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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Temple&amp;diff=227505</id>
		<title>Temple</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Temple&amp;diff=227505"/>
		<updated>2016-11-03T10:05:30Z</updated>

		<summary type="html">&lt;p&gt;Anonresearcher: /* Architecture */ Added some more architecture-sphere relations.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|22:38, 30 April 2013 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{new in v0.42}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A '''temple''' is a structure devoted to an object of worship, any [[Sphere]]-aligned being such as a [[deity]], [[megabeast]], or [[titan]]. &lt;br /&gt;
&lt;br /&gt;
==Fortress mode==&lt;br /&gt;
In [[Fortress mode]], temples are [[locations]], that can be created from [[meeting area]]s. Temples can be dedicated to any [[deity]] at least one of your dwarves worships (not necessarily out of dwarven Pantheon), or to &amp;quot;no particular deity&amp;quot; making it a place for anyone to worship whomever they want or meditate on whatever. Currently there are no known incentives to make dedicated temples for a particular deity. &lt;br /&gt;
&lt;br /&gt;
Temples require [[instrument]]s and thus need [[container]]s to store them. Temples also require a certain amount of empty floor space (called ''dance floor''), same as [[tavern]]s. [[Performer|Performers]] can also be assigned to temples to perform sacred dances.&lt;br /&gt;
&lt;br /&gt;
Being able to commune with their deity or meditate gives a serious ''enraptured'' [[stress]] decrease to the dwarves. Not having a designated place to pray, on the other hand, makes them sad or [[Need|distracted]]. Thus, making a temple early on might be a good investment for your fortress, even more so if you're going through difficult times.&lt;br /&gt;
&lt;br /&gt;
==Adventure mode==&lt;br /&gt;
World-generated temples are visitable in [[Adventure mode]]. They are located in [[Human]] towns and [[Goblin]] fortresses, and the object of worship will be consistent with the Sphere or Spheres the [[Civilization]] is aligned to.  [[Priest]]s can be found in temples, and will allow you to join the local sect of their religion with the conversation topic 'Service'.&lt;br /&gt;
&lt;br /&gt;
On the first joining a sect dedicated to a particular object of worship, that entity will be added to the character's record. An adventurer can then converse({{K|k}}) anywhere with any deity object of worship. Though the deity's only response is silence, repeated conversations can change the deity's object of worship status from 'dubious' to 'casual', 'object', 'devoted' and 'ardent'.&lt;br /&gt;
&lt;br /&gt;
In the current version it is not possible to join a temple. &lt;br /&gt;
&lt;br /&gt;
It's unknown whether conversing with other objects of worship can increase their worship status; megabeasts tend to be uniformly hostile, though Titans may be flagged 'benign'{{verify}}.&lt;br /&gt;
&lt;br /&gt;
Occasionally you will find a human temple with a large pool of [[magma]] at the bottom.&lt;br /&gt;
&lt;br /&gt;
Temples can have basements, sometimes extensive catacombs which may be crawling with enemies. These range from the typical kobolds and goblins, to the occasional lurking [[Mummy]] (with assorted [[Undead|Skeletal]] minions).&lt;br /&gt;
&lt;br /&gt;
You can defile a Temple by toppling a statue, which leads to being cursed by a deity with either [[vampire|vampirism]] or becoming a [[werebeast]]. For this the Temple must be actively used (i.e. not an old ruin).&lt;br /&gt;
&lt;br /&gt;
=== Architecture ===&lt;br /&gt;
Each temple found in procedurally generated towns will have its own architecture, where certain architectural elements are chosen depending on the [[sphere]]s to which the temple belongs. A temple can use a certain architectural element because of its likeness to their worshipped spheres, but also because of an antithetical relationship to said spheres. A complete list of architectural elements, as well as their connection to different spheres, is given in the table below.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Architectural element&lt;br /&gt;
! Related spheres (incomplete)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Detailed surfaces||Art, Inspiration, Painting, Poetry&lt;br /&gt;
|-&lt;br /&gt;
|Lava pool||Volcanos&lt;br /&gt;
|-&lt;br /&gt;
|Lower floors||Caverns, Darkness, Earth&lt;br /&gt;
|-&lt;br /&gt;
|Open structure||Day, Dusk, Freedom, Moon, Nature, Night, Rain, Seasons, Sky, Storms, Sun, Thunder, Twilight, Weather&lt;br /&gt;
|-&lt;br /&gt;
|Paved indoor areas||unknown&lt;br /&gt;
|-&lt;br /&gt;
|Paved outdoor area||Fortresses&lt;br /&gt;
|-&lt;br /&gt;
|Pillars on the perimeter||Boundaries, Fortresses&lt;br /&gt;
|-&lt;br /&gt;
|Square of pillars||Balance, Discipline, Laws, Order&lt;br /&gt;
|-&lt;br /&gt;
|Stagnant pool||Deformity, Disease, Muck, Sickness&lt;br /&gt;
|-&lt;br /&gt;
|Uneven pillars||Chaos, Deformity&lt;br /&gt;
|-&lt;br /&gt;
|Upper floors||Mountains, Thunder&lt;br /&gt;
|-&lt;br /&gt;
|Water pool||Fishing, Lakes, Oceans, Rivers, Water&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Razing ===&lt;br /&gt;
Occationally during worldgen, a site government may choose to raze an old temple and build a new one in its stead. The ruins of the old temple, as well as any catacombs it's connected to, will still be explorable in adventure mode.&lt;br /&gt;
&lt;br /&gt;
Interestingly, the construction of the new temple will always coincide with the formation of a new religious order to utilise it. The order belonging to the old temple will remain on the site, but will move their offices to the keep. Due to this, leaders of &amp;quot;archaic&amp;quot; orders are often found in the keeps.&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = rath&lt;br /&gt;
| elvish  = fothi&lt;br /&gt;
| goblin  = spôgmuk&lt;br /&gt;
| human   = olum&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Locations}}&lt;br /&gt;
{{Category|Adventurer mode}}&lt;/div&gt;</summary>
		<author><name>Anonresearcher</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Temple&amp;diff=226027</id>
		<title>Temple</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Temple&amp;diff=226027"/>
		<updated>2016-08-15T09:17:15Z</updated>

		<summary type="html">&lt;p&gt;Anonresearcher: /* Architecture */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|22:38, 30 April 2013 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{new in v0.42}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A '''temple''' is a structure devoted to an object of worship, any [[Sphere]]-aligned being such as a [[deity]], [[megabeast]], or [[titan]]. &lt;br /&gt;
&lt;br /&gt;
==Fortress mode==&lt;br /&gt;
In [[Fortress mode]], temples are [[locations]], that can be created from [[meeting area]]s. Temples can be dedicated to any [[deity]] at least one of your dwarves worships (not necessarily out of dwarven Pantheon), or to &amp;quot;no particular deity&amp;quot; making it a place for anyone to worship whomever they want or meditate on whatever. Currently there are no known incentives to make dedicated temples for a particular deity. &lt;br /&gt;
&lt;br /&gt;
Temples require [[instrument]]s and thus need [[container]]s to store them. Temples also require a certain amount of empty floor space (called ''dance floor''), same as [[tavern]]s. [[Performer|Performers]] can also be assigned to temples to perform sacred dances.&lt;br /&gt;
&lt;br /&gt;
Being able to commune with their deity or meditate gives a serious ''enraptured'' [[stress]] decrease to the dwarves. Not having a designated place to pray, on the other hand, makes them sad or [[Need|distracted]]. Thus, making a temple early on might be a good investment for your fortress, even more so if you're going through difficult times.&lt;br /&gt;
&lt;br /&gt;
==Adventure mode==&lt;br /&gt;
World-generated temples are visitable in [[Adventure mode]]. They are located in [[Human]] towns and [[Goblin]] fortresses, and the object of worship will be consistent with the Sphere or Spheres the [[Civilization]] is aligned to.  [[Priest]]s can be found in temples, and will allow you to join the local sect of their religion with the conversation topic 'Service'.&lt;br /&gt;
&lt;br /&gt;
On the first joining a sect dedicated to a particular object of worship, that entity will be added to the character's record. An adventurer can then converse({{K|k}}) anywhere with any deity object of worship. Though the deity's only response is silence, repeated conversations can change the deity's object of worship status from 'dubious' to 'casual', 'object', 'devoted' and 'ardent'.&lt;br /&gt;
&lt;br /&gt;
In the current version it is not possible to join a temple. &lt;br /&gt;
&lt;br /&gt;
It's unknown whether conversing with other objects of worship can increase their worship status; megabeasts tend to be uniformly hostile, though Titans may be flagged 'benign'{{verify}}.&lt;br /&gt;
&lt;br /&gt;
Occasionally you will find a human temple with a large pool of [[magma]] at the bottom.&lt;br /&gt;
&lt;br /&gt;
Temples can have basements, sometimes extensive catacombs which may be crawling with enemies. These range from the typical kobolds and goblins, to the occasional lurking [[Mummy]] (with assorted [[Undead|Skeletal]] minions).&lt;br /&gt;
&lt;br /&gt;
You can defile a Temple by toppling a statue, which leads to being cursed by a deity with either [[vampire|vampirism]] or becoming a [[werebeast]]. For this the Temple must be actively used (i.e. not an old ruin).&lt;br /&gt;
&lt;br /&gt;
=== Architecture ===&lt;br /&gt;
Each temple found in procedurally generated towns will have its own architecture, where certain architectural elements are chosen depending on the [[sphere]]s to which the temple belongs. A temple can use a certain architectural element because of its likeness to their worshipped spheres, but also because of an antithetical relationship to said spheres. A complete list of architectural elements, as well as their connection to different spheres, is given in the table below.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Architectural element&lt;br /&gt;
! Related spheres (incomplete)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Detailed surfaces||Art, Inspiration, Painting, Poetry&lt;br /&gt;
|-&lt;br /&gt;
|Lava pool||Volcanos&lt;br /&gt;
|-&lt;br /&gt;
|Lower floors||Caverns, Darkness&lt;br /&gt;
|-&lt;br /&gt;
|Open structure||Day, Freedom, Moon, Night, Rain, Seasons, Sky, Storms, Sun, Thunder, Weather&lt;br /&gt;
|-&lt;br /&gt;
|Paved indoor areas||unknown&lt;br /&gt;
|-&lt;br /&gt;
|Paved outdoor area||Fortresses&lt;br /&gt;
|-&lt;br /&gt;
|Pillars on the perimeter||Fortresses&lt;br /&gt;
|-&lt;br /&gt;
|Square of pillars||Order&lt;br /&gt;
|-&lt;br /&gt;
|Stagnant pool||Deformity, Disease, Muck, Sickness&lt;br /&gt;
|-&lt;br /&gt;
|Uneven pillars||Chaos, Deformity&lt;br /&gt;
|-&lt;br /&gt;
|Upper floors||Mountains&lt;br /&gt;
|-&lt;br /&gt;
|Water pool||Fishing, Lakes, Oceans, Rivers&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Razing ===&lt;br /&gt;
Occationally during worldgen, a site government may choose to raze an old temple and build a new one in its stead. The ruins of the old temple, as well as any catacombs it's connected to, will still be explorable in adventure mode.&lt;br /&gt;
&lt;br /&gt;
Interestingly, the construction of the new temple will always coincide with the formation of a new religious order to utilise it. The order belonging to the old temple will remain on the site, but will move their offices to the keep. Due to this, leaders of &amp;quot;archaic&amp;quot; orders are often found in the keeps.&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = rath&lt;br /&gt;
| elvish  = fothi&lt;br /&gt;
| goblin  = spôgmuk&lt;br /&gt;
| human   = olum&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Locations}}&lt;br /&gt;
{{Category|Adventurer mode}}&lt;/div&gt;</summary>
		<author><name>Anonresearcher</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Temple&amp;diff=225998</id>
		<title>Temple</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Temple&amp;diff=225998"/>
		<updated>2016-08-13T11:28:15Z</updated>

		<summary type="html">&lt;p&gt;Anonresearcher: /* Adventure mode */ Architectural elements are taken from the string dump. Some anon on /dfg/ had info on the sphere connections. Info on razing are from my own experiments.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|22:38, 30 April 2013 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{new in v0.42}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A '''temple''' is a structure devoted to an object of worship, any [[Sphere]]-aligned being such as a [[deity]], [[megabeast]], or [[titan]]. &lt;br /&gt;
&lt;br /&gt;
==Fortress mode==&lt;br /&gt;
In [[Fortress mode]], temples are [[locations]], that can be created from [[meeting area]]s. Temples can be dedicated to any [[deity]] at least one of your dwarves worships (not necessarily out of dwarven Pantheon), or to &amp;quot;no particular deity&amp;quot; making it a place for anyone to worship whomever they want or meditate on whatever. Currently there are no known incentives to make dedicated temples for a particular deity. &lt;br /&gt;
&lt;br /&gt;
Temples require [[instrument]]s and thus need [[container]]s to store them. Temples also require a certain amount of empty floor space (called ''dance floor''), same as [[tavern]]s. [[Performer|Performers]] can also be assigned to temples to perform sacred dances.&lt;br /&gt;
&lt;br /&gt;
Being able to commune with their deity or meditate gives a serious ''enraptured'' [[stress]] decrease to the dwarves. Not having a designated place to pray, on the other hand, makes them sad or [[Need|distracted]]. Thus, making a temple early on might be a good investment for your fortress, even more so if you're going through difficult times.&lt;br /&gt;
&lt;br /&gt;
==Adventure mode==&lt;br /&gt;
World-generated temples are visitable in [[Adventure mode]]. They are located in [[Human]] towns and [[Goblin]] fortresses, and the object of worship will be consistent with the Sphere or Spheres the [[Civilization]] is aligned to.  [[Priest]]s can be found in temples, and will allow you to join the local sect of their religion with the conversation topic 'Service'.&lt;br /&gt;
&lt;br /&gt;
On the first joining a sect dedicated to a particular object of worship, that entity will be added to the character's record. An adventurer can then converse({{K|k}}) anywhere with any deity object of worship. Though the deity's only response is silence, repeated conversations can change the deity's object of worship status from 'dubious' to 'casual', 'object', 'devoted' and 'ardent'.&lt;br /&gt;
&lt;br /&gt;
In the current version it is not possible to join a temple. &lt;br /&gt;
&lt;br /&gt;
It's unknown whether conversing with other objects of worship can increase their worship status; megabeasts tend to be uniformly hostile, though Titans may be flagged 'benign'{{verify}}.&lt;br /&gt;
&lt;br /&gt;
Occasionally you will find a human temple with a large pool of [[magma]] at the bottom.&lt;br /&gt;
&lt;br /&gt;
Temples can have basements, sometimes extensive catacombs which may be crawling with enemies. These range from the typical kobolds and goblins, to the occasional lurking [[Mummy]] (with assorted [[Undead|Skeletal]] minions).&lt;br /&gt;
&lt;br /&gt;
You can defile a Temple by toppling a statue, which leads to being cursed by a deity with either [[vampire|vampirism]] or becoming a [[werebeast]]. For this the Temple must be actively used (i.e. not an old ruin).&lt;br /&gt;
&lt;br /&gt;
=== Architecture ===&lt;br /&gt;
Each temple found in procedurally generated towns will have its own architecture, where certain architectural elements are chosen depending on the [[sphere]]s to which the temple belongs. A temple can use a certain architectural element because of its likeness to their worshipped spheres, but also because of an antithetical relationship to said spheres. A complete list of architectural elements, as well as their connection to different spheres, is given in the table below.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Architectural element&lt;br /&gt;
! Related spheres&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Detailed surfaces||Art, Inspiration, Poetry&lt;br /&gt;
|-&lt;br /&gt;
|Lava pool||Volcanos&lt;br /&gt;
|-&lt;br /&gt;
|Lower floors||Caverns&lt;br /&gt;
|-&lt;br /&gt;
|Open structure||Day, Moon, Night, Rain, Seasons, Sky, Storms, Sun, Thunder, Weather&lt;br /&gt;
|-&lt;br /&gt;
|Paved indoor areas||unknown&lt;br /&gt;
|-&lt;br /&gt;
|Paved outdoor area||Fortresses&lt;br /&gt;
|-&lt;br /&gt;
|Pillars on the perimeter||Fortresses&lt;br /&gt;
|-&lt;br /&gt;
|Square of pillars||Order&lt;br /&gt;
|-&lt;br /&gt;
|Stagnant pool||Deformity, Disease, Muck, Sickness&lt;br /&gt;
|-&lt;br /&gt;
|Uneven pillars||Chaos, Deformity&lt;br /&gt;
|-&lt;br /&gt;
|Upper floors||Mountains&lt;br /&gt;
|-&lt;br /&gt;
|Water pool||Fishing, Lakes, Oceans, Rivers&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Razing ===&lt;br /&gt;
Occationally during worldgen, a site government may choose to raze an old temple and build a new one in its stead. The ruins of the old temple, as well as any catacombs it's connected to, will still be explorable in adventure mode.&lt;br /&gt;
&lt;br /&gt;
Interestingly, the construction of the new temple will always coincide with the formation of a new religious order to utilise it. The order belonging to the old temple will remain on the site, but will move their offices to the keep. Due to this, leaders of &amp;quot;archaic&amp;quot; orders are often found in the keeps.&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = rath&lt;br /&gt;
| elvish  = fothi&lt;br /&gt;
| goblin  = spôgmuk&lt;br /&gt;
| human   = olum&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Locations}}&lt;br /&gt;
{{Category|Adventurer mode}}&lt;/div&gt;</summary>
		<author><name>Anonresearcher</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Language&amp;diff=225990</id>
		<title>Language</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Language&amp;diff=225990"/>
		<updated>2016-08-12T13:16:12Z</updated>

		<summary type="html">&lt;p&gt;Anonresearcher: Being one of the five &amp;quot;real&amp;quot; languages, the divine language deserves a link on this page.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There are six '''languages''' in ''Dwarf Fortress'':&lt;br /&gt;
* [[Angel#Divine_language|Divine language]]&lt;br /&gt;
* [[Dwarven language]]&lt;br /&gt;
* [[Elvish language]]&lt;br /&gt;
* [[Goblin language]]&lt;br /&gt;
* [[Human language]]&lt;br /&gt;
* [[Kobold language]]&lt;br /&gt;
&lt;br /&gt;
{{TOC right}} &lt;br /&gt;
&lt;br /&gt;
==Dictionaries==&lt;br /&gt;
===Nouns===&lt;br /&gt;
{{Noun dictionary}}&lt;br /&gt;
===Verbs===&lt;br /&gt;
{{Verb dictionary}}&lt;br /&gt;
===Adjectives===&lt;br /&gt;
{{Adjective dictionary}}&lt;br /&gt;
===Prefixes===&lt;br /&gt;
{{Prefix dictionary}}&lt;br /&gt;
&lt;br /&gt;
==Alphabet comparison==&lt;br /&gt;
&lt;br /&gt;
{| cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border:1px solid #aaa;border-collapse:collapse;line-height:1.4;text-align:center;table-layout:fixed&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!width=2% align=&amp;quot;center&amp;quot;|Alphabet&lt;br /&gt;
!width=2% align=&amp;quot;center&amp;quot;|A&lt;br /&gt;
!width=2% align=&amp;quot;center&amp;quot;|À&lt;br /&gt;
!width=2% align=&amp;quot;center&amp;quot;|Á&lt;br /&gt;
!width=2% align=&amp;quot;center&amp;quot;|Â&lt;br /&gt;
!width=2% align=&amp;quot;center&amp;quot;|Ä&lt;br /&gt;
!width=2% align=&amp;quot;center&amp;quot;|Å&lt;br /&gt;
!width=2% align=&amp;quot;center&amp;quot;|B&lt;br /&gt;
!width=2% align=&amp;quot;center&amp;quot;|C&lt;br /&gt;
!width=2% align=&amp;quot;center&amp;quot;|Ç&lt;br /&gt;
!width=2% align=&amp;quot;center&amp;quot;|D&lt;br /&gt;
!width=2% align=&amp;quot;center&amp;quot;|E&lt;br /&gt;
!width=2% align=&amp;quot;center&amp;quot;|È&lt;br /&gt;
!width=2% align=&amp;quot;center&amp;quot;|É&lt;br /&gt;
!width=2% align=&amp;quot;center&amp;quot;|Ê&lt;br /&gt;
!width=2% align=&amp;quot;center&amp;quot;|Ë&lt;br /&gt;
!width=2% align=&amp;quot;center&amp;quot;|F&lt;br /&gt;
!width=2% align=&amp;quot;center&amp;quot;|G&lt;br /&gt;
!width=2% align=&amp;quot;center&amp;quot;|H&lt;br /&gt;
!width=2% align=&amp;quot;center&amp;quot;|I&lt;br /&gt;
!width=2% align=&amp;quot;center&amp;quot;|Ì&lt;br /&gt;
!width=2% align=&amp;quot;center&amp;quot;|Í&lt;br /&gt;
!width=2% align=&amp;quot;center&amp;quot;|Î&lt;br /&gt;
!width=2% align=&amp;quot;center&amp;quot;|Ï&lt;br /&gt;
!width=2% align=&amp;quot;center&amp;quot;|J&lt;br /&gt;
!width=2% align=&amp;quot;center&amp;quot;|K&lt;br /&gt;
!width=2% align=&amp;quot;center&amp;quot;|L&lt;br /&gt;
!width=2% align=&amp;quot;center&amp;quot;|M&lt;br /&gt;
!width=2% align=&amp;quot;center&amp;quot;|N&lt;br /&gt;
!width=2% align=&amp;quot;center&amp;quot;|Ñ&lt;br /&gt;
!width=2% align=&amp;quot;center&amp;quot;|O&lt;br /&gt;
!width=2% align=&amp;quot;center&amp;quot;|Ò&lt;br /&gt;
!width=2% align=&amp;quot;center&amp;quot;|Ó&lt;br /&gt;
!width=2% align=&amp;quot;center&amp;quot;|Ô&lt;br /&gt;
!width=2% align=&amp;quot;center&amp;quot;|Ö&lt;br /&gt;
!width=2% align=&amp;quot;center&amp;quot;|P&lt;br /&gt;
!width=2% align=&amp;quot;center&amp;quot;|Q&lt;br /&gt;
!width=2% align=&amp;quot;center&amp;quot;|R&lt;br /&gt;
!width=2% align=&amp;quot;center&amp;quot;|S&lt;br /&gt;
!width=2% align=&amp;quot;center&amp;quot;|T&lt;br /&gt;
!width=2% align=&amp;quot;center&amp;quot;|U&lt;br /&gt;
!width=2% align=&amp;quot;center&amp;quot;|Ù&lt;br /&gt;
!width=2% align=&amp;quot;center&amp;quot;|Ú&lt;br /&gt;
!width=2% align=&amp;quot;center&amp;quot;|Û&lt;br /&gt;
!width=2% align=&amp;quot;center&amp;quot;|V&lt;br /&gt;
!width=2% align=&amp;quot;center&amp;quot;|W&lt;br /&gt;
!width=2% align=&amp;quot;center&amp;quot;|X&lt;br /&gt;
!width=2% align=&amp;quot;center&amp;quot;|Y&lt;br /&gt;
!width=2% align=&amp;quot;center&amp;quot;|Ÿ&lt;br /&gt;
!width=2% align=&amp;quot;center&amp;quot;|Z&lt;br /&gt;
!width=2% align=&amp;quot;center&amp;quot;|#&lt;br /&gt;
|-&lt;br /&gt;
![[Dwarven language|Dwarven]]&lt;br /&gt;
|A||À||Á||Â||Ä||Å||B||C|| ||D||E||È||É||Ê||Ë||F||G||H||I||Ì||Í||Î||Ï|| ||K||L||M||N|| ||O||Ò||Ó||Ô||Ö|| || ||R||S||T||U||Ù||Ú||Û||V|| || || || ||Z||40&lt;br /&gt;
|-&lt;br /&gt;
![[Elvish language|Elvish]]&lt;br /&gt;
|A|| || || || || ||B||C||Ç||D||E||È||É|| || ||F||G||H||I||Ì||Í|| || || ||K||L||M||N|| ||O||Ò||Ó|| || ||P||Q||R||S||T||U||Ù||Ú|| ||V||W|| ||Y||Ÿ||Z||34&lt;br /&gt;
|-&lt;br /&gt;
![[Goblin language|Goblin]]&lt;br /&gt;
|A|| || ||Â||Ä||Å||B|| || ||D||E|| || ||Ê||Ë|| ||G||H|| || || || || || ||K||L||M||N|| ||O|| || ||Ô||Ö||P|| ||R||S||T||U|| || ||Û|| || ||X|| || ||Z||26&lt;br /&gt;
|-&lt;br /&gt;
![[Human language|Human]]&lt;br /&gt;
|A|| ||Á|| || || ||B||C|| ||D||E|| || || || ||F||G||H||I|| || || || ||J||K||L||M||N||Ñ||O|| || || || ||P||Q||R||S||T||U|| || || ||V||W||X|| || ||Z||27&lt;br /&gt;
|-&lt;br /&gt;
!#&lt;br /&gt;
|4||1||2||2||2||2||4||3||1||4||4||2||2||2||2||3||4||4||3||2||2||1||1||1||4||4||4||4||1||4||2||2||2||2||3||2||4||4||4||4||2||2||2||3||2||2||1||1||4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Vocabulary comparison==&lt;br /&gt;
Hilarious misunderstandings occur because many words overlap between languages.&lt;br /&gt;
&lt;br /&gt;
===Dwarven and Goblin===&lt;br /&gt;
{| class = &amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Word !!Dwarven!! Goblin&lt;br /&gt;
|-&lt;br /&gt;
|ad ||SUN ||HEARTH&lt;br /&gt;
|-&lt;br /&gt;
|ag ||DAUB ||POT&lt;br /&gt;
|-&lt;br /&gt;
|al ||PINNACLE ||STOP&lt;br /&gt;
|-&lt;br /&gt;
|am ||OPEN ||SMITH&lt;br /&gt;
|-&lt;br /&gt;
|an ||MEDITATION ||CAD&lt;br /&gt;
|-&lt;br /&gt;
|ar ||FLESH ||SKIRT (clothing)&lt;br /&gt;
|-&lt;br /&gt;
|ast ||SABRE ||BUCKLE&lt;br /&gt;
|-&lt;br /&gt;
|äs ||CAVE ||FRAY&lt;br /&gt;
|-&lt;br /&gt;
|bem ||FLUTE ||WERE&lt;br /&gt;
|-&lt;br /&gt;
|ber ||EARTH ||BARBARITY&lt;br /&gt;
|-&lt;br /&gt;
|bor ||CHUNK ||BALD&lt;br /&gt;
|-&lt;br /&gt;
|bul ||LARD ||SLOP&lt;br /&gt;
|-&lt;br /&gt;
|dum ||MOUTH ||OLIVE&lt;br /&gt;
|-&lt;br /&gt;
|eb ||SUCK ||PASTIME&lt;br /&gt;
|-&lt;br /&gt;
|ed ||EARLY ||STUNTED&lt;br /&gt;
|-&lt;br /&gt;
|em ||EAST ||JACKAL&lt;br /&gt;
|-&lt;br /&gt;
|er ||FAT ||CLOSE&lt;br /&gt;
|-&lt;br /&gt;
|es ||CLEAR ||REWARD&lt;br /&gt;
|-&lt;br /&gt;
|et ||LATE ||TRIFLE&lt;br /&gt;
|-&lt;br /&gt;
|gan ||DISH ||CLUB&lt;br /&gt;
|-&lt;br /&gt;
|gor ||PIT ||SLY&lt;br /&gt;
|-&lt;br /&gt;
|guz ||SIMPLE ||COMEDY&lt;br /&gt;
|-&lt;br /&gt;
|kast ||GENIUS ||GARNISH&lt;br /&gt;
|-&lt;br /&gt;
|keng ||STEAM ||PLAIN&lt;br /&gt;
|-&lt;br /&gt;
|kob ||SPOON ||FRIGID&lt;br /&gt;
|-&lt;br /&gt;
|kod ||BLOT ||KNIGHT&lt;br /&gt;
|-&lt;br /&gt;
|kun ||CAT ||DRUM&lt;br /&gt;
|-&lt;br /&gt;
|lam ||STONE ||MONKEY&lt;br /&gt;
|-&lt;br /&gt;
|laz ||SCALE (verb) ||DEARTH&lt;br /&gt;
|-&lt;br /&gt;
|lod ||ONE ||SOAK&lt;br /&gt;
|-&lt;br /&gt;
|mot ||STRANGE ||FUR&lt;br /&gt;
|-&lt;br /&gt;
|ner ||LAKE ||MULE&lt;br /&gt;
|-&lt;br /&gt;
|nog ||FOOT ||PRIDE&lt;br /&gt;
|-&lt;br /&gt;
|nol ||TONGUE ||AURA&lt;br /&gt;
|-&lt;br /&gt;
|nug ||CAD ||GULF (pit)&lt;br /&gt;
|-&lt;br /&gt;
|num ||WIND (storm) ||IMPUNITY&lt;br /&gt;
|-&lt;br /&gt;
|ob ||TAR ||FRAME&lt;br /&gt;
|-&lt;br /&gt;
|od ||LIMB ||INCONSIDERATE&lt;br /&gt;
|-&lt;br /&gt;
|odom ||BASIN ||SLAP&lt;br /&gt;
|-&lt;br /&gt;
|og ||CLUB ||PLAIN (adj.)&lt;br /&gt;
|-&lt;br /&gt;
|ol ||MUD ||KEEPER&lt;br /&gt;
|-&lt;br /&gt;
|om ||CLUTTER ||BURST&lt;br /&gt;
|-&lt;br /&gt;
|ong ||RANK ||GLIMMER&lt;br /&gt;
|-&lt;br /&gt;
|or ||LARGE ||EVERLASTING&lt;br /&gt;
|-&lt;br /&gt;
|os ||LIE ||DEATH&lt;br /&gt;
|-&lt;br /&gt;
|ost ||FOLD ||ARROW&lt;br /&gt;
|-&lt;br /&gt;
|ôm ||CRUSH ||RAUNCH&lt;br /&gt;
|-&lt;br /&gt;
|ron ||RAGE ||BEAR&lt;br /&gt;
|-&lt;br /&gt;
|rul ||MUTE ||POKE&lt;br /&gt;
|-&lt;br /&gt;
|rur ||RUN ||IDOL&lt;br /&gt;
|-&lt;br /&gt;
|sat ||STROKE ||SABRE&lt;br /&gt;
|-&lt;br /&gt;
|ser ||HEAD ||LURE&lt;br /&gt;
|-&lt;br /&gt;
|sog ||CONQUEROR ||DIRECT&lt;br /&gt;
|-&lt;br /&gt;
|stot ||SURPRISE ||SINGE&lt;br /&gt;
|-&lt;br /&gt;
|stul ||MAW ||FAIL&lt;br /&gt;
|-&lt;br /&gt;
|tad ||MATCH (equal) ||TOOTH&lt;br /&gt;
|-&lt;br /&gt;
|tat ||TOUCH ||GRAPE&lt;br /&gt;
|-&lt;br /&gt;
|tok ||PLANTER ||MEMORY&lt;br /&gt;
|-&lt;br /&gt;
|tun ||DOOR ||MEANDER&lt;br /&gt;
|-&lt;br /&gt;
|ub ||DINE ||CHIP (verb)&lt;br /&gt;
|-&lt;br /&gt;
|ud ||WILL ||CLEARING&lt;br /&gt;
|-&lt;br /&gt;
|ul ||PANTS ||GLAZE&lt;br /&gt;
|-&lt;br /&gt;
|um ||NAIL ||BREW&lt;br /&gt;
|-&lt;br /&gt;
|ur ||HEARTH ||BRIGHT&lt;br /&gt;
|-&lt;br /&gt;
|ûd ||HARVEST (verb) ||CHAOS&lt;br /&gt;
|-&lt;br /&gt;
|ûz ||GROWL ||FEAST&lt;br /&gt;
|-&lt;br /&gt;
|zolak ||BLIZZARD ||SIN&lt;br /&gt;
|-&lt;br /&gt;
|zon ||HELM ||COLOR&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Dwarven and Human===&lt;br /&gt;
{| class = &amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Word !! Dwarven!! Human&lt;br /&gt;
|-&lt;br /&gt;
|ad || SUN || HAIR&lt;br /&gt;
|-&lt;br /&gt;
|adil || WALL || FRAGRANCE&lt;br /&gt;
|-&lt;br /&gt;
|an || MEDITATION || GLORY&lt;br /&gt;
|-&lt;br /&gt;
|anir || SISTER || PAGE&lt;br /&gt;
|-&lt;br /&gt;
|anur || WONDER (noun) || PATH&lt;br /&gt;
|-&lt;br /&gt;
|ar || FLESH || STILL (unmoving)&lt;br /&gt;
|-&lt;br /&gt;
|arin || TRUSTWORTHY || BACK&lt;br /&gt;
|-&lt;br /&gt;
|astan || FLECK || INNOCENT&lt;br /&gt;
|-&lt;br /&gt;
|atem || RAT || PONDER&lt;br /&gt;
|-&lt;br /&gt;
|ág || OVER || REIGN&lt;br /&gt;
|-&lt;br /&gt;
|bal || TONE || PRINCIPLE&lt;br /&gt;
|-&lt;br /&gt;
|bel || GRAY || PRISTINE&lt;br /&gt;
|-&lt;br /&gt;
|dolil || LOCK (hair) || WANE&lt;br /&gt;
|-&lt;br /&gt;
|dur || FIST || EMPIRE&lt;br /&gt;
|-&lt;br /&gt;
|em || EAST || GLOSS&lt;br /&gt;
|-&lt;br /&gt;
|enas || DOCTRINE || SLIM&lt;br /&gt;
|-&lt;br /&gt;
|er || FAT || CALM&lt;br /&gt;
|-&lt;br /&gt;
|es || CLEAR || POINT (verb)&lt;br /&gt;
|-&lt;br /&gt;
|est || SMALL || SUPPER&lt;br /&gt;
|-&lt;br /&gt;
|fel || SEAM || HOLD&lt;br /&gt;
|-&lt;br /&gt;
|geb || DENT || CONNECT&lt;br /&gt;
|-&lt;br /&gt;
|ilid || RULER || CLEAR&lt;br /&gt;
|-&lt;br /&gt;
|ir || NEW || WIELD&lt;br /&gt;
|-&lt;br /&gt;
|irol || NORTH || GOAL&lt;br /&gt;
|-&lt;br /&gt;
|kar || DIMENSION || LORD&lt;br /&gt;
|-&lt;br /&gt;
|ked || FEED || SEASON&lt;br /&gt;
|-&lt;br /&gt;
|kel || METAL || FAITH&lt;br /&gt;
|-&lt;br /&gt;
|kes || SCRATCH || BEAK&lt;br /&gt;
|-&lt;br /&gt;
|kigok || SPRING (noun) || FLAY&lt;br /&gt;
|-&lt;br /&gt;
|kir || MERGE || GATE&lt;br /&gt;
|-&lt;br /&gt;
|kod || BLOT || STALK&lt;br /&gt;
|-&lt;br /&gt;
|kor || CAVERN || ORDER (concept)&lt;br /&gt;
|-&lt;br /&gt;
|kur || HUM || SUICIDE&lt;br /&gt;
|-&lt;br /&gt;
|lam || STONE || BREAD&lt;br /&gt;
|-&lt;br /&gt;
|lar || MEET || PERMANENCY&lt;br /&gt;
|-&lt;br /&gt;
|lek || BRISTLE || GOD-FORSAKEN&lt;br /&gt;
|-&lt;br /&gt;
|lir || CLIMAX || TILE&lt;br /&gt;
|-&lt;br /&gt;
|lod || ONE || LARGE&lt;br /&gt;
|-&lt;br /&gt;
|med || ABATE || SUBORDINATE&lt;br /&gt;
|-&lt;br /&gt;
|nir || ONEPREF || NECRO&lt;br /&gt;
|-&lt;br /&gt;
|nod || TOAD || CASKET&lt;br /&gt;
|-&lt;br /&gt;
|ob || TAR || UN&lt;br /&gt;
|-&lt;br /&gt;
|og || CLUB || PULL&lt;br /&gt;
|-&lt;br /&gt;
|okol || VOICE || FEVER&lt;br /&gt;
|-&lt;br /&gt;
|ol || MUD || SPORT&lt;br /&gt;
|-&lt;br /&gt;
|olum || DISPERSE || TEMPLE&lt;br /&gt;
|-&lt;br /&gt;
|om || CLUTTER || CROSS (noun)&lt;br /&gt;
|-&lt;br /&gt;
|ong || RANK || SULLEN&lt;br /&gt;
|-&lt;br /&gt;
|or || LARGE || LIP&lt;br /&gt;
|-&lt;br /&gt;
|ost || FOLD || TERROR&lt;br /&gt;
|-&lt;br /&gt;
|oth || KNOT || BLACK&lt;br /&gt;
|-&lt;br /&gt;
|rir || EAR || SMEAR&lt;br /&gt;
|-&lt;br /&gt;
|rith || BELL || WEAK&lt;br /&gt;
|-&lt;br /&gt;
|rodem || PELT (hide) || RACEGROUP&lt;br /&gt;
|-&lt;br /&gt;
|seng || RINGSOUND || UNHOLY&lt;br /&gt;
|-&lt;br /&gt;
|shem || PLANK || TOOL&lt;br /&gt;
|-&lt;br /&gt;
|shin || BRIGHT || CHILD&lt;br /&gt;
|-&lt;br /&gt;
|sut || BLEED || BONE&lt;br /&gt;
|-&lt;br /&gt;
|tath || DUSK || SOLDIER&lt;br /&gt;
|-&lt;br /&gt;
|thad || CROWD || AGE&lt;br /&gt;
|-&lt;br /&gt;
|thur || UNIVERSE || INFLUENCE&lt;br /&gt;
|-&lt;br /&gt;
|tilesh || TRUSS || SPASM&lt;br /&gt;
|-&lt;br /&gt;
|tob || SMASH || WASTE&lt;br /&gt;
|-&lt;br /&gt;
|tolis || TOP || SPRING (noun)&lt;br /&gt;
|-&lt;br /&gt;
|udir || BLACK || DIGNITY&lt;br /&gt;
|-&lt;br /&gt;
|ul || PANTS || LESSER&lt;br /&gt;
|-&lt;br /&gt;
|ur || HEARTH || ROCK&lt;br /&gt;
|-&lt;br /&gt;
|urir || MARBLE (ball) || TUB&lt;br /&gt;
|-&lt;br /&gt;
|vesh || DUST || BLENCH&lt;br /&gt;
|-&lt;br /&gt;
|zar || OUTRAGE || SAND&lt;br /&gt;
|-&lt;br /&gt;
|zin || DRY || GLEN&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Dwarven, Goblin, and Human===&lt;br /&gt;
{| class = &amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Word !! Dwarven !! Goblin !! Human&lt;br /&gt;
|-&lt;br /&gt;
|ad || SUN || HEARTH || HAIR&lt;br /&gt;
|-&lt;br /&gt;
|an || MEDITATION || CAD || GLORY&lt;br /&gt;
|-&lt;br /&gt;
|ar || FLESH || SKIRTCLOTHING || STILL (unmoving)&lt;br /&gt;
|-&lt;br /&gt;
|em || EAST || JACKAL || GLOSS&lt;br /&gt;
|-&lt;br /&gt;
|er || FAT || CLOSE || CALM&lt;br /&gt;
|-&lt;br /&gt;
|es || CLEAR || REWARD || POINT (verb)&lt;br /&gt;
|-&lt;br /&gt;
|kod || BLOT || KNIGHT || STALK&lt;br /&gt;
|-&lt;br /&gt;
|lam || STONE || MONKEY || BREAD&lt;br /&gt;
|-&lt;br /&gt;
|lod || ONE || SOAK || LARGE&lt;br /&gt;
|-&lt;br /&gt;
|ob || TAR || FRAME || UN&lt;br /&gt;
|-&lt;br /&gt;
|og || CLUB || PLAIN (adj.) || PULL&lt;br /&gt;
|-&lt;br /&gt;
|ol || MUD || KEEPER || SPORT&lt;br /&gt;
|-&lt;br /&gt;
|om || CLUTTER || BURST || CROSS (noun)&lt;br /&gt;
|-&lt;br /&gt;
|ong || RANK || GLIMMER || SULLEN&lt;br /&gt;
|-&lt;br /&gt;
|or || LARGE || EVERLASTING || LIP&lt;br /&gt;
|-&lt;br /&gt;
|ost || FOLD || ARROW || TERROR&lt;br /&gt;
|-&lt;br /&gt;
|ul || PANTS || GLAZE || LESSER&lt;br /&gt;
|-&lt;br /&gt;
|ur || HEARTH || BRIGHT || ROCK&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Elvish and Goblin===&lt;br /&gt;
{| class = &amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Word !! elvish !! goblin&lt;br /&gt;
|-&lt;br /&gt;
|aba || LAST || PEBBLE&lt;br /&gt;
|-&lt;br /&gt;
|abo || SHUT || AGE&lt;br /&gt;
|-&lt;br /&gt;
|aku || GULF (distance) || HIGH&lt;br /&gt;
|-&lt;br /&gt;
|ala || FIRST || PROPHET&lt;br /&gt;
|-&lt;br /&gt;
|ama || GOD || FENCE&lt;br /&gt;
|-&lt;br /&gt;
|ana || COUPLE || HOLE&lt;br /&gt;
|-&lt;br /&gt;
|aro || FOOT || WHISKER&lt;br /&gt;
|-&lt;br /&gt;
|aru || SYRUP || MANGE&lt;br /&gt;
|-&lt;br /&gt;
|ebe || BAND (group) || WORSHIPPER&lt;br /&gt;
|-&lt;br /&gt;
|elo || HOLY || RADIANCE&lt;br /&gt;
|-&lt;br /&gt;
|elu || RIPE || LITTLE&lt;br /&gt;
|-&lt;br /&gt;
|era || NOSE || HORN&lt;br /&gt;
|-&lt;br /&gt;
|eru || CLOSE || PAPER&lt;br /&gt;
|-&lt;br /&gt;
|eslo || CLIMATE || EQUITY&lt;br /&gt;
|-&lt;br /&gt;
|lulo || OAK || WASH&lt;br /&gt;
|-&lt;br /&gt;
|nelo || PASS (mountain) || DEFECT (fault)&lt;br /&gt;
|-&lt;br /&gt;
|nonu || CREW || CALL&lt;br /&gt;
|-&lt;br /&gt;
|obe || VENERATE || GREATEST&lt;br /&gt;
|-&lt;br /&gt;
|oda || FOG || FLOOD&lt;br /&gt;
|-&lt;br /&gt;
|ola || HOWL || STILL (unmoving)&lt;br /&gt;
|-&lt;br /&gt;
|oma || BLOAT || UNTRUSTWORTHY&lt;br /&gt;
|-&lt;br /&gt;
|omo || ROAR || CAVE&lt;br /&gt;
|-&lt;br /&gt;
|omu || MARKET || SLUG&lt;br /&gt;
|-&lt;br /&gt;
|one || BONE || SILVER&lt;br /&gt;
|-&lt;br /&gt;
|ora || CLAP || GLIDE&lt;br /&gt;
|-&lt;br /&gt;
|oro || SWEEP || TRIM&lt;br /&gt;
|-&lt;br /&gt;
|ralu || SLUG || DIGNITY&lt;br /&gt;
|-&lt;br /&gt;
|ume || HUNGER || LAVENDER&lt;br /&gt;
|-&lt;br /&gt;
|zole || CHAMBER || CHASTITY&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Elvish and Human===&lt;br /&gt;
{| class = &amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Word !! elvish !! human&lt;br /&gt;
|-&lt;br /&gt;
|aba || LAST || MEDITATION&lt;br /&gt;
|-&lt;br /&gt;
|abo || SHUT || MAN&lt;br /&gt;
|-&lt;br /&gt;
|aco || MAZE || COAST&lt;br /&gt;
|-&lt;br /&gt;
|ada || BERRY || TRUTHFUL&lt;br /&gt;
|-&lt;br /&gt;
|ade || CONTROL || NEST&lt;br /&gt;
|-&lt;br /&gt;
|adi || ACE || STROKE&lt;br /&gt;
|-&lt;br /&gt;
|ala || FIRST || MATCH (equal)&lt;br /&gt;
|-&lt;br /&gt;
|alu || WATER || WIND (storm)&lt;br /&gt;
|-&lt;br /&gt;
|ama || GOD || STAR&lt;br /&gt;
|-&lt;br /&gt;
|ame || GROW || COOPERATE&lt;br /&gt;
|-&lt;br /&gt;
|amo || SHOVE || NEO&lt;br /&gt;
|-&lt;br /&gt;
|ana || COUPLE || COSMOS&lt;br /&gt;
|-&lt;br /&gt;
|ani || OVER || AUNT&lt;br /&gt;
|-&lt;br /&gt;
|ano || SPIRIT || LOVER&lt;br /&gt;
|-&lt;br /&gt;
|apa || PADDLE || SKIRT (verb)&lt;br /&gt;
|-&lt;br /&gt;
|are || SEED || GOOD&lt;br /&gt;
|-&lt;br /&gt;
|ari || LIBERTY || BOOT&lt;br /&gt;
|-&lt;br /&gt;
|aro || FOOT || BLUE&lt;br /&gt;
|-&lt;br /&gt;
|aru || SYRUP || HEAD&lt;br /&gt;
|-&lt;br /&gt;
|ase || SPOT || SEED&lt;br /&gt;
|-&lt;br /&gt;
|asi || QUILL || SPEAR&lt;br /&gt;
|-&lt;br /&gt;
|aso || GRAY || LEAF&lt;br /&gt;
|-&lt;br /&gt;
|ata || PEBBLE || ZENITH&lt;br /&gt;
|-&lt;br /&gt;
|atho || ARM || SOUL&lt;br /&gt;
|-&lt;br /&gt;
|cema || BABY || CRY&lt;br /&gt;
|-&lt;br /&gt;
|coni || CREEP || ROOM&lt;br /&gt;
|-&lt;br /&gt;
|curo || BURDEN || RINGOBJECT&lt;br /&gt;
|-&lt;br /&gt;
|dana || MUSCLE || HOPE&lt;br /&gt;
|-&lt;br /&gt;
|dema || RAG || TOUCH&lt;br /&gt;
|-&lt;br /&gt;
|ebe || BAND (group) || LABOR&lt;br /&gt;
|-&lt;br /&gt;
|edi || FLECK || EGG&lt;br /&gt;
|-&lt;br /&gt;
|ele || EVER || PALE&lt;br /&gt;
|-&lt;br /&gt;
|elu || RIPE || AFFECTION&lt;br /&gt;
|-&lt;br /&gt;
|ene || BOLT || SHIMMER&lt;br /&gt;
|-&lt;br /&gt;
|eno || ULTIMATE || CITY&lt;br /&gt;
|-&lt;br /&gt;
|eri || LEAN || MAGIC&lt;br /&gt;
|-&lt;br /&gt;
|ero || PEACE || CONTINENT&lt;br /&gt;
|-&lt;br /&gt;
|eslo || CLIMATE || SHORE&lt;br /&gt;
|-&lt;br /&gt;
|ete || MONK || RUSH&lt;br /&gt;
|-&lt;br /&gt;
|eve || EVISCERATE || FLICKER&lt;br /&gt;
|-&lt;br /&gt;
|ica || PRICE || EAGLE&lt;br /&gt;
|-&lt;br /&gt;
|ika || HARVEST || SHEAR&lt;br /&gt;
|-&lt;br /&gt;
|iki || THORN || PLEAT&lt;br /&gt;
|-&lt;br /&gt;
|ile || FRUIT || RAY&lt;br /&gt;
|-&lt;br /&gt;
|ilo || PINNACLE || LAUD&lt;br /&gt;
|-&lt;br /&gt;
|ime || ONEPREF || DEAR&lt;br /&gt;
|-&lt;br /&gt;
|imi || CHILD || RUMOR&lt;br /&gt;
|-&lt;br /&gt;
|ina || HUG || BED&lt;br /&gt;
|-&lt;br /&gt;
|ini || TREAT || STRAP&lt;br /&gt;
|-&lt;br /&gt;
|ino || GUARD || FIN&lt;br /&gt;
|-&lt;br /&gt;
|isa || SHAFT || PINNACLE&lt;br /&gt;
|-&lt;br /&gt;
|isi || BAND (object) || NET&lt;br /&gt;
|-&lt;br /&gt;
|iwa || BARRICADE || APOGEE&lt;br /&gt;
|-&lt;br /&gt;
|iwo || MAW || BUSH&lt;br /&gt;
|-&lt;br /&gt;
|kara || GLORY || HEAT&lt;br /&gt;
|-&lt;br /&gt;
|lema || FULL || IVY&lt;br /&gt;
|-&lt;br /&gt;
|leru || PRIMITIVE || PEEK&lt;br /&gt;
|-&lt;br /&gt;
|lofi || WORSHIPPER || TROT&lt;br /&gt;
|-&lt;br /&gt;
|mela || SAVIOR || WHITE&lt;br /&gt;
|-&lt;br /&gt;
|momi || HAUNT || RUSTIC&lt;br /&gt;
|-&lt;br /&gt;
|mori || NEGATIVE || PLATE&lt;br /&gt;
|-&lt;br /&gt;
|muthe || LARD || CAMP&lt;br /&gt;
|-&lt;br /&gt;
|nani || TOE || COINCIDENCE&lt;br /&gt;
|-&lt;br /&gt;
|nelo || PASS (mountain) || FALSE&lt;br /&gt;
|-&lt;br /&gt;
|nonu || CREW || FLOOD&lt;br /&gt;
|-&lt;br /&gt;
|oda || FOG || WEEP&lt;br /&gt;
|-&lt;br /&gt;
|ofi || SIZZLE || TRITE&lt;br /&gt;
|-&lt;br /&gt;
|oma || BLOAT || WALK&lt;br /&gt;
|-&lt;br /&gt;
|omo || ROAR || BOY&lt;br /&gt;
|-&lt;br /&gt;
|ori || DISLOYAL || BRIDGE&lt;br /&gt;
|-&lt;br /&gt;
|othi || COOK || PLAIN (adj.)&lt;br /&gt;
|-&lt;br /&gt;
|paro || SLUDGE || SPLIT&lt;br /&gt;
|-&lt;br /&gt;
|paru || DRAWL || HUT&lt;br /&gt;
|-&lt;br /&gt;
|pima || KIN || WADDLE&lt;br /&gt;
|-&lt;br /&gt;
|radi || CASKET || KINDLE&lt;br /&gt;
|-&lt;br /&gt;
|rama || LIBERATE || FREE&lt;br /&gt;
|-&lt;br /&gt;
|rane || PASS (verb) || KNIGHT&lt;br /&gt;
|-&lt;br /&gt;
|rere || WHEEL || AMBIGUOUS&lt;br /&gt;
|-&lt;br /&gt;
|teme || TWO || LESSON&lt;br /&gt;
|-&lt;br /&gt;
|thili || ANGEL || DISTINCT&lt;br /&gt;
|-&lt;br /&gt;
|thine || DISEMBOWELMENT || DUMPLING&lt;br /&gt;
|-&lt;br /&gt;
|uce || THREAT || CALL&lt;br /&gt;
|-&lt;br /&gt;
|ula || GROWL || SENSUAL&lt;br /&gt;
|-&lt;br /&gt;
|ume || HUNGER || FUR&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Elvish, Goblin, and Human===&lt;br /&gt;
{| class = &amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Word !! Elvish !! Goblin !! Human&lt;br /&gt;
|-&lt;br /&gt;
|aba || LAST || PEBBLE || MEDITATION&lt;br /&gt;
|-&lt;br /&gt;
|abo || SHUT || AGE || MAN&lt;br /&gt;
|-&lt;br /&gt;
|ala || FIRST || PROPHET || MATCH (equal)&lt;br /&gt;
|-&lt;br /&gt;
|ama || GOD || FENCE || STAR&lt;br /&gt;
|-&lt;br /&gt;
|ana || COUPLE || HOLE || COSMOS&lt;br /&gt;
|-&lt;br /&gt;
|aro || FOOT || WHISKER || BLUE&lt;br /&gt;
|-&lt;br /&gt;
|aru || SYRUP || MANGE || HEAD&lt;br /&gt;
|-&lt;br /&gt;
|ebe || BAND (group) || WORSHIPPER || LABOR&lt;br /&gt;
|-&lt;br /&gt;
|elu || RIPE || LITTLE || AFFECTION&lt;br /&gt;
|-&lt;br /&gt;
|eslo || CLIMATE || EQUITY || SHORE&lt;br /&gt;
|-&lt;br /&gt;
|nelo || PASS (mountain) || DEFECT (fault) || FALSE&lt;br /&gt;
|-&lt;br /&gt;
|nonu || CREW || CALL || FLOOD&lt;br /&gt;
|-&lt;br /&gt;
|oda || FOG || FLOOD || WEEP&lt;br /&gt;
|-&lt;br /&gt;
|oma || BLOAT || UNTRUSTWORTHY || WALK&lt;br /&gt;
|-&lt;br /&gt;
|omo || ROAR || CAVE || BOY&lt;br /&gt;
|-&lt;br /&gt;
|ume || HUNGER || LAVENDER || FUR&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Goblin and Human===&lt;br /&gt;
{| class = &amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Word !! goblin !! human&lt;br /&gt;
|-&lt;br /&gt;
|ab || TAME || FARM&lt;br /&gt;
|-&lt;br /&gt;
|aba || PEBBLE || MEDITATION&lt;br /&gt;
|-&lt;br /&gt;
|abo || AGE || MAN&lt;br /&gt;
|-&lt;br /&gt;
|ad || HEARTH || HAIR&lt;br /&gt;
|-&lt;br /&gt;
|ado || VIOLENCE || STONE&lt;br /&gt;
|-&lt;br /&gt;
|adu || STAKE || BOARD (plank)&lt;br /&gt;
|-&lt;br /&gt;
|ago || IMMORALITY || GEAR&lt;br /&gt;
|-&lt;br /&gt;
|ak || OOZE || TWIG&lt;br /&gt;
|-&lt;br /&gt;
|akul || LABOR || QUEST&lt;br /&gt;
|-&lt;br /&gt;
|ala || PROPHET || MATCH (equal)&lt;br /&gt;
|-&lt;br /&gt;
|ama || FENCE || STAR&lt;br /&gt;
|-&lt;br /&gt;
|an || CAD || GLORY&lt;br /&gt;
|-&lt;br /&gt;
|ana || HOLE || COSMOS&lt;br /&gt;
|-&lt;br /&gt;
|ar || SKIRTCLOTHING || STILL (unmoving)&lt;br /&gt;
|-&lt;br /&gt;
|arad || SUPPER || DRUM (verb)&lt;br /&gt;
|-&lt;br /&gt;
|aro || WHISKER || BLUE&lt;br /&gt;
|-&lt;br /&gt;
|aru || MANGE || HEAD&lt;br /&gt;
|-&lt;br /&gt;
|as || MYSTERY || DOOR&lt;br /&gt;
|-&lt;br /&gt;
|asa || BOTHER || METEOR&lt;br /&gt;
|-&lt;br /&gt;
|aslu || EVER || CIRCLE&lt;br /&gt;
|-&lt;br /&gt;
|asto || DRINKER || DESERT&lt;br /&gt;
|-&lt;br /&gt;
|asu || BEND || HAZE&lt;br /&gt;
|-&lt;br /&gt;
|ath || SPLASH || INFERIOR&lt;br /&gt;
|-&lt;br /&gt;
|atu || FLYANIMAL || RUST&lt;br /&gt;
|-&lt;br /&gt;
|bok || ABSOLUTE || VIGOR&lt;br /&gt;
|-&lt;br /&gt;
|dak || PADDLE || SHACK&lt;br /&gt;
|-&lt;br /&gt;
|deng || GLOVE || KING&lt;br /&gt;
|-&lt;br /&gt;
|duka || REGAL || SUGAR&lt;br /&gt;
|-&lt;br /&gt;
|ebe || WORSHIPPER || LABOR&lt;br /&gt;
|-&lt;br /&gt;
|ega || VULGAR || TAME&lt;br /&gt;
|-&lt;br /&gt;
|elu || LITTLE || AFFECTION&lt;br /&gt;
|-&lt;br /&gt;
|em || JACKAL || GLOSS&lt;br /&gt;
|-&lt;br /&gt;
|en || MITE || LEGEND&lt;br /&gt;
|-&lt;br /&gt;
|engo || LETTER || SUCK&lt;br /&gt;
|-&lt;br /&gt;
|er || CLOSE || CALM&lt;br /&gt;
|-&lt;br /&gt;
|es || REWARD || POINT (verb)&lt;br /&gt;
|-&lt;br /&gt;
|eslo || EQUITY || SHORE&lt;br /&gt;
|-&lt;br /&gt;
|esme || SULLEN || PALM&lt;br /&gt;
|-&lt;br /&gt;
|espo || GIFT || TAUT&lt;br /&gt;
|-&lt;br /&gt;
|gol || CONVENIENT || MEAN (low)&lt;br /&gt;
|-&lt;br /&gt;
|gut || STRANGE || GRUB&lt;br /&gt;
|-&lt;br /&gt;
|kas || DENOMINATION || CONTROL&lt;br /&gt;
|-&lt;br /&gt;
|kod || KNIGHT || STALK&lt;br /&gt;
|-&lt;br /&gt;
|kose || GLAD || SWIFT&lt;br /&gt;
|-&lt;br /&gt;
|kud || DESTRUCTION || CLEAVE&lt;br /&gt;
|-&lt;br /&gt;
|kuda || CLAP || SANDAL&lt;br /&gt;
|-&lt;br /&gt;
|kul || DESERT (verb) || HOLE&lt;br /&gt;
|-&lt;br /&gt;
|lam || MONKEY || BREAD&lt;br /&gt;
|-&lt;br /&gt;
|lod || SOAK || LARGE&lt;br /&gt;
|-&lt;br /&gt;
|lon || SUBORDINATE || DATE (verb)&lt;br /&gt;
|-&lt;br /&gt;
|mon || PLANE || HOLY&lt;br /&gt;
|-&lt;br /&gt;
|mong || AUTONOMY || NATION&lt;br /&gt;
|-&lt;br /&gt;
|mubo || SLIM || MIND&lt;br /&gt;
|-&lt;br /&gt;
|muk || MERCHANT || SEIZE&lt;br /&gt;
|-&lt;br /&gt;
|nelo || DEFECT (fault) || FALSE&lt;br /&gt;
|-&lt;br /&gt;
|ngab || WITHER || DEFECT (fault)&lt;br /&gt;
|-&lt;br /&gt;
|ngok || LACE || GUT&lt;br /&gt;
|-&lt;br /&gt;
|nonu || CALL || FLOOD&lt;br /&gt;
|-&lt;br /&gt;
|nor || DIMPLE || COLD&lt;br /&gt;
|-&lt;br /&gt;
|nul || DEIFY || SORROW&lt;br /&gt;
|-&lt;br /&gt;
|ob || FRAME || UN&lt;br /&gt;
|-&lt;br /&gt;
|obu || HAIL (greet) || LUNCH&lt;br /&gt;
|-&lt;br /&gt;
|oda || FLOOD || WEEP&lt;br /&gt;
|-&lt;br /&gt;
|odo || RIPE || UNTHINKABLE&lt;br /&gt;
|-&lt;br /&gt;
|odu || ARM || BLIND&lt;br /&gt;
|-&lt;br /&gt;
|og || PLAIN (adj.) || PULL&lt;br /&gt;
|-&lt;br /&gt;
|oko || SHEEN || PAD (noun)&lt;br /&gt;
|-&lt;br /&gt;
|ol || KEEPER || SPORT&lt;br /&gt;
|-&lt;br /&gt;
|olo || CRAWL || WALL&lt;br /&gt;
|-&lt;br /&gt;
|om || BURST || CROSS (noun)&lt;br /&gt;
|-&lt;br /&gt;
|oma || UNTRUSTWORTHY || WALK&lt;br /&gt;
|-&lt;br /&gt;
|omo || CAVE || BOY&lt;br /&gt;
|-&lt;br /&gt;
|on || GUTTER || PRAISE&lt;br /&gt;
|-&lt;br /&gt;
|ong || GLIMMER || SULLEN&lt;br /&gt;
|-&lt;br /&gt;
|ongu || COTTON || HAMMER&lt;br /&gt;
|-&lt;br /&gt;
|ono || HATCHET || TOWER&lt;br /&gt;
|-&lt;br /&gt;
|onu || BOG || RUB&lt;br /&gt;
|-&lt;br /&gt;
|or || EVERLASTING || LIP&lt;br /&gt;
|-&lt;br /&gt;
|oru || HAME || FOREVER&lt;br /&gt;
|-&lt;br /&gt;
|osa || SOUR || ABSOLUTE&lt;br /&gt;
|-&lt;br /&gt;
|osp || FOUNTAIN || AXE&lt;br /&gt;
|-&lt;br /&gt;
|ost || ARROW || TERROR&lt;br /&gt;
|-&lt;br /&gt;
|ostra || LACONIC || SLITHER&lt;br /&gt;
|-&lt;br /&gt;
|ot || GARLIC || EAT&lt;br /&gt;
|-&lt;br /&gt;
|otod || VERMIN || COLORLESS&lt;br /&gt;
|-&lt;br /&gt;
|otu || FISHANIMAL || VIRTUE&lt;br /&gt;
|-&lt;br /&gt;
|oxa || UNCERTAIN || TRAMPLE&lt;br /&gt;
|-&lt;br /&gt;
|ozo || STORM || FACTION&lt;br /&gt;
|-&lt;br /&gt;
|reko || FILTH || GHOUL&lt;br /&gt;
|-&lt;br /&gt;
|rom || CONSTRUCT || AGELESS&lt;br /&gt;
|-&lt;br /&gt;
|rud || AMBER || GRAVEL&lt;br /&gt;
|-&lt;br /&gt;
|sor || INFLUENCE || FUNERAL&lt;br /&gt;
|-&lt;br /&gt;
|sted || LARGE || APEX&lt;br /&gt;
|-&lt;br /&gt;
|stran || BILE || IMAGE&lt;br /&gt;
|-&lt;br /&gt;
|sur || SQUIRT || SHAME&lt;br /&gt;
|-&lt;br /&gt;
|tar || SOMBER || LAND&lt;br /&gt;
|-&lt;br /&gt;
|tet || TOUCHY || BREAK&lt;br /&gt;
|-&lt;br /&gt;
|tod || TWINKLE || BAR&lt;br /&gt;
|-&lt;br /&gt;
|tode || DISLOYAL || MEAD&lt;br /&gt;
|-&lt;br /&gt;
|tol || LAMB || YEAR&lt;br /&gt;
|-&lt;br /&gt;
|tul || TOAST || WARM&lt;br /&gt;
|-&lt;br /&gt;
|ube || NOOSE || PLUM&lt;br /&gt;
|-&lt;br /&gt;
|ubo || TRUSTWORTHY || DIRT&lt;br /&gt;
|-&lt;br /&gt;
|ul || GLAZE || LESSER&lt;br /&gt;
|-&lt;br /&gt;
|ule || JOKE || OPEN&lt;br /&gt;
|-&lt;br /&gt;
|ulo || STICK (verb) || ENTRANCE (verb)&lt;br /&gt;
|-&lt;br /&gt;
|ume || LAVENDER || FUR&lt;br /&gt;
|-&lt;br /&gt;
|umo || HUSTLE || BAD&lt;br /&gt;
|-&lt;br /&gt;
|ung || BACK || VOID&lt;br /&gt;
|-&lt;br /&gt;
|ur || BRIGHT || ROCK&lt;br /&gt;
|-&lt;br /&gt;
|ura || SCOLD || DEATH&lt;br /&gt;
|-&lt;br /&gt;
|uram || GLOSS || TUMMY&lt;br /&gt;
|-&lt;br /&gt;
|us || GOOSE || GORGE (noun)&lt;br /&gt;
|-&lt;br /&gt;
|use || TWIG || ACT&lt;br /&gt;
|-&lt;br /&gt;
|ustol || MURDER || SPY&lt;br /&gt;
|-&lt;br /&gt;
|usu || CUDGEL || HOLLOW&lt;br /&gt;
|-&lt;br /&gt;
|uta || CARRY || PIT&lt;br /&gt;
|-&lt;br /&gt;
|uzo || CONFLICT || TENACITY&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Dwarven and Elvish===&lt;br /&gt;
None. Dwarves and Elves dislike each other so much they made sure to keep their languages completely separate.&lt;br /&gt;
&lt;br /&gt;
==Observations==&lt;br /&gt;
===Vocabulary===&lt;br /&gt;
There are words for &amp;quot;pearl&amp;quot; (''kovest'') and &amp;quot;pumpkin&amp;quot; (''fongbez'') which do not even exist in-universe.&lt;br /&gt;
&lt;br /&gt;
There are names for every color except &amp;quot;orange&amp;quot;. They have a word for &amp;quot;amber&amp;quot;, &amp;quot;amethyst&amp;quot;, &amp;quot;aqua&amp;quot;, &amp;quot;aquamarine&amp;quot;, &amp;quot;auburn&amp;quot;, &amp;quot;azure&amp;quot;, &amp;quot;beige&amp;quot;, &amp;quot;black&amp;quot;, &amp;quot;blue&amp;quot;, &amp;quot;brown&amp;quot;, &amp;quot;cerulean&amp;quot;, &amp;quot;charcoal&amp;quot;, &amp;quot;chestnut&amp;quot;, &amp;quot;chocolate&amp;quot;, &amp;quot;cinnamon&amp;quot;, &amp;quot;crimson&amp;quot;, &amp;quot;ecru&amp;quot;, &amp;quot;emerald&amp;quot;, &amp;quot;fuchsia&amp;quot;, &amp;quot;golden&amp;quot;, &amp;quot;goldenrod&amp;quot;, &amp;quot;gray&amp;quot;, &amp;quot;green&amp;quot;, &amp;quot;heliotrope&amp;quot;, &amp;quot;indigo&amp;quot;, &amp;quot;ivory&amp;quot;, &amp;quot;jade&amp;quot;, &amp;quot;lavender&amp;quot;, &amp;quot;mahogany&amp;quot;, &amp;quot;maroon&amp;quot;, &amp;quot;mauve&amp;quot;, &amp;quot;mint&amp;quot;, &amp;quot;ochre&amp;quot;, &amp;quot;olive&amp;quot;, &amp;quot;pale&amp;quot;, &amp;quot;pink&amp;quot;, &amp;quot;puce&amp;quot;, &amp;quot;purple&amp;quot;, &amp;quot;red&amp;quot;, &amp;quot;rosy&amp;quot;, &amp;quot;saffron&amp;quot;, &amp;quot;scarlet&amp;quot;, &amp;quot;silvery&amp;quot;, &amp;quot;tan&amp;quot;, &amp;quot;teal&amp;quot;, &amp;quot;turquoise&amp;quot;, &amp;quot;umber&amp;quot;, &amp;quot;vermilion&amp;quot;, &amp;quot;violet&amp;quot;, &amp;quot;white&amp;quot;, and &amp;quot;yellow&amp;quot;. But not &amp;quot;orange&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Actually there are noun forms for &amp;quot;lime&amp;quot;, &amp;quot;orange&amp;quot;, &amp;quot;lilac&amp;quot;, &amp;quot;moss&amp;quot;, &amp;quot;periwinkle&amp;quot;, and &amp;quot;plum&amp;quot;, but no matching adjective form.&lt;br /&gt;
&lt;br /&gt;
===Morphology===&lt;br /&gt;
These four languages (Dwarven, Elvish, Human, Golbin) have no real morphology. So the adjective &amp;quot;oaken&amp;quot; and the noun &amp;quot;oak&amp;quot; are the same word. In another example, the verb 'to dream&amp;quot;, the adjective &amp;quot;dreamy&amp;quot;, and the noun &amp;quot;dream&amp;quot; are all the same word.&lt;br /&gt;
&lt;br /&gt;
==Word length and letter frequency==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Wordlengthgraph.png|Word length frequencies in all languages except Kobold.&lt;br /&gt;
File:Letterfrequencygraph.png|Letter frequencies in all languages except Kobold.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
Strangely enough, when inputting letters from languages other than English (such as ê or â) in a custom name in-game it will instead output a symbol such as Ohm or Gamma.&lt;br /&gt;
It is unknown how to write out many Dwarven names.&lt;br /&gt;
&lt;br /&gt;
{{Language}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Language| ]]&lt;/div&gt;</summary>
		<author><name>Anonresearcher</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Angel&amp;diff=225989</id>
		<title>Angel</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Angel&amp;diff=225989"/>
		<updated>2016-08-12T13:08:05Z</updated>

		<summary type="html">&lt;p&gt;Anonresearcher: The divine languages needed a mention in the wiki, yet there isn't enough to say to require a new page.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine|01:19, 2 August 2014 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{spoiler|filler=&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;}}&lt;br /&gt;
&lt;br /&gt;
==Angels==&lt;br /&gt;
&lt;br /&gt;
Angels and the [[vault]]s they inhabit are created by a [[Deity]] after bringing a [[Demon]] to the world. They are randomly generated at worldgen like their demonic counterparts, with appearances, arms, and armor determined by the spheres of their creator. The term &amp;quot;angel&amp;quot; is used loosely -- after all, they are sent by deities that knowingly released demons into the world. As such, they are disproportionately associated with &amp;quot;dark&amp;quot; or &amp;quot;violent&amp;quot; spheres like deformity and war, with fittingly vile appearances, but even those associated to neutral or supposedly positive spheres tend to be utterly bizarre in appearance. They come in three categories.&lt;br /&gt;
&lt;br /&gt;
===Soldier===&lt;br /&gt;
&lt;br /&gt;
Soldiers ({{Raw Tile|Ä|3:0:1}} or {{Raw Tile|ä|3:0:1}}) are sentient humanoid foes, with armor and weapons of [[divine metal]] and clothes of [[divine fabric]]. They are guaranteed to have &amp;quot;Talented&amp;quot; level combat skills. Their size is highly randomized, and they can be larger as well as smaller than an average human. In some cases, their size difference from the player will be so marginal that he becomes able to use their [[divine fabric|divine clothing]]. A vault always contains exactly 25. In some, but not all, vaults, these soldiers have names similar to those of civilized creatures, albeit in a language foreign to the five civilized races.&lt;br /&gt;
&lt;br /&gt;
===Assistant===&lt;br /&gt;
&lt;br /&gt;
Assistants ({{Raw Tile|Ä|6:0:0}} or {{Raw Tile|ä|6:0:0}}) are highly randomized bestial angels; though more than a match for most adventurers, they're the least dangerous angels, with low combat skills and no weapons or armor. A vault always contains exactly 50. These '''have''' been seen opening doors, although it is not known if this ability is universal or randomly generated.&lt;br /&gt;
&lt;br /&gt;
===Archangel===&lt;br /&gt;
&lt;br /&gt;
Archangel ({{Raw Tile|Ä|4:0:1}}) is a huge bestial guardian of the final chamber. Only a single one of these powerful foes can be found in a vault. They are the size of [[forgotten beast]]s and possess Grand Master combat skills, making them often the most powerful single creature in Dwarf Fortress.&lt;br /&gt;
&lt;br /&gt;
==Divine language==&lt;br /&gt;
Angel names are generated using a divine language. The divine language works just like any of the four major languages in the respect that it has its own translation of a set of English words. Unlike the other languages, however, it is generated individually for each world. Each world has only one divine language, meaning that all angels in all vaults in a given world will use the same language.&lt;br /&gt;
&lt;br /&gt;
In the world raws, the divine language is referred to as GEN_DIVINE. By changing an entity's TRANSLATION token to GEN_DIVINE, it's possible to make them use the same names as the angels.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
Even if you kill all the angels inside a Vault, they will eventually respawn (No confirmation yet about how long it takes. A cleared vault has been witnessed having its population back in under a month.) which makes Vaults pretty good high-level training grounds. Try to kill at least one Soldier and pick up his gear. Your adventure will instantly become much easier.&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = sedil&lt;br /&gt;
| elvish  = thili&lt;br /&gt;
| goblin  = asmuk&lt;br /&gt;
| human   = idla&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Anonresearcher</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Entity_token&amp;diff=225988</id>
		<title>Entity token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Entity_token&amp;diff=225988"/>
		<updated>2016-08-12T11:39:56Z</updated>

		<summary type="html">&lt;p&gt;Anonresearcher: /* Flavor */ My experiments showed that this was the case. A double check with gm-editor showed that the words in entities given this token did indeed belong to the divine language.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|19:21, 13 October 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
'''Entity tokens''' define entities, or civilizations, in entity_*.txt files.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ALL_MAIN_POPS_CONTROLLABLE}}{{version|0.42.01}} / {{text anchor|ADVENTURE_TIER}}&lt;br /&gt;
| order&lt;br /&gt;
| Allows adventure mode for entities with sites.  Dwarves, Elves, and Humans take up tier 3, 2, and 1 respectively. Order doesn't need to be maintained; a custom entity can have a tier of 3000 and still work even if it's the only custom entity.&lt;br /&gt;
&lt;br /&gt;
[ADVENTURE_TIER:4]&lt;br /&gt;
&lt;br /&gt;
Adventure tiers were removed in [[:Category:Version 0.42.01|Version 0.42.01]], effectively replaced by ALL_MAIN_POPS_CONTROLLABLE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|INDIV_CONTROLLABLE}}&lt;br /&gt;
| &lt;br /&gt;
| Allows the race to be played as an &amp;quot;outsider&amp;quot; in adventure mode. Not having this specified in one of the entities will cause the Adventure mode option to disappear. Note that ADVENTURE_TIER is not required if this token is included, and that this cannot be applied to civilizations that were not in an entity_*.txt file during world gen.&lt;br /&gt;
&lt;br /&gt;
Removed in [[:Category:Version 0.42.01|Version 0.42.01]], in favor of the [[Creature token]] OUTSIDER_CONTROLLABLE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SITE_CONTROLLABLE}}{{version|0.42.01}} / {{text anchor|CIV_CONTROLLABLE}}&lt;br /&gt;
| &lt;br /&gt;
| Allows fortress mode. If multiple entities have the CIV_CONTROLLABLE token, then in embark mode the specific civs can be chosen by + or - on the civ list screen (by pressing tab), though it will not state what entity the civs belong to. To check which one, tab to the neighbors screen: the entity's race will be at the top. At least one civilization must have this token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREATURE}}&lt;br /&gt;
| creature&lt;br /&gt;
|The type of creature that will inhabit the civilization. If multiple creature types are specified, each civilization will randomly choose one of the creatures.&lt;br /&gt;
[CREATURE:DWARF]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREATURE_HFID}}&lt;br /&gt;
| integer (or generic token?)&lt;br /&gt;
| Found on generated [[angel]] entities.  Appears to draw from creatures with this HFID, which associates the entity with a historical figure of the same ID corresponding to a [[deity]].&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Placement ==&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BIOME_SUPPORT}}&lt;br /&gt;
|&lt;br /&gt;
* [[Biome token|biome]]&lt;br /&gt;
* frequency&lt;br /&gt;
| Higher numbers make the entity more likely to settle there.&lt;br /&gt;
[BIOME_SUPPORT:ANY_GRASSLAND:4]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|START_BIOME}}&lt;br /&gt;
| [[Biome token|biome]]&lt;br /&gt;
| Birth of the civilization can be performed on this biome.&lt;br /&gt;
[START_BIOME:ANY_FOREST]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EXCLUSIVE_START_BIOME}}&lt;br /&gt;
| [[Biome token|biome]]&lt;br /&gt;
| Birth of the civilization only occurs in this biome.&lt;br /&gt;
[EXCLUSIVE_START_BIOME:MOUNTAIN]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SETTLEMENT_BIOME}}&lt;br /&gt;
| [[Biome token|biome]]&lt;br /&gt;
| This civ will create small settlements on this biome, not too far from the EXCLUSIVE_START_BIOME.  Used for dwarven hillocks.&lt;br /&gt;
[SETTLEMENT_BIOME:ANY_GRASSLAND]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DEFAULT_SITE_TYPE}}&lt;br /&gt;
| site type&lt;br /&gt;
| Valid site types are DARK_FORTRESS (π), CAVE (•), CAVE_DETAILED (Ω), TREE_CITY (î), and CITY (#). Also recognizes PLAYER_FORTRESS, and MONUMENT, though these likely will not work. FORTRESS is no longer a valid entry, instead castles are controlled by BUILDS_OUTDOOR_FORTIFICATIONS. Defaults to CITY. Selecting CAVE causes the classic kobold behavior of not showing of on the &amp;quot;neighbors&amp;quot; section of the site selection screen. Selecting DARK_FORTRESS also allows generation of [[underworld spire|certain other structures]].&lt;br /&gt;
[DEFAULT_SITE_TYPE:CAVE_DETAILED]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIKES_SITE}}&lt;br /&gt;
| site type&lt;br /&gt;
| Most residents will try to move to this site type, unless already at one.&lt;br /&gt;
[LIKES_SITE:CAVE_DETAILED]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TOLERATES_SITE}}&lt;br /&gt;
| site type&lt;br /&gt;
| Some residents will try to move to this site type, unless already at one.&lt;br /&gt;
[TOLERATES_SITE:CITY]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WORLD_CONSTRUCTION}}&lt;br /&gt;
| construction&lt;br /&gt;
| Controls which constructions the civ will build on the world map. Valid constructions are ROAD, TUNNEL, BRIDGE, and WALL.&lt;br /&gt;
[WORLD_CONSTRUCTION:BRIDGE]&lt;br /&gt;
[WORLD_CONSTRUCTION:ROAD]&lt;br /&gt;
[WORLD_CONSTRUCTION:TUNNEL]&lt;br /&gt;
[WORLD_CONSTRUCTION:WALL]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Population ==&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAX_POP_NUMBER}}&lt;br /&gt;
| number&lt;br /&gt;
| Max historical population '''per entity'''. Multiply this by max starting civ to get the total maximum historical population of the species. Defaults to 500.&lt;br /&gt;
[MAX_POP_NUMBER:500]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAX_SITE_POP_NUMBER}}&lt;br /&gt;
| number &lt;br /&gt;
| Max historical population per individual site. Defaults to 50.&lt;br /&gt;
[MAX_SITE_POP_NUMBER:200]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAX_STARTING_CIV_NUMBER}}&lt;br /&gt;
| number&lt;br /&gt;
| Max number of entities to spawn at world generation. Worldgen picks civs in some sequential order from the raws.  Once it reaches the end of the list, it will begin again at the top.  Setting this number lower than 100, like say, 7, will cause worldgen to skip over this civ for placement if there are already 7 civs of this type.  Note that if all civs are set to lower numbers, and the number of starting civs is set higher than the maximum possible amount of civs in total, it will gracefully stop placing civs and get down to the history aspect of worldgen. Defaults to 3.&lt;br /&gt;
[MAX_STARTING_CIV_NUMBER:3]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Flavor ==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PERMITTED_BUILDING}}&lt;br /&gt;
| building name &lt;br /&gt;
| The named, custom building can be built by a civilization in Fortress Mode.&lt;br /&gt;
[PERMITTED_BUILDING:SOAP_MAKER]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PERMITTED_JOB}}&lt;br /&gt;
| [[Unit type token|profession]]&lt;br /&gt;
| Allows this job type to be selected. This applies to worldgen creatures, in the embark screen, and in play. Certain professions also influence the availability of materials for trade.&lt;br /&gt;
[PERMITTED_JOB:MINER]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PERMITTED_REACTION}}&lt;br /&gt;
| reaction name &lt;br /&gt;
| Allows this reaction to be used by a civilization. It is used primarily in Fortress Mode, but also allow certain resources, such as [[steel]], to be available to a race. When creating custom reactions, this token MUST be present or the player will not be able to use the reaction in Fortress Mode.&lt;br /&gt;
[PERMITTED_REACTION:TAN_A_HIDE]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CURRENCY_BY_YEAR}}&lt;br /&gt;
| &lt;br /&gt;
| Causes the civ's currency to be numbered with the year it was minted.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CURRENCY}}&lt;br /&gt;
|&lt;br /&gt;
* inorganic material&lt;br /&gt;
* value&lt;br /&gt;
| What kind of metals the civ uses for coin minting as well as the value of the coin.&lt;br /&gt;
[CURRENCY:SILVER:5]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ART_FACET_MODIFIER}}&lt;br /&gt;
|&lt;br /&gt;
* type&lt;br /&gt;
* number&lt;br /&gt;
| OWN_RACE, FANCIFUL, EVIL, GOOD&lt;br /&gt;
Number goes from 0 to 25600 where 256 is the default.&lt;br /&gt;
[ART_FACET_MODIFIER:OWN_RACE:512]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ART_IMAGE_ELEMENT_MODIFIER}}&lt;br /&gt;
|&lt;br /&gt;
* item&lt;br /&gt;
* number&lt;br /&gt;
| CREATURE, PLANT, TREE, SHAPE, ITEM&amp;lt;br /&amp;gt;0-25600&lt;br /&gt;
&lt;br /&gt;
Determines the chance of each image occurring in that entity's artwork, such as engravings and on artifacts, for default (non-historical) artwork.&lt;br /&gt;
&lt;br /&gt;
[ART_IMAGE_ELEMENT_MODIFIER:TREE:512]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ITEM_IMPROVEMENT_MODIFIER}}&lt;br /&gt;
|&lt;br /&gt;
* item&lt;br /&gt;
* number&lt;br /&gt;
| ART_IMAGE, COVERED or GLAZED, RINGS_HANGING, BANDS, SPIKES, ITEMSPECIFIC, THREAD, CLOTH, SEWN_IMAGE&amp;lt;br /&amp;gt;0-25600&lt;br /&gt;
&lt;br /&gt;
Determines the chance of the entity using that particular artwork method, such as &amp;quot;encircled with bands&amp;quot; or &amp;quot;menaces with spikes&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[ITEM_IMPROVEMENT_MODIFIER:SPIKES:0]&lt;br /&gt;
&lt;br /&gt;
This also seems to change the amount that the entity will pay for items that are improved in the ways in their tokens.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRANSLATION}}&lt;br /&gt;
| language&lt;br /&gt;
| What language raw the entity uses.&lt;br /&gt;
* If an entity lacks this tag, translations are drawn randomly from all translation files. Multiple translation tags will only result in the last one being used.&lt;br /&gt;
* If GEN_DIVINE is entered, the entity will use a generated divine language, that is, the same language that is used for the names of [[angel]]s.&lt;br /&gt;
[TRANSLATION:DWARF]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SELECT_SYMBOL}}&lt;br /&gt;
|&lt;br /&gt;
* noun&lt;br /&gt;
* symbol&lt;br /&gt;
| ALL, REMAINING, BATTLE, BRIDGE, CIV, LIBRARY{{version|0.42.01}}, MILITARY_UNIT, RELIGION, ROAD, SIEGE, SITE, TEMPLE, TUNNEL, VESSEL, WALL, WAR&lt;br /&gt;
Causes the entity to more often use these symbols in the particular SYM set.&lt;br /&gt;
[SELECT_SYMBOL:ALL:PEACE]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SUBSELECT_SYMBOL}}&lt;br /&gt;
|&lt;br /&gt;
* noun&lt;br /&gt;
* symbol&lt;br /&gt;
| Causes the symbol set to be prefered as adjectives by the civilization. Used in vanilla to put violent names in sieges and batttles.&lt;br /&gt;
[SELECT_SYMBOL:SIEGE:NAME_SIEGE]&lt;br /&gt;
[SUBSELECT_SYMBOL:SIEGE:VIOLENT]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CULL_SYMBOL}}&lt;br /&gt;
|&lt;br /&gt;
* noun&lt;br /&gt;
* symbol&lt;br /&gt;
| Causes the entity to not use the words in these SYM sets.&lt;br /&gt;
[CULL_SYMBOL:ALL:UGLY]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FRIENDLY_COLOR}}&lt;br /&gt;
| see [[color]]&lt;br /&gt;
|&lt;br /&gt;
The color of this entity's civilization settlements in the world gen and embark screens. Defaults to 7:0:1.&lt;br /&gt;
[FRIENDLY_COLOR:1:0:1]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Religion ==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|RELIGION}}&lt;br /&gt;
| type&lt;br /&gt;
|&lt;br /&gt;
* REGIONAL_FORCE: The creatures will worship a single force associated with the terrain of their initial biome.&lt;br /&gt;
* PANTHEON: The creatures will worship a group of gods, each aligned with their spheres and other appropriate ones as well.&lt;br /&gt;
&lt;br /&gt;
[RELIGION:PANTHEON]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|RELIGION_SPHERE}}&lt;br /&gt;
| sphere&lt;br /&gt;
| Can be any available [[Sphere]]. Multiple entries are possible. Choosing a religious sphere will automatically make its opposing sphere not possible for the species to have: adding WATER, for example, means the species will never get FIRE as a religious sphere.&lt;br /&gt;
&lt;br /&gt;
[RELIGION_SPHERE:FORTRESSES]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPHERE_ALIGNMENT}}&lt;br /&gt;
|&lt;br /&gt;
* type&lt;br /&gt;
* number&lt;br /&gt;
|&lt;br /&gt;
This token forces an entity to favor or disfavor particular religious spheres, causing them to acquire those spheres more often when generating a pantheon.&lt;br /&gt;
&lt;br /&gt;
[SPHERE_ALIGNMENT:TREES:512]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Leadership ==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|POSITION}}&lt;br /&gt;
| string&lt;br /&gt;
| Defines a leader/noble position for a civilization. These replace previous tags such as [MAYOR] and [CAN_HAVE_SITE_LEADER] and so on. To define a position further, see [[Position token]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAND_HOLDER_TRIGGER}}&lt;br /&gt;
|&lt;br /&gt;
* land holder number&lt;br /&gt;
* population&lt;br /&gt;
* wealth exported&lt;br /&gt;
* created wealth&lt;br /&gt;
| Defines when a particular land-holding noble (baron, count, duke in vanilla) will arrive at a fortress.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SITE_VARIABLE_POSITIONS}}&lt;br /&gt;
| Position responsibility or ALL&lt;br /&gt;
| Allows a site responsibility to be taken up by a dynamically generated position (lords, hearthpersons, etc). Any defined positions holding a given responsibility will take precedence over generated positions for that responsibility. Also appears to cause site disputes.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VARIABLE_POSITIONS}}&lt;br /&gt;
| Position responsibility or ALL&lt;br /&gt;
| Allows a responsibility to be taken up by a dynamically generated position (such as Law-maker). Any defined positions holding a given responsibility will take precedence over generated positions for that responsibility.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Behavior ==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ETHIC}}&lt;br /&gt;
| &lt;br /&gt;
*behavior&lt;br /&gt;
*reaction&lt;br /&gt;
| Sets the civ's view of [[ethic]]s (certain behaviors), from capital punishment to completely acceptable. This also causes the civ to look upon opposing ethics with disfavor, if their reaction to it is opposing, and when at extremes (one ACCEPTABLE, another civ UNTHINKABLE for example) they will often go to war over it.&lt;br /&gt;
[ETHIC:EAT_SAPIENT_KILL:ACCEPTABLE]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VALUE}}&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
*number&lt;br /&gt;
| Sets the civ's [[personality trait|cultural values]].  Numbers range from -50 (completely anathema) to 0 (neutral) to 50 (highly valued).&lt;br /&gt;
[VALUE:CRAFTSMANSHIP:50]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VARIABLE_VALUE}}{{version|0.42.01}}&lt;br /&gt;
|&lt;br /&gt;
*value or ALL&lt;br /&gt;
*min&lt;br /&gt;
*max&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WILL_ACCEPT_TRIBUTE}}&lt;br /&gt;
| &lt;br /&gt;
| Makes the civ's traders accept offered goods.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WANDERER}}, {{text anchor|BEAST_HUNTER}}, {{text anchor|SCOUT}}, {{text anchor|MERCENARY}}&lt;br /&gt;
| &lt;br /&gt;
| The civ will send out these sorts of adventurers in worldgen. This seems to increase Tracker skill. These types of adventurers will sometimes be seen leading a battle (instead of war leaders or generals) in remote locations during world-gen, in charge of the the defenders.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ABUSE_BODIES}}&lt;br /&gt;
| &lt;br /&gt;
| The civilization will mutilate bodies when they are the victors in history-gen warfare, such as hanging bodies from trees, putting them on spikes, and so forth. Adventurers killed in Adventurer mode will sometimes be impaled on spikes wherever they died, with or without this token, and regardless of whether they actually antagonized the townspeople.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ACTIVE_SEASON}}&lt;br /&gt;
| season&lt;br /&gt;
| the season when the civ is most active: when they will trade, interact with you via diplomats, and/or invade you. Civs can have multiple season entries. Note: If multiple caravans arrive at the same time, you are able to select which civ to trade with at the depot menu. ACTIVE_SEASON tags may be changed for a currently active fort.&lt;br /&gt;
[ACTIVE_SEASON:AUTUMN]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AMBUSHER}}&lt;br /&gt;
| &lt;br /&gt;
| When invading sneaks around and shoots at straggling members of your society. They will spawn on the edge of the map and will only be visible when one of their party are spotted; this can be quite dangerous to undefended trade depots. If the civilization also has the SIEGER token, they will eventually ramp it up to less subtle means of warfare.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AT_PEACE_WITH_WILDLIFE}}&lt;br /&gt;
|&lt;br /&gt;
| Will not attack wildlife, and will not be attacked by them, even if you have them in your party. This can be somewhat disconcerting when attacked by bears in the forest and your elven ally sits back and does nothing.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BABYSNATCHER}}&lt;br /&gt;
|&lt;br /&gt;
| Sends thieves to steal babies. Without this tag (or AMBUSHER, or ITEM_THIEF), enemy civs will only siege (if capable), and will siege as early as they would otherwise babysnatch. This can happen as early as the first year of the fort! In addition, babysnatcher civs will snatch children during worldgen, allowing them to become part of the civ if they do not escape.&lt;br /&gt;
&lt;br /&gt;
Note: If the playable civ in Fortress Mode has this tag (i.e. you add BABYSNATCHER to the Dwarf entity) then the roles will be reversed and elves and humans will siege and ambush and goblins will be friendly to you. However, animals traded away to one's own caravan will count as snatched, reported upon the animal leaving the map, and the animal will not count as having been exported.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BUILDS_OUTDOOR_FORTIFICATIONS}}&lt;br /&gt;
| &lt;br /&gt;
| Makes the civilization build castles from [[mead hall]]s, and (unlike older versions) only functions when the type of site built is a hamlet/town. This, combined with the correct type of [[position token|position]] associated with a site, is why adventurers can only lay claim to human sites. {{bug|8001}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BUILDS_OUTDOOR_TOMBS}}&lt;br /&gt;
| &lt;br /&gt;
| Makes the civilization build tombs.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BANDITRY}}&lt;br /&gt;
| percentage&lt;br /&gt;
| Sets a percentage of the entity population to be used as bandits.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIPLOMAT_BODYGUARDS}}&lt;br /&gt;
|&lt;br /&gt;
| Visiting diplomats are accompanied by a pair of soldiers.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GENERATED}}&lt;br /&gt;
|&lt;br /&gt;
| Found on generated divine &amp;quot;HF Guardian Entities&amp;quot;.  Cannot be used in user-defined raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|INVADERS_IGNORE_NEUTRALS}}&lt;br /&gt;
|&lt;br /&gt;
| Causes invaders to ignore visiting caravans and other neutral creatures.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ITEM_THIEF}}&lt;br /&gt;
|&lt;br /&gt;
| Sends thieves to steal items. This will also occur in history generation, and thieves will have the &amp;quot;thief&amp;quot; profession. Items stolen in history gen will be scattered around that creature's home. Also causes that civ to be hostile to any entity without this token. Without this tag (or AMBUSHER, or BABYSNATCHER), enemy civs will only siege (if capable), and will siege as early as they would otherwise steal.&lt;br /&gt;
&lt;br /&gt;
Note: If the playable civ in Fortress Mode has this tag (i.e. you add ITEM_THIEF to the Dwarf entity) then the roles will be reversed and elves and humans will siege and ambush and kobolds will be friendly to you. However, ALL items traded away to one's own caravan will count as stolen, reported when the items leave the map, and the stolen items will not count as exported.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LOCAL_BANDITRY}}&lt;br /&gt;
|&lt;br /&gt;
| Causes the entity to send out patrols that can ambush adventurers. Said patrols will be hostile to any adventurers they encounter, regardless of race or nationality.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MERCHANT_BODYGUARDS}}&lt;br /&gt;
|&lt;br /&gt;
| Caravan merchants are accompanied by soldiers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MERCHANT_NOBILITY}}&lt;br /&gt;
|&lt;br /&gt;
| Effect unknown - in previous versions, this resulted in the civ having a Guild Representative / Merchant Baron / Merchant Prince, but now this is controlled solely by positions.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PROGRESS_TRIGGER_POPULATION}}&lt;br /&gt;
| level&lt;br /&gt;
| 0 to 5, civ will come to site once population at site has reached that level. If multiple progress triggers exist for a civ, it will come when any one of them is fulfilled instead of waiting for all of them to be reached. A value of 0 disables the trigger. 1 corresponds to 20 dwarves, 2 to 50 dwarves, 3 to 80, 4 to 110, and 5 to 140. Progress triggers may be changed, added, or deleted for a currently active fort. Note: hostile civs require that the population trigger be fulfilled as well as at least one other trigger before attacking.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PROGRESS_TRIGGER_PRODUCTION}}&lt;br /&gt;
| level&lt;br /&gt;
| 0 to 5, civ will come to site once created wealth has reached that level. If multiple progress triggers exist for a civ, it will come when any one of them is fulfilled instead of waiting for all of them to be reached. A value of 0 disables the trigger. 1 corresponds to 5000☼ created wealth, 2 to 25000☼, 3 to 100000☼, 4 to 200000☼, and 5 to 300000☼. Progress triggers may be changed, added, or deleted for a currently active fort.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PROGRESS_TRIGGER_TRADE}}&lt;br /&gt;
| level&lt;br /&gt;
| 0 to 5, civ will come to site once exported goods has reached that level. If multiple progress triggers exist for a civ, it will come when any one of them is fulfilled instead of waiting for all of them to be reached. A value of 0 disables the trigger. 1 corresponds to 500☼ exported wealth, 2 to 2500☼, 3 to 10000☼, 4 to 20000☼, and 5 to 30000☼. Progress triggers may be changed, added, or deleted for a currently active fort.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PROGRESS_TRIGGER_POP_SIEGE}}&lt;br /&gt;
| level&lt;br /&gt;
| 0 to 5, civ will begin to send sieges against the player civ when this level is reached if it is hostile.&lt;br /&gt;
&lt;br /&gt;
If multiple progress triggers exist for a civ, it will come when any one of them is fulfilled instead of waiting for all of them to be reached. A value of 0 disables the trigger.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PROGRESS_TRIGGER_PROD_SIEGE}}&lt;br /&gt;
| level&lt;br /&gt;
| 0 to 5, civ will begin to send sieges against the player civ when this level is reached if it is hostile.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PROGRESS_TRIGGER_TRADE_SIEGE}}&lt;br /&gt;
| level&lt;br /&gt;
| 0 to 5, civ will begin to send sieges against the player civ when this level is reached if it is hostile.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SIEGER}}&lt;br /&gt;
|&lt;br /&gt;
| Will start campfires and wait around at the edge of your map for a month or two before rushing in to attack. This will occur when the progress triggers for sieging are reached. If the civ lacks smaller methods of conflict (AMBUSHER, BABYSNATCHER, ITEM_THIEF), they will instead send smaller-scale sieges when their triggers for &amp;quot;first contact&amp;quot; are reached.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SITE_GUARDIAN}}&lt;br /&gt;
|&lt;br /&gt;
| Guards certain special sites, such as a [[vault]] belonging to a [[demon]] allied with a [[deity]].  Used in generated divine entities. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKULKING}}&lt;br /&gt;
|&lt;br /&gt;
| This makes the severity of attacks depend on the extent of item/baby thievery rather than the passage of time. Designed to go with ITEM_THIEF, may or may not work with BABYSNATCHER.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TREE_CAP_DIPLOMACY}}&lt;br /&gt;
|&lt;br /&gt;
| Visiting diplomats impose tree cutting quotas; without this, they will simply compliment your fortress and leave. Also causes the diplomat to make unannounced first contact at the very beginning of the first Spring after your fortress becomes a land holder.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAYER_LINKED}}&lt;br /&gt;
| &lt;br /&gt;
| Defines if a civilization is a hidden subterranean entity, such as batman civilizations.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UNDEAD_CANDIDATE}}&lt;br /&gt;
|&lt;br /&gt;
| Unknown. Possibly makes this creature available as a &amp;quot;Corpse&amp;quot; (e.g. Human Corpse) for necromancers in adventure mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GENERATE_KEYBOARD_INSTRUMENTS}}, {{text anchor|GENERATE_PERCUSSION_INSTRUMENTS}}, {{text anchor|GENERATE_STRINGED_INSTRUMENTS}}, {{text anchor|GENERATE_WIND_INSTRUMENTS}}, {{text anchor|GENERATE_DANCE_FORMS}}, {{text anchor|GENERATE_MUSICAL_FORMS}}, {{text anchor|GENERATE_POETIC_FORMS}}{{version|0.42.01}}&lt;br /&gt;
|&lt;br /&gt;
| Makes civilizations generate the given instruments/forms.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SCHOLAR}}{{version|0.42.01}}&lt;br /&gt;
| scholar type&lt;br /&gt;
| ALL, ASTRONOMER, CHEMIST, DOCTOR, ENGINEER, GEOGRAPHER, HISTORIAN, MATHEMATICIAN, NATURALIST, PHILOSOPHER&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SET_SCHOLARS_ON_VALUES_AND_JOBS}}{{version|0.42.01}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Available Resources ==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AMMO}}&lt;br /&gt;
| item token&lt;br /&gt;
| &lt;br /&gt;
[AMMO:ITEM_AMMO_BOLTS]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ARMOR}}&lt;br /&gt;
|&lt;br /&gt;
* item token&lt;br /&gt;
* rarity&lt;br /&gt;
|Rarity is optional.  Permitted rarity values are RARE, UNCOMMON, FORCED (anything else is treated as COMMON).&lt;br /&gt;
[ARMOR:ITEM_ARMOR_PLATEMAIL:COMMON]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIGGER}}&lt;br /&gt;
| item token&lt;br /&gt;
| Causes the selected weapon to fall under the &amp;quot;digging tools&amp;quot; section of the embark screen. Also forces the weapon to be made out of metal, which can cause issues if a modded entity has access to picks without access to metal. For those cases, listing the pick under the [WEAPON] token works just as well. Note that this tag is neither necessary nor sufficient to allow use of that item as a mining tool -- for that, the item itself needs to be a weapon with [SKILL:MINING].&lt;br /&gt;
[DIGGER:ITEM_WEAPON_PICK]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GLOVES}}&lt;br /&gt;
|&lt;br /&gt;
* item token&lt;br /&gt;
* rarity&lt;br /&gt;
| Rarity is optional.  Permitted rarity values are RARE, UNCOMMON, FORCED (anything else is treated as COMMON).&lt;br /&gt;
[GLOVES:ITEM_GLOVES_GLOVES:COMMON]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HELM}}&lt;br /&gt;
|&lt;br /&gt;
* item token&lt;br /&gt;
* rarity&lt;br /&gt;
| Rarity is optional.  Permitted rarity values are RARE, UNCOMMON, FORCED (anything else is treated as COMMON).&lt;br /&gt;
[HELM:ITEM_HELM_HELM:COMMON]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|INSTRUMENT}}&lt;br /&gt;
| item token&lt;br /&gt;
| No longer used as of [[:Category:Version 0.42.01|Version 0.42.01]] due to the ability to generate instruments in world generation. It is still usable if pre-defined instruments are modded in, and generated musical forms are capable of selecting pre-defined instruments to use. However, reactions for making instruments, instrument parts, and/or assembling such instruments need to be added as well, as this token no longer adds such instruments to the craftdwarf's workshop menu.&lt;br /&gt;
[INSTRUMENT:ITEM_INSTRUMENT_FLUTE]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PANTS}}&lt;br /&gt;
|&lt;br /&gt;
* item token&lt;br /&gt;
* rarity&lt;br /&gt;
| Rarity is optional.  Permitted rarity values are RARE, UNCOMMON, FORCED (anything else is treated as COMMON).&lt;br /&gt;
[PANTS:ITEM_PANTS_PANTS:COMMON]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SHIELD}}&lt;br /&gt;
| item token&lt;br /&gt;
| &lt;br /&gt;
[SHIELD:ITEM_SHIELD_SHIELD]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SHOES}}&lt;br /&gt;
|&lt;br /&gt;
* item token&lt;br /&gt;
* rarity&lt;br /&gt;
| Rarity is optional.  Permitted rarity values are RARE, UNCOMMON, FORCED (anything else is treated as COMMON).&lt;br /&gt;
[SHOES:ITEM_SHOES_SHOES:COMMON]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SIEGEAMMO}}&lt;br /&gt;
| item token&lt;br /&gt;
| &lt;br /&gt;
[SIEGEAMMO:ITEM_SIEGEAMMO_BALLISTA]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TOOL}}&lt;br /&gt;
| item token&lt;br /&gt;
| &lt;br /&gt;
[TOOL:ITEM_TOOL_NEST_BOX]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TOY}}&lt;br /&gt;
| item token&lt;br /&gt;
| &lt;br /&gt;
[TOY:ITEM_TOY_PUZZLEBOX]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAPCOMP}}&lt;br /&gt;
| item token&lt;br /&gt;
| &lt;br /&gt;
[TRAPCOMP:ITEM_TRAPCOMP_GIANTAXEBLADE]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WEAPON}}&lt;br /&gt;
| item token&lt;br /&gt;
| &lt;br /&gt;
[WEAPON:ITEM_WEAPON_AXE_BATTLE]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_ANIMAL_PRODUCTS}}&lt;br /&gt;
|&lt;br /&gt;
| Allows civilization to use products made from animals. All relevant creatures will be able to provide wool, silk, and extracts (including milk and venom) for trade, and non-sentient creatures (unless ethics state otherwise) will be able to provide eggs, caught fish, meat, leather, bone, shell, pearl, horn, and ivory.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_ANY_PET_RACE}}&lt;br /&gt;
| &lt;br /&gt;
| Any creature in the civilization's list of usables (from the surrounding 7x7 or so of squares and map features in those squares) which has PET or PET_EXOTIC will be available as a pet, pack animal (with PACK_ANIMAL), wagon puller (with WAGON_PULLER), mount (with MOUNT or MOUNT_EXOTIC), or siege minion (with TRAINABLE_WAR and ''without'' CAN_LEARN).  This notion of the initial usable creature list, which then gets pared down or otherwise considered, applies below as well.  All common domestic and equipment creatures are also added to the initial list.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_CAVE_ANIMALS}}&lt;br /&gt;
|&lt;br /&gt;
| If they don't have it, creatures with exclusively subterranean biomes are skipped. If they have it, cave creatures with PET will also be available as pets, pack animals (with PACK_ANIMAL), wagon pullers (with WAGON_PULLER), mounts (with MOUNT or MOUNT_EXOTIC), and siege minions (with TRAINABLE_WAR and ''without'' CAN_LEARN).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_EVIL_ANIMALS}}&lt;br /&gt;
|&lt;br /&gt;
| Don't have it -&amp;gt; EVIL creatures skipped. If they have it, evil creatures with SLOW_LEARNER or ''without'' CAN_LEARN will be also available as pets (with PET), pack animals (with PACK_ANIMAL), wagon pullers (with WAGON_PULLER), mounts (with MOUNT or MOUNT_EXOTIC), and siege minions (with TRAINABLE_WAR or SLOW_LEARNER).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_EVIL_PLANTS}}&lt;br /&gt;
|&lt;br /&gt;
| As EVIL creatures for all uses of plants.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_EVIL_WOOD}}&lt;br /&gt;
|&lt;br /&gt;
| As EVIL creatures for all uses of wood.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_GOOD_ANIMALS}}&lt;br /&gt;
|&lt;br /&gt;
| Don't have it -&amp;gt; GOOD creatures skipped. If they have it, good creatures ''without'' CAN_LEARN will also be available as pets (with PET), pack animals (with PACK_ANIMAL), wagon pullers (with WAGON_PULLER), mounts (with MOUNT or MOUNT_EXOTIC), and siege minions (with TRAINABLE_WAR).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_GOOD_PLANTS}}&lt;br /&gt;
|&lt;br /&gt;
| As GOOD creatures for all uses of plants.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_GOOD_WOOD}}&lt;br /&gt;
|&lt;br /&gt;
| As GOOD creatures for all uses of wood.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_MISC_PROCESSED_WOOD_PRODUCTS}}&lt;br /&gt;
|&lt;br /&gt;
| If the relevant professions are permitted, controls availability of lye (LYE_MAKING), charcoal (BURN_WOOD), and potash (POTASH_MAKING).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMMON_DOMESTIC_MOUNT}}&lt;br /&gt;
|&lt;br /&gt;
| Gives the civilization access to creatures with COMMON_DOMESTIC and MOUNT. Additionally, all available (based on USE_ANY_PET_RACE, USE_CAVE_ANIMALS, USE_GOOD_ANIMALS, and USE_EVIL_ANIMALS) creature with MOUNT and PET will be allowed for use as mounts during combat.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMMON_DOMESTIC_PACK}}&lt;br /&gt;
|&lt;br /&gt;
| Gives the civilization access to creatures with COMMON_DOMESTIC and PACK_ANIMAL. Additionally, all available (see above) creatures with PACK_ANIMAL and PET will be allowed for use during trade as pack animals.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMMON_DOMESTIC_PET}}&lt;br /&gt;
|&lt;br /&gt;
| Gives the civilization access to creatures with COMMON_DOMESTIC and PET. Additionally, all available (see above) creatures with PET will be allowed for use as pets.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMMON_DOMESTIC_PULL}}&lt;br /&gt;
|&lt;br /&gt;
| Gives the civilization access to creatures with COMMON_DOMESTIC and WAGON_PULLER. Additionally, all available (see above) creatures with WAGON_PULLER and PET will be allowed for use during trade to pull [[wagon]]s.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|RIVER_PRODUCTS}}&lt;br /&gt;
|&lt;br /&gt;
| Allow civ to use river products in the goods it has available for trade.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|OCEAN_PRODUCTS}}&lt;br /&gt;
|&lt;br /&gt;
| Allow civ to use ocean products (including [[amber]] and [[coral]]) in the goods it has available for trade. Without OCEAN_PRODUCTS, civilizations will not be able to trade ocean fish even if they are ''also'' available from other sources (e.g. [[sturgeon]]s and [[stingray]]s).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|INDOOR_FARMING}}&lt;br /&gt;
| &lt;br /&gt;
| Allow civ to use underground plant products in the goods it has available for trade.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|OUTDOOR_FARMING}}&lt;br /&gt;
|&lt;br /&gt;
| Allow civ to use outdoor plant products in the goods it has available for trade.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|INDOOR_GARDENS}}&lt;br /&gt;
| &lt;br /&gt;
| Allow civ to use underground plant growths (quarry bush leaves in unmodded games) in the goods it has available for trade.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|OUTDOOR_GARDENS}}&lt;br /&gt;
|&lt;br /&gt;
| Allow civ to use outdoor plant growths in the goods it has available for trade.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|INDOOR_ORCHARDS}}&lt;br /&gt;
|&lt;br /&gt;
| Allows civ to use indoor tree growths in the goods it has available for trade.  Not used in vanilla entities, as vanilla underground trees do not grow fruit.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|OUTDOOR_ORCHARDS}}&lt;br /&gt;
|&lt;br /&gt;
| Allows civ to use outdoor tree growths in the goods it has available for trade.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CLOTHING}}&lt;br /&gt;
|&lt;br /&gt;
| Civ members will attempt to wear clothing.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SUBTERRANEAN_CLOTHING}}&lt;br /&gt;
|&lt;br /&gt;
| Will wear things made of spider silk and other subterranean materials. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EQUIPMENT_IMPROVEMENTS}}&lt;br /&gt;
|&lt;br /&gt;
| Adds decorations to equipment based on the level of the generated unit.  Also improves item quality.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IMPROVED_BOWS}}&lt;br /&gt;
|&lt;br /&gt;
| Adds decorations to weapons generated for bowman and master bowman.  An elf hack.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|METAL_PREF}}&lt;br /&gt;
|&lt;br /&gt;
| Allows metal materials to be used to make cages (inexpensive metals only) and crafts.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|STONE_PREF}}&lt;br /&gt;
|&lt;br /&gt;
| Allows the civilization to make use of nearby stone types. If the FURNACE_OPERATOR job is permitted, also allows ore-bearing stones to be smelted into metals.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WOOD_WEAPONS}}&lt;br /&gt;
|&lt;br /&gt;
| The civilization can make traditionally metallic weapons such as swords and spears from wood. An elf hack.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WOOD_ARMOR}}&lt;br /&gt;
|&lt;br /&gt;
| The civilization can make traditionally metallic armor such as mail shirts and helmets from wood. An elf hack.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GEM_PREF}}&lt;br /&gt;
|&lt;br /&gt;
| Enables creatures of this entity to bring gems in trade.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|INDOOR_WOOD}}&lt;br /&gt;
| &lt;br /&gt;
| Allow civ to use subterranean wood types, such as tower-cap and fungiwood logs.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|OUTDOOR_WOOD}}&lt;br /&gt;
|&lt;br /&gt;
| Allow civ to use outdoor wood types, such as mangrove and oak.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GEM_SHAPE}}&lt;br /&gt;
| [[Descriptor shape token|shape]]&lt;br /&gt;
| Precious gems cut by this civilization's jewelers can be of this shape.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|STONE_SHAPE}}&lt;br /&gt;
| [[Descriptor shape token|shape]]&lt;br /&gt;
| Ordinary non-gem stones cut by this civilization's jewelers can be of this shape.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIVINE_MAT_CLOTH}}&lt;br /&gt;
|&lt;br /&gt;
| Allows civ to use materials with [DIVINE] for clothing.  Used for generated divine entities.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIVINE_MAT_WEAPONS}}&lt;br /&gt;
|&lt;br /&gt;
| Allows civ to use metals with [DIVINE] for weapons.  Used for generated divine entities.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIVINE_MAT_ARMOR}}&lt;br /&gt;
|&lt;br /&gt;
| Allows civ to use metals with [DIVINE] for armour.  Used for generated divine entities.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Tissue Styling Related Tokens ==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_STYLE}}&lt;br /&gt;
| tissue style unit ID&lt;br /&gt;
| Select tissue layer which have the ID attached using TISSUE_STYLE_UNIT token in unit raws. This allows setting further cultural style parameters for selected tissue layer.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TS_MAINTAIN_LENGTH}}&lt;br /&gt;
|&lt;br /&gt;
* minimum length?&lt;br /&gt;
* maximum length?&lt;br /&gt;
| Presumably sets culturally preferred tissue length for selected tissue. Needs testing.&lt;br /&gt;
Dwarves have their beards set to 100:NONE by default.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TS_PREFERRED_SHAPING}}&lt;br /&gt;
| styling token&lt;br /&gt;
| Valid tokens are NEATLY_COMBED, BRAIDED, DOUBLE_BRAIDS, PONY_TAILS, CLEAN_SHAVEN and STANDARD_HAIR/BEARD/MOUSTACHE/SIDEBURNS_SHAPINGS.&lt;br /&gt;
Presumably sets culturally preferred tissue shapings for selected tissue. Needs testing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
{{Category|Tokens}}&lt;/div&gt;</summary>
		<author><name>Anonresearcher</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Library&amp;diff=225960</id>
		<title>Library</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Library&amp;diff=225960"/>
		<updated>2016-08-10T10:30:32Z</updated>

		<summary type="html">&lt;p&gt;Anonresearcher: Added some info on procedurally generated libraries.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Tattered|09:40, 18 May 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{new in v0.42}}&lt;br /&gt;
&lt;br /&gt;
'''Libraries''' are [[locations]]. At a library, [[scribe]]s can copy [[book]]s/[[scroll]]s and [[scholar]]s can write them. Dwarves (even those who are not assigned to the library) will sometimes come to read books or idle around.&lt;br /&gt;
&lt;br /&gt;
Scholars of various races will visit your library, often bringing books of their own. Occasionally they will take your books with them when they leave. They may also write their own books while visiting (using your supply of writing material in the process). These books effectively become property of your fortress, as the author usually doesn't take their books away upon leaving.&lt;br /&gt;
&lt;br /&gt;
==Setting up a Library==&lt;br /&gt;
* Hit {{k|i}} to designate the zone for your library. Set it to a meeting area with {{k|m}}, hit {{k|l}} to designate it as a location. See the [[locations]] page for more details.&lt;br /&gt;
* Build [[bookcase]]s to store books and scrolls&lt;br /&gt;
* Build [[box|boxes]]/[[bag]]s to store writing material (blank [[quire]]s and [[scroll]]s)&lt;br /&gt;
* Build [[table]]s and [[chair]]s&lt;br /&gt;
* Designate [[scholar]]s and [[scribe]]s as desired (via the [[locations]] ({{k|l}} by default) menu)&lt;br /&gt;
&lt;br /&gt;
==Adventure mode==&lt;br /&gt;
[[File:Humanlibrary_43.PNG|200px|thumb|right|The study area of a human library.]]&lt;br /&gt;
[[File:Humanlibrary2_43.PNG|200px|thumb|right|An upper floor of a human library, dedicated to storing the books.]]&lt;br /&gt;
Libraries can be found in some procedurally generated sites in adventure mode. In an unmodded game, libraries can be found in human [[town]]s and dwarven [[fortress]]es. Like the libraries in [[fortress mode]], the dittos in adventure mode will be frequented by scholars who spend their days pondering and arguing about [[personality_trait#beliefs|values]]. &lt;br /&gt;
&lt;br /&gt;
The number of books and scholars in a given generated library depends on the history of the site. A library found in a town with a poor history may be almost empty of books and scholars alike.&lt;br /&gt;
&lt;br /&gt;
The ground floor in a generated libray is typically used as a study area, and furnished with chairs, tables and a container with [[quire|writing]] [[scroll|materials]]. A rampcase connects the ground floor to higher floors as well as a basement. Basements and higher floors are typically used to store the [[book]]s, and contain several bookcases.&lt;br /&gt;
&lt;br /&gt;
Libraries found in dwarven fortresses are usually much smaller than those found in human towns, and only have two floors: one study floor on the ground level, and one floor above it containing bookcases.&lt;br /&gt;
&lt;br /&gt;
{{Category|Locations}}&lt;br /&gt;
{{Category|Adventurer mode}}&lt;/div&gt;</summary>
		<author><name>Anonresearcher</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Humanlibrary2_43.PNG&amp;diff=225959</id>
		<title>File:Humanlibrary2 43.PNG</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Humanlibrary2_43.PNG&amp;diff=225959"/>
		<updated>2016-08-10T10:17:10Z</updated>

		<summary type="html">&lt;p&gt;Anonresearcher: An upper floor of a library in a human town.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;An upper floor of a library in a human town.&lt;/div&gt;</summary>
		<author><name>Anonresearcher</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Humanlibrary_43.PNG&amp;diff=225958</id>
		<title>File:Humanlibrary 43.PNG</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Humanlibrary_43.PNG&amp;diff=225958"/>
		<updated>2016-08-10T10:14:11Z</updated>

		<summary type="html">&lt;p&gt;Anonresearcher: The ground level of a library found in a human town.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The ground level of a library found in a human town.&lt;/div&gt;</summary>
		<author><name>Anonresearcher</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Werebeast&amp;diff=225898</id>
		<title>Werebeast</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Werebeast&amp;diff=225898"/>
		<updated>2016-08-03T07:44:21Z</updated>

		<summary type="html">&lt;p&gt;Anonresearcher: /* Infection */ Infection doesn't necessarily occur every time a bite breaks the skin.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|18:31, 27 October 2013 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Werebeasts''' {{Tile|Ñ|6:0}} are [[night creature|night creatures]] that are procedurally created during worldgen. [[Deity|Deities]] may curse sentient creatures (including any animal man) to transform into an animal form on the night of a full moon. Sentient creatures bitten by werebeasts are cursed to become werebeasts themselves.{{cite forum|126618}}&lt;br /&gt;
&lt;br /&gt;
Werebeasts may take the form of mammals or reptiles, ranging from the classic [[Wolf|werewolf]] to more exotic things like [[Giraffe|weregiraffes]], [[Lizard|werelizards]] or [[Gila monster|weregila monsters]].&lt;br /&gt;
&lt;br /&gt;
The behaviour of vanilla werebeasts in worldgen (i.e. fleeing town upon being cursed and conducting raids from their new lair) appears to be caused by the cursed individual's beast form having the [NIGHT_CREATURE_HUNTER] tag; removal of this tag from a generated werebeast extracted from a world.dat file and jimmied into the standard raws caused those cursed to behave no differently from any other unnaturally-immortal individual.&lt;br /&gt;
&lt;br /&gt;
==Werebeasts in Fortresses==&lt;br /&gt;
In some regions, the full moon will herald the attack of werebeasts upon your fortress (triggering a message similar to the one that is shown when a Megabeast attacks), or instead the unwilling transformation of your own citizens into their bestial forms. The cursed will attack anyone they can find for the duration of the full moon, spreading their affliction even further.&lt;br /&gt;
Werebeasts of the same species will cooperate with each other and not normally fight, but those of different species will treat each other no differently than enemies.&lt;br /&gt;
&lt;br /&gt;
==Defending your fort against werebeasts==&lt;br /&gt;
&lt;br /&gt;
If you have not established an early-detection defensive perimeter (see [[defense guide]] and note, werebeasts are [[trapavoid]]), it is quite likely that if a werebeast attacks, a dwarf will be attacked and bitten. The best defense against this is to keep civilians off the surface (unless they are inside high walls), and rely on warning systems to tell you when to trigger a [[Burrow#Civilian_Alerts|civilian alert]] and close your [[bridge|drawbridges]]. A werebeast retains its infectious form for only a few days, during the full moon. After that, it reverts to an ordinary humanoid form, and will typically flee.&lt;br /&gt;
&lt;br /&gt;
Warning systems may include [[pasture]]d or [[restraint|restrained]] animals, or outdoor [[statue]]s. If you get notices of toppled statues with no visible cause, it's probable there is a werebeast nearby.&lt;br /&gt;
&lt;br /&gt;
===Infection===&lt;br /&gt;
Werebeasts are dangerous opponents, perfectly capable of killing an unarmed dwarf with impunity, but as notification-worthy invaders go they aren't especially terrifying; a few dwarves with modest military training and gear should be able to handle them with few casualties, as will a single elite dwarf in quality steel gear. The real threat they pose, however, is in their bite. If a humanoid is bitten by a werebeast, and the bite tears fat, skin, or muscle, there is a risk that the said humanoid becomes infected. If infected, the humanoid will become a werebeast at the next full moon (see below for schedule). Scratches, bites that merely bruise or dent, and subsequent shaking attacks after a bite will not transmit the curse, and thus are merely as dangerous as any other such assault. Also, animals cannot become werebeasts.&lt;br /&gt;
&lt;br /&gt;
There is no cure. To protect your other dwarves you should either keep the infected dwarf in an inaccessible pit so he does not infect your whole fortress, or if you do not want to take care of him, just kill him.&lt;br /&gt;
&lt;br /&gt;
Infected dwarves will not die of old age{{Verify}} and do not need food and drink. Note that werebeasts can still drink, and the only reason they won't die from dehydration is because they change before they can die, healing wounds and removing thirst. They may go mad, however, so if you want to make him work (or use him for a [[stupid dwarf trick]]) you should try to keep him happy. This can be difficult because werebeasts will not sleep or eat, though they will drink if alcohol is available.&lt;br /&gt;
&lt;br /&gt;
Or maybe you want something exceedingly more [[fun]] instead? Try the following.&lt;br /&gt;
&lt;br /&gt;
==Infecting your entire fort==&lt;br /&gt;
&lt;br /&gt;
Yes, it is possible. Having only infected dwarves does not end your game.&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
* Super-effective hospital service, your dwarves are fully healed once per month. No need for crutches or something.&lt;br /&gt;
* No need for food or drink, though you can keep alcohol around for happy thoughts and to avoid alcohol withdrawal&lt;br /&gt;
* No need for beds or bedrooms other than those for nobles&lt;br /&gt;
* When transformed, civilian dwarves are less vulnerable&lt;br /&gt;
* Dwarves will happily discard their old tattered clothing and pick up fresh clothes every month.&lt;br /&gt;
* Unhappy thoughts are less severe as the process of being bitten and biting others tends to make your dwarves very resilient to tragedy.&lt;br /&gt;
* Go for were-elephants or were-badgers for extra dwarven points&lt;br /&gt;
* Fun&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
* Exceedingly difficult to set up, quite long as well&lt;br /&gt;
* May kill your most important dwarves&lt;br /&gt;
* When transformed, fortress activity grinds to a halt, and for a few days afterwards as civilians run around finding new clothing&lt;br /&gt;
* Werebeasts are building destroyers, so you'll constantly need to remake workshops and most furniture&lt;br /&gt;
* Trading is especially difficult&lt;br /&gt;
* &amp;lt;s&amp;gt;May&amp;lt;/s&amp;gt; WILL cause issues with military when transformed : dwarf armor is too small for werebeasts, though they will hold onto their weapons and shields, and even quivers/bolts during transformation.&lt;br /&gt;
* May be exceedingly fun for [[Thought|dwarven]] [[Tantrum|sanity]]... but then again you ''were'' looking for fun in the first place&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are several ways to attempt to infect your whole fort, some with higher success rates than others. The trick is to have your uncursed dwarves be bitten but not die, and also to have your cursed dwarves survive any retribution.&lt;br /&gt;
&lt;br /&gt;
One method is to equip a squad of dwarves with training weapons and send them to an isolated area with one or two of your werebeasts. Ideally the dwarves who get injured will back away while the others hold back the werebeast. In reality it can be hard to balance the battle, which leads to either the werebeast killing off the injured dwarves or being pummeled into submission without spreading his curse. The main problem is when an attack by either the werebeast or a dwarf happens at the moment of transformation, it is considered a dwarf on dwarf attack, which leads to a minor [[loyalty cascade]]. &lt;br /&gt;
&lt;br /&gt;
Another method is to simply lock a werebeast in a room with a civilian(s) and hope that the civilian survives long enough for the werebeast to turn back. This reduces (but does not eliminate) the chance of a loyalty cascade, because only the werebeast is attacking. The main problem is that werebeasts become legendary fighters/wrestlers very quickly and are more than capable of killing/fatally wounding half a dozen dwarves in a single transformation.&lt;br /&gt;
&lt;br /&gt;
The most successful method discovered is to lock a werebeast in a room with civilians, but be sure the room is completely covered in cage traps. Many injuries inflicted by werebeasts can knock a dwarf unconscious due to pain or strangulation, and an unconscious dwarf will be trapped by a cage trap. In the cage, dwarves are free to recover from their wounds, safe from any further attacks. In addition, a dwarf who is released from a cage gets an enormous happiness boost that will help him cope with the loss of family and friends who were not so lucky. Further improvements to this technique, such as assigning the uncursed to squads with no uniform (or just a helmet) that replaces clothing in order to allow every bite to break the skin, have pushed successful conversion rates to near 50%. It is also recommended to release dwarves from their cages immediately (via constructing the cages and attaching them to a lever) to prevent insanity due to unhappiness.&lt;br /&gt;
&lt;br /&gt;
==Werebeast Military==&lt;br /&gt;
&lt;br /&gt;
A somewhat less drastic (though potentially even more [[fun]]) option is to start a Werebeast super-soldier breeding program. Some Werebeasts can hold and use weapons in Wereform, and whatever combat skills they have as dwarves also apply while transformed. Being infected gives dwarves a large increase to their physical attributes (which can still be increased further, unlike vampires), and they need not worry about being wounded in combat as long as they survive until their next transformation. Add to this the Wereform's large size of 80000 and inability to feel pain, which partially makes up for its lack of armor, and you end up with a potentially devastating military force, if you can manage to keep them from murdering each other and the rest of your fortress. &lt;br /&gt;
&lt;br /&gt;
Were-soldiers are mostly useful when their Wereform is of the variety that can use weapons and preferrably also shields, which obviously requires hands of some sort. Weregophers for example can use either a shield or a one-handed weapon, but not both, and may even equip crossbows as well as quivers and bolts. It is unknown if dwarves in Wereform can wield weapons that are normally too large for them, such as pikes. If they cannot use weapons they may still be useful as soldiers if their Wereform is of the dangerous sort, for example in the case of werelions &amp;lt;s&amp;gt;and tigers and bears&amp;lt;/s&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Transformed military dwarves respect their stations, alerts and uniforms (when applicable) and ignore the civilian alert, but will still attack anything they regard as an enemy, such as their fellow dwarves or any destroyable buildings. They must therefore be kept away from the rest of the fortress with walls and bridges, as they will destroy any non-artifact doors. Note that as of 40.24 there is a nasty bug which lets sparring dwarves teleport through 1-tile walls, so make sure the walls to their prison are at least 2 tiles thick, and install two 1-tile bridges connected to one lever as a door. Bonus points if you also install a dump chute in the room to give them new weapons and booze. Designate a stockpile under the chute, set it to take from links only, disable bins and set it to allow booze, empty barrels, weapons, shields and possibly ammo. Supplying the were-soldiers with booze both keeps them happy and prevents them from wandering into your fortress to look for it. Be aware that they can and will jump out of a hole directly above them, so either make the chute at least 2 z-levels high and smooth the walls, or keep it firmly locked with a hatch cover.&lt;br /&gt;
&lt;br /&gt;
Once their containment room has been built, add a piece of furniture, designate a large barracks from it and set them to train there. The were-soldiers will destroy the barracks while transformed unless it is an artifact, so wall it in after the room has been defined. Remember to use 2-tile thick walls because of the sparring bug above.&lt;br /&gt;
&lt;br /&gt;
An important thing to remember is the following: If two or more transformed dwarves have any sort of active military order (either from an alert or direct orders), and can see each other at the moment they change ''back'' from Wereform, then they will instantly begin fighting to the death, causing a loyalty cascade. To avoid this, either train your were-soldiers alone in separate rooms (slower due to lack of sparring), or make sure to set their alert to Inactive and cancel all their orders before they change back to dwarves. Once they've changed back, they can be set to train or given orders again. If they do start fighting each other, canceling all their orders and setting them to Inactive will make them stop. &lt;br /&gt;
&lt;br /&gt;
The soldiers will not train while transformed, but if they were sparring during the transformation they will continue to spar in wereform, which can be entertaining to watch. The combat log for sparring dwarves in wereform will be gray instead of the normal cyan.&lt;br /&gt;
&lt;br /&gt;
==Transformation Dates==&lt;br /&gt;
&lt;br /&gt;
There are exactly thirteen full moons in a Dwarven year, so werebeasts transform on exactly the same dates every year:&lt;br /&gt;
&lt;br /&gt;
*25th granite (XX-01-25)&lt;br /&gt;
*23rd slate (XX-02-23) &lt;br /&gt;
*21st felsite (XX-03-21)&lt;br /&gt;
*19th hematite (XX-04-19)&lt;br /&gt;
*17th malachite (XX-05-17)&lt;br /&gt;
*15th galena (XX-06-15)&lt;br /&gt;
*13th limestone (XX-07-13)&lt;br /&gt;
*11th sandstone (XX-08-11)&lt;br /&gt;
*8th timber (XX-09-08)&lt;br /&gt;
*6th moonstone (XX-10-06)&lt;br /&gt;
*4th opal (XX-11-04)&lt;br /&gt;
*2nd obsidian (XX-12-02)&lt;br /&gt;
*28th obsidian (XX-12-28)&lt;br /&gt;
&lt;br /&gt;
==Werebeasts in Adventure Mode==&lt;br /&gt;
In adventurer mode, werebeasts are usually found living in small lairs on the edges of civilization. Young adventurers will often be called upon to slay them, with instructions along the line of 'he assumes a bestial form' along with a description of what type of metal they are vulnerable to. However, as long as they are not visited on the night of their transformation, they are just common peasants, and can be dispatched easily. It would behoove these individuals to hide themselves among townsfolk, but what can ya do?&lt;br /&gt;
&lt;br /&gt;
===Becoming a Werebeast===&lt;br /&gt;
To become a werebeast, you must either happen upon a werebeast in its beastly form or seek one out on the night of their transformation. It is recommended to wear no armor except for your head as only bites that break the skin will infect you with the were-virus. Once bitten, you will not transform immediately. &lt;br /&gt;
&lt;br /&gt;
{{new in v0.42}}&lt;br /&gt;
'''As of v42''' : it is now additionally possible to become a werebeast by toppling statues in a temple or sanctuary. Walk up to the statue and topple it with {{K|u}} then {{K|a}}. Toppling a statue in this way will lead you to being cursed: the curse will be either Werebeast or [[DF2014:Vampire|Vampirism]]. Which curse you get appears to be randomly decided at the time you topple the statue (reloading the game and toppling it again has been confirmed to give the alternate curse.)&lt;br /&gt;
&lt;br /&gt;
===Implications of being an adventuring Werebeast===&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
*Every full moon all injuries are instantly healed.&lt;br /&gt;
*Big strength and agility boost.&lt;br /&gt;
&lt;br /&gt;
'''Cons:''' &lt;br /&gt;
*Attacked if you visit any towns during your transformation.&lt;br /&gt;
*Having to re-equip yourself every transformation unless transformed size is similar enough to your race's size.&lt;br /&gt;
*If enemies are wielding weapons of a material your new form is weak against, damage taken can be devastating.&lt;br /&gt;
&lt;br /&gt;
==Werebeast Characteristics==&lt;br /&gt;
All werebeasts are described as having glowing eyes of some random color, and are &amp;quot;crazed for blood and flesh&amp;quot; meaning they attack everything that is not their own race, including undead.&lt;br /&gt;
&lt;br /&gt;
The transformation to a Werebeast seems to only affect physical attributes, mental attributes are not changed though the descriptions will be relative to the Wereform's average. A Werebeast never gets hungry, thirsty or drowsy, and will not drown when in Wereform. Werebeasts in Wereform are type 2 Building Destroyers, so doors and vertical bars will not contain them, however bridges or walls will. &lt;br /&gt;
&lt;br /&gt;
When transforming to Wereform, all health regenerates, including missing limbs, and thirsty dwarves will have their thirst &amp;lt;s&amp;gt;replaced with bloodthirst&amp;lt;/s&amp;gt; removed. The same happens when transforming back. Effects induced by insanity are not reversed, so berserking soldiers that transform will still not follow orders. &lt;br /&gt;
&lt;br /&gt;
Infected dwarves are removed from any burrows when they transform, and cannot be burrowed while in Wereform. They will however still remember the civilian alert burrow, so issuing a civilian alert while a dwarf is transformed will send that dwarf straight to your &amp;lt;s&amp;gt;slaughterhouse&amp;lt;/s&amp;gt; emergency room if they can path their way there.&lt;br /&gt;
&lt;br /&gt;
If the Werebeast cannot use weapons in Wereform (i.e. no hands), only the natural abilities of the creature are available for combat. These abilities differ from creature to creature (Claws/Hooves/venomous Bite etc.), but only their bites cause the Werebeast curse to be transmitted. Werebeasts have been confirmed to have the ability to arrive at your fortress both armed and stealthed.&lt;br /&gt;
&lt;br /&gt;
Dwarves that die in Wereform will not be available for burial and will not come back as ghosts, but you can engrave slabs for them. However, this seems to be fixed as of 0.43 and possibly before.&lt;br /&gt;
&lt;br /&gt;
If you become a werebeast and transform in adventure mode, you can pick up your weapon and shield that were dropped in the transformation, but, seeing as almost all werebeasts seem to have minimum body size of about 80000, armor will become too [[Clothing#Size|small]] for you to fit in. Hauled items will also be dropped on Fast Travel.&lt;br /&gt;
&lt;br /&gt;
Werebeasts also tend to change back into humanoid form at the worst moment, like when they are charging a group of axedwarves. Sometimes a werebeast's humanoid form is more dangerous than the werebeast form, most obviously for [[Serpent man|snake man]] werebeasts.&lt;br /&gt;
&lt;br /&gt;
Even if the werebeast is dispatched while in animal form, werebeast kills are listed as being of the original race.&lt;br /&gt;
&lt;br /&gt;
Baby werecreatures are neutral, and while you can order your military to kill them the order will not be followed.&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
Sometimes a werebeast arrives in humanoid form, and the game then announces the arrival of a normal, intelligent creature as if it was some terrible beast. The naked, confused creature usually runs away, probably scared by your dwarves' laughter.&lt;/div&gt;</summary>
		<author><name>Anonresearcher</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Fortress&amp;diff=225808</id>
		<title>Fortress</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Fortress&amp;diff=225808"/>
		<updated>2016-07-29T09:00:44Z</updated>

		<summary type="html">&lt;p&gt;Anonresearcher: /* Navigating a procedurally generated fortress */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|01:21, 18 August 2012 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style='margin: 1em 2em'&amp;gt;''You may be looking for [[Dwarf fortress mode]].''&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Dwarf|Dwarves]] live in '''fortresses''' &amp;amp;mdash; [[underground]] complexes with all the required buildings for dwarven living.&lt;br /&gt;
&lt;br /&gt;
== Procedurally generated ==&lt;br /&gt;
&lt;br /&gt;
[[Dwarf|Dwarven]] [[civilization]]s build their fortresses on the edges of [[Mountain|mountain ranges]], and they will act as the seats of power of the dwarf civilization's leaders. They occupy only 3x3 aboveground overworld tiles, while hillocks and halls claim much more territory.&lt;br /&gt;
&lt;br /&gt;
Your adventurer can visit dwarven fortresses {{Raw Tile|Ω|7:0:1}} in [[Adventurer mode|adventure mode]]. They consist of a large rectangular structure made out of stone blocks, with a three tile wide entrance on one side. Inside, (it is a roofed structure) there will be a [[trade depot]], possibly with traders from other civilizations hanging out around it. There will also be a two-story [[tavern]] here, with the rooms for rent on the second floor. In the center of the rectangle will be a large hole with ramps spiraling downwards on the edges. The rampwell is very deep, but following it will eventually lead you past multiple levels filled with rooms and passageways, similar to a [[Dungeon|dungeon]] but less expansive. Some of the bigger rooms will be filled with [[Metalsmith's forge|metalsmith's forges]] and some of the smaller ones will be filled with random clothing.&lt;br /&gt;
&lt;br /&gt;
=== Navigating a procedurally generated fortress ===&lt;br /&gt;
[[File:Fortress_map_43.png|thumb|300px|A map of a typical procedurally generated fortress, exported from legends mode. The division between a central area(&amp;lt;span style=&amp;quot;color:rgb(100,100,100)&amp;quot;&amp;gt;█&amp;lt;/span&amp;gt;) and a surrounding periphery consisting of &amp;quot;stacks&amp;quot; of living(&amp;lt;span style=&amp;quot;color:rgb(20,50,30)&amp;quot;&amp;gt;█&amp;lt;/span&amp;gt;) and industrial(&amp;lt;span style=&amp;quot;color:rgb(250,50,20)&amp;quot;&amp;gt;█&amp;lt;/span&amp;gt;) areas, is clear.]]&lt;br /&gt;
Many players find procedurally generated fortresses hard to navigate, due to their labyrinthine layout. Finding one's way around a fortress gets much easier once one learns how they are planned.&lt;br /&gt;
&lt;br /&gt;
To begin with, all fortresses are laid out on a 3x3 coordinate grid, where each area occupies exactly one of the nine tiles. The large structure at the ground level can be used as a measure for how big each one tile is.&lt;br /&gt;
&lt;br /&gt;
In the described grid, there is always a main area, placed in the central tile of the grid. The central area stretches from ground level down to the magma sea, and consists of several large halls and corridors, concentrated into several clusters, each on a different depth and used for a different function. Generally, one of the hall clusters will be used for [[stockpile|storage]] and one as meeting areas, while the one near the magma sea will usually contain [[magma forge|magma powered forges]]. The large structure at the ground level also counts as part of this central area, and will always contain a downward rampway and a [[trade depot]]. Depending on the history of the site, the surface area might also contain a [[tavern]] and a [[library]].&lt;br /&gt;
&lt;br /&gt;
Underground, the central area will branch off into living areas containing [[bedroom]]s, and industrial areas containing [[forge]]s. These areas always occupy the eight peripheral tiles surrounding the central tile in the coordinate grid. Living and industrial areas are often stacked upon one another, and linked with staircases. Additionally, living and industrial areas are always separated into different floors, meaning that peripheral map tiles on a given floor will all be either living areas or industrial dittos, while the floor below will be the opposite.&lt;br /&gt;
&lt;br /&gt;
If an underground tunnel is connected to the fortress, it will also be accessible from the central area.&lt;br /&gt;
&lt;br /&gt;
== Dwarf Fortress mode ==&lt;br /&gt;
=== Nomenclature ===&lt;br /&gt;
&lt;br /&gt;
Fortresses are [[Fortress name|named in a specific manner]]. The name is usually assigned at random, but can be set at [[embark]] time. They also gain a title according to their population. This title is viewable in the upper left of the {{Key|z}} screen, in front of the fortress name. &lt;br /&gt;
&lt;br /&gt;
In addition, the fort may be the home of monarchs of the surrounding land and gain an additional title.&lt;br /&gt;
&lt;br /&gt;
Each fortress title requires a certain population as well as performing a number of &amp;quot;diverse tasks&amp;quot; over the course of one year with the Autumn [[caravan]] safely making it home - crafting, metal, wood, gem, stone, and food-related jobs. For example, to become a Town, you must perform 4 of the following: 25 crafting jobs, 25 metal-related jobs, 25 wood-related jobs, 10 gem jobs, 25 stone jobs, 25 food jobs.&lt;br /&gt;
&lt;br /&gt;
The appointment of land holders is ''not'' linked to your fortress rank; however, your fortress must attain a rank of '''Metropolis''' before you will be eligible to summon your [[monarch]].&lt;br /&gt;
&lt;br /&gt;
{| style='margin: 0.5em auto; border-spacing: 2em 0'&lt;br /&gt;
|-&lt;br /&gt;
| style='vertical-align: top' |&lt;br /&gt;
{|&lt;br /&gt;
! colspan='2' | Title&lt;br /&gt;
! Pop&lt;br /&gt;
! Jobs: Craft/Metal/Wood/Gem/Stone/Food&lt;br /&gt;
&lt;br /&gt;
|- style='background-color:#eee'&lt;br /&gt;
| style='background-color:#000; padding:2px 6px' | {{Raw Tile|Ω|#555|#000}}&lt;br /&gt;
| '''Outpost'''&lt;br /&gt;
| style='text-align:right' | -&lt;br /&gt;
| None&lt;br /&gt;
&lt;br /&gt;
|- style='background-color:#ddd'&lt;br /&gt;
| style='background-color:#000; padding:2px 6px' | {{Raw Tile|Ω|#777|#000}}&lt;br /&gt;
| '''Hamlet'''&lt;br /&gt;
| style='text-align:right' | 20&lt;br /&gt;
| 3 of 10/10/10/4/10/10&lt;br /&gt;
&lt;br /&gt;
|- style='background-color:#eee'&lt;br /&gt;
| style='background-color:#000; padding:2px 6px' | {{Raw Tile|Ω|#999|#000}}&lt;br /&gt;
| '''Village'''&lt;br /&gt;
| style='text-align:right' | 50&lt;br /&gt;
| 3 of 15/15/15/6/15/15&lt;br /&gt;
&lt;br /&gt;
|- style='background-color:#ddd'&lt;br /&gt;
| style='background-color:#000; padding:2px 6px' | {{Raw Tile|Ω|#bbb|#000}}&lt;br /&gt;
| '''Town'''&lt;br /&gt;
| style='text-align:right' | 80&lt;br /&gt;
| 4 of 25/25/25/10/25/25&lt;br /&gt;
&lt;br /&gt;
|- style='background-color:#eee'&lt;br /&gt;
| style='background-color:#000; padding:2px 6px' | {{Raw Tile|Ω|#ddd|#000}}&lt;br /&gt;
| '''City'''&lt;br /&gt;
| style='text-align:right' | 110&lt;br /&gt;
| 4 of 35/35/35/14/35/35&lt;br /&gt;
&lt;br /&gt;
|- style='background-color:#ddd'&lt;br /&gt;
| style='background-color:#000; padding:2px 6px' | {{Raw Tile|Ω|#fff|#000}}&lt;br /&gt;
| '''Metropolis'''&lt;br /&gt;
| style='text-align:right' | 140&lt;br /&gt;
| 5 of 50/50/50/20/50/50&lt;br /&gt;
&lt;br /&gt;
|- style='background-color:#eee'&lt;br /&gt;
| style='background-color:#000; padding:2px 6px' | {{Dwarf|5:1}}&lt;br /&gt;
| '''Mountainhome'''&lt;br /&gt;
| style='text-align:right' | [[Monarch|King]]&lt;br /&gt;
| Special&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
||&lt;br /&gt;
&lt;br /&gt;
{| style='border-spacing: 0 2px'&lt;br /&gt;
! colspan='2' style='border-bottom: 1px solid' | Noble Title&lt;br /&gt;
|-&lt;br /&gt;
| style='background-color: #000; padding: 2px 6px; width: 1px' | {{Dwarf|5:0}}&lt;br /&gt;
! style='text-align: left; background: #fdf; padding-left: 1em' | Barony capital&lt;br /&gt;
|-&lt;br /&gt;
| colspan='2' style='padding: 0 2em 0.75em' |&lt;br /&gt;
* Home of the [[Baron|Baron/Baroness]]&lt;br /&gt;
|-&lt;br /&gt;
| style='background-color: #000; padding: 2px 6px' | {{Dwarf|5:0}}&lt;br /&gt;
! style='text-align: left; background: #fef; padding-left: 1em' | County capital&lt;br /&gt;
|-&lt;br /&gt;
| colspan='2' style='padding: 0 2em 0.75em' |&lt;br /&gt;
* Home of the [[Count|Count/Countess]]&lt;br /&gt;
|-&lt;br /&gt;
| style='background-color: #000; padding: 2px 6px' | {{Dwarf|5:0}}&lt;br /&gt;
! style='text-align: left; background: #fdf; padding-left: 1em' | Duchy capital&lt;br /&gt;
|-&lt;br /&gt;
| colspan='2' style='padding: 0 2em 0.75em' |&lt;br /&gt;
* Home of the [[Duke|Duke/Duchess]]&lt;br /&gt;
|-&lt;br /&gt;
| style='background-color: #000; padding: 2px 6px' | {{Dwarf|5:0}}&lt;br /&gt;
! style='text-align: left; background: #fef; padding-left: 1em' | Mountainhome&lt;br /&gt;
|-&lt;br /&gt;
| colspan='2' style='padding: 0 2em 0.75em' |&lt;br /&gt;
* Home of the [[Monarch|King/Queen]]&lt;br /&gt;
* Capital of its civilization&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = geshud&lt;br /&gt;
| elvish  = abeco&lt;br /&gt;
| goblin  = snusp&lt;br /&gt;
| human   = thrathdad&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{World}}&lt;/div&gt;</summary>
		<author><name>Anonresearcher</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Fortress&amp;diff=225807</id>
		<title>Fortress</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Fortress&amp;diff=225807"/>
		<updated>2016-07-29T08:59:02Z</updated>

		<summary type="html">&lt;p&gt;Anonresearcher: /* Procedurally generated */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|01:21, 18 August 2012 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style='margin: 1em 2em'&amp;gt;''You may be looking for [[Dwarf fortress mode]].''&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Dwarf|Dwarves]] live in '''fortresses''' &amp;amp;mdash; [[underground]] complexes with all the required buildings for dwarven living.&lt;br /&gt;
&lt;br /&gt;
== Procedurally generated ==&lt;br /&gt;
&lt;br /&gt;
[[Dwarf|Dwarven]] [[civilization]]s build their fortresses on the edges of [[Mountain|mountain ranges]], and they will act as the seats of power of the dwarf civilization's leaders. They occupy only 3x3 aboveground overworld tiles, while hillocks and halls claim much more territory.&lt;br /&gt;
&lt;br /&gt;
Your adventurer can visit dwarven fortresses {{Raw Tile|Ω|7:0:1}} in [[Adventurer mode|adventure mode]]. They consist of a large rectangular structure made out of stone blocks, with a three tile wide entrance on one side. Inside, (it is a roofed structure) there will be a [[trade depot]], possibly with traders from other civilizations hanging out around it. There will also be a two-story [[tavern]] here, with the rooms for rent on the second floor. In the center of the rectangle will be a large hole with ramps spiraling downwards on the edges. The rampwell is very deep, but following it will eventually lead you past multiple levels filled with rooms and passageways, similar to a [[Dungeon|dungeon]] but less expansive. Some of the bigger rooms will be filled with [[Metalsmith's forge|metalsmith's forges]] and some of the smaller ones will be filled with random clothing.&lt;br /&gt;
&lt;br /&gt;
=== Navigating a procedurally generated fortress ===&lt;br /&gt;
[[File:Fortress_map_43.png|thumb|300px|A map of a typical procedurally generated fortress, exported from legends mode. The division between a central area(&amp;lt;span style=&amp;quot;color:rgb(100,100,100)&amp;quot;&amp;gt;█&amp;lt;/span&amp;gt;) and a surrounding periphery consisting of living(&amp;lt;span style=&amp;quot;color:rgb(20,50,30)&amp;quot;&amp;gt;█&amp;lt;/span&amp;gt;) and industrial(&amp;lt;span style=&amp;quot;color:rgb(250,50,20)&amp;quot;&amp;gt;█&amp;lt;/span&amp;gt;) areas, is clear.]]&lt;br /&gt;
Many players find procedurally generated fortresses hard to navigate, due to their labyrinthine layout. Finding one's way around a fortress gets much easier once one learns how they are planned.&lt;br /&gt;
&lt;br /&gt;
To begin with, all fortresses are laid out on a 3x3 coordinate grid, where each area occupies exactly one of the nine tiles. The large structure at the ground level can be used as a measure for how big each one tile is.&lt;br /&gt;
&lt;br /&gt;
In the described grid, there is always a main area, placed in the central tile of the grid. The central area stretches from ground level down to the magma sea, and consists of several large halls and corridors, concentrated into several clusters, each on a different depth and used for a different function. Generally, one of the hall clusters will be used for [[stockpile|storage]] and one as meeting areas, while the one near the magma sea will usually contain [[magma forge|magma powered forges]]. The large structure at the ground level also counts as part of this central area, and will always contain a downward rampway and a [[trade depot]]. Depending on the history of the site, the surface area might also contain a [[tavern]] and a [[library]].&lt;br /&gt;
&lt;br /&gt;
Underground, the central area will branch off into living areas containing [[bedroom]]s, and industrial areas containing [[forge]]s. These areas always occupy the eight peripheral tiles surrounding the central tile in the coordinate grid. Living and industrial areas are often stacked upon one another, and linked with staircases. Additionally, living and industrial areas are always separated into different floors, meaning that peripheral map tiles on a given floor will all be either living areas or industrial dittos, while the floor below will be the opposite.&lt;br /&gt;
&lt;br /&gt;
If an underground tunnel is connected to the fortress, it will also be accessible from the central area.&lt;br /&gt;
&lt;br /&gt;
== Dwarf Fortress mode ==&lt;br /&gt;
=== Nomenclature ===&lt;br /&gt;
&lt;br /&gt;
Fortresses are [[Fortress name|named in a specific manner]]. The name is usually assigned at random, but can be set at [[embark]] time. They also gain a title according to their population. This title is viewable in the upper left of the {{Key|z}} screen, in front of the fortress name. &lt;br /&gt;
&lt;br /&gt;
In addition, the fort may be the home of monarchs of the surrounding land and gain an additional title.&lt;br /&gt;
&lt;br /&gt;
Each fortress title requires a certain population as well as performing a number of &amp;quot;diverse tasks&amp;quot; over the course of one year with the Autumn [[caravan]] safely making it home - crafting, metal, wood, gem, stone, and food-related jobs. For example, to become a Town, you must perform 4 of the following: 25 crafting jobs, 25 metal-related jobs, 25 wood-related jobs, 10 gem jobs, 25 stone jobs, 25 food jobs.&lt;br /&gt;
&lt;br /&gt;
The appointment of land holders is ''not'' linked to your fortress rank; however, your fortress must attain a rank of '''Metropolis''' before you will be eligible to summon your [[monarch]].&lt;br /&gt;
&lt;br /&gt;
{| style='margin: 0.5em auto; border-spacing: 2em 0'&lt;br /&gt;
|-&lt;br /&gt;
| style='vertical-align: top' |&lt;br /&gt;
{|&lt;br /&gt;
! colspan='2' | Title&lt;br /&gt;
! Pop&lt;br /&gt;
! Jobs: Craft/Metal/Wood/Gem/Stone/Food&lt;br /&gt;
&lt;br /&gt;
|- style='background-color:#eee'&lt;br /&gt;
| style='background-color:#000; padding:2px 6px' | {{Raw Tile|Ω|#555|#000}}&lt;br /&gt;
| '''Outpost'''&lt;br /&gt;
| style='text-align:right' | -&lt;br /&gt;
| None&lt;br /&gt;
&lt;br /&gt;
|- style='background-color:#ddd'&lt;br /&gt;
| style='background-color:#000; padding:2px 6px' | {{Raw Tile|Ω|#777|#000}}&lt;br /&gt;
| '''Hamlet'''&lt;br /&gt;
| style='text-align:right' | 20&lt;br /&gt;
| 3 of 10/10/10/4/10/10&lt;br /&gt;
&lt;br /&gt;
|- style='background-color:#eee'&lt;br /&gt;
| style='background-color:#000; padding:2px 6px' | {{Raw Tile|Ω|#999|#000}}&lt;br /&gt;
| '''Village'''&lt;br /&gt;
| style='text-align:right' | 50&lt;br /&gt;
| 3 of 15/15/15/6/15/15&lt;br /&gt;
&lt;br /&gt;
|- style='background-color:#ddd'&lt;br /&gt;
| style='background-color:#000; padding:2px 6px' | {{Raw Tile|Ω|#bbb|#000}}&lt;br /&gt;
| '''Town'''&lt;br /&gt;
| style='text-align:right' | 80&lt;br /&gt;
| 4 of 25/25/25/10/25/25&lt;br /&gt;
&lt;br /&gt;
|- style='background-color:#eee'&lt;br /&gt;
| style='background-color:#000; padding:2px 6px' | {{Raw Tile|Ω|#ddd|#000}}&lt;br /&gt;
| '''City'''&lt;br /&gt;
| style='text-align:right' | 110&lt;br /&gt;
| 4 of 35/35/35/14/35/35&lt;br /&gt;
&lt;br /&gt;
|- style='background-color:#ddd'&lt;br /&gt;
| style='background-color:#000; padding:2px 6px' | {{Raw Tile|Ω|#fff|#000}}&lt;br /&gt;
| '''Metropolis'''&lt;br /&gt;
| style='text-align:right' | 140&lt;br /&gt;
| 5 of 50/50/50/20/50/50&lt;br /&gt;
&lt;br /&gt;
|- style='background-color:#eee'&lt;br /&gt;
| style='background-color:#000; padding:2px 6px' | {{Dwarf|5:1}}&lt;br /&gt;
| '''Mountainhome'''&lt;br /&gt;
| style='text-align:right' | [[Monarch|King]]&lt;br /&gt;
| Special&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
||&lt;br /&gt;
&lt;br /&gt;
{| style='border-spacing: 0 2px'&lt;br /&gt;
! colspan='2' style='border-bottom: 1px solid' | Noble Title&lt;br /&gt;
|-&lt;br /&gt;
| style='background-color: #000; padding: 2px 6px; width: 1px' | {{Dwarf|5:0}}&lt;br /&gt;
! style='text-align: left; background: #fdf; padding-left: 1em' | Barony capital&lt;br /&gt;
|-&lt;br /&gt;
| colspan='2' style='padding: 0 2em 0.75em' |&lt;br /&gt;
* Home of the [[Baron|Baron/Baroness]]&lt;br /&gt;
|-&lt;br /&gt;
| style='background-color: #000; padding: 2px 6px' | {{Dwarf|5:0}}&lt;br /&gt;
! style='text-align: left; background: #fef; padding-left: 1em' | County capital&lt;br /&gt;
|-&lt;br /&gt;
| colspan='2' style='padding: 0 2em 0.75em' |&lt;br /&gt;
* Home of the [[Count|Count/Countess]]&lt;br /&gt;
|-&lt;br /&gt;
| style='background-color: #000; padding: 2px 6px' | {{Dwarf|5:0}}&lt;br /&gt;
! style='text-align: left; background: #fdf; padding-left: 1em' | Duchy capital&lt;br /&gt;
|-&lt;br /&gt;
| colspan='2' style='padding: 0 2em 0.75em' |&lt;br /&gt;
* Home of the [[Duke|Duke/Duchess]]&lt;br /&gt;
|-&lt;br /&gt;
| style='background-color: #000; padding: 2px 6px' | {{Dwarf|5:0}}&lt;br /&gt;
! style='text-align: left; background: #fef; padding-left: 1em' | Mountainhome&lt;br /&gt;
|-&lt;br /&gt;
| colspan='2' style='padding: 0 2em 0.75em' |&lt;br /&gt;
* Home of the [[Monarch|King/Queen]]&lt;br /&gt;
* Capital of its civilization&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = geshud&lt;br /&gt;
| elvish  = abeco&lt;br /&gt;
| goblin  = snusp&lt;br /&gt;
| human   = thrathdad&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{World}}&lt;/div&gt;</summary>
		<author><name>Anonresearcher</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Fortress_map_43.png&amp;diff=225806</id>
		<title>File:Fortress map 43.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Fortress_map_43.png&amp;diff=225806"/>
		<updated>2016-07-29T08:44:13Z</updated>

		<summary type="html">&lt;p&gt;Anonresearcher: Map showing a typical world gen dwarven fortress.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Map showing a typical world gen dwarven fortress.&lt;/div&gt;</summary>
		<author><name>Anonresearcher</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Mountain_halls&amp;diff=225797</id>
		<title>Mountain halls</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Mountain_halls&amp;diff=225797"/>
		<updated>2016-07-28T16:35:51Z</updated>

		<summary type="html">&lt;p&gt;Anonresearcher: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|19:41, 31 July 2014 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
[[File:Mountain_halls_map_43.png|thumb|300px|A map of a typical mountain halls, exported from legends mode.&amp;lt;br&amp;gt;&lt;br /&gt;
Places of interest:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:rgb(50,20,50)&amp;quot;&amp;gt;█&amp;lt;/span&amp;gt; Farm plots&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:rgb(250,50,20)&amp;quot;&amp;gt;█&amp;lt;/span&amp;gt; Industrial area&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:rgb(20,50,30)&amp;quot;&amp;gt;█&amp;lt;/span&amp;gt; Living area]]&lt;br /&gt;
'''Mountain halls''' are the procedurally generated sites of the &amp;quot;deep dwarves,&amp;quot; located far beneath the mountains. They can be accessed via down-stairs found in underground [[Tunnel|tunnels]], but they have no direct connection to the surface. These sites are found in the interior of mountain biomes at about the depth of the first cavern layer, and appear on maps with the symbol {{Raw Tile|Ω|0:0:1}}. (Notice the contrast with [[fortress]]es, which appear along the ''edges'' of mountain ranges and connect to both the surface and the depths.)&lt;br /&gt;
&lt;br /&gt;
A mountain hall complex typically spans a couple of levels connected to the tunnel above by a 1x1 staircase. One level is a labyrinth of 2x2 bedrooms, which (in an inhabited hall) may contain beds, cabinets, and scattered clothing. The other level comprises large halls filled with smelters or forges. Overall the pattern closely resembles a small section of the procedurally generated world-gen dwarf fortresses. A single map tile marked as a mountain hall site ({{Raw Tile|Ω|0:0:1}}) may contain several such complexes along the length of the tunnel. As can be seen on the [[Embark|embark map]], mountain halls sites (just like the sites of other races) can span an area nearly as large as, and not necessarily aligned with, a full region map tile.&lt;br /&gt;
&lt;br /&gt;
These sites tend to be much less heavily populated than dwarf [[hillock]]s, but some civilian or off-duty military inhabitants can be found in the bedrooms or near the workshops. In addition, military dwarves will patrol the tunnel and cavern in the vicinity of the entrance stair -- in [[Adventurer mode]] meeting these may be your first indication of the presence nearby of a mountain hall.&lt;br /&gt;
&lt;br /&gt;
{{World}}&lt;/div&gt;</summary>
		<author><name>Anonresearcher</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Mountain_halls_map_43.png&amp;diff=225795</id>
		<title>File:Mountain halls map 43.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Mountain_halls_map_43.png&amp;diff=225795"/>
		<updated>2016-07-28T16:29:17Z</updated>

		<summary type="html">&lt;p&gt;Anonresearcher: Map of a typical dwarven mountain hall.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Map of a typical dwarven mountain hall.&lt;/div&gt;</summary>
		<author><name>Anonresearcher</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Hillocks&amp;diff=225794</id>
		<title>Hillocks</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Hillocks&amp;diff=225794"/>
		<updated>2016-07-28T16:28:12Z</updated>

		<summary type="html">&lt;p&gt;Anonresearcher: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
[[File:Hillocks_map_43.png|thumb|300px|A map of a typical hillock, exported from legends mode.&amp;lt;br&amp;gt;&lt;br /&gt;
Places of interest:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:rgb(255,128,255)&amp;quot;&amp;gt;█&amp;lt;/span&amp;gt; Castle mound&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:rgb(255,255,255)&amp;quot;&amp;gt;█&amp;lt;/span&amp;gt; Civic/drinking mounds]]&lt;br /&gt;
'''Hillocks''' are the [[dwarf|dwarven]] equivalent of [[hamlet]]s, a type of [[site]] constructed above-ground and usually on the peripheries of dwarven territory. Hillocks consist mainly of various hills that have been hollowed out and installed with a door. Other areas (where terrain doesn't permit isolating a small hill) consist of a small room linked to the surface by a short stairway, and covered by a [[hatch]].&lt;br /&gt;
&lt;br /&gt;
Some of these structures will be referred to as [[tavern|drinking mounds]], usually populated by various dwarves quite aptly titled [[unit type token|drunks]]. There are also civic mounds and castle mounds, generally inhabited by the various local [[noble]]s and soldiers.&lt;br /&gt;
&lt;br /&gt;
{{World}}&lt;/div&gt;</summary>
		<author><name>Anonresearcher</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Hillocks_map_43.png&amp;diff=225793</id>
		<title>File:Hillocks map 43.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Hillocks_map_43.png&amp;diff=225793"/>
		<updated>2016-07-28T16:22:13Z</updated>

		<summary type="html">&lt;p&gt;Anonresearcher: Map of a typical dwarven hillock.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Map of a typical dwarven hillock.&lt;/div&gt;</summary>
		<author><name>Anonresearcher</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Dark_pits&amp;diff=225792</id>
		<title>Dark pits</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Dark_pits&amp;diff=225792"/>
		<updated>2016-07-28T16:18:25Z</updated>

		<summary type="html">&lt;p&gt;Anonresearcher: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine}}{{av}}&lt;br /&gt;
&lt;br /&gt;
[[File:Dark_pits_map_43.png|thumb|300px|A map of a typical dark pits, exported from legends mode.&amp;lt;br&amp;gt;&lt;br /&gt;
Places of interest:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:rgb(128,128,128)&amp;quot;&amp;gt;█&amp;lt;/span&amp;gt; Watch tower&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:rgb(50,30,20)&amp;quot;&amp;gt;█&amp;lt;/span&amp;gt; Subterranean work pits&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:rgb(20,50,40)&amp;quot;&amp;gt;█&amp;lt;/span&amp;gt; Subterranean living pits]]&lt;br /&gt;
'''Dark pits''' are the [[goblin]] equivalent to [[hamlet]]s and [[hillock]]s. Much like [[dark fortress]]es, they consist of numerous simple towers criss-crossed by a network of trenches, with most of the population living on the top floor of those towers. Some of these towers also have downward stairs, which lead to the underground part of the site. Generally only one or two of the towers will have these stairs, unlike dark fortresses where most of the towers are linked.&lt;br /&gt;
&lt;br /&gt;
The underground part of the site consists of so-called &amp;quot;pits&amp;quot;(from which the &amp;quot;dark pits&amp;quot; supposedly got their name). These pits come in two variants: &amp;quot;living pits&amp;quot; consisting of corridors and small rooms, and &amp;quot;work pits&amp;quot; consisting of large halls which may contain [[troll]]s, goods and goblin skeletons. Supposedly, the living pits are used as [[bedroom|dwellings]], while the work pits are used as [[industry|industrial]] areas and [[tomb|burial grounds]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Dark pit 1.png|Trenches surrounding the bases of some above-ground towers&lt;br /&gt;
Dark pit 2.png|The top of an above-ground tower&lt;br /&gt;
&amp;lt;!-- 4 below (spoilers) --&amp;gt;&lt;br /&gt;
Dark pit 5.png|A series of underground rooms&lt;br /&gt;
Dark pit 8.png|More underground rooms (on the level below)&lt;br /&gt;
Dark pit 6.png|The top of the pits (with various [[bone]] [[crafts]])&lt;br /&gt;
Dark pit 7.png|Pits&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{World}}&lt;/div&gt;</summary>
		<author><name>Anonresearcher</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Dark_pits_map_43.png&amp;diff=225791</id>
		<title>File:Dark pits map 43.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Dark_pits_map_43.png&amp;diff=225791"/>
		<updated>2016-07-28T16:14:55Z</updated>

		<summary type="html">&lt;p&gt;Anonresearcher: Map of a typical goblin dark pits.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Map of a typical goblin dark pits.&lt;/div&gt;</summary>
		<author><name>Anonresearcher</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Dark_fortress&amp;diff=225790</id>
		<title>Dark fortress</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Dark_fortress&amp;diff=225790"/>
		<updated>2016-07-28T16:13:01Z</updated>

		<summary type="html">&lt;p&gt;Anonresearcher: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine|01:15, 4 February 2015 (UTC)}}&lt;br /&gt;
{{av}}{{Minorspoiler}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style='margin: 1em 2em'&amp;gt;''You may be looking for [[Dwarf fortress mode]].''&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Dark_fortress_map_43.png|thumb|300px|A map of a well-developed dark fortress, exported from legends mode.&amp;lt;br&amp;gt;&lt;br /&gt;
Places of interest:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:rgb(255,0,255)&amp;quot;&amp;gt;█&amp;lt;/span&amp;gt; Main tower&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:rgb(128,128,128)&amp;quot;&amp;gt;█&amp;lt;/span&amp;gt; Watch tower&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:rgb(50,30,20)&amp;quot;&amp;gt;█&amp;lt;/span&amp;gt; Subterranean work pits&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:rgb(20,50,40)&amp;quot;&amp;gt;█&amp;lt;/span&amp;gt; Subterranean living pits]]&lt;br /&gt;
'''Dark fortresses''' are [[site]]s created by [[goblin]] civilizations. They, along with [[dark pit]]s, take the form of simple towers surrounded by sprawling networks of trenches.&lt;br /&gt;
&lt;br /&gt;
Most of the population of a dark fortress is found at the top of the towers. The towers also have downward stairs, which lead to the underground part of the fortress. &lt;br /&gt;
&lt;br /&gt;
The underground part of the fortress consists of so-called &amp;quot;pits&amp;quot;(not to be confused with [[dark pit]]s). These pits come in two variants: &amp;quot;living pits&amp;quot; consisting of corridors and small rooms, and &amp;quot;work pits&amp;quot; consisting of large halls which may contain [[troll]]s, goods and goblin skeletons. Supposedly, the living pits are used as [[bedroom|dwellings]], while the work pits are used as [[industry|industrial]] areas and [[tomb|burial grounds]].&lt;br /&gt;
&lt;br /&gt;
The main differences between dark fortresses and dark pits are in the number of towers, and in how many of them are interconnected by stairways. Dark fortresses tend to have more towers, and more of them lead to the underground areas. Dark fortresses are usually also built around a [[underworld spire|certain structure]] of foreign origin.&lt;br /&gt;
&lt;br /&gt;
Visiting dark fortresses and pits in adventure mode can result in extreme lag because of the masses of denizens that can rank in the thousands. This is presumably a bug. The lag and impact on fps can be drastically reduced by sleeping in the fortress (or outside) until it's nighttime and most of the creatures are asleep. Changing to a faster gait will also help because it reduces the amount of calculations other creatures make before it's your turn again.&lt;br /&gt;
&lt;br /&gt;
{{spoiler}}&lt;br /&gt;
&lt;br /&gt;
[[File:Dark_Fortress_guide.png|600px|center|A short guide describing the parts of a dark fortress.]]&lt;br /&gt;
&lt;br /&gt;
{{World}}&lt;/div&gt;</summary>
		<author><name>Anonresearcher</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Dark_fortress_map_43.png&amp;diff=225789</id>
		<title>File:Dark fortress map 43.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Dark_fortress_map_43.png&amp;diff=225789"/>
		<updated>2016-07-28T16:06:26Z</updated>

		<summary type="html">&lt;p&gt;Anonresearcher: Map of a well-developed dark fortress.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Map of a well-developed dark fortress.&lt;/div&gt;</summary>
		<author><name>Anonresearcher</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Hamlet&amp;diff=225788</id>
		<title>Hamlet</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Hamlet&amp;diff=225788"/>
		<updated>2016-07-28T16:04:52Z</updated>

		<summary type="html">&lt;p&gt;Anonresearcher: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine}}{{av}}&lt;br /&gt;
&lt;br /&gt;
[[File:Hamlet_map_43.png|thumb|300px|A map of a typical hamlet, exported from legends mode.&amp;lt;br&amp;gt;&lt;br /&gt;
Places of interest:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:rgb(255,128,255)&amp;quot;&amp;gt;█&amp;lt;/span&amp;gt; Mead hall&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:rgb(0,0,255)&amp;quot;&amp;gt;█&amp;lt;/span&amp;gt; Well]]&lt;br /&gt;
'''Hamlets''' are [[site]]s built by [[human]]s, comparable to the dwarven [[hillock]] and goblin [[dark pit]]. Like [[Town]]s, the actual buildings of a hamlet are surrounded by large fields growing local [[crop]]s, and divided by dirt [[road]]s.&lt;br /&gt;
&lt;br /&gt;
Hamlets mainly only have houses and the occasional [[well]]. However, nearly every hamlet that isn't too young will have an associated [[mead hall]] housing the local lord and guards, built separately from the other buildings.&lt;br /&gt;
&lt;br /&gt;
{{World}}&lt;/div&gt;</summary>
		<author><name>Anonresearcher</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Hamlet_map_43.png&amp;diff=225787</id>
		<title>File:Hamlet map 43.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Hamlet_map_43.png&amp;diff=225787"/>
		<updated>2016-07-28T16:01:20Z</updated>

		<summary type="html">&lt;p&gt;Anonresearcher: Map of a hamlet.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Map of a hamlet.&lt;/div&gt;</summary>
		<author><name>Anonresearcher</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Town&amp;diff=225786</id>
		<title>Town</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Town&amp;diff=225786"/>
		<updated>2016-07-28T16:00:26Z</updated>

		<summary type="html">&lt;p&gt;Anonresearcher: /* Adventure mode */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
'''Town''' can refer to either of the following:&lt;br /&gt;
* A [[fortress]] that has reached a certain population level.&lt;br /&gt;
* A [[site]] usually inhabited by [[human]]s.&lt;br /&gt;
&lt;br /&gt;
== Adventure mode ==&lt;br /&gt;
[[File:Town_map_43.png|thumb|300px|A map of a well developed town, exported from legends mode.&amp;lt;br&amp;gt;&lt;br /&gt;
Places of interest:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:rgb(110,110,110)&amp;quot;&amp;gt;█&amp;lt;/span&amp;gt; Fortifications and central keep&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:rgb(50,50,50)&amp;quot;&amp;gt;█&amp;lt;/span&amp;gt; Warehouse&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:rgb(255,255,32)&amp;quot;&amp;gt;█&amp;lt;/span&amp;gt; Tavern&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:rgb(170,120,230)&amp;quot;&amp;gt;█&amp;lt;/span&amp;gt; Temple&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:rgb(255,192,255)&amp;quot;&amp;gt;█&amp;lt;/span&amp;gt; Library&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:rgb(0,0,255)&amp;quot;&amp;gt;█&amp;lt;/span&amp;gt; Well]]&lt;br /&gt;
Adventurers spend much quality time in towns. They come to buy, sell, talk to the people, nobles and divine creatures that live there and occasionally to kill those who have invited their wrath. Towns are also where the human [[Tavern]]s lay. Taverns are the only sources of alcohol in Human lands and make for excellent entertainment with their residing [[Performer]]s. Due to these two things mercenaries gather at taverns, which makes recruiting companions in taverns very efficient.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Growlgrowlgrowlgrowl.jpg|Town on zoomed-in travel map&lt;br /&gt;
File:Spidergroul.jpg|Town on regular travel map&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Keep ===&lt;br /&gt;
In the middle of the town is a walled stronghold held by many soldiers. Inside of the keep can be found a Lady, other high nobility, Men-at-arms willing to follow you unto death, and well guarded treasure. Under the keep is a [[dungeon]], a dangerous but rewarding place to wander.&lt;br /&gt;
&lt;br /&gt;
=== Town ===&lt;br /&gt;
[[File:TownSquare2.jpg|thumb|Typical Town Thoroughfare]]&lt;br /&gt;
Outside of the Keep is the realm of the bourgeoisie, who usually trade in vast Markets or districts of shops. Many stray domesticated animals roam through the muddy streets. Other buildings of unknown use exist in a town, such as the [[temple]] and warehouse. Below is a list of different shops found in a city. Some cities will not have all of the shops, and a player may have to travel to a different city to browse the wares of an Armor Smith.&lt;br /&gt;
&lt;br /&gt;
The shops that are &amp;quot;common&amp;quot; are common because only animal products (meat, bone, leather) and farm products (cloth and food) are currently produced in any significant numbers.  Stone, wood, and metal are all extremely rare materials in towns, and because of this, few industries based upon these materials can spring up.&lt;br /&gt;
&lt;br /&gt;
Common shops:&lt;br /&gt;
* Clothiers Imports&lt;br /&gt;
* Woven Clothing Shop&lt;br /&gt;
* Cloth Shop&lt;br /&gt;
* Leather Clothing Shop&lt;br /&gt;
* Leather Shop&lt;br /&gt;
* Bone Carver's Shop&lt;br /&gt;
* Food Imports&lt;br /&gt;
* General Imports&lt;br /&gt;
&lt;br /&gt;
Rare shops:&lt;br /&gt;
* Carpenter's Shop&lt;br /&gt;
* Metal Furniture shop&lt;br /&gt;
* Stone Furniture shop&lt;br /&gt;
* Gem Cutters shop&lt;br /&gt;
* Armorsmiths shop&lt;br /&gt;
* Bowyer's Shop&lt;br /&gt;
* Weaponsmiths shop&lt;br /&gt;
&lt;br /&gt;
In a Market one can find:&lt;br /&gt;
* Imported Goods&lt;br /&gt;
* Imported Food&lt;br /&gt;
* Imported Clothing&lt;br /&gt;
* Meat&lt;br /&gt;
&lt;br /&gt;
=== Subterranea ===&lt;br /&gt;
&lt;br /&gt;
Below a Town are the [[sewer]]s, accessible via several difficult to find locations in the streets above or from nearby waterways.&lt;br /&gt;
[[Catacomb]]s also reside below [[temple]]s. Both the Sewers and Catacombs may connect up with the [[Dungeon]]. Entrances to the sewers are identified along with shops and houses in the fast travel map when you are in the vicinity of one.&lt;br /&gt;
&lt;br /&gt;
=== Criminal organisations ===&lt;br /&gt;
&lt;br /&gt;
Most towns have '''Criminal Organisations''', formed by collections of outcasts. They are led by someone called the '''&amp;quot;[[Boss]]&amp;quot;'''. Criminal organisations can take over the [[dungeon]] town keep or the catacombs, but they don't tend to attack players or do anything hostile.&lt;br /&gt;
&lt;br /&gt;
=== Destroyed towns ===&lt;br /&gt;
[[File:Destroyedtown2.jpg|thumb|Ruins of a town before the gates of an abandoned keep]]&lt;br /&gt;
In time some towns will be brought to ruin. These become desolate wastelands where all of the peasants and merchants still living in the wreckage will attack you, perhaps out of fear, perhaps to stop you from looting the keep, where many fine objects lie unguarded.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=400 heights=30 &amp;gt;&lt;br /&gt;
File:Destroyed.jpg|Legend's entry about town being sacked&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;br clear=both /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = amost&lt;br /&gt;
| elvish  = irive&lt;br /&gt;
| goblin  = kabu&lt;br /&gt;
| human   = ricgo&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{world}}&lt;/div&gt;</summary>
		<author><name>Anonresearcher</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Town_map_43.png&amp;diff=225784</id>
		<title>File:Town map 43.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Town_map_43.png&amp;diff=225784"/>
		<updated>2016-07-28T15:29:53Z</updated>

		<summary type="html">&lt;p&gt;Anonresearcher: Map of a well-developed human town.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Map of a well-developed human town.&lt;/div&gt;</summary>
		<author><name>Anonresearcher</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Bogeyman&amp;diff=225783</id>
		<title>Bogeyman</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Bogeyman&amp;diff=225783"/>
		<updated>2016-07-28T09:34:28Z</updated>

		<summary type="html">&lt;p&gt;Anonresearcher: /* Avoiding bogeymen */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine}}{{av}}&lt;br /&gt;
A '''bogeyman''' {{Tile|ñ|0:1}} is a [[night creature]] which attacks unwary [[adventurer mode|adventurers]] who [[Adventurer mode#Fast Travel|travel]] or [[Adventurer mode#Sleep|sleep]] outside at night alone. Both fast travelling and travelling normally on the local map trigger bogeymen. The bane of many a young adventurer, bogeymen can prove to be deadly foes for the inexperienced and the unprepared. &lt;br /&gt;
&lt;br /&gt;
== Avoiding bogeymen ==&lt;br /&gt;
&lt;br /&gt;
Fortunately, adventurers are not doomed to face bogeymen every time night falls. In fact, bogeymen can be avoided entirely by:&lt;br /&gt;
&lt;br /&gt;
#Being accompanied by at least one [[Adventure mode#Companions|companion]]. However, if you go to sleep, there is a chance the companions will wander, even if you ask them to wait.&amp;lt;br /&amp;gt;&lt;br /&gt;
#Sleeping/waiting the night away inside a shelter (see below).&amp;lt;br /&amp;gt;&lt;br /&gt;
#Sleeping/waiting/travelling [[Caverns|underground]] or in the more desolate [[biome|biomes]], such as [[mountain|mountains]], [[desert|deserts]], [[beach|beaches]], [[ocean|oceans]] and [[lake|lakes]].&lt;br /&gt;
&lt;br /&gt;
When you are [[ambush|ambushed]] by bogeymen, you will get the message:&lt;br /&gt;
{{gametext|You are surrounded by incessant cackling.|5:1}}&lt;br /&gt;
A turn after receiving this message, 3-7 bogeymen will begin spawning around you.&lt;br /&gt;
&lt;br /&gt;
You will receive the message:&lt;br /&gt;
{{gametext|You are still surrounded by cackling.|5:1}}&lt;br /&gt;
if you try to travel or sleep/wait while at least one of the bogeymen is still alive.&lt;br /&gt;
&lt;br /&gt;
Interestingly, bogeymen will be friendly towards creatures with the [NOFEAR] token. Playing as such a creature will make you totally safe from bogeymen. It doesn't prevent bogeyman encounters, however. Sleeping in the wilderness may still result in getting surrounded by cackling, and the bogeymen will still teleport towards you, as well as prevent you from sleeping or travelling.&lt;br /&gt;
&lt;br /&gt;
== Dealing with bogeymen ==&lt;br /&gt;
If you're playing as an adventurer with a [[speed]] of over 1000, you may be able to run away from bogeymen. However, there is no escaping the night. No matter where you run, the bogeymen will teleport near you if you ever get too far away. You can get rid of these pesky creatures in three ways:&lt;br /&gt;
&lt;br /&gt;
=== Killing them all ===&lt;br /&gt;
The most obvious solution. However it is probably the most difficult one for inexperienced adventurers, and anyone who attempts to do this should be well prepared. Once your adventurer becomes skilled, this will become a trivial task. See the &amp;quot;Fighting bogeymen&amp;quot; section for more information.&lt;br /&gt;
&lt;br /&gt;
=== Surviving until dawn ===&lt;br /&gt;
Bogeymen will be [[smoke|vaporized]] by the [[The Sun|morning sun]], so if you can't kill them but are able to run away from them or dodge/block their attacks well, you have another option:keep on doing that  until dawn breaks. Unfortunately, this can take quite a while, depending on the time of night you were ambushed.&lt;br /&gt;
&lt;br /&gt;
=== Entering a shelter ===&lt;br /&gt;
&amp;quot;Shelter&amp;quot; here refers to (non-ruined) buildings, (inhabited or uninhabited) lairs (including shrines and labyrinths) and [[cave|caves]]. Seeking refuge in such a place will make the bogeymen disappear in a puff of smoke. Incidentally, this is one of the reasons why townspeople encourage you to spend the night in their homes. You can find the nearest shelter by examining the map in your {{k|Q}}uest Log. &lt;br /&gt;
&lt;br /&gt;
Once you succeed in doing one of the above, you'll get the message:&lt;br /&gt;
{{gametext|The cackling fades away.|5:1}}&lt;br /&gt;
and then you can get back to adventuring.&lt;br /&gt;
&lt;br /&gt;
Note that even if you successfully defeat bogeymen using any of the three methods described above, you can never get rid of them permanently, as they will ambush you again some other night if you do not take precautions. However, if you prefer not having to deal with bogeymen, generating a world with &amp;quot;{{tt|Number of bogeymen types}}&amp;quot; set to {{tt|0}} in [[Advanced world generation|advanced world generation]] will ensure that no bogeymen exist in your world. &lt;br /&gt;
&lt;br /&gt;
Bogeymen are created procedurally at the start of world gen, much like [[titan|Titans]] and [[Forgotten beast|Forgotten Beasts]] but to a lesser extent. The number of different types of bogeymen can be controlled in advanced world generation, as demonstrated in the previous paragraph. During a bogeyman ambush, you will face mixed types of bogeymen. For example, some Bogeymen are generated with wings and thus have the ability to fly, but this doesn't usually affect adventurers unless they too can fly. Others might be generated with appendages such as horns which can be used to gore the bogeyman's prey.&lt;br /&gt;
&lt;br /&gt;
Bogeymen dissolve into harmless smoke shortly after being killed. Severed body parts can be picked up but they too vaporize quickly. However, it is sometimes possible to keep them if you pick them up and fast-travel away before they start smoking. They can't be animated by [[necromancer|necromancers]].&lt;br /&gt;
&lt;br /&gt;
During a bogeyman attack, the &amp;quot;give up&amp;quot; option in the {{k|Esc}} screen becomes {{DFtext|Give in to the night.|7:1}} Selecting this will end the game immediately. If you end the game in this way, or are otherwise killed by bogeymen, you will be described in [[Legends|Legends mode]] as having {{DFtext|died in the dark.|7:0}}&lt;br /&gt;
&lt;br /&gt;
== Fighting bogeymen ==&lt;br /&gt;
&lt;br /&gt;
Bogeymen are tough because they have very high agility, giving them a high speed and are naturally skilled in unarmed combat and dodging, so their punches hurt and they are difficult to hit. With low weapon skills you'll have a hard time hitting them, but once you can hit them they become very easy to kill but if you know how to fight them effectively, they will go down surprisingly easily. Here are a few tips for fighting them:&lt;br /&gt;
&lt;br /&gt;
* Don't panic. Always know where your towel is. Carefully planned manoeuvring is the key to survival.&lt;br /&gt;
&lt;br /&gt;
* Use your [[size]] to your advantage. Bogeymen are surprisingly small relative to the playable races available in unmodded games. Set your combat preference to '''charge''', and you will knock them over every time you strike. This can easily give you the upper hand in battle, as being prone slows bogeymen down and gives you more time to act.&lt;br /&gt;
&lt;br /&gt;
*Wrestling moves will usually work. Bogeymen are so small that they have a hard time breaking wrestling holds from the other races. They do not feel pain so breaking bones will not disable them, but breaking a leg will slow them down.&lt;br /&gt;
&lt;br /&gt;
*Your [[speed]] is an important factor when it comes to fighting bogeymen. Whilst a slow adventurer can be swarmed and killed in seconds, one who is faster than the bogeymen has a distinct advantage.&lt;br /&gt;
&lt;br /&gt;
Remember, prone bogeymen are much slower, so charge at them as often as you can, so you can knock them off their feet. You could also try to sever off feet or legs, as this will make them permanently prone. If you are carrying a lot of heavy objects, it might be a good idea to drop your backpack or, better yet, [[thrower|throw]] the [[weight|heavier]] and/or pointier objects at the bogeymen if they are not too close to you.&lt;br /&gt;
&lt;br /&gt;
If you are really desperate for speed, you might also want to consider dropping your [[armor]] if it is slowing you down too much. Note that, while the extra speed might very well prove vital for your survival, you will also be more exposed to bogeymen attacks and will probably die faster if they manage to attack you and you are not a good [[dodger]]. You might want to consider keeping your helmet-a punch to the head by one of these creatures can easily ram your skull through your brain and end your life.&lt;br /&gt;
&lt;br /&gt;
* Despite what your imagination might imply, bogeymen are actually organic creatures. This means that they can be killed by damage to the brain, beheading, bisection (the separation of the lower body from the upper body) and excessive blood loss, and it is also generally easy to sever limbs and break bones.&lt;br /&gt;
&lt;br /&gt;
However, like a number of other [[night creature|night creatures]], bogeymen [[No Pain|do not feel pain]] and do not breathe, so they do not receive pain-related penalties or die from suffocation. This means that the most effective [[weapon|weapons]] to use against them are edged weapons. With sufficient weapon skill, it is easy to score a hit that will sever a limb or puncture a vital organ such as the heart. Due to their small size, it is also easy to chop off the head or the lower body, killing the bogeyman instantly.&lt;br /&gt;
&lt;br /&gt;
* Whatever you do, don't allow yourself to get surrounded. If a group a bogeymen are approaching you from one direction, move in the opposite direction. This generally leads to them approaching you in a line rather than a group, as the fastest bogeyman reaches you first. Thus you can fight them one at time if you are fast enough. &lt;br /&gt;
&lt;br /&gt;
* Don't let bogeymen get the initiative. If you let the bogeyman attack you their skilled punches will likely break a bone and you'll be dead. So you should charge at one, attack it and run away before it has the chance to strike back.  &lt;br /&gt;
&lt;br /&gt;
* If the odds are against you, don't hesitate to flee. Remember that you don't need to kill bogeymen to get rid of them - you just have to survive the night or enter a shelter. Thus you should try to run in the direction of the nearest town, fortress, cave or lair. If you have a high enough speed, running away should actually be quite easy, as the bogeymen won't be able to catch up with you despite their constant teleportation. If ever a bogeyman gets too close to you, charge at it to knock it over and slow it down, and then continue running.&lt;br /&gt;
&lt;br /&gt;
* Above all, remember that [[Losing|losing is fun]]!&lt;br /&gt;
&lt;br /&gt;
{{Creatures}}&lt;/div&gt;</summary>
		<author><name>Anonresearcher</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Creature_token&amp;diff=225782</id>
		<title>Creature token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Creature_token&amp;diff=225782"/>
		<updated>2016-07-28T09:21:27Z</updated>

		<summary type="html">&lt;p&gt;Anonresearcher: /* N */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine|18:45, 26 August 2014 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
A full list of all known creature tokens.&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==A==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ADOPTS_OWNER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Tame creature cannot be made available for adoption, instead automatically adopting whoever it wants. It appears that the basic requirements for adoption are intact; for example, the creature is more likely to adopt an owner which likes creatures of that species.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ALCOHOL_DEPENDENT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature needs alcohol to get through the working day, choosing to drink booze instead of water if possible. Going sober for too long reduces speed.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ALL_ACTIVE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Sets if the creature is active in day, night, and twilight. Seems to be a separate value from DIURNAL/NOCTURNAL/CREPUSCULAR, rather than implying them. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ALTTILE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| 'character' or tile number&lt;br /&gt;
| If set, the creature will blink between its TILE and its ALTTILE. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AMBUSHPREDATOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Instead of charging relentlessly at prey, a creature with this tag will wait till the prey is within a few squares before charging.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AMPHIBIOUS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to breathe with or without [[water]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APP_MOD_DESC_RANGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*Range&lt;br /&gt;
| [http://www.bay12forums.com/smf/index.php?topic=60554.msg1766793#msg1766793 Forum post describing how description ranges work]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APP_MOD_GENETIC_MODEL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*Model (Accepts DOMINANT_MORE, DOMINANT_LESS, and MIX)&lt;br /&gt;
| Defines a genetic model for the relevant appearance modifier(s). May or may not do anything significant at present.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APP_MOD_IMPORTANCE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*number&lt;br /&gt;
| Determines how important the appearance modifier is, for determining whether it shows up in the creature description.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APP_MOD_NOUN}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*noun&lt;br /&gt;
*SINGULAR or PLURAL &lt;br /&gt;
| Creates a noun for the appearance and whether it is singular or plural.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APP_MOD_RATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*Rate (integer)&lt;br /&gt;
*Scale (DAILY,  YEARLY)&lt;br /&gt;
*min:max  of growth&lt;br /&gt;
*start year:start day&lt;br /&gt;
*end year:end day &lt;br /&gt;
| Setting the growth rate of the modifier.  The last two tokens can be replaced by NO_END to have growth continue indefinitely.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APPLY_CREATURE_VARIATION}}&lt;br /&gt;
| Special&lt;br /&gt;
| &lt;br /&gt;
*CV TEMPLATE NAME &lt;br /&gt;
| Applies the specified [[creature variation token|creature variation]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APPLY_CURRENT_CREATURE_VARIATION}}&lt;br /&gt;
| Special&lt;br /&gt;
|  &lt;br /&gt;
| Applies the effects of all pending [[#CV_ADD_TAG|CV_ADD_TAG]] and [[#CV_REMOVE_TAG|CV_REMOVE_TAG]] tokens that have been defined in the current creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AQUATIC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature can breathe in water, but air-drowns on dry land. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ARENA_RESTRICTED}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Does not appear in arena mode list.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ARTIFICIAL_HIVEABLE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
| Can be kept in artificial hives by beekeepers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AT_PEACE_WITH_WILDLIFE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Does not attack or frighten creatures with the NATURAL tag.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*token&lt;br /&gt;
*bodypart&lt;br /&gt;
*selection criteria&lt;br /&gt;
*location &lt;br /&gt;
| Defines the attack name, and the body part used. See [[#Attack Tokens|below]] for valid subtokens&lt;br /&gt;
'''Example:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
[ATTACK:GORE:BODYPART:BY_CATEGORY:HORN]&amp;lt;br /&amp;gt;&lt;br /&gt;
''GORE'' : name of the attack&amp;lt;br /&amp;gt;&lt;br /&gt;
''BODYPART:BY_CATEGORY:HORN'' :  the horn is used to attack (presuming the creature has one)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_TRIGGER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| pop:exported wealth:created wealth&lt;br /&gt;
| Specifies when a [[megabeast]] or [[semi-megabeast]] will attack the fortress.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==B==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BABY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| integer &lt;br /&gt;
| Age at which creature is considered a child. Default is zero. One can think of this as the duration of the baby stage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BABYNAME}}&lt;br /&gt;
| Caste&lt;br /&gt;
| singular:plural &lt;br /&gt;
| Defines a new name for a creature in baby state at the caste level. For non-caste-specific baby names, see GENERAL_BABY_NAME.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BEACH_FREQUENCY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| integer&lt;br /&gt;
| [[Whale]]s and [[Sea nettle jellyfish|jellyfish]] have this. Controls the beaching frequency of the creature. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BENIGN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is non-aggressive by default and will never automatically be engaged by companions or soldiers.  It will run away from any creatures that are not friendly to it. Can be thought of as the counterpoint of the {{text anchor|LARGE_PREDATOR}} tag. When tamed, animals with this tag will be useless for fortress defense.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BIOME}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
* [[biome token]]&lt;br /&gt;
| Select a [[Biome]] the creature may appear in.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BLOOD}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
*matter state (LIQUID, GAS, SOLID) &lt;br /&gt;
| Specifies what the creature's blood is made of.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BLOODSUCKER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Seems to be required to make the creature denouncable as a creature of the night.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BODY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| body parts &lt;br /&gt;
| Draws body parts from OBJECT:BODY files (such as body_default.txt)&lt;br /&gt;
'''Example:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY:BODY_WITH_HEAD_FLAG:HEART:GUTS:BRAIN:MOUTH] &amp;lt;br /&amp;gt;&lt;br /&gt;
This is the body from a [[Purring maggot]]. It creates a body with head, a heart, some guts, a brain, and a mouth. That's all a maggot needs.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BODY_APPEARANCE_MODIFIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*ATTRIBUTE&lt;br /&gt;
*lowest:lower:low:median:high:higher:highest &lt;br /&gt;
| These body modifiers give individual creatures different characteristics. In the case of HEIGHT, BROADNESS and LENGTH, the modifier is also a percentage change to the BODY_SIZE of the individual creature.  The seven numbers afterward give a distribution of ranges. Each interval has an equal chance of occurring.&lt;br /&gt;
'''Example:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110] &amp;lt;br /&amp;gt;&lt;br /&gt;
''HEIGHT'' : marks the height to be changed &amp;lt;br /&amp;gt;&lt;br /&gt;
''90:95:98:100:102:105:110'' :  sets the range from the shortest (90% of the average height) to the tallest (110% of the average height) creature variation.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BODY_DETAIL_PLAN}}&lt;br /&gt;
| Caste&lt;br /&gt;
| PlanName, PlanName:type:type:type:etc. &lt;br /&gt;
| loads a plan listed OBJECT:BODY_DETAIL_PLAN files, such as b_detail_plan_default.txt. Mass applies USE_MATERIAL_TEMPLATE, mass alters RELSIZE, alters body part positions, and will allow tissue layers to be defined. Tissue layers are defined in order of skin to bone here.&lt;br /&gt;
'''Example:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE] &amp;lt;br /&amp;gt;&lt;br /&gt;
This creates the detailed body of a [[fox]], the skin, fat, muscle, bones and cartilage out of the vertebrate tissues.&amp;lt;br /&amp;gt;&lt;br /&gt;
A [[Purring maggot|maggot]] would only need:&amp;lt;br /&amp;gt;&lt;br /&gt;
''[BODY_DETAIL_PLAN:EXOSKELETON_TISSUE_LAYERS:SKIN:FAT:MUSCLE]'' &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BODY_SIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| years:days:size &lt;br /&gt;
| Sets size at a given age. Size is in cubic centimeters, and for normal body materials is roughly equal to the creature's average weight in grams.&lt;br /&gt;
'''Example:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_SIZE:0:0:10000]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_SIZE:1:168:50000]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_SIZE:12:0:220000]&amp;lt;br /&amp;gt;&lt;br /&gt;
This describes the size of a [[minotaur]]. His birth size would be 10,000 cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; (~10 kg). At 1 year and 168 days old he would be 50,000 cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; (~50 kg). And as an adult (at 12 years old) he would be 220,000 cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; and weigh roughly 220 kg.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BODYGLOSS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| gloss &lt;br /&gt;
| Substitutes body part text with replacement text. Draws gloss information from OBJECT:BODY files (such as body_default.txt)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BONECARN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature eats bones. Implies CARNIVORE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BP_ADD_TYPE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BP_APPEARANCE_MODIFIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*QUALITY&lt;br /&gt;
*lowest:lower:low:median:high:higher:highest &lt;br /&gt;
| sets up the breadth of possibilities for appearance qualities for a selected BP group. EG. Eyes (CLOSE_SET, DEEP_SET, ROUND_VS_NARROW, LARGE_IRIS),Lips (THICKNESS), Nose (BROADNESS, LENGTH, UPTURNED, CONVEX), Ear (SPLAYED_OUT, HANGING_LOBES, BROADNESS, HEIGHT), Tooth (GAPS), Skull (HIGH_CHEEKBONES, BROAD_CHIN, JUTTING CHIN, SQUARE_CHIN), Neck (DEEP_VOICE, RASPY_VOICE), Head (BROADNESS, HEIGHT)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BUILDINGDESTROYER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| 1 or 2 &lt;br /&gt;
| Allows a creature to destroy furniture and buildings. Value [1] targets mostly doors, hatches, furniture and the like. Value [2] targets anything not made with the {{k|b}} + {{k|C}} commands. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==C==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CAN_DO_INTERACTION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| interaction token&lt;br /&gt;
| The creature can perform an interaction.  See [[interaction token]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CAN_LEARN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature gains skills and can have professions. If a member of a civilization (even a pet) has this token, it'll need to eat, drink and sleep. Note that this token makes the creature unable to be butchered by an adventurer so it is not recommended for uncivilized monsters. Adventurers lacking this token can allocate but not increase attributes and skills. skills allocated will disappear on start.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CAN_SPEAK}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Can talk. Note that it is not necessary for a creature to gain social skills.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CANNOT_CLIMB}}&lt;br /&gt;
| Caste {{Verify}}&lt;br /&gt;
|  &lt;br /&gt;
| Creature cannot climb, even if it has free grasps.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CANNOT_JUMP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature cannot jump.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CANNOT_UNDEAD}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Acts as NOT_LIVING, except that [OPPOSED_TO_LIFE] creatures will attack them.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CANOPENDOORS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to open doors that are set to be unpassable for pets. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CARNIVORE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature ''only'' eats meat.  If the creature goes on rampages in worldgen, it will often devour the people/animals it kills. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*name &lt;br /&gt;
| Defines a caste.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_ALTTILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*tile number or &amp;quot;letter&amp;quot;&lt;br /&gt;
| Caste-specific ALTTILE. Requires CASTE_TILE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_COLOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*fg&lt;br /&gt;
*bg&lt;br /&gt;
*brightness&lt;br /&gt;
| Caste-specific COLOR.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_GLOWCOLOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*fg&lt;br /&gt;
*bg&lt;br /&gt;
*brightness&lt;br /&gt;
| Caste-specific GLOWCOLOR.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_GLOWTILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*tile value or &amp;quot;letter&amp;quot;&lt;br /&gt;
| Caste-specific GLOWTILE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_NAME}}&lt;br /&gt;
| Caste&lt;br /&gt;
| singular:plural:adjective &lt;br /&gt;
| Caste-specific NAME.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_PROFESSION_NAME}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Unit type token]] (Profession)&lt;br /&gt;
*singular&lt;br /&gt;
*plural &lt;br /&gt;
| Caste-specific PROFESSION_NAME.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_SOLDIER_ALTTILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| 'character' or tile number&lt;br /&gt;
| Caste-specific SOLDIER_ALTTILE. Requires CASTE_SOLDIER_TILE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_SOLDIER_TILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| 'character' or tile number&lt;br /&gt;
| Caste-specific CREATURE_SOLDIER_TILE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_SPEECH}}&lt;br /&gt;
| Caste&lt;br /&gt;
| speech file&lt;br /&gt;
| Caste-specific SPEECH.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_TILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* tile number or &amp;quot;letter&amp;quot;&lt;br /&gt;
| Caste-specific CREATURE_TILE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CAVE_ADAPT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Gives the creature a bonus in caves. Also causes [[Cave adaptation]]. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CDI}}&lt;br /&gt;
| Caste&lt;br /&gt;
| Varies&lt;br /&gt;
| Specifies details for the preceding CAN_DO_INTERACTION token. See [[Interaction token]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CHANGE_BODY_SIZE_PERC}}&lt;br /&gt;
| Caste&lt;br /&gt;
| integer&lt;br /&gt;
| Multiplies body size by a factor of (integer)%. 50 halves size, 200 doubles.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CHANGE_FREQUENCY_PERC}}&lt;br /&gt;
| Creature&lt;br /&gt;
| integer&lt;br /&gt;
| Multiplies frequency by a factor of (integer)%.  &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CHILD}}&lt;br /&gt;
| Caste&lt;br /&gt;
| integer &lt;br /&gt;
| Age at which creature is considered an adult. One can think of this as the duration of the child stage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CHILDNAME}}&lt;br /&gt;
| Caste&lt;br /&gt;
| singular:plural &lt;br /&gt;
| Defines a new name for a creature in child state at the caste level. For non-caste-specific child names, see GENERAL_CHILD_NAME.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CLUSTER_NUMBER}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*min&lt;br /&gt;
*max&lt;br /&gt;
| The minimum/maximum numbers of how many creatures per spawned cluster. Certain vermin fish use this token in combination with temperate ocean and river biome tokens to perform seasonal migrations.&lt;br /&gt;
e.g. [CLUSTER_NUMBER:1:3] &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CLUTCH_SIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*min&lt;br /&gt;
*max&lt;br /&gt;
|Number of eggs laid in one sitting.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COLONY_EXTERNAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Caste hovers around colony.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COLOR}}&lt;br /&gt;
| Creature&lt;br /&gt;
| foreground:background:brightness &lt;br /&gt;
| Color of the creature's tile. See [[Color]] for usage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMMON_DOMESTIC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Any civilization with USE_COMMON_DOMESTIC tag (humans, dwarves) has domesticated this creature by default and always has access to it, even without any wild populations. Useless without PET, PACK_ANIMAL, WAGON_PULLER or MOUNT tags and invalid on FANCIFUL creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CONVERTED_SPOUSE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Creatures of this caste's species with the SPOUSE_CONVERTER and NIGHT_CREATURE_HUNTER tokens will kidnap SPOUSE_CONVERSION_TARGETs of an appropriate sex and convert them into castes with CONVERTED_SPOUSE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COOKABLE_LIVE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Set this to allow the creature to be cooked in meals without first being butchered/cleaned. Used for mussels, for one.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CRAZED}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Creature is 'berserk' and will attack all other creatures, except members of its own species that ALSO have the CRAZED tag. It will show {{DFtext|Berserk|4:1}} at the [[unit list]]. Berserk creatures go on rampages during [[world generation|worldgen]] much more frequently than non-berserk ones.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COPY_TAGS_FROM}}&lt;br /&gt;
| Special&lt;br /&gt;
| &lt;br /&gt;
*CREATURE NAME&lt;br /&gt;
| Copies tags from another specified creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREATURE_CLASS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*classname&lt;br /&gt;
| An arbitrary creature classification. Can be set to anything, but only existing uses are GENERAL_POISON (used in syndromes) and EDIBLE_GROUND_BUG (valid targets for GOBBLE_VERMIN_x tokens). A single creature can have multiple classes. Eligibility for certain entity positions can also be permitted or restricted by this tag.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREATURE_SOLDIER_TILE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| 'character' or tile number&lt;br /&gt;
| Creatures active in their civilization's military will use this tile instead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREATURE_TILE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| 'character' or tile number &lt;br /&gt;
| The symbol of the creature in ASCII mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREPUSCULAR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Sets if the creature is active at twilight.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CURIOUSBEAST_EATER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to steal and eat edible items from a site. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CURIOUSBEAST_GUZZLER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to (very quickly) drink your alcohol. Or spill the barrel to the ground. Also affects undead versions of the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CURIOUSBEAST_ITEM}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to steal things (apparently the highest value it can find). If the creature goes on rampages in worldgen, it will often steal items instead of attacking. Kea birds are infamous for this.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CV_ADD_TAG}}&lt;br /&gt;
| Special&lt;br /&gt;
| &lt;br /&gt;
*TAG NAME &lt;br /&gt;
| Adds a tag. Used in conjunction with creature variation templates.  &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CV_REMOVE_TAG}}&lt;br /&gt;
| Special&lt;br /&gt;
| &lt;br /&gt;
*TAG NAME &lt;br /&gt;
| Removes a tag. Used in conjunction with creature variation templates. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==D==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DEMON}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Found on generated [[demon]]s. Cannot be specified in user-defined raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DESCRIPTION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| text &lt;br /&gt;
| A brief description of the creature type.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIE_WHEN_VERMIN_BITE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Dies upon attacking. Used for [[bee]] stings.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIFFICULTY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| integer &lt;br /&gt;
| Increases experience gain during adventure mode.  Creatures with 11 or higher are not assigned for quests in adventure mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIURNAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Sets if the creature is active in day. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIVE_HUNTS_VERMIN}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Found on [[peregrine falcon]]s. The creature hunts vermin by diving from the air. Does not seem to work on tame creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DOES_NOT_EXIST}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Creature does not actually exist; used for a few [[fanciful]] creatures of myth. Removes the creature from arena mode list; other effects are unknown.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==E==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EBO_ITEM}}&lt;br /&gt;
| Caste&lt;br /&gt;
| [[item token]]:[[material token]] (ANY_HARD_STONE can be used for the material)&lt;br /&gt;
| Defines the item that the creature drops upon being butchered.  Used with EXTRA_BUTCHER_OBJECT.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EBO_SHAPE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| gem shape&lt;br /&gt;
| The shape of the extra item of the creature upon butchering.  Used with EXTRA_BUTCHER_OBJECT.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EGG_MATERIAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* [[material token]]&lt;br /&gt;
*state (SOLID, LIQUID, or GAS)&lt;br /&gt;
| Egg material. Egg-laying creatures will define this 3 times, using LOCAL_CREATURE_MAT:EGGSHELL, LOCAL_CREATURE_MAT:EGG_WHITE, and then LOCAL_CREATURE_MAT:EGG_YOLK.  Eggs will be made out of eggshell.  Edibility is determined by tags on whites or yolk, but they otherwise do not exist.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EGG_SIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*size&lt;br /&gt;
| Determines the size of eggs.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EQUIPMENT_WAGON}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature into a large 3x3 creature responsible for carrying trade goods, pulled by two [WAGON_PULLER]s and driven by a merchant.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EQUIPS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to wear or wield items.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EVIL}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Creature is considered evil and will only show up in evil biomes. Civilizations with USE_EVIL_ANIMALS can domesticate them regardless of exotic status. Has no effect on cavern creatures except to restrict taming.  A civilization with evil creatures can colonise evil areas.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EXTRA_BUTCHER_OBJECT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
* TYPE, CATEGORY, or TOKEN&lt;br /&gt;
| The creature drops an additional object when butchered (typically a gizzard stone), defined by EBO_ITEM and EBO_SHAPE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EXTRACT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* [[material token]]&lt;br /&gt;
| Defines a creature extract which can be obtained via [[small animal dissection]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EXTRAVISION}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature can see regardless of whether it has working eyes. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==F==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FANCIFUL}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creature is a thing of legend and known to all civilizations. Its materials cannot be requested or preferred. The tag also adds some art value modifiers. Used for things like dragons and other legendary creatures. Conflicts with {{token|COMMON_DOMESTIC|c}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FEATURE_ATTACK_GROUP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on subterranean animal-man tribals.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FEATURE_BEAST}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on [[forgotten beast]]s. Cannot be specified in user-defined raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FEMALE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is female and can bear young. Usually determined inside a caste.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FIREIMMUNE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is immune to FIREBALL and FIREJET attacks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FIREIMMUNE_SUPER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is immune to DRAGONFIRE attacks. Implies {{token|FIREIMMUNE|c}}. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FISHITEM}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Needs to be cleaned at a fishery&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FIXED_TEMP}}&lt;br /&gt;
| Caste&lt;br /&gt;
| temperature &lt;br /&gt;
| The natural heat generated by the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FLEEQUICK}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Determines how soon a creature flees in a losing battle. Creatures with this tag will flee at the first sign of resistance.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FLIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to fly. Fortress Mode pathfinding only partially incorporates flying - flying creatures need a land path to exist between them and an area in order to access it, but as long as one such path exists, they do not need to use it, instead being able to fly over intervening obstacles.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FREQUENCY}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*number, max 100&lt;br /&gt;
| Determines the chances of a creature appearing within its environment, with higher values resulting in more frequent appearance. The game effectively considers all creatures that can possibly appear and uses the FREQUENCY value as a ''weight'' - for example, if there are three creatures with frequencies 10/25/50, the creature with [FREQUENCY:50] will appear approximately 58.8% of the time. Defaults to 50 if not specified. Not to be confused with {{token|POP_RATIO|c}}.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==G==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GAIT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* type (WALK, CLIMB, SWIM, CRAWL, or FLY)&lt;br /&gt;
* gait name&lt;br /&gt;
* full speed&lt;br /&gt;
* build up time:max turning speed:start speed (or NO_BUILD_UP for instant use)&lt;br /&gt;
* energy use&lt;br /&gt;
* Optional flags:&lt;br /&gt;
** LAYERS_SLOW - if gait is slowed by increased weight&lt;br /&gt;
** STRENGTH - if gait is affected by strength stat&lt;br /&gt;
** AGILITY - if gait is affected by agility stat&lt;br /&gt;
** STEALTH_SLOWS:penalty  - if gait is slowed by being stealthed&lt;br /&gt;
| Defines a gait at which the creature can move. See [[Gait]] for more information.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GENERAL_BABY_NAME}}&lt;br /&gt;
| Creature&lt;br /&gt;
| singular:plural &lt;br /&gt;
| BABYNAME applied regardless of caste.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GENERAL_CHILD_NAME}}&lt;br /&gt;
| Creature&lt;br /&gt;
| singular:plural &lt;br /&gt;
| CHILDNAME applied regardless of caste.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GENERAL_MATERIAL_FORCE_MULTIPLIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| A:B&lt;br /&gt;
| Attacks against the creature have their force modified by A/B. For example, 1:2 will halve the force of an attack made against the creature. {{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GENERATED}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Found on procedurally generated creatures like [[Forgotten beast]]s, (biome name) [[titan]]s, [[Demon]]s, and [[night creature]]s. Cannot be specified in user-defined raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GETS_INFECTIONS_FROM_ROT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature can get infections from necrotic tissue.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GETS_WOUND_INFECTIONS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| This creature's wounds can become infected if left untreated for too long.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GLOWCOLOR}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*foreground&lt;br /&gt;
*background&lt;br /&gt;
*brightness &lt;br /&gt;
| The colour of the creature's GLOWTILE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GLOWTILE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| ascii character &lt;br /&gt;
| If present, the being glows in the dark (generally used for Adventure Mode). The tile is what replaces the being's current tile when it is obscured from your sight by darkness. The default setting for kobolds (a yellow quotation mark) provides a nice &amp;quot;glowing eyes&amp;quot; effect. The game is also hardcoded to automatically convert quotation mark GLOWTILES into apostrophes if the creature has lost one eye. This works at the generic creature level - for caste-specific glow tiles, use CASTE_GLOWTILE instead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GNAWER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| verb&lt;br /&gt;
| The creature can and will gnaw its way out of [[animal trap]]s and [[cage]]s using the specified verb, depending on the material from which it is made (normally wood).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GOBBLE_VERMIN_CLASS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| class&lt;br /&gt;
| The creature eats vermin of the specified class.  &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GOBBLE_VERMIN_CREATURE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| creature:caste&lt;br /&gt;
| The creature eats a specified vermin.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GO_TO_END}}&lt;br /&gt;
| Special&lt;br /&gt;
|  &lt;br /&gt;
| When using tags from an existing creature, inserts new tags at the end of the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GO_TO_START}}&lt;br /&gt;
| Special&lt;br /&gt;
|  &lt;br /&gt;
| When using tags from an existing creature, inserts new tags at the beginning of the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GO_TO_TAG}}&lt;br /&gt;
| Special&lt;br /&gt;
|  &lt;br /&gt;
| When using tags from an existing creature, inserts new tags after the specified tag.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GOOD}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Creature is considered good and will only show up in good biomes. [[unicorn]]s for example. Civilizations with USE_GOOD_ANIMALS can domesticate them regardless of exotic status. Has no effect on cavern creatures except to restrict taming. A civilization that has good creatures can colonise good areas in world-gen.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GRASSTRAMPLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| value &lt;br /&gt;
| The value determines how rapidly grass is trampled when a creature steps on it - a value of 0 causes the creature to never damage grass, while a value of 100 causes grass to be trampled as rapidly as possible. Defaults to 5.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GRAVITATE_BODY_SIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| target value&lt;br /&gt;
| Used in Creature Variants. This token changes the adult body size to the average of the old adult body size and the target value and scales all intermediate growth stages by the same factor.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GRAZER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*number&lt;br /&gt;
| The creature is a grazer. If tamed in Fortress mode, it needs a pasture to survive. The higher the number, the less frequently it needs to eat in order to live. See [[Pasture]] for details on its issues.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==H==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HABIT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| type:probability&lt;br /&gt;
| Defines certain behaviors for the creature. The habit types are COLLECT_TROPHIES, COOK_PEOPLE, COOK_VERMIN, GRIND_VERMIN, COOK_BLOOD, GRIND_BONE_MEAL, EAT_BONE_PORRIDGE, USE_ANY_MELEE_WEAPON, GIANT_NEST, and COLLECT_WEALTH. These require the creature to have a lair to work properly, and also don't seem to work on creatures who are not (SEMI)MEGABEASTs or NIGHT_CREATURE_HUNTERs.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HABIT_NUM}}&lt;br /&gt;
| Caste&lt;br /&gt;
| number or TEST_ALL&lt;br /&gt;
| &amp;quot;If you set HABIT_NUM to a number, it should give you that exact number of habits according to the weights.&amp;quot;.&amp;lt;sup&amp;gt;[[http://www.bay12forums.com/smf/index.php?topic=60554.msg1719248#msg1719248 source post]]&amp;lt;/sup&amp;gt; All lists of HABITs are preceded by [HABIT_NUM:TEST_ALL]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HAS_NERVES}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature has nerves in its muscles. Cutting the muscle tissue can sever motor and sensory nerves.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HASSHELL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature has a shell. Seemingly no longer used - holdover from previous versions.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HFID}}&lt;br /&gt;
| Creature&lt;br /&gt;
| Integer (generic token?)&lt;br /&gt;
| Found on generated [[angel]]s.  Seemingly identifies a historical figure with said hist figure ID, possibly to associate it with hist figure.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HIVE_PRODUCT}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*number&lt;br /&gt;
*[[time]]&lt;br /&gt;
*[[item token]]s&lt;br /&gt;
| What product is harvested from [[Beekeeping industry|beekeeping]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HOMEOTHERM}}&lt;br /&gt;
| Caste&lt;br /&gt;
| number or NONE&lt;br /&gt;
| Default 'NONE'. The creature's normal body [[temperature]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HUNTS_VERMIN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Creature hunts and kills nearby vermin.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==I==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IMMOBILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| The creature cannot move.  Found on [[sponge]]s. Will also stop a creature from breeding in Fortress Mode (MALE and FEMALE are affected, if one is IMMOBILE no breeding will happen)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IMMOBILE_LAND}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is immobile while on land.  Only works on AQUATIC creatures which can't breathe on land.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IMMOLATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature radiates fire. It will ignite, and potentially completely destroy, items the creature is standing on. Keep booze away from critters with this tag. Also gives the vermin a high chance of escaping from [[animal trap]]s and [[cage]]s made of certain materials.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|INTELLIGENT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Alias for [CAN_SPEAK] + [CAN_LEARN] but additionally keeps creatures from being butchered by the AI during World-Gen and Post-Gen. In Fortress Mode CAN_LEARN is enough.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ITEMCORPSE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|     &lt;br /&gt;
* [[item token]]&lt;br /&gt;
* [[material token]]&lt;br /&gt;
| Determines if the creature leaves behind a non-standard corpse (i.e. wood, statue, bars, ash from ghost etc.).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ITEMCORPSE_QUALITY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* number&lt;br /&gt;
| The [[quality]] of an item-type corpse left behind. Valid values are: 0 for ordinary, 1 for well-crafted, 2 for finely-crafted, 3 for superior, 4 for exceptional, 5 for masterpiece.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==L==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAIR}}&lt;br /&gt;
| Caste&lt;br /&gt;
| type:probability&lt;br /&gt;
| Found on megabeasts, semimegabeasts, and night creatures. The creature will seek out sites of this type and take them as lairs. The lair types are SIMPLE_BURROW, SIMPLE_MOUND, WILDERNESS_LOCATION, SHRINE, and LABYRINTH.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAIR_CHARACTERISTIC}}&lt;br /&gt;
| Caste&lt;br /&gt;
| characteristic:probability&lt;br /&gt;
| Defines certain features of the creature's lair. The only valid characteristic is HAS_DOORS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAIR_HUNTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| This creature will actively hunt adventurers in its lair.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAIR_HUNTER_SPEECH}}&lt;br /&gt;
| Caste&lt;br /&gt;
| speech file&lt;br /&gt;
| What this creature says while hunting adventurers in its lair.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LARGE_PREDATOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Will attack things that are smaller than it (like dwarves). Only one group of &amp;quot;large predators&amp;quot; will appear on any given map (possibly two groups on &amp;quot;savage&amp;quot; maps). In adventure mode, large predators will try to ambush and attack you (and your party will attack them back). When tamed, large predators tend to be much more aggressive to enemies than non-large predators, making them a good choice for an animal army.  They may go on rampages in worldgen, and adventurers may receive quests to kill them.  Also, they can be mentioned in the intro paragraph when starting a fortress e.g. &amp;quot;ere the wolves get hungry.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LARGE_ROAMING}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| In Fortress Mode, spawns outdoors and is not a vermin creature. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAYS_EGGS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Creature lays eggs instead of giving birth to live young.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAYS_UNUSUAL_EGGS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* [[item token]]&lt;br /&gt;
* [[material token]]&lt;br /&gt;
| Creature lays a particular item instead of regular eggs.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIGAMENTS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
*healing rate &lt;br /&gt;
| Creature has ligaments in its bones. Cutting the bone tissue severs them, disabling motor function if the target is a limb.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIGHT_GEN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature will generate light, such as in adventurer mode at night. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIKES_FIGHTING}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature will attack enemies rather than flee from them. This tag has the same effect on player-controlled creatures - included modded dwarves. Retired as of v0.40.14.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LISP}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Creature uses &amp;quot;sssssnake talk&amp;quot; (multiplies 'S' when talking - &amp;quot;My name isss Recisssiz.&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LITTERSIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* minimum&lt;br /&gt;
* maximum&lt;br /&gt;
| Determines the range of how many creatures are generated when giving birth. [LITTERSIZE:1:2]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LOCAL_POPS_CONTROLLABLE}}{{version|0.42.01}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Allows you to play as a wild animal of this species in Adventure Mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LOCAL_POPS_PRODUCE_HEROES}}{{version|0.42.01}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Wild animals of this species may occasionally join a civilization.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LOCKPICKER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Lets a creature open doors that are set to forbidden in Fortress Mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LOOSE_CLUSTERS}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creatures will scatter if they have this tag, or form tight packs if they don't. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LOW_LIGHT_VISION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| number&lt;br /&gt;
| Determines how well a creature can see in the dark.  Higher is better.  Dwarves have 10000, which amounts to perfect nightvision.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==M==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAGICAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Unknown.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAGMA_VISION}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature's able to see while covered in magma. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MALE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is male. Usually declared inside a caste.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| {{text anchor|MANNERISM|MANNERISM_*}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*occasionally body part &lt;br /&gt;
| Adds a possible mannerism to the creature's profile.&lt;br /&gt;
See [[Creature mannerism token]] for further info.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MATERIAL}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*material id&lt;br /&gt;
| Begins defining a new material.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MATERIAL_FORCE_MULTIPLIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Material token]]&lt;br /&gt;
*A:B&lt;br /&gt;
| Set the force multiplier of a specific material against the creature to A/B. For example, 10:1 multiplies the force by 10. {{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MATUTINAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Sets if the creature is active in dawn. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAXAGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| min:max &lt;br /&gt;
| Range of time in years in which death from old age may occur. Once a creature reaches the min value, it has a random chance each season of dying from old age. The chance does not increases with further age [http://i.imgur.com/A1A4aA9.png]. Note that, among civilized creatures, castes which lack this token will refuse to marry others with it, and vice versa.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MEANDERER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature slowly stroll around, unless it's in combat.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MEGABEAST}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| A 'boss' creature.  A small number of the creature are created during worldgen, their histories and descendants (if any) will be tracked in worldgen (as opposed to simply 'spawning'), and they will occasionally go on rampages, potentially leading to worship if they attack the same place multiple times.  Their presence and number will also influence age names.  When appearing in Fortress Mode, they will have a pop-up message announcing their arrival.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MENT_ATT_CAP_PERC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*[[DF2012:Attribute|ATTRIBUTE]] Token&lt;br /&gt;
*Cap %&lt;br /&gt;
|Default is 200.  This means you can increase your attribute to 200% of its starting value (or the average value + your starting value if that is higher).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MENT_ATT_RANGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*[[DF2012:Attribute|ATTRIBUTE]]&lt;br /&gt;
*lowest:lower:low:median:high:higher:highest &lt;br /&gt;
| Sets up a mental attribute's range of values (0-5000). All mental attribute ranges default to 200:800:900:1000:1100:1300:2000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MENT_ATT_RATES}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[DF2012:Attribute|ATTRIBUTE]] Token&lt;br /&gt;
*cost to improve&lt;br /&gt;
*unused counter rate&lt;br /&gt;
*rust counter rate&lt;br /&gt;
*demotion counter rate&lt;br /&gt;
| Mental attribute gain/decay rates. Defaults are 500:4:5:4.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MILKABLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
* frequency&lt;br /&gt;
| Allows the creature to be milked in the farmer's workshop. The frequency is the amount of time units the creature needs to &amp;quot;recharge&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MISCHIEVIOUS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Alias for MISCHIEVOUS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MISCHIEVOUS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Will pull any levers it comes across. Also makes creature spawn invisible and with several ranks in Ambusher. &amp;quot;They go on little missions to mess with various fortress buildings, not just levers.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MODVALUE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Seemingly no longer used.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MOUNT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature may be used as a mount. No use for the player, but enemy siegers may arrive with cavalry.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MOUNT_EXOTIC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature may be used as a mount, but civilizations cannot domesticate it in worldgen without certain exceptions.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MULTIPART_FULL_VISION}}&lt;br /&gt;
| Caste {{Verify}}&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to have all-around vision as long as it has multiple heads(?) that can see. {{Verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MULTIPLE_LITTER_RARE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Makes the species usually produce a single offspring per birth, occasionally producing twins or triplets using typical real-world human probabilities. Requires [[Creature_token#FEMALE|FEMALE]]. Compare with [[Creature_token#LITTERSIZE|LITTERSIZE]]. If LITTERSIZE and MULTIPLE_LITTER_RARE are both absent, one offspring is guaranteed per birth.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MUNDANE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Marks if the creature is an actual real-life creature. Only used for age-names at present.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==N==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NAME}}&lt;br /&gt;
| Creature&lt;br /&gt;
| singular:plural:adjective &lt;br /&gt;
| The generic name for any creature of this type - will be used when distinctions between caste are unimportant. For names for specific castes, use CASTE_NAME instead. If left undefined, the creature will be labeled as &amp;quot;nothing&amp;quot; by the game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NATURAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Animal is considered to be natural.  Creatures with AT_PEACE_WITH_WILDLIFE will not fight with them.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NATURAL_ANIMAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Alias of NATURAL.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NATURAL_SKILL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| [[Skill_token|Skill token]]:value&lt;br /&gt;
| The creature possesses this skill at this level inherently. It begins with this skill at this level, and the skill may never rust below this level. A value of 16 is legendary. Requires CAN_LEARN or INTELLIGENT to function in .25 or earlier.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NIGHT_CREATURE_BOGEYMAN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on bogeymen. Creatures with this tag will join other bogeymen in attacking adventurers at night, and will also adopt their other behaviors, such as vanishing in smoke upon being killed. This does not affect the creature's presence elsewhere, such as for generated megabeasts, normal creatures, entity members, etc. Setting the number of bogeyman types to zero in the world gen parameters will remove only the randomly-generated bogeymen.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NIGHT_CREATURE_HUNTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| A very small population of the creature will be created during worldgen (sometimes only a single individual will be created), and their histories will be tracked (that is, they will not spawn spontaneously later, they must either have children or convert other creatures to increase their numbers).   The creature will settle in a lair and go on rampages during worldgen.  If this creature has SPOUSE_CONVERTER, it will actively attempt to seek out potential conversion targets to abduct, convert, and have children with (if possible).&lt;br /&gt;
&lt;br /&gt;
This tag causes the usual behaviour of [[werebeast]]s in worldgen, that is, fleeing towns upon being cursed and conducting raids from a lair.  If this tag is absent from a deity curse, the accursed will simply be driven out of towns in a similar manner to [[vampire]]s.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_AUTUMN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| This creature caste does not appear in [[Calendar|autumn]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_CONNECTIONS_FOR_MOVEMENT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Creature doesn't require connected body parts to move{{verify}}; generally used on undead creatures with connections that have rotted away.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_DIZZINESS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature cannot become dizzy.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_DRINK}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature does not need to drink. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_EAT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature does not need to eat. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_FEVERS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature cannot suffer fevers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_GENDER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Creature has no gender.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_PHYS_ATT_GAIN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| The affected caste cannot gain any physical skills.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_PHYS_ATT_RUST}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| The affected caste cannot lose any physical skills.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_SLEEP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature does not need to sleep. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_SPRING}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| This creature caste does not appear in [[Calendar|spring]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_SUMMER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| This creature caste does not appear in [[Calendar|summer]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_THOUGHT_CENTER_FOR_MOVEMENT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't require an organ with the [THOUGHT] tag to survive or attack; generally used on creatures that don't have brains.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_UNIT_TYPE_COLOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Prevents creature from selecting its color based on its profession (e.g. Miner, Hunter, Wrestler).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_VEGETATION_PERTURB}}&lt;br /&gt;
| Caste{{Verify}}&lt;br /&gt;
|  &lt;br /&gt;
| Likely prevents the creature from leaving broken vegetation tracks.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_WINTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| This creature caste does not appear in [[Calendar|winter]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOBONES}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature has no bones.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOBREATHE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't need to breathe or have [BREATHE] parts in body. Cannot drown or be strangled. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOCTURNAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Sets if the creature is active in night. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOEMOTION}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature has no emotions, and does not rage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOEXERT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature can't become tired or over-exerted from taking too many combat actions. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOFEAR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't feel fear and will never run away from battle. Additionally, I causes [[bogeyman|bogeymen]] to become friendly towards the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOMEAT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature will not drop meat when butchered.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NONAUSEA}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature isn't nauseated by gut hits and cannot vomit.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOPAIN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't feel pain. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOSKIN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature will not drop a hide when butchered. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOSKULL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature will not drop a skull on butcher, rot, or decay of severed head.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOSMELLYROT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Does not produce miasma when rotting.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOSTUCKINS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Weapons can't get stuck in creature. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOSTUN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature can't be stunned and knocked unconscious by pain or head injuries. Creatures with this tag never wake up from sleep in Fortress Mode and stay drowsy.{{verify}} If this creature needs to sleep while playing, it WILL die.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOT_BUTCHERABLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Cannot be butchered&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOT_LIVING}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Cannot be raised from the dead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOTHOUGHT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't require a [THOUGHT] body part to survive.  If it does not have NO_THOUGHT_CENTER_FOR_MOVEMENT as well, it will be unable to use any attacks other than the default 'push'. Has the added effect of preventing speech.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==O==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ODOR_LEVEL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| number&lt;br /&gt;
| How easy the creature is to smell. The higher the number, the easier the creature can be smelled. Zero is odorless. Default is 50.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ODOR_STRING}}&lt;br /&gt;
| Caste&lt;br /&gt;
| string&lt;br /&gt;
| What the creature smells like. If no odor string is defined, the creature name (not the caste name) is used.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|OPPOSED_TO_LIFE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Is hostile to all creatures except undead and other non-living ones and will show {{DFtext|Opposed to life|0:1}} at the [[unit list]].  Used for [[Undead]]. Functions without the NOT_LIVING token, and seems to imply said token as well. Undead will not be hostile to otherwise-living creatures given this token, living creatures given this token will attack living creatures that lack this token, while ignoring living creatures that also have this token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ORIENTATION}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  MALE/FEMALE:disinterested chance:lover-possible chance:commitment-possible chance&lt;br /&gt;
| Determines caste's likelihood of having sexual attraction to certain sexes.  Values default to 75:20:5 for the same sex and 5:20:75 for the opposite sex. The first value indicates how likely to be entirely uninterested in the sex, the second decides if the creature will become lovers but not marry, the third decides if the creature will marry this sex. The values themselves are simply ratios and do not need to add up to any particular value.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|OUTSIDER_CONTROLLABLE}}{{version|0.42.01}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Lets you play as an outsider of this species in adventure mode.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==P==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PACK_ANIMAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to be used as a pack animal. Currently only used by merchants without wagons. Also prevents creature from dropping hauled items on its own -- do not use for player-controllable creatures!&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PARALYZEIMMUNE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is immune to all paralyzing special attacks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PATTERNFLIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Used to control the bat riders with paralyze-dart blowguns that flew through the 2D chasm. Doesn't do anything now.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PEARL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| In earlier versions, creature would generate pearls. Does nothing in the current version.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PENETRATEPOWER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| value &lt;br /&gt;
| Controls the ability of vermin to find a way into containers when they are eating food from your stockpiles.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PERSONALITY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*ATTRIBUTE&lt;br /&gt;
*lowest:median:highest &lt;br /&gt;
| Determines the range and chance of personality traits. Standard is 0:50:100. See [[Personality trait]] for more info.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PET}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to be tamed in Fortress mode. Prequisite for all other working animal roles. Civilizations that encounter it in worldgen will tame and domesticate it for their own use. Adding this to civilization members will classify them as pets instead of citizens, with all the [[Fun|problems]] that entails. However, you can solve these problems using the popular plugin Dwarf Therapist, which is completely unaffected by the tag.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PET_EXOTIC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to be tamed in Fortress mode. Prequisite for all other working animal roles. Civilizations cannot domesticate it in worldgen without certain exceptions. More difficult to tame?{{verify}} Adding this to civilization members will classify them as pets instead of citizens, with all the [[Fun|problems]] that entails. However, you can solve these problems using the popular plugin Dwarf Therapist, which is completely unaffected by the tag.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PETVALUE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| value &lt;br /&gt;
| How valuable a tamed animal is. Actual cost in points in the embarking screen is 1+(PETVALUE/2) for an untrained animal, 1+PETVALUE for a war/hunting one. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PETVALUE_DIVISOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
| value&lt;br /&gt;
| Divides the creature's PETVALUE by the specified number. Used for bees to prevent a single hive from being worth a fortune.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PHYS_ATT_CAP_PERC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*[[DF2012:Attribute|ATTRIBUTE]] Token&lt;br /&gt;
*Cap %&lt;br /&gt;
|Default is 200.  This means you can increase your attribute to 200% of its starting value (or the average value + your starting value if that is higher).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PHYS_ATT_RANGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[DF2012:Attribute|ATTRIBUTE]]&lt;br /&gt;
*lowest:lower:low:median:high:higher:highest &lt;br /&gt;
| Sets up a physical attribute's range of values (0-5000). All physical attribute ranges default to 200:700:900:1000:1100:1300:2000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PHYS_ATT_RATES}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[DF2012:Attribute|ATTRIBUTE]] Token&lt;br /&gt;
*cost to improve&lt;br /&gt;
*unused counter rate&lt;br /&gt;
*rust counter rate&lt;br /&gt;
*demotion counter rate&lt;br /&gt;
| Physical attribute gain/decay rates. Defaults for STRENGTH, AGILITY, TOUGHNESS, and ENDURANCE are 500:3:4:3, while RECUPERATION and DISEASE_RESISTANCE default to 500:NONE:NONE:NONE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PLUS_BP_GROUP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*BY_TYPE, BY_CATEGORY, or BY_TOKEN&lt;br /&gt;
*body type, category, or token&lt;br /&gt;
| Adds a body part group to selected body part group. Presumably used immediately after SET_BP_GROUP.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PLUS_MATERIAL}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*material&lt;br /&gt;
| Adds a material to selected materials. Used immediately after SELECT_MATERIAL.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|POP_RATIO}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
*number&lt;br /&gt;
| Weighted population of caste; Lower is rarer. Not to be confused with FREQUENCY.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|POPULATION_NUMBER}}&lt;br /&gt;
| Creature&lt;br /&gt;
| min:max &lt;br /&gt;
| The minimum/maximum numbers of how many of these creatures are present in each world map tile of the appropriate region.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|POWER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Allows the being to represent itself as a deity. Requires CAN_SPEAK to actually do anything more than settle at a location (e.g. write books, lead armies, profane temples). Doesn't appear to do anything for creatures that are already civilized.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PREFSTRING}}&lt;br /&gt;
| Creature&lt;br /&gt;
| string&lt;br /&gt;
| Sets what other creatures like about this creature. &amp;quot;Urist likes dwarves for their beards.&amp;quot; Multiple entries will be chosen from at random&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PROFESSION_NAME}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*[[Unit type token]] (Profession)&lt;br /&gt;
*singular&lt;br /&gt;
*plural &lt;br /&gt;
| The generic name for members of this profession, at the creature level. In order to give members of specific castes different names for professions, use CASTE_PROFESSION_NAME instead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PRONE_TO_RAGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| Chance&lt;br /&gt;
| Creature has a percentage chance to flip out at visible non-friendly creatures. Enraged creatures attack anything regardless of timidity and get a strength bonus to their hits. This is what makes badgers so hardcore.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PUS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
*matter state (LIQUID, GAS, SOLID) &lt;br /&gt;
| The creature has pus. Specifies the stuff secreted by infected wounds.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==R==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|RELSIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*body category, type, or token&lt;br /&gt;
*Relsize &lt;br /&gt;
| Specifies a new relative size for a part than what is stated in the body plan. For example, Dwarves have larger livers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMAINS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| singular:plural&lt;br /&gt;
| What creature's remains are called.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMAINS_COLOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| What color creature's remains are.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMAINS_ON_VERMIN_BITE_DEATH}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Goes with VERMIN_BITE and DIE_WHEN_VERMIN_BITE, the vermin creature will leave remains on death when biting.  Leaving this tag out will cause the creature to disappear entirely after it bites.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMAINS_UNDETERMINED}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Unknown.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMOVE_MATERIAL}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*material token &lt;br /&gt;
| Removes a material from a creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMOVE_TISSUE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*material token&lt;br /&gt;
| Removes a tissue from a creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|RETRACT_INTO_BP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*BY_TYPE, BY_CATEGORY or BY_TOKEN&lt;br /&gt;
*TYPE, CATEGORY or TOKEN&lt;br /&gt;
| The creature will retract into a body part when threatened.  It will be unable to move or attack, but enemies will only be able to attack the specified body part. (eg. Turtle, Snail)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|RETURNS_VERMIN_KILLS_TO_OWNER}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Cat behavior. If it kills a vermin creature and has an owner, it carries the remains in its mouth and drops them at his feet. Requires HUNTS_VERMIN, obviously.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ROOT_AROUND}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Creature will occasionally root around in the grass, looking for insects.  Used for flavor in Adventure Mode, spawns vermin edible by this creature in Fortress Mode.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==S==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SAVAGE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creature will only show up in &amp;quot;savage&amp;quot; biomes. Has no effect on cavern creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SECRETION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
*Material State&lt;br /&gt;
*location secreted from (by_type, by_category, by_token)&lt;br /&gt;
*body part &lt;br /&gt;
*tissue layer &lt;br /&gt;
*trigger&lt;br /&gt;
| creates a secreted material on given tissue on a given part of the body. Valid triggers are:&lt;br /&gt;
*CONTINUOUS&lt;br /&gt;
*EXTREME_EMOTION&lt;br /&gt;
*EXERTION&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SELECT_ADDITIONAL_CASTE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*caste name&lt;br /&gt;
| adds an additional previously defined caste to the selection. Used after SELECT_CASTE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SELECT_CASTE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*caste name, or ALL &lt;br /&gt;
| selects a previously defined caste&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SELECT_MATERIAL}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*Material token&lt;br /&gt;
| Selects a locally defined material. Can be ALL.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SEMIMEGABEAST}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Essentially the same as MEGABEAST, but more of them are created during worldgen.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SENSE_CREATURE_CLASS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* Creature class&lt;br /&gt;
* [[Tilesets|Tile]]&lt;br /&gt;
* [[Color|Color]]&lt;br /&gt;
| Allows creature to sense creatures with a certain creature class through walls, floors etc. Sense will be with tile and color specified.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SET_BP_GROUP}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*selection criteria BY_TYPE, BY_CATEGORY, BY_TOKEN&lt;br /&gt;
*category, type, or token &lt;br /&gt;
| Begins a selection of body parts.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SET_TL_GROUP}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*TISSUE&lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*Location - category, type, or token&lt;br /&gt;
*tissue &lt;br /&gt;
| begins a selection of tissue layers&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SHEARABLE_TISSUE_LAYER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* tissue modifier&lt;br /&gt;
* required value&lt;br /&gt;
| Tissue layer can be sheared for its component material. The specified modifier must be at least of the desired value for shearing to be possible (a llama's wool must have a LENGTH of 300 before it is shearable).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_LEARN_RATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| [[skill_token]]:percentage&lt;br /&gt;
| The rate at which this creature learns this skill.  Requires CAN_LEARN or INTELLIGENT to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_LEARN_RATES}}&lt;br /&gt;
| Caste&lt;br /&gt;
| percentage&lt;br /&gt;
| The rate at which this creature learns all skills.  Requires CAN_LEARN or INTELLIGENT to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_RATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| [[skill_token]]:percentage:value:value:value&lt;br /&gt;
| As SKILL_RATES for individual skills.  Requires CAN_LEARN or INTELLIGENT to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_RATES}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
*% of improvement points you get&lt;br /&gt;
*unused counter rate&lt;br /&gt;
*rust counter rate&lt;br /&gt;
*demotion counter rate&lt;br /&gt;
| Affects skill gain and decay. Lower numbers in the last three slots make decay occur faster ([SKILL_RATES:100:1:1:1] would cause rapid decay). The counter rates may also be replaced with NONE.&lt;br /&gt;
Default is [SKILL_RATES:100:8:16:16]. Requires CAN_LEARN or INTELLIGENT to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_RUST_RATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| [[skill_token]]:value:value:value&lt;br /&gt;
| The rate at which this skill decays. Lower values cause the skill to decay faster.  Requires CAN_LEARN or INTELLIGENT to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_RUST_RATES}}&lt;br /&gt;
| Caste&lt;br /&gt;
| value:value:value&lt;br /&gt;
| The rate at which all skills decay. Lower values cause the skills to decay faster.  Requires CAN_LEARN or INTELLIGENT to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SLOW_LEARNER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Shorthand for [CAN_LEARN] + [SKILL_LEARN_RATES:50].{{verify}} Used for ogres and giants. Applicable to player races.  Prevents a player from recruiting nobility, even basic ones.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SMALL_REMAINS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature leaves a &amp;quot;remains&amp;quot; instead of a corpse. Used for vermin.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SMELL_TRIGGER}}&lt;br /&gt;
| Creature&lt;br /&gt;
| value&lt;br /&gt;
| Determines how keen a creature's sense of smell is. Lower is better.  At 10000, a creature cannot smell at all.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SOLDIER_ALTTILE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| 'character' or tile number&lt;br /&gt;
| If this creature is active in its civilization's military, it will blink between its default tile and this one.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SOUND}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* Sound application (currently accepts ALERT or PEACEFUL_INTERMITTENT)&lt;br /&gt;
* Sound range (in tiles)&lt;br /&gt;
* Sound delay (lower values = sound is produced more often)&lt;br /&gt;
* VOCALIZATION or NONE (determines whether the sound requires breathing or not)&lt;br /&gt;
* First-person description&lt;br /&gt;
* Third-person description&lt;br /&gt;
* Description when out of sight&lt;br /&gt;
| Creature makes sounds periodically, which can be heard in Adventure mode.&lt;br /&gt;
* First-person reads &amp;quot;You '''bark'''&amp;quot;&lt;br /&gt;
* Third-person reads &amp;quot;The capybara '''barks'''&amp;quot;&lt;br /&gt;
* Out of sight reads &amp;quot;You hear '''a loud bark'''&amp;quot;&lt;br /&gt;
with the text in bold being the description arguments of the token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPECIFIC_FOOD}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* PLANT or CREATURE&lt;br /&gt;
* Plant/creature ID&lt;br /&gt;
| Creature will only appear in biomes with this plant or creature available.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPEECH}}&lt;br /&gt;
| Creature&lt;br /&gt;
| speech file &lt;br /&gt;
| Boasting speeches relating to killing this creature. Examples include dwarf.txt and elf.txt in data\speech.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPEECH_FEMALE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| speech file &lt;br /&gt;
| Boasting speeches relating to killing females of this creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPEECH_MALE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| speech file &lt;br /&gt;
| Boasting speeches relating to killing males of this creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPHERE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*sphere name &lt;br /&gt;
| Sets what religious spheres the creature is aligned to, for purposes of being worshipped via the [POWER] token. Also affects the layout of hidden fun stuff, and the creature's name.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPOUSE_CONVERSION_TARGET}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| This creature can be converted by a night creature with SPOUSE_CONVERTED.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPOUSE_CONVERTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| If the creature has the NIGHT_CREATURE_HUNTER tag, it will kidnap SPOUSE_CONVERSION_TARGETs and transform them into the caste of its species with the CONVERTED_SPOUSE tag during worldgen.  It may also start families this way.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|STANCE_CLIMBER}}&lt;br /&gt;
| Caste {{verify}}&lt;br /&gt;
|&lt;br /&gt;
| Caste does not require GRASP body parts to climb -- it can climb with STANCE parts instead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|STANDARD_GRAZER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Acts as GRAZER but set to 20000*G*(max size)^(-3/4), where G defaults to 100 but can be set in d_init, and the whole thing is trapped between 150 and 3 million. Used in all default creature RAWs for grazers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|STRANGE_MOODS}}{{version|0.42.01}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| The creature will get strange moods in fortress mode and can produce artifacts.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SUPERNATURAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Gives the creature knowledge of any secrets with SUPERNATURAL_LEARNING_POSSIBLE that match its spheres. Other effects are unknown.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SWIMS_INNATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature naturally knows how to swim and will gain no more experience in swimmer skill, as opposed to [SWIMS_LEARNED] below. However, Fortress mode AI never paths into water anyway, so it's less useful there. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SWIMS_LEARNED}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature doesn't know how to swim unless it has learned the skill. Requires [CAN_LEARN], obviously. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SYNDROME_DILUTION_FACTOR}}{{version|0.42.01}}&lt;br /&gt;
| Syndrome name:Amount&lt;br /&gt;
|&lt;br /&gt;
| Dilutes the effects of a syndrome.  100 is normal effect, higher numbers reduce the effects of the syndrome more.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==T==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TENDONS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
*healing rate &lt;br /&gt;
| The creature has tendons in its bones. Cutting the bone tissue severs them, disabling motor function if the target is a limb.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|THICKWEB}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature's webs can catch larger creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| name &lt;br /&gt;
| Begins defining a tissue in the creature file.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TITAN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on [[titan]]s. Cannot be specified in user-defined raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_COLOR_MODIFIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| COLOR:freq:COLOR:freq etc. &lt;br /&gt;
| Creates a list of color patterns, giving each a relative frequency. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TLCM_GENETIC_MODEL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| The way the color modifier is passed on to offspring. May or may not work right now.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TLCM_IMPORTANCE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*number&lt;br /&gt;
| Presumably modifies the importance of the tissue layer color modifier, for description purposes.&lt;br /&gt;
HOWEVER using this appears to remove all mention of colour from creature descriptions. It does not appear in any default creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TLCM_NOUN}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*name&lt;br /&gt;
*SINGULAR or PLURAL&lt;br /&gt;
| Names the tissue layer color modifier, and determines the noun. Also used by stonesense for colouring body parts. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TLCM_TIMING}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*ROOT&lt;br /&gt;
*start change window years:days:end change window years:days&lt;br /&gt;
| Determines the point in the creature's life when the color change begins and ends.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRADE_CAPACITY}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
*number&lt;br /&gt;
| How much the creature can carry when used by merchants. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAINABLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Shortcut for [TRAINABLE_HUNTING] + [TRAINABLE_WAR].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAINABLE_HUNTING}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Can be trained as a hunting beast, increasing speed.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAINABLE_WAR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Can be trained as a war beast, increasing strength and endurance.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRANCES}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to go into martial trances.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAPAVOID}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is immune to traps. Probably every procedurally generated megabeast has this.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRIGGERABLE_GROUP}}&lt;br /&gt;
| Creature&lt;br /&gt;
| min:max &lt;br /&gt;
| A large swarm of vermin can be disturbed, usually in Adventure mode.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TSU_NOUN}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*noun&lt;br /&gt;
*SINGULAR or PLURAL &lt;br /&gt;
| Noun for the TISSUE_STYLE_UNIT, used in the description of the tissue layer's style.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==U==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UBIQUITOUS}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
| Creature will occur in every region with the correct biome.  Does not apply to evil/good tags.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UNDERGROUND_DEPTH}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*mindepth&lt;br /&gt;
*maxdepth &lt;br /&gt;
| Depth the creature appears underground. Numbers can be from 0 to 5.  0 is actually 'above ground' and can be used if the creature is to appear both above and below ground.  A single argument may be used instead of min and max.  Only magma creatures use 4 or 5 in the default raws.  [[Demon]]s use only 5:5; user-defined creatures with both this depth and [FLIER] will take part in the initial wave from the HFS alongside generated demons.  Without [FLIER], they will only spawn from the map edges.  Civilizations that can use underground plants or animals will only export (via the embark screen or caravans) things that available at depth 1.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UNDERSWIM}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is displayed as blue when in 7/7 water. Used on fish and amphibious creatures which swim under the water.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UNIQUE_DEMON}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Typically found on generated [[demon]]s; causes the game to create a single named instance of the demon which will emerge from the underworld and take over civilizations during worldgen. Cannot be specified in user-defined raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_CASTE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*new caste token&lt;br /&gt;
*old caste token&lt;br /&gt;
| Defines a new caste derived directly from a previous caste. The new caste inherits all properties of the old one. The effect of this tag is automatic if one has not yet defined any castes: &amp;quot;Any caste-level tag that occurs before castes are explicitly declared is saved up and placed on any caste that is declared later, unless the caste is explicitly derived from another caste.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_MATERIAL}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*new material ID&lt;br /&gt;
*old material ID&lt;br /&gt;
| Defines a new local creature material and populates it with all properties defined in the specified local creature material.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_MATERIAL_TEMPLATE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*new material token&lt;br /&gt;
*material template &lt;br /&gt;
| Defines a new local creature material and populates it with all properties defined in the specified template.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_TISSUE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*new tissue token&lt;br /&gt;
*old tissue id&lt;br /&gt;
| Defines a new local creature tissue and populates it with all properties defined in the local tissue specified in the second argument.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_TISSUE_TEMPLATE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*new tissue token&lt;br /&gt;
*tissue template&lt;br /&gt;
| Loads a tissue template listed in OBJECT:TISSUE_TEMPLATE files, such as tissue_template_default.txt. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UTTERANCES}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Changes the language of the creature into unintelligible 'kobold-speak', which creatures of other species will be unable to understand.  If a civilized creature has this and is not part of a SKULKING civ, it will tend to start wars with all nearby civilizations and will be unable to make peace treaties due to 'inability to communicate'.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==V==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VEGETATION}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is made of swamp stuff. Used for [[grimeling]]s.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_BITE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*chance of occurrence{{verify}}&lt;br /&gt;
*verb (bitten, stung, etc.)&lt;br /&gt;
* [[material token]]&lt;br /&gt;
| Vermin bites, and injects something.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_EATER}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
| The vermin creature will attempt to eat exposed food. See PENETRATEPOWER. Distinct from VERMIN_ROTTER.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_FISH}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The vermin appears in water and will attempt to swim around.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_GROUNDER}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creature appears in &amp;quot;general&amp;quot; surface ground locations. Note that this doesn't stop the creature from flying if it can (most vermin birds have this tag).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_HATEABLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Some dwarves will hate the creature and get unhappy thoughts when around it. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_MICRO}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| This makes the creature move in a swarm of creatures of the same race as it (e.g. swarm of flies, swarm of ants).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_NOFISH}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature cannot be caught by fishing. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_NOROAM}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature will not be observed randomly roaming about the map. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_NOTRAP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature cannot be caught in baited animal traps; however, a &amp;quot;catch live land animal&amp;quot; task may still be able to capture one if a dwarf finds one roaming around.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_ROTTER}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The vermin are attracted to rotting stuff and loose food left in the open and cause unhappy thoughts to dwarves who encounter them. Present on flies, knuckle worms, acorn flies, and blood gnats. Speeds up decay?{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_SOIL}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creature randomly appears near dirt or mud.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_SOIL_COLONY}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The vermin will appear in a single tile cluster of many vermin, such as a colony of ants.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMINHUNTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Old shorthand for &amp;quot;does cat stuff&amp;quot;. Contains [AT_PEACE_WITH_WILDLIFE] + [RETURNS_VERMIN_KILLS_TO_OWNER] + [HUNTS_VERMIN] + [ADOPTS_OWNER].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VESPERTINE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Sets if the creature is active in evening.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VIEWRANGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| value&lt;br /&gt;
| Value should determine how close you have to get to a critter before it attacks (or prevents adv mode travel etc.)  Default is 20.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VISION_ARC}}&lt;br /&gt;
| Caste {{Verify}}&lt;br /&gt;
| &lt;br /&gt;
*binocular vision arc&lt;br /&gt;
*non-binocular vision arc&lt;br /&gt;
| The width of the creature's vision arcs, in degrees (i.e. 0 to 360). The first number is binocular vision, the second is non-binocular vision.&lt;br /&gt;
&lt;br /&gt;
Binocular vision has a minimum of about 10 degrees. Monocular vision has a maximum of about 350 degrees. Values past these limits will be accepted, but will default to ~10 degrees and ~350 degrees respectively.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==W==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WAGON_PULLER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to pull caravan wagons. If a civilization doesn't have access to any, it is restricted to trading with pack animals.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WEBBER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
| Allows the creature to create webs, and defines what the webs are made of.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WEBIMMUNE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature will not get caught in thick webs.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Attack Tokens==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_SKILL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Skill token]]&lt;br /&gt;
| Defines the skill used by the attack.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_VERB}}&lt;br /&gt;
| Caste&lt;br /&gt;
| 2nd person:3rd person &lt;br /&gt;
| Descriptive text for the attack.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_CONTACT_PERC}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*% value &lt;br /&gt;
| The contact area of the attack, measured in % of the body part's volume. Note that all attack percentages can be more than 100%.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_PENETRATION_PERC}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*% value &lt;br /&gt;
| The penetration value of the attack, measured in % of the body part's volume. Requires ATTACK_FLAG_EDGE. Maximum value: 15000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_PRIORITY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*MAIN or SECOND &lt;br /&gt;
| Usage frequency. MAIN attacks are 100 times more frequently chosen than SECOND. Opportunity attacks ignore this preference.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_VELOCITY_MODIFIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| number&lt;br /&gt;
| The velocity multiplier of the attack, multiplied by 1000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_FLAG_CANLATCH}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Attacks that damage tissue have the chance to latch on in a wrestling hold. The grabbing bodypart can then use the &amp;quot;shake around&amp;quot; wrestling move, causing severe, armor-bypassing tensile damage according to the attacker's body volume.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_FLAG_WITH}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| In adventure mode, displays the name of the body part used by an attack when announcing the attack.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_FLAG_EDGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The attack is edged, with all the effects on physical resistance and contact area that it entails.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_PREPARE_AND_RECOVER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* Preparation time&lt;br /&gt;
* Recovery time&lt;br /&gt;
| Determines the length of time to prepare this attack and until one can perform this attack again.  Values appear to be calculated in adventure mode ticks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_FLAG_BAD_MULTIATTACK}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Multiple strikes with this attack cannot be performed effectively.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_FLAG_INDEPENDENT_MULTIATTACK}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Multiple strikes with this attack can be performed with no penalty. The creature will use all attacks with this token at once.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPECIALATTACK_INJECT_EXTRACT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
*state (SOLID, LIQUID, GAS)&lt;br /&gt;
*min:max&lt;br /&gt;
| Attack type addition that injects a material into the victim's blood. If the injected material lacks [[Material definition token#ENTERS_BLOOD|[ENTERS_BLOOD]]] token, it will splatter over attacked body part instead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPECIALATTACK_INTERACTION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| interaction&lt;br /&gt;
| When this attack lands successfully, a specified interaction will take effect on the target creature.  The attack must break the target creature's skin in order to work.  This will take effect in worldgen as well.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPECIALATTACK_SUCK_BLOOD}}&lt;br /&gt;
| Caste&lt;br /&gt;
| min:max&lt;br /&gt;
| Successful attack draws out an amount of blood randomized between the min and max value. Beware that this '''will''' trigger any ingestion syndromes attached to the target creature's blood - for example, using this attack on a vampire will turn you into one too.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Important Related Tokens==&lt;br /&gt;
These next groups of tokens include several tokens that are not technically classified as creature tokens in string dump, but bear mentioning in this as they are used frequently in creature raws. (Some regular creature tokens may also be reprinted for the sake of ease of navigation)&lt;br /&gt;
&lt;br /&gt;
===Tissue Modification===&lt;br /&gt;
This next group of tokens deals setting and modifying properties of previously defined tissues. (See also [[Tissue definition token]])&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PLUS_TISSUE_LAYER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*TISSUE&lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*Location - category, type, or token &lt;br /&gt;
| Adds a tissue to those selected&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PLUS_TL_GROUP}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*TISSUE&lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*Location - category, type, or token&lt;br /&gt;
*tissue &lt;br /&gt;
| continues a selection of tissue layers&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SELECT_TISSUE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*tissue token&lt;br /&gt;
| Selects a tissue for editing.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SELECT_TISSUE_LAYER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*TISSUE&lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*Location - category, type, or token | Selects a tissue at a location&lt;br /&gt;
* (optional) FRONT, BACK, LEFT, RIGHT, TOP, BOTTOM, AROUND.&lt;br /&gt;
| Selects a tissue layer for descriptor and cosmetic purposes.&lt;br /&gt;
[SELECT_TISSUE_LAYER:SKIN:BY_TYPE:UPPERBODY]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SET_LAYER_TISSUE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Sets a tissue layer to be made of a different tissue.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_LAYER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*BY_TYPE, BY_CATEGORY, BY_TOKEN&lt;br /&gt;
*TYPE,CATEGORY, or TOKEN&lt;br /&gt;
*TISSUE&lt;br /&gt;
*LOCATION &lt;br /&gt;
| Adds the tissue layer to wherever it is required.&lt;br /&gt;
Non-argument Locations can be FRONT, RIGHT, LEFT, TOP, BOTTOM. Argument locations are AROUND and CLEANS, requiring a further body part and a % of coverage/cleansing&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_LAYER_OVER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*BY_TYPE, BY_CATEGORY, BY_TOKEN&lt;br /&gt;
*TYPE,CATEGORY, or TOKEN&lt;br /&gt;
*TISSUE&lt;br /&gt;
*LOCATION &lt;br /&gt;
| Presumably a counterpart to TISSUE_LAYER_UNDER (see below).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_LAYER_UNDER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*BY_TYPE, BY_CATEGORY, BY_TOKEN&lt;br /&gt;
*TYPE,CATEGORY, or TOKEN&lt;br /&gt;
*TISSUE&lt;br /&gt;
| Adds the tissue layer under a given part.&lt;br /&gt;
For example an Iron Man has a gaseous poison within and this tissue (GAS is its name) has the token [TISSUE_LEAKS] and its state is GAS so when you puncture the iron outside and damage this tissue it leaks gas (can have a syndrome by using a previous one in the creature sample.) [TISSUE_LAYER_UNDER:BY_CATEGORY:ALL:{tissue}] {tissue} is what will be under the TISSUE_LAYER here is an example Tissue from Iron Man:&amp;lt;br&amp;gt; &lt;br /&gt;
[TISSUE:GAS]  [TISSUE_NAME:gas:NP] [TISSUE_MATERIAL:LOCAL_CREATURE_MAT:GAS] [TISSUE_MAT_STATE:GAS] [RELATIVE_THICKNESS:50] [TISSUE_LEAKS] [TISSUE_SHAPE:LAYER] &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_LAYER_APPEARANCE_MODIFIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*QUALITY&lt;br /&gt;
*lowest:lower:low:median:high:higher:highest &lt;br /&gt;
| sets the range of qualities, including LENGTH, DENSE, HIGH_POSITION, CURLY, GREASY, WRINKLY&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_STYLE_UNIT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*tissue style unit ID&lt;br /&gt;
*shaping&lt;br /&gt;
| sets tissue layer to be the target of TISSUE_STYLE token specified for an entity, works only on entity members. Mostly used with tissues HAIR, BEARD, MOUSTACHE, SIDEBURNS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_CONNECTS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Presumably gives the CONNECTS attribute to selected layers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_HEALING_RATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Presumably changes the HEALING_RATE of the selected tissue layers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_MAJOR_ARTERIES}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Gives the &amp;quot;major arteries&amp;quot; attribute to selected layers. Used to add massive bleeding properties to the throat, made from skin.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_PAIN_RECEPTORS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Seems to set new number of pain receptors for selected tissue layers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_RELATIVE_THICKNESS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Seems to set new relative thickness for selected tissue layers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_VASCULAR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Seems to set new a VASCULAR value (which modulates bleeding) for selected tissue layers.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Body detail plan token]]&lt;br /&gt;
*[[Body token]]&lt;br /&gt;
*[[Material definition token]]&lt;br /&gt;
*[[Syndrome]]&lt;br /&gt;
*[[Tissue definition token]]&lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
{{Category|Tokens}}&lt;/div&gt;</summary>
		<author><name>Anonresearcher</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Restraint&amp;diff=225766</id>
		<title>Restraint</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Restraint&amp;diff=225766"/>
		<updated>2016-07-26T21:30:56Z</updated>

		<summary type="html">&lt;p&gt;Anonresearcher: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|11:50, 18 May 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Restraints''' can be built from [[chain]]s or [[rope]]s, despite the game asking for a chain, using the keys {{k|b}} + {{k|v}}. They can be used to tie up guard [[animals]], prisoners, criminals or livestock.&lt;br /&gt;
&lt;br /&gt;
A restraint is (technically) a 1-tile large [[building]], a chain or rope which is used to restrain a [[dog]], [[dwarf]] or other [[creature]] to a certain very limited area of movement. Unlike a [[cage]], a restraint can only hold one creature, and the creature can move within a range of one tile from the location of the restraint itself, including up and down if [[stairs]] or slopes are in this area. This gives them, at most, a 3x3x3 cube of movement, limited as normal by [[wall]]s, [[door]]s etc. Restraints do not block movement, including movement of [[wagon]]s. While an animal is assigned to it the same as with a cage, using the {{K|q}} menu, dwarves can and will only be assigned from within the justice system.  &lt;br /&gt;
&lt;br /&gt;
Restraints can be used to keep a [[dog|war dog]] or other animal near areas where you need constant vigilance and defense. Chained animals placed near the entrance to your fort will spot [[kobold]] thieves that can bypass [[trap]]s and other passive defenses, pausing the game and [[announcement|announcing]] their presence.  A pair of animals, placed opposite each other against the walls of a 3-wide corridor (so they cannot have more than 1 tile between them), are guaranteed to spot any [[thief]] that tries to enter, and (if combative) will similarly engage any hostile creature. But assigning a pasture for the guard animal is more resource efficient way to  guard specific areas. This also allows the animal to walk away on its own if there ever is an alert that forces everybody to a certain area.&lt;br /&gt;
&lt;br /&gt;
Restraints can also be useful in the [[meat industry]], since animals on restraints can [[meat industry#Breeding|breed]], unlike animals in cages. Chained animals are also available for [[animal trainer|training]] (when the appropriate [[zone]] has been designated around the chain). This can be particularly important for dangerous creatures that are only partially [[tame]].&lt;br /&gt;
&lt;br /&gt;
Restraints are also very useful in weaponizing otherwise untameable creatures that you've managed to capture in a cage trap. Hostile creatures on restraints will no longer be aggressive to dwarves, which means semi-megabeasts ([[giant]]s, [[cyclops]], and [[ettin]]s), [[bronze colossus]]es, and even forgotten beasts can be chained up where a guard is needed as these will still draw aggression from invaders and undead, and will fight back when possible (within range of being restrained). Beware though, as forgotten beasts with special attacks like deadly dust may still use it liberally even if chained, and this can be harmful to dwarves.&lt;br /&gt;
&lt;br /&gt;
Currently, due to a bug, a restrained animal will keep the restraint on their upper body if it's deconstructed while the animal is still restrained. This can be used to &amp;quot;equip&amp;quot; your beasts with decorations, such as spiked chain collars or lavish ropes, but has no in-game effect.&lt;br /&gt;
&lt;br /&gt;
If a creature falls down from a ledge while restrained, it will not be left hanging. Instead, it will be released from the restraint and keep falling.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
*Animals assigned to a restraint are not automatically de-assigned from a [[pasture]], leaving your dwarves to drag the animal back and forth repeatedly.{{bug|4475}}&lt;br /&gt;
*Wild animals assigned to a restraint may be immediately re-caged by another dwarf.&lt;br /&gt;
{{buildings}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Justice}}&lt;/div&gt;</summary>
		<author><name>Anonresearcher</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Dark_fortress&amp;diff=225731</id>
		<title>Dark fortress</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Dark_fortress&amp;diff=225731"/>
		<updated>2016-07-24T10:59:33Z</updated>

		<summary type="html">&lt;p&gt;Anonresearcher: Linked a guide on Dark Fortresses in a major spoiler section.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine|01:15, 4 February 2015 (UTC)}}&lt;br /&gt;
{{av}}{{Minorspoiler}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style='margin: 1em 2em'&amp;gt;''You may be looking for [[Dwarf fortress mode]].''&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Dark fortresses''' are [[site]]s created by [[goblin]] civilizations. They, along with [[dark pit]]s, take the form of simple towers surrounded by sprawling networks of trenches.&lt;br /&gt;
&lt;br /&gt;
Most of the population of a dark fortress is found at the top of the towers. The towers also have downward stairs, which lead to the underground part of the fortress. &lt;br /&gt;
&lt;br /&gt;
The underground part of the fortress consists of so-called &amp;quot;pits&amp;quot;(not to be confused with [[dark pit]]s). These pits come in two variants: &amp;quot;living pits&amp;quot; consisting of corridors and small rooms, and &amp;quot;work pits&amp;quot; consisting of large halls which may contain [[troll]]s, goods and goblin skeletons. Supposedly, the living pits are used as [[bedroom|dwellings]], while the work pits are used as [[industry|industrial]] areas and [[tomb|burial grounds]].&lt;br /&gt;
&lt;br /&gt;
The main differences between dark fortresses and dark pits are in the number of towers, and in how many of them are interconnected by stairways. Dark fortresses tend to have more towers, and more of them lead to the underground areas. Dark fortresses are usually also built around a [[underworld spire|certain structure]] of foreign origin.&lt;br /&gt;
&lt;br /&gt;
Visiting dark fortresses and pits in adventure mode can result in extreme lag because of the masses of denizens that can rank in the thousands. This is presumably a bug. The lag and impact on fps can be drastically reduced by sleeping in the fortress (or outside) until it's nighttime and most of the creatures are asleep. Changing to a faster gait will also help because it reduces the amount of calculations other creatures make before it's your turn again.&lt;br /&gt;
&lt;br /&gt;
{{spoiler}}&lt;br /&gt;
&lt;br /&gt;
[[File:Dark_Fortress_guide.png|600px|center|A short guide describing the parts of a dark fortress.]]&lt;br /&gt;
&lt;br /&gt;
{{World}}&lt;/div&gt;</summary>
		<author><name>Anonresearcher</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Dark_Fortress_guide.png&amp;diff=225730</id>
		<title>File:Dark Fortress guide.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Dark_Fortress_guide.png&amp;diff=225730"/>
		<updated>2016-07-24T10:44:55Z</updated>

		<summary type="html">&lt;p&gt;Anonresearcher: A simple infographic describing how dark fortresses work. It contains a major spoiler at the end.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A simple infographic describing how dark fortresses work. It contains a major spoiler at the end.&lt;/div&gt;</summary>
		<author><name>Anonresearcher</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Angel&amp;diff=225729</id>
		<title>Angel</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Angel&amp;diff=225729"/>
		<updated>2016-07-24T10:43:13Z</updated>

		<summary type="html">&lt;p&gt;Anonresearcher: Their size varies wildly between each vault.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine|01:19, 2 August 2014 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{spoiler|filler=&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;}}&lt;br /&gt;
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==Angels==&lt;br /&gt;
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Angels and the [[vault]]s they inhabit are created by a [[Deity]] after bringing a [[Demon]] to the world. They are randomly generated at worldgen like their demonic counterparts, with appearances, arms, and armor determined by the spheres of their creator. The term &amp;quot;angel&amp;quot; is used loosely -- after all, they are sent by deities that knowingly released demons into the world. As such, they are disproportionately associated with &amp;quot;dark&amp;quot; or &amp;quot;violent&amp;quot; spheres like deformity and war, with fittingly vile appearances, but even those associated to neutral or supposedly positive spheres tend to be utterly bizarre in appearance. They come in three categories.&lt;br /&gt;
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===Soldier===&lt;br /&gt;
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Soldiers ({{Raw Tile|Ä|3:0:1}} or {{Raw Tile|ä|3:0:1}}) are sentient humanoid foes, with armor and weapons of [[divine metal]] and clothes of [[divine fabric]]. They are guaranteed to have &amp;quot;Talented&amp;quot; level combat skills. Their size is highly randomized, and they can be larger as well as smaller than an average human. In some cases, their size difference from the player will be so marginal that he becomes able to use their [[divine fabric|divine clothing]]. A vault always contains exactly 25. In some, but not all, vaults, these soldiers have names similar to those of civilized creatures, albeit in a language foreign to the five civilized races.&lt;br /&gt;
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===Assistant===&lt;br /&gt;
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Assistants ({{Raw Tile|Ä|6:0:0}} or {{Raw Tile|ä|6:0:0}}) are highly randomized bestial angels; though more than a match for most adventurers, they're the least dangerous angels, with low combat skills and no weapons or armor. A vault always contains exactly 50. These '''have''' been seen opening doors, although it is not known if this ability is universal or randomly generated.&lt;br /&gt;
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===Archangel===&lt;br /&gt;
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Archangel ({{Raw Tile|Ä|4:0:1}}) is a huge bestial guardian of the final chamber. Only a single one of these powerful foes can be found in a vault. They are the size of [[forgotten beast]]s and possess Grand Master combat skills, making them often the most powerful single creature in Dwarf Fortress.&lt;br /&gt;
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-----&lt;br /&gt;
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Even if you kill all the angels inside a Vault, they will eventually respawn (No confirmation yet about how long it takes. A cleared vault has been witnessed having its population back in under a month.) which makes Vaults pretty good high-level training grounds. Try to kill at least one Soldier and pick up his gear. Your adventure will instantly become much easier.&lt;br /&gt;
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{{Translation&lt;br /&gt;
| dwarven = sedil&lt;br /&gt;
| elvish  = thili&lt;br /&gt;
| goblin  = asmuk&lt;br /&gt;
| human   = idla&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Anonresearcher</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Dark_pits&amp;diff=225728</id>
		<title>Dark pits</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Dark_pits&amp;diff=225728"/>
		<updated>2016-07-24T10:19:36Z</updated>

		<summary type="html">&lt;p&gt;Anonresearcher: &amp;quot;Living pits&amp;quot; and &amp;quot;work pits&amp;quot; are the terms used it the site map key file. Additionally, large towers are irrelevant to dark pits.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Dark pits''' are the [[goblin]] equivalent to [[hamlet]]s and [[hillock]]s. Much like [[dark fortress]]es, they consist of numerous simple towers criss-crossed by a network of trenches, with most of the population living on the top floor of those towers. Some of these towers also have downward stairs, which lead to the underground part of the site. Generally only one or two of the towers will have these stairs, unlike dark fortresses where most of the towers are linked.&lt;br /&gt;
&lt;br /&gt;
The underground part of the site consists of so-called &amp;quot;pits&amp;quot;(from which the &amp;quot;dark pits&amp;quot; supposedly got their name). These pits come in two variants: &amp;quot;living pits&amp;quot; consisting of corridors and small rooms, and &amp;quot;work pits&amp;quot; consisting of large halls which may contain [[troll]]s, goods and goblin skeletons. Supposedly, the living pits are used as [[bedroom|dwellings]], while the work pits are used as [[industry|industrial]] areas and [[tomb|burial grounds]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Dark pit 1.png|Trenches surrounding the bases of some above-ground towers&lt;br /&gt;
Dark pit 2.png|The top of an above-ground tower&lt;br /&gt;
&amp;lt;!-- 4 below (spoilers) --&amp;gt;&lt;br /&gt;
Dark pit 5.png|A series of underground rooms&lt;br /&gt;
Dark pit 8.png|More underground rooms (on the level below)&lt;br /&gt;
Dark pit 6.png|The top of the pits (with various [[bone]] [[crafts]])&lt;br /&gt;
Dark pit 7.png|Pits&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{World}}&lt;/div&gt;</summary>
		<author><name>Anonresearcher</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Dark_fortress&amp;diff=225727</id>
		<title>Dark fortress</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Dark_fortress&amp;diff=225727"/>
		<updated>2016-07-24T10:11:11Z</updated>

		<summary type="html">&lt;p&gt;Anonresearcher: &amp;quot;Living pits&amp;quot; and &amp;quot;work pits&amp;quot; are the terms used it the site map key file.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine|01:15, 4 February 2015 (UTC)}}&lt;br /&gt;
{{av}}{{Minorspoiler}}&lt;br /&gt;
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&lt;br /&gt;
&amp;lt;div style='margin: 1em 2em'&amp;gt;''You may be looking for [[Dwarf fortress mode]].''&amp;lt;/div&amp;gt;&lt;br /&gt;
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'''Dark fortresses''' are [[site]]s created by [[goblin]] civilizations. They, along with [[dark pit]]s, take the form of simple towers surrounded by sprawling networks of trenches.&lt;br /&gt;
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Most of the population of a dark fortress is found at the top of the towers. The towers also have downward stairs, which lead to the underground part of the fortress. &lt;br /&gt;
&lt;br /&gt;
The underground part of the fortress consists of so-called &amp;quot;pits&amp;quot;(not to be confused with [[dark pit]]s). These pits come in two variants: &amp;quot;living pits&amp;quot; consisting of corridors and small rooms, and &amp;quot;work pits&amp;quot; consisting of large halls which may contain [[troll]]s, goods and goblin skeletons. Supposedly, the living pits are used as [[bedroom|dwellings]], while the work pits are used as [[industry|industrial]] areas and [[tomb|burial grounds]].&lt;br /&gt;
&lt;br /&gt;
The main differences between dark fortresses and dark pits are in the number of towers, and in how many of them are interconnected by stairways. Dark fortresses tend to have more towers, and more of them lead to the underground housing and grave pits. Dark fortresses are usually also built around a [[underworld spire|certain structure]] of foreign origin.&lt;br /&gt;
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Visiting dark fortresses and pits in adventure mode can result in extreme lag because of the masses of denizens that can rank in the thousands. This is presumably a bug. The lag and impact on fps can be drastically reduced by sleeping in the fortress (or outside) until it's nighttime and most of the creatures are asleep. Changing to a faster gait will also help because it reduces the amount of calculations other creatures make before it's your turn again.&lt;br /&gt;
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{{World}}&lt;/div&gt;</summary>
		<author><name>Anonresearcher</name></author>
	</entry>
</feed>