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Difference between revisions of "DF2014:String dump/raw"

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+
<pre>
----
+
<hfid>
TRANS_NAME
+
<entity_id>
FIRST_NAME
+
</entity_id>
PRO_POS
+
<site_id>
PRO_OBJ
+
</site_id>
PRO_SUB
+
<skill_at_time>
PRO_REF
+
</skill_at_time>
Activity
+
<historical_event>
Training Session
+
<id>
Activity Event
+
</id>
embraces
+
<year>
The
+
</year>
empty
+
<seconds72>
empties
+
</seconds72>
pick up
+
<type>create entity position</type>
picks up
+
</historical_event>
Go to Combat Training
+
<type>assume identity</type>
Organize Combat Training
+
<trickster_hfid>
Lead Combat Training
+
</trickster_hfid>
Wait for Combat Training
+
<identity_id>
Go to
+
</identity_id>
Demonstration
+
<target_enid>
Organize
+
</target_enid>
Lead
+
<type>masterpiece lost</type>
Wait for
+
<type>masterpiece engraving</type>
Watch
+
<type>masterpiece food</type>
Go to Individual Combat Drill
+
<type>masterpiece item improvement</type>
Individual Combat Drill
+
<type>masterpiece dye</type>
/Resting
+
<type>masterpiece item</type>
Go to Sparring Match
+
<type>masterpiece arch constructed</type>
Spar
+
<type>masterpiece arch design</type>
Go to Sparring Practice
+
<type>regionpop incorporated into entity</type>
Watch Sparring Practice
+
<pop_race>
Archery Practice
+
</pop_race>
and
+
<pop_number_moved>
We should have made it there by now.
+
</pop_number_moved>
We should be making better progress.
+
<pop_srid>
We are going the wrong way.
+
</pop_srid>
We have arrived at our destination.
+
<pop_flid>
The oppressor has been overthrown!
+
</pop_flid>
We must not abandon
+
<join_entity_id>
We must go back.
+
</join_entity_id>
Empty announcement
+
<type>artifact recovered</type>
Your
+
<artifact_id>
spinning
+
</artifact_id>
flying
+
<unit_id>
, but it is deflected by
+
</unit_id>
by the
+
<hist_figure_id>
in the
+
</hist_figure_id>
from behind
+
</structure_id>
from the side
+
<subregion_id>
with
+
</subregion_id>
, but the attack is deflected by
+
<feature_layer_id>
, lightly tapping the target!
+
<type>artifact transformed</type>
, but there is no force!
+
<new_artifact_id>
, but it passes right through!
+
</new_artifact_id>
, but the attack passes right through!
+
<old_artifact_id>
, but it glances away!
+
</old_artifact_id>
, but the attack glances away!
+
<type>artifact stored</type>
and the severed part sails off in an arc!
+
<type>artifact hidden</type>
the
+
<type>trade</type>
the part
+
<trader_hfid>
is smashed into the body, an unrecognizable mass!
+
</trader_hfid>
splits in gore!
+
<trader_entity_id>
collapses!
+
</trader_entity_id>
the injured part
+
<source_site_id>
is ripped into loose shreds!
+
</source_site_id>
is torn apart!
+
<dest_site_id>
and it is mostly cut away from the rest of the torso!
+
</dest_site_id>
is cloven asunder!
+
<production_zone_id>
explodes into gore!
+
</production_zone_id>
collapses into a lump of gore!
+
<allotment>
is crushed!
+
</allotment>
passing through a hole in the
+
<allotment_index>
main part
+
</allotment_index>
jamming the
+
<account_shift>
part
+
</account_shift>
out of the wound
+
<type>gamble</type>
through the
+
<gambler_hfid>
tearing
+
</gambler_hfid>
tearing apart
+
<old_account>
shattering
+
</old_account>
chipping
+
<new_account>
fracturing
+
</new_account>
denting
+
<type>agreement void</type>
bruising
+
<type>body abused</type>
the
+
<coords>
apart
+
<type>diplomat lost</type>
and
+
<type>peace accepted</type>
tearing apart
+
<type>site dispute</type>
shattering
+
<dispute>
tearing
+
grazing rights
chipping
+
rights-of-way
fracturing
+
livestock ownership
denting
+
</dispute>
bruising
+
<entity_id_1>
breaking away
+
</entity_id_1>
most of
+
<entity_id_2>
half of
+
</entity_id_2>
a piece of
+
<site_id_1>
the rest of
+
</site_id_1>
through a hole in the
+
<site_id_2>
through the
+
</site_id_2>
and spilling
+
<type>agreement made</type>
your
+
<type>agreement rejected</type>
fetid
+
<type>agreement concluded</type>
rotten
+
<type>first contact failed</type>
decomposing
+
<contactor_enid>
rancid
+
</contactor_enid>
stinking
+
<rejector_enid>
filthy
+
</rejector_enid>
reeking
+
<type>first contact</type>
foul
+
<contacted_enid>
a major artery
+
</contacted_enid>
an artery
+
<type>remove hf site link</type>
has been opened by the attack
+
<type>add hf site link</type>
many nerves
+
<type>remove hf hf link</type>
a motor nerve
+
<hfid_target>
a sensory nerve
+
</hfid_target>
have
+
<type>add hf hf link</type>
been severed
+
<type>change hf job</type>
a ligament
+
<type>hf confronted</type>
has been
+
<situation>
torn
+
general suspicion
sprained
+
</situation>
bruised
+
<reason>ageless</reason>
a tendon
+
<reason>murder</reason>
strained
+
<type>change hf body state</type>
attack is interrupted!
+
<body_state>
have
+
active
has
+
buried at site
become enraged!
+
unburied at site
has lodged firmly in the wound!
+
unburied at battlefield
latch on firmly
+
unburied at subregion
latches on firmly
+
unburied at feature layer
to
+
entombed at site
latch on firmly!
+
</body_state>
latches on firmly!
+
<type>entity alliance formed</type>
are
+
<initiating_enid>
propelled away by the force of the blow!
+
</initiating_enid>
been knocked unconscious!
+
<joining_enid>
been stunned again!
+
</joining_enid>
been stunned!
+
<type>entity breach feature layer</type>
having more trouble breathing!
+
<site_entity_id>
having trouble breathing!
+
</site_entity_id>
feel
+
<civ_entity_id>
looks
+
</civ_entity_id>
even more sick!
+
<type>entity persecuted</type>
sick!
+
<persecutor_hfid>
is injected into the
+
</persecutor_hfid>
crumbles over the
+
<persecutor_enid>
splatters over the
+
</persecutor_enid>
flows over the
+
<expelled_hfid>
pours over the
+
</expelled_hfid>
is sucked out of the wound!
+
<expelled_creature>
Press
+
</expelled_creature>
for more
+
<expelled_pop_id>
to close window
+
</expelled_pop_id>
item
+
<expelled_number>
The dead walk.  Hide while you still can!
+
</expelled_number>
A vile force of darkness has arrived!
+
<property_confiscated_from_hfid>
The enemy have come and are laying siege to the fortress.
+
</property_confiscated_from_hfid>
An army is invading!
+
<destroyed_structure_id>
army is located out of bounds: teleporting
+
</destroyed_structure_id>
FORCED_ADMINISTRATOR
+
<shrine_amount_destroyed>
overlord
+
</shrine_amount_destroyed>
overlords
+
<type>entity equipment purchase</type>
Empty biased index vector
+
<new_equipment_level>
Biased index vector computation error
+
</new_equipment_level>
data
+
<type>add hf entity honor</type>
data/save
+
<honor_id>
data/save/current
+
</honor_id>
data/save/current/art_image-
+
<type>entity expels hf</type>
.dat
+
<type>hfs formed reputation relationship</type>
art_image-
+
<hfid1>
data/save/current/
+
</hfid1>
data/save/
+
<identity_id1>
is
+
</identity_id1>
are
+
<hfid2>
prostrating
+
</hfid2>
themselves
+
<identity_id2>
before
+
</identity_id2>
torturing
+
<hf_rep_1_of_2>
committing a depraved act upon
+
</hf_rep_1_of_2>
devouring
+
<hf_rep_2_of_1>
admiring
+
</hf_rep_2_of_1>
burning
+
<type>hf abducted</type>
shooting
+
<target_hfid>
surrounded by
+
</target_hfid>
massacring
+
<snatcher_hfid>
fighting with
+
</snatcher_hfid>
greeting
+
<type>hf reunion</type>
refusing
+
<group_1_hfid>
speaking with
+
</group_1_hfid>
embracing
+
<group_2_hfid>
striking down
+
</group_2_hfid>
raising
+
<type>hf new pet</type>
hiding
+
<group_hfid>
praying to
+
</group_hfid>
contemplating
+
<type>hf reach summit</type>
cooking
+
<type>hf simple battle event</type>
engraving
+
<subtype>
impaled on
+
subdued
being flayed by
+
scuffle
hanging from
+
attacked
being mutilated by
+
surprised
praying
+
ambushed
weeping
+
happen upon
cringing
+
corner
screaming
+
confront
being tortured
+
got into a brawl
committing a depraved act
+
2 lost after receiving wounds
making a submissive gesture
+
2 lost after giving wounds
in a fetal position
+
2 lost after mutual wounds
smeared out into a spiral
+
</subtype>
falling
+
<type>creature devoured</type>
dead
+
<type>insurrection started</type>
laughing
+
<target_civ_id>
being shot
+
</target_civ_id>
making a plaintive gesture
+
<outcome>
melting
+
leadership overthrown
burning
+
population gone
looks
+
</outcome>
look
+
<type>ceremony</type>
dejected
+
<civ_id>
terrified
+
</civ_id>
offended
+
<occasion_id>
confused
+
</occasion_id>
suffering
+
<schedule_id>
withering away
+
</schedule_id>
striking a menacing pose
+
<type>procession</type>
striking a triumphant pose
+
<type>competition</type>
laboring
+
<winner_hfid>
traveling
+
</winner_hfid>
contemplating
+
<competitor_hfid>
cooking
+
</competitor_hfid>
engraving
+
<type>performance</type>
unnaturally contorted
+
<type>created world construction</type>
being flayed
+
<site_civ_id>
being mutilated
+
</site_civ_id>
two
+
<wcid>
three
+
</wcid>
four
+
<master_wcid>
five
+
</master_wcid>
Untitled
+
<site_id1>
, the deity of
+
</site_id1>
, depicted as a
+
<site_id2>
skeletal
+
</site_id2>
rotting
+
<type>hf razed structure</type>
ghostly
+
<hist_fig_id>
female
+
</hist_fig_id>
male
+
<type>razed structure</type>
the deity of
+
<type>replaced structure</type>
errorlog.txt
+
<old_ab_id>
gamelog.txt
+
</old_ab_id>
negative
+
<new_ab_id>
zero
+
</new_ab_id>
three
+
<type>hf destroyed site</type>
four
+
<attacker_hfid>
five
+
</attacker_hfid>
seven
+
<defender_civ_id>
eight
+
</defender_civ_id>
nine
+
<type>hf attacked site</type>
eleven
+
<type>spotted leaving site</type>
twelve
+
<spotter_hfid>
thirteen
+
</spotter_hfid>
fourteen
+
<leaver_civ_id>
fifteen
+
</leaver_civ_id>
sixteen
+
<type>site surrendered</type>
seventeen
+
<attacker_civ_id>
eighteen
+
</attacker_civ_id>
nineteen
+
<type>site taken over</type>
billion
+
<new_site_civ_id>
million
+
</new_site_civ_id>
thousand
+
<type>new site leader</type>
hundred
+
<new_leader_hfid>
twenty
+
</new_leader_hfid>
thirty
+
<type>sneak into site</type>
forty
+
<type>entity fled site</type>
fifty
+
<fled_civ_id>
sixty
+
</fled_civ_id>
seventy
+
<type>entity rampaged in site</type>
eighty
+
<rampage_civ_id>
ninety
+
</rampage_civ_id>
Negative
+
<type>remove hf entity link</type>
Zeroth
+
<link>
First
+
former member
Second
+
former mercenary
Third
+
slave
Fourth
+
former slave
Fifth
+
prisoner
Sixth
+
former prisoner
Seventh
+
enemy
Eighth
+
criminal
Ninth
+
former position
Tenth
+
position claim
Eleventh
+
squad
Twelfth
+
former squad
Thirteenth
+
occupation
Fourteenth
+
former occupation
Fifteenth
+
resident
Sixteenth
+
</link>
Seventeenth
+
<position_id>
Eighteenth
+
</position_id>
Nineteenth
+
<type>hf enslaved</type>
sculpture has melted!
+
<enslaved_hfid>
Digging designation cancelled: warm stone located.
+
</enslaved_hfid>
Digging designation cancelled: damp stone located.
+
<seller_hfid>
---------
+
</seller_hfid>
TAN_MAT
+
<payer_entity_id>
Shop
+
</payer_entity_id>
Trade Depot
+
<moved_to_site_id>
Nest
+
</moved_to_site_id>
Nest Box
+
<type>entity overthrown</type>
Hive
+
<position_profile_id>
Wagon
+
</position_profile_id>
Carpenter's Workshop
+
<overthrown_hfid>
Farmer's Workshop
+
</overthrown_hfid>
Ashery
+
<pos_taker_hfid>
Mason's Workshop
+
</pos_taker_hfid>
Craftsman
+
<instigator_hfid>
's Workshop
+
</instigator_hfid>
Jeweler's Workshop
+
<conspirator_hfid>
Metalsmith's Forge
+
</conspirator_hfid>
Magma Forge
+
<type>hf does interaction</type>
Bowyer's Workshop
+
<doer_hfid>
Mechanic's Workshop
+
</doer_hfid>
Siege Workshop
+
<interaction>
Butcher's Shop
+
</interaction>
Leather Works
+
<type>hf learns secret</type>
Tanner's Shop
+
<student_hfid>
Dyer's Shop
+
</student_hfid>
Clothier's Shop
+
<teacher_hfid>
Fishery
+
</teacher_hfid>
Still
+
<type>entity incorporated</type>
Loom
+
<joiner_entity_id>
Quern
+
</joiner_entity_id>
Millstone
+
<joined_entity_id>
Kennels
+
</joined_entity_id>
Kitchen
+
<leader_hfid>
Tool
+
</leader_hfid>
Workshop
+
<partial_incorporation/>
Zone
+
<type>artifact dropped</type>
Farm Plot
+
<injury/>
Smelter
+
<type>artifact found</type>
Glass Furnace
+
<site_property_id>
Wood Furnace
+
</site_property_id>
Kiln
+
<type>artifact destroyed</type>
Magma Smelter
+
<destroyer_hfid>
Magma Glass Furnace
+
</destroyer_hfid>
Magma Kiln
+
<destroyer_enid>
Furnace
+
</destroyer_enid>
Lever
+
<type>artifact lost</type>
Pressure Plate
+
<type>artifact copied</type>
Cage Trap
+
<dest_structure_id>
Stone-Fall Trap
+
</dest_structure_id>
Weapon Trap
+
<dest_entity_id>
Track Stop
+
</dest_entity_id>
Trap
+
<source_structure_id>
Catapult
+
</source_structure_id>
Ballista
+
<source_entity_id>
Siege Engine
+
</source_entity_id>
Door
+
<from_original/>
Floor Hatch
+
<type>add hf entity link</type>
Wall Grate
+
<appointer_hfid>
Floor Grate
+
</appointer_hfid>
Vertical Bars
+
<promise_to_hfid>
Floor Bars
+
</promise_to_hfid>
Floodgate
+
<type>failed frame attempt</type>
Restraint
+
<convicter_enid>
Cage
+
</convicter_enid>
Support
+
<plotter_hfid>
Gear Assembly
+
</plotter_hfid>
Rollers
+
<fooled_hfid>
Horizontal Axle
+
</fooled_hfid>
Vertical Axle
+
<framer_hfid>
Upright Spear/Spike
+
</framer_hfid>
Archery Target
+
<crime>
Screw Pump
+
conspiracy to slow labor
Water Wheel
+
embezzlement
Windmill
+
</crime>
Burial Receptacle
+
<type>sabotage</type>
Seat
+
<saboteur_hfid>
Animal Trap
+
</saboteur_hfid>
Table
+
<type>hf ransomed</type>
Cabinet
+
<ransomed_hfid>
Weapon Rack
+
</ransomed_hfid>
Armor Stand
+
<ransomer_hfid>
Container
+
</ransomer_hfid>
Traction Bench
+
<payer_hfid>
Dirt Road
+
</payer_hfid>
Paved Road
+
<type>squad vs squad</type>
 
+
<a_hfid>
 +
</a_hfid>
 +
<d_hfid>
 +
</d_hfid>
 +
<a_squad_id>
 +
</a_squad_id>
 +
<d_squad_id>
 +
</d_squad_id>
 +
<a_leader_hfid>
 +
</a_leader_hfid>
 +
<a_leadership_roll>
 +
</a_leadership_roll>
 +
<d_leader_hfid>
 +
</d_leader_hfid>
 +
<d_leadership_roll>
 +
</d_leadership_roll>
 +
<a_race>
 +
</a_race>
 +
<a_interaction>
 +
</a_interaction>
 +
<a_effect>
 +
</a_effect>
 +
<a_number>
 +
</a_number>
 +
<a_slain>
 +
</a_slain>
 +
<d_race>
 +
</d_race>
 +
<d_interaction>
 +
</d_interaction>
 +
<d_effect>
 +
</d_effect>
 +
<d_number>
 +
</d_number>
 +
<d_slain>
 +
</d_slain>
 +
<type>tactical situation</type>
 +
<a_tactician_hfid>
 +
</a_tactician_hfid>
 +
<d_tactician_hfid>
 +
</d_tactician_hfid>
 +
<a_tactics_roll>
 +
</a_tactics_roll>
 +
<d_tactics_roll>
 +
</d_tactics_roll>
 +
a strongly favored
 +
a favored
 +
a slightly favored
 +
d strongly favored
 +
d favored
 +
d slightly favored
 +
neither favored
 +
<start/>
 +
<type>hf wounded</type>
 +
<woundee_hfid>
 +
</woundee_hfid>
 +
<wounder_hfid>
 +
</wounder_hfid>
 +
<was_torture/>
 +
<type>reclaim site</type>
 +
<unretire/>
 +
<type>created structure</type>
 +
<builder_hfid>
 +
</builder_hfid>
 +
<rebuilt/>
 +
<type>created site</type>
 +
<resident_civ_id>
 +
</resident_civ_id>
 +
<type>site retired</type>
 +
<first/>
 +
<type>site died</type>
 +
<abandoned/>
 +
<type>holy city declaration</type>
 +
<religion_id>
 +
</religion_id>
 +
<type>hf freed</type>
 +
<freeing_civ_id>
 +
</freeing_civ_id>
 +
<freeing_hfid>
 +
</freeing_hfid>
 +
<holding_civ_id>
 +
</holding_civ_id>
 +
<rescued_hfid>
 +
</rescued_hfid>
 +
<type>site tribute forced</type>
 +
<season>
 +
Autumn
 +
</season>
 +
<already_bled_dry/>
 +
<type>destroyed site</type>
 +
<no_defeat_mention/>
 +
<type>entity searched site</type>
 +
<searcher_civ_id>
 +
</searcher_civ_id>
 +
<result>found nothing</result>
 +
<type>hf relationship denied</type>
 +
<seeker_hfid>
 +
</seeker_hfid>
 +
<relationship>
 +
apprentice
 +
</relationship>
 +
<reason>
 +
prefers working alone
 +
jealousy
 +
</reason>
 +
<reason_id>
 +
</reason_id>
 +
<type>attacked site</type>
 +
<attacker_general_hfid>
 +
</attacker_general_hfid>
 +
<defender_general_hfid>
 +
</defender_general_hfid>
 +
<a_support_merc_enid>
 +
</a_support_merc_enid>
 +
<attacker_merc_enid>
 +
</attacker_merc_enid>
 +
<d_support_merc_enid>
 +
</d_support_merc_enid>
 +
<defender_merc_enid>
 +
</defender_merc_enid>
 +
<type>field battle</type>
 +
<type>entity primary criminals</type>
 +
<type>entity relocate</type>
 +
<type>hf preach</type>
 +
<speaker_hfid>
 +
</speaker_hfid>
 +
<site_hfid>
 +
</site_hfid>
 +
<topic>set entity 1 against entity 2</topic>
 +
<entity_1>
 +
</entity_1>
 +
<entity_2>
 +
</entity_2>
 +
<topic>entity 1 should love entity 2</topic>
 +
<type>hf viewed artifact</type>
 +
<type>hf asked about artifact</type>
 +
<type>hf travel</type>
 +
<return/>
 +
<escape/>
 +
<type>merchant</type>
 +
<depot_entity_id>
 +
</depot_entity_id>
 +
<all_dead/>
 +
<hardship/>
 +
<seizure/>
 +
<offended/>
 +
<lost_value/>
 +
<is_tribute/>
 +
<type>hf recruited unit type for entity</type>
 +
<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/
 
parent
 
parent
daughter
+
object of
child
+
ardent
grandmother
+
faithful
grandfather
+
casual
grandparent
+
dubious
grandchild
+
worship
brother
+
lover
sister
+
imprisoner
sibling
+
apprenticeship
aunt
+
traveling companion
uncle
+
former master
niece
+
former apprentice
nephew
+
owner
cousin
+
former spouse
, is it really you?
+
deceased spouse
Dear
+
[C:1:0:1]Related Entities[C:7:0:0][B]
Is it really you?
+
to present
get your
+
until
your very own
+
worker
real
+
former worker
authentic
+
claim to
clear
+
)[R]
all the way
+
legendary hero
distant
+
famous hero
faraway
+
hero
fair
+
greatly respected for heroic acts
the great
+
respected for heroic acts
here
+
legendary brawler
right here
+
famous brawler
!  Today only
+
noted brawler
!  Limited supply
+
known brawler
!  Best price in town
+
rumored brawler
were
+
legendary intruder
was
+
infamous intruder
tanned
+
noted intruder
made
+
known intruder
right here in
+
rumored intruder
town
+
legendary monster
the surrounding area
+
infamous monster
just outside town
+
noted monster
a village nearby
+
known monster
the settlements
+
rumored monster
out to the
+
legendary brigand
west
+
infamous brigand
east
+
noted brigand
north
+
known brigand
south
+
rumored brigand
northwest
+
legendary bully
northeast
+
infamous bully
southwest
+
noted bully
southeast
+
known bully
some of my kind
+
rumored bully
some of our kind
+
legendary villain
out to the
+
infamous villain
Are you interested in
+
noted villain
Might I interest you in
+
known villain
Great
+
rumored villain
Splendid
+
legendary hunter
Good
+
great hunter
Decent
+
talented hunter
Fantastic
+
skilled hunter
Excellent
+
rumored hunter
there
+
legendary killer
right there
+
infamous killer
my friend
+
noted killer
my good
+
known killer
woman
+
rumored killer
person
+
legendary murderer
Stop!  This isn't happening!
+
infamous murderer
I yield!  I yield!
+
noted murderer
We will fight no more.
+
known murderer
I will fight no more.
+
rumored murderer
Never!
+
legendary enemy fighter
You first, coward!
+
infamous enemy fighter
Okay!  I'll do it.
+
noted enemy fighter
spits out
+
known enemy fighter
drops
+
rumored enemy fighter
Over my dead body!
+
legendary loyal soldier
I am compelled to continue!
+
famous loyal soldier
That's too suspicious!
+
noted loyal soldier
Somebody help!
+
known loyal soldier
Ah...  uh...
+
rumored loyal soldier
The horror...
+
legendary fighter
Ha ha ha!  Yes!
+
famous fighter
Rawr!!!
+
noted fighter
Hmmm...
+
known fighter
Waaaaa...
+
rumored fighter
How incredibly satisfying!
+
legendary protector of the weak
Oh joyous occasion!
+
famous protector of the weak
The love overwhelms me!
+
noted protector of the weak
Such sweet bliss!
+
known protector of the weak
Every last one of you will pay with your lives!
+
rumored protector of the weak
Ahhhhhhh!  No!
+
legendary preserver of knowledge
That's incredibly suspicious!
+
famous preserver of knowledge
What's going on?!
+
noted preserver of knowledge
What's that?!
+
known preserver of knowledge
The horror consumes me!
+
rumored preserver of knowledge
I cannot be overwhelmed by grief!
+
legendary treasure hunter
Fantastic!
+
famous treasure hunter
I am so angry!
+
noted treasure hunter
Yes!  It is done.
+
known treasure hunter
I must not succumb to fear!
+
rumored treasure hunter
I feel such unbearable sadness...
+
legendary thief
That was very satisfying!
+
infamous thief
I am so happy!
+
noted thief
I feel such love!
+
known thief
How blissful!
+
rumored thief
I will take revenge!
+
[C:6:0:1]Related Sites[C:7:0:0][B]
I must press on!
+
site occ
That's suspicious!
+
seat of power
That's alarming!
+
hangout
Most shocking!
+
home
This is truly horrifying.
+
lair
I am almost overcome by grief.
+
prison
This is great!
+
Unnamed magma sea area
I am about to lose it!
+
[NOUN]
It is done.
+
NULL artifact from wg scholar storage, skipping
Begone fear!
+
NULL artifact from wg storage, skipping
I cannot give in to sadness.
+
<structure>
I am very satisfied.
+
<type>dungeon</type>
This is a joyous time.
+
<subtype>standard</subtype>
This is love.
+
<subtype>sewers</subtype>
How blissful I am.
+
<subtype>catacombs</subtype>
I will have my revenge.
+
</structure>
I am not scared!
+
<type>tomb</type>
How suspicious...
+
<type>market</type>
That was alarming.
+
<type>inn tavern</type>
I will master myself.
+
<type>underworld spire</type>
This cannot horrify me.
+
<type>dark tower</type>
I must let grief pass me by.
+
<type>keep</type>
I feel like a victor.
+
<type>mead hall</type>
I'm a little angry.
+
<type>tower</type>
It has come to pass.
+
<type>guildhall</type>
This doesn't scare me.
+
<type>counting house</type>
I feel somewhat sad.
+
<type>library</type>
That was satisfying.
+
<copied_artifact_id>
This is nice.
+
</copied_artifact_id>
Is this love?
+
<type>temple</type>
This could be bliss.
+
<worship_hfid>
This might require an answer.
+
</worship_hfid>
I feel no terror.
+
Press
Takes all kinds these days.
+
for more
What is it this time...
+
to close window
That did not shock me.
+
Empty announcement
I am not upset by this.
+
spinning
Grief?  I feel nothing.
+
, but it is deflected by
There is no need for celebration.
+
by the
I have no feelings of rage.
+
from behind
I guess it could be considered grimly satisfying.
+
, but the attack is deflected by
This does not scare me.
+
, lightly tapping the target!
I am not feeling sad right now.
+
, but there is no force!
That was not satisfying.
+
, but it passes right through!
I suppose this would be a joyous occasion.
+
, but the attack passes right through!
There is no love.
+
, but it glances away!
I do not see the bliss in this.
+
, but the attack glances away!
There is no need to feel vengeful.
+
and the severed part sails off in an arc!
I laugh in the face of death!
+
the part
Help!  Save me!
+
is smashed into the body, an unrecognizable mass!
I must withdraw!
+
splits in gore!
Fool!
+
collapses!
What is this madness?  Calm yourself!
+
the injured part
(to
+
is ripped into loose shreds!
PLACE
+
is torn apart!
the wilds
+
and it is mostly cut away from the rest of the torso!
something
+
is cloven asunder!
CONTEXT
+
explodes into gore!
ENTITY
+
collapses into a lump of gore!
HIST_FIG
+
is crushed!
ABSTRACT_BUILDING
+
passing through a hole in the
SITE
+
main part
SUBREGION
+
jamming the
FAMILY_RELATIONSHIP
+
part
NUMBER
+
out of the wound
ORDINAL
+
through the
UNIT_NAME
+
tearing
RACE
+
tearing apart
INDEF_FAMILY_RELATIONSHIP
+
shattering
SPHERE
+
chipping
DEF_SPHERE
+
fracturing
ARCH_ELEMENT
+
denting
JUSTIFICATION
+
bruising
SQUAD
+
apart
FORMATION
+
tearing apart
ACTIVITY
+
shattering
BREED
+
tearing
BATTLEFIELD
+
chipping
INTERACTION_INSTANCE
+
fracturing
WRITTEN_CONTENT
+
denting
IDENTITY
+
bruising
INCIDENT
+
breaking away
CRIME
+
most of
REGION_WEATHER
+
half of
CREATION_ZONE
+
a piece of
VEHICLE
+
the rest of
ARMY
+
through a hole in the
ARMY_CONTROLLER
+
through the
ARMY_TRACKING_INFO
+
and spilling
CULTURAL_IDENTITY
+
your
AGREEMENT
+
rotten
SPEAKER
+
decomposing
AUDIENCE
+
rancid
A night creature has infiltrated our communities and now makes prey of us.
+
stinking
An evil lurks within.
+
reeking
As you know, we are at war.  You might be able to strike our enemies where our armies cannot reach.
+
The geldables have been torn away!
A great beast threatens to bring ruin upon our people.
+
It is a gelding blow!
We have been under siege by an ancient force of nature.
+
a major artery
It is time to send our cursed enemy back to the underworld.
+
an artery
Our people have been tormented by a fearsome foe.
+
has been opened by the attack
A beast horrible beyond imagining threatens us.
+
many nerves
A creature of the night has our people cowering in fear.
+
a motor nerve
The forces of darkness have descended upon us.
+
a sensory nerve
A terror most foul from the evil depths nigh the underworld plagues us.
+
been severed
A vile monster from the bowels of the earth has been preying on our people.
+
a ligament
A beast from underground has been assailing us.
+
has been
At times, creeping things slither out from below ground.
+
torn
We are besieged by a terrifying monster from the harshest wilderness.
+
sprained
A savage beast from the thick of the wilds hunts us at will.
+
bruised
A ferocious wild animal has been set on us by nature.
+
a tendon
A ferocious unnatural beast has become the bane of our people.
+
is ripped to shreds!
A beast from the wilds has been harassing our people.
+
breaks!
Vanquishing a great beast on our behalf would bring us all much glory.
+
attack is interrupted!
Mastering the forces of nature would glorify us in the eyes of the world.
+
has lodged firmly in the wound!
Demons from the underworld must not be permitted to walk freely upon the land.
+
latch on firmly
Not far from here, a fearsome creature has made its home.
+
latch on firmly!
Terrible monstrosities live deep under the ground.
+
propelled away by the force of the blow!
The world is safer for travelers when night creatures no longer stalk the darkness.
+
been knocked unconscious!
A force of evil has arisen in the world.
+
been stunned again!
Something truly horrifying has vomited itself forth from the depths of the world.
+
been stunned!
A great monster from the underground is said to have emerged from the darkness.
+
having more trouble breathing!
A vile beast from the caverns now walks the land.
+
having trouble breathing!
A lurking pest has come up from the underground.
+
even more sick!
At the end of the world dwell the fiercest beasts of legend.
+
sick!
Creatures grow mighty out in the wildest regions.
+
is injected into the
You might win fame by putting down a wild beast of great renown.
+
crumbles over the
Sometimes animals just get out of control.
+
splatters over the
Seek this place if you wish to confront
+
flows over the
This insidious evil is
+
pours over the
Seek this place if you hunt
+
is sucked out of the wound!
The creature is
+
flying
Slave
+
It is a gelding strike!
Prisoner
+
has
  Body corrupted beyond reckoning,
+
latches on firmly
assumes a beastly form to terrorize us.
+
latches on firmly!
  Knowing no mercy,
+
looks
devoured
+
vector::reserve
devoured our livestock
+
The dead walk.  Hide while you still can!
stole
+
Forms twisted from their nature, legion of the night.  What hope remains?
stole our treasures
+
A vile force of darkness has arrived, seeking a parley!
destroyed
+
The enemy have come and are preparing to lay siege.  They seek a parley!
a mead hall
+
An army has come to your lands seeking a parley.
a keep
+
A vile force of darkness has arrived!
a temple
+
The enemy have come and are laying siege to the fortress.
a tower
+
An army is invading!
a market
+
army is located out of bounds: teleporting
a tomb
+
overlord
an underworld spire
+
has been founded
a dungeon
+
, has been conquered and
the sewers
+
, has been
the catacombs
+
incorporated into your holdings.
destroyed our homes
+
has been conquered and now
profaned
+
looks to your thriving economy for its future prosperity.
disturbed
+
and others have returned.
profaned our homes
+
have returned.
  This bloodsucking fiend
+
has returned.
  This vile fiend
+
has brought back many tales from beyond
even
+
has brought back a few rumors.
murdered
+
has brought back a rumor from abroad.
has even killed
+
is visiting.
has killed
+
, a performance troupe, is visiting.
lust for murder
+
Spoils Report:
, among them
+
Summer
calms down.]
+
Winter
  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.
+
, the performance troupe, has arrived.
  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.
+
Untitled
pauses to regain
+
are
composure.]
+
weeping
  It pains me all the more, for the foul villain
+
cringing
was once
+
screaming
my own
+
being tortured
, now twisted into monstrosity
+
committing a depraved act
, now cursed
+
making a submissive gesture
  Save us from this
+
in a fetal position
traitor
+
smeared out into a spiral
  Beware!  It it said that only
+
falling
  It is said that
+
dead
harms the creature.
+
laughing
  Other arms may not cut so deeply.
+
being shot
Our people have been pestered by skulking villains.
+
making a plaintive gesture
A marauding warband is threatening our people.
+
melting
Malicious outlaws have brought terror to our doorsteps.
+
burning
Particular outlaws have been causing us much hardship.
+
looks
A sprawling criminal organization has left our people living in fear.
+
look
A scheming criminal gang has eluded capture for far too long.
+
dejected
A lowly group of outcasts have perpetrated enough crimes against our community to gain notice.
+
terrified
There are foul goings-on
+
offended
over at
+
confused
  They have a
+
suffering
called
+
withering away
somewhere
+
striking a menacing pose
around here
+
striking a triumphant pose
A bandit gang
+
traveling
led by
+
contemplating
calling itself
+
cooking
has been harassing people on the street!
+
engraving
has been harassing people over in
+
unnaturally contorted
The army of
+
being flayed
is marching here!
+
being mutilated
is marching on
+
, the deity of
There's absolutely nothing interesting around here.
+
, depicted as a
I am a
+
the deity of
of the
+
prostrating
, as are you
+
themselves
forgetful guard
+
torturing
I am a slave of
+
committing a depraved act upon
I am a prisoner of
+
devouring
Please help me to escape from this place.
+
admiring
But mostly I just like to drink.
+
burning
How I long for some excitement in my life...
+
shooting
I've always dreamed of seeing far-away places.
+
surrounded by
I would give anything to be away from here.  I can't stand the boredom!
+
massacring
Can you lead me to battle and a warrior's death?
+
fighting with
is overcome for a moment.
+
greeting
]  No...  I don't want to talk about it.
+
refusing
There is a great keep there
+
speaking with
named
+
embracing
There is a temple
+
striking down
there
+
raising
There is a tomb
+
hiding
housing
+
praying to
is there.
+
contemplating
It is a place of great evil.
+
cooking
looks around nervously and leans forward, speaking quietly.
+
engraving
  It is rumored that the dead rise and stalk the living!
+
being flayed by
That place is blessed.
+
hanging from
Savage beasts call it their home.
+
being mutilated by
!  It's terrifying.
+
data/save/current/art_image-
have been known to hunt out there.
+
.dat
roam freely out there.
+
art_image-
I don't know very much about it.
+
Digging designation cancelled: warm stone located.
I am the
+
Digging designation cancelled: damp stone located.
STRANGUS
+
sculpture has melted!
AUGIS
+
Windmill
STORKIS
+
Screw Pump
[PRO_SUB]
+
Activity Zone #
[PRO_OBJ]
+
Wall
[PRO_POS]
+
Floor
I've defeated many fearsome opponents!
+
Up Stair
We are in
+
Down Stair
  [You receive a detailed description.]
+
Up/Down Stair
is in
+
Ramp
I've heard of a place called
+
Fortification
The surrounding area is called
+
Track (N)
Search first in
+
Track (S)
a dark tower
+
Track (E)
the dungeon
+
Track (W)
here
+
Track (NS)
Search first in the mead hall to the
+
Track (NE)
Search first in a cottage to the
+
Track (NW)
Search first in the keep to the
+
Track (SE)
, for I speak of our master
+
Track (SW)
Search first in the great tower to the
+
Track (EW)
Search first in a house to the
+
Track (NSE)
Search first in a hillock to the
+
Track (NSW)
Search first in a tree to the
+
Track (NEW)
to the
+
Track (SEW)
Search first by the well to the
+
Track (NSEW)
Must be right around here somewhere.
+
Track/Ramp (N)
I'm not sure exactly where to look.
+
Track/Ramp (S)
Hey...  that sounds like a great idea!
+
Track/Ramp (E)
Surely any place is better than this.  Let's set off immediately!
+
Track/Ramp (W)
Nothing beats the open road.  Let us be off!
+
Track/Ramp (NS)
I've always wanted to travel the world.  Let us be off!
+
Track/Ramp (NE)
Excitement!  Adventure!  I am thrilled to join you.
+
Track/Ramp (NW)
I will agree to guide you if you lead me to glory and death.
+
Track/Ramp (SE)
I will agree to travel with you if you lead me to glory and death.
+
Track/Ramp (SW)
Take me away from here.
+
Track/Ramp (EW)
Let us leave as soon as possible.
+
Track/Ramp (NSE)
This is a cause worthy of struggle.
+
Track/Ramp (NSW)
I'm sorry.  My duty is here.
+
Track/Ramp (NEW)
It is I that would lead you, but I have no need of your protection.
+
Track/Ramp (SEW)
Ha!  Such enthusiasm from one such as yourself.
+
Track/Ramp (NSEW)
With a band so large, what share of the glory would I have?
+
Construction
I'm sorry.  I can't go with you.
+
Well
I have no interest in your objectives.
+
Traction Bench
I am unfit to brave danger with you.
+
Farm Plot
I would...  rather not.
+
Hive
Greet listener
+
Bookcase
greet
+
Nest
hello
+
Trade Depot
Nevermind
+
Wagon
nevermind
+
Display Furniture
Summarize the many troubles
+
Offering Place
trouble
+
Window
Demand an item (barter screen)
+
Ballista
demand
+
Armor
object
+
Weapon
Ask favor, place request, make demand or issue order (new menu)
+
Animal
favor
+
Food
request
+
Furniture
order
+
Corpse
Claim this site for yourself (group naming menu)
+
Stone
claim
+
Ammo
Claim this site for yourself and
+
Coins
Ask for directions (new menu)
+
Bar/Block
directions
+
Gem
where
+
Finished Goods
Bring up specific incident or rumor (new menu)
+
Leather
incident
+
Cloth
rumor
+
Wood
tell
+
Sheet
Ask about
+
Stockpile #
death
+
Vacant Shop
crime
+
General Store
fight
+
Crafts Market
conflict
+
Clothing Shop
army
+
Exotic Clothing Shop
march
+
Smelter
abduction
+
Glass Furnace
kidnap
+
Wood Furnace
occupation
+
Magma Smelter
beast
+
Magma Glass Furnace
criminal
+
Magma Kiln
bandit
+
Furnace
skulking
+
Retracted
vermin
+
Upright
ruffian
+
Spikes
Inquire about any troubles
+
Spears
troubles
+
Spears/Spikes
Request a guide to
+
Weapon
Ask for directions to
+
Slab
Ask for the whereabouts of
+
Statue
Ask listener to wait here
+
Rough
wait
+
Bridge
stay
+
Chest
Ask listener to follow you
+
Coffer
follow
+
Bag
come
+
Armor Stand
Cancel the agreement
+
Weapon Rack
cancel
+
Cabinet
leave
+
Table
Complain about the agreement
+
Animal Trap
complain
+
Chair
Bring up the journey together
+
Throne
journey
+
Casket
agreement
+
Sarcophagus
Tell listener that nothing has changed
+
Coffin
nothing
+
Pillar
Give an order based on
+
Support
's relationship with
+
Vertical
Go into
+
Axle
diplomacy
+
Horizontal
relations
+
Rollers
land
+
Gear Assembly
Summarize the hold of
+
Archery Target
on its territory
+
Rope
patrol
+
Chain
guards
+
Floodgate
forces
+
Floor Bars
Summarize the local disposition of the forces of
+
Bars
other
+
Floor Grate
rebels
+
Wall Grate
opposition
+
Floor Hatch
stakeholders
+
Door
Summarize your views on the opposition to
+
Dirt
overview
+
Road
Describe the refugees created by the attack of
+
Instrument
accuse
+
Stone-Fall Trap
troublemaker
+
Cage Trap
Accuse the speaker of being a troublemaker
+
Track Stop
Summarize your views on
+
Weapon Trap
Summarize the conflict in which
+
Lever
you slew
+
Butcher's Shop
(This occurred
+
Metalsmith's Forge
at this location
+
Mason's Workshop
rescue
+
Still
reunion
+
Quern
reunited
+
Millstone
Bring up your reunion with
+
Kitchen
Bring up the reunion of
+
Farmer's Workshop
Bring up your death
+
Ashery
Bring up the death of
+
Tool
Bring up
+
Custom Workshop
production order violation
+
Shop
production
+
Trap
violation
+
Siege Engine
export prohibition violation
+
Floor Hatch
export
+
Wall Grate
prohibition
+
Floodgate
job order violation
+
Restraint
conspiracy to slow labor
+
Support
conspiracy
+
Gear Assembly
slow
+
Rollers
labor
+
Horizontal Axle
crime of murder
+
Vertical Axle
murder
+
Upright Spear/Spike
disorderly
+
Archery Target
conduct
+
Burial Receptacle
building
+
Seat
destruction
+
Animal Trap
crime of theft
+
Table
theft
+
Cabinet
crime of robbery
+
Weapon Rack
robbery
+
Armor Stand
crime of blood-drinking
+
Container
blood
+
Bridge
drinking
+
Slab
submission
+
Gem Window
demand of submission from
+
Stockpile
attack on
+
(CLT)
escalated attack on
+
*CLT*
succession
+
closes.
leader
+
distant
Spread rumor of
+
nearby
ascension
+
grinding.
presence
+
close.
presence
+
opens.
's presence
+
open.
tribute
+
Plot
's acceptance of
+
Throneroom
's offer of tribute
+
Entrance
's refusal of
+
Treasury
's demand for tribute
+
Mechanism Room
peace
+
Guard post
's offer of peace
+
Noble quarters
's cessation of tribute to
+
Activity Zone
's claim
+
Captive Room
harassment
+
Tower Top
's harassment
+
Courtyard
withdrawal
+
Secret Library
's withdrawal from
+
Library
refugees
+
Counting House Offices
flight
+
Counting House Storage
's flight
+
Guildhall Offices
's abandonment
+
Guildhall Storage
insurrection
+
Market Stall
Spread rumor of the insurrection
+
Campground
against
+
Command Tent
Spread rumor of the
+
Tent
overthrow
+
Command Tent (Bld)
revolution
+
Tent (Bld)
overthrow
+
Dungeon Cell
failure
+
Animal Pit
failed insurrection
+
Cloth Pit
crushed
+
Tanning Pit
defeat
+
Cloth Clothing Pit
insurrection crushed
+
Leather Clothing Pit
reclaim
+
Bone Carving Pit
's reclamation
+
Gem Cutting Pit
founding
+
Weaponsmithing Pit
's foundation
+
Bowmaking Pit
's march
+
Blacksmithing Pit
to reclaim
+
Armorsmithing Pit
to found a site in
+
Metal Crafting Pit
invasion
+
Leatherworking Pit
toward
+
Carpentry Pit
Spread rumor of the occupation of
+
Stoneworking Pit
Spread rumor of your reunion with
+
Forging Pit
Spread rumor of the reunion of
+
Fighting Pit
death
+
Animal Workshop
Spread rumor of your abduction
+
Cloth Workshop
Spread rumor of the abduction of
+
Tanning Workshop
Trade
+
Cloth Clothing Workshop
trade
+
Leather Clothing Workshop
barter
+
Bone Carving Workshop
deal
+
Gem Cutting Workshop
sell
+
Weaponsmithing Workshop
Exchange, give or take personal items
+
Bowmaking Workshop
exchange
+
Blacksmithing Workshop
give
+
Armorsmithing Workshop
take
+
Metal Crafting Workshop
Ask listener to join you (new menu)
+
Leatherworking Shop
join
+
Carpentry Workshop
Ask about the structure you are in
+
Stoneworking Workshop
structure
+
Forging Workshop
Inquire about listener's profession
+
Depot
profession
+
Tower Entrance
work
+
Tower Feasthall
Ask about listener's family
+
Tower Bedroom
family
+
Tower Treasury
Ask for permission to stay for a day
+
Tower Dungeon
sleep
+
Tower Attic
permission
+
Dormitory
rest
+
Dining Hall
Ask for a cease to hostilities
+
Invalid Type
cease
+
Building Level Map Overflow
stop
+
Aquarium
Ask the listener for the location of
+
Terrarium
the object
+
Shared
location
+
A masterwork of
Agree to have
+
has designed a masterpiece!
accept homage from
+
has constructed a masterpiece!
agree
+
vector::_M_fill_insert
Refuse to have
+
old save: resizing plant stockpile, permit all
refuse
+
preparetomb() HAS NULL owner
Agree to make peace between
+
preparetomb() HAS LIVE owner
Refuse to make peace between
+
You've caught a
pay homage to
+
Your trap was robbed of the
Offer to have
+
have hatched.
offer
+
This is the
homage
+
currency of
Cancel tribute from
+
from the year
Offer peace between
+
from an unknown year
Demand that
+
under
Demand that the listener drop
+
under an obscure ruler
drop
+
from a period of no rule
Demand that the listener yield
+
error: intrigue actors identical (3)
yield
+
error: intrigue actors identical (2)
surrender
+
RESERVED_BLOOD
Welcome yourself to your new home
+
intrigue traveler placed out of bounds (infiltrator)
welcome
+
Ghostly
home
+
** Starting Adventure **
Raise alarm
+
Seed text
intruder
+
_DIV
Brag about your past violent acts
+
intrigue traveler placed out of bounds
brag
+
intrigue traveler placed out of bounds (assassin task)
boast
+
intrigue traveler placed out of bounds (recover artifact task)
transfer
+
intrigue traveler placed out of bounds (abduct task)
position
+
intrigue traveler placed out of bounds (sabotage task)
Offer listener your position as
+
error: intrigue actors identical
adopt
+
's corpse
Ask listener to adopt
+
CUSTOM_COMPANY_FACTOR
Accept the position
+
CUSTOM_COMPANY_LEADER
Refuse the position
+
factor
Agree to the adoption
+
factors
Refuse the adoption
+
agent
Ask listener why they are traveling
+
agents
travel
+
governor
Ask how strong this group's hold over its lands is
+
governors
hold
+
administrator
withdraw
+
administrators
Ask about the position of this group's forces
+
masters
guard
+
head
armies
+
heads
scout
+
plotter (funding network) placed out of bounds
Ask about other groups with a stake in this site
+
plotter (assassinate) placed out of bounds
groups
+
plotter (steal artifact) placed out of bounds
exile
+
CUSTOM_OUTCAST_FACTOR
Ask if anybody fled from this site
+
representative
flee
+
representatives
fled
+
lieutenants
Ask about the local ruler
+
pull
Ask about this site's neighbors and trade partners
+
on the embedded
neighbors
+
try
village
+
to remove
Comment on weather
+
Empty biased index vector
weather
+
pulls
Offer encouragement
+
tries
encourage
+
miss
Comment on natural surroundings
+
lock
nature
+
place
Ask about the surrounding area
+
a chokehold on
surroundings
+
take
area
+
down by the
Invoke true name to banish listener
+
throw
invoke
+
pinch
name
+
gouge
banish
+
bend
Invoke true name to compel service from listener
+
release
service
+
loosen
Accuse listener of being a night creature
+
the joint lock of
creature
+
the choke hold of
Say goodbye
+
break
goodbye
+
the grip of
done
+
struggle
quit
+
in vain against the grip of
Bypass greeting (new menu)
+
shake
bypass
+
around by the
skip
+
is ripped away and remains in
Change the subject (new menu)
+
mouth
change
+
grip
subject
+
lose
back
+
hold of the
Return to current topic (new menu)
+
strangle
return
+
pass
Refuse to share this information
+
out.
Say that you have no family
+
adjust
Say that you don't remember
+
grab
Ask what happened
+
misses
what
+
locks
happened
+
places
Ask listener to join you and be rescued
+
takes
Give report pertaining to service as a
+
throws
duty
+
pinches
report
+
gouges
Praise listener for completing the task
+
bends
praise
+
loosens
task
+
breaks
Request duty or advice pertaining to service as a
+
struggles
advice
+
shakes
Refuse invitation to become a
+
loses
decline
+
adjusts
Accept invitation to become a
+
grabs
accept
+
leap at
Refuse request to become a
+
charge at
Accept as a
+
from the side
Revoke listener's status as a
+
surprised by the ferocity of
revoke
+
onslaught!
Invite listener to become a
+
scramble
invite
+
roll
Ask to become a
+
jump
Ask to be rescued
+
away
Reply to greeting
+
collide
reply
+
knocked over
Refuse conversation
+
and tumble
Reply to greeting (impersonation)
+
backward
impersonate
+
bounce
State
+
You tangle together and fall over!
's location
+
You tangle together and tumble forward!
to be
+
leaps at
suggest
+
charges at
Suggest talking to
+
looks
to offer condolences
+
scrambles
Suggest traveling to
+
rolls
to find a relative
+
jumps
State that you weren't acquainted
+
collides
Tell listener to enjoy peace and remain vigilant
+
and tumbles
enjoy
+
bounces
vigilant
+
They tangle together and fall over!
Offer condolences
+
They tangle together and tumble forward!
condolences
+
has moved out of range!
sorry
+
strikes
Ask listener's course of action
+
NO_SUB
action
+
push
Request suggestion for course of action
+
let
Ask listener to join you on adventures
+
drop away as
adventure
+
attack
Ask listener to guide you to a location
+
catch
guide
+
strike at
site
+
but the shot is
place
+
deftly
Respond to join request
+
just barely
respond
+
easily
Ask listener to join you in a rescue
+
parried
Ask listener to join you in an insurrection
+
by
State opinion that it must be stopped with violent force
+
but the shot is blocked!
force
+
attack
State opinion that it is not your problem
+
but
State opinion that it was inevitable
+
away from
inevitable
+
silently
State opinion that this is the life for you
+
The force pulls the
life
+
The force twists the
State opinion that it is sad but not unexpected
+
The force bends the
expected
+
have
State opinion that it is terrible
+
become enraged!
terrible
+
but the shot is blocked
State opinion that it is terrifying
+
block
terrifying
+
effortlessly
State that you don't know anything about it
+
narrowly
State that you are right in all matters
+
deflected
right
+
bat
State that it is terrific
+
aside
terrific
+
out of the air
State that it is for the best
+
pushes
best
+
lets
State that you don't care
+
attacks
State your general hatred
+
catches
hate
+
strikes at
State your general fear
+
attacks
afraid
+
blocks
fright
+
bats
Grant sleep permission
+
corrected null contaminant
grant
+
specks
Deny sleep permission
+
dusting
deny
+
coating
Comply with order
+
spatter
comply
+
smear
Agree to follow
+
covering
Apologize for being otherwise occupied
+
myself
apologize
+
yourself
occupied
+
were
Refer listener to somebody older
+
will be
refer
+
are
older
+
will
Ask listener to come closer
+
appearing
closer
+
appeared
Do business
+
appear
business
+
appears
Initiate bartering
+
destroying
Ask listener to come to the trade depot later
+
destroyed
later
+
destroy
Ask listener to come to your store later
+
destroys
Ask listener to come to the market later
+
speaking
Tell listener to try a shopkeeper
+
spoke
shopkeeper
+
speak
Tell listener about
+
speaks
Provide directions to
+
burn
Recommend
+
burns
as a guide
+
flooding
Profess total ignorance
+
flooded
Tell the listener that
+
floods
is dead
+
rewarding
dead
+
rewarded
Provide the whereabouts of
+
reward
Explain your current journey
+
rewards
explain
+
annoyed
Say something about this site's trade partners
+
satisfied
Say something about the local area
+
grouchy
Tell the listener that they've found you
+
grumpy
found
+
feeling fond
Grovel before your new master
+
alarmed
grovel
+
shocked
master
+
horrified
Ask listener to wait until you've returned home
+
feeling grim satisfaction
Say something about your family
+
in grief
Announce that you are hunting in your lair
+
feeling triumphant
hunt
+
enraged
lair
+
excited
Express astonishment at seeing
+
feeling gaiety
surprise
+
joyful
astonished
+
feeling love
Hawk your wares
+
in acceptance
hawk
+
feeling admiration
Yield in terror
+
in adoration
Yield
+
feeling affection
Agree to cease hostilities
+
agitated
Refuse to cease hostilities
+
aggravated
Agree to comply with demand
+
in agony
Refuse to comply with demand
+
feeling alienated
Refuse to yield
+
feeling ambivalent
Express overwhelming suspicion
+
angry
outburst
+
anguished
fail
+
anxious
Fail the struggle against great alarm
+
feeling apathetic
Fail the struggle against great shock
+
aroused
Fail the struggle against great horror
+
astonished
Fail the struggle against great grief
+
feeling aversion
Bask in great triumph
+
awed
bask
+
bored
Fail the struggle against great rage
+
feeling caring
Bask in great grim satisfaction
+
contemptuous
Fail the struggle against great fear
+
content
Fail the struggle against great sadness
+
dejected
Bask in great satisfaction
+
delighted
Bask in great love
+
in despair
Bask in great bliss
+
disgusted
Bask in great joy
+
disillusioned
Bask in great vengefulness
+
feeling dislike
Fail the struggle against great terror
+
dismayed
State feelings of great suspicion
+
displeased
Verbally struggle against great alarm
+
distressed
struggle
+
eager
Verbally struggle against great shock
+
elated
Verbally struggle against great horror
+
embarrassed
Verbally struggle against great grief
+
empathetic
State feelings of great triumph
+
feeling empty
State feelings of great grim satisfaction
+
feeling enjoyment
Verbally struggle against great fear
+
feeling ferocious
Verbally struggle against great sadness
+
feeling free
State feelings of great satisfaction
+
frightened
State feelings of great love
+
frustrated
State feelings of great bliss
+
gleeful
State feelings of great joy
+
gloomy
State feelings of great vengefulness
+
feeling gratitude
Verbally struggle against great terror
+
feeling guilty
State feelings of suspicion
+
happy
Verbally struggle against alarm
+
taking hope
Verbally struggle against shock
+
feeling hopeless
Verbally struggle against horror
+
insulted
Verbally struggle against grief
+
irritated
State feelings of triumph
+
isolated
Fail the struggle against rage
+
jubilant
State feelings of grim satisfaction
+
feeling loathing
Verbally struggle against fear
+
lonely
Verbally struggle against sadness
+
outraged
State feelings of satisfaction
+
pleased
State feelings of love
+
feeling rejected
State feelings of bliss
+
regretful
State feelings of joy
+
remorseful
State feelings of vengefulness
+
indignant
Verbally struggle against terror
+
feeling self-pity
State minor feeling of suspicion
+
feeling servile
Dismiss minor feeling of alarm
+
shaken
dismiss
+
sympathetic
Dismiss minor feeling of shock
+
feeling tenderness
Dismiss minor feeling of horror
+
thrilled
Dismiss minor feeling of grief
+
uneasy
State minor feeling of triumph
+
unhappy
Dismiss minor feeling of rage
+
in wonder
State minor feeling of grim satisfaction
+
worried
Dismiss minor feeling of fear
+
wrathful
Dismiss minor feeling of sadness
+
in existential crisis
State minor feeling of satisfaction
+
feeling defeated
State minor feeling of love
+
feeling expectant
State minor feeling of bliss
+
in doubt
State minor feeling of joy
+
pessimistic
State minor feeling of vengefulness
+
euphoric
Dismiss minor feeling of terror
+
emotionless
Acknowledge lack of suspicion
+
the library
Acknowledge lack of alarm
+
the treasury
Acknowledge lack of shock
+
the throne room
Acknowledge lack of horror
+
the counting house
Acknowledge lack of grief
+
the guildhall
Acknowledge lack of triumph
+
the tower
Acknowledge lack of rage
+
the dormitory
Acknowledge lack of grim satisfaction
+
the dining hall
Acknowledge lack of fear
+
The library
Acknowledge lack of sadness
+
The treasury
Acknowledge lack of satisfaction
+
The throne room
Acknowledge lack of love
+
The counting house
Acknowledge lack of bliss
+
The guildhall
Acknowledge lack of joy
+
east
Acknowledge lack of vengefulness
+
right around here
Acknowledge lack of terror
+
sermon on
Make terrified outburst regarding fleeing conflict
+
telling of the story of
State intention to flee conflict
+
recitation of
State your age emphatically
+
playing
Say something about your profession
+
singing
Announce your night creature status
+
performance of
announce
+
dancing
State your incredulity
+
performance
incredulity
+
One should always respect the law.
failed to load conflict report incident
+
Society flourishes when law breakers are punished.
!ARG
+
Nothing gives them the right to establish these laws.
<SWAP>
+
No law can do justice to the complexity of life.
MATERIAL
+
Some laws are just, while others were made to be broken.
USE_MATERIAL
+
Rules are there to be bent, but they shouldn't be flouted thoughtlessly.
USE_MATERIAL_TEMPLATE
+
I consider laws to be more of a suggestion than anything.
Unrecognized Material Template:
+
You must never forget true loyalty.  Repay it in full.
SELECT_MATERIAL
+
How can society function without loyalty?  We must be able to have faith in each other.
PLUS_MATERIAL
+
One must always be loyal to their cause and the ones they serve.
REMOVE_MATERIAL
+
Don't serve anyone blindly.  You'll only get into trouble.
TISSUE
+
The whole idea of loyalty is pointless.  Acting purely out of loyalty implies acting against one's own best interest.
USE_TISSUE
+
Never lose yourself in loyalty.  You know what is best for yourself.
USE_TISSUE_TEMPLATE
+
Loyalty has value, but you should always keep the broader picture in mind.
Unrecognized Tissue Template:
+
You should only maintain loyalty so long as something more important is not at stake.
SELECT_TISSUE
+
Consider your loyalties carefully, adhere to them while they last, and abandon them when you must.
REMOVE_TISSUE
+
How great it is to be surrounded by family!
CASTE
+
You can always rely on your family when everything else falls away.
USE_CASTE
+
Family is the true bond that keeps society thriving.
SELECT_CASTE
+
I was always irritated by family.
SELECT_ADDITIONAL_CASTE
+
We cannot choose our families, but we can choose to avoid them.
DEFAULT
+
I hold the relationships I've forged myself over family ties I had no part in creating.
Caste Selection Fails:
+
Family is complicated and those ties be both a boon and a curse.  Sometimes both at once!
BIOME
+
You can't always rely on your family, but it's good to know somebody is there.
PROFESSION_NAME
+
There's nothing like a good friend.
FANCIFUL
+
Surround yourself with friends you can trust and you will be unstoppable.
DOES_NOT_EXIST
+
When all other bonds wither, friendship will remain.
LARGE_ROAMING
+
Be careful of your so-called friends.
LOOSE_CLUSTERS
+
Friends are future enemies.  I don't see the difference.  People do as they must.
VERMIN_FISH
+
Building friendships is a waste.  There is no bond that can withstand distance or a change of circumstance.
VERMIN_SOIL
+
Friends are nice, but you should keep your priorities straight.
VERMIN_SOIL_COLONY
+
Strive for power.
ARTIFICIAL_HIVEABLE
+
Power over others is the only true measure of worth.
UBIQUITOUS
+
You can be powerful or powerless.  The choice is yours, until somebody makes it for you.
HIVE_PRODUCT
+
There's nothing admirable about bullying others.
VERMIN_EATER
+
It is abhorrent to seek power over other people.
VERMIN_GROUNDER
+
The struggle for power must be balanced by other considerations.
VERMIN_ROTTER
+
You should always tell the truth.
MUNDANE
+
There is nothing so important that it is worth telling a lie.
FREQUENCY
+
Everything is so much easier when you just tell the truth.
CHANGE_FREQUENCY_PERC
+
There is no value in telling the truth thoughtlessly.  Consider the circumstances and say what is best.
UNDERGROUND_DEPTH
+
Is there ever a time when honesty by itself overrides other considerations?  Say what is right, not what is true.
POPULATION_NUMBER
+
Don't think about the truth, whatever that is.  Just say what needs to be said.
CLUSTER_NUMBER
+
There are times when it is alright not to tell the whole truth.
TRIGGERABLE_GROUP
+
It is best not to complicate your life with lies, sure, but the truth also has its problems.
GENERAL_BABY_NAME
+
Sometimes the blunt truth just does more damage.  Think about how the situation will unfold before you speak.
GENERAL_CHILD_NAME
+
I do admire a clever trap.
GLOWCOLOR
+
There's no value in all of this scheming I see these days.
CREATURE_TILE
+
Be shrewd, but do not lose yourself in guile.
CREATURE_SOLDIER_TILE
+
I do admire a clever turn of phrase.
GLOWTILE
+
I can appreciate the right turn of phrase.
ALTTILE
+
Who are these mealy-mouthed cowards trying to impress?
SOLDIER_ALTTILE
+
They are so full of all those big words.
GOOD
+
There is a time for artful speech, and a time for blunt speech as well.
EVIL
+
Always deal fairly.
SAVAGE
+
Don't be afraid to do anything to get ahead in this world.
EQUIPMENT_WAGON
+
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.
PREFSTRING
+
Please maintain your dignity.
SPEECH
+
What do you care how I speak or how I live?
SPEECH_MALE
+
I can see a place for maintaining decorum, but it's exhausting to live that way.
SPEECH_FEMALE
+
Some things should never change.
GENERATED
+
It's admirable when the traditions are upheld.
SOURCE_HFID
+
We need to find a better way than those of before.
Unrecognized Creature Token:
+
We need to move beyond traditions.
CREATURE
+
Some traditions are worth keeping, but we should consider their overall value.
COPY_TAGS_FROM
+
Art is life.
Unrecognized Creature Copy (Order is important!):
+
The creative impulse is so valuable.
APPLY_CREATURE_VARIATION
+
What's so special about art?
Unrecognized Creature Variation:
+
Art?  More like wasted opportunity.
APPLY_CURRENT_CREATURE_VARIATION
+
Art is complicated.  I know what I like, but some I can do without.
GO_TO_START
+
We should all work together.
GO_TO_END
+
It's better to work alone when possible, I think.  Cooperation breeds weakness.
GO_TO_TAG
+
You should think carefully before embarking on a joint enterprise, though there is some value in working together.
GO_TO_TAG could not find target, setting to end:
+
I treasure my freedom.
*** Error(s) finalizing the creature
+
Nobody is free, and it is pointless to act as if you are.
Creature Tissue Material Failure:
+
Personal freedom must be tempered by other considerations.
(empty tissue)
+
One should not complain or betray any feeling.
(no mat1)
+
Do not hide yourself behind an unfeeling mask.
(no mat3)
+
There are times when it is best to keep your feelings to yourself, but I wouldn't want to force it.
Custom tissue shape not found:
+
The quest for knowledge never ends.
: Numbered body parts cannot have children -- number set to 1 (make individual parts if possible)
+
All of that so-called knowledge doesn't mean a thing.
: Special attack material missing state -- set to liquid
+
Knowledge can be useful, but it can also be pointless or even dangerous.
: Special attack interaction token not recognized :
+
It is important to discover yourself.
, layer
+
Why would I waste time thinking about myself?
was not found, using first tissue instead
+
Some time spent in reflection is admirable, but you must not forget to live your life.
: Tissue
+
I think self-control is key.  Master yourself.
: No tissue thickness
+
Why deny yourself your heart's desire?
data/speech/
+
People should be able to control themselves, but it's fine to follow impulses that aren't too harmful.
Custom butcher object shape not found:
+
The mind thinks best when the world is at rest.
: Cannot find SPECIFIC_FOOD:PLANT token
+
Give me the bustle and noise over all that quiet!
: Cannot find SPECIFIC_FOOD:CREATURE token
+
I like a balance of tranquility and commotion myself.
Unrecognized Color Token:
+
We should all be as one.  Why all the struggling?
LOCAL_CREATURE_MAT
+
We grow through debate and struggle, even chaos and discord.
Walk
+
Some discord is a healthy part of society, but we must also try to live together.
Crawl
+
Be merry!
Swim
+
It's great when we all get a chance to be merry together.
Climb
+
Bah!  I hope you aren't celebrating something.
ADD_COLOR
+
Merriment is worthless.
a girl
+
I can take or leave merrymaking myself, but I don't begrudge people their enjoyment.
a boy
+
An artisan, their materials and the tools to shape them!
a child
+
Masterwork?  Why should I care?
twins
+
A tool should get the job done, but one shouldn't obsess over the details.
triplets
+
A skilled warrior is a beautiful sight to behold.
quadruplets
+
Why this obsession with weapons and battle?  I don't understand some people.
quintuplets
+
The world isn't always safe.  I can see the value in martial training, the beauty even, but it shouldn't be exalted.
sextuplets
+
We should all be so lucky as to truly master a skill.
septuplets
+
The amount of practice that goes into mastering a skill is so impressive.
octuplets
+
Everyone should broaden their horizons.  Any work beyond learning the basics is just a waste.
nonuplets
+
All of that practice is misspent effort.
decaplets
+
I think people should hone their skills, but it's possible to take it too far and lose sight of the breadth of life.
undecaplets
+
There's more to life than becoming great at just one thing, but being good at several isn't bad!
duodecaplets
+
In life, you should work hard.  Then work harder.
tredecaplets
+
Hard work is the true sign of character.
quattuordecaplets
+
The best way to get what you want out of life is to work for it.
quindecaplets
+
It's foolish to work hard for anything.
many babies
+
You shouldn't whittle your life away on working.
NUMBERED_NAME
+
Hard work is bested by luck, connections and wealth every time.
zombie
+
An earnest effort at any required tasks.  That's all that's needed.
BODY_APPEARANCE_MODIFIER
+
I only work so hard, but sometimes you have to do what you have to do.
SET_BP_GROUP
+
Hard work is great.  Finding a way to work half as hard is even better.
PLUS_BP_GROUP
+
We must be ready to sacrifice when the time comes.
SET_TL_GROUP
+
Why harm yourself for anybody else's benefit?
PLUS_TL_GROUP
+
Some self-sacrifice is worthy, but do not forget yourself in devotion to the well-being of others.
TISSUE_STYLE_UNIT
+
It's a competitive world, and you'd be a fool to think otherwise.
TSU_NOUN
+
All of this striving against one another is so foolish.
TISSUE_LAYER_APPEARANCE_MODIFIER
+
There is value in a good rivalry, but such danger as well.
SHEARABLE_TISSUE_LAYER
+
Keep going and never quit.
Shearable Tissue
+
Anybody that sticks to something a moment longer than they have to is an idiot.
Was Not Used
+
It's good to keep pushing forward, but sometimes you just have to know when it's time to stop.
BP_APPEARANCE_MODIFIER
+
Wouldn't it be grand to just take my life off and do nothing for the rest of my days?
BP Mod
+
It's best to slow down and just relax.
APP_MOD_DESC_RANGE
+
There's work to be done!
APP_MOD_NOUN
+
Time spent in leisure is such a waste.
APP_MOD_IMPORTANCE
+
There's some value in leisure, but one also has to engage with other aspects of life.
APP_MOD_RATE
+
Trade is the life-blood of a thriving society.
NO_END
+
All of this buying and selling isn't honest work.
TL_COLOR_MODIFIER
+
There's something to be said for trade as a necessity, but there are better things in life to do with one's time.
Color Mod Ending With (
+
There's nothing like a great romance!
) Was Not Used
+
These people carrying on about romance should be more practical.
TLCM_TIMING
+
You shouldn't get too carried away with romance, but it's fine in moderation.
TLCM_NOUN
+
It's wonderful to be out exploring the wilds!
TLCM_IMPORTANCE
+
I could do without all of those creatures and that tangled greenery.
APP_MOD_GENETIC_MODEL
+
Nature can be enjoyed and used for myriad purposes, but there must always be respect and even fear of its power.
TLCM_GENETIC_MODEL
+
Let there be peace throughout the world.
CASTE_SPEECH
+
How I long for the beautiful spectacle of war!
POP_RATIO
+
War is sometimes necessary, but peace must be valued as well, when we can have it.
FEATURE_ATTACK_GROUP
+
Uhh...
CHILD
+
I've
BABY
+
I have
CASTE_PROFESSION_NAME
+
been
CHILDNAME
+
considering
BABYNAME
+
praying
AQUATIC
+
the subject of
AMPHIBIOUS
+
the concept of
MOUNT
+
the idea of
MOUNT_EXOTIC
+
the theme of
LIKES_FIGHTING
+
It's a great day to fall in love all over again.
LIKESFIGHTING
+
People do get so carried away sometimes, but not I.
PEARL
+
Sometimes I just don't like somebody.
VEGETATION
+
How can someone be so consumed by hate?
MAGICAL
+
I get so jealous sometimes.
NATURAL
+
I don't understand how somebody can become so obsessed by what somebody else has.
NATURAL_ANIMAL
+
Be happy!
SUPERNATURAL
+
Is there something to be happy about?
VERMIN_HATEABLE
+
It really gets me down sometimes.
COLONY_EXTERNAL
+
How can people be so glum?
DIE_WHEN_VERMIN_BITE
+
I have trouble controlling my temper.
REMAINS_ON_VERMIN_BITE_DEATH
+
People can be so angry, and I just don't understand it.
REMAINS_UNDETERMINED
+
W... worried?  Do I look worried?
BODY
+
There's nothing to be upset about.
Duplicate Body Token:
+
I'm feeling randy today!
Unrecognized Creature Caste Body Token:
+
I just don't understand these flames of passion people go on about.
Body Token Recognized But Could Not Connect:
+
I don't handle pressure well.
BODYGLOSS
+
I'm at my best under pressure.
Unrecognized Creature Caste Body Gloss Token:
+
Yes, I want more.  Is that so bad?
RELSIZE
+
Why are they so fixated on these baubles?
RETRACT_INTO_BP
+
I could really use a drink.
CAN_DO_INTERACTION
+
So I overindulge sometimes.
CDI token precedes any CAN_DO_INTERACTION tag:
+
Sometimes I think I need a drink, but I can control myself.
Unrecognized CDI Token:
+
I am not governed by urges.
EXTRA_BUTCHER_OBJECT
+
There's nothing like a good brawl.
Gastroliths seem to have correct format but could not find proper BPs in any caste, so not added
+
Why must they be so violent?
EBO_ITEM
+
Get me going and I won't stop for anything.
ANY_HARD_STONE
+
Maybe I give up too early sometimes.
EBO_SHAPE
+
I don't always do things in the most efficient way.
ATTACK
+
We must be careful not to waste.
BODYPART
+
I don't mind stirring things up.
TISSUE_LAYER
+
It's so great when everybody just gets along.
CHILD_BODYPART_GROUP
+
You're so perceptive!
CHILD_TISSUE_LAYER_GROUP
+
You don't care, so don't ask.
Attack
+
I try to live and behave properly.
seems to have correct format but could not find proper BPs in any caste, so not added
+
What's this about proper living?
ATTACK_SKILL
+
I was never one to follow advice.
ATTACK_VERB
+
I'm not much of a decision maker.
ATTACK_CONTACT_PERC
+
Have no fear.
ATTACK_PENETRATION_PERC
+
Bravery is not a strength of mine.
ATTACK_PRIORITY
+
We will be successful.
MAIN
+
I don't think I'm cut out for this.
ATTACK_VELOCITY_MODIFIER
+
I look splendid today.
ATTACK_PREPARE_AND_RECOVER
+
Some people are so wrapped up in themselves.
ATTACK_FLAG_INDEPENDENT_MULTIATTACK
+
My goals are important to me.
ATTACK_FLAG_BAD_MULTIATTACK
+
I don't feel like I need to chase anything.
ATTACK_FLAG_CANLATCH
+
One should always return a favor.
ATTACK_FLAG_WITH
+
It's not a gift if you expect something in return.
ATTACK_FLAG_EDGE
+
I like to dress well.
SPECIALATTACK_INTERACTION
+
I wouldn't feel comfortable getting all dressed up.
SPECIALATTACK_INJECT_EXTRACT
+
Did you hear the one about the
SPECIALATTACK_SUCK_BLOOD
+
and the
 +
That isn't funny.
 +
Don't get on my bad side.
 +
You shouldn't waste your life on revenge.
 +
I am a very, very important person.
 +
Oh, I'm nothing special.
 +
There's no room for mercy in this world.
 +
Show some mercy now and again.
 +
I'm concentrating on something.
 +
Huh?  What was that?
 +
I'm feeling optimistic about the future.
 +
It won't turn out well.
 +
I'm curious.  Tell me everything!
 +
I don't really want to know.
 +
I wonder what they think.
 +
Who cares what they think?
 +
I don't feel like telling you about it.
 +
I could tell you all about it!
 +
If you have a task, do it properly.
 +
It's not perfect, but it's good enough.  Why fret about it?
 +
I'm not going to change my mind.
 +
Try to keep an open mind.
 +
Everybody has their own way of life.
 +
I don't understand why they have to be that way.
 +
Friendship is forever.
 +
I don't really get attached to people.
 +
I go with the flow sometimes.
 +
Don't bother trying to play on my emotions.
 +
I'm happy to help.
 +
Why should I help?
 +
Do your duty.
 +
I don't like being obligated to anybody.
 +
Oh, I don't usually think much.
 +
One must always carefully consider the correct course of action.
 +
Everything just so in its proper place!
 +
It's my mess.
 +
People are basically trustworthy.
 +
My trust is earned, and not by many.
 +
It's such a joy to be with people.
 +
I prefer to be by myself.
 +
People should listen to what I have to say.
 +
I try not to interrupt.
 +
There's so much to be done!
 +
What's the rush?
 +
I need some more excitement in my life.
 +
I'd just as soon not have anything too exciting happen today.
 +
Do you have dreams?  Tell me a story!
 +
Try to focus on the practical side of the matter.
 +
I encountered a fascinating conundrum recently.
 +
A great piece of art is one that moves me.
 +
I guess I just don't appreciate art.
 +
I cannot stand the world any longer...
 +
Everything is all piling up at once!
 +
I'm feel like I'm about to snap.
 +
I just don't care anymore...
 +
I feel so tired of everything.
 +
I can't take much more of this!
 +
I feel angry all the time.
 +
I'm feeling really worn down.
 +
It's all starting to get me down.
 +
I've been feeling anxious.
 +
I get fed up sometimes.
 +
I've been under some pressure.
 +
I'm doing
 +
fine
 +
alright
 +
Everything's
 +
good
 +
I've been
 +
I feel
 +
just fine
 +
I'm
 +
Somebody help!
 +
Ah...  uh...
 +
The horror...
 +
Rawr!!!
 +
Waaaaa...
 +
The pain!
 +
How incredibly satisfying!
 +
Oh joyous occasion!
 +
The love overwhelms me!
 +
Such sweet bliss!
 +
Every last one of you will pay with your lives!
 +
Ahhhhhhh!  No!
 +
Eek!
 +
What is the meaning of it all?!
 +
I can't believe how great I feel!
 +
That's incredibly suspicious!
 +
What's going on?!
 +
What's that?!
 +
The horror consumes me!
 +
I cannot be overwhelmed by grief!
 +
Fantastic!
 +
I am so enraged!
 +
Yes!  It is done.
 +
I must not succumb to fear!
 +
I feel such unbearable sadness...
 +
That was very satisfying!
 +
I am so happy!
 +
I feel such love!
 +
How blissful!
 +
I will take revenge!
 +
I must press on!
 +
I am in complete accord with this!
 +
How admirable!
 +
Such adoration I feel!
 +
How affectionate I am!
 +
How agitating!
 +
This is so aggravating!
 +
The agony is too much!
 +
I feel so alienated...
 +
Wow!  That's amazing!
 +
I am so torn over this...
 +
Ha ha!  So amusing!
 +
I am so angry!
 +
The anguish is overwhelming...
 +
How annoying!
 +
It's annoying.
 +
I'm annoyed.
 +
That's annoying.
 +
So annoying!
 +
I'm so anxious!
 +
I could not care less.
 +
I am very aroused!
 +
Astonishing!
 +
I really need to get away from this.
 +
I'm awe-struck!
 +
I'm terribly bitter about this...
 +
This is so boring!
 +
I care so much!
 +
I'm so incredibly confused...
 +
I can't describe the contempt I feel...
 +
I am so content about this.
 +
I feel so dejected...
 +
How very delightful!
 +
I despair at this!
 +
My disappointment is palpable!
 +
How disgusting!
 +
How naive I was...  this strikes me to the core.
 +
I feel such an intense dislike...
 +
Everything is coming apart!
 +
I am very, very displeased.
 +
What shall I do?  This is a disaster!
 +
I can't wait to get to it!
 +
Such elation I feel!
 +
How embarrassing!
 +
I feel such empathy!
 +
I feel so empty inside...
 +
How enjoyable!
 +
So exasperating!
 +
How exhilarating!
 +
You will know my ferocity!
 +
I'm feeling so fond!
 +
Such freedom I feel!
 +
Such a fright!
 +
How frustrating!
 +
Glee!
 +
The gloom blankets me...
 +
How glum I am...
 +
I am so grateful!
 +
It makes me so grouchy!
 +
Not that it's your business!  Harumph!
 +
The guilt is almost unbearable!
 +
Such happiness!
 +
I am consumed by hatred.
 +
I am filled with such hope!
 +
There is no hope!
 +
The humiliation!
 +
Such an offense!
 +
How incredibly interesting!
 +
How irritating!
 +
I feel so isolated!
 +
Such a jolly time!
 +
How jovial I feel!
 +
Such jubilation I feel!
 +
I crawl with such unbearable loathing!
 +
I'm so terribly lonely!
 +
I'm overcome by lust!
 +
Such misery!
 +
The mortification overwhelms me!
 +
I am so nervous!
 +
Such nostalgia!
 +
My optimism is unshakeable!
 +
This is such an outrage!
 +
I'm panicking!  I'm panicking!
 +
My patience is as the still waters.
 +
I burn with such passion!
 +
How pleasurable!
 +
I am so proud!
 +
Such total rapture!
 +
Such rejection!  I cannot stand it.
 +
Such a relief!
 +
I have so many regrets...
 +
I feel such remorse!
 +
I repent!  I repent!
 +
I am overcome by such resentment...
 +
I feel so restless!
 +
I have been so wronged!
 +
Why does it keep happening to me?  Why me?!
 +
I live to serve...  my dear master...
 +
I can't take it!
 +
I am so ashamed!
 +
I feel such sympathy!
 +
The tenderness I feel!
 +
It's so thrilling!
 +
I feel so uneasy!
 +
Such unhappiness!
 +
The wonder!
 +
I'm so worried!
 +
I am filled with such wrath!
 +
Nothing shall stand in my way!
 +
What am I even doing here?
 +
I feel so defeated...
 +
I know it will come to pass!
 +
I am wracked by doubts!
 +
Let's go!
 +
This cannot possibly end well...
 +
I feel so good!
 +
Such gaiety!
 +
This is so exciting!
 +
That's suspicious!
 +
That's alarming!
 +
Most shocking!
 +
This is truly horrifying.
 +
I am almost overcome by grief.
 +
This is great!
 +
I am about to lose it!
 +
It is done.
 +
Begone fear!
 +
I cannot give in to sadness.
 +
I am very satisfied.
 +
This is a joyous time.
 +
This is love.
 +
How blissful I am.
 +
I will have my revenge.
 +
I am not scared!
 +
I accept this.
 +
I admire this.
 +
I adore this.
 +
I'm feeling affectionate.
 +
This is driving me to agitation.
 +
I'm very aggravated.
 +
The agony I feel...
 +
I feel alienated.
 +
That's amazing!
 +
I have strong feelings of ambivalence.
 +
That's very amusing.
 +
I'm very angry.
 +
I feel so anguished...
 +
That's very annoying.
 +
It makes me very anxious.
 +
It would be hard to care less.
 +
I'm aroused!
 +
It's quite astonishing.
 +
I'm very averse to this.
 +
Awe-inspiring...
 +
It makes me very bitter.
 +
It's really boring.
 +
I really care.
 +
I'm so confused.
 +
Contemptible!
 +
I'm very content.
 +
I'm feeling very dejected.
 +
This is delightful!
 +
I feel such despair...
 +
I am very disappointed.
 +
So disgusting...
 +
I've become so disillusioned.  What now?
 +
I really don't like this.
 +
It has all gone wrong!
 +
This is quite displeasing.
 +
I'm so distressed about this!
 +
I'm very eager to get started.
 +
I'm so elated.
 +
This is so embarrassing...
 +
I'm very empathetic.
 +
I feel such emptiness.
 +
I really enjoyed that!
 +
I'm quite exasperated.
 +
That was very exhilarating!
 +
I'm feeling so ferocious!
 +
I'm very fond.
 +
I feel so free.
 +
That was so frightful.
 +
This is very frustrating.
 +
I'm so gleeful.
 +
It makes me so gloomy.
 +
I feel so glum.
 +
I'm very grateful.
 +
It makes me very grouchy.
 +
Harumph!
 +
I feel so guilty.
 +
I am so happy.
 +
The hate burns within me.
 +
I am very hopeful.
 +
I feel hopeless.
 +
This is so humiliating.
 +
I am very insulted.
 +
It's very interesting.
 +
I'm very irritated by this.
 +
I feel very isolated.
 +
I'm feeling so jolly.
 +
I'm very jovial.
 +
I feel much jubilation.
 +
I feel so much loathing...
 +
I'm very lonely.
 +
I feel such lust.
 +
I'm so miserable.
 +
I'm so mortified...
 +
I'm very nervous.
 +
I'm feeling very nostalgic.
 +
I'm quite optimistic.
 +
This is an outrage!
 +
I'm really starting to panic.
 +
I'm very patient.
 +
I feel such passion.
 +
I'm very pleased.
 +
I am very proud.
 +
I am so spiritually moved!
 +
I feel so rejected.
 +
I'm so relieved.
 +
I'm so regretful.
 +
I'm truly remorseful.
 +
I must repent.
 +
I'm very resentful.
 +
I'm really restless.
 +
I feel so wronged.
 +
This is such a hardship for me!
 +
I live to serve.
 +
This leaves me so shaken.
 +
I feel such shame.
 +
I'm very sympathetic.
 +
I feel such tenderness.
 +
This is quite a thrill!
 +
I feel very uneasy.
 +
I'm very unhappy.
 +
I am filled with wonder.
 +
I'm very worried.
 +
I am wrathful.
 +
I shall accomplish much!
 +
What is the meaning of life...
 +
I've been defeated.
 +
Things are going to happen.
 +
I'm very doubtful.
 +
I feel enthusiastic!
 +
I really don't see this working out.
 +
I'm feeling great!
 +
The gaiety I'm feeling!
 +
This is really exciting!
 +
How suspicious...
 +
That was alarming.
 +
I will master myself.
 +
This cannot horrify me.
 +
I must let grief pass me by.
 +
I feel like a victor.
 +
I'm a little angry.
 +
It has come to pass.
 +
This doesn't scare me.
 +
I feel somewhat sad.
 +
That was satisfying.
 +
This
 
Attributes remaining:  
 
Attributes remaining:  
: Done      
+
: Next      
: Back
 
 
  to change
 
  to change
Name:  
+
Home
: Abort
+
Occupation
Background:
+
Beliefs
: Background
+
: Select (may reset occupation and beliefs)
Locally Important
+
Squad member
: Enter First Name
+
: Believe
 +
: Doubt
 +
: Set First Name
 
: Customize Name
 
: Customize Name
 
: Random Name
 
: Random Name
 
: Become  
 
: Become  
: Go!
+
: Next
** Unretiring Adventurer **
+
: Randomize
** Starting Adventurer **
+
Note: This character's appearance is governed by local population information.
invalid lair entrance
+
Certain shapes and colors might not occur without full randomization.
Dawn is breaking.
+
: Fully randomize, without respecting population information
It is noon.
+
Set your
Night is falling.
+
personality
You struggle for
+
here.
You cannot see.
+
denotes the default cultural value.
You cannot read.
+
Your personality facets might be restricted based on your creature type.
You read
+
Loyalty
It has no writing.
+
Friendship
The pages are blank.
+
Cunning
It has no pages.
+
Artwork
You pull out
+
Cooperation
Fill
+
Stoicism
stagnant
+
Self-control
salt
+
Tranquility
Heat
+
Harmony
  near lava
+
Merriment
  near magma
+
Craftsmanship
  near burning trunk
+
Hard Work
  near burning branches
+
Leisure Time
  near burning twigs
+
Commerce
near burning cap
+
No love  <->    Loves easily
near fire
+
No hate  <->    Hates easily
near campfire
+
No envy  <->  Envies easily
You fill your
+
Cheerless <-> Easily cheerful
  is empty.
+
No sadness  <->  Easily sad
It won't fit in your
+
No anger <->  Easily angered
Your  
+
No anxiety <->  Very anxious
  is already full.
+
No lust      <->      Lustful
You heat the  
+
    --> Vulnerable to stress
to no effect.
+
                  --> Greedy
  is hot enough already.
+
              --> Intemperate
Suck
+
Avoid fights <-> Like brawls
Drink
+
Quits easily <-> Too stubborn
Eat
+
Meanness  <->  Wastefulness
Ignite
+
Harmony      <->      Discord
Make Campfire (
+
Quarreler    <->    Flatterer
You don't feel safe enough to make a campfire.
+
Rude        <->        Polite
You make a campfire.
+
Overreliant <> Disdain advice
The steam around the vegetation stops you from setting the fire.
+
Fearful    <->      Fearless
The vegetation is submerged.
+
Pusillanimous - Overconfident
The vegetation is too wet.
+
                    --> Vain
You set a fire.
+
                --> Ambitious
Attack error
+
      --> Sense of gratitude
Interact with
+
Austere    <->    Extravagant
Push
+
Humorless      <->      Zany
Ride
+
                --> Vengeful
, push off toward
+
No self-esteem  <->    Proud
Guide
+
Merciful - Impartial - Cruel
Charge
+
Scatterbrained - Singleminded
Move to
+
Despairs - Hopeful - Presumes
/Air
+
Incurious    <->    Curious
/Water
+
Shameless    <->    Bashful
Lava
+
Overshares    <->    Private
Magma
+
Inattentive <-> Perfectionist
Climb to
+
Acquiescing <-> Resists ideas
holding
+
    --> Tolerates differences
releasing hold
+
    --> Emotionally obsessive
Hang from
+
      --> Swayed by emotions
Hold
+
              --> Altruistic
Release hold on
+
                  --> Dutiful
Attack
+
Too deliberate <> Thoughtless
Jump
+
Sloppy      <->      Orderly
Push Object
+
Distrustful <-> Too trusting
Hold
+
Loner    <->      Gregarious
Release
+
Non-assertive <-> Overbearing
Unsteady
+
Leisurely    <->    Frenetic
Suck Blood
+
      --> Excitement-seeking
Talk
+
Just facts - Flights of fancy
Parry
+
    --> Inclined to abstract
Block
+
  --> Inclined to create art
Dodge
+
Socialize
Recover
+
Drink alcohol
Stand Up
+
Pray/Meditate
Lie Down
+
Stay occupied
  to act
+
Be creative
Tracks Visible:
+
Admire art
The cackling fades away.
+
Excitement
You are surrounded by incessant cackling.
+
Learn something
Can I help you with something?
+
Be with family
You cannot rest until you leave this site.
+
Be with friends
You don't feel safe enough to rest.
+
Hear eloquence
You can't rest because you are carrying someone else's goods.  Purchase them or put some distance between yourself and the site.
+
Uphold tradition
You can't rest until you've stopped the bleeding.
+
Self-examination
You can't rest because you can't breathe.
+
Make merry
You can't rest because you are drowning.
+
Craft object
You can't rest because you are dying of thirst.
+
Martial training
You can't rest because you are starving to death.
+
Practice skill
You can't rest because you are swimming.
+
Take it easy
You can't rest until you are on a stable surface.
+
Make romance
in play interaction
+
See animal
You  
+
See great beast
yourself
+
Acquire object
Shout out to everybody
+
Eat good meal
The Void
+
Fight
, Deity
+
Cause trouble
, Force
+
Argue
Charging
+
Be extravagant
Moving
+
Wander
  (above)
+
Help somebody
  (below)
+
Think abstractly
upward
+
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
 +
Horseplay
 +
Training
 +
Lethal
 +
Ally:
 +
  [DONE]
 +
What would you like to wear?
 +
What would you like to remove?
 +
What would you like to drop?
 +
What would you like to throw?
 +
With what would you like to interact?
 +
With what would you like to eat or drink?
 +
What would you like to put inside a container or on a pack animal?
 +
Where would you like to put the  
 +
Your Inventory
 +
to view other pages. 
 +
when done.
 +
No recent announcements.
 +
Announcements
 +
Sewer Access
 +
Tree House
 +
The Home Tree
 +
Shaping Tree
 +
Market Tree
 +
Tavern Tree
 +
Library Tree
 +
Counting Tree
 +
Guild Tree
 +
Tower Tree
 +
Civic Mound
 +
Castle Mound
 +
Drinking Mound
 +
Mead Hall
 +
Temple
 +
Guildhall
 +
Tower
 +
Abandoned shop
 +
Food imports
 +
Clothing imports
 +
General imports
 +
Cloth shop
 +
Leather shop
 +
Woven clothing shop
 +
Leather clothing shop
 +
Bone carver's shop
 +
Gem cutter's shop
 +
Weaponsmith's shop
 +
Bowyer's shop
 +
Blacksmith's shop
 +
Armorsmith's shop
 +
Metal craft shop
 +
Leather goods shop
 +
Carpenter's shop
 +
Stone furniture shop
 +
Metal furniture shop
 +
Barrow
 +
Warehouse
 +
Fortress Entrance
 +
Trenches
 +
  shrine
 +
Shrine to  
 +
Shrine
 +
Empty market
 +
Imported goods market
 +
Imported food market
 +
Imported clothing market
 +
Meat market
 +
Fruit and vegetable market
 +
Cheese market
 +
Processed goods market
 +
Underground Fortress
 +
Underground Farms
 +
Underground Stair
 +
Hillocks
 +
Houses
 +
Hillock
 +
House
 +
Abandoned hillocks
 +
Abandoned houses
 +
Abandoned hillock
 +
Abandoned house
 +
Ruined hillocks
 +
Ruined houses
 +
Ruined hillock
 +
Ruined house
 +
No significant structures
 +
Dining hall
 +
Shrine of
 +
Dawn is breaking.
 +
It is noon.
 +
Night is falling.
 +
Assume an identity
 +
Begin a performance
 +
Shout out to everybody
 +
The Void
 +
, Deity
 +
, Force
 +
build
 +
build a fire
 +
fell trees
 +
compose
 +
write
 +
You are still surrounded by cackling.
 +
You feel too watched to
 +
You don't feel safe enough to  
 +
You can't  
 +
because you are carrying someone else's goods.  Purchase them or put some distance between yourself and the site.
 +
until you've stopped the bleeding.
 +
because you can't breathe.
 +
because you are dying of thirst.
 +
because you are starving to death.
 +
because you are drowning.
 +
because you are swimming.
 +
until you are on a stable surface.
 +
You must move away from the water before you can
 +
You must come down from the mountains before you can
 +
until you stop riding this vehicle.
 +
until you stop riding this projectile.
 +
until you leave this site.
 +
You cannot
 +
You make a campfire.
 +
You cannot fell trees in the arena.
 +
You need to be holding an axe.
 +
You need to be holding an axe with a sharp edge.
 +
You cannot fell the trees here.
 +
is a
 +
Nobody lives there
 +
Few live there
 +
A few dozen or less live there
 +
Some dozens live there
 +
Roughly a hundred live there
 +
Well over a hundred live there
 +
A few hundred live there
 +
Several hundred live there
 +
A thousand live there
 +
A few thousand live there
 +
Thousands live there
 +
and it is controlled by
 +
is a religion
 +
whose adherents worship
 +
, the force
 +
is the force
 +
  They worship at
 +
  Their temple
 +
is ruined.
 +
laboring
 +
menacing
 +
confused
 +
submitting
 +
offended
 +
plaintive
 +
triumphant
 +
the word
 +
Charging
 +
Moving
 +
southeast
 +
northeast
 +
  (above)
 +
  (below)
 +
upward
 
downward
 
downward
 
Remote:  
 
Remote:  
Line 6,884: Line 12,314:
 
  with grab
 
  with grab
 
quick
 
quick
heavy
 
 
wild
 
wild
 
precise
 
precise
Line 6,892: Line 12,321:
 
Holding terrain
 
Holding terrain
 
Releasing hold on terrain
 
Releasing hold on terrain
 +
Mounting
 +
Dismounting
 +
Leading animal
 +
Stop leading animal
 +
Holding item
 +
Releasing hold on item
 
Regaining balance
 
Regaining balance
 
Sucking Blood
 
Sucking Blood
Line 6,901: Line 12,336:
 
Standing Up
 
Standing Up
 
Lying Down
 
Lying Down
 +
strike
 +
Offloading site...
 +
Strongest Odor:
 +
Slp!
 +
Sleep!
 +
VDrw
 +
V Drowsy
 +
Drws
 +
Thir
 +
Dhyd
 +
Strv
 +
Hngr
 +
: Stop
 +
: Sneak
 +
: Map
 +
: Log
 +
: Sleep
 +
: Tracks
 +
: Clouds
 +
Sneak
 +
: cannot see dawn.
 +
: until dawn.
 +
: sleep.
 +
: wait.
 +
You will sleep as necessary until dawn.
 +
You will sleep as necessary for
 +
hour
 +
You will wait, staying awake until dawn.
 +
You will wait, staying awake for
 +
confirms. 
 +
changes hours.
 +
You topple the statue!
 +
You pull the lever.
 +
You break the hatch in!
 +
The hatch is operated by a remote mechanism.  You cannot proceed.
 +
You pick the lock!
 +
You bash the door down!
 +
says:  "
 +
says, "
 +
CHAR
 +
[C:6:0:1]
 +
is an example of
 +
You roll
 +
, divining the will of
 +
according to the practice of
 +
, testing the will of
 +
lands on
 +
comes up
 +
shows
 +
Your fate is sealed.
 +
Don't you know that
 +
is a jealous deity?  Why consult another?
 +
You already know the will of
 +
Why wasn't
 +
, a jealous deity, consulted first?
 +
.  Do not tempt fate.
 +
Praise
 +
for ignoring your hubris. 
 +
without bound
 +
You are forgiven.
 +
You are free to do as you choose.
 +
Freedom is allowed even in this.
 +
Your happiness is still desired.
 +
You are loved.
 +
You have been granted mercy.
 +
Peace is cherished.
 +
Such care for your happiness!
 +
Such
 +
Such is the spirit of
 +
Infinite
 +
tender
 +
Hubris!
 +
have been cursed
 +
Look out for a chance encounter.
 +
Stay the course.
 +
Expect a change.
 +
The task will not be completed.
 +
The task will be successful.
 +
Focus on living in harmony.
 +
Fulfillment will be yours.
 +
A reckoning awaits.
 +
You will awaken to a new possibility.
 +
You must reflect on your actions.
 +
Beware doubt.
 +
Joy is on the horizon.
 +
A great sadness is coming.
 +
A sudden upheaval is in store.
 +
A coming disaster can be delayed, but not avoided.
 +
Follow your desire.
 +
Rely on willpower to see you through.
 +
Beware those that lack passion.
 +
All is not as it seems.
 +
Have faith and all shall be rejuvenated.
 +
Cling not to material things.
 +
Hold to hope when all else is lost.
 +
Be playful today.
 +
Do not be stopped by fear.
 +
You will released.
 +
Do not take any chances.
 +
Look to another for what you need.
 +
The partnership is one-sided.
 +
There are two sides to every story.
 +
Follow your intuition.
 +
You will travel far from this place.
 +
An important decision awaits your careful deliberation.
 +
Beware of ill-conceived plans.
 +
Focus today.
 +
Be compassionate.
 +
Today you will have a moment of weakness.
 +
The burden will be lifted soon.
 +
You will have a great accomplishment.
 +
See to your responsibilities.
 +
An end and a new beginning.
 +
Do not hold on for too long.
 +
Make a change or forever remain.
 +
Give up the hopeless cause.
 +
Keep your own counsel today.
 +
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.
 
You are a wanderer of the wilderness.
 
Your wanderings have led you to  
 
Your wanderings have led you to  
, a
 
 
.  You are a stranger here.
 
.  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  
 
You are a newly-minted  
 
  of the great  
 
  of the great  
 
.  Destiny is calling!
 
.  Destiny is calling!
You are a peasant in
+
You emerged from the wilds and came to be a
 +
You are a  
 
, and you have never strayed far from home.
 
, and you have never strayed far from home.
 
   You are a
 
   You are a
Line 6,916: Line 12,548:
 
  dubious
 
  dubious
 
  worshipper of  
 
  worshipper of  
, the
+
, and you belong to
goddess
+
You've located a
deity
+
right under you
, the force
+
above and
which permeates
+
below and
Reunion/
+
to the
Death/You
+
Nameless
Death/
+
to return to arena.
ProdViol
+
(still)
ExpViol
+
(moving
JobViol
+
Performing
SlowLabor
+
(move to X)
Murder
+
(free to act,
Disorder
+
to continue)
BuildDest
+
(occupied)
Vandalism
+
You have reached the summit of
Theft
+
You are deceased. 
Robbery
+
to become somebody else.
Blood-drinking
+
to finish.
YieldDemand/
+
Swimming
Attack/
+
In Air
Escalation/
+
Flying
Beast/
+
Stvg
Group/
+
Hung
Tribute/
+
Mortal Wound
NoTribute/
+
On Ground
Peace/
+
Numb
NoPeace/
+
Bleeding!
Harass/
+
MSk
Leave/
+
Mnt
Flee/
+
Snk
Abandon/
+
Spd
Insurrection
+
MtSnk
Overthrow
+
Sneak
Failed
+
Speed
Crushed
+
You are deceased.  Press
Reclaimed/
+
There is a locked
Founded/
+
here.
Reclaiming/
+
- Bash it down
Founding/
+
- Pick the lock
Invasion/
+
- Topple it
Occupation/
+
- Break it in
Abduction/You
+
- Pull it
Abduction/
+
- Raise the bucket
Civilization
+
- Lower the bucket
Site Government
+
You raise the bucket.
Vessel Crew
+
You lower the bucket.
Migrating Group
+
Can I help you with something?
Nomadic Group
+
You have discovered a
Religion
+
You cannot travel through the
Military Unit
+
The Kills of
Outcast
+
in play interaction
, Dead
+
invalid lair entrance
Enemy
+
There is nothing to do with
Criminal
+
You empty the
Devoted
+
You take out the
Loyal
+
You don't have a suitable container.
Aligned
+
You pack the
Affiliated
+
  on to
Associated
+
You put the
  member
+
  into the
mercenary
+
You eat the
  slave
+
You drink the
Former
+
is too salty.
member
+
is too hot.
mercenary
+
is too cold.
slave
+
You lick the
prisoner
+
No.  That's disgusting.
Mountain
+
You just can't fit any more.
Temperate Freshwater Swamp
+
It's too much!  You feel even more sick.
Temperate Saltwater Swamp
+
It's too much!  You might not be able to keep it down.
Temperate Freshwater Marsh
+
You feel really full.
Temperate Saltwater Marsh
+
You are starting to feel full.
Tropical Freshwater Swamp
+
You empty
Tropical Saltwater Swamp
+
You drop
Mangrove Swamp
+
NULL artifact on create site map, skipping
Tropical Freshwater Marsh
+
Charge
Tropical Saltwater Marsh
+
Move
Taiga
+
Attack
Temperate Coniferous Forest
+
Jump
Temperate Broadleaf Forest
+
Push Object
Tropical Coniferous Forest
+
Hold
Tropical Dry Broadleaf Forest
+
Mount
Tropical Moist Broadleaf Forest
+
Dismount
Temperate Grassland
+
Lead animal
Temperate Savanna
+
Release
Temperate Shrubland
+
Unsteady
Tropical Grassland
+
Suck Blood
Tropical Savanna
+
Talk
Tropical Shrubland
+
Parry
Badlands
+
Block
Rocky Wasteland
+
Dodge
Sand Desert
+
Recover
Tropical Ocean
+
Stand Up
Temperate Ocean
+
Lie Down
Arctic Ocean
+
to act
Temperate Freshwater Pool
+
Tracks Visible:
Temperate Brackish Pool
+
Tactical
Temperate Saltwater Pool
+
Would you like to take an action?
Tropical Freshwater Pool
+
to view other pages)
Tropical Brackish Pool
+
Do not alter actions
Tropical Saltwater Pool
+
What would you like to do?
Temperate Freshwater Lake
+
Select your combat preferences.
Temperate Brackish Lake
+
- Current Attack Preference:
Temperate Saltwater Lake
+
Strike
Tropical Freshwater Lake
+
Close Combat
Tropical Brackish Lake
+
According to Opponent
Tropical Saltwater Lake
+
- Current Dodge Preference:
Temperate Freshwater River
+
Move Around
Temperate Brackish River
+
Stand Ground
Temperate Saltwater River
+
- Current Charge Defense:
Tropical Freshwater River
+
Dodge Away
Tropical Brackish River
+
   
Tropical Saltwater River
+
Dead
Subterranean Water
+
Nearby
Subterranean Chasm
+
Traveling through
Subterranean Magma
+
Distant
Died in the year
+
Character chooses their own actions
deity
+
Player controls every action
This person is
+
         
and your military commander
+
You have no party members to become.
This person is one of the
+
Party Member
and your military subordinate
+
Party Members
alongside you
+
You have no companions.
You have known this person your entire life.
+
Companion
You have known this person since
+
Companions
birth.
+
: Become another party member
You have known each other your entire lives.
+
: Party tactical settings
You last spoke
+
Wrestle
You have heard this name suggested as a potential guide to faraway places.
+
Ground
You worship this figure.
+
Not visible
This is your lover.
+
How quickly and quietly will
This is your prisoner.
+
move?
This is your jailor.
+
: Currently sneaking
This is your master.
+
: Not currently sneaking
This is your apprentice.
+
Visual Stealth Factors
This is your traveling companion.
+
Darkness
This is your
+
Low Light
You have recently encountered one of these creatures.
+
Clear
You have encountered these creatures in the past but not recently.
+
Fog/Rain/Snow
You have only heard tell of these creatures.
+
By Obstacle
You have killed
+
Open Area
of these creatures.
+
In Vegetation
This creature can be found in
+
Non-Prone In Vegetation
This creature lives in
+
Too Large For Vegetation
This creature dwells underground.
+
No Suitable Vegetation
This event occurred on the
+
Gargantuan Profile
in the year
+
Gigantic Profile
Your reunion with
+
Huge Profile
The reunion of
+
Very Large Profile
Your death
+
Large Profile
The death of
+
Huge Non-Prone Profile
The insurrection
+
Very Large Non-Prone Profile
The occupation of
+
Large Non-Prone Profile
Your abduction
+
Vanishing Profile
The abduction of
+
Minuscule Profile
Following
+
Tiny Profile
  Saving... 
+
Very Small Profile
  Stockpile Settings 
+
Small Profile
  Items Desired/Kept By Vehicle 
+
Average Profile
Disconnected Build Overflow
+
Average Non-Prone Profile
SOAP
+
Visual Stealth (w/o Skill)
  Select Item 
+
Best Possible
to select.
+
Fantastic
  to abort.
+
Great
scroll.  Type in parts of the name to narrow your search.
+
Good
  slabs engraved
+
Poor
Slab engraved
+
Awful
No slabs engraved
+
Terrible
Entombed and memorialized
+
Worst Possible
Memorialized
+
Quick movement and other actions decrease stealth.
Entombed
+
  to select.
Ghost
+
Select your movement preferences.
Not memorialized
+
  - Current Swimming Preference:
Weapons and Ammunition
+
When Possible
Furniture
+
When Necessary
Siege Equipment
+
What would you like to do with
Other Objects
+
Where would you like to move?
Metal Clothing
+
Pick up how many? (0-
Engrave Memorial Slab
+
Pull
Main
+
Pick
Siege Engines
+
Get
Traps/Levers
+
Start a new conversation
Workshops
+
Continuing shouting
Furnaces
+
Ongoing conversation with
Wall/Floor/Stairs/Track
+
Select an identity.
Machine Components
+
Your new identity:
Track
+
What is your identity's profession?
Building Placement Distance Overflow
+
Whom does your identity worship?
%s: %s
+
Where is your identity from?
Error
+
Filter:
Fatal error
+
: Done entering filter
Unable to create texture!
+
No name
INIT FAILED!
+
No origin
New window size:
+
No object of worship
Font size:
+
: Assume identity
Resizing grid to  
+
: New identity
Resizing font to
+
: No identity
Dwarf Fortress
+
You don't believe anything relevant, unfortunately.
data/art/icon.png
+
Assume an appropriate identity first if you'd like to pretend.
SDL initialization failure, trying windowed mode
+
You don't know anything specific about this, unfortunately.
SDL initialization failure
+
You must compose a piece first (or learn an improvisational form).
Requested single-buffering not available
+
You can use an option in
OpenGL
+
to compose.
Resetting textures
+
: Scroll text
EMERGENCY: Unknown case in async_wait
+
What will you say?
TEXT not supported on windows
+
What will you say about the insurrection?
PRINT_MODE
+
What will you say about the end of the insurrection?
data/init/interface.txt
+
What will you say about the site reclamation?
Error Initializing Text:
+
What will you say about the site's foundation?
Space
+
What will you say about the group?
Shift+
+
What will you say about the army?
Ctrl+
+
What will you say about the failed occupation?
Alt+
+
What will you say about the abduction?
SDL+
+
What will you say about the incident?
Button
+
What will you say about the occupation?
REPEAT_NOT
+
What will you say about the new leadership?
REPEAT_SLOW
+
What will you say about the beast?
REPEAT_FAST
+
What will you say about the trouble?
REPEAT_BROKEN
+
What will you say about tribute agreement?
Loading bindings from
+
What will you say about the refusal to accept tribute?
not found, or I/O error encountered
+
What will you say about the refusal to give tribute?
[BIND:*:*]
+
What will you say about the peace agreement?
[SYM:*:*]
+
What will you say about the failed peace agreement?
[KEY:*]
+
What will you say about the tribute stoppage?
[BUTTON:*:*]
+
What will you say about the claim?
Broken repeat request:
+
What will you say about the gang?
Unknown SDLKey:
+
What will you say about the refugees?
Broken unicode:
+
What will you say about the artifact's destruction?
Broken button (should be [BUTTON:#:#]):
+
What will you say about the artifact's location?
Unknown binding:
+
What do you want to know?
Saving bindings to
+
What do you want?
.partial
+
Which pet will you gift?
for writing
+
About whom do you ask?
Failed to open
+
Where do you want to go?
I/O error while writing keyboard mapping
+
How will you respond to the position offer?
[BIND:
+
How will you respond to the adoption request?
[KEY:
+
What will you say about the journey?
[SYM:
+
What will you say about the conflict?
[BUTTON:
+
How will you ask?
Missing binding displayed:
+
How will you respond?
NO BINDING
+
What will you say about the rescue?
I/O error while loading macro
+
What will you say about the conclusion of the agreement?
End of macro
+
What will you say about the agreement?
End of group
+
What will you say about services?
Binding name unknown while loading macro:
+
What will you say about the request?
Binding missing while loading macro:
+
What will you say about the trade?
Quantity not numeric or Unexpected tab(s) while loading macro:
+
What will you say about the surrounding area?
data/init/macros/*.mak
+
What will you say about the site?
data/init/macros/
+
What will you say about the structure?
.mak
+
How will you respond to the invocation?
CHEESE_MAT
+
How will you respond to the accusation?
Crafts
+
What will you say about your master?
Logs
+
What will you say about your plots and scheming?
TISSUE_STYLE
+
How will you respond about your profession?
TS_MAINTAIN_LENGTH
+
How will you respond to this passive reply?
TS_PREFERRED_SHAPING
+
How will you respond to this flattery?
DIGGER
+
How will you respond to this dismissal?
TRANSLATION
+
How will you respond to this statement of values?
CIV_CONTROLLABLE
+
What will you say about how you are feeling?
INDIV_CONTROLLABLE
+
What will you say about your family?
SIEGER
+
How will you respond to the offer of tribute?
AMBUSHER
+
How will you respond to the tribute cancellation?
LAYER_LINKED
+
How will you respond to the offer of peace?
BABYSNATCHER
+
How will you respond to the demand for tribute?
ITEM_THIEF
+
How will you respond to the request to cease hostilities?
SUBTERRANEAN_CLOTHING
+
How will you respond to the demand to yield?
CLOTHING
+
How will you respond to the request for information?
SITE_GUARDIAN
+
How will you respond to the request for directions?
CURRENCY_BY_YEAR
+
How will you respond to the request for a guide?
METAL_PREF
+
What will you say about the missing treasure?
GEM_PREF
+
Toward You:
STONE_PREF
+
Positive attitude
DIVINE_MAT_WEAPONS
+
Negative attitude
DIVINE_MAT_ARMOR
+
Neutral attitude
DIVINE_MAT_CRAFTS
+
Patient
DIVINE_MAT_CLOTHING
+
Impatient
WOOD_WEAPONS
+
Animated
WOOD_ARMOR
+
Agitated
RIVER_PRODUCTS
+
Bold
OCEAN_PRODUCTS
+
Confident
INDOOR_WOOD
+
Acquiescent
OUTDOOR_WOOD
+
Unassuming
INDOOR_ORCHARDS
+
Loves you
OUTDOOR_ORCHARDS
+
Likes you
INDOOR_GARDENS
+
Hates you
OUTDOOR_GARDENS
+
Dislikes you
INDOOR_FARMING
+
Terrified of you
OUTDOOR_FARMING
+
Scared of you
UNDEAD_CANDIDATE
+
No fear of you
USE_CAVE_ANIMALS
+
Respects you
USE_EVIL_ANIMALS
+
No respect for you
USE_GOOD_ANIMALS
+
Low respect for you
USE_EVIL_WOOD
+
Trusts you
USE_GOOD_WOOD
+
Distrusts you
USE_EVIL_PLANTS
+
Highly Loyal
USE_GOOD_PLANTS
+
General Mood:
LOCAL_BANDITRY
+
Annoyed
BANDITRY
+
Satisfied
START_BIOME
+
Grouchy
EXCLUSIVE_START_BIOME
+
Grumpy
SETTLEMENT_BIOME
+
Fondness
BIOME_SUPPORT
+
Suspicious
MERCHANT_NOBILITY
+
Alarmed
SKULKING
+
Shocked
GEM_SHAPE
+
Horrified
STONE_SHAPE
+
Grimly Satisfied
PERMITTED_JOB
+
Grieving
PERMITTED_BUILDING
+
Triumphant
PERMITTED_REACTION
+
Enraged
WORLD_CONSTRUCTION
+
Eexcited
WILL_ACCEPT_TRIBUTE
+
Gaiety
BUILDS_OUTDOOR_FORTIFICATIONS
+
Joyous
BUILDS_OUTDOOR_TOMBS
+
Blissful
ETHIC
+
Loving
VALUE
+
Vengeful
WANDERER
+
Accepting
MAX_STARTING_CIV_NUMBER
+
Admiration
MAX_SITE_POP_NUMBER
+
Adoration
MAX_POP_NUMBER
+
Affection
RELIGION_SPHERE
+
Aggravated
TREE_CAP_DIPLOMACY
+
In Agony
DIPLOMAT_BODYGUARDS
+
Alienated
MERCHANT_BODYGUARDS
+
Amazed
ACTIVE_SEASON
+
Ambivalent
PROGRESS_TRIGGER_POPULATION
+
Amused
PROGRESS_TRIGGER_PRODUCTION
+
Angry
PROGRESS_TRIGGER_TRADE
+
In Anguish
PROGRESS_TRIGGER_POP_SIEGE
+
Anxious
PROGRESS_TRIGGER_PROD_SIEGE
+
Apathetic
PROGRESS_TRIGGER_TRADE_SIEGE
+
Aroused
DEFAULT_SITE_TYPE
+
Astonished
LIKES_SITE
+
Averse
TOLERATES_SITE
+
In Awe
USE_ANY_PET_RACE
+
Bitter
USE_MISC_PROCESSED_WOOD_PRODUCTS
+
Bored
IMPROVED_BOWS
+
Caring
INVADERS_IGNORE_NEUTRALS
+
Confused
EQUIPMENT_IMPROVEMENTS
+
Contemptuous
ABUSE_BODIES
+
Content
USE_ANIMAL_PRODUCTS
+
Dejected
COMMON_DOMESTIC_PACK
+
Delighted
COMMON_DOMESTIC_PULL
+
Despair
COMMON_DOMESTIC_MOUNT
+
Disappointed
COMMON_DOMESTIC_PET
+
Disgusted
SPHERE_ALIGNMENT
+
Disillusioned
ART_FACET_MODIFIER
+
Dislike
ART_IMAGE_ELEMENT_MODIFIER
+
Displeasure
ITEM_IMPROVEMENT_MODIFIER
+
Distressed
CURRENCY
+
Eager
ADVENTURE_TIER
+
Elated
SELECT_SYMBOL
+
Embarrassed
REMAINING
+
Empathetic
SUBSELECT_SYMBOL
+
Empty
CULL_SYMBOL
+
Enjoyment
FRIENDLY_COLOR
+
Exasperated
VARIABLE_POSITIONS
+
Exhilarated
SITE_VARIABLE_POSITIONS
+
Afraid
LAND_HOLDER_TRIGGER
+
Ferocious
POSITION
+
Free
CONQUERED_SITE
+
Frustrated
REQUIRES_MARKET
+
Gleeful
ELECTED
+
Gloomy
has negative foreground color, set to 7
+
Glum
has foreground color > 7, set to 7
+
Grateful
has negative background color, set to 0
+
Guilty
has background color > 7, set to 0
+
Happy
has invalid brightness value (must be 0 or 1), set to 0
+
Hateful
has equal foreground/background colors without brightness, background set to 0
+
Hopeful
EXECUTION_SKILL
+
Hopeless
SPECIAL_BURIAL
+
Humiliated
FLASHES
+
Insulted
BRAG_ON_KILL
+
Interested
CHAT_WORTHY
+
Irritated
DO_NOT_CULL
+
Isolated
RULES_FROM_LOCATION
+
Jolly
MENIAL_WORK_EXEMPTION
+
Jovial
MENIAL_WORK_EXEMPTION_SPOUSE
+
Jubilant
SLEEP_PRETENSION
+
Loathing
PUNISHMENT_EXEMPTION
+
Lonely
KILL_QUEST
+
Lustful
QUEST_GIVER
+
Miserable
ALLOWED_CREATURE
+
Mortified
ALLOWED_CLASS
+
Nervous
REJECTED_CREATURE
+
Nostalgic
REJECTED_CLASS
+
Optimistic
GENDER
+
Outraged
MILITARY_SCREEN_ONLY
+
Panicked
EXPORTED_IN_LEGENDS
+
Passionate
DETERMINES_COIN_DESIGN
+
Pleasure
SUCCESSION
+
Proud
BY_HEIR
+
Enraptured
BY_POSITION
+
Rejected
APPOINTED_BY
+
Relieved
REPLACED_BY
+
Regretful
REQUIRES_POPULATION
+
Remorseful
PRECEDENCE
+
Repentant
: Negative precedence changed to zero
+
Resentful
: Precedence exceeding
+
Restless
capped
+
Indignant
LAND_HOLDER
+
Self-pity
RESPONSIBILITY
+
Servile
COMMANDER
+
Shaken
AS_NEEDED
+
Ashamed
LAND_NAME
+
Sympathy
NAME_MALE
+
Tenderness
NAME_FEMALE
+
Thrilled
SPOUSE_MALE
+
Uneasy
SPOUSE_FEMALE
+
Unhappy
REQUIRED_BOXES
+
Wonder
: REQUIRED_BOXES negative, set to 0
+
Worried
: REQUIRED_BOXES exceeds 100, capped
+
Wrathful
REQUIRED_CABINETS
+
Zealous
: REQUIRED_CABINETS negative, set to 0
+
Existential Crisis
: REQUIRED_CABINETS exceeds 100, capped
+
Defeated
REQUIRED_RACKS
+
Expectant
: REQUIRED_RACKS negative, set to 0
+
Doubt
: REQUIRED_RACKS exceeds 100, capped
+
Enthusiastic
REQUIRED_STANDS
+
Pessimistic
: REQUIRED_STANDS negative, set to 0
+
Euphoric
: REQUIRED_STANDS exceeds 100, capped
+
Your tone/tact:
REQUIRED_OFFICE
+
: Persuade
: REQUIRED_OFFICE negative, set to 0
+
Almost guaranteed
: REQUIRED_OFFICE exceeds 1000000, capped
+
Likely success
REQUIRED_BEDROOM
+
Favorable odds
: REQUIRED_BEDROOM negative, set to 0
+
Impossible
: REQUIRED_BEDROOM exceeds 1000000, capped
+
Nearly impossible
REQUIRED_DINING
+
Likely failure
: REQUIRED_DINING negative, set to 0
+
Even odds
: REQUIRED_DINING exceeds 1000000, capped
+
Unfavorable odds
REQUIRED_TOMB
+
: Intimidate
: REQUIRED_TOMB negative, set to 0
+
: Select,  
: REQUIRED_TOMB exceeds 1000000, capped
+
: Scroll (Page
MANDATE_MAX
+
Current choice's keywords:  
: MANDATE_MAX negative, set to 0
+
: Done filter
: MANDATE_MAX exceeds 100, capped
+
: Filter
DEMAND_MAX
+
Zone
: DEMAND_MAX negative, set to 0
+
: Edit
: DEMAND_MAX exceeds 100, capped
+
: Assign
ACCOUNT_EXEMPT
+
hall
DUTY_BOUND
+
(No Specific Deity)
Unrecognized Entity Token:  
+
worshipper
*** Error(s) finalizing the entity
+
No worshippers
Unrecognized entity creature token:  
+
: Main hall
Unrecognized entity digger token:  
+
: Inn/tavern
Unrecognized entity weapon token:  
+
: Craft Guildhall
Unrecognized entity armor token:  
+
Remove assignment
Unrecognized entity ammo token:  
+
: Rename location
Unrecognized entity helm token:  
+
: Add location
Unrecognized entity gloves token:  
+
Define zone bounds
Unrecognized entity shoes token:  
+
: Add rect
Unrecognized entity pants token:  
+
: Start flow
Unrecognized entity shield token:  
+
: Remove rect
Unrecognized entity trapcomp token:  
+
: Start remove
Unrecognized entity toy token:  
+
: Add flow
Unrecognized entity instrument token:  
+
: Resize flow
Unrecognized entity tool token:  
+
: Start rect
Unrecognized entity siege ammo token:  
+
: Assign location
Unrecognized entity position allowed caste token:  
+
: Unassign
Unrecognized entity position allowed creature token:  
+
: Carpenter Wkshp
Unrecognized entity position rejected caste token:
+
: Workshop
Unrecognized entity position rejected creature token:
+
: Cancel plans
Gem shape not found:  
+
: Remove bld/cnst
Stone shape not found:
+
: Material
CUSTOM_BANDIT_LEADER
+
: Phase
leaders
+
: Place
boss
+
: Constructions
bosses
+
: Buildings
chief
+
Rooms: need name!
chiefs
+
: Start work!
chieftess
+
Constructing
chieftesses
+
Constructing unnamed site
captain
+
: Name site (irreversible!)
captains
+
Plan a construction or building to form a site (irreversible!)
masters
+
Phase
commander
+
No construction planned at cursor
commanders
+
No building planned at cursor
ringleader
+
Warning:  This site will be smaller than usual.  Move away from other sites.
ringleaders
+
Total work hours needed:
warlord
+
(Workers are needed!)
warlords
+
workers)
chieftain
+
: You will work for
chieftains
+
an hour
lieutenant
+
hours
lieutenants
+
: You will not work personally
Murder-target mismatch: year
+
[CAN'T WORK]
, entity #
+
[WILL WORK]
law-giver
+
Display Furniture
law-givers
+
Bookcase
CUSTOM_MILITARY_GOALS
+
Need
war leader
+
Have
war leaders
+
: Set worker
CUSTOM_MILITARY_STRATEGY
+
: Select worker
general
+
: Scroll material
generals
+
: Start working!
HIGH_PRIEST
+
to view other pages
high
+
-
 +
many
 +
a swarm of
 +
Miasma
 +
An Ocean Wave
 +
Lava Mist
 +
Magma Mist
 +
Vapor
 +
Smoke
 +
Dragonfire
 +
Fire
 +
A Web
 +
Item Cloud
 +
A Fire
 +
Track/Spoor:
 +
broken vegetation
 +
print
 +
imprint
 +
right
 +
left
 +
unintelligible
 +
/yours or companion's
 +
Stagnant salt water [
 +
Stagnant water [
 +
Water [
 +
Lava [
 +
A smear of
 +
A pool of
 +
A thin layer of
 +
A pile of
 +
A dusting of
 +
The vegetation is heavily damaged here.
 +
The vegetation is bent here.
 +
The vegetation has been slightly perturbed here.
 +
The vegetation is broken here.
 +
thick
 +
light
 +
faint
 +
deep
 +
shallow
 +
vague
 +
imprint in the
 +
is here.
 +
This is an unintelligible mess.
 +
The signs lead north.
 +
The signs lead south.
 +
The signs lead east.
 +
The signs lead west.
 +
The signs lead northeast.
 +
The signs lead northwest.
 +
The signs lead southeast.
 +
The signs lead southwest.
 +
They belong to you or a companion.
 +
What do you want to aim for?
 +
to view other pages.
 +
cancels.
 +
Impossible strike
 +
Difficult strike
 +
Tricky strike
 +
Normal strike
 +
Easy strike
 +
Easier strike
 +
Simple strike
 +
can only graze
 +
can't land squarely
 +
can't quite connect
 +
fairly solid
 +
square
 +
very square
 +
direct hit
 +
to go back.
 +
Difficult
 +
Tricky
 +
Normal
 +
Easy
 +
Easier
 +
Simple
 +
VVSlow
 +
V Slow
 +
Slow
 +
Fast
 +
V Fast
 +
strike
 +
Quick attack: faster to strike and recover, but not powerful
 +
No heavy attack: enraged
 +
Heavy attack: slower to strike and recover, but hits harder
 +
Forced wild attack: enraged
 +
Wild attack: fast strike, slow recovery, hard but unbalancing/inaccurate
 +
No precise attack: enraged
 +
Precise attack: very slow to strike, improved accuracy
 +
No charge attack: no target
 +
No charge attack: you are on the ground
 +
No charge attack: you are mounted
 +
No charge attack: you are chained
 +
No charge attack: you are in uncontrolled flight
 +
No charge attack: you are on a vehicle
 +
No charge attack: you are on a projectile
 +
No charge attack: you are climbing
 +
No charge attack: target is on the ground
 +
No charge attack: target is mounted
 +
No charge attack: target is chained
 +
No charge attack: target is in uncontrolled flight
 +
No charge attack: target is on a vehicle
 +
No charge attack: target is on a projectile
 +
No charge attack: target is climbing
 +
No charge attack: target shares your location
 +
No charge attack: target's location inaccessible
 +
Charge attack: move toward your opponent
 +
Multi-attack: choose another simultaneous action afterward
 +
has yielded.  Attack anyway?
 +
Really start a conflict with
 +
Really attack
 +
aborts.
 +
pages)
 +
Parry
 +
Block
 +
Parry (
 +
Block (
 +
Dodge (
 +
selected
 +
adjacent only
 +
own tile only
 +
, range
 +
, disturber only
 +
move
 +
done,
 +
remove last
 +
cancel,
 +
pages
 +
cancel
 +
this location
 +
Who will you shoot? 
 +
fires. 
 +
Who will you target? 
 +
throws. 
 +
fires.
 +
throws.
 +
Move to a creature or press
 +
to shoot this direction.
 +
to throw this direction.
 +
Party tactical settings
 +
Become a party member
 +
Who will you talk to?
 +
: Zones/Rooms
 +
[WITH YOU]
 +
No quick attack: enraged
 +
Which creature will you attack? 
 +
You are fighting
 +
Select
 +
Rooms: need site!
 +
FATAL ERROR
 +
Could not locate adventure start square
 +
The peaceful town of
 +
is threatened!  The forces of
 +
darkness
 +
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.
 +
Just reunited after a long journey, you are together with your companions again. 
 +
After a long journey, you are here to meet your most trusted companion. 
 +
is from here and might have some local information.
 +
Your wanderings have brought you to this place after a long journey.
 +
Your most trusted local companions are meeting you here today.
 +
Your most trusted companions have made the journey to meet you here today.
 +
After a long journey, you are here to meet your most trusted companion.
 +
Your most trusted companion has made the journey to meet you here today.
 +
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.
 +
  Let the party venture forth!
 +
  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.
 +
Tell a story
 +
Give a sermon
 +
Recite a poem
 +
Perform music
 +
Give a sermon concerning a deity or object of worship
 +
Give a sermon concerning a cosmic principle
 +
Give a sermon promoting a value
 +
Give a sermon inveighing against a value
 +
Tell a story about a person or creature
 +
Tell a story about a site
 +
Tell a story about a civilization or organization
 +
Tell a story about a region
 +
Unknown
 +
Self-Control
 +
Chant
 +
Speak
 +
Simulate
 +
pull off
 +
pulls off
 +
pick
 +
picks
 +
up the
 +
and put it in
 +
and puts it in
 +
You do not have a free grasp and your quivers and packs are full.
 +
You do not have a free grasp and your quiver and packs are full.
 +
You do not have a free grasp and your quivers and pack are full.
 +
You do not have a free grasp and your quiver and pack are full.
 +
You do not have a free grasp and your quivers are full.
 +
You do not have a free grasp and your quiver is full.
 +
You do not have a free grasp and your packs are full.
 +
You do not have a free grasp and your pack is full.
 +
You do not have a free grasp.
 +
You've assumed tactical control as nobody else is available.
 +
You awaken from your slumber.
 +
Your sleep has been interrupted!
 +
You have bestowed the name
 +
You fail to grab the
 +
lady
 +
lord consort
 +
ladies consort
 +
hearthpeople
 +
cannot jump.
 +
You cannot jump while swimming.
 +
You cannot jump while prone.
 +
You cannot jump while in the air.
 +
You are too injured to jump.
 +
You cannot jump while wrestling.
 +
You cannot build here.
 +
You do not have the authority to build here.
 +
There are no visible tracks or other signs, aside from yours.
 +
There are no visible tracks or other signs.
 +
You've already searched this area recently.
 +
You've found a colony of
 +
and another small creature.
 +
and some other small creatures.
 +
You've found a small creature.
 +
You've found some small creatures.
 +
Your intense search turns up nothing.
 +
cannot speak.
 +
You cannot speak.
 +
You have nothing with which to interact.
 +
You have nothing to examine.
 +
You assume a submissive posture.
 +
You no longer assume a submissive posture.
 +
You strap
 +
to your
 +
You draw
 +
with your
 +
You do not have a free grasp for
 +
You have nothing left to draw or put away.
 +
You have nothing left to remove.
 +
You have nothing left to wear.
 +
You have nothing left to eat or drink.
 +
You have nothing to put inside a container or on a pack animal.
 +
You have nothing left to drop.
 +
There is nothing to pick up here.
 +
You have nothing left to throw.
 +
You have nothing to fire with.
 +
You have nothing left to fire.
 +
Things smell bad when you are dead.
 +
You smell
 +
on the wind.
 +
You aren't picking up any odor in particular.
 +
There is no sunlight when you are dead.
 +
The sky is alive with vortices of purple light and dark, boiling clouds.
 +
The area gives off a sickly light.
 +
There are no traces of sunlight here.
 +
Being dead is cold and clammy.
 +
The temperature is as it has been and always will be.
 +
The temperature cannot be judged.
 +
It is burning.
 +
It is deathly cold.
 +
The temperature is pleasant.
 +
It is scorching.
 +
It is warm.
 +
It is cool.
 +
It is freezing.
 +
It is cold.
 +
You've lost track of time since your death.
 +
It is the
 +
You need a free grasp to climb.
 +
You are too injured to climb.
 +
cannot climb.
 +
If you move, your performance will be interrupted.
 +
You cannot climb or mount while prone.
 +
You need a free grasp to hold the terrain.
 +
You are too injured to hold the terrain.
 +
cannot hold the terrain.
 +
You are riding and cannot lie down.
 +
The webs make it impossible to stand.
 +
You are too tired to stand.
 +
You can't stand up -- somebody is in the way.
 +
You must
 +
You can't travel until you emerge from underground or enter a tunnel.
 +
You must move away from the surrounding obstacles before you can travel.
 +
You must move away from the river before you can travel.
 +
Squad Order
 +
Main
 +
Siege Engines
 +
Traps/Levers
 +
Workshops
 +
Furnaces
 +
Wall/Floor/Stairs/Track
 +
Machine Components
 +
Track
 +
Weapons and Ammunition
 +
Furniture
 +
Siege Equipment
 +
Other Objects
 +
Metal Clothing
 +
Engrave Memorial Slab
 +
slabs engraved
 +
Slab engraved
 +
No slabs engraved
 +
Entombed and memorialized
 +
Memorialized
 +
Entombed
 +
Ghost
 +
Not memorialized
 +
Following
 +
  Saving... 
 +
  Offloading units...
 +
  Offloading units... 
 +
Disconnected Build Overflow
 +
SOAP
 +
PAPER_PLANT
 +
PARCHMENT
 +
SHEET_PLANT
 +
to select. 
 +
to abort.
 +
scroll.  Type in parts of the name to narrow your search.
 +
: View task
 +
Building Placement Distance Overflow
 +
This visitor is ready to leave.
 +
This visitor has come
 +
to pray
 +
to study
 +
to relax
 +
to perform
 +
to slay beasts
 +
seeking work as a performer
 +
seeking work as a mercenary
 +
seeking work as a scholar
 +
for diplomacy
 +
seeking sanctuary
 +
asking questions
 +
heard this was a good place to search for monsters.
 +
heard this was the place for those seeking danger.
 +
heard
 +
this
 +
was the place for prayer.
 +
went on this journey out of curiosity.
 +
was curious about
 +
was the place for a good drink.
 +
was the place to admire fine architecture.
 +
was the place to enjoy oneself.
 +
was the place to entertain people.
 +
was the place to perform research.
 +
was the place for long-term scholarship.
 +
would make a good base for a mercenary.
 +
was the place to look for long-term work.
 +
believes
 +
would be a safe place to stay.
 +
is seeking information
 +
about the location of
 +
You can learn more about this visitor after they chat with a local.
 +
The performance is at
 +
the stanza
 +
a simple passage
 +
the exposition
 +
of the first theme
 +
of the second theme
 +
the synthesis
 +
of previous passages
 +
the finale
 +
the coda
 +
a bridge-passage
 
first  
 
first  
exalted
+
second
holy
+
theme
sacred
+
a series of variations
high priest
+
on the theme
high priests
+
on the second theme
PRIEST
+
The dance has reached the point where its accompaniment is at
priest
+
The topic being considered is
priests
+
The topic being discussed is
 +
The topic being taught is
 +
The topic being written about is
 +
This organizational activity will branch into specific social events.
 +
This organizational activity will branch into specific worship events.
 +
This organizational activity will branch into specific play events.
 +
There is no specific information for this activity.
 +
vector<bool>::_M_fill_insert
 +
BALLISTA
 +
  Stockpile Settings 
 +
  Items Desired/Kept By Vehicle 
 +
Crafts
 +
Logs
 
WORSHIP_HF
 
WORSHIP_HF
failure to get start square construction for transport link
 
failure to get end square construction for transport link
 
midmap construction path build failure
 
Entity
 
has self-referential diplomacy state
 
 
[PROFILE]
 
[PROFILE]
 
TITLE:
 
TITLE:
Line 7,434: Line 13,458:
 
[ITEM:
 
[ITEM:
 
[PET:
 
[PET:
administrator
+
Entity
administrators
+
has self-referential diplomacy state
Leather armor
+
FORCED_ADMINISTRATOR
Metal armor
 
 
entity_layer
 
entity_layer
[OBJECT:ENTITY]
 
 
[ENTITY:
 
[ENTITY:
has assumed the position of
+
*** Error(s) finalizing the entity
Miner destination wiped
+
Unrecognized entity creature token:
body
+
Unrecognized entity digger token:
now know a few facts about
+
Unrecognized entity weapon token:
training.
+
Unrecognized entity armor token:
have attained a general familiarity with
+
Unrecognized entity ammo token:
training methods.
+
Unrecognized entity helm token:
are now quite knowledgeable
+
Unrecognized entity gloves token:
trainers.
+
Unrecognized entity shoes token:
are now expert
+
Unrecognized entity pants token:
Merchants have arrived and are unloading their goods.
+
Unrecognized entity shield token:
The merchants need a trade depot to unload their goods.
+
Unrecognized entity trapcomp token:
An animal
+
Unrecognized entity toy token:
has become a
+
Unrecognized entity instrument token:
has adopted
+
Unrecognized entity tool token:
Something has pulled a lever!
+
Unrecognized entity siege ammo token:
Something has triggered a pressure plate!
+
Unrecognized entity position allowed caste token:
Something has emptied a cage!
+
Unrecognized entity position allowed creature token:
Something has unchained a creature!
+
Unrecognized entity position rejected caste token:
DRINK_MAT
+
Unrecognized entity position rejected creature token:
unused
+
Unrecognized symbol:
improvable
+
Gem shape not found:
butcherable
+
Stone shape not found:
millable
+
CHEESE_MAT
possibly buriable
+
trying to generate musical form without speech or instruments
unrotten
+
patch: removed market link from non-site entity
undisturbed
+
CREATURE
collected
+
TISSUE_STYLE
sharpenable
+
TS_MAINTAIN_LENGTH
empty
+
TS_PREFERRED_SHAPING
processable
+
DIGGER
cookable
+
TRANSLATION
solid
+
HELM
extract-bearing plant
+
PANTS
extract-bearing fish
+
SHIELD
extract-bearing small creature
+
SIEGEAMMO
processable (to vial)
+
INSTRUMENT
processable (to barrel)
+
CIV_CONTROLLABLE
tameable small creature
+
SITE_CONTROLLABLE
sand-bearing
+
ALL_MAIN_POPS_CONTROLLABLE
glass
+
AMBUSHER
lye-bearing
+
LAYER_LINKED
milk
+
BABYSNATCHER
milkable
+
ITEM_THIEF
finished good
+
SUBTERRANEAN_CLOTHING
ammo
+
CLOTHING
furniture
+
SITE_GUARDIAN
dye
+
CURRENCY_BY_YEAR
dyeable
+
METAL_PREF
totemable
+
GEM_PREF
glass-making
+
STONE_PREF
dyed
+
DIVINE_MAT_WEAPONS
melt-designated
+
DIVINE_MAT_ARMOR
deep material
+
DIVINE_MAT_CRAFTS
sewn-imageless
+
DIVINE_MAT_CLOTHING
screw
+
GENERATE_KEYBOARD_INSTRUMENTS
fire-safe
+
GENERATE_STRINGED_INSTRUMENTS
magma-safe
+
GENERATE_WIND_INSTRUMENTS
building material
+
GENERATE_PERCUSSION_INSTRUMENTS
non-economic
+
GENERATE_POETIC_FORMS
plant
+
GENERATE_MUSICAL_FORMS
silk
+
GENERATE_DANCE_FORMS
yarn
+
MINING_UNDERWORLD_DISASTERS
leather
+
WOOD_WEAPONS
bone
+
WOOD_ARMOR
hair/wool
+
RIVER_PRODUCTS
shell
+
OCEAN_PRODUCTS
horn
+
INDOOR_WOOD
pearl
+
OUTDOOR_WOOD
plaster-containing
+
INDOOR_ORCHARDS
soap
+
OUTDOOR_ORCHARDS
ivory/tooth
+
INDOOR_GARDENS
lye/milk-free
+
OUTDOOR_GARDENS
blunt
+
INDOOR_FARMING
unengraved
+
OUTDOOR_FARMING
unimproved
+
UNDEAD_CANDIDATE
non-absorbent
+
USE_CAVE_ANIMALS
food storage
+
USE_EVIL_ANIMALS
non-pressed
+
USE_GOOD_ANIMALS
hard
+
USE_EVIL_WOOD
-bearing
+
USE_GOOD_WOOD
-producing
+
USE_EVIL_PLANTS
-containing
+
USE_GOOD_PLANTS
liquid cooking
+
LOCAL_BANDITRY
liquid scoop
+
BANDITRY
powder grinding receptacle
+
START_BIOME
powder grinding
+
EXCLUSIVE_START_BIOME
meat carving
+
SETTLEMENT_BIOME
meat boning
+
BIOME_SUPPORT
meat slicing
+
MERCHANT_NOBILITY
meat cleaving
+
SKULKING
meat-carving holder
+
GEM_SHAPE
meal container
+
STONE_SHAPE
liquid container
+
PERMITTED_JOB
food storage
+
PERMITTED_BUILDING
hive
+
PERMITTED_REACTION
nest box
+
WORLD_CONSTRUCTION
small object container
+
WILL_ACCEPT_TRIBUTE
track cart
+
BUILDS_OUTDOOR_FORTIFICATIONS
body part
+
BUILDS_OUTDOOR_TOMBS
that isn't a bin
+
ETHIC
Short Pathing Flood Overflow
+
HISTORIAN
by a
+
CHEMIST
burned
+
GEOGRAPHER
flown
+
ENGINEER
rough
+
NO_ARTIFACT_CLAIMS
log
+
SET_SCHOLARS_ON_VALUES_AND_JOBS
block
+
VARIABLE_VALUE
the river
+
VALUE
the cave
+
WANDERER
the pit
+
MAX_STARTING_CIV_NUMBER
the magma pool
+
MAX_SITE_POP_NUMBER
the volcano
+
MAX_POP_NUMBER
the underworld portal
+
RELIGION_SPHERE
the subterranean water
+
TREE_CAP_DIPLOMACY
the underworld
+
DIPLOMAT_BODYGUARDS
deposit
+
MERCHANT_BODYGUARDS
: Null Pop Num
+
ACTIVE_SEASON
One of the compressed files on disk has errors in it.  Restore from backup if you are able.
+
PROGRESS_TRIGGER_POPULATION
1.2.3
+
PROGRESS_TRIGGER_PRODUCTION
The glowing barrier has disappeared, replaced by terrible shrieks from the underworld!
+
PROGRESS_TRIGGER_TRADE
The glowing barrier has disappeared!
+
PROGRESS_TRIGGER_POP_SIEGE
Horrifying screams come from the darkness below!
+
PROGRESS_TRIGGER_PROD_SIEGE
Seed text
+
PROGRESS_TRIGGER_TRADE_SIEGE
Year
+
DEFAULT_SITE_TYPE
was waged by
+
LIKES_SITE
One of the most significant causes of the conflict was
+
TOLERATES_SITE
The most significant cause of the conflict was
+
USE_NON_EXOTIC_PET_RACE
a family matter
+
USE_ANY_PET_RACE
disgust with the adversary's godlessness
+
USE_MISC_PROCESSED_WOOD_PRODUCTS
religious opposition to the adversary's worship of
+
IMPROVED_BOWS
religious opposition to the adversary's inherent association with
+
INVADERS_IGNORE_NEUTRALS
natural aversion to the adversary's worship of
+
AT_PEACE_WITH_WILDLIFE
natural aversion to the adversary's inherent association with
+
EQUIPMENT_IMPROVEMENTS
The causes of the conflict are debated by scholars and very little is truly known.
+
ABUSE_BODIES
unknown
+
USE_ANIMAL_PRODUCTS
creature
+
COMMON_DOMESTIC_PACK
, lost
+
COMMON_DOMESTIC_PULL
, all lost
+
COMMON_DOMESTIC_MOUNT
losses
+
COMMON_DOMESTIC_PET
, one loss
+
SPHERE_ALIGNMENT
, no losses
+
ART_FACET_MODIFIER
, mostly
+
ART_IMAGE_ELEMENT_MODIFIER
creatures
+
ITEM_IMPROVEMENT_MODIFIER
Attacker was uncontested.
+
CURRENCY
Attacker was victorious.
+
SELECT_SYMBOL
Defender was victorious.
+
REMAINING
A fearsome
+
SUBSELECT_SYMBOL
attack
+
CULL_SYMBOL
was a time when the
+
FRIENDLY_COLOR
and the
+
VARIABLE_POSITIONS
were the only great powers in the world.
+
SITE_VARIABLE_POSITIONS
was a time when
+
LAND_HOLDER_TRIGGER
yet
+
POSITION
again
+
ANIMAL
was the only great power in the world.
+
ANIMAL_TOKEN
living gods and mighty beasts
+
ANIMAL_CASTE_TOKEN
still
+
ANIMAL_CLASS
held sway.
+
ANIMAL_FORBIDDEN_CLASS
the powers of the world were fading
+
ANIMAL_ALWAYS_PRESENT
great powers had returned to the world
+
ANIMAL_NEVER_MOUNT
there were still great powers in the world
+
ANIMAL_ALWAYS_MOUNT
fantastic creatures no longer lived in great numbers.
+
ANIMAL_NEVER_WAGON_PULLER
fantastic creatures were few and far between, and some even doubted their existence.
+
ANIMAL_ALWAYS_WAGON_PULLER
ruled the world.
+
ANIMAL_NEVER_SIEGE
the last of the
+
ANIMAL_ALWAYS_SIEGE
ancient
+
ANIMAL_NEVER_PET
powers fought their final battles.
+
ANIMAL_ALWAYS_PET
various civilized races peopled the world.
+
ANIMAL_NEVER_PACK_ANIMAL
was a time after civilization had
+
ANIMAL_ALWAYS_PACK_ANIMAL
yet
+
CONQUERED_SITE
again
+
REQUIRES_MARKET
crumbled completely.
+
ELECTED
fantastic creatures were but mere stories told by travelers.
+
has negative foreground color, set to 7
only simple creatures inhabited
+
has foreground color > 7, set to 7
no civilized peoples existed in
+
has negative background color, set to 0
the world.
+
has background color > 7, set to 0
Part of
+
has invalid brightness value (must be 0 or 1), set to 0
ended.
+
has equal foreground/background colors without brightness, background set to 0
occurred.
+
EXECUTION_SKILL
began.
+
SPECIAL_BURIAL
Legends
+
FLASHES
Sorting
+
BRAG_ON_KILL
Initialization complete...
+
CHAT_WORTHY
Historical events
+
DO_NOT_CULL
completed
+
RULES_FROM_LOCATION
Check for culled historical figures
+
MENIAL_WORK_EXEMPTION
Historical figures
+
MENIAL_WORK_EXEMPTION_SPOUSE
Artifacts completed
+
SLEEP_PRETENSION
Structures completed
+
PUNISHMENT_EXEMPTION
event sort
+
KILL_QUEST
Historical events left to discover:  
+
QUEST_GIVER
Historical Figures
+
ALLOWED_CREATURE
Artifacts
+
ALLOWED_CLASS
Civilizations and other entities
+
REJECTED_CREATURE
Structures
+
REJECTED_CLASS
Historical Maps
+
GENDER
Underground Regions
+
MILITARY_SCREEN_ONLY
Unnamed
+
EXPORTED_IN_LEGENDS
Unnamed
+
DETERMINES_COIN_DESIGN
, force
+
SUCCESSION
Civilizations and Other Entities
+
BY_HEIR
Keep
+
BY_POSITION
Dark Tower
+
APPOINTED_BY
Underworld Spire
+
REPLACED_BY
Market
+
REQUIRES_POPULATION
Dungeon
+
PRECEDENCE
Sewers
+
: Negative precedence changed to zero
Catacombs
+
: Precedence exceeding
Slain
+
capped
Received
+
LAND_HOLDER
a wound
+
RESPONSIBILITY
wounds
+
COMMANDER
Fled
+
AS_NEEDED
yet emerged
+
LAND_NAME
Victorious
+
NAME_MALE
yet
+
NAME_FEMALE
drove forward
+
SPOUSE_MALE
Drove forward
+
SPOUSE_FEMALE
and was
+
REQUIRED_BOXES
repelled
+
: REQUIRED_BOXES negative, set to 0
Repelled
+
: REQUIRED_BOXES exceeds 100, capped
stood fast
+
REQUIRED_CABINETS
Stood fast
+
: REQUIRED_CABINETS negative, set to 0
beaten back
+
: REQUIRED_CABINETS exceeds 100, capped
Beaten back
+
REQUIRED_RACKS
Unnamed underground area
+
: REQUIRED_RACKS negative, set to 0
Unnamed magma sea area
+
: REQUIRED_RACKS exceeds 100, capped
Unnamed Underworld area
+
REQUIRED_STANDS
Populations
+
: REQUIRED_STANDS negative, set to 0
: Filter on string
+
: REQUIRED_STANDS exceeds 100, capped
: Done filtering.
+
REQUIRED_OFFICE
Movement keys to view.
+
: REQUIRED_OFFICE negative, set to 0
: civ/site
+
: REQUIRED_OFFICE exceeds 1000000, capped
to change year.
+
REQUIRED_BEDROOM
: view top event
+
: REQUIRED_BEDROOM negative, set to 0
: toggle territories. 
+
: REQUIRED_BEDROOM exceeds 1000000, capped
: select an option. 
+
REQUIRED_DINING
: done. 
+
: REQUIRED_DINING negative, set to 0
: export current map. 
+
: REQUIRED_DINING exceeds 1000000, capped
: show only important events. 
+
REQUIRED_TOMB
: show all events. 
+
: REQUIRED_TOMB negative, set to 0
: back to age. 
+
: REQUIRED_TOMB exceeds 1000000, capped
: XML dump (incomplete)
+
MANDATE_MAX
: export site map.
+
: MANDATE_MAX negative, set to 0
: export map/gen info.
+
: MANDATE_MAX exceeds 100, capped
: export detailed map.
+
DEMAND_MAX
Standard biome+site map
+
: DEMAND_MAX negative, set to 0
Elevations including lake and ocean floors
+
: DEMAND_MAX exceeds 100, capped
Elevations respecting water level
+
ACCOUNT_EXEMPT
Current vegetation
+
DUTY_BOUND
Evil
+
Unrecognized Entity Token:  
Salinity
+
INDIV_CONTROLLABLE
Biome
+
SIEGER
Structures/fields/roads/etc.
+
Leather armor
Hydrosphere
+
Metal armor
Nobility/holdings
+
Archer
Diplomacy
+
failure to get start square construction for transport link
to export
+
failure to get end square construction for transport link
to cancel
+
midmap construction path build failure
to scroll
+
lords
Export of column
+
law-giver
complete
+
law-givers
data/save/current/world.dat
+
CUSTOM_MILITARY_GOALS
Command Line: World exported.
+
war leader
  Dwarf Fortress: Save World 
+
war leaders
Offloading units...
+
CUSTOM_MILITARY_STRATEGY
Offloading art images...
+
general
Sorting world information...
+
generals
Saving map data...
+
field
Saving civilized populations...
+
marshal
Saving history...
+
marshals
Saving parameters...
+
constable
Saving tracking info...
+
constables
Saving agreements...
+
CUSTOM_OFFICIAL_
Synchronizing folders...
+
royal
  Dwarf Fortress: Updating World 
+
chief
data/init/world_gen.txt
+
high
WORLD_GEN
+
head
TITLE
+
chancellor
SEED
+
chancellors
HISTORY_SEED
+
keeper of the seal
NAME_SEED
+
keepers of the seal
CREATURE_SEED
+
justiciar
CUSTOM_NAME
+
justiciars
EMBARK_POINTS
+
treasurer
PEAK_NUMBER_MIN
+
treasurers
PARTIAL_OCEAN_EDGE_MIN
+
counselor
OCEAN_EDGE_MIN
+
counselors
COMPLETE_OCEAN_EDGE_MIN
+
advisor
REVEAL_ALL_HISTORY
+
advisors
CULL_HISTORICAL_FIGURES
+
chamberlain
EROSION_CYCLE_COUNT
+
chamberlains
PERIODICALLY_ERODE_EXTREMES
+
master of beasts
OROGRAPHIC_PRECIPITATION
+
masters of beasts
POLE
+
butler
NORTH_OR_SOUTH
+
butlers
NORTH_AND_OR_SOUTH
+
cup-bearer
NORTH
+
cup-bearers
SOUTH
+
doctors
NORTH_AND_SOUTH
+
executioner
ALL_CAVES_VISIBLE
+
executioners
PLAYABLE_CIVILIZATION_REQUIRED
+
chef
VOLCANO_MIN
+
chefs
END_YEAR
+
housekeeper
BEAST_END_YEAR
+
housekeepers
ELEVATION
+
CUSTOM_MARKET_OFFICIAL_
RAINFALL
+
sewer
DRAINAGE
+
grain
VOLCANISM
+
harvest
SAVAGERY
+
judge
PS_EL
+
judges
PS_RF
+
justices
PS_TP
+
magistrate
PS_DR
+
magistrates
PS_VL
+
tunnel
PS_SV
+
road
Attempted to set world gen presets prior to dimensions
+
bridge
preset attempted beyond Y range
+
master
preset failed to load X value at Y =
+
caretaker
ELEVATION_FREQUENCY
+
caretakers
RAIN_FREQUENCY
+
commissioner
DRAINAGE_FREQUENCY
+
commissioners
TEMPERATURE_FREQUENCY
+
official
SAVAGERY_FREQUENCY
+
officials
VOLCANISM_FREQUENCY
+
administrator
MINERAL_SCARCITY
+
administrators
MEGABEAST_CAP
+
has assumed the position of
SEMIMEGABEAST_CAP
+
Mission Report:
TITAN_NUMBER
+
Pillage
TITAN_ATTACK_TRIGGER
+
Demand Tribute from
DEMON_NUMBER
+
Raze
NIGHT_TROLL_NUMBER
+
Take Over
BOGEYMAN_NUMBER
+
Raid
VAMPIRE_NUMBER
+
Recover
WEREBEAST_NUMBER
+
Rescue
SECRET_NUMBER
+
Make Request of
REGIONAL_INTERACTION_NUMBER
+
(Set out
DISTURBANCE_INTERACTION_NUMBER
+
Spring
EVIL_CLOUD_NUMBER
+
camp order missing parent -- army will camp forever
GENERATE_DIVINE_MATERIALS
+
invalid nem in army during guard creation
EVIL_RAIN_NUMBER
+
guard army unattached from parent army
GOOD_SQ_COUNTS
+
leader
EVIL_SQ_COUNTS
+
bosses
REGION_COUNTS
+
chieftess
RIVER_MINS
+
chieftesses
SUBREGION_MAX
+
captain
CAVERN_LAYER_COUNT
+
captains
CAVERN_LAYER_OPENNESS_MIN
+
commander
CAVERN_LAYER_OPENNESS_MAX
+
ringleaders
CAVERN_LAYER_PASSAGE_DENSITY_MIN
+
chieftain
CAVERN_LAYER_PASSAGE_DENSITY_MAX
+
CUSTOM_MERCENARY_LEADER
CAVERN_LAYER_WATER_MIN
+
lord
CAVERN_LAYER_WATER_MAX
+
commander
HAVE_BOTTOM_LAYER_1
+
commanders
HAVE_BOTTOM_LAYER_2
+
masters
LEVELS_ABOVE_GROUND
+
General
LEVELS_ABOVE_LAYER_1
+
Grandmaster
LEVELS_ABOVE_LAYER_2
+
Captain
LEVELS_ABOVE_LAYER_3
+
Sergeant
LEVELS_ABOVE_LAYER_4
+
Adept
LEVELS_ABOVE_LAYER_5
+
Soldier
LEVELS_AT_BOTTOM
+
Novice
CAVE_MIN_SIZE
+
Initiate
CAVE_MAX_SIZE
+
sword
MOUNTAIN_CAVE_MIN
+
blade
NON_MOUNTAIN_CAVE_MIN
+
mace
TOTAL_CIV_NUMBER
+
spear
TOTAL_CIV_POPULATION
+
crossbow
SITE_CAP
+
pike
ELEVATION_RANGES
+
whip
RAIN_RANGES
+
lash
DRAINAGE_RANGES
+
kick
SAVAGERY_RANGES
+
grappling
VOLCANISM_RANGES
+
Bearer
Unrecognized World Gen Token:
+
Perfect
LARGE ISLAND
+
Ultimate
LARGE REGION
+
Exalted
MEDIUM ISLAND
+
Degree
MEDIUM REGION
+
Rank
SMALL ISLAND
+
Master
SMALL REGION
+
Adept
SMALLER ISLAND
+
Bearer
SMALLER REGION
+
Novice
POCKET ISLAND
+
up the stairs
POCKET REGION
+
, the door on your right
Command Line: World generation manually aborted.
+
, the door on your left
The world generator is having trouble placing enough mountain peaks. 
+
, at the end of the hall
You might want to check your maximum elevation value and other elevation parameters. 
+
, the
Can the elevation 400 be placed enough times to provide space for your peaks? 
+
door
You might want to check your preset elevations for the elevation 400. 
+
on your right
You must have at least as many of these highest elevation points as you are requiring peaks. 
+
on your left
Alternatively, you can reduce the number of peaks required by the parameters.
+
abbot
The world generator is having trouble placing enough mid-level elevations. 
+
abbots
Can your parameters achieve elevations between 100 and 299? 
+
CUSTOM_GUILD_LEADER
You might want to adjust the parameters governing elevation frequencies. 
+
dean
Alternatively, you can reduce the number of mid-level elevation squares required.
+
deans
The world generator is having trouble placing enough low elevations. 
+
doyen
Can your parameters achieve elevations between 0 and 99? 
+
doyens
The world generator is having trouble placing enough high elevations. 
+
doyenne
Can your parameters achieve elevations between 300 and 400? 
+
doyennes
The world generator is having trouble placing enough ocean squares along the edges. 
+
CUSTOM_GUILD_ALDERPERSON
Can your parameters achieve elevations between 0 and 99 frequently?  
+
CUSTOM_GUILD_STEWARD
You might want to adjust the parameters governing elevation. 
+
CUSTOM_GUILD_CLERK
Alternatively, you can reduce the number of edge oceans required.
+
alderperson
The world generator is having trouble placing rainfall in the manner specified by the parameters.   
+
steward
You might want to adjust the parameters governing rainfall.
+
stewards
Alternatively, you can reduce the number of high, medium or low rainfall squares required.
+
clerk
The world generator is having trouble setting drainage in the manner specified by the parameters.  
+
clerks
You might want to adjust the parameters governing drainage. 
+
bookkeeper
Alternatively, you can reduce the number of high, medium or low drainage squares required.
+
bookkeepers
The world generator is having trouble placing savagery in the manner specified by the parameters. 
+
recordkeeper
You might want to adjust the parameters governing savagery. 
+
recordkeepers
Alternatively, you can reduce the number of high, medium or low savagery squares required.
+
baron
The world generator is having trouble setting volcanism in the manner specified by the parameters.  
+
barons
You might want to adjust the parameters governing volcanism.
+
baroness
Alternatively, you can reduce the number of high, medium or low volcanism squares required.
+
baronesses
The world generator is having trouble placing enough volcanos.
+
baron consort
You might want to check your maximum volcanism value.
+
barons consort
Can volcanism be placed at the value 100 enough times to provide space for each of your volcanos? 
+
baroness consort
You might want to check your preset volcanism for the value 100.
+
baronesses consort
You must have at least as many of these highest volcanism points as you are requiring volcanos.
+
NULL artifact on wg loot building, skipping
Alternatively, you can reduce the number of volcanos required by the parameters.
+
high priest
The world generator is having trouble placing swamps and marshes.
+
high priests
Make sure your parameters and presets can support mid-elevation, mid-to-high rainfall, low drainage, non-freezing areas.
+
HIGHEST_PRIEST
Alternatively, you can reduce the number of swamp squares and regions required by the parameters.
+
most high
The world generator is having trouble placing deserts and badlands.
+
absolute
Make sure your parameters and presets can support mid-elevation, very low rainfall, non-freezing areas.
+
most exalted
Alternatively, you can reduce the number of desert squares and regions required by the parameters.
+
most holy
The world generator is having trouble placing forests.
+
most sacred
Make sure your parameters and presets can support mid-elevation, high rainfall, high drainage, non-freezing areas.
+
most high priest
Alternatively, you can reduce the number of forest squares and regions required by the parameters.
+
most high priests
The world generator is having trouble placing mountains.
+
CUSTOM_LAW_MAKER_2
Make sure your parameters and presets can support high elevation areas.
+
Murder-target mismatch: year
Alternatively, you can reduce the number of mountain squares and regions required by the parameters.
+
, entity #
The world generator is having trouble placing oceans.
+
CUSTOM_MERCENARY_TREASURER
Make sure your parameters and presets can support low elevation areas.
+
  Music and Sound Options  
Alternatively, you can reduce the number of ocean squares and regions required by the parameters.
+
Volume:
The world generator is having trouble placing glaciers.
+
/255
Make sure your parameters and presets can support mid-elevation, very high drainage, freezing areas.
+
=========
Alternatively, you can reduce the number of glacial squares and regions required by the parameters.
+
or left-click: Change volume.   
The world generator is having trouble placing tundra regions.
+
: Done.
Make sure your parameters and presets can support mid-elevation, low-to-mid drainage, freezing areas.
+
---------
Alternatively, you can reduce the number of tundra squares and regions required by the parameters.
+
  Export Local Image  
The world generator is having trouble placing grasslands.
+
Your Units
Make sure your parameters and presets can support mid-elevation, low-to-mid rainfall, low-to-mid drainage, non-freezing areas.
+
Buildings
The world generator is having trouble placing hills.
+
: Export Image
Make sure your parameters and presets can support mid-elevation, low-to-mid rainfall, high drainage, non-freezing areas.
+
: Cancel
The world generator is having trouble placing rivers.
+
: Done
Make sure your parameters and presets allow as many mountain squares as you are requiring river start points.
+
: Type Value
Alternatively, you can reduce the number of rivers required by the parameters.
+
: Nullify Value
The world generator is placing too many subregions.
+
: Decrease Value
Make sure your parameters and presets aren't so variable that biomes change frequently.
+
: Increase Value
Alternatively, you can increase the number of subregions permitted by the parameters, up to the cap.
+
Range:
The world generator is having trouble placing mountain caves.
+
: Set Preset Field Values
Make sure your parameters and presets allow as many border mountain squares as you are requiring mountain caves.
+
NULL unit projectile loaded
Alternatively, you can reduce the number of mountain caves required by the parameters.
+
NULL item projectile loaded
The world generator is having trouble placing low-lying caves.
+
  Dwarf Fortress Options: Save Game  
Make sure your parameters and presets allow as many mid-elevation squares as you are requiring low-lying caves.
+
Initializing...
Alternatively, you can reduce the number of non-mountain caves required by the parameters.
+
Checking directory structure...
The world generator is having trouble placing enough civilizations. 
+
Preliminary cleaning...
Make sure your parameters and presets offer enough low-to-mid savagery, evil/good appropriate, biome appropriate squares to establish sites. 
+
Offloading units...  
High savagery (66+) blocks civilization placement -- make sure your parameters and presets offer at least small pockets of low-to-mid savagery areas. 
+
Offloading art...
If you have very few biome types and are placing good or evil regions, they'll often crowd out the civilizations as well. 
+
Opening file...
Alternatively, you can reduce the number of civilizations required by the parameters.
+
Characterizing raw data...
The world generator couldn't find any civilization definitions. 
+
Allocating space...
This problem cannot be resolved by continuing, so you should either abort or skip all rejects for a legends-only game. 
+
Saving items...
The world generator is having trouble placing a controllable civilization. 
+
Saving units...
Dwarves, for example, require non-evil, non-good, unsavage mountain squares that aren't surrounded by the ocean. 
+
Saving jobs...
Make sure your parameters and presets have adequate squares of this kind. 
+
Saving schedules...
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).
+
Saving projectiles...
The world generator is having trouble placing farming civilizations. 
+
Saving buildings...
Civilizations use available plants in their surroundings as their initial crops. 
+
Saving machines...
Make sure your parameters and raw objects have adequate vegetation. 
+
Saving flow guides...
Command Line: World generation parameter set located successfully.
+
Saving effects...
Command Line: World generation parameter set
+
Saving entities...
  not found -- using default.
+
Saving local animal populations...
Command Line: World image, detailed image and info exported.
+
Saving events...
  Dwarf Fortress: New World 
+
Saving mandates...
Finalizing...
+
Saving work quotas...
to continue.
+
Saving world events...
Create A World
+
Saving coin information...
World Size
+
Saving formations...
Pocket
+
Saving interactions...
Smaller
+
Saving incidents...
Medium
+
Saving crimes...
History
+
Saving armies...
Very Short
+
Saving tracking information...
Short
+
Saving cultural identities...
Long
+
Saving agreement...
Very Long
+
Saving image sets...
Very High
+
Saving announcements...
Maximum Number of Sites
+
Saving fortress information...
Number of Beasts
+
Saving world information...
Natural Savagery
+
Saving artifacts...
Mineral Occurrence
+
Saving active historical figures...
Very Rare
+
Saving adventure data...
Rare
+
Saving general information...
Sparse
+
  Relationships of  
Frequent
+
Pet Owner
Everywhere
+
Spouse
This controls the size of the world map. Current:
+
Mother
17 x 17
+
Father
33 x 33
+
Lover
65 x 65
+
Child
129 x 129
+
Bonded
257 x 257
+
Childhood Friend
This is the length of pre-generated history. Current:
+
War Buddy
5 years
+
Obsession
125 years
+
Fellow Scholar
250 years
+
Fellow Artist
550 years
+
Fellow Athlete
1050 years
+
Kindred Spirit
This controls how many distinct races/cultures there are.
+
Close Friend
This is how many distinct places can exist after world generation.
+
Friend
Increasing this setting makes large beasts more prevalent.
+
Athletic Rival
Increasing savagery makes the world more difficult to settle.
+
Business Rival
Increasing mineral occurrence makes more embark sites have more minerals.
+
Persecutor
TO CREATE THE WORLD.
+
Religious Persecutor
Title:
+
Grudge
Seed:
+
Jealous Grudge
Various
+
Supernatural Vengeance
Dimensions:
+
Pure Hate
Custom Name:
+
Hated
Random Name
+
Disliked
: Enter advanced parameters
+
Deity
: New param set
+
Force
: Copy param set
+
Object of Worship
: Delete param set
+
Long-term Acquaintance
: Enter title
+
Passing Acquaintance
: Use random name
+
Hero
: Enter custom name
+
Intruder
: Use random seed
+
Considers Monster
: Enter custom seed
+
Considers Brigand
: Change dimensions
+
Considers Bully
to load the world params.
+
Considers Preacher
to save the world params.
+
Considers Storyteller
Last Param Set:
+
Considers Poet
Seed:
+
Considers Bard
History Seed:
+
Considers Dancer
Name Seed:
+
Considers Violent
Creature Seed:
+
Considers Psychotic
Really delete this parameter set?
+
Good for Business
: Delete
+
Friendly Terms
Really change the dimensions?
+
Considers Killer
This parameter set will be reset.
+
Considers Murderer
: Change
+
Comrade
Are you sure you want to abort?
+
Member of Respected Group
You haven't saved your changes.
+
Member of Hated Group
: Yes
+
Enemy Fighter
Are you sure you want to go on?
+
Friendly Fighter
Creating New Region
+
Loyal Soldier
Rejected)
+
Apprentice
Preparing elevation...
+
Former Master
Setting temperature...
+
Former Apprentice
Running rivers...
+
Considers Quarreler
Forming lakes
+
Considers Flatterer
and minerals...
+
Hunter
Growing vegetation...
+
Protector of the Weak
Verifying terrain...
+
Preserver of Knowledge
Importing wildlife...
+
Treasure Hunter
Recounting legends...
+
Thief
Finished prehistory...
+
: Back to Main
Placing civilizations... (
+
: Zoom
Making cave civilizations...
+
  Workshop Profile  
Making cave pops...
+
: Permitted Workers
Placing other beasts...
+
Work Orders
Placing megabeasts...
+
Labor Restrictions
Placing good/evil...
+
: Permit/Restrict
Placing caves... (
+
: Permit All
Prehistory init...
+
: Min -
Hist Figs:
+
: Max -
    Dead:
+
Work Orders Created For This Shop
  Events:
+
Validated
Finalizing civ mats... (
+
Active:
Finalizing art... (
+
Waiting:
Finalizing uniforms... (
+
Checking:
Finalizing sites... (
+
Ready:
LACK OF PEAKS
+
There are no active work orders tied to this shop.
MEDIUM ELEVATION REJECTION
+
All work orders must be validated by the manager before they become active.
LOW ELEVATION REJECTION
+
: New Order 
HIGH ELEVATION REJECTION
+
: Remove 
LACK OF EDGE OCEANS
+
: Wages
RAINFALL REJECTION
+
: Conditions
DRAINAGE REJECTION
+
: General work orders cannot task this shop
SAVAGERY REJECTION
+
: General work orders are allowed to task this shop
VOLCANISM REJECTION
+
: Maximum general work order tasks allowed =
LACK OF VOLCANOS
+
Permitted General Work Order Labors
SWAMP REJECTION
+
: Allow/disallow
DESERT REJECTION
+
  Dwarf Fortress: Load World  
FOREST REJECTION
+
Processing raw data...
MOUNTAIN REJECTION
+
Shapes...
OCEAN REJECTION
+
Colors...
GLACIER REJECTION
+
Patterns...
TUNDRA REJECTION
+
Material templates...
GRASSLAND REJECTION
+
Inorganics...
HILLS REJECTION
+
Plants...
LACK OF RIVERS
+
Tissue templates...
TOO MANY REGIONS
+
Items...
LACK OF MOUNTAIN CAVES
+
Body detail plans...
LACK OF LOW-LYING CAVES
+
Creature bodies...
UNABLE TO PLACE ENOUGH CIVILIZATIONS
+
Creature variations...
NO CIVILIZATIONS AVAILABLE
+
Entities...
UNABLE TO PLACE CONTROLLABLE CIVILIZATION
+
Reactions...
FARMING CIVILIZATION PLACED WITHOUT CROPS
+
Interactions...
Note: If you are using the default parameters in unmodded DF,
+
Sorting material templates...
and it doesn't work after continuing a few times, please report
+
Sorting inorganics...
the issue at the B12 forum.
+
Sorting plants...
: CONTINUE until you give me another warning.
+
Sorting tissue templates...
: ABORT NOW and I'll look over my parameters.
+
Sorting items...
: ALLOW THIS REJECTION TYPE and continue reporting others.
+
Sorting buildings...
: ALLOW ALL REJECTS, even if I end up with a legends-only world!
+
Sorting body detail plans...
has been created.
+
Sorting creature bodies...
: Accept
+
Sorting creature variations...
: Export image/info
+
Sorting creatures...
: Use the world as it currently exists
+
Sorting entities...
: Continue
+
Sorting languages...
or
+
Sorting descriptors...
to pause/finish.
+
Sorting reactions...
CREATE WORLD NOW =  
+
Sorting interactions...
LARGE
+
Finalizing languages...
Cleaning game objects...
+
Finalizing descriptors...
Cleaning stranded objects...
+
Finalizing material templates...
Cleaning play objects...
+
Finalizing inorganics...
** Starting New Arena **
+
Finalizing plants...
raw/
+
Finalizing tissue templates...
/raw/
+
Finalizing items...
  Dwarf Fortress: Arena  
+
Finalizing buildings...
Preparing arena...
+
Finalizing body detail plans...
Preparing screen...
+
Finalizing creature variations...
Preparing Arena...
+
Finalizing creatures...
Importing world...
+
Finalizing entities...
  to select an option.   
+
Finalizing reactions...
  scroll.
+
Finalizing interactions...
  at any time for options, including key bindings.
+
Preparing material data...
  at any time for the manual.
+
Generating inorganics...
, Folder:  
+
Generating plants...
Select a source for your arena objects:
+
Generating items...
raw (Default)
+
Generating creatures...
/raw
+
Generating entities...
This Version of DF used the FMOD Sound System
+
Generating reactions...
Copyright(C)1994-2006 Firelight Technologies Pty, Ltd.
+
Generating interactions...
This version of DF uses SDL: Simple DirectMedia Layer,
+
Finalizing generated objects...
SDL_Image, SDL_ttf, Copyright(C)1997-2006 Sam Lantinga
+
Preparing text objects...
See the SDL folder for license information.
+
Preparing graphics...
Portions of this version are Copyright(C)2008
+
Loading items...
The FreeType Project (www.freetype.org).
+
Loading buildings...
All rights reserved.
+
Loading entities...
to return to the menu.
+
Loading coin information...
0000
+
Loading map data...
-detailed
+
Loading civilized populations...
-elw
+
Loading history...
-tmp
+
Loading parameters...
-rain
+
Loading artifacts...
-drn
+
Loading active historical figures...
-sav
+
Loading squads...
-vol
+
Loading formations...
-veg
+
Loading activities...
-evil
+
Loading interactions...
-sal
+
Loading written content...
-trd
+
Loading identities...
-str
+
Loading incidents...
-hyd
+
Loading crimes...
-nob
+
Loading vehicles...
-dip
+
Loading armies...
.bmp
+
Loading army controllers...
biome_color_key.txt
+
Loading tracking information...
mountain (128,128,128)
+
Loading cultural identities...
temperate freshwater lake (0,224,255)
+
Loading agreements...
temperate brackish lake (0,192,255)
+
Loading art forms...
temperate saltwater lake  (0,160,255)
+
Loading occupations...
tropical freshwater lake (0,96,255)
+
Loading belief systems...
tropical brackish lake (0,64,255)
+
Loading image sets...
tropical saltwater lake  (0,32,255)
+
Loading divination sets...
arctic ocean (0,255,255)
+
Rebuilding temporary information...
tropical ocean (0,0,255)
+
Preparing game...
temperate ocean (0,128,255)
+
Failed!
glacier (64,255,255)
+
Button
tundra (128,255,255)
+
: Customize Nickname
temperate freshwater swamp (96,192,128)
+
: Customize Profession Name
temperate saltwater swamp (64,192,128)
+
: Done with string entry
temperate freshwater marsh (96,255,128)
+
: Abort string entry
temperate saltwater marsh (64,255,128)
+
: View Biomes
tropical freshwater swamp (96,192,64)
+
Brush Radius
tropical saltwater swamp (64,192,64)
+
Smoothing Brush
mangrove swamp (64,255,96)
+
Normal Brush
tropical freshwater marsh (96,255,64)
+
ELEV
tropical saltwater marsh (64,255,64)
+
RAIN
taiga forest (0,96,64)
+
TEMP
temperate conifer forest (0,96,32)
+
DRAIN
temperate broadleaf forest (0,160,32)
+
VOLC
tropical conifer forest (0,96,0)
+
(View)
tropical dry broadleaf forest (0,128,0)
+
Brush =  
tropical moist broadleaf forest (0,160,0)
+
Painting
temperate grassland (0,255,32)
+
Not painting
temperate savanna (0,224,32)
+
Will be saved
temperate shrubland (0,192,32)
+
Randomize at gen
tropical grassland (255,160,0)
+
This creature
tropical savanna (255,176)
+
is non-hostile.
tropical shrubland (255,192,0)
+
is a skulking perpetrator of mischief.
badland desert (255,96,32)
+
is a minion of evil.
sand desert (255,255,0)
+
is a brutal enemy of your kind.
rock desert (255,128,64)
+
  is of the wilderness.
structure_color_key.txt
+
is of the walking dead.
castle (128,128,128)
+
is opposed to the living.
village (255,255,255)
+
has returned from beyond the grave.
crops (255,128,0)(255,160,0)(255,192,0)
+
is crazed!
pasture (0,255,0)
+
  is an invader.
meadow (64,255,0)
+
  is from the depths of the underworld.
woodland (0,128,0)
+
  is an uninvited guest.
orchard (0,160,0)
+
  is a current resident.
tunnel (20,20,20)
+
  is from
stone bridge (224,224,224)
+
is from a mysterious place.
other bridge (180,167,20)
+
Account:
stone road (192,192,192)
+
Owned Objects:
other road (150,127,20)
+
Holdings:
stone wall (96,96,96)
+
Needs:  
other wall (160,127,20)
+
Chest
mountain (255,255,192)
+
Demands:
lake (0,96,255)
+
Throne Room/Office
land (128,64,32)
+
Bedroom
ocean (0,64,255)
+
Dining Room
hydro_color_key.txt
+
Tomb
brook (0,255,255)
+
Mandates:
stream (0,224,255)
+
Export of
minor river (0,192,255)
+
Make
river (0,160,255)
+
Prohibited
major river (0,128,255)
+
: Thoughts and preferences
river/ocean (0,112,255)
+
: Relationships
Greed
+
Set Follow Hotkey (
Jealousy
+
etc.):
*** STARTING NEW GAME ***
+
Site
Command Line:  
+
Error 1
data/init/announcements.txt
+
Error 2
DO_MEGA
+
data/save/current/world.sav
PAUSE
+
NO_FILE
RECENTER
+
Animals
A_DISPLAY
+
Food
D_DISPLAY
+
Furniture/Siege Ammo
UNIT_COMBAT_REPORT
+
Corpses
UNIT_COMBAT_REPORT_ALL_ACTIVE
+
Refuse
UCR_A
+
Bars/Blocks
data/sound/song_title.ogg
+
Gems
data/sound/song_game.ogg
+
Cloth
data/art/mouse.png
+
Wood
data/movies
+
Weapons/Trap Comps
text
+
Armor
region
+
Sheet
Command Line: World generation initiated.
+
Additional Options
Command Line: World generation aborted because folder exists.
+
Fish
data/speech/general.txt
+
Unprepared Fish
data/speech/slayer.txt
+
Drink (Plant)
data/speech/threat.txt
+
Drink (Animal)
data/speech/greet.txt
+
Cheese (Plant)
data/speech/greet_reply.txt
+
Cheese (Animal)
data/speech/greet_reply_diff_language.txt
+
Seeds
data/speech/greet_reply_unusual_first.txt
+
Fruit/Leaves
data/speech/greet_reply_after_hero.txt
+
Milled Plant
data/speech/greet_worship.txt
+
Bone Meal
data/speech/greet_baby.txt
+
Pressed Material
data/speech/goodbye_worship_1.txt
+
Extract (Plant)
data/speech/goodbye_worship_2.txt
+
Extract (Animal)
data/speech/goodbye_worship_3.txt
+
Misc. Liquid
data/speech/temple_already_member.txt
+
Item Types
data/speech/temple_become_member.txt
+
Body Parts
data/speech/positive.txt
+
Skulls
data/speech/task_recommendation.txt
+
Bones
data/speech/unknown_hf_seeker.txt
+
Shells
data/speech/ab_specific_hf_seeker.txt
+
Teeth
data/speech/site_specific_hf_seeker.txt
+
Horns/Hooves
data/speech/same_site_ab_specific_hf_seeker.txt
+
Hair/Wool
data/speech/same_site_specific_hf_seeker.txt
+
Type
data/speech/arch_info_justification.txt
+
Other Materials
data/speech/justification_representation.txt
+
Stone/Clay
data/speech/justification_proximity.txt
+
Metal
data/speech/justification_experience.txt
+
Bars: Other Materials
data/speech/justification_reminder.txt
+
Bars: Metal
data/speech/justification_antithetical.txt
+
Blocks: Other Materials
data/speech/no_family.txt
+
Blocks: Metal
data/speech/family_relationship_spec.txt
+
Blocks: Stone/Clay
data/speech/family_relationship_no_spec.txt
+
Metal Ores
data/speech/family_relationship_additional.txt
+
Economic
data/speech/family_relationship_spec_dead.txt
+
Rough Glass
data/speech/family_relationship_no_spec_dead.txt
+
Cut Glass
data/speech/family_relationship_additional_dead.txt
+
Rough Gem
data/speech/child_age_proclamation.txt
+
Cut Gem
data/speech/wandering_profession.txt
+
Cut Stone
data/speech/scouting_profession.txt
+
Thread (Silk)
data/speech/hunting_profession.txt
+
Thread (Plant)
data/speech/snatcher_profession.txt
+
Thread (Metal)
data/speech/thief_profession.txt
+
Cloth (Silk)
data/speech/wandering_profession_year.txt
+
Cloth (Metal)
data/speech/scouting_profession_year.txt
+
Paper
data/speech/hunting_profession_year.txt
+
Parchment
data/speech/snatcher_profession_year.txt
+
Trap Components
data/speech/thief_profession_year.txt
+
Body
data/speech/past_wandering_profession.txt
+
Head
data/speech/past_scouting_profession.txt
+
Feet
data/speech/past_hunting_profession.txt
+
Legs
data/speech/past_snatcher_profession.txt
+
Shield
data/speech/past_thief_profession.txt
+
Core Quality
data/speech/guard_profession.txt
+
Total Quality
data/speech/guard_warning.txt
+
: Toggle
data/speech/soldier_profession.txt
+
: Enable
data/speech/past_profession_no_year.txt
+
: Disable
data/speech/past_profession_year.txt
+
Cheeses
data/speech/current_profession_no_year.txt
+
Mill Products
data/speech/current_profession_year.txt
+
Fats
data/speech/hist_fig_slayer.txt
+
Pastes
data/speech/animal_slayer.txt
+
Extracts
data/speech/mercenary_profession.txt
+
Liquids
data/speech/mercenary_profession_year.txt
+
Types
data/speech/past_mercenary_profession.txt
+
Materials
were unable to complete the
+
Silk Thread
Jobs removed from unpowered
+
Yarn Thread
small
+
Metal Thread
large
+
Plant Thread
grown
+
Silk Cloth
logs
+
Yarn Cloth
rough gems
+
Metal Cloth
raw green glass
+
Plant Cloth
raw clear glass
+
Trap Comps
raw crystal glass
+
Footwear
small
+
Legwear
rock
+
Shields
stones
+
Qualities
wafers
+
Empty Cages
bars
+
Empty Animal Traps
charcoal
+
Prepared Food
coke
+
Usable
refined coal
+
Unusable
bars
+
: Allow All
cut gems
+
: Block All
cut green glass gems
+
: Permit
cut clear glass gems
+
: Forbid
cut crystal glass gems
+
ecwe
gems
+
hlaas
blocks
+
  Dwarf Fortress Options: Load Game 
portal
+
Loading units...
door
+
Loading jobs...
floodgate
+
Loading schedules...
hatch cover
+
Loading projectiles...
grate
+
Loading machines...
table
+
Loading flow guides...
cabinet
+
Loading effects...
weapon rack
+
Loading local animal populations...
armor stand
+
Loading events...
coffer
+
Loading mandates...
chest
+
Loading work quotas...
boxes and bag
+
Loading world events...
backpack
+
Loading announcements...
limb/body
+
Loading fortress information...
cast
+
Loading world information...
splint
+
Loading adventure...
crutch
+
Loading general information...
quiver
+
Rebuilding more temporary information...
casket
+
Preparing game screen...
sarcophag
+
Handling compatibility issues...
coffin
+
Testing Arena
rope
+
Testing Arena (Adventurer)
chain
+
Unknown Type Error
waterskin
+
There are no active games.
vial
+
  Dwarf Fortress Options 
flask
+
Ending game...
musical instrument
+
Really retire?  All active saves will be deleted. (
unglazed
+
= yes, other = no)
tool
+
You will be saved for later use in the region.
goblet
+
Really quit?  All active saves will be deleted. (
window
+
The region will be saved for later use, but consider retiring the fort
terrarium
+
instead if it is not a lost cause.
cage
+
The fortress will become part of the world. You may reassume control later,
barrel
+
but the circumstances will not necessarily be as you leave them now.
bucket
+
The region will be saved for later use.
animal trap
+
Return to Title Screen
chair
+
Return to Game
throne
+
Save Game
strands
+
Key Bindings
yarn
+
Export Local Image
thread
+
Music and Sound
cloth
+
Abandon the Fortress to Ruin
tanned hide
+
Abort Game
totem
+
Succumb to the Invasion
-bound
+
Retire the Fortress (for the time being)
book
+
Give in to the Night
figurine
+
Retire at this location (or rest a while)
rotten
+
Finish Game
drink
+
Give in to Starvation
filthy
+
(holding another's goods)
sticky
+
local_map
vomitous
+
-param-
slimy
+
Created in DF
dirty
+
current
gooey
+
data/save/*
purulent
+
data/save/
ichorous
+
/world.sav
bloody
+
Nuked Activity Reference
  paste
+
Nuked Job Reference
liquid
+
Nuked Unit Reference (Worker/Inventory)
glob
+
Nuked Building Reference (Party)
  laced with
+
Nuked Item Reference (General)
powder
+
Nuked Effect Reference
cheese
+
Nuked Vermin Event Reference
catapult parts
+
Nuked Vermin Reference (Escaped Pet)
mechanisms
+
Nuked Entity Reference
tube
+
Nuked Plot Info Reference
pipe section
+
Nuked Viewscreen Reference
trap component
+
Nuked Unit Reference (Item Wrestle)
ballista parts
+
Nuked Hist Fig Reference
anvil
+
Nuked Site Reference
amulet
+
Nuked Artifact Reference
ballista arrow head
+
Nuked Item Improvement Reference
siege ammo
+
Nuked Coin Front Reference
ammunition
+
Nuked Coin Back Reference
scepter
+
Nuked Detail Event Reference
crown
+
Nuked Subregion Reference
coin
+
Nuked Feature Layer Reference
perfect
+
Nuked Entity Population Reference
large
+
Nuked Breed Reference
green glass
+
Nuked Art Image Reference
clear glass
+
Nuked Creature Def Reference
crystal glass
+
NULL JOB ITEM (1):
gem
+
NULL JOB ITEM (2):
ring
+
Civ Zone
earring
+
: Null Unit Assignment (Id
bracelet
+
: Null Item Assignment (Id
traction bench
+
Cage: Null Unit Assignment
quern
+
Cage: Null Item Assignment
millstone
+
NULL Aid Requester
statue
+
/world.dat
memorial
+
clearing orders from squad with invalid mission
craft shop sign
+
unprepared
weaponsmith's shop sign
+
Plant Growth (?)
armorsmith's shop sign
+
large pots/food storage
general store sign
+
minecarts
food shop sign
+
wheelbarrows
food imports sign
+
other large tools
clothing imports sign
+
sand bags
general imports sign
+
Bone
cloth shop sign
+
Pearl
leather shop sign
+
Shell
woven clothing shop sign
+
Silk
leather clothing shop sign
+
Amber
bone carver's shop sign
+
Coral
gem cutter's shop sign
+
Green Glass
bowyer's shop sign
+
Clear Glass
blacksmith's shop sign
+
Crystal Glass
metal craft shop sign
+
Standard
leather goods shop sign
+
Well-crafted
carpenter's shop sign
+
Finely-crafted
stone furniture shop sign
+
Superior Quality
metal furniture shop sign
+
Exceptional
tavern sign
+
Masterwork
slab
+
Fresh Raw Hide
corpse
+
Rotten Raw Hide
tooth
+
Coal
teeth
+
Potash
bone
+
Pearlash
shell
+
Soap
plant part
+
Allow Plant/Animal
silk body part
+
Allow Non-Plant/Animal
leather body part
+
Use Seed
wooden body part
+
Random
soap body part
+
Seed
horn
+
Use History Seed
pearl
+
Use Name Seed
yarn body part
+
Use Creature Seed
strand body part
+
Embark Points
Rotten
+
End Year
seeds
+
Population Cap After Civ Creation
withered
+
No Cap
leaves
+
Site Cap After Civ Creation
leaf
+
Percentage Beasts Dead For Stoppage
raw
+
Ignore
live
+
Year to Begin Checking Megabeast Percentage
small live animal
+
Cull Unimportant Historical Figures
tame
+
Reveal All Historical Events
small tame animal
+
Temperature
prepared meal
+
Drainage
preserved
+
Volcanism
chops
+
Minimum
chop
+
Maximum
meat
+
X-Variance
weapon
+
Y-Variance
chain
+
Elevation Mesh Size
suits of  
+
2 x 2
armor
+
4 x 4
handwear
+
8 x 8
shield
+
16 x 16
/buckler
+
32 x 32
footwear
+
Elevation Weighted Range (
headwear
+
Rain Mesh Size
legwear
+
Rain Weighted Range (
has stolen
+
Drainage Mesh Size
A thief has stolen
+
Drainage Weighted Range (
is taken by a fey mood!
+
Savagery Mesh Size
withdraws from society...
+
  Savagery Weighted Range (
has been possessed!
+
Temperature Mesh Size
looses a roaring laughter, fell and terrible!
+
  Temperature Weighted Range (
begins to stalk and brood...
+
Volcanism Mesh Size
has created
+
Volcanism Weighted Range (
*PAUSED*
+
Pole
SIEGE
+
North or South
Idlers:  
+
North and/or South
Page
+
North and South
fighting!
+
Minimum Mountain Peak Number
hunting.
+
Minimum Partial Edge Oceans
sparring.
+
Minimum Complete Edge Oceans
No recent reports.
+
Minimum Volcano Number
: View report
+
Mineral Scarcity (Low = More minerals)
Last Report Date:  
+
Max Megabeast Caves
Announcement Date:  
+
No Beasts
: Zoom to location
+
Max Semimegabeast Caves
Ingredient Type
+
Titan Number
Number
+
Titan Attack Population Requirement
Permissions
+
Titan Attack Exported Wealth Requirement
Brew
+
Titan Attack Created Wealth Requirement
: Toggle cook.
+
Number of Demon Types
: Toggle brew.
+
Number of Night Troll Types
You have no appropriate ingredients.
+
Number of Bogeyman Types
Creatures
+
Number of Nightmare Types
Overall Training
+
Number of Vampire Curse Types
Creature
+
Number of Werebeast Curse Types
Price
+
Werebeast Attack Population Requirement
Status:  
+
Werebeast Attack Exported Wealth Requirement
Trained
+
Werebeast Attack Created Wealth Requirement
Well-trained
+
Number of Secret Types
Skillfully trained
+
Number of Regional Interaction Types
Expertly trained
+
Number of Disturbance Interaction Types
Exceptionally trained
+
Number of Evil Cloud Types
Masterfully trained
+
Number of Evil Rain Types
Domesticated
+
Generate Divine Materials
Semi-Wild
+
Allow Divination
Trainer:  
+
Allow Demonic Experiments
Trainer: Any
+
Allow Necromancer Experiments
Trainer: Any unassigned
+
Allow Necromancer Lieutenants
Ready for Slaughter
+
Allow Necromancer Ghouls
Uninterested
+
Allow Necromancer Summons
For Sale
+
Desired Good Square Count in Small Subregions
Available
+
Desired Good Square Count in Medium Subregions
Not For Sale
+
Desired Good Square Count in Large Subregions
Unavailable
+
Desired Evil Square Count in Small Subregions
Work Animal
+
Desired Evil Square Count in Medium Subregions
Not Tame
+
Desired Evil Square Count in Large Subregions
: Toggle pet availability.
+
Minimum Initial
: Slaughter.
+
Square Count
: Select trainer.
+
Region Count
: War training.
+
Minimum Final
: Hunting training.
+
Erosion Cycle Count
You have no appropriate creatures.
+
Minimum River Start Locations (Pre-Erosion)
Any trainer
+
Desired River Start Locations (Post-Erosion)
Any unassigned trainer
+
Periodically Erode Extreme Cliffs
Knowledge
+
Do Orographic Precipitation and Rain Shadows
A few facts
+
Maximum Number of Subregions
General familiarity
+
Cavern Layer Number
Knowledgeable
+
Cavern Layer Openness Min
You don't know how to train any animals.
+
Cavern Layer Openness Max
Justice 
+
Cavern Layer Passage Density Min
  Cages&Chains:
+
Cavern Layer Passage Density Max
Violation of Production Order
+
Cavern Layer Water Min
Violation of Export Prohibition
+
Cavern Layer Water Max
Violation of Job Order
+
Magma Layer
Conspiracy to Slow Labor
+
Bottom Layer (Forces Magma)
Disorderly Conduct
+
Z Levels Above Ground
Building Destruction
+
Z Levels Above Layer 1
, Deceased
+
Z Levels Above Layer 2
There are no criminals.
+
Z Levels Above Layer 3
1 witness
+
Z Levels Above Layer 4
witnesses
+
Z Levels Above Layer 5
No witnesses
+
Z Levels At Bottom
Injured Party:
+
Minimum Natural Cave Size
Convicted:
+
Maximum Natural Cave Size
Witness:
+
Number of Mountain Caves
Accuses:
+
Number of Non-Mountain Caves
Found the body.
+
Make Caves Visible
Date:
+
Allow Init Embark Options to Show Tunnels
Reported:
+
Always
No Sentence Pending.
+
Only in Finder
Hammerstrike
+
Number of Civilizations
Beating.
+
Playable Civilization Required
Day
+
Minimum Number of Mid-Elevation Squares
in Prison.
+
Minimum Number of Low-Elevation Squares
Officer:
+
Minimum Number of High-Elevation Squares
None Assigned
+
Minimum Number of Mid-Rain Squares
Violation of Production Order.
+
Minimum Number of Low-Rain Squares
Violation of Export Prohibition.
+
Minimum Number of High-Rain Squares
Violation of Job Order.
+
Minimum Number of Mid-Drainage Squares
Conspiracy to Slow Labor.
+
Minimum Number of Low-Drainage Squares
Murder.
+
Minimum Number of High-Drainage Squares
Disorderly Conduct.
+
Minimum Number of Mid-Savagery Squares
Building Destruction.
+
Minimum Number of Low-Savagery Squares
Vandalism.
+
Minimum Number of High-Savagery Squares
Theft.
+
Minimum Number of Mid-Volcanism Squares
Robbery.
+
Minimum Number of Low-Volcanism Squares
Blood-drinking.
+
Minimum Number of High-Volcanism Squares
: Select/scroll
+
NULL unit pointer on load
: Convict
+
NULL item pointer on load
: View recent crimes (
+
NULL job pointer on load
: View cold cases (
+
NULL building pointer on load
: Convict somebody
+
NULL play unit on load: id #
General Items
+
NULL play item on load: id #
Thread/Cloth
+
NULL play building on load: id #
Stone/Gems/Metals
+
NULL displayed announcement
Anml Extracts
+
old save: fixing possibly broken knowledge from unretire
Plnt Extracts
+
patching corruption: item off-loaded and also in play:  
Anml Cheeses
+
** Loading Fortress **
Plnt Cheeses
+
** Loading Adventurer **
Milled Animal
+
patching dangerously broken trade definition -- magma powder changed to water/snow
Milled Plants
+
removed erroneous unit occupancy flag
Item Type
+
removed erroneous unit ground occupancy flag
Setter
+
Repairing squad info for Unit #
Wage
+
cleaning up 0.44.01/2 broken display reference
Cleaning
+
have corrupt feature map at
Place Item in Tomb
+
0.44.03 or earlier save: removing corrupted route stop
Store Item in Stockpile
+
0.44.03 or earlier save: removing erroneous travel log
Store Item in Bag
+
Patched save: fixed missing equipment assignment
Store Weapon
+
Patched save: fixed duplicate ammo assignment
Store Armor
+
Patched save: fixed duplicate training equipment assignment
Store Item in Barrel
+
Patched save: fixed duplicate equipment assignment
Store Item in Bin
+
Patched save: Historical spy
Store Item in Hospital
+
stops using out-of-place cover identity
Dump Item
+
old save: removing potentially broken rest job
Install Colony In Hive
+
removing broken building inventory link
Collect Hive Products
+
compat: removing prisoner from non-hereditary position
Operate Pump
+
Something has pulled a lever!
Place Track Vehicle
+
Something has triggered a pressure plate!
Push Track Vehicle
+
Something has emptied a cage!
Plant Gathering
+
Something has unchained a creature!
Construction Removal
+
unused
Hunting
+
improvable
Plant Processing
+
butcherable
Other Jobs
+
millable
Beat Criminal
+
possibly buriable
Execute Criminal
+
unrotten
Give Water
+
undisturbed
Give Food
+
collected
Recover Wounded
+
sharpenable
Diagnose Patient
+
empty
Immobilize Break
+
processable
Apply Cast
+
cookable
Bring Crutch
+
solid
Dress Wound
+
extract-bearing plant
Clean Patient
+
extract-bearing fish
Suture
+
extract-bearing small creature
Set Bone
+
processable (to vial)
Place In Traction
+
processable (to barrel)
Work Orders
+
tameable small creature
Left
+
sand-bearing
Validated
+
glass
 +
lye-bearing
 +
milk
 +
milkable
 +
finished good
 +
ammo
 +
furniture
 +
dye
 +
dyeable
 +
totemable
 +
glass-making
 +
dyed
 +
melt-designated
 +
deep material
 +
sewn-imageless
 +
screw
 +
fire-safe
 +
magma-safe
 +
building material
 +
non-economic
 +
plant
 +
silk
 +
yarn
 +
leather
 +
bone
 +
hair/wool
 +
shell
 +
horn
 +
pearl
 +
plaster-containing
 +
soap
 +
ivory/tooth
 +
lye/milk-free
 +
blunt
 +
unengraved
 +
unimproved
 +
written-on
 +
non-absorbent
 +
food storage
 +
non-pressed
 +
hard
 +
metal
 +
sand
 +
edged
 +
on-ground
 +
-bearing
 +
-producing
 +
-containing
 +
liquid cooking
 +
liquid scoop
 +
powder grinding receptacle
 +
powder grinding
 +
meat carving
 +
meat boning
 +
meat slicing
 +
meat cleaving
 +
meat-carving holder
 +
meal container
 +
liquid container
 +
food storage
 +
hive
 +
nest box
 +
small object container
 +
track cart
 +
heavy object hauler
 +
stand-and-work
 +
sheet roller
 +
folded sheet protector
 +
writing container
 +
bookcase
 +
display object
 +
offering placement
 +
divination
 +
games of chance
 +
body part
 +
that isn't a bin
 +
PRIEST
 +
Short Pathing Flood Overflow
 +
DRINK_MAT
 +
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
 +
rough
 +
log
 +
block
 +
the underworld portal
 +
deposit
 +
the river
 +
the subterranean water
 +
the pit
 +
the magma pool
 +
the volcano
 +
Horrifying screams come from the darkness below!
 +
The glowing barrier has disappeared, replaced by terrible shrieks from the underworld!
 +
The glowing barrier has disappeared!
 +
Cleaning game objects...
 +
Cleaning stranded objects...
 +
Cleaning play objects...
 +
Null site on overall status
 +
Legends
 +
Standard biome+site map
 +
Elevations including lake and ocean floors
 +
Elevations respecting water level
 +
Rainfall
 +
Savagery
 +
Current vegetation
 +
Evil
 +
Salinity
 +
Biome
 +
Trade
 +
Structures/fields/roads/etc.
 +
Hydrosphere
 +
Nobility/holdings
 +
to export
 +
to cancel
 +
to scroll
 +
Export of column
 +
complete
 +
  Dwarf Fortress: Save World 
 +
Offloading art images...
 +
Sorting world information...
 +
Saving map data...
 +
Saving civilized populations...
 +
Saving history...
 +
Saving parameters...
 +
Saving squads...
 +
Saving activities...
 +
Saving written content...
 +
Saving identities...
 +
Saving vehicles...
 +
Saving army controllers...
 +
Saving tracking info...
 +
Saving agreements...
 +
Saving art forms...
 +
Saving occupations...
 +
Saving belief systems...
 +
Saving divination sets...
 +
Closing file...
 +
Synchronizing folders...
 +
  Becoming The Capital 
 +
Architecture
 +
Desired:
 +
Current:
 +
Offerings
 +
Worker:
 +
Inactive
 +
Location:
 +
Repeating
 +
Suspended
 +
Items:
 +
This building
 +
was designed by
 +
was well-designed by
 +
was finely-designed by
 +
was superiorly designed by
 +
bears the exceptional design of
 +
was masterfully designed by
 +
an unknown architect
 +
The structure
 +
was built by
 +
was solidly built by
 +
was finely-built by
 +
was superiorly built by
 +
was exceptionally built by
 +
was masterfully built by
 +
an unknown artisan
 +
Status
 +
Wounds
 +
Treatment
 +
History
 +
  Overall Health Report 
 +
__________
 +
____________
 +
: Key
 +
: Diagnosis request 
 +
: Cleaning req. 
 +
: Surgery req. 
 +
: Inoperable rot
 +
: Heavy bleeding
 +
: Bleeding
 +
: Pale
 +
: Severe blood loss
 +
: Faint
 +
: Blood loss
 +
: Serious fever
 +
: Moderate fever
 +
: Slight fever
 +
: Dizzy
 +
: Drowning
 +
: Winded
 +
: Cannot breathe
 +
: Trouble breathing
 +
: Vision lost
 +
: Vision impaired
 +
: Vision ~impaired
 +
: Spilled
 +
: Major artery torn
 +
: Artery torn
 +
: Overlapping fracture
 +
: Broken tissue
 +
: Heavy damage
 +
: Moderate damage
 +
: Light damage
 +
: Suture request
 +
: Setting req.
 +
: Dressing request
 +
: Paralyzed
 +
: Partially paralyzed
 +
: Sluggish
 +
: Overall pain++
 +
: Overall pain+
 +
: Overall pain
 +
: Stunned
 +
: Dehydrated
 +
: Thirsty
 +
: Starving
 +
: Hungry
 +
: Cannot stand
 +
: Stand impaired
 +
: Cannot grasp
 +
: Grasp impaired
 +
: Compound fracture
 +
: Torn tendon
 +
: Tendon strain
 +
: Tendon brs.
 +
: Part brok tis
 +
: Tissue pain++
 +
: Tissue pain+
 +
: Tissue pain
 +
: Traction request
 +
: Immobilization request
 +
: Crutch required
 +
: Completely numb
 +
: Partially numb
 +
: Slightly numb
 +
: Exhausted
 +
: Over-exerted
 +
: Tired
 +
: Very drowsy
 +
: Drowsy
 +
: Nauseous
 +
: Cannot fly
 +
: Flight impaired
 +
: Motor nerve
 +
: Sensory nerve
 +
: Torn ligament
 +
: Lig. sprain
 +
: Ligament bruise
 +
: Need setting
 +
: Extreme swell
 +
: Medium swell
 +
: Minor swelling
 +
: Infection
 +
: View health
 +
: Recenter
 +
  Currency Counts 
 +
The broker recommends keeping
 +
of each coin type to match accounts.
 +
No accessible fuel!
 +
Requires fuel
 +
Takes place at
 +
or
 +
REAGENTS
 +
PRODUCTS
 +
  Stone Restrictions 
 +
Magma-safe
 +
Restricted stones
 +
are reserved for use by the listed tasks.
 +
: Stone type
 +
Economic Stone
 +
Other Stone
 +
Quantity (0 for perpetual order):
 +
Type in parts of the name to narrow your search. 
 +
shop
 +
max
 +
No linked shop
 +
There are no active work orders.
 
A manager is required to coordinate work orders.
 
A manager is required to coordinate work orders.
All work orders must be validated by the manager before they become active.
+
How many workshops can this order task? (0 = no limit)
: New Order 
 
: Remove 
 
 
: Increase priority   
 
: Increase priority   
 
: Max priority   
 
: Max priority   
: Wages
+
: Set maximum workshops
Quantity:  
+
: Details
Type in parts of the name to narrow your search.   
+
Wage
Suspended
+
Setter
Inactive
+
Vegetables/fruit/leaves
Missing
+
Meat/fish/other
Independent
+
Ingredient Type
Wild Animal
+
Number
  (Caged)
+
Permissions
  (Chained)
+
Cook
Undead
+
----
Opposed to life
+
Brew
Berserk
+
: Toggle cook.
Caged Prisoner
+
: Toggle brew.
Chained Prisoner
+
You have no appropriate ingredients.
Invader
+
: Change category.
Diplomat
+
Page
Merchant
+
: Zoom to unit
Visitor
+
: Zoom to item
Friendly
+
  Dwarf Fortress: Updating World 
Underworld
+
Year
Caged Guest
+
data/init/world_gen.txt
Chained Guest
+
The world generator is having trouble placing enough mountain peaks. 
Uninvited Guest
+
You might want to check your maximum elevation value and other elevation parameters. 
Current Resident
+
Can the elevation 400 be placed enough times to provide space for your peaks? 
Hostile
+
You might want to check your preset elevations for the elevation 400. 
Tame
+
You must have at least as many of these highest elevation points as you are requiring peaks. 
You have not created any creatures yet.
+
Alternatively, you can reduce the number of peaks required by the parameters.
to return
+
The world generator is having trouble placing enough mid-level elevations. 
There are no idle
+
Can your parameters achieve elevations between 100 and 299? 
  or jobs.
+
You might want to adjust the parameters governing elevation frequencies. 
to return,
+
Alternatively, you can reduce the number of mid-level elevation squares required.
: Manager
+
The world generator is having trouble placing enough low elevations. 
: ViewJob,
+
Can your parameters achieve elevations between 0 and 99? 
: Zoom-Cre,
+
The world generator is having trouble placing enough high elevations. 
: Zoom-Bld,
+
Can your parameters achieve elevations between 300 and 400? 
: Manager,
+
The world generator is having trouble placing enough ocean squares along the edges. 
: Remv Cre
+
Can your parameters achieve elevations between 0 and 99 frequently? 
Citizens
+
You might want to adjust the parameters governing elevation. 
Pets/Livestock
+
Alternatively, you can reduce the number of edge oceans required.
Others
+
The world generator is having trouble placing rainfall in the manner specified by the parameters. 
Dead/Missing
+
You might want to adjust the parameters governing rainfall. 
There are no  
+
Alternatively, you can reduce the number of high, medium or low rainfall squares required.
  living here.
+
The world generator is having trouble setting drainage in the manner specified by the parameters. 
There are no pets or livestock here.
+
You might want to adjust the parameters governing drainage. 
There are no other creatures nearby.
+
Alternatively, you can reduce the number of high, medium or low drainage squares required.
No one has gone missing or died.
+
The world generator is having trouble placing savagery in the manner specified by the parameters. 
The year is still young.
+
You might want to adjust the parameters governing savagery. 
: ViewCre,  
+
Alternatively, you can reduce the number of high, medium or low savagery squares required.
No treasures yet.
+
The world generator is having trouble setting volcanism in the manner specified by the parameters. 
civilization
+
You might want to adjust the parameters governing volcanism. 
This land has no important leaders.
+
Alternatively, you can reduce the number of high, medium or low volcanism squares required.
Exports to  
+
The world generator is having trouble placing enough volcanos. 
Petty Annoyance
+
You might want to check your maximum volcanism value. 
Terror
+
Can volcanism be placed at the value 100 enough times to provide space for each of your volcanos? 
Imports from
+
You might want to check your preset volcanism for the value 100. 
Offerings from
+
You must have at least as many of these highest volcanism points as you are requiring volcanos. 
Vengeance
+
Alternatively, you can reduce the number of volcanos required by the parameters.
You can look at trade information once you have a broker
+
The world generator is having trouble placing swamps and marshes. 
with appraisal skill.
+
Make sure your parameters and presets can support mid-elevation, mid-to-high rainfall, low drainage, non-freezing areas. 
Trade Agreement (Exports to  
+
Alternatively, you can reduce the number of swamp squares and regions required by the parameters.
Trade Agreement (Imports from
+
The world generator is having trouble placing deserts and badlands. 
: View Agreement
+
Make sure your parameters and presets can support mid-elevation, very low rainfall, non-freezing areas. 
You have no agreements with this land.
+
Alternatively, you can reduce the number of desert squares and regions required by the parameters.
to change modes.
+
The world generator is having trouble placing forests. 
  Civilizations 
+
Make sure your parameters and presets can support mid-elevation, high rainfall, high drainage, non-freezing areas. 
: View details
+
Alternatively, you can reduce the number of forest squares and regions required by the parameters.
[B][P]Active Syndromes[B]
+
The world generator is having trouble placing mountains. 
phase
+
Make sure your parameters and presets can support high elevation areas. 
seconds)
+
Alternatively, you can reduce the number of mountain squares and regions required by the parameters.
himself
+
The world generator is having trouble placing oceans. 
herself
+
Make sure your parameters and presets can support low elevation areas. 
itself
+
Alternatively, you can reduce the number of ocean squares and regions required by the parameters.
  caught in a cloud of flames!
+
The world generator is having trouble placing glaciers. 
caught up in the web!
+
Make sure your parameters and presets can support mid-elevation, very high drainage, freezing areas. 
The item sparkles with a supernatural brilliance.
+
Alternatively, you can reduce the number of glacial squares and regions required by the parameters.
The air around the object seems warped as if it were very hot, yet the item is cool to the touch.
+
The world generator is having trouble placing tundra regions. 
The object looks oddly square.
+
Make sure your parameters and presets can support mid-elevation, low-to-mid drainage, freezing areas. 
The item constantly emits a nearly inaudible high-pitched whistle.
+
Alternatively, you can reduce the number of tundra squares and regions required by the parameters.
The item is covered with small bumps.
+
The world generator is having trouble placing grasslands. 
The item smells like wet earth.
+
Make sure your parameters and presets can support mid-elevation, low-to-mid rainfall, low-to-mid drainage, non-freezing areas.   
Tiny streaks of lightning streak quickly over the object's surface.
+
The world generator is having trouble placing hills. 
Creatures that look at the item cannot think negative thoughts.
+
Make sure your parameters and presets can support mid-elevation, low-to-mid rainfall, high drainage, non-freezing areas. 
The item is covered with minute gray hairs.
+
The world generator is having trouble placing rivers. 
The item sounds like rustling leaves when moved.
+
Make sure your parameters and presets allow as many mountain squares as you are requiring river start points. 
Needs
+
Alternatively, you can reduce the number of rivers required by the parameters.
Disconnected
+
The world generator is placing too many subregions. 
Need trigger type
+
Make sure your parameters and presets aren't so variable that biomes change frequently. 
Needs walkable perimeter
+
Alternatively, you can increase the number of subregions permitted by the parameters, up to the cap.
Hidden
+
The world generator is having trouble placing mountain caves. 
Needs to be anchored on edge
+
Make sure your parameters and presets allow as many border mountain squares as you are requiring mountain caves. 
Blocked
+
Alternatively, you can reduce the number of mountain caves required by the parameters.
Surrounded by empty space
+
The world generator is having trouble placing low-lying caves. 
Needs adjacent wall
+
Make sure your parameters and presets allow as many mid-elevation squares as you are requiring low-lying caves. 
Needs open space
+
Alternatively, you can reduce the number of non-mountain caves required by the parameters.
Off map
+
The world generator is having trouble placing enough civilizations.  
Water
+
Make sure your parameters and presets offer enough low-to-mid savagery, evil/good appropriate, biome appropriate squares to establish sites. 
Lava/Magma
+
High savagery (66+) blocks civilization placement -- make sure your parameters and presets offer at least small pockets of low-to-mid savagery areas. 
Building present
+
If you have very few biome types and are placing good or evil regions, they'll often crowd out the civilizations as well. 
Construction present
+
Alternatively, you can reduce the number of civilizations required by the parameters.
Must be inside
+
The world generator couldn't find any civilization definitions. 
Too close to edge
+
This problem cannot be resolved by continuing, so you should either abort or skip all rejects for a legends-only game. 
Must be outside
+
The world generator is having trouble placing a controllable civilization. 
Cannot build at highest level
+
Dwarves, for example, require non-evil, non-good, unsavage mountain squares that aren't surrounded by the ocean. 
Needs soil or mud
+
Make sure your parameters and presets have adequate squares of this kind.  
Needs soil
+
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).
Needs ground or near machine
+
The world generator is having trouble placing farming civilizations. 
No mud/soil for farm
+
Civilizations use available plants in their surroundings as their initial crops. 
Mud is left by water
+
Make sure your parameters and raw objects have adequate vegetation. 
No access to
+
  Squad Schedules:
No access
+
Early Wet Season
Null site on overall status
+
Early Dry Season
Spring
+
First Quarter
Summer
+
Second Quarter
Autumn
+
Third Quarter
Winter
+
Fourth Quarter
Stocks
+
Alert State
Health
+
Squads 
Prices
+
Months 
Currency
+
  Months:
Justice
+
  Squads:
Created Wealth:
+
(Cur)
Weapons:
+
(Current)
Armor and Garb:
+
: Name grid cell
Furniture:
+
: Sleep
Other Objects:
+
in room at will
Architecture:
+
in barracks at will
Displayed:
+
in barracks at need
Held/Worn:
+
Inactive = Uniformed
You need a broker with
+
Inactive = Civ clothes
the appraisal skill.
+
minimum
Imported Wealth:
+
preferred
Exported Wealth:
+
: Edit order
Trade Information:
+
: Cancel order
Population:
+
: Copy orders
Nobles/Admins
+
: Paste orders
Peasants
+
: Move selector
Recruit/Others
+
: Schedule grid
Trained Animals
+
: Order list
Other Animals
+
: View alerts
Food Stores:
+
: Swap squads/months
Plant
+
: Defend burrows
Drink
+
Burrow
Other
+
: Patrol route
Mountainhome
+
Route
Metropolis
+
: Station
City
+
Point
Town
+
soldier
 +
Position
 +
  Petitions 
 +
You do not have an official capable of handling these matters.
 +
There are no petitions that need your attention.
 +
Parley with
 +
Status of
 +
Citizenship of
 +
A Priest for
 +
A Guildhall for
 +
A High Priest for
 +
A Grand Guildhall for
 +
Some corrupt data
 +
wishes to parley
 +
in order to avert
 +
loss of life.
 +
Do you approve this request?
 +
: Approve
 +
: Deny
 +
wishes to reside in
 +
for the purpose of
 +
eradicating monsters.
 +
entertaining citizens and visitors.
 +
soldiering.
 +
study.
 +
sanctuary.
 +
wishes to join
 +
desires citizenship.
 +
as a citizen of
 +
has many worshippers in
 +
and now requires
 +
a temple complex and high priest
 +
a temple and priest
 +
The location must be built and furnished,
 +
with the new position appointed by you.
 +
has many members in
 +
a grand guildhall
 +
with the hall designated for a
 +
  guild.
 +
wishes to reside here
 +
has many worshippers here
 +
has many members here
 +
Basic Value:
 +
Weight:
 +
Price:
 +
Owner:
 +
Uses and Contents:
 +
Uses:
 +
Contents:
 +
: View selected
 +
: Melt
 +
: Dump
 +
: Hide
 +
: Description
 +
None
 +
No treasures yet.
 +
*PAUSED*
 +
SIEGE
 +
: Petitions Available
 +
[MORE]
 +
Idlers:  
 +
civilization
 +
Citizens
 +
Pets/Livestock
 +
Others
 +
Dead/Missing
 +
Missing
 +
Independent
 +
Wild Animal
 +
(Caged)
 +
Undead
 +
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  
 +
  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.
 +
to return,  
 +
: Manager
 +
: Go to Unit
 +
: Go to Bld
 +
: Remove Worker
 +
: Set Job Repeat
 +
: Vw Activity
 +
: View Job
 +
: Suspend Job
 +
: Cancel Job
 +
Opposed to life
 +
Diplomat
 +
There are no idle
 +
  or jobs.
 +
The item sparkles with a supernatural brilliance.
 +
The air around the object seems warped as if it were very hot, yet the item is cool to the touch.
 +
The object looks oddly square.
 +
The item constantly emits a nearly inaudible high-pitched whistle.
 +
The item is covered with small bumps.
 +
The item smells like wet earth.
 +
Tiny streaks of lightning streak quickly over the object's surface.
 +
Creatures that look at the item cannot think negative thoughts.
 +
The item is covered with minute gray hairs.
 +
The item sounds like rustling leaves when moved.
 +
Mountainhome
 +
Metropolis
 +
City
 +
Town
 
Village
 
Village
 
Hamlet
 
Hamlet
 
Outpost
 
Outpost
Evaluate Depot Access Overflow
+
Stocks
Evaluate Depot Caravan Access Overflow
+
Health
  (S)
+
Prices
  / Spouse
+
Currency
No Owner
+
Justice
You don't have any buildings.
+
Created Wealth:
Evaluation:
+
Weapons:
: View building information
+
Armor and Garb:
: Zoom to building items
+
Furniture:
: Zoom to building tasks
+
Other Objects:
 +
Architecture:
 +
Displayed:
 +
Held/Worn:
 +
You need a broker with
 +
the appraisal skill.
 +
Imported Wealth:
 +
Exported Wealth:
 +
Trade Information:
 +
Population:
 +
Nobles/Admins
 +
Peasants
 +
Recruit/Others
 +
Trained Animals
 +
Other Animals
 +
Food Stores:
 +
Plant
 +
Drink
 +
Other
 +
Evaluate Depot Access Overflow
 +
Evaluate Depot Caravan Access Overflow
 +
Royal Throne Room
 +
Opulent Throne Room
 +
Throne Room
 +
Splendid Office
 +
Decent Office
 +
Office
 +
Modest Office
 +
Meager Office
 +
No Office
 +
Royal Bedroom
 +
Grand Bedroom
 +
Great Bedroom
 +
Fine Quarters
 +
Decent Quarters
 +
Quarters
 +
Modest Quarters
 +
Meager Quarters
 +
No Quarters
 +
Royal Dining Room
 +
Grand Dining Room
 +
Great Dining Room
 +
Fine Dining Room
 +
Decent Dining Room
 +
Modest Dining Room
 +
Meager Dining Room
 +
No Dining Room
 +
Royal Mausoleum
 +
Grand Mausoleum
 +
Mausoleum
 +
Fine Tomb
 +
Burial Chamber
 +
Servant's Burial Chamber
 +
Grave
 +
No Tomb
 +
  (S)
 +
  / Spouse
 +
No Owner
 +
You don't have any buildings.
 +
Evaluation:
 +
: View building information
 +
: Zoom to building items
 +
: Zoom to building tasks
 
: Swap right panel
 
: Swap right panel
  The Health of  
+
caught in a burst of  
In Traction
+
Overall Training
Severe Blood Loss
+
Creature
Moderate Blood Loss
+
Price
Serious Fever
+
Status:
Moderate Fever
+
Trained
Slight Fever
+
Well-trained
Moderate Pain
+
Skillfully trained
Slight Pain
+
Expertly trained
Cannot breathe
+
Exceptionally trained
Trouble breathing
+
Masterfully trained
Vision lost
+
Domesticated
Vision impaired
+
Semi-Wild
Vision somewhat impaired
+
Trainer:
Ability to stand lost
+
Trainer: Any
Ability to stand somewhat impaired
+
Trainer: Any unassigned
Ability to grasp lost
+
Ready for Slaughter
Ability to grasp somewhat impaired
+
Uninterested
Ability to fly lost
+
For Sale
Ability to fly somewhat impaired
+
Not For Sale
Motor nerve damage
+
Unavailable
Sensory nerve damage
+
Geld
No health problems
+
Work Animal
Spilled
+
Not Tame
Butchered
+
: Toggle pet availability.
Major artery torn
+
: Slaughter.
Artery torn
+
: Geld.
Heavy bleeding
+
: Select trainer.
Bleeding
+
: War training.
Motor nerve severed
+
: Hunting training.
Sensory nerve severed
+
You have no appropriate creatures.
Torn tendon
+
Any trainer
Strained tendon
+
Any unassigned trainer
Bruised tendon
+
Knowledge
Torn ligament
+
A few facts
Sprained ligament
+
General familiarity
Bruised ligament
+
Knowledgeable
Compound fracture
+
Expert
Overlapping fracture (in traction)
+
You don't know how to train any animals.
Overlapping fracture
+
lumber limits
Needs setting
+
This land has no important leaders.
Cut apart
+
Exports to
Smashed apart
+
Petty Annoyance
Broken apart
+
Terror
Torn apart
+
Imports from
Cut open
+
Offerings from
Smashed open
+
Vengeance
Broken open
+
You can look at trade information once you have a broker
  Torn open
+
with appraisal skill.
Dented
+
You accept their tribute every
  Heavy bruising
+
Trade Agreement (Exports to
  Moderate bruising
+
Trade Agreement (Imports from
  Light bruising
+
: View Agreement
  Serious burn
+
You have no agreements with this land.
  Moderate burn
+
  to change modes.
  Minor burn
+
ROOM SHARING INDEX OUT OF BOUNDS:
  Serious frost-bite
+
  praying
  Moderate frost-bite
+
  weeping
  Minor frost-bite
+
  cringing
  Serious melting
+
  screaming
  Moderate melting
+
  being tortured
  Minor melting
+
  committing a depraved act
  Serious boiling
+
  making a submissive gesture
  Moderate boiling
+
  in a fetal position
  Minor boiling
+
  smeared out into a spiral
  Serious freezing
+
  falling
Moderate freezing
+
  dead
Minor freezing
+
  laughing
Serious condensation
+
  being shot
Moderate condensation
+
  making a plaintive gesture
  Minor condensation
+
  melting
  Advanced rot
+
  burning
  Moderate rot
+
looks dejected
  Minor rot
+
looks terrified
  Serious blistering
+
looks offended
  Moderate blistering
+
looks confused
  Minor blistering
+
  suffering
  Extreme pain
+
  withering away
  Moderate pain
+
  striking a menacing pose
  Minor pain
+
  striking a triumphant pose
  Nausea
+
  laboring
  Dizziness
+
  traveling
  Paralysis
+
  contemplating
  Partial paralysis
+
  cooking
  Some sluggishness
+
  engraving
  Complete numbness
+
  unnaturally contorted
  Partial numbness
+
  being flayed
  Slight numbness
+
  being mutilated
  Extreme swelling
+
  prostrating itself before
  Moderate swelling
+
  torturing
  Minor swelling
+
  committing a depraved act upon
  Function totally impaired
+
  devouring
  Partially impaired function
+
  admiring
  Slightly impaired function
+
  burning
Has been sutured
+
  shooting
Infection
+
  surrounded by
No evaluated wounds
+
  massacring
Diagnosis required
+
  fighting with
Crutch required
+
  greeting
  Rotten -- inoperable
+
  refusing
  Needs cleaning
+
  speaking with
  Needs surgery
+
  embracing
  Needs sutures
+
  striking down
  Needs dressing
+
  raising
  Needs traction
+
  hiding
  Needs immobilization
+
  praying to
No treatment scheduled
+
  contemplating
Diagnosed with
+
  cooking
  cast
+
  engraving
  splint on
+
  impaled on  
  dressing on  
+
  being flayed by
  sutures on
+
  hanging from
Bleeding stopped
+
  being mutilated by
Compound fracture of
+
This is a
  repaired
+
These are
  amputated
+
migrating
Rotten tissue excised from
+
local
Had
+
civilization
set
+
craft
Placed in traction
+
government
Evaluated
+
religion
Brought to rest
+
Stone Hauling
Cleaned
+
Wood Hauling
                                      -
+
Burial
No medical history
+
Food Hauling
  Stone Restrictions 
+
Refuse Hauling
Restricted stones
+
Item Hauling
are reserved for use by the listed tasks.
+
Furniture Hauling
: Set
+
Animal Hauling
: Stone type
+
Push/Haul Vehicles
Economic Stone
+
Cleaning
Requires fuel
+
Wood Cutting
Takes place at
+
Stone Detailing
REAGENTS
+
Animal Care
PRODUCTS
+
Diagnosis
  Currency Counts 
+
Setting Bones
The broker recommends keeping
+
Dressing Wounds
of each coin type to match accounts.
+
Feed Patients/Prisoners
  Overall Health Report 
+
Recovering Wounded
__________
+
Trapping
____________
+
Small Animal Dissection
: Key
+
Tanning
: Diagnosis request 
+
Dyeing
: Cleaning req. 
+
Beekeeping
: Surgery req. 
+
Clothesmaking
: Inoperable rot
+
Plant Processing
: Heavy bleeding
+
Cheese Making
: Bleeding
+
Milking
: Pale
+
Gelding
: Severe blood loss
+
Shearing
: Faint
+
Cooking
: Blood loss
+
Farming (Fields)
: Serious fever
+
Plant Gathering
: Moderate fever
+
Hunting
: Slight fever
+
Furnace Operating
: Dizzy
+
Armoring
: Drowning
+
Blacksmithing
: Winded
+
Metalcrafting
: Cannot breathe
+
Woodcrafting
: Trouble breathing
+
Stonecrafting
: Vision lost
+
Bone Carving
: Vision impaired
+
Siege Operating
: Vision ~impaired
+
Crossbow-making
: Spilled
+
Mechanics
: Major artery torn
+
Pump Operating
: Artery torn
+
Trade Good Hauling
: Overlapping fracture
+
Water Hauling
: Broken tissue
+
Lever Operation
: Heavy damage
+
Road Building
: Moderate damage
+
Wall/Floor Construction
: Light damage
+
Construction Removal
: Suture request
+
Woodworking
: Setting req.
+
Stoneworking
: Dressing request
+
Hunting/Related
: Paralyzed
+
Healthcare
: Partially paralyzed
+
Farming/Related
: Sluggish
+
Fishing/Related
: Extreme pain
+
Jewelry
: Moderate pain
+
Crafts
: Slight pain
+
Engineering
: Stunned
+
Hauling
: Dehydrated
+
Other Jobs
: Thirsty
+
MATERIAL_TEMPLATE
: Starving
+
ITEM
: Hungry
+
CREATURE_VARIATION
: Cannot stand
+
BUILDING
: Stand impaired
+
DESCRIPTOR_SHAPE
: Cannot grasp
+
DESCRIPTOR_PATTERN
: Grasp impaired
+
DESCRIPTOR_COLOR
: Compound fracture
+
REACTION
: Torn tendon
+
large
: Tendon strain
+
grown
: Tendon brs.
+
logs
: Part brok tis
+
branch
: Minor pain
+
rough gems
: Traction request
+
raw green glass
: Immobilization request
+
raw clear glass
: Crutch required
+
raw crystal glass
: Completely numb
+
small
: Partially numb
+
stones
: Slightly numb
+
wafers
: Exhausted
+
bars
: Over-exerted
+
charcoal
: Tired
+
coke
: Very drowsy
+
refined coal
: Drowsy
+
bars
: Nauseous
+
cut green glass gems
: Cannot fly
+
cut clear glass gems
: Flight impaired
+
cut crystal glass gems
: Motor nerve
+
gems
: Sensory nerve
+
blocks
: Torn ligament
+
portal
: Lig. sprain
+
door
: Ligament bruise
+
floodgate
: Need setting
+
hatch cover
: Extreme swell
+
grate
: Medium swell
+
table
: Minor swelling
+
cabinet
: Infection
+
weapon rack
: View health
+
armor stand
: Recenter
+
coffer
: select
+
chest
left
+
boxes and bag
, not consumed
+
backpack
, consumed
+
limb/body
Select a tool.
+
cast
nothing.
+
splint
not consumed
+
crutch
consumed
+
quiver
You are not that hungry.
+
casket
Butcher this object.
+
sarcophag
You must unretract to use this ability.
+
coffin
You must wait to use this ability.
+
rope
You cannot speak.
+
waterskin
You are missing a body part.
+
vial
Use this ability.
+
flask
You must unretract to use this power.
+
musical instrument
You must wait to use this power.
+
unglazed
Use this power.
+
tool
Select an action.
+
window
: Back/Abort
+
terrarium
: create
+
cage
: butcher
+
barrel
: natural ability
+
bucket
: acquired power
+
animal trap
Unknown interaction
+
chair
No available item.
+
throne
No appropriate tool.
+
strands
You make
+
yarn
and more
+
thread
You practice your
+
cloth
but make nothing of note.
+
sheet
You make nothing.
+
tanned hide
You butcher
+
totem
Status
+
-bound
Wounds
+
codices
Treatment
+
codex
  Create a Creature 
+
figurine
: Side =
+
filthy
: Create
+
sticky
: New item
+
vomitous
: Blank list
+
slimy
: Remove item
+
stagnant
: Move selector
+
dirty
: Change value
+
gooey
: Change amount
+
purulent
: No Effect
+
ichorous
: Filter name
+
bloody
Ghostly
+
paste
Corpse
+
glob
  Squad Schedules:
+
laced with
Early Wet Season
+
powder
Late Wet Season
+
cheese
Early Dry Season
+
catapult parts
Late Dry Season
+
mechanisms
First Quarter
+
tube
Second Quarter
+
pipe section
Third Quarter
+
trap component
Fourth Quarter
+
ballista parts
Alert State
+
anvil
Squads 
+
amulet
Months 
+
ballista arrow head
  Months:
+
siege ammo
  Squads:
+
ammunition
(Cur)
+
scepter
(Current)
+
crown
: Name grid cell
+
coin
: Sleep
+
perfect
in room at will
+
green glass
in barracks at will
+
crystal glass
in barracks at need
+
ring
Inactive = Uniformed
+
earring
Inactive = Civ clothes
+
bracelet
minimum
+
traction bench
preferred
+
quern
: Give order
+
millstone
: Edit order
+
statue
: Cancel order
+
memorial
: Copy orders
+
craft shop sign
: Paste orders
+
weaponsmith's shop sign
: Schedule grid
+
armorsmith's shop sign
: Order list
+
general store sign
: View alerts
+
food shop sign
: Swap squads/months
+
food imports sign
: Defend burrows
+
clothing imports sign
Burrow
+
general imports sign
: Patrol route
+
cloth shop sign
Route
+
leather shop sign
: Station
+
woven clothing shop sign
Point
+
leather clothing shop sign
: Train
+
bone carver's shop sign
soldier
+
gem cutter's shop sign
Position
+
bowyer's shop sign
  Becoming The Capital 
+
blacksmith's shop sign
Architecture
+
metal craft shop sign
Desired:
+
leather goods shop sign
Current:
+
carpenter's shop sign
Offerings
+
stone furniture shop sign
Royal Throne Room
+
metal furniture shop sign
Opulent Throne Room
+
tavern sign
Throne Room
+
slab
Splendid Office
+
tooth
Decent Office
+
teeth
Office
+
bone
Modest Office
+
shell
Meager Office
+
plant part
No Office
+
silk body part
Royal Bedroom
+
leather body part
Grand Bedroom
+
wooden body part
Great Bedroom
+
soap body part
Fine Quarters
+
pearl
Decent Quarters
+
yarn body part
Quarters
+
strand body part
Modest Quarters
+
Rotten
Meager Quarters
+
remains
No Quarters
+
seeds
Royal Dining Room
+
withered
Grand Dining Room
+
leaves
Great Dining Room
+
leaf
Fine Dining Room
+
plants
Decent Dining Room
+
raw
Modest Dining Room
+
fish
Meager Dining Room
+
live
No Dining Room
+
small live animal
Royal Mausoleum
+
tame
Grand Mausoleum
+
small tame animal
Mausoleum
+
prepared meal
Fine Tomb
+
preserved
Burial Chamber
+
chops
Servant's Burial Chamber
+
  chop
Grave
+
meat
No Tomb
+
weapon
  has been disturbed.
+
chain
group of
+
suits of  
Many
+
armor
have been disturbed.
+
handwear
swarm of  
+
shield
has
+
/buckler
its way out of confinement!
+
footwear
caught in a burst of
+
headwear
an official land of the realm
+
legwear
and the surrounding lands have been made
+
chain
an even more official land of the realm
+
goblet
lumber limits
 
ROOM SHARING INDEX OUT OF BOUNDS:
 
 
: Mode
 
: Mode
: Melt
+
Artifacts
: Forbid
+
  Create a Creature 
: Dump
+
: Side =
: Hide
+
: Create
Basic Value:
+
: New item
Weight:
+
: Blank list
Price:
+
: Remove item
Owner:
+
: Change value
Uses and Contents:
+
: Change amount
Uses:
+
: No Effect
Contents:
+
: Tame/mountable
: View selected
+
: Not tame/mountable
: Claim
+
: Filter name
: Description
+
[PAUSED]
This building
+
fighting!
was designed by
+
hunting.
was well-designed by
+
sparring.
was finely-designed by
+
No recent reports.
was superiorly designed by
+
: View report
bears the exceptional design of
+
Last Report Date:
was masterfully designed by
+
The event featured
an unknown architect
+
mounted
The structure
+
a telling of the story of
was built by
+
storytelling
was solidly built by
+
a performance of
was finely-built by
+
a concert
was superiorly built by
+
a dance
was exceptionally built by
+
a moving performance stage
was masterfully built by
+
criers in front
an unknown artisan
+
an order of precedence
Worker:
+
banners
Location:
+
images
Repeating
+
the carrying of
Items:
+
flowers
Stone Hauling
+
the scattering of
Wood Hauling
+
acrobats
Burial
+
incense burning
Food Hauling
+
costumes
Refuse Hauling
+
candles
Item Hauling
+
the giving of
Animal Hauling
+
the sacrifice of
Push/Haul Vehicles
+
You have
Stone Detailing
+
created a masterpiece
Animal Care
+
Select an element to begin.
Diagnosis
+
Related to historical figure
Setting Bones
+
Related to site
Dressing Wounds
+
Related to civilization or other group
Feed Patients/Prisoners
+
Related to history event
Recovering Wounded
+
Existing image
Small Animal Dissection
+
Specify a new image
Clothesmaking
+
Let your mind wander
Farming (Fields)
+
Allow artist to choose
Furnace Operating
+
: Done filtering
Armoring
+
Group symbol
Blacksmithing
+
Group commission
Metalcrafting
+
Civilization symbol
Woodcrafting
+
Civ commission
Stonecrafting
+
Historical figure
Siege Operating
+
Tree
Crossbow-making
+
Shape
Mechanics
+
Object
Pump Operating
+
Artifact
Trade Good Hauling
+
Action or relationship
Water Hauling
+
Delete element
Lever Operation
+
: Change name
Woodworking
+
: Done!
Stoneworking
+
How many?
Hunting/Related
+
Enter 0 for an unnumbered plural.
Healthcare
+
Untitled/unnamed
Farming/Related
+
Choose X:
Fishing/Related
+
Choose Y:
Jewelry
+
: Use this option
Engineering
+
Warning!
Hauling
+
You won't perform your action if you leave.
LANGUAGE
+
: Don't perform action.
MATERIAL_TEMPLATE
+
: Keep working.
BUILDING
+
Any image data you've changed will be lost.
DESCRIPTOR_SHAPE
+
: Leave editor and discard data.
DESCRIPTOR_PATTERN
+
: select
DESCRIPTOR_COLOR
+
left
GRAPHICS
+
, not consumed
REACTION
+
, consumed
INTERACTION
+
Select a tool.
*.dat
+
Select an art type.
*.sav
+
Select memorized content or a form of prose.
data/save/current/*.dat
+
not consumed
data/save/current/*.sav
+
consumed
world.dat
+
You are not that hungry.
world.sav
+
Butcher this object.
You have
+
You must unretract to use this ability.
created a masterpiece
+
You must wait to use this ability.
glCopyTexSubImage3D
+
You are missing a body part.
glDrawRangeElements
+
Use this ability.
glTexImage3D
+
You must unretract to use this power.
glTexSubImage3D
+
You must wait to use this power.
glActiveTexture
+
Use this power.
glClientActiveTexture
+
Make this composition.
glCompressedTexImage1D
+
Write on this object.
glCompressedTexImage2D
+
: Back/Abort
glCompressedTexImage3D
+
: create
glCompressedTexSubImage1D
+
: butcher
glCompressedTexSubImage2D
+
: natural ability
glCompressedTexSubImage3D
+
: acquired power
glGetCompressedTexImage
+
: compose
glLoadTransposeMatrixd
+
: write
glLoadTransposeMatrixf
+
Unknown interaction
glMultTransposeMatrixd
+
Poem
glMultTransposeMatrixf
+
Musical Composition
glMultiTexCoord1d
+
Choreography
glMultiTexCoord1dv
+
You cannot read or write.
glMultiTexCoord1f
+
No available item.
glMultiTexCoord1fv
+
No appropriate tool.
glMultiTexCoord1i
+
No suitable forms known.
glMultiTexCoord1iv
+
No suitable forms or content known.
glMultiTexCoord1s
+
Manual
glMultiTexCoord1sv
+
Guide
glMultiTexCoord2d
+
Chronicle
glMultiTexCoord2dv
+
Short story
glMultiTexCoord2f
+
Novel
glMultiTexCoord2fv
+
Biography
glMultiTexCoord2i
+
Autobiography
glMultiTexCoord2iv
+
Letter
glMultiTexCoord2s
+
Essay
glMultiTexCoord2sv
+
Dialog
glMultiTexCoord3d
+
Musical composition
glMultiTexCoord3dv
+
Comparative biography
glMultiTexCoord3f
+
Biographical dictionary
glMultiTexCoord3fv
+
Genealogy
glMultiTexCoord3i
+
Encyclopedia
glMultiTexCoord3iv
+
Cultural history
glMultiTexCoord3s
+
Cultural comparison
glMultiTexCoord3sv
+
Alternate history
glMultiTexCoord4d
+
Treatise on technological evolution
glMultiTexCoord4dv
+
Dictionary
glMultiTexCoord4f
+
Star chart
glMultiTexCoord4fv
+
Star catalogue
glMultiTexCoord4i
+
Atlas
glMultiTexCoord4iv
+
Select an action.
glMultiTexCoord4s
+
Amount of
glMultiTexCoord4sv
+
available is
glSampleCoverage
+
at least
glBlendColor
+
greater than
glBlendEquation
+
less than
glBlendFuncSeparate
+
exactly
glFogCoordPointer
+
No material
glFogCoordd
+
Filter:
glFogCoorddv
+
Active
glFogCoordf
+
Waiting
glFogCoordfv
+
Ready to check
glMultiDrawArrays
+
One-time order, conditions checked daily
glMultiDrawElements
+
Restarts if completed, conditions checked daily
glPointParameterf
+
Restarts if completed, conditions checked monthly
glPointParameterfv
+
Restarts if completed, conditions checked seasonally
glPointParameteri
+
Restarts if completed, conditions checked yearly
glPointParameteriv
+
One-time order
glSecondaryColor3b
+
Restarts if completed, checked daily
glSecondaryColor3bv
+
Restarts if completed, checked monthly
glSecondaryColor3d
+
Restarts if completed, checked seasonally
glSecondaryColor3dv
+
Restarts if completed, checked yearly
glSecondaryColor3f
+
Satisfied for next check
glSecondaryColor3fv
+
Not satisfied for next check
glSecondaryColor3i
+
must first be activated
glSecondaryColor3iv
+
must first be completed
glSecondaryColor3s
+
: Add item condition
glSecondaryColor3sv
+
: Add order condition
glSecondaryColor3ub
+
: Frequency
glSecondaryColor3ubv
+
: Change item type
glSecondaryColor3ui
+
: Change material
glSecondaryColor3uiv
+
: Change traits
glSecondaryColor3us
+
: Change inequality
glSecondaryColor3usv
+
: Change number
glSecondaryColorPointer
+
: Delete condition
glWindowPos2d
+
: Activation/completion
glWindowPos2dv
+
: Add conditions from reagents/materials
glWindowPos2f
+
: Add conditions from products
glWindowPos2fv
+
Ready
glWindowPos2i
+
This work order does not have any conditions.
glWindowPos2iv
+
  Dwarf Fortress: New World 
glWindowPos2s
+
Loading object files...
glWindowPos2sv
+
Languages...
glWindowPos3d
+
Buildings...
glWindowPos3dv
+
Creatures...
glWindowPos3f
+
Finishing...
glWindowPos3fv
+
Finalizing...
glWindowPos3i
+
to continue.
glWindowPos3iv
+
Create A World
glWindowPos3s
+
World Size
glWindowPos3sv
+
Pocket
glBeginQuery
+
Smaller
glBindBuffer
+
Small
glBufferData
+
Very Short
glBufferSubData
+
Short
glDeleteBuffers
+
Long
glDeleteQueries
+
Very Long
glEndQuery
+
Very High
glGenBuffers
+
Maximum Number of Sites
glGenQueries
+
Number of Beasts
glGetBufferParameteriv
+
Natural Savagery
glGetBufferPointerv
+
Mineral Occurrence
glGetBufferSubData
+
Very Rare
glGetQueryObjectiv
+
Rare
glGetQueryObjectuiv
+
Sparse
glGetQueryiv
+
Frequent
glIsBuffer
+
Everywhere
glIsQuery
+
This controls the size of the world map.  Current:
glMapBuffer
+
17 x 17
glUnmapBuffer
+
33 x 33
glAttachShader
+
65 x 65
glBindAttribLocation
+
129 x 129
glBlendEquationSeparate
+
257 x 257
glCompileShader
+
This is the length of pre-generated history.  Current:
glCreateProgram
+
5 years
glCreateShader
+
125 years
glDeleteProgram
+
250 years
glDeleteShader
+
550 years
glDetachShader
+
1050 years
glDisableVertexAttribArray
+
This controls how many distinct races/cultures there are.
glDrawBuffers
+
This is how many distinct places can exist after world generation.
glEnableVertexAttribArray
+
Increasing this setting makes large beasts more prevalent.
glGetActiveAttrib
+
Increasing savagery makes the world more difficult to settle.
glGetActiveUniform
+
Increasing mineral occurrence makes more embark sites have more minerals.
glGetAttachedShaders
+
: Go!
glGetAttribLocation
+
Title:
glGetProgramInfoLog
+
Seed:
glGetProgramiv
+
Various
glGetShaderInfoLog
+
Dimensions:
glGetShaderSource
+
Custom Name:
glGetShaderiv
+
: Enter advanced parameters
glGetUniformLocation
+
: New param set
glGetUniformfv
+
: Copy param set
glGetUniformiv
+
: Delete param set
glGetVertexAttribPointerv
+
: Enter title
glGetVertexAttribdv
+
: Use random name
glGetVertexAttribfv
+
: Enter custom name
glGetVertexAttribiv
+
: Use random seed
glIsProgram
+
: Enter custom seed
glIsShader
+
: Change dimensions
glLinkProgram
+
to load the world params.
glShaderSource
+
to save the world params.
glStencilFuncSeparate
+
Last Param Set:
glStencilMaskSeparate
+
Creature Seed:
glStencilOpSeparate
+
Really delete this parameter set?
glUniform1f
+
: Delete
glUniform1fv
+
Really change the dimensions?
glUniform1i
+
This parameter set will be reset.
glUniform1iv
+
: Change
glUniform2f
+
Are you sure you want to abort?
glUniform2fv
+
You haven't saved your changes.
glUniform2i
+
: Yes
glUniform2iv
+
Are you sure you want to go on?
glUniform3f
+
Creating New Region
glUniform3fv
+
Rejected)
glUniform3i
+
Preparing elevation...
glUniform3iv
+
Setting temperature...
glUniform4f
+
Running rivers...
glUniform4fv
+
Forming lakes
glUniform4i
+
and minerals...
glUniform4iv
+
Growing vegetation...
glUniformMatrix2fv
+
Verifying terrain...
glUniformMatrix3fv
+
Importing wildlife...
glUniformMatrix4fv
+
Recounting legends...
glUseProgram
+
Finished prehistory...
glValidateProgram
+
Placing civilizations... (
glVertexAttrib1d
+
Making cave civilizations...
glVertexAttrib1dv
+
Making cave pops...
glVertexAttrib1f
+
Placing other beasts...
glVertexAttrib1fv
+
Placing megabeasts...
glVertexAttrib1s
+
Placing good/evil...
glVertexAttrib1sv
+
Placing caves... (
glVertexAttrib2d
+
Prehistory init...
glVertexAttrib2dv
+
Hist Figs:
glVertexAttrib2f
+
    Dead:
glVertexAttrib2fv
+
  Events:
glVertexAttrib2s
+
Finalizing civ mats... (
glVertexAttrib2sv
+
Finalizing art... (
glVertexAttrib3d
+
Finalizing uniforms... (
glVertexAttrib3dv
+
Finalizing sites... (
glVertexAttrib3f
+
LACK OF PEAKS
glVertexAttrib3fv
+
MEDIUM ELEVATION REJECTION
glVertexAttrib3s
+
LOW ELEVATION REJECTION
glVertexAttrib3sv
+
HIGH ELEVATION REJECTION
glVertexAttrib4Nbv
+
LACK OF EDGE OCEANS
glVertexAttrib4Niv
+
RAINFALL REJECTION
glVertexAttrib4Nsv
+
DRAINAGE REJECTION
glVertexAttrib4Nub
+
SAVAGERY REJECTION
glVertexAttrib4Nubv
+
VOLCANISM REJECTION
glVertexAttrib4Nuiv
+
LACK OF VOLCANOS
glVertexAttrib4Nusv
+
SWAMP REJECTION
glVertexAttrib4bv
+
DESERT REJECTION
glVertexAttrib4d
+
FOREST REJECTION
glVertexAttrib4dv
+
MOUNTAIN REJECTION
glVertexAttrib4f
+
OCEAN REJECTION
glVertexAttrib4fv
+
GLACIER REJECTION
glVertexAttrib4iv
+
TUNDRA REJECTION
glVertexAttrib4s
+
GRASSLAND REJECTION
glVertexAttrib4sv
+
HILLS REJECTION
glVertexAttrib4ubv
+
LACK OF RIVERS
glVertexAttrib4uiv
+
TOO MANY REGIONS
glVertexAttrib4usv
+
LACK OF MOUNTAIN CAVES
glVertexAttribPointer
+
LACK OF LOW-LYING CAVES
glUniformMatrix2x3fv
+
UNABLE TO PLACE ENOUGH CIVILIZATIONS
glUniformMatrix2x4fv
+
NO CIVILIZATIONS AVAILABLE
glUniformMatrix3x2fv
+
UNABLE TO PLACE CONTROLLABLE CIVILIZATION
glUniformMatrix3x4fv
+
FARMING CIVILIZATION PLACED WITHOUT CROPS
glUniformMatrix4x2fv
+
Note: If you are using the default parameters in unmodded DF,
glUniformMatrix4x3fv
+
and it doesn't work after continuing a few times, please report
glBeginConditionalRender
+
the issue at the B12 forum.
glBeginTransformFeedback
+
: CONTINUE until you give me another warning.
glBindFragDataLocation
+
: ABORT NOW and I'll look over my parameters.
glClampColor
+
: ALLOW THIS REJECTION TYPE and continue reporting others.
glClearBufferfi
+
: ALLOW ALL REJECTS, even if I end up with a legends-only world!
glClearBufferfv
+
has been created.
glClearBufferiv
+
: Accept
glClearBufferuiv
+
: Export image/info
glColorMaski
+
Movement keys to view.
glDisablei
+
: Use the world as it currently exists
glEnablei
+
: Continue
glEndConditionalRender
+
to pause/finish.
glEndTransformFeedback
+
TO CREATE THE WORLD.
glGetBooleani_v
+
Random Name
glGetFragDataLocation
+
caught in a cloud of flames!
glGetStringi
+
were unable to complete the
glGetTexParameterIiv
+
Jobs removed from unpowered
glGetTexParameterIuiv
+
0000
glGetTransformFeedbackVarying
+
-detailed
glGetUniformuiv
+
-elw
glGetVertexAttribIiv
+
-tmp
glGetVertexAttribIuiv
+
-rain
glIsEnabledi
+
-drn
glTexParameterIiv
+
-sav
glTexParameterIuiv
+
-vol
glTransformFeedbackVaryings
+
-veg
glUniform1ui
+
-evil
glUniform1uiv
+
-sal
glUniform2ui
+
-trd
glUniform2uiv
+
-str
glUniform3ui
+
-hyd
glUniform3uiv
+
-nob
glUniform4ui
+
-dip
glUniform4uiv
+
-rel
glVertexAttribI1i
+
src/game.cpp
glVertexAttribI1iv
+
biome_color_key.txt
glVertexAttribI1ui
+
mountain (128,128,128)
glVertexAttribI1uiv
+
temperate freshwater lake (0,224,255)
glVertexAttribI2i
+
temperate brackish lake (0,192,255)
glVertexAttribI2iv
+
temperate saltwater lake  (0,160,255)
glVertexAttribI2ui
+
tropical freshwater lake (0,96,255)
glVertexAttribI2uiv
+
tropical brackish lake (0,64,255)
glVertexAttribI3i
+
tropical saltwater lake  (0,32,255)
glVertexAttribI3iv
+
arctic ocean (0,255,255)
glVertexAttribI3ui
+
tropical ocean (0,0,255)
glVertexAttribI3uiv
+
temperate ocean (0,128,255)
glVertexAttribI4bv
+
glacier (64,255,255)
glVertexAttribI4i
+
tundra (128,255,255)
glVertexAttribI4iv
+
temperate freshwater swamp (96,192,128)
glVertexAttribI4sv
+
temperate saltwater swamp (64,192,128)
glVertexAttribI4ubv
+
temperate freshwater marsh (96,255,128)
glVertexAttribI4ui
+
temperate saltwater marsh (64,255,128)
glVertexAttribI4uiv
+
tropical freshwater swamp (96,192,64)
glVertexAttribI4usv
+
tropical saltwater swamp (64,192,64)
glVertexAttribIPointer
+
mangrove swamp (64,255,96)
glDrawArraysInstanced
+
tropical freshwater marsh (96,255,64)
glDrawElementsInstanced
+
tropical saltwater marsh (64,255,64)
glPrimitiveRestartIndex
+
taiga forest (0,96,64)
glTexBuffer
+
temperate conifer forest (0,96,32)
glFramebufferTexture
+
temperate broadleaf forest (0,160,32)
glGetBufferParameteri64v
+
tropical conifer forest (0,96,0)
glGetInteger64i_v
+
tropical dry broadleaf forest (0,128,0)
glTbufferMask3DFX
+
tropical moist broadleaf forest (0,160,0)
glBlendEquationIndexedAMD
+
temperate grassland (0,255,32)
glBlendEquationSeparateIndexedAMD
+
temperate savanna (0,224,32)
glBlendFuncIndexedAMD
+
temperate shrubland (0,192,32)
glBlendFuncSeparateIndexedAMD
+
tropical grassland (255,160,0)
glBeginPerfMonitorAMD
+
tropical savanna (255,176)
glDeletePerfMonitorsAMD
+
tropical shrubland (255,192,0)
glEndPerfMonitorAMD
+
badland desert (255,96,32)
glGenPerfMonitorsAMD
+
sand desert (255,255,0)
glGetPerfMonitorCounterDataAMD
+
rock desert (255,128,64)
glGetPerfMonitorCounterInfoAMD
+
structure_color_key.txt
glGetPerfMonitorCounterStringAMD
+
castle (128,128,128)
glGetPerfMonitorCountersAMD
+
village (255,255,255)
glGetPerfMonitorGroupStringAMD
+
crops (255,128,0)(255,160,0)(255,192,0)
glGetPerfMonitorGroupsAMD
+
pasture (0,255,0)
glSelectPerfMonitorCountersAMD
+
meadow (64,255,0)
glTessellationFactorAMD
+
woodland (0,128,0)
glTessellationModeAMD
+
orchard (0,160,0)
glDrawElementArrayAPPLE
+
tunnel (20,20,20)
glDrawRangeElementArrayAPPLE
+
stone bridge (224,224,224)
glElementPointerAPPLE
+
other bridge (180,167,20)
glMultiDrawElementArrayAPPLE
+
stone road (192,192,192)
glMultiDrawRangeElementArrayAPPLE
+
other road (150,127,20)
glDeleteFencesAPPLE
+
stone wall (96,96,96)
glFinishFenceAPPLE
+
other wall (160,127,20)
glFinishObjectAPPLE
+
mountain (255,255,192)
glGenFencesAPPLE
+
lake (0,96,255)
glIsFenceAPPLE
+
land (128,64,32)
glSetFenceAPPLE
+
ocean (0,64,255)
glTestFenceAPPLE
+
hydro_color_key.txt
glTestObjectAPPLE
+
brook (0,255,255)
glBufferParameteriAPPLE
+
stream (0,224,255)
glFlushMappedBufferRangeAPPLE
+
minor river (0,192,255)
glGetObjectParameterivAPPLE
+
river (0,160,255)
glObjectPurgeableAPPLE
+
major river (0,128,255)
glObjectUnpurgeableAPPLE
+
river/ocean (0,112,255)
glGetTexParameterPointervAPPLE
+
  Dwarf Fortress: Arena 
glTextureRangeAPPLE
+
Preparing arena...
glBindVertexArrayAPPLE
+
Preparing screen...
glDeleteVertexArraysAPPLE
+
Preparing Arena...
glGenVertexArraysAPPLE
+
Importing world...
glIsVertexArrayAPPLE
+
to select an option. 
glFlushVertexArrayRangeAPPLE
+
scroll.
glVertexArrayParameteriAPPLE
+
at any time for options, including key bindings.
glVertexArrayRangeAPPLE
+
at any time for the manual.
glDisableVertexAttribAPPLE
+
, Folder:
glEnableVertexAttribAPPLE
+
Select a source for your arena objects:
glIsVertexAttribEnabledAPPLE
+
Folder:
glMapVertexAttrib1dAPPLE
+
raw (Default)
glMapVertexAttrib1fAPPLE
+
/raw
glMapVertexAttrib2dAPPLE
+
This Version of DF used the FMOD Sound System
glMapVertexAttrib2fAPPLE
+
Copyright(C)1994-2006 Firelight Technologies Pty, Ltd.
glClampColorARB
+
This version of DF uses SDL: Simple DirectMedia Layer,
glCopyBufferSubData
+
SDL_Image, SDL_ttf, Copyright(C)1997-2006 Sam Lantinga
glDrawBuffersARB
+
See the SDL folder for license information.
glBlendEquationSeparateiARB
+
Portions of this version are Copyright(C)2008
glBlendEquationiARB
+
The FreeType Project (www.freetype.org).
glBlendFuncSeparateiARB
+
All rights reserved.
glBlendFunciARB
+
to return to the menu.
glDrawElementsBaseVertex
+
** Starting New Arena **
glDrawElementsInstancedBaseVertex
+
data/save/current
glDrawRangeElementsBaseVertex
+
/raw/
glMultiDrawElementsBaseVertex
+
Command Line: World generation manually aborted.
glDrawArraysInstancedARB
+
data/save/current/*.dat
glDrawElementsInstancedARB
+
data/save/current/*.sav
glBindFramebuffer
+
data/save/current/
glBindRenderbuffer
+
world.dat
glBlitFramebuffer
+
world.sav
glCheckFramebufferStatus
+
*.dat
glDeleteFramebuffers
+
*.sav
glDeleteRenderbuffers
+
[B][P]Active Syndromes[B]
glFramebufferRenderbuffer
+
phase
glFramebufferTexture1D
+
seconds)
glFramebufferTexture2D
+
the army of
glFramebufferTexture3D
+
marched on
glFramebufferTextureLayer
+
claimed
glGenFramebuffers
+
ruler
glGenRenderbuffers
+
was known to be
glGenerateMipmap
+
an insurrection against
glGetFramebufferAttachmentParameteriv
+
was overthrown after an insurrection
glGetRenderbufferParameteriv
+
waited out an insurrection
glIsFramebuffer
+
crushed an insurrection
glIsRenderbuffer
+
a group calling itself
glRenderbufferStorage
+
reclaimed
glRenderbufferStorageMultisample
+
was conquered
glFramebufferTextureARB
+
moved on in search of a better future after the horrible mismanagement of
glFramebufferTextureFaceARB
+
refugees calling themselves
glFramebufferTextureLayerARB
+
fled from the area just before an army
glProgramParameteriARB
+
descended upon
glColorSubTable
+
from
glColorTable
+
General Items
glColorTableParameterfv
+
Handwear
glColorTableParameteriv
+
Thread/Cloth
glConvolutionFilter1D
+
Tooth
glConvolutionFilter2D
+
Horn
glConvolutionParameterf
+
Yarn
glConvolutionParameterfv
+
Stone/Gems/Metals
glConvolutionParameteri
+
Anml Extracts
glConvolutionParameteriv
+
Plnt Extracts
glCopyColorSubTable
+
Anml Cheeses
glCopyColorTable
+
Plnt Cheeses
glCopyConvolutionFilter1D
+
Milled Animal
glCopyConvolutionFilter2D
+
Milled Plants
glGetColorTable
+
Pets
glGetColorTableParameterfv
+
Item Type
glGetColorTableParameteriv
+
Your site and direct holdings
glGetConvolutionFilter
+
Vassal holdings
glGetConvolutionParameterfv
+
Occupied holdings
glGetConvolutionParameteriv
+
Tributaries
glGetHistogram
+
Occupied tributaries
glGetHistogramParameterfv
+
Economically linked
glGetHistogramParameteriv
+
Your civilization
glGetMinmax
+
Peace
glGetMinmaxParameterfv
+
  The World 
glGetMinmaxParameteriv
+
days' travel
glGetSeparableFilter
+
More than a day's travel
glHistogram
+
A day's travel
glMinmax
+
Nearly a day's travel
glResetHistogram
+
A half day's travel
glResetMinmax
+
A short trip
glSeparableFilter2D
+
Inaccessible from your location
glVertexAttribDivisorARB
+
Your location
glFlushMappedBufferRange
+
Population: >10000
glMapBufferRange
+
Population: ~10000
glCurrentPaletteMatrixARB
+
Population: ~7500
glMatrixIndexPointerARB
+
Population: ~6000
glMatrixIndexubvARB
+
Population: ~5000
glMatrixIndexuivARB
+
Population: ~4000
glMatrixIndexusvARB
+
Population: ~3000
glSampleCoverageARB
+
Population: ~2000
glActiveTextureARB
+
Population: ~1000
glClientActiveTextureARB
+
Population: ~750
glMultiTexCoord1dARB
+
Population: ~600
glMultiTexCoord1dvARB
+
Population: ~500
glMultiTexCoord1fARB
+
Population: ~400
glMultiTexCoord1fvARB
+
Population: ~300
glMultiTexCoord1iARB
+
Population: ~200
glMultiTexCoord1ivARB
+
Population: ~100
glMultiTexCoord1sARB
+
Population: ~75
glMultiTexCoord1svARB
+
Population: ~60
glMultiTexCoord2dARB
+
Population: ~50
glMultiTexCoord2dvARB
+
Population: ~40
glMultiTexCoord2fARB
+
Population: ~30
glMultiTexCoord2fvARB
+
Population: ~20
glMultiTexCoord2iARB
+
Population: ~10
glMultiTexCoord2ivARB
+
Population: <10
glMultiTexCoord2sARB
+
No civilized population
glMultiTexCoord2svARB
+
Site government:
glMultiTexCoord3dARB
+
Civilization:
glMultiTexCoord3dvARB
+
They offer
glMultiTexCoord3fARB
+
They accept
glMultiTexCoord3fvARB
+
tribute
glMultiTexCoord3iARB
+
Alliance
glMultiTexCoord3ivARB
+
No contact
glMultiTexCoord3sARB
+
They offer tribute
glMultiTexCoord3svARB
+
They accept tribute
glMultiTexCoord4dARB
+
Skirmishing
glMultiTexCoord4dvARB
+
Economically linked to you
glMultiTexCoord4fARB
+
Prisoners
glMultiTexCoord4fvARB
+
Artifacts (Rumored)
glMultiTexCoord4iARB
+
: Cannot raid your civilization
glMultiTexCoord4ivARB
+
: Cannot make request without leader
glMultiTexCoord4sARB
+
: No workers available
glMultiTexCoord4svARB
+
: Request workers
glBeginQueryARB
+
: Inaccessible mission location
glDeleteQueriesARB
+
: Cannot order mission without leader
glEndQueryARB
+
: Explore this site (creates new mission)
glGenQueriesARB
+
: Raid this site (creates new mission)
glGetQueryObjectivARB
+
: Center on fort
glGetQueryObjectuivARB
+
: Holdings and tribute
glGetQueryivARB
+
: Legend
glIsQueryARB
+
  News and Rumors 
glPointParameterfARB
+
  Missions 
glPointParameterfvARB
+
You have not created any missions.
glProvokingVertex
+
Mission can be created from the World,
glMinSampleShadingARB
+
Artifacts and People modes.
glAttachObjectARB
+
Explore
glCompileShaderARB
+
Seize
glCreateProgramObjectARB
+
No messengers
glCreateShaderObjectARB
+
messenger
glDeleteObjectARB
+
here
glDetachObjectARB
+
No commanders
glGetActiveUniformARB
+
Messenger (unfilled)
glGetAttachedObjectsARB
+
and more...
glGetHandleARB
+
: Assign messengers
glGetInfoLogARB
+
: Assign squads
glGetObjectParameterfvARB
+
: Remove mission
glGetObjectParameterivARB
+
This mission cannot be altered now.
glGetShaderSourceARB
+
: Select mission
glGetUniformLocationARB
+
On this mission
glGetUniformfvARB
+
No specific orders
glGetUniformivARB
+
: Remove messenger
glLinkProgramARB
+
: Assign messenger
glShaderSourceARB
+
This messenger cannot be reassigned now.
glUniform1fARB
+
: Select messenger
glUniform1fvARB
+
: Remove squad
glUniform1iARB
+
: Assign squad
glUniform1ivARB
+
This squad cannot be reassigned now.
glUniform2fARB
+
: Select squad
glUniform2fvARB
+
: Request
glUniform2iARB
+
No workers available
glUniform2ivARB
+
: Free captives belonging to your civilization
glUniform3fARB
+
: Release other prisoners
glUniform3fvARB
+
: Take important treasures
glUniform3iARB
+
: Loot other items
glUniform3ivARB
+
: Steal livestock
glUniform4fARB
+
: Raid (squads will try to avoid detection)
glUniform4fvARB
+
: Pillage (openly attack)
glUniform4iARB
+
: Raze (openly attack and destroy site)
glUniform4ivARB
+
: Demand one-time tribute
glUniformMatrix2fvARB
+
: Demand ongoing tribute
glUniformMatrix3fvARB
+
: Conquer and occupy
glUniformMatrix4fvARB
+
: Demand surrender and occupy
glUseProgramObjectARB
+
WARNING:  If successful, your soldiers will join the
glValidateProgramARB
+
occupation and not return.  Your new holdings will
glClientWaitSync
+
be manageable from this screen.
glDeleteSync
+
  People 
glFenceSync
+
Last in
glGetInteger64v
+
Last known to be traveling
glGetSynciv
+
Location unknown
glIsSync
+
: Select person
glWaitSync
+
: Rescue person (creates new mission)
glTexBufferARB
+
You have no recoverable missing citizens.
glCompressedTexImage1DARB
+
  Artifacts 
glCompressedTexImage2DARB
+
Claimed by your local government
glCompressedTexImage3DARB
+
Claimed by local
glCompressedTexSubImage1DARB
+
Claimed by local family
glCompressedTexSubImage2DARB
+
Last held by
glCompressedTexSubImage3DARB
+
: Select artifact
glGetCompressedTexImageARB
+
: Recover artifact (creates new mission)
glGetMultisamplefv
+
There are no recoverable missing artifacts.
glSampleMaski
+
  Civilizations 
glTexImage2DMultisample
+
: World
glTexImage3DMultisample
+
: Missions
glLoadTransposeMatrixdARB
+
: News and rumors
glLoadTransposeMatrixfARB
+
: People
glMultTransposeMatrixdARB
+
: Artifacts
glMultTransposeMatrixfARB
+
: Civilizations
glBindBufferBase
+
: View details
glBindBufferRange
+
WORLD_GEN
glGetActiveUniformBlockName
+
TITLE
glGetActiveUniformBlockiv
+
HISTORY_SEED
glGetActiveUniformName
+
NAME_SEED
glGetActiveUniformsiv
+
CREATURE_SEED
glGetIntegeri_v
+
CUSTOM_NAME
glGetUniformBlockIndex
+
EMBARK_POINTS
glGetUniformIndices
+
PEAK_NUMBER_MIN
glUniformBlockBinding
+
PARTIAL_OCEAN_EDGE_MIN
glBindVertexArray
+
OCEAN_EDGE_MIN
glDeleteVertexArrays
+
REVEAL_ALL_HISTORY
glGenVertexArrays
+
CULL_HISTORICAL_FIGURES
glIsVertexArray
+
EROSION_CYCLE_COUNT
glVertexBlendARB
+
PERIODICALLY_ERODE_EXTREMES
glWeightPointerARB
+
OROGRAPHIC_PRECIPITATION
glWeightbvARB
+
POLE
glWeightdvARB
+
NORTH_OR_SOUTH
glWeightfvARB
+
NORTH
glWeightivARB
+
SOUTH
glWeightsvARB
+
NORTH_AND_SOUTH
glWeightubvARB
+
ALL_CAVES_VISIBLE
glWeightuivARB
+
PLAYABLE_CIVILIZATION_REQUIRED
glWeightusvARB
+
VOLCANO_MIN
glBindBufferARB
+
END_YEAR
glBufferDataARB
+
BEAST_END_YEAR
glBufferSubDataARB
+
TEMPERATURE
glDeleteBuffersARB
+
DRAINAGE
glGenBuffersARB
+
PS_EL
glGetBufferParameterivARB
+
PS_RF
glGetBufferPointervARB
+
PS_TP
glGetBufferSubDataARB
+
PS_DR
glIsBufferARB
+
PS_VL
glMapBufferARB
+
PS_SV
glUnmapBufferARB
+
Attempted to set world gen presets prior to dimensions
glBindProgramARB
+
preset attempted beyond Y range
glDeleteProgramsARB
+
preset failed to load X value at Y =
glDisableVertexAttribArrayARB
+
ELEVATION_FREQUENCY
glEnableVertexAttribArrayARB
+
RAIN_FREQUENCY
glGenProgramsARB
+
DRAINAGE_FREQUENCY
glGetProgramEnvParameterdvARB
+
TEMPERATURE_FREQUENCY
glGetProgramEnvParameterfvARB
+
SAVAGERY_FREQUENCY
glGetProgramLocalParameterdvARB
+
VOLCANISM_FREQUENCY
glGetProgramLocalParameterfvARB
+
MINERAL_SCARCITY
glGetProgramStringARB
+
MEGABEAST_CAP
glGetProgramivARB
+
SEMIMEGABEAST_CAP
glGetVertexAttribPointervARB
+
TITAN_NUMBER
glGetVertexAttribdvARB
+
TITAN_ATTACK_TRIGGER
glGetVertexAttribfvARB
+
WEREBEAST_ATTACK_TRIGGER
glGetVertexAttribivARB
+
DEMON_NUMBER
glIsProgramARB
+
NIGHT_TROLL_NUMBER
glProgramEnvParameter4dARB
+
BOGEYMAN_NUMBER
glProgramEnvParameter4dvARB
+
NIGHTMARE_NUMBER
glProgramEnvParameter4fARB
+
VAMPIRE_NUMBER
glProgramEnvParameter4fvARB
+
WEREBEAST_NUMBER
glProgramLocalParameter4dARB
+
SECRET_NUMBER
glProgramLocalParameter4dvARB
+
REGIONAL_INTERACTION_NUMBER
glProgramLocalParameter4fARB
+
DISTURBANCE_INTERACTION_NUMBER
glProgramLocalParameter4fvARB
+
EVIL_CLOUD_NUMBER
glProgramStringARB
+
GENERATE_DIVINE_MATERIALS
glVertexAttrib1dARB
+
ALLOW_DIVINATION
glVertexAttrib1dvARB
+
ALLOW_DEMONIC_EXPERIMENTS
glVertexAttrib1fARB
+
ALLOW_NECROMANCER_EXPERIMENTS
glVertexAttrib1fvARB
+
ALLOW_NECROMANCER_LIEUTENANTS
glVertexAttrib1sARB
+
ALLOW_NECROMANCER_GHOULS
glVertexAttrib1svARB
+
ALLOW_NECROMANCER_SUMMONS
glVertexAttrib2dARB
+
EVIL_RAIN_NUMBER
glVertexAttrib2dvARB
+
GOOD_SQ_COUNTS
glVertexAttrib2fARB
+
EVIL_SQ_COUNTS
glVertexAttrib2fvARB
+
REGION_COUNTS
glVertexAttrib2sARB
+
RIVER_MINS
glVertexAttrib2svARB
+
SUBREGION_MAX
glVertexAttrib3dARB
+
CAVERN_LAYER_COUNT
glVertexAttrib3dvARB
+
CAVERN_LAYER_OPENNESS_MIN
glVertexAttrib3fARB
+
CAVERN_LAYER_OPENNESS_MAX
glVertexAttrib3fvARB
+
CAVERN_LAYER_PASSAGE_DENSITY_MIN
glVertexAttrib3sARB
+
CAVERN_LAYER_PASSAGE_DENSITY_MAX
glVertexAttrib3svARB
+
CAVERN_LAYER_WATER_MIN
glVertexAttrib4NbvARB
+
CAVERN_LAYER_WATER_MAX
glVertexAttrib4NivARB
+
HAVE_BOTTOM_LAYER_1
glVertexAttrib4NsvARB
+
HAVE_BOTTOM_LAYER_2
glVertexAttrib4NubARB
+
LEVELS_ABOVE_GROUND
glVertexAttrib4NubvARB
+
LEVELS_ABOVE_LAYER_1
glVertexAttrib4NuivARB
+
LEVELS_ABOVE_LAYER_2
glVertexAttrib4NusvARB
+
LEVELS_ABOVE_LAYER_3
glVertexAttrib4bvARB
+
LEVELS_ABOVE_LAYER_4
glVertexAttrib4dARB
+
LEVELS_ABOVE_LAYER_5
glVertexAttrib4dvARB
+
LEVELS_AT_BOTTOM
glVertexAttrib4fARB
+
CAVE_MIN_SIZE
glVertexAttrib4fvARB
+
CAVE_MAX_SIZE
glVertexAttrib4ivARB
+
MOUNTAIN_CAVE_MIN
glVertexAttrib4sARB
+
NON_MOUNTAIN_CAVE_MIN
glVertexAttrib4svARB
+
TOTAL_CIV_NUMBER
glVertexAttrib4ubvARB
+
TOTAL_CIV_POPULATION
glVertexAttrib4uivARB
+
SITE_CAP
glVertexAttrib4usvARB
+
ELEVATION_RANGES
glVertexAttribPointerARB
+
RAIN_RANGES
glBindAttribLocationARB
+
DRAINAGE_RANGES
glGetActiveAttribARB
+
SAVAGERY_RANGES
glGetAttribLocationARB
+
VOLCANISM_RANGES
glWindowPos2dARB
+
Unrecognized World Gen Token:
glWindowPos2dvARB
+
LARGE ISLAND
glWindowPos2fARB
+
LARGE REGION
glWindowPos2fvARB
+
MEDIUM ISLAND
glWindowPos2iARB
+
MEDIUM REGION
glWindowPos2ivARB
+
SMALL ISLAND
glWindowPos2sARB
+
SMALL REGION
glWindowPos2svARB
+
SMALLER ISLAND
glWindowPos3dARB
+
SMALLER REGION
glWindowPos3dvARB
+
POCKET ISLAND
glWindowPos3fARB
+
POCKET REGION
glWindowPos3fvARB
+
COMPLETE_OCEAN_EDGE_MIN
glWindowPos3iARB
+
Command Line: World generation parameter set located successfully.
glWindowPos3ivARB
+
Command Line: World generation parameter set
glWindowPos3sARB
+
not found -- using default.
glWindowPos3svARB
+
Command Line: World image, detailed image and info exported.
glDrawBuffersATI
+
You make
glDrawElementArrayATI
+
and more
glDrawRangeElementArrayATI
+
You have finished working on
glElementPointerATI
+
You practice your
glGetTexBumpParameterfvATI
+
but make nothing of note.
glGetTexBumpParameterivATI
+
You make nothing.
glTexBumpParameterfvATI
+
is taken by a fey mood!
glTexBumpParameterivATI
+
withdraws from society...
glAlphaFragmentOp1ATI
+
has been possessed!
glAlphaFragmentOp2ATI
+
looses a roaring laughter, fell and terrible!
glAlphaFragmentOp3ATI
+
begins to stalk and brood...
glBeginFragmentShaderATI
+
Disconnected
glBindFragmentShaderATI
+
Need trigger type
glColorFragmentOp1ATI
+
Needs walkable perimeter
glColorFragmentOp2ATI
+
Hidden
glColorFragmentOp3ATI
+
Needs to be anchored on edge
glDeleteFragmentShaderATI
+
Blocked
glEndFragmentShaderATI
+
Surrounded by empty space
glGenFragmentShadersATI
+
Needs adjacent wall
glPassTexCoordATI
+
Needs open space
glSampleMapATI
+
Off map
glSetFragmentShaderConstantATI
+
Water
glMapObjectBufferATI
+
Lava/Magma
glUnmapObjectBufferATI
+
Building present
glPNTrianglesfATI
+
Construction present
glPNTrianglesiATI
+
Must be inside
glStencilFuncSeparateATI
+
Too close to edge
glStencilOpSeparateATI
+
Must be outside
glArrayObjectATI
+
Cannot build at highest level
glFreeObjectBufferATI
+
Needs soil or mud
glGetArrayObjectfvATI
+
Needs soil
glGetArrayObjectivATI
+
Needs ground or near machine
glGetObjectBufferfvATI
+
No mud/soil for farm
glGetObjectBufferivATI
+
Mud is left by water
glGetVariantArrayObjectfvATI
+
No access to
glGetVariantArrayObjectivATI
+
No access
glIsObjectBufferATI
+
has created
glNewObjectBufferATI
+
claims it as an heirloom in the name of the family ancestor
glUpdateObjectBufferATI
+
claims it as a family heirloom
glVariantArrayObjectATI
+
claims it as a personal treasure.
glGetVertexAttribArrayObjectfvATI
+
offers it to
glGetVertexAttribArrayObjectivATI
+
Image information
glVertexAttribArrayObjectATI
+
for engraving
glClientActiveVertexStreamATI
+
was waged by
glNormalStream3bATI
+
One of the most significant causes of the conflict was
glNormalStream3bvATI
+
The most significant cause of the conflict was
glNormalStream3dATI
+
a family matter
glNormalStream3dvATI
+
disgust with the adversary's godlessness
glNormalStream3fATI
+
religious opposition to the adversary's worship of
glNormalStream3fvATI
+
religious opposition to the adversary's inherent association with
glNormalStream3iATI
+
natural aversion to the adversary's worship of
glNormalStream3ivATI
+
natural aversion to the adversary's inherent association with
glNormalStream3sATI
+
a dispute over
glNormalStream3svATI
+
the treatment of animals
glVertexBlendEnvfATI
+
the treatment of plants
glVertexBlendEnviATI
+
a formalized agreement
glVertexStream2dATI
+
truthfulness
glVertexStream2dvATI
+
the devouring of the bodies of sapient beings
glVertexStream2fATI
+
the display of war and hunting trophies
glVertexStream2fvATI
+
the adversary's inability to communicate and form treaties
glVertexStream2iATI
+
a desire to kill the living and any others in opposition
glVertexStream2ivATI
+
the disturbance of once-eternal rest
glVertexStream2sATI
+
a dispute over the ownership of
glVertexStream2svATI
+
prior aggression by the adversary
glVertexStream3dATI
+
a first contact that went horribly wrong
glVertexStream3dvATI
+
the adversary's refusal to form treaties
glVertexStream3fATI
+
the adversary's abuse of the aggressor's fallen
glVertexStream3fvATI
+
an incident involving a lost diplomat
glVertexStream3iATI
+
a disagreement over prior treaties
glVertexStream3ivATI
+
an incident involving a trade caravan
glVertexStream3sATI
+
water rights
glVertexStream3svATI
+
fishing rights
glVertexStream4dATI
+
general ill feelings over past historical events
glVertexStream4dvATI
+
a previous war
glVertexStream4fATI
+
a previous battle
glVertexStream4fvATI
+
a previous duel
glVertexStream4iATI
+
a previous conquest
glVertexStream4ivATI
+
an abduction
glVertexStream4sATI
+
an act of theft
glVertexStream4svATI
+
an attack by a beast
glGetUniformBufferSizeEXT
+
a journey
glGetUniformOffsetEXT
+
a previous insurrection
glUniformBufferEXT
+
a special occasion
glBlendColorEXT
+
a purge
glBlendEquationSeparateEXT
+
a raid
glBlendFuncSeparateEXT
+
persecution
glBlendEquationEXT
+
a coup
glColorSubTableEXT
+
The causes of the conflict are debated by scholars and very little is truly known.
glCopyColorSubTableEXT
+
unknown
glLockArraysEXT
+
creature
glUnlockArraysEXT
+
, lost
glConvolutionFilter1DEXT
+
, all lost
glConvolutionFilter2DEXT
+
losses
glConvolutionParameterfEXT
+
, one loss
glConvolutionParameterfvEXT
+
, no losses
glConvolutionParameteriEXT
+
, mostly
glConvolutionParameterivEXT
+
various zombies
glCopyConvolutionFilter1DEXT
+
, mostly various zombies
glCopyConvolutionFilter2DEXT
+
creatures
glGetConvolutionFilterEXT
+
Attacker was uncontested.
glGetConvolutionParameterfvEXT
+
Attacker was victorious.
glGetConvolutionParameterivEXT
+
Defender was victorious.
glGetSeparableFilterEXT
+
A festival commemorating
glSeparableFilter2DEXT
+
occurred in
glBinormalPointerEXT
+
A fair occurred in
glTangentPointerEXT
+
A holy period dedicated to
glCopyTexImage1DEXT
+
centered around
glCopyTexImage2DEXT
+
divine aspect of
glCopyTexSubImage1DEXT
+
A performance of
glCopyTexSubImage2DEXT
+
A dance
glCopyTexSubImage3DEXT
+
A concert
glCullParameterdvEXT
+
A recital of
glCullParameterfvEXT
+
A poetry recital
glDepthBoundsEXT
+
The story of
glBindMultiTextureEXT
+
A story recital
glCheckNamedFramebufferStatusEXT
+
A performance
glClientAttribDefaultEXT
+
A competition involving
glCompressedMultiTexImage1DEXT
+
A dance competition
glCompressedMultiTexImage2DEXT
+
A music competition
glCompressedMultiTexImage3DEXT
+
A poetry competition
glCompressedMultiTexSubImage1DEXT
+
A foot race
glCompressedMultiTexSubImage2DEXT
+
A flying race
glCompressedMultiTexSubImage3DEXT
+
A wrestling competition
glCompressedTextureImage1DEXT
+
A gladiatory competition
glCompressedTextureImage2DEXT
+
A competition
glCompressedTextureImage3DEXT
+
A procession occurred in
glCompressedTextureSubImage1DEXT
+
  It started at
glCompressedTextureSubImage2DEXT
+
A ceremony occurred in
glCompressedTextureSubImage3DEXT
+
A fearsome
glCopyMultiTexImage1DEXT
+
beast
glCopyMultiTexImage2DEXT
+
attack
glCopyMultiTexSubImage1DEXT
+
was a time when the
glCopyMultiTexSubImage2DEXT
+
were the only great powers in the world.
glCopyMultiTexSubImage3DEXT
+
was a time when
glCopyTextureImage1DEXT
+
yet
glCopyTextureImage2DEXT
+
again
glCopyTextureSubImage1DEXT
+
was the only great power in the world.
glCopyTextureSubImage2DEXT
+
living gods and mighty beasts
glCopyTextureSubImage3DEXT
+
still
glDisableClientStateIndexedEXT
+
held sway.
glDisableClientStateiEXT
+
the powers of the world were fading
glDisableVertexArrayAttribEXT
+
great powers had returned to the world
glDisableVertexArrayEXT
+
there were still great powers in the world
glEnableClientStateIndexedEXT
+
fantastic creatures no longer lived in great numbers.
glEnableClientStateiEXT
+
fantastic creatures were few and far between, and some even doubted their existence.
glEnableVertexArrayAttribEXT
+
ruled the world.
glEnableVertexArrayEXT
+
the last of the
glFlushMappedNamedBufferRangeEXT
+
ancient
glFramebufferDrawBufferEXT
+
powers fought their final battles.
glFramebufferDrawBuffersEXT
+
various civilized races peopled the world.
glFramebufferReadBufferEXT
+
was a time after civilization had
glGenerateMultiTexMipmapEXT
+
yet
glGenerateTextureMipmapEXT
+
again
glGetCompressedMultiTexImageEXT
+
crumbled completely.
glGetCompressedTextureImageEXT
+
fantastic creatures were but mere stories told by travelers.
glGetDoubleIndexedvEXT
+
only simple creatures inhabited
glGetDoublei_vEXT
+
no civilized peoples existed in
glGetFloatIndexedvEXT
+
the world.
glGetFloati_vEXT
+
Part of
glGetFramebufferParameterivEXT
+
ended.
glGetMultiTexEnvfvEXT
+
occurred.
glGetMultiTexEnvivEXT
+
began.
glGetMultiTexGendvEXT
+
Corpse
glGetMultiTexGenfvEXT
+
CREATE WORLD NOW =
glGetMultiTexGenivEXT
+
LARGE
glGetMultiTexImageEXT
+
data/save/current/world.dat
glGetMultiTexLevelParameterfvEXT
+
Command Line: World exported.
glGetMultiTexLevelParameterivEXT
+
*** STARTING NEW GAME ***
glGetMultiTexParameterIivEXT
+
Command Line:
glGetMultiTexParameterIuivEXT
+
data/init/announcements.txt
glGetMultiTexParameterfvEXT
+
DO_MEGA
glGetMultiTexParameterivEXT
+
UCR_A
glGetNamedBufferParameterivEXT
+
data/sound/song_title.ogg
glGetNamedBufferPointervEXT
+
data/sound/song_game.ogg
glGetNamedBufferSubDataEXT
+
data/art/mouse.png
glGetNamedFramebufferAttachmentParameterivEXT
+
data/movies
glGetNamedProgramLocalParameterIivEXT
+
data/dipscript/*
glGetNamedProgramLocalParameterIuivEXT
+
Command Line: World generation initiated.
glGetNamedProgramLocalParameterdvEXT
+
Command Line: World generation aborted because folder exists.
glGetNamedProgramLocalParameterfvEXT
+
data/speech/general.txt
glGetNamedProgramStringEXT
+
data/speech/slayer.txt
glGetNamedProgramivEXT
+
data/speech/threat.txt
glGetNamedRenderbufferParameterivEXT
+
data/speech/greet.txt
glGetPointerIndexedvEXT
+
data/speech/greet_reply.txt
glGetPointeri_vEXT
+
data/speech/greet_reply_diff_language.txt
glGetTextureImageEXT
+
data/speech/greet_reply_unusual_first.txt
glGetTextureLevelParameterfvEXT
+
data/speech/greet_reply_after_hero.txt
glGetTextureLevelParameterivEXT
+
data/speech/greet_worship.txt
glGetTextureParameterIivEXT
+
data/speech/greet_baby.txt
glGetTextureParameterIuivEXT
+
data/speech/goodbye_worship_1.txt
glGetTextureParameterfvEXT
+
data/speech/goodbye_worship_2.txt
glGetTextureParameterivEXT
+
data/speech/goodbye_worship_3.txt
glGetVertexArrayIntegeri_vEXT
+
data/speech/temple_already_member.txt
glGetVertexArrayIntegervEXT
+
data/speech/temple_become_member.txt
glGetVertexArrayPointeri_vEXT
+
data/speech/positive.txt
glGetVertexArrayPointervEXT
+
data/speech/task_recommendation.txt
glMapNamedBufferEXT
+
data/speech/unknown_hf_seeker.txt
glMapNamedBufferRangeEXT
+
data/speech/ab_specific_hf_seeker.txt
glMatrixFrustumEXT
+
data/speech/site_specific_hf_seeker.txt
glMatrixLoadIdentityEXT
+
data/speech/same_site_ab_specific_hf_seeker.txt
glMatrixLoadTransposedEXT
+
data/speech/same_site_specific_hf_seeker.txt
glMatrixLoadTransposefEXT
+
data/speech/arch_info_justification.txt
glMatrixLoaddEXT
+
data/speech/justification_representation.txt
glMatrixLoadfEXT
+
data/speech/justification_proximity.txt
glMatrixMultTransposedEXT
+
data/speech/justification_experience.txt
glMatrixMultTransposefEXT
+
data/speech/justification_reminder.txt
glMatrixMultdEXT
+
data/speech/justification_antithetical.txt
glMatrixMultfEXT
+
data/speech/no_family.txt
glMatrixOrthoEXT
+
data/speech/family_relationship_spec.txt
glMatrixPopEXT
+
data/speech/family_relationship_no_spec.txt
glMatrixPushEXT
+
data/speech/family_relationship_additional.txt
glMatrixRotatedEXT
+
data/speech/family_relationship_spec_dead.txt
glMatrixRotatefEXT
+
data/speech/family_relationship_no_spec_dead.txt
glMatrixScaledEXT
+
data/speech/family_relationship_additional_dead.txt
glMatrixScalefEXT
+
data/speech/child_age_proclamation.txt
glMatrixTranslatedEXT
+
data/speech/wandering_profession.txt
glMatrixTranslatefEXT
+
data/speech/hunting_profession.txt
glMultiTexBufferEXT
+
data/speech/snatcher_profession.txt
glMultiTexCoordPointerEXT
+
data/speech/thief_profession.txt
glMultiTexEnvfEXT
+
data/speech/wandering_profession_year.txt
glMultiTexEnvfvEXT
+
data/speech/hunting_profession_year.txt
glMultiTexEnviEXT
+
data/speech/snatcher_profession_year.txt
glMultiTexEnvivEXT
+
data/speech/thief_profession_year.txt
glMultiTexGendEXT
+
data/speech/past_wandering_profession.txt
glMultiTexGendvEXT
+
data/speech/past_hunting_profession.txt
glMultiTexGenfEXT
+
data/speech/past_snatcher_profession.txt
glMultiTexGenfvEXT
+
data/speech/past_thief_profession.txt
glMultiTexGeniEXT
+
data/speech/guard_profession.txt
glMultiTexGenivEXT
+
data/speech/guard_warning.txt
glMultiTexImage1DEXT
+
data/speech/soldier_profession.txt
glMultiTexImage2DEXT
+
data/speech/past_profession_no_year.txt
glMultiTexImage3DEXT
+
data/speech/past_profession_year.txt
glMultiTexParameterIivEXT
+
data/speech/current_profession_no_year.txt
glMultiTexParameterIuivEXT
+
data/speech/current_profession_year.txt
glMultiTexParameterfEXT
+
data/speech/hist_fig_slayer.txt
glMultiTexParameterfvEXT
+
data/speech/animal_slayer.txt
glMultiTexParameteriEXT
+
data/speech/mercenary_profession.txt
glMultiTexParameterivEXT
+
data/speech/mercenary_profession_year.txt
glMultiTexRenderbufferEXT
+
data/speech/past_mercenary_profession.txt
glMultiTexSubImage1DEXT
+
PAUSE
glMultiTexSubImage2DEXT
+
RECENTER
glMultiTexSubImage3DEXT
+
A_DISPLAY
glNamedBufferDataEXT
+
D_DISPLAY
glNamedBufferSubDataEXT
+
UNIT_COMBAT_REPORT
glNamedCopyBufferSubDataEXT
+
UNIT_COMBAT_REPORT_ALL_ACTIVE
glNamedFramebufferRenderbufferEXT
+
items
glNamedFramebufferTexture1DEXT
+
no material
glNamedFramebufferTexture2DEXT
+
an official land of the realm
glNamedFramebufferTexture3DEXT
+
and the surrounding lands have been made
glNamedFramebufferTextureEXT
+
an even more official land of the realm
glNamedFramebufferTextureFaceEXT
+
In Traction
glNamedFramebufferTextureLayerEXT
+
Heavy Bleeding
glNamedProgramLocalParameter4dEXT
+
Pale
glNamedProgramLocalParameter4dvEXT
+
Severe Blood Loss
glNamedProgramLocalParameter4fEXT
+
Moderate Blood Loss
glNamedProgramLocalParameter4fvEXT
+
Completely Numb
glNamedProgramLocalParameterI4iEXT
+
Partially Numb
glNamedProgramLocalParameterI4ivEXT
+
Serious Fever
glNamedProgramLocalParameterI4uiEXT
+
Moderate Fever
glNamedProgramLocalParameterI4uivEXT
+
Slight Fever
glNamedProgramLocalParameters4fvEXT
+
Moderate Pain
glNamedProgramLocalParametersI4ivEXT
+
Slight Pain
glNamedProgramLocalParametersI4uivEXT
+
Very Drowsy
glNamedProgramStringEXT
+
Drowsy
glNamedRenderbufferStorageEXT
+
Thirsty
glNamedRenderbufferStorageMultisampleCoverageEXT
+
Very Hungry
glNamedRenderbufferStorageMultisampleEXT
+
Cannot breathe
glProgramUniform1fEXT
+
Trouble breathing
glProgramUniform1fvEXT
+
Vision lost
glProgramUniform1iEXT
+
Vision impaired
glProgramUniform1ivEXT
+
Vision somewhat impaired
glProgramUniform1uiEXT
+
Ability to stand lost
glProgramUniform1uivEXT
+
Ability to stand somewhat impaired
glProgramUniform2fEXT
+
Ability to grasp lost
glProgramUniform2fvEXT
+
Ability to grasp somewhat impaired
glProgramUniform2iEXT
+
Ability to fly lost
glProgramUniform2ivEXT
+
Ability to fly somewhat impaired
glProgramUniform2uiEXT
+
Motor nerve damage
glProgramUniform2uivEXT
+
Sensory nerve damage
glProgramUniform3fEXT
+
No health problems
glProgramUniform3fvEXT
+
Gelded
glProgramUniform3iEXT
+
Spilled
glProgramUniform3ivEXT
+
Butchered
glProgramUniform3uiEXT
+
Major artery torn
glProgramUniform3uivEXT
+
Artery torn
glProgramUniform4fEXT
+
Heavy bleeding
glProgramUniform4fvEXT
+
Bleeding
glProgramUniform4iEXT
+
Motor nerve severed
glProgramUniform4ivEXT
+
Sensory nerve severed
glProgramUniform4uiEXT
+
Torn tendon
glProgramUniform4uivEXT
+
Strained tendon
glProgramUniformMatrix2fvEXT
+
Bruised tendon
glProgramUniformMatrix2x3fvEXT
+
Torn ligament
glProgramUniformMatrix2x4fvEXT
+
Sprained ligament
glProgramUniformMatrix3fvEXT
+
Bruised ligament
glProgramUniformMatrix3x2fvEXT
+
Compound fracture
glProgramUniformMatrix3x4fvEXT
+
Overlapping fracture (in traction)
glProgramUniformMatrix4fvEXT
+
Overlapping fracture
glProgramUniformMatrix4x2fvEXT
+
Needs setting
glProgramUniformMatrix4x3fvEXT
+
Cut apart
glPushClientAttribDefaultEXT
+
Smashed apart
glTextureBufferEXT
+
Broken apart
glTextureImage1DEXT
+
Torn apart
glTextureImage2DEXT
+
Cut open
glTextureImage3DEXT
+
Smashed open
glTextureParameterIivEXT
+
Broken open
glTextureParameterIuivEXT
+
Torn open
glTextureParameterfEXT
+
Dented
glTextureParameterfvEXT
+
Heavy bruising
glTextureParameteriEXT
+
Moderate bruising
glTextureParameterivEXT
+
Light bruising
glTextureRenderbufferEXT
+
Serious burn
glTextureSubImage1DEXT
+
Moderate burn
glTextureSubImage2DEXT
+
Minor burn
glTextureSubImage3DEXT
+
Serious frost-bite
glUnmapNamedBufferEXT
+
Moderate frost-bite
glVertexArrayColorOffsetEXT
+
Minor frost-bite
glVertexArrayEdgeFlagOffsetEXT
+
Serious melting
glVertexArrayFogCoordOffsetEXT
+
Moderate melting
glVertexArrayIndexOffsetEXT
+
Minor melting
glVertexArrayMultiTexCoordOffsetEXT
+
Serious boiling
glVertexArrayNormalOffsetEXT
+
Moderate boiling
glVertexArraySecondaryColorOffsetEXT
+
Minor boiling
glVertexArrayTexCoordOffsetEXT
+
Serious freezing
glVertexArrayVertexAttribIOffsetEXT
+
Moderate freezing
glVertexArrayVertexAttribOffsetEXT
+
Minor freezing
glVertexArrayVertexOffsetEXT
+
Serious condensation
glColorMaskIndexedEXT
+
Moderate condensation
glDisableIndexedEXT
+
Minor condensation
glEnableIndexedEXT
+
Advanced rot
glGetBooleanIndexedvEXT
+
Moderate rot
glGetIntegerIndexedvEXT
+
Minor rot
glIsEnabledIndexedEXT
+
Serious blistering
glDrawArraysInstancedEXT
+
Moderate blistering
glDrawElementsInstancedEXT
+
Minor blistering
glDrawRangeElementsEXT
+
Extreme pain
glFogCoordPointerEXT
+
Moderate pain
glFogCoorddEXT
+
Minor pain
glFogCoorddvEXT
+
Nausea
glFogCoordfEXT
+
Dizziness
glFogCoordfvEXT
+
Paralysis
glFragmentColorMaterialEXT
+
Partial paralysis
glFragmentLightModelfEXT
+
Some sluggishness
glFragmentLightModelfvEXT
+
Complete numbness
glFragmentLightModeliEXT
+
Partial numbness
glFragmentLightModelivEXT
+
Slight numbness
glFragmentLightfEXT
+
Extreme swelling
glFragmentLightfvEXT
+
Moderate swelling
glFragmentLightiEXT
+
Minor swelling
glFragmentLightivEXT
+
Function totally impaired
glFragmentMaterialfEXT
+
Partially impaired function
glFragmentMaterialfvEXT
+
Slightly impaired function
glFragmentMaterialiEXT
+
Has been sutured
glFragmentMaterialivEXT
+
Infection
glGetFragmentLightfvEXT
+
No evaluated wounds
glGetFragmentLightivEXT
+
Diagnosis required
glGetFragmentMaterialfvEXT
+
Crutch required
glGetFragmentMaterialivEXT
+
Rotten -- inoperable
glLightEnviEXT
+
Needs cleaning
glBlitFramebufferEXT
+
Needs surgery
glRenderbufferStorageMultisampleEXT
+
Needs sutures
glBindFramebufferEXT
+
Needs dressing
glBindRenderbufferEXT
+
Needs traction
glCheckFramebufferStatusEXT
+
Needs immobilization
glDeleteFramebuffersEXT
+
No treatment scheduled
glDeleteRenderbuffersEXT
+
Diagnosed with
glFramebufferRenderbufferEXT
+
Received
glFramebufferTexture1DEXT
+
cast
glFramebufferTexture2DEXT
+
splint on
glFramebufferTexture3DEXT
+
dressing on
glGenFramebuffersEXT
+
sutures on
glGenRenderbuffersEXT
+
Bleeding stopped
glGenerateMipmapEXT
+
Compound fracture of
glGetFramebufferAttachmentParameterivEXT
+
repaired
glGetRenderbufferParameterivEXT
+
amputated
glIsFramebufferEXT
+
Rotten tissue excised from
glIsRenderbufferEXT
+
Had
glRenderbufferStorageEXT
+
set
glFramebufferTextureEXT
+
Placed in traction
glFramebufferTextureFaceEXT
+
Evaluated
glFramebufferTextureLayerEXT
+
Brought to rest
glProgramParameteriEXT
+
Cleaned
glProgramEnvParameters4fvEXT
+
                                      -
glProgramLocalParameters4fvEXT
+
No medical history
glBindFragDataLocationEXT
+
  The Health of
glGetFragDataLocationEXT
+
You
glGetUniformuivEXT
+
You butcher
glGetVertexAttribIivEXT
+
Sorting
glGetVertexAttribIuivEXT
+
Initialization complete...
glUniform1uiEXT
+
Historical events
glUniform1uivEXT
+
completed
glUniform2uiEXT
+
Check for culled historical figures
glUniform2uivEXT
+
Historical figures
glUniform3uiEXT
+
Artifacts completed
glUniform3uivEXT
+
Structures completed
glUniform4uiEXT
+
event sort
glUniform4uivEXT
+
Historical events left to discover:
glVertexAttribI1iEXT
+
Historical Figures
glVertexAttribI1ivEXT
+
Sites
glVertexAttribI1uiEXT
+
Codices, scrolls, etc.
glVertexAttribI1uivEXT
+
Civilizations and other entities
glVertexAttribI2iEXT
+
Structures
glVertexAttribI2ivEXT
+
Historical Maps
glVertexAttribI2uiEXT
+
Underground Regions
glVertexAttribI2uivEXT
+
Unnamed
glVertexAttribI3iEXT
+
female
glVertexAttribI3ivEXT
+
male
glVertexAttribI3uiEXT
+
, force
glVertexAttribI3uivEXT
+
: export network map.
glVertexAttribI4bvEXT
+
Codices, Scrolls, Etc.
glVertexAttribI4iEXT
+
Civilizations and Other Entities
glVertexAttribI4ivEXT
+
: export religion map.
glVertexAttribI4svEXT
+
Counting House
glVertexAttribI4ubvEXT
+
Keep
glVertexAttribI4uiEXT
+
Dark Tower
glVertexAttribI4uivEXT
+
Underworld Spire
glVertexAttribI4usvEXT
+
Market
glVertexAttribIPointerEXT
+
Dungeon
glGetHistogramEXT
+
Sewers
glGetHistogramParameterfvEXT
+
Catacombs
glGetHistogramParameterivEXT
+
Slain
glGetMinmaxEXT
+
a wound
glGetMinmaxParameterfvEXT
+
wounds
glGetMinmaxParameterivEXT
+
Subdued
glHistogramEXT
+
Fled
glMinmaxEXT
+
yet emerged
glResetHistogramEXT
+
victorious
glResetMinmaxEXT
+
Victorious
glIndexFuncEXT
+
yet
glIndexMaterialEXT
+
drove forward
glApplyTextureEXT
+
Drove forward
glTextureLightEXT
+
and was
glTextureMaterialEXT
+
repelled
glMultiDrawArraysEXT
+
Repelled
glMultiDrawElementsEXT
+
stood fast
glSampleMaskEXT
+
Stood fast
glSamplePatternEXT
+
beaten back
glColorTableEXT
+
Beaten back
glGetColorTableEXT
+
Unnamed underground area
glGetColorTableParameterfvEXT
+
Unnamed Underworld area
glGetColorTableParameterivEXT
+
Populations
glGetPixelTransformParameterfvEXT
+
: Filter on string
glGetPixelTransformParameterivEXT
+
: Done filtering.
glPixelTransformParameterfEXT
+
: civ/site
glPixelTransformParameterfvEXT
+
to change year.
glPixelTransformParameteriEXT
+
: view top event
glPixelTransformParameterivEXT
+
: toggle territories. 
glPointParameterfEXT
+
: select an option. 
glPointParameterfvEXT
+
: done. 
glPolygonOffsetEXT
+
: export current map. 
glProvokingVertexEXT
+
: show only important events. 
glBeginSceneEXT
+
: show all events. 
glEndSceneEXT
+
: back to age. 
glSecondaryColor3bEXT
+
: XML dump (incomplete)
glSecondaryColor3bvEXT
+
: export site map.
glSecondaryColor3dEXT
+
: export map/gen info.
glSecondaryColor3dvEXT
+
: export detailed map.
glSecondaryColor3fEXT
+
has been disturbed.
glSecondaryColor3fvEXT
+
group of
glSecondaryColor3iEXT
+
Many
glSecondaryColor3ivEXT
+
have been disturbed.
glSecondaryColor3sEXT
+
swarm of
glSecondaryColor3svEXT
+
its way out of confinement!
glSecondaryColor3ubEXT
+
A kidnapper has made off with
glSecondaryColor3ubvEXT
+
has stolen
glSecondaryColor3uiEXT
+
A thief has stolen
glSecondaryColor3uivEXT
+
[INITIAL_LOAD]
glSecondaryColor3usEXT
+
item
glSecondaryColor3usvEXT
+
in the wilds
glSecondaryColorPointerEXT
+
Slayer
glActiveProgramEXT
+
Unknown creature
glCreateShaderProgramEXT
+
kill
glUseShaderProgramEXT
+
rotten
glActiveStencilFaceEXT
+
material
glTexSubImage1DEXT
+
partial
glTexSubImage2DEXT
+
skeleton
glTexSubImage3DEXT
+
partial remains
glTexImage3DEXT
+
mutilated
glTexBufferEXT
+
corpse
glClearColorIiEXT
+
mangled
glClearColorIuiEXT
+
icicle
glGetTexParameterIivEXT
+
your
glGetTexParameterIuivEXT
+
TALLOW
glTexParameterIivEXT
+
It is made from
glTexParameterIuivEXT
+
well-crafted
glAreTexturesResidentEXT
+
finely-crafted
glBindTextureEXT
+
superior quality
glDeleteTexturesEXT
+
exceptional
glGenTexturesEXT
+
woven by
glIsTextureEXT
+
The thread is
glPrioritizeTexturesEXT
+
well-
glTextureNormalEXT
+
finely
glGetQueryObjecti64vEXT
+
superbly
glGetQueryObjectui64vEXT
+
exceptionally
glBeginTransformFeedbackEXT
+
masterfully
glBindBufferBaseEXT
+
colored
glBindBufferOffsetEXT
+
Coin
glBindBufferRangeEXT
+
Bar/Block
glEndTransformFeedbackEXT
+
Finished Goods
glGetTransformFeedbackVaryingEXT
+
Bin
glTransformFeedbackVaryingsEXT
+
(copy)
glArrayElementEXT
+
Seed
glColorPointerEXT
+
Cheese
glDrawArraysEXT
+
Spice
glEdgeFlagPointerEXT
+
Mill
glGetPointervEXT
+
Rendered Fat
glIndexPointerEXT
+
Paste
glNormalPointerEXT
+
Barrel
glTexCoordPointerEXT
+
NULL inventory pointer on load
glVertexPointerEXT
+
NULL inventory item on load: id #
glBeginVertexShaderEXT
+
rapidly shifts between topics
glBindLightParameterEXT
+
moves quickly from subject to subject
glBindMaterialParameterEXT
+
takes frequent interesting tangents
glBindParameterEXT
+
hopelessly meanders
glBindTexGenParameterEXT
+
meanders somewhat
glBindTextureUnitParameterEXT
+
gets off track from time to time
glBindVertexShaderEXT
+
bubbles over with cheerfulness
glDeleteVertexShaderEXT
+
is quite cheerful
glDisableVariantClientStateEXT
+
is fairly cheerful
glEnableVariantClientStateEXT
+
overflows with sadness
glEndVertexShaderEXT
+
is depressing
glExtractComponentEXT
+
has a touch of melancholy
glGenSymbolsEXT
+
is thoroughly organized
glGenVertexShadersEXT
+
is clearly organized
glGetInvariantBooleanvEXT
+
is organized
glGetInvariantFloatvEXT
+
is thoroughly mechanical
glGetInvariantIntegervEXT
+
is very rigid
glGetLocalConstantBooleanvEXT
+
is a bit stiff
glGetLocalConstantFloatvEXT
+
is completely serious
glGetLocalConstantIntegervEXT
+
has a very serious tone
glGetVariantBooleanvEXT
+
is reasonably serious
glGetVariantFloatvEXT
+
artfully flashes through seemingly disjoint topics
glGetVariantIntegervEXT
+
breaks sharply between topics with regularity
glGetVariantPointervEXT
+
has some particularly crisp changes in topic
glInsertComponentEXT
+
is utterly disjointed
glIsVariantEnabledEXT
+
skips around a lot
glSetInvariantEXT
+
occasionally changes topic abruptly
glSetLocalConstantEXT
+
uses only artful words and phrases selected with care
glShaderOp1EXT
+
is throughout ornate and refined
glShaderOp2EXT
+
has rare but particularly exquisite turns of phrase
glShaderOp3EXT
+
is excessively ornate
glSwizzleEXT
+
is quite florid
glVariantPointerEXT
+
is somewhat showy
glVariantbvEXT
+
drives forward relentlessly
glVariantdvEXT
+
is full of force
glVariantfvEXT
+
is forceful
glVariantivEXT
+
is a comedy treasure trove
glVariantsvEXT
+
is quite humorous
glVariantubvEXT
+
has a touch of humor
glVariantuivEXT
+
is littered with terrible jokes inartfully told
glVariantusvEXT
+
has poorly-executed humor
glWriteMaskEXT
+
tries and fails to be funny at times
glVertexWeightPointerEXT
+
is artfully suffused with what would otherwise be childish and immature material
glVertexWeightfEXT
+
contains a deft use throughout of what might be considered immature material
glVertexWeightfvEXT
+
manages an artful inclusion here and there of childish material
glFrameTerminatorGREMEDY
+
is absolutely puerile
glStringMarkerGREMEDY
+
is very childish
glGetImageTransformParameterfvHP
+
is a bit immature
glGetImageTransformParameterivHP
+
indulges the author's every whim
glImageTransformParameterfHP
+
artfully indulges the author's fancies
glImageTransformParameterfvHP
+
contains some asides related to the author's preferences
glImageTransformParameteriHP
+
is stunningly self-indulgent
glImageTransformParameterivHP
+
is quite self-indulgent
glMultiModeDrawArraysIBM
+
is somewhat self-indulgent
glMultiModeDrawElementsIBM
+
could only have been produced by a merciful spirit
glColorPointerListIBM
+
is quite touching
glEdgeFlagPointerListIBM
+
shows a hint of tenderness
glFogCoordPointerListIBM
+
is clear evidence of a compassionate being
glIndexPointerListIBM
+
is very compassionate
glNormalPointerListIBM
+
gives a feeling of compassion here and there
glSecondaryColorPointerListIBM
+
is as vicious as can be
glTexCoordPointerListIBM
+
is quite cruel
glVertexPointerListIBM
+
has a hint of viciousness to it
glColorPointervINTEL
+
is a monument to concision
glNormalPointervINTEL
+
is very concise
glTexCoordPointervINTEL
+
is fairly crisp
glVertexPointervINTEL
+
is a pit of bitter scorn
glTexScissorFuncINTEL
+
is quite mocking in tone
glTexScissorINTEL
+
contains the occasional biting remark
glBufferRegionEnabledEXT
+
is a reservoir of amusingly clever quips
glDeleteBufferRegionEXT
+
is refreshingly witty
glDrawBufferRegionEXT
+
has its moments of cleverness
glNewBufferRegionEXT
+
is an awe-inspiring wild rant
glReadBufferRegionEXT
+
careens forward as a rant
glResizeBuffersMESA
+
tumbles out almost as a rant at times
glWindowPos2dMESA
+
is a completely unhinged rant
glWindowPos2dvMESA
+
is a rant more or less
glWindowPos2fMESA
+
descends to a rant in places
glWindowPos2fvMESA
+
It asks the question, "What if
glWindowPos2iMESA
+
had unfolded differently?" 
glWindowPos2ivMESA
+
It concerns the lineage of
glWindowPos2sMESA
+
It concerns
glWindowPos2svMESA
+
The work has no particular subject. 
glWindowPos3dMESA
+
The writing conveys a moral lesson regarding
glWindowPos3dvMESA
+
The overall text emphasizes
glWindowPos3fMESA
+
For lyrics, the composer has selected
glWindowPos3fvMESA
+
For musical accompaniment, the choreographer has selected
glWindowPos3iMESA
+
The writing
glWindowPos3ivMESA
+
yet it
glWindowPos3sMESA
+
and it
glWindowPos3svMESA
+
Overall, the information is compiled masterfully
glWindowPos4dMESA
+
Overall, the splendid source of information
glWindowPos4dvMESA
+
Overall, this is a great source of information
glWindowPos4fMESA
+
Overall, this is a good source of information
glWindowPos4fvMESA
+
Overall, the information is not compiled very well
glWindowPos4iMESA
+
Overall, this is a terrible compilation of information
glWindowPos4ivMESA
+
Overall, the poetry is masterful
glWindowPos4sMESA
+
Overall, the poetry is inspired
glWindowPos4svMESA
+
Overall, the poetry is great
glBeginConditionalRenderNV
+
Overall, the poetry is passable
glEndConditionalRenderNV
+
Overall, the poetry is not awful, but not very good either
glCopyImageSubDataNV
+
Overall, the poetry is very, very bad
glClearDepthdNV
+
Overall, the composition is masterful
glDepthBoundsdNV
+
Overall, the composition is inspired
glDepthRangedNV
+
Overall, the composition is great
glEvalMapsNV
+
Overall, the composition is passable
glGetMapAttribParameterfvNV
+
Overall, the composition is not awful, but not very good either
glGetMapAttribParameterivNV
+
Overall, the composition is atrocious
glGetMapControlPointsNV
+
Overall, the choreography is masterful
glGetMapParameterfvNV
+
Overall, the choreography is inspired
glGetMapParameterivNV
+
Overall, the choreography is great
glMapControlPointsNV
+
Overall, the choreography is passable
glMapParameterfvNV
+
Overall, the choreography is not awful, but not very good either
glMapParameterivNV
+
Overall, the choreography is just terrible
glGetMultisamplefvNV
+
Overall, the prose is masterful
glSampleMaskIndexedNV
+
Overall, the prose is splendid
glTexRenderbufferNV
+
Overall, the prose is great
glDeleteFencesNV
+
Overall, the prose is passable
glFinishFenceNV
+
Overall, the prose is not awful, but not very good either
glGenFencesNV
+
Overall, the prose is amateurish at best
glGetFenceivNV
+
The work has a single chapter. 
glIsFenceNV
+
The work has
glSetFenceNV
+
chapters. 
glTestFenceNV
+
chapter
glGetProgramNamedParameterdvNV
+
covers
glGetProgramNamedParameterfvNV
+
Written on the item is
glProgramNamedParameter4dNV
+
There used to be writing on the item. 
glProgramNamedParameter4dvNV
+
an untitled
glProgramNamedParameter4fNV
+
chronicle
glProgramNamedParameter4fvNV
+
short story
glRenderbufferStorageMultisampleCoverageNV
+
novel
glProgramVertexLimitNV
+
biography
glProgramEnvParameterI4iNV
+
autobiography
glProgramEnvParameterI4ivNV
+
poem
glProgramEnvParameterI4uiNV
+
letter
glProgramEnvParameterI4uivNV
+
musical composition
glProgramEnvParametersI4ivNV
+
choreography
glProgramEnvParametersI4uivNV
+
treatise on technological evolution
glProgramLocalParameterI4iNV
+
dictionary
glProgramLocalParameterI4ivNV
+
star chart
glProgramLocalParameterI4uiNV
+
star catalogue
glProgramLocalParameterI4uivNV
+
atlas
glProgramLocalParametersI4ivNV
+
entitled
glProgramLocalParametersI4uivNV
+
, authored by
glGetUniformui64vNV
+
The written portion consists of
glColor3hNV
+
page
glColor3hvNV
+
nothing.
glColor4hNV
+
untitled
glColor4hvNV
+
shared
glFogCoordhNV
+
aquarium
glFogCoordhvNV
+
gains possession of the
glMultiTexCoord1hNV
+
remains stuck in
glMultiTexCoord1hvNV
+
maintains possession of the
glMultiTexCoord2hNV
+
You gain possession of the
glMultiTexCoord2hvNV
+
remains stuck in your
glMultiTexCoord3hNV
+
You maintain possession of the
glMultiTexCoord3hvNV
+
is torn from your
glMultiTexCoord4hNV
+
You've lost possession of the
glMultiTexCoord4hvNV
+
has been lost!
glNormal3hNV
+
In memory of
glNormal3hvNV
+
/ Born
glSecondaryColor3hNV
+
Went missing
glSecondaryColor3hvNV
+
in the year
glTexCoord1hNV
+
Boiled
glTexCoord1hvNV
+
Melted
glTexCoord2hNV
+
Condensed
glTexCoord2hvNV
+
Solidified
glTexCoord3hNV
+
Died in the heat
glTexCoord3hvNV
+
Encased in cooling lava
glTexCoord4hNV
+
Encased in cooling magma
glTexCoord4hvNV
+
Encased in ice
glVertex2hNV
+
Froze to death
glVertex2hvNV
+
Died in a cage
glVertex3hNV
+
Fell into a deep chasm
glVertex3hvNV
+
Died peacefully
glVertex4hNV
+
Died in the dark
glVertex4hvNV
+
Starved to death
glVertexAttrib1hNV
+
Died of thirst
glVertexAttrib1hvNV
+
Drowned
glVertexAttrib2hNV
+
Burned up in magma
glVertexAttrib2hvNV
+
Burned up in
glVertexAttrib3hNV
+
dragon fire
glVertexAttrib3hvNV
+
dragon fire
glVertexAttrib4hNV
+
Burned to death by
glVertexAttrib4hvNV
+
fire
glVertexAttribs1hvNV
+
Burned to death by a
glVertexAttribs2hvNV
+
Burned to death
glVertexAttribs3hvNV
+
Scalded to death
glVertexAttribs4hvNV
+
Burned up in a magma mist
glVertexWeighthNV
+
Crushed by a drawbridge
glVertexWeighthvNV
+
Crushed under a collapsing ceiling
glBeginOcclusionQueryNV
+
Killed by falling rocks
glDeleteOcclusionQueriesNV
+
Shot and killed
glEndOcclusionQueryNV
+
Bled to death
glGenOcclusionQueriesNV
+
Succumbed to infection
glGetOcclusionQueryivNV
+
Suffocated
glGetOcclusionQueryuivNV
+
Hacked to pieces
glIsOcclusionQueryNV
+
Executed
glProgramBufferParametersIivNV
+
Beheaded
glProgramBufferParametersIuivNV
+
Crucified
glProgramBufferParametersfvNV
+
Buried alive
glFlushPixelDataRangeNV
+
Left out in the air
glPixelDataRangeNV
+
Burned alive
glPointParameteriNV
+
Fed to beasts
glPointParameterivNV
+
Struck down
glGetVideoi64vNV
+
Slaughtered
glGetVideoivNV
+
Scuttled
glGetVideoui64vNV
+
Drained of blood
glGetVideouivNV
+
Murdered
glPresentFrameDualFillNV
+
Killed by a trap
glPresentFrameKeyedNV
+
Killed by a vehicle
glPrimitiveRestartIndexNV
+
Killed by a flying object
glPrimitiveRestartNV
+
Vanished
glCombinerInputNV
+
Collapsed
glCombinerOutputNV
+
Put to rest
glCombinerParameterfNV
+
Died after colliding with an obstacle
glCombinerParameterfvNV
+
Impaled on spikes
glCombinerParameteriNV
+
Scared to death
glCombinerParameterivNV
+
Leapt from a great height
glFinalCombinerInputNV
+
Died
glGetCombinerInputParameterfvNV
+
Slayer of
glGetCombinerInputParameterivNV
+
Slayer of
glGetCombinerOutputParameterfvNV
+
Hunter of
glGetCombinerOutputParameterivNV
+
Loving
glGetFinalCombinerInputParameterfvNV
+
Devoted
glGetFinalCombinerInputParameterivNV
+
father and husband
glCombinerStageParameterfvNV
+
husband
glGetCombinerStageParameterfvNV
+
mother and wife
glGetBufferParameterui64vNV
+
mother
glGetIntegerui64vNV
+
parent and spouse
glGetNamedBufferParameterui64vNV
+
United with
glIsBufferResidentNV
+
At one with
glIsNamedBufferResidentNV
+
Lover of
glMakeBufferNonResidentNV
+
wood
glMakeBufferResidentNV
+
fabric
glMakeNamedBufferNonResidentNV
+
Admirer of
glMakeNamedBufferResidentNV
+
Friend of
glProgramUniformui64NV
+
The color
glProgramUniformui64vNV
+
made
glUniformui64NV
+
happy
glUniformui64vNV
+
This is
glTextureBarrierNV
+
This is a stack of
glActiveVaryingNV
+
bundles of
glBeginTransformFeedbackNV
+
This is a bundle of
glBindBufferBaseNV
+
well-prepared
glBindBufferOffsetNV
+
finely-prepared
glBindBufferRangeNV
+
superiorly prepared
glEndTransformFeedbackNV
+
exceptional prepared
glGetActiveVaryingNV
+
masterfully prepared
glGetTransformFeedbackVaryingNV
+
superior quality
glGetVaryingLocationNV
+
exceptional
glTransformFeedbackAttribsNV
+
masterful
glTransformFeedbackVaryingsNV
+
created by an unknown artisan
glBindTransformFeedbackNV
+
All
glDeleteTransformFeedbacksNV
+
ship is of the highest quality. 
glDrawTransformFeedbackNV
+
It is sized for
glGenTransformFeedbacksNV
+
The ingredients are
glIsTransformFeedbackNV
+
superiorly
glPauseTransformFeedbackNV
+
minced
glResumeTransformFeedbackNV
+
cooked
glFlushVertexArrayRangeNV
+
It is
glVertexArrayRangeNV
+
encrusted with
glBufferAddressRangeNV
+
studded with
glColorFormatNV
+
decorated with
glEdgeFlagFormatNV
+
glazed with
glFogCoordFormatNV
+
well-prepared
glGetIntegerui64i_vNV
+
finely-prepared
glIndexFormatNV
+
exceptionally prepared
glNormalFormatNV
+
masterfully prepared
glSecondaryColorFormatNV
+
exceptionally worked
glTexCoordFormatNV
+
masterfully worked
glVertexAttribFormatNV
+
by an unknown artist
glVertexAttribIFormatNV
+
encircled with bands of
glVertexFormatNV
+
are made from
glAreProgramsResidentNV
+
is made from
glBindProgramNV
+
The handle is made from
glDeleteProgramsNV
+
The rollers are made from
glExecuteProgramNV
+
This object
glGenProgramsNV
+
is adorned with hanging rings of
glGetProgramParameterdvNV
+
menaces with spikes of
glGetProgramParameterfvNV
+
On the faces of the object are
glGetProgramStringNV
+
a series of
glGetProgramivNV
+
images and symbols
glGetTrackMatrixivNV
+
images
glGetVertexAttribPointervNV
+
words
glGetVertexAttribdvNV
+
which you cannot read
glGetVertexAttribfvNV
+
symbols
glGetVertexAttribivNV
+
dots
glIsProgramNV
+
, ranging from
glLoadProgramNV
+
numbers
glProgramParameter4dNV
+
The upward face is
glProgramParameter4dvNV
+
There is writing on this item which you have not read.
glProgramParameter4fNV
+
There is writing on this item, but you cannot read.
glProgramParameter4fvNV
+
The pages are blank.
glProgramParameters4dvNV
+
You have not read this book.
glProgramParameters4fvNV
+
There is writing in the book, but you cannot read.
glRequestResidentProgramsNV
+
The slab reads "
glTrackMatrixNV
+
There is writing on the slab, but you cannot read.
glVertexAttrib1dNV
+
This object is showing some wear. 
glVertexAttrib1dvNV
+
This object is threadbare. 
glVertexAttrib1fNV
+
This object is in tatters. 
glVertexAttrib1fvNV
+
This object is heavily worn. 
glVertexAttrib1sNV
+
This object is mangled. 
glVertexAttrib1svNV
+
null item load -- type:
glVertexAttrib2dNV
+
NAME
glVertexAttrib2dvNV
+
LEVEL
glVertexAttrib2fNV
+
CLASS
glVertexAttrib2fvNV
+
ADJECTIVE
glVertexAttrib2sNV
+
ARMORLEVEL
glVertexAttrib2svNV
+
UPSTEP
glVertexAttrib3dNV
+
BLOCKCHANCE
glVertexAttrib3dvNV
+
MATERIAL_SIZE
glVertexAttrib3fNV
+
HARD_MAT
glVertexAttrib3fvNV
+
ATTACK_PREPARE_AND_RECOVER
glVertexAttrib3sNV
+
GENERATED
glVertexAttrib3svNV
+
SOURCE_HFID
glVertexAttrib4dNV
+
SOURCE_ENID
glVertexAttrib4dvNV
+
Unrecognized Item Token:
glVertexAttrib4fNV
+
SOFT
glVertexAttrib4fvNV
+
HARD
glVertexAttrib4sNV
+
METAL
glVertexAttrib4svNV
+
BARRED
glVertexAttrib4ubNV
+
SCALED
glVertexAttrib4ubvNV
+
LEATHER
glVertexAttribPointerNV
+
SHAPED
glVertexAttribs1dvNV
+
CHAIN_METAL_TEXT
glVertexAttribs1fvNV
+
STRUCTURAL_ELASTICITY_WOVEN_THREAD
glVertexAttribs1svNV
+
STRUCTURAL_ELASTICITY_CHAIN_METAL
glVertexAttribs2dvNV
+
STRUCTURAL_ELASTICITY_CHAIN_ALL
glVertexAttribs2fvNV
+
LAYER_SIZE
glVertexAttribs2svNV
+
LAYER_PERMIT
glVertexAttribs3dvNV
+
LAYER
glVertexAttribs3fvNV
+
OVER
glVertexAttribs3svNV
+
UNDER
glVertexAttribs4dvNV
+
COVER
glVertexAttribs4fvNV
+
COVERAGE
glVertexAttribs4svNV
+
METAL_ARMOR_LEVELS
glVertexAttribs4ubvNV
+
PREPLURAL
glClearDepthfOES
+
MATERIAL_PLACEHOLDER
glClipPlanefOES
+
LBSTEP
glDepthRangefOES
+
UBSTEP
glFrustumfOES
+
BOLT
glGetClipPlanefOES
+
SIZE
glOrthofOES
+
WEIGHT
glDetailTexFuncSGIS
+
EDGE
glGetDetailTexFuncSGIS
+
IS_SCREW
glFogFuncSGIS
+
IS_SPIKE
glGetFogFuncSGIS
+
HITS
glSampleMaskSGIS
+
SHOOT_MAXVEL
glSamplePatternSGIS
+
RANGED
glGetSharpenTexFuncSGIS
+
TWO_HANDED
glSharpenTexFuncSGIS
+
MINIMUM_SIZE
glTexImage4DSGIS
+
CAN_STONE
glTexSubImage4DSGIS
+
TRAINING
glGetTexFilterFuncSGIS
+
SHOOT_FORCE
glTexFilterFuncSGIS
+
MUSIC_SKILL
glAsyncMarkerSGIX
+
TIMBRE
glDeleteAsyncMarkersSGIX
+
REGISTER
glFinishAsyncSGIX
+
INDEFINITE_PITCH
glGenAsyncMarkersSGIX
+
PLACED_AS_BUILDING
glIsAsyncMarkerSGIX
+
METAL_MAT
glPollAsyncSGIX
+
STONE_MAT
glFlushRasterSGIX
+
WOOD_MAT
glTextureFogSGIX
+
GLASS_MAT
glFragmentColorMaterialSGIX
+
CERAMIC_MAT
glFragmentLightModelfSGIX
+
SHELL_MAT
glFragmentLightModelfvSGIX
+
BONE_MAT
glFragmentLightModeliSGIX
+
DOMINANT_MATERIAL_PIECE
glFragmentLightModelivSGIX
+
INSTRUMENT_PIECE
glFragmentLightfSGIX
+
ALWAYS_PLURAL
glFragmentLightfvSGIX
+
ALWAYS_SINGULAR
glFragmentLightiSGIX
+
: unrecognized INSTRUMENT PIECE tag
glFragmentLightivSGIX
+
: Did not find token following VALUE
glFragmentMaterialfSGIX
+
PITCH_RANGE
glFragmentMaterialfvSGIX
+
VOLUME_mB
glFragmentMaterialiSGIX
+
SOUND_PRODUCTION
glFragmentMaterialivSGIX
+
SOUND_PRODUCTION missing part token
glGetFragmentLightfvSGIX
+
SOUND_PRODUCTION missing first part token
glGetFragmentLightivSGIX
+
SOUND_PRODUCTION missing second part token
glGetFragmentMaterialfvSGIX
+
PITCH_CHOICE
glGetFragmentMaterialivSGIX
+
PITCH_CHOICE missing first part token
glFrameZoomSGIX
+
PITCH_CHOICE STOPPING_FRET missing second part token
glPixelTexGenSGIX
+
PITCH_CHOICE STOPPING_AGAINST_BODY missing second part token
glReferencePlaneSGIX
+
PITCH_CHOICE PITCH_CHOICE_METHOD_FOOT_PEDALS missing second part token
glSpriteParameterfSGIX
+
TUNING
glSpriteParameterfvSGIX
+
[OBJECT:ITEM]
glSpriteParameteriSGIX
+
[ITEM_
glSpriteParameterivSGIX
+
AMMO
glTagSampleBufferSGIX
+
SHOES
glColorTableParameterfvSGI
+
FOOD
glColorTableParameterivSGI
+
SELF
glColorTableSGI
+
did not find instrument piece
glCopyColorTableSGI
+
, setting index to zero
glGetColorTableParameterfvSGI
+
did not find tool with index
glGetColorTableParameterivSGI
+
for instrument piece
glGetColorTableSGI
+
ITEM_WEAPON
glFinishTextureSUNX
+
ITEM_TOY
glGlobalAlphaFactorbSUN
+
ITEM_TOOL
glGlobalAlphaFactordSUN
+
ITEM_INSTRUMENT
glGlobalAlphaFactorfSUN
+
ITEM_TRAPCOMP
glGlobalAlphaFactoriSUN
+
ITEM_ARMOR
glGlobalAlphaFactorsSUN
+
ITEM_AMMO
glGlobalAlphaFactorubSUN
+
ITEM_SIEGEAMMO
glGlobalAlphaFactoruiSUN
+
ITEM_GLOVES
glGlobalAlphaFactorusSUN
+
ITEM_SHOES
glReadVideoPixelsSUN
+
ITEM_SHIELD
glReplacementCodePointerSUN
+
ITEM_HELM
glReplacementCodeubSUN
+
ITEM_PANTS
glReplacementCodeubvSUN
+
ITEM_FOOD
glReplacementCodeuiSUN
+
: Did not find token following NAME
glReplacementCodeuivSUN
+
: Did not find plural token following NAME
glReplacementCodeusSUN
+
SHEET_MAT
glReplacementCodeusvSUN
+
SOFT_MAT
glColor3fVertex3fSUN
+
METAL_WEAPON_MAT
glColor3fVertex3fvSUN
+
NO_DEFAULT_IMPROVEMENTS
glColor4fNormal3fVertex3fSUN
+
SHAPE_CATEGORY
glColor4fNormal3fVertex3fvSUN
+
: Did not find token following SHAPE_CATEGORY
glColor4ubVertex2fSUN
+
USES_FACE_IMAGE_SET
glColor4ubVertex2fvSUN
+
NO_DEFAULT_JOB
glColor4ubVertex3fSUN
+
INCOMPLETE_ITEM
glColor4ubVertex3fvSUN
+
UNIMPROVABLE
glNormal3fVertex3fSUN
+
INVERTED_TILE
glNormal3fVertex3fvSUN
+
FURNITURE
glReplacementCodeuiColor3fVertex3fSUN
+
LEATHER_MAT
glReplacementCodeuiColor3fVertex3fvSUN
+
SILK_MAT
glReplacementCodeuiColor4fNormal3fVertex3fSUN
+
THREAD_PLANT_MAT
glReplacementCodeuiColor4fNormal3fVertex3fvSUN
+
TILE
glReplacementCodeuiColor4ubVertex3fSUN
+
: Did not find token following TILE
glReplacementCodeuiColor4ubVertex3fvSUN
+
TOOL_USE
glReplacementCodeuiNormal3fVertex3fSUN
+
: Did not find token following TOOL_USE
glReplacementCodeuiNormal3fVertex3fvSUN
+
DEFAULT_IMPROVEMENT
glReplacementCodeuiTexCoord2fColor4fNormal3fVertex3fSUN
+
CONTAINER_CAPACITY
glReplacementCodeuiTexCoord2fColor4fNormal3fVertex3fvSUN
+
Construct Building
glReplacementCodeuiTexCoord2fNormal3fVertex3fSUN
+
Butcher an Animal
glReplacementCodeuiTexCoord2fNormal3fVertex3fvSUN
+
Catch Live Fish
glReplacementCodeuiTexCoord2fVertex3fSUN
+
Catch Live Land Animal
glReplacementCodeuiTexCoord2fVertex3fvSUN
+
Prepare a Raw Fish
glReplacementCodeuiVertex3fSUN
+
Mill Plants
glReplacementCodeuiVertex3fvSUN
+
Process Plants
glTexCoord2fColor3fVertex3fSUN
+
Milk
glTexCoord2fColor3fVertex3fvSUN
+
Animal
glTexCoord2fColor4fNormal3fVertex3fSUN
+
Shear
glTexCoord2fColor4fNormal3fVertex3fvSUN
+
Spin Thread
glTexCoord2fColor4ubVertex3fSUN
+
Make Cheese
glTexCoord2fColor4ubVertex3fvSUN
+
Process Plants (Vial)
glTexCoord2fNormal3fVertex3fSUN
+
Process Plants (Barrel)
glTexCoord2fNormal3fVertex3fvSUN
+
Make Lye
glTexCoord2fVertex3fSUN
+
Make Potash From Lye
glTexCoord2fVertex3fvSUN
+
Make Potash From Ash
glTexCoord4fColor4fNormal3fVertex4fSUN
+
Prepare Easy Meal
glTexCoord4fColor4fNormal3fVertex4fvSUN
+
Prepare Fine Meal
glTexCoord4fVertex4fSUN
+
Prepare Lavish Meal
glTexCoord4fVertex4fvSUN
+
Extract from Plants
glAddSwapHintRectWIN
+
Extract from Raw Fish
GL_3DFX_multisample
+
Extract from Land Animal
GL_3DFX_tbuffer
+
Handle
GL_3DFX_texture_compression_FXT1
+
a Large Animal
GL_AMD_draw_buffers_blend
+
Unchain Pet
GL_AMD_performance_monitor
+
Interrogate
GL_AMD_texture_texture4
+
Subject
GL_AMD_vertex_shader_tessellator
+
Release
GL_APPLE_aux_depth_stencil
+
Release Pet
GL_APPLE_client_storage
+
Release Small Creature
GL_APPLE_element_array
+
Handle Small Creature
GL_APPLE_fence
+
Recover Pet
GL_APPLE_float_pixels
+
Cage
GL_APPLE_flush_buffer_range
+
Recover Wounded
GL_APPLE_object_purgeable
+
Diagnose Patient
GL_APPLE_pixel_buffer
+
Immobilize Break
GL_APPLE_rgb_422
+
Apply Cast
GL_APPLE_row_bytes
+
Bring Crutch
GL_APPLE_specular_vector
+
Dress Wound
GL_APPLE_texture_range
+
Clean Patient
GL_APPLE_transform_hint
+
Suture
GL_APPLE_vertex_array_object
+
Set Bone
GL_APPLE_vertex_array_range
+
Place In Traction
GL_APPLE_vertex_program_evaluators
+
Put Item on Display
GL_APPLE_ycbcr_422
+
Cage Small Animal
GL_ARB_color_buffer_float
+
Pit/Pond
GL_ARB_compatibility
+
Pit/Pond Small Animal
GL_ARB_copy_buffer
+
Pen/Pasture
GL_ARB_depth_buffer_float
+
Pen/Pasture Small Animal
GL_ARB_depth_clamp
+
Drain Aquarium
GL_ARB_depth_texture
+
Fill Aquarium
GL_ARB_draw_buffers
+
Fill Pond
GL_ARB_draw_buffers_blend
+
Give Water
GL_ARB_draw_elements_base_vertex
+
Give Food
GL_ARB_draw_instanced
+
Manage Work Orders
GL_ARB_fragment_coord_conventions
+
Update Stockpile Records
GL_ARB_fragment_program
+
Trade at Depot
GL_ARB_fragment_program_shadow
+
Chain
GL_ARB_fragment_shader
+
Put In Chains
GL_ARB_framebuffer_object
+
Slaughter
GL_ARB_framebuffer_sRGB
+
Geld
GL_ARB_geometry_shader4
+
Unchain
GL_ARB_half_float_pixel
+
Tame
GL_ARB_half_float_vertex
+
Tame a Small Animal
GL_ARB_imaging
+
Figurine
GL_ARB_instanced_arrays
+
Amulet
GL_ARB_map_buffer_range
+
Scepter
GL_ARB_matrix_palette
+
Crown
GL_ARB_multisample
+
Ring
GL_ARB_multitexture
+
Earring
GL_ARB_occlusion_query
+
Bracelet
GL_ARB_pixel_buffer_object
+
Make Large
GL_ARB_point_parameters
+
Gem
GL_ARB_point_sprite
+
Mint
GL_ARB_provoking_vertex
+
Coins
GL_ARB_sample_shading
+
Cut
GL_ARB_seamless_cube_map
+
(Engrave Memorial)
GL_ARB_shader_objects
+
Decorate With
GL_ARB_shader_texture_lod
+
Stud With
GL_ARB_shading_language_100
+
Encrust
GL_ARB_shadow
+
With
GL_ARB_shadow_ambient
+
Collect Sand
GL_ARB_sync
+
Collect Clay
GL_ARB_texture_border_clamp
+
Install Colony In Hive
GL_ARB_texture_buffer_object
+
Collect Hive Products
GL_ARB_texture_compression
+
Construct
GL_ARB_texture_compression_rgtc
+
Blocks
GL_ARB_texture_cube_map
+
Make Raw
GL_ARB_texture_cube_map_array
+
Portal
GL_ARB_texture_env_add
+
Hatch Cover
GL_ARB_texture_env_combine
+
Grate
GL_ARB_texture_env_crossbar
+
Construct Traction Bench
GL_ARB_texture_env_dot3
+
Splint
GL_ARB_texture_float
+
Crutch
GL_ARB_texture_gather
+
Box
GL_ARB_texture_mirrored_repeat
+
Forge
GL_ARB_texture_multisample
+
Make Totem
GL_ARB_texture_non_power_of_two
+
Terrarium
GL_ARB_texture_query_lod
+
Cage
GL_ARB_texture_rectangle
+
Waterskin
GL_ARB_texture_rg
+
Vial
GL_ARB_transpose_matrix
+
Flask
GL_ARB_uniform_buffer_object
+
Cup
GL_ARB_vertex_array_bgra
+
Mug
GL_ARB_vertex_array_object
+
Toy
GL_ARB_vertex_blend
+
Tube
GL_ARB_vertex_buffer_object
+
Pipe Section
GL_ARB_vertex_program
+
Bucket
GL_ARB_vertex_shader
+
Backpack
GL_ARB_window_pos
+
Quiver
GL_ATIX_point_sprites
+
Bait Trap with
GL_ATIX_texture_env_combine3
+
Ballista Arrow Head
GL_ATIX_texture_env_route
+
Assemble
GL_ATIX_vertex_shader_output_point_size
+
Construct
GL_ATI_draw_buffers
+
Catapult Parts
GL_ATI_element_array
+
Mechanisms
GL_ATI_envmap_bumpmap
+
Ballista Parts
GL_ATI_fragment_shader
+
Anvil
GL_ATI_map_object_buffer
+
Bed
GL_ATI_meminfo
+
Quern
GL_ATI_pn_triangles
+
Millstone
GL_ATI_separate_stencil
+
Train
GL_ATI_shader_texture_lod
+
to Hunt
GL_ATI_text_fragment_shader
+
Hunting Animal
GL_ATI_texture_compression_3dc
+
for War
GL_ATI_texture_env_combine3
+
War Animal
GL_ATI_texture_float
+
Make Charcoal
GL_ATI_texture_mirror_once
+
Make Ash
GL_ATI_vertex_array_object
+
Reaction
GL_ATI_vertex_attrib_array_object
+
Smelt
GL_ATI_vertex_streams
+
Ore
GL_EXT_422_pixels
+
Melt a Metal Object
GL_EXT_Cg_shader
+
Extract Metal Strands
GL_EXT_abgr
+
Dye Thread
GL_EXT_bgra
+
Dye Cloth
GL_EXT_bindable_uniform
+
Sew
GL_EXT_blend_color
+
Image
GL_EXT_blend_equation_separate
+
Collect Webs
GL_EXT_blend_func_separate
+
Weave Metal Cloth
GL_EXT_blend_logic_op
+
Weave Thread into Silk
GL_EXT_blend_minmax
+
Weave Yarn into Cloth
GL_EXT_blend_subtract
+
Weave Thread into Cloth
GL_EXT_clip_volume_hint
+
(Dyed Only)
GL_EXT_cmyka
+
Harvest Plants
GL_EXT_color_subtable
+
Plant Seeds
GL_EXT_compiled_vertex_array
+
Fertilize Field
GL_EXT_convolution
+
Pull the Lever
GL_EXT_coordinate_frame
+
Link a Building to Trigger
GL_EXT_copy_texture
+
Carve Fortification
GL_EXT_cull_vertex
+
Detail Wall
GL_EXT_depth_bounds_test
+
Detail Floor
GL_EXT_direct_state_access
+
Carve Track
GL_EXT_draw_buffers2
+
Remove Stairs/Ramps
GL_EXT_draw_instanced
+
Carve Upward Staircase
GL_EXT_draw_range_elements
+
Carve Downward Staircase
GL_EXT_fog_coord
+
Carve Up/Down Staircase
GL_EXT_fragment_lighting
+
Carve Ramp
GL_EXT_framebuffer_blit
+
Dig Channel
GL_EXT_framebuffer_multisample
+
Fell Tree
GL_EXT_framebuffer_object
+
Gather Plants
GL_EXT_framebuffer_sRGB
+
Bring Item to Shop
GL_EXT_geometry_shader4
+
Bring Item to Depot
GL_EXT_gpu_program_parameters
+
Get Provisions
GL_EXT_gpu_shader4
+
Clean Self
GL_EXT_histogram
+
Fill Waterskin
GL_EXT_index_array_formats
+
Sleep
GL_EXT_index_func
+
Kidnap
GL_EXT_index_material
+
Cause Trouble
GL_EXT_index_texture
+
No Activity
GL_EXT_light_texture
+
Report Crime
GL_EXT_misc_attribute
+
Hunt
GL_EXT_multi_draw_arrays
+
Starting Fist Fight
GL_EXT_multisample
+
Beat Criminal
GL_EXT_packed_depth_stencil
+
Place Track Vehicle
GL_EXT_packed_float
+
Push Track Vehicle
GL_EXT_packed_pixels
+
Execute Criminal
GL_EXT_paletted_texture
+
Hunt for Small Creature
GL_EXT_pixel_buffer_object
+
Collect Taxes
GL_EXT_pixel_transform
+
Guard Tax Collector
GL_EXT_pixel_transform_color_table
+
Return Kill
GL_EXT_point_parameters
+
Go Shopping
GL_EXT_polygon_offset
+
Attend Party
GL_EXT_provoking_vertex
+
Store Owned Item
GL_EXT_rescale_normal
+
Place Item in Tomb
GL_EXT_scene_marker
+
Store Item in Stockpile
GL_EXT_secondary_color
+
Store Item in Bag
GL_EXT_separate_shader_objects
+
Store Item in Barrel
GL_EXT_separate_specular_color
+
Store Item in Bin
GL_EXT_shadow_funcs
+
Store Item in Vehicle
GL_EXT_shared_texture_palette
+
Store Weapon
GL_EXT_stencil_clear_tag
+
Store Armor
GL_EXT_stencil_two_side
+
Store Item in Hospital
GL_EXT_stencil_wrap
+
Store Item in Location
GL_EXT_subtexture
+
Pickup Equipment
GL_EXT_texture
+
Dump Item
GL_EXT_texture3D
+
Strange Mood
GL_EXT_texture_array
+
Clean Trap
GL_EXT_texture_buffer_object
+
Load Catapult
GL_EXT_texture_compression_dxt1
+
Load Ballista
GL_EXT_texture_compression_latc
+
Fire Catapult
GL_EXT_texture_compression_rgtc
+
Fire Ballista
GL_EXT_texture_compression_s3tc
+
Operate Pump
GL_EXT_texture_cube_map
+
Load Cage Trap
GL_EXT_texture_edge_clamp
+
Load Stone Trap
GL_EXT_texture_env
+
Load Weapon Trap
GL_EXT_texture_env_add
+
Goblet
GL_EXT_texture_env_combine
+
Stop Bleeding
GL_EXT_texture_env_dot3
+
Repair Compound Fracture
GL_EXT_texture_filter_anisotropic
+
Remove Rotten Tissue
GL_EXT_texture_integer
+
DOUBLE TAGGED ITEM:
GL_EXT_texture_lod_bias
+
Impoverished Word Selector
GL_EXT_texture_mirror_clamp
+
NOUN
GL_EXT_texture_object
+
ADJ_DIST
GL_EXT_texture_perturb_normal
+
THE_NOUN_SING
GL_EXT_texture_rectangle
+
THE_NOUN_PLUR
GL_EXT_texture_sRGB
+
THE_COMPOUND_NOUN_SING
GL_EXT_texture_shared_exponent
+
THE_COMPOUND_NOUN_PLUR
GL_EXT_texture_snorm
+
THE_COMPOUND_ADJ
GL_EXT_texture_swizzle
+
OF_NOUN_SING
GL_EXT_timer_query
+
OF_NOUN_PLUR
GL_EXT_transform_feedback
+
FRONT_COMPOUND_NOUN_SING
GL_EXT_vertex_array
+
FRONT_COMPOUND_NOUN_PLUR
GL_EXT_vertex_array_bgra
+
REAR_COMPOUND_NOUN_SING
GL_EXT_vertex_shader
+
REAR_COMPOUND_NOUN_PLUR
GL_EXT_vertex_weighting
+
FRONT_COMPOUND_ADJ
GL_GREMEDY_frame_terminator
+
REAR_COMPOUND_ADJ
GL_GREMEDY_string_marker
+
FRONT_COMPOUND_PREFIX
GL_HP_convolution_border_modes
+
THE_COMPOUND_PREFIX
GL_HP_image_transform
+
STANDARD_VERB
GL_HP_occlusion_test
+
Unrecognized Word Token:
GL_HP_texture_lighting
+
S_WORD
GL_IBM_cull_vertex
+
Unrecognized Symbol Token:
GL_IBM_multimode_draw_arrays
+
T_WORD
GL_IBM_rasterpos_clip
+
Unrecognized Translation Token:
GL_IBM_static_data
+
*** Error(s) finalizing the symbol
GL_IBM_texture_mirrored_repeat
+
Unrecognized word token:
GL_IBM_vertex_array_lists
+
language_layer
GL_INGR_color_clamp
+
[OBJECT:LANGUAGE]
GL_INGR_interlace_read
+
[WORD:
GL_INTEL_parallel_arrays
+
[SYMBOL:
GL_INTEL_texture_scissor
+
[TRANSLATION:
GL_KTX_buffer_region
+
WORD
GL_MESAX_texture_stack
+
SYMBOL
GL_MESA_pack_invert
+
*** Error(s) finalizing the translation
GL_MESA_resize_buffers
+
DEATH
GL_MESA_window_pos
+
NAME_SWAMP
GL_MESA_ycbcr_texture
+
HOLY
GL_NV_blend_square
+
NEGATIVE
GL_NV_conditional_render
+
NAME_DESERT
GL_NV_copy_depth_to_color
+
NAME_OCEAN
GL_NV_copy_image
+
NAME_GLACIER
GL_NV_depth_buffer_float
+
NAME_TUNDRA
GL_NV_depth_clamp
+
NAME_GRASSLAND
GL_NV_depth_range_unclamped
+
NAME_HILLS
GL_NV_evaluators
+
NAME_REGION
GL_NV_explicit_multisample
+
NAME_PEAK
GL_NV_fence
+
NAME_VOLCANO
GL_NV_float_buffer
+
NAME_ISLAND_SMALL
GL_NV_fog_distance
+
NAME_ISLAND
GL_NV_fragment_program
+
NAME_CONTINENT
GL_NV_fragment_program2
+
NAME_WAR
GL_NV_gpu_program4
+
NAME_BATTLE
GL_NV_fragment_program_option
+
NAME_SIEGE
GL_NV_framebuffer_multisample_coverage
+
NAME_ENTITY_MERCHANT_COMPANY
GL_NV_geometry_shader4
+
NAME_BUILDING_LIBRARY
GL_NV_half_float
+
NAME_COMMON_RELIGION
GL_NV_light_max_exponent
+
NAME_BUILDING_TEMPLE
GL_NV_multisample_filter_hint
+
NAME_ROAD
GL_NV_occlusion_query
+
NAME_BRIDGE
GL_NV_packed_depth_stencil
+
NAME_TUNNEL
GL_NV_parameter_buffer_object
+
NAME_WALL
GL_NV_parameter_buffer_object2
+
NAME_BUILDING_KEEP
GL_NV_pixel_data_range
+
NAME_BUILDING_TOMB
GL_NV_point_sprite
+
NAME_FESTIVAL
GL_NV_present_video
+
Machine node out of bounds on split
GL_NV_primitive_restart
+
Failed to find machine node frontier on split
GL_NV_register_combiners
+
Unreachable machine node on split
GL_NV_register_combiners2
+
CE_MATERIAL_FORCE_MULTIPLIER:
GL_NV_shader_buffer_load
+
vomit
GL_NV_texgen_emboss
+
blood.
GL_NV_texgen_reflection
+
cough
GL_NV_texture_barrier
+
coughs
GL_NV_texture_compression_vtc
+
up blood.
GL_NV_texture_env_combine4
+
SYN_INJECTED
GL_NV_texture_expand_normal
+
SYN_NO_HOSPITAL
GL_NV_texture_rectangle
+
MOON_PHASE
GL_NV_texture_shader
+
ALCOHOLIC
GL_NV_texture_shader2
+
CAVE_ADAPT
GL_NV_texture_shader3
+
PARTIED_OUT
GL_NV_transform_feedback
+
MILK_COUNTER
GL_NV_transform_feedback2
+
EGG_SPENT
GL_NV_vertex_array_range
+
GROUNDED_ANIMAL_ANGER
GL_NV_vertex_array_range2
+
TIME_SINCE_SUCKED_BLOOD
GL_NV_vertex_buffer_unified_memory
+
DRINKING_BLOOD
GL_NV_vertex_program
+
Unrecognized Counter:
GL_NV_vertex_program1_1
+
IMPLIES_ANIMAL_KILL
GL_NV_vertex_program2
+
ALCOHOL_PLANT
GL_NV_vertex_program2_option
+
ALCOHOL_CREATURE
GL_NV_vertex_program3
+
CHEESE_PLANT
GL_OES_byte_coordinates
+
CHEESE_CREATURE
GL_OES_compressed_paletted_texture
+
POWDER_MISC_PLANT
GL_OES_read_format
+
POWDER_MISC_CREATURE
GL_OES_single_precision
+
STOCKPILE_GLOB
GL_OML_interlace
+
STOCKPILE_GLOB_SOLID
GL_OML_resample
+
STOCKPILE_GLOB_PRESSED
GL_OML_subsample
+
LIQUID_MISC_PLANT
GL_PGI_misc_hints
+
LIQUID_MISC_CREATURE
GL_PGI_vertex_hints
+
LIQUID_MISC_OTHER
GL_REND_screen_coordinates
+
LIQUID_MISC
GL_S3_s3tc
+
STRUCTURAL_PLANT_MAT
GL_SGIS_color_range
+
SEED_MAT
GL_SGIS_detail_texture
+
STOCKPILE_PLANT_GROWTH
GL_SGIS_fog_function
+
BONE
GL_SGIS_generate_mipmap
+
WOOD
GL_SGIS_multisample
+
THREAD_PLANT
GL_SGIS_pixel_texture
+
TOOTH
GL_SGIS_point_line_texgen
+
HORN
GL_SGIS_sharpen_texture
+
SHELL
GL_SGIS_texture4D
+
SILK
GL_SGIS_texture_border_clamp
+
GENERATES_MIASMA
GL_SGIS_texture_edge_clamp
+
ROTS
GL_SGIS_texture_filter4
+
BLOOD_MAP_DESCRIPTOR
GL_SGIS_texture_lod
+
ICHOR_MAP_DESCRIPTOR
GL_SGIS_texture_select
+
GOO_MAP_DESCRIPTOR
GL_SGIX_async
+
SLIME_MAP_DESCRIPTOR
GL_SGIX_async_histogram
+
PUS_MAP_DESCRIPTOR
GL_SGIX_async_pixel
+
SWEAT_MAP_DESCRIPTOR
GL_SGIX_blend_alpha_minmax
+
TEARS_MAP_DESCRIPTOR
GL_SGIX_clipmap
+
SPIT_MAP_DESCRIPTOR
GL_SGIX_convolution_accuracy
+
EVAPORATES
GL_SGIX_depth_texture
+
ENTERS_BLOOD
GL_SGIX_flush_raster
+
ALCOHOL
GL_SGIX_fog_offset
+
EDIBLE_VERMIN
GL_SGIX_fog_texture
+
EDIBLE_RAW
GL_SGIX_fragment_specular_lighting
+
EDIBLE_COOKED
GL_SGIX_framezoom
+
DO_NOT_CLEAN_GLOB
GL_SGIX_interlace
+
NO_STONE_STOCKPILE
GL_SGIX_ir_instrument1
+
ITEMS_METAL
GL_SGIX_list_priority
+
ITEMS_BARRED
GL_SGIX_pixel_texture
+
ITEMS_SCALED
GL_SGIX_pixel_texture_bits
+
ITEMS_LEATHER
GL_SGIX_reference_plane
+
ITEMS_SOFT
GL_SGIX_resample
+
ITEMS_HARD
GL_SGIX_shadow
+
IS_STONE
GL_SGIX_shadow_ambient
+
IS_CERAMIC
GL_SGIX_sprite
+
UNDIGGABLE
GL_SGIX_tag_sample_buffer
+
DISPLAY_UNGLAZED
GL_SGIX_texture_add_env
+
YARN
GL_SGIX_texture_coordinate_clamp
+
STOCKPILE_THREAD_METAL
GL_SGIX_texture_lod_bias
+
IS_METAL
GL_SGIX_texture_multi_buffer
+
IS_GLASS
GL_SGIX_texture_range
+
CRYSTAL_GLASSABLE
GL_SGIX_texture_scale_bias
+
ITEMS_WEAPON
GL_SGIX_vertex_preclip
+
ITEMS_WEAPON_RANGED
GL_SGIX_vertex_preclip_hint
+
ITEMS_ANVIL
GL_SGIX_ycrcb
+
ITEMS_AMMO
GL_SGI_color_matrix
+
ITEMS_DIGGER
GL_SGI_color_table
+
ITEMS_ARMOR
GL_SGI_texture_color_table
+
ITEMS_DELICATE
GL_SUNX_constant_data
+
ITEMS_SIEGE_ENGINE
GL_SUN_convolution_border_modes
+
ITEMS_QUERN
GL_SUN_global_alpha
+
STOCKPILE_GLOB_PASTE
GL_SUN_mesh_array
+
PROB
GL_SUN_read_video_pixels
+
LOCALIZED
GL_SUN_slice_accum
+
RESISTABLE
GL_SUN_triangle_list
+
ABRUPT
GL_SUN_vertex
+
ABRUPT_START
GL_WIN_phong_shading
+
ABRUPT_END
GL_WIN_specular_fog
+
SIZE_DELAYS
GL_WIN_swap_hint
+
SIZE_DILUTES
shadow
+
VASCULAR_ONLY
graphics/graphics_*
+
MUSCULAR_ONLY
graphics/
+
START
*** Error(s) found in the file "
+
PEAK
PLAY
+
DWF_STRETCH
FPS:
+
data/speech/
TTF error
+
Interaction Token not recognized :
data/art/font.ttf
+
*** Error(s) finalizing the material template
No font found!
+
Unrecognized Color Token in Material Template:
Missing/broken TTF handle:
+
: Unrecognized Color Token in Material Template:
</rep_hero>
+
rock
<rep_hero>
+
magma
</rep_buddy>
+
boiling magma
<rep_buddy>
+
GRAY
</rep_grudge>
+
amber
<rep_grudge>
+
ground amber
</rep_bonded>
+
amber paste
<rep_bonded>
+
pressed amber
</rep_monster>
+
coral
<rep_monster>
+
ground coral
</rep_brigand>
+
coral paste
<rep_brigand>
+
pressed coral
</rep_bully>
+
WHITE
<rep_bully>
+
green glass
</rep_violent>
+
ground green glass
<rep_violent>
+
green glass paste
</rep_psychopath>
+
pressed green glass
<rep_psychopath>
+
molten green glass
</rep_trade_partner>
+
boiling green glass
<rep_trade_partner>
+
DARK_GREEN
</rep_friendly>
+
clear glass
<rep_friendly>
+
ground clear glass
</rep_killer>
+
clear glass paste
<rep_killer>
+
pressed clear glass
</rep_murderer>
+
molten clear glass
<rep_murderer>
+
boiling clear glass
</rep_comrade>
+
crystal glass
<rep_comrade>
+
ground crystal glass
</rep_respected_group>
+
crystal glass paste
<rep_respected_group>
+
pressed crystal glass
</rep_hated_group>
+
molten crystal glass
<rep_hated_group>
+
boiling crystal glass
</rep_enemy_fighter>
+
snow
<rep_enemy_fighter>
+
slush
</rep_friendly_fighter>
+
water
<rep_friendly_fighter>
+
coal powder
</rep_loyal_soldier>
+
coal slush
<rep_loyal_soldier>
+
pressed coal
should have reached goal
+
BLACK
insufficient progress toward goal
+
POTASH
going wrong direction
+
potash
arrived at location
+
potash slush
arrived at person
+
pressed potash
entity no longer rules
+
ash paste
no reason
+
pressed ash
left site
+
ASH_GLAZE
whim
+
GLAZE_MAT
reunited with loved one
+
pearlash
violent disagreement
+
pearlash paste
adopted
+
pressed pearlash
need xml text for reason #
+
frozen lye
designed a masterful
+
frozen lye powder
for
+
lye slush
at
+
boiling lye
constructed a masterful
+
dirt
created a masterful
+
pressed dirt
masterfully dyed a
+
BROWN
added a masterful image
+
pressed vomit
added a masterful covering
+
molten salt
added masterful rings
+
boiling salt
added masterful bands
+
FILTH_B
added masterful spikes
+
filth
added a masterful handle
+
pressed filth
added masterful thread
+
FILTH_Y
added masterful cloth
+
frozen filth
wove a masterful sewn image
+
frozen filth powder
masterfully wrote
+
filth slush
created a masterful illustration
+
boiling filth
to a
+
YELLOW
prepared a masterful
+
UNKNOWN_SUBSTANCE
created a masterful engraving
+
unknown frozen substance
destroyed
+
unknown frozen powder
a masterpiece
+
unknown slush
was destroyed
+
unknown substance
by melting
+
unknown boiling substance
by magma
+
grime
during fortification carving
+
grime paste
during mining
+
pressed grime
by falling debris
+
CREATURE_1
by growing vegetation
+
unknown frozen creature substance
masterfully designed by
+
unknown frozen creature powder
masterfully constructed by
+
unknown creature paste
the masterful
+
unknown pressed frozen creature substance
created by
+
unknown creature substance
masterfully dyed with
+
unknown boiling creature substance
addition of a masterful image
+
PLANT_1
addition of a masterful covering
+
unknown frozen plant substance
addition of masterful rings
+
unknown frozen plant powder
addition of masterful bands
+
unknown frozen plant paste
addition of masterful spikes
+
unknown pressed frozen plant substance
addition of a masterful handle
+
unknown plant substance
addition of masterful thread
+
unknown boiling plant substance
addition of masterful cloth
+
Unrecognized Creature/Caste Token in Body Transformation Effect:
weaving of a masterful sewn image
+
PAPER_SLURRY
writing of a masterpiece
+
TARGET
creation of a masterful illustration
+
LINE_OF_SIGHT
prepared by
+
TOUCHABLE
the masterful engraving
+
DISTURBER_ONLY
the destruction of
+
SELF_ALLOWED
led the attack
+
SELF_ONLY
, and the defenders were led by
+
Unrecognized CDI Target Token:
  The defenders were led by
+
TARGET_RANGE
the attack by
+
LOCATION_HINT
the attack on
+
USAGE_HINT
defeated
+
ADV_NAME
and destroyed
+
MAX_TARGET_NUMBER
the defeat of
+
WAIT_PERIOD
and destruction of
+
VERBAL_SPEECH
and pillaged
+
CAN_BE_MUTUAL
and pillaging of
+
VERBAL
and placed
+
FREE_ACTION
and others
+
VERB
in charge of
+
VERB_REVERSE
The new government was called
+
TARGET_VERB
and lordship of
+
BP_REQUIRED
over
+
FLOW
secured tribute from
+
SYNDROME
, to be delivered from
+
SYN_NAME
the securing of
+
SYN_AFFECTED_CLASS
's tribute from
+
SYN_IMMUNE_CLASS
and took over
+
SYN_AFFECTED_CREATURE
and takeover of
+
SYN_CLASS
routed
+
SYN_IDENTIFIER
the rout of
+
SYN_IMMUNE_CREATURE
the attack of
+
SYN_CONCENTRATION_ADDED
abandoned the settlement of
+
CE_REDUCE_PAIN
their
+
:BP missing body part group token
settlement of
+
:BP missing body part token
withered.
+
:BP missing tissue token
the abandonment of
+
Unrecognized CE_REDUCE_PAIN token:
the withering of
+
CE_PAIN
formed
+
Unrecognized CE_PAIN token:
became the primary criminal organization
+
CE_REDUCE_SWELLING
moved
+
Unrecognized CE_REDUCE_SWELLING token:
merged with
+
CE_CURE_INFECTION
at the settlement of
+
Unrecognized CE_CURE_INFECTION token:
regained their senses after an initial period of questionable judgment.
+
CE_SWELLING
regained their senses after another period of questionable judgment.
+
Unrecognized CE_SWELLING token:
the formation of
+
CE_HEAL_NERVES
ascendency of the criminal organization
+
Unrecognized CE_HEAL_NERVES token:
relocation of
+
CE_STOP_BLEEDING
the incorporation of
+
Unrecognized CE_STOP_BLEEDING token:
into
+
CE_OOZING
the return to reason at the settlement of
+
Unrecognized CE_OOZING token:
laid a series of oppressive edicts upon
+
CE_BRUISING
lifted numerous oppressive laws from
+
Unrecognized CE_BRUISING token:
enacted a series of oppressive laws
+
CE_CLOSE_OPEN_WOUNDS
repealed numerous oppressive laws
+
Unrecognized CE_CLOSE_OPEN_WOUNDS token:
the proclamation of a series of oppressive edicts upon
+
CE_HEAL_TISSUES
the lifting of numerous oppressive laws from
+
Unrecognized CE_HEAL_TISSUES token:
the enactment of a series of oppressive laws
+
CE_REGROW_PARTS
the repeal of numerous oppressive laws
+
Unrecognized CE_REGROW_PARTS token:
finished the construction of
+
CE_BLISTERS
as a part of
+
Unrecognized CE_BLISTERS token:
connecting
+
CE_NUMBNESS
the completion of
+
Unrecognized CE_NUMBNESS token:
thrust a spire of slade up from the underworld, naming it
+
CE_REDUCE_PARALYSIS
constructed
+
Unrecognized CE_REDUCE_PARALYSIS token:
, and established a gateway between worlds
+
CE_PARALYSIS
replaced
+
Unrecognized CE_PARALYSIS token:
razed
+
CE_REDUCE_FEVER
created
+
Unrecognized CE_REDUCE_FEVER token:
the creation of
+
Unrecognized CE_FEVER token:
the construction of
+
CE_BLEEDING
the foundation of
+
Unrecognized CE_BLEEDING token:
the emergence of
+
CE_COUGH_BLOOD
from the underworld through the power of
+
Unrecognized CE_COUGH_BLOOD token:
the replacement of
+
CE_VOMIT_BLOOD
the razing of
+
Unrecognized CE_VOMIT_BLOOD token:
profaning
+
CE_REDUCE_NAUSEA
disturbing
+
Unrecognized CE_REDUCE_NAUSEA token:
, an insurrection
+
CE_NAUSEA
against
+
Unrecognized CE_NAUSEA token:
began in
+
CE_UNCONSCIOUSNESS
the insurrection
+
Unrecognized CE_UNCONSCIOUSNESS token:
the insurrection in
+
CE_NECROSIS
concluded with
+
Unrecognized CE_NECROSIS token:
the local government
+
Unrecognized CE_IMPAIR_FUNCTION token:
overthrown
+
CE_DROWSINESS
ended with the disappearance of the rebelling population
+
Unrecognized CE_DROWSINESS token:
crushed the insurrection in
+
CE_REDUCE_DIZZINESS
the overthrow of
+
Unrecognized CE_REDUCE_DIZZINESS token:
the end of the insurrection in
+
CE_DIZZINESS
the crushing of the insurrection against
+
Unrecognized CE_DIZZINESS token:
were taken by a mood to act against their better judgment at
+
CE_SPECIAL_ATTACK_INTERACTION
launched an expedition to reclaim
+
:INTERACTION missing token
the questionable judgment of
+
Unrecognized CE_SPECIAL_ATTACK_INTERACTION token:
the reclamation of
+
CE_ADD_TAG
devoured
+
EXTRAVISION
the devouring of
+
OPPOSED_TO_LIFE
broken away
+
NOEXERT
slashed out
+
CRAZED
slashed off
+
NOBREATHE
torn out
+
NOSTUN
torn off
+
NOFEAR
stabbed out
+
NO_DRINK
ripped off
+
NOTHOUGHT
burned out
+
NO_AGING
burned away
+
FIT_FOR_RESURRECTION
smashed
+
Unsupported CE add tag:
slashed
+
CE_REMOVE_TAG
ripped
+
Unsupported CE remove tag:
stabbed
+
CE_DISPLAY_TILE
slashing out
+
CAN_BE_HIDDEN
slashing off
+
Unrecognized CE_DISPLAY_TILE token:
tearing out
+
CE_DISPLAY_NAME
tearing off
+
Unrecognized CE_DISPLAY_NAME token:
stabbing out
+
CE_FLASH_TILE
ripping off
+
Unrecognized CE_FLASH_TILE token:
burning out
+
CE_PHYS_ATT_CHANGE
burning away
+
Unrecognized CE_PHYS_ATT_CHANGE token:
smashing
+
CE_MENT_ATT_CHANGE
slashing
+
Unrecognized CE_MENT_ATT_CHANGE token:
ripping
+
CE_BODY_APPEARANCE_MODIFIER
stabbing
+
APPEARANCE_MODIFIER
burning
+
Unrecognized CE_BODY_APPEARANCE_MODIFIER token:
was
+
CE_BP_APPEARANCE_MODIFIER
were
+
RESERVED_WHOLE_PART
the first to reach the summit of
+
Unrecognized CE_BP_APPEARANCE_MODIFIER token:
an unknown peak
+
CE_MATERIAL_FORCE_MULTIPLIER
, which rises above
+
MAT_MULT
the climbing of
+
Unrecognized CE_MATERIAL_FORCE_MULTIPLIER token:
escaped from
+
CE_SPEED_CHANGE
returned to
+
SPEED_PERC
made a journey to
+
SPEED_ADD
unknown lands
+
Unrecognized CE_SPEED_CHANGE token:
the escape from
+
CE_BODY_MAT_INTERACTION
the return of
+
MAT_TOKEN
the journey of
+
Unrecognized CE_BODY_MAT_INTERACTION token:
tamed the
+
CE_SENSE_CREATURE_CLASS
wild beasts
+
Unrecognized CE_SENSE_CREATURE_CLASS token:
the taming of the
+
CE_CAN_DO_INTERACTION
fought with
+
Unrecognized CE_CAN_DO_INTERACTION token:
.  While defeated, the latter escaped unscathed
+
CE_BODY_TRANSFORMATION
managed to escape from
+
Unrecognized CE_BODY_TRANSFORMATION token:
's onslaught
+
CE_FEEL_EMOTION
was forced to retreat from
+
EMOTION
despite the latter's wounds
+
Unrecognized CE_FEEL_EMOTION token:
eventually prevailed and
+
CE_CHANGE_PERSONALITY
was forced to make a hasty escape
+
FACET
surprised
+
Unrecognized CE_CHANGE_PERSONALITY token:
ambushed
+
CE_ERRATIC_BEHAVIOR
happened upon
+
Unrecognized CE_ERRATIC_BEHAVIOR token:
cornered
+
CE_SKILL_ROLL_ADJUST
confronted
+
PERC
a scuffle between
+
PERC_ON
in which the former emerged victorious
+
Unrecognized CE_SKILL_ROLL_ADJUST token:
the escape of
+
CDI token precedes any CAN_DO_INTERACTION tag
after a punishing fight
+
SYNDROME_TAG
after a horrific combat
+
CREATURE_FLAG
attack on
+
FORBIDDEN_CREATURE_FLAG
surprising of
+
CREATURE_CASTE_FLAG
ambush of
+
FORBIDDEN_CREATURE_CASTE_FLAG
happening upon
+
HAVE_FAST_EFFORTLESS_GAIT_SPEED
cornering of
+
ALL_SLOW_EFFORTLESS_GAIT_SPEED
confrontation of
+
PERIODIC
became obsessed with
+
COUNTER_TRIGGER
own mortality and sought to extend
+
Unrecognized CE Token:
life by any means
+
PARALYZEIMMUNE
began dreaming of starting a family
+
PREFIX
came to desire to rule the world
+
STONE_NAME
began dreaming of creating a great work of art
+
IS_GEM
began dreaming of crafting a masterwork
+
OVERWRITE_SOLID
began dreaming of bringing peace to the world
+
TEMP_DIET_INFO
began dreaming of becoming a legendary warrior
+
BLOOD
began dreaming of mastering a skill
+
SLIME
began dreaming of falling in love
+
ICHOR
began dreaming of seeing the great natural wonders of the world
+
FILTH
became obsessed with an inscrutable goal
+
POWDER_DYE
came back from the dead
+
ITEM_SYMBOL
once more, this time
+
DISPLAY_COLOR
a murderous ghost
+
BUILD_COLOR
a sadistic ghost
+
TILE_COLOR
a violent ghost
+
BASIC_COLOR
an angry ghost
+
STATE_COLOR
a moaning spirit
+
STATE_NAME
a howling spirit
+
STATE_NAME_ADJ
a secretive poltergeist
+
STATE_ADJ
an energetic poltergeist
+
ABSORPTION
a troublesome poltergeist
+
IMPACT_YIELD
a restless haunt
+
IMPACT_FRACTURE
a forlorn haunt
+
IMPACT_ELASTICITY
burned
+
IMPACT_STRAIN_AT_YIELD
in dragon fire
+
COMPRESSIVE_FRACTURE
to death
+
COMPRESSIVE_ELASTICITY
shot and killed
+
COMPRESSIVE_STRAIN_AT_YIELD
mortally wounded
+
TENSILE_FRACTURE
, who bled to death
+
TENSILE_ELASTICITY
, with
+
TENSILE_STRAIN_AT_YIELD
, who suffocated
+
TORSION_FRACTURE
hacked
+
TORSION_ELASTICITY
to pieces
+
TORSION_STRAIN_AT_YIELD
beheaded
+
SHEAR_FRACTURE
crucified
+
SHEAR_ELASTICITY
buried
+
SHEAR_STRAIN_AT_YIELD
alive
+
BENDING_FRACTURE
left
+
BENDING_ELASTICITY
out in the air
+
BENDING_STRAIN_AT_YIELD
drowned
+
MATERIAL_VALUE
fed
+
MULTIPLY_VALUE
to beasts
+
SPEC_HEAT
struck down
+
HEATDAM_POINT
slaughtered
+
COLDDAM_POINT
drained
+
IGNITE_POINT
of blood
+
MELTING_POINT
murdered
+
BOILING_POINT
threw
+
MAT_FIXED_TEMP
against an obstacle, causing immediate death
+
IF_EXISTS_SET_HEATDAM_POINT
into a pit of spikes
+
IF_EXISTS_SET_COLDDAM_POINT
scared
+
IF_EXISTS_SET_IGNITE_POINT
boiled
+
IF_EXISTS_SET_MELTING_POINT
melted
+
IF_EXISTS_SET_BOILING_POINT
condensed
+
IF_EXISTS_SET_MAT_FIXED_TEMP
solidified
+
SOLID_DENSITY
died in the heat
+
LIQUID_DENSITY
was encased in cooling lava
+
MOLAR_MASS
was encased in cooling magma
+
EXTRACT_STORAGE
was encased in ice
+
BUTCHER_SPECIAL
froze to death
+
MEAT_NAME
died in a cage
+
BLOCK_NAME
fell into a deep chasm
+
MATERIAL_REACTION_PRODUCT
died of old age
+
ITEM_REACTION_PRODUCT
died in the dark
+
HARDENS_WITH_WATER
starved to death
+
SOAP_LEVEL
died of thirst
+
COMPRESSIVE_YIELD
drowned
+
TENSILE_YIELD
burned up in magma
+
TORSION_YIELD
burned up in
+
SHEAR_YIELD
dragon fire
+
BENDING_YIELD
's dragon fire
+
MAX_EDGE
dragon fire
+
Unrecognized Material Template Token:
was burned to death by
+
inorganic_generated
fire
+
[OBJECT:INORGANIC]
was burned to death by a
+
plant_generated
burned to death
+
[OBJECT:PLANT]
was scalded to death
+
[PLANT:
burned up in a magma mist
+
: Smelt Ore Not Found, Token -
was crushed by a drawbridge
+
: Thread Metal Ore Not Found, Token -
was crushed under a collapsing ceiling
+
: Environment Spec Stone Not Found, Token -
was killed by falling rocks
+
: Could not locate material template
was shot and killed
+
WAFERS
bled to death
+
SPECIAL
, slain by
+
DEEP_SPECIAL
, slain by a
+
DIVINE
, slain
+
THREAD_METAL
succumbed to infection
+
DEEP_SURFACE
suffocated
+
AQUIFER
was hacked to pieces
+
METAMORPHIC
was beheaded
+
SEDIMENTARY
was crucified
+
SOIL
was buried alive
+
SOIL_OCEAN
was left out in the air
+
SOIL_SAND
was drowned
+
SEDIMENTARY_OCEAN_SHALLOW
was burned alive
+
SEDIMENTARY_OCEAN_DEEP
was fed to beasts
+
IGNEOUS_INTRUSIVE
was struck down
+
IGNEOUS_EXTRUSIVE
was slaughtered
+
ENVIRONMENT
was scuttled
+
Missing Stone Environment Token:
was drained of blood
+
Missing Stone Environment Inclusion Type Token:
was murdered
+
Missing Frequency for Stone Environment:
was killed by a trap
+
ALL_STONE
was killed by a vehicle
+
IGNEOUS_ALL
was killed by a flying object
+
ALLUVIAL
was banished by
+
Unrecognized Stone Environment Token:
was banished by a
+
ENVIRONMENT_SPEC
vanished
+
Missing Stone Environment Spec Token:
collapsed
+
Missing Stone Environment Spec Inclusion Type Token:
, struck down by
+
Missing Frequency for Stone Environment Spec:
, struck down by a
+
LAVA
, struck down
+
Unrecognized Inorganic Material Definition Token:
was put to rest
+
Sharp blades
died after colliding with an obstacle
+
Extract
was impaled on spikes
+
strands
was scared to death
+
Ore of
the new desire of
+
MATERIAL
the new dream of
+
GROWTH
the new obsession of
+
GROWTH_ITEM
to rule the world
+
GROWTH_TRUNK_HEIGHT_PERC
to start a family
+
GROWTH_TIMING
to create a great work of art
+
GROWTH_DROPS_OFF
to craft a masterwork
+
GROWTH_DROPS_OFF_NO_CLOUD
to bring peace to the world
+
GROWTH_HOST_TILE
to become a legendary warrior
+
BRANCHES
to master a skill
+
LIGHT_BRANCHES
to fall in love
+
HEAVY_BRANCHES
to see the great natural wonders of the world
+
DIRECTED_BRANCHES
with extending
+
ROOTS
own life
+
TRUNK
with an inscrutable goal
+
TWIGS
from the dead
+
ALL_BRANCHES
, once more,
+
BRANCHES_AND_TWIGS
the death of
+
LIGHT_BRANCHES_AND_TWIGS
in a cage
+
ALL_BRANCHES_AND_TWIGS
the fall of
+
SAPLING
into a deep chasm
+
ALL_BRANCHES_AND_TRUNK
the passing of
+
HEAVY_BRANCHES_AND_TRUNK
the death in the dark of
+
DIRECTED_BRANCHES_AND_TRUNK
the starvation of
+
GROWTH_DENSITY
the dehydration of
+
GROWTH_HAS_SEED
the drowning of
+
GROWTH_PRINT
the burning of
+
GROWTH_NAME
in magma
+
ALL_NAMES
the boiling of
+
TRUNK_PERIOD
the melting of
+
HEAVY_BRANCH_DENSITY
the condensation of
+
DIRECTED_BRANCH_DENSITY
the freezing of
+
LIGHT_BRANCH_DENSITY
the heat-induced death of
+
HEAVY_BRANCH_RADIUS
the encasement of
+
DIRECTED_BRANCH_RADIUS
in cooling lava
+
BRANCH_RADIUS
in cooling magma
+
MAX_TRUNK_DIAMETER
in ice
+
TRUNK_WIDTH_PERIOD
in a
+
CAP_PERIOD
's fire
+
CAP_RADIUS
the scalding of
+
ROOT_DENSITY
in a magma mist
+
ROOT_RADIUS
the crushing of
+
STANDARD_TILE_NAMES
under a drawbridge
+
trunk
under a collapsing ceiling
+
roots
by falling rocks
+
branches
the shooting of
+
twigs
the mortal wounding of
+
cap
the fatal illness of
+
TRUNK_NAME
the hacking of
+
ROOT_NAME
the beheading of
+
ROOTS_NAME
the crucifixion of
+
LIGHT_BRANCHES_NAME
the burial of
+
HEAVY_BRANCHES_NAME
the leaving of
+
TWIGS_NAME
the feeding of
+
GRASS
the killing of
+
TREE_TILE
the slaughter of
+
DEAD_TREE_TILE
the scuttling of
+
SAPLING_TILE
the draining of
+
DEAD_SAPLING_TILE
blood
+
TREE_COLOR
the murder of
+
DEAD_TREE_COLOR
by a trap
+
SAPLING_COLOR
by a vehicle
+
DEAD_SAPLING_COLOR
by a flying object
+
TREE_ROOT_SLOPING
the collapse of
+
TREE_ROOTS
after an attack by
+
TREE_TRUNK_N
after an attack by a
+
TREE_TRUNK_E
after an attack
+
TREE_TRUNK_NW
attack with
+
TREE_TRUNK_NE
the vanishment of
+
TREE_TRUNK_SW
the putting to rest of
+
TREE_TRUNK_SE
the collision of
+
TREE_TRUNK_BRANCH_N
with an obstacle
+
TREE_TRUNK_BRANCH_S
, after the death strike by
+
TREE_TRUNK_BRANCH_E
, after the death strike by a
+
TREE_TRUNK_BRANCH_W
the impalement of
+
TREE_BRANCH_NS
on spikes
+
TREE_BRANCH_NW
the scaring of
+
TREE_BRANCH_SW
to death
+
TREE_BRANCH_NSE
were
+
TREE_BRANCH_NSW
reunited with
+
TREE_BRANCH_NEW
through the efforts of
+
TREE_BRANCH_SEW
the reunion of
+
TREE_BRANCH_NSEW
abducted
+
TREE_TWIGS
was abducted
+
TREE_CAP_WALL_NE
the abduction of
+
TREE_CAP_WALL_SE
began wandering
+
TREE_ROOTS_DEAD
began scouting
+
TREE_TRUNK_PILLAR_DEAD
began hunting great beasts
+
TREE_TRUNK_NE_DEAD
decided to become a baby-snatcher, operating
+
TREE_TRUNK_SE_DEAD
decided to become a mercenary, operating
+
TREE_TRUNK_BRANCH_S_DEAD
decided to become a thief, operating
+
TREE_TRUNK_BRANCH_W_DEAD
gave up being a
+
TREE_BRANCH_NSW_DEAD
to become a
+
TREE_BRANCH_SEW_DEAD
became a
+
TREE_SMOOTH_BRANCHES_DEAD
stopped being a
+
TREE_TWIGS_DEAD
lost a hist fig entry
+
TREE_CAP_RAMP_DEAD
around
+
TREE_CAP_WALL_N_DEAD
out of
+
TREE_CAP_WALL_E_DEAD
the wilds
+
TREE_CAP_WALL_NW_DEAD
the wandering
+
TREE_CAP_WALL_NE_DEAD
the scouting
+
TREE_CAP_WALL_SW_DEAD
the hunting of great beasts
+
TREE_CAP_WALL_SE_DEAD
the baby-snatching
+
TREE_CAP_FLOOR1_DEAD
the mercenary operation
+
TREE_CAP_FLOOR3_DEAD
the thievery
+
TREE_TRUNK_NSE
the career change from
+
TREE_TRUNK_NEW
the start as a
+
TREE_TRUNK_NS
the giving up on being a
+
TREE_TRUNK_EW
the loss of a hist fig entry
+
TREE_TRUNK_NSEW
, based in
+
TREE_TRUNK_INTERIOR
throughout
+
TREE_TRUNK_NSE_DEAD
arose from
+
TREE_TRUNK_NSW_DEAD
was discarded in
+
TREE_TRUNK_NEW_DEAD
was buried in
+
TREE_TRUNK_SEW_DEAD
was entombed in
+
TREE_TRUNK_NS_DEAD
within
+
TREE_TRUNK_NSEW_DEAD
raising
+
SAPLING_DROWN_LEVEL
discarding
+
TREE_DROWN_LEVEL
burial
+
GROWDUR
entombment
+
SUMMER
aroused general suspicion
+
WINTER
after
+
PICKED_TILE
appearing not to age
+
DEAD_PICKED_TILE
general suspicion
+
UNDERGROUND_DEPTH
fled to
+
GRASS_TILES
settled in
+
ALT_PERIOD
fled into
+
ALT_GRASS_TILES
the area around
+
GRASS_COLORS
wandering
+
TREE_HAS_MUSHROOM_CAP
settling
+
SHRUB_TILE
into the area around
+
DEAD_SHRUB_TILE
into
+
CLUSTERSIZE
gave birth to
+
PICKED_COLOR
sired
+
DEAD_PICKED_COLOR
was born to
+
SHRUB_COLOR
received the worship of
+
DEAD_SHRUB_COLOR
became romantically involved with
+
BASIC_MAT
was imprisoned by
+
MILL
imprisoned
+
SHRUB_DROWN_LEVEL
became the master of
+
TWIGS_SIDE_BRANCHES
began an apprenticeship under
+
TWIGS_ABOVE_BRANCHES
began traveling with
+
TWIGS_BELOW_BRANCHES
was sired by
+
TWIGS_SIDE_HEAVY_BRANCHES
became the parent of
+
TWIGS_ABOVE_HEAVY_BRANCHES
began worshipping
+
TWIGS_BELOW_HEAVY_BRANCHES
stopped being the mother of
+
TWIGS_SIDE_TRUNK
stopped being the father of
+
TWIGS_ABOVE_TRUNK
divorced
+
TWIGS_BELOW_TRUNK
stopped being the child of
+
SEED
lost the worship of
+
EXTRACT_STILL_VIAL
ended the romantic relationship with
+
EXTRACT_VIAL
was no longer imprisoned by
+
EXTRACT_BARREL
no longer imprisoned
+
Unrecognized Plant Token:
stopped being the master of
+
BRANCH_DENSITY
stopped being the apprentice of
+
MAX_TRUNK_HEIGHT
stopped traveling with
+
LIGHT_BRANCH_RADIUS
stopped being the parent of
+
TRUNK_BRANCHING
lost faith in
+
BRANCHES_NAME
ruled from
+
DIRECTED_BRANCHES_NAME
started hanging out at
+
CAP_NAME
took up residence in
+
has dyed a masterpiece!
took up residence
+
has become entangled in a hidden web!
laired within
+
caught up in the web!
stopped ruling from
+
has cooked a masterpiece!
stopped hanging out at
+
has been cursed
moved out of
+
path not closed, attempting fix
taught
+
path moved off track
learned
+
path not closed, attempting to follow
the learning of
+
destroyed
from the teaching of
+
toppled
the moment when
+
loop path fail:
changed
+
<same square>
changed
+
<invalid start>
from a
+
<invalid goal>
into a
+
->
the transformation of
+
: Id #
fooled
+
:Path Goal
into believing
+
:Station
the impersonation of
+
You chop down the
members of
+
has claimed a
compelled the creation of
+
has begun a mysterious construction!
collaborated to create
+
Your mason has defaced a
the position of
+
Your engraver has carved a track through a
through force of argument
+
Duplicate inventory removed:
with threats of violence
+
while in
, pushed by a wave of popular support
+
conflict
as a matter of course
+
experiencing trauma
audacious creation
+
seeing
forcible creation
+
somebody
collaborative creation
+
die
popularly-supported creation
+
somebody's
of the position of
+
dead body
was enslaved by
+
the unexpected death of somebody
was imprisoned by
+
somebody's death
a mercenary for
+
while
an enemy of
+
killing somebody
a criminal in the eyes of
+
being reunited with a loved one
a member of
+
being caught sneaking
a former member of
+
when
a former mercenary of
+
joining an existing conflict
a former slave of
+
giving a sermon
a former prisoner of
+
attending a sermon
a claimant for
+
watching a performance
ceased to be a
+
producing a masterwork
ceased to be
+
creating an artifact
left the service of
+
upon
made peace with
+
improving
was brought to the justice of
+
mastering
left
+
a break up
escaped from the slavery of
+
getting divorced
escaped from the prisons of
+
you were
ceased to be a claimant for
+
caught up in
the status of
+
a new romance
the marriage of
+
realizing
the belief of
+
playing make believe
the romantic relationship between
+
playing with
the imprisonment by
+
becoming a parent
the imprisonment of
+
being near to a conflict
the apprenticeship of
+
an agreement was cancelled
the master-apprentice relationship of
+
joining a traveling group
the companionship of
+
a site was controlled
as the child of
+
a tribute cancellation
as the parent of
+
an incident
under
+
hearing a rumor
over
+
leaving a performance troupe
the termination of
+
being removed from a performance troupe
the divorce of
+
being removed from a military group
the loss of faith of
+
when a stranger advanced with a weapon
the end of the romantic relationship between
+
seeing a stranger sneaking around
the end of the imprisonment by
+
witnessing a night creature drinking blood
the end of the imprisonment of
+
petitioning for citizenship
the end of the apprenticeship of
+
bringing up job scarcity in a meeting
the end of the master-apprentice of
+
making suggestions about work allocations
the end of the companionship of
+
requesting weapon production
the seat of power of
+
yelling at a priest
the hanging-out of
+
crying on a priest
the residence of
+
yelling at somebody in charge
the lair of
+
crying on somebody in charge
the removal of the seat of power of
+
telling somebody about being trapped here
the stoppage of hanging-out of
+
being yelled at by an unhappy worshipper
the moving out of
+
being cried on by an unhappy worshipper
the status
+
being yelled at by an unhappy citizen
the ascension
+
being cried on by an unhappy citizen
the appointment
+
hearing somebody was being prevented from leaving
the election
+
viewing
the selection
+
in a personal museum
the entry
+
near
the rise
+
own
the crimes
+
very fine
the acceptance
+
splendid
the enslavement
+
wonderful
the imprisonment
+
completely sublime
the claim
+
tastefully arranged
as a
+
losing a pet
to the position of
+
throwing something
into the mercenary service of
+
being released from confinement
as an enemy of
+
a miscarriage
in the eyes of
+
spouse's miscarriage
as a member of
+
to be
as a former member of
+
wearing old clothing
as a former mercenary of
+
wearing tattered clothing
as a former slave of
+
to have
as a former prisoner of
+
clothes rot off of
the loss of status of
+
being tormented in nightmares by a dead pet
the fall of
+
being tormented in nightmares by a dead spouse
the removal of
+
being tormented in nightmares by a dead lover
the departure of
+
being tormented in nightmares by a dead sibling
the peace-making of
+
being tormented in nightmares by
the loss of heroic status of
+
own dead mother
the end of the membership of
+
own dead father
the end of the former membership of
+
own dead child
the end of the former mercenary status of
+
being tormented in nightmares by a dead animal training partner
the end of the former enslavement of
+
being tormented in nightmares by a dead friend
the end of the former imprisonment of
+
being tormented in nightmares by a dead and still annoying acquaintance
the escape of
+
being tormented in nightmares by the dead
the end of the claim of
+
being
from the position of
+
by a dead pet
from the mercenary service of
+
by a dead spouse
with
+
by a dead lover
from the slavery of
+
by a dead sibling
from the prisons of
+
by a dead animal training partner
made contact with
+
by a dead friend
the first contact of
+
by a dead and still annoying acquaintance
rejected contact with
+
by the dead
the rejection of contact by
+
combat drills
between
+
practicing at the archery target
concluded
+
a sparring session
, cementing bonds of mutual trust
+
being unable to petition for citizenship
with a positive outcome
+
being unable to find somebody to complain to about job scarcity
fairly
+
being unable to make suggestions about work allocations
in an unsatisfactory fashion
+
being unable to request weapon production
in failure
+
being unable to find a priest to complain to
with miserable outcome
+
being unable to find a priest to cry on
the brilliant
+
being unable to find somebody in charge to yell at
the positive
+
being unable to find somebody in charge to cry on
the fair conclusion
+
during
the unsatisfactory conclusion
+
long patrol duty
the failure
+
being nauseated by the sun
the miserable failure
+
being out in the sunshine again
proposed by
+
drowsy
was rejected by
+
utterly sleep-deprived
the rejection of
+
thirsty
concluded
+
dehydrated
a rescue mission
+
starving
an insurrection mission
+
due to
an adventure
+
suffering a major injury
a guide agreement
+
suffering a minor injury
a journey to safety
+
sleeping uneasily due to noise
bound service
+
being disturbed during sleep by loud noises
because the group travelled too slowly
+
loud noises made it impossible to sleep
after arriving at the destination
+
being able to rest and recuperate
because of a leadership change at the site
+
caught in the rain
because the group went too far away
+
caught in a snow storm
on a whim
+
retching on a miasma
after a joyous reunion
+
choking on smoke underground
after a violent disagreement
+
being near to a waterfall
after an adoption
+
choking on dust underground
an agreement
+
considering
an unknown party
+
the state of demands
aided
+
that a criminal could not be properly punished
in becoming a permanent part of the living world
+
having
due to their similarity
+
punishment reduced
after pondering the ineffable subtleties of
+
elected
in order to maintain balance in the universe
+
re-elected
to create a monument to the boundaries between realities
+
the establishment of a temple for
to sow the seeds of chaos therein
+
the acceptance of a petition for a temple for
to provide opportunities for courage to rise
+
the establishment of a guildhall for
that more might die
+
the acceptance of a petition for a guildhall for
that all should gaze upon a truly gruesome visage
+
being granted residency
because it was destined
+
being granted citizenship
that great fortresses might be raised and tested in siege
+
being denied residency
on a whim
+
being denied citizenship
that it might bathe in misery forever
+
having a request approved
that more might be murdered
+
having a request ignored
in order to make nightmares reality
+
that nobody could be punished for a failure
in order to make thralls of everyone
+
having
in order that acts of torture be perpetrated
+
punishment delayed
to provide opportunities for acts of valor to be performed
+
the delayed punishment of a criminal
that war might rage forever
+
the scarcity of cages and chains
.  The ritual took place in
+
having a mandate ignored
using
+
having a mandate deadline missed
.  The ritual involved
+
the lack of work last season
joined with
+
smashing up a building
to help rescue
+
toppling something over
to oust
+
receiving a higher rank of nobility
to live a life of adventure
+
entering the nobility
after being compelled to serve
+
being knocked out during a cave-in
to find
+
a mandate deadline met
in order to be brought to safety
+
uncovered
a corrupt agreement was formed
+
no shirt
was accepted by
+
being forced to eat a treasured pet to survive
the conclusion of
+
being forced to eat a beloved creature to survive
the permanent joining by
+
being forced to eat vermin to survive
to the living world
+
starting a fist fight
the joining of
+
punishing somebody with a beating
in bound service
+
being beaten
the formation of a corrupt agreement
+
beating somebody with a hammer
the acceptance of
+
being beaten with a hammer
became embroiled in a dispute over
+
being unable to find a hammer
the dispute between
+
eating the same old food
accepted an offer of peace from
+
eating rotten food
the acceptance of an offer of peace from
+
putting on a
rejected an offer of peace from
+
item
the rejection of an offer of peace from
+
eating
the bodies
+
a pretty decent meal
the body
+
a fine dish
impaled on
+
a wonderful dish
added to a grisly mound
+
a truly decadent dish
added to a grotesque pillar
+
a legendary meal
added to a gruesome sculpture
+
a drink
flayed and the skin stretched over
+
a pretty decent drink
animated
+
a fine drink
hung from a
+
a wonderful drink
horribly mutilated
+
a truly decadent drink
impalement on
+
a legendary drink
construction of a grisly mound from
+
not having enough chests
construction of a grotesque pillar from
+
not having enough cabinets
construction of a gruesome sculpture from
+
not having enough weapon racks
display on
+
not having enough armor stands
of the skins of
+
a lesser's pretentious
animation of
+
sleeping
hanging from a
+
arrangements
horrible mutilation of
+
the lack of dining tables
lost a diplomat at
+
eating at a crowded table
They suspected the involvement of
+
dining in
the loss of a diplomat of
+
a legendary dining room
with the possible involvement of
+
a fantastic dining room
voided all agreements with
+
a great dining room
the voiding of agreements with
+
a very good dining room
, merchants from
+
a good dining room
visited
+
a horribly substandard dining room
and were never heard from again
+
a horrible dining room
and suffered great hardships
+
an awful dining room
.  They reported a seizure of goods
+
a very poor dining room
.  They reported irregularities with their goods
+
a poor dining room
.  They were greatly offended by the locals
+
eating without a proper dining room
ill-fated
+
the lack of chairs
tragic
+
forming a bond with an animal training partner
costly
+
being rescued
unfortunate
+
bringing somebody to rest in bed
visit of merchants from
+
felling a tree
was hidden in
+
slaughtering an animal
was stored in
+
caging a creature
the concealment of
+
chaining up a creature
the storing of
+
gelding a creature
was claimed in
+
putting a piece on display
the acquisition of
+
work
received its name
+
losing property to the tax collector's escorts
was created
+
being taxed
the naming of
+
not having adequate protection
was lost in
+
being unable to reach a room for tax collection
the disappearance of
+
being misinformed about a room for tax collection
was found in
+