures no longer stalk the darkness.
+
State minor feeling of passion
A force of evil has arisen in the world.
+
State minor feeling of rejection
Something truly horrifying has vomited itself forth from the depths of the world.
+
State minor feeling of relief
A great monster from the underground is said to have emerged from the darkness.
+
State minor feeling of regret
A vile beast from the caverns now walks the land.
+
State minor feeling of remorse
A lurking pest has come up from the underground.
+
State minor feeling of repentance
At the end of the world dwell the fiercest beasts of legend.
+
State minor feeling of resentment
Creatures grow mighty out in the wildest regions.
+
State minor feeling of restlessness
You might win fame by putting down a wild beast of great renown.
+
State minor feeling of righteous indignation
Sometimes animals just get out of control.
+
State minor feeling of self-pity
Seek this place if you wish to confront
+
State minor feeling of servility
This insidious evil is
+
State minor feeling of shame
Seek this place if you hunt
+
State minor feeling of sympathy
The creature is
+
State minor feeling of tenderness
  Body corrupted beyond reckoning,
+
State minor feeling of uneasiness
assumes a beastly form to terrorize us.
+
State minor feeling of unhappiness
agreed to
+
State minor feeling of wonder
offer of tribute from
+
State minor feeling of worry
refused
+
State minor feeling of wrath
demand of tribute from
+
State minor feeling of zeal
accepted a peace offer from
+
State minor feeling of adoration
to stop the conflict between
+
State minor feeling of affection
refused an offer of peace from
+
State minor feeling of amusement
regarding the conflict between
+
State minor feeling of contentment
informed
+
State minor feeling of delight
that tribute would no longer be offered
+
State minor feeling of elation
in the name of
+
State minor feeling of enjoyment
, replacing
+
State minor feeling of exhilaration
  I hear
+
State minor feeling of fondness
has a real mean streak.
+
State minor feeling of freedom
  Best keep your head down.
+
State minor feeling of glee
I hear that there is an insurrection against
+
State minor feeling of happiness
I hear that
+
State minor feeling of jolliness
lost
+
State minor feeling of joviality
after an insurrection
+
State minor feeling of jubilation
waited out an insurrection in
+
State minor feeling of pleasure
crushed an insurrection in
+
State minor feeling of pride
I hear that a group calling itself
+
State feelings, somewhat enraptured
on behalf of
+
State feelings, somewhat thrilled
after a long journey from the lands of
+
Dismiss minor existential crisis
I hear that a group from
+
Dismiss minor feeling of defeat
left to reclaim the ruins
+
State feelings, somewhat expectant
left to found a new settlement
+
Dismiss minor doubts
This place has been conquered
+
State minor feeling of enthusiasm
has been conquered
+
Dismiss minor feeling of pessimism
in order to find better lives
+
State minor feeling of euphoria
moved on in search of a better future
+
Acknowledge lack of suspicion
after the horrible mismanagement of
+
Acknowledge lack of alarm
gave up on their occupation of
+
Acknowledge lack of shock
I hear that refugees calling themselves
+
Acknowledge lack of horror
and escaped
+
Acknowledge lack of grief
fled
+
Acknowledge lack of triumph
just before an army
+
Acknowledge lack of rage
led by
+
Acknowledge lack of grim satisfaction
descended upon the place.
+
Acknowledge lack of fear
I heard that
+
Acknowledge lack of sadness
I heard that there was an incident.
+
Acknowledge lack of satisfaction
was kidnapped
+
Acknowledge lack of love
was destroyed.
+
Acknowledge lack of bliss
I have
+
Acknowledge lack of excitement
is not in
+
Acknowledge lack of gaiety
I do not have
+
Acknowledge lack of joy
does not possess
+
Acknowledge lack of vengefulness
We reclaimed
+
Acknowledge lack of terror
We founded
+
Acknowledge lack of agony
We formed
+
Acknowledge lack of anguish
We had to pull out of
+
Acknowledge lack of despair
We banded up as
+
Acknowledge lack of dismay
is overcome for a moment.
+
Acknowledge lack of distress
]  No
+
Acknowledge lack of fright
 +
Acknowledge lack of misery
 +
Acknowledge lack of mortification
 +
Acknowledge lack of being shaken
 +
Acknowledge lack of acceptance
 +
Acknowledge lack of admiration
 +
Acknowledge lack of agitation
 +
Acknowledge lack of aggravation
 +
Acknowledge lack of alienation
 +
Acknowledge lack of amazement
 +
Acknowledge lack of ambivalence
 +
Acknowledge lack of anger
 +
Acknowledge lack of annoyance
 +
Acknowledge lack of anxiety
 +
Acknowledge lack of apathy
 +
Acknowledge lack of arousal
 +
Acknowledge lack of astonishment
 +
Acknowledge lack of aversion
 +
Acknowledge lack of awe
 +
Acknowledge lack of bitterness
 +
Acknowledge lack of boredom
 +
Acknowledge lack of caring
 +
Acknowledge lack of confusion
 +
Acknowledge lack of contempt
 +
Acknowledge lack of dejection
 +
Acknowledge lack of disappointment
 +
Acknowledge lack of disgust
 +
Acknowledge lack of disillusionment
 +
Acknowledge lack of dislike
 +
Acknowledge lack of displeasure
 +
Acknowledge lack of eagerness
 +
Acknowledge lack of embarrassment
 +
Acknowledge lack of empathy
 +
Acknowledge lack of emptiness
 +
Acknowledge lack of exasperation
 +
Acknowledge lack of ferocity
 +
Acknowledge lack of frustration
 +
Acknowledge lack of gloom
 +
Acknowledge lack of glumness
 +
Acknowledge lack of gratitude
 +
Acknowledge lack of grouchiness
 +
Acknowledge lack of grumpiness
 +
Acknowledge lack of guilt
 +
Acknowledge lack of hatred
 +
Acknowledge lack of hope
 +
Acknowledge lack of hopelessness
 +
Acknowledge lack of humiliation
 +
Acknowledge lack of insult
 +
Acknowledge lack of interest
 +
Acknowledge lack of irritation
 +
Acknowledge lack of isolation
 +
Acknowledge lack of loathing
 +
Acknowledge lack of loneliness
 +
Acknowledge lack of lust
 +
Acknowledge lack of nervousness
 +
Acknowledge lack of nostalgia
 +
Acknowledge lack of optimism
 +
Acknowledge lack of outrage
 +
Acknowledge lack of panic
 +
Acknowledge lack of patience
 +
Acknowledge lack of passion
 +
Acknowledge lack of rejection
 +
Acknowledge lack of relief
 +
Acknowledge lack of regret
 +
Acknowledge lack of remorse
 +
Acknowledge lack of repentance
 +
Acknowledge lack of resentment
 +
Acknowledge lack of restlessness
 +
Acknowledge lack of righteous indignation
 +
Acknowledge lack of self-pity
 +
Acknowledge lack of servility
 +
Acknowledge lack of shame
 +
Acknowledge lack of sympathy
 +
Acknowledge lack of tenderness
 +
Acknowledge lack of uneasiness
 +
Acknowledge lack of unhappiness
 +
Acknowledge lack of wonder
 +
Acknowledge lack of worry
 +
Acknowledge lack of wrath
 +
Acknowledge lack of zeal
 +
Acknowledge lack of adoration
 +
Acknowledge lack of affection
 +
Acknowledge lack of amusement
 +
Acknowledge lack of contentment
 +
Acknowledge lack of delight
 +
Acknowledge lack of elation
 +
Acknowledge lack of enjoyment
 +
Acknowledge lack of exhilaration
 +
Acknowledge lack of fondness
 +
Acknowledge lack of freedom
 +
Acknowledge lack of glee
 +
 
 
SHAPE
 
SHAPE
COLOR_PATTERN
+
ITEM
CP_COLOR
+
Unrecognized Art Image Element Token:  
PATTERN
+
HANDLE
Unrecognized Colored Pattern Token:  
+
ROLLERS
FACES
+
Unrecognized Specific Item Improvement Token:  
GEMS_USE_NOUN
+
ART_IMAGE
GEMS_USE_ADJ
+
COVERED
GEMS_USE_ADJ_NOUN
+
GLAZED
Unrecognized Shape Token:  
+
RINGS_HANGING
SIMPLE
+
BANDS
IN_WATER
+
SPIKES
IN_MAGMA
+
SPECIFIC
NO_WATER
+
ITEMSPECIFIC
NO_MAGMA
+
THREAD
NO_THICK_FOG
+
CLOTH
OUTSIDE
+
SEWN_IMAGE
Unrecognized Location Hint Token:
+
PAGES
ROAD
+
ILLUSTRATION
TUNNEL
+
INSTRUMENT_PIECE
BRIDGE
+
Unrecognized Item Improvement Token:  
WALL
+
PLAYER_FORTRESS
Unrecognized World Construction Token:
+
DARK_FORTRESS
PANTHEON
+
CAVE
REGIONAL_FORCE
+
CAVE_DETAILED
Unrecognized Religion Token:
+
TREE_CITY
SPRING
+
CITY
AUTUMN
+
FORTRESS
Unrecognized Season Token:
+
MONUMENT
AGRICULTURE
+
Unrecognized Site Token:  
ANIMALS
+
LAW_ENFORCE
BALANCE
+
TAX_ESCORT
BEAUTY
+
ANIMATED
BIRTH
+
GHOST
BLIGHT
+
ADVENTURER
BOUNDARIES
+
Unrecognized Creature Texture Token:  
CAVERNS
+
MOTHER
CHAOS
+
FATHER
CHARITY
+
SPOUSE
CHILDREN
+
DEITY
COASTS
+
LOVER
CONSOLATION
+
PRISONER
COURAGE
+
IMPRISONER
CREATION
+
MASTER
DANCE
+
APPRENTICE
DARKNESS
+
COMPANION
DAWN
+
FORMER_MASTER
DEFORMITY
+
FORMER_APPRENTICE
DEPRAVITY
+
Unrecognized Historical Figure Hist Fig Link Token:  
DISCIPLINE
+
MERCENARY
DISEASE
+
FORMER_MERCENARY
DREAMS
+
ENEMY
DUSK
+
CRIMINAL
DUTY
+
MEMBER
EARTH
+
FORMER_MEMBER
FAMILY
+
SLAVE
FAME
+
FORMER_SLAVE
FATE
+
FORMER_PRISONER
FERTILITY
+
MINER
FESTIVALS
+
WOODWORKER
FIRE
+
CARPENTER
FISH
+
BOWYER
FISHING
+
WOODCUTTER
FORGIVENESS
+
STONEWORKER
FORTRESSES
+
ENGRAVER
FREEDOM
+
MASON
GAMBLING
+
RANGER
GAMES
+
ANIMAL_CARETAKER
GENEROSITY
+
ANIMAL_TRAINER
HAPPINESS
+
HUNTER
HEALING
+
TRAPPER
HOSPITALITY
+
ANIMAL_DISSECTOR
HUNTING
+
METALSMITH
INSPIRATION
+
FURNACE_OPERATOR
JEALOUSY
+
WEAPONSMITH
JEWELS
+
ARMORER
JUSTICE
+
BLACKSMITH
LABOR
+
METALCRAFTER
LAKES
+
JEWELER
LAWS
+
GEM_CUTTER
LIES
+
GEM_SETTER
LIGHT
+
CRAFTSMAN
LIGHTNING
+
WOODCRAFTER
LONGEVITY
+
POTTER
LOVE
+
WAX_WORKER
LOYALTY
+
STONECRAFTER
LUCK
+
LEATHERWORKER
LUST
+
BONE_CARVER
MARRIAGE
+
WEAVER
MERCY
+
CLOTHIER
METALS
+
GLASSMAKER
MINERALS
+
STRAND_EXTRACTOR
MISERY
+
FISHERY_WORKER
MIST
+
FISHERMAN
MOON
+
FISH_DISSECTOR
MOUNTAINS
+
FISH_CLEANER
MUCK
+
FARMER
MURDER
+
CHEESE_MAKER
MUSIC
+
MILKER
NATURE
+
GELDER
NIGHT
+
SHEARER
NIGHTMARES
+
SPINNER
OATHS
+
COOK
OCEANS
+
THRESHER
ORDER
+
MILLER
PAINTING
+
BUTCHER
PEACE
+
TANNER
PERSUASION
+
DYER
PLANTS
+
PRESSER
POETRY
+
BEEKEEPER
PREGNANCY
+
GLAZER
RAINBOWS
+
PLANTER
REBIRTH
+
HERBALIST
REVELRY
+
BREWER
REVENGE
+
SOAP_MAKER
RIVERS
+
POTASH_MAKER
RULERSHIP
+
LYE_MAKER
RUMORS
+
WOOD_BURNER
SACRIFICE
+
ENGINEER
SALT
+
MECHANIC
SCHOLARSHIP
+
SIEGE_ENGINEER
SEASONS
+
SIEGE_OPERATOR
SILENCE
+
PUMP_OPERATOR
SONG
+
CLERK
STARS
+
ARCHITECT
STORMS
+
DOCTOR
STRENGTH
+
DIAGNOSER
SUICIDE
+
BONE_SETTER
THEFT
+
SUTURER
THRALLDOM
+
SURGEON
THUNDER
+
ADMINISTRATOR
TORTURE
+
TRADER
TRADE
+
ALCHEMIST
TRAVELERS
+
MERCHANT
TREACHERY
+
HAMMERMAN
TREES
+
MASTER_HAMMERMAN
TRICKERY
+
SPEARMAN
TRUTH
+
MASTER_SPEARMAN
TWILIGHT
+
CROSSBOWMAN
VALOR
+
MASTER_CROSSBOWMAN
VICTORY
+
WRESTLER
VOLCANOS
+
MASTER_WRESTLER
WATER
+
AXEMAN
WEALTH
+
MASTER_AXEMAN
WEATHER
+
SWORDSMAN
WIND
+
MASTER_SWORDSMAN
WISDOM
+
MACEMAN
WRITING
+
MASTER_MACEMAN
YOUTH
+
PIKEMAN
OWN_RACE
+
MASTER_PIKEMAN
FANCIFUL
+
BOWMAN
Unrecognized Art Facet Token:
+
MASTER_BOWMAN
PLANT
+
BLOWGUNMAN
TREE
+
MASTER_BLOWGUNMAN
Unrecognized Art Image Element Token:
+
RECRUIT
HANDLE
+
TRAINED_HUNTER
ROLLERS
+
TRAINED_WAR
Unrecognized Specific Item Improvement Token:  
+
MASTER_THIEF
PLAYER_FORTRESS
+
THIEF
DARK_FORTRESS
+
STANDARD
CAVE
+
DRUNK
CAVE_DETAILED
+
LASHER
TREE_CITY
+
MASTER_LASHER
CITY
+
MONSTER_SLAYER
FORTRESS
+
SCOUT
MONUMENT
+
BEAST_HUNTER
Unrecognized Site Token:  
+
SNATCHER
LAW_ENFORCE
+
POET
TAX_ESCORT
+
BARD
ANIMATED
+
DANCER
GHOST
+
SAGE
ADVENTURER
+
SCHOLAR
Unrecognized Creature Texture Token:  
+
PHILOSOPHER
Unrecognized Historical Figure Site Link Token:  
+
MATHEMATICIAN
MINER
+
HISTORIAN
WOODWORKER
+
ASTRONOMER
CARPENTER
+
NATURALIST
BOWYER
+
CHEMIST
WOODCUTTER
+
GEOGRAPHER
STONEWORKER
+
PAPERMAKER
ENGRAVER
+
BOOKBINDER
RANGER
+
PERFORMER
ANIMAL_CARETAKER
+
SCRIBE
ANIMAL_TRAINER
+
TAVERN_KEEPER
HUNTER
+
MINE
TRAPPER
+
HAUL_STONE
ANIMAL_DISSECTOR
+
HAUL_WOOD
METALSMITH
+
HAUL_BODY
FURNACE_OPERATOR
+
HAUL_FOOD
WEAPONSMITH
+
HAUL_REFUSE
ARMORER
+
HAUL_ITEM
BLACKSMITH
+
HAUL_FURNITURE
METALCRAFTER
+
HAUL_ANIMALS
JEWELER
+
CLEAN
GEM_CUTTER
+
CUTWOOD
GEM_SETTER
+
DETAIL
CRAFTSMAN
+
ANIMALTRAIN
WOODCRAFTER
+
ANIMALCARE
POTTER
+
DIAGNOSE
WAX_WORKER
+
SURGERY
STONECRAFTER
+
BONE_SETTING
LEATHERWORKER
+
SUTURING
BONE_CARVER
+
DRESSING_WOUNDS
WEAVER
+
FEED_WATER_CIVILIANS
CLOTHIER
+
RECOVER_WOUNDED
GLASSMAKER
+
DISSECT_VERMIN
STRAND_EXTRACTOR
+
LEATHER
FISHERY_WORKER
+
CLOTHESMAKER
FISHERMAN
+
PROCESS_PLANT
FISH_DISSECTOR
+
MAKE_CHEESE
FISH_CLEANER
+
MILK
FARMER
+
GELD
CHEESE_MAKER
+
CLEAN_FISH
MILKER
+
DISSECT_FISH
GELDER
+
HUNT
SHEARER
+
SMELT
SPINNER
+
FORGE_WEAPON
COOK
+
FORGE_ARMOR
THRESHER
+
FORGE_FURNITURE
MILLER
+
METAL_CRAFT
BUTCHER
+
CUT_GEM
DYER
+
ENCRUST_GEM
PRESSER
+
WOOD_CRAFT
BEEKEEPER
+
PAPERMAKING
GLAZER
+
BOOKBINDING
PLANTER
+
POTTERY
HERBALIST
+
WAX_WORKING
BREWER
+
STONE_CRAFT
SOAP_MAKER
+
BONE_CARVE
POTASH_MAKER
+
EXTRACT_STRAND
LYE_MAKER
+
SIEGECRAFT
WOOD_BURNER
+
SIEGEOPERATE
MECHANIC
+
POTASH_MAKING
SIEGE_ENGINEER
+
LYE_MAKING
SIEGE_OPERATOR
+
GLAZING
PUMP_OPERATOR
+
BURN_WOOD
CLERK
+
OPERATE_PUMP
ARCHITECT
+
PRESSING
DOCTOR
+
BEEKEEPING
DIAGNOSER
+
HANDLE_VEHICLES
BONE_SETTER
+
HAUL_TRADE
SUTURER
+
PULL_LEVER
SURGEON
+
REMOVE_CONSTRUCTION
ADMINISTRATOR
+
HAUL_WATER
TRADER
+
BUILD_ROAD
ALCHEMIST
+
BUILD_CONSTRUCTION
MERCHANT
+
Unrecognized Labor Token:
HAMMERMAN
+
Unrecognized Unit Type Token:
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
 
MERCENARY
 
POET
 
BARD
 
DANCER
 
SAGE
 
SCHOLAR
 
PHILOSOPHER
 
MATHEMATICIAN
 
ASTRONOMER
 
NATURALIST
 
PAPERMAKER
 
BOOKBINDER
 
PERFORMER
 
SCRIBE
 
TAVERN_KEEPER
 
CRIMINAL
 
PEDDLER
 
PROPHET
 
PILGRIM
 
MONK
 
MESSENGER
 
 
MINING
 
MINING
 
WOODCUTTING
 
WOODCUTTING
Line 8,947: Line 6,922:
 
DETAILSTONE
 
DETAILSTONE
 
MASONRY
 
MASONRY
ANIMALTRAIN
 
ANIMALCARE
 
DISSECT_FISH
 
DISSECT_VERMIN
 
 
PROCESSFISH
 
PROCESSFISH
 
TRAPPING
 
TRAPPING
PRESSING
 
BEEKEEPING
 
GLAZING
 
 
WEAVING
 
WEAVING
 
BREWING
 
BREWING
Line 8,963: Line 6,931:
 
PROCESSPLANTS
 
PROCESSPLANTS
 
CHEESEMAKING
 
CHEESEMAKING
MILK
 
GELD
 
 
SHEARING
 
SHEARING
 
SPINNING
 
SPINNING
 
HERBALISM
 
HERBALISM
SMELT
 
EXTRACT_STRAND
 
FORGE_WEAPON
 
FORGE_ARMOR
 
FORGE_FURNITURE
 
 
CUTGEM
 
CUTGEM
 
ENCRUSTGEM
 
ENCRUSTGEM
 
WOODCRAFT
 
WOODCRAFT
PAPERMAKING
 
BOOKBINDING
 
POTTERY
 
WAX_WORKING
 
 
STONECRAFT
 
STONECRAFT
 
METALCRAFT
 
METALCRAFT
Line 8,991: Line 6,948:
 
SPEAR
 
SPEAR
 
CROSSBOW
 
CROSSBOW
 +
SHIELD
 
ARMOR
 
ARMOR
SIEGECRAFT
 
SIEGEOPERATE
 
OPERATE_PUMP
 
 
PIKE
 
PIKE
 
WHIP
 
WHIP
Line 9,004: Line 6,959:
 
DESIGNBUILDING
 
DESIGNBUILDING
 
DRESS_WOUNDS
 
DRESS_WOUNDS
DIAGNOSE
 
SURGERY
 
 
SET_BONE
 
SET_BONE
 
SUTURE
 
SUTURE
 
CRUTCH_WALK
 
CRUTCH_WALK
 
WOOD_BURNING
 
WOOD_BURNING
LYE_MAKING
 
POTASH_MAKING
 
 
SOAP_MAKING
 
SOAP_MAKING
 
SWIMMING
 
SWIMMING
RIDING
 
 
NEGOTIATION
 
NEGOTIATION
 
JUDGING_INTENT
 
JUDGING_INTENT
Line 9,020: Line 6,970:
 
ORGANIZATION
 
ORGANIZATION
 
RECORD_KEEPING
 
RECORD_KEEPING
LYING
 
 
INTIMIDATION
 
INTIMIDATION
 
CONVERSATION
 
CONVERSATION
Line 9,061: Line 7,010:
 
OPTICS_ENGINEER
 
OPTICS_ENGINEER
 
FLUID_ENGINEER
 
FLUID_ENGINEER
INTRIGUE
+
Unrecognized Skill Token:
FORCED
+
AMBER
UNCOMMON
+
CORAL
RARE
+
GLASS_GREEN
SMALLGEM
+
GLASS_CLEAR
BLOCKS
+
GLASS_CRYSTAL
ROUGH
+
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
 
BOULDER
BRANCH
+
WOOD
 
DOOR
 
DOOR
 
FLOODGATE
 
FLOODGATE
Line 9,079: Line 7,046:
 
FLASK
 
FLASK
 
GOBLET
 
GOBLET
 +
INSTRUMENT
 
TOOL
 
TOOL
 
WINDOW
 
WINDOW
Line 9,092: Line 7,060:
 
QUERN
 
QUERN
 
MILLSTONE
 
MILLSTONE
 +
CORPSE
 
WEAPON
 
WEAPON
 +
SHOES
 +
HELM
 
GLOVES
 
GLOVES
 
ARMORSTAND
 
ARMORSTAND
Line 9,100: Line 7,071:
 
AMULET
 
AMULET
 
SCEPTER
 
SCEPTER
 +
AMMO
 
CROWN
 
CROWN
 
RING
 
RING
Line 9,106: Line 7,078:
 
ANVIL
 
ANVIL
 
CORPSEPIECE
 
CORPSEPIECE
REMAINS
 
 
MEAT
 
MEAT
 
FISH_RAW
 
FISH_RAW
Line 9,113: Line 7,084:
 
SKIN_TANNED
 
SKIN_TANNED
 
PLANT_GROWTH
 
PLANT_GROWTH
THREAD
 
CLOTH
 
 
SHEET
 
SHEET
 
TOTEM
 
TOTEM
 +
PANTS
 
BACKPACK
 
BACKPACK
 
QUIVER
 
QUIVER
Line 9,124: Line 7,094:
 
CATAPULTPARTS
 
CATAPULTPARTS
 
BALLISTAPARTS
 
BALLISTAPARTS
 +
SIEGEAMMO
 
BALLISTAARROWHEAD
 
BALLISTAARROWHEAD
 
TRAPPARTS
 
TRAPPARTS
Line 9,130: Line 7,101:
 
POWDER_MISC
 
POWDER_MISC
 
CHEESE
 
CHEESE
 +
LIQUID_MISC
 
COIN
 
COIN
 
GLOB
 
GLOB
 
ROCK
 
ROCK
 
PIPE_SECTION
 
PIPE_SECTION
INORGANIC
+
Unrecognized Item Token:
AMBER
+
VESSEL
CORAL
+
MILITARY_UNIT
GLASS_GREEN
+
TEMPLE
GLASS_CLEAR
+
BATTLE
GLASS_CRYSTAL
+
SIEGE
COAL
+
LIBRARY
PEARLASH
+
FESTIVAL
GRIME
+
map_rejection_log.txt
 
COKE
 
COKE
 +
CHARCOAL
 
USE_LAVA_STONE
 
USE_LAVA_STONE
 +
NO_MATGLOSS
 
Unrecognized Inorganic Token:  
 
Unrecognized Inorganic Token:  
NO_MATGLOSS
 
 
Unrecognized Coal Token:  
 
Unrecognized Coal Token:  
 
VEIN
 
VEIN
Line 9,154: Line 7,127:
 
Unrecognized Inclusion Type Token:  
 
Unrecognized Inclusion Type Token:  
 
West
 
West
 +
East
 +
North
 
South
 
South
 
Below
 
Below
Line 9,160: Line 7,135:
 
/Below
 
/Below
 
/Above
 
/Above
 +
Leather
 +
Sheet
 
Cloth (Plant)
 
Cloth (Plant)
 +
Cloth (Silk)
 
Cloth (Yarn)
 
Cloth (Yarn)
 +
Crafts
 +
Wood
 +
Pets
 
Drinks
 
Drinks
 +
Cheeses
 
Powders
 
Powders
 +
Extracts
 
Meat
 
Meat
 +
Fish
 
Eggs
 
Eggs
 
Plants
 
Plants
Line 9,175: Line 7,159:
 
Large Cut Gems
 
Large Cut Gems
 
Stone Blocks
 
Stone Blocks
 +
Seeds
 
Anvils
 
Anvils
 
Weapons
 
Weapons
Line 9,180: Line 7,165:
 
Bodywear
 
Bodywear
 
Ammo
 
Ammo
 +
Trap Components
 
Digging Implements
 
Digging Implements
 
Headwear
 
Headwear
 +
Handwear
 +
Footwear
 +
Legwear
 +
Shields
 
Toys
 
Toys
 
Tools
 
Tools
Line 9,188: Line 7,178:
 
Sand
 
Sand
 
Clay
 
Clay
Glass
 
 
Cages
 
Cages
 
Bags (Leather)
 
Bags (Leather)
Line 9,194: Line 7,183:
 
Bags (Silk)
 
Bags (Silk)
 
Bags (Yarn)
 
Bags (Yarn)
 +
Thread (Plant)
 +
Thread (Silk)
 
Thread (Yarn)
 
Thread (Yarn)
 
Ropes (Plant)
 
Ropes (Plant)
Line 9,207: Line 7,198:
 
Crutches
 
Crutches
 
Cups/Mugs/Goblets
 
Cups/Mugs/Goblets
 +
None
 
Dungeon Commander
 
Dungeon Commander
 
Insane Mood
 
Insane Mood
 
Undead Hunt
 
Undead Hunt
 +
Sieger Patrol
 
Maraud Target
 
Maraud Target
 
Sieger Basepoint
 
Sieger Basepoint
Line 9,364: Line 7,357:
 
Drop Kill out Front
 
Drop Kill out Front
 
Go to Beating Target
 
Go to Beating Target
Go to Interrogation Target
 
Interrogation Office
 
 
Seek Kidnap Victim
 
Seek Kidnap Victim
 
Seek Blood Suck Victim
 
Seek Blood Suck Victim
Line 9,408: Line 7,399:
 
Scheduled Sleep Bed
 
Scheduled Sleep Bed
 
Scheduled Sleep Ground
 
Scheduled Sleep Ground
 +
Rest
 
Remove Construction
 
Remove Construction
 
Chop
 
Chop
Line 9,423: Line 7,415:
 
Site Walk to Building
 
Site Walk to Building
 
Army Walk
 
Army Walk
 +
Reunion
 
Seek Ladder to Climb
 
Seek Ladder to Climb
 
Seek Ladder to Move
 
Seek Ladder to Move
 
Place Ladder
 
Place Ladder
 
Prayer
 
Prayer
Play
 
 
Make Believe
 
Make Believe
 
Play with Toy
 
Play with Toy
Worship
+
Performance
Research
 
 
Ponder Topic
 
Ponder Topic
 
Fill Service Order
 
Fill Service Order
Line 9,440: Line 7,431:
 
Grab Instrument
 
Grab Instrument
 
Grab Toy
 
Grab Toy
Store Object
+
PRIMITIVE
Leave Site for Squad Order
+
FLOWERY
Parley Unit
+
UGLY
Parley Item
+
BOUNDARY
Follow Command
+
NAME_CAVE
Seek Heist Item
+
VIOLENT
Seek Heist Master
+
WILD
Seek Heist Handoff
+
ASSERTIVE
 +
ARTIFICE
 +
MYSTERY
 +
LEADER
 +
DOMESTIC
 +
MYTHIC
 +
SUBORDINATE
 +
NEGATIVE
 +
NEGATOR
 +
PROTECT
 +
NAME_LAKE
 +
RESTRAIN
 +
ROMANTIC
 +
NAME_MOUNTAINS
 +
NAME_OCEAN
 +
TRAVEL
 +
NAME_FOREST
 +
NAME_VOLCANO
 
agricultural
 
agricultural
 
animal
 
animal
Line 9,482: Line 7,490:
 
festive
 
festive
 
fiery
 
fiery
 +
fish
 
baked
 
baked
 
forgiving
 
forgiving
 +
protected
 
gambling
 
gambling
 
playful
 
playful
 
generous
 
generous
 +
happy
 
healing
 
healing
 
hospitable
 
hospitable
 +
hunting
 
inspired
 
inspired
 
jealous
 
jealous
 
jeweled
 
jeweled
 +
just
 +
laboring
 
rigid
 
rigid
 
deceitful
 
deceitful
Line 9,500: Line 7,514:
 
loyal
 
loyal
 
lucky
 
lucky
 +
lustful
 +
married
 
merciful
 
merciful
 
metal
 
metal
Line 9,524: Line 7,540:
 
colorful
 
colorful
 
reborn
 
reborn
joyous
+
vengeful
 
flowing
 
flowing
 
lordly
 
lordly
Line 9,544: Line 7,560:
 
wicked
 
wicked
 
enterprising
 
enterprising
 +
traveling
 
treacherous
 
treacherous
 
wooden
 
wooden
 
tricky
 
tricky
true
 
 
twilight
 
twilight
 
valorous
 
valorous
 +
victorious
 
volcanic
 
volcanic
 
warring
 
warring
Line 9,567: Line 7,584:
 
boundaries
 
boundaries
 
caverns
 
caverns
 +
chaos
 
charity
 
charity
 +
children
 
coasts
 
coasts
 
consolation
 
consolation
Line 9,573: Line 7,592:
 
crafts
 
crafts
 
creation
 
creation
dawn
+
darkness
 
deformity
 
deformity
 
depravity
 
depravity
Line 9,579: Line 7,598:
 
disease
 
disease
 
dreams
 
dreams
 +
dusk
 
earth
 
earth
 
fame
 
fame
Line 9,592: Line 7,612:
 
games
 
games
 
generosity
 
generosity
happiness
 
 
hospitality
 
hospitality
 
inspiration
 
inspiration
 +
jealousy
 
jewels
 
jewels
 
justice
 
justice
Line 9,603: Line 7,623:
 
longevity
 
longevity
 
luck
 
luck
lust
 
 
marriage
 
marriage
 
mercy
 
mercy
 
metals
 
metals
 
minerals
 
minerals
 +
mist
 
moon
 
moon
murder
+
mountains
night
+
muck
 +
nightmares
 
oaths
 
oaths
 
oceans
 
oceans
 
painting
 
painting
 
persuasion
 
persuasion
 +
plants
 
pregnancy
 
pregnancy
 
rain
 
rain
 +
rainbows
 
rebirth
 
rebirth
 
revelry
 
revelry
Line 9,623: Line 7,646:
 
rulership
 
rulership
 
rumors
 
rumors
sacrifice
 
 
salt
 
salt
 +
scholarship
 
seasons
 
seasons
 
silence
 
silence
song
 
 
speech
 
speech
 
stars
 
stars
Line 9,635: Line 7,657:
 
thralldom
 
thralldom
 
thunder
 
thunder
torture
 
 
travelers
 
travelers
 
treachery
 
treachery
 
trees
 
trees
 
trickery
 
trickery
truth
 
 
valor
 
valor
 
victory
 
victory
 
volcanos
 
volcanos
 +
water
 
wealth
 
wealth
weather
 
 
wind
 
wind
 
wisdom
 
wisdom
Line 9,664: Line 7,684:
 
detailed surfaces
 
detailed surfaces
 
no architectural element
 
no architectural element
father
+
MOUNTAIN
wives
+
GLACIER
wife
+
TUNDRA
eldest son
+
SWAMP_TEMPERATE_FRESHWATER
second eldest son
+
SWAMP_TEMPERATE_SALTWATER
third eldest son
+
MARSH_TEMPERATE_FRESHWATER
fourth eldest son
+
MARSH_TEMPERATE_SALTWATER
fifth eldest son
+
SWAMP_TROPICAL_FRESHWATER
sixth eldest son
+
SWAMP_TROPICAL_SALTWATER
seventh eldest son
+
SWAMP_MANGROVE
eighth eldest son
+
MARSH_TROPICAL_FRESHWATER
ninth eldest son
+
MARSH_TROPICAL_SALTWATER
tenth eldest son
+
FOREST_TAIGA
youngest son
+
TAIGA
only son
+
FOREST_TEMPERATE_CONIFER
eldest daughter
+
FOREST_TEMPERATE_BROADLEAF
second eldest daughter
+
FOREST_TROPICAL_CONIFER
third eldest daughter
+
FOREST_TROPICAL_DRY_BROADLEAF
fourth eldest daughter
+
FOREST_TROPICAL_MOIST_BROADLEAF
fifth eldest daughter
+
GRASSLAND_TEMPERATE
sixth eldest daughter
+
SAVANNA_TEMPERATE
seventh eldest daughter
+
SHRUBLAND_TEMPERATE
eighth eldest daughter
+
GRASSLAND_TROPICAL
ninth eldest daughter
+
SAVANNA_TROPICAL
tenth eldest daughter
+
SHRUBLAND_TROPICAL
daughter
+
DESERT_BADLAND
only daughter
+
DESERT_ROCK
youngest daughter
+
DESERT_SAND
eldest child
+
OCEAN_TROPICAL
second eldest child
+
OCEAN_TEMPERATE
third eldest child
+
OCEAN_ARCTIC
fourth eldest child
+
POOL_TEMPERATE_FRESHWATER
fifth eldest child
+
POOL_TEMPERATE_BRACKISHWATER
sixth eldest child
+
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
 
seventh eldest child
 
eighth eldest child
 
eighth eldest child
 
ninth eldest child
 
ninth eldest child
 
tenth eldest child
 
tenth eldest child
child
 
 
youngest child
 
youngest child
 
only child
 
only child
Line 9,709: Line 7,807:
 
maternal grandmother
 
maternal grandmother
 
maternal grandfather
 
maternal grandfather
grandmother
 
grandfather
 
grandparent
 
 
older brother
 
older brother
 
older sister
 
older sister
Line 9,718: Line 7,813:
 
younger sister
 
younger sister
 
younger sibling
 
younger sibling
cousin
 
uncle
 
niece
 
nephew
 
older half-brother
 
older half-sister
 
older half-sibling
 
younger half-brother
 
younger half-sister
 
younger half-sibling
 
half-sibling
 
 
no relationship
 
no relationship
 +
SWAMP
 +
DESERT
 +
FOREST
 +
OCEAN
 +
LAKE
 +
GRASSLAND
 +
HILLS
 +
Unrecognized Region Type Token:
 
Wetland
 
Wetland
 
Desert
 
Desert
Line 9,736: Line 7,828:
 
Ocean
 
Ocean
 
Lake
 
Lake
 +
Glacier
 +
Tundra
 
Grassland
 
Grassland
 
Hills
 
Hills
 +
undefined local creature material set to default:
 +
undefined local plant material set to default:
 +
undefined creature material set to default:
 +
undefined plant material set to default:
 +
FIRED_MAT
 
TOUGHNESS
 
TOUGHNESS
 
ENDURANCE
 
ENDURANCE
Line 9,743: Line 7,842:
 
DISEASE_RESISTANCE
 
DISEASE_RESISTANCE
 
Unrecognized Physical Attribute Token:  
 
Unrecognized Physical Attribute Token:  
FRONT
+
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
 
BACK
 
SIDES
 
SIDES
Line 9,757: Line 7,871:
 
CLEANED_BY
 
CLEANED_BY
 
Unrecognized Body Part Relation Token:  
 
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
 
DAILY
 
WEEKLY
 
WEEKLY
Line 9,772: Line 7,920:
 
MOTTLED
 
MOTTLED
 
Unrecognized Pattern Token:  
 
Unrecognized Pattern Token:  
 +
LAYER
 
STRANDS
 
STRANDS
 
FEATHERS
 
FEATHERS
Line 9,780: Line 7,929:
 
DOMINANT_MORE
 
DOMINANT_MORE
 
Unrecognized Genetic Model Token:  
 
Unrecognized Genetic Model Token:  
SINGULAR
+
REACHED_PEAK
PLURAL
+
ERA_CHANGE
Unrecognized Word Property Token:
+
ENDGAME_EVENT_1
Granite
+
ENDGAME_EVENT_2
Slate
+
FEATURE_DISCOVERY
Felsite
+
STRUCK_DEEP_METAL
Hematite
+
STRUCK_MINERAL
Malachite
+
STRUCK_ECONOMIC_MINERAL
Galena
+
COMBAT_TWIST_WEAPON
Limestone
+
COMBAT_LET_ITEM_DROP
Sandstone
+
COMBAT_START_CHARGE
Timber
+
COMBAT_SURPRISE_CHARGE
Moonstone
+
COMBAT_JUMP_DODGE_PROJ
Opal
+
COMBAT_JUMP_DODGE_STRIKE
Obsidian
+
COMBAT_DODGE
Dabbling
+
COMBAT_COUNTERSTRIKE
Adequate
+
COMBAT_BLOCK
Competent
+
COMBAT_PARRY
Skilled
+
COMBAT_CHARGE_COLLISION
Proficient
+
COMBAT_CHARGE_DEFENDER_TUMBLES
Talented
+
COMBAT_CHARGE_DEFENDER_KNOCKED_OVER
Professional
+
COMBAT_CHARGE_ATTACKER_TUMBLES
Accomplished
+
COMBAT_CHARGE_ATTACKER_BOUNCE_BACK
Master
+
COMBAT_CHARGE_TANGLE_TOGETHER
High Master
+
COMBAT_CHARGE_TANGLE_TUMBLE
Grand Master
+
COMBAT_CHARGE_RUSH_BY
Legendary
+
COMBAT_CHARGE_MANAGE_STOP
Mining
+
COMBAT_CHARGE_OBSTACLE_SLAM
Carpentry
+
COMBAT_WRESTLE_LOCK
Bowmaking
+
COMBAT_WRESTLE_CHOKEHOLD
Engraving
+
COMBAT_WRESTLE_TAKEDOWN
Masonry
+
COMBAT_WRESTLE_THROW
Animal Training
+
COMBAT_WRESTLE_RELEASE_LOCK
Animal Caretaking
+
COMBAT_WRESTLE_RELEASE_CHOKE
Fish Dissection
+
COMBAT_WRESTLE_RELEASE_GRIP
Animal Dissection
+
COMBAT_WRESTLE_STRUGGLE
Fish Cleaning
+
COMBAT_WRESTLE_RELEASE_LATCH
Butchery
+
COMBAT_WRESTLE_STRANGLE_KO
Growing
+
COMBAT_WRESTLE_ADJUST_GRIP
Herbalism
+
COMBAT_GRAB_TEAR
Ambush
+
COMBAT_STRIKE_DETAILS
Riding
+
COMBAT_STRIKE_DETAILS_2
Persuasion
+
COMBAT_EVENT_ENRAGED
Negotiation
+
COMBAT_EVENT_STUCKIN
Judging Intent
+
COMBAT_EVENT_LATCH_BP
Appraisal
+
COMBAT_EVENT_LATCH_GENERAL
Organization
+
COMBAT_EVENT_PROPELLED_AWAY
Record Keeping
+
COMBAT_EVENT_KNOCKED_OUT
Lying
+
COMBAT_EVENT_STUNNED
Intimidation
+
COMBAT_EVENT_WINDED
Conversation
+
COMBAT_EVENT_NAUSEATED
Comedy
+
MIGRANT_ARRIVAL_NAMED
Flattery
+
MIGRANT_ARRIVAL
Consoling
+
DIG_CANCEL_WARM
Pacification
+
DIG_CANCEL_DAMP
Tracking
+
AMBUSH_DEFENDER
Fishing
+
AMBUSH_RESIDENT
Furnace Operation
+
AMBUSH_THIEF
Strand Extraction
+
AMBUSH_THIEF_SUPPORT_SKULKING
Soap Making
+
AMBUSH_THIEF_SUPPORT_NATURE
Potash Making
+
AMBUSH_THIEF_SUPPORT
Lye Making
+
AMBUSH_MISCHIEVIOUS
Wood Burning
+
AMBUSH_MISCHIEVOUS
Weaponsmithing
+
AMBUSH_SNATCHER
Armorsmithing
+
AMBUSH_SNATCHER_SUPPORT
Metalsmithing
+
AMBUSH_AMBUSHER_NATURE
Gem Cutting
+
AMBUSH_AMBUSHER
Gem Setting
+
AMBUSH_INJURED
Wood Crafting
+
AMBUSH_OTHER
Papermaking
+
AMBUSH_INCAPACITATED
Bookbinding
+
FOUND_TRAP
Pottery
+
CARAVAN_ARRIVAL
Wax Working
+
NOBLE_ARRIVAL
Stone Crafting
+
D_MIGRANTS_ARRIVAL
Metal Crafting
+
D_MIGRANT_ARRIVAL
Glassmaking
+
D_MIGRANT_ARRIVAL_DISCOURAGED
Studying
+
D_NO_MIGRANT_ARRIVAL
Concentration
+
ANIMAL_TRAP_CATCH
Discipline
+
ANIMAL_TRAP_ROBBED
Observation
+
MISCHIEF_LEVER
Writing
+
MISCHIEF_PLATE
Prose
+
MISCHIEF_CAGE
Poetry
+
MISCHIEF_CHAIN
Reading
+
RESEARCH_BREAKTHROUGH
Speaking
+
GUEST_ARRIVAL
Dance
+
DIPLOMAT_ARRIVAL
Music
+
LIAISON_ARRIVAL
Singing
+
TRADE_DIPLOMAT_ARRIVAL
Keyboard Instrument
+
CAVE_COLLAPSE
Stringed Instrument
+
BIRTH_CITIZEN
Wind Instrument
+
BIRTH_ANIMAL
Percussion Instrument
+
BIRTH_WILD_ANIMAL
Critical Thinking
+
STRANGE_MOOD
Logic
+
MADE_ARTIFACT
Mathematics
+
NAMED_ARTIFACT
Astronomy
+
ITEM_ATTACHMENT
Chemistry
+
VERMIN_CAGE_ESCAPE
Geography
+
TRIGGER_WEB
Optics Engineer
+
MOOD_BUILDING_CLAIMED
Fluid Engineer
+
ARTIFACT_BEGUN
Coordination
+
MEGABEAST_ARRIVAL
Balance
+
FORT_POSITION_SUCCESSION
Leadership
+
BERSERK_CITIZEN
Military Tactics
+
STRESSED_CITIZEN
Teaching
+
CITIZEN_TANTRUM
Fighting
+
CITIZEN_LOST_TO_STRESS
Archery
+
MAGMA_DEFACES_ENGRAVING
Wrestling
+
ENGRAVING_MELTS
Biting
+
MASTERPIECE_ARCHITECTURE
Striking
+
MASTERPIECE_CONSTRUCTION
Kicking
+
MASTER_ARCHITECTURE_LOST
Dodging
+
MASTER_CONSTRUCTION_LOST
Sword
+
ADV_AWAKEN
Mace
+
ADV_SLEEP_INTERRUPTED
Hammer
+
ADV_REACTION_PRODUCTS
Spear
+
CANCEL_JOB
Crossbow
+
ADV_CREATURE_DEATH
Pike
+
CITIZEN_DEATH
Siege Engineering
+
PET_DEATH
Siege Operation
+
CITIZEN_MISSING
Pump Operation
+
PET_MISSING
Leatherworking
+
FALL_OVER
Pressing
+
CAUGHT_IN_FLAMES
Glazing
+
CAUGHT_IN_WEB
Weaving
+
UNIT_PROJECTILE_SLAM_BLOW_APART
Brewing
+
UNIT_PROJECTILE_SLAM
Clothes Making
+
UNIT_PROJECTILE_SLAM_INTO_UNIT
Milling
+
LOSE_HOLD_OF_ITEM
Threshing
+
REGAIN_CONSCIOUSNESS
Blowgun
+
FREE_FROM_WEB
Throwing
+
PARALYZED
Machinery
+
OVERCOME_PARALYSIS
Knife
+
NOT_STUNNED
Lash
+
EXHAUSTION
Alchemy
+
PAIN_KO
Building Design
+
BREAK_GRIP
Spinning
+
NO_BREAK_GRIP
Misc. Object
+
BLOCK_FIRE
Wound Dressing
+
BREATHE_FIRE
Diagnostics
+
SHOOT_WEB
Surgery
+
PULL_OUT_DROP
Bone Setting
+
STAND_UP
Suturing
+
MARTIAL_TRANCE
Crutch-walking
+
MAT_BREATH
Knapping
+
NIGHT_ATTACK_STARTS
Climbing
+
NIGHT_ATTACK_ENDS
Intrigue
+
NIGHT_ATTACK_TRAVEL
Miner
+
GHOST_ATTACK
Wood Cutter
+
TRAVEL_SITE_DISCOVERY
Engraver
+
TRAVEL_SITE_BUMP
Mason
+
ADVENTURE_INTRO
Animal Trainer
+
CREATURE_SOUND
Animal Caretaker
+
MECHANISM_SOUND
Fish Dissector
+
CREATURE_STEALS_OBJECT
Animal Dissector
+
BODY_TRANSFORMATION
Butcher
+
INTERACTION_ACTOR
Trapper
+
INTERACTION_TARGET
Grower
+
UNDEAD_ATTACK
Ambusher
+
REGULAR_CONVERSATION
Swimmer
+
CONFLICT_CONVERSATION
Rider
+
STRANGE_RAIN_SNOW
Persuader
+
STRANGE_CLOUD
Negotiator
+
SIMPLE_ANIMAL_ACTION
Judge of Intent
+
FLOUNDER_IN_LIQUID
Appraiser
+
TRAINING_DOWN_TO_SEMI_WILD
Organizer
+
TRAINING_FULL_REVERSION
Record Keeper
+
ANIMAL_TRAINING_KNOWLEDGE
Liar
+
SKIP_ON_LIQUID
Intimidator
+
DODGE_FLYING_OBJECT
Conversationalist
+
FLAME_HIT
Comedian
+
EMBRACE
Flatterer
+
BANDIT_EMPTY_CONTAINER
Consoler
+
BANDIT_GRAB_ITEM
Pacifier
+
COMBAT_EVENT_ATTACK_INTERRUPTED
Tracker
+
COMBAT_WRESTLE_CATCH_ATTACK
Fisherman
+
FAIL_TO_GRAB_SURFACE
Furnace Operator
+
LOSE_HOLD_OF_SURFACE
Strand Extractor
+
TRAVEL_COMPLAINT
Soaper
+
LOSE_EMOTION
Potash Maker
+
REORGANIZE_POSSESSIONS
Lye Maker
+
PUSH_ITEM
Wood Burner
+
DRAW_ITEM
Armorsmith
+
STRAP_ITEM
Metalsmith
+
GAIN_SITE_CONTROL
Gem Setter
+
MOVED_OUT_OF_RANGE
Wood Crafter
+
CANNOT_SPEAK
Papermaker
+
NO_TRACKS
Bookbinder
+
ALREADY_SEARCHED_AREA
Potter
+
SEARCH_FOUND_SOMETHING
Stone Crafter
+
SEARCH_FOUND_NOTHING
Metal Crafter
+
NOTHING_TO_INTERACT
Student
+
NOTHING_TO_EXAMINE
Observer
+
YOU_YIELDED
Wordsmith
+
YOU_UNYIELDED
Writer
+
YOU_STRAP_ITEM
Reader
+
YOU_DRAW_ITEM
Speaker
+
NO_GRASP_TO_DRAW_ITEM
Knapper
+
NO_ITEM_TO_STRAP
Musician
+
NO_INV_TO_REMOVE
Singer
+
NO_INV_TO_WEAR
Keyboardist
+
NO_INV_TO_EAT
Stringed Instrumentalist
+
NO_INV_TO_CONTAIN
Wind Instrumentalist
+
NO_INV_TO_DROP
Percussionist
+
NOTHING_TO_PICK_UP
Critical Thinker
+
NO_INV_TO_THROW
Logician
+
NO_INV_TO_FIRE
Mathematician
+
CURRENT_SMELL
Astronomer
+
CURRENT_WEATHER
Chemist
+
CURRENT_TEMPERATURE
Geographer
+
CURRENT_DATE
Leader
+
NO_GRASP_FOR_PICKUP
Tactician
+
TRAVEL_ADVISORY
Teacher
+
CANNOT_STAND
Biter
+
MUST_UNRETRACT_FIRST
Striker
+
CANNOT_REST
Kicker
+
CANNOT_MAKE_CAMPFIRE
Dodger
+
MADE_CAMPFIRE
Axeman
+
CANNOT_SET_FIRE
Swordsman
+
SET_FIRE
Maceman
+
DAWN_BREAKS
Hammerman
+
NOON
Spearman
+
NIGHTFALL
Shield User
+
NO_INV_INTERACTION
Armor User
+
EMPTY_CONTAINER
Siege Engineer
+
TAKE_OUT_OF_CONTAINER
Siege Operator
+
NO_CONTAINER_FOR_ITEM
Pump Operator
+
PUT_INTO_CONTAINER
Dyer
+
EAT_ITEM
Glazer
+
DRINK_ITEM
Clothier
+
CONSUME_FAILURE
Miller
+
DROP_ITEM
Thresher
+
PICK_UP_ITEM
Blowgunner
+
YOU_BUILDING_INTERACTION
Thrower
+
YOU_ITEM_INTERACTION
Mechanic
+
YOU_TEMPERATURE_EFFECTS
Druid
+
PROFESSION_CHANGES
Knife User
+
RECRUIT_PROMOTED
Alchemist
+
SOLDIER_BECOMES_MASTER
Building Designer
+
RESOLVE_SHARED_ITEMS
Milker
+
COUGH_BLOOD
Shearer
+
VOMIT_BLOOD
Spinner
+
MERCHANTS_UNLOADING
Misc. Object User
+
MERCHANTS_NEED_DEPOT
Wound Dresser
+
MERCHANT_WAGONS_BYPASSED
Diagnostician
+
MERCHANTS_LEAVING_SOON
Surgeon
+
MERCHANTS_EMBARKED
Bone Doctor
+
PET_LOSES_DEAD_OWNER
Suturer
+
PET_ADOPTS_OWNER
Crutch-walker
+
UNABLE_TO_COMPLETE_BUILDING
Climber
+
JOBS_REMOVED_FROM_UNPOWERED_BUILDING
Schemer
+
CITIZEN_SNATCHED
SIMPLE_MOUND
+
VERMIN_DISTURBED
SIMPLE_BURROW
+
LAND_GAINS_STATUS
LABYRINTH
+
LAND_ELEVATED_STATUS
SHRINE
+
MASTERPIECE_CRAFTED
WILDERNESS_LOCATION
+
ARTWORK_DEFACED
Unrecognized Lair Token:
+
POWER_LEARNED
HAS_DOORS
+
YOU_FEED_ON_SUCKEE
Unrecognized Lair Characteristic Token:
+
ANIMAL_TRAINED
ALERT
+
DYED_MASTERPIECE
PEACEFUL_INTERMITTENT
+
COOKED_MASTERPIECE
Unrecognized Creature Sound Token:
+
MANDATE_ENDS
VOCALIZATION
+
SLOWDOWN_ENDS
Unrecognized Creature Sound Method Token:
+
FAREWELL_HELPER
Random Buffer Overload
+
ELECTION_RESULTS
catatonic
+
SITE_PRESENT
yield
+
CONSTRUCTION_SUSPENDED
ghost
+
LINKAGE_SUSPENDED
PEGS
+
QUOTA_FILLED
ADJUSTABLE_BRIDGES
+
JOB_OVERWRITTEN
LEVERS
+
NOTHING_TO_CATCH_IN_WATER
CROOKS
+
DEMAND_FORGOTTEN
TIGHTENING
+
NEW_DEMAND
Unrecognized Tuning Token:
+
NEW_MANDATE
clear
+
PRICES_ALTERED
noisy
+
NAMED_RESIDENT_CREATURE
full
+
SOMEBODY_GROWS_UP
sharp
+
GUILD_REQUEST_TAKEN
smooth
+
GUILD_WAGES_CHANGED
choppy
+
NEW_WORK_MANDATE
steady
+
CITIZEN_BECOMES_SOLDIER
evolving
+
CITIZEN_BECOMES_NONSOLDIER
delicate
+
PARTY_ORGANIZED
bright
+
POSSESSED_TANTRUM
graceful
+
BUILDING_TOPPLED_BY_GHOST
breathy
+
MASTERFUL_IMPROVEMENT
strained
+
MASTERPIECE_ENGRAVING
mellow
+
NO_MARRIAGE_CELEBRATION
wobbling
+
CURIOUS_GUZZLER
focused
+
WEATHER_BECOMES_CLEAR
even
+
WEATHER_BECOMES_SNOW
fluid
+
WEATHER_BECOMES_RAIN
vibrating
+
SEASON_WET
quavering
+
SEASON_DRY
fragile
+
SEASON_SPRING
brittle
+
SEASON_SUMMER
pure
+
SEASON_AUTUMN
piercing
+
SEASON_WINTER
strident
+
SERVICE_ORDER_DELIVERY
wavering
+
PERFORMANCE_START_FAILURE
harsh
+
BEGIN_ACTIVITY
reedy
+
MIDDLE_OF_ACTIVITY
nasal
+
ACTIVITY_SECTION_CHANGE
buzzy
+
CONCLUDE_ACTIVITY
rough
+
LEARNED_WRITTEN_CONTENT
warm
+
LEARNED_ART_FORM
rugged
+
PERFORMER_UPDATE
heavy
+
BUILDING_DESTROYED_OR_TOPPLED
flat
+
DEITY_CURSE
crisp
+
COMPOSITION_COMPLETE
sonorous
+
COMPOSITION_FAILED
gentle
+
NEW_APPRENTICESHIP
slicing
+
PETITION_IGNORED
liquid
+
Unrecognized Announcement Token:
raucous
+
SINGULAR
breezy
+
PLURAL
raspy
+
Unrecognized Word Property Token:
wispy
+
NEATLY_COMBED
shrill
+
BRAIDED
rich
+
DOUBLE_BRAIDS
dull
+
PONY_TAILS
floating
+
CLEAN_SHAVEN
ringing
+
STANDARD_HAIR_SHAPINGS
resonant
+
STANDARD_BEARD_SHAPINGS
sweet
+
STANDARD_MOUSTACHE_SHAPINGS
rippling
+
STANDARD_SIDEBURNS_SHAPINGS
sparkling
+
Unrecognized Tissue Layer Shapings Token:
CLEAR
+
blob
NOISY
+
quadruped
FULL
+
humanoid
THIN
+
silverfish
ROUND
+
mayfly
SHARP
+
dragonfly
SMOOTH
+
damselfly
CHOPPY
+
stonefly
STEADY
+
earwig
EVOLVING
+
grasshopper
STRONG
+
cricket
DELICATE
+
stick insect
BRIGHT
+
cockroach
GRACEFUL
+
termite
SPARSE
+
mantis
BREATHY
+
louse
STRAINED
+
thrips
BROAD
+
aphid
MELLOW
+
cicada
WOBBLING
+
assassin bug
FOCUSED
+
wasp
EVEN
+
hornet
FLUID
+
tiger beetle
VIBRATING
+
ladybug
QUAVERING
+
weevil
EERIE
+
darkling beetle
FRAGILE
+
click beetle
BRITTLE
+
firefly
PURE
+
scarab beetle
PIERCING
+
stag beetle
STRIDENT
+
dung beetle
WAVERING
+
rhinoceros beetle
HARSH
+
rove beetle
REEDY
+
snakefly
NASAL
+
lacewing
BUZZY
+
antlion larva
WARM
+
mosquito
RUGGED
+
flea
HEAVY
+
scorpionfly
FLAT
+
caddisfly
DARK
+
butterfly
CRISP
+
moth
SONOROUS
+
caterpillar
WATERY
+
maggot
GENTLE
+
spider
SLICING
+
tarantula
RAUCOUS
+
scorpion
BREEZY
+
tick
RASPY
+
mite
WISPY
+
shrimp
SHRILL
+
lobster
MUDDY
+
crab
RICH
+
nematode
DULL
+
snail
FLOATING
+
slug
RINGING
+
earthworm
RESONANT
+
leech
SWEET
+
bristleworm
RIPPLING
+
ribbon worm
SPARKLING
+
flat worm
animal partner
+
toad
brawler
+
frog
psycho
+
salamander
trade partner
+
newt
information source
+
alligator
storyteller
+
crocodile
preacher
+
lizard
poet
+
chameleon
bard
+
iguana
friendly
+
gecko
killer
+
skink
murderer
+
gila monster
comrade
+
monitor
respected group
+
serpent
hated group
+
viper
enemy fighter
+
rattlesnake
friendly fighter
+
cobra
bully
+
python
monster
+
anaconda
brigand
+
turtle
loyal soldier
+
tortoise
quarreler
+
pterosaur
flatterer
+
dimetrodon
protector of weak
+
sauropod
treasure hunter
+
theropod
preserver of knowledge
+
iguanodont
SITE
+
hadrosaurid
VESSEL
+
stegosaurid
RELIGION
+
ceratopsid
MILITARY_UNIT
+
ankylosaurid
TEMPLE
+
duck
BATTLE
+
goose
LIBRARY
+
swan
FESTIVAL
+
turkey
MERCHANT_COMPANY
+
grouse
CRAFT_GUILD
+
chicken
Unrecognized Timbre Token:
+
quail
MEMBRANE_POSITION
+
pheasant
SUBPART_CHOICE
+
gull
KEYBOARD
+
loon
STOPPING_FRET
+
grebe
STOPPING_AGAINST_BODY
+
albatross
STOPPING_HOLE
+
petrel
STOPPING_HOLE_KEY
+
penguin
SLIDE
+
pelican
HARMONIC_SERIES
+
stork
VALVE_ROUTES_AIR
+
vulture
BP_IN_BELL
+
flamingo
FOOT_PEDALS
+
falcon
Unrecognized Pitch Choice Token:
+
kestrel
PLUCKED_BY_BP
+
condor
PLUCKED
+
osprey
BOWED
+
buzzard
STRUCK_BY_BP
+
eagle
STRUCK
+
harrier
VIBRATE_BP_AGAINST_OPENING
+
kite
BLOW_AGAINST_FIPPLE
+
crane
BLOW_OVER_OPENING_SIDE
+
dove
BLOW_OVER_OPENING_END
+
pigeon
BLOW_OVER_SINGLE_REED
+
parrot
BLOW_OVER_DOUBLE_REED
+
cockatoo
BLOW_OVER_FREE_REED
+
cuckoo
STRUCK_TOGETHER
+
nightjar
SHAKEN
+
swift
SCRAPED
+
hummingbird
FRICTION
+
kingfisher
RESONATOR
+
hornbill
BAG_OVER_REED
+
quetzal
AIR_OVER_REED
+
toucan
AIR_OVER_FREE_REED
+
woodpecker
AIR_AGAINST_FIPPLE
+
lyrebird
Unrecognized Sound Production Token:
+
thornbill
GRIND_BONE_MEAL
+
honeyeater
COOK_BLOOD
+
oriole
GRIND_VERMIN
+
fantail
COOK_VERMIN
+
shrike
COOK_PEOPLE
+
crow
COLLECT_TROPHIES
+
raven
EAT_BONE_PORRIDGE
+
magpie
USE_ANY_MELEE_WEAPON
+
kinglet
COLLECT_WEALTH
+
lark
GIANT_NEST
+
swallow
Unrecognized Habit Token:
+
martin
LIQUID_COOKING
+
bushtit
LIQUID_SCOOP
+
warbler
GRIND_POWDER_RECEPTACLE
+
thrush
GRIND_POWDER_GRINDER
+
oxpecker
MEAT_CARVING
+
starling
MEAT_BONING
+
mockingbird
MEAT_SLICING
+
wren
MEAT_CLEAVING
+
nuthatch
HOLD_MEAT_FOR_CARVING
+
sparrow
MEAL_CONTAINER
+
tanager
LIQUID_CONTAINER
+
cardinal
FOOD_STORAGE
+
bunting
HIVE
+
finch
NEST_BOX
+
titmouse
BOOKCASE
+
chickadee
SMALL_OBJECT_STORAGE
+
waxwing
TRACK_CART
+
flycatcher
HEAVY_OBJECT_HAULING
+
opossum
STAND_AND_WORK_ABOVE
+
koala
ROLL_UP_SHEET
+
wombat
PROTECT_FOLDED_SHEETS
+
kangaroo
CONTAIN_WRITING
+
sloth
DISPLAY_OBJECT
+
anteater
PLACE_OFFERING
+
armadillo
DIVINATION
+
squirrel
GAMES_OF_CHANCE
+
marmot
Unrecognized Tool Use Token:
+
beaver
REACHED_PEAK
+
gopher
ERA_CHANGE
+
mouse
ENDGAME_EVENT_1
+
porcupine
ENDGAME_EVENT_2
+
chinchilla
FEATURE_DISCOVERY
+
cavy
STRUCK_DEEP_METAL
+
capybara
STRUCK_MINERAL
+
rabbit
STRUCK_ECONOMIC_MINERAL
+
hare
COMBAT_TWIST_WEAPON
+
lemur
COMBAT_LET_ITEM_DROP
+
loris
COMBAT_START_CHARGE
+
monkey
COMBAT_SURPRISE_CHARGE
+
hedgehog
COMBAT_JUMP_DODGE_PROJ
+
shrew
COMBAT_JUMP_DODGE_STRIKE
+
mole
COMBAT_DODGE
+
fruit bat
COMBAT_COUNTERSTRIKE
+
wolf
COMBAT_BLOCK
+
coyote
COMBAT_PARRY
+
jackal
COMBAT_CHARGE_COLLISION
+
raccoon
COMBAT_CHARGE_DEFENDER_TUMBLES
+
coati
COMBAT_CHARGE_DEFENDER_KNOCKED_OVER
+
weasel
COMBAT_CHARGE_ATTACKER_TUMBLES
+
otter
COMBAT_CHARGE_ATTACKER_BOUNCE_BACK
+
badger
COMBAT_CHARGE_TANGLE_TOGETHER
+
skunk
COMBAT_CHARGE_TANGLE_TUMBLE
+
bear
COMBAT_CHARGE_RUSH_BY
+
panda
COMBAT_CHARGE_MANAGE_STOP
+
panther
COMBAT_CHARGE_OBSTACLE_SLAM
+
mongoose
COMBAT_WRESTLE_LOCK
+
hyena
COMBAT_WRESTLE_CHOKEHOLD
+
civet
COMBAT_WRESTLE_TAKEDOWN
+
walrus
COMBAT_WRESTLE_THROW
+
pangolin
COMBAT_WRESTLE_RELEASE_LOCK
+
elephant
COMBAT_WRESTLE_RELEASE_CHOKE
+
mammoth
COMBAT_WRESTLE_RELEASE_GRIP
+
horse
COMBAT_WRESTLE_STRUGGLE
+
zebra
COMBAT_WRESTLE_RELEASE_LATCH
+
tapir
COMBAT_WRESTLE_STRANGLE_KO
+
rhinoceros
COMBAT_WRESTLE_ADJUST_GRIP
+
warthog
COMBAT_GRAB_TEAR
+
hippopotamus
COMBAT_STRIKE_DETAILS
+
camel
COMBAT_STRIKE_DETAILS_2
+
llama
COMBAT_EVENT_ENRAGED
+
giraffe
COMBAT_EVENT_STUCKIN
+
deer
COMBAT_EVENT_LATCH_BP
+
moose
COMBAT_EVENT_LATCH_GENERAL
+
antelope
COMBAT_EVENT_PROPELLED_AWAY
+
sheep
COMBAT_EVENT_KNOCKED_OUT
+
goat
COMBAT_EVENT_STUNNED
+
bison
COMBAT_EVENT_WINDED
+
buffalo
COMBAT_EVENT_NAUSEATED
+
bull
MIGRANT_ARRIVAL_NAMED
+
Granite
MIGRANT_ARRIVAL
+
Slate
DIG_CANCEL_WARM
+
Felsite
DIG_CANCEL_DAMP
+
Hematite
AMBUSH_DEFENDER
+
Malachite
AMBUSH_RESIDENT
+
Galena
AMBUSH_HERO
+
Limestone
AMBUSH_THIEF
+
Sandstone
AMBUSH_THIEF_SUPPORT_SKULKING
+
Timber
AMBUSH_THIEF_SUPPORT_NATURE
+
Moonstone
AMBUSH_THIEF_SUPPORT
+
Opal
AMBUSH_MISCHIEVIOUS
+
Obsidian
AMBUSH_MISCHIEVOUS
+
Dabbling
AMBUSH_SNATCHER_SUPPORT
+
Novice
AMBUSH_AMBUSHER_NATURE
+
Adequate
AMBUSH_AMBUSHER
+
Competent
AMBUSH_INJURED
+
Skilled
AMBUSH_OTHER
+
Proficient
AMBUSH_INCAPACITATED
+
Talented
FOUND_TRAP
+
Adept
CARAVAN_ARRIVAL
+
Expert
NOBLE_ARRIVAL
+
Professional
D_MIGRANTS_ARRIVAL
+
Accomplished
D_MIGRANT_ARRIVAL
+
Master
D_MIGRANT_ARRIVAL_DISCOURAGED
+
High Master
D_NO_MIGRANT_ARRIVAL
+
Grand Master
ANIMAL_TRAP_CATCH
+
Legendary
ANIMAL_TRAP_ROBBED
+
Mining
MISCHIEF_LEVER
+
Wood Cutting
MISCHIEF_PLATE
+
Carpentry
MISCHIEF_CAGE
+
Bowmaking
MISCHIEF_CHAIN
+
Engraving
RESEARCH_BREAKTHROUGH
+
Masonry
GUEST_ARRIVAL
+
Animal Training
DIPLOMAT_ARRIVAL
+
Animal Caretaking
LIAISON_ARRIVAL
+
Fish Dissection
TRADE_DIPLOMAT_ARRIVAL
+
Animal Dissection
CAVE_COLLAPSE
+
Fish Cleaning
BIRTH_CITIZEN
+
Butchery
BIRTH_ANIMAL
+
Trapping
BIRTH_WILD_ANIMAL
+
Growing
STRANGE_MOOD
+
Herbalism
MADE_ARTIFACT
+
Ambush
NAMED_ARTIFACT
+
Swimming
ITEM_ATTACHMENT
+
Persuasion
VERMIN_CAGE_ESCAPE
+
Negotiation
TRIGGER_WEB
+
Judging Intent
MOOD_BUILDING_CLAIMED
+
Appraisal
ARTIFACT_BEGUN
+
Organization
MEGABEAST_ARRIVAL
+
Record Keeping
FORT_POSITION_SUCCESSION
+
Lying
BERSERK_CITIZEN
+
Intimidation
STRESSED_CITIZEN
+
Conversation
CITIZEN_TANTRUM
+
Comedy
CITIZEN_LOST_TO_STRESS
+
Flattery
MAGMA_DEFACES_ENGRAVING
+
Consoling
ENGRAVING_MELTS
+
Pacification
MASTERPIECE_ARCHITECTURE
+
Tracking
MASTERPIECE_CONSTRUCTION
+
Fishing
MASTER_ARCHITECTURE_LOST
+
Furnace Operation
MASTER_CONSTRUCTION_LOST
+
Strand Extraction
ADV_AWAKEN
+
Soap Making
ADV_SLEEP_INTERRUPTED
+
Potash Making
ADV_REACTION_PRODUCTS
+
Lye Making
CANCEL_JOB
+
Wood Burning
ADV_CREATURE_DEATH
+
Weaponsmithing
CITIZEN_DEATH
+
Armorsmithing
PET_DEATH
+
Metalsmithing
CITIZEN_MISSING
+
Gem Cutting
PET_MISSING
+
Gem Setting
FALL_OVER
+
Wood Crafting
CAUGHT_IN_FLAMES
+
Papermaking
CAUGHT_IN_WEB
+
Bookbinding
UNIT_PROJECTILE_SLAM_BLOW_APART
+
Pottery
UNIT_PROJECTILE_SLAM
+
Wax Working
UNIT_PROJECTILE_SLAM_INTO_UNIT
+
Stone Crafting
LOSE_HOLD_OF_ITEM
+
Metal Crafting
REGAIN_CONSCIOUSNESS
+
Glassmaking
FREE_FROM_WEB
+
Studying
PARALYZED
+
Concentration
OVERCOME_PARALYSIS
+
Discipline
NOT_STUNNED
+
Observation
EXHAUSTION
+
Writing
PAIN_KO
+
Prose
BREAK_GRIP
+
Poetry
NO_BREAK_GRIP
+
Reading
BLOCK_FIRE
+
Speaking
BREATHE_FIRE
+
Dance
SHOOT_WEB
+
Music
PULL_OUT_DROP
+
Singing
STAND_UP
+
Keyboard Instrument
MARTIAL_TRANCE
+
Stringed Instrument
MAT_BREATH
+
Wind Instrument
NIGHT_ATTACK_STARTS
+
Percussion Instrument
NIGHT_ATTACK_ENDS
+
Critical Thinking
NIGHT_ATTACK_TRAVEL
+
Logic
GHOST_ATTACK
+
Mathematics
TRAVEL_SITE_DISCOVERY
+
Astronomy
TRAVEL_SITE_BUMP
+
Chemistry
ADVENTURE_INTRO
+
Geography
CREATURE_SOUND
+
Optics Engineer
MECHANISM_SOUND
+
Fluid Engineer
CREATURE_STEALS_OBJECT
+
Coordination
BODY_TRANSFORMATION
+
Balance
INTERACTION_ACTOR
+
Leadership
INTERACTION_TARGET
+
Military Tactics
UNDEAD_ATTACK
+
Teaching
REGULAR_CONVERSATION
+
Fighting
CONFLICT_CONVERSATION
+
Archery
STRANGE_RAIN_SNOW
+
Wrestling
STRANGE_CLOUD
+
Biting
SIMPLE_ANIMAL_ACTION
+
Striking
FLOUNDER_IN_LIQUID
+
Kicking
TRAINING_DOWN_TO_SEMI_WILD
+
Dodging
TRAINING_FULL_REVERSION
+
Sword
ANIMAL_TRAINING_KNOWLEDGE
+
Mace
SKIP_ON_LIQUID
+
Hammer
DODGE_FLYING_OBJECT
+
Spear
FLAME_HIT
+
Crossbow
EMBRACE
+
Pike
BANDIT_EMPTY_CONTAINER
+
Shield
BANDIT_GRAB_ITEM
+
Armor
COMBAT_EVENT_ATTACK_INTERRUPTED
+
Siege Engineering
COMBAT_WRESTLE_CATCH_ATTACK
+
Siege Operation
FAIL_TO_GRAB_SURFACE
+
Pump Operation
LOSE_HOLD_OF_SURFACE
+
Leatherworking
TRAVEL_COMPLAINT
+
Tanning
LOSE_EMOTION
+
Dyeing
REORGANIZE_POSSESSIONS
+
Pressing
PUSH_ITEM
+
Beekeeping
DRAW_ITEM
+
Glazing
STRAP_ITEM
+
Bone Carving
GAIN_SITE_CONTROL
+
Weaving
MOVED_OUT_OF_RANGE
+
Brewing
CANNOT_SPEAK
+
Clothes Making
NO_TRACKS
+
Milling
ALREADY_SEARCHED_AREA
+
Threshing
SEARCH_FOUND_SOMETHING
+
Blowgun
SEARCH_FOUND_NOTHING
+
Throwing
NOTHING_TO_INTERACT
+
Machinery
NOTHING_TO_EXAMINE
+
Nature
YOU_YIELDED
+
Knife
YOU_UNYIELDED
+
Lash
YOU_STRAP_ITEM
+
Cooking
YOU_DRAW_ITEM
+
Alchemy
NO_GRASP_TO_DRAW_ITEM
+
Building Design
NO_ITEM_TO_STRAP
+
Cheese Making
NO_INV_TO_REMOVE
+
Milking
NO_INV_TO_WEAR
+
Gelding
NO_INV_TO_EAT
+
Shearing
NO_INV_TO_CONTAIN
+
Spinning
NO_INV_TO_DROP
+
Misc. Object
NOTHING_TO_PICK_UP
+
Wound Dressing
NO_INV_TO_THROW
+
Diagnostics
NO_INV_TO_FIRE
+
Surgery
CURRENT_SMELL
+
Bone Setting
CURRENT_WEATHER
+
Suturing
CURRENT_TEMPERATURE
+
Crutch-walking
CURRENT_DATE
+
Knapping
NO_GRASP_FOR_PICKUP
+
Climbing
CANNOT_STAND
+
Miner
MUST_UNRETRACT_FIRST
+
Wood Cutter
CANNOT_REST
+
Carpenter
CANNOT_MAKE_CAMPFIRE
+
Bowyer
CANNOT_CHOP_TREE
+
Engraver
CANNOT_CONSTRUCT
+
Mason
MADE_CAMPFIRE
+
Animal Trainer
CANNOT_SET_FIRE
+
Animal Caretaker
SET_FIRE
+
Fish Dissector
DAWN_BREAKS
+
Animal Dissector
NOON
+
Fish Cleaner
NIGHTFALL
+
Butcher
NO_INV_INTERACTION
+
Trapper
EMPTY_CONTAINER
+
Grower
TAKE_OUT_OF_CONTAINER
+
Herbalist
NO_CONTAINER_FOR_ITEM
+
Ambusher
PUT_INTO_CONTAINER
+
Swimmer
EAT_ITEM
+
Persuader
DRINK_ITEM
+
Negotiator
CONSUME_FAILURE
+
Judge of Intent
DROP_ITEM
+
Appraiser
PICK_UP_ITEM
+
Organizer
YOU_BUILDING_INTERACTION
+
Record Keeper
YOU_ITEM_INTERACTION
+
Liar
YOU_TEMPERATURE_EFFECTS
+
Intimidator
PROFESSION_CHANGES
+
Conversationalist
RECRUIT_PROMOTED
+
Comedian
SOLDIER_BECOMES_MASTER
+
Flatterer
RESOLVE_SHARED_ITEMS
+
Consoler
COUGH_BLOOD
+
Pacifier
VOMIT_BLOOD
+
Tracker
MERCHANTS_UNLOADING
+
Fisherman
MERCHANTS_NEED_DEPOT
+
Furnace Operator
MERCHANT_WAGONS_BYPASSED
+
Strand Extractor
MERCHANTS_LEAVING_SOON
+
Soaper
MERCHANTS_EMBARKED
+
Potash Maker
PET_LOSES_DEAD_OWNER
+
Lye Maker
PET_ADOPTS_OWNER
+
Wood Burner
VERMIN_BITE
+
Weaponsmith
UNABLE_TO_COMPLETE_BUILDING
+
Armorsmith
JOBS_REMOVED_FROM_UNPOWERED_BUILDING
+
Metalsmith
CITIZEN_SNATCHED
+
Gem Cutter
VERMIN_DISTURBED
+
Gem Setter
LAND_GAINS_STATUS
+
Wood Crafter
LAND_ELEVATED_STATUS
+
Papermaker
MASTERPIECE_CRAFTED
+
Bookbinder
ARTWORK_DEFACED
+
Potter
POWER_LEARNED
+
Wax Worker
YOU_FEED_ON_SUCKEE
+
Stone Crafter
ANIMAL_TRAINED
+
Metal Crafter
DYED_MASTERPIECE
+
Glassmaker
COOKED_MASTERPIECE
+
Student
MANDATE_ENDS
+
Observer
SLOWDOWN_ENDS
+
Wordsmith
FAREWELL_HELPER
+
Writer
ELECTION_RESULTS
+
Poet
SITE_PRESENT
+
Reader
CONSTRUCTION_SUSPENDED
+
Speaker
LINKAGE_SUSPENDED
+
Knapper
QUOTA_FILLED
+
Dancer
JOB_OVERWRITTEN
+
Musician
NOTHING_TO_CATCH_IN_WATER
+
Singer
DEMAND_FORGOTTEN
+
Keyboardist
NEW_DEMAND
+
Stringed Instrumentalist
NEW_MANDATE
+
Wind Instrumentalist
PRICES_ALTERED
+
Percussionist
NAMED_RESIDENT_CREATURE
+
Critical Thinker
SOMEBODY_GROWS_UP
+
Logician
GUILD_REQUEST_TAKEN
+
Mathematician
GUILD_WAGES_CHANGED
+
Astronomer
NEW_WORK_MANDATE
+
Chemist
CITIZEN_BECOMES_SOLDIER
+
Geographer
CITIZEN_BECOMES_NONSOLDIER
+
Leader
PARTY_ORGANIZED
+
Teacher
POSSESSED_TANTRUM
+
Fighter
BUILDING_TOPPLED_BY_GHOST
+
Archer
MASTERFUL_IMPROVEMENT
+
Wrestler
MASTERPIECE_ENGRAVING
+
Biter
NO_MARRIAGE_CELEBRATION
+
Striker
CURIOUS_GUZZLER
+
Kicker
WEATHER_BECOMES_CLEAR
+
Dodger
WEATHER_BECOMES_SNOW
+
Axeman
WEATHER_BECOMES_RAIN
+
Swordsman
SEASON_WET
+
Maceman
SEASON_DRY
+
Hammerman
SEASON_SPRING
+
Spearman
SEASON_SUMMER
+
Crossbowman
SEASON_AUTUMN
+
Pikeman
SEASON_WINTER
+
Bowman
SERVICE_ORDER_DELIVERY
+
Shield User
PERFORMANCE_START_FAILURE
+
Armor User
BEGIN_ACTIVITY
+
Siege Engineer
MIDDLE_OF_ACTIVITY
+
Siege Operator
ACTIVITY_SECTION_CHANGE
+
Pump Operator
CONCLUDE_ACTIVITY
+
Leatherworker
LEARNED_WRITTEN_CONTENT
+
Tanner
LEARNED_ART_FORM
+
Dyer
PERFORMER_UPDATE
+
Presser
BUILDING_DESTROYED_OR_TOPPLED
+
Beekeeper
DEITY_CURSE
+
Glazer
COMPOSITION_COMPLETE
+
Bone Carver
COMPOSITION_FAILED
+
Weaver
NEW_APPRENTICESHIP
+
Brewer
PETITION_IGNORED
+
Clothier
CHOP_TREE
+
Miller
RUMOR_SPREAD
+
Thresher
SERVICE_ORDER_RUMOR_RECEIVED
+
Blowgunner
RETURNING_RUMOR_RECEIVED
+
Thrower
NEW_HOLDING
+
Mechanic
NEW_MARKET_LINK
+
Druid
EMERGENCY_TACTICAL_CONTROL
+
Knife User
AGREEMENT_SATISFIED
+
Lasher
AGREEMENT_WARNING
+
Cook
AGREEMENT_ABANDONED
+
Alchemist
NEW_GUILD
+
Building Designer
CRIME_WITNESS_HANDOFF
+
Cheese Maker
CRIME_WITNESS_STOLEN
+
Milker
CRIME_WITNESS_ITEM_MOVED
+
Gelder
CRIME_WITNESS_ITEM_MISSING
+
Shearer
CANNOT_MOUNT
+
Spinner
FAILED_MOUNT
+
Misc. Object User
DISMOUNT
+
Wound Dresser
FAILED_DISMOUNT
+
Diagnostician
Unrecognized Announcement Token:
+
Surgeon
AMBUSH_SNATCHER
+
Bone Doctor
HEIGHT
+
Suturer
BROADNESS
+
Crutch-walker
LENGTH
+
Climber
CLOSE_SET
+
ill-sized art actions (1):
DEEP_SET
+
ill-sized art actions (2):
HIGH_POSITION
+
ill-sized art actions (3):
LARGE_IRIS
+
ill-sized art actions (4):
WRINKLY
+
ill-sized art actions (5):
CURLY
+
ill-sized art actions (6):
CONVEX
+
LIQUID_COOKING
DENSE
+
LIQUID_SCOOP
THICKNESS
+
GRIND_POWDER_RECEPTACLE
UPTURNED
+
GRIND_POWDER_GRINDER
SPLAYED_OUT
+
MEAT_CARVING
HANGING_LOBES
+
MEAT_BONING
GAPS
+
MEAT_SLICING
HIGH_CHEEKBONES
+
MEAT_CLEAVING
BROAD_CHIN
+
HOLD_MEAT_FOR_CARVING
JUTTING_CHIN
+
MEAL_CONTAINER
SQUARE_CHIN
+
LIQUID_CONTAINER
ROUND_VS_NARROW
+
FOOD_STORAGE
GREASY
+
HIVE
DEEP_VOICE
+
NEST_BOX
RASPY_VOICE
+
BOOKCASE
Unrecognized Appearance Modifier Token:
+
SMALL_OBJECT_STORAGE
TYPE
+
TRACK_CART
TOKEN
+
HEAVY_OBJECT_HAULING
CATEGORY
+
STAND_AND_WORK_ABOVE
BY_TYPE
+
ROLL_UP_SHEET
BY_TOKEN
+
PROTECT_FOLDED_SHEETS
BY_CATEGORY
+
CONTAIN_WRITING
BYTYPE
+
Unrecognized Tool Use Token:  
BYTOKEN
+
SIMPLE_MOUND
BYCATEGORY
+
SIMPLE_BURROW
Unrecognized Body Part Group Token:  
+
LABYRINTH
LOWERBODY
+
SHRINE
SIGHT
+
WILDERNESS_LOCATION
EMBEDDED
+
Unrecognized Lair Token:
CIRCULATION
+
HAS_DOORS
SKELETON
+
Unrecognized Lair Characteristic Token:  
GRASP
+
GRIND_BONE_MEAL
STANCE
+
COOK_BLOOD
JOINT
+
GRIND_VERMIN
HEAR
+
COOK_VERMIN
MOUTH
+
COOK_PEOPLE
APERTURE
+
COLLECT_TROPHIES
TOTEMABLE
+
EAT_BONE_PORRIDGE
Unrecognized Body Part Flag Token:  
+
USE_ANY_MELEE_WEAPON
ANALYTICAL_ABILITY
+
COLLECT_WEALTH
FOCUS
+
GIANT_NEST
WILLPOWER
+
Unrecognized Habit Token:  
CREATIVITY
+
ALERT
INTUITION
+
PEACEFUL_INTERMITTENT
PATIENCE
+
Unrecognized Creature Sound Token:  
MEMORY
+
VOCALIZATION
LINGUISTIC_ABILITY
+
Unrecognized Creature Sound Method Token:  
SPATIAL_SENSE
+
Random Buffer Overload
MUSICALITY
+
PLUCKED_BY_BP
KINESTHETIC_SENSE
+
PLUCKED
EMPATHY
+
BOWED
SOCIAL_AWARENESS
+
STRUCK_BY_BP
Unrecognized Mental Attribute Token:  
+
STRUCK
SWAMP
+
VIBRATE_BP_AGAINST_OPENING
DESERT
+
BLOW_AGAINST_FIPPLE
OCEAN
+
BLOW_OVER_OPENING_SIDE
LAKE
+
BLOW_OVER_OPENING_END
GLACIER
+
BLOW_OVER_SINGLE_REED
TUNDRA
+
BLOW_OVER_DOUBLE_REED
GRASSLAND
+
BLOW_OVER_FREE_REED
Unrecognized Region Type Token:  
+
STRUCK_TOGETHER
STONE
+
SHAKEN
Unrecognized Material Token:  
+
SCRAPED
undefined local creature material set to default:
+
FRICTION
undefined local plant material set to default:
+
RESONATOR
undefined creature material set to default:
+
BAG_OVER_REED
undefined plant material set to default:
+
AIR_OVER_REED
Unrecognized Skill Token:
+
AIR_OVER_FREE_REED
Unrecognized Unit Type Token:
+
AIR_AGAINST_FIPPLE
MINE
+
Unrecognized Sound Production Token:
HAUL_STONE
+
MEMBRANE_POSITION
HAUL_WOOD
+
SUBPART_CHOICE
HAUL_BODY
+
KEYBOARD
HAUL_FOOD
+
STOPPING_FRET
HAUL_REFUSE
+
STOPPING_AGAINST_BODY
HAUL_ITEM
+
STOPPING_HOLE
HAUL_FURNITURE
+
STOPPING_HOLE_KEY
HAUL_ANIMALS
+
SLIDE
CLEAN
+
HARMONIC_SERIES
CUTWOOD
+
VALVE_ROUTES_AIR
DETAIL
+
BP_IN_BELL
BONE_SETTING
+
FOOT_PEDALS
SUTURING
+
Unrecognized Pitch Choice Token:
DRESSING_WOUNDS
+
PEGS
FEED_WATER_CIVILIANS
+
ADJUSTABLE_BRIDGES
RECOVER_WOUNDED
+
LEVERS
CLOTHESMAKER
+
CROOKS
PROCESS_PLANT
+
TIGHTENING
MAKE_CHEESE
+
Unrecognized Tuning Token:  
CLEAN_FISH
+
noisy
HUNT
+
full
METAL_CRAFT
+
sharp
CUT_GEM
+
choppy
ENCRUST_GEM
+
steady
WOOD_CRAFT
+
evolving
STONE_CRAFT
+
bright
BONE_CARVE
+
breathy
BURN_WOOD
+
mellow
HANDLE_VEHICLES
+
wobbling
HAUL_TRADE
+
focused
PULL_LEVER
+
even
REMOVE_CONSTRUCTION
+
vibrating
HAUL_WATER
+
quavering
BUILD_ROAD
+
eerie
BUILD_CONSTRUCTION
+
fragile
Unrecognized Labor Token:  
+
brittle
FORMER_MERCENARY
+
pure
ENEMY
+
piercing
MEMBER
+
strident
FORMER_MEMBER
+
wavering
SLAVE
+
harsh
FORMER_SLAVE
+
reedy
PRISONER
+
nasal
FORMER_PRISONER
+
buzzy
Unrecognized Historical Figure Entity Link Token:
+
rough
MOTHER
+
warm
FATHER
+
rugged
SPOUSE
+
heavy
DEITY
+
flat
LOVER
+
crisp
IMPRISONER
+
sonorous
MASTER
+
gentle
APPRENTICE
+
slicing
COMPANION
+
liquid
FORMER_MASTER
+
raucous
FORMER_APPRENTICE
+
breezy
PET_OWNER
+
raspy
FORMER_SPOUSE
+
wispy
DECEASED_SPOUSE
+
shrill
Unrecognized Historical Figure Hist Fig Link Token:
+
rich
ART_IMAGE
+
dull
COVERED
+
floating
GLAZED
+
ringing
RINGS_HANGING
+
resonant
BANDS
+
sweet
SPIKES
+
rippling
SPECIFIC
+
sparkling
ITEMSPECIFIC
+
CLEAR
SEWN_IMAGE
+
NOISY
PAGES
+
FULL
ILLUSTRATION
+
THIN
Unrecognized Item Improvement Token:
+
ROUND
STAY_ALIVE
+
SHARP
MAINTAIN_ENTITY_STATUS
+
SMOOTH
START_A_FAMILY
+
CHOPPY
RULE_THE_WORLD
+
STEADY
CREATE_A_GREAT_WORK_OF_ART
+
EVOLVING
CRAFT_A_MASTERWORK
+
STRONG
BRING_PEACE_TO_THE_WORLD
+
DELICATE
BECOME_A_LEGENDARY_WARRIOR
+
BRIGHT
MASTER_A_SKILL
+
GRACEFUL
FALL_IN_LOVE
+
SPARSE
SEE_THE_GREAT_NATURAL_SITES
+
BREATHY
IMMORTALITY
+
STRAINED
MAKE_A_GREAT_DISCOVERY
+
BROAD
ATTAIN_RANK_IN_SOCIETY
+
MELLOW
BATHE_WORLD_IN_CHAOS
+
WOBBLING
Unrecognized Goal Token:
+
FOCUSED
Unrecognized Sphere Token:
+
EVEN
NOT_APPLICABLE
+
FLUID
REQUIRED
+
VIBRATING
ACCEPTABLE
+
QUAVERING
PERSONAL_MATTER
+
EERIE
JUSTIFIED_IF_NO_REPERCUSSIONS
+
FRAGILE
JUSTIFIED_IF_GOOD_REASON
+
BRITTLE
JUSTIFIED_IF_EXTREME_REASON
+
PURE
JUSTIFIED_IF_SELF_DEFENSE
+
PIERCING
ONLY_IF_SANCTIONED
+
STRIDENT
MISGUIDED
+
WAVERING
SHUN
+
HARSH
APPALLING
+
REEDY
PUNISH_REPRIMAND
+
NASAL
PUNISH_SERIOUS
+
BUZZY
PUNISH_EXILE
+
WARM
PUNISH_CAPITAL
+
RUGGED
UNTHINKABLE
+
HEAVY
Unrecognized Ethic Response Token:
+
FLAT
KILL_ENTITY_MEMBER
+
DARK
KILL_NEUTRAL
+
CRISP
KILL_ENEMY
+
SONOROUS
KILL_ANIMAL
+
WATERY
EAT_SAPIENT_OTHER
+
GENTLE
EAT_SAPIENT_KILL
+
SLICING
MAKE_TROPHY_SAME_RACE
+
RAUCOUS
MAKE_TROPHY_SAPIENT
+
BREEZY
MAKE_TROPHY_ANIMAL
+
RASPY
KILL_PLANT
+
WISPY
TORTURE_AS_EXAMPLE
+
SHRILL
TORTURE_FOR_INFORMATION
+
MUDDY
TORTURE_FOR_FUN
+
RICH
TORTURE_ANIMALS
+
DULL
TREASON
+
FLOATING
OATH_BREAKING
+
RINGING
VANDALISM
+
RESONANT
TRESPASSING
+
SWEET
ASSAULT
+
RIPPLING
SLAVERY
+
SPARKLING
Unrecognized Ethic Action Token:
+
Unrecognized Timbre Token:  
FRIENDSHIP
+
data/init/d_init.txt
CUNNING
+
SHOW_ALL_HISTORY_IN_DWARF_MODE
ELOQUENCE
+
SHOW_EMBARK_TUNNEL
FAIRNESS
+
ALWAYS
DECORUM
+
FINDER
TRADITION
+
SHOW_FLOW_AMOUNTS
ARTWORK
+
SHOW_IMP_QUALITY
COOPERATION
+
ENGRAVINGS_START_OBSCURED
INDEPENDENCE
+
AUTOSAVE_PAUSE
STOICISM
+
POST_PREPARE_EMBARK_CONFIRMATION
KNOWLEDGE
+
IF_POINTS_REMAIN
INTROSPECTION
+
EMBARK_WARNING_ALWAYS
SELF_CONTROL
+
INITIAL_SAVE
TRANQUILITY
+
AUTOSAVE
HARMONY
+
SEASONAL
MERRIMENT
+
AUTOBACKUP
CRAFTSMANSHIP
+
PATH_COST
MARTIAL_PROWESS
+
WALKING_SPREADS_SPATTER_DWF
HARD_WORK
+
WALKING_SPREADS_SPATTER_ADV
COMPETITION
+
TEMPERATURE
PERSEVERENCE
+
CAVEINS
COMMERCE
+
ARTIFACTS
ROMANCE
+
ECONOMY
Unrecognized Value Token:  
+
ZERO_RENT
LEISURE_TIME
+
TESTING_ARENA
LAW_MAKING
+
EMBARK_RECTANGLE
LAW_ENFORCEMENT
+
PAUSE_ON_LOAD
RECEIVE_DIPLOMATS
+
LOG_MAP_REJECTS
MEET_WORKERS
+
INVADERS
MANAGE_PRODUCTION
+
VARIED_GROUND_TILES
ACCOUNTING
+
NICKNAME_DWARF
ESTABLISH_COLONY_TRADE_AGREEMENTS
+
REPLACE_FIRST
MAKE_INTRODUCTIONS
+
CENTRALIZE
MAKE_PEACE_AGREEMENTS
+
REPLACE_ALL
MAKE_TOPIC_AGREEMENTS
+
NICKNAME_ADVENTURE
COLLECT_TAXES
+
NICKNAME_LEGENDS
ESCORT_TAX_COLLECTOR
+
CHASM
EXECUTIONS
+
PILLAR_TILE
TAME_EXOTICS
+
TREE_ROOT_SLOPING
ATTACK_ENEMIES
+
TREE_ROOTS
PATROL_TERRITORY
+
TREE_TRUNK_PILLAR
MILITARY_GOALS
+
TREE_TRUNK_SLOPING
MILITARY_STRATEGY
+
TREE_TRUNK_N
UPGRADE_SQUAD_EQUIPMENT
+
TREE_TRUNK_S
EQUIPMENT_MANIFESTS
+
TREE_TRUNK_E
SORT_AMMUNITION
+
TREE_TRUNK_W
BUILD_MORALE
+
TREE_TRUNK_NW
HEALTH_MANAGEMENT
+
TREE_TRUNK_NE
ESPIONAGE
+
TREE_TRUNK_SW
ADVISE_LEADERS
+
TREE_TRUNK_SE
OVERSEE_LEADER_HOUSEHOLD
+
TREE_TRUNK_BRANCH_N
MANAGE_ANIMALS
+
TREE_TRUNK_BRANCH_S
MANAGE_LEADER_HOUSEHOLD_FOOD
+
TREE_TRUNK_BRANCH_E
MANAGE_LEADER_HOUSEHOLD_DRINKS
+
TREE_TRUNK_BRANCH_W
PREPARE_LEADER_MEALS
+
TREE_BRANCH_NS
MANAGE_LEADER_HOUSEHOLD_CLEANLINESS
+
TREE_BRANCH_EW
MAINTAIN_SEWERS
+
TREE_BRANCH_NW
FOOD_SUPPLY
+
TREE_BRANCH_NE
FIRE_SAFETY
+
TREE_BRANCH_SW
JUDGE
+
TREE_BRANCH_SE
BUILDING_SAFETY
+
TREE_BRANCH_NSE
CONSTRUCTION_PERMITS
+
TREE_BRANCH_NSW
MAINTAIN_ROADS
+
TREE_BRANCH_NEW
MAINTAIN_BRIDGES
+
TREE_BRANCH_SEW
MAINTAIN_TUNNELS
+
TREE_BRANCH_NSEW
Unrecognized Position Responsibility Token:
+
TREE_BRANCHES
SOLID
+
TREE_SMOOTH_BRANCHES
POWDER
+
TREE_TWIGS
SOLID_POWDER
+
TREE_CAP_RAMP
PASTE
+
TREE_CAP_PILLAR
SOLID_PASTE
+
TREE_CAP_WALL_N
PRESSED
+
TREE_CAP_WALL_S
SOLID_PRESSED
+
TREE_CAP_WALL_E
Unrecognized Material State Token:
+
TREE_CAP_WALL_W
TRAILING_DUST_FLOW
+
TREE_CAP_WALL_NW
TRAILING_VAPOR_FLOW
+
TREE_CAP_WALL_NE
TRAILING_GAS_FLOW
+
TREE_CAP_WALL_SW
SOLID_GLOB
+
TREE_CAP_WALL_SE
LIQUID_GLOB
+
TREE_CAP_FLOOR1
SPATTER_POWDER
+
TREE_CAP_FLOOR2
SPATTER_LIQUID
+
TREE_CAP_FLOOR3
UNDIRECTED_GAS
+
TREE_CAP_FLOOR4
UNDIRECTED_VAPOR
+
TREE_ROOT_SLOPING_DEAD
UNDIRECTED_DUST
+
TREE_ROOTS_DEAD
WEB_SPRAY
+
TREE_TRUNK_PILLAR_DEAD
DRAGONFIRE
+
TREE_TRUNK_SLOPING_DEAD
FIREJET
+
TREE_TRUNK_N_DEAD
FIREBALL
+
TREE_TRUNK_S_DEAD
WEATHER_CREEPING_GAS
+
TREE_TRUNK_E_DEAD
WEATHER_CREEPING_VAPOR
+
TREE_TRUNK_W_DEAD
WEATHER_CREEPING_DUST
+
TREE_TRUNK_NW_DEAD
WEATHER_FALLING_MATERIAL
+
TREE_TRUNK_NE_DEAD
UNDIRECTED_ITEM_CLOUD
+
TREE_TRUNK_SW_DEAD
TRAILING_ITEM_FLOW
+
TREE_TRUNK_SE_DEAD
SHARP_ROCK
+
TREE_TRUNK_BRANCH_N_DEAD
Unrecognized Breath Attack Token:
+
TREE_TRUNK_BRANCH_S_DEAD
MAJOR_CURSE
+
TREE_TRUNK_BRANCH_E_DEAD
GREETING
+
TREE_TRUNK_BRANCH_W_DEAD
CLEAN_SELF
+
TREE_BRANCH_NS_DEAD
CLEAN_FRIEND
+
TREE_BRANCH_EW_DEAD
ATTACK
+
TREE_BRANCH_NW_DEAD
FLEEING
+
TREE_BRANCH_NE_DEAD
NEGATIVE_SOCIAL_RESPONSE
+
TREE_BRANCH_SW_DEAD
TORMENT
+
TREE_BRANCH_SE_DEAD
DEFEND
+
TREE_BRANCH_NSE_DEAD
MEDIUM_CURSE
+
TREE_BRANCH_NSW_DEAD
MINOR_CURSE
+
TREE_BRANCH_NEW_DEAD
MEDIUM_BLESSING
+
TREE_BRANCH_SEW_DEAD
MINOR_BLESSING
+
TREE_BRANCH_NSEW_DEAD
Unrecognized Usage Hint Token:
+
TREE_BRANCHES_DEAD
map_rejection_log.txt
+
TREE_SMOOTH_BRANCHES_DEAD
PRIMITIVE
+
TREE_TWIGS_DEAD
FLOWERY
+
TREE_CAP_RAMP_DEAD
UGLY
+
TREE_CAP_PILLAR_DEAD
BOUNDARY
+
TREE_CAP_WALL_N_DEAD
NAME_CAVE
+
TREE_CAP_WALL_S_DEAD
VIOLENT
+
TREE_CAP_WALL_E_DEAD
WILD
+
TREE_CAP_WALL_W_DEAD
ASSERTIVE
+
TREE_CAP_WALL_NW_DEAD
ARTIFICE
+
TREE_CAP_WALL_NE_DEAD
MYSTERY
+
TREE_CAP_WALL_SW_DEAD
LEADER
+
TREE_CAP_WALL_SE_DEAD
DOMESTIC
+
TREE_CAP_FLOOR1_DEAD
MYTHIC
+
TREE_CAP_FLOOR2_DEAD
SUBORDINATE
+
TREE_CAP_FLOOR3_DEAD
NEGATOR
+
TREE_CAP_FLOOR4_DEAD
PROTECT
+
TREE_TRUNK_NSE
NAME_LAKE
+
TREE_TRUNK_NSW
RESTRAIN
+
TREE_TRUNK_NEW
ROMANTIC
+
TREE_TRUNK_SEW
NAME_MOUNTAINS
+
TREE_TRUNK_NS
TRAVEL
+
TREE_TRUNK_EW
NAME_FOREST
+
TREE_TRUNK_NSEW
NEATLY_COMBED
+
TREE_TRUNK_INTERIOR
BRAIDED
+
TREE_TRUNK_NSE_DEAD
DOUBLE_BRAIDS
+
TREE_TRUNK_NSW_DEAD
PONY_TAILS
+
TREE_TRUNK_NEW_DEAD
CLEAN_SHAVEN
+
TREE_TRUNK_SEW_DEAD
STANDARD_HAIR_SHAPINGS
+
TREE_TRUNK_NS_DEAD
STANDARD_BEARD_SHAPINGS
+
TREE_TRUNK_EW_DEAD
STANDARD_MOUSTACHE_SHAPINGS
+
TREE_TRUNK_NSEW_DEAD
STANDARD_SIDEBURNS_SHAPINGS
+
TREE_TRUNK_INTERIOR_DEAD
Unrecognized Tissue Layer Shapings Token:
+
TRACK_N
MOUNTAIN
+
TRACK_S
SWAMP_TEMPERATE_FRESHWATER
+
TRACK_E
SWAMP_TEMPERATE_SALTWATER
+
TRACK_W
MARSH_TEMPERATE_FRESHWATER
+
TRACK_NS
MARSH_TEMPERATE_SALTWATER
+
TRACK_NE
SWAMP_TROPICAL_FRESHWATER
+
TRACK_NW
SWAMP_TROPICAL_SALTWATER
+
TRACK_SE
SWAMP_MANGROVE
+
TRACK_SW
MARSH_TROPICAL_FRESHWATER
+
TRACK_EW
MARSH_TROPICAL_SALTWATER
+
TRACK_NSE
FOREST_TAIGA
+
TRACK_NSW
TAIGA
+
TRACK_NEW
FOREST_TEMPERATE_BROADLEAF
+
TRACK_SEW
FOREST_TROPICAL_CONIFER
+
TRACK_NSEW
FOREST_TROPICAL_DRY_BROADLEAF
+
TRACK_RAMP_N
FOREST_TROPICAL_MOIST_BROADLEAF
+
TRACK_RAMP_S
GRASSLAND_TEMPERATE
+
TRACK_RAMP_E
SAVANNA_TEMPERATE
+
TRACK_RAMP_W
SHRUBLAND_TEMPERATE
+
TRACK_RAMP_NS
GRASSLAND_TROPICAL
+
TRACK_RAMP_NE
SAVANNA_TROPICAL
+
TRACK_RAMP_NW
SHRUBLAND_TROPICAL
+
TRACK_RAMP_SE
DESERT_BADLAND
+
TRACK_RAMP_SW
DESERT_ROCK
+
TRACK_RAMP_EW
DESERT_SAND
+
TRACK_RAMP_NSE
OCEAN_TROPICAL
+
TRACK_RAMP_NSW
OCEAN_TEMPERATE
+
TRACK_RAMP_NEW
OCEAN_ARCTIC
+
TRACK_RAMP_SEW
POOL_TEMPERATE_FRESHWATER
+
TRACK_RAMP_NSEW
POOL_TEMPERATE_BRACKISHWATER
+
WOUND_COLOR_NONE
POOL_TEMPERATE_SALTWATER
+
WOUND_COLOR_MINOR
POOL_TROPICAL_FRESHWATER
+
WOUND_COLOR_INHIBITED
POOL_TROPICAL_BRACKISHWATER
+
WOUND_COLOR_FUNCTION_LOSS
POOL_TROPICAL_SALTWATER
+
WOUND_COLOR_BROKEN
LAKE_TEMPERATE_FRESHWATER
+
WOUND_COLOR_MISSING
LAKE_TEMPERATE_BRACKISHWATER
+
IDLERS
LAKE_TEMPERATE_SALTWATER
+
MORE
LAKE_TROPICAL_FRESHWATER
+
ADVENTURER_TRAPS
LAKE_TROPICAL_BRACKISHWATER
+
ADVENTURER_ALWAYS_CENTER
LAKE_TROPICAL_SALTWATER
+
GRAZE_COEFFICIENT
RIVER_TEMPERATE_FRESHWATER
+
ADVENTURER_Z_VIEWS
RIVER_TEMPERATE_BRACKISHWATER
+
UNHIDDEN
RIVER_TEMPERATE_SALTWATER
+
DISPLAY_LENGTH
RIVER_TROPICAL_FRESHWATER
+
COFFIN_NO_PETS_DEFAULT
RIVER_TROPICAL_BRACKISHWATER
+
SET_LABOR_LISTS
RIVER_TROPICAL_SALTWATER
+
SKILLS
SUBTERRANEAN_WATER
+
STORE_DIST_ITEM_DECREASE
SUBTERRANEAN_CHASM
+
STORE_DIST_SEED_COMBINE
SUBTERRANEAN_LAVA
+
STORE_DIST_BUCKET_COMBINE
ALL_MAIN
+
STORE_DIST_BARREL_COMBINE
ANY_LAND
+
STORE_DIST_BIN_COMBINE
ANY_OCEAN
+
SPECIFIC_SEED_CAP
ANY_LAKE
+
FORTRESS_SEED_CAP
ANY_TEMPERATE_LAKE
+
BABY_CHILD_CAP
ANY_TROPICAL_LAKE
+
INVASION_SOLDIER_CAP
ANY_RIVER
+
INVASION_MONSTER_CAP
ANY_TEMPERATE_RIVER
+
VISITOR_CAP
ANY_TROPICAL_RIVER
+
POPULATION_CAP
ANY_POOL
+
STRICT_POPULATION_CAP
NOT_FREEZING
+
Unrecognized Init Option:
ANY_TEMPERATE
+
FATAL ERROR
ANY_TROPICAL
+
Button
ANY_FOREST
+
  Dwarf Fortress Options 
ANY_SHRUBLAND
+
Ending game...
ANY_GRASSLAND
+
Really retire?  All active saves will be deleted.  (
ANY_SAVANNA
+
= yes, other = no)
ANY_TEMPERATE_FOREST
+
You will be saved for later use in the region.
ANY_TROPICAL_FOREST
+
Really quit?  All active saves will be deleted.  (
ANY_TEMPERATE_BROADLEAF
+
The region will be saved for later use, but consider retiring the fort
ANY_TROPICAL_BROADLEAF
+
instead if it is not a lost cause.
ANY_WETLAND
+
The fortress will become part of the world.  You may reassume control later,
ANY_TROPICAL_WETLAND
+
but the circumstances will not necessarily be as you leave them now.
ANY_TEMPERATE_WETLAND
+
The region will be saved for later use.
ANY_TROPICAL_MARSH
+
Return to Title Screen
ANY_TEMPERATE_MARSH
+
Return to Game
ANY_TROPICAL_SWAMP
+
Save Game
ANY_TEMPERATE_SWAMP
+
Key Bindings
ANY_DESERT
+
Export Local Image
Unrecognized Biome Token:
+
Music and Sound
FOREST_TEMPERATE_CONIFER
+
Abandon the Fortress to Ruin
ALL_SOLID
+
Abort Game
blob
+
Succumb to the Invasion
quadruped
+
Retire the Fortress (for the time being)
silverfish
+
Give in to the Night
mayfly
+
Finish Game
dragonfly
+
Retire at this location (or rest a while)
damselfly
+
Give in to Starvation
stonefly
+
(holding another's goods)
earwig
+
NULL unit pointer on load
grasshopper
+
NULL play unit on load: id #
cricket
+
NULL item pointer on load
stick insect
+
NULL play item on load: id #
cockroach
+
NULL job pointer on load
termite
+
NULL building pointer on load
mantis
+
NULL play building on load: id #
louse
+
NULL displayed announcement
thrips
+
Site
aphid
+
Error 1
cicada
+
Error 2
assassin bug
+
Nuked Activity Reference
wasp
+
Nuked Job Reference
hornet
+
Nuked Unit Reference (Worker/Inventory)
tiger beetle
+
Nuked Building Reference (Party)
ladybug
+
Nuked Item Reference (General)
weevil
+
Nuked Effect Reference
darkling beetle
+
Nuked Vermin Event Reference
click beetle
+
Nuked Vermin Reference (Escaped Pet)
firefly
+
Nuked Entity Reference
scarab beetle
+
Nuked Plot Info Reference
stag beetle
+
Nuked Viewscreen Reference
dung beetle
+
Nuked Unit Reference (Item Wrestle)
rhinoceros beetle
+
Nuked Hist Fig Reference
rove beetle
+
Nuked Site Reference
snakefly
+
Nuked Artifact Reference
lacewing
+
Nuked Item Improvement Reference
antlion larva
+
Nuked Coin Front Reference
mosquito
+
Nuked Coin Back Reference
flea
+
Nuked Detail Event Reference
scorpionfly
+
Nuked Subregion Reference
caddisfly
+
Nuked Feature Layer Reference
butterfly
+
Nuked Entity Population Reference
moth
+
Nuked Breed Reference
caterpillar
+
Nuked Art Image Reference
spider
+
Nuked Creature Def Reference
tarantula
+
NULL JOB ITEM (1):
tick
+
NULL JOB ITEM (2):
mite
+
NULL item projectile loaded
shrimp
+
NULL unit projectile loaded
lobster
+
Civ Zone
crab
+
: Null Unit Assignment (Id
nematode
+
: Null Item Assignment (Id
snail
+
Cage: Null Unit Assignment
slug
+
Cage: Null Item Assignment
earthworm
+
NULL Aid Requester
leech
+
current
bristleworm
+
data/save/*.*
ribbon worm
+
/world.sav
flat worm
+
data/save/current/world.sav
toad
+
  Dwarf Fortress Options: Save Game 
frog
+
Initializing...
salamander
+
Checking directory structure...
newt
+
Preliminary cleaning...
alligator
+
Offloading units...
crocodile
+
Offloading art...
lizard
+
Opening file...
chameleon
+
Characterizing raw data...
iguana
+
Allocating space...
gecko
+
Saving items...
skink
+
Saving units...
gila monster
+
Saving jobs...
serpent
+
Saving schedules...
viper
+
Saving projectiles...
rattlesnake
+
Saving buildings...
cobra
+
Saving machines...
python
+
Saving flow guides...
anaconda
+
Saving effects...
turtle
+
Saving entities...
tortoise
+
Saving local animal populations...
pterosaur
+
Saving events...
dimetrodon
+
Saving mandates...
sauropod
+
Saving work quotas...
theropod
+
Saving world events...
iguanodont
+
Saving coin information...
hadrosaurid
+
Saving squads...
stegosaurid
+
Saving formations...
ceratopsid
+
Saving activities...
ankylosaurid
+
Saving interactions...
duck
+
Saving written content...
goose
+
Saving identities...
swan
+
Saving incidents...
turkey
+
Saving crimes...
grouse
+
Saving vehicles...
chicken
+
Saving armies...
quail
+
Saving army controllers...
pheasant
+
Saving tracking information...
gull
+
Saving cultural identities...
loon
+
Saving agreement...
grebe
+
Saving art forms...
albatross
+
Saving occupations...
petrel
+
Saving announcements...
penguin
+
Saving fortress information...
pelican
+
Saving world information...
stork
+
Saving artifacts...
vulture
+
Saving active historical figures...
flamingo
+
Saving adventure data...
falcon
+
Saving general information...
kestrel
+
Closing file...
condor
+
Finishing...
osprey
+
NO_FILE
buzzard
+
data/help/
eagle
+
: Customize Nickname
harrier
+
: Customize Profession Name
kite
+
: Done with string entry
crane
+
: Abort string entry
dove
+
This creature
pigeon
+
is non-hostile.
parrot
+
is a skulking perpetrator of mischief.
cockatoo
+
is a minion of evil.
cuckoo
+
is a brutal enemy of your kind.
nightjar
+
is of the wilderness.
swift
+
is of the walking dead.
hummingbird
+
is opposed to the living.
kingfisher
+
has returned from beyond the grave.
hornbill
+
is crazed!
quetzal
+
is an invader.
toucan
+
is from the depths of the underworld.
woodpecker
+
is an uninvited guest.
lyrebird
+
is a current resident.
thornbill
+
is from
honeyeater
+
is from a mysterious place.
oriole
+
Account:
fantail
+
Owned Objects:
shrike
+
Holdings:
crow
+
Needs:
raven
+
Chest
magpie
+
Demands:
kinglet
+
Throne Room/Office
lark
+
Bedroom
swallow
+
Dining Room
martin
+
Tomb
bushtit
+
Mandates:
warbler
+
Export of
thrush
+
Make
oxpecker
+
Complete
starling
+
Jobs
mockingbird
+
Prohibited
wren
+
: Thoughts and preferences
nuthatch
+
: Health
sparrow
+
: Relationships
tanager
+
Set Follow Hotkey (
cardinal
+
etc.):
bunting
+
: Kills
finch
+
: Customize
titmouse
+
The Kills of
chickadee
+
ecwe
waxwing
+
hlaas
flycatcher
+
/world.dat
opossum
+
old save: removing potentially broken rest job
koala
+
old save: fixing possibly broken knowledge from unretire
wombat
+
patching corruption: item off-loaded and also in play
kangaroo
+
** Loading Fortress **
sloth
+
** Loading Adventurer **
anteater
+
Repairing squad info for Unit #
armadillo
+
have corrupt feature map at
squirrel
+
  Dwarf Fortress: Load World 
marmot
+
Processing raw data...
beaver
+
Loading object files...
gopher
+
Languages...
mouse
+
Shapes...
porcupine
+
Colors...
chinchilla
+
Patterns...
cavy
+
Material templates...
capybara
+
Inorganics...
rabbit
+
Plants...
hare
+
Tissue templates...
lemur
+
Items...
loris
+
Buildings...
monkey
+
Body detail plans...
hedgehog
+
Creature bodies...
shrew
+
Creature variations...
mole
+
Creatures...
fruit bat
+
Entities...
wolf
+
Reactions...
coyote
+
Interactions...
jackal
+
Sorting material templates...
raccoon
+
Sorting inorganics...
coati
+
Sorting plants...
weasel
+
Sorting tissue templates...
otter
+
Sorting items...
badger
+
Sorting buildings...
skunk
+
Sorting body detail plans...
bear
+
Sorting creature bodies...
panda
+
Sorting creature variations...
panther
+
Sorting creatures...
mongoose
+
Sorting entities...
hyena
+
Sorting languages...
civet
+
Sorting descriptors...
walrus
+
Sorting reactions...
pangolin
+
Sorting interactions...
elephant
+
Finalizing languages...
mammoth
+
Finalizing descriptors...
horse
+
Finalizing material templates...
zebra
+
Finalizing inorganics...
tapir
+
Finalizing plants...
rhinoceros
+
Finalizing tissue templates...
warthog
+
Finalizing items...
hippopotamus
+
Finalizing buildings...
camel
+
Finalizing body detail plans...
llama
+
Finalizing creature variations...
giraffe
+
Finalizing creatures...
deer
+
Finalizing entities...
moose
+
Finalizing reactions...
antelope
+
Finalizing interactions...
sheep
+
Preparing material data...
goat
+
Generating inorganics...
bison
+
Generating plants...
buffalo
+
Generating items...
bull
+
Generating creatures...
ill-sized art actions (1):
+
Generating entities...
ill-sized art actions (2):
+
Generating reactions...
ill-sized art actions (3):
+
Generating interactions...
ill-sized art actions (4):
+
Finalizing generated objects...
ill-sized art actions (5):
+
Preparing text objects...
ill-sized art actions (6):
+
Preparing graphics...
gview
+
Loading items...
basic_seed
+
Loading buildings...
version
+
Loading entities...
min_load_version
+
Loading coin information...
movie_version
+
Loading map data...
event_flow
+
Loading civilized populations...
plot_event
+
Loading history...
jobvalue
+
Loading parameters...
jobvalue_setter
+
Loading artifacts...
buildreq
+
Loading active historical figures...
scrollx
+
Loading squads...
scrolly
+
Loading formations...
scrollz
+
Loading activities...
linelim
+
Loading interactions...
line
+
Loading written content...
linechar
+
Loading identities...
season
+
Loading incidents...
season_timer
+
Loading crimes...
cur_rain
+
Loading vehicles...
cur_snow
+
Loading armies...
cur_rain_counter
+
Loading army controllers...
cur_snow_counter
+
Loading tracking information...
cur_weather
+
Loading cultural identities...
weathertimer
+
Loading agreements...
year
+
Loading art forms...
assigndesjobs
+
Loading occupations...
assignbuildingjobs
+
Rebuilding temporary information...
season_count
+
Preparing game...
precise_phase
+
Failed!
cursor
+
  Dwarf Fortress Options: Load Game 
point
+
Loading units...
gamemode
+
Loading jobs...
gametype
+
Loading schedules...
index1_1
+
Loading projectiles...
index1_2
+
Loading machines...
index1_3
+
Loading flow guides...
index1_4
+
Loading effects...
index1_5
+
Loading local animal populations...
index1_6
+
Loading events...
index1_7
+
Loading mandates...
index1_8
+
Loading work quotas...
index1_9
+
Loading world events...
index1_10
+
Loading announcements...
index1_11
+
Loading fortress information...
index1_12
+
Loading world information...
index1_13
+
Loading adventure...
index1_14
+
Loading general information...
index1_15
+
Rebuilding more temporary information...
index1_16
+
Preparing game screen...
index1_17
+
Handling compatibility issues...
index1_18
+
Unknown Type Error
index1_19
+
Folder:
index1_20
+
There are no active games.
index1_21
+
unprepared
index1_22
+
Plant Growth (?)
index1_23
+
large pots/food storage
index1_24
+
minecarts
index1_25
+
wheelbarrows
index1_26
+
other large tools
index1_27
+
sand bags
index1_28
+
Plant Cloth
index1_29
+
Bone
index1_30
+
Tooth
index1_31
+
Horn
index1_32
+
Pearl
index1_33
+
Shell
index1_34
+
Silk
index1_35
+
Yarn
index1_36
+
Amber
index1_37
+
Coral
index1_38
+
Green Glass
index1_39
+
Clear Glass
index1_40
+
Crystal Glass
index1_41
+
Standard
index1_42
+
Well-crafted
index1_43
+
Finely-crafted
index1_44
+
Superior Quality
index1_45
+
Exceptional
index1_46
+
Masterwork
index1_47
+
Artifact
index1_48
+
Fresh Raw Hide
index1_49
+
Rotten Raw Hide
index1_50
+
Coal
index1_51
+
Potash
index1_52
+
Pearlash
index1_53
+
Soap
index1_54
+
Allow Plant/Animal
index1_55
+
Allow Non-Plant/Animal
index1_56
+
Use Seed
index1_57
+
Random
index1_58
+
Seed
index1_59
+
Use History Seed
index1_60
+
Use Name Seed
index1_61
+
Use Creature Seed
index1_62
+
Embark Points
index1_63
+
End Year
index1_64
+
Population Cap After Civ Creation
index1_65
+
No Cap
index1_66
+
Site Cap After Civ Creation
index1_67
+
Percentage Beasts Dead For Stoppage
index1_68
+
Ignore
index1_69
+
Year to Begin Checking Megabeast Percentage
index1_70
+
Cull Unimportant Historical Figures
index1_71
+
Reveal All Historical Events
index1_72
+
Elevation
index1_73
+
Rainfall
index1_74
+
Temperature
index1_75
+
Drainage
index1_76
+
Volcanism
index1_77
+
Savagery
index1_78
+
Minimum
index1_79
+
Maximum
index1_80
+
X-Variance
index1_81
+
Y-Variance
index1_82
+
Elevation Mesh Size
index1_83
+
2 x 2
index1_84
+
4 x 4
index1_85
+
8 x 8
index1_86
+
16 x 16
index1_87
+
32 x 32
index1_88
+
Elevation Weighted Range (
index1_89
+
Rain Mesh Size
index1_90
+
Rain Weighted Range (
index1_91
+
Drainage Mesh Size
index1_92
+
Drainage Weighted Range (
index1_93
+
Savagery Mesh Size
index1_94
+
Savagery Weighted Range (
index1_95
+
Temperature Mesh Size
index1_96
+
Temperature Weighted Range (
index1_97
+
Volcanism Mesh Size
index1_98
+
Volcanism Weighted Range (
index1_99
+
Pole
index1_100
+
North or South
index1_101
+
North and/or South
index1_102
+
North and South
index1_103
+
Minimum Mountain Peak Number
index1_104
+
Minimum Partial Edge Oceans
index1_105
+
Minimum Complete Edge Oceans
index1_106
+
Minimum Volcano Number
index1_107
+
Mineral Scarcity (Low = More minerals)
index1_108
+
Max Megabeast Caves
index1_109
+
No Beasts
index1_110
+
Max Semimegabeast Caves
index1_111
+
Titan Number
index1_112
+
Titan Attack Population Requirement
index1_113
+
Titan Attack Exported Wealth Requirement
index1_114
+
Titan Attack Created Wealth Requirement
index1_115
+
Number of Demon Types
index1_116
+
Number of Night Troll Types
index1_117
+
Number of Bogeyman Types
index1_118
+
Number of Vampire Curse Types
index1_119
+
Number of Werebeast Curse Types
index1_120
+
Number of Secret Types
index1_121
+
Number of Regional Interaction Types
index1_122
+
Number of Disturbance Interaction Types
index1_123
+
Number of Evil Cloud Types
index1_124
+
Number of Evil Rain Types
index1_125
+
Generate Divine Materials
index1_126
+
Desired Good Square Count in Small Subregions
index1_127
+
Desired Good Square Count in Medium Subregions
index1_128
+
Desired Good Square Count in Large Subregions
index1_129
+
Desired Evil Square Count in Small Subregions
index1_130
+
Desired Evil Square Count in Medium Subregions
index1_131
+
Desired Evil Square Count in Large Subregions
index1_132
+
Minimum Initial
index1_133
+
Square Count
index1_134
+
Region Count
index1_135
+
Minimum Final
index1_136
+
Erosion Cycle Count
gamemode_cansave
+
Minimum River Start Locations (Pre-Erosion)
modejob
+
Desired River Start Locations (Post-Erosion)
modeitem
+
Periodically Erode Extreme Cliffs
modeseason
+
Do Orographic Precipitation and Rain Shadows
selectingtaskobject
+
Maximum Number of Subregions
addingtask
+
Cavern Layer Number
addingtask_sub
+
Cavern Layer Openness Min
buildjob_sizerad
+
Cavern Layer Openness Max
buildjob_sizeroom
+
Cavern Layer Passage Density Min
buildjob_assignroom
+
Cavern Layer Passage Density Max
buildjob_mastering
+
Cavern Layer Water Min
buildjob_give_to
+
Cavern Layer Water Max
buildjob_popback
+
Magma Layer
buildjob_type
+
Bottom Layer (Forces Magma)
buildjob_selected
+
Z Levels Above Ground
buildjob_unit
+
Z Levels Above Layer 1
buildjob_item
+
Z Levels Above Layer 2
buildjob_building
+
Z Levels Above Layer 3
buildjob_flowx
+
Z Levels Above Layer 4
buildjob_flowy
+
Z Levels Above Layer 5
buildjob_flowz
+
Z Levels At Bottom
buildjob_item1
+
Minimum Natural Cave Size
modeunit
+
Maximum Natural Cave Size
squadcount
+
Number of Mountain Caves
modeview
+
Number of Non-Mountain Caves
modepage
+
Make Caves Visible
modestation
+
Allow Init Embark Options to Show Tunnels
paused
+
Always
standingorder_gatherstone
+
Only in Finder
standingorder_gatherwood
+
Number of Civilizations
standingorder_gatherfood
+
Playable Civilization Required
standingorder_gatherbodies
+
Minimum Number of Mid-Elevation Squares
standingorder_gatherrefuse
+
Minimum Number of Low-Elevation Squares
standingorder_gatheranimals
+
Minimum Number of High-Elevation Squares
standingorder_gatherfurniture
+
Minimum Number of Mid-Rain Squares
standingorder_allharvest
+
Minimum Number of Low-Rain Squares
standingorder_loom
+
Minimum Number of High-Rain Squares
standingorder_dyed_clothes
+
Minimum Number of Mid-Drainage Squares
standingorder_collect_web
+
Minimum Number of Low-Drainage Squares
standingorder_zone_drinking
+
Minimum Number of High-Drainage Squares
standingorder_zone_fishing
+
Minimum Number of Mid-Savagery Squares
standingorder_slaughter
+
Minimum Number of Low-Savagery Squares
standingorder_butcher
+
Minimum Number of High-Savagery Squares
standingorder_tan
+
Minimum Number of Mid-Volcanism Squares
standingorder_fishery
+
Minimum Number of Low-Volcanism Squares
standingorder_kitchen
+
Minimum Number of High-Volcanism Squares
standingorder_kiln
+
Animals
standingorder_smelter
+
Food
standingorder_other
+
Furniture/Siege Ammo
standingorder_gatherrefuse_outside
+
Corpses
standingorder_gatherrefuse_outside_vermin
+
Refuse
standingorder_gatherrefuse_chasm_corpses
+
Coins
standingorder_gatherrefuse_chasm_skulls
+
Bars/Blocks
standingorder_gatherrefuse_chasm_skins
+
Gems
standingorder_gatherrefuse_chasm_bones
+
Finished Goods
standingorder_gatherrefuse_chasm_strand_tissue
+
Cloth
standingorder_gatherrefuse_chasm_shell
+
Weapons/Trap Comps
standingorder_gatherrefuse_chasm_othernonmetal
+
Additional Options
standingorder_autoforbid_projectile
+
Unprepared Fish
standingorder_autoforbid_your_corpse
+
Drink (Plant)
standingorder_autoforbid_other_corpse
+
Drink (Animal)
standingorder_autoforbid_your_items
+
Cheese (Plant)
standingorder_autoforbid_other_items
+
Cheese (Animal)
index2_1
+
Fruit/Leaves
index2_2
+
Milled Plant
index2_3
+
Bone Meal
index2_4
+
Paste
index2_5
+
Pressed Material
index2_6
+
Extract (Plant)
index2_7
+
Extract (Animal)
index2_8
+
Misc. Liquid
index2_9
+
Item Types
index2_10
+
Body Parts
index2_11
+
Skulls
itemmade
+
Bones
itemmade_subtype
+
Shells
itemmade_subcat1
+
Teeth
itemmade_subcat2
+
Horns/Hooves
itemmade_number
+
Hair/Wool
plotinfo
+
Type
world
+
Other Materials
game
+
Stone/Clay
mainview
+
Metal
texture
+
Bars: Other Materials
init
+
Bars: Metal
d_init
+
Blocks: Other Materials
title
+
Blocks: Metal
title2
+
Blocks: Stone/Clay
unitprintstack
+
Metal Ores
unitprintstack_cur
+
Economic
unitprintstack_start
+
Other Stone
unitprintstack_clear
+
Rough Glass
menuposition
+
Cut Glass
looklist
+
Rough Gem
olookx
+
Cut Gem
olooky
+
Cut Stone
olookz
+
Thread (Metal)
oscrollx
+
Cloth (Metal)
oscrolly
+
Paper
oscrollz
+
Parchment
page
+
Body
dunginv_relitem
+
Head
dunginv
+
Feet
dunginv_inv
+
Hands
dunginv_depth
+
Legs
dunginv_flag
+
Core Quality
dunginv_index
+
Total Quality
throwitem
+
: Toggle
dung_target
+
: Scroll
dung_targlist
+
: Enable
interactitem
+
: Disable
interactinvslot
+
Mill Products
dung_attackmode
+
Fats
dung_dodgemode
+
Pastes
dung_chargedefendmode
+
Liquids
dung_swimmode
+
Types
handleannounce
+
Corpse
preserveannounce
+
Materials
updatelightstate
+
Silk Thread
dung_buildinginteract
+
Yarn Thread
next_item_global_id
+
Metal Thread
next_unit_global_id
+
Plant Thread
next_soul_global_id
+
Silk Cloth
next_civ_global_id
+
Yarn Cloth
next_nem_global_id
+
Metal Cloth
next_artifact_global_id
+
Trap Comps
next_job_global_id
+
Qualities
next_schedule_global_id
+
Empty Cages
next_proj_global_id
+
Empty Animal Traps
next_building_global_id
+
Prepared Food
next_machine_global_id
+
Usable
next_flow_guide_global_id
+
Unusable
next_histfig_global_id
+
: Allow All
next_histevent_global_id
+
: Block All
next_histeventcol_global_id
+
: Permit
next_unitchunk_global_id
+
: Forbid
next_art_imagechunk_global_id
+
: View Biomes
next_task_global_id
+
Brush Radius
next_squad_global_id
+
Smoothing Brush
next_formation_global_id
+
Normal Brush
next_activity_global_id
+
: Done
next_interaction_instance_global_id
+
ELEV
next_written_content_global_id
+
TEMP
next_identity_global_id
+
DRAIN
next_incident_global_id
+
VOLC
next_crime_global_id
+
(View)
next_vehicle_global_id
+
Brush =
next_army_global_id
+
Painting
next_army_controller_global_id
+
Not painting
next_army_tracking_info_global_id
+
Will be saved
next_cultural_identity_global_id
+
Randomize at gen
next_agreement_global_id
+
: Type Value
next_poetic_form_global_id
+
: Nullify Value
next_musical_form_global_id
+
: Decrease Value
next_dance_form_global_id
+
: Increase Value
next_scale_global_id
+
Range:
next_rhythm_global_id
+
: Set Preset Field Values
next_occupation_global_id
+
  Export Local Image 
next_belief_system_global_id
+
Your Units
next_image_set_global_id
+
Buildings
next_divination_set_global_id
+
: Select
manucomp
+
: Export Image
manucomp2
+
: Cancel
filecomp_buffer
+
local_map
filecomp_buffer2
+
-param-
filecomp_buffer_aux
+
.txt
filecomp_buffer2_aux
+
Created in DF
DEBUG_SHOW_RIVER
+
  Music and Sound Options 
DEBUG_FASTCAVEIN
+
Volume:
DEBUG_CONTINUOUS
+
/255
DEBUG_NOMOOD
+
=========
DEBUG_SAFEDWARVES
+
or left-click: Change volume. 
DEBUG_NOANIMALS
+
: Done.
DEBUG_NOTHIRST
+
  Relationships of
DEBUG_NOHUNGER
+
Spouse
DEBUG_NOSLEEP
+
Mother
DEBUG_VISIBLEAMBUSHERS
+
Father
DEBUG_QUICKMODE_MINING
+
Lover
DEBUG_ALWAYSHAPPY
+
Child
DEBUG_NEVERBERSERK
+
Bonded
DEBUG_DISABLEHUMANCARAVAN
+
Friend
DEBUG_GAMELOG
+
Grudge
DEBUG_MEGAFAST
+
Deity
option_exceptions
+
Force
standingorder_mixfoods
+
Object of Worship
mt_index
+
Long-term Acquaintance
mt_cur_buffer
+
Passing Acquaintance
mt_virtual_buffer
+
Hero
mt_buffer
+
Considers Monster
mt_virtual_seed_type
+
Considers Brigand
enabler
+
Considers Bully
data/init/d_init.txt
+
Considers Storyteller
SHOW_ALL_HISTORY_IN_DWARF_MODE
+
Considers Poet
SHOW_EMBARK_TUNNEL
+
Considers Bard
ALWAYS
+
Considers Dancer
FINDER
+
Considers Violent
SHOW_FLOW_AMOUNTS
+
Considers Psychotic
SHOW_IMP_QUALITY
+
Good for Business
ENGRAVINGS_START_OBSCURED
+
Friendly Terms
AUTOSAVE_PAUSE
+
Considers Killer
POST_PREPARE_EMBARK_CONFIRMATION
+
Considers Murderer
IF_POINTS_REMAIN
+
Comrade
EMBARK_WARNING_ALWAYS
+
Member of Respected Group
INITIAL_SAVE
+
Member of Hated Group
AUTOSAVE
+
Enemy Fighter
SEASONAL
+
Friendly Fighter
AUTOBACKUP
+
Loyal Soldier
PATH_COST
+
Apprentice
WALKING_SPREADS_SPATTER_DWF
+
Companion
WALKING_SPREADS_SPATTER_ADV
+
Former Master
CAVEINS
+
Former Apprentice
ARTIFACTS
+
Considers Quarreler
ECONOMY
+
Considers Flatterer
ZERO_RENT
+
: Back to Main
TESTING_ARENA
+
: Zoom
EMBARK_RECTANGLE
+
: View
PAUSE_ON_LOAD
+
  Workshop Profile 
LOG_MAP_REJECTS
+
Permitted Workers
INVADERS
+
: Permit All
VARIED_GROUND_TILES
+
: Min -
NICKNAME_DWARF
+
: Max -
REPLACE_FIRST
+
[INITIAL_LOAD]
CENTRALIZE
+
COLOR_PATTERN
REPLACE_ALL
+
CP_COLOR
NICKNAME_ADVENTURE
+
PATTERN
NICKNAME_LEGENDS
+
Unrecognized Colored Pattern Token:
CHASM
+
WORD
PILLAR_TILE
+
GEMS_USE_NOUN
TREE_TRUNK_PILLAR
+
GEMS_USE_ADJ
TREE_TRUNK_SLOPING
+
GEMS_USE_ADJ_NOUN
TREE_TRUNK_S
+
Unrecognized Shape Token:  
TREE_TRUNK_W
+
Gain possession
TREE_BRANCH_EW
+
Pull it out
TREE_BRANCH_NE
 
TREE_BRANCH_SE
 
TREE_BRANCHES
 
TREE_SMOOTH_BRANCHES
 
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_SW
 
TREE_CAP_FLOOR1
 
TREE_CAP_FLOOR2
 
TREE_CAP_FLOOR3
 
TREE_CAP_FLOOR4
 
TREE_ROOT_SLOPING_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_SW_DEAD
 
TREE_TRUNK_BRANCH_N_DEAD
 
TREE_TRUNK_BRANCH_E_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_NEW_DEAD
 
TREE_BRANCH_NSEW_DEAD
 
TREE_BRANCHES_DEAD
 
TREE_CAP_PILLAR_DEAD
 
TREE_CAP_WALL_S_DEAD
 
TREE_CAP_WALL_W_DEAD
 
TREE_CAP_FLOOR2_DEAD
 
TREE_CAP_FLOOR4_DEAD
 
TREE_TRUNK_NSW
 
TREE_TRUNK_SEW
 
TREE_TRUNK_EW_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_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
 
TRACK_RAMP_N
 
WOUND_COLOR_MINOR
 
WOUND_COLOR_INHIBITED
 
WOUND_COLOR_FUNCTION_LOSS
 
WOUND_COLOR_BROKEN
 
WOUND_COLOR_MISSING
 
IDLERS
 
ADVENTURER_TRAPS
 
ADVENTURER_ALWAYS_CENTER
 
GRAZE_COEFFICIENT
 
PRIESTHOOD_UNIT_COUNTS
 
GUILD_UNIT_COUNTS
 
TEMPLE_VALUE_LEVELS
 
GUILDHALL_VALUE_LEVELS
 
ADVENTURER_Z_VIEWS
 
UNHIDDEN
 
DISPLAY_LENGTH
 
COFFIN_NO_PETS_DEFAULT
 
SET_LABOR_LISTS
 
SKILL
 
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
 
INVASION_SOLDIER_CAP
 
INVASION_MONSTER_CAP
 
VISITOR_CAP
 
POPULATION_CAP
 
STRICT_POPULATION_CAP
 
Unrecognized Init Option:
 
WOUND_COLOR_NONE
 
TILE_PAGE
 
CREATURE_GRAPHICS
 
FILE
 
TILE_DIM
 
PAGE_DIM
 
Unrecognized Tile Page Token:
 
graphics/
 
Gain possession
 
Roll
 
Roll all
 
Read
 
Pull it out
 
Make Campfire (
 
Fell
 
Stop leading
 
Lead
 
Claim
 
) as pet
 
Release hold on
 
Dismount to
 
Mount
 
Hang from
 
Hold
 
/Air
 
Lava
 
Climb to
 
holding
 
releasing hold
 
Ignite
 
Drink
 
Eat
 
salt
 
Put in
 
Set on
 
Put
 
Put on
 
Heat
 
near lava
 
near magma
 
near burning trunk
 
near burning branches
 
near burning twigs
 
near burning cap
 
near fire
 
near campfire
 
Name the
 
Fill
 
with
 
Interact with
 
building
 
Guide
 
Ride
 
, push off toward
 
Push
 
Climb down
 
Suck
 
You struggle for
 
You pull out
 
Wrestle
 
The Wrestling of
 
Latch
 
Grasp
 
JLock
 
Choke
 
to scroll.
 
Wrestle using
 
Lock
 
Choke
 
Take-down by
 
Throw by
 
Pinch
 
Gouge
 
Break
 
Release joint lock of
 
on
 
Release choke of
 
Release grip of
 
Loosen joint lock of
 
Loosen choke of
 
Break grip of
 
Shake
 
Strangle
 
Grab
 
attacks. 
 
goes back. 
 
selects. 
 
aborts. 
 
scrolls.
 
Attack error
 
Attack
 
You cannot see.
 
You cannot read.
 
You read
 
You fill your
 
It won't fit in your
 
Your
 
is already full.
 
You heat the
 
to no effect.
 
is hot enough already.
 
The steam around the vegetation stops you from setting the fire.
 
The vegetation is submerged.
 
The vegetation is too wet.
 
You set a fire.
 
is empty.
 
Charge
 
Move to
 
Create Your Character
 
Specific Person
 
Intelligent Wilderness Creature
 
There are no creatures available.
 
: Status
 
Peasant
 
Demigod
 
: Select 
 
: Cancel character
 
: Options/Abort
 
: Abort
 
: Back
 
Race:
 
Outsider
 
From
 
: Add a new character to the party
 
This character is ready to adventure!
 
ackground
 
kills
 
ppearance
 
ersonality
 
quipment
 
ounts and pets
 
Name:
 
Very Low
 
Below Average
 
Average
 
Above Average
 
High
 
Superior
 
Strength
 
Agility
 
Toughness
 
Endurance
 
Recuperation
 
Disease Resistance
 
Analytical Ability
 
Focus
 
Creativity
 
Intuition
 
Patience
 
Memory
 
Linguistic Ability
 
Spatial Sense
 
Musicality
 
Kinesthetic Sense
 
Empathy
 
Social Awareness
 
Attributes remaining:
 
: Next   
 
to change
 
Home
 
Occupation
 
Beliefs
 
: Select (may reset occupation and beliefs)
 
Squad member
 
: Believe
 
: Doubt
 
: Set First Name
 
: Customize Name
 
: Random Name
 
: Become
 
: Next
 
: Randomize
 
Note: This character's appearance is governed by local population information.
 
Certain shapes and colors might not occur without full randomization.
 
: Fully randomize, without respecting population information
 
Set your
 
personality
 
here. 
 
denotes the default cultural value.
 
Your personality facets might be restricted based on your creature type.
 
Loyalty
 
Friendship
 
Cunning
 
Artwork
 
Cooperation
 
Stoicism
 
Self-control
 
Tranquility
 
Harmony
 
Merriment
 
Craftsmanship
 
Hard Work
 
Leisure Time
 
Commerce
 
No love  <->    Loves easily
 
No hate  <->    Hates easily
 
No envy  <->  Envies easily
 
Cheerless <-> Easily cheerful
 
No sadness  <->  Easily sad
 
No anger  <->  Easily angered
 
No anxiety  <->  Very anxious
 
No lust      <->      Lustful
 
    --> Vulnerable to stress
 
                  --> Greedy
 
              --> Intemperate
 
Avoid fights <->  Like brawls
 
Quits easily <-> Too stubborn
 
Meanness  <->  Wastefulness
 
Harmony      <->      Discord
 
Quarreler    <->    Flatterer
 
Rude        <->        Polite
 
Overreliant <> Disdain advice
 
Fearful    <->      Fearless
 
Pusillanimous - Overconfident
 
                    --> Vain
 
                --> Ambitious
 
      --> Sense of gratitude
 
Austere    <->    Extravagant
 
Humorless      <->      Zany
 
                --> Vengeful
 
No self-esteem  <->    Proud
 
Merciful - Impartial -  Cruel
 
Scatterbrained - Singleminded
 
Despairs - Hopeful - Presumes
 
Incurious    <->    Curious
 
Shameless    <->    Bashful
 
Overshares    <->    Private
 
Inattentive <-> Perfectionist
 
Acquiescing <-> Resists ideas
 
    --> Tolerates differences
 
    --> Emotionally obsessive
 
      --> Swayed by emotions
 
              --> Altruistic
 
                  --> Dutiful
 
Too deliberate <> Thoughtless
 
Sloppy      <->      Orderly
 
Distrustful <->  Too trusting
 
Loner    <->      Gregarious
 
Non-assertive <-> Overbearing
 
Leisurely    <->    Frenetic
 
      --> Excitement-seeking
 
Just facts - Flights of fancy
 
    --> Inclined to abstract
 
  --> Inclined to create art
 
Socialize
 
Drink alcohol
 
Pray/Meditate
 
Stay occupied
 
Be creative
 
Admire art
 
Excitement
 
Learn something
 
Be with family
 
Be with friends
 
Hear eloquence
 
Uphold tradition
 
Self-examination
 
Make merry
 
Craft object
 
Martial training
 
Practice skill
 
Take it easy
 
Make romance
 
See animal
 
See great beast
 
Acquire object
 
Eat good meal
 
Fight
 
Cause trouble
 
Argue
 
Be extravagant
 
Wander
 
Help somebody
 
Think abstractly
 
Intense Need
 
Strong Need
 
Moderate Need
 
Slight Need
 
: Full customization
 
: Change dream/goal (if possible)
 
Equipment and pet points remaining:
 
: Increase quality (
 
: Increase quality
 
: Decrease quality (
 
: Decrease quality
 
: Remove
 
Adventure awaits!  The party:
 
Adventure awaits
 
Detail Your Character
 
Skill remaining:
 
Deceased
 
Skills
 
Dabb
 
Novc
 
Adeq
 
Cmpt
 
Skld
 
Prfc
 
Tltd
 
Adpt
 
Expt
 
Prfn
 
Accm
 
Mast
 
HMas
 
GMas
 
Legd
 
Musical Instruments
 
Poetic Forms
 
Musical Forms
 
Dance Forms
 
Abysmal
 
Super
 
Very small
 
Average-sized
 
Large
 
Very large
 
for a
 
ClmSk
 
Climb
 
Sneak:
 
Speed:
 
Enraged at all enemies!
 
In a martial trance!
 
Throwing a tantrum!
 
Sunk into depression...
 
Stumbling obliviously!
 
In Flight
 
On the Ground
 
Partially Webbed
 
Partially Paralyzed
 
Sluggish
 
Slightly Numb
 
Bleeding
 
Faint
 
Fever
 
Extreme Pain
 
Pain
 
Exhausted
 
Over-Exert
 
Tired
 
Drowning
 
Winded
 
Nauseous
 
Slumberous
 
Thirsty!
 
Hungry
 
Focused
 
Distracted!
 
Distracted
 
Pray
 
Pray to
 
Meditate
 
Unfettered
 
Level-headed
 
Untroubled
 
Undistracted
 
Unfocused
 
: View Attributes
 
: View Skills
 
: Health
 
: Kills
 
: Desc
 
: View Wr
 
: Cust
 
 
Encounter
 
Encounter
 
Horseplay
 
Horseplay
 
Training
 
Training
 +
Brawl
 +
Non-lethal
 
Lethal
 
Lethal
 +
No Quarter
 
Ally:  
 
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]
 
  [DONE]
What would you like to wear?
+
[MORE]
What would you like to remove?
+
Would you like to take an action?
What would you like to drop?
+
to view other pages)
What would you like to throw?
+
Do not alter actions
With what would you like to interact?
+
What would you like to do?
With what would you like to eat or drink?
+
Select your combat preferences.
What would you like to put inside a container or on a pack animal?
+
- Current Attack Preference:
Where would you like to put the
+
Strike
Your Inventory
+
Charge
to view other pages. 
+
Close Combat
when done.
+
According to Opponent
No recent announcements.
+
- Current Dodge Preference:
Announcements
+
Move Around
Sewer Access
+
Stand Ground
Tree House
+
- Current Charge Defense:
The Home Tree
+
Dodge Away
Shaping Tree
+
         
Market Tree
+
You have no companions.
Tavern Tree
+
Companions
Library Tree
+
   
Counting Tree
+
Dead
Guild Tree
+
Wrestle
Tower Tree
+
Ground
Civic Mound
+
Not visible
Castle Mound
+
How quickly and quietly will you move?
Drinking Mound
+
Move
Mead Hall
+
: Currently sneaking
Temple
+
: Not currently sneaking
Guildhall
+
Visual Stealth Factors
Tower
+
Light
Abandoned shop
+
Darkness
Food imports
+
Low Light
Clothing imports
+
Clear
General imports
+
Fog/Rain/Snow
Cloth shop
+
By Obstacle
Leather shop
+
Open Area
Woven clothing shop
+
In Vegetation
Leather clothing shop
+
Non-Prone In Vegetation
Bone carver's shop
+
Too Large For Vegetation
Gem cutter's shop
+
No Suitable Vegetation
Weaponsmith's shop
+
Gargantuan Profile
Bowyer's shop
+
Gigantic Profile
Blacksmith's shop
+
Huge Profile
Armorsmith's shop
+
Very Large Profile
Metal craft shop
+
Large Profile
Leather goods shop
+
Gargantuan Non-Prone Profile
Carpenter's shop
+
Gigantic Non-Prone Profile
Stone furniture shop
+
Huge Non-Prone Profile
Metal furniture shop
+
Very Large Non-Prone Profile
Barrow
+
Large Non-Prone Profile
Warehouse
+
Vanishing Profile
Fortress Entrance
+
Minuscule Profile
Trenches
+
Tiny Profile
shrine
+
Very Small Profile
Shrine to
+
Small Profile
Shrine
+
Average Profile
Empty market
+
Average Non-Prone Profile
Imported goods market
+
Visual Stealth (w/o Skill)
Imported food market
+
Best Possible
Imported clothing market
+
Average
Meat market
+
Poor
Fruit and vegetable market
+
Awful
Cheese market
+
Terrible
Processed goods market
+
Worst Possible
Underground Fortress
+
Quick movement and other actions decrease stealth.
Underground Farms
+
to select.
Underground Stair
+
Select your movement preferences.
Hillocks
+
- Current Swimming Preference:
Houses
+
When Possible
Hillock
+
When Necessary
House
+
What would you like to do with
Abandoned hillocks
+
Where would you like to move?
Abandoned houses
+
Pick up how many? (0-
Abandoned hillock
+
Pick
Abandoned house
+
Get
Ruined hillocks
+
Who will you talk to?
Ruined houses
+
Start a new conversation
Ruined hillock
+
Continuing shouting
Ruined house
+
Ongoing conversation with
No significant structures
+
You don't know anything specific about this, unfortunately.
Dining hall
+
You must compose a piece first (or learn an improvisational form).
Shrine of
+
You can use an option in
Dawn is breaking.
+
to compose.
It is noon.
+
Filter:
Night is falling.
+
: Done entering filter
Assume an identity
+
: Scroll text
Begin a performance
+
: Abort
Shout out to everybody
+
What will you say?
The Void
+
What will you say about the insurrection?
, Deity
+
What will you say about the end of the insurrection?
, Force
+
What will you say about the site reclamation?
build
+
What will you say about the site's foundation?
build a fire
+
What will you say about the group?
fell trees
+
What will you say about the army?
compose
+
What will you say about the failed occupation?
write
+
What will you say about the abduction?
You are still surrounded by cackling.
+
What will you say about the incident?
You feel too watched to
+
What will you say about the occupation?
You don't feel safe enough to
+
What will you say about the new leadership?
You can't
+
What will you say about the beast?
because you are carrying someone else's goods.  Purchase them or put some distance between yourself and the site.
+
What will you say about the trouble?
until you've stopped the bleeding.
+
What will you say about tribute agreement?
because you can't breathe.
+
What will you say about the refusal to accept tribute?
because you are dying of thirst.
+
What will you say about the refusal to give tribute?
because you are starving to death.
+
What will you say about the peace agreement?
because you are drowning.
+
What will you say about the failed peace agreement?
because you are swimming.
+
What will you say about the tribute stoppage?
until you are on a stable surface.
+
What will you say about the claim?
You must move away from the water before you can
+
What will you say about the gang?
You must come down from the mountains before you can
+
What will you say about the refugees?
until you stop riding this vehicle.
+
What do you want?
until you stop riding this projectile.
+
About whom do you ask?
until you leave this site.
+
What do you want to know?
You cannot
+
Where do you want to go?
You make a campfire.
+
How will you respond to the position offer?
You cannot fell trees in the arena.
+
How will you respond to the adoption request?
You need to be holding an axe.
+
What will you say about the journey?
You need to be holding an axe with a sharp edge.
+
What will you say about the conflict?
You cannot fell the trees here.
+
How will you ask?
is a
+
How will you respond?
Nobody lives there
+
What will you say about the rescue?
Few live there
+
What will you say about the conclusion of the agreement?
A few dozen or less live there
+
What will you say about the agreement?
Some dozens live there
+
What will you say about services?
Roughly a hundred live there
+
What will you say about the request?
Well over a hundred live there
+
What will you say about the trade?
A few hundred live there
+
What will you say about the surrounding area?
Several hundred live there
+
What will you say about the site?
A thousand live there
+
What will you say about the structure?
A few thousand live there
+
How will you respond to the invocation?
Thousands live there
+
How will you respond to the accusation?
and it is controlled by
+
How will you respond about your profession?
is a religion
+
How will you respond to this passive reply?
whose adherents worship
+
How will you respond to this flattery?
, the force
+
How will you respond to this dismissal?
is the force
+
How will you respond to this statement of values?
  They worship at
+
What will you say about how you are feeling?
  Their temple
+
What will you say about your family?
is ruined.
+
How will you respond to the offer of tribute?
laboring
+
How will you respond to the tribute cancellation?
menacing
+
How will you respond to the offer of peace?
confused
+
How will you respond to the demand for tribute?
submitting
+
How will you respond to the request to cease hostilities?
offended
+
How will you respond to the demand to yield?
plaintive
+
How will you respond to the request for information?
triumphant
+
How will you respond to the request for directions?
the word
+
How will you respond to the request for a guide?
Charging
+
: Select,
Moving
+
: Scroll (Page
southeast
+
Current choice's keywords:
northeast
+
to view other pages
(above)
+
(below)
+
a colony of
upward
+
many
downward
+
a swarm of
Remote:
+
Miasma
Distant:
+
Steam
Starting:
+
Mist
Incoming:
+
An Ocean Wave
IMMINENT:
+
Sea Foam
Recovering from attacking
+
Lava Mist
Attacking
+
Magma Mist
with wrestling
+
Vapor
with grab
+
Smoke
quick
+
Dragonfire
wild
+
Fire
precise
+
A Web
, aiming for
+
Item Cloud
Jumping
+
A Fire
Pushing Object
+
A Campfire
Holding terrain
+
Track/Spoor:
Releasing hold on terrain
+
broken vegetation
Mounting
+
print
Dismounting
+
imprint
Leading animal
+
right
Stop leading animal
+
left
Holding item
+
unintelligible
Releasing hold on item
+
/yours or companion's
Regaining balance
+
Stagnant salt water [
Sucking Blood
+
Stagnant water [
Working
+
Salt water [
Talking
+
Water [
Parrying
+
Lava [
Blocking
+
Magma [
Recovering from deflection
+
A spattering of
Standing Up
+
A smear of
Lying Down
+
A pool of
strike
+
A thin layer of
Offloading site...
+
A small pile of
Strongest Odor:
+
A pile of
Slp!
+
A dusting of
Sleep!
+
The vegetation is heavily damaged here.
VDrw
+
The vegetation is bent here.
V Drowsy
+
The vegetation has been slightly perturbed here.
Drws
+
The vegetation is broken here.
Thir
+
thick
Dhyd
+
light
Strv
+
faint
Hngr
+
deep
: Stop
+
shallow
: Sneak
+
vague
: Map
+
imprint in the
: Log
+
is here.
: Sleep
+
This is an unintelligible mess.
: Tracks
+
The signs lead north.
: Clouds
+
The signs lead south.
Sneak
+
The signs lead east.
: cannot see dawn.
+
The signs lead west.
: until dawn.
+
The signs lead northeast.
: sleep.
+
The signs lead northwest.
: wait.
+
The signs lead southeast.
You will sleep as necessary until dawn.
+
The signs lead southwest.
You will sleep as necessary for
+
They belong to you or a companion.
hour
+
What do you want to aim for?
You will wait, staying awake until dawn.
+
to view other pages.
You will wait, staying awake for
+
cancels.
confirms. 
+
Impossible strike
changes hours.
+
Difficult strike
You topple the statue!
+
Tricky strike
You pull the lever.
+
Normal strike
You break the hatch in!
+
Easy strike
The hatch is operated by a remote mechanism.  You cannot proceed.
+
Easier strike
You pick the lock!
+
Simple strike
You bash the door down!
+
can only graze
says:  "
+
can't land squarely
says, "
+
can't quite connect
CHAR
+
fairly solid
[C:6:0:1]
+
square
is an example of
+
very square
You roll
+
direct hit
, divining the will of
+
to go back.
according to the practice of
+
Impossible
, testing the will of
+
Difficult
lands on
+
Tricky
comes up
+
Normal
shows
+
Easy
Your fate is sealed.
+
Easier
Don't you know that
+
Simple
is a jealous deity?  Why consult another?
+
VVSlow
You already know the will of
+
V Slow
Why wasn't
+
Slow
, a jealous deity, consulted first?
+
Fast
.  Do not tempt fate.
+
V Fast
Praise
+
strike
for ignoring your hubris. 
+
No quick attack: enraged
without bound
+
Quick attack: faster to strike and recover, but not powerful
You are forgiven.
+
No heavy attack: enraged
You are free to do as you choose.
+
Heavy attack: slower to strike and recover, but hits harder
Freedom is allowed even in this.
+
Forced wild attack: enraged
Your happiness is still desired.
+
Wild attack: fast strike, slow recovery, hard but unbalancing/inaccurate
You are loved.
+
No precise attack: enraged
You have been granted mercy.
+
Precise attack: very slow to strike, improved accuracy
Peace is cherished.
+
No charge attack: no target
Such care for your happiness!
+
No charge attack: you are on the ground
Such
+
No charge attack: you are mounted
Such is the spirit of
+
No charge attack: you are chained
Infinite
+
No charge attack: you are in uncontrolled flight
tender
+
No charge attack: you are on a vehicle
Hubris!
+
No charge attack: you are on a projectile
have been cursed
+
No charge attack: you are climbing
Look out for a chance encounter.
+
No charge attack: target is on the ground
Stay the course.
+
No charge attack: target is mounted
Expect a change.
+
No charge attack: target is chained
The task will not be completed.
+
No charge attack: target is in uncontrolled flight
The task will be successful.
+
No charge attack: target is on a vehicle
Focus on living in harmony.
+
No charge attack: target is on a projectile
Fulfillment will be yours.
+
No charge attack: target is climbing
A reckoning awaits.
+
No charge attack: target shares your location
You will awaken to a new possibility.
+
No charge attack: target's location inaccessible
You must reflect on your actions.
+
Charge attack: move toward your opponent
Beware doubt.
+
Multi-attack: choose another simultaneous action afterward
Joy is on the horizon.
+
Really attack
A great sadness is coming.
+
confirms. 
A sudden upheaval is in store.
+
aborts.
A coming disaster can be delayed, but not avoided.
+
Which creature will you attack? 
Follow your desire.
+
pages)
Rely on willpower to see you through.
+
You are fighting
Beware those that lack passion.
+
Parry
All is not as it seems.
+
Block
Have faith and all shall be rejuvenated.
+
Parry (
Cling not to material things.
+
Block (
Hold to hope when all else is lost.
+
Dodge (
Be playful today.
+
Select
Do not be stopped by fear.
+
selected
You will released.
+
adjacent only
Do not take any chances.
+
own tile only
Look to another for what you need.
+
, range
The partnership is one-sided.
+
, disturber only
There are two sides to every story.
+
done,
Follow your intuition.
+
remove last
You will travel far from this place.
+
cancel,
An important decision awaits your careful deliberation.
+
pages
Beware of ill-conceived plans.
+
cancel
Focus today.
+
this location
Be compassionate.
+
Who will you shoot? 
Today you will have a moment of weakness.
+
fires. 
The burden will be lifted soon.
+
Who will you target? 
You will have a great accomplishment.
+
throws. 
See to your responsibilities.
+
fires.
An end and a new beginning.
+
throws.
Do not hold on for too long.
+
Move to a creature or press
Make a change or forever remain.
+
to shoot this direction.
Give up the hopeless cause.
+
to throw this direction.
Keep your own counsel today.
+
aborts. 
Do not be reckless.
+
 
You will make your final stand.
 
Be cautious of fatigue today.
 
Ask a question.
 
Do not give them too much.
 
Do not keep everything for yourself.
 
The situation cannot get worse.
 
The enterprise will be a failure.
 
Accept a defeat.
 
Be mindful of others around you.
 
Prepare for disappointment.
 
Consider the consequences carefully.
 
Act quickly today.
 
Be generous today.
 
If you accept the gift, one will be expected in return.
 
Bring comfort to someone today.
 
Now is a time for calm.
 
Your dreams will come true.
 
Beware a rival.
 
Avoid conflict today.
 
Do not avoid a necessary conflict today.
 
Look ahead to the future.
 
An obstacle will present itself.
 
Begin an adventure.
 
You have missed your chance.
 
Accept the loss and move on.
 
Make the decision quickly.
 
Explore today.
 
A new friendship will form.
 
It is not as simple as you think.
 
You will learn something you did not want to know.
 
Follow your desire to reconcile.
 
It is too soon to forgive.
 
Your ambition is misguided.
 
The object of your ambition will be realized.
 
There is no right choice.
 
Rethink your priorities.
 
You will received bad advice.
 
A clever strategy will be required.
 
Take care you are not deceived.
 
Indulge heartily.
 
You will know suffering soon.
 
Rethink your approach.
 
You must reveal the truth.
 
Some changes are inevitable.
 
Whatever happens, it will be for the best.
 
It is time to leave it behind.
 
Do not fear loss.
 
You must face the challenge today.
 
Today, somebody will be cruel.
 
Master yourself today; discipline will be required.
 
Beware a hidden plan.
 
Be practical.
 
Think of others today, not yourself.
 
See to the simple comforts.
 
Think on what came before and what follows.
 
It will not be fair.
 
Believe no one today.
 
See to your legacy.
 
Instability.
 
The effort will reach a culmination.
 
Any success will be fleeting.
 
Make the sacrifice regardless of fear.
 
Do not stall.
 
Make no needless sacrifices.
 
Be sure to keep to a high standard today.
 
Be patient.
 
Take the middle path.
 
You must choose between two extremes.
 
Beware a lack of balance.
 
Be diligent and undistracted.
 
There will be no reward.
 
Persevere though it may be for nothing.
 
Eat not the fruits of your labor.
 
It is a false success.
 
You will be rewarded.
 
a word but you cannot read
 
The cackling fades away.
 
You are surrounded by incessant cackling.
 
You are a wanderer of the wilderness.
 
Your wanderings have led you to
 
.  You are a stranger here.
 
You emerged from the wilds and managed to prove yourself to the locals.  Now you are finally a
 
You are a newly-minted
 
of the great
 
.  Destiny is calling!
 
You emerged from the wilds and came to be a
 
You are a
 
, and you have never strayed far from home.
 
  You are a
 
n ardent
 
faithful
 
casual
 
dubious
 
worshipper of
 
, and you belong to
 
You've located a
 
right under you
 
above and
 
below and
 
to the
 
Nameless
 
to return to arena.
 
(still)
 
(moving
 
Performing
 
(move to X)
 
(free to act,
 
to continue)
 
(occupied)
 
You have reached the summit of
 
You are deceased. 
 
to become somebody else.
 
to finish.
 
Swimming
 
In Air
 
Flying
 
Stvg
 
Hung
 
Mortal Wound
 
On Ground
 
Numb
 
Bleeding!
 
MSk
 
Mnt
 
Snk
 
Spd
 
MtSnk
 
Sneak
 
Speed
 
You are deceased.  Press
 
There is a locked
 
here.
 
- Bash it down
 
- Pick the lock
 
- Topple it
 
- Break it in
 
- Pull it
 
- Raise the bucket
 
- Lower the bucket
 
You raise the bucket.
 
You lower the bucket.
 
Can I help you with something?
 
You have discovered a
 
You cannot travel through the
 
The Kills of
 
in play interaction
 
invalid lair entrance
 
There is nothing to do with
 
You empty the
 
You take out the
 
You don't have a suitable container.
 
You pack the
 
on to
 
You put the
 
into the
 
You
 
 
sand-bearing  
 
sand-bearing  
 
glass  
 
glass  
Line 14,653: Line 11,632:
 
metal  
 
metal  
 
sand  
 
sand  
edged
 
on-ground
 
 
-bearing  
 
-bearing  
 
-producing  
 
-producing  
Line 14,674: Line 11,651:
 
small object container
 
small object container
 
track cart
 
track cart
heavy object hauler
 
stand-and-work
 
sheet roller
 
folded sheet protector
 
writing container
 
 
bookcase
 
bookcase
display object
 
offering placement
 
divination
 
games of chance
 
body part
 
 
  that isn't a bin
 
  that isn't a bin
PRIEST
 
 
Short Pathing Flood Overflow
 
Short Pathing Flood Overflow
DRINK_MAT
+
  by a  
Tribute Report:
 
Tribute is being unloaded. (A report is available.)
 
Merchants have arrived and are unloading their goods.
 
A trade depot is requiered for the delivery of the tribute.
 
The merchants need a trade depot to unload their goods.
 
An animal
 
has adopted
 
Miner destination wiped
 
body
 
now know a few facts about
 
training.
 
have attained a general familiarity with
 
training methods.
 
are now quite knowledgeable
 
trainers.
 
are now expert
 
 
flown
 
flown
 
rough  
 
rough  
 
  log
 
  log
 
  block
 
  block
the underworld portal
 
deposit
 
 
the river
 
the river
the subterranean water
+
the cave
 
the pit
 
the pit
 
the magma pool
 
the magma pool
 
the volcano
 
the volcano
Horrifying screams come from the darkness below!
+
the underworld portal
 +
the subterranean water
 +
the underworld
 +
deposit
 +
: Null Pop Num
 +
One of the compressed files on disk has errors in it.  Restore from backup if you are able.
 +
1.2.3
 
The glowing barrier has disappeared, replaced by terrible shrieks from the underworld!
 
The glowing barrier has disappeared, replaced by terrible shrieks from the underworld!
 
The glowing barrier has disappeared!
 
The glowing barrier has disappeared!
Cleaning game objects...
+
Horrifying screams come from the darkness below!
Cleaning stranded objects...
+
The event featured
Cleaning play objects...
+
mounted
Null site on overall status
+
a telling of the story of
Legends
+
storytelling
Standard biome+site map
+
a recital of
Elevations including lake and ocean floors
+
a poetry recital
Elevations respecting water level
+
a performance of
Rainfall
+
a concert
Savagery
+
a dance
Current vegetation
+
a moving performance stage
Evil
+
criers in front
Salinity
+
an order of precedence
Biome
+
banners
Trade
+
images
Structures/fields/roads/etc.
+
the carrying of
Hydrosphere
+
flowers
Nobility/holdings
+
the scattering of
  to export
+
acrobats
  to cancel
+
incense burning
  to scroll
+
costumes
Export of column
+
candles
  complete
+
the giving of
  Dwarf Fortress: Save World  
+
the sacrifice of
Offloading art images...
+
Year
Sorting world information...
+
was waged by
Saving map data...
+
One of the most significant causes of the conflict was
Saving civilized populations...
+
The most significant cause of the conflict was
Saving history...
+
a family matter
Saving parameters...
+
disgust with the adversary's godlessness
Saving squads...
+
religious opposition to the adversary's worship of
Saving activities...
+
  religious opposition to the adversary's inherent association with
Saving written content...
+
  natural aversion to the adversary's worship of
Saving identities...
+
  natural aversion to the adversary's inherent association with
Saving vehicles...
+
The causes of the conflict are debated by scholars and very little is truly known.
Saving army controllers...
+
  unknown
Saving tracking info...
+
  creature
Saving agreements...
+
, lost
Saving art forms...
+
, all lost
Saving occupations...
+
losses
Saving belief systems...
+
, one loss
Saving divination sets...
+
, no losses
Closing file...
+
, mostly
Synchronizing folders...
+
creatures
  Becoming The Capital 
+
Attacker was uncontested.
Architecture
+
Attacker was victorious.
Desired:
+
Defender was victorious.
Current:
+
A festival commemorating
Offerings
+
occurred in
Worker:
+
A fair occurred in
Inactive
+
A holy period dedicated to
Location:
+
centered around
Repeating
+
divine aspect of
Suspended
+
A performance of
Items:
+
A dance
This building
+
A concert
was designed by
+
A recital of
was well-designed by
+
A poetry recital
was finely-designed by
+
The story of
was superiorly designed by
+
A story recital
bears the exceptional design of
+
A performance
was masterfully designed by
+
A competition involving
an unknown architect
+
A dance competition
The structure
+
A music competition
was built by
+
A poetry competition
was solidly built by
+
A foot race
was finely-built by
+
A flying race
was superiorly built by
+
race
was exceptionally built by
+
A wrestling competition
was masterfully built by
+
throwing competition
an unknown artisan
+
A gladiatory competition
Status
+
A competition
Wounds
+
A procession occurred in
Treatment
+
  It started at
History
+
and returned there after following its route.
  Overall Health Report 
+
and ended at
__________
+
  It ended at
____________
+
A ceremony occurred in
: Key
+
A fearsome
: Diagnosis request 
+
attack
: Cleaning req.
+
was a time when the
: Surgery req.   
+
were the only great powers in the world.
: Inoperable rot
+
was a time when
: Heavy bleeding
+
yet
: Bleeding
+
again
: Pale
+
was the only great power in the world.
: Severe blood loss
+
living gods and mighty beasts
: Faint
+
still
: Blood loss
+
held sway.
: Serious fever
+
the powers of the world were fading
: Moderate fever
+
great powers had returned to the world
: Slight fever
+
there were still great powers in the world
: Dizzy
+
fantastic creatures no longer lived in great numbers.
: Drowning
+
fantastic creatures were few and far between, and some even doubted their existence.
: Winded
+
ruled the world.
: Cannot breathe
+
the last of the
: Trouble breathing
+
ancient
: Vision lost
+
powers fought their final battles.
: Vision impaired
+
various civilized races peopled the world.
: Vision ~impaired
+
  was a time after civilization had
: Spilled
+
yet
: Major artery torn
+
again
: Artery torn
+
crumbled completely.
: Overlapping fracture
+
fantastic creatures were but mere stories told by travelers.
: Broken tissue
+
only simple creatures inhabited
: Heavy damage
+
no civilized peoples existed in
: Moderate damage
+
the world.
: Light damage
+
Part of
: Suture request
+
ended.
: Setting req.
+
occurred.
: Dressing request
+
began.
: Paralyzed
+
Legends
: Partially paralyzed
+
Sorting
: Sluggish
+
Initialization complete...
: Overall pain++
+
Historical events
: Overall pain+
+
completed
: Overall pain
+
Check for culled historical figures
: Stunned
+
Historical figures
: Dehydrated
+
Artifacts completed
: Thirsty
+
Structures completed
: Starving
+
event sort
: Hungry
+
Historical events left to discover:  
: Cannot stand
+
Historical Figures
: Stand impaired
+
Artifacts
: Cannot grasp
+
Civilizations and other entities
: Grasp impaired
+
Structures
: Compound fracture
+
Historical Maps
: Torn tendon
+
Underground Regions
: Tendon strain
+
Unnamed
: Tendon brs.
+
Unnamed
: Part brok tis
+
, force
: Tissue pain++
+
Civilizations and Other Entities
: Tissue pain+
+
Keep
: Tissue pain
+
Dark Tower
: Traction request
+
Underworld Spire
: Immobilization request
+
Market
: Crutch required
+
Dungeon
: Completely numb
+
Sewers
: Partially numb
+
Catacombs
: Slightly numb
+
Slain
: Exhausted
+
Received
: Over-exerted
+
a wound
: Tired
+
wounds
: Very drowsy
+
Fled
: Drowsy
+
yet emerged
: Nauseous
+
Victorious
: Cannot fly
+
yet
: Flight impaired
+
drove forward
: Motor nerve
+
Drove forward
: Sensory nerve
+
and was
: Torn ligament
+
repelled
: Lig. sprain
+
Repelled
: Ligament bruise
+
stood fast
: Need setting
+
Stood fast
: Extreme swell
+
beaten back
: Medium swell
+
Beaten back
: Minor swelling
+
Unnamed underground area
: Infection
+
Unnamed magma sea area
: View health
+
Unnamed Underworld area
: Recenter
+
Populations
  Currency Counts 
+
: Filter on string
The broker recommends keeping
+
: Done filtering.
of each coin type to match accounts.
+
Movement keys to view.
No accessible fuel!
+
: civ/site
Requires fuel
+
to change year.
Takes place at
+
: view top event
or
+
: toggle territories. 
REAGENTS
+
: select an option. 
PRODUCTS
+
: done. 
  Stone Restrictions 
+
: export current map.
Magma-safe
+
: show only important events. 
Restricted stones
+
: show all events. 
are reserved for use by the listed tasks.
+
: back to age. 
: Stone type
+
: XML dump (incomplete)
Economic Stone
+
: export site map.
Other Stone
+
: export map/gen info.
Quantity (0 for perpetual order):
+
: export detailed map.
Type in parts of the name to narrow your search. 
+
Standard biome+site map
  shop
+
Elevations including lake and ocean floors
  max
+
Elevations respecting water level
No linked shop
+
Current vegetation
There are no active work orders.
+
Evil
A manager is required to coordinate work orders.
+
Salinity
How many workshops can this order task? (0 = no limit)
+
Biome
: Increase priority  
+
Trade
: Max priority 
+
Structures/fields/roads/etc.
: Set maximum workshops
+
Hydrosphere
: Details
+
Nobility/holdings
Wage
+
Diplomacy
Setter
+
to export
Vegetables/fruit/leaves
+
  to cancel
Meat/fish/other
+
  to scroll
Ingredient Type
+
Export of column
Number
+
  complete
Permissions
+
data/save/current/world.dat
Cook
+
Command Line: World exported.
----
+
  Dwarf Fortress: Save World 
Brew
+
Offloading units...
: Toggle cook.
+
Offloading art images...
: Toggle brew.
+
Sorting world information...
You have no appropriate ingredients.
+
Saving map data...
: Change category.
+
Saving civilized populations...
Page
+
Saving history...
: Zoom to unit
+
Saving parameters...
: Zoom to item
+
Saving tracking info...
 +
Saving agreements...
 +
Synchronizing folders...
 
   Dwarf Fortress: Updating World   
 
   Dwarf Fortress: Updating World   
Year
 
 
data/init/world_gen.txt
 
data/init/world_gen.txt
The world generator is having trouble placing enough mountain peaks. 
+
WORLD_GEN
You might want to check your maximum elevation value and other elevation parameters. 
+
TITLE
Can the elevation 400 be placed enough times to provide space for your peaks? 
+
SEED
You might want to check your preset elevations for the elevation 400. 
+
HISTORY_SEED
You must have at least as many of these highest elevation points as you are requiring peaks. 
+
NAME_SEED
Alternatively, you can reduce the number of peaks required by the parameters.
+
CREATURE_SEED
The world generator is having trouble placing enough mid-level elevations. 
+
CUSTOM_NAME
Can your parameters achieve elevations between 100 and 299? 
+
EMBARK_POINTS
You might want to adjust the parameters governing elevation frequencies. 
+
PEAK_NUMBER_MIN
Alternatively, you can reduce the number of mid-level elevation squares required.
+
PARTIAL_OCEAN_EDGE_MIN
The world generator is having trouble placing enough low elevations. 
+
OCEAN_EDGE_MIN
Can your parameters achieve elevations between 0 and 99? 
+
COMPLETE_OCEAN_EDGE_MIN
The world generator is having trouble placing enough high elevations. 
+
REVEAL_ALL_HISTORY
Can your parameters achieve elevations between 300 and 400? 
+
CULL_HISTORICAL_FIGURES
The world generator is having trouble placing enough ocean squares along the edges.  
+
EROSION_CYCLE_COUNT
Can your parameters achieve elevations between 0 and 99 frequently? 
+
PERIODICALLY_ERODE_EXTREMES
You might want to adjust the parameters governing elevation. 
+
OROGRAPHIC_PRECIPITATION
Alternatively, you can reduce the number of edge oceans required.
+
POLE
The world generator is having trouble placing rainfall in the manner specified by the parameters. 
+
NORTH_OR_SOUTH
You might want to adjust the parameters governing rainfall. 
+
NORTH_AND_OR_SOUTH
Alternatively, you can reduce the number of high, medium or low rainfall squares required.
+
NORTH
The world generator is having trouble setting drainage in the manner specified by the parameters. 
+
SOUTH
You might want to adjust the parameters governing drainage. 
+
NORTH_AND_SOUTH
Alternatively, you can reduce the number of high, medium or low drainage squares required.
+
ALL_CAVES_VISIBLE
The world generator is having trouble placing savagery in the manner specified by the parameters. 
+
PLAYABLE_CIVILIZATION_REQUIRED
You might want to adjust the parameters governing savagery. 
+
VOLCANO_MIN
Alternatively, you can reduce the number of high, medium or low savagery squares required.
+
END_YEAR
The world generator is having trouble setting volcanism in the manner specified by the parameters. 
+
BEAST_END_YEAR
You might want to adjust the parameters governing volcanism. 
+
ELEVATION
Alternatively, you can reduce the number of high, medium or low volcanism squares required.
+
RAINFALL
The world generator is having trouble placing enough volcanos. 
+
DRAINAGE
You might want to check your maximum volcanism value. 
+
VOLCANISM
Can volcanism be placed at the value 100 enough times to provide space for each of your volcanos? 
+
SAVAGERY
You might want to check your preset volcanism for the value 100. 
+
PS_EL
You must have at least as many of these highest volcanism points as you are requiring volcanos. 
+
PS_RF
Alternatively, you can reduce the number of volcanos required by the parameters.
+
PS_TP
The world generator is having trouble placing swamps and marshes.   
+
PS_DR
Make sure your parameters and presets can support mid-elevation, mid-to-high rainfall, low drainage, non-freezing areas.   
+
PS_VL
Alternatively, you can reduce the number of swamp squares and regions required by the parameters.
+
PS_SV
The world generator is having trouble placing deserts and badlands.   
+
Attempted to set world gen presets prior to dimensions
Make sure your parameters and presets can support mid-elevation, very low rainfall, non-freezing areas. 
+
  preset attempted beyond Y range
Alternatively, you can reduce the number of desert squares and regions required by the parameters.
+
preset failed to load X value at Y =
The world generator is having trouble placing forests.   
+
ELEVATION_FREQUENCY
Make sure your parameters and presets can support mid-elevation, high rainfall, high drainage, non-freezing areas.   
+
RAIN_FREQUENCY
Alternatively, you can reduce the number of forest squares and regions required by the parameters.
+
DRAINAGE_FREQUENCY
The world generator is having trouble placing mountains.   
+
TEMPERATURE_FREQUENCY
Make sure your parameters and presets can support high elevation areas.  
+
SAVAGERY_FREQUENCY
Alternatively, you can reduce the number of mountain squares and regions required by the parameters.
+
VOLCANISM_FREQUENCY
The world generator is having trouble placing oceans.   
+
MINERAL_SCARCITY
Make sure your parameters and presets can support low elevation areas.  
+
MEGABEAST_CAP
Alternatively, you can reduce the number of ocean squares and regions required by the parameters.
+
SEMIMEGABEAST_CAP
The world generator is having trouble placing glaciers.   
+
TITAN_NUMBER
Make sure your parameters and presets can support mid-elevation, very high drainage, freezing areas.   
+
TITAN_ATTACK_TRIGGER
Alternatively, you can reduce the number of glacial squares and regions required by the parameters.
+
DEMON_NUMBER
The world generator is having trouble placing tundra regions.   
+
NIGHT_TROLL_NUMBER
Make sure your parameters and presets can support mid-elevation, low-to-mid drainage, freezing areas. 
+
BOGEYMAN_NUMBER
Alternatively, you can reduce the number of tundra squares and regions required by the parameters.
+
VAMPIRE_NUMBER
The world generator is having trouble placing grasslands.   
+
WEREBEAST_NUMBER
Make sure your parameters and presets can support mid-elevation, low-to-mid rainfall, low-to-mid drainage, non-freezing areas.
+
SECRET_NUMBER
The world generator is having trouble placing hills.   
+
REGIONAL_INTERACTION_NUMBER
Make sure your parameters and presets can support mid-elevation, low-to-mid rainfall, high drainage, non-freezing areas.
+
DISTURBANCE_INTERACTION_NUMBER
The world generator is having trouble placing rivers.   
+
EVIL_CLOUD_NUMBER
Make sure your parameters and presets allow as many mountain squares as you are requiring river start points.   
+
GENERATE_DIVINE_MATERIALS
Alternatively, you can reduce the number of rivers required by the parameters.
+
EVIL_RAIN_NUMBER
The world generator is placing too many subregions.   
+
GOOD_SQ_COUNTS
Make sure your parameters and presets aren't so variable that biomes change frequently.   
+
EVIL_SQ_COUNTS
Alternatively, you can increase the number of subregions permitted by the parameters, up to the cap.
+
REGION_COUNTS
The world generator is having trouble placing mountain caves. 
+
RIVER_MINS
Make sure your parameters and presets allow as many border mountain squares as you are requiring mountain caves.   
+
SUBREGION_MAX
Alternatively, you can reduce the number of mountain caves required by the parameters.
+
CAVERN_LAYER_COUNT
The world generator is having trouble placing low-lying caves.   
+
CAVERN_LAYER_OPENNESS_MIN
Make sure your parameters and presets allow as many mid-elevation squares as you are requiring low-lying caves.   
+
CAVERN_LAYER_OPENNESS_MAX
Alternatively, you can reduce the number of non-mountain caves required by the parameters.
+
CAVERN_LAYER_PASSAGE_DENSITY_MIN
The world generator is having trouble placing enough civilizations.   
+
CAVERN_LAYER_PASSAGE_DENSITY_MAX
Make sure your parameters and presets offer enough low-to-mid savagery, evil/good appropriate, biome appropriate squares to establish sites.   
+
CAVERN_LAYER_WATER_MIN
High savagery (66+) blocks civilization placement -- make sure your parameters and presets offer at least small pockets of low-to-mid savagery areas.   
+
CAVERN_LAYER_WATER_MAX
If you have very few biome types and are placing good or evil regions, they'll often crowd out the civilizations as well. 
+
HAVE_BOTTOM_LAYER_1
Alternatively, you can reduce the number of civilizations required by the parameters.
+
HAVE_BOTTOM_LAYER_2
The world generator couldn't find any civilization definitions.   
+
LEVELS_ABOVE_GROUND
This problem cannot be resolved by continuing, so you should either abort or skip all rejects for a legends-only game.   
+
LEVELS_ABOVE_LAYER_1
The world generator is having trouble placing a controllable civilization.   
+
LEVELS_ABOVE_LAYER_2
Dwarves, for example, require non-evil, non-good, unsavage mountain squares that aren't surrounded by the ocean.   
+
LEVELS_ABOVE_LAYER_3
Make sure your parameters and presets have adequate squares of this kind.   
+
LEVELS_ABOVE_LAYER_4
Alternatively, you can remove the requirement of a controllable civilization from the parameters, which will restrict you to adventurers (assuming an appropriate civilization is placed).
+
LEVELS_ABOVE_LAYER_5
The world generator is having trouble placing farming civilizations.   
+
LEVELS_AT_BOTTOM
Civilizations use available plants in their surroundings as their initial crops.   
+
CAVE_MIN_SIZE
Make sure your parameters and raw objects have adequate vegetation.   
+
CAVE_MAX_SIZE
  Squad Schedules:
+
MOUNTAIN_CAVE_MIN
Early Wet Season
+
NON_MOUNTAIN_CAVE_MIN
Early Dry Season
+
TOTAL_CIV_NUMBER
First Quarter
+
TOTAL_CIV_POPULATION
Second Quarter
+
SITE_CAP
Third Quarter
+
ELEVATION_RANGES
Fourth Quarter
+
RAIN_RANGES
Alert State
+
DRAINAGE_RANGES
Squads  
+
SAVAGERY_RANGES
Months  
+
VOLCANISM_RANGES
  Months:
+
Unrecognized World Gen Token:
  Squads:
+
LARGE ISLAND
(Cur)
+
LARGE REGION
(Current)
+
MEDIUM ISLAND
: Name grid cell
+
MEDIUM REGION
: Sleep
+
SMALL ISLAND
in room at will
+
SMALL REGION
in barracks at will
+
SMALLER ISLAND
in barracks at need
+
SMALLER REGION
Inactive = Uniformed
+
POCKET ISLAND
Inactive = Civ clothes
+
POCKET REGION
  minimum
+
Command Line: World generation manually aborted.
preferred
+
The world generator is having trouble placing enough mountain peaks.   
: Edit order
+
You might want to check your maximum elevation value and other elevation parameters.   
: Cancel order
+
Can the elevation 400 be placed enough times to provide space for your peaks? 
: Copy orders
+
You might want to check your preset elevations for the elevation 400.
: Paste orders
+
You must have at least as many of these highest elevation points as you are requiring peaks.   
: Move selector
+
Alternatively, you can reduce the number of peaks required by the parameters.
: Schedule grid
+
The world generator is having trouble placing enough mid-level elevations.   
: Order list
+
Can your parameters achieve elevations between 100 and 299? 
: View alerts
+
You might want to adjust the parameters governing elevation frequencies.   
: Swap squads/months
+
Alternatively, you can reduce the number of mid-level elevation squares required.
: Defend burrows
+
The world generator is having trouble placing enough low elevations.   
Burrow
+
Can your parameters achieve elevations between 0 and 99?  
: Patrol route
+
The world generator is having trouble placing enough high elevations.   
Route
+
Can your parameters achieve elevations between 300 and 400?  
: Station
+
The world generator is having trouble placing enough ocean squares along the edges.   
Point
+
Can your parameters achieve elevations between 0 and 99 frequently? 
  soldier
+
You might want to adjust the parameters governing elevation.   
Position
+
Alternatively, you can reduce the number of edge oceans required.
  Petitions 
+
The world generator is having trouble placing rainfall in the manner specified by the parameters.   
You do not have an official capable of handling these matters.
+
You might want to adjust the parameters governing rainfall. 
There are no petitions that need your attention.
+
Alternatively, you can reduce the number of high, medium or low rainfall squares required.
Parley with
+
The world generator is having trouble setting drainage in the manner specified by the parameters.   
Status of
+
You might want to adjust the parameters governing drainage. 
Citizenship of  
+
Alternatively, you can reduce the number of high, medium or low drainage squares required.
A Priest for
+
The world generator is having trouble placing savagery in the manner specified by the parameters.   
A Guildhall for
+
You might want to adjust the parameters governing savagery. 
A High Priest for
+
Alternatively, you can reduce the number of high, medium or low savagery squares required.
A Grand Guildhall for
+
The world generator is having trouble setting volcanism in the manner specified by the parameters.   
Some corrupt data
+
You might want to adjust the parameters governing volcanism.   
wishes to parley
+
Alternatively, you can reduce the number of high, medium or low volcanism squares required.
in order to avert
+
The world generator is having trouble placing enough volcanos.   
loss of life.
+
You might want to check your maximum volcanism value.   
Do you approve this request?
+
Can volcanism be placed at the value 100 enough times to provide space for each of your volcanos? 
: Approve
+
You might want to check your preset volcanism for the value 100.
: Deny
+
You must have at least as many of these highest volcanism points as you are requiring volcanos.   
wishes to reside in
+
Alternatively, you can reduce the number of volcanos required by the parameters.
for the purpose of
+
The world generator is having trouble placing swamps and marshes.   
eradicating monsters.
+
Make sure your parameters and presets can support mid-elevation, mid-to-high rainfall, low drainage, non-freezing areas.   
entertaining citizens and visitors.
+
Alternatively, you can reduce the number of swamp squares and regions required by the parameters.
soldiering.
+
The world generator is having trouble placing deserts and badlands.   
study.
+
Make sure your parameters and presets can support mid-elevation, very low rainfall, non-freezing areas.   
sanctuary.
+
Alternatively, you can reduce the number of desert squares and regions required by the parameters.
wishes to join
+
The world generator is having trouble placing forests.   
desires citizenship.
+
Make sure your parameters and presets can support mid-elevation, high rainfall, high drainage, non-freezing areas. 
as a citizen of
+
Alternatively, you can reduce the number of forest squares and regions required by the parameters.
has many worshippers in
+
The world generator is having trouble placing mountains.   
and now requires
+
Make sure your parameters and presets can support high elevation areas.   
a temple complex and high priest
+
Alternatively, you can reduce the number of mountain squares and regions required by the parameters.
a temple and priest
+
The world generator is having trouble placing oceans.   
The location must be built and furnished,
+
Make sure your parameters and presets can support low elevation areas. 
with the new position appointed by you.
+
Alternatively, you can reduce the number of ocean squares and regions required by the parameters.
has many members in
+
The world generator is having trouble placing glaciers.   
a grand guildhall
+
Make sure your parameters and presets can support mid-elevation, very high drainage, freezing areas.   
with the hall designated for a
+
Alternatively, you can reduce the number of glacial squares and regions required by the parameters.
guild.
+
The world generator is having trouble placing tundra regions.   
wishes to reside here
+
Make sure your parameters and presets can support mid-elevation, low-to-mid drainage, freezing areas.   
has many worshippers here
+
Alternatively, you can reduce the number of tundra squares and regions required by the parameters.
has many members here
+
The world generator is having trouble placing grasslands.   
Basic Value:
+
Make sure your parameters and presets can support mid-elevation, low-to-mid rainfall, low-to-mid drainage, non-freezing areas.  
Weight:
+
The world generator is having trouble placing hills.  
Price:
+
Make sure your parameters and presets can support mid-elevation, low-to-mid rainfall, high drainage, non-freezing areas. 
Owner:
+
The world generator is having trouble placing rivers. 
Uses and Contents:
+
Make sure your parameters and presets allow as many mountain squares as you are requiring river start points.  
Uses:
+
Alternatively, you can reduce the number of rivers required by the parameters.
Contents:
+
The world generator is placing too many subregions. 
: View selected
+
Make sure your parameters and presets aren't so variable that biomes change frequently.  
: Melt
+
Alternatively, you can increase the number of subregions permitted by the parameters, up to the cap.
: Dump
+
The world generator is having trouble placing mountain caves. 
: Hide
+
Make sure your parameters and presets allow as many border mountain squares as you are requiring mountain caves.
: Description
+
Alternatively, you can reduce the number of mountain caves required by the parameters.
None
+
The world generator is having trouble placing low-lying caves. 
No treasures yet.
+
Make sure your parameters and presets allow as many mid-elevation squares as you are requiring low-lying caves.
*PAUSED*
+
Alternatively, you can reduce the number of non-mountain caves required by the parameters.
  SIEGE
+
The world generator is having trouble placing enough civilizations.
: Petitions Available
+
Make sure your parameters and presets offer enough low-to-mid savagery, evil/good appropriate, biome appropriate squares to establish sites.
[MORE]
+
High savagery (66+) blocks civilization placement -- make sure your parameters and presets offer at least small pockets of low-to-mid savagery areas. 
Idlers:
+
If you have very few biome types and are placing good or evil regions, they'll often crowd out the civilizations as well.
civilization
+
Alternatively, you can reduce the number of civilizations required by the parameters.
Citizens
+
The world generator couldn't find any civilization definitions. 
Pets/Livestock
+
This problem cannot be resolved by continuing, so you should either abort or skip all rejects for a legends-only game.   
Others
+
The world generator is having trouble placing a controllable civilization.  
Dead/Missing
+
Dwarves, for example, require non-evil, non-good, unsavage mountain squares that aren't surrounded by the ocean. 
Missing
+
Make sure your parameters and presets have adequate squares of this kind.   
Independent
+
Alternatively, you can remove the requirement of a controllable civilization from the parameters, which will restrict you to adventurers (assuming an appropriate civilization is placed).
Wild Animal
+
The world generator is having trouble placing farming civilizations.
  (Caged)
+
Civilizations use available plants in their surroundings as their initial crops.  
Undead
+
Make sure your parameters and raw objects have adequate vegetation. 
Berserk
+
Command Line: World generation parameter set located successfully.
Caged Prisoner
+
Command Line: World generation parameter set
Chained Prisoner
+
not found -- using default.
Invader
+
Command Line: World image, detailed image and info exported.
Diplomat /
+
  Dwarf Fortress: New World 
Merchant
+
Finalizing...
Guest /
+
to continue.
Visitor
+
Create A World
Friendly
+
World Size
Underworld
+
Pocket
Caged Guest
+
Smaller
Chained Guest
+
Medium
Uninvited Guest
+
History
Current Resident
+
Very Short
Hostile
+
Short
Tame
+
Long
You have not created any creatures yet.
+
Very Long
  to return
+
Very High
There are no
+
Maximum Number of Sites
living here.
+
Number of Beasts
There are no pets or livestock here.
+
Natural Savagery
There are no other creatures nearby.
+
Mineral Occurrence
No one has gone missing or died.
+
Very Rare
The year is still young.
+
Rare
  to return,
+
Sparse
: Manager
+
Frequent
: Go to Unit
+
Everywhere
: Go to Bld
+
This controls the size of the world map.  Current:
: Remove Worker
+
17 x 17
: Set Job Repeat
+
33 x 33
: Vw Activity
+
65 x 65
: View Job
+
129 x 129
: Suspend Job
+
257 x 257
: Cancel Job
+
This is the length of pre-generated history.  Current:
Opposed to life
+
5 years
Diplomat
+
125 years
There are no idle
+
250 years
or jobs.
+
550 years
The item sparkles with a supernatural brilliance.
+
1050 years
The air around the object seems warped as if it were very hot, yet the item is cool to the touch.
+
This controls how many distinct races/cultures there are.
The object looks oddly square.
+
This is how many distinct places can exist after world generation.
The item constantly emits a nearly inaudible high-pitched whistle.
+
Increasing this setting makes large beasts more prevalent.
The item is covered with small bumps.
+
Increasing savagery makes the world more difficult to settle.
The item smells like wet earth.
+
Increasing mineral occurrence makes more embark sites have more minerals.
Tiny streaks of lightning streak quickly over the object's surface.
+
TO CREATE THE WORLD.
Creatures that look at the item cannot think negative thoughts.
+
Title:  
The item is covered with minute gray hairs.
+
Seed:  
The item sounds like rustling leaves when moved.
+
Various
Mountainhome
+
Dimensions:
Metropolis
+
Custom Name:
City
+
Random Name
Town
+
: Enter advanced parameters
Village
+
: New param set
Hamlet
+
: Copy param set
Outpost
+
: Delete param set
Stocks
+
: Enter title
Health
+
: Use random name
Prices
+
: Enter custom name
Currency
+
: Use random seed
Justice
+
: Enter custom seed
Created Wealth:
+
: Change dimensions
Weapons:
+
to load the world params.
Armor and Garb:
+
to save the world params.
Furniture:
+
Last Param Set:
Other Objects:
+
Seed:
Architecture:
+
History Seed:
Displayed:
+
Name Seed:
Held/Worn:
+
Creature Seed:
You need a broker with
+
Really delete this parameter set?
the appraisal skill.
+
: Delete
Imported Wealth:
+
Really change the dimensions?
Exported Wealth:
+
This parameter set will be reset.
Trade Information:
+
: Change
Population:
+
Are you sure you want to abort?
Nobles/Admins
+
You haven't saved your changes.
Peasants
+
: Yes
Recruit/Others
+
Are you sure you want to go on?
Trained Animals
+
Creating New Region
Other Animals
+
Rejected)
Food Stores:
+
Preparing elevation...
Plant
+
Setting temperature...
Drink
+
Running rivers...
Other
+
Forming lakes
Evaluate Depot Access Overflow
+
and minerals...
Evaluate Depot Caravan Access Overflow
+
Growing vegetation...
Royal Throne Room
+
Verifying terrain...
Opulent Throne Room
+
Importing wildlife...
Throne Room
+
Recounting legends...
Splendid Office
+
Finished prehistory...
Decent Office
+
Placing civilizations... (
Office
+
Making cave civilizations...
Modest Office
+
Making cave pops...
Meager Office
+
Placing other beasts...
No Office
+
Placing megabeasts...
Royal Bedroom
+
Placing good/evil...
Grand Bedroom
+
Placing caves... (
Great Bedroom
+
Prehistory init...
Fine Quarters
+
Hist Figs:  
Decent Quarters
+
    Dead:  
Quarters
+
  Events:  
Modest Quarters
+
Finalizing civ mats... (
Meager Quarters
+
Finalizing art... (
No Quarters
+
Finalizing uniforms... (
Royal Dining Room
+
Finalizing sites... (
Grand Dining Room
+
LACK OF PEAKS
Great Dining Room
+
MEDIUM ELEVATION REJECTION
Fine Dining Room
+
LOW ELEVATION REJECTION
Decent Dining Room
+
HIGH ELEVATION REJECTION
Modest Dining Room
+
LACK OF EDGE OCEANS
Meager Dining Room
+
RAINFALL REJECTION
No Dining Room
+
DRAINAGE REJECTION
Royal Mausoleum
+
SAVAGERY REJECTION
Grand Mausoleum
+
VOLCANISM REJECTION
Mausoleum
+
LACK OF VOLCANOS
Fine Tomb
+
SWAMP REJECTION
Burial Chamber
+
DESERT REJECTION
Servant's Burial Chamber
+
FOREST REJECTION
Grave
+
MOUNTAIN REJECTION
No Tomb
+
OCEAN REJECTION
(S)
+
GLACIER REJECTION
/ Spouse
+
TUNDRA REJECTION
No Owner
+
GRASSLAND REJECTION
You don't have any buildings.
+
HILLS REJECTION
Evaluation:
+
LACK OF RIVERS
: View building information
+
TOO MANY REGIONS
: Zoom to building items
+
LACK OF MOUNTAIN CAVES
: Zoom to building tasks
+
LACK OF LOW-LYING CAVES
: Swap right panel
+
UNABLE TO PLACE ENOUGH CIVILIZATIONS
caught in a burst of
+
NO CIVILIZATIONS AVAILABLE
Overall Training
+
UNABLE TO PLACE CONTROLLABLE CIVILIZATION
Creature
+
FARMING CIVILIZATION PLACED WITHOUT CROPS
Price
+
Note: If you are using the default parameters in unmodded DF,
Status:
+
and it doesn't work after continuing a few times, please report
Trained
+
the issue at the B12 forum.
Well-trained
+
: CONTINUE until you give me another warning.
Skillfully trained
+
: ABORT NOW and I'll look over my parameters.
Expertly trained
+
: ALLOW THIS REJECTION TYPE and continue reporting others.
Exceptionally trained
+
: ALLOW ALL REJECTS, even if I end up with a legends-only world!
Masterfully trained
+
has been created.
Domesticated
+
: Accept
Semi-Wild
+
: Export image/info
Trainer:
+
: Use the world as it currently exists
Trainer: Any
+
: Continue
Trainer: Any unassigned
+
or
Ready for Slaughter
+
to pause/finish.
Uninterested
+
CREATE WORLD NOW =
For Sale
+
LARGE
Not For Sale
+
Cleaning game objects...
Unavailable
+
Cleaning stranded objects...
Geld
+
Cleaning play objects...
Work Animal
+
** Starting New Arena **
Not Tame
+
/raw/
: Toggle pet availability.
+
  Dwarf Fortress: Arena 
: Slaughter.
+
Preparing arena...
: Geld.
+
Preparing screen...
: Select trainer.
+
Preparing Arena...
: War training.
+
Importing world...
: Hunting training.
+
Continue Playing
You have no appropriate creatures.
+
Start Playing
Any trainer
+
Create New World!
Any unassigned trainer
+
Design New World with Advanced Parameters
Knowledge
+
Object Testing Arena
A few facts
+
About DF
General familiarity
+
Quit
Knowledgeable
+
  to select an option.  
Expert
+
  scroll.
You don't know how to train any animals.
+
  at any time for options, including key bindings.
lumber limits
+
  at any time for the manual.
This land has no important leaders.
+
, Folder:
Exports to
+
Select a source for your arena objects:
Petty Annoyance
+
raw (Default)
Terror
+
/raw
Imports from
+
This Version of DF used the FMOD Sound System
Offerings from
+
Copyright(C)1994-2006 Firelight Technologies Pty, Ltd.
Vengeance
+
This version of DF uses SDL: Simple DirectMedia Layer,
You can look at trade information once you have a broker
+
SDL_Image, SDL_ttf, Copyright(C)1997-2006 Sam Lantinga
with appraisal skill.
+
See the SDL folder for license information.
You accept their tribute every
+
Portions of this version are Copyright(C)2008
Trade Agreement (Exports to
+
The FreeType Project (www.freetype.org).
Trade Agreement (Imports from
+
All rights reserved.
: View Agreement
+
  to return to the menu.
You have no agreements with this land.
+
0000
to change modes.
+
-detailed
ROOM SHARING INDEX OUT OF BOUNDS:
+
-elw
praying
+
-tmp
  weeping
+
-rain
  cringing
+
-drn
  screaming
+
-sav
  being tortured
+
-vol
  committing a depraved act
+
-veg
making a submissive gesture
+
-evil
in a fetal position
+
-sal
smeared out into a spiral
+
-trd
falling
+
-str
dead
+
-hyd
laughing
+
-nob
being shot
+
-dip
making a plaintive gesture
+
.bmp
melting
+
biome_color_key.txt
burning
+
mountain (128,128,128)
looks dejected
+
temperate freshwater lake (0,224,255)
looks terrified
+
temperate brackish lake (0,192,255)
looks offended
+
temperate saltwater lake (0,160,255)
looks confused
+
tropical freshwater lake (0,96,255)
  suffering
+
tropical brackish lake (0,64,255)
withering away
+
tropical saltwater lake (0,32,255)
striking a menacing pose
+
arctic ocean (0,255,255)
striking a triumphant pose
+
tropical ocean (0,0,255)
laboring
+
temperate ocean (0,128,255)
traveling
+
glacier (64,255,255)
contemplating
+
tundra (128,255,255)
cooking
+
temperate freshwater swamp (96,192,128)
engraving
+
temperate saltwater swamp (64,192,128)
unnaturally contorted
+
temperate freshwater marsh (96,255,128)
being flayed
+
temperate saltwater marsh (64,255,128)
being mutilated
+
tropical freshwater swamp (96,192,64)
prostrating itself before
+
tropical saltwater swamp (64,192,64)
torturing
+
mangrove swamp (64,255,96)
committing a depraved act upon
+
tropical freshwater marsh (96,255,64)
devouring
+
tropical saltwater marsh (64,255,64)
admiring
+
taiga forest (0,96,64)
burning
+
temperate conifer forest (0,96,32)
shooting
+
temperate broadleaf forest (0,160,32)
surrounded by
+
tropical conifer forest (0,96,0)
massacring
+
tropical dry broadleaf forest (0,128,0)
fighting with
+
tropical moist broadleaf forest (0,160,0)
  greeting
+
temperate grassland (0,255,32)
refusing
+
temperate savanna (0,224,32)
speaking with
+
temperate shrubland (0,192,32)
embracing
+
tropical grassland (255,160,0)
  striking down
+
tropical savanna (255,176)
raising
+
tropical shrubland (255,192,0)
hiding
+
badland desert (255,96,32)
praying to
+
sand desert (255,255,0)
contemplating
+
rock desert (255,128,64)
cooking
+
structure_color_key.txt
engraving
+
castle (128,128,128)
impaled on
+
village (255,255,255)
being flayed by
+
crops (255,128,0)(255,160,0)(255,192,0)
hanging from
+
pasture (0,255,0)
being mutilated by
+
meadow (64,255,0)
This is a
+
woodland (0,128,0)
These are
+
orchard (0,160,0)
migrating
+
tunnel (20,20,20)
local
+
stone bridge (224,224,224)
civilization
+
other bridge (180,167,20)
craft
+
stone road (192,192,192)
government
+
other road (150,127,20)
religion
+
stone wall (96,96,96)
Stone Hauling
+
other wall (160,127,20)
Wood Hauling
+
mountain (255,255,192)
Burial
+
lake (0,96,255)
Food Hauling
+
land (128,64,32)
Refuse Hauling
+
ocean (0,64,255)
Item Hauling
+
hydro_color_key.txt
Furniture Hauling
+
brook (0,255,255)
Animal Hauling
+
stream (0,224,255)
Push/Haul Vehicles
+
minor river (0,192,255)
Cleaning
+
river (0,160,255)
Wood Cutting
+
major river (0,128,255)
Stone Detailing
+
river/ocean (0,112,255)
Animal Care
+
Histories of
Diagnosis
+
Greed
Setting Bones
+
Avarice
Dressing Wounds
+
Jealousy
Feed Patients/Prisoners
+
Cupidity
Recovering Wounded
+
Gluttony
Trapping
+
Industry
Small Animal Dissection
+
Enterprise
Tanning
+
Resourcefulness
Dyeing
+
Determination
Beekeeping
+
Mettle
Clothesmaking
+
Dynamism
Plant Processing
+
Labor
Cheese Making
+
Toil
Milking
+
Diligence
Gelding
+
Exertion
Shearing
+
Tenacity
Cooking
+
*** STARTING NEW GAME ***
Farming (Fields)
+
Command Line:
Plant Gathering
+
data/init/announcements.txt
Hunting
+
DO_MEGA
Furnace Operating
+
PAUSE
Armoring
+
RECENTER
Blacksmithing
+
A_DISPLAY
Metalcrafting
+
D_DISPLAY
Woodcrafting
+
UNIT_COMBAT_REPORT
Stonecrafting
+
UNIT_COMBAT_REPORT_ALL_ACTIVE
Bone Carving
+
UCR_A
Siege Operating
+
data/sound/song_title.ogg
Crossbow-making
+
data/sound/song_game.ogg
Mechanics
+
data/art/mouse.png
Pump Operating
+
data/movies
Trade Good Hauling
+
text
Water Hauling
+
data/dipscript/*.*
Lever Operation
+
data/dipscript/
Road Building
+
region
Wall/Floor Construction
+
Command Line: World generation initiated.
Construction Removal
+
Command Line: World generation aborted because folder exists.
Woodworking
+
data/speech/general.txt
Stoneworking
+
data/speech/slayer.txt
Hunting/Related
+
data/speech/threat.txt
Healthcare
+
data/speech/greet.txt
Farming/Related
+
data/speech/greet_reply.txt
Fishing/Related
+
data/speech/greet_reply_diff_language.txt
Jewelry
+
data/speech/greet_reply_unusual_first.txt
Crafts
+
data/speech/greet_reply_after_hero.txt
Engineering
+
data/speech/greet_worship.txt
Hauling
+
data/speech/greet_baby.txt
Other Jobs
+
data/speech/goodbye_worship_1.txt
MATERIAL_TEMPLATE
+
data/speech/goodbye_worship_2.txt
ITEM
+
data/speech/goodbye_worship_3.txt
CREATURE_VARIATION
+
data/speech/temple_already_member.txt
BUILDING
+
data/speech/temple_become_member.txt
DESCRIPTOR_SHAPE
+
data/speech/positive.txt
DESCRIPTOR_PATTERN
+
data/speech/task_recommendation.txt
DESCRIPTOR_COLOR
+
data/speech/unknown_hf_seeker.txt
REACTION
+
data/speech/ab_specific_hf_seeker.txt
large
+
data/speech/site_specific_hf_seeker.txt
 +
data/speech/same_site_ab_specific_hf_seeker.txt
 +
data/speech/same_site_specific_hf_seeker.txt
 +
data/speech/arch_info_justification.txt
 +
data/speech/justification_representation.txt
 +
data/speech/justification_proximity.txt
 +
data/speech/justification_experience.txt
 +
data/speech/justification_reminder.txt
 +
data/speech/justification_antithetical.txt
 +
data/speech/no_family.txt
 +
data/speech/family_relationship_spec.txt
 +
data/speech/family_relationship_no_spec.txt
 +
data/speech/family_relationship_additional.txt
 +
data/speech/family_relationship_spec_dead.txt
 +
data/speech/family_relationship_no_spec_dead.txt
 +
data/speech/family_relationship_additional_dead.txt
 +
data/speech/child_age_proclamation.txt
 +
data/speech/wandering_profession.txt
 +
data/speech/scouting_profession.txt
 +
data/speech/hunting_profession.txt
 +
data/speech/snatcher_profession.txt
 +
data/speech/thief_profession.txt
 +
data/speech/wandering_profession_year.txt
 +
data/speech/scouting_profession_year.txt
 +
data/speech/hunting_profession_year.txt
 +
data/speech/snatcher_profession_year.txt
 +
data/speech/thief_profession_year.txt
 +
data/speech/past_wandering_profession.txt
 +
data/speech/past_scouting_profession.txt
 +
data/speech/past_hunting_profession.txt
 +
data/speech/past_snatcher_profession.txt
 +
data/speech/past_thief_profession.txt
 +
data/speech/guard_profession.txt
 +
data/speech/guard_warning.txt
 +
data/speech/soldier_profession.txt
 +
data/speech/past_profession_no_year.txt
 +
data/speech/past_profession_year.txt
 +
data/speech/current_profession_no_year.txt
 +
data/speech/current_profession_year.txt
 +
data/speech/hist_fig_slayer.txt
 +
data/speech/animal_slayer.txt
 +
data/speech/mercenary_profession.txt
 +
data/speech/mercenary_profession_year.txt
 +
data/speech/past_mercenary_profession.txt
 +
were unable to complete the
 +
Jobs removed from unpowered
 +
small
 
grown  
 
grown  
 
logs
 
logs
branch
 
 
rough gems
 
rough gems
 
raw green glass
 
raw green glass
 
raw clear glass
 
raw clear glass
 
raw crystal glass
 
raw crystal glass
small
+
rock
 
stones
 
stones
 
  wafers
 
  wafers
Line 15,457: Line 12,457:
 
refined coal
 
refined coal
 
bars
 
bars
 +
cut gems
 
cut green glass gems
 
cut green glass gems
 
cut clear glass gems
 
cut clear glass gems
Line 15,484: Line 12,485:
 
coffin
 
coffin
 
rope
 
rope
 +
chain
 
waterskin
 
waterskin
 
vial
 
vial
Line 15,490: Line 12,492:
 
unglazed  
 
unglazed  
 
tool
 
tool
 +
goblet
 
window
 
window
 
terrarium
 
terrarium
Line 15,509: Line 12,512:
 
codex
 
codex
 
figurine
 
figurine
 +
rotten
 
filthy  
 
filthy  
 
sticky  
 
sticky  
 
vomitous  
 
vomitous  
 
slimy  
 
slimy  
stagnant
 
 
dirty  
 
dirty  
 
gooey  
 
gooey  
Line 15,540: Line 12,543:
 
perfect  
 
perfect  
 
green glass  
 
green glass  
 +
clear glass
 
crystal glass  
 
crystal glass  
 +
gem
 
ring
 
ring
 
earring
 
earring
Line 15,572: Line 12,577:
 
tavern sign
 
tavern sign
 
slab
 
slab
 +
corpse
 
tooth
 
tooth
 
teeth
 
teeth
Line 15,581: Line 12,587:
 
wooden body part
 
wooden body part
 
soap body part
 
soap body part
 +
horn
 
pearl
 
pearl
 
yarn body part
 
yarn body part
 
strand body part
 
strand body part
 
Rotten  
 
Rotten  
remains
 
 
seeds
 
seeds
 
withered  
 
withered  
 
leaves
 
leaves
 
leaf
 
leaf
plants
 
 
raw  
 
raw  
fish
 
 
live  
 
live  
 
small live animal
 
small live animal
Line 15,612: Line 12,616:
 
headwear
 
headwear
 
legwear
 
legwear
chain
+
A kidnapper has made off with
goblet
+
has stolen
: Mode
+
A thief has stolen
Artifacts
+
is taken by a fey mood!
  Create a Creature  
+
  withdraws from society...
: Side =
+
has been possessed!
: Create
+
looses a roaring laughter, fell and terrible!
: New item
+
begins to stalk and brood...
: Blank list
+
has created
: Remove item
+
*PAUSED*
: Change value
+
SIEGE
: Change amount
+
: Petitions Available
: No Effect
+
Idlers:  
: Tame/mountable
+
Page
: Not tame/mountable
 
: Filter name
 
[PAUSED]
 
 
fighting!
 
fighting!
 
hunting.
 
hunting.
Line 15,635: Line 12,636:
 
: View report
 
: View report
 
Last Report Date:  
 
Last Report Date:  
The event featured
+
Announcement Date:
mounted
+
: Zoom to location
a telling of the story of
+
Vegetables/fruit/leaves
storytelling
+
Meat/fish/other
a performance of
+
Ingredient Type
a concert
+
Number
a dance
+
Permissions
a moving performance stage
+
----
criers in front
+
Brew
an order of precedence
+
: Toggle cook.
banners
+
: Toggle brew.
images
+
You have no appropriate ingredients.
the carrying of
+
: Change category.
flowers
+
Creatures
the scattering of
+
Overall Training
acrobats
+
Creature
incense burning
+
Price
costumes
+
Status:
candles
+
Trained
the giving of
+
Well-trained
the sacrifice of
+
Skillfully trained
You have
+
Expertly trained
  created a masterpiece
+
Exceptionally trained
Select an element to begin.
+
Masterfully trained
Related to historical figure
+
Domesticated
Related to site
+
Semi-Wild
Related to civilization or other group
+
Trainer:
Related to history event
+
Trainer: Any
Existing image
+
Trainer: Any unassigned
Specify a new image
+
Ready for Slaughter
Let your mind wander
+
Uninterested
Allow artist to choose
+
For Sale
: Done filtering
+
Available
Group symbol
+
Not For Sale
Group commission
+
Unavailable
Civilization symbol
+
Geld
Civ commission
+
Work Animal
Historical figure
+
Not Tame
Tree
+
: Toggle pet availability.
Shape
+
: Slaughter.
Object
+
: Geld.
Artifact
+
: Select trainer.
Action or relationship
+
: War training.
Delete element
+
: Hunting training.
: Change name
+
You have no appropriate creatures.
: Done!
+
Any trainer
How many?
+
Any unassigned trainer
Enter 0 for an unnumbered plural.
+
A few facts
Untitled/unnamed
+
General familiarity
Choose X:
+
Knowledgeable
Choose Y:
+
You don't know how to train any animals.
: Use this option
+
  Locations 
Warning!
+
You have not designated any locations.
You won't perform your action if you leave.
+
Locations such as taverns, temples and libraries can be created from meeting
: Don't perform action.
+
area zones, dining rooms and bedrooms.  These larger associations of rooms
: Keep working.
+
can attract visitors from outside the fortress. Once you have created a
Any image data you've changed will be lost.
+
location, you can come to this screen to manage occupations and more.
: Leave editor and discard data.
+
: Go Back
: select
+
Tavern Keeper
  left
+
Performer
, not consumed
+
Scholar
, consumed
+
Scribe
Select a tool.
+
Mercenary
Select an art type.
+
Monster Slayer
Select memorized content or a form of prose.
+
Nobody
not consumed
+
Boxes/bags in common area:
consumed
+
Goblets (Desired):
You are not that hungry.
+
Stored Instruments (Desired):
Butcher this object.
+
Rented rooms (Total):
You must unretract to use this ability.
+
Dance floor in common area:
You must wait to use this ability.
+
Bookcases:  
You are missing a body part.
+
Written objects (incl. copies):
Use this ability.
+
Total number of each to scribe:
You must unretract to use this power.
+
Writing Material (Desired):
You must wait to use this power.
+
Tables:
Use this power.
+
Chairs:
Make this composition.
+
Dedicated to
Write on this object.
+
No particular deity
: Back/Abort
+
All visitors welcome
: create
+
Citizens and long-term residents only
: butcher
+
Citizens only
: natural ability
+
Assign occupation
: acquired power
+
: Change restriction
: compose
+
: Rename location
: write
+
: Retire location
Unknown interaction
+
: Assign Occupation
Poem
+
  Petitions 
Musical Composition
+
You do not have an official capable of handling these matters.
Choreography
+
There are no petitions that need your attention.
You cannot read or write.
+
Status of
No available item.
+
Citizenship of
No appropriate tool.
+
Some corrupt data
No suitable forms known.
+
wishes to reside in
No suitable forms or content known.
+
wishes to reside here
Manual
+
for the purpose of
Guide
+
eradicating monsters.
Chronicle
+
entertaining citizens and visitors.
Short story
+
soldiering.
Novel
+
study.
Biography
+
Do you approve this request?
Autobiography
+
: Approve
Letter
+
: Deny
Essay
+
wishes to join
Dialog
+
desires citizenship.
Musical composition
+
as a citizen of
Comparative biography
+
: Select/scroll
Biographical dictionary
+
  Justice 
Genealogy
+
  Cages&Chains:
Encyclopedia
+
Violation of Production Order
Cultural history
+
Violation of Export Prohibition
Cultural comparison
+
Violation of Job Order
Alternate history
+
Conspiracy to Slow Labor
Treatise on technological evolution
+
Disorderly Conduct
Dictionary
+
Building Destruction
Star chart
+
, Deceased
Star catalogue
+
There are no criminals.
Atlas
+
1 witness
Select an action.
+
witnesses
Amount of
+
No witnesses
available is
+
Injured Party:
at least
+
Convicted:
greater than
+
Witness:
less than
+
Accuses:
exactly
+
Found the body.
No material
+
Date:
Filter:
+
Reported:
Active
+
No Sentence Pending.
Waiting
+
Hammerstrike
Ready to check
+
Beating.
One-time order, conditions checked daily
+
Day
Restarts if completed, conditions checked daily
+
in Prison.
Restarts if completed, conditions checked monthly
+
Officer:
Restarts if completed, conditions checked seasonally
+
None Assigned
Restarts if completed, conditions checked yearly
+
Violation of Production Order.
One-time order
+
Violation of Export Prohibition.
Restarts if completed, checked daily
+
Violation of Job Order.
Restarts if completed, checked monthly
+
Conspiracy to Slow Labor.
Restarts if completed, checked seasonally
+
Murder.
Restarts if completed, checked yearly
+
Disorderly Conduct.
Satisfied for next check
+
Building Destruction.
Not satisfied for next check
+
Vandalism.
must first be activated
+
Theft.
must first be completed
+
Robbery.
: Add item condition
+
Blood-drinking.
: Add order condition
+
: Convict
: Frequency
+
: View recent crimes (
: Change item type
+
: View cold cases (
: Change material
+
: Convict somebody
: Change traits
+
General Items
: Change inequality
+
Thread/Cloth
: Change number
+
Stone/Gems/Metals
: Delete condition
+
Anml Extracts
: Activation/completion
+
Plnt Extracts
: Add conditions from reagents/materials
+
Anml Cheeses
: Add conditions from products
+
Plnt Cheeses
Ready
+
Milled Animal
This work order does not have any conditions.
+
Milled Plants
  Dwarf Fortress: New World 
+
Item Type
Loading object files...
+
Setter
Languages...
+
Wage
Buildings...
+
Cleaning
Creatures...
+
Place Item in Tomb
Finishing...
+
Store Item in Stockpile
Finalizing...
+
Store Item in Bag
to continue.
+
Store Weapon
Create A World
+
Store Armor
World Size
+
Store Item in Barrel
Pocket
+
Store Item in Bin
Smaller
+
Store Vehicle in Bin
Small
+
Store Item in Hospital
Very Short
+
Store Item in Location
Short
+
Dump Item
Long
+
Building Construction
Very Long
+
Building Removal
Very High
+
Door Construction
Maximum Number of Sites
+
Floodgate Construction
Number of Beasts
+
Hatch Cover Construction
Natural Savagery
+
Grate Construction
Mineral Occurrence
+
Bed Construction
Very Rare
+
Chair Construction
Rare
+
Coffin Construction
Sparse
+
Table Construction
Frequent
+
Bin Construction
Everywhere
+
Chest Construction
This controls the size of the world map.  Current:
+
Cabinet Construction
17 x 17
+
Statue Construction
33 x 33
+
Slab Construction
65 x 65
+
Block Construction
129 x 129
+
Anvil Construction
257 x 257
+
Window Construction
This is the length of pre-generated history.  Current:
+
Pipe Section Construction
5 years
+
Sand Collection
125 years
+
Clay Collection
250 years
+
Gem Encrusting
550 years
+
Glass Cutting
1050 years
+
Glass Encrusting
This controls how many distinct races/cultures there are.
+
Basic Ore Smelting
This is how many distinct places can exist after world generation.
+
Object Melting
Increasing this setting makes large beasts more prevalent.
+
Craft Making
Increasing savagery makes the world more difficult to settle.
+
Coin Minting
Increasing mineral occurrence makes more embark sites have more minerals.
+
Metal Studding
: Go!
+
Metal Strand Extraction
Title:
+
Weapon Construction
Seed:
+
Ammo Construction
Various
+
Quiver Construction
Dimensions:
+
Armor Stand Construction
Custom Name:
+
Weapon Rack Construction
: Enter advanced parameters
+
Tool Construction
: New param set
+
Totem Construction
: Copy param set
+
Flask Construction
: Delete param set
+
Goblet Construction
: Enter title
+
Bone/Shell Decoration
: Use random name
+
Toy Construction
: Enter custom name
+
Armor Construction
: Use random seed
+
Glove Construction
: Enter custom seed
+
Helm Construction
: Change dimensions
+
Shield Construction
to load the world params.
+
Pants Construction
to save the world params.
+
Shoe Construction
Last Param Set:
+
Backpack Construction
Creature Seed:
+
Animal Trap Construction
Really delete this parameter set?
+
Trap Baiting
: Delete
+
Install Colony In Hive
Really change the dimensions?
+
Collect Hive Products
This parameter set will be reset.
+
Mechanism Construction
: Change
+
Trap Component Construction
Are you sure you want to abort?
+
Trap Cleaning
You haven't saved your changes.
+
Trigger Linking
: Yes
+
Cage Trap Loading
Are you sure you want to go on?
+
Stone Trap Loading
Creating New Region
+
Weapon Trap Loading
Rejected)
+
Lever Pulling
Preparing elevation...
+
Operate Pump
Setting temperature...
+
Construct Quern
Running rivers...
+
Construct Millstone
Forming lakes
+
Place Track Vehicle
and minerals...
+
Push Track Vehicle
Growing vegetation...
+
Catapult Loading
Verifying terrain...
+
Ballista Loading
Importing wildlife...
+
Catapult Firing
Recounting legends...
+
Ballista Firing
Finished prehistory...
+
Ballista Arrow Head Construction
Placing civilizations... (
+
Siege Ammo Construction
Making cave civilizations...
+
Catapult Part Construction
Making cave pops...
+
Ballista Part Construction
Placing other beasts...
+
Fortification Carving
Placing megabeasts...
+
Wall Detailing
Placing good/evil...
+
Floor Detailing
Placing caves... (
+
Stair/Ramp Removal
Prehistory init...
+
Carving Upward Staircase
Hist Figs:  
+
Carving Downward Staircase
    Dead:  
+
Carving Up/Down Staircase
  Events:  
+
Carving Ramp
Finalizing civ mats... (
+
Digging Channel
Finalizing art... (
+
Tree Felling
Finalizing uniforms... (
+
Plant Gathering
Finalizing sites... (
+
Construction Removal
LACK OF PEAKS
+
Track Carving
MEDIUM ELEVATION REJECTION
+
Hunting
LOW ELEVATION REJECTION
+
Returning Kill
HIGH ELEVATION REJECTION
+
Capturing Land Animals
LACK OF EDGE OCEANS
+
Capturing Fish
RAINFALL REJECTION
+
Hunting Animal Training
DRAINAGE REJECTION
+
War Animal Training
SAVAGERY REJECTION
+
Web Collection
VOLCANISM REJECTION
+
Cage Construction
LACK OF VOLCANOS
+
Chain Construction
SWAMP REJECTION
+
Bucket Construction
DESERT REJECTION
+
Planting
FOREST REJECTION
+
Harvesting
MOUNTAIN REJECTION
+
Fertilizing
OCEAN REJECTION
+
Thread Dyeing
GLACIER REJECTION
+
Cloth Dyeing
TUNDRA REJECTION
+
Image Sewing
GRASSLAND REJECTION
+
Plant Extraction
HILLS REJECTION
+
Plant Processing
LACK OF RIVERS
+
Plant Processing/Vial
TOO MANY REGIONS
+
Plant Processing/Barrel
LACK OF MOUNTAIN CAVES
+
Fish Extraction
LACK OF LOW-LYING CAVES
+
Land Animal Extraction
UNABLE TO PLACE ENOUGH CIVILIZATIONS
+
Small Creature Taming
NO CIVILIZATIONS AVAILABLE
+
Large Creature Taming
UNABLE TO PLACE CONTROLLABLE CIVILIZATION
+
Butchering
FARMING CIVILIZATION PLACED WITHOUT CROPS
+
Slaughtering
Note: If you are using the default parameters in unmodded DF,
+
Fish Processing
and it doesn't work after continuing a few times, please report
+
Barrel Construction
the issue at the B12 forum.
+
Other Jobs
: CONTINUE until you give me another warning.
+
Animal Chaining
: ABORT NOW and I'll look over my parameters.
+
Animal Unchaining
: ALLOW THIS REJECTION TYPE and continue reporting others.
+
Releasing Large Creature
: ALLOW ALL REJECTS, even if I end up with a legends-only world!
+
Releasing Small Creature
  has been created.
+
Handling Large Creature
: Accept
+
Handling Small Creature
: Export image/info
+
Large Creature Caging
Movement keys to view.
+
Small Creature Caging
: Use the world as it currently exists
+
Aquarium Draining
: Continue
+
Aquarium Filling
  to pause/finish.
+
Pond Filling
  TO CREATE THE WORLD.
+
Large Creature Pit/Ponding
Random Name
+
Small Creature Pit/Ponding
 +
Large Creature Pen/Pasturing
 +
Small Creature Pen/Pasturing
 +
Charcoal Making
 +
Ash Making
 +
Potash Making (Lye)
 +
Potash Making (Ash)
 +
Managing Work Orders
 +
Updating Stockpile Records
 +
Trading at Depot
 +
Beat Criminal
 +
Execute Criminal
 +
Give Water
 +
Give Food
 +
Recover Wounded
 +
Diagnose Patient
 +
Immobilize Break
 +
Apply Cast
 +
Bring Crutch
 +
Dress Wound
 +
Clean Patient
 +
Suture
 +
Set Bone
 +
Place In Traction
 +
Splint Construction
 +
Crutch Construction
 +
Traction Bench Construction
 +
Work Orders
 +
Left
 +
Validated
 +
A manager is required to coordinate work orders.
 +
All work orders must be validated by the manager before they become active.
 +
: New Order 
 +
: Remove 
 +
: Increase priority 
 +
: Max priority 
 +
: Wages
 +
Quantity:  
 +
Type in parts of the name to narrow your search.
 +
Suspended
 +
Inactive
 +
Missing
 +
Independent
 +
Wild Animal
 +
(Caged)
 +
(Chained)
 +
Undead
 +
Opposed to life
 +
Berserk
 +
Caged Prisoner
 +
Chained Prisoner
 +
Invader
 +
Diplomat
 +
Merchant
 +
Guest /
 +
Visitor
 +
Friendly
 +
Underworld
 +
Caged Guest
 +
Chained Guest
 +
Uninvited Guest
 +
Current Resident
 +
Hostile
 +
Tame
 +
You have not created any creatures yet.
 +
to return
 +
There are no idle
 +
or jobs.
 +
to return,
 +
: Manager
 +
: View Unit
 +
: Go to Unit
 +
: Go to Bld
 +
: Remove Worker
 +
: Set Job Repeat
 +
: Vw Activity
 +
: View Job
 +
: Suspend Job
 +
: Cancel Job
 +
Citizens
 +
Pets/Livestock
 +
Others
 +
Dead/Missing
 +
Diplomat /
 +
There are no
 +
living here.
 +
There are no pets or livestock here.
 +
There are no other creatures nearby.
 +
No one has gone missing or died.
 +
The year is still young.
 +
(Destroyed/Transformed)
 +
(Gone)
 +
(Lost)
 +
No treasures yet.
 +
  civilization
 +
This land has no important leaders.
 +
Exports to
 +
Petty Annoyance
 +
Terror
 +
Imports from
 +
Offerings from
 +
Vengeance
 +
You can look at trade information once you have a broker
 +
with appraisal skill.
 +
Trade Agreement (Exports to
 +
Trade Agreement (Imports from
 +
: View Agreement
 +
You have no agreements with this land.
 +
to change modes.
 +
  Civilizations 
 +
: View details
 +
[B][P]Active Syndromes[B]
 +
  phase
 +
  seconds)
 +
himself
 +
herself
 +
itself
 
  caught in a cloud of flames!
 
  caught in a cloud of flames!
  were unable to complete the  
+
  caught up in the web!
Jobs removed from unpowered
+
The item sparkles with a supernatural brilliance.
0000
+
The air around the object seems warped as if it were very hot, yet the item is cool to the touch.
-detailed
+
The object looks oddly square.
-elw
+
The item constantly emits a nearly inaudible high-pitched whistle.
-tmp
+
The item is covered with small bumps.
-rain
+
The item smells like wet earth.
-drn
+
Tiny streaks of lightning streak quickly over the object's surface.
-sav
+
Creatures that look at the item cannot think negative thoughts.
-vol
+
The item is covered with minute gray hairs.
-veg
+
The item sounds like rustling leaves when moved.
-evil
+
Needs
-sal
+
Disconnected
-trd
+
Need trigger type
-str
+
Needs walkable perimeter
-hyd
+
Hidden
-nob
+
Needs to be anchored on edge
-dip
+
Blocked
-rel
+
Surrounded by empty space
src/game.cpp
+
Needs adjacent wall
biome_color_key.txt
+
Needs open space
mountain (128,128,128)
+
Off map
temperate freshwater lake (0,224,255)
+
Water
temperate brackish lake (0,192,255)
+
Lava/Magma
temperate saltwater lake  (0,160,255)
+
Building present
tropical freshwater lake (0,96,255)
+
Construction present
tropical brackish lake (0,64,255)
+
Must be inside
tropical saltwater lake  (0,32,255)
+
Too close to edge
arctic ocean (0,255,255)
+
Must be outside
tropical ocean (0,0,255)
+
Cannot build at highest level
temperate ocean (0,128,255)
+
Needs soil or mud
glacier (64,255,255)
+
Needs soil
tundra (128,255,255)
+
Needs ground or near machine
temperate freshwater swamp (96,192,128)
+
No mud/soil for farm
temperate saltwater swamp (64,192,128)
+
Mud is left by water
temperate freshwater marsh (96,255,128)
+
No access to
temperate saltwater marsh (64,255,128)
+
No access
tropical freshwater swamp (96,192,64)
+
Null site on overall status
tropical saltwater swamp (64,192,64)
+
Early
mangrove swamp (64,255,96)
+
Mid-
tropical freshwater marsh (96,255,64)
+
Late
tropical saltwater marsh (64,255,64)
+
Spring
taiga forest (0,96,64)
+
Summer
temperate conifer forest (0,96,32)
+
Autumn
temperate broadleaf forest (0,160,32)
+
Winter
tropical conifer forest (0,96,0)
+
Stocks
tropical dry broadleaf forest (0,128,0)
+
Health
tropical moist broadleaf forest (0,160,0)
+
Prices
temperate grassland (0,255,32)
+
Currency
temperate savanna (0,224,32)
+
Justice
temperate shrubland (0,192,32)
+
Created Wealth:
tropical grassland (255,160,0)
+
Weapons:
tropical savanna (255,176)
+
Armor and Garb:
tropical shrubland (255,192,0)
+
Furniture:
badland desert (255,96,32)
+
Other Objects:
sand desert (255,255,0)
+
Architecture:
rock desert (255,128,64)
+
Displayed:
structure_color_key.txt
+
Held/Worn:
castle (128,128,128)
+
You need a broker with
village (255,255,255)
+
the appraisal skill.
crops (255,128,0)(255,160,0)(255,192,0)
+
Imported Wealth:
pasture (0,255,0)
+
Exported Wealth:
meadow (64,255,0)
+
Trade Information:
woodland (0,128,0)
+
Population:
orchard (0,160,0)
+
Nobles/Admins
tunnel (20,20,20)
+
Peasants
stone bridge (224,224,224)
+
Recruit/Others
other bridge (180,167,20)
+
Trained Animals
stone road (192,192,192)
+
Other Animals
other road (150,127,20)
+
Food Stores:
stone wall (96,96,96)
+
Plant
other wall (160,127,20)
+
Drink
mountain (255,255,192)
+
Other
lake (0,96,255)
+
Mountainhome
land (128,64,32)
+
Metropolis
ocean (0,64,255)
+
City
hydro_color_key.txt
+
Town
brook (0,255,255)
+
Village
stream (0,224,255)
+
Hamlet
minor river (0,192,255)
+
Outpost
river (0,160,255)
+
Evaluate Depot Access Overflow
major river (0,128,255)
+
Evaluate Depot Caravan Access Overflow
river/ocean (0,112,255)
+
  Building List 
  Dwarf Fortress: Arena 
+
(S)
Preparing arena...
+
/ Spouse
Preparing screen...
+
No Owner
Preparing Arena...
+
You don't have any buildings.
Importing world...
+
Evaluation:
to select an option. 
+
: View building information
scroll.
+
: Zoom to building items
at any time for options, including key bindings.
+
: Zoom to building tasks
at any time for the manual.
+
: Swap right panel
, Folder:
+
  The Health of
Select a source for your arena objects:
+
In Traction
Folder:
+
Severe Blood Loss
raw (Default)
+
Moderate Blood Loss
/raw
+
Serious Fever
This Version of DF used the FMOD Sound System
+
Moderate Fever
Copyright(C)1994-2006 Firelight Technologies Pty, Ltd.
+
Slight Fever
This version of DF uses SDL: Simple DirectMedia Layer,
+
Moderate Pain
SDL_Image, SDL_ttf, Copyright(C)1997-2006 Sam Lantinga
+
Slight Pain
See the SDL folder for license information.
+
Cannot breathe
Portions of this version are Copyright(C)2008
+
Trouble breathing
The FreeType Project (www.freetype.org).
+
Vision lost
All rights reserved.
+
Vision impaired
to return to the menu.
+
Vision somewhat impaired
** Starting New Arena **
+
Ability to stand lost
data/save/current
+
Ability to stand somewhat impaired
/raw/
+
Ability to grasp lost
Command Line: World generation manually aborted.
+
Ability to grasp somewhat impaired
data/save/current/*.dat
+
Ability to fly lost
data/save/current/*.sav
+
Ability to fly somewhat impaired
data/save/current/
+
Motor nerve damage
world.dat
+
Sensory nerve damage
world.sav
+
No health problems
*.dat
+
Gelded
*.sav
+
Spilled
[B][P]Active Syndromes[B]
+
Butchered
  phase
+
Major artery torn
  seconds)
+
Artery torn
the army of
+
Heavy bleeding
  marched on
+
  Bleeding
  claimed
+
  Motor nerve severed
ruler
+
Sensory nerve severed
  was known to be
+
  Torn tendon
an insurrection against
+
  Strained tendon
was overthrown after an insurrection
+
Bruised tendon
waited out an insurrection
+
  Torn ligament
crushed an insurrection
+
Sprained ligament
a group calling itself
+
  Bruised ligament
  reclaimed
+
  Compound fracture
  was conquered
+
  Overlapping fracture (in traction)
  moved on in search of a better future after the horrible mismanagement of
+
Overlapping fracture
refugees calling themselves
+
  Needs setting
  fled from the area just before an army
+
  Cut apart
  descended upon
+
  Smashed apart
  from
+
Broken apart
General Items
+
Torn apart
Handwear
+
Cut open
Thread/Cloth
+
Smashed open
Tooth
+
Broken open
Horn
+
Torn open
Yarn
+
Dented
Stone/Gems/Metals
+
Heavy bruising
Anml Extracts
+
Moderate bruising
Plnt Extracts
+
Light bruising
Anml Cheeses
+
Serious burn
Plnt Cheeses
+
Moderate burn
Milled Animal
+
Minor burn
Milled Plants
+
Serious frost-bite
Pets
+
Moderate frost-bite
Item Type
+
Minor frost-bite
Your site and direct holdings
+
Serious melting
Vassal holdings
+
Moderate melting
Occupied holdings
+
Minor melting
Tributaries
+
Serious boiling
Occupied tributaries
+
Moderate boiling
Economically linked
+
Minor boiling
Your civilization
+
Serious freezing
Peace
+
  Moderate freezing
  The World  
+
  Minor freezing
  days' travel
+
Serious condensation
More than a day's travel
+
Moderate condensation
A day's travel
+
Minor condensation
Nearly a day's travel
+
Advanced rot
A half day's travel
+
Moderate rot
A short trip
+
Minor rot
Inaccessible from your location
+
Serious blistering
Your location
+
Moderate blistering
Population: >10000
+
Minor blistering
Population: ~10000
+
Extreme pain
Population: ~7500
+
Moderate pain
Population: ~6000
+
Minor pain
Population: ~5000
+
Nausea
Population: ~4000
+
Dizziness
Population: ~3000
+
Paralysis
Population: ~2000
+
Partial paralysis
Population: ~1000
+
Some sluggishness
Population: ~750
+
Complete numbness
Population: ~600
+
Partial numbness
Population: ~500
+
Slight numbness
Population: ~400
+
Extreme swelling
Population: ~300
+
Moderate swelling
Population: ~200
+
Minor swelling
Population: ~100
+
Function totally impaired
Population: ~75
+
Partially impaired function
Population: ~60
+
Slightly impaired function
Population: ~50
+
Has been sutured
Population: ~40
+
Infection
Population: ~30
+
No evaluated wounds
Population: ~20
+
Diagnosis required
Population: ~10
+
Crutch required
Population: <10
+
Rotten -- inoperable
No civilized population
+
Needs cleaning
Site government:
+
Needs surgery
Civilization:
+
Needs sutures
They offer
+
Needs dressing
They accept
+
  Needs traction
  tribute
+
Needs immobilization
Alliance
+
No treatment scheduled
No contact
+
Diagnosed with
They offer tribute
+
cast
They accept tribute
+
splint on
Skirmishing
+
dressing on
Economically linked to you
+
sutures on
Prisoners
+
Bleeding stopped
Artifacts (Rumored)
+
Compound fracture of
: Cannot raid your civilization
+
repaired
: Cannot make request without leader
+
amputated
: No workers available
+
Rotten tissue excised from
: Request workers
+
Had
: Inaccessible mission location
+
set
: Cannot order mission without leader
+
Placed in traction
: Explore this site (creates new mission)
+
Evaluated
: Raid this site (creates new mission)
+
Brought to rest
: Center on fort
+
Cleaned
: Holdings and tribute
+
                                      -
: Legend
+
No medical history
   News and Rumors  
+
   Stone Restrictions  
  Missions 
+
Magma-safe
You have not created any missions.
+
Restricted stones
Mission can be created from the World,
+
are reserved for use by the listed tasks.
Artifacts and People modes.
+
: Stone type
Explore
+
Economic Stone
Seize
+
No accessible fuel!
No messengers
+
Requires fuel
  messenger
+
Takes place at
  here
+
REAGENTS
No commanders
+
PRODUCTS
Messenger (unfilled)
+
  Currency Counts  
and more...
+
The broker recommends keeping
: Assign messengers
+
  of each coin type to match accounts.
: Assign squads
+
  Overall Health Report 
: Remove mission
+
__________
This mission cannot be altered now.
+
____________
: Select mission
+
: Key
On this mission
+
: Diagnosis request 
No specific orders
+
: Cleaning req. 
: Remove messenger
+
: Surgery req.
: Assign messenger
+
: Inoperable rot
This messenger cannot be reassigned now.
+
: Heavy bleeding
: Select messenger
+
: Bleeding
: Remove squad
+
: Pale
: Assign squad
+
: Severe blood loss
This squad cannot be reassigned now.
+
: Faint
: Select squad
+
: Blood loss
: Request
+
: Serious fever
No workers available
+
: Moderate fever
: Free captives belonging to your civilization
+
: Slight fever
: Release other prisoners
+
: Dizzy
: Take important treasures
+
: Drowning
: Loot other items
+
: Winded
: Steal livestock
+
: Cannot breathe
: Raid (squads will try to avoid detection)
+
: Trouble breathing
: Pillage (openly attack)
+
: Vision lost
: Raze (openly attack and destroy site)
+
: Vision impaired
: Demand one-time tribute
+
: Vision ~impaired
: Demand ongoing tribute
+
: Spilled
: Conquer and occupy
+
: Major artery torn
: Demand surrender and occupy
+
: Artery torn
WARNING: If successful, your soldiers will join the
+
: Overlapping fracture
occupation and not return.  Your new holdings will
+
: Broken tissue
be manageable from this screen.
+
: Heavy damage
  People 
+
: Moderate damage
Last in
+
: Light damage
Last known to be traveling
+
: Suture request
Location unknown
+
: Setting req.
: Select person
+
: Dressing request
: Rescue person (creates new mission)
+
: Paralyzed
You have no recoverable missing citizens.
+
: Partially paralyzed
  Artifacts 
+
: Sluggish
Claimed by your local government
+
: Overall pain++
Claimed by local
+
: Overall pain+
Claimed by local family
+
: Overall pain
Last held by
+
: Stunned
: Select artifact
+
: Dehydrated
: Recover artifact (creates new mission)
+
: Thirsty
There are no recoverable missing artifacts.
+
: Starving
  Civilizations 
+
: Hungry
: World
+
: Cannot stand
: Missions
+
: Stand impaired
: News and rumors
+
: Cannot grasp
: People
+
: Grasp impaired
: Artifacts
+
: Compound fracture
: Civilizations
+
: Torn tendon
: View details
+
: Tendon strain
WORLD_GEN
+
: Tendon brs.
TITLE
+
: Part brok tis
HISTORY_SEED
+
: Tissue pain++
NAME_SEED
+
: Tissue pain+
CREATURE_SEED
+
: Tissue pain
CUSTOM_NAME
+
: Traction request
EMBARK_POINTS
+
: Immobilization request
PEAK_NUMBER_MIN
+
: Crutch required
PARTIAL_OCEAN_EDGE_MIN
+
: Completely numb
OCEAN_EDGE_MIN
+
: Partially numb
REVEAL_ALL_HISTORY
+
: Slightly numb
CULL_HISTORICAL_FIGURES
+
: Exhausted
EROSION_CYCLE_COUNT
+
: Over-exerted
PERIODICALLY_ERODE_EXTREMES
+
: Tired
OROGRAPHIC_PRECIPITATION
+
: Very drowsy
POLE
+
: Drowsy
NORTH_OR_SOUTH
+
: Nauseous
NORTH
+
: Cannot fly
SOUTH
+
: Flight impaired
NORTH_AND_SOUTH
+
: Motor nerve
ALL_CAVES_VISIBLE
+
: Sensory nerve
PLAYABLE_CIVILIZATION_REQUIRED
+
: Torn ligament
VOLCANO_MIN
+
: Lig. sprain
END_YEAR
+
: Ligament bruise
BEAST_END_YEAR
+
: Need setting
TEMPERATURE
+
: Extreme swell
DRAINAGE
+
: Medium swell
PS_EL
+
: Minor swelling
PS_RF
+
: Infection
PS_TP
+
: View health
PS_DR
+
: Recenter
PS_VL
+
: select
PS_SV
+
  left
Attempted to set world gen presets prior to dimensions
+
, not consumed
preset attempted beyond Y range
+
, consumed
preset failed to load X value at Y =
+
Select a tool.
ELEVATION_FREQUENCY
+
Select an art type.
RAIN_FREQUENCY
+
Select memorized content or a form of prose.
DRAINAGE_FREQUENCY
+
nothing.
TEMPERATURE_FREQUENCY
+
not consumed
SAVAGERY_FREQUENCY
+
consumed
VOLCANISM_FREQUENCY
+
You are not that hungry.
MINERAL_SCARCITY
+
Butcher this object.
MEGABEAST_CAP
+
You must unretract to use this ability.
SEMIMEGABEAST_CAP
+
You must wait to use this ability.
TITAN_NUMBER
+
You are missing a body part.
TITAN_ATTACK_TRIGGER
+
Use this ability.
WEREBEAST_ATTACK_TRIGGER
+
You must unretract to use this power.
DEMON_NUMBER
+
You must wait to use this power.
NIGHT_TROLL_NUMBER
+
Use this power.
BOGEYMAN_NUMBER
+
Make this composition.
NIGHTMARE_NUMBER
+
Write on this object.
VAMPIRE_NUMBER
+
Select an action.
WEREBEAST_NUMBER
+
: Back/Abort
SECRET_NUMBER
+
: create
REGIONAL_INTERACTION_NUMBER
+
: butcher
DISTURBANCE_INTERACTION_NUMBER
+
: natural ability
EVIL_CLOUD_NUMBER
+
: acquired power
GENERATE_DIVINE_MATERIALS
+
: compose
ALLOW_DIVINATION
+
: write
ALLOW_DEMONIC_EXPERIMENTS
+
Unknown interaction
ALLOW_NECROMANCER_EXPERIMENTS
+
Poem
ALLOW_NECROMANCER_LIEUTENANTS
+
Musical Composition
ALLOW_NECROMANCER_GHOULS
+
Choreography
ALLOW_NECROMANCER_SUMMONS
+
You cannot read or write.
EVIL_RAIN_NUMBER
+
No available item.
GOOD_SQ_COUNTS
+
No appropriate tool.
EVIL_SQ_COUNTS
+
No suitable forms known.
REGION_COUNTS
+
No suitable forms or content known.
RIVER_MINS
+
Manual
SUBREGION_MAX
+
Guide
CAVERN_LAYER_COUNT
+
Chronicle
CAVERN_LAYER_OPENNESS_MIN
+
Short story
CAVERN_LAYER_OPENNESS_MAX
+
Novel
CAVERN_LAYER_PASSAGE_DENSITY_MIN
+
Biography
CAVERN_LAYER_PASSAGE_DENSITY_MAX
+
Autobiography
CAVERN_LAYER_WATER_MIN
+
Letter
CAVERN_LAYER_WATER_MAX
+
Essay
HAVE_BOTTOM_LAYER_1
+
Dialog
HAVE_BOTTOM_LAYER_2
+
Musical composition
LEVELS_ABOVE_GROUND
+
Comparative biography
LEVELS_ABOVE_LAYER_1
+
Biographical dictionary
LEVELS_ABOVE_LAYER_2
+
Genealogy
LEVELS_ABOVE_LAYER_3
+
Encyclopedia
LEVELS_ABOVE_LAYER_4
+
Cultural history
LEVELS_ABOVE_LAYER_5
+
Cultural comparison
LEVELS_AT_BOTTOM
+
Alternate history
CAVE_MIN_SIZE
+
Treatise on technological evolution
CAVE_MAX_SIZE
+
Dictionary
MOUNTAIN_CAVE_MIN
+
Star chart
NON_MOUNTAIN_CAVE_MIN
+
Star catalogue
TOTAL_CIV_NUMBER
+
Atlas
TOTAL_CIV_POPULATION
+
You make
SITE_CAP
+
  and more
ELEVATION_RANGES
+
You practice your
RAIN_RANGES
+
but make nothing of note.
DRAINAGE_RANGES
+
You make nothing.
SAVAGERY_RANGES
+
You butcher
VOLCANISM_RANGES
+
Status
Unrecognized World Gen Token:  
+
Wounds
LARGE ISLAND
+
Treatment
LARGE REGION
+
  Create a Creature  
MEDIUM ISLAND
+
: Side =
MEDIUM REGION
+
: Create
SMALL ISLAND
+
: New item
SMALL REGION
+
: Blank list
SMALLER ISLAND
+
: Remove item
SMALLER REGION
+
: Move selector
POCKET ISLAND
+
: Change value
POCKET REGION
+
: Change amount
COMPLETE_OCEAN_EDGE_MIN
+
: No Effect
Command Line: World generation parameter set located successfully.
+
: Filter name
Command Line: World generation parameter set
+
Ghostly
not found -- using default.
 
Command Line: World image, detailed image and info exported.
 
You make
 
and more
 
You have finished working on
 
You practice your
 
but make nothing of note.
 
You make nothing.
 
  is taken by a fey mood!
 
withdraws from society...
 
has been possessed!
 
looses a roaring laughter, fell and terrible!
 
begins to stalk and brood...
 
Disconnected
 
Need trigger type
 
Needs walkable perimeter
 
Hidden
 
Needs to be anchored on edge
 
Blocked
 
Surrounded by empty space
 
Needs adjacent wall
 
Needs open space
 
Off map
 
Water
 
Lava/Magma
 
Building present
 
Construction present
 
Must be inside
 
Too close to edge
 
Must be outside
 
Cannot build at highest level
 
Needs soil or mud
 
Needs soil
 
Needs ground or near machine
 
No mud/soil for farm
 
Mud is left by water
 
No access to
 
No access
 
has created
 
claims it as an heirloom in the name of the family ancestor
 
claims it as a family heirloom
 
claims it as a personal treasure.
 
offers it to
 
Image information
 
for engraving
 
was waged by
 
One of the most significant causes of the conflict was
 
The most significant cause of the conflict was
 
a family matter
 
disgust with the adversary's godlessness
 
religious opposition to the adversary's worship of
 
religious opposition to the adversary's inherent association with
 
natural aversion to the adversary's worship of
 
natural aversion to the adversary's inherent association with
 
a dispute over
 
the treatment of animals
 
the treatment of plants
 
a formalized agreement
 
truthfulness
 
the devouring of the bodies of sapient beings
 
the display of war and hunting trophies
 
the adversary's inability to communicate and form treaties
 
a desire to kill the living and any others in opposition
 
the disturbance of once-eternal rest
 
a dispute over the ownership of
 
prior aggression by the adversary
 
a first contact that went horribly wrong
 
the adversary's refusal to form treaties
 
the adversary's abuse of the aggressor's fallen
 
an incident involving a lost diplomat
 
a disagreement over prior treaties
 
an incident involving a trade caravan
 
water rights
 
fishing rights
 
general ill feelings over past historical events
 
a previous war
 
a previous battle
 
a previous duel
 
a previous conquest
 
an abduction
 
an act of theft
 
an attack by a beast
 
a journey
 
a previous insurrection
 
a special occasion
 
a purge
 
a raid
 
persecution
 
a coup
 
The causes of the conflict are debated by scholars and very little is truly known.
 
unknown
 
creature
 
, lost
 
, all lost
 
losses
 
, one loss
 
, no losses
 
, mostly
 
various zombies
 
, mostly various zombies
 
creatures
 
Attacker was uncontested.
 
Attacker was victorious.
 
Defender was victorious.
 
A festival commemorating
 
occurred in
 
A fair occurred in
 
A holy period dedicated to
 
centered around
 
divine aspect of
 
A performance of
 
A dance
 
A concert
 
A recital of
 
A poetry recital
 
The story of
 
A story recital
 
A performance
 
A competition involving
 
A dance competition
 
A music competition
 
A poetry competition
 
A foot race
 
A flying race
 
A wrestling competition
 
A gladiatory competition
 
A competition
 
A procession occurred in
 
  It started at
 
A ceremony occurred in
 
A fearsome
 
beast
 
attack
 
was a time when the
 
were the only great powers in the world.
 
was a time when
 
yet
 
again
 
  was the only great power in the world.
 
living gods and mighty beasts
 
still
 
held sway.
 
the powers of the world were fading
 
great powers had returned to the world
 
there were still great powers in the world
 
fantastic creatures no longer lived in great numbers.
 
fantastic creatures were few and far between, and some even doubted their existence.
 
ruled the world.
 
the last of the
 
ancient
 
powers fought their final battles.
 
various civilized races peopled the world.
 
  was a time after civilization had
 
yet
 
again
 
crumbled completely.
 
fantastic creatures were but mere stories told by travelers.
 
only simple creatures inhabited
 
no civilized peoples existed in
 
the world.
 
Part of
 
ended.
 
occurred.
 
began.
 
 
  Corpse
 
  Corpse
CREATE WORLD NOW =
+
  Squad Schedules:
LARGE
+
Early Wet Season
data/save/current/world.dat
+
Late Wet Season
Command Line: World exported.
+
Early Dry Season
*** STARTING NEW GAME ***
+
Late Dry Season
Command Line:
+
First Quarter
data/init/announcements.txt
+
Second Quarter
DO_MEGA
+
Third Quarter
UCR_A
+
Fourth Quarter
data/sound/song_title.ogg
+
Alert State
data/sound/song_game.ogg
+
Squads 
data/art/mouse.png
+
Months 
data/movies
+
  Months:
data/dipscript/*
+
  Squads:
Command Line: World generation initiated.
+
(Cur)
Command Line: World generation aborted because folder exists.
+
(Current)
data/speech/general.txt
+
: Name grid cell
data/speech/slayer.txt
+
: Sleep
data/speech/threat.txt
+
in room at will
data/speech/greet.txt
+
in barracks at will
data/speech/greet_reply.txt
+
in barracks at need
data/speech/greet_reply_diff_language.txt
+
Inactive = Uniformed
data/speech/greet_reply_unusual_first.txt
+
Inactive = Civ clothes
data/speech/greet_reply_after_hero.txt
+
minimum
data/speech/greet_worship.txt
+
preferred
data/speech/greet_baby.txt
+
: Give order
data/speech/goodbye_worship_1.txt
+
: Edit order
data/speech/goodbye_worship_2.txt
+
: Cancel order
data/speech/goodbye_worship_3.txt
+
: Copy orders
data/speech/temple_already_member.txt
+
: Paste orders
data/speech/temple_become_member.txt
+
: Schedule grid
data/speech/positive.txt
+
: Order list
data/speech/task_recommendation.txt
+
: View alerts
data/speech/unknown_hf_seeker.txt
+
: Swap squads/months
data/speech/ab_specific_hf_seeker.txt
+
: Defend burrows
data/speech/site_specific_hf_seeker.txt
+
Burrow
data/speech/same_site_ab_specific_hf_seeker.txt
+
: Patrol route
data/speech/same_site_specific_hf_seeker.txt
+
Route
data/speech/arch_info_justification.txt
+
: Station
data/speech/justification_representation.txt
+
Point
data/speech/justification_proximity.txt
+
: Train
data/speech/justification_experience.txt
+
soldier
data/speech/justification_reminder.txt
+
Position
data/speech/justification_antithetical.txt
+
  Becoming The Capital 
data/speech/no_family.txt
+
Architecture
data/speech/family_relationship_spec.txt
+
Desired:
data/speech/family_relationship_no_spec.txt
+
Current:
data/speech/family_relationship_additional.txt
+
Offerings
data/speech/family_relationship_spec_dead.txt
+
Royal Throne Room
data/speech/family_relationship_no_spec_dead.txt
+
Opulent Throne Room
data/speech/family_relationship_additional_dead.txt
+
Throne Room
data/speech/child_age_proclamation.txt
+
Splendid Office
data/speech/wandering_profession.txt
+
Decent Office
data/speech/hunting_profession.txt
+
Office
data/speech/snatcher_profession.txt
+
Modest Office
data/speech/thief_profession.txt
+
Meager Office
data/speech/wandering_profession_year.txt
+
No Office
data/speech/hunting_profession_year.txt
+
Royal Bedroom
data/speech/snatcher_profession_year.txt
+
Grand Bedroom
data/speech/thief_profession_year.txt
+
Great Bedroom
data/speech/past_wandering_profession.txt
+
Fine Quarters
data/speech/past_hunting_profession.txt
+
Decent Quarters
data/speech/past_snatcher_profession.txt
+
Quarters
data/speech/past_thief_profession.txt
+
Modest Quarters
data/speech/guard_profession.txt
+
Meager Quarters
data/speech/guard_warning.txt
+
No Quarters
data/speech/soldier_profession.txt
+
Royal Dining Room
data/speech/past_profession_no_year.txt
+
Grand Dining Room
data/speech/past_profession_year.txt
+
Great Dining Room
data/speech/current_profession_no_year.txt
+
Fine Dining Room
data/speech/current_profession_year.txt
+
Decent Dining Room
data/speech/hist_fig_slayer.txt
+
Modest Dining Room
data/speech/animal_slayer.txt
+
Meager Dining Room
data/speech/mercenary_profession.txt
+
No Dining Room
data/speech/mercenary_profession_year.txt
+
Royal Mausoleum
data/speech/past_mercenary_profession.txt
+
Grand Mausoleum
PAUSE
+
Mausoleum
RECENTER
+
Fine Tomb
A_DISPLAY
+
Burial Chamber
D_DISPLAY
+
Servant's Burial Chamber
UNIT_COMBAT_REPORT
+
Grave
UNIT_COMBAT_REPORT_ALL_ACTIVE
+
No Tomb
items
+
has been disturbed.
no material
+
group of
 +
Many
 +
have been disturbed.
 +
swarm of
 +
has
 +
its way out of confinement!
 +
caught in a burst of
 
an official land of the realm
 
an official land of the realm
 
  and the surrounding lands have been made  
 
  and the surrounding lands have been made  
 
an even more official land of the realm
 
an even more official land of the realm
In Traction
+
lumber limits
Heavy Bleeding
+
ROOM SHARING INDEX OUT OF BOUNDS:
Pale
+
  The Wealth of
Severe Blood Loss
+
: Mode
Moderate Blood Loss
+
: Melt
Completely Numb
+
: Forbid
Partially Numb
+
: Dump
Serious Fever
+
: Hide
Moderate Fever
+
Basic Value:
Slight Fever
+
Weight:
Moderate Pain
+
Price:
Slight Pain
+
Owner:
Very Drowsy
+
Uses and Contents:
Drowsy
+
Uses:
Thirsty
+
Contents:
Very Hungry
+
: View selected
Cannot breathe
+
: Claim
Trouble breathing
+
: Description
Vision lost
+
This building
Vision impaired
+
was designed by
Vision somewhat impaired
+
was well-designed by
Ability to stand lost
+
was finely-designed by
Ability to stand somewhat impaired
+
was superiorly designed by
Ability to grasp lost
+
bears the exceptional design of
Ability to grasp somewhat impaired
+
was masterfully designed by
Ability to fly lost
+
an unknown architect
Ability to fly somewhat impaired
+
The structure
Motor nerve damage
+
was built by
Sensory nerve damage
+
was solidly built by
No health problems
+
was finely-built by
Gelded
+
was superiorly built by
Spilled
+
was exceptionally built by
Butchered
+
was masterfully built by
Major artery torn
+
an unknown artisan
Artery torn
+
Worker:
Heavy bleeding
+
Location:
Bleeding
+
Repeating
Motor nerve severed
+
Items:
Sensory nerve severed
+
Stone Hauling
Torn tendon
+
Wood Hauling
Strained tendon
+
Burial
Bruised tendon
+
Food Hauling
Torn ligament
+
Refuse Hauling
Sprained ligament
+
Item Hauling
Bruised ligament
+
Animal Hauling
Compound fracture
+
Push/Haul Vehicles
Overlapping fracture (in traction)
+
Stone Detailing
Overlapping fracture
+
Animal Care
Needs setting
+
Diagnosis
Cut apart
+
Setting Bones
Smashed apart
+
Dressing Wounds
Broken apart
+
Feed Patients/Prisoners
Torn apart
+
Recovering Wounded
Cut open
+
Small Animal Dissection
Smashed open
+
Clothesmaking
Broken open
+
Farming (Fields)
Torn open
+
Furnace Operating
Dented
+
Armoring
Heavy bruising
+
Blacksmithing
Moderate bruising
+
Metalcrafting
Light bruising
+
Woodcrafting
Serious burn
+
Stonecrafting
Moderate burn
+
Siege Operating
Minor burn
+
Crossbow-making
Serious frost-bite
+
Mechanics
Moderate frost-bite
+
Pump Operating
Minor frost-bite
+
Trade Good Hauling
Serious melting
+
Water Hauling
Moderate melting
+
Lever Operation
Minor melting
+
Road Building
Serious boiling
+
Wall/Floor Construction
Moderate boiling
+
Woodworking
Minor boiling
+
Stoneworking
Serious freezing
+
Hunting/Related
Moderate freezing
+
Healthcare
Minor freezing
+
Farming/Related
Serious condensation
+
Fishing/Related
Moderate condensation
+
Jewelry
Minor condensation
+
Engineering
Advanced rot
+
Hauling
Moderate rot
+
LANGUAGE
Minor rot
+
MATERIAL_TEMPLATE
Serious blistering
+
BUILDING
Moderate blistering
+
DESCRIPTOR_SHAPE
Minor blistering
+
DESCRIPTOR_PATTERN
Extreme pain
+
DESCRIPTOR_COLOR
Moderate pain
+
GRAPHICS
Minor pain
+
REACTION
Nausea
+
INTERACTION
Dizziness
+
/*.*
Paralysis
+
*.dat
Partial paralysis
+
*.sav
Some sluggishness
+
data/save/current/*.dat
Complete numbness
+
data/save/current/*.sav
Partial numbness
+
world.dat
Slight numbness
+
world.sav
Extreme swelling
+
You have
Moderate swelling
+
created a masterpiece
Minor swelling
+
1.5.5
Function totally impaired
+
Unknown error
Partially impaired function
+
GLX 1.2 and up are not supported
Slightly impaired function
+
GL 1.1 and up are not supported
Has been sutured
+
Missing GL version
Infection
+
No error
No evaluated wounds
+
glCopyTexSubImage3D
Diagnosis required
+
glDrawRangeElements
Crutch required
+
glTexImage3D
Rotten -- inoperable
+
glTexSubImage3D
Needs cleaning
+
glActiveTexture
Needs surgery
+
glClientActiveTexture
Needs sutures
+
glCompressedTexImage1D
Needs dressing
+
glCompressedTexImage2D
Needs traction
+
glCompressedTexImage3D
Needs immobilization
+
glCompressedTexSubImage1D
No treatment scheduled
+
glCompressedTexSubImage2D
Diagnosed with
+
glCompressedTexSubImage3D
Received
+
glGetCompressedTexImage
cast
+
glLoadTransposeMatrixd
splint on
+
glLoadTransposeMatrixf
dressing on
+
glMultTransposeMatrixd
sutures on
+
glMultTransposeMatrixf
Bleeding stopped
+
glMultiTexCoord1d
Compound fracture of
+
glMultiTexCoord1dv
repaired
+
glMultiTexCoord1f
amputated
+
glMultiTexCoord1fv
Rotten tissue excised from
+
glMultiTexCoord1i
Had
+
glMultiTexCoord1iv
set
+
glMultiTexCoord1s
Placed in traction
+
glMultiTexCoord1sv
Evaluated
+
glMultiTexCoord2d
Brought to rest
+
glMultiTexCoord2dv
Cleaned
+
glMultiTexCoord2f
                                      -
+
glMultiTexCoord2fv
No medical history
+
glMultiTexCoord2i
  The Health of
+
glMultiTexCoord2iv
You
+
glMultiTexCoord2s
You butcher
+
glMultiTexCoord2sv
Sorting
+
glMultiTexCoord3d
Initialization complete...
+
glMultiTexCoord3dv
Historical events
+
glMultiTexCoord3f
completed
+
glMultiTexCoord3fv
Check for culled historical figures
+
glMultiTexCoord3i
Historical figures
+
glMultiTexCoord3iv
Artifacts completed
+
glMultiTexCoord3s
Structures completed
+
glMultiTexCoord3sv
event sort
+
glMultiTexCoord4d
Historical events left to discover:
+
glMultiTexCoord4dv
Historical Figures
+
glMultiTexCoord4f
Sites
+
glMultiTexCoord4fv
Codices, scrolls, etc.
+
glMultiTexCoord4i
Civilizations and other entities
+
glMultiTexCoord4iv
Structures
+
glMultiTexCoord4s
Historical Maps
+
glMultiTexCoord4sv
Underground Regions
+
glSampleCoverage
Unnamed
+
glBlendColor
female
+
glBlendEquation
male
+
glBlendFuncSeparate
, force
+
glFogCoordPointer
: export network map.
+
glFogCoordd
Codices, Scrolls, Etc.
+
glFogCoorddv
Civilizations and Other Entities
+
glFogCoordf
: export religion map.
+
glFogCoordfv
Counting House
+
glMultiDrawArrays
Keep
+
glMultiDrawElements
Dark Tower
+
glPointParameterf
Underworld Spire
+
glPointParameterfv
Market
+
glPointParameteri
Dungeon
+
glPointParameteriv
Sewers
+
glSecondaryColor3b
Catacombs
+
glSecondaryColor3bv
Slain
+
glSecondaryColor3d
a wound
+
glSecondaryColor3dv
wounds
+
glSecondaryColor3f
Subdued
+
glSecondaryColor3fv
Fled
+
glSecondaryColor3i
yet emerged
+
glSecondaryColor3iv
victorious
+
glSecondaryColor3s
Victorious
+
glSecondaryColor3sv
yet
+
glSecondaryColor3ub
drove forward
+
glSecondaryColor3ubv
Drove forward
+
glSecondaryColor3ui
and was
+
glSecondaryColor3uiv
repelled
+
glSecondaryColor3us
Repelled
+
glSecondaryColor3usv
stood fast
+
glSecondaryColorPointer
Stood fast
+
glWindowPos2d
beaten back
+
glWindowPos2dv
Beaten back
+
glWindowPos2f
Unnamed underground area
+
glWindowPos2fv
Unnamed Underworld area
+
glWindowPos2i
Populations
+
glWindowPos2iv
: Filter on string
+
glWindowPos2s
: Done filtering.
+
glWindowPos2sv
: civ/site
+
glWindowPos3d
to change year.
+
glWindowPos3dv
: view top event
+
glWindowPos3f
: toggle territories. 
+
glWindowPos3fv
: select an option. 
+
glWindowPos3i
: done. 
+
glWindowPos3iv
: export current map. 
+
glWindowPos3s
: show only important events. 
+
glWindowPos3sv
: show all events. 
+
glBeginQuery
: back to age. 
+
glBindBuffer
: XML dump (incomplete)
+
glBufferData
: export site map.
+
glBufferSubData
: export map/gen info.
+
glDeleteBuffers
: export detailed map.
+
glDeleteQueries
has been disturbed.
+
glEndQuery
group of
+
glGenBuffers
Many
+
glGenQueries
have been disturbed.
+
glGetBufferParameteriv
swarm of
+
glGetBufferPointerv
its way out of confinement!
+
glGetBufferSubData
A kidnapper has made off with
+
glGetQueryObjectiv
has stolen
+
glGetQueryObjectuiv
A thief has stolen
+
glGetQueryiv
[INITIAL_LOAD]
+
glIsBuffer
item
+
glIsQuery
in the wilds
+
glMapBuffer
Slayer
+
glUnmapBuffer
Unknown creature
+
glAttachShader
kill
+
glBindAttribLocation
rotten
+
glBlendEquationSeparate
material
+
glCompileShader
partial
+
glCreateProgram
skeleton
+
glCreateShader
partial remains
+
glDeleteProgram
mutilated
+
glDeleteShader
corpse
+
glDetachShader
mangled
+
glDisableVertexAttribArray
icicle
+
glDrawBuffers
your
+
glEnableVertexAttribArray
TALLOW
+
glGetActiveAttrib
It is made from
+
glGetActiveUniform
well-crafted
+
glGetAttachedShaders
finely-crafted
+
glGetAttribLocation
superior quality
+
glGetProgramInfoLog
exceptional
+
glGetProgramiv
woven by
+
glGetShaderInfoLog
The thread is
+
glGetShaderSource
well-
+
glGetShaderiv
finely
+
glGetUniformLocation
superbly
+
glGetUniformfv
exceptionally
+
glGetUniformiv
masterfully
+
glGetVertexAttribPointerv
colored
+
glGetVertexAttribdv
Coin
+
glGetVertexAttribfv
Bar/Block
+
glGetVertexAttribiv
Finished Goods
+
glIsProgram
Bin
+
glIsShader
(copy)
+
glLinkProgram
Seed
+
glShaderSource
Cheese
+
glStencilFuncSeparate
Spice
+
glStencilMaskSeparate
Mill
+
glStencilOpSeparate
Rendered Fat
+
glUniform1f
Paste
+
glUniform1fv
Barrel
+
glUniform1i
NULL inventory pointer on load
+
glUniform1iv
NULL inventory item on load: id #
+
glUniform2f
rapidly shifts between topics
+
glUniform2fv
moves quickly from subject to subject
+
glUniform2i
takes frequent interesting tangents
+
glUniform2iv
hopelessly meanders
+
glUniform3f
meanders somewhat
+
glUniform3fv
gets off track from time to time
+
glUniform3i
bubbles over with cheerfulness
+
glUniform3iv
is quite cheerful
+
glUniform4f
is fairly cheerful
+
glUniform4fv
overflows with sadness
+
glUniform4i
is depressing
+
glUniform4iv
has a touch of melancholy
+
glUniformMatrix2fv
is thoroughly organized
+
glUniformMatrix3fv
is clearly organized
+
glUniformMatrix4fv
is organized
+
glUseProgram
is thoroughly mechanical
+
glValidateProgram
is very rigid
+
glVertexAttrib1d
is a bit stiff
+
glVertexAttrib1dv
is completely serious
+
glVertexAttrib1f
has a very serious tone
+
glVertexAttrib1fv
is reasonably serious
+
glVertexAttrib1s
artfully flashes through seemingly disjoint topics
+
glVertexAttrib1sv
breaks sharply between topics with regularity
+
glVertexAttrib2d
has some particularly crisp changes in topic
+
glVertexAttrib2dv
is utterly disjointed
+
glVertexAttrib2f
skips around a lot
+
glVertexAttrib2fv
occasionally changes topic abruptly
+
glVertexAttrib2s
uses only artful words and phrases selected with care
+
glVertexAttrib2sv
is throughout ornate and refined
+
glVertexAttrib3d
has rare but particularly exquisite turns of phrase
+
glVertexAttrib3dv
is excessively ornate
+
glVertexAttrib3f
is quite florid
+
glVertexAttrib3fv
is somewhat showy
+
glVertexAttrib3s
drives forward relentlessly
+
glVertexAttrib3sv
is full of force
+
glVertexAttrib4Nbv
is forceful
+
glVertexAttrib4Niv
is a comedy treasure trove
+
glVertexAttrib4Nsv
is quite humorous
+
glVertexAttrib4Nub
has a touch of humor
+
glVertexAttrib4Nubv
is littered with terrible jokes inartfully told
+
glVertexAttrib4Nuiv
has poorly-executed humor
+
glVertexAttrib4Nusv
tries and fails to be funny at times
+
glVertexAttrib4bv
is artfully suffused with what would otherwise be childish and immature material
+
glVertexAttrib4d
contains a deft use throughout of what might be considered immature material
+
glVertexAttrib4dv
manages an artful inclusion here and there of childish material
+
glVertexAttrib4f
is absolutely puerile
+
glVertexAttrib4fv
is very childish
+
glVertexAttrib4iv
is a bit immature
+
glVertexAttrib4s
indulges the author's every whim
+
glVertexAttrib4sv
artfully indulges the author's fancies
+
glVertexAttrib4ubv
contains some asides related to the author's preferences
+
glVertexAttrib4uiv
is stunningly self-indulgent
+
glVertexAttrib4usv
is quite self-indulgent
+
glVertexAttribPointer
is somewhat self-indulgent
+
glUniformMatrix2x3fv
could only have been produced by a merciful spirit
+
glUniformMatrix2x4fv
is quite touching
+
glUniformMatrix3x2fv
shows a hint of tenderness
+
glUniformMatrix3x4fv
is clear evidence of a compassionate being
+
glUniformMatrix4x2fv
is very compassionate
+
glUniformMatrix4x3fv
gives a feeling of compassion here and there
+
glBeginConditionalRender
is as vicious as can be
+
glBeginTransformFeedback
is quite cruel
+
glBindFragDataLocation
has a hint of viciousness to it
+
glClampColor
is a monument to concision
+
glClearBufferfi
is very concise
+
glClearBufferfv
is fairly crisp
+
glClearBufferiv
is a pit of bitter scorn
+
glClearBufferuiv
is quite mocking in tone
+
glColorMaski
contains the occasional biting remark
+
glDisablei
is a reservoir of amusingly clever quips
+
glEnablei
is refreshingly witty
+
glEndConditionalRender
has its moments of cleverness
+
glEndTransformFeedback
is an awe-inspiring wild rant
+
glGetBooleani_v
careens forward as a rant
+
glGetFragDataLocation
tumbles out almost as a rant at times
+
glGetStringi
is a completely unhinged rant
+
glGetTexParameterIiv
is a rant more or less
+
glGetTexParameterIuiv
descends to a rant in places
+
glGetTransformFeedbackVarying
It asks the question, "What if
+
glGetUniformuiv
had unfolded differently?" 
+
glGetVertexAttribIiv
It concerns the lineage of
+
glGetVertexAttribIuiv
It concerns
+
glIsEnabledi
The work has no particular subject. 
+
glTexParameterIiv
The writing conveys a moral lesson regarding
+
glTexParameterIuiv
The overall text emphasizes
+
glTransformFeedbackVaryings
For lyrics, the composer has selected
+
glUniform1ui
For musical accompaniment, the choreographer has selected
+
glUniform1uiv
The writing
+
glUniform2ui
yet it
+
glUniform2uiv
and it
+
glUniform3ui
Overall, the information is compiled masterfully
+
glUniform3uiv
Overall, the splendid source of information
+
glUniform4ui
Overall, this is a great source of information
+
glUniform4uiv
Overall, this is a good source of information
+
glVertexAttribI1i
Overall, the information is not compiled very well
+
glVertexAttribI1iv
Overall, this is a terrible compilation of information
+
glVertexAttribI1ui
Overall, the poetry is masterful
+
glVertexAttribI1uiv
Overall, the poetry is inspired
+
glVertexAttribI2i
Overall, the poetry is great
+
glVertexAttribI2iv
Overall, the poetry is passable
+
glVertexAttribI2ui
Overall, the poetry is not awful, but not very good either
+
glVertexAttribI2uiv
Overall, the poetry is very, very bad
+
glVertexAttribI3i
Overall, the composition is masterful
+
glVertexAttribI3iv
Overall, the composition is inspired
+
glVertexAttribI3ui
Overall, the composition is great
+
glVertexAttribI3uiv
Overall, the composition is passable
+
glVertexAttribI4bv
Overall, the composition is not awful, but not very good either
+
glVertexAttribI4i
Overall, the composition is atrocious
+
glVertexAttribI4iv
Overall, the choreography is masterful
+
glVertexAttribI4sv
Overall, the choreography is inspired
+
glVertexAttribI4ubv
Overall, the choreography is great
+
glVertexAttribI4ui
Overall, the choreography is passable
+
glVertexAttribI4uiv
Overall, the choreography is not awful, but not very good either
+
glVertexAttribI4usv
Overall, the choreography is just terrible
+
glVertexAttribIPointer
Overall, the prose is masterful
+
glDrawArraysInstanced
Overall, the prose is splendid
+
glDrawElementsInstanced
Overall, the prose is great
+
glPrimitiveRestartIndex
Overall, the prose is passable
+
glTexBuffer
Overall, the prose is not awful, but not very good either
+
glFramebufferTexture
Overall, the prose is amateurish at best
+
glGetBufferParameteri64v
The work has a single chapter. 
+
glGetInteger64i_v
The work has
+
glVertexAttribDivisor
chapters. 
+
glBlendEquationSeparatei
chapter
+
glBlendEquationi
covers
+
glBlendFuncSeparatei
Written on the item is
+
glBlendFunci
There used to be writing on the item. 
+
glMinSampleShading
an untitled
+
glTbufferMask3DFX
chronicle
+
glDebugMessageCallbackAMD
short story
+
glDebugMessageEnableAMD
novel
+
glDebugMessageInsertAMD
biography
+
glGetDebugMessageLogAMD
autobiography
+
glBlendEquationIndexedAMD
poem
+
glBlendEquationSeparateIndexedAMD
letter
+
glBlendFuncIndexedAMD
musical composition
+
glBlendFuncSeparateIndexedAMD
choreography
+
glDeleteNamesAMD
treatise on technological evolution
+
glGenNamesAMD
dictionary
+
glIsNameAMD
star chart
+
glBeginPerfMonitorAMD
star catalogue
+
glDeletePerfMonitorsAMD
atlas
+
glEndPerfMonitorAMD
entitled
+
glGenPerfMonitorsAMD
, authored by
+
glGetPerfMonitorCounterDataAMD
The written portion consists of
+
glGetPerfMonitorCounterInfoAMD
page
+
glGetPerfMonitorCounterStringAMD
nothing.
+
glGetPerfMonitorCountersAMD
untitled
+
glGetPerfMonitorGroupStringAMD
shared
+
glGetPerfMonitorGroupsAMD
aquarium
+
glSelectPerfMonitorCountersAMD
gains possession of the
+
glTessellationFactorAMD
remains stuck in
+
glTessellationModeAMD
maintains possession of the
+
glDrawElementArrayAPPLE
You gain possession of the
+
glDrawRangeElementArrayAPPLE
remains stuck in your
+
glElementPointerAPPLE
You maintain possession of the
+
glMultiDrawElementArrayAPPLE
is torn from your
+
glMultiDrawRangeElementArrayAPPLE
You've lost possession of the
+
glDeleteFencesAPPLE
has been lost!
+
glFinishFenceAPPLE
In memory of
+
glFinishObjectAPPLE
/ Born
+
glGenFencesAPPLE
Went missing
+
glIsFenceAPPLE
in the year
+
glSetFenceAPPLE
Boiled
+
glTestFenceAPPLE
Melted
+
glTestObjectAPPLE
Condensed
+
glBufferParameteriAPPLE
Solidified
+
glFlushMappedBufferRangeAPPLE
Died in the heat
+
glGetObjectParameterivAPPLE
Encased in cooling lava
+
glObjectPurgeableAPPLE
Encased in cooling magma
+
glObjectUnpurgeableAPPLE
Encased in ice
+
glGetTexParameterPointervAPPLE
Froze to death
+
glTextureRangeAPPLE
Died in a cage
+
glBindVertexArrayAPPLE
Fell into a deep chasm
+
glDeleteVertexArraysAPPLE
Died peacefully
+
glGenVertexArraysAPPLE
Died in the dark
+
glIsVertexArrayAPPLE
Starved to death
+
glFlushVertexArrayRangeAPPLE
Died of thirst
+
glVertexArrayParameteriAPPLE
Drowned
+
glVertexArrayRangeAPPLE
Burned up in magma
+
glDisableVertexAttribAPPLE
Burned up in
+
glEnableVertexAttribAPPLE
dragon fire
+
glIsVertexAttribEnabledAPPLE
dragon fire
+
glMapVertexAttrib1dAPPLE
Burned to death by
+
glMapVertexAttrib1fAPPLE
fire
+
glMapVertexAttrib2dAPPLE
Burned to death by a
+
glMapVertexAttrib2fAPPLE
Burned to death
+
glBindFragDataLocationIndexed
Scalded to death
+
glGetFragDataIndex
Burned up in a magma mist
+
glClampColorARB
Crushed by a drawbridge
+
glCopyBufferSubData
Crushed under a collapsing ceiling
+
glDrawBuffersARB
Killed by falling rocks
+
glBlendEquationSeparateiARB
Shot and killed
+
glBlendEquationiARB
Bled to death
+
glBlendFuncSeparateiARB
Succumbed to infection
+
glBlendFunciARB
Suffocated
+
glDrawElementsBaseVertex
Hacked to pieces
+
glDrawElementsInstancedBaseVertex
Executed
+
glDrawRangeElementsBaseVertex
Beheaded
+
glMultiDrawElementsBaseVertex
Crucified
+
glDrawArraysIndirect
Buried alive
+
glDrawElementsIndirect
Left out in the air
+
glDrawArraysInstancedARB
Burned alive
+
glDrawElementsInstancedARB
Fed to beasts
+
glBindFramebuffer
Struck down
+
glBindRenderbuffer
Slaughtered
+
glBlitFramebuffer
Scuttled
+
glCheckFramebufferStatus
Drained of blood
+
glDeleteFramebuffers
Murdered
+
glDeleteRenderbuffers
Killed by a trap
+
glFramebufferRenderbuffer
Killed by a vehicle
+
glFramebufferTexture1D
Killed by a flying object
+
glFramebufferTexture2D
Vanished
+
glFramebufferTexture3D
Collapsed
+
glFramebufferTextureLayer
Put to rest
+
glGenFramebuffers
Died after colliding with an obstacle
+
glGenRenderbuffers
Impaled on spikes
+
glGenerateMipmap
Scared to death
+
glGetFramebufferAttachmentParameteriv
Leapt from a great height
+
glGetRenderbufferParameteriv
Died
+
glIsFramebuffer
Slayer of
+
glIsRenderbuffer
Slayer of
+
glRenderbufferStorage
Hunter of
+
glRenderbufferStorageMultisample
Loving
+
glFramebufferTextureARB
Devoted
+
glFramebufferTextureFaceARB
father and husband
+
glFramebufferTextureLayerARB
husband
+
glProgramParameteriARB
mother and wife
+
glGetUniformdv
mother
+
glProgramUniform1dEXT
parent and spouse
+
glProgramUniform1dvEXT
United with
+
glProgramUniform2dEXT
At one with
+
glProgramUniform2dvEXT
Lover of
+
glProgramUniform3dEXT
wood
+
glProgramUniform3dvEXT
fabric
+
glProgramUniform4dEXT
Admirer of
+
glProgramUniform4dvEXT
Friend of
+
glProgramUniformMatrix2dvEXT
The color
+
glProgramUniformMatrix2x3dvEXT
made
+
glProgramUniformMatrix2x4dvEXT
happy
+
glProgramUniformMatrix3dvEXT
This is
+
glProgramUniformMatrix3x2dvEXT
This is a stack of
+
glProgramUniformMatrix3x4dvEXT
bundles of
+
glProgramUniformMatrix4dvEXT
This is a bundle of
+
glProgramUniformMatrix4x2dvEXT
well-prepared
+
glProgramUniformMatrix4x3dvEXT
finely-prepared
+
glUniform1d
superiorly prepared
+
glUniform1dv
exceptional prepared
+
glUniform2d
masterfully prepared
+
glUniform2dv
superior quality
+
glUniform3d
exceptional
+
glUniform3dv
masterful
+
glUniform4d
created by an unknown artisan
+
glUniform4dv
All
+
glUniformMatrix2dv
ship is of the highest quality. 
+
glUniformMatrix2x3dv
It is sized for
+
glUniformMatrix2x4dv
The ingredients are
+
glUniformMatrix3dv
superiorly
+
glUniformMatrix3x2dv
minced
+
glUniformMatrix3x4dv
cooked
+
glUniformMatrix4dv
It is
+
glUniformMatrix4x2dv
encrusted with
+
glUniformMatrix4x3dv
studded with
+
glColorSubTable
decorated with
+
glColorTable
glazed with
+
glColorTableParameterfv
well-prepared
+
glColorTableParameteriv
finely-prepared
+
glConvolutionFilter1D
exceptionally prepared
+
glConvolutionFilter2D
masterfully prepared
+
glConvolutionParameterf
exceptionally worked
+
glConvolutionParameterfv
masterfully worked
+
glConvolutionParameteri
by an unknown artist
+
glConvolutionParameteriv
encircled with bands of
+
glCopyColorSubTable
are made from
+
glCopyColorTable
is made from
+
glCopyConvolutionFilter1D
The handle is made from
+
glCopyConvolutionFilter2D
The rollers are made from
+
glGetColorTable
This object
+
glGetColorTableParameterfv
is adorned with hanging rings of
+
glGetColorTableParameteriv
menaces with spikes of
+
glGetConvolutionFilter
On the faces of the object are
+
glGetConvolutionParameterfv
a series of
+
glGetConvolutionParameteriv
images and symbols
+
glGetHistogram
images
+
glGetHistogramParameterfv
words
+
glGetHistogramParameteriv
which you cannot read
+
glGetMinmax
symbols
+
glGetMinmaxParameterfv
dots
+
glGetMinmaxParameteriv
, ranging from
+
glGetSeparableFilter
numbers
+
glHistogram
The upward face is
+
glMinmax
There is writing on this item which you have not read.
+
glResetHistogram
There is writing on this item, but you cannot read.
+
glResetMinmax
The pages are blank.
+
glSeparableFilter2D
You have not read this book.
+
glVertexAttribDivisorARB
There is writing in the book, but you cannot read.
+
glFlushMappedBufferRange
The slab reads "
+
glMapBufferRange
There is writing on the slab, but you cannot read.
+
glCurrentPaletteMatrixARB
This object is showing some wear. 
+
glMatrixIndexPointerARB
This object is threadbare. 
+
glMatrixIndexubvARB
This object is in tatters. 
+
glMatrixIndexuivARB
This object is heavily worn. 
+
glMatrixIndexusvARB
This object is mangled. 
+
glSampleCoverageARB
null item load -- type:
+
glActiveTextureARB
NAME
+
glClientActiveTextureARB
LEVEL
+
glMultiTexCoord1dARB
CLASS
+
glMultiTexCoord1dvARB
ADJECTIVE
+
glMultiTexCoord1fARB
ARMORLEVEL
+
glMultiTexCoord1fvARB
UPSTEP
+
glMultiTexCoord1iARB
BLOCKCHANCE
+
glMultiTexCoord1ivARB
MATERIAL_SIZE
+
glMultiTexCoord1sARB
HARD_MAT
+
glMultiTexCoord1svARB
ATTACK_PREPARE_AND_RECOVER
+
glMultiTexCoord2dARB
GENERATED
+
glMultiTexCoord2dvARB
SOURCE_HFID
+
glMultiTexCoord2fARB
SOURCE_ENID
+
glMultiTexCoord2fvARB
Unrecognized Item Token:
+
glMultiTexCoord2iARB
SOFT
+
glMultiTexCoord2ivARB
HARD
+
glMultiTexCoord2sARB
METAL
+
glMultiTexCoord2svARB
BARRED
+
glMultiTexCoord3dARB
SCALED
+
glMultiTexCoord3dvARB
LEATHER
+
glMultiTexCoord3fARB
SHAPED
+
glMultiTexCoord3fvARB
CHAIN_METAL_TEXT
+
glMultiTexCoord3iARB
STRUCTURAL_ELASTICITY_WOVEN_THREAD
+
glMultiTexCoord3ivARB
STRUCTURAL_ELASTICITY_CHAIN_METAL
+
glMultiTexCoord3sARB
STRUCTURAL_ELASTICITY_CHAIN_ALL
+
glMultiTexCoord3svARB
LAYER_SIZE
+
glMultiTexCoord4dARB
LAYER_PERMIT
+
glMultiTexCoord4dvARB
LAYER
+
glMultiTexCoord4fARB
OVER
+
glMultiTexCoord4fvARB
UNDER
+
glMultiTexCoord4iARB
COVER
+
glMultiTexCoord4ivARB
COVERAGE
+
glMultiTexCoord4sARB
METAL_ARMOR_LEVELS
+
glMultiTexCoord4svARB
PREPLURAL
+
glBeginQueryARB
MATERIAL_PLACEHOLDER
+
glDeleteQueriesARB
LBSTEP
+
glEndQueryARB
UBSTEP
+
glGenQueriesARB
BOLT
+
glGetQueryObjectivARB
SIZE
+
glGetQueryObjectuivARB
WEIGHT
+
glGetQueryivARB
EDGE
+
glIsQueryARB
IS_SCREW
+
glPointParameterfARB
IS_SPIKE
+
glPointParameterfvARB
HITS
+
glProvokingVertex
SHOOT_MAXVEL
+
glMinSampleShadingARB
RANGED
+
glBindSampler
TWO_HANDED
+
glDeleteSamplers
MINIMUM_SIZE
+
glGenSamplers
CAN_STONE
+
glGetSamplerParameterIiv
TRAINING
+
glGetSamplerParameterIuiv
SHOOT_FORCE
+
glGetSamplerParameterfv
MUSIC_SKILL
+
glGetSamplerParameteriv
TIMBRE
+
glIsSampler
REGISTER
+
glSamplerParameterIiv
INDEFINITE_PITCH
+
glSamplerParameterIuiv
PLACED_AS_BUILDING
+
glSamplerParameterf
METAL_MAT
+
glSamplerParameterfv
STONE_MAT
+
glSamplerParameteri
WOOD_MAT
+
glSamplerParameteriv
GLASS_MAT
+
glAttachObjectARB
CERAMIC_MAT
+
glCompileShaderARB
SHELL_MAT
+
glCreateProgramObjectARB
BONE_MAT
+
glCreateShaderObjectARB
DOMINANT_MATERIAL_PIECE
+
glDeleteObjectARB
INSTRUMENT_PIECE
+
glDetachObjectARB
ALWAYS_PLURAL
+
glGetActiveUniformARB
ALWAYS_SINGULAR
+
glGetAttachedObjectsARB
: unrecognized INSTRUMENT PIECE tag
+
glGetHandleARB
: Did not find token following VALUE
+
glGetInfoLogARB
PITCH_RANGE
+
glGetObjectParameterfvARB
VOLUME_mB
+
glGetObjectParameterivARB
SOUND_PRODUCTION
+
glGetShaderSourceARB
SOUND_PRODUCTION missing part token
+
glGetUniformLocationARB
SOUND_PRODUCTION missing first part token
+
glGetUniformfvARB
SOUND_PRODUCTION missing second part token
+
glGetUniformivARB
PITCH_CHOICE
+
glLinkProgramARB
PITCH_CHOICE missing first part token
+
glShaderSourceARB
PITCH_CHOICE STOPPING_FRET missing second part token
+
glUniform1fARB
PITCH_CHOICE STOPPING_AGAINST_BODY missing second part token
+
glUniform1fvARB
PITCH_CHOICE PITCH_CHOICE_METHOD_FOOT_PEDALS missing second part token
+
glUniform1iARB
TUNING
+
glUniform1ivARB
[OBJECT:ITEM]
+
glUniform2fARB
[ITEM_
+
glUniform2fvARB
AMMO
+
glUniform2iARB
SHOES
+
glUniform2ivARB
FOOD
+
glUniform3fARB
SELF
+
glUniform3fvARB
did not find instrument piece
+
glUniform3iARB
, setting index to zero
+
glUniform3ivARB
did not find tool with index
+
glUniform4fARB
for instrument piece
+
glUniform4fvARB
ITEM_WEAPON
+
glUniform4iARB
ITEM_TOY
+
glUniform4ivARB
ITEM_TOOL
+
glUniformMatrix2fvARB
ITEM_INSTRUMENT
+
glUniformMatrix3fvARB
ITEM_TRAPCOMP
+
glUniformMatrix4fvARB
ITEM_ARMOR
+
glUseProgramObjectARB
ITEM_AMMO
+
glValidateProgramARB
ITEM_SIEGEAMMO
+
glGetActiveSubroutineName
ITEM_GLOVES
+
glGetActiveSubroutineUniformName
ITEM_SHOES
+
glGetActiveSubroutineUniformiv
ITEM_SHIELD
+
glGetProgramStageiv
ITEM_HELM
+
glGetSubroutineIndex
ITEM_PANTS
+
glGetSubroutineUniformLocation
ITEM_FOOD
+
glGetUniformSubroutineuiv
: Did not find token following NAME
+
glUniformSubroutinesuiv
: Did not find plural token following NAME
+
glCompileShaderIncludeARB
SHEET_MAT
+
glDeleteNamedStringARB
SOFT_MAT
+
glGetNamedStringARB
METAL_WEAPON_MAT
+
glGetNamedStringivARB
NO_DEFAULT_IMPROVEMENTS
+
glIsNamedStringARB
SHAPE_CATEGORY
+
glNamedStringARB
: Did not find token following SHAPE_CATEGORY
+
glClientWaitSync
USES_FACE_IMAGE_SET
+
glDeleteSync
NO_DEFAULT_JOB
+
glFenceSync
INCOMPLETE_ITEM
+
glGetInteger64v
UNIMPROVABLE
+
glGetSynciv
INVERTED_TILE
+
glIsSync
FURNITURE
+
glWaitSync
LEATHER_MAT
+
glPatchParameterfv
SILK_MAT
+
glPatchParameteri
THREAD_PLANT_MAT
+
glTexBufferARB
TILE
+
glCompressedTexImage1DARB
: Did not find token following TILE
+
glCompressedTexImage2DARB
TOOL_USE
+
glCompressedTexImage3DARB
: Did not find token following TOOL_USE
+
glCompressedTexSubImage1DARB
DEFAULT_IMPROVEMENT
+
glCompressedTexSubImage2DARB
CONTAINER_CAPACITY
+
glCompressedTexSubImage3DARB
Construct Building
+
glGetCompressedTexImageARB
Butcher an Animal
+
glGetMultisamplefv
Catch Live Fish
+
glSampleMaski
Catch Live Land Animal
+
glTexImage2DMultisample
Prepare a Raw Fish
+
glTexImage3DMultisample
Mill Plants
+
glGetQueryObjecti64v
Process Plants
+
glGetQueryObjectui64v
Milk
+
glQueryCounter
Animal
+
glBindTransformFeedback
Shear
+
glDeleteTransformFeedbacks
Spin Thread
+
glDrawTransformFeedback
Make Cheese
+
glGenTransformFeedbacks
Process Plants (Vial)
+
glIsTransformFeedback
Process Plants (Barrel)
+
glPauseTransformFeedback
Make Lye
+
glResumeTransformFeedback
Make Potash From Lye
+
glBeginQueryIndexed
Make Potash From Ash
+
glDrawTransformFeedbackStream
Prepare Easy Meal
+
glEndQueryIndexed
Prepare Fine Meal
+
glGetQueryIndexediv
Prepare Lavish Meal
+
glLoadTransposeMatrixdARB
Extract from Plants
+
glLoadTransposeMatrixfARB
Extract from Raw Fish
+
glMultTransposeMatrixdARB
Extract from Land Animal
+
glMultTransposeMatrixfARB
Handle
+
glBindBufferBase
a Large Animal
+
glBindBufferRange
Unchain Pet
+
glGetActiveUniformBlockName
Interrogate
+
glGetActiveUniformBlockiv
Subject
+
glGetActiveUniformName
Release
+
glGetActiveUniformsiv
Release Pet
+
glGetIntegeri_v
Release Small Creature
+
glGetUniformBlockIndex
Handle Small Creature
+
glGetUniformIndices
Recover Pet
+
glUniformBlockBinding
Cage
+
glBindVertexArray
Recover Wounded
+
glDeleteVertexArrays
Diagnose Patient
+
glGenVertexArrays
Immobilize Break
+
glIsVertexArray
Apply Cast
+
glVertexBlendARB
Bring Crutch
+
glWeightPointerARB
Dress Wound
+
glWeightbvARB
Clean Patient
+
glWeightdvARB
Suture
+
glWeightfvARB
Set Bone
+
glWeightivARB
Place In Traction
+
glWeightsvARB
Put Item on Display
+
glWeightubvARB
Cage Small Animal
+
glWeightuivARB
Pit/Pond
+
glWeightusvARB
Pit/Pond Small Animal
+
glBindBufferARB
Pen/Pasture
+
glBufferDataARB
Pen/Pasture Small Animal
+
glBufferSubDataARB
Drain Aquarium
+
glDeleteBuffersARB
Fill Aquarium
+
glGenBuffersARB
Fill Pond
+
glGetBufferParameterivARB
Give Water
+
glGetBufferPointervARB
Give Food
+
glGetBufferSubDataARB
Manage Work Orders
+
glIsBufferARB
Update Stockpile Records
+
glMapBufferARB
Trade at Depot
+
glUnmapBufferARB
Chain
+
glBindProgramARB
Put In Chains
+
glDeleteProgramsARB
Slaughter
+
glDisableVertexAttribArrayARB
Geld
+
glEnableVertexAttribArrayARB
Unchain
+
glGenProgramsARB
Tame
+
glGetProgramEnvParameterdvARB
Tame a Small Animal
+
glGetProgramEnvParameterfvARB
Figurine
+
glGetProgramLocalParameterdvARB
Amulet
+
glGetProgramLocalParameterfvARB
Scepter
+
glGetProgramStringARB
Crown
+
glGetProgramivARB
Ring
+
glGetVertexAttribPointervARB
Earring
+
glGetVertexAttribdvARB
Bracelet
+
glGetVertexAttribfvARB
Make Large
+
glGetVertexAttribivARB
Gem
+
glIsProgramARB
Mint
+
glProgramEnvParameter4dARB
Coins
+
glProgramEnvParameter4dvARB
Cut
+
glProgramEnvParameter4fARB
(Engrave Memorial)
+
glProgramEnvParameter4fvARB
Decorate With
+
glProgramLocalParameter4dARB
Stud With
+
glProgramLocalParameter4dvARB
Encrust
+
glProgramLocalParameter4fARB
With
+
glProgramLocalParameter4fvARB
Collect Sand
+
glProgramStringARB
Collect Clay
+
glVertexAttrib1dARB
Install Colony In Hive
+
glVertexAttrib1dvARB
Collect Hive Products
+
glVertexAttrib1fARB
Construct
+
glVertexAttrib1fvARB
Blocks
+
glVertexAttrib1sARB
Make Raw
+
glVertexAttrib1svARB
Portal
+
glVertexAttrib2dARB
Hatch Cover
+
glVertexAttrib2dvARB
Grate
+
glVertexAttrib2fARB
Construct Traction Bench
+
glVertexAttrib2fvARB
Splint
+
glVertexAttrib2sARB
Crutch
+
glVertexAttrib2svARB
Box
+
glVertexAttrib3dARB
Forge
+
glVertexAttrib3dvARB
Make Totem
+
glVertexAttrib3fARB
Terrarium
+
glVertexAttrib3fvARB
Cage
+
glVertexAttrib3sARB
Waterskin
+
glVertexAttrib3svARB
Vial
+
glVertexAttrib4NbvARB
Flask
+
glVertexAttrib4NivARB
Cup
+
glVertexAttrib4NsvARB
Mug
+
glVertexAttrib4NubARB
Toy
+
glVertexAttrib4NubvARB
Tube
+
glVertexAttrib4NuivARB
Pipe Section
+
glVertexAttrib4NusvARB
Bucket
+
glVertexAttrib4bvARB
Backpack
+
glVertexAttrib4dARB
Quiver
+
glVertexAttrib4dvARB
Bait Trap with
+
glVertexAttrib4fARB
Ballista Arrow Head
+
glVertexAttrib4fvARB
Assemble
+
glVertexAttrib4ivARB
Construct
+
glVertexAttrib4sARB
Catapult Parts
+
glVertexAttrib4svARB
Mechanisms
+
glVertexAttrib4ubvARB
Ballista Parts
+
glVertexAttrib4uivARB
Anvil
+
glVertexAttrib4usvARB
Bed
+
glVertexAttribPointerARB
Quern
+
glBindAttribLocationARB
Millstone
+
glGetActiveAttribARB
Train
+
glGetAttribLocationARB
to Hunt
+
glColorP3ui
Hunting Animal
+
glColorP3uiv
for War
+
glColorP4ui
War Animal
+
glColorP4uiv
Make Charcoal
+
glMultiTexCoordP1ui
Make Ash
+
glMultiTexCoordP1uiv
Reaction
+
glMultiTexCoordP2ui
Smelt
+
glMultiTexCoordP2uiv
Ore
+
glMultiTexCoordP3ui
Melt a Metal Object
+
glMultiTexCoordP3uiv
Extract Metal Strands
+
glMultiTexCoordP4ui
Dye Thread
+
glMultiTexCoordP4uiv
Dye Cloth
+
glNormalP3ui
Sew
+
glNormalP3uiv
Image
+
glSecondaryColorP3ui
Collect Webs
+
glSecondaryColorP3uiv
Weave Metal Cloth
+
glTexCoordP1ui
Weave Thread into Silk
+
glTexCoordP1uiv
Weave Yarn into Cloth
+
glTexCoordP2ui
Weave Thread into Cloth
+
glTexCoordP2uiv
(Dyed Only)
+
glTexCoordP3ui
Harvest Plants
+
glTexCoordP3uiv
Plant Seeds
+
glTexCoordP4ui
Fertilize Field
+
glTexCoordP4uiv
Pull the Lever
+
glVertexAttribP1ui
Link a Building to Trigger
+
glVertexAttribP1uiv
Carve Fortification
+
glVertexAttribP2ui
Detail Wall
+
glVertexAttribP2uiv
Detail Floor
+
glVertexAttribP3ui
Carve Track
+
glVertexAttribP3uiv
Remove Stairs/Ramps
+
glVertexAttribP4ui
Carve Upward Staircase
+
glVertexAttribP4uiv
Carve Downward Staircase
+
glVertexP2ui
Carve Up/Down Staircase
+
glVertexP2uiv
Carve Ramp
+
glVertexP3ui
Dig Channel
+
glVertexP3uiv
Fell Tree
+
glVertexP4ui
Gather Plants
+
glVertexP4uiv
Bring Item to Shop
+
glWindowPos2dARB
Bring Item to Depot
+
glWindowPos2dvARB
Get Provisions
+
glWindowPos2fARB
Clean Self
+
glWindowPos2fvARB
Fill Waterskin
+
glWindowPos2iARB
Sleep
+
glWindowPos2ivARB
Kidnap
+
glWindowPos2sARB
Cause Trouble
+
glWindowPos2svARB
No Activity
+
glWindowPos3dARB
Report Crime
+
glWindowPos3dvARB
Hunt
+
glWindowPos3fARB
Starting Fist Fight
+
glWindowPos3fvARB
Beat Criminal
+
glWindowPos3iARB
Place Track Vehicle
+
glWindowPos3ivARB
Push Track Vehicle
+
glWindowPos3sARB
Execute Criminal
+
glWindowPos3svARB
Hunt for Small Creature
+
glDrawBuffersATI
Collect Taxes
+
glDrawElementArrayATI
Guard Tax Collector
+
glDrawRangeElementArrayATI
Return Kill
+
glElementPointerATI
Go Shopping
+
glGetTexBumpParameterfvATI
Attend Party
+
glGetTexBumpParameterivATI
Store Owned Item
+
glTexBumpParameterfvATI
Place Item in Tomb
+
glTexBumpParameterivATI
Store Item in Stockpile
+
glAlphaFragmentOp1ATI
Store Item in Bag
+
glAlphaFragmentOp2ATI
Store Item in Barrel
+
glAlphaFragmentOp3ATI
Store Item in Bin
+
glBeginFragmentShaderATI
Store Item in Vehicle
+
glBindFragmentShaderATI
Store Weapon
+
glColorFragmentOp1ATI
Store Armor
+
glColorFragmentOp2ATI
Store Item in Hospital
+
glColorFragmentOp3ATI
Store Item in Location
+
glDeleteFragmentShaderATI
Pickup Equipment
+
glEndFragmentShaderATI
Dump Item
+
glGenFragmentShadersATI
Strange Mood
+
glPassTexCoordATI
Clean Trap
+
glSampleMapATI
Load Catapult
+
glSetFragmentShaderConstantATI
Load Ballista
+
glMapObjectBufferATI
Fire Catapult
+
glUnmapObjectBufferATI
Fire Ballista
+
glPNTrianglesfATI
Operate Pump
+
glPNTrianglesiATI
Load Cage Trap
+
glStencilFuncSeparateATI
Load Stone Trap
+
glStencilOpSeparateATI
Load Weapon Trap
+
glArrayObjectATI
Goblet
+
glFreeObjectBufferATI
Stop Bleeding
+
glGetArrayObjectfvATI
Repair Compound Fracture
+
glGetArrayObjectivATI
Remove Rotten Tissue
+
glGetObjectBufferfvATI
DOUBLE TAGGED ITEM:
+
glGetObjectBufferivATI
Impoverished Word Selector
+
glGetVariantArrayObjectfvATI
NOUN
+
glGetVariantArrayObjectivATI
ADJ_DIST
+
glIsObjectBufferATI
THE_NOUN_SING
+
glNewObjectBufferATI
THE_NOUN_PLUR
+
glUpdateObjectBufferATI
THE_COMPOUND_NOUN_SING
+
glVariantArrayObjectATI
THE_COMPOUND_NOUN_PLUR
+
glGetVertexAttribArrayObjectfvATI
THE_COMPOUND_ADJ
+
glGetVertexAttribArrayObjectivATI
OF_NOUN_SING
+
glVertexAttribArrayObjectATI
OF_NOUN_PLUR
+
glClientActiveVertexStreamATI
FRONT_COMPOUND_NOUN_SING
+
glNormalStream3bATI
FRONT_COMPOUND_NOUN_PLUR
+
glNormalStream3bvATI
REAR_COMPOUND_NOUN_SING
+
glNormalStream3dATI
REAR_COMPOUND_NOUN_PLUR
+
glNormalStream3dvATI
FRONT_COMPOUND_ADJ
+
glNormalStream3fATI
REAR_COMPOUND_ADJ
+
glNormalStream3fvATI
FRONT_COMPOUND_PREFIX
+
glNormalStream3iATI
THE_COMPOUND_PREFIX
+
glNormalStream3ivATI
STANDARD_VERB
+
glNormalStream3sATI
Unrecognized Word Token:
+
glNormalStream3svATI
S_WORD
+
glVertexBlendEnvfATI
Unrecognized Symbol Token:
+
glVertexBlendEnviATI
T_WORD
+
glVertexStream2dATI
Unrecognized Translation Token:
+
glVertexStream2dvATI
*** Error(s) finalizing the symbol
+
glVertexStream2fATI
Unrecognized word token:
+
glVertexStream2fvATI
language_layer
+
glVertexStream2iATI
[OBJECT:LANGUAGE]
+
glVertexStream2ivATI
[WORD:
+
glVertexStream2sATI
[SYMBOL:
+
glVertexStream2svATI
[TRANSLATION:
+
glVertexStream3dATI
WORD
+
glVertexStream3dvATI
SYMBOL
+
glVertexStream3fATI
*** Error(s) finalizing the translation
+
glVertexStream3fvATI
DEATH
+
glVertexStream3iATI
NAME_SWAMP
+
glVertexStream3ivATI
HOLY
+
glVertexStream3sATI
NEGATIVE
+
glVertexStream3svATI
NAME_DESERT
+
glVertexStream4dATI
NAME_OCEAN
+
glVertexStream4dvATI
NAME_GLACIER
+
glVertexStream4fATI
NAME_TUNDRA
+
glVertexStream4fvATI
NAME_GRASSLAND
+
glVertexStream4iATI
NAME_HILLS
+
glVertexStream4ivATI
NAME_REGION
+
glVertexStream4sATI
NAME_PEAK
+
glVertexStream4svATI
NAME_VOLCANO
+
glGetUniformBufferSizeEXT
NAME_ISLAND_SMALL
+
glGetUniformOffsetEXT
NAME_ISLAND
+
glUniformBufferEXT
NAME_CONTINENT
+
glBlendColorEXT
NAME_WAR
+
glBlendEquationSeparateEXT
NAME_BATTLE
+
glBlendFuncSeparateEXT
NAME_SIEGE
+
glBlendEquationEXT
NAME_ENTITY_MERCHANT_COMPANY
+
glColorSubTableEXT
NAME_BUILDING_LIBRARY
+
glCopyColorSubTableEXT
NAME_COMMON_RELIGION
+
glLockArraysEXT
NAME_BUILDING_TEMPLE
+
glUnlockArraysEXT
NAME_ROAD
+
glConvolutionFilter1DEXT
NAME_BRIDGE
+
glConvolutionFilter2DEXT
NAME_TUNNEL
+
glConvolutionParameterfEXT
NAME_WALL
+
glConvolutionParameterfvEXT
NAME_BUILDING_KEEP
+
glConvolutionParameteriEXT
NAME_BUILDING_TOMB
+
glConvolutionParameterivEXT
NAME_FESTIVAL
+
glCopyConvolutionFilter1DEXT
Machine node out of bounds on split
+
glCopyConvolutionFilter2DEXT
Failed to find machine node frontier on split
+
glGetConvolutionFilterEXT
Unreachable machine node on split
+
glGetConvolutionParameterfvEXT
CE_MATERIAL_FORCE_MULTIPLIER:
+
glGetConvolutionParameterivEXT
vomit
+
glGetSeparableFilterEXT
blood.
+
glSeparableFilter2DEXT
cough
+
glBinormalPointerEXT
coughs
+
glTangentPointerEXT
up blood.
+
glCopyTexImage1DEXT
SYN_INJECTED
+
glCopyTexImage2DEXT
SYN_NO_HOSPITAL
+
glCopyTexSubImage1DEXT
MOON_PHASE
+
glCopyTexSubImage2DEXT
ALCOHOLIC
+
glCopyTexSubImage3DEXT
CAVE_ADAPT
+
glCullParameterdvEXT
PARTIED_OUT
+
glCullParameterfvEXT
MILK_COUNTER
+
glDepthBoundsEXT
EGG_SPENT
+
glBindMultiTextureEXT
GROUNDED_ANIMAL_ANGER
+
glCheckNamedFramebufferStatusEXT
TIME_SINCE_SUCKED_BLOOD
+
glClientAttribDefaultEXT
DRINKING_BLOOD
+
glCompressedMultiTexImage1DEXT
Unrecognized Counter:
+
glCompressedMultiTexImage2DEXT
IMPLIES_ANIMAL_KILL
+
glCompressedMultiTexImage3DEXT
ALCOHOL_PLANT
+
glCompressedMultiTexSubImage1DEXT
ALCOHOL_CREATURE
+
glCompressedMultiTexSubImage2DEXT
CHEESE_PLANT
+
glCompressedMultiTexSubImage3DEXT
CHEESE_CREATURE
+
glCompressedTextureImage1DEXT
POWDER_MISC_PLANT
+
glCompressedTextureImage2DEXT
POWDER_MISC_CREATURE
+
glCompressedTextureImage3DEXT
STOCKPILE_GLOB
+
glCompressedTextureSubImage1DEXT
STOCKPILE_GLOB_SOLID
+
glCompressedTextureSubImage2DEXT
STOCKPILE_GLOB_PRESSED
+
glCompressedTextureSubImage3DEXT
LIQUID_MISC_PLANT
+
glCopyMultiTexImage1DEXT
LIQUID_MISC_CREATURE
+
glCopyMultiTexImage2DEXT
LIQUID_MISC_OTHER
+
glCopyMultiTexSubImage1DEXT
LIQUID_MISC
+
glCopyMultiTexSubImage2DEXT
STRUCTURAL_PLANT_MAT
+
glCopyMultiTexSubImage3DEXT
SEED_MAT
+
glCopyTextureImage1DEXT
STOCKPILE_PLANT_GROWTH
+
glCopyTextureImage2DEXT
BONE
+
glCopyTextureSubImage1DEXT
WOOD
+
glCopyTextureSubImage2DEXT
THREAD_PLANT
+
glCopyTextureSubImage3DEXT
TOOTH
+
glDisableClientStateIndexedEXT
HORN
+
glDisableClientStateiEXT
SHELL
+
glDisableVertexArrayAttribEXT
SILK
+
glDisableVertexArrayEXT
GENERATES_MIASMA
+
glEnableClientStateIndexedEXT
ROTS
+
glEnableClientStateiEXT
BLOOD_MAP_DESCRIPTOR
+
glEnableVertexArrayAttribEXT
ICHOR_MAP_DESCRIPTOR
+
glEnableVertexArrayEXT
GOO_MAP_DESCRIPTOR
+
glFlushMappedNamedBufferRangeEXT
SLIME_MAP_DESCRIPTOR
+
glFramebufferDrawBufferEXT
PUS_MAP_DESCRIPTOR
+
glFramebufferDrawBuffersEXT
SWEAT_MAP_DESCRIPTOR
+
glFramebufferReadBufferEXT
TEARS_MAP_DESCRIPTOR
+
glGenerateMultiTexMipmapEXT
SPIT_MAP_DESCRIPTOR
+
glGenerateTextureMipmapEXT
EVAPORATES
+
glGetCompressedMultiTexImageEXT
ENTERS_BLOOD
+
glGetCompressedTextureImageEXT
ALCOHOL
+
glGetDoubleIndexedvEXT
EDIBLE_VERMIN
+
glGetDoublei_vEXT
EDIBLE_RAW
+
glGetFloatIndexedvEXT
EDIBLE_COOKED
+
glGetFloati_vEXT
DO_NOT_CLEAN_GLOB
+
glGetFramebufferParameterivEXT
NO_STONE_STOCKPILE
+
glGetMultiTexEnvfvEXT
ITEMS_METAL
+
glGetMultiTexEnvivEXT
ITEMS_BARRED
+
glGetMultiTexGendvEXT
ITEMS_SCALED
+
glGetMultiTexGenfvEXT
ITEMS_LEATHER
+
glGetMultiTexGenivEXT
ITEMS_SOFT
+
glGetMultiTexImageEXT
ITEMS_HARD
+
glGetMultiTexLevelParameterfvEXT
IS_STONE
+
glGetMultiTexLevelParameterivEXT
IS_CERAMIC
+
glGetMultiTexParameterIivEXT
UNDIGGABLE
+
glGetMultiTexParameterIuivEXT
DISPLAY_UNGLAZED
+
glGetMultiTexParameterfvEXT
YARN
+
glGetMultiTexParameterivEXT
STOCKPILE_THREAD_METAL
+
glGetNamedBufferParameterivEXT
IS_METAL
+
glGetNamedBufferPointervEXT
IS_GLASS
+
glGetNamedBufferSubDataEXT
CRYSTAL_GLASSABLE
+
glGetNamedFramebufferAttachmentParameterivEXT
ITEMS_WEAPON
+
glGetNamedProgramLocalParameterIivEXT
ITEMS_WEAPON_RANGED
+
glGetNamedProgramLocalParameterIuivEXT
ITEMS_ANVIL
+
glGetNamedProgramLocalParameterdvEXT
ITEMS_AMMO
+
glGetNamedProgramLocalParameterfvEXT
ITEMS_DIGGER
+
glGetNamedProgramStringEXT
ITEMS_ARMOR
+
glGetNamedProgramivEXT
ITEMS_DELICATE
+
glGetNamedRenderbufferParameterivEXT
ITEMS_SIEGE_ENGINE
+
glGetPointerIndexedvEXT
ITEMS_QUERN
+
glGetPointeri_vEXT
STOCKPILE_GLOB_PASTE
+
glGetTextureImageEXT
PROB
+
glGetTextureLevelParameterfvEXT
LOCALIZED
+
glGetTextureLevelParameterivEXT
RESISTABLE
+
glGetTextureParameterIivEXT
ABRUPT
+
glGetTextureParameterIuivEXT
ABRUPT_START
+
glGetTextureParameterfvEXT
ABRUPT_END
+
glGetTextureParameterivEXT
SIZE_DELAYS
+
glGetVertexArrayIntegeri_vEXT
SIZE_DILUTES
+
glGetVertexArrayIntegervEXT
VASCULAR_ONLY
+
glGetVertexArrayPointeri_vEXT
MUSCULAR_ONLY
+
glGetVertexArrayPointervEXT
START
+
glMapNamedBufferEXT
PEAK
+
glMapNamedBufferRangeEXT
DWF_STRETCH
+
glMatrixFrustumEXT
data/speech/
+
glMatrixLoadIdentityEXT
Interaction Token not recognized :
+
glMatrixLoadTransposedEXT
*** Error(s) finalizing the material template
+
glMatrixLoadTransposefEXT
Unrecognized Color Token in Material Template:
+
glMatrixLoaddEXT
: Unrecognized Color Token in Material Template:
+
glMatrixLoadfEXT
rock
+
glMatrixMultTransposedEXT
magma
+
glMatrixMultTransposefEXT
boiling magma
+
glMatrixMultdEXT
GRAY
+
glMatrixMultfEXT
amber
+
glMatrixOrthoEXT
ground amber
+
glMatrixPopEXT
amber paste
+
glMatrixPushEXT
pressed amber
+
glMatrixRotatedEXT
coral
+
glMatrixRotatefEXT
ground coral
+
glMatrixScaledEXT
coral paste
+
glMatrixScalefEXT
pressed coral
+
glMatrixTranslatedEXT
WHITE
+
glMatrixTranslatefEXT
green glass
+
glMultiTexBufferEXT
ground green glass
+
glMultiTexCoordPointerEXT
green glass paste
+
glMultiTexEnvfEXT
pressed green glass
+
glMultiTexEnvfvEXT
molten green glass
+
glMultiTexEnviEXT
boiling green glass
+
glMultiTexEnvivEXT
DARK_GREEN
+
glMultiTexGendEXT
clear glass
+
glMultiTexGendvEXT
ground clear glass
+
glMultiTexGenfEXT
clear glass paste
+
glMultiTexGenfvEXT
pressed clear glass
+
glMultiTexGeniEXT
molten clear glass
+
glMultiTexGenivEXT
boiling clear glass
+
glMultiTexImage1DEXT
crystal glass
+
glMultiTexImage2DEXT
ground crystal glass
+
glMultiTexImage3DEXT
crystal glass paste
+
glMultiTexParameterIivEXT
pressed crystal glass
+
glMultiTexParameterIuivEXT
molten crystal glass
+
glMultiTexParameterfEXT
boiling crystal glass
+
glMultiTexParameterfvEXT
snow
+
glMultiTexParameteriEXT
slush
+
glMultiTexParameterivEXT
water
+
glMultiTexRenderbufferEXT
coal powder
+
glMultiTexSubImage1DEXT
coal slush
+
glMultiTexSubImage2DEXT
pressed coal
+
glMultiTexSubImage3DEXT
BLACK
+
glNamedBufferDataEXT
POTASH
+
glNamedBufferSubDataEXT
potash
+
glNamedCopyBufferSubDataEXT
potash slush
+
glNamedFramebufferRenderbufferEXT
pressed potash
+
glNamedFramebufferTexture1DEXT
ash paste
+
glNamedFramebufferTexture2DEXT
pressed ash
+
glNamedFramebufferTexture3DEXT
ASH_GLAZE
+
glNamedFramebufferTextureEXT
GLAZE_MAT
+
glNamedFramebufferTextureFaceEXT
pearlash
+
glNamedFramebufferTextureLayerEXT
pearlash paste
+
glNamedProgramLocalParameter4dEXT
pressed pearlash
+
glNamedProgramLocalParameter4dvEXT
frozen lye
+
glNamedProgramLocalParameter4fEXT
frozen lye powder
+
glNamedProgramLocalParameter4fvEXT
lye slush
+
glNamedProgramLocalParameterI4iEXT
boiling lye
+
glNamedProgramLocalParameterI4ivEXT
dirt
+
glNamedProgramLocalParameterI4uiEXT
pressed dirt
+
glNamedProgramLocalParameterI4uivEXT
BROWN
+
glNamedProgramLocalParameters4fvEXT
pressed vomit
+
glNamedProgramLocalParametersI4ivEXT
molten salt
+
glNamedProgramLocalParametersI4uivEXT
boiling salt
+
glNamedProgramStringEXT
FILTH_B
+
glNamedRenderbufferStorageEXT
filth
+
glNamedRenderbufferStorageMultisampleCoverageEXT
pressed filth
+
glNamedRenderbufferStorageMultisampleEXT
FILTH_Y
+
glProgramUniform1fEXT
frozen filth
+
glProgramUniform1fvEXT
frozen filth powder
+
glProgramUniform1iEXT
filth slush
+
glProgramUniform1ivEXT
boiling filth
+
glProgramUniform1uiEXT
YELLOW
+
glProgramUniform1uivEXT
UNKNOWN_SUBSTANCE
+
glProgramUniform2fEXT
unknown frozen substance
+
glProgramUniform2fvEXT
unknown frozen powder
+
glProgramUniform2iEXT
unknown slush
+
glProgramUniform2ivEXT
unknown substance
+
glProgramUniform2uiEXT
unknown boiling substance
+
glProgramUniform2uivEXT
grime
+
glProgramUniform3fEXT
grime paste
+
glProgramUniform3fvEXT
pressed grime
+
glProgramUniform3iEXT
CREATURE_1
+
glProgramUniform3ivEXT
unknown frozen creature substance
+
glProgramUniform3uiEXT
unknown frozen creature powder
+
glProgramUniform3uivEXT
unknown creature paste
+
glProgramUniform4fEXT
unknown pressed frozen creature substance
+
glProgramUniform4fvEXT
unknown creature substance
+
glProgramUniform4iEXT
unknown boiling creature substance
+
glProgramUniform4ivEXT
PLANT_1
+
glProgramUniform4uiEXT
unknown frozen plant substance
+
glProgramUniform4uivEXT
unknown frozen plant powder
+
glProgramUniformMatrix2fvEXT
unknown frozen plant paste
+
glProgramUniformMatrix2x3fvEXT
unknown pressed frozen plant substance
+
glProgramUniformMatrix2x4fvEXT
unknown plant substance
+
glProgramUniformMatrix3fvEXT
unknown boiling plant substance
+
glProgramUniformMatrix3x2fvEXT
Unrecognized Creature/Caste Token in Body Transformation Effect:
+
glProgramUniformMatrix3x4fvEXT
PAPER_SLURRY
+
glProgramUniformMatrix4fvEXT
TARGET
+
glProgramUniformMatrix4x2fvEXT
LINE_OF_SIGHT
+
glProgramUniformMatrix4x3fvEXT
TOUCHABLE
+
glPushClientAttribDefaultEXT
DISTURBER_ONLY
+
glTextureBufferEXT
SELF_ALLOWED
+
glTextureImage1DEXT
SELF_ONLY
+
glTextureImage2DEXT
Unrecognized CDI Target Token:
+
glTextureImage3DEXT
TARGET_RANGE
+
glTextureParameterIivEXT
LOCATION_HINT
+
glTextureParameterIuivEXT
USAGE_HINT
+
glTextureParameterfEXT
ADV_NAME
+
glTextureParameterfvEXT
MAX_TARGET_NUMBER
+
glTextureParameteriEXT
WAIT_PERIOD
+
glTextureParameterivEXT
VERBAL_SPEECH
+
glTextureRenderbufferEXT
CAN_BE_MUTUAL
+
glTextureSubImage1DEXT
VERBAL
+
glTextureSubImage2DEXT
FREE_ACTION
+
glTextureSubImage3DEXT
VERB
+
glUnmapNamedBufferEXT
VERB_REVERSE
+
glVertexArrayColorOffsetEXT
TARGET_VERB
+
glVertexArrayEdgeFlagOffsetEXT
BP_REQUIRED
+
glVertexArrayFogCoordOffsetEXT
FLOW
+
glVertexArrayIndexOffsetEXT
SYNDROME
+
glVertexArrayMultiTexCoordOffsetEXT
SYN_NAME
+
glVertexArrayNormalOffsetEXT
SYN_AFFECTED_CLASS
+
glVertexArraySecondaryColorOffsetEXT
SYN_IMMUNE_CLASS
+
glVertexArrayTexCoordOffsetEXT
SYN_AFFECTED_CREATURE
+
glVertexArrayVertexAttribIOffsetEXT
SYN_CLASS
+
glVertexArrayVertexAttribOffsetEXT
SYN_IDENTIFIER
+
glVertexArrayVertexOffsetEXT
SYN_IMMUNE_CREATURE
+
glColorMaskIndexedEXT
SYN_CONCENTRATION_ADDED
+
glDisableIndexedEXT
CE_REDUCE_PAIN
+
glEnableIndexedEXT
:BP missing body part group token
+
glGetBooleanIndexedvEXT
:BP missing body part token
+
glGetIntegerIndexedvEXT
:BP missing tissue token
+
glIsEnabledIndexedEXT
Unrecognized CE_REDUCE_PAIN token:
+
glDrawArraysInstancedEXT
CE_PAIN
+
glDrawElementsInstancedEXT
Unrecognized CE_PAIN token:
+
glDrawRangeElementsEXT
CE_REDUCE_SWELLING
+
glFogCoordPointerEXT
Unrecognized CE_REDUCE_SWELLING token:
+
glFogCoorddEXT
CE_CURE_INFECTION
+
glFogCoorddvEXT
Unrecognized CE_CURE_INFECTION token:
+
glFogCoordfEXT
CE_SWELLING
+
glFogCoordfvEXT
Unrecognized CE_SWELLING token:
+
glFragmentColorMaterialEXT
CE_HEAL_NERVES
+
glFragmentLightModelfEXT
Unrecognized CE_HEAL_NERVES token:
+
glFragmentLightModelfvEXT
CE_STOP_BLEEDING
+
glFragmentLightModeliEXT
Unrecognized CE_STOP_BLEEDING token:
+
glFragmentLightModelivEXT
CE_OOZING
+
glFragmentLightfEXT
Unrecognized CE_OOZING token:
+
glFragmentLightfvEXT
CE_BRUISING
+
glFragmentLightiEXT
Unrecognized CE_BRUISING token:
+
glFragmentLightivEXT
CE_CLOSE_OPEN_WOUNDS
+
glFragmentMaterialfEXT
Unrecognized CE_CLOSE_OPEN_WOUNDS token:
+
glFragmentMaterialfvEXT
CE_HEAL_TISSUES
+
glFragmentMaterialiEXT
Unrecognized CE_HEAL_TISSUES token:
+
glFragmentMaterialivEXT
CE_REGROW_PARTS
+
glGetFragmentLightfvEXT
Unrecognized CE_REGROW_PARTS token:
+
glGetFragmentLightivEXT
CE_BLISTERS
+
glGetFragmentMaterialfvEXT
Unrecognized CE_BLISTERS token:
+
glGetFragmentMaterialivEXT
CE_NUMBNESS
+
glLightEnviEXT
Unrecognized CE_NUMBNESS token:
+
glBlitFramebufferEXT
CE_REDUCE_PARALYSIS
+
glRenderbufferStorageMultisampleEXT
Unrecognized CE_REDUCE_PARALYSIS token:
+
glBindFramebufferEXT
CE_PARALYSIS
+
glBindRenderbufferEXT
Unrecognized CE_PARALYSIS token:
+
glCheckFramebufferStatusEXT
CE_REDUCE_FEVER
+
glDeleteFramebuffersEXT
Unrecognized CE_REDUCE_FEVER token:
+
glDeleteRenderbuffersEXT
Unrecognized CE_FEVER token:
+
glFramebufferRenderbufferEXT
CE_BLEEDING
+
glFramebufferTexture1DEXT
Unrecognized CE_BLEEDING token:
+
glFramebufferTexture2DEXT
CE_COUGH_BLOOD
+
glFramebufferTexture3DEXT
Unrecognized CE_COUGH_BLOOD token:
+
glGenFramebuffersEXT
CE_VOMIT_BLOOD
+
glGenRenderbuffersEXT
Unrecognized CE_VOMIT_BLOOD token:
+
glGenerateMipmapEXT
CE_REDUCE_NAUSEA
+
glGetFramebufferAttachmentParameterivEXT
Unrecognized CE_REDUCE_NAUSEA token:
+
glGetRenderbufferParameterivEXT
CE_NAUSEA
+
glIsFramebufferEXT
Unrecognized CE_NAUSEA token:
+
glIsRenderbufferEXT
CE_UNCONSCIOUSNESS
+
glRenderbufferStorageEXT
Unrecognized CE_UNCONSCIOUSNESS token:
+
glFramebufferTextureEXT
CE_NECROSIS
+
glFramebufferTextureFaceEXT
Unrecognized CE_NECROSIS token:
+
glFramebufferTextureLayerEXT
Unrecognized CE_IMPAIR_FUNCTION token:
+
glProgramParameteriEXT
CE_DROWSINESS
+
glProgramEnvParameters4fvEXT
Unrecognized CE_DROWSINESS token:
+
glProgramLocalParameters4fvEXT
CE_REDUCE_DIZZINESS
+
glBindFragDataLocationEXT
Unrecognized CE_REDUCE_DIZZINESS token:
+
glGetFragDataLocationEXT
CE_DIZZINESS
+
glGetUniformuivEXT
Unrecognized CE_DIZZINESS token:
+
glGetVertexAttribIivEXT
CE_SPECIAL_ATTACK_INTERACTION
+
glGetVertexAttribIuivEXT
:INTERACTION missing token
+
glUniform1uiEXT
Unrecognized CE_SPECIAL_ATTACK_INTERACTION token:
+
glUniform1uivEXT
CE_ADD_TAG
+
glUniform2uiEXT
EXTRAVISION
+
glUniform2uivEXT
OPPOSED_TO_LIFE
+
glUniform3uiEXT
NOEXERT
+
glUniform3uivEXT
CRAZED
+
glUniform4uiEXT
NOBREATHE
+
glUniform4uivEXT
NOSTUN
+
glVertexAttribI1iEXT
NOFEAR
+
glVertexAttribI1ivEXT
NO_DRINK
+
glVertexAttribI1uiEXT
NOTHOUGHT
+
glVertexAttribI1uivEXT
NO_AGING
+
glVertexAttribI2iEXT
FIT_FOR_RESURRECTION
+
glVertexAttribI2ivEXT
Unsupported CE add tag:
+
glVertexAttribI2uiEXT
CE_REMOVE_TAG
+
glVertexAttribI2uivEXT
Unsupported CE remove tag:
+
glVertexAttribI3iEXT
CE_DISPLAY_TILE
+
glVertexAttribI3ivEXT
CAN_BE_HIDDEN
+
glVertexAttribI3uiEXT
Unrecognized CE_DISPLAY_TILE token:
+
glVertexAttribI3uivEXT
CE_DISPLAY_NAME
+
glVertexAttribI4bvEXT
Unrecognized CE_DISPLAY_NAME token:
+
glVertexAttribI4iEXT
CE_FLASH_TILE
+
glVertexAttribI4ivEXT
Unrecognized CE_FLASH_TILE token:
+
glVertexAttribI4svEXT
CE_PHYS_ATT_CHANGE
+
glVertexAttribI4ubvEXT
Unrecognized CE_PHYS_ATT_CHANGE token:
+
glVertexAttribI4uiEXT
CE_MENT_ATT_CHANGE
+
glVertexAttribI4uivEXT
Unrecognized CE_MENT_ATT_CHANGE token:
+
glVertexAttribI4usvEXT
CE_BODY_APPEARANCE_MODIFIER
+
glVertexAttribIPointerEXT
APPEARANCE_MODIFIER
+
glGetHistogramEXT
Unrecognized CE_BODY_APPEARANCE_MODIFIER token:
+
glGetHistogramParameterfvEXT
CE_BP_APPEARANCE_MODIFIER
+
glGetHistogramParameterivEXT
RESERVED_WHOLE_PART
+
glGetMinmaxEXT
Unrecognized CE_BP_APPEARANCE_MODIFIER token:
+
glGetMinmaxParameterfvEXT
CE_MATERIAL_FORCE_MULTIPLIER
+
glGetMinmaxParameterivEXT
MAT_MULT
+
glHistogramEXT
Unrecognized CE_MATERIAL_FORCE_MULTIPLIER token:
+
glMinmaxEXT
CE_SPEED_CHANGE
+
glResetHistogramEXT
SPEED_PERC
+
glResetMinmaxEXT
SPEED_ADD
+
glIndexFuncEXT
Unrecognized CE_SPEED_CHANGE token:
+
glIndexMaterialEXT
CE_BODY_MAT_INTERACTION
+
glApplyTextureEXT
MAT_TOKEN
+
glTextureLightEXT
Unrecognized CE_BODY_MAT_INTERACTION token:
+
glTextureMaterialEXT
CE_SENSE_CREATURE_CLASS
+
glMultiDrawArraysEXT
Unrecognized CE_SENSE_CREATURE_CLASS token:
+
glMultiDrawElementsEXT
CE_CAN_DO_INTERACTION
+
glSampleMaskEXT
Unrecognized CE_CAN_DO_INTERACTION token:
+
glSamplePatternEXT
CE_BODY_TRANSFORMATION
+
glColorTableEXT
Unrecognized CE_BODY_TRANSFORMATION token:
+
glGetColorTableEXT
CE_FEEL_EMOTION
+
glGetColorTableParameterfvEXT
EMOTION
+
glGetColorTableParameterivEXT
Unrecognized CE_FEEL_EMOTION token:
+
glGetPixelTransformParameterfvEXT
CE_CHANGE_PERSONALITY
+
glGetPixelTransformParameterivEXT
FACET
+
glPixelTransformParameterfEXT
Unrecognized CE_CHANGE_PERSONALITY token:
+
glPixelTransformParameterfvEXT
CE_ERRATIC_BEHAVIOR
+
glPixelTransformParameteriEXT
Unrecognized CE_ERRATIC_BEHAVIOR token:
+
glPixelTransformParameterivEXT
CE_SKILL_ROLL_ADJUST
+
glPointParameterfEXT
PERC
+
glPointParameterfvEXT
PERC_ON
+
glPolygonOffsetEXT
Unrecognized CE_SKILL_ROLL_ADJUST token:
+
glProvokingVertexEXT
CDI token precedes any CAN_DO_INTERACTION tag
+
glBeginSceneEXT
SYNDROME_TAG
+
glEndSceneEXT
CREATURE_FLAG
+
glSecondaryColor3bEXT
FORBIDDEN_CREATURE_FLAG
+
glSecondaryColor3bvEXT
CREATURE_CASTE_FLAG
+
glSecondaryColor3dEXT
FORBIDDEN_CREATURE_CASTE_FLAG
+
glSecondaryColor3dvEXT
HAVE_FAST_EFFORTLESS_GAIT_SPEED
+
glSecondaryColor3fEXT
ALL_SLOW_EFFORTLESS_GAIT_SPEED
+
glSecondaryColor3fvEXT
PERIODIC
+
glSecondaryColor3iEXT
COUNTER_TRIGGER
+
glSecondaryColor3ivEXT
Unrecognized CE Token:
+
glSecondaryColor3sEXT
PARALYZEIMMUNE
+
glSecondaryColor3svEXT
PREFIX
+
glSecondaryColor3ubEXT
STONE_NAME
+
glSecondaryColor3ubvEXT
IS_GEM
+
glSecondaryColor3uiEXT
OVERWRITE_SOLID
+
glSecondaryColor3uivEXT
TEMP_DIET_INFO
+
glSecondaryColor3usEXT
BLOOD
+
glSecondaryColor3usvEXT
SLIME
+
glSecondaryColorPointerEXT
ICHOR
+
glActiveProgramEXT
FILTH
+
glCreateShaderProgramEXT
POWDER_DYE
+
glUseShaderProgramEXT
ITEM_SYMBOL
+
glBindImageTextureEXT
DISPLAY_COLOR
+
glMemoryBarrierEXT
BUILD_COLOR
+
glActiveStencilFaceEXT
TILE_COLOR
+
glTexSubImage1DEXT
BASIC_COLOR
+
glTexSubImage2DEXT
STATE_COLOR
+
glTexSubImage3DEXT
STATE_NAME
+
glTexImage3DEXT
STATE_NAME_ADJ
+
glTexBufferEXT
STATE_ADJ
+
glClearColorIiEXT
ABSORPTION
+
glClearColorIuiEXT
IMPACT_YIELD
+
glGetTexParameterIivEXT
IMPACT_FRACTURE
+
glGetTexParameterIuivEXT
IMPACT_ELASTICITY
+
glTexParameterIivEXT
IMPACT_STRAIN_AT_YIELD
+
glTexParameterIuivEXT
COMPRESSIVE_FRACTURE
+
glAreTexturesResidentEXT
COMPRESSIVE_ELASTICITY
+
glBindTextureEXT
COMPRESSIVE_STRAIN_AT_YIELD
+
glDeleteTexturesEXT
TENSILE_FRACTURE
+
glGenTexturesEXT
TENSILE_ELASTICITY
+
glIsTextureEXT
TENSILE_STRAIN_AT_YIELD
+
glPrioritizeTexturesEXT
TORSION_FRACTURE
+
glTextureNormalEXT
TORSION_ELASTICITY
+
glGetQueryObjecti64vEXT
TORSION_STRAIN_AT_YIELD
+
glGetQueryObjectui64vEXT
SHEAR_FRACTURE
+
glBeginTransformFeedbackEXT
SHEAR_ELASTICITY
+
glBindBufferBaseEXT
SHEAR_STRAIN_AT_YIELD
+
glBindBufferOffsetEXT
BENDING_FRACTURE
+
glBindBufferRangeEXT
BENDING_ELASTICITY
+
glEndTransformFeedbackEXT
BENDING_STRAIN_AT_YIELD
+
glGetTransformFeedbackVaryingEXT
MATERIAL_VALUE
+
glTransformFeedbackVaryingsEXT
MULTIPLY_VALUE
+
glArrayElementEXT
SPEC_HEAT
+
glColorPointerEXT
HEATDAM_POINT
+
glDrawArraysEXT
COLDDAM_POINT
+
glEdgeFlagPointerEXT
IGNITE_POINT
+
glGetPointervEXT
MELTING_POINT
+
glIndexPointerEXT
BOILING_POINT
+
glNormalPointerEXT
MAT_FIXED_TEMP
+
glTexCoordPointerEXT
IF_EXISTS_SET_HEATDAM_POINT
+
glVertexPointerEXT
IF_EXISTS_SET_COLDDAM_POINT
+
glGetVertexAttribLdvEXT
IF_EXISTS_SET_IGNITE_POINT
+
glVertexArrayVertexAttribLOffsetEXT
IF_EXISTS_SET_MELTING_POINT
+
glVertexAttribL1dEXT
IF_EXISTS_SET_BOILING_POINT
+
glVertexAttribL1dvEXT
IF_EXISTS_SET_MAT_FIXED_TEMP
+
glVertexAttribL2dEXT
SOLID_DENSITY
+
glVertexAttribL2dvEXT
LIQUID_DENSITY
+
glVertexAttribL3dEXT
MOLAR_MASS
+
glVertexAttribL3dvEXT
EXTRACT_STORAGE
+
glVertexAttribL4dEXT
BUTCHER_SPECIAL
+
glVertexAttribL4dvEXT
MEAT_NAME
+
glVertexAttribLPointerEXT
BLOCK_NAME
+
glBeginVertexShaderEXT
MATERIAL_REACTION_PRODUCT
+
glBindLightParameterEXT
ITEM_REACTION_PRODUCT
+
glBindMaterialParameterEXT
HARDENS_WITH_WATER
+
glBindParameterEXT
SOAP_LEVEL
+
glBindTexGenParameterEXT
COMPRESSIVE_YIELD
+
glBindTextureUnitParameterEXT
TENSILE_YIELD
+
glBindVertexShaderEXT
TORSION_YIELD
+
glDeleteVertexShaderEXT
SHEAR_YIELD
+
glDisableVariantClientStateEXT
BENDING_YIELD
+
glEnableVariantClientStateEXT
MAX_EDGE
+
glEndVertexShaderEXT
Unrecognized Material Template Token:
+
glExtractComponentEXT
inorganic_generated
+
glGenSymbolsEXT
[OBJECT:INORGANIC]
+
glGenVertexShadersEXT
plant_generated
+
glGetInvariantBooleanvEXT
[OBJECT:PLANT]
+
glGetInvariantFloatvEXT
[PLANT:
+
glGetInvariantIntegervEXT
: Smelt Ore Not Found, Token -
+
glGetLocalConstantBooleanvEXT
: Thread Metal Ore Not Found, Token -
+
glGetLocalConstantFloatvEXT
: Environment Spec Stone Not Found, Token -
+
glGetLocalConstantIntegervEXT
: Could not locate material template
+
glGetVariantBooleanvEXT
WAFERS
+
glGetVariantFloatvEXT
SPECIAL
+
glGetVariantIntegervEXT
DEEP_SPECIAL
+
glGetVariantPointervEXT
DIVINE
+
glInsertComponentEXT
THREAD_METAL
+
glIsVariantEnabledEXT
DEEP_SURFACE
+
glSetInvariantEXT
AQUIFER
+
glSetLocalConstantEXT
METAMORPHIC
+
glShaderOp1EXT
SEDIMENTARY
+
glShaderOp2EXT
SOIL
+
glShaderOp3EXT
SOIL_OCEAN
+
glSwizzleEXT
SOIL_SAND
+
glVariantPointerEXT
SEDIMENTARY_OCEAN_SHALLOW
+
glVariantbvEXT
SEDIMENTARY_OCEAN_DEEP
+
glVariantdvEXT
IGNEOUS_INTRUSIVE
+
glVariantfvEXT
IGNEOUS_EXTRUSIVE
+
glVariantivEXT
ENVIRONMENT
+
glVariantsvEXT
Missing Stone Environment Token:
+
glVariantubvEXT
Missing Stone Environment Inclusion Type Token:
+
glVariantuivEXT
Missing Frequency for Stone Environment:
+
glVariantusvEXT
ALL_STONE
+
glWriteMaskEXT
IGNEOUS_ALL
+
glVertexWeightPointerEXT
ALLUVIAL
+
glVertexWeightfEXT
Unrecognized Stone Environment Token:
+
glVertexWeightfvEXT
ENVIRONMENT_SPEC
+
glFrameTerminatorGREMEDY
Missing Stone Environment Spec Token:
+
glStringMarkerGREMEDY
Missing Stone Environment Spec Inclusion Type Token:
+
glGetImageTransformParameterfvHP
Missing Frequency for Stone Environment Spec:
+
glGetImageTransformParameterivHP
LAVA
+
glImageTransformParameterfHP
Unrecognized Inorganic Material Definition Token:
+
glImageTransformParameterfvHP
Sharp blades
+
glImageTransformParameteriHP
Extract
+
glImageTransformParameterivHP
strands
+
glMultiModeDrawArraysIBM
Ore of
+
glMultiModeDrawElementsIBM
MATERIAL
+
glColorPointerListIBM
GROWTH
+
glEdgeFlagPointerListIBM
GROWTH_ITEM
+
glFogCoordPointerListIBM
GROWTH_TRUNK_HEIGHT_PERC
+
glIndexPointerListIBM
GROWTH_TIMING
+
glNormalPointerListIBM
GROWTH_DROPS_OFF
+
glSecondaryColorPointerListIBM
GROWTH_DROPS_OFF_NO_CLOUD
+
glTexCoordPointerListIBM
GROWTH_HOST_TILE
+
glVertexPointerListIBM
BRANCHES
+
glColorPointervINTEL
LIGHT_BRANCHES
+
glNormalPointervINTEL
HEAVY_BRANCHES
+
glTexCoordPointervINTEL
DIRECTED_BRANCHES
+
glVertexPointervINTEL
ROOTS
+
glTexScissorFuncINTEL
TRUNK
+
glTexScissorINTEL
TWIGS
+
glBufferRegionEnabledEXT
ALL_BRANCHES
+
glDeleteBufferRegionEXT
BRANCHES_AND_TWIGS
+
glDrawBufferRegionEXT
LIGHT_BRANCHES_AND_TWIGS
+
glNewBufferRegionEXT
ALL_BRANCHES_AND_TWIGS
+
glReadBufferRegionEXT
SAPLING
+
glResizeBuffersMESA
ALL_BRANCHES_AND_TRUNK
+
glWindowPos2dMESA
HEAVY_BRANCHES_AND_TRUNK
+
glWindowPos2dvMESA
DIRECTED_BRANCHES_AND_TRUNK
+
glWindowPos2fMESA
GROWTH_DENSITY
+
glWindowPos2fvMESA
GROWTH_HAS_SEED
+
glWindowPos2iMESA
GROWTH_PRINT
+
glWindowPos2ivMESA
GROWTH_NAME
+
glWindowPos2sMESA
ALL_NAMES
+
glWindowPos2svMESA
TRUNK_PERIOD
+
glWindowPos3dMESA
HEAVY_BRANCH_DENSITY
+
glWindowPos3dvMESA
DIRECTED_BRANCH_DENSITY
+
glWindowPos3fMESA
LIGHT_BRANCH_DENSITY
+
glWindowPos3fvMESA
HEAVY_BRANCH_RADIUS
+
glWindowPos3iMESA
DIRECTED_BRANCH_RADIUS
+
glWindowPos3ivMESA
BRANCH_RADIUS
+
glWindowPos3sMESA
MAX_TRUNK_DIAMETER
+
glWindowPos3svMESA
TRUNK_WIDTH_PERIOD
+
glWindowPos4dMESA
CAP_PERIOD
+
glWindowPos4dvMESA
CAP_RADIUS
+
glWindowPos4fMESA
ROOT_DENSITY
+
glWindowPos4fvMESA
ROOT_RADIUS
+
glWindowPos4iMESA
STANDARD_TILE_NAMES
+
glWindowPos4ivMESA
trunk
+
glWindowPos4sMESA
roots
+
glWindowPos4svMESA
branches
+
glBeginConditionalRenderNV
twigs
+
glEndConditionalRenderNV
cap
+
glCopyImageSubDataNV
TRUNK_NAME
+
glClearDepthdNV
ROOT_NAME
+
glDepthBoundsdNV
ROOTS_NAME
+
glDepthRangedNV
LIGHT_BRANCHES_NAME
+
glEvalMapsNV
HEAVY_BRANCHES_NAME
+
glGetMapAttribParameterfvNV
TWIGS_NAME
+
glGetMapAttribParameterivNV
GRASS
+
glGetMapControlPointsNV
TREE_TILE
+
glGetMapParameterfvNV
DEAD_TREE_TILE
+
glGetMapParameterivNV
SAPLING_TILE
+
glMapControlPointsNV
DEAD_SAPLING_TILE
+
glMapParameterfvNV
TREE_COLOR
+
glMapParameterivNV
DEAD_TREE_COLOR
+
glGetMultisamplefvNV
SAPLING_COLOR
+
glSampleMaskIndexedNV
DEAD_SAPLING_COLOR
+
glTexRenderbufferNV
TREE_ROOT_SLOPING
+
glDeleteFencesNV
TREE_ROOTS
+
glFinishFenceNV
TREE_TRUNK_N
+
glGenFencesNV
TREE_TRUNK_E
+
glGetFenceivNV
TREE_TRUNK_NW
+
glIsFenceNV
TREE_TRUNK_NE
+
glSetFenceNV
TREE_TRUNK_SW
+
glTestFenceNV
TREE_TRUNK_SE
+
glGetProgramNamedParameterdvNV
TREE_TRUNK_BRANCH_N
+
glGetProgramNamedParameterfvNV
TREE_TRUNK_BRANCH_S
+
glProgramNamedParameter4dNV
TREE_TRUNK_BRANCH_E
+
glProgramNamedParameter4dvNV
TREE_TRUNK_BRANCH_W
+
glProgramNamedParameter4fNV
TREE_BRANCH_NS
+
glProgramNamedParameter4fvNV
TREE_BRANCH_NW
+
glRenderbufferStorageMultisampleCoverageNV
TREE_BRANCH_SW
+
glProgramVertexLimitNV
TREE_BRANCH_NSE
+
glProgramEnvParameterI4iNV
TREE_BRANCH_NSW
+
glProgramEnvParameterI4ivNV
TREE_BRANCH_NEW
+
glProgramEnvParameterI4uiNV
TREE_BRANCH_SEW
+
glProgramEnvParameterI4uivNV
TREE_BRANCH_NSEW
+
glProgramEnvParametersI4ivNV
TREE_TWIGS
+
glProgramEnvParametersI4uivNV
TREE_CAP_WALL_NE
+
glProgramLocalParameterI4iNV
TREE_CAP_WALL_SE
+
glProgramLocalParameterI4ivNV
TREE_ROOTS_DEAD
+
glProgramLocalParameterI4uiNV
TREE_TRUNK_PILLAR_DEAD
+
glProgramLocalParameterI4uivNV
TREE_TRUNK_NE_DEAD
+
glProgramLocalParametersI4ivNV
TREE_TRUNK_SE_DEAD
+
glProgramLocalParametersI4uivNV
TREE_TRUNK_BRANCH_S_DEAD
+
glGetUniformi64vNV
TREE_TRUNK_BRANCH_W_DEAD
+
glGetUniformui64vNV
TREE_BRANCH_NSW_DEAD
+
glProgramUniform1i64NV
TREE_BRANCH_SEW_DEAD
+
glProgramUniform1i64vNV
TREE_SMOOTH_BRANCHES_DEAD
+
glProgramUniform1ui64NV
TREE_TWIGS_DEAD
+
glProgramUniform1ui64vNV
TREE_CAP_RAMP_DEAD
+
glProgramUniform2i64NV
TREE_CAP_WALL_N_DEAD
+
glProgramUniform2i64vNV
TREE_CAP_WALL_E_DEAD
+
glProgramUniform2ui64NV
TREE_CAP_WALL_NW_DEAD
+
glProgramUniform2ui64vNV
TREE_CAP_WALL_NE_DEAD
+
glProgramUniform3i64NV
TREE_CAP_WALL_SW_DEAD
+
glProgramUniform3i64vNV
TREE_CAP_WALL_SE_DEAD
+
glProgramUniform3ui64NV
TREE_CAP_FLOOR1_DEAD
+
glProgramUniform3ui64vNV
TREE_CAP_FLOOR3_DEAD
+
glProgramUniform4i64NV
TREE_TRUNK_NSE
+
glProgramUniform4i64vNV
TREE_TRUNK_NEW
+
glProgramUniform4ui64NV
TREE_TRUNK_NS
+
glProgramUniform4ui64vNV
TREE_TRUNK_EW
+
glUniform1i64NV
TREE_TRUNK_NSEW
+
glUniform1i64vNV
TREE_TRUNK_INTERIOR
+
glUniform1ui64NV
TREE_TRUNK_NSE_DEAD
+
glUniform1ui64vNV
TREE_TRUNK_NSW_DEAD
+
glUniform2i64NV
TREE_TRUNK_NEW_DEAD
+
glUniform2i64vNV
TREE_TRUNK_SEW_DEAD
+
glUniform2ui64NV
TREE_TRUNK_NS_DEAD
+
glUniform2ui64vNV
TREE_TRUNK_NSEW_DEAD
+
glUniform3i64NV
SAPLING_DROWN_LEVEL
+
glUniform3i64vNV
TREE_DROWN_LEVEL
+
glUniform3ui64NV
GROWDUR
+
glUniform3ui64vNV
SUMMER
+
glUniform4i64NV
WINTER
+
glUniform4i64vNV
PICKED_TILE
+
glUniform4ui64NV
DEAD_PICKED_TILE
+
glUniform4ui64vNV
UNDERGROUND_DEPTH
+
glColor3hNV
GRASS_TILES
+
glColor3hvNV
ALT_PERIOD
+
glColor4hNV
ALT_GRASS_TILES
+
glColor4hvNV
GRASS_COLORS
+
glFogCoordhNV
TREE_HAS_MUSHROOM_CAP
+
glFogCoordhvNV
SHRUB_TILE
+
glMultiTexCoord1hNV
DEAD_SHRUB_TILE
+
glMultiTexCoord1hvNV
CLUSTERSIZE
+
glMultiTexCoord2hNV
PICKED_COLOR
+
glMultiTexCoord2hvNV
DEAD_PICKED_COLOR
+
glMultiTexCoord3hNV
SHRUB_COLOR
+
glMultiTexCoord3hvNV
DEAD_SHRUB_COLOR
+
glMultiTexCoord4hNV
BASIC_MAT
+
glMultiTexCoord4hvNV
MILL
+
glNormal3hNV
SHRUB_DROWN_LEVEL
+
glNormal3hvNV
TWIGS_SIDE_BRANCHES
+
glSecondaryColor3hNV
TWIGS_ABOVE_BRANCHES
+
glSecondaryColor3hvNV
TWIGS_BELOW_BRANCHES
+
glTexCoord1hNV
TWIGS_SIDE_HEAVY_BRANCHES
+
glTexCoord1hvNV
TWIGS_ABOVE_HEAVY_BRANCHES
+
glTexCoord2hNV
TWIGS_BELOW_HEAVY_BRANCHES
+
glTexCoord2hvNV
TWIGS_SIDE_TRUNK
+
glTexCoord3hNV
TWIGS_ABOVE_TRUNK
+
glTexCoord3hvNV
TWIGS_BELOW_TRUNK
+
glTexCoord4hNV
SEED
+
glTexCoord4hvNV
EXTRACT_STILL_VIAL
+
glVertex2hNV
EXTRACT_VIAL
+
glVertex2hvNV
EXTRACT_BARREL
+
glVertex3hNV
Unrecognized Plant Token:
+
glVertex3hvNV
BRANCH_DENSITY
+
glVertex4hNV
MAX_TRUNK_HEIGHT
+
glVertex4hvNV
LIGHT_BRANCH_RADIUS
+
glVertexAttrib1hNV
TRUNK_BRANCHING
+
glVertexAttrib1hvNV
BRANCHES_NAME
+
glVertexAttrib2hNV
DIRECTED_BRANCHES_NAME
+
glVertexAttrib2hvNV
CAP_NAME
+
glVertexAttrib3hNV
has dyed a masterpiece!
+
glVertexAttrib3hvNV
has become entangled in a hidden web!
+
glVertexAttrib4hNV
caught up in the web!
+
glVertexAttrib4hvNV
has cooked a masterpiece!
+
glVertexAttribs1hvNV
has been cursed
+
glVertexAttribs2hvNV
path not closed, attempting fix
+
glVertexAttribs3hvNV
path moved off track
+
glVertexAttribs4hvNV
path not closed, attempting to follow
+
glVertexWeighthNV
destroyed
+
glVertexWeighthvNV
toppled
+
glBeginOcclusionQueryNV
loop path fail:
+
glDeleteOcclusionQueriesNV
<same square>
+
glEndOcclusionQueryNV
<invalid start>
+
glGenOcclusionQueriesNV
<invalid goal>
+
glGetOcclusionQueryivNV
->
+
glGetOcclusionQueryuivNV
: Id #
+
glIsOcclusionQueryNV
:Path Goal
+
glProgramBufferParametersIivNV
:Station
+
glProgramBufferParametersIuivNV
You chop down the
+
glProgramBufferParametersfvNV
has claimed a
+
glFlushPixelDataRangeNV
has begun a mysterious construction!
+
glPixelDataRangeNV
Your mason has defaced a
+
glPointParameteriNV
Your engraver has carved a track through a
+
glPointParameterivNV
Duplicate inventory removed:
+
glGetVideoi64vNV
while in
+
glGetVideoivNV
conflict
+
glGetVideoui64vNV
experiencing trauma
+
glGetVideouivNV
seeing
+
glPresentFrameDualFillNV
somebody
+
glPresentFrameKeyedNV
die
+
glPrimitiveRestartIndexNV
somebody's
+
glPrimitiveRestartNV
dead body
+
glCombinerInputNV
the unexpected death of somebody
+
glCombinerOutputNV
somebody's death
+
glCombinerParameterfNV
while
+
glCombinerParameterfvNV
killing somebody
+
glCombinerParameteriNV
being reunited with a loved one
+
glCombinerParameterivNV
being caught sneaking
+
glFinalCombinerInputNV
when
+
glGetCombinerInputParameterfvNV
joining an existing conflict
+
glGetCombinerInputParameterivNV
giving a sermon
+
glGetCombinerOutputParameterfvNV
attending a sermon
+
glGetCombinerOutputParameterivNV
watching a performance
+
glGetFinalCombinerInputParameterfvNV
producing a masterwork
+
glGetFinalCombinerInputParameterivNV
creating an artifact
+
glCombinerStageParameterfvNV
upon
+
glGetCombinerStageParameterfvNV
improving
+
glGetBufferParameterui64vNV
mastering
+
glGetIntegerui64vNV
a break up
+
glGetNamedBufferParameterui64vNV
getting divorced
+
glIsBufferResidentNV
you were
+
glIsNamedBufferResidentNV
caught up in
+
glMakeBufferNonResidentNV
a new romance
+
glMakeBufferResidentNV
realizing
+
glMakeNamedBufferNonResidentNV
playing make believe
+
glMakeNamedBufferResidentNV
playing with
+
glProgramUniformui64NV
becoming a parent
+
glProgramUniformui64vNV
being near to a conflict
+
glUniformui64NV
an agreement was cancelled
+
glUniformui64vNV
joining a traveling group
+
glTextureBarrierNV
a site was controlled
+
glActiveVaryingNV
a tribute cancellation
+
glBeginTransformFeedbackNV
an incident
+
glBindBufferBaseNV
hearing a rumor
+
glBindBufferOffsetNV
leaving a performance troupe
+
glBindBufferRangeNV
being removed from a performance troupe
+
glEndTransformFeedbackNV
being removed from a military group
+
glGetActiveVaryingNV
when a stranger advanced with a weapon
+
glGetTransformFeedbackVaryingNV
seeing a stranger sneaking around
+
glGetVaryingLocationNV
witnessing a night creature drinking blood
+
glTransformFeedbackAttribsNV
petitioning for citizenship
+
glTransformFeedbackVaryingsNV
bringing up job scarcity in a meeting
+
glBindTransformFeedbackNV
making suggestions about work allocations
+
glDeleteTransformFeedbacksNV
requesting weapon production
+
glDrawTransformFeedbackNV
yelling at a priest
+
glGenTransformFeedbacksNV
crying on a priest
+
glIsTransformFeedbackNV
yelling at somebody in charge
+
glPauseTransformFeedbackNV
crying on somebody in charge
+
glResumeTransformFeedbackNV
telling somebody about being trapped here
+
glVDPAUFiniNV
being yelled at by an unhappy worshipper
+
glVDPAUGetSurfaceivNV
being cried on by an unhappy worshipper
+
glVDPAUInitNV
being yelled at by an unhappy citizen
+
glVDPAUIsSurfaceNV
being cried on by an unhappy citizen
+
glVDPAUMapSurfacesNV
hearing somebody was being prevented from leaving
+
glVDPAURegisterOutputSurfaceNV
viewing
+
glVDPAURegisterVideoSurfaceNV
in a personal museum
+
glVDPAUSurfaceAccessNV
near
+
glVDPAUUnmapSurfacesNV
own
+
glVDPAUUnregisterSurfaceNV
very fine
+
glFlushVertexArrayRangeNV
splendid
+
glVertexArrayRangeNV
wonderful
+
glGetVertexAttribLi64vNV
completely sublime
+
glGetVertexAttribLui64vNV
tastefully arranged
+
glVertexAttribL1i64NV
losing a pet
+
glVertexAttribL1i64vNV
throwing something
+
glVertexAttribL1ui64NV
being released from confinement
+
glVertexAttribL1ui64vNV
a miscarriage
+
glVertexAttribL2i64NV
spouse's miscarriage
+
glVertexAttribL2i64vNV
to be
+
glVertexAttribL2ui64NV
wearing old clothing
+
glVertexAttribL2ui64vNV
wearing tattered clothing
+
glVertexAttribL3i64NV
to have
+
glVertexAttribL3i64vNV
clothes rot off of
+
glVertexAttribL3ui64NV
being tormented in nightmares by a dead pet
+
glVertexAttribL3ui64vNV
being tormented in nightmares by a dead spouse
+
glVertexAttribL4i64NV
being tormented in nightmares by a dead lover
+
glVertexAttribL4i64vNV
being tormented in nightmares by a dead sibling
+
glVertexAttribL4ui64NV
being tormented in nightmares by
+
glVertexAttribL4ui64vNV
own dead mother
+
glVertexAttribLFormatNV
own dead father
+
glBufferAddressRangeNV
own dead child
+
glColorFormatNV
being tormented in nightmares by a dead animal training partner
+
glEdgeFlagFormatNV
being tormented in nightmares by a dead friend
+
glFogCoordFormatNV
being tormented in nightmares by a dead and still annoying acquaintance
+
glGetIntegerui64i_vNV
being tormented in nightmares by the dead
+
glIndexFormatNV
being
+
glNormalFormatNV
by a dead pet
+
glSecondaryColorFormatNV
by a dead spouse
+
glTexCoordFormatNV
by a dead lover
+
glVertexAttribFormatNV
by a dead sibling
+
glVertexAttribIFormatNV
by a dead animal training partner
+
glVertexFormatNV
by a dead friend
+
glAreProgramsResidentNV
by a dead and still annoying acquaintance
+
glBindProgramNV
by the dead
+
glDeleteProgramsNV
combat drills
+
glExecuteProgramNV
practicing at the archery target
+
glGenProgramsNV
a sparring session
+
glGetProgramParameterdvNV
being unable to petition for citizenship
+
glGetProgramParameterfvNV
being unable to find somebody to complain to about job scarcity
+
glGetProgramStringNV
being unable to make suggestions about work allocations
+
glGetProgramivNV
being unable to request weapon production
+
glGetTrackMatrixivNV
being unable to find a priest to complain to
+
glGetVertexAttribPointervNV
being unable to find a priest to cry on
+
glGetVertexAttribdvNV
being unable to find somebody in charge to yell at
+
glGetVertexAttribfvNV
being unable to find somebody in charge to cry on
+
glGetVertexAttribivNV
during
+
glIsProgramNV
long patrol duty
+
glLoadProgramNV
being nauseated by the sun
+
glProgramParameter4dNV
being out in the sunshine again
+
glProgramParameter4dvNV
drowsy
+
glProgramParameter4fNV
utterly sleep-deprived
+
glProgramParameter4fvNV
thirsty
+
glProgramParameters4dvNV
dehydrated
+
glProgramParameters4fvNV
starving
+
glRequestResidentProgramsNV
due to
+
glTrackMatrixNV
suffering a major injury
+
glVertexAttrib1dNV
suffering a minor injury
+
glVertexAttrib1dvNV
sleeping uneasily due to noise
+
glVertexAttrib1fNV
being disturbed during sleep by loud noises
+
glVertexAttrib1fvNV
loud noises made it impossible to sleep
+
glVertexAttrib1sNV
being able to rest and recuperate
+
glVertexAttrib1svNV
caught in the rain
+
glVertexAttrib2dNV
caught in a snow storm
+
glVertexAttrib2dvNV
retching on a miasma
+
glVertexAttrib2fNV
choking on smoke underground
+
glVertexAttrib2fvNV
being near to a waterfall
+
glVertexAttrib2sNV
choking on dust underground
+
glVertexAttrib2svNV
considering
+
glVertexAttrib3dNV
the state of demands
+
glVertexAttrib3dvNV
that a criminal could not be properly punished
+
glVertexAttrib3fNV
having
+
glVertexAttrib3fvNV
punishment reduced
+
glVertexAttrib3sNV
elected
+
glVertexAttrib3svNV
re-elected
+
glVertexAttrib4dNV
the establishment of a temple for
+
glVertexAttrib4dvNV
the acceptance of a petition for a temple for
+
glVertexAttrib4fNV
the establishment of a guildhall for
+
glVertexAttrib4fvNV
the acceptance of a petition for a guildhall for
+
glVertexAttrib4sNV
being granted residency
+
glVertexAttrib4svNV
being granted citizenship
+
glVertexAttrib4ubNV
being denied residency
+
glVertexAttrib4ubvNV
being denied citizenship
+
glVertexAttribPointerNV
having a request approved
+
glVertexAttribs1dvNV
having a request ignored
+
glVertexAttribs1fvNV
that nobody could be punished for a failure
+
glVertexAttribs1svNV
having
+
glVertexAttribs2dvNV
punishment delayed
+
glVertexAttribs2fvNV
the delayed punishment of a criminal
+
glVertexAttribs2svNV
the scarcity of cages and chains
+
glVertexAttribs3dvNV
having a mandate ignored
+
glVertexAttribs3fvNV
having a mandate deadline missed
+
glVertexAttribs3svNV
the lack of work last season
+
glVertexAttribs4dvNV
smashing up a building
+
glVertexAttribs4fvNV
toppling something over
+
glVertexAttribs4svNV
receiving a higher rank of nobility
+
glVertexAttribs4ubvNV
entering the nobility
+
glClearDepthfOES
being knocked out during a cave-in
+
glClipPlanefOES
a mandate deadline met
+
glDepthRangefOES
uncovered
+
glFrustumfOES
no shirt
+
glGetClipPlanefOES
being forced to eat a treasured pet to survive
+
glOrthofOES
being forced to eat a beloved creature to survive
+
glDetailTexFuncSGIS
being forced to eat vermin to survive
+
glGetDetailTexFuncSGIS
starting a fist fight
+
glFogFuncSGIS
punishing somebody with a beating
+
glGetFogFuncSGIS
being beaten
+
glSampleMaskSGIS
beating somebody with a hammer
+
glSamplePatternSGIS
being beaten with a hammer
+
glGetSharpenTexFuncSGIS
being unable to find a hammer
+
glSharpenTexFuncSGIS
eating the same old food
+
glTexImage4DSGIS
eating rotten food
+
glTexSubImage4DSGIS
putting on a
+
glGetTexFilterFuncSGIS
item
+
glTexFilterFuncSGIS
eating
+
glAsyncMarkerSGIX
a pretty decent meal
+
glDeleteAsyncMarkersSGIX
a fine dish
+
glFinishAsyncSGIX
a wonderful dish
+
glGenAsyncMarkersSGIX
a truly decadent dish
+
glIsAsyncMarkerSGIX
a legendary meal
+
glPollAsyncSGIX
a drink
+
glFlushRasterSGIX
a pretty decent drink
+
glTextureFogSGIX
a fine drink
+
glFragmentColorMaterialSGIX
a wonderful drink
+
glFragmentLightModelfSGIX
a truly decadent drink
+
glFragmentLightModelfvSGIX
a legendary drink
+
glFragmentLightModeliSGIX
not having enough chests
+
glFragmentLightModelivSGIX
not having enough cabinets
+
glFragmentLightfSGIX
not having enough weapon racks
+
glFragmentLightfvSGIX
not having enough armor stands
+
glFragmentLightiSGIX
a lesser's pretentious
+
glFragmentLightivSGIX
sleeping
+
glFragmentMaterialfSGIX
arrangements
+
glFragmentMaterialfvSGIX
the lack of dining tables
+
glFragmentMaterialiSGIX
eating at a crowded table
+
glFragmentMaterialivSGIX
dining in
+
glGetFragmentLightfvSGIX
a legendary dining room
+
glGetFragmentLightivSGIX
a fantastic dining room
+
glGetFragmentMaterialfvSGIX
a great dining room
+
glGetFragmentMaterialivSGIX
a very good dining room
+
glFrameZoomSGIX
a good dining room
+
glPixelTexGenSGIX
a horribly substandard dining room
+
glReferencePlaneSGIX
a horrible dining room
+
glSpriteParameterfSGIX
an awful dining room
+
glSpriteParameterfvSGIX
a very poor dining room
+
glSpriteParameteriSGIX
a poor dining room
+
glSpriteParameterivSGIX
eating without a proper dining room
+
glTagSampleBufferSGIX
the lack of chairs
+
glColorTableParameterfvSGI
forming a bond with an animal training partner
+
glColorTableParameterivSGI
being rescued
+
glColorTableSGI
bringing somebody to rest in bed
+
glCopyColorTableSGI
felling a tree
+
glGetColorTableParameterfvSGI
slaughtering an animal
+
glGetColorTableParameterivSGI
caging a creature
+
glGetColorTableSGI
chaining up a creature
+
glFinishTextureSUNX
gelding a creature
+
glGlobalAlphaFactorbSUN
putting a piece on display
+
glGlobalAlphaFactordSUN
work
+
glGlobalAlphaFactorfSUN
losing property to the tax collector's escorts
+
glGlobalAlphaFactoriSUN
being taxed
+
glGlobalAlphaFactorsSUN
not having adequate protection
+
glGlobalAlphaFactorubSUN
being unable to reach a room for tax collection
+
glGlobalAlphaFactoruiSUN
being misinformed about a room for tax collection
+
glGlobalAlphaFactorusSUN
having pleased a noble
+
glReadVideoPixelsSUN
that
+
glReplacementCodePointerSUN
the tax collection went smoothly
+
glReplacementCodeubSUN
having disappointed a noble
+
glReplacementCodeubvSUN
the tax collection didn't go smoothly
+
glReplacementCodeuiSUN
getting into an argument
+
glReplacementCodeuivSUN
making a friend
+
glReplacementCodeusSUN
forming a grudge
+
glReplacementCodeusvSUN
being accosted by
+
glColor3fVertex3fSUN
being near
+
glColor3fVertex3fvSUN
being pestered by
+
glColor4fNormal3fVertex3fSUN
a satisfying acquisition
+
glColor4fNormal3fVertex3fvSUN
acquiring
+
glColor4ubVertex2fSUN
adopting a new pet
+
glColor4ubVertex2fvSUN
being confined
+
glColor4ubVertex3fSUN
a bath
+
glColor4ubVertex3fvSUN
a soapy bath
+
glNormal3fVertex3fSUN
killing somebody by accident while sparring
+
glNormal3fVertex3fvSUN
being attacked
+
glReplacementCodeuiColor3fVertex3fSUN
being attacked by the dead
+
glReplacementCodeuiColor3fVertex3fvSUN
being attacked by
+
glReplacementCodeuiColor4fNormal3fVertex3fSUN
own dead
+
glReplacementCodeuiColor4fNormal3fVertex3fvSUN
drinking the same old booze
+
glReplacementCodeuiColor4ubVertex3fSUN
forced to drink bloody water
+
glReplacementCodeuiColor4ubVertex3fvSUN
forced to drink slime
+
glReplacementCodeuiNormal3fVertex3fSUN
forced to drink vomit
+
glReplacementCodeuiNormal3fVertex3fvSUN
forced to drink gooey water
+
glReplacementCodeuiTexCoord2fColor4fNormal3fVertex3fSUN
forced to drink ichorous water
+
glReplacementCodeuiTexCoord2fColor4fNormal3fVertex3fvSUN
forced to drink purulent water
+
glReplacementCodeuiTexCoord2fNormal3fVertex3fSUN
drinking nasty water
+
glReplacementCodeuiTexCoord2fNormal3fVertex3fvSUN
drinking something spoiled
+
glReplacementCodeuiTexCoord2fVertex3fSUN
having a drink without using a goblet, cup or mug
+
glReplacementCodeuiTexCoord2fVertex3fvSUN
drinking water without a well
+
glReplacementCodeuiVertex3fSUN
being near to a
+
glReplacementCodeuiVertex3fvSUN
sleeping without a proper room
+
glTexCoord2fColor3fVertex3fSUN
sleeping in
+
glTexCoord2fColor3fVertex3fvSUN
a bedroom like a personal palace
+
glTexCoord2fColor4fNormal3fVertex3fSUN
a fantastic bedroom
+
glTexCoord2fColor4fNormal3fVertex3fvSUN
a great bedroom
+
glTexCoord2fColor4ubVertex3fSUN
a very good bedroom
+
glTexCoord2fColor4ubVertex3fvSUN
a good bedroom
+
glTexCoord2fNormal3fVertex3fSUN
a horribly substandard bedroom
+
glTexCoord2fNormal3fVertex3fvSUN
a horrible bedroom
+
glTexCoord2fVertex3fSUN
an awful bedroom
+
glTexCoord2fVertex3fvSUN
a very poor bedroom
+
glTexCoord4fColor4fNormal3fVertex4fSUN
a poor bedroom
+
glTexCoord4fColor4fNormal3fVertex4fvSUN
sleeping on the floor
+
glTexCoord4fVertex4fSUN
sleeping in the mud
+
glTexCoord4fVertex4fvSUN
sleeping in the grass
+
glAddSwapHintRectWIN
sleeping on a rough cave floor
+
GL_3DFX_multisample
sleeping on rocks
+
GL_3DFX_tbuffer
sleeping on ice
+
GL_3DFX_texture_compression_FXT1
sleeping in the dirt
+
GL_AMD_conservative_depth
sleeping on a pile of driftwood
+
GL_AMD_debug_output
suffering the travesty of art defacement
+
GL_AMD_draw_buffers_blend
being evicted
+
GL_AMD_name_gen_delete
teaching
+
GL_AMD_performance_monitor
learning about
+
GL_AMD_seamless_cubemap_per_texture
writing
+
GL_AMD_shader_stencil_export
an untitled composition
+
GL_AMD_texture_texture4
reading
+
GL_AMD_transform_feedback3_lines_triangles
learning
+
GL_AMD_vertex_shader_tessellator
making a breakthrough concerning
+
GL_APPLE_aux_depth_stencil
being unable to advance the study of
+
GL_APPLE_client_storage
discussing
+
GL_APPLE_element_array
pondering
+
GL_APPLE_fence
giving birth to
+
GL_APPLE_float_pixels
getting married
+
GL_APPLE_flush_buffer_range
gaining siblings
+
GL_APPLE_object_purgeable
gaining a sibling
+
GL_APPLE_pixel_buffer
receiving water
+
GL_APPLE_rgb_422
giving somebody water
+
GL_APPLE_row_bytes
receiving food
+
GL_APPLE_specular_vector
giving somebody food
+
GL_APPLE_texture_range
visiting with a pet
+
GL_APPLE_transform_hint
talking with the spouse
+
GL_APPLE_vertex_array_object
talking with a lover
+
GL_APPLE_vertex_array_range
talking with a sibling
+
GL_APPLE_vertex_program_evaluators
talking with mother
+
GL_APPLE_ycbcr_422
talking with father
+
GL_ARB_blend_func_extended
talking with a child
+
GL_ARB_color_buffer_float
visiting with an animal training partner
+
GL_ARB_compatibility
talking with a friend
+
GL_ARB_copy_buffer
forced to talk to somebody annoying
+
GL_ARB_depth_buffer_float
talking with somebody
+
GL_ARB_depth_clamp
conducting a meeting in
+
GL_ARB_depth_texture
having to conduct an official meeting in a bedroom
+
GL_ARB_draw_buffers
having to conduct an official meeting in a dining room
+
GL_ARB_draw_buffers_blend
not having any rooms
+
GL_ARB_draw_elements_base_vertex
a legendary
+
GL_ARB_draw_indirect
a fantastic
+
GL_ARB_draw_instanced
a great
+
GL_ARB_explicit_attrib_location
a very good
+
GL_ARB_fragment_coord_conventions
a good
+
GL_ARB_fragment_program
a poor
+
GL_ARB_fragment_program_shadow
a very poor
+
GL_ARB_fragment_shader
an awful
+
GL_ARB_framebuffer_object
a horrible
+
GL_ARB_framebuffer_sRGB
a horribly substandard
+
GL_ARB_geometry_shader4
tomb after gaining another year
+
GL_ARB_gpu_shader5
about
+
GL_ARB_gpu_shader_fp64
not having a tomb after gaining another year
+
GL_ARB_half_float_pixel
after talking to a pillar of society
+
GL_ARB_half_float_vertex
interacting with a pet
+
GL_ARB_imaging
a child was turned away from sanctuary
+
GL_ARB_instanced_arrays
being expelled
+
GL_ARB_map_buffer_range
a long-dead corpse was convicted of a crime
+
GL_ARB_matrix_palette
an animal was convicted of a crime
+
GL_ARB_multisample
the bizarre conviction against all reason of the victim of a crime
+
GL_ARB_multitexture
receiving justice through a criminal's conviction
+
GL_ARB_occlusion_query
when a family member received justice through a criminal's conviction
+
GL_ARB_occlusion_query2
being forced to endure the decay of a pet
+
GL_ARB_pixel_buffer_object
being forced to endure the decay of a spouse
+
GL_ARB_point_parameters
being forced to endure the decay of a lover
+
GL_ARB_point_sprite
being forced to endure the decay of a sibling
+
GL_ARB_provoking_vertex
being forced to endure the decay of a mother
+
GL_ARB_sample_shading
being forced to endure the decay of a father
+
GL_ARB_sampler_objects
being forced to endure the decay of a child
+
GL_ARB_seamless_cube_map
being forced to endure the decay of an animal training partner
+
GL_ARB_shader_bit_encoding
being forced to endure the decay of a friend
+
GL_ARB_shader_objects
being forced to endure the decay of an annoying acquaintance
+
GL_ARB_shader_subroutine
being away from people for too long
+
GL_ARB_shader_texture_lod
being kept from alcohol for too long
+
GL_ARB_shading_language_100
being unable to pray
+
GL_ARB_shading_language_include
for too long
+
GL_ARB_shadow
being unoccupied for too long
+
GL_ARB_shadow_ambient
being unable to admire art for so long
+
GL_ARB_sync
doing nothing creative for so long
+
GL_ARB_tessellation_shader
leading an unexciting life for so long
+
GL_ARB_texture_border_clamp
not learning anything for so long
+
GL_ARB_texture_buffer_object
being away from family for too long
+
GL_ARB_texture_buffer_object_rgb32
being away from friends for too long
+
GL_ARB_texture_compression
being unable to hear eloquent speech for so long
+
GL_ARB_texture_compression_bptc
being away from traditions for too long
+
GL_ARB_texture_compression_rgtc
a lack of introspection for too long
+
GL_ARB_texture_cube_map
being unable to make merry for so long
+
GL_ARB_texture_cube_map_array
being unable to practice a craft for too long
+
GL_ARB_texture_env_add
being unable to practice a martial art for too long
+
GL_ARB_texture_env_combine
being unable to practice a skill for too long
+
GL_ARB_texture_env_crossbar
being unable to take it easy for so long
+
GL_ARB_texture_env_dot3
being unable to make romance for so long
+
GL_ARB_texture_float
being away from animals for so long
+
GL_ARB_texture_gather
being away from great beasts for so long
+
GL_ARB_texture_mirrored_repeat
being unable to acquire something for too long
+
GL_ARB_texture_multisample
a lack of decent meals for too long
+
GL_ARB_texture_non_power_of_two
being unable to fight for too long
+
GL_ARB_texture_query_lod
a lack of trouble-making for too long
+
GL_ARB_texture_rectangle
being unable to argue for too long
+
GL_ARB_texture_rg
being unable to be extravagant for so long
+
GL_ARB_texture_rgb10_a2ui
being unable to wander for too long
+
GL_ARB_texture_swizzle
being unable to help anybody for too long
+
GL_ARB_timer_query
a lack of abstract thinking for too long
+
GL_ARB_transform_feedback2
communing with
+
GL_ARB_transform_feedback3
defeating somebody
+
GL_ARB_transpose_matrix
murdering somebody
+
GL_ARB_uniform_buffer_object
abducting somebody
+
GL_ARB_vertex_array_bgra
preying on the blood of civilized creatures
+
GL_ARB_vertex_array_object
being unnaturally ageless
+
GL_ARB_vertex_blend
a scholarly lecture in
+
GL_ARB_vertex_buffer_object
a performance in
+
GL_ARB_vertex_program
accepting bribes in exchange for leniency
+
GL_ARB_vertex_shader
embezzling funds
+
GL_ARB_vertex_type_2_10_10_10_rev
receiving a cut of corruptly-obtained funds
+
GL_ARB_window_pos
being far away
+
GL_ATIX_point_sprites
an infiltration mission
+
GL_ATIX_texture_env_combine3
SUSPICION
+
GL_ATIX_texture_env_route
ALARM
+
GL_ATIX_vertex_shader_output_point_size
SHOCK
+
GL_ATI_draw_buffers
HORROR
+
GL_ATI_element_array
GRIEF
+
GL_ATI_envmap_bumpmap
TRIUMPH
+
GL_ATI_fragment_shader
RAGE
+
GL_ATI_map_object_buffer
GRIM_SATISFACTION
+
GL_ATI_meminfo
FEAR
+
GL_ATI_pn_triangles
SADNESS
+
GL_ATI_separate_stencil
BLISS
+
GL_ATI_shader_texture_lod
VENGEFULNESS
+
GL_ATI_text_fragment_shader
TERROR
+
GL_ATI_texture_compression_3dc
SATISFACTION
+
GL_ATI_texture_env_combine3
ACCEPTANCE
+
GL_ATI_texture_float
ADMIRATION
+
GL_ATI_texture_mirror_once
ADORATION
+
GL_ATI_vertex_array_object
AFFECTION
+
GL_ATI_vertex_attrib_array_object
AGITATION
+
GL_ATI_vertex_streams
AGGRAVATION
+
GL_EXT_422_pixels
AGONY
+
GL_EXT_Cg_shader
ALIENATION
+
GL_EXT_abgr
AMAZEMENT
+
GL_EXT_bgra
AMBIVALENCE
+
GL_EXT_bindable_uniform
AMUSEMENT
+
GL_EXT_blend_color
ANGER
+
GL_EXT_blend_equation_separate
ANGUISH
+
GL_EXT_blend_func_separate
ANNOYANCE
+
GL_EXT_blend_logic_op
ANXIETY
+
GL_EXT_blend_minmax
APATHY
+
GL_EXT_blend_subtract
AROUSAL
+
GL_EXT_clip_volume_hint
ASTONISHMENT
+
GL_EXT_cmyka
AVERSION
+
GL_EXT_color_subtable
BITTERNESS
+
GL_EXT_compiled_vertex_array
BOREDOM
+
GL_EXT_convolution
CARING
+
GL_EXT_coordinate_frame
CONFUSION
+
GL_EXT_copy_texture
CONTEMPT
+
GL_EXT_cull_vertex
CONTENTMENT
+
GL_EXT_depth_bounds_test
DEJECTION
+
GL_EXT_direct_state_access
DELIGHT
+
GL_EXT_draw_buffers2
DESPAIR
+
GL_EXT_draw_instanced
DISAPPOINTMENT
+
GL_EXT_draw_range_elements
DISGUST
+
GL_EXT_fog_coord
DISILLUSIONMENT
+
GL_EXT_fragment_lighting
DISLIKE
+
GL_EXT_framebuffer_blit
DISMAY
+
GL_EXT_framebuffer_multisample
DISPLEASURE
+
GL_EXT_framebuffer_object
DISTRESS
+
GL_EXT_framebuffer_sRGB
EAGERNESS
+
GL_EXT_geometry_shader4
ELATION
+
GL_EXT_gpu_program_parameters
EMBARRASSMENT
+
GL_EXT_gpu_shader4
EMPTINESS
+
GL_EXT_histogram
ENJOYMENT
+
GL_EXT_index_array_formats
EXASPERATION
+
GL_EXT_index_func
EXHILARATION
+
GL_EXT_index_material
FEROCITY
+
GL_EXT_index_texture
FONDNESS
+
GL_EXT_light_texture
FRIGHT
+
GL_EXT_misc_attribute
FRUSTRATION
+
GL_EXT_multi_draw_arrays
GLEE
+
GL_EXT_multisample
GLOOM
+
GL_EXT_packed_depth_stencil
GLUMNESS
+
GL_EXT_packed_float
GRATITUDE
+
GL_EXT_packed_pixels
GROUCHINESS
+
GL_EXT_paletted_texture
GRUMPINESS
+
GL_EXT_pixel_buffer_object
GUILT
+
GL_EXT_pixel_transform
HATRED
+
GL_EXT_pixel_transform_color_table
HOPE
+
GL_EXT_point_parameters
HOPELESSNESS
+
GL_EXT_polygon_offset
HUMILIATION
+
GL_EXT_provoking_vertex
INSULT
+
GL_EXT_rescale_normal
INTEREST
+
GL_EXT_scene_marker
IRRITATION
+
GL_EXT_secondary_color
ISOLATION
+
GL_EXT_separate_shader_objects
JOLLINESS
+
GL_EXT_separate_specular_color
JOVIALITY
+
GL_EXT_shader_image_load_store
JUBILATION
+
GL_EXT_shadow_funcs
LOATHING
+
GL_EXT_shared_texture_palette
LONELINESS
+
GL_EXT_stencil_clear_tag
MORTIFICATION
+
GL_EXT_stencil_two_side
NERVOUSNESS
+
GL_EXT_stencil_wrap
NOSTALGIA
+
GL_EXT_subtexture
OPTIMISM
+
GL_EXT_texture
OUTRAGE
+
GL_EXT_texture3D
PANIC
+
GL_EXT_texture_array
PASSION
+
GL_EXT_texture_buffer_object
PLEASURE
+
GL_EXT_texture_compression_dxt1
PRIDE
+
GL_EXT_texture_compression_latc
RAPTURE
+
GL_EXT_texture_compression_rgtc
REJECTION
+
GL_EXT_texture_compression_s3tc
RELIEF
+
GL_EXT_texture_cube_map
REGRET
+
GL_EXT_texture_edge_clamp
REMORSE
+
GL_EXT_texture_env
REPENTANCE
+
GL_EXT_texture_env_add
RESENTMENT
+
GL_EXT_texture_env_combine
RESTLESS
+
GL_EXT_texture_env_dot3
RIGHTEOUS_INDIGNATION
+
GL_EXT_texture_filter_anisotropic
SELF_PITY
+
GL_EXT_texture_integer
SERVILE
+
GL_EXT_texture_lod_bias
SHAME
+
GL_EXT_texture_mirror_clamp
SYMPATHY
+
GL_EXT_texture_object
TENDERNESS
+
GL_EXT_texture_perturb_normal
THRILL
+
GL_EXT_texture_rectangle
UNEASINESS
+
GL_EXT_texture_sRGB
UNHAPPINESS
+
GL_EXT_texture_shared_exponent
WONDER
+
GL_EXT_texture_snorm
WORRY
+
GL_EXT_texture_swizzle
WRATH
+
GL_EXT_timer_query
ZEAL
+
GL_EXT_transform_feedback
ANGST
+
GL_EXT_vertex_array
DEFEAT
+
GL_EXT_vertex_array_bgra
EXPECTANCY
+
GL_EXT_vertex_attrib_64bit
DOUBT
+
GL_EXT_vertex_shader
ENTHUSIASM
+
GL_EXT_vertex_weighting
PESSIMISM
+
GL_GREMEDY_frame_terminator
EUPHORIA
+
GL_GREMEDY_string_marker
EXCITEMENT
+
GL_HP_convolution_border_modes
GAIETY
+
GL_HP_image_transform
Unrecognized Emotion Token:
+
GL_HP_occlusion_test
LOVE_PROPENSITY
+
GL_HP_texture_lighting
HATE_PROPENSITY
+
GL_IBM_cull_vertex
ENVY_PROPENSITY
+
GL_IBM_multimode_draw_arrays
CHEER_PROPENSITY
+
GL_IBM_rasterpos_clip
DEPRESSION_PROPENSITY
+
GL_IBM_static_data
ANGER_PROPENSITY
+
GL_IBM_texture_mirrored_repeat
ANXIETY_PROPENSITY
+
GL_IBM_vertex_array_lists
LUST_PROPENSITY
+
GL_INGR_color_clamp
STRESS_VULNERABILITY
+
GL_INGR_interlace_read
GREED
+
GL_INTEL_parallel_arrays
IMMODERATION
+
GL_INTEL_texture_scissor
PERSEVERANCE
+
GL_KTX_buffer_region
DISCORD
+
GL_MESAX_texture_stack
FRIENDLINESS
+
GL_MESA_pack_invert
POLITENESS
+
GL_MESA_resize_buffers
DISDAIN_ADVICE
+
GL_MESA_window_pos
BRAVERY
+
GL_MESA_ycbcr_texture
CONFIDENCE
+
GL_NV_blend_square
VANITY
+
GL_NV_conditional_render
AMBITION
+
GL_NV_copy_depth_to_color
IMMODESTY
+
GL_NV_copy_image
HUMOR
+
GL_NV_depth_buffer_float
VENGEFUL
+
GL_NV_depth_clamp
CRUELTY
+
GL_NV_depth_range_unclamped
SINGLEMINDED
+
GL_NV_evaluators
HOPEFUL
+
GL_NV_explicit_multisample
CURIOUS
+
GL_NV_fence
BASHFUL
+
GL_NV_float_buffer
PRIVACY
+
GL_NV_fog_distance
PERFECTIONIST
+
GL_NV_fragment_program
CLOSEMINDED
+
GL_NV_fragment_program2
TOLERANT
+
GL_NV_gpu_program4
EMOTIONALLY_OBSESSIVE
+
GL_NV_fragment_program_option
SWAYED_BY_EMOTIONS
+
GL_NV_framebuffer_multisample_coverage
ALTRUISM
+
GL_NV_geometry_shader4
DUTIFULNESS
+
GL_NV_gpu_program5
THOUGHTLESSNESS
+
GL_NV_gpu_program_fp64
ORDERLINESS
+
GL_NV_gpu_shader5
TRUST
+
GL_NV_half_float
GREGARIOUSNESS
+
GL_NV_light_max_exponent
ASSERTIVENESS
+
GL_NV_multisample_coverage
ACTIVITY_LEVEL
+
GL_NV_multisample_filter_hint
EXCITEMENT_SEEKING
+
GL_NV_occlusion_query
IMAGINATION
+
GL_NV_packed_depth_stencil
ABSTRACT_INCLINED
+
GL_NV_parameter_buffer_object
ART_INCLINED
+
GL_NV_parameter_buffer_object2
Unrecognized Personality Facet Token:
+
GL_NV_pixel_data_range
WASTEFULNESS
+
GL_NV_point_sprite
[C:7:0:1]
+
GL_NV_present_video
is always in love with somebody and easily develops positive feelings
+
GL_NV_primitive_restart
very easily falls into love and develops positive feelings
+
GL_NV_register_combiners
can easily fall in love or develop positive sentiments
+
GL_NV_register_combiners2
does not easily fall in love and rarely develops positive sentiments
+
GL_NV_shader_buffer_load
is not the type to fall in love or even develop positive feelings
+
GL_NV_texgen_emboss
never falls in love or develops positive feelings toward anything
+
GL_NV_texgen_reflection
is often inflamed by hatred and easily develops hatred toward things
+
GL_NV_texture_barrier
is prone to hatreds and often develops negative feelings
+
GL_NV_texture_compression_vtc
is quick to form negative views about things
+
GL_NV_texture_env_combine4
does not easily hate or develop negative feelings
+
GL_NV_texture_expand_normal
very rarely develops negative feelings toward things
+
GL_NV_texture_rectangle
never feels hatred toward anyone or anything
+
GL_NV_texture_shader
is consumed by overpowering feelings of jealousy
+
GL_NV_texture_shader2
is prone to strong feelings of jealousy
+
GL_NV_texture_shader3
often feels envious of others
+
GL_NV_transform_feedback
doesn't often feel envious of others
+
GL_NV_transform_feedback2
is rarely jealous
+
GL_NV_vdpau_interop
never envies others their status, situation or possessions
+
GL_NV_vertex_array_range
often feels filled with joy
+
GL_NV_vertex_array_range2
can be very happy and optimistic
+
GL_NV_vertex_attrib_integer_64bit
is often cheerful
+
GL_NV_vertex_buffer_unified_memory
is rarely happy or enthusiastic
+
GL_NV_vertex_program
is dour as a rule
+
GL_NV_vertex_program1_1
is never the slightest bit cheerful about anything
+
GL_NV_vertex_program2
is frequently depressed
+
GL_NV_vertex_program2_option
is often sad and dejected
+
GL_NV_vertex_program3
often feels discouraged
+
GL_OES_byte_coordinates
rarely feels discouraged
+
GL_OES_compressed_paletted_texture
almost never feels discouraged
+
GL_OES_read_format
never feels discouraged
+
GL_OES_single_precision
is in a constant state of internal rage
+
GL_OML_interlace
is very quick to anger
+
GL_OML_resample
is quick to anger
+
GL_OML_subsample
is slow to anger
+
GL_PGI_misc_hints
is very slow to anger
+
GL_PGI_vertex_hints
never becomes angry
+
GL_REND_screen_coordinates
is a nervous wreck
+
GL_S3_s3tc
is always tense and jittery
+
GL_SGIS_color_range
is often nervous
+
GL_SGIS_detail_texture
has a calm demeanor
+
GL_SGIS_fog_function
has a very calm demeanor
+
GL_SGIS_generate_mipmap
has an incredibly calm demeanor
+
GL_SGIS_multisample
is constantly ablaze with feelings of lust
+
GL_SGIS_pixel_texture
is prone to strong feelings of lust
+
GL_SGIS_point_line_texgen
often feels lustful
+
GL_SGIS_sharpen_texture
does not often feel lustful
+
GL_SGIS_texture4D
rarely looks on others with lust
+
GL_SGIS_texture_border_clamp
never feels lustful passions
+
GL_SGIS_texture_edge_clamp
becomes completely helpless in stressful situations
+
GL_SGIS_texture_filter4
cracks easily under pressure
+
GL_SGIS_texture_lod
doesn't handle stress well
+
GL_SGIS_texture_select
can handle stress
+
GL_SGIX_async
is confident under pressure
+
GL_SGIX_async_histogram
is impervious to the effects of stress
+
GL_SGIX_async_pixel
is as avaricious as they come, obsessed with acquiring wealth
+
GL_SGIX_blend_alpha_minmax
is very greedy
+
GL_SGIX_clipmap
has a greedy streak
+
GL_SGIX_convolution_accuracy
doesn't focus on material goods
+
GL_SGIX_depth_texture
desires little for
+
GL_SGIX_flush_raster
in the way of possessions
+
GL_SGIX_fog_offset
often neglects
+
GL_SGIX_fog_texture
own wellbeing, having no interest in material goods
+
GL_SGIX_fragment_specular_lighting
is ruled by irresistible cravings and urges
+
GL_SGIX_framezoom
feels strong urges and seeks short-term rewards
+
GL_SGIX_interlace
occasionally overindulges
+
GL_SGIX_ir_instrument1
doesn't often experience strong cravings or urges
+
GL_SGIX_list_priority
only rarely feels strong cravings or urges
+
GL_SGIX_pixel_texture
never feels tempted to overindulge in anything
+
GL_SGIX_pixel_texture_bits
is given to rough-and-tumble brawling, even to the point of starting fights for no reason
+
GL_SGIX_reference_plane
would never pass up a chance for a good fistfight
+
GL_SGIX_resample
likes to brawl
+
GL_SGIX_shadow
tends to avoid any physical confrontations
+
GL_SGIX_shadow_ambient
does not enjoy participating in physical confrontations
+
GL_SGIX_sprite
would flee even the most necessary battle to avoid any form of physical confrontation
+
GL_SGIX_tag_sample_buffer
is unbelievably stubborn and will stick with even the most futile action once
+
GL_SGIX_texture_add_env
mind is made up
+
GL_SGIX_texture_coordinate_clamp
is very stubborn
+
GL_SGIX_texture_lod_bias
is stubborn
+
GL_SGIX_texture_multi_buffer
has a noticeable lack of perseverance
+
GL_SGIX_texture_range
doesn't stick with things if even minor difficulties arise
+
GL_SGIX_texture_scale_bias
drops any activity at the slightest hint of difficulty or even the suggestion of effort being required
+
GL_SGIX_vertex_preclip
is completely careless with resources when completing projects and invariable wastes a lot of time and effort
+
GL_SGIX_vertex_preclip_hint
is not careful with resources when working on projects and often spends unnecessary effort
+
GL_SGIX_ycrcb
tends to be a little wasteful when working on projects
+
GL_SGI_color_matrix
tends to be a little tight with resources when working on projects
+
GL_SGI_color_table
is stingy with resources on projects and refuses to expend any extra effort
+
GL_SGI_texture_color_table
cuts any corners possible when working on a project, regardless of the consequences, rather than wasting effort or resources
+
GL_SUNX_constant_data
revels in chaos and discord, and
+
GL_SUN_convolution_border_modes
encourages it whenever possible
+
GL_SUN_global_alpha
finds a chaotic mess preferable to the boredom of harmonious living
+
GL_SUN_mesh_array
doesn't mind a little tumult and discord in day-to-day living
+
GL_SUN_read_video_pixels
prefers that everyone live as harmoniously as possible
+
GL_SUN_slice_accum
feels best when everyone gets along without any strife or contention
+
GL_SUN_triangle_list
would be deeply satisfied if everyone could live as one in complete harmony
+
GL_SUN_vertex
is quite a bold flatterer, extremely friendly but just a little insufferable
+
GL_WIN_phong_shading
is very friendly and always tries to say nice things to others
+
GL_WIN_specular_fog
is a friendly individual
+
GL_WIN_swap_hint
is somewhat quarrelsome
+
wglSetStereoEmitterState3DL
is unfriendly and disagreeable
+
wglBlitContextFramebufferAMD
is a dyed-in-the-wool quarreler, never missing a chance to lash out in verbal hostility
+
wglCreateAssociatedContextAMD
exhibits a refined politeness and is determined to keep the guiding rules of etiquette and decorum as if life itself depended on it
+
wglCreateAssociatedContextAttribsAMD
is very polite and observes appropriate rules of decorum when possible
+
wglDeleteAssociatedContextAMD
is quite polite
+
wglGetContextGPUIDAMD
could be considered rude
+
wglGetCurrentAssociatedContextAMD
is very impolite and inconsiderate of propriety
+
wglGetGPUIDsAMD
is a vulgar being who does not care a lick for even the most basic rules of civilized living
+
wglGetGPUInfoAMD
disdains even the best advice of associates and family, relying strictly on
+
wglMakeAssociatedContextCurrentAMD
own counsel
+
wglCreateBufferRegionARB
dislikes receiving advice, preferring to keep
+
wglDeleteBufferRegionARB
has a tendency to go it alone, without considering the advice of others
+
wglRestoreBufferRegionARB
tends to ask others for help with difficult decisions
+
wglSaveBufferRegionARB
relies on the advice of others during decision making
+
wglCreateContextAttribsARB
is unable to make decisions without a great deal of input from others
+
wglGetExtensionsStringARB
is utterly fearless when confronted with danger, to the point of lacking common sense
+
wglGetCurrentReadDCARB
is incredibly brave in the face of looming danger, perhaps a bit foolhardy
+
wglMakeContextCurrentARB
is brave in the face of imminent danger
+
wglCreatePbufferARB
is somewhat fearful in the face of imminent danger
+
wglDestroyPbufferARB
has great trouble mastering fear when confronted by danger
+
wglGetPbufferDCARB
is a coward, completely overwhelmed by fear when confronted with danger
+
wglQueryPbufferARB
presupposes success in any venture requiring
+
wglReleasePbufferDCARB
skills with what could be called blind overconfidence
+
wglChoosePixelFormatARB
is extremely confident of
+
wglGetPixelFormatAttribfvARB
in situations requiring
+
wglGetPixelFormatAttribivARB
skills
+
wglBindTexImageARB
is generally quite confident of
+
wglReleaseTexImageARB
abilities when undertaking specific ventures
+
wglSetPbufferAttribARB
sometimes acts with little determination and confidence
+
wglBindDisplayColorTableEXT
lacks confidence in
+
wglCreateDisplayColorTableEXT
abilities
+
wglDestroyDisplayColorTableEXT
has no confidence at all in
+
wglLoadDisplayColorTableEXT
talent and abilities
+
wglGetExtensionsStringEXT
is completely wrapped up in
+
wglGetCurrentReadDCEXT
own appearance, abilities and other personal matters
+
wglMakeContextCurrentEXT
is greatly pleased by
+
wglCreatePbufferEXT
own looks and accomplishments
+
wglDestroyPbufferEXT
is pleased by
+
wglGetPbufferDCEXT
own appearance and talents
+
wglQueryPbufferEXT
is not inherently proud of
+
wglReleasePbufferDCEXT
talents and accomplishments
+
wglChoosePixelFormatEXT
takes no pleasure in
+
wglGetPixelFormatAttribfvEXT
talents and appearance
+
wglGetPixelFormatAttribivEXT
could not care less about
+
wglGetSwapIntervalEXT
appearance, talents or other personal vanities
+
wglSwapIntervalEXT
has a relentless drive, completely consumed by ambition
+
wglGetDigitalVideoParametersI3D
is very ambitious, always looking for a way to better
+
wglSetDigitalVideoParametersI3D
situation
+
wglGetGammaTableI3D
is quite ambitious
+
wglGetGammaTableParametersI3D
isn't particularly ambitious
+
wglSetGammaTableI3D
is not driven and rarely feels the need to pursue even a modest success
+
wglSetGammaTableParametersI3D
has no ambition whatsoever
+
wglDisableGenlockI3D
unerringly returns favors and has a profound sense of gratitude for the kind actions of others
+
wglEnableGenlockI3D
feels a strong need to reciprocate any favor done for
+
wglGenlockSampleRateI3D
is grateful when others help
+
wglGenlockSourceDelayI3D
out and tries to return favors
+
wglGenlockSourceEdgeI3D
takes offered help and gifts without feeling particularly grateful
+
wglGenlockSourceI3D
accepts favors without developing a sense of obligation, preferring to act as the current situation demands
+
wglGetGenlockSampleRateI3D
does not feel the slightest need to reciprocate favors that others do for
+
wglGetGenlockSourceDelayI3D
, no matter how major the help or how much
+
wglGetGenlockSourceEdgeI3D
needed it
+
wglGetGenlockSourceI3D
always presents
+
wglIsEnabledGenlockI3D
as extravagantly as possible, displaying a magnificent image to the world
+
wglQueryGenlockMaxSourceDelayI3D
likes to present
+
wglAssociateImageBufferEventsI3D
boldly, even if it would offend an average sense of modesty
+
wglCreateImageBufferI3D
doesn't mind wearing something special now and again
+
wglDestroyImageBufferI3D
prefers to present
+
wglReleaseImageBufferEventsI3D
modestly
+
wglDisableFrameLockI3D
presents
+
wglEnableFrameLockI3D
modestly and frowns on any flashy accoutrements
+
wglIsEnabledFrameLockI3D
cleaves to an austere lifestyle, disdaining even minor immodesties in appearance
+
wglQueryFrameLockMasterI3D
finds something humorous in everything, no matter how serious or inappropriate
+
wglBeginFrameTrackingI3D
finds the humor in most situations
+
wglEndFrameTrackingI3D
has an active sense of humor
+
wglGetFrameUsageI3D
has little interest in joking around
+
wglQueryFrameTrackingI3D
does not find most jokes humorous
+
wglCopyImageSubDataNV
is utterly humorless
+
wglCreateAffinityDCNV
is vengeful and never forgets or forgives past grievances
+
wglDeleteDCNV
has little time for forgiveness and will generally seek retribution
+
wglEnumGpuDevicesNV
tends to hang on to grievances
+
wglEnumGpusFromAffinityDCNV
doesn't tend to hold on to grievances
+
wglEnumGpusNV
does not generally seek retribution for past wrongs
+
wglBindVideoDeviceNV
has no sense of vengeance or retribution
+
wglEnumerateVideoDevicesNV
is absorbed in delusions of self-importance
+
wglQueryCurrentContextNV
has an overinflated sense of self-worth
+
wglBindSwapBarrierNV
thinks
+
wglJoinSwapGroupNV
is fairly important in the grand scheme of things
+
wglQueryFrameCountNV
is very humble
+
wglQueryMaxSwapGroupsNV
has a low sense of self-esteem
+
wglQuerySwapGroupNV
is completely convinced of
+
wglResetFrameCountNV
own worthlessness
+
wglAllocateMemoryNV
is deliberately cruel to those unfortunate enough to be subject to
+
wglFreeMemoryNV
sadism
+
wglBindVideoImageNV
is sometimes cruel
+
wglGetVideoDeviceNV
generally acts impartially and is rarely moved to mercy
+
wglGetVideoInfoNV
often acts with compassion
+
wglReleaseVideoDeviceNV
is easily moved to mercy
+
wglReleaseVideoImageNV
always acts with mercy and compassion at the forefront of
+
wglSendPbufferToVideoNV
considerations
+
wglGetMscRateOML
pursues matters with a single-minded focus, often overlooking other matters
+
wglGetSyncValuesOML
can be very single-minded
+
wglSwapBuffersMscOML
generally acts with a narrow focus on the current activity
+
wglSwapLayerBuffersMscOML
can occasionally lose focus on the matter at hand
+
wglWaitForMscOML
is somewhat scatterbrained
+
wglWaitForSbcOML
is a complete scatterbrain, unable to focus on a single matter for more than a passing moment
+
WGL_3DFX_multisample
has such a developed sense of optimism that
+
WGL_3DL_stereo_control
always assumes the best outcome will eventually occur, no matter what
+
WGL_AMD_gpu_association
is an optimist
+
WGL_ARB_buffer_region
generally finds
+
WGL_ARB_create_context
quite hopeful about the future
+
WGL_ARB_create_context_profile
tends to assume the worst of two outcomes will be the one that comes to pass
+
WGL_ARB_extensions_string
is a pessimist
+
WGL_ARB_framebuffer_sRGB
despairs of anything positive happening in the future and lives without feelings of hope
+
WGL_ARB_make_current_read
is implacably curious, without any respect for propriety or privacy
+
WGL_ARB_multisample
is very curious, sometimes to
+
WGL_ARB_pbuffer
detriment
+
WGL_ARB_pixel_format
is curious and eager to learn
+
WGL_ARB_pixel_format_float
isn't particularly curious about the world
+
WGL_ARB_render_texture
is very rarely moved by curiosity
+
WGL_ATI_pixel_format_float
is incurious and never seeks out knowledge or information to satisfy
+
WGL_ATI_render_texture_rectangle
is gripped by a crippling shyness
+
WGL_EXT_depth_float
is bashful
+
WGL_EXT_display_color_table
tends to consider what others think of
+
WGL_EXT_extensions_string
is not particularly interested in what others think of
+
WGL_EXT_framebuffer_sRGB
is generally unhindered by the thoughts of others concerning
+
WGL_EXT_make_current_read
actions
+
WGL_EXT_multisample
is shameless, absolutely unfazed by the thoughts of others
+
WGL_EXT_pbuffer
is private to the point of paranoia, unwilling to reveal even basic information about
+
WGL_EXT_pixel_format
has a strong tendency toward privacy
+
WGL_EXT_pixel_format_packed_float
tends not to reveal personal information
+
WGL_EXT_swap_control
tends to share
+
WGL_I3D_digital_video_control
own experiences and thoughts with others
+
WGL_I3D_gamma
is not a private person and freely shares details of
+
WGL_I3D_genlock
life
+
WGL_I3D_image_buffer
shares intimate details of
+
WGL_I3D_swap_frame_lock
life without sparing a thought to repercussions or propriety
+
WGL_I3D_swap_frame_usage
is obsessed with details and will often take a great deal of extra time to make sure things are done the right way
+
WGL_NV_copy_image
is a perfectionist
+
WGL_NV_float_buffer
tries to do things correctly each time
+
WGL_NV_gpu_affinity
doesn't try to get things done perfectly
+
WGL_NV_multisample_coverage
is inattentive to detail in
+
WGL_NV_present_video
own work
+
WGL_NV_render_depth_texture
is frustratingly sloppy and careless with every task
+
WGL_NV_render_texture_rectangle
sets to carry out
+
WGL_NV_swap_group
is completely closed-minded and never changes
+
WGL_NV_vertex_array_range
mind after forming an initial idea
+
WGL_NV_video_output
is intellectually stubborn, rarely changing
+
WGL_OML_sync_control
mind during a debate regardless of the merits
+
shadow
tends to be a bit stubborn in changing
+
graphics/graphics_*
mind about things
+
graphics/
doesn't cling tightly to ideas and is open to changing
+
*** Error(s) found in the file "
mind
+
PLAY
often finds
+
FPS:
changing
+
TTF error
mind to agree with somebody else
+
data/art/font.ttf
easily changes
+
No font found!
mind and will generally go with the prevailing view on anything
+
Missing/broken TTF handle:
is not bothered in the slightest by deviations from the norm or even extreme differences in lifestyle or appearance
+
<reason>
is very comfortable around others that are different from
+
glorify hf
is quite comfortable with others that have a different appearance or culture
+
</reason>
is somewhat uncomfortable around those that appear unusual or live differently from
+
</reason_id>
is made deeply uncomfortable by differences in culture or appearance
+
<reason_id>
cannot tolerate differences in culture, lifestyle or appearance
+
<circumstance>
is emotionally obsessive, forming life-long attachments even if they aren't reciprocated
+
dream about hf
forms strong emotional bonds with others, at times to
+
pray to hf
has a tendency toward forming deep emotional bonds with others
+
dream
tends to form only tenuous emotional bonds with others
+
nightmare
forms only fleeting and rare emotional bonds with others
+
</circumstance>
does not have feelings of emotional attachment and has never felt even a moment's connection with another being
+
</circumstance_id>
is buffeted by others' emotions and can't help but to respond to them
+
<circumstance_id>
is swayed by emotional appeals
+
in order to glorify
tends to be swayed by the emotions of others
+
after dreaming of
tends not to be swayed by emotional appeals
+
after praying to
does not generally respond to emotional appeals
+
after a dream
is never moved by the emotions of others
+
after a nightmare
is truly fulfilled by assisting those in need
+
</rep_hero>
finds helping others very emotionally rewarding
+
<rep_hero>
finds helping others emotionally rewarding
+
</rep_buddy>
does not go out of
+
<rep_buddy>
way to help others
+
</rep_grudge>
dislikes helping others
+
<rep_grudge>
feels helping others is an imposition on
+
</rep_bonded>
time
+
<rep_bonded>
has a profound sense of duty and obligation
+
</rep_monster>
has a strong sense of duty
+
<rep_monster>
has a sense of duty
+
</rep_brigand>
finds obligations confining
+
<rep_brigand>
dislikes obligations and will try to avoid being bound by them
+
</rep_bully>
hates vows, obligations, promises and other binding elements that could restrict
+
<rep_bully>
never deliberates before acting, to the point of being considered thoughtless
+
</rep_violent>
doesn't generally think before acting
+
<rep_violent>
can sometimes act without deliberation
+
</rep_psychopath>
tends to think before acting
+
<rep_psychopath>
can get caught up in internal deliberations when action is necessary
+
</rep_trade_partner>
never acts without prolonged deliberation, even to
+
<rep_trade_partner>
own detriment and the harm of those around
+
</rep_storyteller>
is obsessed with order and structure in
+
<rep_storyteller>
own life, with everything kept in its proper place
+
</rep_poet>
lives an orderly life, organized and neat
+
<rep_poet>
tries to keep
+
</rep_bard>
things orderly
+
<rep_bard>
tends to make a small mess with
+
</rep_dancer>
own possessions
+
<rep_dancer>
is sloppy with
+
</rep_friendly>
living space
+
<rep_friendly>
is completely oblivious to any conception of neatness and will just leave things strewn about without a care
+
</rep_killer>
is naturally trustful of everybody
+
<rep_killer>
is very trusting
+
</rep_murderer>
is trusting
+
<rep_murderer>
is slow to trust others
+
</rep_comrade>
does not trust others
+
<rep_comrade>
sees others as selfish and conniving
+
</rep_respected_group>
truly treasures the company of others
+
<rep_respected_group>
enjoys being in crowds
+
</rep_hated_group>
enjoys the company of others
+
<rep_hated_group>
tends to avoid crowds
+
</rep_enemy_fighter>
prefers to be alone
+
<rep_enemy_fighter>
considers spending time alone much more important than associating with others
+
</rep_friendly_fighter>
is assertive to the point of aggression, unwilling to let others get a word in edgewise when
+
<rep_friendly_fighter>
has something to say
+
</rep_loyal_soldier>
has an overbearing personality
+
<rep_loyal_soldier>
is assertive
+
</rep_quarreler>
tends to be passive in discussions
+
<rep_quarreler>
only rarely tries to assert
+
</rep_flatterer>
in conversation
+
<rep_flatterer>
would never under any circumstances speak up or otherwise put forth
+
should have reached goal
point of view in a discussion
+
insufficient progress toward goal
is driven by a bouncing frenetic energy
+
going wrong direction
lives at a high-energy kinetic pace
+
arrived at location
lives a fast-paced life
+
arrived at person
likes to take it easy
+
have not performed
lives at a slow-going and leisurely pace
+
entity no longer rules
has an utterly languid pace of easy living, calm and slow
+
no reason
never fails to seek out the most stressful and even dangerous situations
+
left site
seeks out exciting and adventurous situations
+
whim
likes a little excitement now and then
+
reunited with loved one
doesn't seek out excitement
+
violent disagreement
actively avoids exciting or stressful situations
+
adopted
does everything in
+
need xml text for reason #
power to avoid excitement and stress
+
designed a masterful
is bored by reality and would rather disappear utterly and forever into a world of made-up fantasy
+
constructed a masterful
is given to flights of fancy to the point of distraction
+
created a masterful
has an active imagination
+
masterfully dyed a
isn't given to flights of fancy
+
added a masterful image
is grounded in reality
+
added a masterful covering
is interested only in facts and the real world
+
added masterful rings
eschews practical concerns for philosophical discussion, puzzles, riddles and the world of ideas
+
added masterful bands
strongly prefers discussions of ideas and abstract concepts over handling specific practical issues
+
added masterful spikes
has a tendency to consider ideas and abstractions over practical applications
+
added a masterful handle
likes to keep things practical, without delving too deeply into the abstract
+
added masterful rollers
dislikes abstract discussions and would much rather focus on practical examples
+
added masterful thread
is concerned only with matters practical to the situation at hand, with absolutely no inclination toward abstract discussion
+
added masterful cloth
can easily become absorbed in art and the beauty of the natural world
+
wove a masterful sewn image
is greatly moved by art and natural beauty
+
masterfully wrote
is moved by art and natural beauty
+
created a masterful illustration
does not have a great aesthetic sensitivity
+
attached a masterful instrument piece
is not readily moved by art or natural beauty
+
to a
is completely unmoved by art or the beauty of nature
+
prepared a masterful
[C:5:0:1]
+
created a masterful engraving
a turn-around
+
destroyed
a strengthening
+
a masterpiece
less extreme
+
was destroyed
in
+
by melting
is troubled by this because
+
by magma
values romance
+
during fortification carving
holds romance in low regard
+
during mining
is conflicted by this as
+
by falling debris
values parties and merrymaking in the abstract
+
by growing vegetation
, though
+
masterfully designed by
remains put off by deliberate merrymaking
+
masterfully constructed by
values self-control
+
the masterful
values such powerful forces in life
+
created by
is conflicted by this for more than one reason
+
masterfully dyed with
is disturbed by this since
+
addition of a masterful image
values quiet so, at least in the abstract
+
addition of a masterful covering
, even though
+
addition of masterful rings
likes the way that they would break up the monotony on some level
+
addition of masterful bands
dislikes the adoration of fighting as an art to be refined
+
addition of masterful spikes
works to square this natural tendency with
+
addition of a masterful handle
respect of martial prowess
+
addition of masterful rollers
finds this troubling, since
+
addition of masterful thread
values perseverance
+
addition of masterful cloth
is conflicted by this part of
+
weaving of a masterful sewn image
is conflicted by this since
+
writing of a masterpiece
values harmony as an intellectual concept
+
creation of a masterful illustration
is troubled by
+
addition of a masterful instrument piece
own nature as
+
prepared by
prefers discord and debate at a more abstract level
+
the masterful engraving
nature since
+
the destruction of
values harmony
+
led the attack
is conflicted by
+
, and the defenders were led by
would ideally prefer more strife in
+
  The defenders were led by
is bothered by this since
+
the attack by
values friendship
+
the attack on
is burdened by this tendency because
+
defeated
dislikes the idea of friendship
+
and destroyed
 
+
the defeat of
 +
and destruction of
 +
and pillaged
 +
and pillaging of
 +
and placed
 +
and others
 +
in charge of
 +
The new government was called
 +
and lordship of
 +
over
 +
secured tribute from
 +
, to be delivered from
 +
the securing of
 +
's tribute from
 +
and took over
 +
and takeover of
 +
routed
 +
the rout of
 +
the attack of
 +
abandoned the settlement of
 +
their
 +
settlement of
 +
withered.
 +
the abandonment of
 +
the withering of
 +
formed
 +
became the primary criminal organization
 +
moved
 +
a multitude of
 +
hundreds
 +
some hundred
 +
dozens of
 +
several
 +
a few
 +
joined with
 +
the joining of
 +
merged with
 +
at the settlement of
 +
regained their senses after an initial period of questionable judgment.
 +
regained their senses after another period of questionable judgment.
 +
the formation of
 +
ascendency of the criminal organization
 +
relocation of
 +
the incorporation of
 +
into
 +
the return to reason at the settlement of
 +
laid a series of oppressive edicts upon
 +
lifted numerous oppressive laws from
 +
enacted a series of oppressive laws
 +
repealed numerous oppressive laws
 +
the proclamation of a series of oppressive edicts upon
 +
the lifting of numerous oppressive laws from
 +
the enactment of a series of oppressive laws
 +
the repeal of numerous oppressive laws
 +
finished the construction of
 +
as a part of
 +
connecting
 +
the completion of
 +
thrust a spire of slade up from the underworld, naming it
 +
constructed
 +
, and established a gateway between worlds
 +
replaced
 +
razed
 +
created
 +
the creation of
 +
the construction of
 +
the foundation of
 +
the emergence of
 +
from the underworld through the power of
 +
the replacement of
 +
the razing of
 +
profaning
 +
disturbing
 +
, an insurrection
 +
against
 +
began in
 +
the insurrection
 +
the insurrection in
 +
concluded with
 +
the local government
 +
overthrown
 +
ended with the disappearance of the rebelling population
 +
crushed the insurrection in
 +
the overthrow of
 +
the end of the insurrection in
 +
the crushing of the insurrection against
 +
were taken by a mood to act against their better judgment at
 +
launched an expedition to reclaim
 +
the questionable judgment of
 +
the reclamation of
 +
devoured
 +
the devouring of
 +
broken away
 +
slashed out
 +
slashed off
 +
torn out
 +
torn off
 +
stabbed out
 +
ripped off
 +
burned out
 +
burned away
 +
smashed
 +
slashed
 +
ripped
 +
stabbed
 +
slashing out
 +
slashing off
 +
tearing out
 +
tearing off
 +
stabbing out
 +
ripping off
 +
burning out
 +
burning away
 +
smashing
 +
slashing
 +
ripping
 +
stabbing
 +
burning
 +
was
 +
were
 +
the first to reach the summit of
 +
an unknown peak
 +
, which rises above
 +
the climbing of
 +
escaped from
 +
returned to
 +
made a journey to
 +
unknown lands
 +
the escape from
 +
the return of
 +
the journey of
 +
tamed the
 +
wild beasts
 +
the taming of the
 +
fought with
 +
.  While defeated, the latter escaped unscathed
 +
managed to escape from
 +
's onslaught
 +
was forced to retreat from
 +
despite the latter's wounds
 +
eventually prevailed and
 +
was forced to make a hasty escape
 +
surprised
 +
ambushed
 +
happened upon
 +
cornered
 +
confronted
 +
a scuffle between
 +
in which the former emerged victorious
 +
the escape of
 +
after a punishing fight
 +
after a horrific combat
 +
attack on
 +
surprising of
 +
ambush of
 +
happening upon
 +
cornering of
 +
confrontation of
 +
was the very first to discover
 +
independently discovered
 +
became obsessed with
 +
own mortality and sought to extend
 +
life by any means
 +
began dreaming of starting a family
 +
came to desire to rule the world
 +
began dreaming of making a great discovery
 +
began dreaming of creating a great work of art
 +
began dreaming of crafting a masterwork
 +
began dreaming of bringing peace to the world
 +
began dreaming of becoming a legendary warrior
 +
began dreaming of mastering a skill
 +
began dreaming of falling in love
 +
began dreaming of seeing the great natural wonders of the world
 +
became obsessed with an inscrutable goal
 +
came back from the dead
 +
once more, this time
 +
a murderous ghost
 +
a sadistic ghost
 +
a violent ghost
 +
an angry ghost
 +
a moaning spirit
 +
a howling spirit
 +
a secretive poltergeist
 +
an energetic poltergeist
 +
a troublesome poltergeist
 +
a restless haunt
 +
a forlorn haunt
 +
burned
 +
in dragon fire
 +
to death
 +
shot and killed
 +
mortally wounded
 +
, who bled to death
 +
, who suffocated
 +
hacked
 +
to pieces
 +
beheaded
 +
crucified
 +
buried
 +
alive
 +
left
 +
out in the air
 +
drowned
 +
fed
 +
to beasts
 +
struck down
 +
slaughtered
 +
drained
 +
of blood
 +
murdered
 +
threw
 +
against an obstacle, causing immediate death
 +
into a pit of spikes
 +
scared
 +
solidified
 +
died in the heat
 +
was encased in cooling lava
 +
was encased in cooling magma
 +
was encased in ice
 +
froze to death
 +
died in a cage
 +
fell into a deep chasm
 +
died of old age
 +
died in the dark
 +
starved to death
 +
died of thirst
 +
drowned
 +
burned up in magma
 +
burned up in
 +
dragon fire
 +
's dragon fire
 +
dragon fire
 +
was burned to death by
 +
fire
 +
was burned to death by a
 +
burned to death
 +
was scalded to death
 +
burned up in a magma mist
 +
was crushed by a drawbridge
 +
was crushed under a collapsing ceiling
 +
was killed by falling rocks
 +
was shot and killed
 +
bled to death
 +
, slain by
 +
, slain by a
 +
, slain
 +
succumbed to infection
 +
suffocated
 +
was hacked to pieces
 +
was beheaded
 +
was crucified
 +
was buried alive
 +
was left out in the air
 +
was drowned
 +
was burned alive
 +
was fed to beasts
 +
was struck down
 +
was slaughtered
 +
was scuttled
 +
was drained of blood
 +
was murdered
 +
was killed by a trap
 +
was killed by a vehicle
 +
was killed by a flying object
 +
was banished by
 +
was banished by a
 +
vanished
 +
collapsed
 +
, struck down by
 +
, struck down by a
 +
, struck down
 +
was put to rest
 +
died after colliding with an obstacle
 +
was impaled on spikes
 +
was scared to death
 +
initial discovery
 +
independent discovery
 +
the new desire of
 +
the new dream of
 +
the new obsession of
 +
to rule the world
 +
to start a family
 +
to make a great discovery
 +
to create a great work of art
 +
to craft a masterwork
 +
to bring peace to the world
 +
to become a legendary warrior
 +
to master a skill
 +
to fall in love
 +
to see the great natural wonders of the world
 +
with extending
 +
own life
 +
with an inscrutable goal
 +
from the dead
 +
, once more,
 +
the death of
 +
in a cage
 +
the fall of
 +
into a deep chasm
 +
the passing of
 +
the death in the dark of
 +
the starvation of
 +
the dehydration of
 +
the drowning of
 +
the burning of
 +
in magma
 +
the boiling of
 +
the melting of
 +
the condensation of
 +
the freezing of
 +
the heat-induced death of
 +
the encasement of
 +
in cooling lava
 +
in cooling magma
 +
in ice
 +
in a
 +
's fire
 +
the scalding of
 +
in a magma mist
 +
the crushing of
 +
under a drawbridge
 +
under a collapsing ceiling
 +
by falling rocks
 +
the shooting of
 +
the mortal wounding of
 +
the fatal illness of
 +
the hacking of
 +
the beheading of
 +
the crucifixion of
 +
the burial of
 +
the leaving of
 +
the feeding of
 +
the killing of
 +
the slaughter of
 +
the scuttling of
 +
the draining of
 +
blood
 +
the murder of
 +
by a trap
 +
by a vehicle
 +
by a flying object
 +
the collapse of
 +
after an attack by
 +
after an attack by a
 +
after an attack
 +
attack with
 +
the vanishment of
 +
the putting to rest of
 +
the collision of
 +
with an obstacle
 +
, after the death strike by
 +
, after the death strike by a
 +
the impalement of
 +
on spikes
 +
the scaring of
 +
to death
 +
were
 +
reunited with
 +
through the efforts of
 +
the reunion of
 +
abducted
 +
was abducted
 +
the abduction of
 +
began wandering
 +
began scouting
 +
began hunting great beasts
 +
decided to become a baby-snatcher, operating
 +
decided to become a mercenary, operating
 +
decided to become a thief, operating
 +
gave up being a
 +
to become a
 +
became a
 +
stopped being a
 +
lost a hist fig entry
 +
around
 +
out of
 +
the wilds
 +
the wandering
 +
the scouting
 +
the hunting of great beasts
 +
the baby-snatching
 +
the mercenary operation
 +
the thievery
 +
the career change from
 +
the start as a
 +
the giving up on being a
 +
the loss of a hist fig entry
 +
, based in
 +
throughout
 +
arose from
 +
was discarded in
 +
was buried in
 +
was entombed in
 +
within
 +
raising
 +
discarding
 +
entombment
 +
was denied an apprenticeship under
 +
as the latter prefers to work alone
 +
prefers to work alone
 +
due to
 +
jealousy
 +
denial of apprenticeship
 +
under
 +
aroused general suspicion
 +
after
 +
appearing not to age
 +
general suspicion
 +
fled to
 +
moved to study in
 +
settled in
 +
visited
 +
fled into
 +
the area around
 +
studies
 +
wandering
 +
settling
 +
visit
 +
into the area around
 +
into
 +
gave birth to
 +
sired
 +
was born to
 +
received the worship of
 +
became romantically involved with
 +
was imprisoned by
 +
imprisoned
 +
became the master of
 +
began an apprenticeship under
 +
began traveling with
 +
ceased being the master of
 +
ceased being the apprentice of
 +
was sired by
 +
became the parent of
 +
began worshipping
 +
stopped being the mother of
 +
stopped being the father of
 +
divorced
 +
stopped being the child of
 +
lost the worship of
 +
ended the romantic relationship with
 +
was no longer imprisoned by
 +
no longer imprisoned
 +
stopped being the master of
 +
stopped being the apprentice of
 +
stopped traveling with
 +
stopped being the parent of
 +
lost faith in
 +
started working at
 +
ruled from
 +
started hanging out at
 +
took up residence in
 +
took up residence
 +
laired within
 +
stopped working at
 +
stopped ruling from
 +
stopped hanging out at
 +
moved out of
 +
taught
 +
learned
 +
the learning of
 +
from the teaching of
 +
the moment when
 +
changed
 +
changed
 +
from a
 +
into a
 +
the transformation of
 +
fooled
 +
into believing
 +
the impersonation of
 +
members of
 +
compelled the creation of
 +
collaborated to create
 +
the position of
 +
through force of argument
 +
with threats of violence
 +
, pushed by a wave of popular support
 +
as a matter of course
 +
audacious creation
 +
forcible creation
 +
collaborative creation
 +
popularly-supported creation
 +
of the position of
 +
was enslaved by
 +
was imprisoned by
 +
a mercenary for
 +
an enemy of
 +
a criminal in the eyes of
 +
a member of
 +
a former member of
 +
a former mercenary of
 +
a former slave of
 +
a former prisoner of
 +
a worker of
 +
a claimant for
 +
ceased to be a
 +
ceased to be
 +
left the service of
 +
made peace with
 +
was brought to the justice of
 +
left
 +
escaped from the slavery of
 +
escaped from the prisons of
 +
stopped working for
 +
ceased to be a claimant for
 +
the status of
 +
the marriage of
 +
the belief of
 +
the romantic relationship between
 +
the imprisonment by
 +
the imprisonment of
 +
the apprenticeship of
 +
the master-apprentice relationship of
 +
the companionship of
 +
the former apprenticeship of
 +
the former master-apprentice relationship of
 +
as the child of
 +
as the parent of
 +
over
 +
the termination of
 +
the divorce of
 +
the loss of faith of
 +
the end of the romantic relationship between
 +
the end of the imprisonment by
 +
the end of the imprisonment of
 +
the end of the apprenticeship of
 +
the end of the master-apprentice of
 +
the end of the companionship of
 +
the working of
 +
the seat of power of
 +
the hanging-out of
 +
the residence of
 +
the lair of
 +
the cease of occupation of
 +
the removal of the seat of power of
 +
the stoppage of hanging-out of
 +
the moving out of
 +
the status
 +
the ascension
 +
the appointment
 +
the election
 +
the selection
 +
the entry
 +
the rise
 +
the crimes
 +
the acceptance
 +
the enslavement
 +
the imprisonment
 +
the work
 +
the claim
 +
as a
 +
to the position of
 +
into the mercenary service of
 +
as an enemy of
 +
in the eyes of
 +
as a member of
 +
as a former member of
 +
as a former mercenary of
 +
as a former slave of
 +
as a former prisoner of
 +
the loss of status of
 +
the fall of
 +
the removal of
 +
the departure of
 +
the peace-making of
 +
the loss of heroic status of
 +
the end of the membership of
 +
the end of the former membership of
 +
the end of the former mercenary status of
 +
the end of the former enslavement of
 +
the end of the former imprisonment of
 +
the escape of
 +
the end of work
 +
the end of the claim of
 +
from the position of
 +
from the mercenary service of
 +
with
 +
from the slavery of
 +
from the prisons of
 +
made contact with
 +
the first contact of
 +
rejected contact with
 +
the rejection of contact by
 +
between
 +
concluded
 +
, cementing bonds of mutual trust
 +
with a positive outcome
 +
fairly
 +
in an unsatisfactory fashion
 +
in failure
 +
with miserable outcome
 +
the brilliant
 +
the positive
 +
the fair conclusion
 +
the unsatisfactory conclusion
 +
the failure
 +
the miserable failure
 +
proposed by
 +
was rejected by
 +
the rejection of
 +
concluded
 +
a citizenship agreement
 +
a residency agreement
 +
a rescue mission
 +
an insurrection mission
 +
an adventure
 +
a guide agreement
 +
a journey to safety
 +
bound service
 +
a performance tour
 +
because the group travelled too slowly
 +
after arriving at the destination
 +
because of a leadership change at the site
 +
due to a lack of performances
 +
because the group went too far away
 +
on a whim
 +
after a joyous reunion
 +
after a violent disagreement
 +
after an adoption
 +
an agreement
 +
an unknown party
 +
aided
 +
in becoming a permanent part of the living world
 +
due to their similarity
 +
after pondering the ineffable subtleties of
 +
in order to maintain balance in the universe
 +
to create a monument to the boundaries between realities
 +
to sow the seeds of chaos therein
 +
to provide opportunities for courage to rise
 +
that more might die
 +
that all should gaze upon a truly gruesome visage
 +
because it was destined
 +
that great fortresses might be raised and tested in siege
 +
on a whim
 +
that it might bathe in misery forever
 +
that more might be murdered
 +
in order to make nightmares reality
 +
in order to make thralls of everyone
 +
in order that acts of torture be perpetrated
 +
to provide opportunities for acts of valor to be performed
 +
that war might rage forever
 +
.  The ritual took place in
 +
using
 +
.  The ritual involved
 +
made an agreement with
 +
, becoming a resident of
 +
to eradicate monsters
 +
to entertain the citizenry
 +
to work as a mercenary
 +
to study
 +
, becoming a citizen of
 +
to help rescue
 +
to oust
 +
to entertain the world
 +
to live a life of adventure
 +
after being compelled to serve
 +
to find
 +
in order to be brought to safety
 +
a corrupt agreement was formed
 +
was accepted by
 +
the conclusion of
 +
the permanent joining by
 +
to the living world
 +
the agreement between
 +
and become a resident of
 +
and become a citizen of
 +
the joining of
 +
in bound service
 +
the formation of a corrupt agreement
 +
the acceptance of
 +
became embroiled in a dispute over
 +
the dispute between
 +
accepted an offer of peace from
 +
the acceptance of an offer of peace from
 +
rejected an offer of peace from
 +
the rejection of an offer of peace from
 +
the bodies
 +
the body
 +
impaled on
 +
added to a grisly mound
 +
added to a grotesque pillar
 +
added to a gruesome sculpture
 +
flayed and the skin stretched over
 +
animated
 +
hung from a
 +
horribly mutilated
 +
impalement on
 +
construction of a grisly mound from
 +
construction of a grotesque pillar from
 +
construction of a gruesome sculpture from
 +
display on
 +
of the skins of
 +
animation of
 +
hanging from a
 +
horrible mutilation of
 +
lost a diplomat at
 +
They suspected the involvement of
 +
the loss of a diplomat of
 +
with the possible involvement of
 +
voided all agreements with
 +
the voiding of agreements with
 +
, merchants from
 +
visited
 +
and were never heard from again
 +
and suffered great hardships
 +
.  They reported a seizure of goods
 +
.  They reported irregularities with their goods
 +
.  They were greatly offended by the locals
 +
ill-fated
 +
tragic
 +
costly
 +
unfortunate
 +
visit of merchants from
 +
was hidden in
 +
was stored in
 +
the concealment of
 +
the storing of
 +
was claimed in
 +
the acquisition of
 +
a poetic form
 +
was created by
 +
a musical form
 +
a dance form
 +
a work
 +
was authored by
 +
the authoring of
 +
received its name
 +
was created
 +
the naming of
 +
was made
 +
from
 +
the making of
 +
was lost in
 +
the disappearance of
 +
was found in
 +
the discovery of
 +
was stolen
 +
and brought to
 +
the theft of
 +
was recovered by
 +
the recovery of
 +
was dropped by
 +
the discardment of
 +
held
 +
a story recital
 +
there was a performance
 +
as part of
 +
held by
 +
the performance
 +
a competition involving
 +
a dance competition
 +
a music competition
 +
a poetry competition
 +
a foot race
 +
a flying race
 +
a wrestling competition
 +
a gladiatory competition
 +
there was a competition
 +
There were
 +
competitors
 +
including
 +
Competing were
 +
Victory was spread among
 +
winners
 +
The victory was shared by
 +
was the victor.
 +
held a procession
 +
there was a procession
 +
a procession held by
 +
held a ceremony
 +
there was a ceremony
 +
a ceremony held by
 +
This nameless being
 +
a deity
 +
that occurs in the myths of
 +
a force
 +
which was said to permeate
 +
, animated by unknown forces
 +
born in
 +
of unknown parentage
 +
is the
 +
was the
 +
The identity of
 +
has been lost to time
 +
the first of
 +
one of the first of
 +
the only one of
 +
one of the only ones of
 +
kind
 +
Although accounts vary, it is universally agreed that
 +
of divine parentage and possessed of unnatural gifts. 
 +
chosen by fate as the vanguard of destiny. 
 +
guided by forces unknown. 
 +
most often takes the form of a
 +
was most often depicted as a
 +
associated with
 +
was a
 +
was a legendary
 +
The pages are blank. 
 +
could be found within
 +
were a population within
 +
was a
 +
civilization of
 +
religion of
 +
bandit gang from
 +
performance troupe from
 +
collection of outcasts from
 +
group from
 +
centered around the worship of various beings
 +
centered around the worship of
 +
, a force
 +
[C:3:0:1]Related Historical Figures[C:7:0:0][B]
 +
object of
 +
ardent
 +
faithful
 +
casual
 +
dubious
 +
worship
 +
lover
 +
imprisoner
 +
apprenticeship
 +
traveling companion
 +
former master
 +
former apprentice
 +
[C:1:0:1]Related Entities[C:7:0:0][B]
 +
to present
 +
until
 +
former mercenary
 +
enemy
 +
former member
 +
former slave
 +
former prisoner
 +
worker
 +
former worker
 +
claim to
 +
)[R]
 +
legendary hero
 +
famous hero
 +
hero
 +
greatly respected for heroic acts
 +
respected for heroic acts
 +
legendary brawler
 +
famous brawler
 +
noted brawler
 +
known brawler
 +
rumored brawler
 +
legendary monster
 +
infamous monster
 +
noted monster
 +
known monster
 +
rumored monster
 +
legendary brigand
 +
infamous brigand
 +
noted brigand
 +
known brigand
 +
rumored brigand
 +
legendary bully
 +
infamous bully
 +
noted bully
 +
known bully
 +
rumored bully
 +
legendary villain
 +
infamous villain
 +
noted villain
 +
known villain
 +
rumored villain
 +
legendary killer
 +
infamous killer
 +
noted killer
 +
known killer
 +
rumored killer
 +
legendary murderer
 +
infamous murderer
 +
noted murderer
 +
known murderer
 +
rumored murderer
 +
legendary enemy fighter
 +
infamous enemy fighter
 +
noted enemy fighter
 +
known enemy fighter
 +
rumored enemy fighter
 +
legendary loyal soldier
 +
famous loyal soldier
 +
noted loyal soldier
 +
known loyal soldier
 +
rumored loyal soldier
 +
legendary fighter
 +
famous fighter
 +
noted fighter
 +
known fighter
 +
rumored fighter
 +
[C:6:0:1]Related Sites[C:7:0:0][B]
 +
site occ
 +
seat of power
 +
hangout
 +
late
 +
early
 +
spring
 +
summer
 +
autumn
 +
winter
 +
a time before time
 +
an unknown civilization
 +
myself
 +
an unknown creature
 +
an unknown site
 +
a road
 +
a tunnel
 +
a bridge
 +
a wall
 +
an unknown construction
 +
an unknown secret
 +
an unknown building
 +
an unknown artifact
 +
the depths of the world
 +
the magma sea
 +
the Underworld
 +
an unknown underground region
 +
an unknown region
 +
an empty population
 +
an unknown population
 +
a peace agreement
 +
a lumber agreement
 +
the establishment of landed nobility
 +
the elevation of the landed nobility
 +
a trade agreement
 +
a vague agreement
 +
Only the barest fragments of this amazing story have been uncovered.  It is one of the great untold tales of our times. 
 +
Its nature is still an intriguing puzzle to the learned. 
 +
It is still shrouded in mystery. 
 +
Many facts are still unclear to historians. 
 +
A few issues still trouble scholars, but the picture is fairly clear. 
 +
NULL artifact from dead wg inventory, skipping
 +
HF_LINK
 +
RANDOM_DEF_SPHERE
 +
some vague concept
 +
Age of Three Powers
 +
Age of
 +
Two
 +
Two Powers
 +
Age of the
 +
Age
 +
Age of One Power
 +
Age of Myth
 +
Age of Legends
 +
Twilight Age
 +
Age of Fairy Tales
 +
Age of Heroes
 +
Golden Age
 +
Age of Death
 +
Age of Civilization
 +
Age of Emptiness
 +
The world has passed into
 +
Unknown Age
 +
Notable Kill
 +
[C:7:0:0][B]
 +
Kill
 +
Unknown creature in
 +
Unknown creature[R]
 +
Other Kill
 +
in the wilds
 +
Duel of
 +
Pillaging
 +
Conquest
 +
Destruction
 +
Purge in
 +
Insurrection in
 +
Attempted
 +
Abduction
 +
in the Wilds
 +
Rampage
 +
the Wilds
 +
Journey
 +
Occasion of
 +
The Occasion
 +
Dance Performance
 +
Musical Performance
 +
Poetry Recital
 +
Storytelling
 +
Dance Competition
 +
Musical Competition
 +
Poetry Competition
 +
Race
 +
Air Race
 +
Race
 +
Wrestling Competition
 +
Throwing Competition
 +
Gladiatory Games
 +
Procession
 +
Opening Ceremony
 +
Closing Ceremony
 +
Main Ceremony
 +
Ceremony
 +
NULL artifact from wg storage, skipping
 +
NULL artifact from wg scholar storage, skipping
 +
, once of the Underworld. 
 +
I bind myself to this place.
 +
<historical_event>
 +
</id>
 +
<id>
 +
</year>
 +
<year>
 +
</seconds72>
 +
<seconds72>
 +
<type>field battle</type>
 +
</attacker_civ_id>
 +
<attacker_civ_id>
 +
</defender_civ_id>
 +
<defender_civ_id>
 +
</subregion_id>
 +
<subregion_id>
 +
</feature_layer_id>
 +
<feature_layer_id>
 +
</coords>
 +
<coords>
 +
</attacker_general_hfid>
 +
<attacker_general_hfid>
 +
</defender_general_hfid>
 +
<defender_general_hfid>
 +
</historical_event>
 +
<type>attacked site</type>
 +
</site_civ_id>
 +
<site_civ_id>
 +
</site_id>
 +
<site_id>
 +
<type>destroyed site</type>
 +
<type>plundered site</type>
 +
<type>site tribute forced</type>
 +
<type>new site leader</type>
 +
</new_site_civ_id>
 +
<new_site_civ_id>
 +
</new_leader_hfid>
 +
<new_leader_hfid>
 +
<type>site taken over</type>
 +
<type>hf attacked site</type>
 +
</attacker_hfid>
 +
<attacker_hfid>
 +
<type>hf destroyed site</type>
 +
<type>site died</type>
 +
</civ_id>
 +
<civ_id>
 +
<abandoned/>
 +
<type>site retired</type>
 +
<first/>
 +
<type>created site</type>
 +
</builder_hfid>
 +
<builder_hfid>
 +
<type>created structure</type>
 +
</structure_id>
 +
<structure_id>
 +
<type>replaced structure</type>
 +
</old_ab_id>
 +
<old_ab_id>
 +
</new_ab_id>
 +
<new_ab_id>
 +
<type>razed structure</type>
 +
<type>hf razed structure</type>
 +
</hist_fig_id>
 +
<hist_fig_id>
 +
<type>hf profaned structure</type>
 +
<type>hf disturbed structure</type>
 +
<type>created world construction</type>
 +
</wcid>
 +
<wcid>
 +
</master_wcid>
 +
<master_wcid>
 +
</site_id1>
 +
<site_id1>
 +
</site_id2>
 +
<site_id2>
 +
<type>performance</type>
 +
</occasion_id>
 +
<occasion_id>
 +
</schedule_id>
 +
<schedule_id>
 +
<type>competition</type>
 +
</winner_hfid>
 +
<winner_hfid>
 +
</competitor_hfid>
 +
<competitor_hfid>
 +
<type>procession</type>
 +
<type>ceremony</type>
 +
<type>insurrection started</type>
 +
</target_civ_id>
 +
<target_civ_id>
 +
<outcome>
 +
leadership overthrown
 +
population gone
 +
</outcome>
 +
<type>reclaim site</type>
 +
<unretire/>
 +
<type>creature devoured</type>
 +
<type>hf wounded</type>
 +
</woundee_hfid>
 +
<woundee_hfid>
 +
</wounder_hfid>
 +
<wounder_hfid>
 +
<type>hf simple battle event</type>
 +
<subtype>
 +
scuffle
 +
attacked
 +
surprised
 +
ambushed
 +
happen upon
 +
corner
 +
confront
 +
2 lost after receiving wounds
 +
2 lost after giving wounds
 +
2 lost after mutual wounds
 +
</subtype>
 +
</group_1_hfid>
 +
<group_1_hfid>
 +
</group_2_hfid>
 +
<group_2_hfid>
 +
<type>hf reach summit</type>
 +
</group_hfid>
 +
<group_hfid>
 +
<type>hf travel</type>
 +
<return/>
 +
<escape/>
 +
<type>hf new pet</
 
The poem has  
 
The poem has  
form of music used for entertainment
+
foot
form of music used during marches and military engagements
+
feet
form of music used to commemorate important events
+
a tone pattern of
devotional form of music
+
even-uneven
directed toward the worship of
+
uneven-even
originating in
+
uneven-uneven
The rules of the form are applied by composers to produce individual pieces of music which can be performed. 
+
uneven-even-even
The form guides musicians during improvised performances. 
+
even-uneven-even
to
+
even-even-uneven
singer
+
uneven-even-uneven
speaker
+
even-even
chanter
+
even-even-even
recite
+
even-uneven-uneven
recites
+
uneven-uneven-even
the words of
+
uneven-uneven-uneven
any composition of
+
a syllable weight pattern of
nonsensical words and sounds
+
short-long
while the
+
long-short
music is played on
+
long-long
The music
+
long-short-short
al voices join in melody and counterpoint, harmony and rhythm
+
short-long-short
al voices bring melody, counterpoint and rhythm
+
short-short-long
al voices cover melody, harmony and rhythm
+
long-short-long
is melody and rhythm without harmony
+
short-short
The musical voices
+
short-short-short
join in melody, counterpoint and harmony
+
short-long-long
bring melody and counterpoint
+
long-long-short
bring melody with harmony
+
long-long-long
are joined in melody
+
(quantitative
The musical voices are purely rhythmic
+
iambic
The entire performance
+
trochaic
should
+
spondaic
stress the rhythm
+
dactylic
be stately
+
amphibrachic
be bright
+
anapaestic
be lively
+
cretic
be made with skill
+
pyrrhic
be vigorous
+
tribrachic
be spirited
+
bacchic
be delicate
+
antibacchic
be fiery
+
molossic
bring a sense of motion
+
monometer
be made with feeling
+
dimeter
feel agitated
+
trimeter
be passionate
+
tetrameter
sparkle
+
pentameter
be broad
+
hexameter
be made sweetly
+
heptameter
be strong
+
octameter
be energetic
+
). 
be forceful
+
an accent pattern of
feel heroic
+
unstressed-stressed
be made expressively
+
stressed-unstressed
feel furious
+
stressed-stressed
be joyful
+
stressed-unstressed-unstressed
be grand
+
unstressed-stressed-unstressed
be merry
+
unstressed-unstressed-stressed
be graceful
+
stressed-unstressed-stressed
build as it proceeds
+
unstressed-unstressed
evoke tears
+
unstressed-unstressed-unstressed
be melancholic
+
unstressed-stressed-stressed
feel mournful
+
stressed-stressed-unstressed
be made with a light touch
+
stressed-stressed-stressed
feel heavy
+
(qualitative
feel mysterious
+
syllables. 
be jumpy
+
Every line of the poem has
feel playful
+
an initial caesura
feel tender
+
a medial caesura
feel calm
+
a terminal caesura
be triumphant
+
The ending of each line of the poem shares the same rhyme
is at a free tempo
+
, though the rhyming doesn't have to be perfect
is very slow
+
, though rhymes at the end of lines in the
is slow
+
sections
is at a walking pace
+
section
is moderately paced
+
don't need to match perfectly
is moderately fast
+
, though the rhyme
is fast
+
at the end of the
is very fast
+
lines don't
is extremely fast
+
line doesn't
accelerates as it proceeds
+
need to match perfectly
slows and broadens
+
is dramatic
is consistently slowing
+
is reflective
is at a hurried pace
+
is ribald
gradually slows as it comes to an end
+
is light
slows down and dies away as it draws to a close
+
is solemn
becomes calmer as the end is approached
+
is a riddle
becomes frenzied as it proceeds
+
is a narrative
is to
+
to make a counter-assertion
, and it is to
+
to synthesize previous ideas
be in whispered undertones
+
to develop the previous idea
be very soft
+
to invert the previous assertion
be soft
+
to undercut the previous assertion
be moderately soft
+
to move away from previous ideas
be moderately loud
+
to reflect on previous ideas
be loud
+
to offer a different perspective
be very loud
+
the subject of the poem
become louder and louder
+
concerns
become softer and softer
+
is written from the perspective of
fade into silence
+
must make use of
start loud then be immediately soft
+
Certain lines
The melody and counterpoint both have
+
present different views of the same subject
short phrases
+
In the
mid-length phrases
+
part, the
long phrases
+
line of
phrases of varied length
+
each
The melody has
+
stanza
, while the counterpoint has
+
shares the underlying meaning of
throughout the form. 
+
contrasts the underlying meaning of
The counterpoint melody has
+
is required to maintain the phrasing of
Only one pitch is ever played at a time. 
+
has the same grammatical structure as
Never more than an interval sounds at once. 
+
uses the same placement of allusions as
Chords, seldom-used, are sparse -- intervals and single pitches are favored. 
+
reverses the word order of
Pitches are densely packed in clusters as music moves from chord to chord. 
+
reverses the grammatical structure of
The music is broadly layered with chords spanning the range. 
+
presents a different view of the subject of
The music repeats for as long as necessary. 
+
must expand the idea of
It is performed
+
line. 
without preference for a scale
+
includes
using the
+
lines which emerge when reading along certain prescribed paths
scale
+
has lines with
and in
+
in each line
free rhythm
+
has different readings depending on word breaks
Throughout, when possible, composers and performers are to
+
can be read backwards as well as forwards
Throughout, when possible, performers are to
+
The refrain occurs as lines
glide from note to note
+
The refrain occurs as line
use grace notes
+
refrain occurs as lines
use mordents
+
refrain occurs as line
make trills
+
The ending of each line
play rapid runs
+
of the poem
locally improvise
+
of the
syncopate
+
of this part
add fills
+
shares the same rhyme. 
alternate tension and repose
+
The rhyme scheme
modulate frequently
+
repeating in each stanza of
play arpeggios
+
within each stanza of
play staccato
+
within
play legato
+
repeating in each stanza
freely adjust the beats
+
within each stanza
spread syllables over many notes
+
within this stanza
match notes and syllables
+
respecting the full poem
From beginning to end, when improvising
+
, where numbers indicate a refrain
or composing
+
As a rule throughout the poem, the end rhymes don't generally match perfectly. 
, artists should
+
In this part of the poem, the end rhymes don't need to match perfectly. 
always
+
The rhyme
often
+
need to match perfectly. 
sometimes
+
(No Specific Deity)
include a
+
worshipper
rising
+
No worshippers
rising-falling
+
: Assign
falling-rising
+
: Inn/tavern
melody pattern
+
: Library
sharpened
+
: Temple
degree
+
Remove assignment
on the rise
+
: Location details
on the fall
+
You have not designated any
as well as
+
locations.  Do it here.
glides
+
Locations such as taverns,
grace notes
+
temples and libraries can be
mordents
+
created from meeting area
trills
+
zones, dining rooms and
rapid runs
+
bedrooms.
arpeggios
+
These larger associations of
staccato
+
rooms can attract visitors
legato
+
from outside the fortress.
Each
+
You can manage occupations
always
+
and more from Location
does the main melody
+
Details or the main location
does the counterpoint melody
+
list.
does harmony
+
: Add location
provides the rhythm
+
Site not found
perform with skill
+
No Buildings Nearby
perform with feeling
+
Forbidden
perform sweetly
+
This building has
perform expressively
+
been claimed by
build as the performance proceeds
+
works
perform with a light touch
+
furiously!
is to
+
keeps
glides from note to note
+
muttering
uses grace notes
+
secretly...
uses mordents
+
works,
makes trills
+
darkly brooding...
plays rapid runs
+
with menacing fury!
locally improvises
+
broods
syncopates
+
"Yes.  I need
adds fills
+
"Leave me.  I need...
modulates frequently
+
things...  certain things
plays arpeggios
+
screams
plays staccato
+
"I must have
plays legato
+
mutters
spreads syllables over many notes
+
needs
matches notes and syllables
+
bones...  yes
The voice stays in the
+
a shell
middle
+
a corpse
register. 
+
tree... life
The voice uses its entire range. 
+
raw... green
The voice ranges from the
+
raw... clear
register to the
+
raw... crystal
The voice is confined to the
+
rough... color
voice uses its entire range. 
+
stone... rock
voice ranges from the
+
bars... metal
The voice uses its entire range from the
+
gems... shining
has a simple structure:
+
blocks... bricks...
has the following structure:
+
leather... skin
has a well-defined multi-passage structure:
+
cloth... thread
an additional
+
..."
another
+
sketches
lengthy
+
pictures of
brief
+
skeletons
unrelated
+
shells
passage
+
a forest
introduction
+
glass
exposition
+
glass and burning wood
of the previous passage
+
rough gems and glass
recapitulation
+
a quarry
synthesis
+
shining bars
of the two themes
+
of metal
verse
+
square blocks
chorus
+
stacked leather
finale
+
stacked cloth
coda
+
Task is underway.
bridge-passage
+
Details cannot be
first
+
changed now.
second
+
For
theme
+
: Done filtering
series of variations
+
: Set creature
on the first theme
+
: Collect Webs
possibly
+
: Weave Cloth (Plant Thread)
all repeated
+
: Weave Silk Cloth
repeated
+
: Weave Cloth (Wool/Hair Yarn)
up to
+
: Weave Metal Cloth
times
+
: Tame
Each of the
+
: Capture a Live Land Animal
simple passage
+
: Tame a Small Animal
introduction
+
: Make Rock Mechanisms
recapitulation
+
: Make Traction Bench
synthesis
+
: Process a Raw Fish
finale
+
: Extract from a Raw Fish
bridge-passage
+
: Capture a Live Fish
series of variations
+
: Butcher a dead animal
is voiced by
+
: Extract from a dead animal
the melody of the
+
: Capture a live land animal
the counterpoint of the
+
: Dye Thread
the harmony of the
+
: Dye Cloth
the rhythm of the
+
: Encrust Finished Goods
reciting the words of
+
: Encrust Furniture
reciting
+
: Encrust Ammo
reciting nonsensical words and sounds
+
: Cut Gems
Each passage
+
: Encrust with Gems
The passage
+
Must have magma accessible
is twice the tempo of the last passage
+
from below one of the 8
is half the tempo of the last passage
+
boundary tiles
moves more quickly than the last passage
+
Needs to be powered
is slower than the last passage
+
No tasks available
resumes the previous tempo
+
Check for raw material access
resumes the original tempo
+
and fuel if necessary
each of the
+
: Use in Lever
voice
+
: Use in Trigger
stays in the
+
You don't have enough
covers its entire range
+
mechanisms.
ranges from the
+
: Use in Target
is confined to the
+
: Recenter on lever
covers its entire range from the
+
There is nothing that
in the melody and counterpoint
+
can be linked up.
in the melody, while the counterpoint has
+
: Link up a Bridge
in the melody. 
+
: Link up a Cage
in the counterpoint melody. 
+
: Link up a Chain
Only one pitch is ever played at a time in this passage. 
+
: Link up a Door
This passage features only melodic tones and intervals. 
+
: Link up a Floodgate
This passage typically has some sparse chords. 
+
: Link up a Hatch
Chords are packed close together in dense clusters in this passage. 
+
: Link up a Wall Grate
This passage is richly layered with full chords making use of the available range. 
+
: Link up a Floor Grate
is performed
+
: Link up Vertical Bars
should be composed and performed using
+
: Link up Floor Bars
should be performed using
+
: Link up a Support
locally improvisation
+
: Link up Spears/Spikes
syncopation
+
: Link up a Gear Assembly
fills
+
: Link up Track Stop
alternation between tension and repose
+
: Pull the Lever
frequent modulation
+
: Add new task
free adjustment of the beats
+
: Cancel task
melismatic phrasing
+
: Details
syllabic phrasing
+
: Promote task
should
+
: Remove High Priority
Scales are constructed from
+
: Do task now!
notes spaced evenly throughout the octave. 
+
: Repeat
notes dividing the octave. 
+
: Suspend
In quartertones, their spacing is roughly
+
: Workshop profile
, where 1 is the tonic, O marks the octave and x marks other notes. 
+
Profile requires manager
Scales are conceived of as two chords built using a division of the perfect fourth interval into
+
No bucket
notes. 
+
Bucket full
The tonic note is fixed only at the time of performance. 
+
Active
The tonic note is a fixed tone passed from teacher to student. 
+
: Size Room
Every note is named. 
+
: Free Room
A single note in the fundamental scale is named. 
+
: Resize Room
Preferred notes in the fundamental scale are named. 
+
: Make Meeting Hall
After a scale is constructed, notes are named according to degree. 
+
Frozen Here
After a scale is constructed, the root note of chords are named. 
+
Frozen Elsewhere
It is called
+
Total Power:
The names are
+
Total Power Needed:
spoken
+
Stable Foundation
As always, the
+
Hanging
pentatonic
+
: Stop Pumping Manually
hexatonic
+
: Start Pump Manually
heptatonic
+
Pumps from the north
scale is
+
Pumps from the east
constructed by selection of degrees from the fundamental scale.  The degrees selected are
+
Pumps from the south
thought of as joined chords spanning a perfect fifth and a perfect fourth
+
Pumps from the west
thought of as two disjoint chords spanning a perfect fifth and a major third
+
: Choose Shooting Dir
thought of as two disjoint chords spanning a tritone and a perfect fourth
+
Shoot:
thought of as two disjoint chords drawn from the fundamental division of the perfect fourth
+
From Top to Bottom
thought of as two disjoint chords spanning two perfect fourths
+
From Bottom to Top
These chords are named
+
From Left to Right
[B]The
+
From Right to Left
trichord
+
Give name
tetrachord
+
: Indiv Eq
pentachord
+
: Squad Eq
(completing the octave)
+
: Make Archery Range
degrees of the semitone octave scale
+
This is a memorial to
degrees of the quartertone octave scale
+
: Assign Room
degrees of the octave scale
+
Current Owner:
degrees of the fundamental perfect fourth division
+
: Make Memorial Hall
[B]The rhythm system is fundamentally polyrhythmic.  There are always multiple rhythm lines, and each of their bars is played over the same period of time, regardless of the number of beats.  The rhythm lines are thought of as one, without a primary-subordinate relationship, though individual lines can be named. 
+
: Make Sculpture Garden
[B]The rhythm system is fundamentally polymetric.  There are always multiple rhythm lines, and the beats are always played together, even if one rhythm line completes (and then repeats) before the other is finished.  The rhythm lines are thought of as one, without a primary-subordinate relationship, though individual lines can be named. 
+
: Install colony when ready
rhythm is made from
+
  * Requires wild colony or
patterns:
+
  * Existing hive
(considered the primary)
+
: Do not install colony
As stated above, they are to be played in polyrhythm. 
+
: Gather any products
As stated above, they are to be played in polymeter. 
+
  * Destroys colony
The patterns are to be played in the same beat, allowing one to repeat before the other is concluded. 
+
  * Requires a jug
The patterns are to be played over the same period of time, concluding together regardless of beat number. 
+
: Do not gather products
rhythm is a single line with
+
  * Saves colony for split
beats
+
Outdoor access
divided into
+
No outdoor access
bars in a
+
Ready to be split
pattern
+
Not ready to be split
The beats are named
+
Too many hives
The beat is stressed as follows:
+
* No output
[B]where
+
* Output restricted
! marks the primary accent,
+
Occupants:
X marks an accented beat,
+
: Do Not Use For Justice
` marks a beat as early,
+
: Terrarium
' marks a beat as late,
+
: Aquarium
x is a beat
+
: Justice
, - is silent
+
: Make Room
and | indicates a bar. 
+
: Owner
called the
+
: Free
the fundamental dance move. 
+
: Assign Animal to Chain
is one of the fundamental dance moves. 
+
: Used by Justice (
the fundamental dance position. 
+
: Set Owner
is one of the fundamental dance positions. 
+
Assigned:
First,
+
Chained:
Then
+
Fire at Will
Finally,
+
Prepare to Fire
there
+
Not in Use
should be
+
, Facing
a series of
+
: Change Action
graceful
+
: Change Orientation
serene
+
Operated by Mechanisms
calm
+
Passable
grotesque
+
, Internal
crude
+
Pet-passable
refined
+
Open
understated
+
DOOR TAKEN BY INVADERS
delicate
+
Retake door to forbid it.
elaborate
+
DOOR USED BY INTRUDER
expressive
+
: Forbid Passage
strong
+
: Permit Passage
weightless
+
: Make Pet-passable
fluid
+
: Keep Tightly Closed
undulating
+
: Set as Internal
soft
+
: Set as External
jerking
+
HATCH TAKEN BY INVADERS
sharp-edged
+
Retake hatch to forbid it.
straight-lined
+
HATCH USED BY INTRUDER
loudly percussive
+
This is the resting
softly percussive
+
place of
aborted
+
: Assign Tomb
partially realized
+
: Free Tomb
energetic
+
: Resize Tomb
passionate
+
: Use for Burial (Y)
vivacious
+
: Use for Burial (N)
joyous
+
: Allow Citizens (N)
proud
+
: Allow Citizens (Y)
flamboyant
+
: Allow Pets (N)
lively
+
: Allow Pets (Y)
spirited
+
: Make Tomb
vigorous
+
: Assign Chair
intense
+
: Free Chair
aggressive
+
: Make Throne Room or Study
powerful
+
: Assign Table
sluggish
+
: Free Table
relaxed
+
: Meeting Hall (
passive
+
: Assign Location
subtle
+
: Make Dining Room
sensual
+
Move the cursor to the workshop
debauched
+
or pile you want to give to.
twisting
+
: Select Pile/Workshop
sprightly
+
or pile you want to take from.
sinuous
+
: Change Settings
counterclockwise
+
: Max Barrel -
clockwise
+
: Max Bin -
eighth
+
: Max Wheelbarrow -
quarter
+
: Will Take From Links Only
half
+
: Will Take From Anywhere
repeated
+
: Take From A Pile/Workshop
steps in a square pattern
+
: Give To A Pile/Workshop
steps in a circular pattern
+
: Delete Selected
steps in a triangle pattern
+
Give:
steps in a figure-eight pattern
+
Take:
steps in an intricate pattern
+
: Vacant
turn
+
: Assign Bed
facial expression
+
: Free Bed
hand gesture
+
: Barracks (
straight walk
+
: Dormitory (
curved walk
+
T: Stop rental (
run
+
* Eviction Underway *
leap
+
* Move Underway *
kick
+
: Rent this room
left kick
+
: Position
right kick
+
Current Long-term Resident:
leg lift
+
: Make Bedroom
left leg lift
+
Shopkeeper:
right leg lift
+
For Sale at
body level
+
Nest box claimed by
body level change
+
Nest box unclaimed
arm carriage
+
: Move Goods to/from Depot
raised left arm
+
There are no merchants
raised right arm
+
trading right now.
raised arm
+
: Trader requested at depot
spin
+
: No trader needed at depot
independent body movement
+
: Anyone may trade
sway
+
: Only broker may trade
forward bend
+
Broker:
backward bend
+
Broker can access depot
leftward bend
+
Broker cannot access depot
rightward bend
+
You do not have a broker.
footwork
+
: Nothing for Now
movement along the line of dance
+
: Meat
mirrored
+
: Fish
performed in retrograde
+
: Large Gem
performed in succession
+
Trap Occupied:
shadowed
+
Trap Baited:
by group members
+
No seeds
from the lead
+
No seeds available
from the follower
+
for this location
with
+
: Fallow
sacred
+
: Cancel Fert
solo
+
: Fertilize
group
+
: Seas Fert (
solo
+
: Spring
group
+
: Summer
celebration
+
: Autumn
participation
+
: Winter
social
+
Disengaged
partner
+
: Make Barracks/Armory
for a single pair
+
: Remove Building
pairs
+
Cancel
dancers
+
Done
The rules of the form are applied by choreographers to produce individual dances which can be performed. 
+
First, you need to create a
The form guides dancers during improvised performances. 
+
squad in the military
The dance is accompanied by
+
screen.  The military screen
as the dancer acts out
+
is accessible from the main
as the dancers act out
+
view or you can press
any composition of
+
: Military screen
The dancer performs
+
etc.: Select exclusively
The dancers perform
+
etc.: Select multiple
in a single line
+
: Scroll list
in several lines
+
: Place opposite corner
in a circle
+
: Place first corner
in a double circle
+
: Kill creatures at cursor
loosely mingled
+
: Select from list
along a clockwise circle
+
: Select in rectangle
turning clockwise
+
: Back to squads
along a counterclockwise circle
+
etc.: Move to a point
turning counterclockwise
+
etc.: Center on a point
along an improvised path
+
: Move to the cursor
along an intricate path
+
Orders
, moving
+
(squad)
very slowly
+
: Attack
slowly
+
: Move
slower and slower
+
: Cancel
faster and faster
+
: Cancel orders
quickly
+
: Center on this squad
very quickly
+
: View schedule
to the music's
+
Sched -
rhythm
+
Near sq:
with the music
+
etc.: Choose squad
The partners
+
: Center on selected squad
dance closely
+
: Active
maintain open contact
+
: Select squads
rarely make contact
+
: Select individuals
, communicating intent
+
Resume
by pushing together
+
: One-Step
constantly
+
route
briefly
+
: Add waypt
by pulling away
+
: Edit routes
constantly
+
: Del waypt
briefly
+
: Add route
through touch
+
: Edit waypts
through a light touch
+
: Del route
through visual cues
+
: Name route
through spoken cues
+
: Center
There are partner changes throughout the dance
+
: Back to points/notes
with the lead advancing along the main line of motion
+
/100
with the lead advancing against the main line of motion
+
: Place
with the lead turning out clockwise
+
: Name
with the lead turning out counterclockwise
+
: Note text
The dancers imitate the movement of the
+
: Change symbol selector
This dance is a refined artform, with
+
: Adopt selected symbol
special position
+
: Routes
specific move
+
You have no vehicles.
to be mastered. 
+
Push
The entire dance has a basic movement
+
Ride
dance is
+
immediately
dance is punctuated by
+
in 1 day
serene
+
days
grotesque
+
always (at least 0%)
crude
+
when empty
refined
+
when
understated
+
at least
elaborate
+
at most
expressive
+
25%
strong
+
50%
weightless
+
75%
undulating
+
when full
soft
+
always (at most 100%)
jerking
+
desired items
sharp-edged
+
any items
straight-lined
+
Give to/Take from
loudly percussive
+
Give to
softly percussive
+
Take from
aborted
+
(Select)
partially realized
+
(Select Stockpile)
energetic
+
(Obsolete Stockpile)
vivacious
+
Stop
flamboyant
+
! Set dir/connect track
lively
+
You have no routes.
spirited
+
: Assign Vehicle
vigorous
+
: Set desired/kept items
intense
+
: Set kept items
aggressive
+
: Set desired items
powerful
+
: New depart condition
sluggish
+
: New stockpile link
relaxed
+
: Remove condition/link
passive
+
: Select stockpile
subtle
+
: Toggle take/give
sensual
+
: Push/Ride/Guide
debauched
+
: Dir
twisting
+
: More/Less
sprightly
+
: Desired/Total
sinuous
+
: Change condition
counterclockwise
+
: Advanced
clockwise
+
: Timer
eighth
+
: Define stop
quarter
+
: New route
half
+
: New stop
repeated
+
: Remove route/stop
turns
+
: Promote stop
facial expressions
+
: Nickname
hand gestures
+
: Remove from burrow
straight walks
+
: Add to burrow
curved walks
+
: Change selection
runs
+
: Done naming
leaps
+
: Name burrow
left kicks
+
: Select symbol/color
right kicks
+
: Finish rectangle
leg lifts
+
: Start rectangle
left leg lifts
+
: Mouse brush is
right leg lifts
+
one tile
body level
+
round 5x5
body level changes
+
: Currently painting
arm carriage
+
: Currently erasing
raised left arms
+
: Center on burrow
raised right arms
+
Delete this burrow?
raised arms
+
All citizen assignments
spins
+
and alert information
independent body movement
+
associated to it will
sway
+
be removed forever!
forward bends
+
: Delete it
backward bends
+
: Add new burrow
leftward bends
+
: Define this burrow
rightward bends
+
: Add citizens to burrow
footwork
+
: Remove workshop limits
movement along the line of dance
+
: Limit workshops to burrow
of the lead
+
: Place tree
of the follower
+
_ Years Old
, with
+
Year Old
aborted
+
Years Old
partially realized
+
vapor
moves
+
Track/Spoor
movement
+
: Create creature
mirrored
+
: Create tree
performed in retrograde
+
: Place water
performed in succession
+
: Place magma
shadowed
+
: Butcher
The dance begins with the
+
: Assume control
The dance enters a new section with the
+
: Dismount
next
+
: Mount
passage
+
: Select rider
exposition
+
Outside
verse
+
Inside
chorus
+
Dark
coda
+
Subterranean
variations
+
Above Ground
of the music. 
+
: Follow
section is distinct. 
+
No Units Nearby
There are partner changes
+
Corrupt Soldier Mood:
There is a basic movement
+
Has a horrible fell look!
This
+
Brooding darkly...
section is
+
Has the aspect of one fey!
section is punctuated by
+
Peculiarly secretive...
Training Session
+
Possessed by unknown forces!
Activity Event
+
Stricken by melancholy...
Activity
+
Crawling around babbling!
Play Make Believe
+
Running around babbling!
Archery Practice
+
Crawling around crazed!
Go to Individual Combat Drill
+
Running around crazed!
Individual Combat Drill
+
In a berserk rage!
/Resting
+
Staring off into space...
Go to Combat Training
+
Corrupt Strange Mood:
Organize Combat Training
+
Overcome by terror!
Lead Combat Training
+
In emotional shock!
Wait for Combat Training
+
Overwhelmed by horror!
Go to Sparring Match
+
Experiencing mortal fear!
Spar
+
Beside
Go to Sparring Practice
+
with grief!
Watch Sparring Practice
+
Drowning in sadness!
Meditate on
+
Writhing in agony!
Discuss
+
Anguished!
Teach
+
Lost in despair!
Learn
+
Completely dismayed!
Ponder
+
Distressed!
Serve
+
Taken by a fright!
Serve Customer
+
Wallowing in misery!
Write about
+
Truly mortified!
Write
+
Shaken to the core!
Play with
+
In existential crisis!
Demonstration
+
Emotionally overloaded!
Organize
+
Pet of
Wait for
+
Somebody
Watch
+
Warrior
Preach on
+
Artist
Promote
+
Traveler
Inveigh Against
+
Instrument:
Introspection
+
Poetry:
Romance
+
Music:
Nature
+
Dance:
Listen to Sermon
+
(V Rusty)
Tell Story
+
(Rusty)
Listen to Story
+
: Combat
Recite Poetry
+
: Labor
Listen to Poetry
+
: Misc
Play
+
: View Activity
Sing
+
Over-Exerted
Perform Music
+
Harrowed
Listen to Music
+
Haggard
Perform Dance
+
Stressed
Watch Dance
+
This animal is waiting for
embraces
+
conflict.
lay
+
This animal hunts at will.
forth an awe-inspiring sermon for the ages!
+
This adorable animal
artfully deliver
+
can't work.
a lucid and powerful sermon.
+
This animal isn't interested
giving a creditable sermon.
+
in your wishes.
just can't give a sermon very well.
+
This animal is waiting to be
weave
+
trained.
a mesmerizing tale!
+
This animal can't work.
the story in vivid detail.
+
: Ready for Slaughter (Y)
telling the tale quite well.
+
: Ready for Slaughter (N)
stumble
+
: Ready for Gelding (Y)
over the details.
+
: Ready for Gelding (N)
bring
+
: Work Animals
the poem to life with this flawless recitation.
+
: Occupation
choose
+
Squad:
the perfect phrasing.
+
: Create squad
recite
+
: Select squad
the words evocatively.
+
Uniform
enunciate
+
No uniform
crisply.
+
: New squad
speak
+
: Name squad
well.
+
: Assign to squad
mumble
+
: Remove from squad
, having completely forgotten the words.
+
: Name selected squad
poorly.
+
Replace
instrument
+
last member
are indistinguishable!
+
Cannot remove
delivering a virtuoso performance on the
+
commander with
is absolutely flawless.
+
subordinates
could nearly pass for the voice of the
+
Resident Performer
play
+
Resident Scholar
with skill.
+
Has occupation
beautifully.
+
Has no occupation
sound
+
Take occupation
vaguely like the intended
+
: Add / Remove
playing the
+
No labors available.
chanting
+
Assign a trained animal:
a mockery of the
+
There are no animals left.
with a shameworthy performance.
+
war beast
doesn't
+
assigned
don't
+
hunting beast
seem to know how to play the
+
The baby can't work yet.
sloppily
+
A child does as it pleases!
and even forget
+
The noble will not work.
some of the words.
+
: View Category
dance
+
: Toggle Cat
flawlessly, like someone out of a legend!
+
:Gen
dancing exceptionally.
+
:Inv
dancing well.
+
:Prf
get
+
:Wnd
tangled up.
+
: Next
has discovered
+
Rollers
has become a student of
+
(N->S)
Some children
+
(E->W)
begin
+
(S->N)
begins
+
(W->E)
playing make believe.
+
Horizontal Axle
playing with
+
(N/S)
The performers
+
(E/W)
a sermon on
+
Upright Weapon
reciting the poem
+
Pump from north
an improvised recital of
+
Pump from east
the musical composition
+
Pump from south
improvised music,
+
Pump from west
dancing
+
Chain
an improvised dance,
+
Chair or Throne
in the middle of
+
(Raises
You continue the sermon.
+
(Retracts)
The sermon continues.
+
Placement
You continue the story.
+
: Change Height
The story continues.
+
: Change Width
You begin
+
: Resets
The poetry enters
+
: One use only
line.
+
: Water from
the verse paragraph
+
(Full)
verse paragraph
+
: Min,
stanza
+
: Max
You continue the poem.
+
: Water does not trigger
The poem continues.
+
: Magma from
You enter
+
: Magma does not trigger
The dance enters a new section with
+
: Weight from
The music enters
+
: Track does not trigger
the introduction
+
: Creatures trigger
of the theme
+
: Citizens trigger
a recapitulation
+
: Citizens do not trigger
a verse
+
: Min
a chorus
+
: Max
You continue the dance.
+
: Creatures do not trigger
The dance continues.
+
Friction:
You continue the music.
+
Lowest
The music continues.
+
Highest
You conclude your performance.
+
: Change Friction
The performers are finished.
+
Dump on arrival:
Some performers finish their act.
+
: Activate/change direction
has finished performing.
+
: Change Speed
concludes a performance.
+
Raise Dir
You've learned
+
Item
You feel like you know the basic rules of
+
Needed)
DOUBLE TAGGED ITEM: By Activity,
+
Max)
has shared many tales from beyond
+
Dist
has shared a few rumors.
+
: Done Selecting
has shared a rumor from abroad.
+
: View Item
gives you
+
: Sel All
There is not enough room to perform here.
+
: Deselect
There are not enough dancers.
+
: Desel All
You could not find a partner.
+
: Expand/Contract
You cannot perform here.
+
Current Refuse Orders:
empty
+
Gather Refuse
pick up
+
Ignore Refuse
empties
+
  From Outside
picks up
+
: Gather Vermin Remains
It has no writing.
+
: Ignore Vermin Remains
It has no pages.
+
Dump Corpses
That was compelling!
+
Save Corpses
appears to acquiesce.
+
Dump Skulls
It is not convincing.
+
Save Skulls
appears unconvinced.
+
Dump Bones
You flinch.
+
Save Bones
flinches.
+
Dump Shells
You are unperturbed.
+
Save Shells
appears unperturbed.
+
Dump Skins
I don't remember clearly.
+
Save Skins
What happened?
+
Dump Hair/Wool
I am your loyal
+
Save Hair/Wool
  The task is accomplished.
+
Dump Other
is dead!
+
Save Other
will be slain.
+
Current Workshop Orders:
have been driven from
+
: Auto Loom All Thread
  The need for my task seems to have passed.
+
: Auto Loom Dyed Thread
  The enemy will be driven off.
+
: No Auto Loom
  There will be no rest for the enemy.
+
: Use Dyed Cloth
  I am a little confused.
+
: Use Any Cloth
  I am sort of confused.
+
: Auto Collect Webs
I am confused.
+
: No Auto Collect Webs
I am very confused.
+
: Auto Slaughter
Commendable!  Your loyalty and bravery cannot be denied.
+
: No Auto Slaughter
.  What do you command?
+
: Auto Butcher
I wish to become a
+
: No Auto Butcher
.  Will you have me?
+
: Auto Fishery
I ask that
+
: No Auto Fishery
be made
+
: Auto Kitchen
.  Will you have us?
+
: No Auto Kitchen
Yes, you'd make a fantastic
+
: Auto Tan
here.  Make us proud!
+
: No Auto Tan
I'll need to see something impressive before I consider it.
+
: Auto Kiln
I would love to join
+
: No Auto Kiln
.  Can I perform with you?
+
: Auto Smelter
You just aren't good enough yet, but you should keep performing.
+
: No Auto Smelter
Would you like to join
+
: Auto Other
?  The troupe could use your talent.
+
: No Auto Other
Yes!  It'll be great to perform with you.
+
Current Zone Orders:
I'm sorry, but I can't join the troupe.
+
: Zone-Only Drinking
I'm kicking you out of
+
: Prefer Zone Drinking
I'm leaving
+
: Zone-Only Fishing
I cannot accept this honor.  I am sorry.
+
: Prefer Zone Fishing
Gladly.  I will be your
+
Current Forbid Orders:
You are not worthy of such an honor yet.  I am sorry.
+
: Forbid used ammunition
Gladly.  You are now one of my
+
: Claim used ammunition
You can no longer be a
+
: Forbid your dead
I would be honored if you would become a
+
: Claim your dead
.  Will you have me as
+
: Forbid your death items
I would be honored to serve as a
+
: Claim your death items
Come with me and I'll bring you to safety.
+
: Forbid other non-hunted dead
Please help me!
+
: Claim other dead
I hate you.
+
: Forbid other death items
The enemy!
+
: Claim other death items
I must obey the master!
+
Forbidding of death objects
Gwargh!
+
occurs at time of death.
Ahhh...
+
Current Standing Orders:
Don't talk to me.
+
: Announce all job cancellations.
Behold, mortal.  I am
+
: Announce most job cancellations.
a divine being
+
: Announce some job cancellations.
.  I know why you have come.
+
: Announce no job cancellations.
Well, let's see...
+
Gather Animals
  we've got
+
Ignore Animals
deaths
+
Gather Food
law-breaking
+
Ignore Food
abductions
+
Gather Furniture
occupations
+
Ignore Furniture
the occupation
+
Gather Bodies
criminals
+
Ignore Bodies
skulking vermin
+
: Refuse
bone-chilling horror
+
Gather Minerals
ruffians
+
Ignore Minerals
open war
+
Gather Wood
brewing trouble with our neighbors
+
Ignore Wood
I've forgotten what trouble it was...
+
All Harvest
Wait here until I return.
+
: Only Farmers Harvest
Let's continue onward together.
+
: Mix Food
Can you tell me the way to
+
: No Mix
What have you done?  This is horrifying!
+
: Workshop Orders
Thank you.  I will take excellent care of this majestic creature.
+
: Activity Zone Orders
I deign to favor you with my little pretty,
+
These orders are superseded
I give to you this fine beast,
+
by negative preferences.
What do you think of me?
+
Hotkey
What can you tell me about yourself?
+
Zoom
What can you tell me about
+
Unit
Can you tell me where I can find myself?
+
: Change Name
Can you tell me where I can find you?
+
: Zoom Here
Can you tell me where I can find
+
: Mine
Please guide me to
+
: Channel
Please guide me to myself.
+
: Up Stair
Please guide me to you.
+
: Down Stair
  I'm giving up on this hopeless venture.
+
: U/D Stair
  We were going to entertain the world!  It's a shame, but I'll have to make my own way now.
+
: Up Ramp
  I'm returning on my own.
+
: Remove Up Stairs/Ramps
  I hope you find what you are seeking here.
+
: Chop Down Trees
Now we will live under
+
: Gather Plants
They must be stopped by any means at our disposal.
+
: Smooth Stone
I don't know anything else about them.
+
: Engrave Stone
It's for the best.
+
: Carve Fortifications
I hate them.
+
: Carve Track
I am afraid of them.
+
: Toggle Engravings
They are terrific.
+
: Toggle Standard/Marking
Now we will have to build our own future.
+
: Remove Construction
Are we close?
+
: Remove Designation
You are bound to obey me.
+
: Set Building/Item Properties
How are you enjoying the adventure?
+
: Set Traffic Areas
Where should I take you?
+
: Set Priority
Soon the world will be set right.
+
Marker Only
We shall bring
+
Designating All
home safely.
+
Automining Ore/Gems
Are you looking forward to the performance?
+
Designating Ore/Gems
I've forgotten what I was going to say...
+
Designating Gems
Tell me about
+
: Designate
the law-breaking
+
will:
the beasts
+
: Pick fruit from trees
the ruffians
+
: Ignore fruit on trees
the brewing trouble
+
: Pick berries/pull tubers
How have things been?
+
: Ignore shrubs
How's life here?
+
: Gather fallen fruit
It has been the same as ever.
+
: Ignore fallen fruit
You must kill
+
Beds:
  This
+
Traction Benches:
great beast
+
Boxes/bags:
ancient force of nature
+
Thread:
cursed demon
+
Cloth:
fearsome beast
+
Splints:
horrible beast
+
Crutches:
night creature
+
Powder for casts:
evil being
+
Buckets:
terror from the evil depths
+
Soap:
vile monster from the bowels of the earth
+
: Is Pond
beast from underground
+
: Is Pit
creeping thing
+
(Half Full)
terrifying wilderness monster
+
(Not Full)
savage beast
+
: Larger zone
ferocious wild animal
+
: Smaller zone
ferocious unnatural beast
+
Remove Activity Zone
beast from the wilds
+
New Activity Zone
threatens our people with its very presence.
+
Water Source (
  Seek your foe in the
+
Fishing (
  Our hopes travel with you.
+
Gather/Pick Fruit (
  Enjoy the hunt!
+
Garbage Dump (
You must drive the ruffians of
+
Pen/Pasture (
our
+
Pit/Pond (
.  They have been harassing the people for too long.
+
Sand (
sent
+
Clay (
to try to boss us around, but you'll show them the true nature of power.
+
Meeting Area (
came try to boss us around, but you'll teach that coward a lesson.
+
Cold
You must drive the skulking vermin
+
Hospital (
out of
+
Animal Training (
You must drive
+
Activity Zone #
.  Their aggressive order must not be allowed to flourish.
+
: Water Source (
.  These outlaws must be punished.
+
: Fishing (
.  These criminals have been allowed to thrive for too long.
+
: Gather/Pick Fruit (
from their home at
+
: Garbage Dump (
must be driven off or subjugated.
+
: Pen/Pasture (
could afford to learn a lesson or two, though open conflict would be unwise.
+
: Pit/Pond (
  The alliance has outlived its usefulness.
+
: Sand (
  In any case, peace is no longer an option.
+
: Clay (
  This war must end with our victory.
+
: Meeting Area (
  Their tribute is not enough.
+
: Hospital (
  We can no longer pay them homage.
+
: Animal Training (
  I tire of this pointless skirmishing.
+
: Remove this zone
  I wish I could tell you where to begin your search.  Until then, you are free to do as you please.
+
: Set Gather Information
The group
+
: Set Hospital Information
is our ally
+
: Set Pit/Pond Information
is not at war with us
+
: Set Pen/Pasture Information
is at war with us.
+
: Stop Removing Zones
is paying us tribute
+
: Remove Zones
accepts our tribute
+
: Remove rectangle
is skirmishing with us.
+
Rectangle
is unknown us.
+
Flow
and there is friendship between our peoples.
+
Floor Flow
and there is no hard feeling between our peoples.
+
: Animal
but there is ill-will between our peoples.
+
: Food
The trouble started because of
+
: Furniture
There is also
+
: Coins
a family matter
+
: Corpses
the issue of their godlessness
+
: Wood
the issue of their worship of
+
: Stone
the issue of their oneness with
+
: Gem
the natural issue of their worship of
+
: Bar/Block
the natural issue of their oneness with
+
: Cloth
Be careful, for their leader
+
: Leather
is my
+
: Ammo
It does not help matters that their leader
+
: Sheets
I don't really know.
+
: Finished Goods
They do not feel challenged at all.
+
: Weapons
They still hold this area, but they do not feel certain.
+
: Armor
Their strength has been challenged, and their hold has loosened.
+
: Custom Stockpile
Their strength has been broken.
+
: Custom Settings
They consider you an infamous villain among those opposing them.
+
: Reserved Barrels -
They consider you a leader of the opposition.
+
: Reserved Bins -
They consider you a key figure in the opposition.
+
: Reclaim Items/Buildings
You are considered an integral part of the opposition.
+
: Forbid Items/Buildings
You are considered part of the opposition.
+
: Melt Items
There are guards patrolling
+
: Remove Melt
There are guards in
+
: Dump Items
the mead hall
+
: Remove Dump
a cottage
+
: Hide Items/Buildings
the keep
+
: Unhide Items/Buildings
the great tower
+
: High Traffic Area
a tree
+
: Normal Traffic Area
an abandoned shop
+
: Low Traffic Area
a food imports store
+
: Restricted Traffic Area
a clothing imports store
+
High Traffic Cost:
a general imports store
+
Normal Traffic Cost:
a cloth shop
+
Low Traffic Cost:
a leather shop
+
Restricted Traffic Cost:
a woven clothing shop
+
: Change Cost
a leather clothing shop
+
: Choose Area
a bone carver's shop
+
Wagon Access
a gem cutter's shop
+
No Wagon Access
a weaponsmith's shop
+
Accessible Depot
a bowyer's shop
+
Inaccessible Depot
a blacksmith's shop
+
Depot accessible
a armorsmith's shop
+
Depot inaccessible
a metal craft shop
+
All depots inaccessible
a leather goods shop
+
All depots accessible
a carpenter's shop
+
depots accessible
a stone furniture shop
+
: View Announcements
a metal furniture shop
+
: Reports
the imported goods market
+
: Unit List
the imported food market
+
: Look Around / Create
the imported clothing market
+
: View Units
the meat market
+
: Hot Keys
the fruit and vegetable market
+
: Conflict Level
the cheese market
+
: Morale/Fear
the processed goods market
+
: Set Weather/Temp/Time
the shrine to
+
: Move this menu/map
There is a long-ranging patrol
+
: Help
I have no idea.
+
: Options
  I'd watch out for them. 
+
: Movies
There are no fewer than
+
: Building
other groups vying for control.
+
: Civilizations/World Info
are vying for control.
+
: Designations
I haven't heard anything like that.
+
: Set Orders
No fewer than
+
: Job List
groups fled.
+
: Military
One group organized itself. 
+
: Squads
A few separate groups were organized. 
+
: Points/Routes/Notes
fled before the attack.
+
: Make Burrows
Nobody I remember.
+
: Hauling
You sound like a troublemaker.
+
: Stockpiles
has occupied
+
: Zones
rules
+
: Set Building Tasks/Prefs
is a group of
+
: View Rooms/Buildings
  I rule
+
: View Items in Buildings
from this capital as well
+
: Locations and Occupations
  Not that it matters, as
+
: Nobles and Administrators
abides here in magnificence
+
: Look
  Not that it matters, as the seat of
+
: Depot Access
is here, and
+
: Artifacts
the blood-drinker allows no chattel to rise
+
Set the weather, temperature and time.
the law is absolute
+
No cumulus clouds
  The seat of
+
Scattered cumulus
is also located here
+
Many cumulus (rain)
I must take my leave.
+
Cumulonimbus (rain)
Goodbye.
+
Cirrus
lives in
+
No stratus
If you want to find a relative,
+
Altostratus
If you want to offer your condolences,
+
Stratus (rain)
should talk to
+
Nimbostratus (rain)
should travel to
+
No fog
We weren't personally acquainted.
+
Thin mist
You may enjoy these times of peace, but remain vigilant.
+
Thick fog
My condolences.
+
Scorching
What will you do about it?
+
Warm
What should I do about it?
+
Cool
Let's entertain the world together!
+
Freezing
Come, join me on my adventures!
+
Below freezing
Join me and we'll bring
+
Deathly cold
this poor soul
+
Absolute zero
back home!
+
Dawn
Join me and we can shake off the yoke of
+
Morning
the oppressors
+
Late morning
the weary shoulders of the people of
+
Noon
this place
+
Early afternoon
forever!
+
Late afternoon
I'm with you on this.
+
Early evening
Nevermind.
+
Evening
I'd like to stay here another day if you don't mind.
+
Dusk
Please let me shelter here for the night.
+
Night
Uh...  what was that?
+
Midnight
Of course.  My pleasure.
+
Late night
Certainly.  It would be terrible to leave someone to fend for themselves after sunset.
+
Early morning
Ah, I'm sorry.  Permission is not mine to give.
+
: Snow everywhere
Here's something you might be interested in...
+
: Mud everywhere
I've decided.  Let's call our troupe
+
: Clear spatter
I've forgotten what to say...
+
Warm
I'm in charge of
+
Damp
I've forgotten my bold pronouncement...
+
Muddy
now.  Make way for
+
Snow-covered
Let's trade.
+
Mossy
What's available here?
+
Sculpted
I'd just as soon you went someplace else.
+
Detailed
You have been such a good trade partner.
+
Rough-hewn
It's such a pleasure to serve you.
+
Straight
My good friend.
+
Smooth
My companion.
+
Exposed
It is good to see you here.
+
Pillar
You ought to be rewarded for returning our treasures.
+
Cluster
Thank you for preserving our legacy of wisdom.
+
Dead
Long live the cause.
+
Tree
Loyalty should be rewarded.
+
Dense
What stories you tell!  It's such an honor to have you here.
+
Sparse
The poet!  It's such an honor to have you here.
+
Grass
My talented bard!  It's such an honor to have you here.
+
Dry
What a dancer!  It's such an honor to have you here.
+
Dry Grass
Your selfless dedication is appreciated here.
+
Dead Grass
There's no need for trouble here.
+
Level
We have many drinks to choose from.  [You receive a list.]
+
Ice Floor
We have
+
Floor
free
+
Track (N)
  All drinks cost
+
Ice Track (N)
for a mug.
+
Track (S)
  All drinks are free, of course!
+
Ice Track (S)
You have a room here, and you can stay longer if you like.
+
Track (E)
We rent out
+
Ice Track (E)
a room
+
Track (W)
rooms
+
Ice Track (W)
a night.
+
Track (NS)
a free room
+
Ice Track (NS)
free rooms
+
Track (NE)
.  Let me know and you can stay as long as you like.
+
Ice Track (NE)
This is not that kind of establishment.
+
Track (NW)
Tavern keeper! 
+
Ice Track (NW)
One
+
Track (SE)
Uhh...  nevermind.
+
Ice Track (SE)
I'd like the
+
Track (SW)
I'd like a room.
+
Ice Track (SW)
I'd like my room for another night.
+
Track (EW)
I'll be back with your drink in a moment.
+
Ice Track (EW)
Your room is
+
Track (NSE)
somewhere
+
Ice Track (NSE)
You'll have the room for another day.  I'm glad you're enjoying your stay.
+
Track (NSW)
this counting house
+
Ice Track (NSW)
this guildhall
+
Track (NEW)
this hall
+
Ice Track (NEW)
this keep
+
Track (SEW)
this temple
+
Ice Track (SEW)
this library
+
Track (NSEW)
this establishment
+
Ice Track (NSEW)
this tower
+
Boulder
this market
+
Driftwood
this tomb
+
Pebbles
this dungeon
+
Cavern Floor
these sewers
+
Wet
these catacombs
+
Young
this spire
+
Sapling
This is my new home.
+
Sapling
Intruder!  Intruder!
+
Shrub
Would you agree to become
+
Furrowed
, taking over my duties and responsibilities?
+
Ashes
Would you please adopt
+
Waterfall
this poor nameless child
+
River Source
I accept this honor.
+
Chasm
I am sorry, but I am otherwise disposed.
+
Eerie Glowing Pit
I will accept the child into my home.
+
Glowing Floor
It has always been my dream to start a family.
+
Glowing Barrier
This must be the will of
+
Semi-molten Rock
I'm sorry, but I'm unable to help.
+
Lava Flow
Why are you traveling?
+
Magma Flow
Do they have a firm grip on these lands?
+
Murky Pool
Where are their forces?  Are there patrols or guards?
+
Unusable
Does anybody else still have a stake in these lands?
+
Murky Pool Slope
Did anybody flee the attack?
+
River
Tell me about the local ruler.
+
Brook
Does this settlement engage in trade?  Tell me about those places.
+
Upward Stairway
Look at the sky!  Are we in the Underworld?
+
Grassy Upward Stairway
What an odd glow!
+
Up/Down Stairway
At least it doesn't rain down here.
+
Grassy Up/Down Stairway
Is it raining?
+
Downward Stairway
I have confidence in your abilities.
+
Grassy Downward Stairway
What a strange place!
+
Underworld Gate
It is invigorating to be out in the wilds!
+
Ice Up/Down Stairway
It is good to be outdoors.
+
Ice Downward Stairway
Indoors, outdoors.  It's all the same to me as long as the weather's fine.
+
Ice Upward Stairway
How I long for civilization...
+
Upward Slope
I would prefer to be indoors.
+
Grassy Upward Slope
How sinister the glow...
+
Dry Grass Upward Slope
I would prefer to be outdoors.
+
Dead Grass Upward Slope
It is good to be indoors.
+
Upward Track (N)
It sure is dark down here.
+
Ice Upward Track (N)
Where am I?
+
Upward Track (S)
Tell me about this area.
+
Ice Upward Track (S)
Let us stop this pointless fighting!
+
Upward Track (E)
I accept your offer.
+
Ice Upward Track (E)
I have no reason to accept this.
+
Upward Track (W)
Gladly.  May this new age of harmony last a thousand year.
+
Ice Upward Track (W)
Never.
+
Upward Track (NS)
I agree to submit to your request.
+
Ice Upward Track (NS)
I will not bow before you.
+
Upward Track (NE)
offers to pay homage to
+
Ice Upward Track (NE)
will no longer pay homage to
+
Upward Track (NW)
Let there be peace between
+
Ice Upward Track (NW)
must pay homage to
+
Upward Track (SE)
or suffer the consequences.
+
Ice Upward Track (SE)
Identify yourself!
+
Upward Track (SW)
Drop
+
Ice Upward Track (SW)
the object I can't remember
+
Upward Track (EW)
Fortune has favored you, and
+
Ice Upward Track (EW)
is yours.  Please consider my offer.
+
Upward Track (NSE)
Perhaps you'd be willing to trade
+
Ice Upward Track (NSE)
Where is
+
Upward Track (NSW)
You must yield!
+
Ice Upward Track (NSW)
The bond is broken!  Return to the Underworld and trouble us no more!
+
Upward Track (NEW)
You are bound to me!
+
Ice Upward Track (NEW)
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.
+
Upward Track (SEW)
Tell me who you work for, or else.
+
Ice Upward Track (SEW)
Who do you work for?
+
Upward Track (NSEW)
Reveal what you have been scheming or suffer the consequences.
+
Ice Upward Track (NSEW)
What have you been scheming?
+
Glacial Upward Slope
You look like a mighty warrior indeed.
+
Downward Slope
How are you feeling right now?
+
Grassy Downward Slope
really
+
Dry Grass Downward Slope
make
+
Dead Grass Downward Slope
the outfit.
+
Downward Track (N)
You are amazing.
+
Ice Downward Track (N)
Calm yourself!
+
Downward Track (S)
So, the
+
Ice Downward Track (S)
... and the
+
Downward Track (E)
said, "Are you going to eat that?"
+
Ice Downward Track (E)
saw the sun and vomited on the spot!
+
Downward Track (W)
Tell me about your family.
+
Ice Downward Track (W)
Of course.
+
Downward Track (NS)
Yes, let's go.
+
Ice Downward Track (NS)
Sorry, I'm otherwise occupied.
+
Downward Track (NE)
You'll have to talk to somebody older.
+
Ice Downward Track (NE)
Really?  Please come closer.
+
Downward Track (NW)
Fantastic!  Please come closer and ask again.
+
Ice Downward Track (NW)
Really?  Alright.
+
Downward Track (SE)
Of course.  Let's do business.
+
Ice Downward Track (SE)
Come see me in my store sometime.
+
Downward Track (SW)
Come see me at the trade depot sometime.
+
Ice Downward Track (SW)
Come see me in the market sometime.
+
Downward Track (EW)
Please be patient.  I'll have your order ready in a moment.
+
Ice Downward Track (EW)
We don't offer any specific services here.
+
Downward Track (NSE)
Yes, I can serve you when we're both there.
+
Ice Downward Track (NSE)
I don't work here.
+
Downward Track (NSW)
You haven't ordered anything.  Would you like something?
+
Ice Downward Track (NSW)
You should probably try a shopkeeper.
+
Downward Track (NEW)
This is
+
Ice Downward Track (NEW)
No such place exists.
+
Downward Track (SEW)
is well-traveled and would probably have that information.
+
Ice Downward Track (SEW)
  However, the
+
Downward Track (NSEW)
not be able to guide you personally.  It is the best I can do.
+
Ice Downward Track (NSEW)
I don't know myself, and I don't even know anybody that could tell you.
+
Glacial Downward Slope
is dead.
+
Downward Slope
Who?
+
Open Space
I don't remember what I was going to say...
+
SLATED FOR REMOVAL
Probably on the move or deep underground, but I can't be sure.
+
Waiting for construction...
I started my pilgrimage in
+
Waiting for architect...
I visited
+
Designed...
to view
+
Construction initiated.
I'm preparing to travel to
+
Partially constructed.
I'm traveling to
+
Construction nearly done.
I'm not sure.
+
Construction suspended.
I'm returning to my home in
+
Construction inactive.
I'm going to
+
: Stop Removal
to take up my position
+
: Suspend Construction
as
+
No Special Profession
to move into my new home with
+
Any Metalsmithing
spouse
+
Any Workshop Farming
to start a new life
+
Wood/Stone/Boneworking
in search of a thrilling adventure
+
Any Fishing
in search of excitement
+
Null
in search of adventure
+
Here we have
in search of work
+
prone
, and wealth and pleasures beyond measure!
+
swimming
.  Perhaps I'll finally make my fortune!
+
lying
and maybe something to drink as well!
+
standing
I have rescued
+
own
and am returning to
+
animated
I seek to rescue
+
guts
, and this quest is taking me to
+
deep in
I have obtained
+
various
I am searching for
+
animated
The treasure is sought by
+
ghostly
I am returning it to
+
guts
I will return it to
+
many corpses
I am escaping from danger which threatened my former home.
+
some corpses
I'm on an important mission.
+
a few corpses
I'm returning from my patrol.
+
much gore
I'm just out for a stroll.
+
some gore
I was just out for some water.
+
a few corpse chunks
I was out visiting the temple.
+
many bones
I was out visiting the shrine.
+
some bones
I was just out at the tavern.
+
a few bones
I was out visiting the library.
+
many objects
I'm walking my patrol.
+
some objects
I'm going out for some water.
+
a few objects
I'm going to visit the temple.
+
stuck to
I'm going to visit the shrine.
+
warm
I'm going out to the tavern.
+
damp
I'm going to visit the library.
+
vomit-covered
I'm not planning a journey.
+
blood-stained
trades directly with no fewer than
+
pus-spattered
other major settlements.
+
ichor-drenched
  The largest of these is
+
mossy
engages in trade with
+
sweat-drenched
There are
+
tear-stained
villages which utilize the market here.
+
spit-covered
The villages
+
sculpted
The village
+
detailed
is the only other settlement to utilize the market here.
+
rough-hewn
utilize the market here.
+
straight
This place is insulated from the rest of the world, at least in terms of trade.
+
smooth
The people of
+
exposed
go to
+
pillar
to trade.
+
fortification
other villages which utilize the market there.
+
cluster
is the only other settlement to utilize the market there.
+
wall
also utilize the market there.
+
all
There's nothing organized here.
+
amidst
Where?
+
bloody
That's me.  I'm right here.
+
pus-spattered
Yes, master.  Ask and I shall obey.
+
ichor
Ask me when I've returned to my home!
+
ichor-flecked
I'd rather not say.
+
gooey
grandchild
+
slime
brother
+
slimy
sister
+
sweat
sibling
+
sweat-drenched
half-brother
+
tears
half-sister
+
tear-stained
aunt
+
spit
, is it really you?
+
spit-covered
Dear
+
a pool of
Is it really you?
+
chunky
has returned
+
a slurry of
An item has returned!
+
a pile of
I don't remember what I believe...
+
a spattering of
get your
+
a pile of vomit
your very own
+
away from the
real
+
You skip
authentic
+
skips
all the way
+
across the
distant
+
You slam
faraway
+
slams
fair
+
into an obstacle and
the great
+
blow
right here
+
blows
!  Today only
+
apart!
!  Limited supply
+
into an obstacle!
!  Best price in town
+
out of
were
+
flight path!
tanned
+
struck by a ball of flames!
made
+
extremely high
right here in
+
very low
are
+
mid-low
the surrounding area
+
mid-high
just outside town
+
very high
a village nearby
+
The instrument has a single
the settlements
+
pitch. 
out to the
+
The instrument has less than an octave of range, with
west
+
The instrument has a
south
+
nearly
some of my kind
+
-and-a-half
some of our kind
+
octave range
out to the
+
going from
Are you interested in
+
with
Might I interest you in
+
[TIMBRE
Splendid
+
[REGISTER:
Decent
+
At all pitches, the
Excellent
+
instrument has a
right there
+
timbre. 
my friend
+
It has
my good
+
registers. 
person
+
begins at
Stop!  This isn't happening!
+
pitch and
We yield!  We yield!
+
has a
I yield!  I yield!
+
leather
We will fight no more.
+
silk
I will fight no more.
+
stone
Never!
+
ceramic
You first, coward!
+
mysterious
Okay!  I'll do it.
+
[LEATHER_MAT]
Over my dead body!
+
[SILK_MAT]
I am compelled to continue!
+
[THREAD_PLANT_MAT]
Maybe you're right.
+
[METAL_MAT]
Yes, I can see it clearly now.
+
[STONE_MAT]
I have been so foolish.  Yes, I agree.
+
[WOOD_MAT]
You know, I think you're right.
+
[CERAMIC_MAT]
Though I cannot agree fully on a slight technicality,
+
[GLASS_MAT]
Despite some minor reservations... 
+
[BONE_MAT]
Even if I don't change my mind,
+
[SHELL_MAT]
Ignoring that I don't quite concur... 
+
RCP_BASIC_BODY
Although my own insignificant beliefs lie elsewhere,
+
RCP_BASIC_BODY_STANCE
you are so clever I must concede!
+
RCP_BASIC_BODY_STANCE_WITH_HEAD_FLAG
I admire how brilliant you are!
+
RCP_UPPER_BODY
I must say that is a truly insightful observation!
+
RCP_LOWER_BODY
I confess your stunning argument overwhelms me!
+
RCP_THORAX
I am overmastered by your presence!
+
RCP_ABDOMEN
we can both agree you are by far the most persuasive!
+
RCP_CEPHALOTHORAX
no one can deny your genius!
+
RCP_HEAD
you needn't indulge my trivial thoughts!
+
RCP_NECK
I am so nearly swayed by your greatness alone that we can simply assign you the victory!
+
RCP_TWO_PART_ARMS
Do I look like I need to calm down?!
+
RCP_PINCERS
You calm down!
+
RCP_CLAW_ARMS
  I'll show you calm!
+
RCP_FIRST_SIMPLE_LEGS
  Get away from me!
+
RCP_FIRST_SIMPLE_LEGS_GRASP
Spare me the compliments.
+
RCP_SECOND_SIMPLE_LEGS
Don't tell me to calm myself.
+
RCP_THIRD_SIMPLE_LEGS
Thank you for your kind words.
+
RCP_FOURTH_SIMPLE_LEGS
You're right.  I need to relax.
+
RCP_FIFTH_SIMPLE_LEGS
I assure you I am already calm.  Look to yourself.
+
RCP_SIMPLE_FRONT_LEGS
Ha ha ha...  You're funny!
+
RCP_SIMPLE_FRONT_LEGS_GRASP
Don't waste my time.
+
RCP_SIMPLE_REAR_LEGS
Base flattery!
+
RCP_TWO_PART_LEGS
You dare to flatter me?!
+
RCP_FRONT_FLIPPER
How dare you?!
+
RCP_REAR_FLIPPER
Insufferable!
+
RCP_TWO_FLIGHTLESS_WINGS
You mock me?!
+
RCP_TWO_WINGS
  I will settle this my way.
+
RCP_TAIL
  This conversation is over.
+
RCP_2_TAILS
You insult me with your flattery
+
RCP_3_TAILS
You insult me with your derision
+
RCP_TAIL_STINGER
, but let us move on.
+
RCP_LOWER_BODY_STINGER
If you insist so strongly, we can move on.
+
RCP_PROBOSCIS
Well, there must be something else to discuss.
+
RCP_TRUNK
Fine.  Let's drop the argument.
+
RCP_SHELL
How gracious!
+
RCP_ANTENNAE
You are right.
+
RCP_1_HEAD_HORN
Let's move on.
+
RCP_2_HEAD_HORNS
There must be something else to discuss.
+
RCP_3_HEAD_HORNS
Let's drop the argument.
+
RCP_4_HEAD_HORNS
Yes, let's move on.
+
RCP_LARGE_MANDIBLES
Huh?
+
RCP_5_FINGERS
Ack!
+
RCP_4_FINGERS
Uh...
+
RCP_3_FINGERS
How unreasonable!
+
RCP_2_FINGERS
Were you trying to make an argument?
+
RCP_5_TOES
Give me a break.
+
RCP_4_TOES
Are you being serious?
+
RCP_3_TOES
What?
+
RCP_2_TOES
Wait, what?
+
RCP_5_FRONT_TOES
What did you just say?
+
RCP_4_FRONT_TOES
Forgive me, but
+
RCP_3_FRONT_TOES
Am I supposed to engage with that?
+
RCP_2_FRONT_TOES
You must be joking.
+
RCP_5_REAR_TOES
I've heard it all now!
+
RCP_4_REAR_TOES
Oh, no,
+
RCP_3_REAR_TOES
That's absurd!
+
RCP_2_REAR_TOES
that is the stupidest statement I have ever heard.
+
RCP_1_EYE
don't waste my time with this drivel.
+
RCP_2_EYES
really, I've been over all this nonsense before.
+
RCP_3_EYES
I couldn't follow your rambling.
+
RCP_BEAK
I'm having trouble taking you seriously.
+
RCP_NOSE
nobody could possibly believe that.
+
RCP_CHEEKS
it would amaze me if somebody actually thought that.
+
RCP_LUNGS
there's just no way you can believe something so stupid.
+
RCP_HEART
the things some people think just boggle the mind.
+
RCP_GUTS
you should keep your weird thoughts to yourself.
+
RCP_THROAT
that isn't at all convincing.
+
RCP_SPINE
I'm appalled.
+
RCP_UPPER_SPINE
Shameful.
+
RCP_BRAIN
You're wrong.
+
RCP_SKULL
Unbelievable.
+
RCP_MOUTH
Really.
+
RCP_TEETH
It's wrong.
+
RCP_RIBS
I don't want to argue.
+
RCP_RIBS_EXTERNAL
I don't know what to say.
+
RCP_LIPS
I guess I'm not sure.
+
RCP_1_EYELID
I disagree.
+
RCP_2_EYELIDS
I cannot agree.
+
RCP_3_EYELIDS
That's wrong.
+
RCP_GLOSS_HOOF
That's not right.
+
RCP_GLOSS_PAW
I beg to differ.
+
Cannot generate random creatures -- missing body
Pause to consider.
+
Cannot generate random creatures -- missing body gloss
You are thinking about this all wrong.
+
STANDARD_MATERIALS
Stop and reflect.
+
STANDARD_TISSUES
I don't agree.
+
CHITIN_MATERIALS
Just think about it.
+
CHITIN_TISSUES
I must insist.
+
FACIAL_HAIR_TISSUES
No, I mean it.
+
HEAD_HAIR_TISSUE_LAYERS
You must be convinced.
+
FACIAL_HAIR_TISSUE_LAYERS
I require a substantive reply.
+
BODY_HAIR_TISSUE_LAYERS
I sense you're wavering.
+
BODY_FEATHER_TISSUE_LAYERS
Well, I believe...  something else.
+
VERTEBRATE_TISSUE_LAYERS
I believe...  something.
+
EXOSKELETON_TISSUE_LAYERS
Help!  Save me!
+
STANDARD_HEAD_POSITIONS
I must withdraw!
+
HUMANOID_HEAD_POSITIONS
I serve
+
HUMANOID_RIBCAGE_POSITIONS
I do not know!  My instructions come from
+
SHELL_POSITIONS
I have no master, but
+
HUMANOID_RELSIZES
sometimes has need for my services.
+
Cannot generate random creatures -- missing body detail plan
I serve no one.
+
SKIN_TEMPLATE
asks that I look past illicit acts in my official capacities
+
FAT_TEMPLATE
demands a portion of my official funds
+
MUSCLE_TEMPLATE
I sent
+
SINEW_TEMPLATE
ask that
+
BONE_TEMPLATE
demand a portion of the official funds from
+
CARTILAGE_TEMPLATE
I asked that
+
HAIR_TEMPLATE
I demand a portion of the official funds from
+
FEATHER_TEMPLATE
look past illicit acts
+
SCALE_TEMPLATE
sent me to
+
NAIL_TEMPLATE
asked me
+
TOOTH_TEMPLATE
I asked
+
EYE_TEMPLATE
told me to ask
+
NERVE_TEMPLATE
told me to tell
+
BRAIN_TEMPLATE
to ask
+
LUNG_TEMPLATE
to tell
+
HEART_TEMPLATE
Through
+
LIVER_TEMPLATE
I told
+
GUT_TEMPLATE
was asked
+
STOMACH_TEMPLATE
to grant an important position
+
PANCREAS_TEMPLATE
when one came available.
+
SPLEEN_TEMPLATE
engaged me to obtain
+
KIDNEY_TEMPLATE
to engage
+
LEATHER_TEMPLATE
I engaged
+
HORN_TEMPLATE
to obtain
+
PEARL_TEMPLATE
sent me to engage
+
SILK_TEMPLATE
engaged me to assassinate
+
BLOOD_TEMPLATE
to assassinate
+
ICHOR_TEMPLATE
engaged me to abduct
+
GOO_TEMPLATE
to abduct
+
SLIME_TEMPLATE
engaged me to sabotage the activities of
+
SHELL_TEMPLATE
to sabotage the activities of
+
SOAP_TEMPLATE
engaged me to infiltrate
+
TALLOW_TEMPLATE
prepare a coup
+
CHITIN_TEMPLATE
to infiltrate
+
MILK_TEMPLATE
I decided to frame
+
CREATURE_CHEESE_TEMPLATE
production order violation
+
STRUCTURAL_PLANT_TEMPLATE
job order violation
+
SEED_TEMPLATE
a conspiracy to slow labor
+
LEAF_TEMPLATE
disorderly conduct
+
THREAD_PLANT_TEMPLATE
attempted theft
+
PLANT_ALCOHOL_TEMPLATE
attempted murder
+
PLANT_POWDER_TEMPLATE
attempted kidnapping
+
PLANT_EXTRACT_TEMPLATE
engaged me to frame
+
CREATURE_EXTRACT_TEMPLATE
to frame
+
FLAME_TEMPLATE
engaged to induce a war of
+
Cannot generate random creatures -- missing material template
upon
+
CHEEK_WHISKERS_TEMPLATE
to induce a war of
+
CHIN_WHISKERS_TEMPLATE
I do not scheme.
+
MOUSTACHE_TEMPLATE
You just aren't as convincing as you think you are.
+
SIDEBURNS_TEMPLATE
You must think you're really frightening.
+
EYEBROW_TEMPLATE
I have nothing to say to you.
+
EYELASH_TEMPLATE
Fool!
+
CLAW_TEMPLATE
What is this madness?  Calm yourself!
+
TALON_TEMPLATE
I am sorry.  I do not think there is room for me.
+
Cannot generate random creatures -- missing tissue template
I am sorry.  There is no room for you here.
+
*** Error(s) found in Random Material Generation
We can no longer travel together.
+
DIVINE_
was
+
[GENERATED]
town
+
[SOURCE_HFID:
Mountain
+
[SOURCE_ENID:
Temperate Freshwater Swamp
+
[DIVINE]
Temperate Saltwater Marsh
+
shining metal
Tropical Freshwater Swamp
+
[DISPLAY_COLOR:7:0:1]
Tropical Saltwater Swamp
+
[BUILD_COLOR:7:0:1]
Tropical Freshwater Marsh
+
[STATE_COLOR:ALL_SOLID:WHITE]
Tropical Saltwater Marsh
+
flashing metal
Temperate Coniferous Forest
+
[DISPLAY_COLOR:6:0:1]
Tropical Dry Broadleaf Forest
+
[BUILD_COLOR:6:0:1]
Tropical Moist Broadleaf Forest
+
[STATE_COLOR:ALL_SOLID:YELLOW]
The destruction of
+
rusted metal
possession of
+
[DISPLAY_COLOR:4:0:0]
refusal to give
+
[BUILD_COLOR:4:0:0]
Your reunion with
+
[STATE_COLOR:ALL_SOLID:RUST]
Your death
+
twisting metal
The death of
+
[DISPLAY_COLOR:4:0:1]
crime of attempted theft
+
[BUILD_COLOR:4:0:1]
The reunion of
+
[STATE_COLOR:ALL_SOLID:RED]
Dropped
+
dark metal
Given
+
[DISPLAY_COLOR:0:0:1]
/You
+
[BUILD_COLOR:0:0:1]
you
+
[STATE_COLOR:ALL_SOLID:BLACK]
Destroyed
+
glowing metal
Held
+
bright metal
Gained
+
pale metal
Denied
+
[DISPLAY_COLOR:3:0:1]
reunion
+
[BUILD_COLOR:3:0:1]
reunited
+
[STATE_COLOR:ALL_SOLID:PALE_BLUE]
Reunion/
+
pock-marked metal
Death/You
+
blistered metal
Death/
+
ruddy metal
ProdViol
+
[DISPLAY_COLOR:6:0:0]
production
+
[BUILD_COLOR:6:0:0]
ExpViol
+
[STATE_COLOR:ALL_SOLID:BURNT_SIENNA]
JobViol
+
flickering metal
SlowLabor
+
faceted metal
conspiracy
+
[DISPLAY_COLOR:2:0:1]
labor
+
[BUILD_COLOR:2:0:1]
Disorder
+
[STATE_COLOR:ALL_SOLID:GREEN]
conduct
+
translucent metal
BuildDest
+
[STATE_COLOR:ALL_SOLID:CLEAR]
Bribery
+
frosty metal
Embezzlement
+
slick metal
Vandalism
+
[STATE_COLOR:ALL_SOLID:BROWN]
theft
+
singing metal
espionage
+
black metal
kidnapping
+
multicolored metal
Sermon/
+
clear blue metal
Decorum
+
[STATE_COLOR:ALL_SOLID:SKY_BLUE]
Tradition
+
twinkling metal
Performance/
+
crashing metal
a poem
+
[DISPLAY_COLOR:7:0:0]
name
+
[BUILD_COLOR:7:0:0]
SelfID/
+
[STATE_COLOR:ALL_SOLID:GRAY]
refuse
+
blazing metal
RefusedID/
+
booming metal
demand
+
searing metal
YieldDemand/
+
flowing metal
Attack/
+
[USE_MATERIAL_TEMPLATE:METAL_TEMPLATE]
Escalation/
+
[STATE_NAME_ADJ:ALL_SOLID:
Reunion
+
[MATERIAL_VALUE:300]
ascension
+
[SPEC_HEAT:7500]
presence
+
[MELTING_POINT:NONE]
's presence
+
[BOILING_POINT:NONE]
's acceptance of
+
[ITEMS_WEAPON][ITEMS_WEAPON_RANGED][ITEMS_AMMO][ITEMS_DIGGER][ITEMS_ARMOR][ITEMS_ANVIL]
's offer of tribute
+
[ITEMS_HARD]
's refusal of
+
[ITEMS_METAL]
The insurrection
+
[ITEMS_BARRED]
against
+
[ITEMS_SCALED]
's foundation
+
[SOLID_DENSITY:1000]
to found a site in
+
[LIQUID_DENSITY:1000]
The occupation of
+
[MOLAR_MASS:20000]
Your abduction
+
[IMPACT_YIELD:1000000]
The abduction of
+
[IMPACT_FRACTURE:2000000]
The destruction of
+
[IMPACT_STRAIN_AT_YIELD:0]
The presence of
+
[COMPRESSIVE_YIELD:1000000]
Your possession of
+
[COMPRESSIVE_FRACTURE:2000000]
The absence of
+
[COMPRESSIVE_STRAIN_AT_YIELD:0]
Your lack of possession of
+
[TENSILE_YIELD:1000000]
Beast/
+
[TENSILE_FRACTURE:2000000]
Group/
+
[TENSILE_STRAIN_AT_YIELD:0]
tribute
+
[TORSION_YIELD:1000000]
Tribute/
+
[TORSION_FRACTURE:2000000]
NoTribute/
+
[TORSION_STRAIN_AT_YIELD:0]
Peace/
+
[SHEAR_YIELD:1000000]
NoPeace/
+
[SHEAR_FRACTURE:2000000]
claim
+
[SHEAR_STRAIN_AT_YIELD:0]
harassment
+
[BENDING_YIELD:1000000]
Harass/
+
[BENDING_FRACTURE:2000000]
Leave/
+
[BENDING_STRAIN_AT_YIELD:0]
Flee/
+
[MAX_EDGE:12000]
Abandon/
+
glowing cloth
insurrection
+
flashing sparks
Insurrection
+
dancing wisps
revolution
+
rotted fabric
Overthrow
+
never-still cloth
Failed
+
liquid darkness
crushed
+
shining cloth
defeat
+
[STATE_COLOR:ALL_SOLID:ORANGE]
Crushed
+
bright cloth
Reclaimed/
+
pale fabric
founding
+
twisted fabric
Founded/
+
patchy cloth
Reclaiming/
+
wispy cloth
Founding/
+
[DISPLAY_COLOR:1:0:1]
Invasion/
+
[BUILD_COLOR:1:0:1]
Occupation/
+
[STATE_COLOR:ALL_SOLID:BLUE]
Abduction/You
+
translucent cloth
Abduction/
+
flickering cloth
Artifact/
+
faceted cloth
No Artifact/
+
still blue fabric
This site is the capital of
+
heavy cloth
This site is a fortress of
+
misty cloth
This site is controlled by
+
white cloth
It is traditionally thought to be
+
dirty fabric
It was last seen
+
sonorous lines
It was last rumored to be
+
pitch-black fabric
held by
+
screaming mouths
Alias:
+
[DISPLAY_COLOR:5:0:0]
Highest known in organization
+
[BUILD_COLOR:5:0:0]
Associated Organization:
+
[STATE_COLOR:ALL_SOLID:TAUPE]
Associated Plot:
+
undulating cloth
You have recently encountered one of these creatures.
+
[DISPLAY_COLOR:3:0:0]
You have encountered these creatures in the past but not recently.
+
[BUILD_COLOR:3:0:0]
You have only heard tell of these creatures.
+
[STATE_COLOR:ALL_SOLID:SEA_GREEN]
You have killed
+
moist fabric
of these creatures.
+
multicolored cloth
This creature can be found in
+
flowing fabric
This creature lives in
+
clear blue cloth
This creature dwells underground.
+
motes of light
You have been ordered to slay this creature.
+
flowing cloth
You have been ordered to drive these forces out.
+
blazing cloth
You have been ordered to clear the forces from this site.
+
shimmering cloth
You have been ordered to cause trouble for these forces.
+
shadow stuff
You last
+
molten liquid
heard this
+
liquid cloth
on the
+
rustling fabric
You first heard this
+
[USE_MATERIAL_TEMPLATE:SILK_TEMPLATE]
This is common knowledge where you are from.
+
[IGNITE_POINT:NONE]
This event occurred on the
+
[SOLID_DENSITY:1]
Site Government
+
[MOLAR_MASS:1]
Vessel Crew
+
[SPHERE:
Migrating Group
+
EVIL_CLOUD_
Nomadic Group
+
[SPECIAL]
Religion
+
cursed
Military Organization
+
evil
Outcast
+
creeping
Performance Troupe
+
haunting
Merchant Company
+
abominable
Craft Guild
+
devilish
, Dead
+
fiendish
Enemy
+
heinous
Criminal
+
nefarious
Devoted
+
profane
Loyal
+
vile
Aligned
+
accursed
Affiliated
+
execrable
Associated
+
infernal
member
+
unholy
mercenary
+
dust
Former
+
soot
member
+
murk
Died in the year
+
smoke
deity
+
vapor
This person is
+
[STATE_NAME:ALL:
and your military commander
+
[STATE_ADJ:ALL:
This person is one of the
+
[STATE_COLOR:ALL:
and your military subordinate
+
[DISPLAY_COLOR:
alongside you
+
[MATERIAL_VALUE:1]
You have known this person your entire life.
+
[SPEC_HEAT:4181]
You have known this person since
+
[HEATDAM_POINT:NONE]
birth.
+
[COLDDAM_POINT:NONE]
You have known each other your entire lives.
+
[MAT_FIXED_TEMP:10000]
You last spoke
+
[TEMP_DIET_INFO:SLIME]
You have
+
[ENTERS_BLOOD]
 +
[SYNDROME]
 +
[SYN_NAME:
 +
sickness]
 +
[SYN_AFFECTED_CLASS:GENERAL_POISON]
 +
[SYN_INJECTED][SYN_CONTACT][SYN_INHALED][SYN_INGESTED]
 +
[CE_FLASH_TILE:TILE:165:3:0:0:FREQUENCY:2000:1000:START:0:ABRUPT]
 +
husk
 +
husks
 +
zombie
 +
zombies
 +
thrall
 +
thralls
 +
[
 
\@h=|
 
\@h=|
?\@h=|
 
 
MbP?
 
MbP?
 +
RSDS
 +
C:\Users\Toady One\Desktop\sdl df\Release\Dwarf Fortress.pdb
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?update@System@FMOD@@QAG?AW4FMOD_RESULT@@XZ
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?stop@ChannelGroup@FMOD@@QAG?AW4FMOD_RESULT@@XZ
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FMOD_System_Create
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?setMode@Sound@FMOD@@QAG?AW4FMOD_RESULT@@I@Z
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?release@Sound@FMOD@@QAG?AW4FMOD_RESULT@@XZ
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?getMasterChannelGroup@System@FMOD@@QAG?AW4FMOD_RESULT@@PAPAVChannelGroup@2@@Z
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?playSound@System@FMOD@@QAG?AW4FMOD_RESULT@@W4FMOD_CHANNELINDEX@@PAVSound@2@_NPAPAVChannel@2@@Z
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?createSound@System@FMOD@@QAG?AW4FMOD_RESULT@@PBDIPAUFMOD_CREATESOUNDEXINFO@@PAPAVSound@2@@Z
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?init@System@FMOD@@QAG?AW4FMOD_RESULT@@HIPAX@Z
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?release@System@FMOD@@QAG?AW4FMOD_RESULT@@XZ
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?setVolume@ChannelGroup@FMOD@@QAG?AW4FMOD_RESULT@@M@Z
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?stop@Channel@FMOD@@QAG?AW4FMOD_RESULT@@XZ
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fmodex.dll
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inflateInit_
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deflateEnd
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inflate
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deflateInit_
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inflateEnd
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deflate
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zlib1.dll
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SDL_CreateSemaphore
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SDL_WM_SetIcon
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SDL_Init
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SDL_DestroySemaphore
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SDL_SetVideoMode
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SDL_GL_GetAttribute
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SDL_GetAppState
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SDL_SemWait
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SDL_GL_SwapBuffers
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SDL_FillRect
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SDL_WM_SetCaption
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SDL_PollEvent
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SDL_EnableUNICODE
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SDL_ThreadID
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SDL_InitSubSystem
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SDL_ShowCursor
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SDL_NumJoysticks
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SDL_GetMouseState
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SDL_CreateThread
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SDL_SemPost
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SDL_SemTryWait
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SDL_Delay
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SDL_LockSurface
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SDL_UnlockSurface
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SDL_GetVideoSurface
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SDL_UpperBlit
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SDL_GetTicks
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SDL_GetError
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SDL_GL_SetAttribute
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SDL_GetVideoInfo
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SDL_MapRGB
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SDL_CreateRGBSurface
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SDL_Flip
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SDL_EnableKeyRepeat
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SDL_Quit
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SDL_FreeSurface
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SDL_SaveBMP_RW
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SDL_RWFromFile
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SDL_CreateRGBSurfaceFrom
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SDL_DisplayFormat
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SDL_DisplayFormatAlpha
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SDL_GetRGBA
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SDL_ConvertSurface
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SDL_SetAlpha
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SDL_SetColorKey
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SDL.dll
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IMG_Load
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SDL_image.dll
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timeEndPeriod
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timeBeginPeriod
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WINMM.dll
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TTF_WasInit
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TTF_FontHeight
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TTF_GlyphMetrics
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TTF_RenderUNICODE_Blended
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TTF_SizeUNICODE
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TTF_OpenFont
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TTF_CloseFont
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TTF_Init
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SDL_ttf.dll
 +
CreateDirectoryA
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GetTickCount
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FindFirstFileA
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FindClose
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FindNextFileA
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SetPriorityClass
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GetCurrentProcess
 +
KERNEL32.dll
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MessageBoxA
 +
USER32.dll
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?_Xout_of_range@std@@YAXPBD@Z
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?_Xlength_error@std@@YAXPBD@Z
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?_Orphan_all@_Container_base0@std@@QAEXXZ
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??_7?$basic_ostream@DU?$char_traits@D@std@@@std@@6B@
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?_BADOFF@std@@3_JB
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??1_Lockit@std@@QAE@XZ
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??0_Lockit@std@@QAE@H@Z
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?_Getgloballocale@locale@std@@CAPAV_Locimp@12@XZ
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?id@?$codecvt@DDH@std@@2V0locale@2@A
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??_7?$basic_istream@DU?$char_traits@D@std@@@std@@6B@
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?_Getcat@?$codecvt@DDH@std@@SAIPAPBVfacet@locale@2@PBV42@@Z
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?_Init@?$basic_streambuf@DU?$char_traits@D@std@@@std@@IAEXXZ
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?unshift@?$codecvt@DDH@std@@QBEHAAHPAD1AAPAD@Z
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?_Pninc@?$basic_streambuf@DU?$char_traits@D@std@@@std@@IAEPADXZ
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?setg@?$basic_streambuf@DU?$char_traits@D@std@@@std@@IAEXPAD00@Z
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?eback@?$basic_streambuf@DU?$char_traits@D@std@@@std@@IBEPADXZ
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?out@?$codecvt@DDH@std@@QBEHAAHPBD1AAPBDPAD3AAPAD@Z
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?in@?$codecvt@DDH@std@@QBEHAAHPBD1AAPBDPAD3AAPAD@Z
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??1?$basic_iostream@DU?$char_traits@D@std@@@std@@UAE@XZ
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?read@?$basic_istream@DU?$char_traits@D@std@@@std@@QAEAAV12@PAD_J@Z
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??1?$basic_istream@DU?$char_traits@D@std@@@std@@UAE@XZ
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?write@?$basic_ostream@DU?$char_traits@D@std@@@std@@QAEAAV12@PBD_J@Z
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??1?$basic_ostream@DU?$char_traits@D@std@@@std@@UAE@XZ
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??1?$basic_ios@DU?$char_traits@D@std@@@std@@UAE@XZ
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?xsputn@?$basic_streambuf@DU?$char_traits@D@std@@@std@@MAE_JPBD_J@Z
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?xsgetn@?$basic_streambuf@DU?$char_traits@D@std@@@std@@MAE_JPAD_J@Z
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?showmanyc@?$basic_streambuf@DU?$char_traits@D@std@@@std@@MAE_JXZ
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??1?$basic_streambuf@DU?$char_traits@D@std@@@std@@UAE@XZ
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?always_noconv@codecvt_base@std@@QBE_NXZ
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?_Incref@facet@locale@std@@QAEXXZ
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??Bid@locale@std@@QAEIXZ
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?uncaught_exception@std@@YA_NXZ
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?_Fiopen@std@@YAPAU_iobuf@@PBDHH@Z
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?sputn@?$basic_streambuf@DU?$char_traits@D@std@@@std@@QAE_JPBD_J@Z
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?_Osfx@?$basic_ostream@DU?$char_traits@D@std@@@std@@QAEXXZ
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?getloc@?$basic_streambuf@DU?$char_traits@D@std@@@std@@QBE?AVlocale@2@XZ
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??0?$basic_streambuf@DU?$char_traits@D@std@@@std@@IAE@XZ
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??0?$basic_ostream@DU?$char_traits@D@std@@@std@@QAE@PAV?$basic_streambuf@DU?$char_traits@D@std@@@1@_N@Z
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??0?$basic_ios@DU?$char_traits@D@std@@@std@@IAE@XZ
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?sputc@?$basic_streambuf@DU?$char_traits@D@std@@@std@@QAEHD@Z
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?flush@?$basic_ostream@DU?$char_traits@D@std@@@std@@QAEAAV12@XZ
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??6?$basic_ostream@DU?$char_traits@D@std@@@std@@QAEAAV01@H@Z
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??6?$basic_ostream@DU?$char_traits@D@std@@@std@@QAEAAV01@P6AAAV01@AAV01@@Z@Z
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?setstate@?$basic_ios@DU?$char_traits@D@std@@@std@@QAEXH_N@Z
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?imbue@?$basic_streambuf@DU?$char_traits@D@std@@@std@@MAEXABVlocale@2@@Z
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?sync@?$basic_streambuf@DU?$char_traits@D@std@@@std@@MAEHXZ
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?setbuf@?$basic_streambuf@DU?$char_traits@D@std@@@std@@MAEPAV12@PAD_J@Z
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?uflow@?$basic_streambuf@DU?$char_traits@D@std@@@std@@MAEHXZ
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?_Unlock@?$basic_streambuf@DU?$char_traits@D@std@@@std@@UAEXXZ
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?_Lock@?$basic_streambuf@DU?$char_traits@D@std@@@std@@UAEXXZ
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?endl@std@@YAAAV?$basic_ostream@DU?$char_traits@D@std@@@1@AAV21@@Z
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?_Decref@facet@locale@std@@QAEPAV123@XZ
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?widen@?$basic_ios@DU?$char_traits@D@std@@@std@@QBEDD@Z
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?_Ipfx@?$basic_istream@DU?$char_traits@D@std@@@std@@QAE_N_N@Z
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??0?$basic_istream@DU?$char_traits@D@std@@@std@@QAE@PAV?$basic_streambuf@DU?$char_traits@D@std@@@1@_N@Z
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?sbumpc@?$basic_streambuf@DU?$char_traits@D@std@@@std@@QAEHXZ
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?snextc@?$basic_streambuf@DU?$char_traits@D@std@@@std@@QAEHXZ
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?sgetc@?$basic_streambuf@DU?$char_traits@D@std@@@std@@QAEHXZ
 +
??Bios_base@std@@QBEPAXXZ
 +
?cout@std@@3V?$basic_ostream@DU?$char_traits@D@std@@@1@A
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??1_Container_base12@std@@QAE@XZ
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?id@?$ctype@D@std@@2V0locale@2@A
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?getline@?$basic_istream@DU?$char_traits@D@std@@@std@@QAEAAV12@PAD_J@Z
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??5?$basic_istream@DU?$char_traits@D@std@@@std@@QAEAAV01@AAH@Z
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?getloc@ios_base@std@@QBE?AVlocale@2@XZ
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?_Getcat@?$ctype@D@std@@SAIPAPBVfacet@locale@2@PBV42@@Z
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??6?$basic_ostream@DU?$char_traits@D@std@@@std@@QAEAAV01@F@Z
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??0?$basic_iostream@DU?$char_traits@D@std@@@std@@QAE@PAV?$basic_streambuf@DU?$char_traits@D@std@@@1@@Z
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??6?$basic_ostream@DU?$char_traits@D@std@@@std@@QAEAAV01@PAV?$basic_streambuf@DU?$char_traits@D@std@@@1@@Z
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?clear@?$basic_ios@DU?$char_traits@D@std@@@std@@QAEXH_N@Z
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?setw@std@@YA?AU?$_Smanip@_J@1@_J@Z
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?tellg@?$basic_istream@DU?$char_traits@D@std@@@std@@QAE?AV?$fpos@H@2@XZ
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?seekg@?$basic_istream@DU?$char_traits@D@std@@@std@@QAEAAV12@_JH@Z
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??6?$basic_ostream@DU?$char_traits@D@std@@@std@@QAEAAV01@G@Z
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??6?$basic_ostream@DU?$char_traits@D@std@@@std@@QAEAAV01@P6AAAVios_base@1@AAV21@@Z@Z
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?cerr@std@@3V?$basic_ostream@DU?$char_traits@D@std@@@1@A
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MSVCP100.dll
 +
?what@exception@std@@UBEPBDXZ
 +
??1exception@std@@UAE@XZ
 +
??0exception@std@@QAE@ABQBD@Z
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??0exception@std@@QAE@ABV01@@Z
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memmove
 +
??_V@YAXPAX@Z
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??3@YAXPAX@Z
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??2@YAPAXI@Z
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fputc
 +
??1bad_cast@std@@UAE@XZ
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??0bad_cast@std@@QAE@PBD@Z
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??0bad_cast@std@@QAE@ABV01@@Z
 +
_unlock_file
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ungetc
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fgetpos
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_fseeki64
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fflush
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fgetc
 +
fsetpos
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setvbuf
 +
_lock_file
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memcpy_s
 +
fwrite
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fclose
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memchr
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atoi
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strtoul
 +
qsort
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_purecall
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exit
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strstr
 +
abort
 +
sprintf
 +
isspace
 +
free
 +
__iob_func
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fprintf
 +
realloc
 +
puts
 +
remove
 +
rename
 +
srand
 +
modf
 +
ldiv
 +
strtol
 +
isgraph
 +
rand
 +
__CxxFrameHandler3
 +
MSVCR100.dll
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?terminate@@YAXXZ
 +
_unlock
 +
__dllonexit
 +
_lock
 +
_onexit
 +
_amsg_exit
 +
__getmainargs
 +
_cexit
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_exit
 +
_XcptFilter
 +
_ismbblead
 +
_acmdln
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_initterm
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_initterm_e
 +
_configthreadlocale
 +
__setusermatherr
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_commode
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_fmode
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__set_app_type
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_crt_debugger_hook
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_except_handler4_common
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?_type_info_dtor_internal_method@type_info@@QAEXXZ
 +
_invoke_watson
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_controlfp_s
 +
glDeleteTextures
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glEnableClientState
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glAlphaFunc
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glClear
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glAccum
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glBindTexture
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glTexImage2D
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glDisable
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glColorPointer
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glDrawArrays
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glTexParameteri
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glDisableClientState
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glBlendFunc
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glMatrixMode
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glViewport
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glVertexPointer
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glTexCoordPointer
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glEnable
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glGenTextures
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glLoadIdentity
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glGetString
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wglGetCurrentDC
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wglGetProcAddress
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glTexSubImage2D
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glGetTexLevelParameteriv
 +
glPixelStorei
 +
glTexEnvi
 +
OPENGL32.dll
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gluOrtho2D
 +
GLU32.dll
 +
EncodePointer
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DecodePointer
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InterlockedExchange
 +
Sleep
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InterlockedCompareExchange
 +
HeapSetInformation
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GetStartupInfoW
 +
TerminateProcess
 +
UnhandledExceptionFilter
 +
SetUnhandledExceptionFilter
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IsDebuggerPresent
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QueryPerformanceCounter
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GetCurrentThreadId
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GetCurrentProcessId
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GetSystemTimeAsFileTime
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GetModuleHandleA
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GetCommandLineA
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FreeLibrary
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LoadLibraryA
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_itoa
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_unlink
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strrchr
 +
SDL_SetModuleHandle
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SDL_strlcpy
 +
memset
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_CIatan2
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_CIsin
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_CIsqrt
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memcpy
 +
_CxxThrowException
 +
_CIpow
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_CIcos
 +
IsProcessorFeaturePresent
 +
.?AVtype_info@@
 +
.?AVabstract_building_dungeonst@@
 +
.?AVabstract_building_tombst@@
 +
.?AVabstract_building_marketst@@
 +
.?AVabstract_building_inn_tavernst@@
 +
.?AVabstract_building_libraryst@@
 +
.?AVabstract_building_templest@@
 +
.?AVabstract_building_underworld_spirest@@
 +
.?AVabstract_building_dark_towerst@@
 +
.?AVabstract_building_keepst@@
 +
.?AVabstract_building_mead_hallst@@
 +
.?AVabstract_buildingst@@
 +
.?AVexception@std@@
 +
.?AVbad_alloc@std@@
 +
.?AVgeneral_ref_activity_eventst@@
 +
.?AVgeneral_ref_knowledge_scholar_flagst@@
 +
.?AVgeneral_refst@@
 +
.?AVactivity_event_conversationst@@
 +
.?AVhistory_event_hf_learns_secretst@@
 +
.?AVhistory_event_artifact_createdst@@
 +
.?AVhistory_eventst@@
 +
.?AVhistory_event_knowledge_discoveredst@@
 +
.?AVactivity_event_performancest@@
 +
.?AVactivity_event_play_with_toyst@@
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.?AVactivity_event_make_believest@@
 +
.?AUperformance_play_orderst@@
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.?AVactivity_event_copy_written_contentst@@
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.?AVactivity_event_writest@@
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.?AVactivity_event_readst@@
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.?AVactivity_event_teach_topicst@@
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.?AVactivity_event_discuss_topicst@@
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.?AVactivity_event_ponder_topicst@@
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.?AVactivity_event_socializest@@
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.?AVactivity_event_worshipst@@
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.?AVactivity_event_playst@@
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.?AVactivity_event_researchst@@
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.?AVactivity_event_prayerst@@
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.?AVactivity_event_conflictst@@
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.?AVactivity_event_guardst@@
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.?AVactivity_event_reunionst@@
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.?AVactivity_event_harassmentst@@
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.?AVactivity_event_ranged_practicest@@
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.?AVactivity_event_sparringst@@
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.?AVactivity_event_individual_skill_drillst@@
 +
.?AVactivity_event_fill_service_orderst@@
 +
.?AVactivity_event_skill_demonstrationst@@
 +
.?AVactivity_event_combat_trainingst@@
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.?AVactivity_eventst@@
 +
.?AVactivity_event_training_sessionst@@
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.?AVitem_boxst@@
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.?AVitem_constructedst@@
 +
.?AVitem_craftedst@@
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.?AVcreation_zone_pwg_alteration_location_deathst@@
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.?AVhistory_event_collection_theftst@@
 +
.?AVhistory_event_collection_abductionst@@
 +
.?AVhistory_event_collection_site_conqueredst@@
 +
.?AVhistory_event_collection_duelst@@
 +
.?AVhistory_event_collectionst@@
 +
.?AVhistory_event_collection_battlest@@
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.?AVitemst@@
 +
.?AVitem_actualst@@
 +
.?AVcreation_zone_pwg_alteration_srp_ruinedst@@
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.?AVcreation_zone_pwg_alteration_srb_ruinedst@@
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.?AVcreation_zone_pwg_alterationst@@
 +
.?AVcreation_zone_pwg_alteration_campst@@
 +
.?AVhistory_event_assume_identityst@@
 +
.?AVhistory_event_body_abusedst@@
 +
.?AVhistory_event_hist_figure_simple_battle_eventst@@
 +
.?AVhistory_event_reclaim_sitest@@
 +
.?AVhistory_event_created_sitest@@
 +
.?AVhistory_event_war_site_taken_overst@@
 +
.?AVhistory_event_war_site_tribute_forcedst@@
 +
.?AVhistory_event_war_attacked_sitest@@
 +
.?AVart_image_property_intransitive_verbst@@
 +
.?AVart_image_property_transitive_verbst@@
 +
.?AVart_image_propertyst@@
 +
.?AVart_image_element_shapest@@
 +
.?AVart_image_element_treest@@
 +
.?AVart_image_element_plantst@@
 +
.?AVart_image_element_itemst@@
 +
.?AVart_image_element_creaturest@@
 +
.?AVart_image_elementst@@
 +
.?AV?$basic_ostream@DU?$char_traits@D@std@@@std@@
 +
.?AV?$_Iosb@H@std@@
 +
.?AVios_base@std@@
 +
.?AV?$basic_ios@DU?$char_traits@D@std@@@std@@
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.?AV?$basic_istream@DU?$char_traits@D@std@@@std@@
 +
.?AV?$basic_iostream@DU?$char_traits@D@std@@@std@@
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.?AV?$basic_fstream@DU?$char_traits@D@std@@@std@@
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.?AV?$basic_streambuf@DU?$char_traits@D@std@@@std@@
 +
.?AV?$basic_filebuf@DU?$char_traits@D@std@@@std@@
 +
.?AVbad_cast@std@@
 +
.?AVbuilding_weaponst@@
 +
.?AVitem_weaponst@@
 +
.?AVitem_corpsest@@
 +
.?AVitem_body_componentst@@
 +
.?AVbuilding_civzonest@@
 +
.?AVbuildingst@@
 +
.?AVbuilding_actualst@@
 +
.?AV?$basic_ofstream@DU?$char_traits@D@std@@@std@@
 +
.?AV?$basic_ostringstream@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@
 +
.?AV?$basic_stringbuf@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@
 
Nclo"lofhy"ijnh!oltuloi2dquswsugg/"#Ujh!hlmg##kqeg{#"pvuw!dh!kq!vkf"%ecwb$#gqoegu/"#Ncnf"vvth!FI!fhdqpqthtuhe"lovr!kwt"ipngftv!ruprhsn|/
 
Nclo"lofhy"ijnh!oltuloi2dquswsugg/"#Ujh!hlmg##kqeg{#"pvuw!dh!kq!vkf"%ecwb$#gqoegu/"#Ncnf"vvth!FI!fhdqpqthtuhe"lovr!kwt"ipngftv!ruprhsn|/
 
<7J7B
 
<7J7B
 
;HHEH
 
;HHEH
</pre>
+
.?AUcave_column_rectanglest@@
 +
.?AUcave_columnst@@
 +
.?AVblock_square_event_designation_priorityst@@
 +
.?AVblock_square_event_world_constructionst@@
 +
.?AVblock_square_event_spoorst@@
 +
.?AVblock_square_event_grassst@@
 +
.?AVblock_square_event_item_spatterst@@
 +
.?AVblock_square_event_material_spatterst@@
 +
.?AVblock_square_event_frozen_liquidst@@
 +
.?AVblock_square_event_mineralst@@
 +
.?AVblock_square_eventst@@
 +
.?AVhistory_event_masterpiece_lostst@@
 +
.?AVbuilding_constructionst@@
 +
.?AVbuilding_road_pavedst@@
 +
.?AVbuilding_road_dirtst@@
 +
.?AVbuilding_roadst@@
 +
.?AVbuilding_wagonst@@
 +
.?AVbuilding_hivest@@
 +
.?AVbuilding_bookcasest@@
 +
.?AVbuilding_nest_boxst@@
 +
.?AVbuilding_nestst@@
 +
.?AVbuilding_tradedepotst@@
 +
.?AVbuilding_workshopst@@
 +
.?AVbuilding_furnacest@@
 +
.?AVbuilding_animaltrapst@@
 +
.?AVbuilding_farmplotst@@
 +
.?AVbuilding_window_glassst@@
 +
.?AVbuilding_window_gemst@@
 +
.?AVbuilding_windowst@@
 +
.?AVbuilding_slabst@@
 +
.?AVbuilding_statuest@@
 +
.?AVbuilding_coffinst@@
 +
.?AVbuilding_shopst@@
 +
.?AVbuilding_chairst@@
 +
.?AVbuilding_tablest@@
 +
.?AVbuilding_bedst@@
 +
.?AVbuilding_traction_benchst@@
 +
.?AVbuilding_siegeenginest@@
 +
.?AVbuilding_cagest@@
 +
.?AVbuilding_chainst@@
 +
.?AVbuilding_windmillst@@
 +
.?AVbuilding_water_wheelst@@
 +
.?AVbuilding_screw_pumpst@@
 +
.?AVbuilding_archerytargetst@@
 +
.?AVbuilding_instrumentst@@
 +
.?AVbuilding_supportst@@
 +
.?AVbuilding_axle_verticalst@@
 +
.?AVbuilding_axle_horizontalst@@
 +
.?AVbuilding_rollersst@@
 +
.?AVbuilding_gear_assemblyst@@
 +
.?AVbuilding_trapst@@
 +
.?AVbuilding_bars_floorst@@
 +
.?AVbuilding_bars_verticalst@@
 +
.?AVbuilding_grate_floorst@@
 +
.?AVbuilding_grate_wallst@@
 +
.?AVbuilding_floodgatest@@
 +
.?AVbuilding_bridgest@@
 +
.?AVbuilding_hatchst@@
 +
.?AVbuilding_doorst@@
 +
.?AVbuilding_armorstandst@@
 +
.?AVbuilding_weaponrackst@@
 +
.?AVbuilding_cabinetst@@
 +
.?AVbuilding_boxst@@
 +
.?AVproj_itemst@@
 +
.?AVitem_plantst@@
 +
.?AVitem_verminst@@
 +
.?AVitem_critterst@@
 +
.?AVitem_remainsst@@
 +
.?AVitem_liquid_miscst@@
 +
.?AVitem_liquidst@@
 +
.?AVitem_liquipowderst@@
 +
.?AVbuilding_stockpilest@@
 +
.?AVbuilding_wellst@@
 +
.?AVprojst@@
 +
.?AVhistory_event_masterpiece_created_arch_constructst@@
 +
.?AVhistory_event_masterpiece_created_arch_designst@@
 +
.?AVhistory_event_masterpiece_createdst@@
 +
.?AVbuilding_def_furnacest@@
 +
.?AVbuilding_def_workshopst@@
 +
.?AVbuilding_defst@@
 +
.?AVgeneral_ref_coinbatchst@@
 +
.?AVproj_unitst@@
 +
.?AVsquad_order_cause_trouble_for_entityst@@
 +
.?AVsquad_order_drive_entity_off_sitest@@
 +
.?AVgeneral_ref_value_levelst@@
 +
.?AVsquad_orderst@@
 +
.?AVhistory_event_agreement_concludedst@@
 +
.?AVhistory_event_agreement_formedst@@
 +
.?AVitem_meatst@@
 +
.?AVitem_corpsepiecest@@
 +
.?AV?$basic_ifstream@DU?$char_traits@D@std@@@std@@
 +
.?AVviewscreen_layer_stockpilest@@
 +
.?AVviewscreen_layer_world_gen_param_presetst@@
 +
.?AVviewscreen_layer_world_gen_paramst@@
 +
.?AUworld_gen_param_seedst@@
 +
.?AUworld_gen_param_charst@@
 +
.?AUworld_gen_param_memberst@@
 +
.?AUworld_gen_param_valuest@@
 +
.?AUworld_gen_param_basest@@
 +
.?AVviewscreen_layer_export_play_mapst@@
 +
.?AVviewscreen_layer_musicsoundst@@
 +
.?AVviewscreen_layer_unit_relationshipst@@
 +
.?AVviewscreen_layer_workshop_profilest@@
 +
.?AVviewscreen_layerst@@
 +
.?AVlayer_object_listst@@
 +
.?AVlayer_object_buttonst@@
 +
.?AVlayer_objectst@@
 +
.?AVviewscreen_unitst@@
 +
.?AVviewscreen_customize_unitst@@
 +
.?AVviewscreen_savegamest@@
 +
.?AVviewscreen_loadgamest@@
 +
.?AVviewscreen_adopt_regionst@@
 +
.?AVactive_script_var_longst@@
 +
.?AVactive_script_var_unitst@@
 +
.?AVactive_script_varst@@
 +
.?AVviewscreenst@@
 +
.?AVviewscreen_optionst@@
 +
.?AVinterface_button_construction_donest@@
 +
.?AVinterface_button_construction_building_selectorst@@
 +
.?AVinterface_button_construction_category_selectorst@@
 +
.?AVinterface_button_constructionst@@
 +
.?AVinterface_button_buildingst@@
 +
.?AVinterface_buttonst@@
 +
.?AVitem_coinst@@
 +
.?AVitem_quernst@@
 +
.?AVitem_tablest@@
 +
.?AVitem_toolst@@
 +
.?AVitem_instrumentst@@
 +
.?AVitem_hatch_coverst@@
 +
.?AVitem_doorst@@
 +
.?AVitem_eggst@@
 +
.?AVitem_globst@@
 +
.?AVitem_powder_miscst@@
 +
.?AVitem_drinkst@@
 +
.?AVitem_powderst@@
 +
.?AVitem_woodst@@
 +
.?AVadventure_movement_climbst@@
 +
.?AVadventure_movement_release_hold_itemst@@
 +
.?AVadventure_movement_hold_itemst@@
 +
.?AVadventure_movement_release_hold_tilest@@
 +
.?AVadventure_movement_hold_tilest@@
 +
.?AVadventure_movement_movest@@
 +
.?AVadventure_movement_item_interact_guidest@@
 +
.?AVadventure_movement_item_interact_pushst@@
 +
.?AVadventure_movement_item_interact_ridest@@
 +
.?AVadventure_movement_item_interactst@@
 +
.?AVadventure_movement_building_interactst@@
 +
.?AVadventure_movement_attack_creaturest@@
 +
.?AVadventure_movement_optionst@@
 +
.?AVadventure_environment_pickup_make_campfirest@@
 +
.?AVadventure_environment_pickup_ignite_vegst@@
 +
.?AVadventure_environment_pickup_vermin_eventst@@
 +
.?AVadventure_environment_ingest_materialst@@
 +
.?AVadventure_environment_ingest_from_containerst@@
 +
.?AVadventure_environment_unit_suck_bloodst@@
 +
.?AVadventure_environment_optionst@@
 +
.?AVadventure_option_view_contaminantst@@
 +
.?AVadventure_option_eat_item_contaminantst@@
 +
.?AVadventure_option_eat_unit_contaminantst@@
 +
.?AVadventure_optionst@@
 +
.?AVadventure_item_interact_readst@@
 +
.?AVadventure_item_interact_fill_from_containerst@@
 +
.?AVadventure_item_interact_fill_with_materialst@@
 +
.?AVadventure_item_interact_heat_from_tilest@@
 +
.?AVadventure_item_interact_pull_outst@@
 +
.?AVadventure_item_interact_strugglest@@
 +
.?AVadventure_item_interact_choicest@@
 +
.?AVviewscreen_adventure_logst@@
 +
.?AVhistory_event_create_entity_positionst@@
 +
.?AVhistory_event_entity_createdst@@
 +
.?AVhistory_event_hist_figure_reach_summitst@@
 +
.?AVviewscreen_setupadventurest@@
 +
.?AVviewscreen_dungeon_monsterstatusst@@
 +
.?AVviewscreen_dungeon_wrestlest@@
 +
.?AVviewscreen_dungeonmodest@@
 +
.?AVsquad_order_trainst@@
 +
.?AVsquad_order_kill_listst@@
 +
.?AVsquad_order_movest@@
 +
.?AVbuild_req_choice_specst@@
 +
.?AVbuild_req_choice_genst@@
 +
.?AVbuild_req_choicest@@
 +
.?AVviewscreen_dwarfmodest@@
 +
.?AVhistory_event_hist_figure_diedst@@
 +
.?AVviewscreen_selectitemst@@
 +
.?AVinterface_button_building_custom_category_selectorst@@
 +
.?AVinterface_button_building_new_jobst@@
 +
.?AVinterface_button_building_category_selectorst@@
 +
.?AVinterface_button_building_material_selectorst@@
 +
.?AVrenderer_vbo@@
 +
.?AVrenderer_framebuffer@@
 +
.?AVrenderer_accum_buffer@@
 +
.?AVrenderer_partial@@
 +
.?AVrenderer_once@@
 +
.?AVrenderer_2d@@
 +
.?AVrenderer_2d_base@@
 +
.?AVrenderer@@
 +
.?AVrenderer_opengl@@
 +
.?AVtext_info_element_longst@@
 +
.?AVtext_info_element_stringst@@
 +
.?AVtext_info_elementst@@
 +
.?AV?$basic_istringstream@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@
 +
.?AVitem_quiverst@@
 +
.?AVitem_backpackst@@
 +
.?AVitem_pantsst@@
 +
.?AVitem_anvilst@@
 +
.?AVitem_ammost@@
 +
.?AVitem_cabinetst@@
 +
.?AVitem_glovesst@@
 +
.?AVitem_helmst@@
 +
.?AVitem_shieldst@@
 +
.?AVitem_shoesst@@
 +
.?AVitem_armorst@@
 +
.?AVitem_statuest@@
 +
.?AVitem_barrelst@@
 +
.?AVitem_gobletst@@
 +
.?AVitem_flaskst@@
 +
.?AVitem_chairst@@
 +
.?AVitem_traction_benchst@@
 +
.?AVitem_bedst@@
 +
.?AVitem_clothst@@
 +
.?AVitem_threadst@@
 +
.?AVitem_cheesest@@
 +
.?AVitem_skin_tannedst@@
 +
.?AVitem_fishst@@
 +
.?AVitem_smallgemst@@
 +
.?AVgeneral_ref_entity_art_imagest@@
 +
.?AVhistory_event_collection_purgest@@
 +
.?AVhistory_event_collection_journeyst@@
 +
.?AVhistory_event_collection_warst@@
 +
.?AVhistory_event_dance_form_createdst@@
 +
.?AVhistory_event_musical_form_createdst@@
 +
.?AVhistory_event_poetic_form_createdst@@
 +
.?AVhistory_event_regionpop_incorporated_into_entityst@@
 +
.?AVhistory_event_entity_actionst@@
 +
.?AVhistory_event_war_peace_rejectedst@@
 +
.?AVhistory_event_war_peace_acceptedst@@
 +
.?AVhistory_event_site_disputest@@
 +
.?AVhistory_event_change_hf_body_statest@@
 +
.?AVhistory_event_hist_figure_new_petst@@
 +
.?AVhistory_event_hist_figure_travelst@@
 +
.?AVhistory_event_created_world_constructionst@@
 +
.?AVhistory_event_entity_razed_buildingst@@
 +
.?AVhistory_event_replaced_buildingst@@
 +
.?AVhistory_event_created_buildingst@@
 +
.?AVitem_boulderst@@
 +
.?AVgeneral_ref_building_well_tagst@@
 +
.?AVgeneral_ref_buildingst@@
 +
.?AVgeneral_ref_mapsquarest@@
 +
.?AVfeature_init_underworld_from_layerst@@
 +
.?AVfeature_init_magma_core_from_layerst@@
 +
.?AVfeature_init_subterranean_from_layerst@@
 +
.?AVfeature_init_deep_surface_portalst@@
 +
.?AVfeature_init_deep_special_tubest@@
 +
.?AVfeature_init_volcanost@@
 +
.?AVfeature_init_magma_poolst@@
 +
.?AVfeature_init_pitst@@
 +
.?AVfeature_init_cavest@@
 +
.?AVfeature_init_outdoor_riverst@@
 +
.?AVfeature_underworld_from_layerst@@
 +
.?AVfeature_magma_core_from_layerst@@
 +
.?AVfeature_subterranean_from_layerst@@
 +
.?AVfeature_deep_surface_portalst@@
 +
.?AVfeature_deep_special_tubest@@
 +
.?AVfeature_volcanost@@
 +
.?AVfeature_magma_poolst@@
 +
.?AVfeature_pitst@@
 +
.?AVfeature_cavest@@
 +
.?AVfeature_outdoor_riverst@@
 +
.?AVfeaturest@@
 +
.?AVfeature_alteration_new_lava_fill_zst@@
 +
.?AVfeature_alteration_new_pop_maxst@@
 +
.?AVfeature_alterationst@@
 +
.?AVfeature_initst@@
 +
.?AVflow_guide_item_cloudst@@
 +
.?AVflow_guide_trailing_flowst@@
 +
.?AVflow_guidest@@
 +
.?AVhistory_event_hf_act_on_buildingst@@
 +
.?AVsquad_order_patrol_routest@@
 +
.?AVsquad_order_defend_burrowsst@@
 +
.?AVitem_seedsst@@
 +
.?AVviewscreen_layer_currencyst@@
 +
.?AVviewscreen_layer_reactionst@@
 +
.?AVviewscreen_layer_stone_restrictionst@@
 +
.?AVviewscreen_layer_overall_healthst@@
 +
.?AVviewscreen_layer_unit_healthst@@
 +
.?AVviewscreen_layer_unit_actionst@@
 +
.?AVviewscreen_layer_arena_creaturest@@
 +
.?AVviewscreen_layer_squad_schedulest@@
 +
.?AVviewscreen_jobst@@
 +
.?AVviewscreen_buildingst@@
 +
.?AVviewscreen_itemst@@
 +
.?AVviewscreen_noblest@@
 +
.?AVviewscreen_buildinglistst@@
 +
.?AVviewscreen_civlistst@@
 +
.?AVviewscreen_entityst@@
 +
.?AVviewscreen_treasurelistst@@
 +
.?AVviewscreen_unitlistst@@
 +
.?AVviewscreen_joblistst@@
 +
.?AVviewscreen_createquotast@@
 +
.?AVviewscreen_jobmanagementst@@
 +
.?AVviewscreen_wagesst@@
 +
.?AVviewscreen_locationsst@@
 +
.?AVviewscreen_petitionsst@@
 +
.?AVviewscreen_storesst@@
 +
.?AVviewscreen_overallstatusst@@
 +
.?AVviewscreen_justicest@@
 +
.?AVviewscreen_pricest@@
 +
.?AVhistory_event_masterpiece_created_itemst@@
 +
.?AVhistory_event_item_stolenst@@
 +
.?AVhistory_event_artifact_lostst@@
 +
.?AVhistory_event_agreements_voidedst@@
 +
.?AVhistory_event_diplomat_lostst@@
 +
.?AVhistory_event_topicagreement_madest@@
 +
.?AVhistory_event_topicagreement_rejectedst@@
 +
.?AVhistory_event_topicagreement_concludedst@@
 +
.?AVhistory_event_first_contact_failedst@@
 +
.?AVhistory_event_first_contactst@@
 +
.?AVhistory_event_hist_figure_abductedst@@
 +
.?AVviewscreen_petst@@
 +
.?AVviewscreen_kitchenprefst@@
 +
.?AVviewscreen_announcelistst@@
 +
.?AVviewscreen_reportlistst@@
 +
.?AVviewscreen_game_cleanerst@@
 +
.?AVviewscreen_titlest@@
 +
.?AVviewscreen_legendsst@@
 +
.?AVviewscreen_update_regionst@@
 +
.?AVviewscreen_new_regionst@@
 +
.?AVviewscreen_export_regionst@@
 +
.?AVviewscreen_export_graphical_mapst@@
 +
.?AVhistfig_hf_link_companionst@@
 +
.?AVhistfig_hf_link_former_apprenticest@@
 +
.?AVhistfig_hf_link_apprenticest@@
 +
.?AVhistfig_hf_link_former_masterst@@
 +
.?AVhistfig_hf_link_masterst@@
 +
.?AVhistfig_hf_link_imprisonerst@@
 +
.?AVhistfig_hf_link_prisonerst@@
 +
.?AVhistfig_hf_link_loverst@@
 +
.?AVhistfig_hf_link_deityst@@
 +
.?AVhistfig_hf_link_childst@@
 +
.?AVhistfig_hf_link_spousest@@
 +
.?AVhistfig_hf_link_fatherst@@
 +
.?AVhistfig_hf_link_motherst@@
 +
.?AVhistfig_site_link_occupationst@@
 +
.?AVhistfig_site_link_home_site_realization_sulst@@
 +
.?AVhistfig_site_link_home_site_realization_buildingst@@
 +
.?AVhistfig_site_link_home_site_abstract_buildingst@@
 +
.?AVhistfig_site_link_hangoutst@@
 +
.?AVhistfig_site_link_seat_of_powerst@@
 +
.?AVhistfig_site_link_lairst@@
 +
.?AVhistfig_site_linkst@@
 +
.?AVhistfig_entity_link_former_squadst@@
 +
.?AVhistfig_entity_link_squadst@@
 +
.?AVhistfig_entity_link_former_occupationst@@
 +
.?AVhistfig_entity_link_occupationst@@
 +
.?AVhistfig_entity_link_position_claimst@@
 +
.?AVhistfig_entity_link_former_positionst@@
 +
.?AVhistfig_entity_link_positionst@@
 +
.?AVhistfig_entity_link_criminalst@@
 +
.?AVhistfig_entity_link_enemyst@@
 +
.?AVhistfig_entity_link_former_prisonerst@@
 +
.?AVhistfig_entity_link_prisonerst@@
 +
.?AVhistfig_entity_link_former_slavest@@
 +
.?AVhistfig_entity_link_slavest@@
 +
.?AVhistfig_entity_link_former_mercenaryst@@
 +
.?AVhistfig_entity_link_mercenaryst@@
 +
.?AVhistfig_entity_link_former_memberst@@
 +
.?AVhistfig_entity_link_memberst@@
 +
.?AVhistfig_entity_linkst@@
 +
.?AVgeneral_ref_entityst@@
 +
.?AVgeneral_ref_historical_figurest@@
 +
.?AVgeneral_ref_feature_layerst@@
 +
.?AVgeneral_ref_subregionst@@
 +
.?AVgeneral_ref_sitest@@
 +
.?AVgeneral_ref_historical_eventst@@
 +
.?AVgeneral_ref_abstract_buildingst@@
 +
.?AVgeneral_ref_dance_formst@@
 +
.?AVgeneral_ref_musical_formst@@
 +
.?AVgeneral_ref_poetic_formst@@
 +
.?AVgeneral_ref_written_contentst@@
 +
.?AVgeneral_ref_languagest@@
 +
.?AVgeneral_ref_interactionst@@
 +
.?AVgeneral_ref_artifactst@@
 +
.?AVhistory_event_collection_insurrectionst@@
 +
.?AVhistory_event_collection_beast_attackst@@
 +
.?AVhistfig_hf_linkst@@
 +
.?AVhistory_event_collection_ceremonyst@@
 +
.?AVhistory_event_collection_processionst@@
 +
.?AVhistory_event_collection_competitionst@@
 +
.?AVhistory_event_collection_performancest@@
 +
.?AVhistory_event_collection_occasionst@@
 +
.?AVhistory_event_written_content_composedst@@
 +
.?AVhistory_event_ceremonyst@@
 +
.?AVhistory_event_processionst@@
 +
.?AVhistory_event_competitionst@@
 +
.?AVhistory_event_performancest@@
 +
.?AVhistory_event_hf_does_interactionst@@
 +
.?AVhistory_event_change_creature_typest@@
 +
.?AVhistory_event_masterpiece_created_engravingst@@
 +
.?AVhistory_event_masterpiece_created_foodst@@
 +
.?AVhistory_event_masterpiece_created_item_improvementst@@
 +
.?AVhistory_event_masterpiece_created_dye_itemst@@
 +
.?AVhistory_event_entity_incorporatedst@@
 +
.?AVhistory_event_entity_lawst@@
 +
.?AVhistory_event_artifact_droppedst@@
 +
.?AVhistory_event_artifact_recoveredst@@
 +
.?AVhistory_event_artifact_foundst@@
 +
.?AVhistory_event_artifact_destroyedst@@
 +
.?AVhistory_event_artifact_transformedst@@
 +
.?AVhistory_event_artifact_possessedst@@
 +
.?AVhistory_event_artifact_storedst@@
 +
.?AVhistory_event_artifact_hiddenst@@
 +
.?AVhistory_event_merchantst@@
 +
.?AVhistory_event_remove_hf_site_linkst@@
 +
.?AVhistory_event_add_hf_site_linkst@@
 +
.?AVhistory_event_remove_hf_hf_linkst@@
 +
.?AVhistory_event_add_hf_hf_linkst@@
 +
.?AVhistory_event_change_hf_jobst@@
 +
.?AVhistory_event_change_hf_statest@@
 +
.?AVhistory_event_hf_relationship_deniedst@@
 +
.?AVhistory_event_hf_confrontedst@@
 +
.?AVhistory_event_remove_hf_entity_linkst@@
 +
.?AVhistory_event_add_hf_entity_linkst@@
 +
.?AVhistory_event_hf_gains_secret_goalst@@
 +
.?AVhistory_event_hist_figure_revivedst@@
 +
.?AVhistory_event_hist_figure_reunionst@@
 +
.?AVhistory_event_hist_figure_woundedst@@
 +
.?AVhistory_event_creature_devouredst@@
 +
.?AVhistory_event_insurrection_endedst@@
 +
.?AVhistory_event_insurrection_startedst@@
 +
.?AVhistory_event_hf_razed_buildingst@@
 +
.?AVhistory_event_site_retiredst@@
 +
.?AVhistory_event_site_diedst@@
 +
.?AVhistory_event_hf_destroyed_sitest@@
 +
.?AVhistory_event_hf_attacked_sitest@@
 +
.?AVhistory_event_war_site_new_leaderst@@
 +
.?AVhistory_event_war_plundered_sitest@@
 +
.?AVhistory_event_war_destroyed_sitest@@
 +
.?AVhistory_event_war_field_battlest@@
 +
.?AVviewscreen_movieplayerst@@
 +
.?AVinteraction_effect_material_emissionst@@
 +
.?AVinteraction_effect_contactst@@
 +
.?AVinteraction_effect_hidest@@
 +
.?AVinteraction_effect_cleanst@@
 +
.?AVinteraction_effect_add_syndromest@@
 +
.?AVinteraction_effect_resurrectst@@
 +
.?AVinteraction_effect_animatest@@
 +
.?AVinteraction_target_locationst@@
 +
.?AVinteraction_target_materialst@@
 +
.?AVinteraction_target_creaturest@@
 +
.?AVinteraction_target_corpsest@@
 +
.?AVinteraction_targetst@@
 +
.?AVinteraction_source_creature_actionst@@
 +
.?AVinteraction_source_ingestionst@@
 +
.?AVinteraction_source_attackst@@
 +
.?AVinteraction_source_deityst@@
 +
.?AVinteraction_source_disturbancest@@
 +
.?AVinteraction_source_secretst@@
 +
.?AVinteraction_source_underground_specialst@@
 +
.?AVinteraction_source_regionst@@
 +
.?AVinteraction_sourcest@@
 +
.?AVinteraction_effectst@@
 +
.?AVitem_trapcompst@@
 +
.?AVitem_trappartsst@@
 +
.?AVitem_pipe_sectionst@@
 +
.?AVitem_siegeammost@@
 +
.?AVitem_ballistapartsst@@
 +
.?AVitem_catapultpartsst@@
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.?AVitem_crutchst@@
 +
.?AVitem_orthopedic_castst@@
 +
.?AVitem_splintst@@
 +
.?AVitem_totemst@@
 +
.?AVitem_gemst@@
 +
.?AVitem_braceletst@@
 +
.?AVitem_earringst@@
 +
.?AVitem_ringst@@
 +
.?AVitem_crownst@@
 +
.?AVitem_scepterst@@
 +
.?AVitem_amuletst@@
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.?AVitem_figurinest@@
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.?AVitem_bookst@@
 +
.?AVitem_weaponrackst@@
 +
.?AVitem_armorstandst@@
 +
.?AVitem_binst@@
 +
.?AVitem_millstonest@@
 +
.?AVitem_slabst@@
 +
.?AVitem_coffinst@@
 +
.?AVitem_animaltrapst@@
 +
.?AVitem_bucketst@@
 +
.?AVitem_cagest@@
 +
.?AVitem_windowst@@
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.?AVitem_toyst@@
 +
.?AVitem_chainst@@
 +
.?AVitem_gratest@@
 +
.?AVitem_floodgatest@@
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.?AVitem_sheetst@@
 +
.?AVitem_foodst@@
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.?AVitem_ballistaarrowheadst@@
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.?AVitem_fish_rawst@@
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.?AVitem_barst@@
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.?AVitemimprovement_writingst@@
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.?AVitemimprovement_instrument_piecest@@
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.?AVitemimprovement_pagesst@@
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.?AVitemimprovement_sewn_imagest@@
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.?AVitemimprovement_clothst@@
 +
.?AVitemimprovement_threadst@@
 +
.?AVitemimprovement_itemspecificst@@
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.?AVitemimprovement_bandsst@@
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.?AVitemimprovement_rings_hangingst@@
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.?AVitemimprovement_coveredst@@
 +
.?AVitemimprovement_art_imagest@@
 +
.?AVitemimprovementst@@
 +
.?AVgeneral_ref_item_typest@@
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.?AVitemdef_foodst@@
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.?AVitemdef_pantsst@@
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.?AVitemdef_helmst@@
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.?AVitemdef_shieldst@@
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.?AVitemdef_shoesst@@
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.?AVitemdef_glovesst@@
 +
.?AVitemdef_siegeammost@@
 +
.?AVitemdef_ammost@@
 +
.?AVitemdef_armorst@@
 +
.?AVitemdef_instrumentst@@
 +
.?AVitemdef_toyst@@
 +
.?AVitemdef_toolst@@
 +
.?AVitemdef_trapcompst@@
 +
.?AVitemdef_weaponst@@
 +
.?AVitemdefst@@
 +
.?AVMacroScreenSave@@
 +
.?AVMacroScreenLoad@@
 +
.?AVKeybindingScreen@@
 +
.?AVmachine_standardst@@
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.?AVmachinest@@
 +
.?AVcreature_interaction_effect_body_transformationst@@
 +
.?AVcreature_interaction_effect_sense_creature_classst@@
 +
.?AVcreature_interaction_effect_body_mat_interactionst@@
 +
.?AVcreature_interaction_effect_can_do_interactionst@@
 +
.?AVcreature_interaction_effect_skill_roll_adjustst@@
 +
.?AVcreature_interaction_effect_erratic_behaviorst@@
 +
.?AVcreature_interaction_effect_change_personalityst@@
 +
.?AVcreature_interaction_effect_feel_emotionst@@
 +
.?AVcreature_interaction_effect_material_force_adjustst@@
 +
.?AVcreature_interaction_effect_ment_att_changest@@
 +
.?AVcreature_interaction_effect_phys_att_changest@@
 +
.?AVcreature_interaction_effect_speed_changest@@
 +
.?AVcreature_interaction_effect_flash_symbolst@@
 +
.?AVcreature_interaction_effect_display_symbolst@@
 +
.?AVcreature_interaction_effect_display_namest@@
 +
.?AVcreature_interaction_effect_remove_simple_flagst@@
 +
.?AVcreature_interaction_effect_add_simple_flagst@@
 +
.?AVcreature_interaction_effect_dizzinessst@@
 +
.?AVcreature_interaction_effect_drowsinessst@@
 +
.?AVcreature_interaction_effect_impair_functionst@@
 +
.?AVcreature_interaction_effect_necrosisst@@
 +
.?AVcreature_interaction_effect_unconsciousnessst@@
 +
.?AVcreature_interaction_effect_nauseast@@
 +
.?AVcreature_interaction_effect_vomit_bloodst@@
 +
.?AVcreature_interaction_effect_cough_bloodst@@
 +
.?AVcreature_interaction_effect_bleedingst@@
 +
.?AVcreature_interaction_effect_feverst@@
 +
.?AVcreature_interaction_effect_paralysisst@@
 +
.?AVcreature_interaction_effect_numbnessst@@
 +
.?AVcreature_interaction_effect_blistersst@@
 +
.?AVcreature_interaction_effect_bruisingst@@
 +
.?AVcreature_interaction_effect_oozingst@@
 +
.?AVcreature_interaction_effect_swellingst@@
 +
.?AVcreature_interaction_effect_bp_appearance_modifierst@@
 +
.?AVcreature_interaction_effect_body_appearance_modifierst@@
 +
.?AVcreature_interaction_effect_painst@@
 +
.?AVcreature_interaction_effectst@@
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.?AVgeneral_ref_unit_workerst@@
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.?AVgeneral_ref_unit_holderst@@
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.?AVgeneral_ref_unit_tradebringerst@@
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.?AVgeneral_ref_unit_itemownerst@@
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.?AVgeneral_ref_unit_riderst@@
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.?AVgeneral_ref_unit_geldeest@@
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.?AVgeneral_ref_unit_slaughtereest@@
 +
.?AVgeneral_ref_unit_infantst@@
 +
.?AVgeneral_ref_unit_patientst@@
 +
.?AVgeneral_ref_unit_reporteest@@
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.?AVgeneral_ref_unit_suckeest@@
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.?AVgeneral_ref_unit_kidnapeest@@
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.?AVgeneral_ref_unit_foodreceiverst@@
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.?AVgeneral_ref_unit_beateest@@
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.?AVgeneral_ref_unit_cageest@@
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.?AVgeneral_ref_unit_traineest@@
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.?AVgeneral_ref_creaturest@@
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.?AVgeneral_ref_entity_popst@@
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.?AVrenderer_offscreen@@
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.?AVscript_step_dipeventst@@
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.?AVscript_step_eventst@@
 +
.?AVscript_step_diphistoryst@@
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.?AVscript_step_textviewerst@@
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.?AVscript_step_discussst@@
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.?AVscript_step_constructtopiclistst@@
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.?AVscript_step_topicdiscussionst@@
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.?AVscript_step_setvarst@@
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.?AVscript_step_simpleactionst@@
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.?AVscript_step_conditionalst@@
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.?AVscript_stepst@@
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.?AVscript_var_longst@@
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.?AVscript_var_unitst@@
 +
.?AVscript_varst@@
 +
.?AVviewscreen_layer_choose_language_namest@@
 +
.?AVviewscreen_setupdwarfgamest@@
 +
.?AVviewscreen_choose_start_sitest@@
 +
.?AVsite_realization_building_info_hillock_housest@@
 +
.?AVsite_realization_building_info_tree_housest@@
 +
.?AVsite_realization_building_info_trenchesst@@
 +
.?AVsite_realization_building_info_market_squarest@@
 +
.?AVsite_realization_building_info_shop_housest@@
 +
.?AVsite_realization_building_info_castle_courtyardst@@
 +
.?AVsite_realization_building_info_castle_towerst@@
 +
.?AVsite_realization_building_info_castle_wallst@@
 +
.?AVsite_realization_building_infost@@
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.?AVresource_allotment_specifier_powderst@@
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.?AVresource_allotment_specifier_skinst@@
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.?AVresource_allotment_specifier_cheesest@@
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.?AVresource_allotment_specifier_soapst@@
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.?AVresource_allotment_specifier_pearlst@@
 +
.?AVresource_allotment_specifier_toothst@@
 +
.?AVresource_allotment_specifier_tallowst@@
 +
.?AVresource_allotment_specifier_shellst@@
 +
.?AVresource_allotment_specifier_hornst@@
 +
.?AVresource_allotment_specifier_bonest@@
 +
.?AVresource_allotment_specifier_meatst@@
 +
.?AVresource_allotment_specifier_bedst@@
 +
.?AVresource_allotment_specifier_bagst@@
 +
.?AVresource_allotment_specifier_flaskst@@
 +
.?AVresource_allotment_specifier_backpackst@@
 +
.?AVresource_allotment_specifier_quiverst@@
 +
.?AVresource_allotment_specifier_leatherst@@
 +
.?AVresource_allotment_specifier_gemsst@@
 +
.?AVresource_allotment_specifier_anvilst@@
 +
.?AVresource_allotment_specifier_weapon_rangedst@@
 +
.?AVresource_allotment_specifier_weapon_meleest@@
 +
.?AVresource_allotment_specifier_ammost@@
 +
.?AVresource_allotment_specifier_clothing_helmst@@
 +
.?AVresource_allotment_specifier_clothing_bootsst@@
 +
.?AVresource_allotment_specifier_clothing_glovesst@@
 +
.?AVresource_allotment_specifier_clothing_pantsst@@
 +
.?AVresource_allotment_specifier_clothing_bodyst@@
 +
.?AVresource_allotment_specifier_armor_helmst@@
 +
.?AVresource_allotment_specifier_armor_bootsst@@
 +
.?AVresource_allotment_specifier_armor_glovesst@@
 +
.?AVresource_allotment_specifier_armor_pantsst@@
 +
.?AVresource_allotment_specifier_armor_bodyst@@
 +
.?AVresource_allotment_specifier_woodst@@
 +
.?AVresource_allotment_specifier_metalst@@
 +
.?AVresource_allotment_specifier_boxst@@
 +
.?AVresource_allotment_specifier_chairst@@
 +
.?AVresource_allotment_specifier_cabinetst@@
 +
.?AVresource_allotment_specifier_tablest@@
 +
.?AVresource_allotment_specifier_stonest@@
 +
.?AVresource_allotment_specifier_craftsst@@
 +
.?AVresource_allotment_specifier_clothst@@
 +
.?AVresource_allotment_specifier_threadst@@
 +
.?AVresource_allotment_specifier_cropst@@
 +
.?AVresource_allotment_specifierst@@
 +
.?AVviewscreen_layer_militaryst@@
 +
.?AVviewscreen_layer_noblelistst@@
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.?AVworld_construction_bridgest@@
 +
.?AVworld_construction_wallst@@
 +
.?AVworld_construction_tunnelst@@
 +
.?AVworld_construction_roadst@@
 +
.?AVworld_constructionst@@
 +
.?AVworld_construction_square_wallst@@
 +
.?AVworld_construction_square_bridgest@@
 +
.?AVworld_construction_square_tunnelst@@
 +
.?AVworld_construction_square_roadst@@
 +
.?AVworld_construction_squarest@@
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++++++++
 +
++++++++++
 +
++++
 +
++++
 +
++++
 +
+++++++++
 +
++++
 +
+++++++++
 +
++++
 +
++++
 +
++++
 +
+++++++++++
 +
++++++++++
 +
+++++++++
 +
++++++++
 +
+++++++++
 +
+ttttttttt
 +
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t>>tt>>tt
 +
ttttttttLL
 +
+tttttLLLL
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LLLLLLLLLLL
 +
LLLLLLLLLLL
 +
LLLLLLLLL
 +
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 +
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 +
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