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		<id>https://dwarffortresswiki.org/index.php?title=Creature_token&amp;diff=312080</id>
		<title>Creature token</title>
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		<updated>2025-12-07T19:00:28Z</updated>

		<summary type="html">&lt;p&gt;Droseran: /* N */ Updated description of NOBONES token with an explanation provided by Putnam.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{Modding}}&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;code&amp;gt;[OBJECT:CREATURE]&amp;lt;/code&amp;gt; [[token]] begins the definition of a ''Dwarf Fortress'' [[creature]] [[raw file]]. Each creature definition that follows begins with the {{token|creature|c|creature ID}} token, and the creature's exact properties and behavior are then specified by the use of further creature tokens.  All known creature tokens are listed below. &lt;br /&gt;
&lt;br /&gt;
Vanilla creature definitions can be found in &amp;lt;code&amp;gt;[[Game folder|&amp;lt;Dwarf Fortress&amp;gt;]]\data\vanilla\vanilla_creatures\&amp;lt;/code&amp;gt;. &lt;br /&gt;
Creature ID is also used with [[graphics token]]s to make customizable [[graphics set]]s.&lt;br /&gt;
&lt;br /&gt;
The [[caste]] tokens allow defining sub-species within the broader creature definition, including true biological castes and lesser variations, such as sexes. Creature tokens can either be 'Creature' or 'CASTE-only' type which can only be applied to creature or caste respectively, or 'CASTE' which can be applied to both. In the table bellow, creature type distinguishes tokens that can be applied to creature only, caste only, and both ('creature', 'CASTE-only', and 'CASTE' respectively)&lt;br /&gt;
&lt;br /&gt;
__NOTOC__ &lt;br /&gt;
{{clear}}&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&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;
| Prevents the tamed creature from being made available for adoption, instead allowing it to automatically adopt whoever it wants. The basic requirements for adoption are intact, and the creature will only adopt individuals who have a [[preference]] for their species. Used by [[cat]]s in the vanilla game. When {{k|v}}iewing a tame creature with this token, the message &amp;quot;This animal isn't interested in your wishes&amp;quot; will appear instead of &amp;quot;This [adorable] animal can't work&amp;quot; or &amp;quot;This animal is waiting to be trained&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ALCOHOL_DEPENDENT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature need [[alcohol]] to get through the working day; it will choose 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;
| When set, the creature will appear at any time of day. Overrides {{token|DIURNAL|c}}, {{token|NOCTURNAL|c}}, {{token|CREPUSCULAR|c}}, {{token|MATUTINAL|c}}, and {{token|VESPERTINE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ALTTILE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*'character' or tile number&lt;br /&gt;
| If set, the creature will blink between its {{token|TILE|c}} 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;
| Makes the creature start out hidden and remain near its original location until its prey draws near. When combined with {{token|WEBBER|c}}, causes them to lay gigantic webs near their spawn location, though only for creatures present during embark.&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 both in and out of [[water]] (unlike {{token|AQUATIC|c}}) - does not prevent drowning in [[magma]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APP_MOD_DESC_RANGE}}&lt;br /&gt;
| Appearance Modifier&lt;br /&gt;
|&lt;br /&gt;
*Range (6 values, low to high)&lt;br /&gt;
| Based on info from [http://www.bay12forums.com/smf/index.php?topic=113762.msg3473069#msg3473069 Wannabehero on the forums]: When used with an appearance modifier token (BP_APPEARANCE_MODIFIER or BODY_APPEARANCE_MODIFIER), tells the game what numeric ranges to map to which descriptors.&lt;br /&gt;
&lt;br /&gt;
The game uses 7 descriptor levels for each modifier, with the center one generally being to omit the thing from the creature description entirely. The six values in APP_MOD_DESC_RANGE define the boundaries between each described range. If this is not specified it uses the numbers 10:50:95:105:150:190.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APP_MOD_GENETIC_MODEL}}&lt;br /&gt;
| Appearance Modifier&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;
| Appearance Modifier&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;
| Appearance Modifier&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;
| Appearance Modifier&lt;br /&gt;
| &lt;br /&gt;
*Rate (integer)&lt;br /&gt;
*Scale (DAILY, YEARLY)&lt;br /&gt;
*min (growth)&lt;br /&gt;
*max (growth)&lt;br /&gt;
*start year&lt;br /&gt;
*start day&lt;br /&gt;
*end year&lt;br /&gt;
*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;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*creature variation ID&lt;br /&gt;
*(optional) any amount of arbitrary arguments&lt;br /&gt;
| Applies the specified [[creature variation token|creature variation]]. See [[Creature_variation_token#Arguments_and_conditional_tokens]] for how the subsequent arguments may be used.&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 {{token|CV_ADD_TAG|c}} and {{token|CV_REMOVE_TAG|c}} 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;
| Enables the creature to breathe in water, but causes it to air-drown 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;
| Causes the creature to be excluded from the [[object testing arena]]'s creature spawning list.  Typically applied to spoileriffic creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ARTIFICIAL_HIVEABLE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
| Enables the creature to be kept in artificial [[hive]]s by [[beekeeper]]s.&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;
| Prevents the creature from attacking or frightening creatures with the {{Token|NATURAL|c}} 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;
*selection criteria (it's complicated)&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;
&amp;lt;code&amp;gt;[ATTACK:GORE:BODYPART:BY_CATEGORY:HORN]&amp;lt;/code&amp;gt;&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;
| &lt;br /&gt;
*population&lt;br /&gt;
*exported wealth&lt;br /&gt;
*created wealth&lt;br /&gt;
| Specifies when a [[megabeast]] or [[semi-megabeast]] will attack the fortress. The attacks will start occurring when all of the requirements are met. Setting a value to 0 disables the trigger.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&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;
| &lt;br /&gt;
*integer &lt;br /&gt;
| Age at which creature is considered a child, the 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;
| &lt;br /&gt;
*singular&lt;br /&gt;
*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 {{token|GENERAL_BABY_NAME|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BEACH_FREQUENCY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*integer&lt;br /&gt;
| Creature may be subject to [[beaching]], becoming stranded on [[Beach|shores]], where they will eventually air-drown. The number indicates the frequency of the occurrence. Presumably requires the creature to be {{token|AQUATIC|c}}. Used by [[orca]]s, [[sperm whale]]s and [[sea nettle jellyfish]] in the vanilla game.&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, running away from any creatures that are not friendly to it, and will only defend itself if it becomes enraged. Can be thought of as the counterpoint of the {{token|LARGE_PREDATOR|c}} tag. When tamed, animals with this tag will be useless for fortress defense.&lt;br /&gt;
&lt;br /&gt;
This and {{token|TRADE_CAPACITY|c}} are required for {{token|PACK_ANIMAL|c}} to function properly, if an animal contains the aforementioned requirements without this tag: items loaded by the merchants will be dropped upon departure.&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;
* &amp;lt;[[material token]]&amp;gt;&lt;br /&gt;
* &amp;lt;[[Material_definition_token#Material_States|material state]]&amp;gt;&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;
| Causes [[vampire]]-like behaviour; the creature will suck the [[Creature_token#BLOOD|blood]] of unconscious victims when its [[Syndrome#TIME_SINCE_SUCKED_BLOOD|thirst for blood]] grows sufficiently large. When controlling the creature in adventure mode, this can be done at will. Seems to be required to make the creature denouncable (in-world) 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;
| &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;
The body parts need to be listed in an order such that any parent part appears before its connected children. For example [BODY:HEART:BODY_WITH_HEAD_FLAG] produces a &amp;quot;Body Token Recognized But Could Not Connect: HEART&amp;quot; error because HEART can't find any UPPERBODY(s) to connect to. Switching the order to [BODY:BODY_WITH_HEAD_FLAG:HEART] fixes the problem because now the UPPERBODY is created before the HEART tries to connect to it.&lt;br /&gt;
&lt;br /&gt;
'''If the body is left undefined, the creature (or caste) will be tagged as [DOES_NOT_EXIST].''' {{verify}}&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&lt;br /&gt;
*lower&lt;br /&gt;
*low&lt;br /&gt;
*median&lt;br /&gt;
*high&lt;br /&gt;
*higher&lt;br /&gt;
*highest &lt;br /&gt;
| 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;
| &lt;br /&gt;
*PlanName&lt;br /&gt;
*Arguments &lt;br /&gt;
| Loads a plan from 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;
| &lt;br /&gt;
*years&lt;br /&gt;
*days&lt;br /&gt;
*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]]. Its 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 it 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) it 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;
| &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 {{token|CARNIVORE|c}}.  Currently does not work due to a bug ({{Bug|11069}}).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BP_ADD_TYPE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Adds a type to a body part - used with {{token|SET_BP_GROUP|c}}. In vanilla DF, this is used for adding the type '[[Body token#GELDABLE|GELDABLE]]' to the lower body of certain [[cat|creatures]]. &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&lt;br /&gt;
*lower&lt;br /&gt;
*low&lt;br /&gt;
*median&lt;br /&gt;
*high&lt;br /&gt;
*higher&lt;br /&gt;
*highest &lt;br /&gt;
| Sets up 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|BP_REMOVE_TYPE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Removes a type from a body part. Used with {{token|SET_BP_GROUP|c}}. &lt;br /&gt;
 &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BUILDINGDESTROYER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &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;
{{alphabetical TOC|style=margin: 1em auto;}}&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;
| &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 [[skill]]s and can have [[labor|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 eaten 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. A creature with at least this token or the {{token|CAN_SPEAK|c}} token will be able to have [[Personality value|values]] and [[Personality goal|goals]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CAN_SPEAK}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Can [[talking|talk]]. Note that this is not necessary for a creature to gain social skills but to make friends in fortress mode. A creature with at least this token or the {{token|CAN_LEARN|c}} token will be able to have [[Personality value|values]] and [[Personality goal|goals]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CANNOT_CLIMB}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature cannot [[climber|climb]], even if it has free grasp parts.&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 like {{token|NOT_LIVING|c}}, except that {{token|OPPOSED_TO_LIFE|c}} 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;
| Defunct, as doors cannot be set as tightly closed anymore.&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 {{token|ALTTILE|c}}. Requires {{token|CASTE_TILE|c}}.&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 {{token|COLOR|c}}.&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 {{token|GLOWCOLOR|c}}.&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 {{token|GLOWTILE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_NAME}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*singular&lt;br /&gt;
*plural&lt;br /&gt;
*adjective &lt;br /&gt;
| While {{token|NAME|c}} describes the name of the species, {{token|CASTE_NAME|c}} names individuals of the species. Unlike other caste-specific descriptions, this token is required, even for creatures without separate castes. If left undefined, the creature will not show up in the [[arena]] and members of the species will be labeled as &amp;quot;nothing&amp;quot;.&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 {{token|PROFESSION_NAME|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_SOLDIER_ALTTILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*'character' or tile number&lt;br /&gt;
| Caste-specific {{token|SOLDIER_ALTTILE|c}}. Requires {{token|CASTE_SOLDIER_TILE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_SOLDIER_TILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*'character' or tile number&lt;br /&gt;
| Caste-specific {{token|CREATURE_SOLDIER_TILE|c}}.&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 {{token|CREATURE_TILE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CAVE_ADAPT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Causes the creature to develop [[cave adaptation]].&lt;br /&gt;
&lt;br /&gt;
Allows for creature's race to be involved in jokes that end in &amp;quot;And the [race] saw the sun and vomited on the spot!&amp;quot; &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CDI}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*Varies&lt;br /&gt;
| Specifies interaction details following a {{token|CAN_DO_INTERACTION|c}} 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;
| &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;
| &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;
| &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 [[children|child]] stage. Allows the creature's offspring to be rendered fully tame if [[animal trainer|trained]] during their childhood. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CHILDNAME}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*singular&lt;br /&gt;
*plural &lt;br /&gt;
| Defines a new name for a creature in the child state at the caste level. For non-caste-specific child names, see {{token|GENERAL_CHILD_NAME|c}}.&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. Vermin fish with this token in combination with temperate ocean and river biome tokens [http://www.bay12forums.com/smf/index.php?topic=51864.msg1122319#msg1122319 will perform seasonal migrations]. Defaults to 1:1 if not specified.&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 [[egg]]s 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;
| &lt;br /&gt;
*foreground&lt;br /&gt;
*background&lt;br /&gt;
*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;
| When combined with any of {{token|PET|c}}, {{token|PACK_ANIMAL|c}}, {{token|WAGON_PULLER|c}} and/or {{token|MOUNT|c}}, the creature is guaranteed to be domesticated by any [[civilization]] with {{token|COMMON_DOMESTIC_PET|e}}, {{token|COMMON_DOMESTIC_PACK|e}},  {{token|COMMON_DOMESTIC_PULL|e}} and/or {{token|COMMON_DOMESTIC_MOUNT|e}} respectively. Such civilizations will always have access to the creature, even in the absence of wild populations. This token is invalid on {{token|FANCIFUL|c}} 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 {{token|SPOUSE_CONVERTER|c}} and {{token|NIGHT_CREATURE_HUNTER|c}} tokens will kidnap {{token|SPOUSE_CONVERSION_TARGET|c}}s 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 while it is still alive, as well as when it's dead but not yet [[fishery|cleaned]]. Used by some water-dwelling vermin such as [[mussel]]s, [[nautilus]]es and [[oyster]]s. Currently does not work correctly when applied to non-{{token|FISHITEM|c}} vermin.{{bug|13200}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CRAZED}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Creature is '[[insanity|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}} in 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 ID&lt;br /&gt;
| Copies another specified creature. This will override any definitions made before it; essentially, it makes this creature identical to the other one, which can then be modified. Often used in combination with {{token|APPLY_CREATURE_VARIATION|c}} to import standard variations from a file. The vanilla [[giant animal]]s and [[animal person|animal people]]s are examples of this token combination.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREATURE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*creature ID&lt;br /&gt;
| A unique, arbitrary identifier that begins the definition of each new creature, and is used to reference the creature in other tokens and raws.&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 the only vanilla uses are GENERAL_POISON (used in syndromes), EDIBLE_GROUND_BUG (used as targets for {{token|GOBBLE_VERMIN_CLASS|c}}), MAMMAL, and POISONOUS (both used for kobold pet eligibility). A single creature can have multiple classes.&lt;br /&gt;
&lt;br /&gt;
The full list of tokens that use creature classes is: &lt;br /&gt;
&lt;br /&gt;
* Creature tokens: {{token|GOBBLE_VERMIN_CLASS|c}}, {{token|GOBBLE_VERMIN_CLASS|c}}&lt;br /&gt;
* Interaction tokens: {{token|IT_AFFECTED_CLASS|in}}, {{token|IT_IMMUNE_CLASS|in}}&lt;br /&gt;
* Animal definition (Entity) tokens: {{token|ANIMAL_CLASS|e}}, {{token|ANIMAL_FORBIDDEN_CLASS|e}}&lt;br /&gt;
* Position (Entity) token: {{token|ALLOWED_CLASS|po}}&lt;br /&gt;
* Syndrome tokens: {{token|SYN_AFFECTED_CLASS|sy}}, {{token|SYN_IMMUNE_CLASS|sy}}, {{token|CE_SENSE_CREATURE_CLASS|sy}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREATURE_SOLDIER_TILE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &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;
| &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;
| When set, the creature will appear at dawn (between 4:30 AM and 6:00 AM) and in the evening (between 8:00 PM and 10:05 PM) in [[Adventurer mode]].&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 [[Steals food|steal and eat edible items]] from a site. It will attempt to grab a food item and immediately make its way to the map's edge, where it will disappear with it. If the creature goes on rampages during worldgen, it will often steal food instead of attacking. Trained and tame instances of the creature will no longer display this behavior.&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) [[Steals drink|drink your alcohol]]. Or spill the barrel to the ground. Also affects undead versions of the creature. Unlike food or item thieves, drink thieves will consume your alcohol on the spot rather than run away with one piece of it. Trained and tame instances of the creature will no longer display this behavior.&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 [[Steals items|steal things]] (apparently, of the highest value it can find). It will attempt to grab an item of value and immediately make its way to the map's edge, where it will disappear with it. If a creature with any of the CURIOUSBEAST tokens carries anything off the map, even if it is a caravan's pack animal, it will be reported as stealing everything it carries. If the creature goes on rampages in worldgen, it will often steal items instead of attacking - [[kea]] birds are infamous for this. Trained and tame instances of the creature will no longer display this behavior. Also, makes the creature unable to drop hauled items until it enters combat.&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;
{{alphabetical TOC|style=margin: 1em auto;}}&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.&lt;br /&gt;
&lt;br /&gt;
At least 1 demon generated, or custom must have the {{token|FLIER|c}} token in order for the [[Underworld|horrifying screams]] event to trigger.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DESCRIPTION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*text &lt;br /&gt;
| A brief description of the creature type, as displayed when viewing the creature's description/[[Thoughts and preferences|thoughts &amp;amp; preferences]] screen.&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;
| Causes the creature to die upon attacking. Used by [[honey bee]]s to simulate them dying after using their stingers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIFFICULTY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*integer &lt;br /&gt;
| Increases experience gain during adventure mode. Creatures with a difficulty of 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;
| When set, the creature will only appear during the day (between 6:00 AM and 8:00 PM) in [[Adventurer mode]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIVE_HUNTS_VERMIN}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| The creature hunts vermin by diving from the air. On tame creatures, it has the same effect as {{token|HUNTS_VERMIN|c}}. Found on [[peregrine falcon]]s.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DOES_NOT_EXIST}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Adding this token to a creature prevents it from appearing in generated worlds (unless it's marked as [[Entity_token#ANIMAL_ALWAYS_PRESENT|always present]] for a particular civilisation). For example, adding it to [[dog]]s will lead to worlds being generated without dogs in them. Also removes the creature from the [[object testing arena]]'s spawn list. If combined with {{token|FANCIFUL|c}}, artistic depictions of the creature will occur regardless. Used by [[centaur]]s, [[chimera]]s and [[griffon]]s in the vanilla game. &lt;br /&gt;
&lt;br /&gt;
Note: a creature tagged as DOES_NOT_EXIST can still be [[Interaction_token#I_EFFECT|summoned]] successfully, as long as it has a body defined in its raws [http://www.bay12forums.com/smf/index.php?topic=165213.msg8086938#msg8086938], or, another creature can [[Syndrome#CE_BODY_TRANSFORMATION|transform]] into it.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&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;
| &lt;br /&gt;
*[[item token]]&lt;br /&gt;
*[[material token]] (ANY_HARD_STONE can be used for the material)&lt;br /&gt;
| Defines the item that the creature drops upon being [[butcher|butchered]]. Used with {{token|EXTRA_BUTCHER_OBJECT|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EBO_SHAPE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*gem shape&lt;br /&gt;
| The shape of the creature's extra [[butcher|butchering]] drop. Used with {{token|EXTRA_BUTCHER_OBJECT|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EGG_MATERIAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* &amp;lt;[[material token]]&amp;gt;&lt;br /&gt;
* &amp;lt;[[Material_definition_token#Material_States|material state]]&amp;gt;&lt;br /&gt;
| Defines the material composition of [[egg]]s laid by the creature. [[creature_token#LAYS_EGGS|Egg-laying]] creatures in the default game 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 laid [[egg]]s. Doesn't affect hatching or cooking, but bigger eggs will be heavier, and may take longer to be hauled depending on the hauler's strength.&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 appear as a large 3×3 [[wagon]] responsible for carrying trade goods, pulled by two {{token|WAGON_PULLER|c}} creatures 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;
| The creature is considered evil and will only show up in evil biomes. Civilizations with {{token|USE_EVIL_ANIMALS|e}} can domesticate them regardless of exotic status. Has no effect on cavern creatures except to restrict taming. A civilization with evil creatures can colonize evil areas. &lt;br /&gt;
&lt;br /&gt;
Civilizations which list evil creatures as one of their main population options will potentially emerge following an underworld mining disaster, with the added caveat that a demon will be in charge of the civ. The rules which govern which noble position the demon in charge adopts however, are unclear. It either picks one of the predefined positions, or simply makes its own. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EXTRA_BUTCHER_OBJECT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[Body token#CATEGORY|BY_CATEGORY]] or [[Body token#CONTYPE|BY_TYPE]] or [[Body token#BP|BY_TOKEN]]&lt;br /&gt;
* TYPE, CATEGORY, or TOKEN&lt;br /&gt;
| The creature drops an additional object when [[butcher|butchered]], as defined by {{token|EBO_ITEM|c}} and {{token|EBO_SHAPE|c}}. Used for [[gizzard stone]]s in default creatures. For some materials, needs to be defined after caste definitions with SELECT_CASTE:ALL{{Bug|6355}}&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;
| The creature can see regardless of whether it has working eyes and has full 360 degree vision, making it impossible to strike the creature from a blind spot in combat. Invisible creatures will also be seen, namely [[intelligent undead]] using a &amp;quot;vanish&amp;quot; power.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&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 by a [[Fanciful|number of 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 [[Animal people#Subterranean animal people|subterranean animal-man]] tribals. Currently defunct. In previous versions{{verify}}, it caused these creatures to crawl out of chasms and underground rivers.&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. Presumably makes it act as such, initiating underground attacks on fortresses, or leads to the pop-up message upon encountering one{{verify}}. Displays the creature's {{token|DESCRIPTION|c}} in its [[legends mode]] entry and hides the creature from displaying in a world_sites_and_pops file. Does not create historical figures like generated forgotten beasts do.&lt;br /&gt;
&lt;br /&gt;
Requires specifying a {{token|BIOME|c}} in which the creature will live, and both surface and subterranean biomes are allowed. Does not stack with {{token|LARGE_ROAMING|c}} and if both are used the creature will not spawn. Appears to be incompatible with {{token|DEMON|c}} even if used in separate castes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FEMALE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature biologically female, enabling her to [[Breeding|bear young]]. Usually specified 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;
| Makes the creature immune to [[Interaction_token#FIREBALL|FIREBALL]] and [[Interaction_token#FIREJET|FIREJET]] attacks, and allows it to path through high temperature zones, like lava or fires. Does not, by itself, make the creature immune to the damaging effects of burning in [[fire]], and does not prevent general heat damage or melting on its own (this would require adjustments to be made to the creature's body [[Material_definition_token|materials]] - see the [[Dragon/raw|dragon raws]] for an example).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FIREIMMUNE_SUPER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Like {{token|FIREIMMUNE|c}}, but also renders the creature immune to [[Interaction_token#DRAGONFIRE|DRAGONFIRE]] attacks. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FISHITEM}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature's corpse is a single [[Item_token#FISH_RAW|FISH_RAW]] food item that needs to be cleaned (into a [[Item_token#FISH|FISH]] item) at a [[fishery]] to become edible. Before being cleaned the item is referred to as &amp;quot;raw&amp;quot;. The food item is categorized under &amp;quot;fish&amp;quot; on the food and stocks screens, and when uncleaned it is sorted under &amp;quot;raw fish&amp;quot; in the stocks (but does not show up on the food screen). &lt;br /&gt;
Without this or {{token|COOKABLE_LIVE|c}}, [[fishing|fished]] vermin will turn into food the same way as non-vermin creatures, resulting in multiple units of food (meat, brain, lungs, eyes, spleen etc.) from a single fished vermin. These units of food are categorized as meat by the game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FIXED_TEMP}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*temperature &lt;br /&gt;
| The creature's body is constantly at this temperature, heating up or cooling the surrounding area. Alters the temperature of the creature's inventory and all adjacent tiles, [[Temperature|with all the effects that this implies]] - may trigger wildfires at high enough values. Also makes the creature immune to extreme heat or cold, as long as the temperature set is not harmful to the materials that the creature is made from. Corpses and body parts of creatures with a fixed temperature maintain their temperature even after death.&lt;br /&gt;
&lt;br /&gt;
Note that temperatures of 12000 and higher may cause [[path|pathfinding]] issues in fortress mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FLEEQUICK}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| If engaged in combat, the creature will flee at the first sign of resistance. Used by [[kobold]]s in the vanilla game.&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, independent of it having wings or not. 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. Winged creatures with this token can lose their ability to fly if their wings are crippled or severed. Winged creatures without this token will be unable to fly. (A 'wing' in this context refers to any body part with its own [[Body_token#FLIER|FLIER]] token).&lt;br /&gt;
&lt;br /&gt;
At least 1 [[Demon]] must have the flier token in order for the [[Underworld|horrifying screams]] event to trigger.&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;
| The {{token|FREQUENCY|c}} value plays two separate roles. The first is in determining the initial distribution of creatures across the world map. Each creature is randomly assigned a single x, y co-ordinate on the world map, which act as the epicenter for that creature's distribution. A square is drawn around that x, y co-ordinate with a Manhattan radius equal to the {{token|FREQUENCY|c}} value divided by 100 times the world map size. For example, in a 256 by 256 size world map, the [[lion]] might be assigned 14, 112. The [[lion]] has {{token|FREQUENCY:5|c}}, and so a square is drawn by moving 13 tiles in each direction from the [[lion]]'s x, y co-ordinate. This is the [[lion]]'s &amp;quot;territory&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Each sub-region in the world will attempt to fill lists of wildlife. There are five lists - {{token|VERMIN_GROUNDER|c}}, {{token|VERMIN_SOIL|c}}, {{token|VERMIN_SOIL_COLONY|c}}, {{token|LARGE_ROAMING|c}}, and {{token|LARGE_PREDATOR|c}}, corresponding with the relevant tokens. The game will attempt to place seven creatures in each list for each sub-region. The game will select the seven nearest valid creatures. Creatures are valid for sub-region's list if they have the requisite token for that list, if they have the valid token for that sub-region's biome (for example, the [lion] can only be selected for {{token|BIOME:SAVANNA_TROPICAL|c}}, {{token|BIOME:GRASSLAND_TROPICAL|c}}, and {{token|BIOME:SHRUBLAND_TROPICAL|c}}, and if their &amp;quot;territory&amp;quot; as defined by their random epicenter and {{token|FREQUENCY|c}} radius overlaps with that sub-region. These lists then determine the creatures that can actually appear within that sub-region during gameplay.&lt;br /&gt;
&lt;br /&gt;
There are some exceptions to the above. If the game was not capable of filling all seven entries in a list, it will drop the overlapping territory requirement, and simply pull the nearest creature which has the correct token and biome availability. Conversely, if a creature has an epicenter but has not appeared on any of the list for any of the world map's sub-regions, the creature will be assigned to the relevant list for the nearest appropriate sub-region - meaning it is occasionally possible to have lists of eight creatures or more. This is more common in smaller worlds where there are less possible sub-regions to be assigned towards. Creatures with the {{token|GOOD|c}} and {{token|EVIL|c}} tokens ignore the epicenter distribution system altogether. They are always capable of appearing in appropriate biomes which are {{token|GOOD|b}} or {{token|EVIL|b}} respectively. This is not true for {{token|SAVAGE|c}}, which acts more like the biome tokens. Creatures with {{token|UBIQUITOUS|c}} have a &amp;quot;territory&amp;quot; which covers the entire map, regardless of their epicenter (although they can still fail to be chosen if there are 7 creatures which are eligible and have nearer epicenters to the sub-region in question).&lt;br /&gt;
&lt;br /&gt;
The second use for {{token|FREQUENCY|c}} is to determine how often a creature actually appears on map. In Fortress Mode, the game will try and spawn large wildlife (creatures with {{token|LARGE_ROAMING|c}} or {{token|LARGE_PREDATOR|c}} in fairly regular waves. These waves include {{token|LARGE_ROAMING|c}}, {{token|LARGE_ROAMING|c}} combined with {{token|FLIER|c}}, {{token|LARGE_PREDATOR|c}}, and {{token|CURIOUS_BEAST|c}} - so a [[lion]] does not compete for selection with a [[gazelle]]. When the game decides it needs to spawn in a fresh wave of e.g. {{token|LARGE_ROAMING|c}} creatures, it will select one of the creatures available to it from the lists for that sub-region at random, with all creatures weighted equally. Once it has selected a creature, it then effectively rolls a d100 against the relevant creature's {{token|FREQUENCY|c}}. If the d100 is equal to the creature's {{token|FREQUENCY|c}} or less, that creature is then spawned in. If the d100 is above the creature's {{token|FREQUENCY|c}}, the game returns to the relevant list and selects again. {{token|UBIQUITOUS|c}} acts as {{token|FREQUENCY:100|c}} for these purposes - in other words, the creature cannot fail the d100 check and will always be spawned in if it is selected from the list.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&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;
* &amp;lt;gait type&amp;gt;&lt;br /&gt;
* &amp;lt;gait name&amp;gt;&lt;br /&gt;
* &amp;lt;max [[Gait#Speed|speed]]&amp;gt;&lt;br /&gt;
* &amp;lt;build up time&amp;gt;&lt;br /&gt;
* &amp;lt;max turning [[Gait#Speed|speed]]&amp;gt;&lt;br /&gt;
* &amp;lt;start [[Gait#Speed|speed]]&amp;gt;&lt;br /&gt;
* &amp;lt;energy expenditure&amp;gt;&lt;br /&gt;
* &amp;lt;gait flag(s)&amp;gt;&lt;br /&gt;
| Defines a gait by which the creature can move. See [[Gait]] for more information. Specifically, you likely want to use one of the existing STANDARD_X_GAITS creature variations, as described in [[Gait#Gaits_and_Modding|this subsection]].&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;max speed&amp;gt; indicates the maximum [[Gait#Speed|speed]] achievable by a creature using this gait&lt;br /&gt;
* &amp;lt;start speed&amp;gt; indicates the creature's speed when it starts moving using this gait&lt;br /&gt;
* &amp;lt;build up time&amp;gt; indicates how long it will take for a creature using this gait to go from &amp;lt;start speed&amp;gt; to &amp;lt;max speed&amp;gt;. For example, a value of 10 means that it should be able to reach the maximum speed by moving 10 [[tile]]s in a straight line over even terrain.&lt;br /&gt;
* &amp;lt;max turning speed&amp;gt; indicates the maximum speed permissible when the creature suddenly changes its direction of motion. The creature's speed will be reduced to &amp;lt;max turning speed&amp;gt; if travelling at a higher speed than this before turning.&lt;br /&gt;
* &amp;lt;energy expenditure&amp;gt; indicates how energy-consuming the gait is. Higher values cause the creature to tire out faster. Persistent usage of a high-intensity gait will eventually lead to exhaustion and [[Status_icon#Non-flashing|collapse]].&lt;br /&gt;
&lt;br /&gt;
'''NO_BUILD_UP''' can be specified instead of a &amp;lt;start speed&amp;gt; value to make the &amp;lt;max speed&amp;gt; instantly achievable upon initiating movement (this is equivalent to a &amp;lt;build up time&amp;gt; of 0). Note that &amp;lt;build up time&amp;gt; and &amp;lt;max turning speed&amp;gt; are both ignored if specified alongside this (as NO_BUILD_UP trumps &amp;lt;build up time&amp;gt; and preserves &amp;lt;max speed&amp;gt; whilst turning, and &amp;lt;max turning speed&amp;gt; cannot exceed &amp;lt;max speed&amp;gt;) so it is permissible to omit them so long as they are '''both''' omitted together.&lt;br /&gt;
&lt;br /&gt;
It's possible to specify a &amp;lt;start speed&amp;gt; greater than the &amp;lt;max speed&amp;gt;; the moving creature will decelerate towards its &amp;lt;max speed&amp;gt; in this case.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''valid gait types:'''&lt;br /&gt;
*'''WALK'''&amp;lt;br&amp;gt;&lt;br /&gt;
Used for moving normally over ground tiles.&lt;br /&gt;
&lt;br /&gt;
*'''CRAWL'''&amp;lt;br&amp;gt;&lt;br /&gt;
Used for moving over ground tiles whilst [[Status_icon#Non-flashing|prone]].&lt;br /&gt;
&lt;br /&gt;
*'''SWIM'''&amp;lt;br&amp;gt;&lt;br /&gt;
Used for moving through tiles containing [[water]] or [[magma]] at a [[Water#Depth|depth]] of at least 4/7. &lt;br /&gt;
&lt;br /&gt;
*'''FLY'''&amp;lt;br&amp;gt;&lt;br /&gt;
Used for moving through [[open space]].&lt;br /&gt;
&lt;br /&gt;
*'''CLIMB'''&amp;lt;br&amp;gt;&lt;br /&gt;
Used for moving whilst [[Climber|climbing]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''valid gait flags:'''&lt;br /&gt;
* '''AGILITY'''&amp;lt;br&amp;gt;&lt;br /&gt;
Speeds/slows movement depending on the creature's [[Attribute#Agility|Agility]] stat.&lt;br /&gt;
&lt;br /&gt;
* '''STRENGTH'''&amp;lt;br&amp;gt;&lt;br /&gt;
Speeds/slows movement depending on the creature's [[Attribute#Strength|Strength]] stat.&lt;br /&gt;
&lt;br /&gt;
* '''LAYERS_SLOW'''&amp;lt;br&amp;gt;&lt;br /&gt;
Makes [[Tissue_definition_token#THICKENS_ON_ENERGY_STORAGE|THICKENS_ON_ENERGY_STORAGE]] and [[Tissue_definition_token#THICKENS_ON_STRENGTH|THICKENS_ON_STRENGTH]] tissue layers slow movement depending on how thick they are. Adding the STRENGTH gait flag counteracts the impact of the latter layer.&lt;br /&gt;
&lt;br /&gt;
* '''STEALTH_SLOWS:'''&amp;lt;percentage&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Slows movement by the specified percentage when the creature is [[Ambusher|sneaking]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GENERAL_BABY_NAME}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*singular&lt;br /&gt;
*plural &lt;br /&gt;
| Like {{token|BABYNAME|c}}, but 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;
| &lt;br /&gt;
*singular&lt;br /&gt;
*plural &lt;br /&gt;
| Like {{token|CHILDNAME|c}}, but 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;
| &lt;br /&gt;
*value A&lt;br /&gt;
*value B&lt;br /&gt;
| Has the same function as {{token|MATERIAL_FORCE_MULTIPLIER|c}}, but applies to all attacks instead of just those involving a specific material. Appears to be overridden by MATERIAL_FORCE_MULTIPLIER ([[werebeast]]s, for example, use both tokens to provide resistance to all materials, with one exception to which they are especially vulnerable).&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, [[titan]]s, [[demon]]s, [[angel]]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;
| Makes the creature get [[Health_care#Infection|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;
| Makes the creature's wounds become [[Health_care#Infection|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 {{token|GLOWTILE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GLOWTILE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*ascii character &lt;br /&gt;
| If present, the being glows in the dark (generally used for Adventurer 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 {{token|CASTE_GLOWTILE|c}} instead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GNAWER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &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;
| &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;
| &lt;br /&gt;
*creature&lt;br /&gt;
*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 ''before'' 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 {{token|USE_GOOD_ANIMALS|e}} 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;
| &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;
| &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. Not used since 0.40.12, replaced by {{token|STANDARD_GRAZER|c}} to fix {{bugl|4113}}.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&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;
| &lt;br /&gt;
*type&lt;br /&gt;
*probability&lt;br /&gt;
| Defines certain behaviors for the creature. The habit types are:&lt;br /&gt;
*COLLECT_TROPHIES&lt;br /&gt;
*COOK_PEOPLE&lt;br /&gt;
*COOK_VERMIN&lt;br /&gt;
*GRIND_VERMIN&lt;br /&gt;
*COOK_BLOOD&lt;br /&gt;
*GRIND_BONE_MEAL&lt;br /&gt;
*EAT_BONE_PORRIDGE&lt;br /&gt;
*USE_ANY_MELEE_WEAPON&lt;br /&gt;
*GIANT_NEST&lt;br /&gt;
*COLLECT_WEALTH.&lt;br /&gt;
These require the creature to have a {{token|LAIR|c}} to work properly, and also don't seem to work on creatures who are not a {{token|SEMIMEGABEAST|c}}, {{token|MEGABEAST|c}}, or{{token|NIGHT_CREATURE_HUNTER|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HABIT_NUM}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &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;.{{cite forum|60554/1719248}} 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, disabling the limb.&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|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;
| &lt;br /&gt;
*number or NONE&lt;br /&gt;
| Default 'NONE'. The creature's normal body [[temperature]]. Creature ceases maintaining temperature on death unlike fixed material temperatures. Provides minor protection from environmental temperature to the creature.&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]], randomly walking between places with food laying on the ground or in stockpiles, to check for possible [VERMIN_EATER] vermin, but they'll kill any other vermin too. Do not include this creature token on an intelligent entity that you intend to play as in fortress mode because it will prevent them from feeding themselves.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&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 {{token|AQUATIC|c}} 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. Also gives the vermin a high chance of escaping from [[animal trap]]s and [[cage]]s made of any flammable materials (specifically ones that could be ignited by magma).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|INTELLIGENT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Alias for {{token|CAN_SPEAK|c}} + {{token|CAN_LEARN|c}}.&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, stone, pool of liquid, etc.). [[Ethics]] may prevent actually using the item in jobs or reactions.&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;
{{alphabetical TOC|style=margin: 1em auto;}}&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;
| &lt;br /&gt;
*type&lt;br /&gt;
*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:&lt;br /&gt;
*SIMPLE_BURROW&lt;br /&gt;
*SIMPLE_MOUND&lt;br /&gt;
*WILDERNESS_LOCATION&lt;br /&gt;
*SHRINE&lt;br /&gt;
*LABYRINTH&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAIR_CHARACTERISTIC}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*characteristic&lt;br /&gt;
*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;
| &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 other creatures that are smaller than it. Tamed large predators will still attack wildlife. In [[fortress mode]], only one group of &amp;quot;large predators&amp;quot; (possibly two groups on &amp;quot;savage&amp;quot; maps) will appear on any given map. In [[adventurer 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;
A single biome supports 7 large predator species, picking randomly and rolling a d100 under its {{token|FREQUENCY|c}} to add it until all 7 slots are filled.&lt;br /&gt;
&lt;br /&gt;
Incompatible with {{token|PACK_ANIMAL|c}} on a technicality, if included: hauled items are likely to be dropped upon entering the map (even if {{token|TRADE_CAPACITY|c}} is present) in contrast to when the merchants depart.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LARGE_ROAMING}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| This is the core requisite tag allowing the creature to spawn as a wild animal in the appropriate biomes. Requires specifying a {{token|BIOME|c}} in which the creature will spawn. Does not require specifying a frequency, population number, or cluster number.&lt;br /&gt;
&lt;br /&gt;
This tag stacks with {{token|MEGABEAST|c}}, {{token|SEMIMEGABEAST|c}}, or {{token|NIGHT_CREATURE_HUNTER|c}}; if used with one of these tags, the creature will spawn as both a boss and as a wild animal. This tag does not stack with {{token|FEATURE_BEAST|c}} and if both are used the creature will not spawn. This tag is unaffected by {{token|DEMON|c}}.&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 [[egg]]s 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 the specified 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;
| The creature has ligaments in its {{token|CONNECTIVE_TISSUE_ANCHOR|td}} tissues (bone or chitin by default). Cutting the bone/chitin tissue severs the ligaments, disabling motor function if the target is a limb.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIGHT_GEN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| A vermin featuring this tag will remain visible to an adventurer even at night. &lt;br /&gt;
&lt;br /&gt;
Subterranean vermin which feature this token will flicker in unexposed and unrevealed cavern layers while playing in Fortress Mode.&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 - including modded dwarves. Retired as of v0.40.14 in favor of {{token|LARGE_PREDATOR|c}}.&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;). Used by [[Serpent man|serpent men]] and [[Reptile man|reptile men]] in the vanilla game. C's with the same pronunciation (depending on the word) are not affected by this token.&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 number of offspring per one birth; default 1-3, not used in vanilla raws. See also {{token|MULTIPLE_LITTER_RARE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LOCAL_POPS_CONTROLLABLE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
| Allows you to play as a wild animal of this species in adventurer mode. Prevents trading of (tame) instances of this creature in caravans.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LOCAL_POPS_PRODUCE_HEROES}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
| Wild animals of this species may occasionally join a civilization. Prevents trading of (tame) instances of this creature in caravans.&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 [[door]]s 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;
| &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;
{{alphabetical TOC|style=margin: 1em auto;}}&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;
| According to Toady One, this is completely interchangeable with {{token|AT_PEACE_WITH_WILDLIFE|c}} and might have been used in very early versions of the game by wandering wizards or the ent-type tree creatures that used to be animated by elves. [http://www.bay12forums.com/smf/index.php?topic=169696.msg8316954#msg8316954]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAGMA_VISION}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is able to see while submerged in [[magma]]. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MALE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature biologically 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.  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 local material. Follow this with standard material definition tokens to define the material.&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;
*value A&lt;br /&gt;
*value B&lt;br /&gt;
| When struck with a weapon made of the specified material, the force exerted will be multiplied by A/B, thus making the creature more or less susceptible to this material. For example, if A is 2 and B is 1, the force exerted by the defined material will be doubled. If A is 1 and B is 2, it will be halved instead. See also  {{token|GENERAL_MATERIAL_FORCE_MULTIPLIER|c}}, which can be used to make this sort of effect applicable to all materials.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MATUTINAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| When set, the creature will only appear at dawn (between 4:30 AM and 6:00 AM) in [[Adventurer mode]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAXAGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*min&lt;br /&gt;
*max &lt;br /&gt;
| Determines the creature's natural lifespan, using the specified minimum and maximum age values (in years). Each individual creature with this token is generated with a predetermined date (calculated down to the exact [[time|tick]]!) between these values, at which it is destined to die of old age, should it live long enough. Note that the probability of death at any given age does not increase as the creature gets older [http://i.imgur.com/A1A4aA9.png]. &lt;br /&gt;
Creatures which lack this token are naturally immortal. The [[Syndrome#CE_ADD_TAG|NO_AGING]] syndrome tag will prevent death by old age from occurring. Also 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 or performing a job. If combined with {{token|CAN_LEARN|c}}, will severely impact their [[pathfinding]] and lead the creature to move extremely slowly when not performing any task. Problematically applies to animal people based on the animal and war trained animals{{bug|9588}}.&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 creatures 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. They will remain hostile to military even after being tamed.{{bug|10731}} See [[megabeast]] page for more details. &lt;br /&gt;
&lt;br /&gt;
Requires specifying a {{token|BIOME|c}} in which the creature will live. Subterranean biomes appear to not be allowed. Does stack with {{token|LARGE_ROAMING|c}} and if both are used the creature will spawn as both historical bosses and as wild animals.&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;
*[[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;
*[[Attribute|ATTRIBUTE]]&lt;br /&gt;
*lowest&lt;br /&gt;
*lower&lt;br /&gt;
*low&lt;br /&gt;
*median&lt;br /&gt;
*high&lt;br /&gt;
*higher&lt;br /&gt;
*highest &lt;br /&gt;
| Sets up a [[Attribute#Soul_attributes|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;
*[[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;
| [[Attribute#Soul_attributes|Mental attribute]] gain/decay rates. Lower numbers in the last three slots make decay occur faster. 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 [[milk]]ed in the [[farmer's workshop]]. The frequency is the amount of [[time|ticks]] the creature needs to &amp;quot;recharge&amp;quot; (i.e. how much time needs to pass before it can be milked again). Does not work on [[#CAN_LEARN|sentient]] creatures, regardless of [[ethics]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MISCHIEVIOUS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Alias for {{token|MISCHIEVOUS|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MISCHIEVOUS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature spawns [[stealth]]ed and will attempt to path into the fortress, pulling any [[lever]]s it comes across. It will be invisible on the map and [[unit list]] until spotted by a citizen, at which point the game will pause and recenter on the creature. Used by [[gremlin]]s in the vanilla game. &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 in fortress mode, but enemy sieging forces may arrive with cavalry. Mounts are usable in adventure mode.&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&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to have all-around vision, as long as it has multiple heads that can see.&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, with a 1/500 chance of using the {{token|LITTERSIZE|c}} as usual.  Requires {{token|FEMALE|c}}.&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;
{{alphabetical TOC|style=margin: 1em auto;}}&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;
| &lt;br /&gt;
*singular&lt;br /&gt;
*plural&lt;br /&gt;
*adjective &lt;br /&gt;
| The generic name for any creature of this type - will be used for referring to the species in the abstract, such as the default material prefix. For labeling individual creatures, {{token|CASTE_NAME|c}} is necessary. If left undefined, the creature will be labeled as &amp;quot;nothing&amp;quot; by the game.&lt;br /&gt;
&lt;br /&gt;
Some examples of adjective use:&lt;br /&gt;
* &amp;quot;super''dwarven'' strength&amp;quot;&lt;br /&gt;
* &amp;quot;the ''dwarven'' hillocks of X&amp;quot;&lt;br /&gt;
* Deity species as in &amp;quot;''feline'' deity&amp;quot;&lt;br /&gt;
* Megabeast attacks in worldgen. One with multiple dragons being a &amp;quot;''draconic'' rampage&amp;quot;&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. NATURAL animals will not engage creatures tagged with {{token|AT_PEACE_WITH_WILDLIFE|c}} in combat unless they are members of a hostile entity and vice-versa.&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 {{token|NATURAL|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NATURAL_SKILL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Skill_token|Skill token]]&lt;br /&gt;
*value&lt;br /&gt;
| The creature possesses the specified [[skill]] at this level inherently - that is, it begins with the skill at this level, and the skill may never rust below that. A value of 15 is legendary.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NIGHT_CREATURE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Creatures with this token can appear as [[experiment|experiments]]. Causes the creature to count as {{token|NOT_LIVING|c}}. &lt;br /&gt;
&lt;br /&gt;
Killing a creature featuring this token provides one point of &amp;quot;hero&amp;quot; reputation. Adds the creature's description as part of the initial summary of their historical figure in legends mode. People will react to creatures with this token as a night creature (natch). In adventure mode, ambushes involving these units will say &amp;quot;Night creature!&amp;quot; instead of &amp;quot;Ambush!&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Prevents creature behavior enabled by {{token|LARGE_PREDATOR|c}}.&lt;br /&gt;
&lt;br /&gt;
Removes the high nature value check imposed by {{token|LOCAL_POPS_PRODUCE_HEROES|c}}.&lt;br /&gt;
&lt;br /&gt;
Prevents the AI from using ANIMATE interactions, unless the newly-animated{{token|OPPOSED_TO_LIFE|c}}undead will not attack them. The check for this is specifically whether the unit is: &lt;br /&gt;
*a ghost&lt;br /&gt;
*an animated unit &lt;br /&gt;
*a unit with the {{token|NO_AGING|c}} token added via {{token|CE_ADD_TAG|c}}. (This allows for the default exclusion of elves and goblins, unless raised as intelligent undead.)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NIGHT_CREATURE_BOGEYMAN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Creatures with this token can appear in [[bogeyman|bogeyman ambushes]] in [[adventure mode]], where they adopt classical bogeyman traits such as stalking the adventurer and vaporising when dawn breaks. Such traits do not manifest if the creature is encountered outside of a bogeyman ambush (for instance, as a megabeast or a civilised being). In addition, their corpses and severed body parts turn into [[smoke]] after a short while. Note that setting the &amp;quot;Number of Bogeyman Types&amp;quot; in [[advanced world generation]] to 0 will only remove randomly-generated bogeymen.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NIGHT_CREATURE_EXPERIMENTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on some [[necromancer]]s. Creatures with this tag may periodically &amp;quot;perform horrible experiments&amp;quot; offscreen, during which they can use creature-targeting interactions with an &amp;lt;code&amp;gt;[[Interaction_token#I_SOURCE|[I_SOURCE:EXPERIMENT]]]&amp;lt;/code&amp;gt; tag on living creatures in their area. Worlds are generated with a list of procedurally-generated experiments, allowing necromancers to turn living people and animals into [[Infected_ghoul|ghouls]] and [[Experiment|other experimental creatures]], and these will automatically be available to all experimenters; it does not appear possible to prevent this. You can mod in your own custom experiment interactions, but these are used very infrequently due to the large number of generated experiments.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NIGHT_CREATURE_HUNTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on [[night troll]]s and [[werebeast]]s. Implies that the creature is a [[night creature]], and shows its description in [[legends mode]] entry. The creature is always hostile and will start [[no quarter]] combat with any nearby creatures, except for members of its own race. Note that this tag does not override the creature's normal behavior in [[fortress mode]] except for the aforementioned aggression, and doesn't prevent the creature from fleeing the battles it started. It also removes the creature's materials from stockpile settings list, making them be stored there regardless of settings.&lt;br /&gt;
&lt;br /&gt;
Does stack with {{token|LARGE_ROAMING|c}} and if both are used the creature will spawn as both historical hunters and as wild animals; this requires specifying a {{token|BIOME|c}} in which the creature will live, and subterranean biomes are allowed.&lt;br /&gt;
&lt;br /&gt;
This tag causes the usual behaviour of werebeasts 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. When paired with SPOUSE_CONVERTER, 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. 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;
|-&lt;br /&gt;
| {{text anchor|NIGHT_CREATURE_NIGHTMARE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on [[nightmare]]s. Corpses and severed body parts derived from creatures with this token turn into [[smoke]] after a short while.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_AUTUMN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The 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 [[Symptom#Dizziness|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 [[food|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 [[Symptom#Fever|fevers]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_GENDER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| The creature is biologically sexless, making it unable to [[breeding|breed]].&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 creature cannot raise any [[Attribute#Body_attributes|physical attributes]].&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 creature cannot lose any [[Attribute#Body_attributes|physical attributes]].&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, but can still be rendered unconscious by other means.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_SPRING}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The 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;
| The 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;
| The bodyparts of this creature don't need to be connected to an organ with the {{token|THOUGHT|body}} tag in order to have motor function. Generally used on creatures that don't have brains. If a creature doesn't have a thought part and doesn't have this token, it will be unable to grasp or stand. Nautilus men experience this issue in vanilla.&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;
| The 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 cannot be picked up for worldgen fell moods and cannot be made a skeleton deity.&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 {{token|BREATHE|body}}parts in its body, nor can it drown or be strangled. Creatures living in magma must have this tag, otherwise they will drown.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOCTURNAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| When set, the creature will only appear at night (after 10:05 PM and before 4:30 AM) in [[Adventurer mode]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOEMOTION}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature has no emotions, thus; it is immune to the effects of [[stress]] and unable to rage, and its [[need]]s cannot be fulfilled in any way. Used on [[undead]] in the vanilla game.&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, or moving at full speed for extended periods of time. &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 flee from battle, and will be immune to [[ghost]]s' attempts to 'scare it to death'. Additionally, it causes [[bogeyman|bogeymen]] and [[nightmare]]s 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 be hunted or fed to wild beasts.&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 [[butcher|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 butchering, 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 the 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. If this creature needs to sleep while playing, it &amp;lt;b&amp;gt;will&amp;lt;/b&amp;gt; die.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOT_BUTCHERABLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Corpses from this creature cannot be [[butcher|butchered]]. Does not prevent the creature from being slaughtered while alive, however.&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 by necromancers or evil clouds. Implies the creature is not a normal living being. Used by [[vampire]]s, [[Mummy|mummies]] and inorganic creatures like the [[amethyst man]] and [[bronze colossus]]. Creatures who are {{token|OPPOSED_TO_LIFE|c}} (undead) will be docile towards creatures with this token.&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 {{token|THOUGHT|body}} body part to survive. Has the added effect of preventing speech, though directly controlling creatures that would otherwise be capable of speaking allows them to engage in conversation.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&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;
| &lt;br /&gt;
*number&lt;br /&gt;
| How easy the creature is to [[smell]]. The higher the number, the easier the creature is to sniff out. Defaults to 50. Vanilla creatures have values from 0 (undetectable) to 90 (noticeable by humans and dwarves).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ODOR_STRING}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*string&lt;br /&gt;
| What the creature [[smell]]s 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}} in the [[unit list]]. Used by [[undead]] in the vanilla game. Functions without the {{token|NOT_LIVING|c}} 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 it, while ignoring other 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;
| &lt;br /&gt;
*MALE/FEMALE&lt;br /&gt;
*disinterested chance&lt;br /&gt;
*casual chance&lt;br /&gt;
*strong 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 be able to become lovers with that sex, the third decides whether they will be able to marry in worldgen and post-worldgen world activities (which implies being able to become lovers). Marriage seems to be able to happen in fort mode play regardless, as long as they are lovers first.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|OUTSIDER_CONTROLLABLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Lets you play as an [[Adventurer_mode_character_creation#Outsider|outsider]] of this species in adventure mode.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&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. Used by [[trading|merchants]] without wagons and adventurers. Also prevents creature from dropping hauled items on its own -- do ''not'' use for player-controllable creatures! May lead to the creature being domesticated during worldgen, even if it doesn't have {{token|COMMON_DOMESTIC|c}}.&lt;br /&gt;
&lt;br /&gt;
Creatures with this tag but without {{token|BENIGN|c}}, and/or with {{token|LARGE_PREDATOR|c}} leads to hauled items being dropped.&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 [[Syndrome#CE_PARALYSIS|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|PCG_LAYERING}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*[[Procedural graphics layer|Layering type]]&lt;br /&gt;
| Adds a layer to the current {{token|PROCEDURAL_CREATURE_GRAPHICS|c}} definition. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PEARL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Does nothing.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PENETRATEPOWER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &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;
Objects made of most materials (e.g. metal) roll a number from 0-100, and if the resulting number is greater than the penetrate power, their contents escape for the time being. Objects made of [[wood]], [[leather]], [[amber]], or [[coral]] roll 0-95, and items made of [[cloth]] roll 0-90.&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&lt;br /&gt;
*median&lt;br /&gt;
*highest &lt;br /&gt;
| Determines the range and chance of personality facets. Standard is 0:50:100. See [[personality facet]] 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 [[Animal_trainer|tamed]] in Fortress mode. Prerequisite 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 [https://dffd.bay12games.com/file.php?id=13095| 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 [[Animal_trainer|tamed]] in Fortress mode. Prequisite for all other working animal roles. Civilizations cannot domesticate it in worldgen, with 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. ([[Gremlin|Example]]).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PETVALUE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &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;
| &lt;br /&gt;
*value&lt;br /&gt;
| Divides the creature's {{token|PETVALUE|c}} by the specified number. Used by [[honey bee]]s 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;
*[[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;
*[[Attribute|ATTRIBUTE]]&lt;br /&gt;
*lowest&lt;br /&gt;
*lower&lt;br /&gt;
*low&lt;br /&gt;
*median&lt;br /&gt;
*high&lt;br /&gt;
*higher&lt;br /&gt;
*highest &lt;br /&gt;
| Sets up a [[Attribute#Body_attributes|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;
*[[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;
| [[Attribute#Body_attributes|Physical attribute]] gain/decay rates. Lower numbers in the last three slots make decay occur faster. 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 {{token|SET_BP_GROUP|c}}.&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 {{token|SELECT_MATERIAL|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|POP_RATIO}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
*number (max 100000)&lt;br /&gt;
| Weighted population of caste; Lower is rarer. Not to be confused with {{token|FREQUENCY|c}}. A weight of 0 will{{version|51.06 experimental}} prevent a caste from spawning naturally. Regardless of pop ratio, [[Position token|Position]]s that only allow a certain caste can force it to spawn.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|POPULATION_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 of these creatures are present in each world map tile of the appropriate region. Defaults to 1:1 if not specified. If the creature's chosen {{token|CLUSTER_NUMBER|c}} happens to be larger, it will be used instead.&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, allowing it to become the leader of a civilized group. Not used by any creatures in the vanilla game. Requires {{token|CAN_SPEAK|c}} 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. Once the creature ascends to a position of leadership, it will proceed to act as a standard ruler for their entity and fulfill the same functions (hold tournaments, tame creatures, etc.).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PREFSTRING}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*string&lt;br /&gt;
| Sets what other creatures [[Preferences|prefer]] about this creature. &amp;quot;Urist likes dwarves for their beards.&amp;quot; Multiple entries will be chosen from at random. Creatures lacking a PREFSTRING token will never appear under another's preferences.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PROCEDURAL_CREATURE_GRAPHICS}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
* [[Graphics_token#Basic_creature_sprite_types|Sprite type]] or Caste then sprite type&lt;br /&gt;
| Makes the creature have procedural graphics built for it, like forgotten beasts/demons/titans/experiments. Must be associated with PCG_LAYERING tokens.&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 {{token|CASTE_PROFESSION_NAME|c}} instead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PRONE_TO_RAGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &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 [[badger]]s so hardcore.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PUS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;[[material token]]&amp;gt;&lt;br /&gt;
* &amp;lt;[[Material_definition_token#Material_States|material state]]&amp;gt;&lt;br /&gt;
| The creature has pus. Specifies the stuff secreted by [[Health_care#Infection|infected wounds]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&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;
| &lt;br /&gt;
*singular&lt;br /&gt;
*plural&lt;br /&gt;
| What the 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 the 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 {{token|VERMIN_BITE|c}} and {{token|DIE_WHEN_VERMIN_BITE|c}}, 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;
| Nothing.&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 the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMOVE_TISSUE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*tissue token&lt;br /&gt;
| Removes a tissue from the 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;
*body type, [[Body_token#CATEGORY|category]], or [[Body_token#BP|token]]&lt;br /&gt;
*Second person (&amp;quot;You&amp;quot;) retract verb text&lt;br /&gt;
*Third person (&amp;quot;The giant snail&amp;quot;) retract verb text&lt;br /&gt;
*Second person cancel retract text&lt;br /&gt;
*Third person cancel retract text&lt;br /&gt;
| The creature will retract into the specified body part(s) when threatened. It will be unable to move or attack, but enemies will only be able to attack the specified body part(s). When one of the specified body part is severed off, the creature automatically unretracts and cannot retract anymore. More than one body part can be selected by using BY_TYPE or BY_CATEGORY.&lt;br /&gt;
&lt;br /&gt;
Second-person descriptions are used for adventurer mode natural ability. &amp;quot;&amp;lt;pro_pos&amp;gt;&amp;quot; can be used in the descriptions, being replaced with the proper pronoun (or lack thereof) in-game.&lt;br /&gt;
&lt;br /&gt;
Undead curled up creatures are buggy, specifically those that retract into their upper bodies: [[echidna]]s, [[hedgehog]]s and [[pangolin]]s.{{bug|11463}}{{bug|10519}} The upper body is prevented from collapsing by a separate body part (the middle spine), which cannot be attacked when the creature is retracted. See {{token|PREVENTS_PARENT_COLLAPSE|bo}}. Living creatures eventually succumb to blood loss, but undead creatures do not. Giant creatures also take a very long time to bleed out.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|RETURNS_VERMIN_KILLS_TO_OWNER}}&lt;br /&gt;
| Creature&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 their feet. Requires {{token|HUNTS_VERMIN|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ROOT_AROUND}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*BY_TYPE, BY_CATEGORY or BY_TOKEN&lt;br /&gt;
*body type, [[Body_token#CATEGORY|category]], or [[Body_token#BP|token]]&lt;br /&gt;
*Second person (&amp;quot;You&amp;quot;) verb text&lt;br /&gt;
*Third person (&amp;quot;The hen&amp;quot;) verb text&lt;br /&gt;
| Creature will occasionally root around in the grass, looking for insects.  Used for flavor in Adventurer Mode, spawns vermin edible for this creature in Fortress Mode. Creatures missing the specified body part will be unable to perform this action. The action produces a message (visible in adventure mode) in the form:&lt;br /&gt;
&lt;br /&gt;
{{DFtext|[creature] [verb text] the [description of creature's location].|6:0}}&lt;br /&gt;
&lt;br /&gt;
In adventure mode, the &amp;quot;rooting around&amp;quot; ability will be included in the &amp;quot;natural abilities&amp;quot; menu, represented by its second person verb text.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&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. Cannot be combined with {{token|GOOD|c}} or {{token|EVIL|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SECRETION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*&amp;lt;[[material token]]&amp;gt;&lt;br /&gt;
*&amp;lt;[[Material_definition_token#Material_States|material state]]&amp;gt;&lt;br /&gt;
*BY_TOKEN / BY_CATEGORY / BY_TYPE&lt;br /&gt;
*&amp;lt;[[Body_token#BP|body part ID]]&amp;gt; / &amp;lt;[[Body_token#CATEGORY|category]]&amp;gt; or ALL / &amp;lt;type (e.g. [[Body_token#GRASP|GRASP]])&amp;gt;&lt;br /&gt;
*&amp;lt;[[Body_detail_plan_token#BP_LAYERS|tissue layer]]&amp;gt; or ALL&lt;br /&gt;
*&amp;lt;trigger&amp;gt;&lt;br /&gt;
| Causes the specified tissue layer(s) of the indicated body part(s) to secrete the designated material. A size 100 ('covering') [[contaminant]] is created over the affected body part(s) in its specified material state (and at the temperature appropriate to this state) when the trigger condition is met, as long as one of the secretory tissue layers is still intact. Valid triggers are:&lt;br /&gt;
*'''CONTINUOUS'''&lt;br /&gt;
Secretion occurs once every 40 [[time|ticks]] in [[fortress mode]], and every tick in [[adventurer mode]].&lt;br /&gt;
*'''EXERTION'''&lt;br /&gt;
Secretion occurs continuously (at the rate described above) whilst the creature is at minimum &amp;lt;span style=&amp;quot;font-size:75%&amp;quot;&amp;gt;{{Tile|Tired|6:1}}&amp;lt;/span&amp;gt; following physical exertion. Note that this cannot occur if the creature has {{token|NOEXERT|c}}.&lt;br /&gt;
*'''EXTREME_EMOTION'''&lt;br /&gt;
Secretion occurs continuously (as above) whilst the creature is distressed. Cannot occur in creatures with {{token|NOEMOTION|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SELECT_ADDITIONAL_CASTE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*&amp;lt;caste&amp;gt;&lt;br /&gt;
| Adds an additional previously defined caste to the selection. Used after {{token|SELECT_CASTE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SELECT_CASTE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*&amp;lt;caste&amp;gt; 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;
*&amp;lt;[[material token]]&amp;gt;&lt;br /&gt;
| Selects a locally defined material. Can be ALL.&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|SEMIMEGABEAST}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Essentially the same as {{token|MEGABEAST|c}}, but more of them are created during worldgen. See the [[semi-megabeast]] page for details.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SENSE_CREATURE_CLASS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;[[Creature_token#CREATURE_CLASS|creature class]]&amp;gt;&lt;br /&gt;
* [[Tilesets|&amp;lt;tile value or character&amp;gt;]]&lt;br /&gt;
* [[Color#Color_values|&amp;lt;foreground color&amp;gt;:&amp;lt;background color&amp;gt;:&amp;lt;foreground brightness&amp;gt;]]&lt;br /&gt;
| Gives the creature the ability to sense creatures belonging to the specified [[Creature_token#CREATURE_CLASS|creature class]] even when they lie far beyond line of sight, including through walls and floors. It also appears to reduce or negate the combat penalty of [[Wound#Blindness|blind]] units when fighting creatures they can sense. In [[adventure mode]], the specified tile will be used to represent sensed creatures when they cannot be seen directly.&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|SKILL_LEARN_RATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*&amp;lt;[[skill_token]]&amp;gt;&lt;br /&gt;
*&amp;lt;percentage&amp;gt;&lt;br /&gt;
| The rate at which this creature learns this skill. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_LEARN_RATES}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*&amp;lt;percentage&amp;gt;&lt;br /&gt;
| The rate at which this creature learns all skills. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_RATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[skill_token]]&lt;br /&gt;
*&amp;lt;% of improvement points gained&amp;gt;&lt;br /&gt;
*&amp;lt;unused counter rate&amp;gt;&lt;br /&gt;
*&amp;lt;rust counter rate&amp;gt;&lt;br /&gt;
*&amp;lt;demotion counter rate&amp;gt;&lt;br /&gt;
| Like {{token|SKILL_RATES|c}}, but applies to individual skills instead. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} 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;
*&amp;lt;% of improvement points gained&amp;gt;&lt;br /&gt;
*&amp;lt;unused counter rate&amp;gt;&lt;br /&gt;
*&amp;lt;rust counter rate&amp;gt;&lt;br /&gt;
*&amp;lt;demotion counter rate&amp;gt;&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 {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_RUST_RATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[skill_token]]&lt;br /&gt;
*value&lt;br /&gt;
*value&lt;br /&gt;
*value&lt;br /&gt;
| The rate at which this skill decays. Lower values cause the skill to decay faster. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_RUST_RATES}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
*value&lt;br /&gt;
*value&lt;br /&gt;
| The rate at which all skills decay. Lower values cause the skills to decay faster. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SLAIN_CASTE_SPEECH}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Speech file|text set]]&lt;br /&gt;
| Caste-specific {{token|SLAIN_SPEECH|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SLAIN_SPEECH}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*[[Speech file|text set]]&lt;br /&gt;
| Boasting speeches relating to killing this creature. Examples include [[text_dwarf.txt/raw|text_dwarf.txt]] (&amp;lt;code&amp;gt;[SLAIN_SPEECH:SLAIN_DWARF]&amp;lt;/code&amp;gt;) and text_elf.txt (&amp;lt;code&amp;gt;[SLAIN_SPEECH:SLAIN_ELF]&amp;lt;/code&amp;gt;) in data\vanilla\vanilla_creatures\objects.&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 {{token|CAN_LEARN|c}} + &amp;lt;code&amp;gt;[[Creature_token#SKILL_LEARN_RATES|[SKILL_LEARN_RATES:50]]]&amp;lt;/code&amp;gt;.{{verify}} Used by a number of 'primitive' creatures (like [[ogre]]s, [[giant]]s and [[troglodyte]]s) in the vanilla game. Applicable to player races. Prevents a player from recruiting nobility, even basic ones. Subterranean creatures with this token combined with {{token|EVIL|c}} will become servants of goblins in their civilizations, in the style of [[troll]]s.&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 &amp;quot;[[item token#REMAINS|remains]]&amp;quot; instead of a corpse. Used by [[vermin]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SMELL_TRIGGER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &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;
| &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|SOURCE_HFID}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*Integer&lt;br /&gt;
| Found on generated [[angel]]s. This is the historical figure ID of the deity with which the angel is associated. Since HFIDs are not predictable before worldgen, this isn't terribly usable in mods.&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. Grazers given a specific type of grass (such as [[panda]]s and [[bamboo]]) will only eat that grass and nothing else, risking starvation if there's none available. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPHERE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
* [[Sphere#Available_spheres|sphere]]&lt;br /&gt;
| Sets what religious spheres the creature is aligned to, for purposes of being worshipped via the {{token|POWER|c}} token. Also affects 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 {{token|SPOUSE_CONVERTER|c}}.&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 {{token|NIGHT_CREATURE_HUNTER|c}} tag, it will kidnap {{token|SPOUSE_CONVERSION_TARGET|c}}s and transform them into the caste of its species with the {{token|CONVERTED_SPOUSE|c}} tag during worldgen. It may also start families this way.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPREAD_EVIL_SPHERES_IF_RULER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| If the creature rules over a [[site]], it will cause the local landscape to be corrupted into [[Surroundings#Evil|evil surroundings]] associated with the creature's [[Creature_token#SPHERE|sphere]]s. The creature must have at least one of the following [[sphere]]s for this to take effect: BLIGHT, DEATH, DISEASE, DEFORMITY, NIGHTMARES. The first three kill vegetation, while the others sometimes do.  The last two get [[Plant_token#EVIL|evil plants]] and [[Creature_token#EVIL|evil animals]] sometimes. NIGHTMARES gets [[bogeyman|bogeymen]]. [http://www.bay12forums.com/smf/index.php?topic=169696.msg8162224#msg8162224] Used by [[demon]]s in the vanilla game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|STANCE_CLIMBER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Caste does not require &amp;lt;code&amp;gt;[[Body_token#GRASP|[GRASP]]]&amp;lt;/code&amp;gt; body parts to climb -- it can climb with &amp;lt;code&amp;gt;[[Body_token#STANCE|[STANCE]]]&amp;lt;/code&amp;gt; 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 {{token|GRAZER|c}} 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 for all grazers in the default creature raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|STRANGE_MOODS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| The creature will get [[strange mood]]s 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 &amp;lt;code&amp;gt;[[Interaction_token#IS_SECRET|[SUPERNATURAL_LEARNING_POSSIBLE]]]&amp;lt;/code&amp;gt; that match its [[Creature_token#SPHERE|spheres]] and also prevents it from becoming a [[vampire]] or [[werebeast]]. 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 perfectly and does not use the [[swimmer]] skill, as opposed to {{token|SWIMS_LEARNED|c}} 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 swims only as well as their present [[Swimmer|swimming skill]] allows them to.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SYNDROME_DILUTION_FACTOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &amp;lt;[[Syndrome#SYN_IDENTIFIER|syndrome identifier]]&amp;gt;:&amp;lt;percentage&amp;gt;&lt;br /&gt;
| Dilutes the effects of syndromes which have the specified identifier. A percentage of 100 is equal to the regular syndrome effect severity, higher percentages reduce severity.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&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 {{token|CONNECTIVE_TISSUE_ANCHOR|td}} tissues (bone or chitin by default). Cutting the bone/chitin tissue severs the tendons, 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 [[web]]s can catch larger creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*name &lt;br /&gt;
| Begins defining a tissue in the creature file. Follow this with standard tissue definition tokens to define the tissue properties.&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;
| Alias for TISSUE_LAYER&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 the 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;
|-&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|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. 1000 by default. Completely ignored if the animal does not also have PACK_ANIMAL or WAGON, instead using BODY_SIZE^(2/3)/20, even if they're a pack animal due to ANIMAL_ALWAYS_PACK_ANIMAL.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAINABLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Shortcut for {{token|TRAINABLE_HUNTING|c}} + {{token|TRAINABLE_WAR|c}}.&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 [[Animal trainer|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 [[Animal trainer|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 trance]]s. Used by dwarves in the vanilla game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAPAVOID}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature will never trigger [[trap]]s it steps on. Used by a [[Trapavoid|number of creatures]]. Doesn't make the creature immune to remotely activated traps (like retractable spikes being triggered while the creature is standing over them). TRAPAVOID creatures lose this power if they're immobilized while standing in a trap, be it by stepping on thick web, being paralyzed or being knocked unconscious.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRIGGERABLE_GROUP}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*min&lt;br /&gt;
*max &lt;br /&gt;
| A large swarm of vermin can be disturbed, usually in adventurer mode.&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 {{token|TISSUE_STYLE_UNIT|c}}, used in the description of the tissue layer's style.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&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 {{token|EVIL|c}}/{{token|GOOD|c}} tags. Supersedes {{token|FREQUENCY|c}} for the purposes of distributing populations through the map, they are present in every part of the valid biome. Respects {{token|FREQUENCY|c}} for the frequency of unit [[Creature token#CLUSTER_NUMBER|cluster]] spawns being of this species.&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 that 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. Values from 1-3 are the respective [[cavern]] levels, 4 is the [[magma sea]] and 5 is the [[HFS]]. A single argument may be used instead of min and max. [[Demon]]s use only 5:5; user-defined creatures with both this depth and {{token|FLIER}} will take part in the initial wave from the HFS alongside generated demons, but without {{token|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 are 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 [[Water#Depth|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;
| 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.&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;
Roostre: &amp;quot;When DF detects duplicate tokens in the raws of the same object, a failsafe seems to kick in; it takes the bottom-most of the duplicates, and disregards the others. In the case of tokens added by a mod, it prioritizes the duplicate in the mod.&amp;quot; This means that if a tag is defined in the base-caste and redefined in the derived caste, the derived tag overwrites the base tag. &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. [http://www.bay12forums.com/smf/index.php?topic=175437.msg8441368#msg8441368 There seems to be a limit of 200 materials per creature].&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;
| Creature&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 {{token|SKULKING|e}} 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;
{{alphabetical TOC|style=margin: 1em auto;}}&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;
| Like {{token|AT_PEACE_WITH_WILDLIFE}}, but also makes the creature more valued in artwork by civilisations with the PLANT [[sphere]]. [http://www.bay12forums.com/smf/index.php?topic=169696.msg8316954#msg8316954] Used by [[grimeling]]s in the vanilla game.&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;
* [[Material_definition_token#Material_States|material state]]&lt;br /&gt;
| Enables vermin to bite other creatures, injecting the specified material. See {{token|SPECIALATTACK_INJECT_EXTRACT|c}} for details about injection - this token presumably works in a similar manner.{{verify}}&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 {{token|PENETRATEPOWER|c}}. Distinct from {{token|VERMIN_ROTTER|c}}.&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 [[Preferences|hate]] the creature and get unhappy thoughts when around it. See the [[Hateable|list of hateable vermin]] for details.&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 trap]]s; however, a &amp;quot;[[Trapper|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.&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, and may be uncovered by creatures that have the {{token|ROOT_AROUND|c}} interaction such as [[goose|geese]] and [[chicken]]s. Dwarves will ignore the creature when given the &amp;quot;Capture live land animal&amp;quot; task.&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 {{token|AT_PEACE_WITH_WILDLIFE|c}} + {{token|RETURNS_VERMIN_KILLS_TO_OWNER|c}} + {{token|HUNTS_VERMIN|c}} + {{token|ADOPTS_OWNER|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VESPERTINE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| When set, the creature will only appear in the evening (between 8:00 PM and 10:05 PM) in [[Adventurer mode]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VIEWRANGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &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&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.  Binocular vision has a minimum of about 10 degrees, monocular, a maximum of about 350 degrees. Values past these limits will be accepted, but will default to ~10 degrees and ~350 degrees respectively. Defaults are 60:120.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&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 [[web]]s, 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 [[web]]s. Used by creatures who can shoot thick webs (such as [[giant cave spider]]s) in order to make them immune to their own attacks.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Attack Tokens==&lt;br /&gt;
&lt;br /&gt;
Attacks can use four different part selection criteria. Except for TISSUE_LAYER, the base game makes use of all of these in its attacks.&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; | Part type token&lt;br /&gt;
! width=&amp;quot;30%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BODYPART}}&lt;br /&gt;
| &lt;br /&gt;
* BY_TYPE/BY_TOKEN/BY_CATEGORY&lt;br /&gt;
* type/token/category&lt;br /&gt;
| This attack uses a particular body part; for example, ATTACK:PUNCH:BODYPART:BY_TYPE:GRASP will make it use any part that can hold onto an object.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_LAYER}}&lt;br /&gt;
|&lt;br /&gt;
* BY_TYPE/BY_TOKEN/BY_CATEGORY&lt;br /&gt;
* type/token/category&lt;br /&gt;
* tissue layer&lt;br /&gt;
| This attack uses a specific tissue layer on a specific body part; ATTACK:SCRATCH:TISSUE_LAYER:BY_TYPE:GRASP:BONE will make it use the bone of the hands.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CHILD_BODYPART_GROUP}}&lt;br /&gt;
|&lt;br /&gt;
* BY_TYPE/BY_TOKEN/BY_CATEGORY&lt;br /&gt;
* type/token/category&lt;br /&gt;
* BY_TYPE/BY_TOKEN/BY_CATEGORY&lt;br /&gt;
* type/token/category&lt;br /&gt;
| Uses a body part that is subordinate to another; ATTACK:SLAP:CHILD_BODYPART_GROUP:BY_CATEGORY:ARM_LOWER:BY_TYPE:GRASP will make it use every hand attached to each lower arm (so it will generate one attack per lower arm, each of which will use every hand on that arm, assuming there are multiple hands per arm).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CHILD_TISSUE_LAYER_GROUP}}&lt;br /&gt;
| &lt;br /&gt;
* BY_TYPE/BY_TOKEN/BY_CATEGORY&lt;br /&gt;
* type/token/category&lt;br /&gt;
* BY_TYPE/BY_TOKEN/BY_CATEGORY&lt;br /&gt;
* type/token/category&lt;br /&gt;
* tissue layer&lt;br /&gt;
| As CHILD_BODYPART_GROUP, but specifying a tissue, too; ATTACK:BITE:CHILD_BODYPART_GROUP:BY_CATEGORY:HEAD:BY_CATEGORY:TOOTH&lt;br /&gt;
&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|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;
| &lt;br /&gt;
*2nd person&lt;br /&gt;
*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;
| &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;
| Displays the name of the body part used to perform an attack while announcing it, e.g. &amp;quot;The weaver punches the bugbat with his right hand&amp;quot;.&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;
*&amp;lt;[[material token]]&amp;gt;&lt;br /&gt;
*&amp;lt;[[Material_definition_token#Material_States|material state]]&amp;gt;&lt;br /&gt;
*&amp;lt;min quantity&amp;gt;&lt;br /&gt;
*&amp;lt;max quantity&amp;gt;&lt;br /&gt;
| When added to an attack, causes the attack to inject the specified material into the victim's bloodstream. Once injected, the material will participate in [[temperature|thermal]] exchange within the creature - injecting something like molten [[iron]] (INORGANIC:IRON:LIQUID) would cause most unmodded creatures to melt (note that some of the injected material also [[contaminant|splatters]] over the bodypart used to carry out the attack, so it should be protected appropriately). If the injected material has an associated [[syndrome]] with the [[Syndrome#SYN_INJECTED|[SYN_INJECTED]]] token, it will be transmitted to the victim. If the attack is blunt, the injected material lacks the [[Material definition token#ENTERS_BLOOD|[ENTERS_BLOOD]]] token, the attacked bodypart has no [[Tissue_definition_token#VASCULAR|[VASCULAR]]] tissues, or the victim is bloodless, the material will splatter over the attacked body part instead. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPECIALATTACK_INTERACTION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &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. If the attack would break skin, the interaction will occur '''before the attack actually lands'''.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPECIALATTACK_SUCK_BLOOD}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*min&lt;br /&gt;
*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;
==Tissue Layer Tokens==&lt;br /&gt;
Tissue layers are added to a creature's body parts by the creature tokens [[#TISSUE_LAYER|TISSUE_LAYER]], [[#TISSUE_LAYER_OVER|TISSUE_LAYER_OVER]], [[#TISSUE_LAYER_UNDER|TISSUE_LAYER_UNDER]], and the body detail plan token [[#TL_LAYERS|TL_LAYERS]].&lt;br /&gt;
&lt;br /&gt;
These tissue layers are not the same thing as tissues, which are defined at creature level, but rather applications of the tissues. If the SKIN tissue of a creature is the more general and abstract notion of what skin is for that creature, then a tissue layer may be the &amp;quot;actual&amp;quot; skin on the creature's nose, head, or second toe. As most creatures have more than one body part, tissue layers are normally selected en masse.&lt;br /&gt;
&lt;br /&gt;
Some tissue layer tokens are analogous to tissue definition tokens, e.g. [[#TL_CONNECTS|TL_CONNECTS]] to [[tissue_definition_token#CONNECTS|CONNECTS]].&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|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;
| Begins a selection of tissue layers. &lt;br /&gt;
[SELECT_TISSUE_LAYER:HEART:BY_TYPE:HEART]&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 tissue layers to those selected.&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. Only usable for descriptor and cosmetic purposes. &lt;br /&gt;
&lt;br /&gt;
Research has implied it may be redundant with SELECT_TISSUE_LAYER, as the latter allows for cosmetics as well as &amp;quot;functional&amp;quot; tokens such as TL_MAJOR_ARTERIES. Vanilla raws still use SET_TL_GROUP though, for all cosmetic purposes. More research is needed on this subject.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PLUS_TL_GROUP}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*Location - category, type, or token&lt;br /&gt;
*tissue &lt;br /&gt;
| Adds tissue layers to those selected. Like SET_TL_GROUP, it may be redundant even if used in the vanilla raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SET_LAYER_TISSUE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*TISSUE&lt;br /&gt;
| Sets a selected tissue layer to be made of a different tissue.&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 (for example, 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|TISSUE_LAYER_APPEARANCE_MODIFIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*QUALITY&lt;br /&gt;
*lowest&lt;br /&gt;
*lower&lt;br /&gt;
*low&lt;br /&gt;
*median&lt;br /&gt;
*high&lt;br /&gt;
*higher&lt;br /&gt;
*highest &lt;br /&gt;
| Sets 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_COLOR_MODIFIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*COLOR&lt;br /&gt;
*freq&lt;br /&gt;
*COLOR&lt;br /&gt;
*freq etc. &lt;br /&gt;
| Creates a list of colors/color patterns, giving each a relative frequency. If the given color or pattern does not exist, the tissue is described as being &amp;quot;transparent&amp;quot;.&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 [[Utility:Stonesense|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&lt;br /&gt;
*days&lt;br /&gt;
*end change window years&lt;br /&gt;
*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|TL_CONNECTS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| 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;
*value&lt;br /&gt;
| 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;
*value&lt;br /&gt;
| Changes the 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;
*value&lt;br /&gt;
| Changes the 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;
*value&lt;br /&gt;
| Sets a new 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;
*[[Creature examples]]&lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
{{Category|Tokens}}&lt;br /&gt;
[[ru:Creature token]]&lt;/div&gt;</summary>
		<author><name>Droseran</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Seed&amp;diff=307874</id>
		<title>Seed</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Seed&amp;diff=307874"/>
		<updated>2025-02-27T12:18:33Z</updated>

		<summary type="html">&lt;p&gt;Droseran: Changed seed cap information based on changes introduced in DF 51.06. Sourced directly from Putnam in this Discord comment: https://discord.com/channels/329272032778780672/1049402643342168114/1344390863152873583&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|23:36, 15 February 2023 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
:''Looking for information on world generation seeds? See [[Advanced_world_generation#Seed_values|Advanced world generation]].''&lt;br /&gt;
:''For information on seed management, see [[How do I manage my seeds and crops]]?''&lt;br /&gt;
[[File:seeds_sprite_preview.png|right]]'''Seeds''' are used in [[farming]] to grow [[crop]]s - some can be used to make [[oil]]. They can be stored in [[bag]]s (100 seeds per bag), which can in turn be stored in [[barrel]]s or [[pot]]s (10 bags per barrel/pot). Different seeds generally can't be mixed within a bag, so storing seeds of 10 different types requires 10 (or more) different bags (though a bug does cause dwarves to combine seeds occasionally).&lt;br /&gt;
&lt;br /&gt;
Seeds can be brought on embark or obtained by [[trading]].  They can also be produced from plants (acquired by [[plant gathering]] or growing the respective [[crop]]s). When a plant is eaten or used in [[brewing]], [[milling]] or [[plant processing]], it leaves one or two plantable seeds (see below for details). The exceptions are [[valley herb]] and [[kobold bulb]], which will not leave behind seeds after processing. [[Cooking]] plants in a [[kitchen]] never produces seeds.&lt;br /&gt;
&lt;br /&gt;
[[Tree]] seeds cannot currently be planted, though a few varieties, such as macadamia nuts and walnuts, are edible or cookable. Some seeds do not have a sprite assigned to them. &lt;br /&gt;
&lt;br /&gt;
However, presently dwarves will rather starve than eat a seed raw.&lt;br /&gt;
Sadly, some seeds are completely worthless, based on them being unfarmable, inedible, and not processable. For the moment these can be dumped/sold freely.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
==Seed List==&lt;br /&gt;
&lt;br /&gt;
{|  border = 1 cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Seed type || Graphic || Edible Raw || Cookable || Farmable || Vermin Edible || Oil Seed || Raws/Menu Order || Worthless?&lt;br /&gt;
|-&lt;br /&gt;
|[[Abaca]] seeds || style=&amp;quot;text-align:center;&amp;quot; |  || No || No || No || Yes || No || 092 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|[[Acacia]] seeds || style=&amp;quot;text-align:center;&amp;quot; |  || No || Yes || No || Yes || No || 153 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Oak|Acorns]] || style=&amp;quot;text-align:center;&amp;quot; |  || Yes || Yes || No || Yes || No || 152 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Alfalfa]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:alfalfa_seeds_sprite.png]] || No || Yes || Yes || Yes || No || 009 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Almond]]s || style=&amp;quot;text-align:center;&amp;quot; |  || Yes || Yes || No || Yes || No || 119 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Apple]] seeds || style=&amp;quot;text-align:center;&amp;quot; |  || No || No || No || Yes || No || 120 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|[[Apricot]] pits || style=&amp;quot;text-align:center;&amp;quot; |  || No || No || No || Yes || No || 121 || Yes &lt;br /&gt;
|-&lt;br /&gt;
|[[Artichoke]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:artichoke_seeds_sprite.png]] || No || No || Yes || Yes || No || 035 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Asparagus]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:asparagus_seeds_sprite.png]] || No || No || Yes || Yes || No || 036 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Avocado]] pits || style=&amp;quot;text-align:center;&amp;quot; | || No || No || No || Yes || No || 103 || Yes &lt;br /&gt;
|-&lt;br /&gt;
|[[Bambara groundnut]] || style=&amp;quot;text-align:center;&amp;quot; | [[File:bambara_groundnut_seeds_sprite.png]] || Yes || Yes || Yes || Yes || No || 037 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Banana]] seeds || style=&amp;quot;text-align:center;&amp;quot; |  || No || No || No || Yes || No || 093 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|[[Barley]] seeds || style=&amp;quot;text-align:center;&amp;quot; | || No || Yes || Yes || Yes || No || 006 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Bayberry]] seeds || style=&amp;quot;text-align:center;&amp;quot; |  || No || No || No || Yes || No || 122 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|[[Beet]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:beet_seeds_sprite.png]] || No || No || Yes || No || No || 040 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Bilberry]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:bilberry_seeds_sprite.png]] || No || No || Yes || No || No || 087 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Bitter melon]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:bitter_melon_seeds_sprite.png]] || No || No || Yes || No || No || 041 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Bitter orange]] seeds || style=&amp;quot;text-align:center;&amp;quot; |  || No || No || No || Yes || No || 108 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|[[Bitter vetch]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:bitter_vetch_seeds_sprite.png]] || No || Yes || Yes || Yes || No || 016 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Blackberry]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:blackberry_seeds_sprite.png]] || No || No || Yes || No || No || 089 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Blade weed]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:blade_weed_seeds_sprite.png]] || No || Yes || Yes || Yes || No || 147 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Bloated tuber]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:bloated_tuber_seeds_sprite.png]] || No || No || Yes || No || No || 139 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Blood amaranth]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:blood_amaranth_seeds_sprite.png]] || No || Yes || Yes || Yes || No || 018 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Blueberry]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:blueberry_seeds_sprite.png]] || No || No || Yes || No || No || 088 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Broad bean]] || style=&amp;quot;text-align:center;&amp;quot; | [[File:broad_bean_seeds_sprite.png]] || No || Yes || Yes || Yes || No || 039 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Buckwheat]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:buckwheat_seeds_sprite.png]] || No || Yes || Yes || Yes || No || 007 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Cabbage]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:cabbage_seeds_sprite.png]] || No || No || Yes || No || No || 042 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Cacao tree|Cacao]] beans || style=&amp;quot;text-align:center;&amp;quot; |  || No || Yes || No || No || No || 157 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Candlenut]]s || style=&amp;quot;text-align:center;&amp;quot; |  || No || Yes || No || Yes || No || 155 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Caper]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:caper_seeds_sprite.png]] || No || No || Yes || No || No || 043 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Carambola]] seeds || style=&amp;quot;text-align:center;&amp;quot; | || No || No || No || Yes || No || 094 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|[[Wild carrot|Carrot]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:wild_carrot_seeds_sprite.png]] || No || Yes || Yes || Yes || No || 044 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Cashew]]s || style=&amp;quot;text-align:center;&amp;quot; |  || No || No || No || Yes || No|| 095 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|[[Cassava]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:cassava_seeds_sprite.png]] || No || No || Yes || No || No || 045 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Cave wheat]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:cave_wheat_seeds_sprite.png]] || No || Yes || Yes || Yes || No || 135 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Celery]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:celery_seeds_sprite.png]] || No || No || Yes || No || No || 046 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Cherry]] pits || style=&amp;quot;text-align:center;&amp;quot; |  || No || No || No || Yes || No || 123 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|[[Chestnut]]s || style=&amp;quot;text-align:center;&amp;quot; |  || Yes || Yes || No || Yes || No || 154 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Chickpea]] || style=&amp;quot;text-align:center;&amp;quot; |  || No || Yes || Yes || Yes || No || 047 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Chicory]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:chicory_seeds_sprite.png]] || No || No || Yes || No || No || 048 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Citron]] seeds || style=&amp;quot;text-align:center;&amp;quot; |  || No || No || No || Yes || No || 106 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|[[Coffee]] beans || style=&amp;quot;text-align:center;&amp;quot; |  || No || No || No || No || No || 096 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|[[Cotton]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:cotton_seeds_sprite.png]] || Yes || Yes || Yes || Yes || Yes || 031 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Cowpea]] || style=&amp;quot;text-align:center;&amp;quot; | [[File:cowpea_seeds_sprite.png]] || No || Yes || Yes || Yes || No || 049 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Cranberry]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:cranberry_seeds_sprite.png]] || No || No || Yes || No || No || 086 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Cucumber]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:cucumber_seeds_sprite.png]] || No || No || Yes || No || No || 050 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Custard-apple]] seeds || style=&amp;quot;text-align:center;&amp;quot; |  || No || No || No || Yes || No || 113 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|[[Date palm]] seeds || style=&amp;quot;text-align:center;&amp;quot; |  || No || No || No || Yes || No || 114 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|[[Desert lime]] seeds || style=&amp;quot;text-align:center;&amp;quot; |  || No || No || No || Yes || No || 111 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|[[Dimple cup]] spawn || style=&amp;quot;text-align:center;&amp;quot; | [[File:dimple_cup_seeds_sprite.png]] || No || Yes || Yes || Yes || No || 146 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Durian]] seeds || style=&amp;quot;text-align:center;&amp;quot; | || No || Yes || No || Yes || No || 097 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Eggplant]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:eggplant_seeds_sprite.png]] || Yes || Yes || Yes || Yes || No || 051 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Elephant-head amaranth]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:elephant_head_amaranth_seeds_sprite.png]] || No || Yes || Yes || Yes || No || 021 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Finger lime]] seeds || style=&amp;quot;text-align:center;&amp;quot; |  || No || No || No || Yes || No || 109 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|[[Finger millet]] || style=&amp;quot;text-align:center;&amp;quot; | [[File:finger_millet_seeds_sprite.png]] || No || Yes || Yes || Yes || No || 024 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Fisher berry]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:fisher_berry_seeds_sprite.png]] || No || Yes || Yes || Yes || No || 144 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Flax]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:flax_seeds_sprite.png]] || Yes || Yes || Yes || Yes || Yes|| 028 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Fonio]] || style=&amp;quot;text-align:center;&amp;quot; | [[File:fonio_seeds_sprite.png]] || No || Yes || Yes || Yes || No || 026 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Foxtail millet]] || style=&amp;quot;text-align:center;&amp;quot; | [[File:foxtail_millet_seeds_sprite.png]] || No || Yes || Yes || Yes || No || 025 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Garden cress]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:garden_cress_seeds_sprite.png]] || No || No || Yes || No || No || 052 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Garlic]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:garlic_seeds_sprite.png]] || No || Yes || Yes || Yes || No || 053 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Ginkgo]] seeds || style=&amp;quot;text-align:center;&amp;quot; |  || Yes || Yes || No || Yes || No || 124 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Grape]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:grape_seeds_sprite.png]] || No || No || Yes || No || No || 085 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Guava]] seeds || style=&amp;quot;text-align:center;&amp;quot; |  || No || No || No || Yes || No || 098 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|[[Hard wheat]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:generic_wheat_seeds_sprite.png]] || No || Yes || Yes || Yes || No || 004 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Hazel]] nuts || style=&amp;quot;text-align:center;&amp;quot; |  || Yes || Yes || No || Yes || No || 125 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Hemp]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:hemp_seeds_sprite.png]] || Yes || Yes || Yes || Yes || Yes || 030 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Hide root]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:hide_root_seeds_sprite.png]] || No || Yes || Yes || Yes || No || 148 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Horned melon]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:horned_melon_seeds_sprite.png]] || No || No || Yes || No || No || 054 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Jute]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:jute_seeds_sprite.png]] || No || No || Yes || No || No || 029 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Kaniwa]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:kaniwa_seeds_sprite.png]] || No || Yes || Yes || Yes || No || 015 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Kenaf]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:kenaf_seeds_sprite.png]] || Yes || Yes || Yes || Yes || Yes || 033 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Kumquat]] seeds || style=&amp;quot;text-align:center;&amp;quot; | || No || No || No || Yes || No || 112 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|[[Leek]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:leek_seeds_sprite.png]] || No || No || Yes || No || No || 055 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Lentil]] || style=&amp;quot;text-align:center;&amp;quot; | [[File:lentil_seeds_sprite.png]] || No || Yes || Yes || Yes || No || 056 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Lesser yam]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:lesser_yam_seeds_sprite.png]] || No || No || Yes || No || No || 080 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Lettuce]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:lettuce_seeds_sprite.png]] || Yes || Yes || Yes || No || No || 057 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Lime]] seeds || style=&amp;quot;text-align:center;&amp;quot; |  || No || No || No || Yes || No || 104 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|[[Long yam]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:long_yam_seeds_sprite.png]] || No || No || Yes || No || No || 081 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Longland grass]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:longland_grass_seeds_sprite.png]] || No || Yes || Yes || Yes || No || 142 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Lychee]] seeds || style=&amp;quot;text-align:center;&amp;quot; |  || No || No || No || Yes || No || 115 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|[[Macadamia]] nuts || style=&amp;quot;text-align:center;&amp;quot; |  || Yes || Yes || No || Yes || No || 116 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Maize]] || style=&amp;quot;text-align:center;&amp;quot; | [[File:maize_seeds_sprite.png]] || No || Yes || Yes || Yes || No || 013 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Mango tree|Mango]] pits || style=&amp;quot;text-align:center;&amp;quot; |  || No || No || No || Yes || No || 156 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|[[Muck root]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:muck_root_seeds_sprite.png]] || No || No || Yes || No || No || 138 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Mung bean]] || style=&amp;quot;text-align:center;&amp;quot; | [[File:mung_bean_seeds_sprite.png]] || No || Yes || Yes || Yes || No || 058 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Muskmelon]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:muskmelon_seeds_sprite.png]] || No || No || Yes || No || No || 059 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Oats]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:oats_seeds_sprite.png]] || No || Yes || Yes || Yes || No || 008 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Olive]] pits || style=&amp;quot;text-align:center;&amp;quot; |  || No || No || No || Yes || No || 117 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|[[Onion]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:onion_seeds_sprite.png]] || No || No || Yes || No || No || 060 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Orange]] seeds || style=&amp;quot;text-align:center;&amp;quot; |  || No || No || No || Yes || No || 107 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|[[Papaya]] seeds || style=&amp;quot;text-align:center;&amp;quot; | || No || No || No || Yes || No || 099 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|[[Papyrus sedge]] seeds || style=&amp;quot;text-align:center;&amp;quot; |  || No || No || Yes || No || No || 034 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Paradise nut]]s || style=&amp;quot;text-align:center;&amp;quot; | || No || No || No || Yes || No || 100 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|[[Parsnip]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:parsnip_seeds_sprite.png]] || No || Yes || Yes || Yes || No || 061 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Passion fruit]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:passion_fruit_seeds_sprite.png]] || No || No || Yes || No || No || 084 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Pea]]s || style=&amp;quot;text-align:center;&amp;quot; | [[File:pea_seeds_sprite.png]] || No || Yes || Yes || Yes || No || 062 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Peach]] pits || style=&amp;quot;text-align:center;&amp;quot; |  || No || No || No || Yes || No || 126 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|[[Peanut|Peanuts]] || style=&amp;quot;text-align:center;&amp;quot; | [[File:peanut_seeds_sprite.png]] || Yes || Yes || Yes || Yes || No || 063 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Pear]] seeds || style=&amp;quot;text-align:center;&amp;quot; |  || No || No || No || Yes || No || 127 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|[[Pearl millet]] || style=&amp;quot;text-align:center;&amp;quot; | [[File:pearl_millet_seeds_sprite.png]] || No || Yes || Yes || Yes || No || 022 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Pecan]]s || style=&amp;quot;text-align:center;&amp;quot; |  || Yes || Yes || No || Yes || No || 128 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Pendant amaranth]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:pendant_amaranth_seeds_sprite.png]] || No || Yes || Yes || Yes || No || 017 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Pepper]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:pepper_seeds_sprite.png]] || No || No || Yes || No || No || 064 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Persimmon]] seeds || style=&amp;quot;text-align:center;&amp;quot; |  || No || No || No || Yes || No || 129 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|[[Pig tail]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:pig_tail_seeds_sprite.png]] || No || Yes || Yes || Yes || No || 134 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Pineapple]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:pineapple_seeds_sprite.png]] || No || No || Yes || Yes || No || 091 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Plum]] pits || style=&amp;quot;text-align:center;&amp;quot; | || No || No || No || Yes || No || 130 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|[[Plump helmet]] spawn || style=&amp;quot;text-align:center;&amp;quot; | [[File:plump_helmet_seeds_sprite.png]] || No || Yes || Yes || Yes || No || 133 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Pomegranate]] seeds || style=&amp;quot;text-align:center;&amp;quot; |  || No || No || No || Yes || No || 118 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|[[Pomelo]] seeds || style=&amp;quot;text-align:center;&amp;quot; |  || No || No || No || Yes || No || 105 || Yes &lt;br /&gt;
|-&lt;br /&gt;
|[[Potato]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:potato_seeds_sprite.png]] || No || No || Yes || No || No || 065 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Prickle berry]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:prickle_berry_seeds_sprite.png]] || No || Yes || Yes || Yes || No || 140 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Purple amaranth]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:purple_amaranth_seeds_sprite.png]] || No || Yes || Yes || Yes || No || 019 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Purple yam]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:purple_yam_seeds_sprite.png]] || No || No || Yes || No || No || 082 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Quinoa]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:quinoa_seeds_sprite.png]] || No || Yes || Yes || Yes || No || 014 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Radish]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:radish_seeds_sprite.png]] || No || No || Yes || No || No || 066 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Rambutan]] seeds || style=&amp;quot;text-align:center;&amp;quot; |  || No || Yes || No || Yes || No || 101 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Ramie]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:ramie_seeds_sprite.png]] || No || No || Yes || No || No || 032 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Raspberry]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:raspberry_seeds_sprite.png]] || No || No || Yes || No || No || 090 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Rat weed]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:rat_weed_seeds_sprite.png]] || No || Yes || Yes || Yes || No || 143 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Red bean]]s || style=&amp;quot;text-align:center;&amp;quot; | [[File:red_bean_seeds_sprite.png]] || No || Yes || Yes || Yes || No || 067 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Red spinach]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:red_spinach_seeds_sprite.png]] || No || Yes || Yes || Yes || No || 020 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Rhubarb]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:rhubarb_seeds_sprite.png]] || No || No || Yes || No || No || 068 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Rice]] || style=&amp;quot;text-align:center;&amp;quot; | [[File:rice_seeds_sprite.png]] || No || Yes || Yes || Yes || No || 012 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Quarry bush|Rock nuts]] || style=&amp;quot;text-align:center;&amp;quot; | [[File:quarry_bush_seeds_sprite.png]] || Yes || Yes || Yes || Yes || Yes || 137 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Rope reed]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:rope_reed_seeds_sprite.png]] || No || Yes || Yes || Yes || No || 145 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Round lime]] seeds || style=&amp;quot;text-align:center;&amp;quot; |  || No || No || No || Yes || No || 110 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|[[Rye]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:rye_seeds_sprite.png]] || No || Yes || Yes || Yes || No || 010 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Sand pear]] seeds || style=&amp;quot;text-align:center;&amp;quot; |  || No || No || No || Yes || No || 131 || Yes &lt;br /&gt;
|-&lt;br /&gt;
|[[Single-grain wheat]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:generic_wheat_seeds_sprite.png]] || No || Yes || Yes || Yes || No || 001 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Sliver barb]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:sliver_barb_seeds_sprite.png]] || No || Yes || Yes || Yes || No || 149 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Soft wheat]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:generic_wheat_seeds_sprite.png]] || No || Yes || Yes || Yes || No || 003 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Sorghum]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:sorghum_seeds_sprite.png]] || No || Yes || Yes || Yes || No || 011 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Soybean]] || style=&amp;quot;text-align:center;&amp;quot; | [[File:soybean_seeds_sprite.png]] || No || Yes || Yes || Yes || No || 069 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Spelt]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:generic_wheat_seeds_sprite.png]] || No || Yes || Yes || Yes || No || 005 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Spinach]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:spinach_seeds_sprite.png]] || No || No || Yes || No || No || 070 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Squash]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:squash_seeds_sprite.png]] || No || No || Yes || No || No || 071 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Strawberry]] seeds || style=&amp;quot;text-align:center;&amp;quot; | || No || Yes || Yes || Yes || No || 141 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[String bean]] || style=&amp;quot;text-align:center;&amp;quot; | [[File:string_bean_seeds_sprite.png]] || No || Yes || Yes || Yes || No || 038 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Sun berry]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:sun_berry_seeds_sprite.png]] || No || Yes || Yes || Yes || No || 150 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Sweet pod]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:sweet_pod_seeds_sprite.png]] || No || Yes || Yes || Yes || No || 136 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Sweet potato]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:sweet_potato_seeds_sprite.png]] || No || No || Yes || No || No || 072 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Taro]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:taro_seeds_sprite.png]] || No || No || Yes || No || No || 073 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Tea]] seeds || style=&amp;quot;text-align:center;&amp;quot; | || No || No || No || Yes || No || 102 || Yes&lt;br /&gt;
|-&lt;br /&gt;
|[[Teff]] || style=&amp;quot;text-align:center;&amp;quot; | [[File:teff_seeds_sprite.png]] || No || Yes || Yes || Yes || No || 027 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Tomatillo]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:tomatillo_seeds_sprite.png]] || No || Yes || Yes || Yes || No || 075 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Tomato]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:tomato_seeds_sprite.png]] || No || Yes || Yes || Yes || No || 074 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Turnip]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:turnip_seeds_sprite.png]] || No || No || Yes || No || No || 076 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Two-grain wheat]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:generic_wheat_seeds_sprite.png]] || No || Yes || Yes || Yes || No || 002 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Urad bean]]s || style=&amp;quot;text-align:center;&amp;quot; | [[File:urad_bean_seeds_sprite.png]] || No || Yes || Yes || Yes || No || 077 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Walnut]]s || style=&amp;quot;text-align:center;&amp;quot; |  || Yes || Yes || No || Yes || No || 132 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Watermelon]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:watermelon_seeds_sprite.png]] || No || No || Yes || No || No || 078 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Whip vine]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:whip_vine_seeds_sprite.png]] || No || Yes || Yes || Yes || No || 151 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[White millet]] || style=&amp;quot;text-align:center;&amp;quot; | [[File:white_millet_seeds_sprite.png]] || No || Yes || Yes || Yes || No || 023 || No &lt;br /&gt;
|-&lt;br /&gt;
|[[White yam]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:white_yam_seeds_sprite.png]] || No || No || Yes || No || No || 083 || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Winter melon]] seeds || style=&amp;quot;text-align:center;&amp;quot; | [[File:winter_melon_seeds_sprite.png]] || No || No || Yes || No || No || 079 || No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Seed Production==&lt;br /&gt;
&lt;br /&gt;
Seeds are produced by [[brewing]] (at a [[still]]), [[milling]] (at a [[millstone]] or [[quern]]), [[Plant processing|processing]] (at a [[farmer's workshop]]), or by dwarves eating the plants raw (uncooked). For information on where to grow, gather, or process specific plants, consult the specific plant's page or the general [[crop]]s page.&lt;br /&gt;
&lt;br /&gt;
In order to prevent your fortress becoming cluttered with millions of seeds, there is a cap of 200 seeds for each plant species and a global cap of 3000 seeds. Both of these limits can be modified in the [[d_init.txt]] file or the game settings menu. The maximum global seed cap is 30,000. Seed-producing activities will only produce seeds if your fortress contains fewer than 200 seeds of that species. You can exceed the individual species seed cap by buying seeds from caravans, and seed production will restart when your stocks fall below the cap. If the number of seeds in the fortress exceed the global seed cap, seeds will be deleted from the species with the highest number of seeds in stock. If two or more species are tied for the highest number of seeds, it will bounce between them, lowering the number of seeds equally until under the global seed cap and including more species as they reach equivalent stock amounts. Note that this removal may affect &amp;quot;strategic seed stockpiles&amp;quot; (i.e. seeds forbidden from use in case of typical dwarven culinary stupidity). While at the global seed cap merchants will not bring seeds in trade.&lt;br /&gt;
&lt;br /&gt;
'''Note:''' In case you are confused about getting spam of messages like &amp;quot;Urist McFarmer cancels Plant seeds: Needs [seed name]&amp;quot;, while you are sure that you have enough seeds, no burrow restrictions or closed doors, the reason for this is most likely: the haulers see a seed somewhere and take the '''whole seed bag''' from stockpile to go pick it up, making the farmer cancel his job. The problem is exacerbated when barrels are used on the seed stockpile, because the dwarves will additionally store the seed bags inside barrels, blocking even more seeds during each hauling job and extending hauling jobs by first bringing the seed bag to the seed, then returning to the stockpile, picking up the barrel to bring it to the bag, storing the bag in the barrel and only then bringing the barrel bag to the stockpile. During all this time, the seed barrel and all its contents will be blocked from access by any other job.&lt;br /&gt;
&lt;br /&gt;
You can simply disallow barrels from the stockpile, which requires a somewhat larger stockpile but makes seed collection jobs much shorter and less disruptive. Bags will always be used to store seeds in stockpiles, you cannot forbid that. &lt;br /&gt;
&lt;br /&gt;
Another way to deal with this problem is this: set up 2 seed stockpiles, with the larger (primary) one set to only accept items from links ({{k|a}}).  Set the secondary (smaller) pile to take from {{k|a}}nywhere and {{k|g}}ive to the main stockpile. Now, when a seed shows up in your dining room or brewery, the dwarves should try to put it into the secondary pile first, which shouldn't have anything in it for long (so no bag for world tour). Once the seed arrives in the secondary stockpile, a new job will be created, moving the seed over into the main stockpile.  Now the bag will be picked up to move that seed into it, but if the piles are next to each other it should only be in transit for a few seconds reducing the likelihood of cancellation spam. &lt;br /&gt;
&lt;br /&gt;
As a workaround, you can finally make use of the peculiarities of stockpile commands: setting a stockpile to &amp;quot;take&amp;quot; from a mill, still or farmer's workshop will prevent the workshop from sending its products to any other stockpile. If the stockpile in question doesn't accept seeds, all seeds produced by the workshop will stay in the building, readily accessible to farmers. This can be handy if the workshop is directly adjacent to the farm plot, but can cause cluttering of the workshop if other products like barrels of booze aren't moved out of the shop regularly.&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = lenod&lt;br /&gt;
| elvish  = are&lt;br /&gt;
| goblin  = ösmosp&lt;br /&gt;
| human   = ase&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
*Dwarves compulsively store seeds in bags.{{bug|7869}}&lt;br /&gt;
*Planted seeds removed from field by seed cap.{{bug|8107}} (Fixed in version 51.06.)&lt;br /&gt;
*Seeds carried by merchants count against fortress seed cap.{{bug|8108}} (Fixed in version 51.06: Merchants no longer bring seeds when at seed cap.)&lt;br /&gt;
*Conflict between the two seed caps can remove an entire type of seed.{{bug|8091}} (Fixed in version 51.06.)&lt;br /&gt;
*Dye stored in barrels without bags.{{bug|9219}}  This bug is believed to apply to seeds as well, based on the [http://www.bay12games.com/dwarves/ 01/19/2016 dev-log note]: &amp;quot;stop dumping dye/flour/seed/etc. bags out into barrels improperly&amp;quot;.&lt;br /&gt;
[[File:India_-_Varanasi_green_peas_-_2714.jpg|thumb|350px|center|Some seeds are edible, either raw or cooked.]]&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{materials}}&lt;br /&gt;
[[ru:Seed]]&lt;/div&gt;</summary>
		<author><name>Droseran</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Plant_token&amp;diff=304048</id>
		<title>Plant token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Plant_token&amp;diff=304048"/>
		<updated>2024-10-22T20:38:10Z</updated>

		<summary type="html">&lt;p&gt;Droseran: Improved readability of GROWTH_PRINT description&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{Modding}}&lt;br /&gt;
The &amp;lt;code&amp;gt;[OBJECT:PLANT]&amp;lt;/code&amp;gt; [[token]] begins the definition of a [[plant]] [[raw file]].  Following this, each new plant definition begins with the &amp;lt;code&amp;gt;[PLANT:plant_ID]&amp;lt;/code&amp;gt; token, where plant_ID is a unique identifier for the plant, and that plant's properties are then defined using the tokens listed below.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Basic tokens==&lt;br /&gt;
These tokens are specified for all plants and define their most basic characteristics.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style='background-color:#ddd'&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NAME}}&lt;br /&gt;
| &lt;br /&gt;
*name&lt;br /&gt;
| The singular form of the plant's name as seen in-game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NAME_PLURAL}}&lt;br /&gt;
| &lt;br /&gt;
*name&lt;br /&gt;
| The plural form of the plant's name as seen in-game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ADJ}}&lt;br /&gt;
| &lt;br /&gt;
*adjective&lt;br /&gt;
| The word or phrase used to describe items made from this plant.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ALL_NAMES}}&lt;br /&gt;
| &lt;br /&gt;
*name&lt;br /&gt;
| Sets the NAME, NAME_PLURAL, and ADJ to the specified string.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PREFSTRING}}&lt;br /&gt;
| &lt;br /&gt;
*reason&lt;br /&gt;
| What dwarves can like this object for (e.g. &amp;quot;Urist likes plump helmets for their rounded tops.&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MATERIAL}}&lt;br /&gt;
| &lt;br /&gt;
*material_name&lt;br /&gt;
| Starts defining a new local plant material with the given name. Must be followed with [[material definition token]]s defining the material's properties.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_MATERIAL}}&lt;br /&gt;
| &lt;br /&gt;
*material_name&lt;br /&gt;
*local_material&lt;br /&gt;
| Starts defining a new local plant material with the given name and using the properties of another local plant material. May be followed with material definition tokens to further define its properties or change the properties imported from the local plant material.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_MATERIAL_TEMPLATE}}&lt;br /&gt;
| &lt;br /&gt;
*material_name&lt;br /&gt;
*template_name&lt;br /&gt;
| Starts defining a new local plant material with the name ''material_name'' and using the properties of the specified MATERIAL_TEMPLATE with the name ''template_name''. May be followed with material definition tokens to further define its properties or change the properties imported from the template material.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| {{text anchor|SELECT_MATERIAL}}{{version|50.13}}&lt;br /&gt;
| &lt;br /&gt;
*material_name&lt;br /&gt;
| Selects a previously defined local plant material for subsequent modification. Unlike with [[creature token]]s, &amp;quot;ALL&amp;quot; ''cannot'' be specified here.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BASIC_MAT}}&lt;br /&gt;
| &lt;br /&gt;
* [[Material token|material]]&lt;br /&gt;
| Sets the basic material of the plant. This defines what is harvested when the plant itself, rather than a growth, is picked. According to Toady, you can use other materials (for instance, iron) but the game may hiccup on plants that aren't structurally plants. For crops, said material should have [STRUCTURAL_PLANT_MAT] to permit proper stockpiling. Generally, this should be &amp;quot;LOCAL_PLANT_MAT:material_name&amp;quot;, using a material defined using MATERIAL, USE_MATERIAL, or USE_MATERIAL_TEMPLATE. The only way to remove the plant's basic material entry (e.g. &amp;quot;soybean plant&amp;quot;) from every stockpile category is to remove this token, but this will cause problems with farming the plant in a farm plot and harvesting the whole wild plant if that's possible.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Environment tokens==&lt;br /&gt;
These tokens, also applicable to all plants, specify where the plants grow.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style='background-color:#ddd'&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UNDERGROUND_DEPTH}}&lt;br /&gt;
| &lt;br /&gt;
*minimum&lt;br /&gt;
*maximum&lt;br /&gt;
| Designates the highest and lowest cavern levels that the plant can appear in if its [[biome token|biome]] is subterranean.  Dwarven civilizations will only export (via the embark screen or caravans) things that are available at depth 1. Defaults to 0:0 (surface only).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GOOD}}&lt;br /&gt;
|  &lt;br /&gt;
| Restricts the plant to growing in Good regions. Cannot be combined with [EVIL].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EVIL}}&lt;br /&gt;
|  &lt;br /&gt;
| Restricts the plant to growing in Evil regions. Cannot be combined with [GOOD].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SAVAGE}}&lt;br /&gt;
|  &lt;br /&gt;
| Restricts the plant to growing in Savage regions (regardless of alignment).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FREQUENCY}}&lt;br /&gt;
| &lt;br /&gt;
*freq (0-100)&lt;br /&gt;
| How frequently this plant is generated in a particular area. Defaults to 50.  Plants with valid [[biome token]]s and [FREQUENCY:0] will not grow in the wild, but will still be available for entity use and farm plots.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WET}}&lt;br /&gt;
|  &lt;br /&gt;
| Restricts the plant to grow near natural water features. A plant with [WET] may be very common or very rare in an area, depending on how many water features that area has. Note that they will not grow next to dwarf-filled channels, since it explicitly checks the tile type (e.g. &amp;quot;River&amp;quot;, &amp;quot;River Source&amp;quot;, &amp;quot;Brook&amp;quot;, &amp;quot;Murky Pool&amp;quot;, and variants thereof). Combining this with [DRY] causes it to be ignord.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DRY}}&lt;br /&gt;
| &lt;br /&gt;
| Restricts the plant to grow away from natural water features. Combining this with [WET] causes it to be ignored.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BIOME}}&lt;br /&gt;
| &lt;br /&gt;
*biome&lt;br /&gt;
| What [[biome token|biome]] this plant appears in.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Growth tokens==&lt;br /&gt;
These tokens are used for all plants and specify growths growing on a plant.  &lt;br /&gt;
&lt;br /&gt;
Edible or otherwise usable growths should have [STOCKPILE_PLANT_GROWTH] in their [[material definition token|material definitions]] for proper stockpiling.  This also lets them be collected from plant gathering and farming jobs.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style='background-color:#ddd'&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GROWTH}}&lt;br /&gt;
| &lt;br /&gt;
*name&lt;br /&gt;
| Defines a plant growth.  Takes the below tokens as arguments.  &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SELECT_GROWTH}}{{version|50.13}}&lt;br /&gt;
| &lt;br /&gt;
*name&lt;br /&gt;
| Selects a previously-defined plant growth. Any tokens which follow this will further modify the selected growth.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GROWTH_NAME}}&lt;br /&gt;
|  &lt;br /&gt;
*singular&lt;br /&gt;
*plural (STP for standard plural)&lt;br /&gt;
| The name of a plant growth.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GROWTH_ITEM}}&lt;br /&gt;
|  &lt;br /&gt;
* [[item token]]&lt;br /&gt;
* [[material token]]&lt;br /&gt;
| Specifies what item this growth is and what it is made of.  Generally, the item type should be PLANT_GROWTH:NONE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GROWTH_HOST_TILE}}&lt;br /&gt;
| &lt;br /&gt;
*plant part&lt;br /&gt;
| Specifies on which part of the plant or tree the growth appears, usually for multi-tile [[tree]]s.  Valid tokens are:&lt;br /&gt;
*TWIGS&lt;br /&gt;
*BRANCHES_AND_TWIGS / LIGHT_BRANCHES_AND_TWIGS&lt;br /&gt;
*BRANCHES / LIGHT_BRANCHES&lt;br /&gt;
*ALL_BRANCHES_AND_TWIGS&lt;br /&gt;
*HEAVY_BRANCHES / DIRECTED_BRANCHES&lt;br /&gt;
*HEAVY_BRANCHES_AND_TRUNK / DIRECTED_BRANCHES_AND_TRUNK&lt;br /&gt;
*TRUNK&lt;br /&gt;
*ROOTS&lt;br /&gt;
*CAP&lt;br /&gt;
*SAPLING&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GROWTH_TRUNK_HEIGHT_PERC}}&lt;br /&gt;
|  &lt;br /&gt;
*percent (0-100+)&lt;br /&gt;
*integer&lt;br /&gt;
| Controls the height on the trunk above which the growth begins to appear. The first value is the percent of the trunk height where the growth begins appearing: 0 will cause growths to appear along the entire trunk above the first tile; 100 will cause growths to appear only at the topmost trunk tile. Can be larger than 100 for trees that have growths on branches extending higher than the trunk.&lt;br /&gt;
&lt;br /&gt;
The second integer currently ''must'' be -1, but might be intended to control whether it counts height starting from the bottom or top.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GROWTH_DENSITY}}&lt;br /&gt;
|  &lt;br /&gt;
*integer&lt;br /&gt;
| Currently has no effect.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GROWTH_TIMING}}&lt;br /&gt;
|  &lt;br /&gt;
*[[time]] start:end (0-403200)&lt;br /&gt;
| Specifies at which part of the year the growth appears.  Default is all year round.&lt;br /&gt;
&lt;br /&gt;
A single growth can only have one GROWTH_TIMING tag. If multiple are declared, the last one will be used. To make a growth appear multiple times during the year, you need to create a different growth for every GROWTH_TIMING interval. By using the same material for all of the duplicate growths, all of them will be stockpiled together and be eligible for the same reactions. Edible/brewable growths will have separate entries in the kitchen menu, though.&lt;br /&gt;
&lt;br /&gt;
There is no known way to declare a growth timing that lasts from winter into spring. Including numbers below 0 or above 403200 in the range will make the growth available at all times, as though you hadn't defined a growth timing at all. So will including a range for which the start time is later than the end time.&lt;br /&gt;
&lt;br /&gt;
This has no effect on farmed growths; all eligible growths that have [STOCKPILE_PLANT_GROWTH] in their materials will be harvested, regardless of if they are currently within their growth timing or not.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GROWTH_PRINT}}&lt;br /&gt;
|  &lt;br /&gt;
*overworld tile&lt;br /&gt;
*item tile&lt;br /&gt;
*color&lt;br /&gt;
*time (0-403200) start:end, ALL, or NONE&lt;br /&gt;
*priority&lt;br /&gt;
| Specifies the appearance of the growth.  Can be specified more than once, for example for autumn leaves. Transitions between different timing periods will happen gradually over the course of 2000 ticks. &lt;br /&gt;
&lt;br /&gt;
Priority seems to control what to display when there would be multiple symbols on a tile in ASCII mode. A higher number takes priority over a lower number. Example: if a LEAVES growth has a priority of 1 and a FRUIT growth has a priority of 3, the fruit growth will be the symbol shown when it is present. &lt;br /&gt;
&lt;br /&gt;
The GROWTH_PRINT tile will only be displayed when the growth in question is actually present, even if its timing parameter is ALL.&lt;br /&gt;
&lt;br /&gt;
In graphics mode, any growth being displayed will cause the SHRUB graphic to be used, and no growths available will display the SHRUB_PICKED graphic.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GROWTH_HAS_SEED}}&lt;br /&gt;
|  &lt;br /&gt;
| The growth drops a seed if eaten raw.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GROWTH_DROPS_OFF}}&lt;br /&gt;
|  &lt;br /&gt;
| Growths drop from the plant, producing a cloud of items which fall on the ground, which [[herbalist]]s can collect.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GROWTH_DROPS_OFF_NO_CLOUD}}&lt;br /&gt;
|  &lt;br /&gt;
| Growths drop collectable items from the plant without producing item clouds.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Tree tokens==&lt;br /&gt;
These tokens are used only for trees.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style='background-color:#ddd'&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TREE}}&lt;br /&gt;
| &lt;br /&gt;
* [[Material token|material]] or NONE&lt;br /&gt;
| Makes the plant into a [[tree]]. Cutting down the tree will yield logs made of this material.  Setting the material to NONE will give no wood from this tree.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRUNK_NAME}}&lt;br /&gt;
| &lt;br /&gt;
*name&lt;br /&gt;
| What the trunk of the tree is named.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAX_TRUNK_HEIGHT}}&lt;br /&gt;
| &lt;br /&gt;
*1-8&lt;br /&gt;
| The maximum z-level height of a mature tree's trunk, starting from about two z-levels above ground and going up.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAX_TRUNK_DIAMETER}}&lt;br /&gt;
| &lt;br /&gt;
*1-3&lt;br /&gt;
| Upper limit of trunk thickness, in tiles. Counted separately for all branching trunks. Has a geometric effect on log yield.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRUNK_PERIOD}}&lt;br /&gt;
| &lt;br /&gt;
*integer&lt;br /&gt;
| The number of years the trunk takes to grow one Z-level upward.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRUNK_WIDTH_PERIOD}}&lt;br /&gt;
| &lt;br /&gt;
*integer&lt;br /&gt;
| The number of years the trunk takes to grow another tile wider.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIGHT_BRANCHES_NAME}}&lt;br /&gt;
| &lt;br /&gt;
*name&lt;br /&gt;
| What thin branches of the tree are named.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BRANCH_DENSITY}} / {{text anchor|LIGHT_BRANCHES_DENSITY}}&lt;br /&gt;
| &lt;br /&gt;
*integer&lt;br /&gt;
| How dense the branches grow on this tree. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BRANCH_RADIUS}} / {{text anchor|LIGHT_BRANCH_RADIUS}} &lt;br /&gt;
| &lt;br /&gt;
*integer&lt;br /&gt;
| The radius to which branches can reach.  Appears to never reach further than seven tiles from the centre.  Does not depend on the trunk branching amount or where trunks are. The values used in the game go from 0-3. Higher values than that can cause crashes. {{bug|10419}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HEAVY_BRANCHES_NAME}} / {{text anchor|DIRECTED_BRANCHES_NAME}}&lt;br /&gt;
| &lt;br /&gt;
*name&lt;br /&gt;
| What thick branches of the tree are named.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HEAVY_BRANCH_DENSITY}} / {{text anchor|DIRECTED_BRANCH_DENSITY}}&lt;br /&gt;
| &lt;br /&gt;
*integer&lt;br /&gt;
| Similar to [[Plant_token#BRANCH_DENSITY|BRANCH_DENSITY]] for thick branches. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HEAVY_BRANCH_RADIUS}} / {{text anchor|DIRECTED_BRANCH_RADIUS}}&lt;br /&gt;
| &lt;br /&gt;
*integer&lt;br /&gt;
| Similar as [[Plant_token#BRANCH_RADIUS|BRANCH_DENSITY]] for thick branches. Values outside 0-3 can cause crashes. {{bug|10419}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRUNK_BRANCHING}}&lt;br /&gt;
| &lt;br /&gt;
*integer&lt;br /&gt;
| How much the trunk branches out.  0 makes the trunk straight.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ROOT_NAME}} / {{text anchor|ROOTS_NAME}}&lt;br /&gt;
| &lt;br /&gt;
*name&lt;br /&gt;
| What the roots of the tree are named.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ROOT_DENSITY}}&lt;br /&gt;
| &lt;br /&gt;
*integer&lt;br /&gt;
| Density of the root growth.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ROOT_RADIUS}}&lt;br /&gt;
| &lt;br /&gt;
*integer&lt;br /&gt;
| How wide the roots reach out.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TWIGS_NAME}}&lt;br /&gt;
| &lt;br /&gt;
*name&lt;br /&gt;
| What the twigs of the tree are named.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TWIGS_SIDE_BRANCHES}}&lt;br /&gt;
| &lt;br /&gt;
*boolean (0 or 1)&lt;br /&gt;
| Twigs appear on the side of branches.  Defaults to 1.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TWIGS_ABOVE_BRANCHES}}&lt;br /&gt;
| &lt;br /&gt;
*boolean (0 or 1)&lt;br /&gt;
| Twigs appear above branches.  Defaults to 1.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TWIGS_BELOW_BRANCHES}}&lt;br /&gt;
| &lt;br /&gt;
*boolean (0 or 1)&lt;br /&gt;
| Twigs appear below branches.  Defaults to 0.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TWIGS_SIDE_HEAVY_BRANCHES}}&lt;br /&gt;
| &lt;br /&gt;
*boolean (0 or 1)&lt;br /&gt;
| Twigs appear on the side of heavy branches.  Defaults to 0.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TWIGS_ABOVE_HEAVY_BRANCHES}}&lt;br /&gt;
| &lt;br /&gt;
*boolean (0 or 1)&lt;br /&gt;
| Twigs appear above heavy branches.  Defaults to 0.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TWIGS_BELOW_HEAVY_BRANCHES}}&lt;br /&gt;
| &lt;br /&gt;
*boolean (0 or 1)&lt;br /&gt;
| Twigs appear below heavy branches.  Defaults to 0.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TWIGS_SIDE_TRUNK}}&lt;br /&gt;
| &lt;br /&gt;
*boolean (0 or 1)&lt;br /&gt;
| Twigs appear on the side of the trunk.  Defaults to 0.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TWIGS_ABOVE_TRUNK}}&lt;br /&gt;
| &lt;br /&gt;
*boolean (0 or 1)&lt;br /&gt;
| Twigs appear above the trunk.  Defaults to 0.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TWIGS_BELOW_TRUNK}}&lt;br /&gt;
| &lt;br /&gt;
*boolean (0 or 1)&lt;br /&gt;
| Twigs appear below the trunk.  Defaults to 0.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TREE_HAS_MUSHROOM_CAP}}&lt;br /&gt;
| &lt;br /&gt;
| The tree has a rounded cap-hood like a giant mushroom. This severely stunts a tree's maximum height - see the [https://dwarffortress.mantishub.io/view.php?id=7313#c26413 bug report.] &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CAP_NAME}}&lt;br /&gt;
| &lt;br /&gt;
*name&lt;br /&gt;
| What this mushroom-cap is called.  Only makes sense with TREE_HAS_MUSHROOM_CAP.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CAP_PERIOD}}&lt;br /&gt;
| &lt;br /&gt;
*integer&lt;br /&gt;
| Similar to the other PERIOD tags, influences the rate of the mushroom cap growth.  Only makes sense with TREE_HAS_MUSHROOM_CAP.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CAP_RADIUS}}&lt;br /&gt;
| &lt;br /&gt;
*integer&lt;br /&gt;
| The radius of a mushroom cap.  Only makes sense with TREE_HAS_MUSHROOM_CAP.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|STANDARD_TILE_NAMES}}&lt;br /&gt;
| &lt;br /&gt;
| Uses the standard names for the tree components (roots, trunk, branches, etc.)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TREE_TILE}}&lt;br /&gt;
| &lt;br /&gt;
*tile&lt;br /&gt;
| The tile used for trees of this type on the world map. Defaults to 24 (↑).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DEAD_TREE_TILE}}&lt;br /&gt;
| &lt;br /&gt;
*tile&lt;br /&gt;
| The tile used for (un)dead trees and deciduous trees (generally in winter) of this type.  Defaults to 198 (╞).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SAPLING_TILE}}&lt;br /&gt;
| &lt;br /&gt;
*tile&lt;br /&gt;
| The tile used for saplings of this tree. Defaults to 231 (τ).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DEAD_SAPLING_TILE}}&lt;br /&gt;
| &lt;br /&gt;
*tile&lt;br /&gt;
| The tile used for dead saplings of this tree. Defaults to 231 (τ).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TREE_COLOR}}&lt;br /&gt;
| &lt;br /&gt;
*foreground&lt;br /&gt;
*background&lt;br /&gt;
*bright&lt;br /&gt;
| The [[color]] of the tree on the map. Defaults to 2:0:0 (dark green).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DEAD_TREE_COLOR}}&lt;br /&gt;
| &lt;br /&gt;
*foreground&lt;br /&gt;
*background&lt;br /&gt;
*bright&lt;br /&gt;
| The [[color]] of the tree on the map when (un)dead. Defaults to 0:0:1 (dark gray).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SAPLING_COLOR}}&lt;br /&gt;
| &lt;br /&gt;
*foreground&lt;br /&gt;
*background&lt;br /&gt;
*bright&lt;br /&gt;
| The [[color]] of saplings of this tree. Defaults to 2:0:0 (dark green).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DEAD_SAPLING_COLOR}}&lt;br /&gt;
| &lt;br /&gt;
*foreground&lt;br /&gt;
*background&lt;br /&gt;
*bright&lt;br /&gt;
| The [[color]] of dead saplings of this tree. Defaults to 0:0:1 (dark gray).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SAPLING_DROWN_LEVEL}}&lt;br /&gt;
| &lt;br /&gt;
*depth&lt;br /&gt;
| The sapling of this tree will drown once the water on its tile reaches this level. Defaults to 4.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TREE_DROWN_LEVEL}}&lt;br /&gt;
| &lt;br /&gt;
*depth&lt;br /&gt;
| The water depth at which this tree will drown. Exact behavior is unknown. Defaults to 7.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SAPLING}}&lt;br /&gt;
|  &lt;br /&gt;
| Makes young versions of the tree be called &amp;quot;[tree name] sapling&amp;quot;; otherwise, they are called &amp;quot;young [tree name]&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Shrub tokens==&lt;br /&gt;
These tokens are used for non-grass, non-tree plants.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style='background-color:#ddd'&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPRING}}, {{text anchor|SUMMER}}, {{text anchor|AUTUMN}}, {{text anchor|WINTER}}&lt;br /&gt;
|  &lt;br /&gt;
| Allows the plant to grow in farm plots during the given season.&lt;br /&gt;
&lt;br /&gt;
If the plant is a surface plant, allows it to grow in the wild during this season; wild surface plants without this token will disappear at the beginning of the season. Underground plants grow wild in all seasons, regardless of their season tokens.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GROWDUR}}&lt;br /&gt;
| &lt;br /&gt;
*time&lt;br /&gt;
| How long the plant takes to grow to harvest in a farm plot. Unit hundreds of ticks, See [[Time]]. There are 1008 GROWDUR units in a season. Defaults to 300.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VALUE}}&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
| Has no known effect. Previously set the value of the harvested plant.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PICKED_TILE}}&lt;br /&gt;
| &lt;br /&gt;
*tile&lt;br /&gt;
| The tile used when the plant is harvested whole, or is ready to be picked from a farm plot. May either be a cp437 tile number, or a character between single quotes. See [[Main:character table|character table]]. Defaults to 231 (τ).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DEAD_PICKED_TILE}}&lt;br /&gt;
| &lt;br /&gt;
*tile&lt;br /&gt;
| The tile used when a plant harvested whole has wilted. Defaults to 169 (⌐).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SHRUB_TILE}}&lt;br /&gt;
| &lt;br /&gt;
*tile&lt;br /&gt;
| The tile used to represent this plant when it is wild, alive, and has no growths. Defaults to 34 (&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DEAD_SHRUB_TILE}}&lt;br /&gt;
| &lt;br /&gt;
*tile&lt;br /&gt;
| The tile used to represent this plant when it is dead in the wild. Defaults to 34 (&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CLUSTERSIZE}}&lt;br /&gt;
| &lt;br /&gt;
*size&lt;br /&gt;
| The maximum stack size collected when gathered via herbalism (possibly also from farm plots?). Defaults to 5. CLUSTERSIZE must be greater than or equal to 1+ the number of instances of [STOCKPILE_PLANT_GROWTH] in the plant's raws. For plants like vanilla cabbage, clustersize of 1, which is less than 1+[one instance]=2, will prevent citizens from gathering the plant. Best to set all cluster sizes to 2 or higher for safety.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PICKED_COLOR}}&lt;br /&gt;
| &lt;br /&gt;
*foreground&lt;br /&gt;
*background&lt;br /&gt;
*bright&lt;br /&gt;
| The color of the plant when it has been picked whole, or when it is ready for harvest in a farm plot. Defaults to 2:0:0 (dark green).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DEAD_PICKED_COLOR}}&lt;br /&gt;
| &lt;br /&gt;
*foreground&lt;br /&gt;
*background&lt;br /&gt;
*bright&lt;br /&gt;
| The [[color]] of the plant when it has been picked whole, but has wilted. Defaults to 0:0:1 (dark gray).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SHRUB_COLOR}}&lt;br /&gt;
| &lt;br /&gt;
*foreground&lt;br /&gt;
*background&lt;br /&gt;
*bright&lt;br /&gt;
| The [[color]] of the plant when it is alive, wild, and has no growths. Defaults to 2:0:0 (dark green).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DEAD_SHRUB_COLOR}}&lt;br /&gt;
| &lt;br /&gt;
*foreground&lt;br /&gt;
*background&lt;br /&gt;
*bright&lt;br /&gt;
|The [[color]] of the plant when it is dead in the wild. Defaults to 6:0:0 (brown).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SHRUB_DROWN_LEVEL}}&lt;br /&gt;
| &lt;br /&gt;
*depth&lt;br /&gt;
| The shrub will drown once the water on its tile reaches this level. Defaults to 4.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DRINK}}&lt;br /&gt;
| &lt;br /&gt;
* [[Material token|material]]&lt;br /&gt;
| Names a [[alcohol|drink]] made from the plant, allowing it to be used in entity resources.  Previously also permitted brewing the plant into [[alcohol]] made of this material.  Now, a MATERIAL_REACTION_PRODUCT of type DRINK_MAT should be used on the proper plant material.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MILL}}&lt;br /&gt;
| &lt;br /&gt;
* [[Material token|material]]&lt;br /&gt;
| Permits milling the plant at a [[quern]] or [[millstone]] into a powder made of this material and allows its use in entity resources. Said material should have [POWDER_MISC_PLANT] to permit proper stockpiling. This token makes the whole plant harvestable regardless of which material is designated for milling. For plants with millable ''growths'', use only MATERIAL_REACTION_PRODUCT or ITEM_REACTION_PRODUCT tokens to define the milling products.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|THREAD}}&lt;br /&gt;
| &lt;br /&gt;
* [[Material token|material]]&lt;br /&gt;
| Permits processing the plant at a [[farmer's workshop]] to yield threads made of this material and allows its use in entity resources. Said material should have [THREAD_PLANT] to permit proper stockpiling.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SEED}}&lt;br /&gt;
| &lt;br /&gt;
*name&lt;br /&gt;
*name_plural&lt;br /&gt;
*foreground&lt;br /&gt;
*background&lt;br /&gt;
*bright&lt;br /&gt;
*[[Material token|material]]&lt;br /&gt;
| Causes the plant to yield plantable seeds made of this material and having these properties. Said material should have [SEED_MAT] to permit proper stockpiling.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EXTRACT_STILL_VIAL}}&lt;br /&gt;
| &lt;br /&gt;
* [[Material token|material]]&lt;br /&gt;
| Permits processing the plant into a [[vial]] at a [[still]] to yield extract made of this material. Said material should have [EXTRACT_STORAGE:FLASK].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EXTRACT_VIAL}}&lt;br /&gt;
| &lt;br /&gt;
*[[Material token|material]]&lt;br /&gt;
| Permits processing the plant into a [[vial]] at a [[farmer's workshop]] to yield extract made of this material. Said material should have [EXTRACT_STORAGE:FLASK].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EXTRACT_BARREL}}&lt;br /&gt;
| &lt;br /&gt;
* [[Material token|material]]&lt;br /&gt;
| Permits processing the plant into a [[barrel]] at a [[farmer's workshop]] to yield extract made of this material. Said material should have [EXTRACT_STORAGE:BARREL].&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Grass tokens==&lt;br /&gt;
These tokens are used only for [[grass]]es.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style='background-color:#ddd'&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GRASS}}&lt;br /&gt;
| &lt;br /&gt;
| Makes the plant behave as a type of grass. This allows animals to graze on it, and prevents it and its growths from being picked by herbalists. (Grass growths can still be picked in adventure mode, however.)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GRASS_TILES}}&lt;br /&gt;
|&lt;br /&gt;
*tile&lt;br /&gt;
*tile&lt;br /&gt;
*tile&lt;br /&gt;
*tile&lt;br /&gt;
| Specifies the 4 tiles used to represent grass of this type. If VARIED_GROUND_TILES is disabled in d_init.txt, these are seemingly ignored. Defaults to 46:44:96:39 (.,`').&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ALT_PERIOD}}&lt;br /&gt;
|&lt;br /&gt;
*period&lt;br /&gt;
*offset&lt;br /&gt;
| How often the grass switches between its main tiles and alternate tiles. The &amp;quot;period&amp;quot; value determines how quickly (in frames) the grass animates, and the &amp;quot;offset&amp;quot; value specifies how much of that time is spent displaying the alternate tiles.  If the &amp;quot;offset&amp;quot; value is greater than or equal to the &amp;quot;period&amp;quot; value, the grass will only display using the alternate tiles.{{verify}} Defaults to 0:0.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ALT_GRASS_TILES}}&lt;br /&gt;
|&lt;br /&gt;
*tile&lt;br /&gt;
*tile&lt;br /&gt;
*tile&lt;br /&gt;
*tile&lt;br /&gt;
| When used with ALT_PERIOD, specifies the 4 alternate tiles used to represent grass of this type. Defaults to 46:44:96:39 (.,`'). Dead grass does not animate.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GRASS_COLORS}}&lt;br /&gt;
|&lt;br /&gt;
*color 1 (fore:back:bright)&lt;br /&gt;
*color 2 (fore:back:bright)&lt;br /&gt;
*dry color (fore:back:bright)&lt;br /&gt;
*dead color (fore:back:bright)&lt;br /&gt;
| Specifies the color of this grass. Defaults to 2:0:1:2:0:0:6:0:1:6:0:0 (light green, dark green, yellow, brown).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
{{Category|Tokens}}&lt;br /&gt;
[[ru:Plant token]]&lt;/div&gt;</summary>
		<author><name>Droseran</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Plant_token&amp;diff=304047</id>
		<title>Plant token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Plant_token&amp;diff=304047"/>
		<updated>2024-10-22T20:36:17Z</updated>

		<summary type="html">&lt;p&gt;Droseran: Explanation of GROWTH_PRINT priority number and the affect of GROWTH_PRINT on graphics mode&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{Modding}}&lt;br /&gt;
The &amp;lt;code&amp;gt;[OBJECT:PLANT]&amp;lt;/code&amp;gt; [[token]] begins the definition of a [[plant]] [[raw file]].  Following this, each new plant definition begins with the &amp;lt;code&amp;gt;[PLANT:plant_ID]&amp;lt;/code&amp;gt; token, where plant_ID is a unique identifier for the plant, and that plant's properties are then defined using the tokens listed below.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Basic tokens==&lt;br /&gt;
These tokens are specified for all plants and define their most basic characteristics.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style='background-color:#ddd'&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NAME}}&lt;br /&gt;
| &lt;br /&gt;
*name&lt;br /&gt;
| The singular form of the plant's name as seen in-game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NAME_PLURAL}}&lt;br /&gt;
| &lt;br /&gt;
*name&lt;br /&gt;
| The plural form of the plant's name as seen in-game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ADJ}}&lt;br /&gt;
| &lt;br /&gt;
*adjective&lt;br /&gt;
| The word or phrase used to describe items made from this plant.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ALL_NAMES}}&lt;br /&gt;
| &lt;br /&gt;
*name&lt;br /&gt;
| Sets the NAME, NAME_PLURAL, and ADJ to the specified string.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PREFSTRING}}&lt;br /&gt;
| &lt;br /&gt;
*reason&lt;br /&gt;
| What dwarves can like this object for (e.g. &amp;quot;Urist likes plump helmets for their rounded tops.&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MATERIAL}}&lt;br /&gt;
| &lt;br /&gt;
*material_name&lt;br /&gt;
| Starts defining a new local plant material with the given name. Must be followed with [[material definition token]]s defining the material's properties.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_MATERIAL}}&lt;br /&gt;
| &lt;br /&gt;
*material_name&lt;br /&gt;
*local_material&lt;br /&gt;
| Starts defining a new local plant material with the given name and using the properties of another local plant material. May be followed with material definition tokens to further define its properties or change the properties imported from the local plant material.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_MATERIAL_TEMPLATE}}&lt;br /&gt;
| &lt;br /&gt;
*material_name&lt;br /&gt;
*template_name&lt;br /&gt;
| Starts defining a new local plant material with the name ''material_name'' and using the properties of the specified MATERIAL_TEMPLATE with the name ''template_name''. May be followed with material definition tokens to further define its properties or change the properties imported from the template material.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| {{text anchor|SELECT_MATERIAL}}{{version|50.13}}&lt;br /&gt;
| &lt;br /&gt;
*material_name&lt;br /&gt;
| Selects a previously defined local plant material for subsequent modification. Unlike with [[creature token]]s, &amp;quot;ALL&amp;quot; ''cannot'' be specified here.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BASIC_MAT}}&lt;br /&gt;
| &lt;br /&gt;
* [[Material token|material]]&lt;br /&gt;
| Sets the basic material of the plant. This defines what is harvested when the plant itself, rather than a growth, is picked. According to Toady, you can use other materials (for instance, iron) but the game may hiccup on plants that aren't structurally plants. For crops, said material should have [STRUCTURAL_PLANT_MAT] to permit proper stockpiling. Generally, this should be &amp;quot;LOCAL_PLANT_MAT:material_name&amp;quot;, using a material defined using MATERIAL, USE_MATERIAL, or USE_MATERIAL_TEMPLATE. The only way to remove the plant's basic material entry (e.g. &amp;quot;soybean plant&amp;quot;) from every stockpile category is to remove this token, but this will cause problems with farming the plant in a farm plot and harvesting the whole wild plant if that's possible.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Environment tokens==&lt;br /&gt;
These tokens, also applicable to all plants, specify where the plants grow.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style='background-color:#ddd'&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UNDERGROUND_DEPTH}}&lt;br /&gt;
| &lt;br /&gt;
*minimum&lt;br /&gt;
*maximum&lt;br /&gt;
| Designates the highest and lowest cavern levels that the plant can appear in if its [[biome token|biome]] is subterranean.  Dwarven civilizations will only export (via the embark screen or caravans) things that are available at depth 1. Defaults to 0:0 (surface only).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GOOD}}&lt;br /&gt;
|  &lt;br /&gt;
| Restricts the plant to growing in Good regions. Cannot be combined with [EVIL].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EVIL}}&lt;br /&gt;
|  &lt;br /&gt;
| Restricts the plant to growing in Evil regions. Cannot be combined with [GOOD].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SAVAGE}}&lt;br /&gt;
|  &lt;br /&gt;
| Restricts the plant to growing in Savage regions (regardless of alignment).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FREQUENCY}}&lt;br /&gt;
| &lt;br /&gt;
*freq (0-100)&lt;br /&gt;
| How frequently this plant is generated in a particular area. Defaults to 50.  Plants with valid [[biome token]]s and [FREQUENCY:0] will not grow in the wild, but will still be available for entity use and farm plots.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WET}}&lt;br /&gt;
|  &lt;br /&gt;
| Restricts the plant to grow near natural water features. A plant with [WET] may be very common or very rare in an area, depending on how many water features that area has. Note that they will not grow next to dwarf-filled channels, since it explicitly checks the tile type (e.g. &amp;quot;River&amp;quot;, &amp;quot;River Source&amp;quot;, &amp;quot;Brook&amp;quot;, &amp;quot;Murky Pool&amp;quot;, and variants thereof). Combining this with [DRY] causes it to be ignord.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DRY}}&lt;br /&gt;
| &lt;br /&gt;
| Restricts the plant to grow away from natural water features. Combining this with [WET] causes it to be ignored.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BIOME}}&lt;br /&gt;
| &lt;br /&gt;
*biome&lt;br /&gt;
| What [[biome token|biome]] this plant appears in.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Growth tokens==&lt;br /&gt;
These tokens are used for all plants and specify growths growing on a plant.  &lt;br /&gt;
&lt;br /&gt;
Edible or otherwise usable growths should have [STOCKPILE_PLANT_GROWTH] in their [[material definition token|material definitions]] for proper stockpiling.  This also lets them be collected from plant gathering and farming jobs.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style='background-color:#ddd'&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GROWTH}}&lt;br /&gt;
| &lt;br /&gt;
*name&lt;br /&gt;
| Defines a plant growth.  Takes the below tokens as arguments.  &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SELECT_GROWTH}}{{version|50.13}}&lt;br /&gt;
| &lt;br /&gt;
*name&lt;br /&gt;
| Selects a previously-defined plant growth. Any tokens which follow this will further modify the selected growth.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GROWTH_NAME}}&lt;br /&gt;
|  &lt;br /&gt;
*singular&lt;br /&gt;
*plural (STP for standard plural)&lt;br /&gt;
| The name of a plant growth.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GROWTH_ITEM}}&lt;br /&gt;
|  &lt;br /&gt;
* [[item token]]&lt;br /&gt;
* [[material token]]&lt;br /&gt;
| Specifies what item this growth is and what it is made of.  Generally, the item type should be PLANT_GROWTH:NONE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GROWTH_HOST_TILE}}&lt;br /&gt;
| &lt;br /&gt;
*plant part&lt;br /&gt;
| Specifies on which part of the plant or tree the growth appears, usually for multi-tile [[tree]]s.  Valid tokens are:&lt;br /&gt;
*TWIGS&lt;br /&gt;
*BRANCHES_AND_TWIGS / LIGHT_BRANCHES_AND_TWIGS&lt;br /&gt;
*BRANCHES / LIGHT_BRANCHES&lt;br /&gt;
*ALL_BRANCHES_AND_TWIGS&lt;br /&gt;
*HEAVY_BRANCHES / DIRECTED_BRANCHES&lt;br /&gt;
*HEAVY_BRANCHES_AND_TRUNK / DIRECTED_BRANCHES_AND_TRUNK&lt;br /&gt;
*TRUNK&lt;br /&gt;
*ROOTS&lt;br /&gt;
*CAP&lt;br /&gt;
*SAPLING&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GROWTH_TRUNK_HEIGHT_PERC}}&lt;br /&gt;
|  &lt;br /&gt;
*percent (0-100+)&lt;br /&gt;
*integer&lt;br /&gt;
| Controls the height on the trunk above which the growth begins to appear. The first value is the percent of the trunk height where the growth begins appearing: 0 will cause growths to appear along the entire trunk above the first tile; 100 will cause growths to appear only at the topmost trunk tile. Can be larger than 100 for trees that have growths on branches extending higher than the trunk.&lt;br /&gt;
&lt;br /&gt;
The second integer currently ''must'' be -1, but might be intended to control whether it counts height starting from the bottom or top.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GROWTH_DENSITY}}&lt;br /&gt;
|  &lt;br /&gt;
*integer&lt;br /&gt;
| Currently has no effect.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GROWTH_TIMING}}&lt;br /&gt;
|  &lt;br /&gt;
*[[time]] start:end (0-403200)&lt;br /&gt;
| Specifies at which part of the year the growth appears.  Default is all year round.&lt;br /&gt;
&lt;br /&gt;
A single growth can only have one GROWTH_TIMING tag. If multiple are declared, the last one will be used. To make a growth appear multiple times during the year, you need to create a different growth for every GROWTH_TIMING interval. By using the same material for all of the duplicate growths, all of them will be stockpiled together and be eligible for the same reactions. Edible/brewable growths will have separate entries in the kitchen menu, though.&lt;br /&gt;
&lt;br /&gt;
There is no known way to declare a growth timing that lasts from winter into spring. Including numbers below 0 or above 403200 in the range will make the growth available at all times, as though you hadn't defined a growth timing at all. So will including a range for which the start time is later than the end time.&lt;br /&gt;
&lt;br /&gt;
This has no effect on farmed growths; all eligible growths that have [STOCKPILE_PLANT_GROWTH] in their materials will be harvested, regardless of if they are currently within their growth timing or not.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GROWTH_PRINT}}&lt;br /&gt;
|  &lt;br /&gt;
*overworld tile&lt;br /&gt;
*item tile&lt;br /&gt;
*color&lt;br /&gt;
*time (0-403200) start:end, ALL, or NONE&lt;br /&gt;
*priority&lt;br /&gt;
| Specifies the appearance of the growth.  Can be specified more than once, for example for autumn leaves. Transitions between different timing periods will happen gradually over the course of 2000 ticks. Priority seems to control what to display when there would be multiple symbols on a tile in ASCII mode. A higher number takes priority over a lower number. Example: if a LEAVES growth has a priority of 1 and a FRUIT growth has a priority of 3, the fruit growth will be the symbol shown when it is present. In graphics mode, any growth being printed will cause the SHRUB graphic to be used, and no growths available will display the SHRUB_PICKED graphic.&lt;br /&gt;
&lt;br /&gt;
The GROWTH_PRINT tile will only be displayed when the growth in question is actually present, even if its timing parameter is ALL.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GROWTH_HAS_SEED}}&lt;br /&gt;
|  &lt;br /&gt;
| The growth drops a seed if eaten raw.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GROWTH_DROPS_OFF}}&lt;br /&gt;
|  &lt;br /&gt;
| Growths drop from the plant, producing a cloud of items which fall on the ground, which [[herbalist]]s can collect.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GROWTH_DROPS_OFF_NO_CLOUD}}&lt;br /&gt;
|  &lt;br /&gt;
| Growths drop collectable items from the plant without producing item clouds.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Tree tokens==&lt;br /&gt;
These tokens are used only for trees.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style='background-color:#ddd'&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TREE}}&lt;br /&gt;
| &lt;br /&gt;
* [[Material token|material]] or NONE&lt;br /&gt;
| Makes the plant into a [[tree]]. Cutting down the tree will yield logs made of this material.  Setting the material to NONE will give no wood from this tree.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRUNK_NAME}}&lt;br /&gt;
| &lt;br /&gt;
*name&lt;br /&gt;
| What the trunk of the tree is named.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAX_TRUNK_HEIGHT}}&lt;br /&gt;
| &lt;br /&gt;
*1-8&lt;br /&gt;
| The maximum z-level height of a mature tree's trunk, starting from about two z-levels above ground and going up.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAX_TRUNK_DIAMETER}}&lt;br /&gt;
| &lt;br /&gt;
*1-3&lt;br /&gt;
| Upper limit of trunk thickness, in tiles. Counted separately for all branching trunks. Has a geometric effect on log yield.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRUNK_PERIOD}}&lt;br /&gt;
| &lt;br /&gt;
*integer&lt;br /&gt;
| The number of years the trunk takes to grow one Z-level upward.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRUNK_WIDTH_PERIOD}}&lt;br /&gt;
| &lt;br /&gt;
*integer&lt;br /&gt;
| The number of years the trunk takes to grow another tile wider.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIGHT_BRANCHES_NAME}}&lt;br /&gt;
| &lt;br /&gt;
*name&lt;br /&gt;
| What thin branches of the tree are named.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BRANCH_DENSITY}} / {{text anchor|LIGHT_BRANCHES_DENSITY}}&lt;br /&gt;
| &lt;br /&gt;
*integer&lt;br /&gt;
| How dense the branches grow on this tree. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BRANCH_RADIUS}} / {{text anchor|LIGHT_BRANCH_RADIUS}} &lt;br /&gt;
| &lt;br /&gt;
*integer&lt;br /&gt;
| The radius to which branches can reach.  Appears to never reach further than seven tiles from the centre.  Does not depend on the trunk branching amount or where trunks are. The values used in the game go from 0-3. Higher values than that can cause crashes. {{bug|10419}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HEAVY_BRANCHES_NAME}} / {{text anchor|DIRECTED_BRANCHES_NAME}}&lt;br /&gt;
| &lt;br /&gt;
*name&lt;br /&gt;
| What thick branches of the tree are named.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HEAVY_BRANCH_DENSITY}} / {{text anchor|DIRECTED_BRANCH_DENSITY}}&lt;br /&gt;
| &lt;br /&gt;
*integer&lt;br /&gt;
| Similar to [[Plant_token#BRANCH_DENSITY|BRANCH_DENSITY]] for thick branches. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HEAVY_BRANCH_RADIUS}} / {{text anchor|DIRECTED_BRANCH_RADIUS}}&lt;br /&gt;
| &lt;br /&gt;
*integer&lt;br /&gt;
| Similar as [[Plant_token#BRANCH_RADIUS|BRANCH_DENSITY]] for thick branches. Values outside 0-3 can cause crashes. {{bug|10419}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRUNK_BRANCHING}}&lt;br /&gt;
| &lt;br /&gt;
*integer&lt;br /&gt;
| How much the trunk branches out.  0 makes the trunk straight.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ROOT_NAME}} / {{text anchor|ROOTS_NAME}}&lt;br /&gt;
| &lt;br /&gt;
*name&lt;br /&gt;
| What the roots of the tree are named.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ROOT_DENSITY}}&lt;br /&gt;
| &lt;br /&gt;
*integer&lt;br /&gt;
| Density of the root growth.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ROOT_RADIUS}}&lt;br /&gt;
| &lt;br /&gt;
*integer&lt;br /&gt;
| How wide the roots reach out.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TWIGS_NAME}}&lt;br /&gt;
| &lt;br /&gt;
*name&lt;br /&gt;
| What the twigs of the tree are named.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TWIGS_SIDE_BRANCHES}}&lt;br /&gt;
| &lt;br /&gt;
*boolean (0 or 1)&lt;br /&gt;
| Twigs appear on the side of branches.  Defaults to 1.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TWIGS_ABOVE_BRANCHES}}&lt;br /&gt;
| &lt;br /&gt;
*boolean (0 or 1)&lt;br /&gt;
| Twigs appear above branches.  Defaults to 1.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TWIGS_BELOW_BRANCHES}}&lt;br /&gt;
| &lt;br /&gt;
*boolean (0 or 1)&lt;br /&gt;
| Twigs appear below branches.  Defaults to 0.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TWIGS_SIDE_HEAVY_BRANCHES}}&lt;br /&gt;
| &lt;br /&gt;
*boolean (0 or 1)&lt;br /&gt;
| Twigs appear on the side of heavy branches.  Defaults to 0.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TWIGS_ABOVE_HEAVY_BRANCHES}}&lt;br /&gt;
| &lt;br /&gt;
*boolean (0 or 1)&lt;br /&gt;
| Twigs appear above heavy branches.  Defaults to 0.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TWIGS_BELOW_HEAVY_BRANCHES}}&lt;br /&gt;
| &lt;br /&gt;
*boolean (0 or 1)&lt;br /&gt;
| Twigs appear below heavy branches.  Defaults to 0.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TWIGS_SIDE_TRUNK}}&lt;br /&gt;
| &lt;br /&gt;
*boolean (0 or 1)&lt;br /&gt;
| Twigs appear on the side of the trunk.  Defaults to 0.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TWIGS_ABOVE_TRUNK}}&lt;br /&gt;
| &lt;br /&gt;
*boolean (0 or 1)&lt;br /&gt;
| Twigs appear above the trunk.  Defaults to 0.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TWIGS_BELOW_TRUNK}}&lt;br /&gt;
| &lt;br /&gt;
*boolean (0 or 1)&lt;br /&gt;
| Twigs appear below the trunk.  Defaults to 0.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TREE_HAS_MUSHROOM_CAP}}&lt;br /&gt;
| &lt;br /&gt;
| The tree has a rounded cap-hood like a giant mushroom. This severely stunts a tree's maximum height - see the [https://dwarffortress.mantishub.io/view.php?id=7313#c26413 bug report.] &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CAP_NAME}}&lt;br /&gt;
| &lt;br /&gt;
*name&lt;br /&gt;
| What this mushroom-cap is called.  Only makes sense with TREE_HAS_MUSHROOM_CAP.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CAP_PERIOD}}&lt;br /&gt;
| &lt;br /&gt;
*integer&lt;br /&gt;
| Similar to the other PERIOD tags, influences the rate of the mushroom cap growth.  Only makes sense with TREE_HAS_MUSHROOM_CAP.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CAP_RADIUS}}&lt;br /&gt;
| &lt;br /&gt;
*integer&lt;br /&gt;
| The radius of a mushroom cap.  Only makes sense with TREE_HAS_MUSHROOM_CAP.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|STANDARD_TILE_NAMES}}&lt;br /&gt;
| &lt;br /&gt;
| Uses the standard names for the tree components (roots, trunk, branches, etc.)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TREE_TILE}}&lt;br /&gt;
| &lt;br /&gt;
*tile&lt;br /&gt;
| The tile used for trees of this type on the world map. Defaults to 24 (↑).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DEAD_TREE_TILE}}&lt;br /&gt;
| &lt;br /&gt;
*tile&lt;br /&gt;
| The tile used for (un)dead trees and deciduous trees (generally in winter) of this type.  Defaults to 198 (╞).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SAPLING_TILE}}&lt;br /&gt;
| &lt;br /&gt;
*tile&lt;br /&gt;
| The tile used for saplings of this tree. Defaults to 231 (τ).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DEAD_SAPLING_TILE}}&lt;br /&gt;
| &lt;br /&gt;
*tile&lt;br /&gt;
| The tile used for dead saplings of this tree. Defaults to 231 (τ).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TREE_COLOR}}&lt;br /&gt;
| &lt;br /&gt;
*foreground&lt;br /&gt;
*background&lt;br /&gt;
*bright&lt;br /&gt;
| The [[color]] of the tree on the map. Defaults to 2:0:0 (dark green).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DEAD_TREE_COLOR}}&lt;br /&gt;
| &lt;br /&gt;
*foreground&lt;br /&gt;
*background&lt;br /&gt;
*bright&lt;br /&gt;
| The [[color]] of the tree on the map when (un)dead. Defaults to 0:0:1 (dark gray).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SAPLING_COLOR}}&lt;br /&gt;
| &lt;br /&gt;
*foreground&lt;br /&gt;
*background&lt;br /&gt;
*bright&lt;br /&gt;
| The [[color]] of saplings of this tree. Defaults to 2:0:0 (dark green).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DEAD_SAPLING_COLOR}}&lt;br /&gt;
| &lt;br /&gt;
*foreground&lt;br /&gt;
*background&lt;br /&gt;
*bright&lt;br /&gt;
| The [[color]] of dead saplings of this tree. Defaults to 0:0:1 (dark gray).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SAPLING_DROWN_LEVEL}}&lt;br /&gt;
| &lt;br /&gt;
*depth&lt;br /&gt;
| The sapling of this tree will drown once the water on its tile reaches this level. Defaults to 4.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TREE_DROWN_LEVEL}}&lt;br /&gt;
| &lt;br /&gt;
*depth&lt;br /&gt;
| The water depth at which this tree will drown. Exact behavior is unknown. Defaults to 7.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SAPLING}}&lt;br /&gt;
|  &lt;br /&gt;
| Makes young versions of the tree be called &amp;quot;[tree name] sapling&amp;quot;; otherwise, they are called &amp;quot;young [tree name]&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Shrub tokens==&lt;br /&gt;
These tokens are used for non-grass, non-tree plants.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style='background-color:#ddd'&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPRING}}, {{text anchor|SUMMER}}, {{text anchor|AUTUMN}}, {{text anchor|WINTER}}&lt;br /&gt;
|  &lt;br /&gt;
| Allows the plant to grow in farm plots during the given season.&lt;br /&gt;
&lt;br /&gt;
If the plant is a surface plant, allows it to grow in the wild during this season; wild surface plants without this token will disappear at the beginning of the season. Underground plants grow wild in all seasons, regardless of their season tokens.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GROWDUR}}&lt;br /&gt;
| &lt;br /&gt;
*time&lt;br /&gt;
| How long the plant takes to grow to harvest in a farm plot. Unit hundreds of ticks, See [[Time]]. There are 1008 GROWDUR units in a season. Defaults to 300.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VALUE}}&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
| Has no known effect. Previously set the value of the harvested plant.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PICKED_TILE}}&lt;br /&gt;
| &lt;br /&gt;
*tile&lt;br /&gt;
| The tile used when the plant is harvested whole, or is ready to be picked from a farm plot. May either be a cp437 tile number, or a character between single quotes. See [[Main:character table|character table]]. Defaults to 231 (τ).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DEAD_PICKED_TILE}}&lt;br /&gt;
| &lt;br /&gt;
*tile&lt;br /&gt;
| The tile used when a plant harvested whole has wilted. Defaults to 169 (⌐).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SHRUB_TILE}}&lt;br /&gt;
| &lt;br /&gt;
*tile&lt;br /&gt;
| The tile used to represent this plant when it is wild, alive, and has no growths. Defaults to 34 (&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DEAD_SHRUB_TILE}}&lt;br /&gt;
| &lt;br /&gt;
*tile&lt;br /&gt;
| The tile used to represent this plant when it is dead in the wild. Defaults to 34 (&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CLUSTERSIZE}}&lt;br /&gt;
| &lt;br /&gt;
*size&lt;br /&gt;
| The maximum stack size collected when gathered via herbalism (possibly also from farm plots?). Defaults to 5. CLUSTERSIZE must be greater than or equal to 1+ the number of instances of [STOCKPILE_PLANT_GROWTH] in the plant's raws. For plants like vanilla cabbage, clustersize of 1, which is less than 1+[one instance]=2, will prevent citizens from gathering the plant. Best to set all cluster sizes to 2 or higher for safety.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PICKED_COLOR}}&lt;br /&gt;
| &lt;br /&gt;
*foreground&lt;br /&gt;
*background&lt;br /&gt;
*bright&lt;br /&gt;
| The color of the plant when it has been picked whole, or when it is ready for harvest in a farm plot. Defaults to 2:0:0 (dark green).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DEAD_PICKED_COLOR}}&lt;br /&gt;
| &lt;br /&gt;
*foreground&lt;br /&gt;
*background&lt;br /&gt;
*bright&lt;br /&gt;
| The [[color]] of the plant when it has been picked whole, but has wilted. Defaults to 0:0:1 (dark gray).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SHRUB_COLOR}}&lt;br /&gt;
| &lt;br /&gt;
*foreground&lt;br /&gt;
*background&lt;br /&gt;
*bright&lt;br /&gt;
| The [[color]] of the plant when it is alive, wild, and has no growths. Defaults to 2:0:0 (dark green).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DEAD_SHRUB_COLOR}}&lt;br /&gt;
| &lt;br /&gt;
*foreground&lt;br /&gt;
*background&lt;br /&gt;
*bright&lt;br /&gt;
|The [[color]] of the plant when it is dead in the wild. Defaults to 6:0:0 (brown).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SHRUB_DROWN_LEVEL}}&lt;br /&gt;
| &lt;br /&gt;
*depth&lt;br /&gt;
| The shrub will drown once the water on its tile reaches this level. Defaults to 4.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DRINK}}&lt;br /&gt;
| &lt;br /&gt;
* [[Material token|material]]&lt;br /&gt;
| Names a [[alcohol|drink]] made from the plant, allowing it to be used in entity resources.  Previously also permitted brewing the plant into [[alcohol]] made of this material.  Now, a MATERIAL_REACTION_PRODUCT of type DRINK_MAT should be used on the proper plant material.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MILL}}&lt;br /&gt;
| &lt;br /&gt;
* [[Material token|material]]&lt;br /&gt;
| Permits milling the plant at a [[quern]] or [[millstone]] into a powder made of this material and allows its use in entity resources. Said material should have [POWDER_MISC_PLANT] to permit proper stockpiling. This token makes the whole plant harvestable regardless of which material is designated for milling. For plants with millable ''growths'', use only MATERIAL_REACTION_PRODUCT or ITEM_REACTION_PRODUCT tokens to define the milling products.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|THREAD}}&lt;br /&gt;
| &lt;br /&gt;
* [[Material token|material]]&lt;br /&gt;
| Permits processing the plant at a [[farmer's workshop]] to yield threads made of this material and allows its use in entity resources. Said material should have [THREAD_PLANT] to permit proper stockpiling.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SEED}}&lt;br /&gt;
| &lt;br /&gt;
*name&lt;br /&gt;
*name_plural&lt;br /&gt;
*foreground&lt;br /&gt;
*background&lt;br /&gt;
*bright&lt;br /&gt;
*[[Material token|material]]&lt;br /&gt;
| Causes the plant to yield plantable seeds made of this material and having these properties. Said material should have [SEED_MAT] to permit proper stockpiling.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EXTRACT_STILL_VIAL}}&lt;br /&gt;
| &lt;br /&gt;
* [[Material token|material]]&lt;br /&gt;
| Permits processing the plant into a [[vial]] at a [[still]] to yield extract made of this material. Said material should have [EXTRACT_STORAGE:FLASK].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EXTRACT_VIAL}}&lt;br /&gt;
| &lt;br /&gt;
*[[Material token|material]]&lt;br /&gt;
| Permits processing the plant into a [[vial]] at a [[farmer's workshop]] to yield extract made of this material. Said material should have [EXTRACT_STORAGE:FLASK].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EXTRACT_BARREL}}&lt;br /&gt;
| &lt;br /&gt;
* [[Material token|material]]&lt;br /&gt;
| Permits processing the plant into a [[barrel]] at a [[farmer's workshop]] to yield extract made of this material. Said material should have [EXTRACT_STORAGE:BARREL].&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Grass tokens==&lt;br /&gt;
These tokens are used only for [[grass]]es.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style='background-color:#ddd'&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GRASS}}&lt;br /&gt;
| &lt;br /&gt;
| Makes the plant behave as a type of grass. This allows animals to graze on it, and prevents it and its growths from being picked by herbalists. (Grass growths can still be picked in adventure mode, however.)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GRASS_TILES}}&lt;br /&gt;
|&lt;br /&gt;
*tile&lt;br /&gt;
*tile&lt;br /&gt;
*tile&lt;br /&gt;
*tile&lt;br /&gt;
| Specifies the 4 tiles used to represent grass of this type. If VARIED_GROUND_TILES is disabled in d_init.txt, these are seemingly ignored. Defaults to 46:44:96:39 (.,`').&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ALT_PERIOD}}&lt;br /&gt;
|&lt;br /&gt;
*period&lt;br /&gt;
*offset&lt;br /&gt;
| How often the grass switches between its main tiles and alternate tiles. The &amp;quot;period&amp;quot; value determines how quickly (in frames) the grass animates, and the &amp;quot;offset&amp;quot; value specifies how much of that time is spent displaying the alternate tiles.  If the &amp;quot;offset&amp;quot; value is greater than or equal to the &amp;quot;period&amp;quot; value, the grass will only display using the alternate tiles.{{verify}} Defaults to 0:0.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ALT_GRASS_TILES}}&lt;br /&gt;
|&lt;br /&gt;
*tile&lt;br /&gt;
*tile&lt;br /&gt;
*tile&lt;br /&gt;
*tile&lt;br /&gt;
| When used with ALT_PERIOD, specifies the 4 alternate tiles used to represent grass of this type. Defaults to 46:44:96:39 (.,`'). Dead grass does not animate.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GRASS_COLORS}}&lt;br /&gt;
|&lt;br /&gt;
*color 1 (fore:back:bright)&lt;br /&gt;
*color 2 (fore:back:bright)&lt;br /&gt;
*dry color (fore:back:bright)&lt;br /&gt;
*dead color (fore:back:bright)&lt;br /&gt;
| Specifies the color of this grass. Defaults to 2:0:1:2:0:0:6:0:1:6:0:0 (light green, dark green, yellow, brown).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
{{Category|Tokens}}&lt;br /&gt;
[[ru:Plant token]]&lt;/div&gt;</summary>
		<author><name>Droseran</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Syndrome&amp;diff=303759</id>
		<title>Syndrome</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Syndrome&amp;diff=303759"/>
		<updated>2024-10-09T23:14:53Z</updated>

		<summary type="html">&lt;p&gt;Droseran: Updated the description of the RESISTABLE token with information on how the code for it functions as provided by Putnam on the Kitfox Discord.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Masterwork}}&lt;br /&gt;
{{av}}&lt;br /&gt;
[[File:syndrome_statuses_anim.gif|right]]In ''Dwarf Fortress'', a '''syndrome''' can be thought of as a condition which applies a collection of [[Syndrome#Creature effect tokens|effects]] to [[creature]]s who contract it. Syndromes give rise to several of the game's [[fun|more interesting]] [[Health care|medical]] [[Status_icon|predicaments]], such as [[alcohol]] inebriation, venomous snake bites, and the brain-rotting secretions of certain [[Forgotten beast|uninvited guests]]. That said, the syndrome system isn't functionally restricted to the simulation of disease  -  many of the game's supernatural features, such as [[werewolf|werewolves]], [[vampire]]s, [[necromancer]]s, [[mummy|mummy curses]] and the [[undead]], are in fact produced by applying various [[Syndrome#Special_Effects|special effects]] to creatures via syndromes.&lt;br /&gt;
&lt;br /&gt;
Graphically, [[Dwarf|dwarves]], [[human]]s, [[elf|elves]], [[goblin]]s and [[kobold]]s with supernatural syndromes will have a different skin color, as seen in the image to the right. Other creatures will appear exactly as they are with no alterations, unless they're undead, in which they will appear with an indigo/blue tint, black eyes and white pupils, as every creature will have a unique undead sprite (including that of children and babies for some creatures).&lt;br /&gt;
&lt;br /&gt;
''&amp;quot;Yeah, I know this. I was looking for [[Syndrome examples|examples]]...&amp;quot;''&lt;br /&gt;
[[File:skin_color_preview.png|thumb|right|What different undead/immortal creatures' skin colors mean, which are also syndromes.]]&lt;br /&gt;
==List of syndromes==&lt;br /&gt;
In unmodded games, syndromes are generally named after the animal, substance or effect that delivers them. They can cause unpleasant and sometimes fatal [[symptom]]s over a short to long duration, but some will clear up over time or with the assistance of a [[doctor]]. A [[Health care|hospital]] is required to diagnose and potentially treat those that can be helped by treatment. Note that in a world with [[dragon]]s and [[giant elephant]]s, dwarves (and elves and humans) fall into the &amp;quot;small creatures&amp;quot; category for purposes of this discussion.&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Syndrome&lt;br /&gt;
! Venom&lt;br /&gt;
! Acquired&lt;br /&gt;
! Short-term Symptoms&lt;br /&gt;
! Long-term Symptoms&lt;br /&gt;
! Chronic Symptoms &lt;br /&gt;
|-&lt;br /&gt;
| Adder bite&lt;br /&gt;
| adder venom (injected)&lt;br /&gt;
| Being bitten by an [[adder]], [[giant adder]] or [[adder man]]&lt;br /&gt;
| Strong pain&lt;br /&gt;
| Swelling&amp;lt;br&amp;gt;Blisters&amp;lt;br&amp;gt;Nausea&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Bark scorpion sting&lt;br /&gt;
| bark scorpion venom (injected)&lt;br /&gt;
| Being stung by a [[bark scorpion]], [[giant bark scorpion]] or [[bark scorpion man]]&lt;br /&gt;
| Strong pain&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Black mamba bite&lt;br /&gt;
| black mamba venom (injected)&lt;br /&gt;
| Being bitten by a [[black mamba]], [[giant black mamba]] or [[black mamba man]]&lt;br /&gt;
| Dizziness&amp;lt;br&amp;gt;Drowsiness&amp;lt;br&amp;gt;Strong pain&amp;lt;br&amp;gt;Fever&amp;lt;br&amp;gt;Unconsciousness&amp;lt;br&amp;gt;Complete paralysis&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Blob blisters&lt;br /&gt;
| cave blob fluid&amp;lt;br /&amp;gt;(contact or ingested)&lt;br /&gt;
| Touching a [[cave blob]]&lt;br /&gt;
| Mild pain&amp;lt;br/&amp;gt;Mild blisters&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Brown recluse spider bite&lt;br /&gt;
| brown recluse spider venom (injected)&lt;br /&gt;
| Being bitten by a [[brown recluse spider]], [[giant brown recluse spider]] or [[brown recluse spider man]]&lt;br /&gt;
| Nausea&amp;lt;br&amp;gt;Fever&amp;lt;br&amp;gt;Pain&amp;lt;br&amp;gt;&lt;br /&gt;
| Severe localized necrosis&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Bumblebee sting&lt;br /&gt;
| bumblebee venom (injected)&lt;br /&gt;
| Being stung by a [[bumblebee]] worker&lt;br /&gt;
| Pain&amp;lt;br&amp;gt;Strong swelling&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Bushmaster bite&lt;br /&gt;
| bushmaster venom (injected)&lt;br /&gt;
| Being bitten by a [[bushmaster]], [[giant bushmaster]] or [[bushmaster man]]&lt;br /&gt;
| Strong pain&amp;lt;br&amp;gt;Mild bleeding&amp;lt;br&amp;gt;Dizziness&amp;lt;br&amp;gt;Nausea&amp;lt;br&amp;gt;Unconsciousness&amp;lt;br&amp;gt;Complete paralysis&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Cave floater sickness&lt;br /&gt;
| cave floater gas&amp;lt;br /&amp;gt;(inhaled or ingested)&lt;br /&gt;
| Expelled from [[cave floater]]&lt;br /&gt;
| Mild nausea&lt;br /&gt;
| Fever&amp;lt;br/&amp;gt;Strong drowsiness (delayed)&amp;lt;br/&amp;gt;Strong dizziness (delayed)&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Cave spider bite&lt;br /&gt;
| cave spider venom&amp;lt;br /&amp;gt;(injected)&lt;br /&gt;
| Being bitten by a [[cave spider]]&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
| Very mild dizziness&lt;br /&gt;
|-&lt;br /&gt;
| Copperhead snake bite&lt;br /&gt;
| copperhead snake venom (injected)&lt;br /&gt;
| Being bitten by a [[copperhead snake]], [[giant copperhead snake]] or [[copperhead snake man]]&lt;br /&gt;
| Pain&amp;lt;br&amp;gt;Swelling&amp;lt;br&amp;gt;Nausea&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Giant cave spider bite&lt;br /&gt;
| giant cave spider venom&amp;lt;br /&amp;gt;(injected)&lt;br /&gt;
| Being bitten by a [[giant cave spider]]&lt;br /&gt;
| Size-dependant paralysis.&lt;br /&gt;
| Death by asphyxiation, in small targets. Large targets are generally unhindered...unless you count the high probability of being eaten by the giant cave spider as a hindrance.&lt;br /&gt;
| None, not that it really matters.&lt;br /&gt;
|-&lt;br /&gt;
| Gila monster bite&lt;br /&gt;
| gila monster venom (injected)&lt;br /&gt;
| Being bitten by a [[gila monster]], [[giant gila monster]] or [[gila monster man]]&lt;br /&gt;
| Pain&amp;lt;br&amp;gt;Mild swelling&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Gnomeblight&lt;br /&gt;
| [[gnomeblight]]&amp;lt;br /&amp;gt;(contact, inhaled, injected, or ingested)&lt;br /&gt;
| Purposely exposing oneself to the extract. Only affects [[mountain gnome]]s and [[dark gnome]]s.&lt;br /&gt;
| None&lt;br /&gt;
| Severe systemic necrosis&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Giant desert scorpion sting&lt;br /&gt;
| giant desert scorpion venom&amp;lt;br /&amp;gt;(injected)&lt;br /&gt;
| Being stung by a [[giant desert scorpion]] &lt;br /&gt;
| Necrosis of the brain and nervous system&lt;br /&gt;
| '''Certain death'''&lt;br /&gt;
| None, not that it really matters.&lt;br /&gt;
|- &lt;br /&gt;
| Helmet snake bite&lt;br /&gt;
| helmet snake venom&amp;lt;br /&amp;gt;(injected)&lt;br /&gt;
| Being bitten by a [[helmet snake]]&lt;br /&gt;
| Minor bleeding&lt;br /&gt;
| Fever&amp;lt;br/&amp;gt;Nausea&amp;lt;br/&amp;gt;Dizziness&amp;lt;br/&amp;gt;Localized swelling&amp;lt;br/&amp;gt;Localized oozing&amp;lt;br/&amp;gt;Localized bruising&amp;lt;br/&amp;gt;Strong pain&amp;lt;br/&amp;gt;Intense localized necrosis&amp;lt;br/&amp;gt;Possible loss of limb &lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Honey bee sting&lt;br /&gt;
| honey bee venom (injected)&lt;br /&gt;
| Being stung by a [[honey bee]] worker&lt;br /&gt;
| Pain&amp;lt;br&amp;gt;Strong swelling&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Inebriation&lt;br /&gt;
| [[Alcohol]] (consumed/injected)&lt;br /&gt;
| Consuming alcoholic drinks&lt;br /&gt;
| Nausea&amp;lt;br&amp;gt;Dizziness&amp;lt;br&amp;gt;Unconsciousness&amp;lt;br&amp;gt;Personality changes&amp;lt;br&amp;gt;Euphoria&amp;lt;br&amp;gt;Erratic behavior&amp;lt;br&amp;gt;Trouble breathing&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Iron man cough&lt;br /&gt;
| iron man gas&amp;lt;br /&amp;gt;(inhaled)&lt;br /&gt;
| Expelled by [[iron man]]&lt;br /&gt;
| Coughing blood&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| King cobra bite&lt;br /&gt;
| king cobra venom&amp;lt;br /&amp;gt;(injected)&lt;br /&gt;
| Being bitten by a [[king cobra]]&lt;br /&gt;
| Complete paralysis&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&amp;lt;br/&amp;gt;Pain, dizziness, drowsiness&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Phantom spider bite&lt;br /&gt;
| phantom spider venom&amp;lt;br /&amp;gt;(injected)&lt;br /&gt;
| Being bitten by a [[phantom spider]]&lt;br /&gt;
| None&lt;br /&gt;
| Numbness and mild dizziness&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Platypus sting&lt;br /&gt;
| platypus venom&amp;lt;br /&amp;gt;(injected)&lt;br /&gt;
| Being kicked by a [[platypus]], [[giant platypus]] or [[platypus man]]&lt;br /&gt;
| Pain and swelling&lt;br /&gt;
| Extreme pain, swelling possibly to the point of necrosis&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Rattlesnake bite&lt;br /&gt;
| rattlesnake venom&amp;lt;br /&amp;gt;(injected)&lt;br /&gt;
| Being bitten by a [[rattlesnake]], [[giant rattlesnake]] or [[rattlesnake man]]&lt;br /&gt;
| Pain, nausea, blisters, swelling, bruising&lt;br /&gt;
| Severe localized necrosis&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Serpent man bite&lt;br /&gt;
| serpent man venom&amp;lt;br /&amp;gt;(injected)&lt;br /&gt;
| Being bitten by a [[serpent man]]&lt;br /&gt;
| Complete paralysis&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Mummy's curse&lt;br /&gt;
| [[Mummy|Disturbance interaction]].&lt;br /&gt;
| Being cursed by a [[mummy]], when caught raiding their tombs&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
| 20% chance of any skill roll failing, regardless of skill.&lt;br /&gt;
|-&lt;br /&gt;
| Vampirism&lt;br /&gt;
| [[Deity|Divine]] curse&lt;br /&gt;
| Drinking the blood of a [[vampire]]. Toppling statues in shrines and temples (random chance), rolling divination dice too frequently.&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
| Victim becomes a [[vampire]].&lt;br /&gt;
|-&lt;br /&gt;
| Werebeast curse&lt;br /&gt;
| [[Deity|Divine]] curse&lt;br /&gt;
| Being bitten by a [[werebeast]], toppling statues in shrines and temples (random chance), rolling divination dice too frequently.&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
| Victim becomes a [[werebeast]].&lt;br /&gt;
|-&lt;br /&gt;
| Necromancy&lt;br /&gt;
| [[Deity|Divine]] 'curse'&lt;br /&gt;
| Reading a book/slab that contains the secrets of life and death.&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
| Reader becomes a [[necromancer]].&lt;br /&gt;
|-&lt;br /&gt;
| evil rain sickness&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
|rowspan=7| Random&lt;br /&gt;
| Being caught outside in [[Weather#Evil weather|freakish weather]] in an evil [[biome]]&lt;br /&gt;
|rowspan=7| Random&lt;br /&gt;
|rowspan=7| Random&lt;br /&gt;
|rowspan=7| Random&lt;br /&gt;
|-&lt;br /&gt;
| evil cloud sickness&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;&lt;br /&gt;
| Being caught in a [[Weather#Evil weather|creeping cloud]] in an evil [[biome]]&lt;br /&gt;
|-&lt;br /&gt;
| beast sickness&amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt;&lt;br /&gt;
| Encounters with [[forgotten beast]]s&lt;br /&gt;
|-&lt;br /&gt;
| titan sickness&amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt;&lt;br /&gt;
| Encounters with [[titan]]s&lt;br /&gt;
|-&lt;br /&gt;
| night sickness&amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt;&lt;br /&gt;
| Encounters with [[nightmare]]s or [[experiment]]s&lt;br /&gt;
|-&lt;br /&gt;
| demon sickness&amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt;&lt;br /&gt;
| Encounters with [[demon]]s&lt;br /&gt;
|-&lt;br /&gt;
| divine sickness&amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt;&lt;br /&gt;
| Encounters with [[angel]]s&lt;br /&gt;
|}&lt;br /&gt;
: 1. For small creatures such as humans and dwarves, paralysis tends to result in suffocation.&lt;br /&gt;
: 2. Necrosis of the brain will eventually result in death once the brain rots away completely. &lt;br /&gt;
: 3. Evil rain typically only causes minor symptoms such as blisters, bruising, coughing blood, dizziness, fever, nausea, oozing, and pain. &lt;br /&gt;
: 4. Evil clouds either cause major symptoms (as with beast/titan/demon sicknesses) or permanently transform creatures into [[Undead|zombie-like]] forms. &lt;br /&gt;
: 5. [[Titan]]s, [[forgotten beast]]s, [[nightmare]]s, [[experiment]]s, [[demon]]s and [[angel]]s have a chance to have a randomized syndrome. These range from mildly hazardous (mild [[Symptom#Blisters|blisters]] from inhaling boiling blood) to instantly fatal (severe necrosis from a contact poison attached to a breath weapon/creature made of blood).&lt;br /&gt;
&lt;br /&gt;
==The anatomy of a syndrome==&lt;br /&gt;
To recap, syndromes are &amp;quot;diseases&amp;quot; which inflict effects upon creatures who acquire them. Mechanically, they're composed of a bunch of different syndrome tokens which detail [[Syndrome#Basic syndrome tokens|how it works]] and [[Syndrome#Creature effect tokens|what it does]]. Syndrome acquisition can be boiled down into two main routes: (1) via materials and (2) via interactions. Unlike most objects in the game, syndromes aren't defined in their own raw file; they're instead built up within the raw definition of the material or interaction effect to which they are tied, as described below.&lt;br /&gt;
{{Modding}}&lt;br /&gt;
'''1) Transmission via Materials'''&lt;br /&gt;
Any material (be it [[Material_token#INORGANIC|inorganic]], [[Material_token#CREATURE_MAT|creature-derived]], or [[Material_token#PLANT_MAT|plant-derived]]) can have one or more syndromes added to it, simply by defining the syndrome within the material's own raw definition. The addition of certain tokens (detailed [[Syndrome#SYN_CONTACT|below]]) to the syndrome will determine what must be done to the material so as to transmit the syndrome to a creature; the current modes of transmission are as follows: [[Syndrome#SYN_CONTACT|bodily contact]] with the material, [[Syndrome#SYN_INGESTED|ingestion]] or [[Syndrome#SYN_INHALED|inhalation]] of the material, or [[Syndrome#SYN_INJECTED|injection]] of the material into the bloodstream. Any combination of transmission modes can be specified per syndrome.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Here's the material definition of [[giant cave spider]] venom with its associated syndrome as an example:&lt;br /&gt;
&lt;br /&gt;
''(See [[Giant cave spider/raw|here]] for the complete creature raw.)''&lt;br /&gt;
    [USE_MATERIAL_TEMPLATE:POISON:CREATURE_EXTRACT_TEMPLATE]&lt;br /&gt;
        [STATE_NAME:ALL_SOLID:frozen giant cave spider venom]&lt;br /&gt;
        [STATE_ADJ:ALL_SOLID:frozen giant cave spider venom]&lt;br /&gt;
        [STATE_NAME:LIQUID:giant cave spider venom]&lt;br /&gt;
        [STATE_ADJ:LIQUID:giant cave spider venom]&lt;br /&gt;
        [STATE_NAME:GAS:boiling giant cave spider venom]&lt;br /&gt;
        [STATE_ADJ:GAS:boiling giant cave spider venom]&lt;br /&gt;
        [PREFIX:NONE]&lt;br /&gt;
        [ENTERS_BLOOD]&lt;br /&gt;
        '''[SYNDROME]'''&lt;br /&gt;
            '''[SYN_NAME:giant cave spider bite]'''&lt;br /&gt;
            '''[SYN_AFFECTED_CLASS:GENERAL_POISON]'''&lt;br /&gt;
            '''[SYN_IMMUNE_CREATURE:SPIDER_CAVE_GIANT:ALL]'''&lt;br /&gt;
            '''[SYN_INJECTED]'''&lt;br /&gt;
            '''[CE_PARALYSIS:SEV:100:PROB:100:RESISTABLE:SIZE_DILUTES:START:5:PEAK:10:END:20]'''&lt;br /&gt;
&lt;br /&gt;
In the above, the non-bolded section consists of various [[material definition token]]s used to define and customise the venom material. (USE_MATERIAL_TEMPLATE defines a material called 'POISON', and creates it using the template 'CREATURE_EXTRACT_TEMPLATE' as a basis, which is then altered by the other tokens placed below it. See [[Material_definition_token#STATE_NAME|STATE_NAME]], [[Material_definition_token#STATE_ADJ|STATE_ADJ]], and [[Material_definition_token#PREFIX|PREFIX]] for more information about these tokens). The relevance of [[Material_definition_token#ENTERS_BLOOD|ENTERS_BLOOD]] in this context is explained below.&lt;br /&gt;
&lt;br /&gt;
The bolded section consists of the syndrome definition, which is initiated using the [[Syndrome#SYNDROME|[SYNDROME]]] token. The tokens placed after this (which are described in further detail [[Syndrome#Basic syndrome tokens|below]]) flesh out the syndrome - in this case they name it &amp;quot;giant cave spider bite&amp;quot;, make it work only against creatures belonging to the 'GENERAL_POISON' [[Creature token#CREATURE_CLASS|creature class]], render giant cave spiders immune to it, and cause creatures to contract it if the venom is injected into them. The creature effect at the very bottom makes the syndrome inflict progressive complete paralysis upon the victim after a short delay, for what would be a relatively short-lived period were it not for the fact that most small creatures tend to suffocate before the effect wears off (that, or they get eaten by the giant cave spider that caused it).&lt;br /&gt;
&lt;br /&gt;
Great, so how do we get this lethal venom into a creature's bloodstream to transmit the syndrome? Giant cave spiders are able to do this via the [[Creature token#SPECIALATTACK_INJECT_EXTRACT|SPECIALATTACK_INJECT_EXTRACT]] token appended to their bite attack as such:&lt;br /&gt;
    [SPECIALATTACK_INJECT_EXTRACT:LOCAL_CREATURE_MAT:POISON:LIQUID:100:100]&lt;br /&gt;
This makes their bites inject 100 units of the 'POISON' material in its liquid [[Material_definition_token#Material_States|state]]. Note that '[[Material_token#LOCAL_CREATURE_MAT|LOCAL_CREATURE_MAT]]:POISON' indicates that the 'POISON' material is defined amidst the same creature raws where the attack was detailed i.e. within the SPIDER_CAVE_GIANT creature definition; we could have written '[[Material_token#CREATURE_MAT|CREATURE_MAT]]:SPIDER_CAVE_GIANT:POISON' instead for the same result. Also note that we can make the attack inject any material we want it to, not just creature-associated materials. (Want your spider to inject molten [[gold]] into its victims to melt them from the inside out instead of bothering with syndromes? Simply replace 'LOCAL_CREATURE_MAT:POISON:LIQUID' with '[[Material_token#INORGANIC|INORGANIC]]:GOLD:LIQUID' and you're good to go).&lt;br /&gt;
&lt;br /&gt;
Note that [ENTERS_BLOOD] must be added to the material definition for injection attacks making use of this material to function properly. Without this token, the material would simply [[contaminant|splatter]] over the attacked bodypart instead of entering the bloodstream, so the above syndrome, which relies solely on the [[Syndrome#SYN_INJECTED|injectable]] transmission route, wouldn't be contracted. [ENTERS_BLOOD] can of course be left out intentionally, if the aim is to cover creatures with a material that transmits syndromes [[Syndrome#SYN_CONTACT|on contact]]. Keep in mind that splattering in lieu of injection also occurs with blunt attacks, on attacked body parts devoid of [[Tissue_definition_token#VASCULAR|VASCULAR]] tissue, and on [[Creature token#BLOOD|bloodless]] victims (including creatures who've had their blood removed via [[Syndrome#CE_REMOVE_TAG|CE_REMOVE_TAG:HAS_BLOOD]]).&lt;br /&gt;
&lt;br /&gt;
A fun variation on typical creature venoms is to add a [[Syndrome#SYN_CONTACT|contact-transmissible]] syndrome to the creature's [[Creature token#BLOOD|blood]] material - this tends to end poorly for any predator that chooses to attack them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''2) Transmission via Interactions'''&lt;br /&gt;
&lt;br /&gt;
The [[Interaction token|interaction]] system can be used to add syndromes to creatures directly via certain interaction effects, most notably [[Interaction token#I_EFFECT|I_EFFECT:ADD_SYNDROME]]. After placing this I_EFFECT in an interaction definition, the syndrome to be added is defined beneath it in exactly the same manner as that used for the material-bound syndromes described above. (Note that any [[Interaction_token#IE_TARGET|IE_ tokens]] used with this I_EFFECT can be placed before or after the syndrome definition; the order doesn’t really matter). The [[Interaction token#I_EFFECT| ANIMATE]] and [[Interaction token#I_EFFECT| RESURRECT]] interaction effects also allow syndromes to be tied to them in the same manner; in this case the syndrome is applied to the target creature after it is animated or resurrected respectively.&lt;br /&gt;
&lt;br /&gt;
See [[Syndrome#Spreading_diseases|below]] for an example of a syndrome-transmitting interaction.&lt;br /&gt;
&lt;br /&gt;
==Basic syndrome tokens==&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;Bisque&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|SYNDROME}}&lt;br /&gt;
| &lt;br /&gt;
| Used to begin defining a new syndrome.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SYN_NAME}}&lt;br /&gt;
| &amp;lt;your text&amp;gt;&lt;br /&gt;
| Used to specify the name of the syndrome as it appears in-game. Names don't have to be unique; it's perfectly acceptable to have multiple syndromes with identical names.&lt;br /&gt;
&lt;br /&gt;
For example, this name is displayed when &amp;lt;nowiki&amp;gt;[&amp;lt;/nowiki&amp;gt;[[Syndrome#CE_FEEL_EMOTION|CE_FEEL_EMOTION:&amp;lt;...&amp;gt;]]] causes an emotional reaction {{dftext|Urist is |0:1}}{{dftext|&amp;lt;emotion&amp;gt;|6:0}}{{dftext| due to &amp;lt;your_syn_name&amp;gt;.|0:1}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SYN_CLASS}}&lt;br /&gt;
| &amp;lt;your text&amp;gt;&lt;br /&gt;
| Can be included to create a syndrome class and assign the syndrome to it, for use with the [[Interaction token#IT_CANNOT_HAVE_SYNDROME_CLASS|IT_CANNOT_HAVE_SYNDROME_CLASS]] interaction token. Can be specified more than once to assign the syndrome to multiple classes. Other syndromes can also be assigned to the same class.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SYN_CONTACT}}&lt;br /&gt;
| &lt;br /&gt;
| If the syndrome is tied to a material, creatures who come into contact with this material will contract the syndrome if this token is included in the syndrome definition. Contact transmission occurs when a creature's body becomes [[contaminant|contaminated]] with the material (visible as [material name] 'smear', 'dusting' or 'covering' over body parts when viewing the creature's inventory). Note that contact with [[item]]s made of a syndrome-inducing material currently doesn't result in transmission.&lt;br /&gt;
&lt;br /&gt;
Methods of getting a material contaminant onto a creature's body include: &lt;br /&gt;
* [[Creature token#SECRETION|secretions]]&lt;br /&gt;
* [[Interaction_token#LIQUID_GLOB|liquid projectiles]] (contaminate struck body parts if exposed)&lt;br /&gt;
* [[Interaction_token#TRAILING_VAPOR_FLOW|vapor]] and [[Interaction_token#TRAILING_DUST_FLOW|dust clouds]] (contaminate all external body parts, even if covered)&lt;br /&gt;
* [[Interaction_token#SPATTER_LIQUID|puddles]] and [[Interaction_token#SPATTER_POWDER|dust piles]] ([[Body_token#STANCE|STANCE]] body parts become contaminated if the creature walks into them [[clothing|barefoot]], and all uncovered external body parts are contaminated if the creature is [[Status icon#Non-flashing|prone]])&lt;br /&gt;
* [[Interaction_token#WEATHER_FALLING_MATERIAL|freakish rain]] (contaminates all external body parts, even if covered, if the creature is outside)&lt;br /&gt;
* unprotected bodily contact with a contaminated creature (including performing or receiving body part attacks such as punches and [[wrestling]] moves, creature collisions, as well as [[Interaction_token#I_EFFECT|CONTACT]] interaction effects, if the involved body parts are exposed)&lt;br /&gt;
* items [[Material_definition_token#MELTING_POINT|melting]] whilst equipped or hauled (this contaminates the body part that was holding them if exposed)&lt;br /&gt;
* striking the creature's body with a contaminated item (see below)&lt;br /&gt;
&lt;br /&gt;
It is possible to use this token for syndromes intended to be applied via envenomed weapons (but also check out [[Syndrome#SYN_INJECTED|SYN_INJECTED]]). When a creature's body is struck with an item which is contaminated with a contact syndrome-inducing material, the syndrome will be transmitted to the struck creature, even if the attack doesn't pierce the flesh. Syndrome transmission in this context often occurs in the absence of a visible contaminant on the body.&lt;br /&gt;
&lt;br /&gt;
Contact transmission only appears to occur at the moment of contamination (which is to say, when a new bodily spatter is created). If the syndrome ends (once all its [[Syndrome#Creature_effect_tokens|creature effects]] reach their END point, at which point it will be removed from the creature), it will NOT be reapplied by the original syndrome-inducing contaminant (assuming it hasn't been cleaned off yet); the creature will need to be recontaminated with the causative material for this to occur. (Note that in the case of [[Creature token#SECRETION|secretions]], the secreted contaminants are continuously reapplied to the secretory body parts, so any associated short-lasting contact syndromes allowed to target the secreting creature can potentially be reapplied at the rate of secretion; this may work differently in [[adventurer mode]]).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SYN_INGESTED}}&lt;br /&gt;
| &lt;br /&gt;
| If the syndrome is tied to a material, creatures who [[food|eat]] or drink substances comprising, containing or [[contaminant|contaminated]] with this material will contract the syndrome if this token is included. This includes [[kitchen|prepared meals]] when any of the constituent ingredients contains the material in question.&lt;br /&gt;
&lt;br /&gt;
This also applies to [[creature token#GRAZER|grazing]] creatures which happen to munch on a [[plant token#GRASS|grass]] that has an ingestion-triggered syndrome tied to any of its constituent materials.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SYN_INHALED}}&lt;br /&gt;
| &lt;br /&gt;
| If the syndrome is tied to a material, creatures who inhale the material will contract the syndrome if this token is included. Materials can only be inhaled in their [[Material_definition_token#BOILING_POINT|gaseous]] state, which is attainable by [[temperature|boiling]], or in the form of a [[Interaction_token#TRAILING_GAS_FLOW|TRAILING_GAS_FLOW]], [[Interaction_token#UNDIRECTED_GAS|UNDIRECTED_GAS]] or [[Interaction_token#WEATHER_CREEPING_GAS|WEATHER_CREEPING_GAS]]. Creatures can also be made to [[Tissue_definition_token#TISSUE_LEAKS|leak]] [[Tissue_definition_token#TISSUE_MAT_STATE|gaseous tissue]] when damaged.&lt;br /&gt;
&lt;br /&gt;
Note that {{token|AQUATIC|c}} creatures never inhale gaseous materials, and creatures which do breathe air aren't guaranteed to inhale gases when exposed to them for a short time. Contrary to what one might expect, creatures with {{token|NOBREATHE|c}} are in fact capable of contracting inhalation syndromes; this is presumably a bug.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SYN_INJECTED}}&lt;br /&gt;
| &lt;br /&gt;
| If the syndrome is tied to a material, the injection of this material into a creature's bloodstream will cause it to contract the syndrome if this token is included. Injection can be carried out as part of a creature attack via [[Creature_token#SPECIALATTACK_INJECT_EXTRACT|SPECIALATTACK_INJECT_EXTRACT]], or by piercing the flesh of a creature with an [[item]] that has been [[contaminant|contaminated]] with the material. Thus, this token can be used as a more specific alternative to [[Syndrome#SYN_CONTACT|SYN_CONTACT]] for syndromes intended to be administered by envenomed weapons. &lt;br /&gt;
&lt;br /&gt;
For injection to work, the material definition must include [[Material_definition_token#ENTERS_BLOOD|ENTERS_BLOOD]], the attacked body part needs to have [[Tissue_definition_token#VASCULAR|VASCULAR]] tissue, and the intended victim must have [[Creature token#BLOOD|BLOOD]] (so it won't work on creatures with the [[Syndrome#CE_REMOVE_TAG|CE_REMOVE_TAG:HAS_BLOOD]] syndrome effect). Getting the weapon &amp;quot;lodged into the wound&amp;quot; isn't a requirement.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SYN_AFFECTED_CLASS}}&lt;br /&gt;
| &amp;lt;[[Creature token#CREATURE_CLASS|creature class]]&amp;gt;&lt;br /&gt;
| If this is included, only creatures which belong to the specified [[Creature token#CREATURE_CLASS|creature class]] (as well as creatures which pass the [[Syndrome#SYN_AFFECTED_CREATURE|SYN_AFFECTED_CREATURE]] check if this is included) will be able to contract the syndrome. This token can be specified multiple times per syndrome, in which case creatures which have at least one matching class will be considered susceptible. If [[Syndrome#SYN_IMMUNE_CLASS|SYN_IMMUNE_CLASS]] and/or [[Syndrome#SYN_IMMUNE_CREATURE|SYN_IMMUNE_CREATURE]] are included, creatures which fail these checks will be unable to contract the syndrome even if they pass this class check.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SYN_IMMUNE_CLASS}}&lt;br /&gt;
| &amp;lt;[[Creature token#CREATURE_CLASS|creature class]]&amp;gt;&lt;br /&gt;
| If this is included, creatures which belong to the specified [[Creature token#CREATURE_CLASS|creature class]] will be unable to contract the syndrome. This token can be specified multiple times per syndrome, in which case creatures with at least one matching class will be considered immune (unless overridden by [[Syndrome#SYN_AFFECTED_CREATURE|SYN_AFFECTED_CREATURE]]).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SYN_AFFECTED_CREATURE}}&lt;br /&gt;
| &amp;lt;creature&amp;gt;:&amp;lt;[[Creature_token#CASTE|caste]]&amp;gt;&lt;br /&gt;
| If this is included, only the specified creature (and, if [[Syndrome#SYN_AFFECTED_CLASS|SYN_AFFECTED_CLASS]] is included, also creatures which pass this check as explained above) will be able to contract the syndrome. This token can be used multiple times per syndrome. If used alongside [[Syndrome#SYN_IMMUNE_CLASS|SYN_IMMUNE_CLASS]], the specified creature will be able to contract the syndrome regardless of this class check.&lt;br /&gt;
&lt;br /&gt;
DWARF:FEMALE is an example of a valid &amp;lt;creature&amp;gt;:&amp;lt;caste&amp;gt; combination; &amp;quot;ALL&amp;quot; can be used in place of a specific caste so as to indicate that this applies to all castes of the specified creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SYN_IMMUNE_CREATURE}}&lt;br /&gt;
| &amp;lt;creature&amp;gt;:&amp;lt;[[Creature_token#CASTE|caste]]&amp;gt;&lt;br /&gt;
| If this is included, the specified creature will be unable to contract the syndrome (even if it matches [[Syndrome#SYN_AFFECTED_CLASS|SYN_AFFECTED_CLASS]]). It can be specified multiple times per syndrome. As above, &amp;quot;ALL&amp;quot; can be used in place of a specific caste.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SYN_NO_HOSPITAL}}&lt;br /&gt;
| &lt;br /&gt;
| Prevents creatures from being admitted to [[health care|hospital]] for problems arising directly as a result of the syndrome's effects, no matter how bad they get.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SYN_IDENTIFIER}}&lt;br /&gt;
| &amp;lt;your text&amp;gt;&lt;br /&gt;
| This token can be included to give a syndrome an identifier which can be shared between multiple syndromes. Only one identifier may be specified per syndrome.&lt;br /&gt;
&lt;br /&gt;
Syndrome identifiers can be used in conjunction with the [[Creature token#SYNDROME_DILUTION_FACTOR|SYNDROME_DILUTION_FACTOR]] creature token to alter a creature’s innate resistance to the relevant [[Syndrome#Symptomatic effects|effects]] of any syndromes that possess the specified identifier. For example, every [[alcohol|alcoholic beverage]] in unmodded games comes with its own copy of an intoxicating syndrome, each of which has a &amp;lt;code&amp;gt;[SYN_IDENTIFIER:INEBRIATION]&amp;lt;/code&amp;gt; token. All [[dwarf|dwarves]] have &amp;lt;code&amp;gt;[SYNDROME_DILUTION_FACTOR:INEBRIATION:150]&amp;lt;/code&amp;gt;, which decreases the severity of any effects derived from a syndrome with the INEBRIATION identifier, thus enabling them to better handle all forms of alcohol.&lt;br /&gt;
&lt;br /&gt;
When a creature gets a new syndrome with the same SYN_IDENTIFIER, it merges the effects of the new syndrome into the old one, resetting any overlapping syndrome effects to their PEAK time. If the new one comes with a [[Syndrome#SYN_CONCENTRATION_ADDED|SYN_CONCENTRATION_ADDED]] token, it will additionally adjust the first syndrome's concentration on any overlapping syndrome effects as described below. Taking the above example once again, a sober dwarf drinking their first alcoholic beverage would be exposed to an INEBRIATION syndrome, contracting it and having its effects manifest normally. If the dwarf were to have another drink before the effects of this first syndrome have all worn off (by reaching their [[Syndrome#Creature effect tokens|END]] point), then exposure to the second INEBRIATION syndrome would increase the severity of the original syndrome's effects, making the dwarf progressively more intoxicated, and reset the timer on inebriation to its PEAK.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SYN_CONCENTRATION_ADDED}}&lt;br /&gt;
| &amp;lt;amount&amp;gt;:&amp;lt;max&amp;gt;&lt;br /&gt;
| Syndrome concentration is essentially a quantity which impacts the severity of the syndrome's relevant [[Syndrome#Symptomatic effects|effects]]. The higher the syndrome's concentration, the greater its severity. When a syndrome is contracted, the value specified in &amp;lt;amount&amp;gt; is its initial concentration level.&lt;br /&gt;
&lt;br /&gt;
As described above, if a creature is exposed to a syndrome with a particular [[Syndrome#SYN_IDENTIFIER|SYN_IDENTIFIER]] when already possessing an active syndrome with the same identifier, then this later syndrome isn't contracted, instead contributing to the original syndrome's concentration as indicated by its SYN_CONCENTRATION_ADDED token, if present. The syndrome in question will increase the original syndrome's concentration by &amp;lt;amount&amp;gt; whenever the creature is exposed to it, until its specified &amp;lt;max&amp;gt; concentration is reached by the original syndrome, causing subsequent exposure to this particular syndrome to do nothing (that is, until the original syndrome ends, at which point a new one may be contracted normally). Should the creature be exposed to a different syndrome with the same identifier and a higher &amp;lt;max&amp;gt; value, the concentration will of course increase further.&lt;br /&gt;
&lt;br /&gt;
For example, all forms of [[alcohol]] in the vanilla game have a syndrome with &amp;lt;code&amp;gt;[SYN_IDENTIFIER:INEBRIATION]&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;[SYN_CONCENTRATION_ADDED:100:1000]&amp;lt;/code&amp;gt;. When alcohol is first drunk, the creature contracts the relevant inebriating syndrome at a concentration level of 100. Every subsequent drink will increase the concentration of this first syndrome by a further 100, intensifying its effects, until it plateaus at concentration level 1000. Once all the effects of the original syndrome have ended, the cycle can be started anew (assuming the drinker hasn't died of [[Alcohol#Alcohol_poisoning|alcohol poisoning]] yet). As described by Toady, &amp;quot;Each 100 of &amp;lt;amount&amp;gt; will contribute SEV in general to each effect (before [[Creature token#SYNDROME_DILUTION_FACTOR|dilution]]), &amp;lt;max&amp;gt; goes up to 1000. The concentration does not decrease, but will stay at the maximum attained until the syndrome wears off.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Some of the generated interaction-derived syndromes come with &amp;lt;code&amp;gt;[SYN_CONCENTRATION_ADDED:1000:0]&amp;lt;/code&amp;gt;. According to Toady, this &amp;quot;was a precaution after I had one bug with effects not fully manifesting due to low levels. It may not be necessary, but I decided to give everybody a full dose of the juice until I could get a closer look at it.&amp;quot; [http://www.bay12forums.com/smf/index.php?topic=169696.msg8083872#msg8083872]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Creature Effect Tokens==&lt;br /&gt;
Each and every syndrome has a number of creature effect tokens, represented by CE_X - these lovely little beauties determine exactly how the poor creature suffering from the syndrome is affected.  An example CE token is as follows:&lt;br /&gt;
&lt;br /&gt;
  [CE_NECROSIS:SEV:100:PROB:100:LOCALIZED:VASCULAR_ONLY:RESISTABLE:START:50:PEAK:1000:END:2000]&lt;br /&gt;
&lt;br /&gt;
In this example, we have an effect that will always cause severe necrosis in whichever bodypart it touches, so long as that bodypart is vascular and that the creature is not able to resist it in some manner.  The effect begins shortly after the syndrome is contracted, peaks 1000 [[time|time units]] afterwards, and finally ceases another 1000 time units later.&lt;br /&gt;
&lt;br /&gt;
As a general rule of thumb, so long as CE_X starts the string and START/(PEAK/END) ends it, the order of the intervening tokens isn't important.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;Bisque&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|CE_X}}&lt;br /&gt;
| &lt;br /&gt;
| The effect type.  This can be a number of different tokens, as detailed in the tables that follow this one.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SEV}}&lt;br /&gt;
| &amp;lt;amount&amp;gt;&lt;br /&gt;
| The severity of the effect.  Higher values appear to be worse, with SEV:1000 CE_NECROSIS causing a part to near-instantly become rotten. Can go as high as 2147483647, and can be negative.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PROB}}&lt;br /&gt;
| &amp;lt;amount&amp;gt;&lt;br /&gt;
| The probability of the effect actually manifesting in the victim, as a percentage.  100 means always, 1 means a 1 in 100 chance.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BP}}&lt;br /&gt;
| &amp;lt;body part&amp;gt;:&amp;lt;tissue&amp;gt;&lt;br /&gt;
| (Optional; overridden by [[Syndrome#LOCALIZED|LOCALIZED]]) Specifies which body parts and tissues the effect is to be applied to. Not every effect requires a target!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;body part&amp;gt; can be BY_CATEGORY:X to target body parts with a matching [CATEGORY:X] [[body token]] (or ALL to affect everything), BY_TYPE:X to target body parts having a particular type (UPPERBODY, LOWERBODY, HEAD, GRASP, or STANCE), or BY_TOKEN:X to target individual body parts by their ID as specified by the [BP] token of the body plan definition. For example, if you wanted to target the lungs of a creature, you would use BP:BY_CATEGORY:LUNG:ALL.  The effect would act on all body parts within the creature with the CATEGORY tag LUNG and affect all tissue layers.  For another example, say you wanted to cause the skin to rot off a creature - you could use BP:BY_CATEGORY:ALL:SKIN, targeting the SKIN tissue on all body parts. Multiple targets can be given in one effect by placing the BP tokens end to end. This is one of the most powerful and useful aspects of the syndrome system, as it allows you to selectively target body parts relevant to the contagion, like lungs for coal dust inhalation, or the eyes for exposure to an acid gas.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LOCALIZED}}&lt;br /&gt;
| &lt;br /&gt;
| (Optional; overrides [[Syndrome#BP|BP]] tokens) This tag causes an effect to ignore all BP tokens and then forces the game to attempt to apply the effect to the limb that came into contact with the contagion - i.e. the part that was bitten by the creature injecting the syndrome material, or the one that was splattered by a contact contagion. If an effect can not be applied to the contacted limb (such as IMPAIR_FUNCTION on a non-organ) then this token makes the effect do nothing. This token also makes inhaled syndromes have no effect.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VASCULAR_ONLY}}&lt;br /&gt;
| &lt;br /&gt;
| (Optional) This effect only affects tissue layers with the VASCULAR token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MUSCULAR_ONLY}}&lt;br /&gt;
| &lt;br /&gt;
| (Optional) This effect only affects tissue layers with the MUSCULAR token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SIZE_DILUTES}}&lt;br /&gt;
| &lt;br /&gt;
| (Optional) This token presumably causes the severity of the effect to scale with the size of the creature compared to the size of the dose of contagion they received, but has yet to be extensively tested.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SIZE_DELAYS}}&lt;br /&gt;
| &lt;br /&gt;
| (Optional) As above, this token has yet to be tested but presumably delays the onset of an effect according to the size of the victim.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CAN_BE_HIDDEN}}&lt;br /&gt;
| &lt;br /&gt;
| (Optional) Can be hidden by a unit assuming a secret identity, such as a [[vampire]]. {{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|RESISTABLE}} (sic)&lt;br /&gt;
| &lt;br /&gt;
| (Optional) Whether a syndrome can build tolerance by exposure. If this token is present, each application of the syndrome will cause future applications to be weaker. This seems to be a permanent affect that does not fall off over time. (yes, it's spelled incorrectly)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DWF_STRETCH}}&lt;br /&gt;
| &amp;lt;amount&amp;gt;&lt;br /&gt;
| (Optional) Multiplies the duration values of the effect by the specified amount in Fortress mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ABRUPT_START}}&lt;br /&gt;
| &lt;br /&gt;
| (Optional) Makes the effect begin immediately rather than ramping up.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ABRUPT_END}}&lt;br /&gt;
| &lt;br /&gt;
| (Optional) Makes the effect end immediately rather than ramping down.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ABRUPT}}&lt;br /&gt;
| &lt;br /&gt;
| (Optional) Combination of ABRUPT_START and ABRUPT_END.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|START}}&lt;br /&gt;
| &amp;lt;time&amp;gt;&lt;br /&gt;
| Determines the time after exposure, in ticks, when the effect starts. Required for all effects.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PEAK}}&lt;br /&gt;
| &amp;lt;time&amp;gt;&lt;br /&gt;
| (Optional) Determines the time after exposure, in ticks, when the effect reaches its peak intensity.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|END}}&lt;br /&gt;
| &amp;lt;time&amp;gt;&lt;br /&gt;
| (Optional) Determines the time after exposure, in ticks, when the effect ends.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A key point that needs to be understood with regards to damaging syndrome effects such as [[Syndrome#CE_BRUISING|bruising]] is that they deal a quantity of damage (based on the effect's SEV and other modifiers) '''every [[time|tick]]''', and this damage accumulates over time. Thus, even a bruising effect at the lowest possible severity value '''will''' eventually lead to destruction of the affected body part(s) if the effect has a long enough duration. Similarly, [[Syndrome#Healing_Effects|healing effects]] undo a specific amount of damage every tick whilst the effect lasts.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Symptomatic Effects===&lt;br /&gt;
&lt;br /&gt;
The following table contains [[Syndrome#Creature effect tokens|creature effect tokens]] which cause purely medical [[symptom]]s.&lt;br /&gt;
&lt;br /&gt;
Non-targeted effects will ignore any BP tokens and LOCALIZED tokens.&lt;br /&gt;
&lt;br /&gt;
The details of this table are still being thrashed out by modders, so if you have anything to add, please don't hesitate to hit the edit button!&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;Bisque&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Accepts Target&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_BRUISING}}&lt;br /&gt;
| Yes&lt;br /&gt;
| Causes the targeted body part to undergo bruising.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_BLISTERS}}&lt;br /&gt;
| Yes&lt;br /&gt;
| Covers the targeted body part with blisters.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_OOZING}}&lt;br /&gt;
| Yes&lt;br /&gt;
| Causes pus to ooze from the afflicted body part.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_BLEEDING}}&lt;br /&gt;
| Yes&lt;br /&gt;
| Causes the targeted body part to start bleeding, with heavy enough bleeding resulting in the death of the sufferer. Some conditions seem to cause bleeding to be fatal no matter how weak.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_SWELLING}}&lt;br /&gt;
| Yes&lt;br /&gt;
| Causes the targeted body part to swell up. Extreme swelling may lead to necrosis.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_NECROSIS}}&lt;br /&gt;
| Yes&lt;br /&gt;
| Causes the targeted body part to rot, with associated tissue damage, miasma emission and bleeding. The victim slowly bleeds to death if the wound is not treated. Badly necrotic limbs will require amputation.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_NUMBNESS}}&lt;br /&gt;
| Optional&lt;br /&gt;
| Causes numbness in the affected body part, blocking pain. Extreme numbness may lead to sensory nerve damage.  If no target is specified this applies to all body parts.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_PAIN}}&lt;br /&gt;
| Optional&lt;br /&gt;
| Afflicts the targeted body part with intense pain.  If no target is specified this applies to all body parts.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_PARALYSIS}}&lt;br /&gt;
| Optional&lt;br /&gt;
| Causes complete paralysis of the affected body part. Paralysis on a limb may lead to motor nerve damage. If no target is specified this causes total paralysis, which can lead to suffocation of smaller creatures.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_IMPAIR_FUNCTION}}&lt;br /&gt;
| Yes&lt;br /&gt;
| An organ afflicted with this effect is rendered inoperable - for example, if both lungs are impaired the creature can't breathe and will suffocate.  This token only affects organs, not limbs. Note that this effect is currently bugged, and will not &amp;quot;turn off&amp;quot; until the creature receives a wound to cause its body parts to update.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_DIZZINESS}}&lt;br /&gt;
| No&lt;br /&gt;
| Inflicts the Dizziness condition, occasional fainting and a general slowdown in movement and work speed.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_DROWSINESS}}&lt;br /&gt;
| No&lt;br /&gt;
| Causes the Drowsiness condition.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_UNCONSCIOUSNESS}}&lt;br /&gt;
| No&lt;br /&gt;
| Renders the creature unconscious.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_FEVER}}&lt;br /&gt;
| No&lt;br /&gt;
| Causes the Fever condition.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_NAUSEA}}&lt;br /&gt;
| No&lt;br /&gt;
| Causes the Nausea condition, and heavy vomiting. Can eventually lead to dehydration and death.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_COUGH_BLOOD}}&lt;br /&gt;
| No&lt;br /&gt;
| This effect results in the sufferer periodically coughing blood, which stains the tile they're on and requires cleanup.  It doesn't appear to be lethal, but may cause minor bleeding damage.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_VOMIT_BLOOD}}&lt;br /&gt;
| No&lt;br /&gt;
| This effect results in the sufferer periodically vomiting blood, which stains the tile they're on and requires cleanup.  It doesn't appear to be lethal, but may cause minor bleeding damage.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Healing Effects===&lt;br /&gt;
Most of the [[Syndrome#Symptomatic_Effects|above]] effects have counterparts to alleviate [[symptom]]s and heal physical damage:&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;Bisque&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Accepts Target&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_REDUCE_PAIN}}&lt;br /&gt;
| Yes&lt;br /&gt;
| Decreases the severity of pain produced by wounds or syndrome effects on the targeted body part. The SEV value probably controls by how much the pain is decreased.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_REDUCE_SWELLING}}&lt;br /&gt;
| Yes&lt;br /&gt;
| Decreases the severity of swelling on the targeted body part.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_REDUCE_PARALYSIS}}&lt;br /&gt;
| Yes&lt;br /&gt;
| Decreases the severity of any paralysis effects on the targeted body part.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_REDUCE_DIZZINESS}}&lt;br /&gt;
| No&lt;br /&gt;
| Decreases the severity of any dizziness the creature has.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_REDUCE_NAUSEA}}&lt;br /&gt;
| No&lt;br /&gt;
| Decreases the severity of any nausea the creature has.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_REDUCE_FEVER}}&lt;br /&gt;
| No&lt;br /&gt;
| Decreases the severity of any fever the creature has.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_STOP_BLEEDING}}&lt;br /&gt;
| Yes&lt;br /&gt;
| Decreases the severity of the bleeding of any wounds or syndrome effects on the targeted body part. The SEV value probably controls by how much the bleeding is decreased.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_CLOSE_OPEN_WOUNDS}}&lt;br /&gt;
| Yes&lt;br /&gt;
| Closes any wounds on the targeted body part with speed depending on the SEV value.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_CURE_INFECTION}}&lt;br /&gt;
| Yes?&lt;br /&gt;
| Probably decreases the severity of the infection from infected wounds over time.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_HEAL_TISSUES}}&lt;br /&gt;
| Yes&lt;br /&gt;
| Heals the tissues of the targeted body part with speed depending on the SEV value.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_HEAL_NERVES}}&lt;br /&gt;
| Yes&lt;br /&gt;
| Heals the nerves of the targeted body part with speed depending on the SEV value.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_REGROW_PARTS}}&lt;br /&gt;
| Yes&lt;br /&gt;
| Causes missing body parts to regrow. SEV controls how quickly body parts are regrown. In adventure, parts may be lost again once you travel or wait/sleep {{bug|0011396}}.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Special Effects===&lt;br /&gt;
Several special syndrome effects take different arguments than the above. These are used for generated interactions in unmodded games, but may be used as well for any custom substance or interaction. CE_FEEL_EMOTION is the only one of these that takes SEV.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;Bisque&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Accepts Target&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_ADD_TAG}}&lt;br /&gt;
| No&lt;br /&gt;
| &amp;lt;tag 1&amp;gt;:&amp;lt;tag 2&amp;gt;:etc&lt;br /&gt;
| Adds the specified tag(s) to the affected creature. Multiple tags can be specified sequentially within a single effect token. Valid tags:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Special tags:'''&lt;br /&gt;
&lt;br /&gt;
*NO_AGING&lt;br /&gt;
Halts the creature's aging process and prevents [[Creature token#MAXAGE|death by old age]].&lt;br /&gt;
&lt;br /&gt;
*STERILE&lt;br /&gt;
Makes the creature unable to produce [[children|offspring]].&lt;br /&gt;
&lt;br /&gt;
*HAS_BLOOD&lt;br /&gt;
*MORTAL&lt;br /&gt;
*FIT_FOR_ANIMATION&lt;br /&gt;
*FIT_FOR_RESURRECTION&lt;br /&gt;
Adding these tags to a creature doesn't appear to do anything.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Creature tokens:'''&lt;br /&gt;
&lt;br /&gt;
*[[Creature_token#BLOODSUCKER|BLOODSUCKER]]&lt;br /&gt;
*[[Creature_token#CAN_LEARN|CAN_LEARN]]&lt;br /&gt;
*[[Creature_token#CAN_SPEAK|CAN_SPEAK]]&lt;br /&gt;
*[[Creature_token#CRAZED|CRAZED]]&lt;br /&gt;
*[[Creature_token#EXTRAVISION|EXTRAVISION]]&lt;br /&gt;
*[[Creature_token#MISCHIEVOUS|MISCHIEVOUS]] (or [[Creature_token#MISCHIEVIOUS|MISCHIEVIOUS]])&lt;br /&gt;
*[[Creature_token#NO_CONNECTIONS_FOR_MOVEMENT|NO_CONNECTIONS_FOR_MOVEMENT]]&lt;br /&gt;
*[[Creature_token#NO_DIZZINESS|NO_DIZZINESS]]&lt;br /&gt;
*[[Creature_token#NO_DRINK|NO_DRINK]]&lt;br /&gt;
*[[Creature_token#NO_EAT|NO_EAT]]&lt;br /&gt;
*[[Creature_token#NO_FEVERS|NO_FEVERS]]&lt;br /&gt;
*[[Creature_token#NO_PHYS_ATT_GAIN|NO_PHYS_ATT_GAIN]]&lt;br /&gt;
*[[Creature_token#NO_PHYS_ATT_RUST|NO_PHYS_ATT_RUST]]&lt;br /&gt;
*[[Creature_token#NO_SLEEP|NO_SLEEP]]&lt;br /&gt;
*[[Creature_token#NO_THOUGHT_CENTER_FOR_MOVEMENT|NO_THOUGHT_CENTER_FOR_MOVEMENT]]&lt;br /&gt;
*[[Creature_token#NOBREATHE|NOBREATHE]]&lt;br /&gt;
*[[Creature_token#NOEMOTION|NOEMOTION]]&lt;br /&gt;
*[[Creature_token#NOEXERT|NOEXERT]]&lt;br /&gt;
*[[Creature_token#NOFEAR|NOFEAR]]&lt;br /&gt;
*[[Creature_token#NONAUSEA|NONAUSEA]]&lt;br /&gt;
*[[Creature_token#NOPAIN|NOPAIN]]&lt;br /&gt;
*[[Creature_token#NOSTUN|NOSTUN]]&lt;br /&gt;
*[[Creature_token#NOT_LIVING|NOT_LIVING]]&lt;br /&gt;
*[[Creature_token#NOTHOUGHT|NOTHOUGHT]]&lt;br /&gt;
*[[Creature_token#OPPOSED_TO_LIFE|OPPOSED_TO_LIFE]]&lt;br /&gt;
*[[Creature_token#PARALYZEIMMUNE|PARALYZEIMMUNE]]&lt;br /&gt;
*[[Creature_token#SUPERNATURAL|SUPERNATURAL]]&lt;br /&gt;
*[[Creature_token#TRANCES|TRANCES]]&lt;br /&gt;
*[[Creature_token#UTTERANCES|UTTERANCES]]&lt;br /&gt;
*[[Creature_token#NIGHT_CREATURE_EXPERIMENTER|NIGHT_CREATURE_EXPERIMENTER]]&lt;br /&gt;
&lt;br /&gt;
Adding tags will cause the creature to pass/fail any relevant &amp;lt;code&amp;gt;[[Interaction token#IT_REQUIRES|IT_REQUIRES]]&amp;lt;/code&amp;gt;/&amp;lt;code&amp;gt;[[Interaction_token#IT_FORBIDDEN|IT_FORBIDDEN]]&amp;lt;/code&amp;gt; checks (with the apparent exceptions of FIT_FOR_ANIMATION and FIT_FOR_RESURRECTION). Note that [[Syndrome#CE_REMOVE_TAG|CE_REMOVE_TAG]] overrides this effect.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_REMOVE_TAG}}&lt;br /&gt;
| No&lt;br /&gt;
| &amp;lt;tag 1&amp;gt;:&amp;lt;tag 2&amp;gt;:etc&lt;br /&gt;
| Removes the specified tag(s) from the affected creature. Multiple tags can be specified sequentially within a single effect token. The tags listed [[Syndrome#CE_ADD_TAG|above]] can all be removed via this effect.&lt;br /&gt;
&lt;br /&gt;
If a particular tag is targeted by both CE_REMOVE_TAG and [[Syndrome#CE_ADD_TAG|CE_ADD_TAG]], and both effects are active simultaneously, CE_REMOVE_TAG takes precedence (i.e. the overall effect is that of tag removal for as long as CE_REMOVE_TAG remains active). The order in which the effects activate doesn't affect this, not even if CE_ADD_TAG is added later/earlier via a different syndrome.&lt;br /&gt;
&lt;br /&gt;
Removing tags will cause the creature to fail/pass any relevant &amp;lt;code&amp;gt;[[Interaction token#IT_REQUIRES|IT_REQUIRES]]&amp;lt;/code&amp;gt;/&amp;lt;code&amp;gt;[[Interaction_token#IT_FORBIDDEN|IT_FORBIDDEN]]&amp;lt;/code&amp;gt; checks (with the apparent exceptions of FIT_FOR_ANIMATION and FIT_FOR_RESURRECTION).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Special tags:'''&lt;br /&gt;
&lt;br /&gt;
* HAS_BLOOD&lt;br /&gt;
If this tag is removed, the creature behaves as though it has no [[Creature token#BLOOD|blood]]; it doesn't bleed when [[Tissue definition token#VASCULAR|VASCULAR]] tissues are damaged (and thus cannot die of blood loss), and substances cannot be [[Syndrome#SYN_INJECTED|injected]] into it.&lt;br /&gt;
&lt;br /&gt;
* NO_AGING&lt;br /&gt;
* STERILE&lt;br /&gt;
Removing these tags doesn't appear to do anything unless they've been added to a creature via [[Syndrome#CE_ADD_TAG|CE_ADD_TAG]], in which case their effects will be negated as described above.&lt;br /&gt;
&lt;br /&gt;
* MORTAL&lt;br /&gt;
* FIT_FOR_ANIMATION&lt;br /&gt;
* FIT_FOR_RESURRECTION&lt;br /&gt;
Removing these tags doesn't appear to do anything.&lt;br /&gt;
&lt;br /&gt;
|- a&lt;br /&gt;
| {{text anchor|CE_DISPLAY_NAME}}&lt;br /&gt;
| No&lt;br /&gt;
| NAME:singular:plural:adjective&lt;br /&gt;
| Attaches the specified name to the creature's normal name.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_DISPLAY_TILE}}&lt;br /&gt;
| No&lt;br /&gt;
| TILE:[[Tilesets|&amp;lt;tile value or character&amp;gt;]]:[[Color#Color_values|&amp;lt;foreground color&amp;gt;:&amp;lt;background color&amp;gt;:&amp;lt;foreground brightness&amp;gt;]]&lt;br /&gt;
| Causes the creature to display the specified tile instead of its normal one.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_FLASH_TILE}}&lt;br /&gt;
| No&lt;br /&gt;
| TILE:[[Tilesets|&amp;lt;tile value or character&amp;gt;]]:[[Color#Color_values|&amp;lt;foreground color&amp;gt;:&amp;lt;background color&amp;gt;:&amp;lt;foreground brightness&amp;gt;]]:FREQUENCY:&amp;lt;frames default tile&amp;gt;:&amp;lt;frames syndrome tile&amp;gt;&lt;br /&gt;
| Causes the creature to flash between its normal tile and the one specified here.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_PHYS_ATT_CHANGE}}&lt;br /&gt;
| No&lt;br /&gt;
| [[Attribute]]:percentage:fixed boost(?)&lt;br /&gt;
| Alters the creature's specified [[Attribute#Body_attributes|physical attribute]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_MENT_ATT_CHANGE}}&lt;br /&gt;
| No&lt;br /&gt;
| [[Attribute]]:percentage:fixed boost(?)&lt;br /&gt;
| Alters the creature's specified [[Attribute#Soul_attributes|mental attribute]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_SPEED_CHANGE}}&lt;br /&gt;
| No&lt;br /&gt;
| speed modifier:number&lt;br /&gt;
| Changes the creature's speed.&lt;br /&gt;
Speed modifier contains one or both of:&lt;br /&gt;
* SPEED_PERC:percentage (this modifies a creature's in-game speed, so higher numbers are faster)&lt;br /&gt;
* SPEED_ADD:number (this modifies a creature's [SPEED:XX] token, so higher numbers are slower. Negative numbers are accepted though will only reduce a creature's speed to zero)&lt;br /&gt;
The minimum and maximum speeds able to be created by CE_SPEED_CHANGE are 99 and 10,000 respectively.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_SKILL_ROLL_ADJUST}}&lt;br /&gt;
| No&lt;br /&gt;
| PERC:percentage:PERC_ON:percentage&lt;br /&gt;
| Alters the creature's specified{{verify}} skill level.  The argument PERC specifies a percentage of the creature's current skill, and PERC_ON the probability of the effect being applied on a particular roll.&lt;br /&gt;
e.g. This causes a 20% chance of any skill roll being 0 (multiplies the current skill level by 0/100) instead of the normal result&lt;br /&gt;
 [CE_SKILL_ROLL_ADJUST:PROB:100:PERC:0:PERC_ON:20:START:0]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_BODY_APPEARANCE_MODIFIER}}&lt;br /&gt;
| No&lt;br /&gt;
| APPEARANCE_MODIFIER:HEIGHT/LENGTH/BROADNESS:percentage(?) &lt;br /&gt;
| Alters the size of the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_BP_APPEARANCE_MODIFIER}}&lt;br /&gt;
| Yes&lt;br /&gt;
| body part:APPEARANCE_MODIFIER:attribute:number&lt;br /&gt;
| Alters the characteristics (height, width etc.) of a body part. &amp;quot;body part&amp;quot; here can either be BP, followed by the usual BY_CATEGORY etc., or TL, followed by the usual selection for SELECT_TISSUE_LAYER.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_BODY_TRANSFORMATION}}&lt;br /&gt;
| No&lt;br /&gt;
|&lt;br /&gt;
| Makes the affected unit transform into a different creature. The target creature may either be specified directly by following this with a CE:CREATURE token, or else set to be randomly selected as indicated by the additional tokens listed below (of which multiple may be specified).&lt;br /&gt;
&lt;br /&gt;
Note that transformation into or out of the target form causes the creature to drop all items in its inventory and instantly heals all of its wounds.  If an [[undead]] limb happens to be transformed, its entire body will regenerate upon transforming back. &lt;br /&gt;
&lt;br /&gt;
Transformation will also re-roll a creature's age to somewhere within the new form's adult age range. This prevents a 70 year old dwarf from dying the moment it turns into a bat ([[Creature token#MAXAGE|max age]] of 3). If it remains stuck as a bat for (at most) three consecutive years it will die of old age as a bat before the syndrome is able to wear off.&lt;br /&gt;
&lt;br /&gt;
A transformed creature generally retains its previous group and civilization membership (unless it becomes [[Creature token#OPPOSED_TO_LIFE|OPPOSED_TO_LIFE]] for example). A transformed dwarf will remain a member of your fortress (and may still hold or gain [[Noble|positions]]), a transformed trader will hang out at the trade depot and eventually leave along with its fellow traders, and a transformed goblin will continue sieging your fortress with its fellow siege members.&lt;br /&gt;
&lt;br /&gt;
A transformed diplomat (like a trade liaison or expedition leader) will still be able to conduct diplomatic meetings even if they no longer [[Creature token#CAN_SPEAK|CAN_SPEAK]].&lt;br /&gt;
&lt;br /&gt;
Transformed creatures can be trained and adopted following the usual rules. However note that if a transformed creature is a member of your fortress then [[Animal Training|animal trainers]] will not attempt to train it. &lt;br /&gt;
&lt;br /&gt;
A transformed creature can produce offspring with creatures of the species it has transformed into and will follow that creature's normal rules for reproduction.&lt;br /&gt;
&lt;br /&gt;
[[Butcher#Butchering|Butchering]] a transformed creature may produce an odd mix of products. For example, if Urist the dwarf is transformed into a [[Cow|bull]] and then is led to the butcher's block for slaughter the resulting products will contain some bull creature parts like &amp;quot;Urist's horn&amp;quot;, &amp;quot;Urist's hoof&amp;quot;, and &amp;quot;Urist's skin&amp;quot; (which becomes &amp;quot;cow leather&amp;quot; when [[Tanner|tanned]]) but will also contain some dwarf creature parts like &amp;quot;dwarf meat&amp;quot;, &amp;quot;dwarf eye&amp;quot;, and &amp;quot;dwarf brain&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Specific transformation:'''&lt;br /&gt;
&lt;br /&gt;
* '''CE:CREATURE:'''&amp;lt;creature&amp;gt;:&amp;lt;caste&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
This can be used to specify a target creature to transform into ([CE:CREATURE:DWARF:FEMALE], for example). '''ALL''' or '''ANY''' can be used in place of a specific caste to randomise this for every transformation. &lt;br /&gt;
Do note that using '''ALL''' or '''ANY''' for transformation castes will make the creature transform over and over again with the interval depending on the '''START''' token. This can lead to an unending transformation loop. [[Syndrome#looping_problem|However, there is a way to get around this.]] &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Random transformation:'''&lt;br /&gt;
&lt;br /&gt;
* '''CE:CREATURE_FLAG:'''&amp;lt;[[Interaction_token#Creature_and_Caste_Flags|creature flag]]&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Narrows down the selection to creatures which have the specified [[Interaction_token#Creature_and_Caste_Flags|creature flag]]. May be used multiple times per transformation effect; creatures which lack any of the indicated flags will never be transformed into.&lt;br /&gt;
&lt;br /&gt;
* '''CE:FORBIDDEN_CREATURE_FLAG:'''&amp;lt;[[Interaction_token#Creature_and_Caste_Flags|creature flag]]&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Excludes creatures with the specified [[Interaction_token#Creature_and_Caste_Flags|creature flag]] from the random selection pool. May be used multiple times per transformation effect; creatures which possess any of the indicated flags will never be transformed into.&lt;br /&gt;
&lt;br /&gt;
* '''CE:CREATURE_CASTE_FLAG:'''&amp;lt;[[Interaction_token#Creature_and_Caste_Flags|caste flag]]&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Narrows down the selection to creatures which have the specified [[Interaction_token#Creature_and_Caste_Flags|caste flag]]. May be used multiple times per transformation effect; creatures which lack any of the indicated flags will never be transformed into.&lt;br /&gt;
&lt;br /&gt;
* '''CE:FORBIDDEN_CREATURE_CASTE_FLAG:'''&amp;lt;[[Interaction_token#Creature_and_Caste_Flags|caste flag]]&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Excludes any creature with the specified [[Interaction_token#Creature_and_Caste_Flags|caste flag]] from the random selection pool. May be used multiple times per transformation effect; creatures which possess any of the indicated flags will never be transformed into.&lt;br /&gt;
&lt;br /&gt;
*'''CE:HAVE_FAST_EFFORTLESS_GAIT_SPEED:'''&amp;lt;minimum [[Gait#Speed|gait speed]]&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Narrows down the selection to creatures which have at least one [[gait]] with an [[Creature_token#GAIT|&amp;lt;energy expenditure&amp;gt;]] of 0 and a [[Creature_token#GAIT|&amp;lt;max speed&amp;gt;]] less than or equal to the specified &amp;lt;minimum gait speed&amp;gt; (&amp;quot;less than&amp;quot; because lower is faster in the scale used for [[Gait#Speed|gait speed]]). This is used in generated [[Die#Adventurer_Mode|divination curses]] to prevent the player from being transformed into a creature that is frustratingly slow to play as. [http://www.bay12forums.com/smf/index.php?topic=169696.msg8243222#msg8243222]&lt;br /&gt;
&lt;br /&gt;
*'''CE:ALL_SLOW_EFFORTLESS_GAIT_SPEED:'''&amp;lt;maximum [[Gait#Speed|gait speed]]&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Excludes any creatures which have at least one [[gait]] with an [[Creature_token#GAIT|&amp;lt;energy expenditure&amp;gt;]] of 0 and a [[Creature_token#GAIT|&amp;lt;max speed&amp;gt;]] value less than or equal to the specified &amp;lt;maximum gait speed&amp;gt; (note that larger values are slower in the scale used for [[Gait#Speed|gait speed]]). [http://www.bay12forums.com/smf/index.php?topic=169696.msg8243222#msg8243222]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_MATERIAL_FORCE_MULTIPLIER}}&lt;br /&gt;
| No&lt;br /&gt;
| MAT_MULT:[[material token|&amp;lt;material token&amp;gt;]]:&amp;lt;value A&amp;gt;:&amp;lt;value B&amp;gt;&lt;br /&gt;
| When the affected creature is struck with a weapon made of the specified material, the force exerted will be multiplied by A/B, thus making the creature more or less susceptible to this material. For example, if A is 2 and B is 1, the force exerted by the defined material will be doubled. If A is 1 and B is 2, it will be halved instead. '''NONE:NONE''' can be used in place of a specific material token so as to make the effect applicable to all materials. Note that this syndrome effect is equivalent to the [[Creature_token#MATERIAL_FORCE_MULTIPLIER|MATERIAL_FORCE_MULTIPLIER]] creature token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_CAN_DO_INTERACTION}}&lt;br /&gt;
| No&lt;br /&gt;
| &lt;br /&gt;
| Makes the creature able to perform an [[Interaction_token|interaction]]. Follow this effect token with [[Interaction_token#INTERACTION|[CDI:INTERACTION:&amp;lt;interaction name&amp;gt;]]] to specify the desired interaction, and add other [[Interaction_token#Usage|CDI tokens]] as required.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_SPECIAL_ATTACK_INTERACTION}}&lt;br /&gt;
| Yes&lt;br /&gt;
| INTERACTION:&amp;lt;interaction name&amp;gt;:BP:&amp;lt;selection criteria&amp;gt;:&amp;lt;name of category,type, or token of designated part/parts&amp;gt;&lt;br /&gt;
| Makes the creature able to perform an interaction when using an attack with a designated body part/parts. See [[#In 0.47.01|below]] for an example&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_BODY_MAT_INTERACTION}}&lt;br /&gt;
| No&lt;br /&gt;
| MAT_TOKEN:&amp;lt;body material token&amp;gt;&lt;br /&gt;
| This is used to tie an [[Interaction_token|interaction]] to one of the creature’s body materials. Generated [[vampire]] syndromes use this effect to make vampire blood pass on the vampirism curse when consumed.&lt;br /&gt;
&lt;br /&gt;
The target body material is specified by inserting its ID as defined in the creature raws. For example, when a syndrome with “CE_BODY_MAT_INTERACTION:MAT_TOKEN:SWEAT” is gained by a unit, the effect will apply to any material defined as “SWEAT” in the creature raws of that unit, if such a material is present.&lt;br /&gt;
'''RESERVED_BLOOD''' is a special body material token which can be used to specify the [[Creature_token#BLOOD|[BLOOD]]] material of any creature, regardless of the material's actual ID.&lt;br /&gt;
&lt;br /&gt;
The following tokens should be placed after this effect:&lt;br /&gt;
* '''CE:SYNDROME_TAG:'''&amp;lt;transmission method&amp;gt; is used to specify what must be done with the body material to trigger the interaction. Replace &amp;quot;&amp;lt;transmission method&amp;gt;&amp;quot; with any of '''[[Syndrome#SYN_INGESTED|SYN_INGESTED]], [[Syndrome#SYN_INJECTED|SYN_INJECTED]], [[Syndrome#SYN_CONTACT|SYN_CONTACT]], [[Syndrome#SYN_INHALED|SYN_INHALED]]'''. Multiple instances of this tag may be used to specify different valid transmission routes. ''However, SYN_INGESTED appears to be the only one that works at present.''&lt;br /&gt;
* '''CE:INTERACTION:'''&amp;lt;[[Interaction_token#INTERACTION|interaction ID]]&amp;gt; is used to specify which interaction is to be run (replace &amp;quot;&amp;lt;interaction ID&amp;gt;&amp;quot; with the name of the desired interaction). Appropriate interaction effects with a creature target (such as [[Interaction_token#I_EFFECT|ADD_SYNDROME]]) will be inflicted upon the unit who interacts with the body material as specified above. Note that the linked interaction must have an [[Interaction_token#I_SOURCE|[I_SOURCE:INGESTION]]] token for this to work.&lt;br /&gt;
&lt;br /&gt;
This currently only works on materials obtained from historical figures. That is to say, the material must bear the source unit's name, such as &amp;quot;Urist McVampire's dwarf blood&amp;quot; as opposed to mere &amp;quot;dwarf blood&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_SENSE_CREATURE_CLASS}}&lt;br /&gt;
| No&lt;br /&gt;
| CLASS:&amp;lt;[[Creature_token#CREATURE_CLASS|creature class]]&amp;gt;:&lt;br /&gt;
[[Tilesets|&amp;lt;tile value or character&amp;gt;]]:&lt;br /&gt;
[[Color#Color_values|&amp;lt;foreground color&amp;gt;:&amp;lt;background color&amp;gt;:&amp;lt;foreground brightness&amp;gt;]]&lt;br /&gt;
| Provides the ability to sense creatures belonging to the specified [[Creature_token#CREATURE_CLASS|creature class]] even when such creatures lie far beyond line of sight, including through walls and floors. It also appears to reduce or negate the combat penalty of [[Wound#Blindness|blind]] units when fighting creatures they can sense. In [[adventure mode]], the specified tile will be used to represent sensed creatures when they cannot be seen directly.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_FEEL_EMOTION}}&lt;br /&gt;
| No&lt;br /&gt;
| EMOTION:&amp;lt;[[emotion]]&amp;gt;&lt;br /&gt;
| Makes the creature feel a specific [[emotion]]. The effect's SEV value determines how intense the emotion is. The creature also receives a [[thought]] in the following format: &amp;quot;[creature] feels [emotion] due to [[Syndrome#SYN_NAME|[syndrome name]]]&amp;quot;. See [[Emotion]] for the list of valid emotions.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_CHANGE_PERSONALITY}}&lt;br /&gt;
| No&lt;br /&gt;
| FACET:&amp;lt;[[Personality_trait#Facets|personality trait]]&amp;gt;:&amp;lt;amount&amp;gt;&lt;br /&gt;
| Changes a [[personality trait]] by the given amount. Multiple FACET:&amp;lt;trait&amp;gt;:&amp;lt;amount&amp;gt; sets may be used, and &amp;lt;amount&amp;gt; can be negative. For example, generated [[necromancer]] syndromes come with the following effect:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;[CE_CHANGE_PERSONALITY:FACET:ANXIETY_PROPENSITY:50:FACET:TRUST:-50:START:0:ABRUPT]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
According to Toady, CE_CHANGE_PERSONALITY effects can cause creatures to re-evaluate their [[Personality_trait#Goals|goals]] in worldgen; the boost to anxiety and distrust given to necromancers makes it more likely for them to develop the goal of [[Personality_trait#RULE_THE_WORLD|ruling the world]]. [http://www.bay12forums.com/smf/index.php?topic=169696.msg8275328#msg8275328]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_ERRATIC_BEHAVIOR}}&lt;br /&gt;
| No&lt;br /&gt;
|&lt;br /&gt;
| Causes erratic behavior, meaning &amp;quot;People that [[Personality_trait#VIOLENT|like to brawl]] have a chance of starting a brawl-level fight with any nearby adult.&amp;quot; [http://www.bay12forums.com/smf//index.php?topic=159164.msg7632503#msg7632503 -Toady]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''All''' creature effect tokens take START, END and PROB numbers, and can be followed by [CE:PERIODIC] and/or [CE:COUNTER_TRIGGER] to restrict when they actually take effect.&lt;br /&gt;
&lt;br /&gt;
===Periodic Triggers===&lt;br /&gt;
&lt;br /&gt;
'''[CE:{{text anchor|PERIODIC}}:&amp;lt;period_type&amp;gt;:&amp;lt;min_value&amp;gt;:&amp;lt;max_value&amp;gt;]'''&lt;br /&gt;
&lt;br /&gt;
When this token is placed after a syndrome effect, it will prevent that effect from working unless within the specified period range.&lt;br /&gt;
&lt;br /&gt;
For example, generated [[werebeast]] syndromes have a [[Syndrome#CE_BODY_TRANSFORMATION|body transformation effect]] with &amp;lt;code&amp;gt;[CE:PERIODIC:[[Syndrome#MOON_PHASE|MOON_PHASE]]:27:0]&amp;lt;/code&amp;gt;, which makes the transformation active only throughout moon phases 27 to 0 (the full moon period). Once the moon phase changes from 0 to 1, the transformation will end and remain inactive until phase 27 is reached again (unless of course the effect has an END time which is reached before this happens. On that note, keep in mind that the START time of the effect needs to have been reached for activation to have become possible).&lt;br /&gt;
&lt;br /&gt;
Only one periodic trigger may currently be specified per effect. [[Syndrome#Counter_Triggers|Counter triggers]] can also be specified for the same effect, in which case both the periodic trigger and at least one counter trigger will need to have its conditions met for the effect to be allowed to work.&lt;br /&gt;
&lt;br /&gt;
MOON_PHASE is currently the only valid period type:&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;Bisque&amp;quot;&lt;br /&gt;
! Period&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MOON_PHASE}}&lt;br /&gt;
| The lunar cycle in ''Dwarf Fortress'' is composed of 28 segments (each slightly shorter than a [[time|day]] in duration), with each segment represented by a value ranging from 0 to 27. These correspond to moon phases as follows:&lt;br /&gt;
* '''0''' = full moon&lt;br /&gt;
* '''1-4''' = waning gibbous&lt;br /&gt;
* '''5-8''' = waning half&lt;br /&gt;
* '''9-12''' = waning crescent&lt;br /&gt;
* '''13-14''' = new moon&lt;br /&gt;
* '''15-18''' = waxing crescent&lt;br /&gt;
* '''19-22''' = waxing half&lt;br /&gt;
* '''23-26''' = waxing gibbous&lt;br /&gt;
* '''27''' = full moon&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Counter Triggers===&lt;br /&gt;
&lt;br /&gt;
'''[CE:{{text anchor|COUNTER_TRIGGER}}:&amp;lt;counter_name&amp;gt;:&amp;lt;min_value&amp;gt;:&amp;lt;max_value&amp;gt;:REQUIRED]'''&lt;br /&gt;
&lt;br /&gt;
Creatures in ''Dwarf Fortress'' possess internal counters which keep track of their various activities and statuses. When this token is placed after a syndrome effect, it will prevent the effect from working unless the affected creature has the indicated counter, and its value lies within the specified range.&lt;br /&gt;
&lt;br /&gt;
For example, generated [[vampire]] syndromes use &amp;lt;code&amp;gt;[CE:COUNTER_TRIGGER:[[Syndrome#DRINKING_BLOOD|DRINKING_BLOOD]]:1:NONE:REQUIRED]&amp;lt;/code&amp;gt; with an [[Syndrome#CE_BP_APPEARANCE_MODIFIER|appearance modifier]] to make the vampire's teeth temporarily lengthen whilst leeching blood.&lt;br /&gt;
&lt;br /&gt;
Note that &amp;lt;code&amp;gt;NONE&amp;lt;/code&amp;gt; can be used in place of &amp;lt;max_value&amp;gt; to indicate that any value above &amp;lt;min_value&amp;gt; is valid. &amp;lt;code&amp;gt;NONE&amp;lt;/code&amp;gt; can also be used in place of &amp;lt;min_value&amp;gt;, which is equivalent to the lowest value attainable by a counter.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;REQUIRED&amp;lt;/code&amp;gt; implies that the effect won't proceed if the counter exists but doesn't lie within the range provided. However, it's actually redunant as COUNTER_TRIGGER always checks for both of these conditions [http://www.bay12forums.com/smf/index.php?topic=169696.msg8173424#msg8173424]; replacing it with &amp;lt;code&amp;gt;NONE&amp;lt;/code&amp;gt; doesn't alter the way the trigger functions, though it ''will'' fail to work if this slot is left empty instead.&lt;br /&gt;
&lt;br /&gt;
As detailed below, most counters only exist temporarily, so their use as triggers is somewhat more restricted than intuition suggests. For example, specifying &amp;lt;code&amp;gt;0&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;NONE&amp;lt;/code&amp;gt; as the &amp;lt;min_value&amp;gt; for a [[Syndrome#CAVE_ADAPT|CAVE_ADAPT]] trigger wouldn't permit the effect to work when the affected creature is outside, since this counter is removed from the unit as soon as its value decreases past 1. Similarly, [[Syndrome#MILK_COUNTER|MILK_COUNTER]] is only present for some time ''after'' a creature is milked.&lt;br /&gt;
&lt;br /&gt;
Multiple counter triggers can be specified per effect, in which case the effect will be permitted to work if at least one of the trigger conditions is met. A [[Syndrome#Periodic_Triggers|periodic trigger]] can also be specified for the same effect, in which case both the periodic trigger and at least one counter trigger will need to have their conditions met for the effect to work.&lt;br /&gt;
&lt;br /&gt;
The following is a list of valid counter types including a couple of notable values:&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;Bisque&amp;quot;&lt;br /&gt;
! Counter&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ALCOHOLIC}}&lt;br /&gt;
| For {{token|ALCOHOL_DEPENDENT|c}} creatures, this counter increases by 1 each [[time|tick]], and is reset to 0 when the creature drinks [[alcohol]]. The following messages are added after &amp;quot;needs alcohol to get through the working day&amp;quot; in the creature's description when the counter reaches the specified values:&lt;br /&gt;
* 100800 (3 months) = and is starting to work slowly due to its scarcity&lt;br /&gt;
* 201600 (6 months) = and really wants a drink&lt;br /&gt;
* 302400 (9 months) = and has gone without a drink for far, far too long&lt;br /&gt;
* 403200 (1 year) = and can't even remember the last time (s)he had some&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CAVE_ADAPT}}&lt;br /&gt;
| For creatures with the {{token|CAVE_ADAPT|c}} token, this counter is created and increases by 1 each [[time|tick]] when the creature is in the {{DFtext|Dark|0:1}}, and decreases by 10 each tick when {{DFtext|Outside|3:1}}. The counter is removed if it decreases to 0. See [[cave adaptation]] for more information.&lt;br /&gt;
* 403200 (1 year) = going outside causes irritation&lt;br /&gt;
* 604800 (1.5 years) = going outside causes nausea&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MILK_COUNTER}}&lt;br /&gt;
| When a creature is milked, this counter is created and set to the frequency value specified in the creature's {{token|MILKABLE|c}} token, and subsequently decreases by 1 each [[time|tick]] until it reaches 0, at which point it is immediately removed, making the creature available for milking again.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EGG_SPENT}}&lt;br /&gt;
| This counter is created and set to 100800 (3 months' worth of [[time|tick]]s in fortress mode) when a creature [[Creature_token#LAYS_EGGS|lays eggs]], and thereafter decreases by 1 each tick until it reaches 0, at which point it is removed and the creature regains the ability to lay eggs.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GROUNDED_ANIMAL_ANGER}}&lt;br /&gt;
| How angry (and likely to attack) an animal is from being in an overcrowded location. The counter is created and set to 200 when the animal is forced to lie on the ground whilst sharing a tile with another creature. It subsequently decreases by 1 each [[time|tick]], but this is overcome by the addition of 200 every so often (with a variable delay between each spike) if the creature remains grounded. The counter is removed if it decreases to 0.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TIME_SINCE_SUCKED_BLOOD}}&lt;br /&gt;
| This counter rises by 1 every [[time|tick]] for creatures with the {{token|BLOODSUCKER|c}} token. When it rises high enough (generally around 100800; 3 months in fortress mode time), the creature will seek an [[sleep|unconscious]] victim to leech off of.  Blood-sucking causes the counter to decrease, and will continue until either the victim is dead or the counter reaches 0. Note that this counter isn't removed when 0 is reached.&lt;br /&gt;
&lt;br /&gt;
When playing as a bloodsucker in [[adventure mode]], the following bloodthirst indicators are displayed when this counter reaches the specified values:&lt;br /&gt;
* 172800 (1 day in adventure mode time) = {{DFtext|Thirsty|4:0}}&lt;br /&gt;
* 1209600 (1 week) = {{DFtext|Thirsty!|4:1}}&lt;br /&gt;
* 2419200 (2 weeks) = {{DFtext|Thirsty!|5:1}}&lt;br /&gt;
Various penalties are applied as bloodthirst increases; see the [[vampire]] article for more information.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DRINKING_BLOOD}}&lt;br /&gt;
| This appears to be created and set to a fixed value of 20 whilst the creature is sucking blood, and begins to decrease by 1 each [[time|tick]] once blood-sucking ceases (as described [[Syndrome#TIME_SINCE_SUCKED_BLOOD|above]]) until it reaches 0, at which point the counter is removed.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{mod}}&lt;br /&gt;
&lt;br /&gt;
==Inorganic syndromes and you!==&lt;br /&gt;
It's perfectly possible - and quite simple - to add a nasty syndrome to a type of rock or metal - you simply add the syndrome tokens to the material definition in the same manner that you would add them to a creature material definition.  The only catch is that since your hapless dwarves will only normally encounter the material in metal, gem or boulder form, a bit of creativity must be used to actually get them inside your citizens - that is, you need to make them 'explosively boil' as soon as they're mined or produced.  This has the sad side effect of destroying the actual item - sorry, no highly radioactive uranium this release.  &lt;br /&gt;
&lt;br /&gt;
The easiest way to accomplish this is to assign the material a low boiling point, usually just under room temperature, and make sure its temperature is fixed to a point above it.&lt;br /&gt;
  [MELTING_POINT:NONE]&lt;br /&gt;
  [BOILING_POINT:10000]&lt;br /&gt;
  [MAT_FIXED_TEMP:10001]&lt;br /&gt;
  [SPEC_HEAT:1]&lt;br /&gt;
Now, as soon as this substance hits the open air - by being mined, smelted or reaction-produced at a custom workshop - it will EXPLOSIVELY BOIL, flooding a small area with delicious syndrome-rich gas.  Creatures who inhale the gas will be immediately hit with the [[Syndrome#SYN_INHALED|SYN_INHALED]] syndrome you thoughtfully attached to the material definition earlier! Note that creatures do not need to inhale every tick, so there is a chance that the gas will dissipate before it can infect any particular creature.&lt;br /&gt;
&lt;br /&gt;
There are a number of other tokens you can use to control the colour and naming conventions of your syndrome material, referred to as [[material definition token]]s.&lt;br /&gt;
&lt;br /&gt;
==Spreading diseases==&lt;br /&gt;
It's fully possible to make a nasty disease capable of spreading itself from an infected dwarf to others, though it requires some skill in modding [[interaction token|interactions]] as well. Here is an example of a plague-inflicting interaction:&lt;br /&gt;
&lt;br /&gt;
  [INTERACTION:PLAGUE]&lt;br /&gt;
  	[I_TARGET:A:CREATURE]&lt;br /&gt;
  		[IT_LOCATION:CONTEXT_CREATURE]&lt;br /&gt;
  		[IT_FORBIDDEN:NOT_LIVING]&lt;br /&gt;
  		[IT_AFFECTED_CLASS:GENERAL_POISON]&lt;br /&gt;
  		[IT_MANUAL_INPUT:creatures]&lt;br /&gt;
  	[I_EFFECT:ADD_SYNDROME]&lt;br /&gt;
  		[IE_TARGET:A]&lt;br /&gt;
  		[IE_IMMEDIATE]&lt;br /&gt;
  		[SYNDROME]&lt;br /&gt;
  			[SYN_NAME:the plague]&lt;br /&gt;
  			[SYN_AFFECTED_CLASS:GENERAL_POISON]&lt;br /&gt;
  			[CE_FEVER:SEV:250:PROB:100:START:250:PEAK:1500:END:25000]&lt;br /&gt;
  			[CE_BLISTERS:SEV:325:PROB:100:BP:BY_CATEGORY:ALL:SKIN:START:250:PEAK:1500:END:25000]&lt;br /&gt;
  			[CE_NECROSIS:SEV:300:PROB:100:BP:BY_CATEGORY:ALL:ALL:VASCULAR_ONLY:START:22500:PEAK:23750:END:25000]&lt;br /&gt;
  			[CE_CAN_DO_INTERACTION:START:1500:END:25000]&lt;br /&gt;
  				[CDI:ADV_NAME:Spread the plague]&lt;br /&gt;
  				[CDI:INTERACTION:PLAGUE]&lt;br /&gt;
  				[CDI:TARGET:A:LINE_OF_SIGHT]&lt;br /&gt;
  				[CDI:TARGET_RANGE:A:10]&lt;br /&gt;
  				[CDI:WAIT_PERIOD:30]&lt;br /&gt;
&lt;br /&gt;
As you can see, the syndrome here inflicts blisters, fever and, after roughly a month, necrosis of the whole body - that's when the infected creatures will start dying out. But before that happens, CE_CAN_DO_INTERACTION makes them capable of spreading the plague further.&lt;br /&gt;
&lt;br /&gt;
You also need a disease vector that will bring the plague straight to your fort. (hint: use [[large rat|various]] [[rat man|species]] [[giant rat|of rats]] - they're perfect for that). The following code, added to a creature's raws, ensures the creature will infect anybody it encounters:&lt;br /&gt;
&lt;br /&gt;
  [CAN_DO_INTERACTION:PLAGUE]&lt;br /&gt;
  	[CDI:ADV_NAME:Spread the plague]&lt;br /&gt;
  	[CDI:TARGET:A:LINE_OF_SIGHT]&lt;br /&gt;
  	[CDI:TARGET_RANGE:A:10]&lt;br /&gt;
  	[CDI:WAIT_PERIOD:30]&lt;br /&gt;
&lt;br /&gt;
As soon as the said creature is startled by your dwarves, the [[fun]] will begin.&lt;br /&gt;
&lt;br /&gt;
===In 0.47.01===&lt;br /&gt;
As of version 0.47.01, it may be possible to use a creature's established methods of attack for use in disease-spreading.&lt;br /&gt;
&lt;br /&gt;
Let's use the borrowed example of the plague above. This time, the plague will spread through biting, using the following syndrome code:&lt;br /&gt;
&lt;br /&gt;
  [INTERACTION:PLAGUE]&lt;br /&gt;
  	[I_TARGET:A:CREATURE]&lt;br /&gt;
  		[IT_LOCATION:CONTEXT_CREATURE]&lt;br /&gt;
  		[IT_FORBIDDEN:NOT_LIVING]&lt;br /&gt;
  		[IT_AFFECTED_CLASS:GENERAL_POISON]&lt;br /&gt;
  		[IT_MANUAL_INPUT:creatures]&lt;br /&gt;
  	[I_EFFECT:ADD_SYNDROME]&lt;br /&gt;
  		[IE_TARGET:A]&lt;br /&gt;
  		[IE_IMMEDIATE]&lt;br /&gt;
  		[SYNDROME]&lt;br /&gt;
  			[SYN_NAME:the plague]&lt;br /&gt;
  			[SYN_AFFECTED_CLASS:GENERAL_POISON]&lt;br /&gt;
  			[CE_FEVER:SEV:250:PROB:100:START:250:PEAK:1500:END:25000]&lt;br /&gt;
  			[CE_BLISTERS:SEV:325:PROB:100:BP:BY_CATEGORY:ALL:SKIN:START:250:PEAK:1500:END:25000]&lt;br /&gt;
  			[CE_NECROSIS:SEV:300:PROB:100:BP:BY_CATEGORY:ALL:ALL:VASCULAR_ONLY:START:22500:PEAK:23750:END:25000]&lt;br /&gt;
  			[CE_SPECIAL_ATTACK_INTERACTION:INTERACTION:PLAGUE:BP:BY_CATEGORY:TOOTH:START:0:ABRUPT]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The line [CE_SPECIAL_ATTACK_INTERACTION:INTERACTION:BITE_PLAGUE:BP:BY_CATEGORY:MOUTH:BP:BY_CATEGORY:TOOTH:START:0:ABRUPT] allows any infected creature with an attack using mouth or tooth category body parts to immediately spread the disease using said attack. The victim of the attack may then spread the disease if they are able to attack with the needed body part/parts.&lt;br /&gt;
&lt;br /&gt;
==Multi-caste/multi-creature body transformations==&lt;br /&gt;
This is a way to get around the {{text anchor|looping problem}} when using ANY or ALL castes for [[Syndrome#CE_BODY_TRANSFORMATION|CE_BODY_TRANSFORMATION]] and not being limited to a single creature for transformations. It's an incredibly simple solution as you can see in this example code:&lt;br /&gt;
{{code|code=&lt;br /&gt;
[SYNDROME]&lt;br /&gt;
	[SYN_NAME:draconic curse]&lt;br /&gt;
	[SYN_CLASS:DRACONIC_CURSE]&lt;br /&gt;
	[CE_BODY_TRANSFORMATION:PROB:25:START:0]&lt;br /&gt;
			[CE:CREATURE:HYDRA:MALE]&lt;br /&gt;
	[CE_BODY_TRANSFORMATION:PROB:25:START:0]&lt;br /&gt;
			[CE:CREATURE:DRAGON:MALE]&lt;br /&gt;
	[CE_BODY_TRANSFORMATION:PROB:25:START:0]&lt;br /&gt;
			[CE:CREATURE:HYDRA:FEMALE]&lt;br /&gt;
	[CE_BODY_TRANSFORMATION:PROB:100:START:0]&lt;br /&gt;
			[CE:CREATURE:DRAGON:FEMALE]&lt;br /&gt;
}}&lt;br /&gt;
This code will transform a creature into either a female/male [[hydra]] or a female/male [[dragon]]. &lt;br /&gt;
&lt;br /&gt;
For every caste/creature you want a ''victim'' to transform into, you add a [CE_BODY_TRANSFORMATION] token with a [PROB] token attached to it. For most of the transformations the PROB is set to ``1/number_of_transformations * 100`` (or a different number if you want uneven odds), but the final transformation needs a PROB of 100 to ensure there is always at least one transformation chosen. A creature can only have one active transformation at a time. If any of the lower PROB transformations occurs then the PROB 100 transformation can not happen.&lt;br /&gt;
&lt;br /&gt;
If you instead want a ''sequence'' of transformations to take place then you need make sure that one transformation ends on the same tick that the next one begins:&lt;br /&gt;
{{code|code=&lt;br /&gt;
[SYNDROME]&lt;br /&gt;
	[SYN_NAME:draconic sequence curse]&lt;br /&gt;
	[SYN_CLASS:DRACONIC_SEQUENCE_CURSE]&lt;br /&gt;
	[CE_BODY_TRANSFORMATION:PROB:100:START:0:END:10]&lt;br /&gt;
			[CE:CREATURE:HYDRA:MALE]&lt;br /&gt;
	[CE_BODY_TRANSFORMATION:PROB:100:START:10:END:20]&lt;br /&gt;
			[CE:CREATURE:DRAGON:MALE]&lt;br /&gt;
	[CE_BODY_TRANSFORMATION:PROB:100:START:20:END:30]&lt;br /&gt;
			[CE:CREATURE:HYDRA:FEMALE]&lt;br /&gt;
	[CE_BODY_TRANSFORMATION:PROB:100:START:30:END:40]&lt;br /&gt;
			[CE:CREATURE:DRAGON:FEMALE]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
&lt;br /&gt;
* [[Syndrome examples]]&lt;br /&gt;
* [[Interaction token]]&lt;br /&gt;
* [[Modding]]&lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
{{Category|Creature attributes}}&lt;br /&gt;
{{Category|Tokens}}&lt;br /&gt;
[[ru:DF2012:Syndrome]]&lt;/div&gt;</summary>
		<author><name>Droseran</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Syndrome&amp;diff=299004</id>
		<title>Syndrome</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Syndrome&amp;diff=299004"/>
		<updated>2024-04-10T20:14:38Z</updated>

		<summary type="html">&lt;p&gt;Droseran: Included information about SEV limits provided by Putnam in the DF Modding section of the Kitfox Discord.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Masterwork}}&lt;br /&gt;
{{av}}&lt;br /&gt;
[[File:syndrome_statuses_anim.gif|right]][[File:skin_color_preview.png|thumb|right|What different undead/immortal creatures' skin colors mean, which are also syndromes.]]In ''Dwarf Fortress'', a '''syndrome''' can be thought of as a condition which applies a collection of [[Syndrome#Creature effect tokens|effects]] to [[creature]]s who contract it. Syndromes give rise to several of the game's [[fun|more interesting]] [[Health care|medical]] [[Status_icon|predicaments]], such as [[alcohol]] inebriation, venomous snake bites, and the brain-rotting secretions of certain [[Forgotten beast|uninvited guests]]. That said, the syndrome system isn't functionally restricted to the simulation of disease  -  many of the game's supernatural features, such as [[werewolf|werewolves]], [[vampire]]s, [[necromancer]]s, [[mummy|mummy curses]] and the [[undead]], are in fact produced by applying various [[Syndrome#Special_Effects|special effects]] to creatures via syndromes.&lt;br /&gt;
&lt;br /&gt;
Graphically, [[Dwarf|dwarves]], [[human]]s, [[elf|elves]], [[goblin]]s and [[kobold]]s with supernatural syndromes will have a different skin color, as seen in the image to the right. Other creatures will appear exactly as they are with no alterations, unless they're undead, in which they will appear with an indigo/blue tint, black eyes and white pupils, as every creature will have a unique undead sprite (including that of children and babies for some creatures).&lt;br /&gt;
&lt;br /&gt;
''&amp;quot;Yeah, I know this. I was looking for [[Syndrome examples|examples]]...&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
==List of syndromes==&lt;br /&gt;
In unmodded games, syndromes are generally named after the animal, substance or effect that delivers them. They can cause unpleasant and sometimes fatal [[symptom]]s over a short to long duration, but some will clear up over time or with the assistance of a [[doctor]]. A [[Health care|hospital]] is required to diagnose and potentially treat those that can be helped by treatment. Note that in a world with [[dragon]]s and [[giant elephant]]s, dwarves (and elves and humans) fall into the &amp;quot;small creatures&amp;quot; category for purposes of this discussion.&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Syndrome&lt;br /&gt;
! Venom&lt;br /&gt;
! Acquired&lt;br /&gt;
! Short-term Symptoms&lt;br /&gt;
! Long-term Symptoms&lt;br /&gt;
! Chronic Symptoms &lt;br /&gt;
|-&lt;br /&gt;
| Adder bite&lt;br /&gt;
| adder venom (injected)&lt;br /&gt;
| Being bitten by an [[adder]], [[giant adder]] or [[adder man]]&lt;br /&gt;
| Strong pain&lt;br /&gt;
| Swelling&amp;lt;br&amp;gt;Blisters&amp;lt;br&amp;gt;Nausea&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Bark scorpion sting&lt;br /&gt;
| bark scorpion venom (injected)&lt;br /&gt;
| Being stung by a [[bark scorpion]], [[giant bark scorpion]] or [[bark scorpion man]]&lt;br /&gt;
| Strong pain&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Black mamba bite&lt;br /&gt;
| black mamba venom (injected)&lt;br /&gt;
| Being bitten by a [[black mamba]], [[giant black mamba]] or [[black mamba man]]&lt;br /&gt;
| Dizziness&amp;lt;br&amp;gt;Drowsiness&amp;lt;br&amp;gt;Strong pain&amp;lt;br&amp;gt;Fever&amp;lt;br&amp;gt;Unconsciousness&amp;lt;br&amp;gt;Complete paralysis&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Blob blisters&lt;br /&gt;
| cave blob fluid&amp;lt;br /&amp;gt;(contact or ingested)&lt;br /&gt;
| Touching a [[cave blob]]&lt;br /&gt;
| Mild pain&amp;lt;br/&amp;gt;Mild blisters&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Brown recluse spider bite&lt;br /&gt;
| brown recluse spider venom (injected)&lt;br /&gt;
| Being bitten by a [[brown recluse spider]], [[giant brown recluse spider]] or [[brown recluse spider man]]&lt;br /&gt;
| Nausea&amp;lt;br&amp;gt;Fever&amp;lt;br&amp;gt;Pain&amp;lt;br&amp;gt;&lt;br /&gt;
| Severe localized necrosis&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Bumblebee sting&lt;br /&gt;
| bumblebee venom (injected)&lt;br /&gt;
| Being stung by a [[bumblebee]] worker&lt;br /&gt;
| Pain&amp;lt;br&amp;gt;Strong swelling&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Bushmaster bite&lt;br /&gt;
| bushmaster venom (injected)&lt;br /&gt;
| Being bitten by a [[bushmaster]], [[giant bushmaster]] or [[bushmaster man]]&lt;br /&gt;
| Strong pain&amp;lt;br&amp;gt;Mild bleeding&amp;lt;br&amp;gt;Dizziness&amp;lt;br&amp;gt;Nausea&amp;lt;br&amp;gt;Unconsciousness&amp;lt;br&amp;gt;Complete paralysis&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Cave floater sickness&lt;br /&gt;
| cave floater gas&amp;lt;br /&amp;gt;(inhaled or ingested)&lt;br /&gt;
| Expelled from [[cave floater]]&lt;br /&gt;
| Mild nausea&lt;br /&gt;
| Fever&amp;lt;br/&amp;gt;Strong drowsiness (delayed)&amp;lt;br/&amp;gt;Strong dizziness (delayed)&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Cave spider bite&lt;br /&gt;
| cave spider venom&amp;lt;br /&amp;gt;(injected)&lt;br /&gt;
| Being bitten by a [[cave spider]]&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
| Very mild dizziness&lt;br /&gt;
|-&lt;br /&gt;
| Copperhead snake bite&lt;br /&gt;
| copperhead snake venom (injected)&lt;br /&gt;
| Being bitten by a [[copperhead snake]], [[giant copperhead snake]] or [[copperhead snake man]]&lt;br /&gt;
| Pain&amp;lt;br&amp;gt;Swelling&amp;lt;br&amp;gt;Nausea&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Giant cave spider bite&lt;br /&gt;
| giant cave spider venom&amp;lt;br /&amp;gt;(injected)&lt;br /&gt;
| Being bitten by a [[giant cave spider]]&lt;br /&gt;
| Size-dependant paralysis.&lt;br /&gt;
| Death by asphyxiation, in small targets. Large targets are generally unhindered...unless you count the high probability of being eaten by the giant cave spider as a hindrance.&lt;br /&gt;
| None, not that it really matters.&lt;br /&gt;
|-&lt;br /&gt;
| Gila monster bite&lt;br /&gt;
| gila monster venom (injected)&lt;br /&gt;
| Being bitten by a [[gila monster]], [[giant gila monster]] or [[gila monster man]]&lt;br /&gt;
| Pain&amp;lt;br&amp;gt;Mild swelling&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Gnomeblight&lt;br /&gt;
| [[gnomeblight]]&amp;lt;br /&amp;gt;(contact, inhaled, injected, or ingested)&lt;br /&gt;
| Purposely exposing oneself to the extract. Only affects [[mountain gnome]]s and [[dark gnome]]s.&lt;br /&gt;
| None&lt;br /&gt;
| Severe systemic necrosis&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Giant desert scorpion sting&lt;br /&gt;
| giant desert scorpion venom&amp;lt;br /&amp;gt;(injected)&lt;br /&gt;
| Being stung by a [[giant desert scorpion]] &lt;br /&gt;
| Necrosis of the brain and nervous system&lt;br /&gt;
| '''Certain death'''&lt;br /&gt;
| None, not that it really matters.&lt;br /&gt;
|- &lt;br /&gt;
| Helmet snake bite&lt;br /&gt;
| helmet snake venom&amp;lt;br /&amp;gt;(injected)&lt;br /&gt;
| Being bitten by a [[helmet snake]]&lt;br /&gt;
| Minor bleeding&lt;br /&gt;
| Fever&amp;lt;br/&amp;gt;Nausea&amp;lt;br/&amp;gt;Dizziness&amp;lt;br/&amp;gt;Localized swelling&amp;lt;br/&amp;gt;Localized oozing&amp;lt;br/&amp;gt;Localized bruising&amp;lt;br/&amp;gt;Strong pain&amp;lt;br/&amp;gt;Intense localized necrosis&amp;lt;br/&amp;gt;Possible loss of limb &lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Honey bee sting&lt;br /&gt;
| honey bee venom (injected)&lt;br /&gt;
| Being stung by a [[honey bee]] worker&lt;br /&gt;
| Pain&amp;lt;br&amp;gt;Strong swelling&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Inebriation&lt;br /&gt;
| [[Alcohol]] (consumed/injected)&lt;br /&gt;
| Consuming alcoholic drinks&lt;br /&gt;
| Nausea&amp;lt;br&amp;gt;Dizziness&amp;lt;br&amp;gt;Unconsciousness&amp;lt;br&amp;gt;Personality changes&amp;lt;br&amp;gt;Euphoria&amp;lt;br&amp;gt;Erratic behavior&amp;lt;br&amp;gt;Trouble breathing&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Iron man cough&lt;br /&gt;
| iron man gas&amp;lt;br /&amp;gt;(inhaled)&lt;br /&gt;
| Expelled by [[iron man]]&lt;br /&gt;
| Coughing blood&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| King cobra bite&lt;br /&gt;
| king cobra venom&amp;lt;br /&amp;gt;(injected)&lt;br /&gt;
| Being bitten by a [[king cobra]]&lt;br /&gt;
| Complete paralysis&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&amp;lt;br/&amp;gt;Pain, dizziness, drowsiness&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Phantom spider bite&lt;br /&gt;
| phantom spider venom&amp;lt;br /&amp;gt;(injected)&lt;br /&gt;
| Being bitten by a [[phantom spider]]&lt;br /&gt;
| None&lt;br /&gt;
| Numbness and mild dizziness&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Platypus sting&lt;br /&gt;
| platypus venom&amp;lt;br /&amp;gt;(injected)&lt;br /&gt;
| Being kicked by a [[platypus]], [[giant platypus]] or [[platypus man]]&lt;br /&gt;
| Pain and swelling&lt;br /&gt;
| Extreme pain, swelling possibly to the point of necrosis&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Rattlesnake bite&lt;br /&gt;
| rattlesnake venom&amp;lt;br /&amp;gt;(injected)&lt;br /&gt;
| Being bitten by a [[rattlesnake]], [[giant rattlesnake]] or [[rattlesnake man]]&lt;br /&gt;
| Pain, nausea, blisters, swelling, bruising&lt;br /&gt;
| Severe localized necrosis&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Serpent man bite&lt;br /&gt;
| serpent man venom&amp;lt;br /&amp;gt;(injected)&lt;br /&gt;
| Being bitten by a [[serpent man]]&lt;br /&gt;
| Complete paralysis&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Mummy's curse&lt;br /&gt;
| [[DF2014:Mummy|Disturbance interaction]].&lt;br /&gt;
| Being cursed by a [[mummy]], when caught raiding their tombs&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
| 20% chance of any skill roll failing, regardless of skill.&lt;br /&gt;
|-&lt;br /&gt;
| Vampirism&lt;br /&gt;
| [[Deity|Divine]] curse&lt;br /&gt;
| Drinking the blood of a [[vampire]]. Toppling statues in shrines and temples (random chance), rolling divination dice too frequently.&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
| Victim becomes a [[vampire]].&lt;br /&gt;
|-&lt;br /&gt;
| Werebeast curse&lt;br /&gt;
| [[Deity|Divine]] curse&lt;br /&gt;
| Being bitten by a [[werebeast]], toppling statues in shrines and temples (random chance), rolling divination dice too frequently.&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
| Victim becomes a [[werebeast]].&lt;br /&gt;
|-&lt;br /&gt;
| Necromancy&lt;br /&gt;
| [[Deity|Divine]] 'curse'&lt;br /&gt;
| Reading a book/slab that contains the secrets of life and death.&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
| Reader becomes a [[necromancer]].&lt;br /&gt;
|-&lt;br /&gt;
| evil rain sickness&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
|rowspan=7| Random&lt;br /&gt;
| Being caught outside in [[Weather#Evil weather|freakish weather]] in an evil [[biome]]&lt;br /&gt;
|rowspan=7| Random&lt;br /&gt;
|rowspan=7| Random&lt;br /&gt;
|rowspan=7| Random&lt;br /&gt;
|-&lt;br /&gt;
| evil cloud sickness&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;&lt;br /&gt;
| Being caught in a [[Weather#Evil weather|creeping cloud]] in an evil [[biome]]&lt;br /&gt;
|-&lt;br /&gt;
| beast sickness&amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt;&lt;br /&gt;
| Encounters with [[forgotten beast]]s&lt;br /&gt;
|-&lt;br /&gt;
| titan sickness&amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt;&lt;br /&gt;
| Encounters with [[titan]]s&lt;br /&gt;
|-&lt;br /&gt;
| night sickness&amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt;&lt;br /&gt;
| Encounters with [[nightmare]]s or [[experiment]]s&lt;br /&gt;
|-&lt;br /&gt;
| demon sickness&amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt;&lt;br /&gt;
| Encounters with [[demon]]s&lt;br /&gt;
|-&lt;br /&gt;
| divine sickness&amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt;&lt;br /&gt;
| Encounters with [[angel]]s&lt;br /&gt;
|}&lt;br /&gt;
: 1. For small creatures such as humans and dwarves, paralysis tends to result in suffocation.&lt;br /&gt;
: 2. Necrosis of the brain will eventually result in death once the brain rots away completely. &lt;br /&gt;
: 3. Evil rain typically only causes minor symptoms such as blisters, bruising, coughing blood, dizziness, fever, nausea, oozing, and pain. &lt;br /&gt;
: 4. Evil clouds either cause major symptoms (as with beast/titan/demon sicknesses) or permanently transform creatures into [[Undead|zombie-like]] forms. &lt;br /&gt;
: 5. [[Titan]]s, [[forgotten beast]]s, [[nightmare]]s, [[experiment]]s, [[demon]]s and [[angel]]s have a chance to have a randomized syndrome. These range from mildly hazardous (mild [[Symptom#Blisters|blisters]] from inhaling boiling blood) to instantly fatal (severe necrosis from a contact poison attached to a breath weapon/creature made of blood).&lt;br /&gt;
&lt;br /&gt;
==The anatomy of a syndrome==&lt;br /&gt;
To recap, syndromes are &amp;quot;diseases&amp;quot; which inflict effects upon creatures who acquire them. Mechanically, they're composed of a bunch of different syndrome tokens which detail [[Syndrome#Basic syndrome tokens|how it works]] and [[Syndrome#Creature effect tokens|what it does]]. Syndrome acquisition can be boiled down into two main routes: (1) via materials and (2) via interactions. Unlike most objects in the game, syndromes aren't defined in their own raw file; they're instead built up within the raw definition of the material or interaction effect to which they are tied, as described below.&lt;br /&gt;
{{Modding}}&lt;br /&gt;
'''1) Transmission via Materials'''&lt;br /&gt;
Any material (be it [[Material_token#INORGANIC|inorganic]], [[Material_token#CREATURE_MAT|creature-derived]], or [[Material_token#PLANT_MAT|plant-derived]]) can have one or more syndromes added to it, simply by defining the syndrome within the material's own raw definition. The addition of certain tokens (detailed [[Syndrome#SYN_CONTACT|below]]) to the syndrome will determine what must be done to the material so as to transmit the syndrome to a creature; the current modes of transmission are as follows: [[Syndrome#SYN_CONTACT|bodily contact]] with the material, [[Syndrome#SYN_INGESTED|ingestion]] or [[Syndrome#SYN_INHALED|inhalation]] of the material, or [[Syndrome#SYN_INJECTED|injection]] of the material into the bloodstream. Any combination of transmission modes can be specified per syndrome.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Here's the material definition of [[giant cave spider]] venom with its associated syndrome as an example:&lt;br /&gt;
&lt;br /&gt;
''(See [[Giant cave spider/raw|here]] for the complete creature raw.)''&lt;br /&gt;
    [USE_MATERIAL_TEMPLATE:POISON:CREATURE_EXTRACT_TEMPLATE]&lt;br /&gt;
        [STATE_NAME:ALL_SOLID:frozen giant cave spider venom]&lt;br /&gt;
        [STATE_ADJ:ALL_SOLID:frozen giant cave spider venom]&lt;br /&gt;
        [STATE_NAME:LIQUID:giant cave spider venom]&lt;br /&gt;
        [STATE_ADJ:LIQUID:giant cave spider venom]&lt;br /&gt;
        [STATE_NAME:GAS:boiling giant cave spider venom]&lt;br /&gt;
        [STATE_ADJ:GAS:boiling giant cave spider venom]&lt;br /&gt;
        [PREFIX:NONE]&lt;br /&gt;
        [ENTERS_BLOOD]&lt;br /&gt;
        '''[SYNDROME]'''&lt;br /&gt;
            '''[SYN_NAME:giant cave spider bite]'''&lt;br /&gt;
            '''[SYN_AFFECTED_CLASS:GENERAL_POISON]'''&lt;br /&gt;
            '''[SYN_IMMUNE_CREATURE:SPIDER_CAVE_GIANT:ALL]'''&lt;br /&gt;
            '''[SYN_INJECTED]'''&lt;br /&gt;
            '''[CE_PARALYSIS:SEV:100:PROB:100:RESISTABLE:SIZE_DILUTES:START:5:PEAK:10:END:20]'''&lt;br /&gt;
&lt;br /&gt;
In the above, the non-bolded section consists of various [[material definition token]]s used to define and customise the venom material. (USE_MATERIAL_TEMPLATE defines a material called 'POISON', and creates it using the template 'CREATURE_EXTRACT_TEMPLATE' as a basis, which is then altered by the other tokens placed below it. See [[Material_definition_token#STATE_NAME|STATE_NAME]], [[Material_definition_token#STATE_ADJ|STATE_ADJ]], and [[Material_definition_token#PREFIX|PREFIX]] for more information about these tokens). The relevance of [[Material_definition_token#ENTERS_BLOOD|ENTERS_BLOOD]] in this context is explained below.&lt;br /&gt;
&lt;br /&gt;
The bolded section consists of the syndrome definition, which is initiated using the [[Syndrome#SYNDROME|[SYNDROME]]] token. The tokens placed after this (which are described in further detail [[Syndrome#Basic syndrome tokens|below]]) flesh out the syndrome - in this case they name it &amp;quot;giant cave spider bite&amp;quot;, make it work only against creatures belonging to the 'GENERAL_POISON' [[Creature token#CREATURE_CLASS|creature class]], render giant cave spiders immune to it, and cause creatures to contract it if the venom is injected into them. The creature effect at the very bottom makes the syndrome inflict progressive complete paralysis upon the victim after a short delay, for what would be a relatively short-lived period were it not for the fact that most small creatures tend to suffocate before the effect wears off (that, or they get eaten by the giant cave spider that caused it).&lt;br /&gt;
&lt;br /&gt;
Great, so how do we get this lethal venom into a creature's bloodstream to transmit the syndrome? Giant cave spiders are able to do this via the [[Creature token#SPECIALATTACK_INJECT_EXTRACT|SPECIALATTACK_INJECT_EXTRACT]] token appended to their bite attack as such:&lt;br /&gt;
    [SPECIALATTACK_INJECT_EXTRACT:LOCAL_CREATURE_MAT:POISON:LIQUID:100:100]&lt;br /&gt;
This makes their bites inject 100 units of the 'POISON' material in its liquid [[Material_definition_token#Material_States|state]]. Note that '[[Material_token#LOCAL_CREATURE_MAT|LOCAL_CREATURE_MAT]]:POISON' indicates that the 'POISON' material is defined amidst the same creature raws where the attack was detailed i.e. within the SPIDER_CAVE_GIANT creature definition; we could have written '[[Material_token#CREATURE_MAT|CREATURE_MAT]]:SPIDER_CAVE_GIANT:POISON' instead for the same result. Also note that we can make the attack inject any material we want it to, not just creature-associated materials. (Want your spider to inject molten [[gold]] into its victims to melt them from the inside out instead of bothering with syndromes? Simply replace 'LOCAL_CREATURE_MAT:POISON:LIQUID' with '[[Material_token#INORGANIC|INORGANIC]]:GOLD:LIQUID' and you're good to go).&lt;br /&gt;
&lt;br /&gt;
Note that [ENTERS_BLOOD] must be added to the material definition for injection attacks making use of this material to function properly. Without this token, the material would simply [[contaminant|splatter]] over the attacked bodypart instead of entering the bloodstream, so the above syndrome, which relies solely on the [[Syndrome#SYN_INJECTED|injectable]] transmission route, wouldn't be contracted. [ENTERS_BLOOD] can of course be left out intentionally, if the aim is to cover creatures with a material that transmits syndromes [[Syndrome#SYN_CONTACT|on contact]]. Keep in mind that splattering in lieu of injection also occurs with blunt attacks, on attacked body parts devoid of [[Tissue_definition_token#VASCULAR|VASCULAR]] tissue, and on [[Creature token#BLOOD|bloodless]] victims (including creatures who've had their blood removed via [[Syndrome#CE_REMOVE_TAG|CE_REMOVE_TAG:HAS_BLOOD]]).&lt;br /&gt;
&lt;br /&gt;
A fun variation on typical creature venoms is to add a [[Syndrome#SYN_CONTACT|contact-transmissible]] syndrome to the creature's [[Creature token#BLOOD|blood]] material - this tends to end poorly for any predator that chooses to attack them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''2) Transmission via Interactions'''&lt;br /&gt;
&lt;br /&gt;
The [[Interaction token|interaction]] system can be used to add syndromes to creatures directly via certain interaction effects, most notably [[Interaction token#I_EFFECT|I_EFFECT:ADD_SYNDROME]]. After placing this I_EFFECT in an interaction definition, the syndrome to be added is defined beneath it in exactly the same manner as that used for the material-bound syndromes described above. (Note that any [[Interaction_token#IE_TARGET|IE_ tokens]] used with this I_EFFECT can be placed before or after the syndrome definition; the order doesn’t really matter). The [[Interaction token#I_EFFECT| ANIMATE]] and [[Interaction token#I_EFFECT| RESURRECT]] interaction effects also allow syndromes to be tied to them in the same manner; in this case the syndrome is applied to the target creature after it is animated or resurrected respectively.&lt;br /&gt;
&lt;br /&gt;
See [[Syndrome#Spreading_diseases|below]] for an example of a syndrome-transmitting interaction.&lt;br /&gt;
&lt;br /&gt;
==Basic syndrome tokens==&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;Bisque&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|SYNDROME}}&lt;br /&gt;
| &lt;br /&gt;
| Used to begin defining a new syndrome.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SYN_NAME}}&lt;br /&gt;
| &amp;lt;your text&amp;gt;&lt;br /&gt;
| Used to specify the name of the syndrome as it appears in-game. Names don't have to be unique; it's perfectly acceptable to have multiple syndromes with identical names.&lt;br /&gt;
&lt;br /&gt;
For example, this name is displayed when &amp;lt;nowiki&amp;gt;[&amp;lt;/nowiki&amp;gt;[[Syndrome#CE_FEEL_EMOTION|CE_FEEL_EMOTION:&amp;lt;...&amp;gt;]]] causes an emotional reaction {{dftext|Urist is |0:1}}{{dftext|&amp;lt;emotion&amp;gt;|6:0}}{{dftext| due to &amp;lt;your_syn_name&amp;gt;.|0:1}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SYN_CLASS}}&lt;br /&gt;
| &amp;lt;your text&amp;gt;&lt;br /&gt;
| Can be included to create a syndrome class and assign the syndrome to it, for use with the [[Interaction token#IT_CANNOT_HAVE_SYNDROME_CLASS|IT_CANNOT_HAVE_SYNDROME_CLASS]] interaction token. Can be specified more than once to assign the syndrome to multiple classes. Other syndromes can also be assigned to the same class.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SYN_CONTACT}}&lt;br /&gt;
| &lt;br /&gt;
| If the syndrome is tied to a material, creatures who come into contact with this material will contract the syndrome if this token is included in the syndrome definition. Contact transmission occurs when a creature's body becomes [[contaminant|contaminated]] with the material (visible as [material name] 'smear', 'dusting' or 'covering' over body parts when viewing the creature's inventory). Note that contact with [[item]]s made of a syndrome-inducing material currently doesn't result in transmission.&lt;br /&gt;
&lt;br /&gt;
Methods of getting a material contaminant onto a creature's body include: &lt;br /&gt;
* [[Creature token#SECRETION|secretions]]&lt;br /&gt;
* [[Interaction_token#LIQUID_GLOB|liquid projectiles]] (contaminate struck body parts if exposed)&lt;br /&gt;
* [[Interaction_token#TRAILING_VAPOR_FLOW|vapor]] and [[Interaction_token#TRAILING_DUST_FLOW|dust clouds]] (contaminate all external body parts, even if covered)&lt;br /&gt;
* [[Interaction_token#SPATTER_LIQUID|puddles]] and [[Interaction_token#SPATTER_POWDER|dust piles]] ([[Body_token#STANCE|STANCE]] body parts become contaminated if the creature walks into them [[clothing|barefoot]], and all uncovered external body parts are contaminated if the creature is [[Status icon#Non-flashing|prone]])&lt;br /&gt;
* [[Interaction_token#WEATHER_FALLING_MATERIAL|freakish rain]] (contaminates all external body parts, even if covered, if the creature is outside)&lt;br /&gt;
* unprotected bodily contact with a contaminated creature (including performing or receiving body part attacks such as punches and [[wrestling]] moves, creature collisions, as well as [[Interaction_token#I_EFFECT|CONTACT]] interaction effects, if the involved body parts are exposed)&lt;br /&gt;
* items [[Material_definition_token#MELTING_POINT|melting]] whilst equipped or hauled (this contaminates the body part that was holding them if exposed)&lt;br /&gt;
* striking the creature's body with a contaminated item (see below)&lt;br /&gt;
&lt;br /&gt;
It is possible to use this token for syndromes intended to be applied via envenomed weapons (but also check out [[Syndrome#SYN_INJECTED|SYN_INJECTED]]). When a creature's body is struck with an item which is contaminated with a contact syndrome-inducing material, the syndrome will be transmitted to the struck creature, even if the attack doesn't pierce the flesh. Syndrome transmission in this context often occurs in the absence of a visible contaminant on the body.&lt;br /&gt;
&lt;br /&gt;
Contact transmission only appears to occur at the moment of contamination (which is to say, when a new bodily spatter is created). If the syndrome ends (once all its [[Syndrome#Creature_effect_tokens|creature effects]] reach their END point, at which point it will be removed from the creature), it will NOT be reapplied by the original syndrome-inducing contaminant (assuming it hasn't been cleaned off yet); the creature will need to be recontaminated with the causative material for this to occur. (Note that in the case of [[Creature token#SECRETION|secretions]], the secreted contaminants are continuously reapplied to the secretory body parts, so any associated short-lasting contact syndromes allowed to target the secreting creature can potentially be reapplied at the rate of secretion; this may work differently in [[adventurer mode]]).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SYN_INGESTED}}&lt;br /&gt;
| &lt;br /&gt;
| If the syndrome is tied to a material, creatures who [[food|eat]] or drink substances comprising, containing or [[contaminant|contaminated]] with this material will contract the syndrome if this token is included. This includes [[kitchen|prepared meals]] when any of the constituent ingredients contains the material in question.&lt;br /&gt;
&lt;br /&gt;
This also applies to [[creature token#GRAZER|grazing]] creatures which happen to munch on a [[plant token#GRASS|grass]] that has an ingestion-triggered syndrome tied to any of its constituent materials.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SYN_INHALED}}&lt;br /&gt;
| &lt;br /&gt;
| If the syndrome is tied to a material, creatures who inhale the material will contract the syndrome if this token is included. Materials can only be inhaled in their [[Material_definition_token#BOILING_POINT|gaseous]] state, which is attainable by [[temperature|boiling]], or in the form of a [[Interaction_token#TRAILING_GAS_FLOW|TRAILING_GAS_FLOW]], [[Interaction_token#UNDIRECTED_GAS|UNDIRECTED_GAS]] or [[Interaction_token#WEATHER_CREEPING_GAS|WEATHER_CREEPING_GAS]]. Creatures can also be made to [[Tissue_definition_token#TISSUE_LEAKS|leak]] [[Tissue_definition_token#TISSUE_MAT_STATE|gaseous tissue]] when damaged.&lt;br /&gt;
&lt;br /&gt;
Note that {{token|AQUATIC|c}} creatures never inhale gaseous materials, and creatures which do breathe air aren't guaranteed to inhale gases when exposed to them for a short time. Contrary to what one might expect, creatures with {{token|NOBREATHE|c}} are in fact capable of contracting inhalation syndromes; this is presumably a bug.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SYN_INJECTED}}&lt;br /&gt;
| &lt;br /&gt;
| If the syndrome is tied to a material, the injection of this material into a creature's bloodstream will cause it to contract the syndrome if this token is included. Injection can be carried out as part of a creature attack via [[Creature_token#SPECIALATTACK_INJECT_EXTRACT|SPECIALATTACK_INJECT_EXTRACT]], or by piercing the flesh of a creature with an [[item]] that has been [[contaminant|contaminated]] with the material. Thus, this token can be used as a more specific alternative to [[Syndrome#SYN_CONTACT|SYN_CONTACT]] for syndromes intended to be administered by envenomed weapons. &lt;br /&gt;
&lt;br /&gt;
For injection to work, the material definition must include [[Material_definition_token#ENTERS_BLOOD|ENTERS_BLOOD]], the attacked body part needs to have [[Tissue_definition_token#VASCULAR|VASCULAR]] tissue, and the intended victim must have [[Creature token#BLOOD|BLOOD]] (so it won't work on creatures with the [[Syndrome#CE_REMOVE_TAG|CE_REMOVE_TAG:HAS_BLOOD]] syndrome effect). Getting the weapon &amp;quot;lodged into the wound&amp;quot; isn't a requirement.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SYN_AFFECTED_CLASS}}&lt;br /&gt;
| &amp;lt;[[Creature token#CREATURE_CLASS|creature class]]&amp;gt;&lt;br /&gt;
| If this is included, only creatures which belong to the specified [[Creature token#CREATURE_CLASS|creature class]] (as well as creatures which pass the [[Syndrome#SYN_AFFECTED_CREATURE|SYN_AFFECTED_CREATURE]] check if this is included) will be able to contract the syndrome. This token can be specified multiple times per syndrome, in which case creatures which have at least one matching class will be considered susceptible. If [[Syndrome#SYN_IMMUNE_CLASS|SYN_IMMUNE_CLASS]] and/or [[Syndrome#SYN_IMMUNE_CREATURE|SYN_IMMUNE_CREATURE]] are included, creatures which fail these checks will be unable to contract the syndrome even if they pass this class check.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SYN_IMMUNE_CLASS}}&lt;br /&gt;
| &amp;lt;[[Creature token#CREATURE_CLASS|creature class]]&amp;gt;&lt;br /&gt;
| If this is included, creatures which belong to the specified [[Creature token#CREATURE_CLASS|creature class]] will be unable to contract the syndrome. This token can be specified multiple times per syndrome, in which case creatures with at least one matching class will be considered immune (unless overridden by [[Syndrome#SYN_AFFECTED_CREATURE|SYN_AFFECTED_CREATURE]]).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SYN_AFFECTED_CREATURE}}&lt;br /&gt;
| &amp;lt;creature&amp;gt;:&amp;lt;[[Creature_token#CASTE|caste]]&amp;gt;&lt;br /&gt;
| If this is included, only the specified creature (and, if [[Syndrome#SYN_AFFECTED_CLASS|SYN_AFFECTED_CLASS]] is included, also creatures which pass this check as explained above) will be able to contract the syndrome. This token can be used multiple times per syndrome. If used alongside [[Syndrome#SYN_IMMUNE_CLASS|SYN_IMMUNE_CLASS]], the specified creature will be able to contract the syndrome regardless of this class check.&lt;br /&gt;
&lt;br /&gt;
DWARF:FEMALE is an example of a valid &amp;lt;creature&amp;gt;:&amp;lt;caste&amp;gt; combination; &amp;quot;ALL&amp;quot; can be used in place of a specific caste so as to indicate that this applies to all castes of the specified creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SYN_IMMUNE_CREATURE}}&lt;br /&gt;
| &amp;lt;creature&amp;gt;:&amp;lt;[[Creature_token#CASTE|caste]]&amp;gt;&lt;br /&gt;
| If this is included, the specified creature will be unable to contract the syndrome (even if it matches [[Syndrome#SYN_AFFECTED_CLASS|SYN_AFFECTED_CLASS]]). It can be specified multiple times per syndrome. As above, &amp;quot;ALL&amp;quot; can be used in place of a specific caste.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SYN_NO_HOSPITAL}}&lt;br /&gt;
| &lt;br /&gt;
| Prevents creatures from being admitted to [[health care|hospital]] for problems arising directly as a result of the syndrome's effects, no matter how bad they get.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SYN_IDENTIFIER}}&lt;br /&gt;
| &amp;lt;your text&amp;gt;&lt;br /&gt;
| This token can be included to give a syndrome an identifier which can be shared between multiple syndromes. Only one identifier may be specified per syndrome.&lt;br /&gt;
&lt;br /&gt;
Syndrome identifiers can be used in conjunction with the [[Creature token#SYNDROME_DILUTION_FACTOR|SYNDROME_DILUTION_FACTOR]] creature token to alter a creature’s innate resistance to the relevant [[Syndrome#Symptomatic effects|effects]] of any syndromes that possess the specified identifier. For example, every [[alcohol|alcoholic beverage]] in unmodded games comes with its own copy of an intoxicating syndrome, each of which has a &amp;lt;code&amp;gt;[SYN_IDENTIFIER:INEBRIATION]&amp;lt;/code&amp;gt; token. All [[dwarf|dwarves]] have &amp;lt;code&amp;gt;[SYNDROME_DILUTION_FACTOR:INEBRIATION:150]&amp;lt;/code&amp;gt;, which decreases the severity of any effects derived from a syndrome with the INEBRIATION identifier, thus enabling them to better handle all forms of alcohol.&lt;br /&gt;
&lt;br /&gt;
When a creature gets a new syndrome with the same SYN_IDENTIFIER, it merges the effects of the new syndrome into the old one, resetting any overlapping syndrome effects to their PEAK time. If the new one comes with a [[Syndrome#SYN_CONCENTRATION_ADDED|SYN_CONCENTRATION_ADDED]] token, it will additionally adjust the first syndrome's concentration on any overlapping syndrome effects as described below. Taking the above example once again, a sober dwarf drinking their first alcoholic beverage would be exposed to an INEBRIATION syndrome, contracting it and having its effects manifest normally. If the dwarf were to have another drink before the effects of this first syndrome have all worn off (by reaching their [[Syndrome#Creature effect tokens|END]] point), then exposure to the second INEBRIATION syndrome would increase the severity of the original syndrome's effects, making the dwarf progressively more intoxicated, and reset the timer on inebriation to its PEAK.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SYN_CONCENTRATION_ADDED}}&lt;br /&gt;
| &amp;lt;amount&amp;gt;:&amp;lt;max&amp;gt;&lt;br /&gt;
| Syndrome concentration is essentially a quantity which impacts the severity of the syndrome's relevant [[Syndrome#Symptomatic effects|effects]]. The higher the syndrome's concentration, the greater its severity. When a syndrome is contracted, the value specified in &amp;lt;amount&amp;gt; is its initial concentration level.&lt;br /&gt;
&lt;br /&gt;
As described above, if a creature is exposed to a syndrome with a particular [[Syndrome#SYN_IDENTIFIER|SYN_IDENTIFIER]] when already possessing an active syndrome with the same identifier, then this later syndrome isn't contracted, instead contributing to the original syndrome's concentration as indicated by its SYN_CONCENTRATION_ADDED token, if present. The syndrome in question will increase the original syndrome's concentration by &amp;lt;amount&amp;gt; whenever the creature is exposed to it, until its specified &amp;lt;max&amp;gt; concentration is reached by the original syndrome, causing subsequent exposure to this particular syndrome to do nothing (that is, until the original syndrome ends, at which point a new one may be contracted normally). Should the creature be exposed to a different syndrome with the same identifier and a higher &amp;lt;max&amp;gt; value, the concentration will of course increase further.&lt;br /&gt;
&lt;br /&gt;
For example, all forms of [[alcohol]] in the vanilla game have a syndrome with &amp;lt;code&amp;gt;[SYN_IDENTIFIER:INEBRIATION]&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;[SYN_CONCENTRATION_ADDED:100:1000]&amp;lt;/code&amp;gt;. When alcohol is first drunk, the creature contracts the relevant inebriating syndrome at a concentration level of 100. Every subsequent drink will increase the concentration of this first syndrome by a further 100, intensifying its effects, until it plateaus at concentration level 1000. Once all the effects of the original syndrome have ended, the cycle can be started anew (assuming the drinker hasn't died of [[Alcohol#Alcohol_poisoning|alcohol poisoning]] yet). As described by Toady, &amp;quot;Each 100 of &amp;lt;amount&amp;gt; will contribute SEV in general to each effect (before [[Creature token#SYNDROME_DILUTION_FACTOR|dilution]]), &amp;lt;max&amp;gt; goes up to 1000. The concentration does not decrease, but will stay at the maximum attained until the syndrome wears off.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Some of the generated interaction-derived syndromes come with &amp;lt;code&amp;gt;[SYN_CONCENTRATION_ADDED:1000:0]&amp;lt;/code&amp;gt;. According to Toady, this &amp;quot;was a precaution after I had one bug with effects not fully manifesting due to low levels. It may not be necessary, but I decided to give everybody a full dose of the juice until I could get a closer look at it.&amp;quot; [http://www.bay12forums.com/smf/index.php?topic=169696.msg8083872#msg8083872]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Creature Effect Tokens==&lt;br /&gt;
Each and every syndrome has a number of creature effect tokens, represented by CE_X - these lovely little beauties determine exactly how the poor creature suffering from the syndrome is affected.  An example CE token is as follows:&lt;br /&gt;
&lt;br /&gt;
  [CE_NECROSIS:SEV:100:PROB:100:LOCALIZED:VASCULAR_ONLY:RESISTABLE:START:50:PEAK:1000:END:2000]&lt;br /&gt;
&lt;br /&gt;
In this example, we have an effect that will always cause severe necrosis in whichever bodypart it touches, so long as that bodypart is vascular and that the creature is not able to resist it in some manner.  The effect begins shortly after the syndrome is contracted, peaks 1000 [[time|time units]] afterwards, and finally ceases another 1000 time units later.&lt;br /&gt;
&lt;br /&gt;
As a general rule of thumb, so long as CE_X starts the string and START/(PEAK/END) ends it, the order of the intervening tokens isn't important.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;Bisque&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|CE_X}}&lt;br /&gt;
| &lt;br /&gt;
| The effect type.  This can be a number of different tokens, as detailed in the tables that follow this one.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SEV}}&lt;br /&gt;
| &amp;lt;amount&amp;gt;&lt;br /&gt;
| The severity of the effect.  Higher values appear to be worse, with SEV:1000 CE_NECROSIS causing a part to near-instantly become rotten. Can go as high as 2147486647, and can be negative.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PROB}}&lt;br /&gt;
| &amp;lt;amount&amp;gt;&lt;br /&gt;
| The probability of the effect actually manifesting in the victim, as a percentage.  100 means always, 1 means a 1 in 100 chance.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BP}}&lt;br /&gt;
| &amp;lt;body part&amp;gt;:&amp;lt;tissue&amp;gt;&lt;br /&gt;
| (Optional; overridden by [[Syndrome#LOCALIZED|LOCALIZED]]) Specifies which body parts and tissues the effect is to be applied to. Not every effect requires a target!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;body part&amp;gt; can be BY_CATEGORY:X to target body parts with a matching [CATEGORY:X] [[body token]] (or ALL to affect everything), BY_TYPE:X to target body parts having a particular type (UPPERBODY, LOWERBODY, HEAD, GRASP, or STANCE), or BY_TOKEN:X to target individual body parts by their ID as specified by the [BP] token of the body plan definition. For example, if you wanted to target the lungs of a creature, you would use BP:BY_CATEGORY:LUNG:ALL.  The effect would act on all body parts within the creature with the CATEGORY tag LUNG and affect all tissue layers.  For another example, say you wanted to cause the skin to rot off a creature - you could use BP:BY_CATEGORY:ALL:SKIN, targeting the SKIN tissue on all body parts. Multiple targets can be given in one effect by placing the BP tokens end to end. This is one of the most powerful and useful aspects of the syndrome system, as it allows you to selectively target body parts relevant to the contagion, like lungs for coal dust inhalation, or the eyes for exposure to an acid gas.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LOCALIZED}}&lt;br /&gt;
| &lt;br /&gt;
| (Optional; overrides [[Syndrome#BP|BP]] tokens) This tag causes an effect to ignore all BP tokens and then forces the game to attempt to apply the effect to the limb that came into contact with the contagion - i.e. the part that was bitten by the creature injecting the syndrome material, or the one that was splattered by a contact contagion. If an effect can not be applied to the contacted limb (such as IMPAIR_FUNCTION on a non-organ) then this token makes the effect do nothing. This token also makes inhaled syndromes have no effect.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VASCULAR_ONLY}}&lt;br /&gt;
| &lt;br /&gt;
| (Optional) This effect only affects tissue layers with the VASCULAR token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MUSCULAR_ONLY}}&lt;br /&gt;
| &lt;br /&gt;
| (Optional) This effect only affects tissue layers with the MUSCULAR token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SIZE_DILUTES}}&lt;br /&gt;
| &lt;br /&gt;
| (Optional) This token presumably causes the severity of the effect to scale with the size of the creature compared to the size of the dose of contagion they received, but has yet to be extensively tested.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SIZE_DELAYS}}&lt;br /&gt;
| &lt;br /&gt;
| (Optional) As above, this token has yet to be tested but presumably delays the onset of an effect according to the size of the victim.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CAN_BE_HIDDEN}}&lt;br /&gt;
| &lt;br /&gt;
| (Optional) Can be hidden by a unit assuming a secret identity, such as a [[vampire]]. {{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|RESISTABLE}} (sic)&lt;br /&gt;
| &lt;br /&gt;
| (Optional) Determines if the effect can be hindered by the target creature's [[Attribute#Disease_resistance|disease resistance attribute]]. Without this token, disease resistance is ignored. (yes, it's spelled incorrectly)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DWF_STRETCH}}&lt;br /&gt;
| &amp;lt;amount&amp;gt;&lt;br /&gt;
| (Optional) Multiplies the duration values of the effect by the specified amount in Fortress mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ABRUPT_START}}&lt;br /&gt;
| &lt;br /&gt;
| (Optional) Makes the effect begin immediately rather than ramping up.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ABRUPT_END}}&lt;br /&gt;
| &lt;br /&gt;
| (Optional) Makes the effect end immediately rather than ramping down.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ABRUPT}}&lt;br /&gt;
| &lt;br /&gt;
| (Optional) Combination of ABRUPT_START and ABRUPT_END.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|START}}&lt;br /&gt;
| &amp;lt;time&amp;gt;&lt;br /&gt;
| Determines the time after exposure, in ticks, when the effect starts. Required for all effects.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PEAK}}&lt;br /&gt;
| &amp;lt;time&amp;gt;&lt;br /&gt;
| (Optional) Determines the time after exposure, in ticks, when the effect reaches its peak intensity.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|END}}&lt;br /&gt;
| &amp;lt;time&amp;gt;&lt;br /&gt;
| (Optional) Determines the time after exposure, in ticks, when the effect ends.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A key point that needs to be understood with regards to damaging syndrome effects such as [[Syndrome#CE_BRUISING|bruising]] is that they deal a quantity of damage (based on the effect's SEV and other modifiers) '''every [[time|tick]]''', and this damage accumulates over time. Thus, even a bruising effect at the lowest possible severity value '''will''' eventually lead to destruction of the affected body part(s) if the effect has a long enough duration. Similarly, [[Syndrome#Healing_Effects|healing effects]] undo a specific amount of damage every tick whilst the effect lasts.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Symptomatic Effects===&lt;br /&gt;
&lt;br /&gt;
The following table contains [[Syndrome#Creature effect tokens|creature effect tokens]] which cause purely medical [[symptom]]s.&lt;br /&gt;
&lt;br /&gt;
Non-targeted effects will ignore any BP tokens and LOCALIZED tokens.&lt;br /&gt;
&lt;br /&gt;
The details of this table are still being thrashed out by modders, so if you have anything to add, please don't hesitate to hit the edit button!&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;Bisque&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Accepts Target&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_BRUISING}}&lt;br /&gt;
| Yes&lt;br /&gt;
| Causes the targeted body part to undergo bruising.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_BLISTERS}}&lt;br /&gt;
| Yes&lt;br /&gt;
| Covers the targeted body part with blisters.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_OOZING}}&lt;br /&gt;
| Yes&lt;br /&gt;
| Causes pus to ooze from the afflicted body part.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_BLEEDING}}&lt;br /&gt;
| Yes&lt;br /&gt;
| Causes the targeted body part to start bleeding, with heavy enough bleeding resulting in the death of the sufferer. Some conditions seem to cause bleeding to be fatal no matter how weak.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_SWELLING}}&lt;br /&gt;
| Yes&lt;br /&gt;
| Causes the targeted body part to swell up. Extreme swelling may lead to necrosis.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_NECROSIS}}&lt;br /&gt;
| Yes&lt;br /&gt;
| Causes the targeted body part to rot, with associated tissue damage, miasma emission and bleeding. The victim slowly bleeds to death if the wound is not treated. Badly necrotic limbs will require amputation.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_NUMBNESS}}&lt;br /&gt;
| Optional&lt;br /&gt;
| Causes numbness in the affected body part, blocking pain. Extreme numbness may lead to sensory nerve damage.  If no target is specified this applies to all body parts.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_PAIN}}&lt;br /&gt;
| Optional&lt;br /&gt;
| Afflicts the targeted body part with intense pain.  If no target is specified this applies to all body parts.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_PARALYSIS}}&lt;br /&gt;
| Optional&lt;br /&gt;
| Causes complete paralysis of the affected body part. Paralysis on a limb may lead to motor nerve damage. If no target is specified this causes total paralysis, which can lead to suffocation of smaller creatures.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_IMPAIR_FUNCTION}}&lt;br /&gt;
| Yes&lt;br /&gt;
| An organ afflicted with this effect is rendered inoperable - for example, if both lungs are impaired the creature can't breathe and will suffocate.  This token only affects organs, not limbs. Note that this effect is currently bugged, and will not &amp;quot;turn off&amp;quot; until the creature receives a wound to cause its body parts to update.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_DIZZINESS}}&lt;br /&gt;
| No&lt;br /&gt;
| Inflicts the Dizziness condition, occasional fainting and a general slowdown in movement and work speed.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_DROWSINESS}}&lt;br /&gt;
| No&lt;br /&gt;
| Causes the Drowsiness condition.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_UNCONSCIOUSNESS}}&lt;br /&gt;
| No&lt;br /&gt;
| Renders the creature unconscious.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_FEVER}}&lt;br /&gt;
| No&lt;br /&gt;
| Causes the Fever condition.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_NAUSEA}}&lt;br /&gt;
| No&lt;br /&gt;
| Causes the Nausea condition, and heavy vomiting. Can eventually lead to dehydration and death.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_COUGH_BLOOD}}&lt;br /&gt;
| No&lt;br /&gt;
| This effect results in the sufferer periodically coughing blood, which stains the tile they're on and requires cleanup.  It doesn't appear to be lethal, but may cause minor bleeding damage.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_VOMIT_BLOOD}}&lt;br /&gt;
| No&lt;br /&gt;
| This effect results in the sufferer periodically vomiting blood, which stains the tile they're on and requires cleanup.  It doesn't appear to be lethal, but may cause minor bleeding damage.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Healing Effects===&lt;br /&gt;
Most of the [[Syndrome#Symptomatic_Effects|above]] effects have counterparts to alleviate [[symptom]]s and heal physical damage:&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;Bisque&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Accepts Target&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_REDUCE_PAIN}}&lt;br /&gt;
| Yes&lt;br /&gt;
| Decreases the severity of pain produced by wounds or syndrome effects on the targeted body part. The SEV value probably controls by how much the pain is decreased.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_REDUCE_SWELLING}}&lt;br /&gt;
| Yes&lt;br /&gt;
| Decreases the severity of swelling on the targeted body part.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_REDUCE_PARALYSIS}}&lt;br /&gt;
| Yes&lt;br /&gt;
| Decreases the severity of any paralysis effects on the targeted body part.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_REDUCE_DIZZINESS}}&lt;br /&gt;
| No&lt;br /&gt;
| Decreases the severity of any dizziness the creature has.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_REDUCE_NAUSEA}}&lt;br /&gt;
| No&lt;br /&gt;
| Decreases the severity of any nausea the creature has.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_REDUCE_FEVER}}&lt;br /&gt;
| No&lt;br /&gt;
| Decreases the severity of any fever the creature has.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_STOP_BLEEDING}}&lt;br /&gt;
| Yes&lt;br /&gt;
| Decreases the severity of the bleeding of any wounds or syndrome effects on the targeted body part. The SEV value probably controls by how much the bleeding is decreased.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_CLOSE_OPEN_WOUNDS}}&lt;br /&gt;
| Yes&lt;br /&gt;
| Closes any wounds on the targeted body part with speed depending on the SEV value.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_CURE_INFECTION}}&lt;br /&gt;
| Yes?&lt;br /&gt;
| Probably decreases the severity of the infection from infected wounds over time.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_HEAL_TISSUES}}&lt;br /&gt;
| Yes&lt;br /&gt;
| Heals the tissues of the targeted body part with speed depending on the SEV value.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_HEAL_NERVES}}&lt;br /&gt;
| Yes&lt;br /&gt;
| Heals the nerves of the targeted body part with speed depending on the SEV value.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_REGROW_PARTS}}&lt;br /&gt;
| Yes&lt;br /&gt;
| Causes missing body parts to regrow. SEV controls how quickly body parts are regrown. In adventure, parts may be lost again once you travel or wait/sleep {{bug|0011396}}.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Special Effects===&lt;br /&gt;
Several special syndrome effects take different arguments than the above. These are used for generated interactions in unmodded games, but may be used as well for any custom substance or interaction. Some effects allow a [[Syndrome#SEV|SEV:#]] token, and others do not. In general it seems an effect that can take a range of numeric values will allow a [[Syndrome#SEV|SEV:#]] token, and an effect that is more &amp;quot;on/off&amp;quot; in nature will not accept a [[Syndrome#SEV|SEV:#]] token{{verify}}.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;Bisque&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Accepts Target&lt;br /&gt;
! Accepts [[Syndrome#SEV|SEV:#]]&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_ADD_TAG}}&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
| &amp;lt;tag 1&amp;gt;:&amp;lt;tag 2&amp;gt;:etc&lt;br /&gt;
| Adds the specified tag(s) to the affected creature. Multiple tags can be specified sequentially within a single effect token. Valid tags:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Special tags:'''&lt;br /&gt;
&lt;br /&gt;
*NO_AGING&lt;br /&gt;
Halts the creature's aging process and prevents [[Creature token#MAXAGE|death by old age]].&lt;br /&gt;
&lt;br /&gt;
*STERILE&lt;br /&gt;
Makes the creature unable to produce [[children|offspring]].&lt;br /&gt;
&lt;br /&gt;
*HAS_BLOOD&lt;br /&gt;
*MORTAL&lt;br /&gt;
*FIT_FOR_ANIMATION&lt;br /&gt;
*FIT_FOR_RESURRECTION&lt;br /&gt;
Adding these tags to a creature doesn't appear to do anything.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Creature tokens:'''&lt;br /&gt;
&lt;br /&gt;
*[[Creature_token#BLOODSUCKER|BLOODSUCKER]]&lt;br /&gt;
*[[Creature_token#CAN_LEARN|CAN_LEARN]]&lt;br /&gt;
*[[Creature_token#CAN_SPEAK|CAN_SPEAK]]&lt;br /&gt;
*[[Creature_token#CRAZED|CRAZED]]&lt;br /&gt;
*[[Creature_token#EXTRAVISION|EXTRAVISION]]&lt;br /&gt;
*[[Creature_token#MISCHIEVOUS|MISCHIEVOUS]] (or [[Creature_token#MISCHIEVIOUS|MISCHIEVIOUS]])&lt;br /&gt;
*[[Creature_token#NO_CONNECTIONS_FOR_MOVEMENT|NO_CONNECTIONS_FOR_MOVEMENT]]&lt;br /&gt;
*[[Creature_token#NO_DIZZINESS|NO_DIZZINESS]]&lt;br /&gt;
*[[Creature_token#NO_DRINK|NO_DRINK]]&lt;br /&gt;
*[[Creature_token#NO_EAT|NO_EAT]]&lt;br /&gt;
*[[Creature_token#NO_FEVERS|NO_FEVERS]]&lt;br /&gt;
*[[Creature_token#NO_PHYS_ATT_GAIN|NO_PHYS_ATT_GAIN]]&lt;br /&gt;
*[[Creature_token#NO_PHYS_ATT_RUST|NO_PHYS_ATT_RUST]]&lt;br /&gt;
*[[Creature_token#NO_SLEEP|NO_SLEEP]]&lt;br /&gt;
*[[Creature_token#NO_THOUGHT_CENTER_FOR_MOVEMENT|NO_THOUGHT_CENTER_FOR_MOVEMENT]]&lt;br /&gt;
*[[Creature_token#NOBREATHE|NOBREATHE]]&lt;br /&gt;
*[[Creature_token#NOEMOTION|NOEMOTION]]&lt;br /&gt;
*[[Creature_token#NOEXERT|NOEXERT]]&lt;br /&gt;
*[[Creature_token#NOFEAR|NOFEAR]]&lt;br /&gt;
*[[Creature_token#NONAUSEA|NONAUSEA]]&lt;br /&gt;
*[[Creature_token#NOPAIN|NOPAIN]]&lt;br /&gt;
*[[Creature_token#NOSTUN|NOSTUN]]&lt;br /&gt;
*[[Creature_token#NOT_LIVING|NOT_LIVING]]&lt;br /&gt;
*[[Creature_token#NOTHOUGHT|NOTHOUGHT]]&lt;br /&gt;
*[[Creature_token#OPPOSED_TO_LIFE|OPPOSED_TO_LIFE]]&lt;br /&gt;
*[[Creature_token#PARALYZEIMMUNE|PARALYZEIMMUNE]]&lt;br /&gt;
*[[Creature_token#SUPERNATURAL|SUPERNATURAL]]&lt;br /&gt;
*[[Creature_token#TRANCES|TRANCES]]&lt;br /&gt;
*[[Creature_token#UTTERANCES|UTTERANCES]]&lt;br /&gt;
*[[Creature_token#NIGHT_CREATURE_EXPERIMENTER|NIGHT_CREATURE_EXPERIMENTER]]&lt;br /&gt;
&lt;br /&gt;
Adding tags will cause the creature to pass/fail any relevant &amp;lt;code&amp;gt;[[Interaction token#IT_REQUIRES|IT_REQUIRES]]&amp;lt;/code&amp;gt;/&amp;lt;code&amp;gt;[[Interaction_token#IT_FORBIDDEN|IT_FORBIDDEN]]&amp;lt;/code&amp;gt; checks (with the apparent exceptions of FIT_FOR_ANIMATION and FIT_FOR_RESURRECTION). Note that [[Syndrome#CE_REMOVE_TAG|CE_REMOVE_TAG]] overrides this effect.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_REMOVE_TAG}}&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
| &amp;lt;tag 1&amp;gt;:&amp;lt;tag 2&amp;gt;:etc&lt;br /&gt;
| Removes the specified tag(s) from the affected creature. Multiple tags can be specified sequentially within a single effect token. The tags listed [[Syndrome#CE_ADD_TAG|above]] can all be removed via this effect.&lt;br /&gt;
&lt;br /&gt;
If a particular tag is targeted by both CE_REMOVE_TAG and [[Syndrome#CE_ADD_TAG|CE_ADD_TAG]], and both effects are active simultaneously, CE_REMOVE_TAG takes precedence (i.e. the overall effect is that of tag removal for as long as CE_REMOVE_TAG remains active). The order in which the effects activate doesn't affect this, not even if CE_ADD_TAG is added later/earlier via a different syndrome.&lt;br /&gt;
&lt;br /&gt;
Removing tags will cause the creature to fail/pass any relevant &amp;lt;code&amp;gt;[[Interaction token#IT_REQUIRES|IT_REQUIRES]]&amp;lt;/code&amp;gt;/&amp;lt;code&amp;gt;[[Interaction_token#IT_FORBIDDEN|IT_FORBIDDEN]]&amp;lt;/code&amp;gt; checks (with the apparent exceptions of FIT_FOR_ANIMATION and FIT_FOR_RESURRECTION).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Special tags:'''&lt;br /&gt;
&lt;br /&gt;
* HAS_BLOOD&lt;br /&gt;
If this tag is removed, the creature behaves as though it has no [[Creature token#BLOOD|blood]]; it doesn't bleed when [[Tissue definition token#VASCULAR|VASCULAR]] tissues are damaged (and thus cannot die of blood loss), and substances cannot be [[Syndrome#SYN_INJECTED|injected]] into it.&lt;br /&gt;
&lt;br /&gt;
* NO_AGING&lt;br /&gt;
* STERILE&lt;br /&gt;
Removing these tags doesn't appear to do anything unless they've been added to a creature via [[Syndrome#CE_ADD_TAG|CE_ADD_TAG]], in which case their effects will be negated as described above.&lt;br /&gt;
&lt;br /&gt;
* MORTAL&lt;br /&gt;
* FIT_FOR_ANIMATION&lt;br /&gt;
* FIT_FOR_RESURRECTION&lt;br /&gt;
Removing these tags doesn't appear to do anything.&lt;br /&gt;
&lt;br /&gt;
|- a&lt;br /&gt;
| {{text anchor|CE_DISPLAY_NAME}}&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
| NAME:singular:plural:adjective&lt;br /&gt;
| Attaches the specified name to the creature's normal name.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_DISPLAY_TILE}}&lt;br /&gt;
| No&lt;br /&gt;
| No{{verify}}&lt;br /&gt;
| TILE:[[Tilesets|&amp;lt;tile value or character&amp;gt;]]:[[Color#Color_values|&amp;lt;foreground color&amp;gt;:&amp;lt;background color&amp;gt;:&amp;lt;foreground brightness&amp;gt;]]&lt;br /&gt;
| Causes the creature to display the specified tile instead of its normal one.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_FLASH_TILE}}&lt;br /&gt;
| No&lt;br /&gt;
| No{{verify}}&lt;br /&gt;
| TILE:[[Tilesets|&amp;lt;tile value or character&amp;gt;]]:[[Color#Color_values|&amp;lt;foreground color&amp;gt;:&amp;lt;background color&amp;gt;:&amp;lt;foreground brightness&amp;gt;]]:FREQUENCY:&amp;lt;frames default tile&amp;gt;:&amp;lt;frames syndrome tile&amp;gt;&lt;br /&gt;
| Causes the creature to flash between its normal tile and the one specified here.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_PHYS_ATT_CHANGE}}&lt;br /&gt;
| No&lt;br /&gt;
| Yes{{verify}}&lt;br /&gt;
| [[Attribute]]:percentage:fixed boost(?)&lt;br /&gt;
| Alters the creature's specified [[Attribute#Body_attributes|physical attribute]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_MENT_ATT_CHANGE}}&lt;br /&gt;
| No&lt;br /&gt;
| Yes{{verify}}&lt;br /&gt;
| [[Attribute]]:percentage:fixed boost(?)&lt;br /&gt;
| Alters the creature's specified [[Attribute#Soul_attributes|mental attribute]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_SPEED_CHANGE}}&lt;br /&gt;
| No&lt;br /&gt;
| Yes{{verify}}&lt;br /&gt;
| speed modifier:number&lt;br /&gt;
| Changes the creature's speed.&lt;br /&gt;
Speed modifier contains one or both of:&lt;br /&gt;
* SPEED_PERC:percentage (this modifies a creature's in-game speed, so higher numbers are faster)&lt;br /&gt;
* SPEED_ADD:number (this modifies a creature's [SPEED:XX] token, so higher numbers are slower. Negative numbers are accepted though will only reduce a creature's speed to zero)&lt;br /&gt;
The minimum and maximum speeds able to be created by CE_SPEED_CHANGE are 99 and 10,000 respectively.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_SKILL_ROLL_ADJUST}}&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
| PERC:percentage:PERC_ON:percentage&lt;br /&gt;
| Alters the creature's specified{{verify}} skill level.  The argument PERC specifies a percentage of the creature's current skill, and PERC_ON the probability of the effect being applied on a particular roll.&lt;br /&gt;
e.g. This causes a 20% chance of any skill roll being 0 (multiplies the current skill level by 0/100) instead of the normal result&lt;br /&gt;
 [CE_SKILL_ROLL_ADJUST:PROB:100:PERC:0:PERC_ON:20:START:0]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_BODY_APPEARANCE_MODIFIER}}&lt;br /&gt;
| No&lt;br /&gt;
| Yes{{verify}}&lt;br /&gt;
| APPEARANCE_MODIFIER:HEIGHT/LENGTH/BROADNESS:percentage(?) &lt;br /&gt;
| Alters the size of the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_BP_APPEARANCE_MODIFIER}}&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes{{verify}}&lt;br /&gt;
| body part:APPEARANCE_MODIFIER:attribute:number&lt;br /&gt;
| Alters the characteristics (height, width etc.) of a body part.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_BODY_TRANSFORMATION}}&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
|&lt;br /&gt;
| Makes the affected unit transform into a different creature. The target creature may either be specified directly by following this with a CE:CREATURE token, or else set to be randomly selected as indicated by the additional tokens listed below (of which multiple may be specified).&lt;br /&gt;
&lt;br /&gt;
Note that transformation into or out of the target form causes the creature to drop all items in its inventory and instantly heals all of its wounds.  If an [[undead]] limb happens to be transformed, its entire body will regenerate upon transforming back. &lt;br /&gt;
&lt;br /&gt;
Transformation will also re-roll a creature's age to somewhere within the new form's adult age range. This prevents a 70 year old dwarf from dying the moment it turns into a bat ([[Creature token#MAXAGE|max age]] of 3). If it remains stuck as a bat for (at most) three consecutive years it will die of old age as a bat before the syndrome is able to wear off.&lt;br /&gt;
&lt;br /&gt;
A transformed creature generally retains its previous group and civilization membership (unless it becomes [[Creature token#OPPOSED_TO_LIFE|OPPOSED_TO_LIFE]] for example). A transformed dwarf will remain a member of your fortress (and may still hold or gain [[Noble|positions]]), a transformed trader will hang out at the trade depot and eventually leave along with its fellow traders, and a transformed goblin will continue sieging your fortress with its fellow siege members.&lt;br /&gt;
&lt;br /&gt;
A transformed diplomat (like a trade liaison or expedition leader) will still be able to conduct diplomatic meetings even if they no longer [[Creature token#CAN_SPEAK|CAN_SPEAK]].&lt;br /&gt;
&lt;br /&gt;
Transformed creatures can be trained and adopted following the usual rules. However note that if a transformed creature is a member of your fortress then [[Animal Training|animal trainers]] will not attempt to train it. &lt;br /&gt;
&lt;br /&gt;
A transformed creature can produce offspring with creatures of the species it has transformed into and will follow that creature's normal rules for reproduction.&lt;br /&gt;
&lt;br /&gt;
[[Butcher#Butchering|Butchering]] a transformed creature may produce an odd mix of products. For example, if Urist the dwarf is transformed into a [[Cow|bull]] and then is led to the butcher's block for slaughter the resulting products will contain some bull creature parts like &amp;quot;Urist's horn&amp;quot;, &amp;quot;Urist's hoof&amp;quot;, and &amp;quot;Urist's skin&amp;quot; (which becomes &amp;quot;cow leather&amp;quot; when [[Tanner|tanned]]) but will also contain some dwarf creature parts like &amp;quot;dwarf meat&amp;quot;, &amp;quot;dwarf eye&amp;quot;, and &amp;quot;dwarf brain&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Specific transformation:'''&lt;br /&gt;
&lt;br /&gt;
* '''CE:CREATURE:'''&amp;lt;creature&amp;gt;:&amp;lt;caste&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
This can be used to specify a target creature to transform into ([CE:CREATURE:DWARF:FEMALE], for example). '''ALL''' or '''ANY''' can be used in place of a specific caste to randomise this for every transformation. &lt;br /&gt;
Do note that using '''ALL''' or '''ANY''' for transformation castes will make the creature transform over and over again with the interval depending on the '''START''' token. This can lead to an unending transformation loop. [[Syndrome#looping_problem|However, there is a way to get around this.]] &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Random transformation:'''&lt;br /&gt;
&lt;br /&gt;
* '''CE:CREATURE_FLAG:'''&amp;lt;[[Interaction_token#Creature_and_Caste_Flags|creature flag]]&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Narrows down the selection to creatures which have the specified [[Interaction_token#Creature_and_Caste_Flags|creature flag]]. May be used multiple times per transformation effect; creatures which lack any of the indicated flags will never be transformed into.&lt;br /&gt;
&lt;br /&gt;
* '''CE:FORBIDDEN_CREATURE_FLAG:'''&amp;lt;[[Interaction_token#Creature_and_Caste_Flags|creature flag]]&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Excludes creatures with the specified [[Interaction_token#Creature_and_Caste_Flags|creature flag]] from the random selection pool. May be used multiple times per transformation effect; creatures which possess any of the indicated flags will never be transformed into.&lt;br /&gt;
&lt;br /&gt;
* '''CE:CREATURE_CASTE_FLAG:'''&amp;lt;[[Interaction_token#Creature_and_Caste_Flags|caste flag]]&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Narrows down the selection to creatures which have the specified [[Interaction_token#Creature_and_Caste_Flags|caste flag]]. May be used multiple times per transformation effect; creatures which lack any of the indicated flags will never be transformed into.&lt;br /&gt;
&lt;br /&gt;
* '''CE:FORBIDDEN_CREATURE_CASTE_FLAG:'''&amp;lt;[[Interaction_token#Creature_and_Caste_Flags|caste flag]]&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Excludes any creature with the specified [[Interaction_token#Creature_and_Caste_Flags|caste flag]] from the random selection pool. May be used multiple times per transformation effect; creatures which possess any of the indicated flags will never be transformed into.&lt;br /&gt;
&lt;br /&gt;
*'''CE:HAVE_FAST_EFFORTLESS_GAIT_SPEED:'''&amp;lt;minimum [[Gait#Speed|gait speed]]&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Narrows down the selection to creatures which have at least one [[gait]] with an [[Creature_token#GAIT|&amp;lt;energy expenditure&amp;gt;]] of 0 and a [[Creature_token#GAIT|&amp;lt;max speed&amp;gt;]] less than or equal to the specified &amp;lt;minimum gait speed&amp;gt; (&amp;quot;less than&amp;quot; because lower is faster in the scale used for [[Gait#Speed|gait speed]]). This is used in generated [[Die#Adventurer_Mode|divination curses]] to prevent the player from being transformed into a creature that is frustratingly slow to play as. [http://www.bay12forums.com/smf/index.php?topic=169696.msg8243222#msg8243222]&lt;br /&gt;
&lt;br /&gt;
*'''CE:ALL_SLOW_EFFORTLESS_GAIT_SPEED:'''&amp;lt;maximum [[Gait#Speed|gait speed]]&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Excludes any creatures which have at least one [[gait]] with an [[Creature_token#GAIT|&amp;lt;energy expenditure&amp;gt;]] of 0 and a [[Creature_token#GAIT|&amp;lt;max speed&amp;gt;]] value less than or equal to the specified &amp;lt;maximum gait speed&amp;gt; (note that larger values are slower in the scale used for [[Gait#Speed|gait speed]]). [http://www.bay12forums.com/smf/index.php?topic=169696.msg8243222#msg8243222]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_MATERIAL_FORCE_MULTIPLIER}}&lt;br /&gt;
| No&lt;br /&gt;
| Yes{{verify}}&lt;br /&gt;
| MAT_MULT:[[material token|&amp;lt;material token&amp;gt;]]:&amp;lt;value A&amp;gt;:&amp;lt;value B&amp;gt;&lt;br /&gt;
| When the affected creature is struck with a weapon made of the specified material, the force exerted will be multiplied by A/B, thus making the creature more or less susceptible to this material. For example, if A is 2 and B is 1, the force exerted by the defined material will be doubled. If A is 1 and B is 2, it will be halved instead. '''NONE:NONE''' can be used in place of a specific material token so as to make the effect applicable to all materials. Note that this syndrome effect is equivalent to the [[Creature_token#MATERIAL_FORCE_MULTIPLIER|MATERIAL_FORCE_MULTIPLIER]] creature token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_CAN_DO_INTERACTION}}&lt;br /&gt;
| No&lt;br /&gt;
| No{{verify}}&lt;br /&gt;
| &lt;br /&gt;
| Makes the creature able to perform an [[Interaction_token|interaction]]. Follow this effect token with [[Interaction_token#INTERACTION|[CDI:INTERACTION:&amp;lt;interaction name&amp;gt;]]] to specify the desired interaction, and add other [[Interaction_token#Usage|CDI tokens]] as required.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_SPECIAL_ATTACK_INTERACTION}}&lt;br /&gt;
| Yes&lt;br /&gt;
| No{{verify}}&lt;br /&gt;
| INTERACTION:&amp;lt;interaction name&amp;gt;:BP:&amp;lt;selection criteria&amp;gt;:&amp;lt;name of category,type, or token of designated part/parts&amp;gt;&lt;br /&gt;
| Makes the creature able to perform an interaction when using an attack with a designated body part/parts. See [[#In 0.47.01|below]] for an example&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_BODY_MAT_INTERACTION}}&lt;br /&gt;
| No&lt;br /&gt;
| No{{verify}}&lt;br /&gt;
| MAT_TOKEN:&amp;lt;body material token&amp;gt;&lt;br /&gt;
| This is used to tie an [[Interaction_token|interaction]] to one of the creature’s body materials. Generated [[vampire]] syndromes use this effect to make vampire blood pass on the vampirism curse when consumed.&lt;br /&gt;
&lt;br /&gt;
The target body material is specified by inserting its ID as defined in the creature raws. For example, when a syndrome with “CE_BODY_MAT_INTERACTION:MAT_TOKEN:SWEAT” is gained by a unit, the effect will apply to any material defined as “SWEAT” in the creature raws of that unit, if such a material is present.&lt;br /&gt;
'''RESERVED_BLOOD''' is a special body material token which can be used to specify the [[Creature_token#BLOOD|[BLOOD]]] material of any creature, regardless of the material's actual ID.&lt;br /&gt;
&lt;br /&gt;
The following tokens should be placed after this effect:&lt;br /&gt;
* '''CE:SYNDROME_TAG:'''&amp;lt;transmission method&amp;gt; is used to specify what must be done with the body material to trigger the interaction. Replace &amp;quot;&amp;lt;transmission method&amp;gt;&amp;quot; with any of '''[[Syndrome#SYN_INGESTED|SYN_INGESTED]], [[Syndrome#SYN_INJECTED|SYN_INJECTED]], [[Syndrome#SYN_CONTACT|SYN_CONTACT]], [[Syndrome#SYN_INHALED|SYN_INHALED]]'''. Multiple instances of this tag may be used to specify different valid transmission routes. ''However, SYN_INGESTED appears to be the only one that works at present.''&lt;br /&gt;
* '''CE:INTERACTION:'''&amp;lt;[[Interaction_token#INTERACTION|interaction ID]]&amp;gt; is used to specify which interaction is to be run (replace &amp;quot;&amp;lt;interaction ID&amp;gt;&amp;quot; with the name of the desired interaction). Appropriate interaction effects with a creature target (such as [[Interaction_token#I_EFFECT|ADD_SYNDROME]]) will be inflicted upon the unit who interacts with the body material as specified above. Note that the linked interaction must have an [[Interaction_token#I_SOURCE|[I_SOURCE:INGESTION]]] token for this to work.&lt;br /&gt;
&lt;br /&gt;
This currently only works on materials obtained from historical figures. That is to say, the material must bear the source unit's name, such as &amp;quot;Urist McVampire's dwarf blood&amp;quot; as opposed to mere &amp;quot;dwarf blood&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_SENSE_CREATURE_CLASS}}&lt;br /&gt;
| No&lt;br /&gt;
| No{{verify}}&lt;br /&gt;
| CLASS:&amp;lt;[[Creature_token#CREATURE_CLASS|creature class]]&amp;gt;:&lt;br /&gt;
[[Tilesets|&amp;lt;tile value or character&amp;gt;]]:&lt;br /&gt;
[[Color#Color_values|&amp;lt;foreground color&amp;gt;:&amp;lt;background color&amp;gt;:&amp;lt;foreground brightness&amp;gt;]]&lt;br /&gt;
| Provides the ability to sense creatures belonging to the specified [[Creature_token#CREATURE_CLASS|creature class]] even when such creatures lie far beyond line of sight, including through walls and floors. It also appears to reduce or negate the combat penalty of [[Wound#Blindness|blind]] units when fighting creatures they can sense. In [[adventure mode]], the specified tile will be used to represent sensed creatures when they cannot be seen directly.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_FEEL_EMOTION}}&lt;br /&gt;
| No&lt;br /&gt;
| Yes&lt;br /&gt;
| EMOTION:&amp;lt;[[emotion]]&amp;gt;&lt;br /&gt;
| Makes the creature feel a specific [[emotion]]. The effect's SEV value determines how intense the emotion is. The creature also receives a [[thought]] in the following format: &amp;quot;[creature] feels [emotion] due to [[Syndrome#SYN_NAME|[syndrome name]]]&amp;quot;. See [[Emotion]] for the list of valid emotions.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_CHANGE_PERSONALITY}}&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
| FACET:&amp;lt;[[DF2014:Personality_trait#Facets|personality trait]]&amp;gt;:&amp;lt;amount&amp;gt;&lt;br /&gt;
| Changes a [[personality trait]] by the given amount. Multiple FACET:&amp;lt;trait&amp;gt;:&amp;lt;amount&amp;gt; sets may be used, and &amp;lt;amount&amp;gt; can be negative. For example, generated [[necromancer]] syndromes come with the following effect:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;[CE_CHANGE_PERSONALITY:FACET:ANXIETY_PROPENSITY:50:FACET:TRUST:-50:START:0:ABRUPT]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
According to Toady, CE_CHANGE_PERSONALITY effects can cause creatures to re-evaluate their [[Personality_trait#Goals|goals]] in worldgen; the boost to anxiety and distrust given to necromancers makes it more likely for them to develop the goal of [[Personality_trait#RULE_THE_WORLD|ruling the world]]. [http://www.bay12forums.com/smf/index.php?topic=169696.msg8275328#msg8275328]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_ERRATIC_BEHAVIOR}}&lt;br /&gt;
| No&lt;br /&gt;
| No{{verify}}&lt;br /&gt;
|&lt;br /&gt;
| Causes erratic behavior, meaning &amp;quot;People that [[Personality_trait#VIOLENT|like to brawl]] have a chance of starting a brawl-level fight with any nearby adult.&amp;quot; [http://www.bay12forums.com/smf//index.php?topic=159164.msg7632503#msg7632503 -Toady]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''All''' creature effect tokens take START, END and PROB numbers, and can be followed by [CE:PERIODIC] and/or [CE:COUNTER_TRIGGER] to restrict when they actually take effect.&lt;br /&gt;
&lt;br /&gt;
===Periodic Triggers===&lt;br /&gt;
&lt;br /&gt;
'''[CE:{{text anchor|PERIODIC}}:&amp;lt;period_type&amp;gt;:&amp;lt;min_value&amp;gt;:&amp;lt;max_value&amp;gt;]'''&lt;br /&gt;
&lt;br /&gt;
When this token is placed after a syndrome effect, it will prevent that effect from working unless within the specified period range.&lt;br /&gt;
&lt;br /&gt;
For example, generated [[werebeast]] syndromes have a [[Syndrome#CE_BODY_TRANSFORMATION|body transformation effect]] with &amp;lt;code&amp;gt;[CE:PERIODIC:[[Syndrome#MOON_PHASE|MOON_PHASE]]:27:0]&amp;lt;/code&amp;gt;, which makes the transformation active only throughout moon phases 27 to 0 (the full moon period). Once the moon phase changes from 0 to 1, the transformation will end and remain inactive until phase 27 is reached again (unless of course the effect has an END time which is reached before this happens. On that note, keep in mind that the START time of the effect needs to have been reached for activation to have become possible).&lt;br /&gt;
&lt;br /&gt;
Only one periodic trigger may currently be specified per effect. [[Syndrome#Counter_Triggers|Counter triggers]] can also be specified for the same effect, in which case both the periodic trigger and at least one counter trigger will need to have its conditions met for the effect to be allowed to work.&lt;br /&gt;
&lt;br /&gt;
MOON_PHASE is currently the only valid period type:&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;Bisque&amp;quot;&lt;br /&gt;
! Period&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MOON_PHASE}}&lt;br /&gt;
| The lunar cycle in ''Dwarf Fortress'' is composed of 28 segments (each slightly shorter than a [[time|day]] in duration), with each segment represented by a value ranging from 0 to 27. These correspond to moon phases as follows:&lt;br /&gt;
* '''0''' = full moon&lt;br /&gt;
* '''1-4''' = waning gibbous&lt;br /&gt;
* '''5-8''' = waning half&lt;br /&gt;
* '''9-12''' = waning crescent&lt;br /&gt;
* '''13-14''' = new moon&lt;br /&gt;
* '''15-18''' = waxing crescent&lt;br /&gt;
* '''19-22''' = waxing half&lt;br /&gt;
* '''23-26''' = waxing gibbous&lt;br /&gt;
* '''27''' = full moon&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Counter Triggers===&lt;br /&gt;
&lt;br /&gt;
'''[CE:{{text anchor|COUNTER_TRIGGER}}:&amp;lt;counter_name&amp;gt;:&amp;lt;min_value&amp;gt;:&amp;lt;max_value&amp;gt;:REQUIRED]'''&lt;br /&gt;
&lt;br /&gt;
Creatures in ''Dwarf Fortress'' possess internal counters which keep track of their various activities and statuses. When this token is placed after a syndrome effect, it will prevent the effect from working unless the affected creature has the indicated counter, and its value lies within the specified range.&lt;br /&gt;
&lt;br /&gt;
For example, generated [[vampire]] syndromes use &amp;lt;code&amp;gt;[CE:COUNTER_TRIGGER:[[Syndrome#DRINKING_BLOOD|DRINKING_BLOOD]]:1:NONE:REQUIRED]&amp;lt;/code&amp;gt; with an [[Syndrome#CE_BP_APPEARANCE_MODIFIER|appearance modifier]] to make the vampire's teeth temporarily lengthen whilst leeching blood.&lt;br /&gt;
&lt;br /&gt;
Note that &amp;lt;code&amp;gt;NONE&amp;lt;/code&amp;gt; can be used in place of &amp;lt;max_value&amp;gt; to indicate that any value above &amp;lt;min_value&amp;gt; is valid. &amp;lt;code&amp;gt;NONE&amp;lt;/code&amp;gt; can also be used in place of &amp;lt;min_value&amp;gt;, which is equivalent to the lowest value attainable by a counter.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;REQUIRED&amp;lt;/code&amp;gt; implies that the effect won't proceed if the counter exists but doesn't lie within the range provided. However, it's actually redunant as COUNTER_TRIGGER always checks for both of these conditions [http://www.bay12forums.com/smf/index.php?topic=169696.msg8173424#msg8173424]; replacing it with &amp;lt;code&amp;gt;NONE&amp;lt;/code&amp;gt; doesn't alter the way the trigger functions, though it ''will'' fail to work if this slot is left empty instead.&lt;br /&gt;
&lt;br /&gt;
As detailed below, most counters only exist temporarily, so their use as triggers is somewhat more restricted than intuition suggests. For example, specifying &amp;lt;code&amp;gt;0&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;NONE&amp;lt;/code&amp;gt; as the &amp;lt;min_value&amp;gt; for a [[Syndrome#CAVE_ADAPT|CAVE_ADAPT]] trigger wouldn't permit the effect to work when the affected creature is outside, since this counter is removed from the unit as soon as its value decreases past 1. Similarly, [[Syndrome#MILK_COUNTER|MILK_COUNTER]] is only present for some time ''after'' a creature is milked.&lt;br /&gt;
&lt;br /&gt;
Multiple counter triggers can be specified per effect, in which case the effect will be permitted to work if at least one of the trigger conditions is met. A [[Syndrome#Periodic_Triggers|periodic trigger]] can also be specified for the same effect, in which case both the periodic trigger and at least one counter trigger will need to have their conditions met for the effect to work.&lt;br /&gt;
&lt;br /&gt;
The following is a list of valid counter types including a couple of notable values:&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;Bisque&amp;quot;&lt;br /&gt;
! Counter&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ALCOHOLIC}}&lt;br /&gt;
| For {{token|ALCOHOL_DEPENDENT|c}} creatures, this counter increases by 1 each [[time|tick]], and is reset to 0 when the creature drinks [[alcohol]]. The following messages are added after &amp;quot;needs alcohol to get through the working day&amp;quot; in the creature's description when the counter reaches the specified values:&lt;br /&gt;
* 100800 (3 months) = and is starting to work slowly due to its scarcity&lt;br /&gt;
* 201600 (6 months) = and really wants a drink&lt;br /&gt;
* 302400 (9 months) = and has gone without a drink for far, far too long&lt;br /&gt;
* 403200 (1 year) = and can't even remember the last time (s)he had some&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CAVE_ADAPT}}&lt;br /&gt;
| For creatures with the {{token|CAVE_ADAPT|c}} token, this counter is created and increases by 1 each [[time|tick]] when the creature is in the {{DFtext|Dark|0:1}}, and decreases by 10 each tick when {{DFtext|Outside|3:1}}. The counter is removed if it decreases to 0. See [[cave adaptation]] for more information.&lt;br /&gt;
* 403200 (1 year) = going outside causes irritation&lt;br /&gt;
* 604800 (1.5 years) = going outside causes nausea&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MILK_COUNTER}}&lt;br /&gt;
| When a creature is milked, this counter is created and set to the frequency value specified in the creature's {{token|MILKABLE|c}} token, and subsequently decreases by 1 each [[time|tick]] until it reaches 0, at which point it is immediately removed, making the creature available for milking again.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EGG_SPENT}}&lt;br /&gt;
| This counter is created and set to 100800 (3 months' worth of [[time|tick]]s in fortress mode) when a creature [[Creature_token#LAYS_EGGS|lays eggs]], and thereafter decreases by 1 each tick until it reaches 0, at which point it is removed and the creature regains the ability to lay eggs.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GROUNDED_ANIMAL_ANGER}}&lt;br /&gt;
| How angry (and likely to attack) an animal is from being in an overcrowded location. The counter is created and set to 200 when the animal is forced to lie on the ground whilst sharing a tile with another creature. It subsequently decreases by 1 each [[time|tick]], but this is overcome by the addition of 200 every so often (with a variable delay between each spike) if the creature remains grounded. The counter is removed if it decreases to 0.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TIME_SINCE_SUCKED_BLOOD}}&lt;br /&gt;
| This counter rises by 1 every [[time|tick]] for creatures with the {{token|BLOODSUCKER|c}} token. When it rises high enough (generally around 100800; 3 months in fortress mode time), the creature will seek an [[sleep|unconscious]] victim to leech off of.  Blood-sucking causes the counter to decrease, and will continue until either the victim is dead or the counter reaches 0. Note that this counter isn't removed when 0 is reached.&lt;br /&gt;
&lt;br /&gt;
When playing as a bloodsucker in [[adventure mode]], the following bloodthirst indicators are displayed when this counter reaches the specified values:&lt;br /&gt;
* 172800 (1 day in adventure mode time) = {{DFtext|Thirsty|4:0}}&lt;br /&gt;
* 1209600 (1 week) = {{DFtext|Thirsty!|4:1}}&lt;br /&gt;
* 2419200 (2 weeks) = {{DFtext|Thirsty!|5:1}}&lt;br /&gt;
Various penalties are applied as bloodthirst increases; see the [[vampire]] article for more information.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DRINKING_BLOOD}}&lt;br /&gt;
| This appears to be created and set to a fixed value of 20 whilst the creature is sucking blood, and begins to decrease by 1 each [[time|tick]] once blood-sucking ceases (as described [[Syndrome#TIME_SINCE_SUCKED_BLOOD|above]]) until it reaches 0, at which point the counter is removed.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{mod}}&lt;br /&gt;
&lt;br /&gt;
==Inorganic syndromes and you!==&lt;br /&gt;
It's perfectly possible - and quite simple - to add a nasty syndrome to a type of rock or metal - you simply add the syndrome tokens to the material definition in the same manner that you would add them to a creature material definition.  The only catch is that since your hapless dwarves will only normally encounter the material in metal, gem or boulder form, a bit of creativity must be used to actually get them inside your citizens - that is, you need to make them 'explosively boil' as soon as they're mined or produced.  This has the sad side effect of destroying the actual item - sorry, no highly radioactive uranium this release.  &lt;br /&gt;
&lt;br /&gt;
The easiest way to accomplish this is to assign the material a low boiling point, usually just under room temperature, and make sure its temperature is fixed to a point above it.&lt;br /&gt;
  [MELTING_POINT:NONE]&lt;br /&gt;
  [BOILING_POINT:10000]&lt;br /&gt;
  [MAT_FIXED_TEMP:10001]&lt;br /&gt;
  [SPEC_HEAT:1]&lt;br /&gt;
Now, as soon as this substance hits the open air - by being mined, smelted or reaction-produced at a custom workshop - it will EXPLOSIVELY BOIL, flooding a small area with delicious syndrome-rich gas.  Creatures who inhale the gas will be immediately hit with the [[Syndrome#SYN_INHALED|SYN_INHALED]] syndrome you thoughtfully attached to the material definition earlier! Note that creatures do not need to inhale every tick, so there is a chance that the gas will dissipate before it can infect any particular creature.&lt;br /&gt;
&lt;br /&gt;
There are a number of other tokens you can use to control the colour and naming conventions of your syndrome material, referred to as [[material definition token]]s.&lt;br /&gt;
&lt;br /&gt;
==Spreading diseases==&lt;br /&gt;
It's fully possible to make a nasty disease capable of spreading itself from an infected dwarf to others, though it requires some skill in modding [[interaction token|interactions]] as well. Here is an example of a plague-inflicting interaction:&lt;br /&gt;
&lt;br /&gt;
  [INTERACTION:PLAGUE]&lt;br /&gt;
  	[I_TARGET:A:CREATURE]&lt;br /&gt;
  		[IT_LOCATION:CONTEXT_CREATURE]&lt;br /&gt;
  		[IT_FORBIDDEN:NOT_LIVING]&lt;br /&gt;
  		[IT_AFFECTED_CLASS:GENERAL_POISON]&lt;br /&gt;
  		[IT_MANUAL_INPUT:creatures]&lt;br /&gt;
  	[I_EFFECT:ADD_SYNDROME]&lt;br /&gt;
  		[IE_TARGET:A]&lt;br /&gt;
  		[IE_IMMEDIATE]&lt;br /&gt;
  		[SYNDROME]&lt;br /&gt;
  			[SYN_NAME:the plague]&lt;br /&gt;
  			[SYN_AFFECTED_CLASS:GENERAL_POISON]&lt;br /&gt;
  			[CE_FEVER:SEV:250:PROB:100:START:250:PEAK:1500:END:25000]&lt;br /&gt;
  			[CE_BLISTERS:SEV:325:PROB:100:BP:BY_CATEGORY:ALL:SKIN:START:250:PEAK:1500:END:25000]&lt;br /&gt;
  			[CE_NECROSIS:SEV:300:PROB:100:BP:BY_CATEGORY:ALL:ALL:VASCULAR_ONLY:START:22500:PEAK:23750:END:25000]&lt;br /&gt;
  			[CE_CAN_DO_INTERACTION:START:1500:END:25000]&lt;br /&gt;
  				[CDI:ADV_NAME:Spread the plague]&lt;br /&gt;
  				[CDI:INTERACTION:PLAGUE]&lt;br /&gt;
  				[CDI:TARGET:A:LINE_OF_SIGHT]&lt;br /&gt;
  				[CDI:TARGET_RANGE:A:10]&lt;br /&gt;
  				[CDI:WAIT_PERIOD:30]&lt;br /&gt;
&lt;br /&gt;
As you can see, the syndrome here inflicts blisters, fever and, after roughly a month, necrosis of the whole body - that's when the infected creatures will start dying out. But before that happens, CE_CAN_DO_INTERACTION makes them capable of spreading the plague further.&lt;br /&gt;
&lt;br /&gt;
You also need a disease vector that will bring the plague straight to your fort. (hint: use [[large rat|various]] [[rat man|species]] [[giant rat|of rats]] - they're perfect for that). The following code, added to a creature's raws, ensures the creature will infect anybody it encounters:&lt;br /&gt;
&lt;br /&gt;
  [CAN_DO_INTERACTION:PLAGUE]&lt;br /&gt;
  	[CDI:ADV_NAME:Spread the plague]&lt;br /&gt;
  	[CDI:TARGET:A:LINE_OF_SIGHT]&lt;br /&gt;
  	[CDI:TARGET_RANGE:A:10]&lt;br /&gt;
  	[CDI:WAIT_PERIOD:30]&lt;br /&gt;
&lt;br /&gt;
As soon as the said creature is startled by your dwarves, the [[fun]] will begin.&lt;br /&gt;
&lt;br /&gt;
===In 0.47.01===&lt;br /&gt;
As of version 0.47.01, it may be possible to use a creature's established methods of attack for use in disease-spreading.&lt;br /&gt;
&lt;br /&gt;
Let's use the borrowed example of the plague above. This time, the plague will spread through biting, using the following syndrome code:&lt;br /&gt;
&lt;br /&gt;
  [INTERACTION:PLAGUE]&lt;br /&gt;
  	[I_TARGET:A:CREATURE]&lt;br /&gt;
  		[IT_LOCATION:CONTEXT_CREATURE]&lt;br /&gt;
  		[IT_FORBIDDEN:NOT_LIVING]&lt;br /&gt;
  		[IT_AFFECTED_CLASS:GENERAL_POISON]&lt;br /&gt;
  		[IT_MANUAL_INPUT:creatures]&lt;br /&gt;
  	[I_EFFECT:ADD_SYNDROME]&lt;br /&gt;
  		[IE_TARGET:A]&lt;br /&gt;
  		[IE_IMMEDIATE]&lt;br /&gt;
  		[SYNDROME]&lt;br /&gt;
  			[SYN_NAME:the plague]&lt;br /&gt;
  			[SYN_AFFECTED_CLASS:GENERAL_POISON]&lt;br /&gt;
  			[CE_FEVER:SEV:250:PROB:100:START:250:PEAK:1500:END:25000]&lt;br /&gt;
  			[CE_BLISTERS:SEV:325:PROB:100:BP:BY_CATEGORY:ALL:SKIN:START:250:PEAK:1500:END:25000]&lt;br /&gt;
  			[CE_NECROSIS:SEV:300:PROB:100:BP:BY_CATEGORY:ALL:ALL:VASCULAR_ONLY:START:22500:PEAK:23750:END:25000]&lt;br /&gt;
  			[CE_SPECIAL_ATTACK_INTERACTION:INTERACTION:PLAGUE:BP:BY_CATEGORY:TOOTH:START:0:ABRUPT]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The line [CE_SPECIAL_ATTACK_INTERACTION:INTERACTION:BITE_PLAGUE:BP:BY_CATEGORY:MOUTH:BP:BY_CATEGORY:TOOTH:START:0:ABRUPT] allows any infected creature with an attack using mouth or tooth category body parts to immediately spread the disease using said attack. The victim of the attack may then spread the disease if they are able to attack with the needed body part/parts.&lt;br /&gt;
&lt;br /&gt;
==Multi-caste/multi-creature body transformations==&lt;br /&gt;
This is a way to get around the {{text anchor|looping problem}} when using ANY or ALL castes for [[Syndrome#CE_BODY_TRANSFORMATION|CE_BODY_TRANSFORMATION]] and not being limited to a single creature for transformations. It's an incredibly simple solution as you can see in this example code:&lt;br /&gt;
{{code|code=&lt;br /&gt;
[SYNDROME]&lt;br /&gt;
	[SYN_NAME:draconic curse]&lt;br /&gt;
	[SYN_CLASS:DRACONIC_CURSE]&lt;br /&gt;
	[CE_BODY_TRANSFORMATION:PROB:25:START:0]&lt;br /&gt;
			[CE:CREATURE:HYDRA:MALE]&lt;br /&gt;
	[CE_BODY_TRANSFORMATION:PROB:25:START:0]&lt;br /&gt;
			[CE:CREATURE:DRAGON:MALE]&lt;br /&gt;
	[CE_BODY_TRANSFORMATION:PROB:25:START:0]&lt;br /&gt;
			[CE:CREATURE:HYDRA:FEMALE]&lt;br /&gt;
	[CE_BODY_TRANSFORMATION:PROB:100:START:0]&lt;br /&gt;
			[CE:CREATURE:DRAGON:FEMALE]&lt;br /&gt;
}}&lt;br /&gt;
This code will transform a creature into either a female/male [[hydra]] or a female/male [[dragon]]. &lt;br /&gt;
&lt;br /&gt;
For every caste/creature you want a ''victim'' to transform into, you add a [CE_BODY_TRANSFORMATION] token with a [PROB] token attached to it. For most of the transformations the PROB is set to ``1/number_of_transformations * 100`` (or a different number if you want uneven odds), but the final transformation needs a PROB of 100 to ensure there is always at least one transformation chosen. A creature can only have one active transformation at a time. If any of the lower PROB transformations occurs then the PROB 100 transformation can not happen.&lt;br /&gt;
&lt;br /&gt;
If you instead want a ''sequence'' of transformations to take place then you need make sure that one transformation ends on the same tick that the next one begins:&lt;br /&gt;
{{code|code=&lt;br /&gt;
[SYNDROME]&lt;br /&gt;
	[SYN_NAME:draconic sequence curse]&lt;br /&gt;
	[SYN_CLASS:DRACONIC_SEQUENCE_CURSE]&lt;br /&gt;
	[CE_BODY_TRANSFORMATION:PROB:100:START:0:END:10]&lt;br /&gt;
			[CE:CREATURE:HYDRA:MALE]&lt;br /&gt;
	[CE_BODY_TRANSFORMATION:PROB:100:START:10:END:20]&lt;br /&gt;
			[CE:CREATURE:DRAGON:MALE]&lt;br /&gt;
	[CE_BODY_TRANSFORMATION:PROB:100:START:20:END:30]&lt;br /&gt;
			[CE:CREATURE:HYDRA:FEMALE]&lt;br /&gt;
	[CE_BODY_TRANSFORMATION:PROB:100:START:30:END:40]&lt;br /&gt;
			[CE:CREATURE:DRAGON:FEMALE]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
&lt;br /&gt;
* [[Syndrome examples]]&lt;br /&gt;
* [[Interaction token]]&lt;br /&gt;
* [[Modding]]&lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
{{Category|Creature attributes}}&lt;br /&gt;
{{Category|Tokens}}&lt;br /&gt;
[[ru:DF2012:Syndrome]]&lt;/div&gt;</summary>
		<author><name>Droseran</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Modding&amp;diff=298711</id>
		<title>Modding</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Modding&amp;diff=298711"/>
		<updated>2024-03-19T11:28:26Z</updated>

		<summary type="html">&lt;p&gt;Droseran: /* Selecting and Cutting */ Added note that a CUT operation does not require a prior SELECT operation.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Fine}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{For/see|a list of Dwarf Fortress mods|[[List of mods]]}}&lt;br /&gt;
{{Modding}}&lt;br /&gt;
'''Modding''', or creating [[mod]]s, refers to modifying the behavior of the base game (vanilla). ''Dwarf Fortress'' is remarkably moddable.&lt;br /&gt;
&lt;br /&gt;
== Resource Overview==&lt;br /&gt;
[[File:modding_icon.png|120px|right]]This section serves as a portal to all modding-related pages on the wiki. &lt;br /&gt;
&lt;br /&gt;
; Using Mods:&lt;br /&gt;
* [[Mod#Installing Mods|Installing mods]]&lt;br /&gt;
* [[Mod#Enabling Mods|Enabling mods in-game]]&lt;br /&gt;
&lt;br /&gt;
; Guides and references:&lt;br /&gt;
* [[Modding guide|Modding Guide]]&lt;br /&gt;
* [[Modding pitfalls]] for troubleshooting&lt;br /&gt;
&lt;br /&gt;
* [[Mod#Mod Format|Mod Format]] and [[Game folders and files]]&lt;br /&gt;
* [[Mod#Publish on Steam Workshop|Publish on Steam Workshop]]&lt;br /&gt;
* [[Memory hacking]], [[Main:Offset Finding Methods|Offset Finding Methods]]&lt;br /&gt;
* [[Character table]]&lt;br /&gt;
&lt;br /&gt;
; Where to get help?&lt;br /&gt;
* This [http://www.bay12forums.com/smf/index.php?board=13.0 forum] is the official DF subforum dedicated to discussions about modding.&lt;br /&gt;
* [https://discord.com/channels/329272032778780672/629902895138996264 Kitfox modding discord] &lt;br /&gt;
* [https://docs.dfhack.org/en/stable/docs/Introduction.html#getting-help DFhack questions] &lt;br /&gt;
&lt;br /&gt;
; Modding tools&lt;br /&gt;
There are several [[Utilities#Modding_tools|utilities]] that assist in modding efforts. There is [http://www.bay12forums.com/smf/index.php?topic=28829.0 a list of them] on the [[Bay 12 Forums]].&lt;br /&gt;
* Text Editors are used in all areas of modding. Use a good text editor to edit files and search into multiple files (like the free [https://notepad-plus-plus.org/ Notepad++] for example) or more advanced editors capable of highlighting and formatting the displayed text (like [[Utilities#DF_RAW_Language_server|DF RAW Language server]])&lt;br /&gt;
* Image Editor will be needed for doing custom graphics. [https://www.getpaint.net/ Paint.NET], Photoshop and GIMP are the most used, but whatever supports the .png format will work.&lt;br /&gt;
&lt;br /&gt;
=== Documentation===&lt;br /&gt;
; [[Raw file]]s&lt;br /&gt;
&lt;br /&gt;
These object files, stored in &amp;lt;code&amp;gt;/data/vanilla/*/objects/&amp;lt;/code&amp;gt;, define various specifics of game items, materials, and creatures, and can be changed using mods to alter how the game behaves. These are text based and can be edited with any text editor, however, editing the vanilla raw files is now discouraged.&lt;br /&gt;
&lt;br /&gt;
See [[Token|Token reference]] - It's always good to refer to tokens on the wiki. Even experienced modders have to look up tokens! A list of articles about tokens can be found here.&lt;br /&gt;
&lt;br /&gt;
; [[Graphics|Graphics Files]]:&lt;br /&gt;
&lt;br /&gt;
The `/data/art/` subfolder of Dwarf Fortress is used to store user-customizable graphics sets.&lt;br /&gt;
&lt;br /&gt;
; [[Reaction]]s:&lt;br /&gt;
&lt;br /&gt;
; [[Language token|Language]] and [[Speech file]]:&lt;br /&gt;
&lt;br /&gt;
; [[Audio|Sound and Music files]]:&lt;br /&gt;
&lt;br /&gt;
All sound and music files used by ''Dwarf Fortress'' are stored in the [https://en.wikipedia.org/wiki/Ogg .ogg] format within the &amp;lt;code&amp;gt;/data/sound/&amp;lt;/code&amp;gt; subfolders. You can replace the existing ogg files with different ones. That has to be performed manually and isn't actually supported by the game. You can also change some of the definitions of when certain musical cues are played, using available [[music token]]s and [[sound token]]s in the raw files. However, you can't add new music or sounds other than replacing what's already there.&lt;br /&gt;
&lt;br /&gt;
=== Best practice ===&lt;br /&gt;
The current best practice is to not modify the original raw files, since most modifications can be made via mods. Mods can add new objects, add tokens to existing objects, and cut objects entirely. You should prefer SELECT over CUT, and prefer CUT over not loading vanilla raws.&lt;br /&gt;
&lt;br /&gt;
== Guide ==&lt;br /&gt;
This is intended to be a guide to inform those new to ''Dwarf Fortress'' modding on what elements of the game can be modified, and how. After reading through this guide, a user should be capable of editing creatures, entities, materials ''et al'', and creating their own.&lt;br /&gt;
&lt;br /&gt;
Generally, breaking stuff is fine - nothing that can be changed will affect the DF executable, and new additions can be easily removed.&lt;br /&gt;
&lt;br /&gt;
This guide is based on [[40d:Modding guide|Teldin's guide]], originally created for version 0.27.176.39c. Per wiki tradition, it has been updated through all the major releases since then; hopefully it reflects current knowledge.&lt;br /&gt;
&lt;br /&gt;
=== Token reference ===&lt;br /&gt;
It's always good to refer to tokens on the wiki. Even experienced modders have to look up tokens! A list of articles about tokens can be found [[Token|here]].&lt;br /&gt;
&lt;br /&gt;
=== Basics of DF modding ===&lt;br /&gt;
To make a mod, one must put a folder into the &amp;lt;code&amp;gt;/mods/&amp;lt;/code&amp;gt; folder. The vast majority of modifications to the game can be done via this method. This folder should contain a file named &amp;quot;info.txt&amp;quot; and two subfolders: &amp;quot;graphics&amp;quot; (where you insert [[Graphics set repository|graphics sets]]), and &amp;quot;objects&amp;quot;, which contains all the data for, generally, everything in the game that is not hardcoded.&lt;br /&gt;
&lt;br /&gt;
The [[info.txt]] is formatted like so:&lt;br /&gt;
&lt;br /&gt;
{{code|&lt;br /&gt;
[ID:my_first_mod]&lt;br /&gt;
[NUMERIC_VERSION:1]&lt;br /&gt;
[DISPLAYED_VERSION:1.0.0]&lt;br /&gt;
[EARLIEST_COMPATIBLE_NUMERIC_VERSION:1]&lt;br /&gt;
[EARLIEST_COMPATIBLE_DISPLAYED_VERSION:1.0.0]&lt;br /&gt;
[AUTHOR:Your Name Here]&lt;br /&gt;
[NAME:My First Mod]&lt;br /&gt;
[DESCRIPTION:A cool mod I made!]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A mod should have all of these. There are a [[mod info token|few more tokens]], but the above are the important ones.&lt;br /&gt;
&lt;br /&gt;
Most of the game's vanilla content is in the same format as mods. Many text files can be found in the subfolders of the &amp;lt;code&amp;gt;/data/vanilla&amp;lt;/code&amp;gt; folder - these are the [[raw file|raw files]], and using them as a basis for modification is quite easy. For now, we will take a look at one of the existing files. For example, if you open &amp;lt;code&amp;gt;/data/vanilla/vanilla_creatures/creature_standard.txt&amp;lt;/code&amp;gt;, it should look something like this:&lt;br /&gt;
&lt;br /&gt;
{{code|&lt;br /&gt;
 creature_standard&lt;br /&gt;
 &lt;br /&gt;
 [OBJECT:CREATURE]&lt;br /&gt;
 &lt;br /&gt;
 [CREATURE:DWARF]&lt;br /&gt;
     [DESCRIPTION:A short, sturdy creature fond of drink and industry.]&lt;br /&gt;
     [NAME:dwarf:dwarves:dwarven]&lt;br /&gt;
     [CASTE_NAME:dwarf:dwarves:dwarven]&lt;br /&gt;
     [CREATURE_TILE:1][COLOR:3:0:0]&lt;br /&gt;
     [CREATURE_SOLDIER_TILE:2]&lt;br /&gt;
 ...&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
As you can see, each file comprises a header string stating the file name, a second header stating the type of object data it contains, followed by the contents of the file itself. These are all necessary elements of the file, and without them, the file will be ignored by the game. &lt;br /&gt;
&lt;br /&gt;
'''In other words, to be recognized by the game, a raw file must have all of the following:'''&lt;br /&gt;
&lt;br /&gt;
# A filename that refers to the type of objects contained therein. '''Creature files must start with creature_, entity files must start with entity_, and so on.'''&lt;br /&gt;
# The filename on the first line of the file.&lt;br /&gt;
# [OBJECT:type], where &amp;quot;type&amp;quot; is replaced with the relevant object type.&lt;br /&gt;
&lt;br /&gt;
Below the headers, there begins a list of entries. Each entry is made up of its own header (in this case, &amp;quot;[CREATURE:DWARF]&amp;quot;), again stating the type of object, and then the object's unique identifier - if an identifier isn't unique, the game will mess up and you'll get some serious, and potentially very trippy, errors. ([[Duplicated raws|For example...]])  Below that, we have the body of the entry, which determines the entry's specific properties.&lt;br /&gt;
&lt;br /&gt;
The body of an entry is made up of a series of &amp;quot;tokens&amp;quot;, which are essentially flags that can be added or removed to affect the entry's attributes. Most of these effects are hardcoded: for example, it's possible to make a creature only eat meat with the [CARNIVOROUS] token, but it's impossible to create your own token detailing a specific diet for the creature.&lt;br /&gt;
&lt;br /&gt;
Before we continue, a few key things to remember when modding the raw files:&lt;br /&gt;
&lt;br /&gt;
* Try to avoid modifying the existing raw files when possible. You should make a mod instead!&lt;br /&gt;
* When adding files, token identifiers are all you need to include to ensure proper references are maintained.  The game searches through all loaded raw files by tokens.  For example, you can add a new pair of leather boots and not even have to add it to a file named item_shoes.txt, but rather your own file, say item_shoes_new.txt and ensure you have the token listed, ex. [ITEM_SHOES:ITEM_SHOES_BOOTS_NEW].&lt;br /&gt;
&lt;br /&gt;
* When a new world is generated, the mods included are &amp;quot;baked in&amp;quot; and cannot be modified except to be updated--for this, the game checks that the mod used by the save is of a compatible NUMERIC_VERSION.&lt;br /&gt;
* There's nothing stopping you from just copying an existing creature/entity/whatever, changing the identifier, and modifying it. This can save you a lot of time, especially when it comes to entities.&lt;br /&gt;
&lt;br /&gt;
=== Modifying the vanilla objects ===&lt;br /&gt;
&lt;br /&gt;
You should not modify the vanilla raws where they originally are if you can help it. Instead, patch them using the patching functions provided with ''Dwarf Fortress'' since v50.01.&lt;br /&gt;
&lt;br /&gt;
There are two patching functions: SELECT and CUT. When SELECT is used, it lets you make changes to an object without needing the entire entry to be present in your mod file. When CUT is used, it forces the game to not use that object, even though it is still found in the vanilla raws (or in any other mods earlier in the load order). Both of these functions take the form of tokens. These functions are not universally applicable to any token found in any entry, just the following list of objects:&lt;br /&gt;
&lt;br /&gt;
CREATURE, ENTITY, INTERACTION, ITEM, WORD, TRANSLATION, SYMBOL, INORGANIC, PLANT, MUSIC, REACTION, SOUND&lt;br /&gt;
&lt;br /&gt;
The syntax required for these functions is: '''['''&amp;lt;function&amp;gt;'''_'''&amp;lt;object&amp;gt;''':'''&amp;lt;specific object being affected&amp;gt;''']'''. For instance, [CUT_PLANT:MUSHROOM_HELMET_PLUMP] cuts the plump helmet object in the vanilla file plant_standard.txt, so the game will not use that object at all. However, [SELECT_ITEM_HELM:ITEM_HELM_HELM] does not select the helm object from the vanilla file item_helm.txt, even though that's how the object appears in that file, because there is no [SELECT_ITEM_HELM] token. Instead, the helm would be selected with [SELECT_ITEM:ITEM_HELM_HELM].&lt;br /&gt;
&lt;br /&gt;
For example, if you wanted to mod beards onto dwarven women while also removing elephants from the game:&lt;br /&gt;
&lt;br /&gt;
{{code|&lt;br /&gt;
creature_mypatch&lt;br /&gt;
&lt;br /&gt;
[OBJECT:CREATURE]&lt;br /&gt;
&lt;br /&gt;
[SELECT_CREATURE:DWARF] starts editing DWARF from the end of the entry&lt;br /&gt;
    [SELECT_CASTE:FEMALE]&lt;br /&gt;
        [BODY_DETAIL_PLAN:FACIAL_HAIR_TISSUE_LAYERS]&lt;br /&gt;
&lt;br /&gt;
[CUT_CREATURE:ELEPHANT] removes the ELEPHANT creature&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Or, say, add your own reaction and building to dwarves:&lt;br /&gt;
&lt;br /&gt;
{{code|&lt;br /&gt;
entity_mypatch&lt;br /&gt;
&lt;br /&gt;
[OBJECT:ENTITY]&lt;br /&gt;
&lt;br /&gt;
[SELECT_ENTITY:MOUNTAIN]&lt;br /&gt;
    [PERMITTED_REACTION:MY_REACTION]&lt;br /&gt;
    [PERMITTED_BUILDING:MY_BUILDING]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
And in any of these, one can add the token [LOG_CURRENT_ENTRY] somewhere under one of the objects of the file, which logs the full contents of the object in question to logs\current_entry.txt. This can be useful to make sure that the patch is doing what you think it is. For instance if [LOG_CURRENT_ENTRY] were added on the next line after [CREATURE:DWARF] in your mod file, then the dwarf object would be the object detailed in the log entry.&lt;br /&gt;
&lt;br /&gt;
...Speaking of, let's move on to modifying and adding entities.&lt;br /&gt;
&lt;br /&gt;
=== Modding civilizations (entities) ===&lt;br /&gt;
&lt;br /&gt;
Entities - the objects that determine how civilizations work - are stored in &amp;lt;code&amp;gt;vanilla_entities/entity_default.txt&amp;lt;/code&amp;gt; (though, like all other files, you may add more). They follow the same format as any other raw file:&lt;br /&gt;
&lt;br /&gt;
{{code|&lt;br /&gt;
 entity_default&lt;br /&gt;
 &lt;br /&gt;
 [OBJECT:ENTITY]&lt;br /&gt;
 &lt;br /&gt;
 [ENTITY:ENTITYNAME]&lt;br /&gt;
     [CREATURE:CREATURETYPE]&lt;br /&gt;
     [TRANSLATION:LANGUAGETYPE]&lt;br /&gt;
     [BIOME_SUPPORT:BIOMETOKEN:FREQUENCY]&lt;br /&gt;
     ...[OTHER TAGS]...&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Most of the time, it doesn't matter which order these tokens are in or where they're placed so long as they're below the &amp;quot;ENTITY:&amp;quot; identifier, but there are some important exceptions in the case of other files, especially creatures, which can contain a lot of &amp;quot;nested&amp;quot; tokens.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;[CREATURE:]&amp;quot; links the civilization with a specific creature defined in a creature file. This is the creature that'll be making up the entity's population, and, therefore, the creature you'll be playing as in fortress or adventure mode if the entity is a playable one. For example, if you wanted to do something silly, you could switch the &amp;quot;CREATURE:DWARF&amp;quot; entry in entity_default.txt with &amp;quot;CREATURE:ELF&amp;quot; and you would be marching elves around in fortress mode, although they would still use dwarven technology, language and names and so forth. Oh, and before you get any funny ideas - it ''is'' possible to define more than one creature for a civ, but that won't work in quite the way you probably expect; it will pick only one of the defined creatures at random to use for the civ. Later on, in the creature section, you'll learn about castes, which will provide a much more viable alternative, so try to bear with us until then.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;[TRANSLATION:]&amp;quot; defines the language file that the entity will be using, which will determine what their untranslated words are for things. This doesn't determine which words they use for naming things, only the way those words are spelled. The default language files are HUMAN, DWARF, ELF, and GOBLIN.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;[BIOME_SUPPORT:]&amp;quot; defines the biomes that civs will attempt to settle in. The &amp;quot;FREQUENCY&amp;quot; value determines the likelihood of them building there, but also raises an important point: most of the values you'll be setting for things are relative to each other. If one were to type:&lt;br /&gt;
&lt;br /&gt;
{{code|&lt;br /&gt;
 [BIOME_SUPPORT:ANY_FOREST:1]&lt;br /&gt;
 [BIOME_SUPPORT:SAVANNA:2]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This would have very much the same effect as:&lt;br /&gt;
&lt;br /&gt;
{{code|&lt;br /&gt;
 [BIOME_SUPPORT:ANY_FOREST:5]&lt;br /&gt;
 [BIOME_SUPPORT:SAVANNA:10]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This holds true for a lot of values throughout the files, excluding when it simply doesn't make sense, such as in materials.&lt;br /&gt;
&lt;br /&gt;
You can find many details about the rest of the civilization tokens [[entity token|here]]. &lt;br /&gt;
&lt;br /&gt;
Besides those mentioned, some fundamental ones are the &amp;lt;code&amp;gt;[SITE_CONTROLLABLE]&amp;lt;/code&amp;gt; token, which lets you control the civ in fortress mode, the &amp;lt;code&amp;gt;[OUTSIDER_CONTROLLABLE]&amp;lt;/code&amp;gt; token, which allows you to play in adventure mode as an outsider, and the &amp;lt;code&amp;gt;[ALL_MAIN_POPS_CONTROLLABLE]&amp;lt;/code&amp;gt; token, which allows you to play a civ native (non-outsider) in adventure mode. Other tokens that you should pay attention to are START_BIOME and the ones regarding sites, but in general, you can just run through the aforementioned list and add or remove what you want.&lt;br /&gt;
&lt;br /&gt;
If you have more than one civ with the &amp;lt;code&amp;gt;[SITE_CONTROLLABLE]&amp;lt;/code&amp;gt; token, all the available civs from those entities will appear in the group selection section on the embark screen. It may not be immediately obvious from which species each civ may be - while this can be determined from legends mode, the topmost species in the &amp;quot;neighbors&amp;quot; display in the embark screen is always the same as the currently selected species; if your group is dwarven, dwarves will be topmost, whilst (say) elves will be topmost if your chosen group is elven. By default, the game seems to choose a civ (and therefore a species if there is more than one) at random.&lt;br /&gt;
&lt;br /&gt;
You can also attempt to discern the civ yourself by the names it uses - this is the realm of &amp;quot;symbols&amp;quot;, collections of words centered around a specific concept. The civ will use the words comprising whatever symbols are applicable to it for various things. This association might be a little confusing at first, so, let's refer to the DWARF entity:&lt;br /&gt;
&lt;br /&gt;
{{code|&lt;br /&gt;
 [SELECT_SYMBOL:WAR:NAME_WAR]&lt;br /&gt;
 [SUBSELECT_SYMBOL:WAR:VIOLENT]&lt;br /&gt;
 [SELECT_SYMBOL:BATTLE:NAME_BATTLE]&lt;br /&gt;
 [SUBSELECT_SYMBOL:BATTLE:VIOLENT]&lt;br /&gt;
 [SELECT_SYMBOL:SIEGE:NAME_SIEGE]&lt;br /&gt;
 [SUBSELECT_SYMBOL:SIEGE:VIOLENT]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Here, we can see that dwarves will generally name their wars first after words in the &amp;quot;NAME_WAR&amp;quot; symbol group, and then, after words in the &amp;quot;VIOLENT&amp;quot; symbol group. This might, for example, result in a war being named &amp;quot;The War of Carnage&amp;quot;. The symbols used for the other types of conflict are arrayed in a similar fashion. It would be trivial to replace the instances of VIOLENT with, say, PEACE and end up with a battle called &amp;quot;The Clash of Calm&amp;quot; or something.&lt;br /&gt;
&lt;br /&gt;
{{code|&lt;br /&gt;
 [SELECT_SYMBOL:ROAD:NAME_ROAD]&lt;br /&gt;
 [SELECT_SYMBOL:TUNNEL:NAME_TUNNEL]&lt;br /&gt;
 [SELECT_SYMBOL:BRIDGE:NAME_BRIDGE]&lt;br /&gt;
 [SELECT_SYMBOL:WALL:NAME_WALL]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The above applies here. Dwarves are fond of naming their roads and tunnels after... roads and tunnels.&lt;br /&gt;
&lt;br /&gt;
{{code|&lt;br /&gt;
 [SELECT_SYMBOL:REMAINING:ARTIFICE]&lt;br /&gt;
 [SELECT_SYMBOL:REMAINING:EARTH]&lt;br /&gt;
 [CULL_SYMBOL:ALL:DOMESTIC]&lt;br /&gt;
 [CULL_SYMBOL:ALL:SUBORDINATE]&lt;br /&gt;
 [CULL_SYMBOL:ALL:EVIL]&lt;br /&gt;
 [CULL_SYMBOL:ALL:UNTOWARD]&lt;br /&gt;
 [CULL_SYMBOL:ALL:FLOWERY]&lt;br /&gt;
 [CULL_SYMBOL:ALL:NEGATIVE]&lt;br /&gt;
 [CULL_SYMBOL:ALL:UGLY]&lt;br /&gt;
 [CULL_SYMBOL:ALL:NEGATOR]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This section deals with everything else. The things that haven't already been dealt with (hence the &amp;quot;REMAINING&amp;quot;) - such as site names, kingdom names, the names of individuals, and such - will have names from the ARTIFICE and EARTH symbol groups. After that, the dwarf entity is told to cull all inappropriate symbols - this applies to everything (hence the &amp;quot;ALL&amp;quot;) so if the game happens to choose a symbol associated with, say, EVIL for one of the battles, it'll scrap that name and try again. This sort of thing adds a lot of flavour to DF's entities and can account for a lot of a civ's perceived personality.&lt;br /&gt;
&lt;br /&gt;
Another basic thing to note: any entity token that's dealing with weapons, armor, clothing, etc., will state the items that the civ can build natively, not necessarily the ones they can wear or use. For example, you could create a species with no clothes specified, but then rob a clothes shop in adventurer mode and wear everything you want, or give them weapons that are too large to wield and they could sell them, but not use them. &lt;br /&gt;
&lt;br /&gt;
An easy method of creating a civilization is just to copy-paste a similar one to the bottom of the entity_default.txt file and edit things to your liking. Remember to always change the civ's &amp;quot;ENTITY:&amp;quot; identifier! This can be anything, so long as it's not already existing.&lt;br /&gt;
&lt;br /&gt;
At the end of some of the default entries you'll find a list of positions, both ones that'll directly affect you in fort mode (such as nobles) and ones that'll primarily affect worldgen and adventure mode. A list of the tokens applicable to positions can be found [[position token|here]]; they don't require a great deal of explanation, but that can be found in [[Advanced Entity Position Mechanics]]&lt;br /&gt;
&lt;br /&gt;
==== Trade ====&lt;br /&gt;
The following [[entity token]]s affect the appearance of [[trading]] [[caravan]]s:&lt;br /&gt;
&lt;br /&gt;
* [[Entity token#ACTIVE_SEASON|[ACTIVE_SEASON]]] - Defines the seasons when an entity may visit your fortress.&lt;br /&gt;
* [[Entity token#PROGRESS_TRIGGER_POPULATION|[PROGRESS_TRIGGER_*]]] - Defines the triggers which control when an entity will become interested in your fortress.&lt;br /&gt;
* [[Entity token#COMMON_DOMESTIC_PACK|[COMMON_DOMESTIC_PACK]]] - Allows the civilization to use domestic pack animals. If an entity lacks pack animals (or ability to pull wagons), it will be unable to send caravans (showing as {{DFtext|No Trade|6:1}} at the [[embark]] screen), unless it has domesticated any suitable animal species or is forced to use a non-suitable creature by the [ANIMAL] definition [ALWAYS_WAGON_PULLER] on creature, caste or class.&lt;br /&gt;
* [[Entity token#COMMON_DOMESTIC_PULL|[COMMON_DOMESTIC_PULL]]] - Allows the civilization to use domestic animals to pull [[wagon]]s, assuming their [[Ethic#KILL_PLANT|KILL_PLANT ethic]] permits them to use wagons in the first place.&lt;br /&gt;
* [[Entity token#MERCHANT_BODYGUARDS|[MERCHANT_BODYGUARDS]]] - Caravan will be guarded by [[soldier]]s.&lt;br /&gt;
&lt;br /&gt;
=== Modding creatures ===&lt;br /&gt;
&lt;br /&gt;
Creature modding is great fun – you can change nearly any aspect of a creature, or make your own completely from scratch.&lt;br /&gt;
&lt;br /&gt;
Modding creatures is very similar to modding civs: it's just a matter of editing, adding, or removing tokens, enclosed in square brackets underneath the creature's [CREATURE:] header. The creature entries contain all of the information about each and every non-random creature in the game, from animals to dwarves to goblins to even caravan wagons. A lot of the creature tokens are fairly self-explanatory; you can find a list of such tokens [[creature token|here]]. But before you start creating your own creatures, you'll want to learn how the tissues system works.&lt;br /&gt;
&lt;br /&gt;
==== Creature materials and tissues ====&lt;br /&gt;
&lt;br /&gt;
In the most basic sense, a creature is a series of body parts. These parts are defined in their own file, and we'll talk about them later, as a specific aspect of how creatures work, which throws off a lot of prospective modders, is the relationship between body parts, tissues, and materials. We're going to show you part of the creature entry for a bronze colossus (bear with us):&lt;br /&gt;
&lt;br /&gt;
{{code|&lt;br /&gt;
 ...&lt;br /&gt;
 [BODY:HUMANOID:2EYES:2EARS:NOSE:HUMANOID_JOINTS:5FINGERS:5TOES]&lt;br /&gt;
 [NO_THOUGHT_CENTER_FOR_MOVEMENT]&lt;br /&gt;
 [TISSUE:BRONZE]&lt;br /&gt;
     [TISSUE_NAME:bronze:bronze]&lt;br /&gt;
     [TISSUE_MATERIAL:INORGANIC:BRONZE]&lt;br /&gt;
     [MUSCULAR]&lt;br /&gt;
     [FUNCTIONAL]&lt;br /&gt;
     [STRUCTURAL]&lt;br /&gt;
     [RELATIVE_THICKNESS:1]&lt;br /&gt;
     [CONNECTS]&lt;br /&gt;
     [TISSUE_SHAPE:LAYER]&lt;br /&gt;
 [TISSUE_LAYER:BY_CATEGORY:ALL:BRONZE]&lt;br /&gt;
 ...&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
At the top, we can see the &amp;quot;BODY:&amp;quot; token, followed by a list of body parts. As you've probably guessed, these parts make up the physical form of the colossus. But the colossus has to be made out of something - it has to have tissues, and those tissues also have to be made out of something - in this case, bronze.&lt;br /&gt;
&lt;br /&gt;
Below the BODY token you'll see a TISSUE token, followed by an identifier, much like the others we've seen. The TISSUE block is determining how the tissue works, and which purposes it'll serve. As the colossus is just going to be made out of this one tissue, this tissue needs to act like bone, muscle, and everything else combined, hence the MUSCULAR, FUNCTIONAL and STRUCTURAL tokens. The tissue also references a material - INORGANIC:BRONZE - the properties of which are declared in the inorganic materials file, and the tissue is subsequently made out of this material. With us so far?&lt;br /&gt;
&lt;br /&gt;
Below the tissue definition is the TISSUE_LAYER line. TISSUE_LAYER allows you to control where each tissue is applied. Its first argument defines if it's to search by body part category (BY_CATEGORY), body part type (BY_TYPE), or look for a specific part (BY_TOKEN). That's followed by the parts argument itself, which is in this case ALL (so the game's looking for parts in all categories, which is to say, every body part). This is followed by the tissue to be applied, BRONZE. So the TISSUE_LAYER token is telling the game to select all body parts in every category and make them out of the tissue &amp;quot;BRONZE&amp;quot;. The colossus is now made of bronze.&lt;br /&gt;
&lt;br /&gt;
By now you're probably thinking &amp;quot;Wow, if this was for a creature made out of however many tissues, this would be amazingly longwinded&amp;quot; and you're right. Luckily, there are two methods by which we can speed things up a lot.&lt;br /&gt;
&lt;br /&gt;
Firstly, there are material and tissue templates. Let's say you were going to make a lot of creatures out of bronze, and you didn't want to have to copy and paste the bronze tissue all over the place. Instead, you create a tissue template. This goes, as you've probably guessed, in a tissue template file.&lt;br /&gt;
&lt;br /&gt;
{{code|&lt;br /&gt;
 [TISSUE_TEMPLATE:BRONZE_TEMPLATE]&lt;br /&gt;
     [TISSUE_NAME:bronze:bronze]&lt;br /&gt;
     [TISSUE_MATERIAL:INORGANIC:BRONZE]&lt;br /&gt;
     [MUSCULAR]&lt;br /&gt;
     [FUNCTIONAL]&lt;br /&gt;
     [STRUCTURAL]&lt;br /&gt;
     [RELATIVE_THICKNESS:1]&lt;br /&gt;
     [CONNECTS]&lt;br /&gt;
     [TISSUE_SHAPE:LAYER]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Now, instead of applying the tissue to each and every bronze creature you're making, you can just refer to the template:&lt;br /&gt;
&lt;br /&gt;
{{code|&lt;br /&gt;
 ...&lt;br /&gt;
 [BODY:HUMANOID:2EYES:2EARS:NOSE:HUMANOID_JOINTS:5FINGERS:5TOES]&lt;br /&gt;
 [NO_THOUGHT_CENTER_FOR_MOVEMENT]&lt;br /&gt;
 [USE_TISSUE_TEMPLATE:BRONZE:BRONZE_TEMPLATE]&lt;br /&gt;
 [TISSUE_LAYER:BY_CATEGORY:ALL:BRONZE]&lt;br /&gt;
 ...&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Material templates work in the same way, but refer to materials instead of tissues.&lt;br /&gt;
&lt;br /&gt;
However, if we're looking at something like a dwarf, even with the templates, editing can get very slow indeed:&lt;br /&gt;
&lt;br /&gt;
{{code|&lt;br /&gt;
     ...&lt;br /&gt;
     [USE_MATERIAL_TEMPLATE:SKIN:SKIN_TEMPLATE]&lt;br /&gt;
     [USE_MATERIAL_TEMPLATE:FAT:FAT_TEMPLATE]&lt;br /&gt;
     [USE_MATERIAL_TEMPLATE:MUSCLE:MUSCLE_TEMPLATE]&lt;br /&gt;
     [USE_MATERIAL_TEMPLATE:BONE:BONE_TEMPLATE]&lt;br /&gt;
     [USE_MATERIAL_TEMPLATE:CARTILAGE:CARTILAGE_TEMPLATE]&lt;br /&gt;
     [USE_MATERIAL_TEMPLATE:HAIR:HAIR_TEMPLATE]&lt;br /&gt;
     [USE_MATERIAL_TEMPLATE:TOOTH:TOOTH_TEMPLATE]&lt;br /&gt;
     [USE_MATERIAL_TEMPLATE:EYE:EYE_TEMPLATE]&lt;br /&gt;
     [USE_MATERIAL_TEMPLATE:NERVE:NERVE_TEMPLATE]&lt;br /&gt;
     [USE_MATERIAL_TEMPLATE:BRAIN:BRAIN_TEMPLATE]&lt;br /&gt;
     [USE_MATERIAL_TEMPLATE:LUNG:LUNG_TEMPLATE]&lt;br /&gt;
     [USE_MATERIAL_TEMPLATE:HEART:HEART_TEMPLATE]&lt;br /&gt;
     [USE_MATERIAL_TEMPLATE:LIVER:LIVER_TEMPLATE]&lt;br /&gt;
     [USE_MATERIAL_TEMPLATE:GUT:GUT_TEMPLATE]&lt;br /&gt;
     [USE_MATERIAL_TEMPLATE:STOMACH:STOMACH_TEMPLATE]&lt;br /&gt;
     [USE_MATERIAL_TEMPLATE:PANCREAS:PANCREAS_TEMPLATE]&lt;br /&gt;
     [USE_MATERIAL_TEMPLATE:SPLEEN:SPLEEN_TEMPLATE]&lt;br /&gt;
     [USE_MATERIAL_TEMPLATE:KIDNEY:KIDNEY_TEMPLATE]&lt;br /&gt;
     [USE_TISSUE_TEMPLATE:SKIN:SKIN_TEMPLATE]&lt;br /&gt;
     [USE_TISSUE_TEMPLATE:FAT:FAT_TEMPLATE]&lt;br /&gt;
     [USE_TISSUE_TEMPLATE:MUSCLE:MUSCLE_TEMPLATE]&lt;br /&gt;
     ...&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This is where body detail plans, which have their own file, and are designed to help automate some of the more common processes in creature creation, come in. The first entry in b_detail_plan_default.txt does exactly what we've been trying to do above: it takes all the common materials and shoves them into one plan, which can be referenced with a single token.&lt;br /&gt;
&lt;br /&gt;
{{code|&lt;br /&gt;
     ...&lt;br /&gt;
     [BODY_DETAIL_PLAN:STANDARD_MATERIALS]&lt;br /&gt;
     ...&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Much easier. But what about the TISSUE_LAYER tokens? Will we have to type out all of those manually?&lt;br /&gt;
&lt;br /&gt;
Nope, detail plans have that covered as well. It's possible to place variable arguments into a detail plan. For example:&lt;br /&gt;
&lt;br /&gt;
{{code|&lt;br /&gt;
 [BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS]&lt;br /&gt;
     [BP_LAYERS:BY_CATEGORY:BODY:ARG3:50:ARG2:5:ARG1:1]&lt;br /&gt;
     [BP_LAYERS:BY_CATEGORY:BODY_UPPER:ARG3:50:ARG2:5:ARG1:1]&lt;br /&gt;
     [BP_LAYERS:BY_CATEGORY:BODY_LOWER:ARG3:50:ARG2:5:ARG1:1]&lt;br /&gt;
     [BP_LAYERS:BY_CATEGORY:ARM:ARG4:25:ARG3:25:ARG2:5:ARG1:1]&lt;br /&gt;
     [BP_LAYERS:BY_CATEGORY:ARM_UPPER:ARG4:25:ARG3:25:ARG2:5:ARG1:1]&lt;br /&gt;
     ...&lt;br /&gt;
     [BP_LAYERS:BY_CATEGORY:NOSE:ARG5:4:ARG1:1]&lt;br /&gt;
     ...&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
First an argument is placed in the plan (ARG1, ARG2 etc.), followed by the thickness of the tissue that will be inserted in place of the argument. So when we reference the VERTEBRATE_TISSUE_LAYERS plan, we'll be able to do something like this:&lt;br /&gt;
&lt;br /&gt;
{{code|&lt;br /&gt;
     [BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
ARG1 in the detail plan is replaced by SKIN, the first tissue we entered. ARG2 is replaced by FAT, ARG3 by MUSCLE, ARG4 by BONE, and ARG5 by CARTILAGE. Hence, our creature's body part designated as BODY is made up of SKIN with thickness 1, FAT with thickness 5, and MUSCLE with thickness 50. Its nose is made up of SKIN (thickness 1) and CARTILAGE (thickness 4).&lt;br /&gt;
&lt;br /&gt;
Things left out of the body plans aside, our dwarf's entire body, material, tissue and tissue layer tokens have been boiled down to this:&lt;br /&gt;
&lt;br /&gt;
{{code|&lt;br /&gt;
     ...&lt;br /&gt;
     [BODY:HUMANOID:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:&lt;br /&gt;
     THROAT:NECK:SPINE:BRAIN:SKULL:5FINGERS:5TOES:MOUTH:FACIAL_FEATURES:TEETH:RIBCAGE]&lt;br /&gt;
     [BODY_DETAIL_PLAN:STANDARD_MATERIALS]&lt;br /&gt;
     [BODY_DETAIL_PLAN:STANDARD_TISSUES]&lt;br /&gt;
     [BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]&lt;br /&gt;
     ...&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This can save you a lot of time and space if you're making lots of changes common to many creatures. In general, if you're making a creature that's fleshy or chitinous, there are detail plans already included in the game to help you out. You should only have to resort to declaring tissues individually (like our bronze colossus) if you're doing something really out-of-the-ordinary.&lt;br /&gt;
&lt;br /&gt;
Another great thing about templates (and so, detail plans) is that they can be modified after being declared. Let's say we wanted our dwarves to be perpetually on fire (don't ask). We leave the body stuff declared normally:&lt;br /&gt;
&lt;br /&gt;
{{code|&lt;br /&gt;
     ...&lt;br /&gt;
     [BODY:HUMANOID:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:&lt;br /&gt;
     THROAT:NECK:SPINE:BRAIN:SKULL:5FINGERS:5TOES:MOUTH:FACIAL_FEATURES:TEETH:RIBCAGE]&lt;br /&gt;
     [BODY_DETAIL_PLAN:STANDARD_MATERIALS]&lt;br /&gt;
     [BODY_DETAIL_PLAN:STANDARD_TISSUES]&lt;br /&gt;
     [BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]&lt;br /&gt;
     ...&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
We then, in our own mod, select the appropriate material:&lt;br /&gt;
&lt;br /&gt;
{{code|&lt;br /&gt;
[SELECT_CREATURE:DWARF]&lt;br /&gt;
     [SELECT_MATERIAL:SKIN]&lt;br /&gt;
         [MAT_FIXED_TEMP:10600]&lt;br /&gt;
     ...&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
We don't want them burning to death, so we'll need to stop that from happening:&lt;br /&gt;
&lt;br /&gt;
{{code|&lt;br /&gt;
[SELECT_CREATURE:DWARF]&lt;br /&gt;
     [SELECT_MATERIAL:SKIN]&lt;br /&gt;
         [MAT_FIXED_TEMP:10600]&lt;br /&gt;
     [SELECT_MATERIAL:ALL]&lt;br /&gt;
         [HEATDAM_POINT:NONE]&lt;br /&gt;
     ...&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Note that this makes use of DF's built-in temperature scale. You can read more about that [[Temperature|on this page]]. We're also referencing material tokens, which we haven't gone over yet - we'll talk about making your own materials later.&lt;br /&gt;
&lt;br /&gt;
==== Creature castes ====&lt;br /&gt;
&lt;br /&gt;
Another potentially extremely powerful part of the creature raws is the caste system. The caste system handles both true biological castes and lesser variations, such as sexes.&lt;br /&gt;
&lt;br /&gt;
To understand the true potential of the caste system, we only need to take a look at the raws for antmen, found in creature_subterrenean.txt:&lt;br /&gt;
&lt;br /&gt;
{{code|&lt;br /&gt;
     ...&lt;br /&gt;
     [CASTE:WORKER]&lt;br /&gt;
         [CASTE_NAME:worker ant woman:worker ant women:worker ant woman]&lt;br /&gt;
         Female, but non-breeding.&lt;br /&gt;
         [POP_RATIO:10000]&lt;br /&gt;
     [CASTE:SOLDIER]&lt;br /&gt;
         [CASTE_NAME:soldier ant woman:soldier ant women:soldier ant woman]&lt;br /&gt;
         Female, but non-breeding.&lt;br /&gt;
         [POP_RATIO:1000]&lt;br /&gt;
     [CASTE:DRONE]&lt;br /&gt;
         [MALE]&lt;br /&gt;
         [CASTE_NAME:drone ant man:drone ant men:drone ant man]&lt;br /&gt;
         [POP_RATIO:5]&lt;br /&gt;
     [CASTE:QUEEN]&lt;br /&gt;
         [FEMALE]&lt;br /&gt;
         [CASTE_NAME:queen ant woman:queen ant women:queen ant woman]&lt;br /&gt;
         [POP_RATIO:1]&lt;br /&gt;
     [SELECT_CASTE:WORKER]&lt;br /&gt;
      [SELECT_ADDITIONAL_CASTE:SOLDIER]&lt;br /&gt;
      [SELECT_ADDITIONAL_CASTE:QUEEN]&lt;br /&gt;
         [BODY:HUMANOID_4ARMS:2EYES:HEART:GUTS:BRAIN:MOUTH]&lt;br /&gt;
         [BODYGLOSS:INSECT_UPPERBODY:INSECT_LOWERBODY]&lt;br /&gt;
     [SELECT_CASTE:DRONE]&lt;br /&gt;
         [BODY:HUMANOID_4ARMS:2EYES:HEART:GUTS:BRAIN:MOUTH:2WINGS]&lt;br /&gt;
         [BODYGLOSS:INSECT_UPPERBODY:INSECT_LOWERBODY]&lt;br /&gt;
         [FLIER]&lt;br /&gt;
     [SELECT_CASTE:ALL]&lt;br /&gt;
         [BODY_DETAIL_PLAN:CHITIN_MATERIALS]&lt;br /&gt;
         [BODY_DETAIL_PLAN:CHITIN_TISSUES]&lt;br /&gt;
         [BODY_DETAIL_PLAN:EXOSKELETON_TISSUE_LAYERS:CHITIN:FAT:MUSCLE]&lt;br /&gt;
         [BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]&lt;br /&gt;
         [ATTACK:PUNCH:BODYPART:BY_TYPE:GRASP]&lt;br /&gt;
             [ATTACK_SKILL:GRASP_STRIKE]&lt;br /&gt;
             [ATTACK_VERB:punch:punches]&lt;br /&gt;
     ...&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
It's evident that the process of creating and editing castes is comparable to the modifications we were making to tissues and materials earlier: A caste is declared, and modifications to the base creature are made. Declared castes can be selected and subsequently modified, again, just like tissues and materials.&lt;br /&gt;
&lt;br /&gt;
In this case, each caste is declared, given its own name, and a POP_RATIO, which determines how commonly a birth results in that caste - for every 10000 workers born, there'll be an average of 1000 soldiers, 5 drones and one queen. You've probably also noticed that the DRONE and QUEEN castes have the MALE and FEMALE tokens respectively - these tokens determine how breeding works. A creature without both a MALE caste and a FEMALE caste will be unable to breed (no asexually reproducing creatures yet, unfortunately). As they lack FEMALE, the workers and soldiers are unable to breed with the male drones.&lt;br /&gt;
&lt;br /&gt;
After this, there are some modifications to bodyparts. In this case, the drones have wings and the FLIER token, which the other castes lack. It's entirely possible for creatures of different castes to have completely different body structures, even to the extent that they don't resemble each other at all. If you read the section of this guide that dealt with entities, you may remember a passing mention of multi-creature civilisations and how they don't quite work as you may think they would. The castes system is your workaround. You could create a caste that is, for all intents and purposes, a human, and another caste of the same creature that acts exactly like a giant cave spider, put the creature in a civ, and get a human-spider civ. The only flaw in this approach is that the castes will interbreed.&lt;br /&gt;
&lt;br /&gt;
That's the most complex components of creature creation out of the way. You should find the rest trivial by comparison.&lt;br /&gt;
&lt;br /&gt;
=== Modding items ===&lt;br /&gt;
&lt;br /&gt;
Items are fairly simple to deal with. By default, each item type is contained in its own file; this may help make browsing for a specific item easier, but from a purely technical point of view, it's possible to throw all items into one file. Unfortunately, [[Item definition token|item definition tokens]] don't seem to be especially well-documented (at least not as well as the other object types), but you should be able to figure out most things by way of our explanations and your assumptions.&lt;br /&gt;
&lt;br /&gt;
Let's look at the entry for, of course, the thong:&lt;br /&gt;
&lt;br /&gt;
{{code|&lt;br /&gt;
 [ITEM_PANTS:ITEM_PANTS_THONG]&lt;br /&gt;
 [NAME:thong:thongs]&lt;br /&gt;
 [LAYER:UNDER]&lt;br /&gt;
 [COVERAGE:25]&lt;br /&gt;
 [LAYER_SIZE:10]&lt;br /&gt;
 [LAYER_PERMIT:30]&lt;br /&gt;
 [MATERIAL_SIZE:1]&lt;br /&gt;
 [SOFT]&lt;br /&gt;
 [LEATHER]&lt;br /&gt;
 [STRUCTURAL_ELASTICITY_WOVEN_THREAD]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Most of these are pretty obvious if one compares them to the other entries in the file. There's a layer for the item, determining where it's worn; a coverage value to determine how well it protects you from cold and other things; a size token to determine how much it counts for when it's under something else; a layer permit token to determine how much can be worn under it; and a material size token to determine how much raw material it takes to make it.&lt;br /&gt;
&lt;br /&gt;
Now, if you wanted to mod these to turn them into metal thongs (ouch!), you would simply have to add [METAL] to it somewhere. Simple! These tokens work by tying into material properties - some materials are designated as suitable for making hard items, some for soft, etc..&lt;br /&gt;
&lt;br /&gt;
Weapons involve a little more detail:&lt;br /&gt;
&lt;br /&gt;
{{code|&lt;br /&gt;
 [ITEM_WEAPON:ITEM_WEAPON_SWORD_2H]&lt;br /&gt;
 [NAME:two-handed sword:two-handed swords]&lt;br /&gt;
 [SIZE:900]&lt;br /&gt;
 [SKILL:SWORD]&lt;br /&gt;
 [TWO_HANDED:67500]&lt;br /&gt;
 [MINIMUM_SIZE:62500]&lt;br /&gt;
 [MATERIAL_SIZE:5]&lt;br /&gt;
 [ATTACK:EDGE:100000:8000:slash:slashes:NO_SUB:1250]&lt;br /&gt;
 	[ATTACK_PREPARE_AND_RECOVER:3:3]&lt;br /&gt;
 [ATTACK:EDGE:50:4000:stab:stabs:NO_SUB:1000]&lt;br /&gt;
 	[ATTACK_PREPARE_AND_RECOVER:3:3]&lt;br /&gt;
 [ATTACK:BLUNT:100000:8000:slap:slaps:flat:1250]&lt;br /&gt;
 	[ATTACK_PREPARE_AND_RECOVER:3:3]&lt;br /&gt;
 [ATTACK:BLUNT:100:1000:strike:strikes:pommel:1000]&lt;br /&gt;
 	[ATTACK_PREPARE_AND_RECOVER:3:3]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
SIZE determines how heavy the weapon is. This has a substantial effect on weapon effectiveness. SKILL determines which skill is used in using the weapon; a list of skills can be found [[skill token|on this page]]. MINIMUM_SIZE determines the minimum size a creature must be before the weapon can be wielded, while TWO_HANDED determines how large a creature must be in order to wield the weapon with one hand.&lt;br /&gt;
&lt;br /&gt;
Attacks take a little more explanation. The first value determines the contact area of the weapon's attack; this should be high for slashing weapons and low for bludgeoning, piercing and poking ones. The second value determines how deep the weapon penetrates - for BLUNT attacks this value is ignored as they're not supposed to penetrate anyway, but in the case of EDGE attacks it should generally be lower for slashing attacks and higher for stabbing attacks.&lt;br /&gt;
&lt;br /&gt;
Following these are the nouns and verb used; they should be self-explanatory. Finally, we have the velocity modifier, which has a multiplying effect on the weapon's size for the purposes of determining how powerful it is in combat. But more accurate it describe distribution of momentum across length of weapon. So STAB perfomed with only muscular power and modifier is x1 (1000). SLASH performed with some rotating momentum of cutting edge, but sword is pretty balanced thru it's length and modifier is just x1.25 (1250). Axes, hammers and maces have more unbalanced mass distribution and weapon mass concentrated far from grasp, so higher modifiers.&lt;br /&gt;
&lt;br /&gt;
ATTACK_PREPARE_AND_RECOVER determine number of game frames to perform these actions. In vanilla almost not varies for different weapons.&lt;br /&gt;
&lt;br /&gt;
Other, more miscellaneous items are generally simple and shouldn't require any further explanation.&lt;br /&gt;
&lt;br /&gt;
Once you've made an item, you just add it to the civ entry so a civilization can actually craft it, and it's done.&lt;br /&gt;
&lt;br /&gt;
=== Modding language files ===&lt;br /&gt;
{{main|Language token}}&lt;br /&gt;
&lt;br /&gt;
Let's say you added a whole new species.  Sure, you could just swipe one of the existing translation files and steal their language for your species, but that's the lazy way!  If you want to create a whole new language, it is very simple.&lt;br /&gt;
&lt;br /&gt;
First, you'd need a whole new language_RACE file, such as language_LIZARDMAN.txt, along with &amp;quot;language_LIZARDMAN&amp;quot; at the top of the file proceeded by [OBJECT:LANGUAGE] and [TRANSLATION:LIZARDMAN].  After that, it's just a matter of copy-pasting one of the existing language lists and editing the finished 'translated' word.  That's it! Then just add the translation link to your civ in entity_default.txt and it'll be added to the game on worldgen. &lt;br /&gt;
&lt;br /&gt;
All raw files use Code Page 437 encoding, and you should make sure you are editing these files in that format. As many text editors default to UTF-8, some characters with diacritical marks may fail to show properly. Saving one of the default language raw files in this state will overwrite these characters with the unicode question mark, which will corrupt the file. To fix this  replace the file with a clean one downloaded from the distributed version of DF.&lt;br /&gt;
&lt;br /&gt;
(Note that the name of the file doesn't actually matter; however, it's good form to name the file after a creature if only that creature speaks the language.)&lt;br /&gt;
&lt;br /&gt;
=== Modding body parts ===&lt;br /&gt;
&lt;br /&gt;
Imagine you have this fantastic idea for a multi-tentacled winged spider-monster. Sounds great! But in order to make this a reality you may need to create a new set of body parts for it. That's no problem! Making body parts is easy, though it may look complicated at first. &lt;br /&gt;
&lt;br /&gt;
All of the default body definitions are located in body_default.txt and then linked to a creature in the creature's entry. We've talked about how bodyparts make up creatures earlier, in the creature section. You can mix and match them in the creature entry and it makes no difference, as long as they're there: each body part will link itself to the appropriate connection automatically when the creature is first created.&lt;br /&gt;
&lt;br /&gt;
Body parts work by sections: you can add as many sections as you want to a body part definition, but generally you should keep it fairly low for ease of use. Each body section entry is in the, very simple, format:&lt;br /&gt;
&lt;br /&gt;
{{code|&lt;br /&gt;
 [BODY:BODYNAME]&lt;br /&gt;
 [BP:TOKENID:name][TOKENSGOHERE][DEFAULT_RELSIZE:][CATEGORY:WHATEVER]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The most important tokens are &amp;quot;CONTYPE&amp;quot; and &amp;quot;CON&amp;quot;: CONTYPE means the body part in question is connected to a certain ''type'' of body part, while CON means it's connected to a ''specific'' one. TOKENID is yet another identifier, which should be unique, as it's referenced every time something uses CON or BY_TOKEN. DEFAULT_RELSIZE defines, of course, what the body part's size is in relation to the other parts. CATEGORY defines a category for the part, which can be unique or shared with other parts. This is referenced whenever BY_CATEGORY is used.&lt;br /&gt;
&lt;br /&gt;
A list of body part tokens can be found [[body token|here]].&lt;br /&gt;
&lt;br /&gt;
Let's take a simple example, a head:&lt;br /&gt;
&lt;br /&gt;
{{code|&lt;br /&gt;
 [BODY:BASIC_HEAD]&lt;br /&gt;
 [BP:HD:head:STP][CONTYPE:UPPERBODY][HEAD][CATEGORY:HEAD]&lt;br /&gt;
 [DEFAULT_RELSIZE:300]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
It connects directly to an upper body.&lt;br /&gt;
&lt;br /&gt;
{{code|&lt;br /&gt;
 [BODY:2EYES]&lt;br /&gt;
     [BP:REYE:right eye:STP][CONTYPE:HEAD][SIGHT][EMBEDDED][SMALL][RIGHT][CATEGORY:EYE]&lt;br /&gt;
         [DEFAULT_RELSIZE:5]&lt;br /&gt;
     [BP:LEYE:left eye:STP][CONTYPE:HEAD][SIGHT][EMBEDDED][SMALL][LEFT][CATEGORY:EYE]&lt;br /&gt;
         [DEFAULT_RELSIZE:5]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
These are a pair of eyes, connecting to the head.&lt;br /&gt;
&lt;br /&gt;
{{code|&lt;br /&gt;
 [BODY:HUMANOID]&lt;br /&gt;
     [BP:UB:upper body:upper bodies][UPPERBODY][CATEGORY:BODY_UPPER]&lt;br /&gt;
         [DEFAULT_RELSIZE:1000]&lt;br /&gt;
     [BP:LB:lower body:lower bodies][CON:UB][LOWERBODY][CATEGORY:BODY_LOWER]&lt;br /&gt;
         [DEFAULT_RELSIZE:1000]&lt;br /&gt;
     [BP:HD:head:STP][CON:UB][HEAD][CATEGORY:HEAD]&lt;br /&gt;
         [DEFAULT_RELSIZE:300]&lt;br /&gt;
     [BP:RUA:right upper arm:STP][CON:UB][LIMB][RIGHT][CATEGORY:ARM_UPPER]&lt;br /&gt;
         [DEFAULT_RELSIZE:200]&lt;br /&gt;
     [BP:LUA:left upper arm:STP][CON:UB][LIMB][LEFT][CATEGORY:ARM_UPPER]&lt;br /&gt;
         [DEFAULT_RELSIZE:200]&lt;br /&gt;
     [BP:RLA:right lower arm:STP][CON:RUA][LIMB][RIGHT][CATEGORY:ARM_LOWER]&lt;br /&gt;
         [DEFAULT_RELSIZE:200]&lt;br /&gt;
     [BP:LLA:left lower arm:STP][CON:LUA][LIMB][LEFT][CATEGORY:ARM_LOWER]&lt;br /&gt;
         [DEFAULT_RELSIZE:200]&lt;br /&gt;
     [BP:RH:right hand:STP][CON:RLA][GRASP][RIGHT][CATEGORY:HAND]&lt;br /&gt;
         [DEFAULT_RELSIZE:80]&lt;br /&gt;
     [BP:LH:left hand:STP][CON:LLA][GRASP][LEFT][CATEGORY:HAND]&lt;br /&gt;
         [DEFAULT_RELSIZE:80]&lt;br /&gt;
     [BP:RUL:right upper leg:STP][CON:LB][LIMB][RIGHT][CATEGORY:LEG_UPPER]&lt;br /&gt;
         [DEFAULT_RELSIZE:500]&lt;br /&gt;
     [BP:LUL:left upper leg:STP][CON:LB][LIMB][LEFT][CATEGORY:LEG_UPPER]&lt;br /&gt;
         [DEFAULT_RELSIZE:500]&lt;br /&gt;
     [BP:RLL:right lower leg:STP][CON:RUL][LIMB][RIGHT][CATEGORY:LEG_LOWER]&lt;br /&gt;
         [DEFAULT_RELSIZE:400]&lt;br /&gt;
     [BP:LLL:left lower leg:STP][CON:LUL][LIMB][LEFT][CATEGORY:LEG_LOWER]&lt;br /&gt;
         [DEFAULT_RELSIZE:400]&lt;br /&gt;
     [BP:RF:right foot:right feet][CON:RLL][STANCE][RIGHT][CATEGORY:FOOT]&lt;br /&gt;
         [DEFAULT_RELSIZE:120]&lt;br /&gt;
     [BP:LF:left foot:left feet][CON:LLL][STANCE][LEFT][CATEGORY:FOOT]&lt;br /&gt;
         [DEFAULT_RELSIZE:120]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
An entire humanoid body. The foot bone's connected to the ankle bone...&lt;br /&gt;
&lt;br /&gt;
&amp;quot;BODYGLOSS&amp;quot; entries, which you can sometimes find applied to creature entries, are simply replacement words for specific part name strings in a creature. For example, you'll find the bodygloss [BODYGLOSS:CLAW_HAND:hand:claw] in body_default.txt; you can then use this in a creature via &amp;quot;[BODYGLOSS:CLAW_HAND]&amp;quot; and it'll replace all instances of &amp;quot;hand&amp;quot; with &amp;quot;claw&amp;quot; in that creature. Be warned, however—if you were to, say make a bodygloss [BODYGLOSS:EARSTALK:ear:stalk:ears:stalk], it would not only change &amp;quot;ear&amp;quot; and &amp;quot;ears&amp;quot; to &amp;quot;stalk&amp;quot; and &amp;quot;stalks&amp;quot;, it would also change &amp;quot;h'''ear'''t&amp;quot; to &amp;quot;h'''stalk'''t&amp;quot;! For all intents and purposes the body part will still function as the proper part, though.&lt;br /&gt;
&lt;br /&gt;
=== Modding plants ===&lt;br /&gt;
&lt;br /&gt;
Plants are, again, not unlike creatures. With what you've learned so far in regard to tokens and the materials system, running through the notes included in plant_standard.txt should explain most things. [[Plant token|Here's the list of plant-specific tokens]].&lt;br /&gt;
&lt;br /&gt;
Below is the [[plump helmet]] raw description:&lt;br /&gt;
&lt;br /&gt;
{{code|&lt;br /&gt;
 [PLANT:MUSHROOM_HELMET_PLUMP]&lt;br /&gt;
 	[NAME:plump helmet][NAME_PLURAL:plump helmets][ADJ:plump helmet]&lt;br /&gt;
 	[USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]&lt;br /&gt;
 		[MATERIAL_VALUE:2]&lt;br /&gt;
 	[BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]&lt;br /&gt;
 		[EDIBLE_VERMIN]&lt;br /&gt;
 		[EDIBLE_RAW]&lt;br /&gt;
 		[EDIBLE_COOKED]&lt;br /&gt;
 	[PICKED_TILE:161][PICKED_COLOR:6:13:0]&lt;br /&gt;
 	[GROWDUR:300][VALUE:2]&lt;br /&gt;
 	[USE_MATERIAL_TEMPLATE:DRINK:PLANT_ALCOHOL_TEMPLATE]&lt;br /&gt;
 		[STATE_NAME_ADJ:ALL_SOLID:frozen dwarven wine]&lt;br /&gt;
 		[STATE_NAME_ADJ:LIQUID:dwarven wine]&lt;br /&gt;
 		[STATE_NAME_ADJ:GAS:boiling dwarven wine]&lt;br /&gt;
 		[MATERIAL_VALUE:2]&lt;br /&gt;
 		[DISPLAY_COLOR:5:0:0]&lt;br /&gt;
 		[EDIBLE_RAW]&lt;br /&gt;
 		[EDIBLE_COOKED]&lt;br /&gt;
 		[PREFIX:NONE]&lt;br /&gt;
 	[DRINK:LOCAL_PLANT_MAT:DRINK]&lt;br /&gt;
 &lt;br /&gt;
 	[USE_MATERIAL_TEMPLATE:SEED:SEED_TEMPLATE]&lt;br /&gt;
 		[MATERIAL_VALUE:1]&lt;br /&gt;
 		[EDIBLE_VERMIN]&lt;br /&gt;
 		[EDIBLE_COOKED]&lt;br /&gt;
 	[SEED:plump helmet spawn:plump helmet spawn:4:0:1:LOCAL_PLANT_MAT:SEED]&lt;br /&gt;
 	[SPRING][SUMMER][AUTUMN][WINTER]&lt;br /&gt;
 	[FREQUENCY:100]&lt;br /&gt;
 	[CLUSTERSIZE:5]&lt;br /&gt;
 	[PREFSTRING:rounded tops]&lt;br /&gt;
 	[WET][DRY]&lt;br /&gt;
 	[BIOME:SUBTERRANEAN_WATER]&lt;br /&gt;
 	[UNDERGROUND_DEPTH:1:3]&lt;br /&gt;
 	[SHRUB_TILE:142]&lt;br /&gt;
 	[DEAD_SHRUB_TILE:28]&lt;br /&gt;
 	[SHRUB_COLOR:5:13:0]&lt;br /&gt;
 	[DEAD_SHRUB_COLOR:5:6:0]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Let's look at this line by line:&amp;lt;br&amp;gt;&lt;br /&gt;
First, we define its file name. In this case it's MUSHROOM_HELMET_PLUMP. Next we define its in-game name (plump helmet) and its adjective for if you were to craft with it (e.g. plump helmet earrings).&lt;br /&gt;
&lt;br /&gt;
{{code|&lt;br /&gt;
 	[USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]&lt;br /&gt;
 		[MATERIAL_VALUE:2]&lt;br /&gt;
 	[BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This defines the structure and material of the plant. It references STRUCTURAL_PLANT_TEMPLATE in the first line, so if you were to say, add wings to the template, the plump helmet plant would be winged. This is for the plant itself, not the end plump helmets.&lt;br /&gt;
&lt;br /&gt;
After that we get our edible tokens. These say that vermin can eat the plant, and it can be eaten raw or cooked by your dwarves. So if you wanted a plant vermin would leave alone, you'd remove the [EDIBLE_VERMIN] token.&lt;br /&gt;
&lt;br /&gt;
{{code|&lt;br /&gt;
 		[EDIBLE_VERMIN]&lt;br /&gt;
 		[EDIBLE_RAW]&lt;br /&gt;
 		[EDIBLE_COOKED]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Next, [PICKED_TILE:161] is the character (161 in this case) shown when the crop is harvested. See [[Main:Character table|character table]] for a table of usable tiles. [PICKED_COLOR:6:13:0] is the color used for the crop's tile when harvested. It's in a foreground:background:brightness format. See [[color]] for the colors usable.&lt;br /&gt;
&lt;br /&gt;
{{code|&lt;br /&gt;
 	[PICKED_TILE:161][PICKED_COLOR:6:13:0]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[GROWDUR:300] is how long it takes for your crop to grow. There are 1008 growdur units in a season.&amp;lt;br&amp;gt;&lt;br /&gt;
[VALUE:2] Is the value of the harvested plant (default 1). &lt;br /&gt;
&lt;br /&gt;
{{code|&lt;br /&gt;
 	[GROWDUR:300][VALUE:2]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This defines the plant's alcohol states. [STATE_NAME_ADJ:ALL_SOLID:] is the frozen name, followed is the actual drink name, and then its boiling name. These are achieved by either Scorching or Freezing climates. [DISPLAY_COLOR] is, of course, color, and [EDIBLE_RAW] and [EDIBLE_COOKED] are saying you can drink the alcohol raw or cooked.&lt;br /&gt;
&lt;br /&gt;
{{code|&lt;br /&gt;
 	[USE_MATERIAL_TEMPLATE:DRINK:PLANT_ALCOHOL_TEMPLATE]&lt;br /&gt;
 		[STATE_NAME_ADJ:ALL_SOLID:frozen dwarven wine]&lt;br /&gt;
 		[STATE_NAME_ADJ:LIQUID:dwarven wine]&lt;br /&gt;
 		[STATE_NAME_ADJ:GAS:boiling dwarven wine]&lt;br /&gt;
 		[MATERIAL_VALUE:2]&lt;br /&gt;
 		[DISPLAY_COLOR:5:0:0]&lt;br /&gt;
 		[EDIBLE_RAW]&lt;br /&gt;
 		[EDIBLE_COOKED]&lt;br /&gt;
 		[PREFIX:NONE]&lt;br /&gt;
 	[DRINK:LOCAL_PLANT_MAT:DRINK]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
After that we get our seed template:&lt;br /&gt;
&lt;br /&gt;
{{code|&lt;br /&gt;
 	[USE_MATERIAL_TEMPLATE:SEED:SEED_TEMPLATE]&lt;br /&gt;
 		[MATERIAL_VALUE:1]&lt;br /&gt;
 		[EDIBLE_VERMIN]&lt;br /&gt;
 		[EDIBLE_COOKED]&lt;br /&gt;
 	[SEED:plump helmet spawn:plump helmet spawn:4:0:1:LOCAL_PLANT_MAT:SEED]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
And all this says is that the seeds may be eaten by vermin or cooked. Then it gives the name of our plant's seed, its plural name, its foreground, background, and brightness colors, followed by its seed material; said material should have [SEED_MAT] to permit proper stockpiling.&lt;br /&gt;
&lt;br /&gt;
And finally for the last chunk we have this:&lt;br /&gt;
&lt;br /&gt;
{{code|&lt;br /&gt;
 	[SPRING][SUMMER][AUTUMN][WINTER]&lt;br /&gt;
 	[FREQUENCY:100]&lt;br /&gt;
 	[CLUSTERSIZE:5]&lt;br /&gt;
 	[PREFSTRING:rounded tops]&lt;br /&gt;
 	[WET][DRY]&lt;br /&gt;
 	[BIOME:SUBTERRANEAN_WATER]&lt;br /&gt;
 	[UNDERGROUND_DEPTH:1:3]&lt;br /&gt;
 	[SHRUB_TILE:142]&lt;br /&gt;
 	[DEAD_SHRUB_TILE:28]&lt;br /&gt;
 	[SHRUB_COLOR:5:13:0]&lt;br /&gt;
 	[DEAD_SHRUB_COLOR:5:6:0]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
First we define what season(s) the plant may grow in, then we define how frequently this plant is generated in a particular area, followed by how many harvested crop items may come from 1 plant. [PREFSTRING:] is what your dwarves like about the plant, which in this case is the rounded tops. [WET][DRY] are the conditions under which the plant can grow. Wet means it can grow close to water, dry means it can grow away from water. This does not mean you can grow the plant on dry stone however. It is just for natural spawning of the plant.&amp;lt;br&amp;gt;&lt;br /&gt;
[BIOME] Is what biome the plant grows in. [UNDERGROUND_DEPTH:Minimum:Maximum] Is the highest and lowest cavern levels that the plant can appear in if its biome is subterranean. Dwarven civilizations will only export (via the embark screen or caravans) things that are available at depth 1. Defaults to 0:0 (surface only).&amp;lt;br&amp;gt;&lt;br /&gt;
Lastly, [SHRUB_TILE] is the character used for the naturally spawning shrub of this plant, [DEAD_SHRUB] is the dead shrub character. [SHRUB_COLOR] Is the shrub's color, and [DEAD_SHRUB_COLOR] is, of course, the dead shrub's color.&lt;br /&gt;
&lt;br /&gt;
While this may or may not look like a lot of tokens, it's very easy. Just copy an existing plant and edit it to your new plant.&amp;lt;br&amp;gt;&lt;br /&gt;
For the rest of the tokens, see [[plant token]].&lt;br /&gt;
&lt;br /&gt;
==== Trees ====&lt;br /&gt;
&lt;br /&gt;
Trees are another kind of plant that can be modded. Being plants, they use many of the same tokens as edible crops, but differ in having a few tree-specific tokens.&lt;br /&gt;
&lt;br /&gt;
Below is the [[apple|apple tree]] raw description:&lt;br /&gt;
&lt;br /&gt;
{{code|&lt;br /&gt;
  [PLANT:APPLE] malus sieversii&lt;br /&gt;
  	[NAME:apple tree][NAME_PLURAL:apple trees][ADJ:apple tree]&lt;br /&gt;
  	[USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]&lt;br /&gt;
  	[BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]&lt;br /&gt;
  	[USE_MATERIAL_TEMPLATE:WOOD:WOOD_TEMPLATE]&lt;br /&gt;
  		[STATE_NAME:ALL_SOLID:apple wood]&lt;br /&gt;
  		[STATE_ADJ:ALL_SOLID:apple wood]&lt;br /&gt;
  		[PREFIX:NONE]&lt;br /&gt;
  		[SOLID_DENSITY:745] *** http://www.csudh.edu/oliver/chemdata/woods.htm&lt;br /&gt;
  		[STATE_COLOR:ALL_SOLID:CHOCOLATE] *** http://www.forestryforum.com/board/index.php/topic,61009.0.html&lt;br /&gt;
  	[USE_MATERIAL_TEMPLATE:DRINK:PLANT_ALCOHOL_TEMPLATE]&lt;br /&gt;
    		[STATE_NAME_ADJ:ALL_SOLID:frozen apple cider]&lt;br /&gt;
  		[STATE_NAME_ADJ:LIQUID:apple cider]&lt;br /&gt;
  		[STATE_NAME_ADJ:GAS:boiling apple cider]&lt;br /&gt;
  		[MATERIAL_VALUE:2]&lt;br /&gt;
  		[DISPLAY_COLOR:6:0:0]&lt;br /&gt;
  		[EDIBLE_RAW]&lt;br /&gt;
    		[EDIBLE_COOKED]&lt;br /&gt;
  		[PREFIX:NONE]&lt;br /&gt;
  	[DRINK:LOCAL_PLANT_MAT:DRINK]&lt;br /&gt;
  	[USE_MATERIAL_TEMPLATE:LEAF:LEAF_TEMPLATE]&lt;br /&gt;
  		[STATE_COLOR:ALL:GREEN]&lt;br /&gt;
  		[DISPLAY_COLOR:2:0:0]&lt;br /&gt;
  	[USE_MATERIAL_TEMPLATE:FLOWER:FLOWER_TEMPLATE]&lt;br /&gt;
  		[STATE_COLOR:ALL:ROSE]&lt;br /&gt;
  		[DISPLAY_COLOR:5:0:1]&lt;br /&gt;
  	[USE_MATERIAL_TEMPLATE:FRUIT:FRUIT_TEMPLATE]&lt;br /&gt;
  		[STATE_COLOR:ALL:RUST]&lt;br /&gt;
  		[DISPLAY_COLOR:4:0:0]&lt;br /&gt;
  		[EDIBLE_VERMIN]&lt;br /&gt;
  		[EDIBLE_RAW]&lt;br /&gt;
  		[EDIBLE_COOKED]&lt;br /&gt;
  		[STOCKPILE_PLANT_GROWTH]&lt;br /&gt;
  		[MATERIAL_REACTION_PRODUCT:DRINK_MAT:LOCAL_PLANT_MAT:DRINK]&lt;br /&gt;
  		[MATERIAL_REACTION_PRODUCT:SEED_MAT:LOCAL_PLANT_MAT:SEED]&lt;br /&gt;
  	[USE_MATERIAL_TEMPLATE:SEED:SEED_TEMPLATE]&lt;br /&gt;
  		[MATERIAL_VALUE:1]&lt;br /&gt;
  		[EDIBLE_VERMIN]&lt;br /&gt;
  	[SEED:apple seed:apple seeds:0:0:1:LOCAL_PLANT_MAT:SEED]&lt;br /&gt;
  	[TREE:LOCAL_PLANT_MAT:WOOD][TREE_TILE:5]&lt;br /&gt;
  	[TRUNK_PERIOD:10]&lt;br /&gt;
  	[HEAVY_BRANCH_DENSITY:25]&lt;br /&gt;
  	[BRANCH_DENSITY:50]&lt;br /&gt;
  	[MAX_TRUNK_HEIGHT:3]&lt;br /&gt;
  	[HEAVY_BRANCH_RADIUS:1]&lt;br /&gt;
  	[BRANCH_RADIUS:2]&lt;br /&gt;
  	[TRUNK_BRANCHING:2]&lt;br /&gt;
  	[MAX_TRUNK_DIAMETER:1]&lt;br /&gt;
  	[TRUNK_WIDTH_PERIOD:200]&lt;br /&gt;
  	[ROOT_DENSITY:5]&lt;br /&gt;
  	[ROOT_RADIUS:3]&lt;br /&gt;
  	[STANDARD_TILE_NAMES]&lt;br /&gt;
  	[PREFSTRING:fruit]&lt;br /&gt;
  	[DRY]&lt;br /&gt;
  	[BIOME:ANY_TEMPERATE]&lt;br /&gt;
  	[SAPLING]&lt;br /&gt;
  	[GROWTH:LEAVES]&lt;br /&gt;
  		[GROWTH_NAME:apple leaf:apple leaves]&lt;br /&gt;
  		[GROWTH_ITEM:PLANT_GROWTH:NONE:LOCAL_PLANT_MAT:LEAF]&lt;br /&gt;
  		[GROWTH_DENSITY:1000]&lt;br /&gt;
  		[GROWTH_HOST_TILE:BRANCHES_AND_TWIGS]&lt;br /&gt;
  		[GROWTH_HOST_TILE:SAPLING]&lt;br /&gt;
  		[GROWTH_TIMING:0:300000]&lt;br /&gt;
  		[GROWTH_PRINT:0:6:2:0:0:0:209999:1]&lt;br /&gt;
  		[GROWTH_PRINT:0:6:6:0:1:210000:239999:1] autumn color&lt;br /&gt;
  		[GROWTH_PRINT:0:6:4:0:1:240000:269999:1]&lt;br /&gt;
 		[GROWTH_PRINT:0:6:4:0:0:270000:300000:1]&lt;br /&gt;
   		[GROWTH_DROPS_OFF]&lt;br /&gt;
  	[GROWTH:FLOWERS]&lt;br /&gt;
  		[GROWTH_NAME:apple flower:STP]&lt;br /&gt;
  		[GROWTH_ITEM:PLANT_GROWTH:NONE:LOCAL_PLANT_MAT:FLOWER]&lt;br /&gt;
  		[GROWTH_DENSITY:1000]&lt;br /&gt;
  		[GROWTH_HOST_TILE:BRANCHES_AND_TWIGS]&lt;br /&gt;
  		[GROWTH_TIMING:60000:119999]&lt;br /&gt;
  		[GROWTH_PRINT:5:5:5:0:1:60000:119999:2]&lt;br /&gt;
 	[GROWTH:FRUIT]&lt;br /&gt;
  		[GROWTH_NAME:apple:STP]&lt;br /&gt;
  		[GROWTH_ITEM:PLANT_GROWTH:NONE:LOCAL_PLANT_MAT:FRUIT]&lt;br /&gt;
  		[GROWTH_DENSITY:1000]&lt;br /&gt;
  		[GROWTH_HOST_TILE:BRANCHES_AND_TWIGS]&lt;br /&gt;
   		[GROWTH_TIMING:120000:200000]&lt;br /&gt;
  		[GROWTH_DROPS_OFF_NO_CLOUD]&lt;br /&gt;
  		[GROWTH_PRINT:'%':'%':4:0:0:120000:200000:3]&lt;br /&gt;
  		[GROWTH_HAS_SEED]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The first lines are the same as the ones we saw being used in the plump helmets, defining the plant object, giving it a name, and deciding that it should use the standard STRUCTURAL_PLANT material for its structure.&lt;br /&gt;
&lt;br /&gt;
{{code|&lt;br /&gt;
 [PLANT:APPLE] malus sieversii&lt;br /&gt;
 	[NAME:apple tree][NAME_PLURAL:apple trees][ADJ:apple tree]&lt;br /&gt;
 	[USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]&lt;br /&gt;
 	[BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Adding the token [[DF2014:Material_definition_token#DISPLAY_COLOR|DISPLAY_COLOR]] directly after [USE_MATERIAL_TEMPLATE] would allow us to change the color of the tree.&lt;br /&gt;
&lt;br /&gt;
{{code|&lt;br /&gt;
        [USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]&lt;br /&gt;
        	[DISPLAY_COLOR:1:0:0]&lt;br /&gt;
 	[BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
would give us a dark blue apple tree. This method is used by the game in [[birch|birches]] and [[spore tree|various]] [[nether-cap|underground]] [[blood thorn|trees]].&lt;br /&gt;
&lt;br /&gt;
Next come the definitions of various other materials used by the tree:&lt;br /&gt;
&lt;br /&gt;
{{code|&lt;br /&gt;
        [USE_MATERIAL_TEMPLATE:WOOD:WOOD_TEMPLATE]&lt;br /&gt;
  		[STATE_NAME:ALL_SOLID:apple wood]&lt;br /&gt;
  		[STATE_ADJ:ALL_SOLID:apple wood]&lt;br /&gt;
  		[PREFIX:NONE]&lt;br /&gt;
  		[SOLID_DENSITY:745] *** http://www.csudh.edu/oliver/chemdata/woods.htm&lt;br /&gt;
  		[STATE_COLOR:ALL_SOLID:CHOCOLATE] *** http://www.forestryforum.com/board/index.php/topic,61009.0.html&lt;br /&gt;
  	[USE_MATERIAL_TEMPLATE:DRINK:PLANT_ALCOHOL_TEMPLATE]&lt;br /&gt;
    		[STATE_NAME_ADJ:ALL_SOLID:frozen apple cider]&lt;br /&gt;
  		[STATE_NAME_ADJ:LIQUID:apple cider]&lt;br /&gt;
  		[STATE_NAME_ADJ:GAS:boiling apple cider]&lt;br /&gt;
  		[MATERIAL_VALUE:2]&lt;br /&gt;
  		[DISPLAY_COLOR:6:0:0]&lt;br /&gt;
  		[EDIBLE_RAW]&lt;br /&gt;
    		[EDIBLE_COOKED]&lt;br /&gt;
  		[PREFIX:NONE]&lt;br /&gt;
  	[DRINK:LOCAL_PLANT_MAT:DRINK]&lt;br /&gt;
  	[USE_MATERIAL_TEMPLATE:LEAF:LEAF_TEMPLATE]&lt;br /&gt;
  		[STATE_COLOR:ALL:GREEN]&lt;br /&gt;
  		[DISPLAY_COLOR:2:0:0]&lt;br /&gt;
  	[USE_MATERIAL_TEMPLATE:FLOWER:FLOWER_TEMPLATE]&lt;br /&gt;
  		[STATE_COLOR:ALL:ROSE]&lt;br /&gt;
  		[DISPLAY_COLOR:5:0:1]&lt;br /&gt;
  	[USE_MATERIAL_TEMPLATE:FRUIT:FRUIT_TEMPLATE]&lt;br /&gt;
  		[STATE_COLOR:ALL:RUST]&lt;br /&gt;
  		[DISPLAY_COLOR:4:0:0]&lt;br /&gt;
  		[EDIBLE_VERMIN]&lt;br /&gt;
  		[EDIBLE_RAW]&lt;br /&gt;
  		[EDIBLE_COOKED]&lt;br /&gt;
  		[STOCKPILE_PLANT_GROWTH]&lt;br /&gt;
  		[MATERIAL_REACTION_PRODUCT:DRINK_MAT:LOCAL_PLANT_MAT:DRINK]&lt;br /&gt;
  		[MATERIAL_REACTION_PRODUCT:SEED_MAT:LOCAL_PLANT_MAT:SEED]&lt;br /&gt;
  	[USE_MATERIAL_TEMPLATE:SEED:SEED_TEMPLATE]&lt;br /&gt;
  		[MATERIAL_VALUE:1]&lt;br /&gt;
  		[EDIBLE_VERMIN]&lt;br /&gt;
  	[SEED:apple seed:apple seeds:0:0:1:LOCAL_PLANT_MAT:SEED]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
From them, we get to know what the parts of the tree can be used for, as well as how they will appear when separated from the tree. Any alterations that can be done to materials normally can be done here, such as changing the value or adding a [[syndrome]].&lt;br /&gt;
&lt;br /&gt;
 	[TREE:LOCAL_PLANT_MAT:WOOD][TREE_TILE:5]&lt;br /&gt;
&lt;br /&gt;
[TREE] is what turns your plant object into an actual tree. The following argument describes what material the harvested logs should be made of. If NONE, the felled tree will give no logs. [TREE_TILE] is the tile the tree shows up as on the world map.&lt;br /&gt;
&lt;br /&gt;
Note that all vanilla trees (that give logs) use the WOOD material defined above as the argument for [TREE], as opposed to the STRUCTURAL material. Thus, any changes to the properties of the wood harvested should be done to the WOOD material.&lt;br /&gt;
&lt;br /&gt;
The following tokens decide the dimensions of the tree, and how it grows.&lt;br /&gt;
&lt;br /&gt;
{{code|&lt;br /&gt;
    [TRUNK_PERIOD:10]&lt;br /&gt;
 	[HEAVY_BRANCH_DENSITY:25]&lt;br /&gt;
 	[BRANCH_DENSITY:50]&lt;br /&gt;
 	[MAX_TRUNK_HEIGHT:3]&lt;br /&gt;
 	[HEAVY_BRANCH_RADIUS:1]&lt;br /&gt;
 	[BRANCH_RADIUS:2]&lt;br /&gt;
 	[TRUNK_BRANCHING:2]&lt;br /&gt;
 	[MAX_TRUNK_DIAMETER:1]&lt;br /&gt;
 	[TRUNK_WIDTH_PERIOD:200]&lt;br /&gt;
 	[ROOT_DENSITY:5]&lt;br /&gt;
 	[ROOT_RADIUS:3]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[TRUNK_PERIOD] and [TRUNK_WIDTH_PERIOD] determine how long it takes for the trunk to grow one tile taller respectively wider, in years. [MAX_TRUNK_HEIGHT:3] and [MAX_TRUNK_DIAMETER:1] determine the maximum value the above can reach. [TRUNK_BRANCHING] decides how &amp;quot;curvy&amp;quot; the tree is, with [TRUNK_BRANCHING:0] meaning the tree is entirely straight. &lt;br /&gt;
&lt;br /&gt;
[HEAVY_BRANCH_DENSITY:25], [HEAVY_BRANCH_RADIUS:1], [BRANCH_DENSITY:50], [BRANCH_RADIUS:2], [ROOT_DENSITY:5], and [ROOT_RADIUS:3] determine the density (how many are there, integer ranging 0-100) and radius (in tiles) away from the trunk, of heavy branches, normal branches and roots respectively.&lt;br /&gt;
&lt;br /&gt;
[STANDARD_TILE_NAMES] makes the tree use standard names for the trunk, branches etc. Otherwise custom ones can be used. (see [[Plant_token|full plant token list]])&lt;br /&gt;
&lt;br /&gt;
[SAPLING] ensures saplings of this tree are called &amp;quot;[tree name] sapling&amp;quot;, instead of the standard &amp;quot;young [tree name]&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Lastly, we are introduced to the [GROWTH] token. [GROWTH] defines growths growing on a plant, in this case our apple tree. Apple trees have three growths: leaves, flowers and fruits.&lt;br /&gt;
&lt;br /&gt;
{{code|&lt;br /&gt;
  [GROWTH:FRUIT]&lt;br /&gt;
 		[GROWTH_NAME:apple:STP]&lt;br /&gt;
 		[GROWTH_ITEM:PLANT_GROWTH:NONE:LOCAL_PLANT_MAT:FRUIT]&lt;br /&gt;
 		[GROWTH_DENSITY:1000]&lt;br /&gt;
 		[GROWTH_HOST_TILE:BRANCHES_AND_TWIGS]&lt;br /&gt;
  		[GROWTH_TIMING:120000:200000]&lt;br /&gt;
 		[GROWTH_DROPS_OFF_NO_CLOUD]&lt;br /&gt;
 		[GROWTH_PRINT:'%':'%':4:0:0:120000:200000:3]&lt;br /&gt;
 		[GROWTH_HAS_SEED]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
First comes the name of the growth. Then, with [GROWTH_ITEM], what kind of growth it is, in this case a PLANT_GROWTH made out of the local FRUIT material. [GROWTH_DENSITY] says how densely the growth grows, and [GROWTH_HOST_TILE] where on the tree it grows. [GROWTH_TIMING] decides when the growth appears, in annual ticks. The growth then drops off, leaving no clouds (items to be picked up by your dwarves). [GROWTH_PRINT] sets it to look like a red '%', and [GROWTH_HAS_SEED] implies that eating this growth will leave you with a seed.&lt;br /&gt;
&lt;br /&gt;
=== Workshops ===&lt;br /&gt;
&lt;br /&gt;
Workshops are raw-designed pretty differently from everything else in the game, being buildable structures rather than items or methods to gain items. However, they are fairly simple. For example, here's the raw for the [[soap maker's workshop]]:&lt;br /&gt;
&lt;br /&gt;
{{code|code=&lt;br /&gt;
[BUILDING_WORKSHOP:SOAP_MAKER]&lt;br /&gt;
	[NAME:Soap Maker's Workshop]&lt;br /&gt;
	[NAME_COLOR:7:0:1]&lt;br /&gt;
	[DIM:3:3]&lt;br /&gt;
	[WORK_LOCATION:2:2]&lt;br /&gt;
	[BUILD_LABOR:SOAP_MAKER]&lt;br /&gt;
	[BUILD_KEY:CUSTOM_SHIFT_P]&lt;br /&gt;
	[BLOCK:1:0:0:0] workbenches no longer block&lt;br /&gt;
	[BLOCK:2:0:0:0]&lt;br /&gt;
	[BLOCK:3:0:0:0]&lt;br /&gt;
	[TILE:0:1:' ':' ':150]&lt;br /&gt;
	[TILE:0:2:' ':' ':'/']&lt;br /&gt;
	[TILE:0:3:'-':' ':' ']&lt;br /&gt;
	[COLOR:0:1:0:0:0:0:0:0:6:0:0]&lt;br /&gt;
	[COLOR:0:2:0:0:0:0:0:0:6:0:0]&lt;br /&gt;
	[COLOR:0:3:6:0:0:0:0:0:0:0:0]&lt;br /&gt;
	[TILE:1:1:' ':' ':'=']&lt;br /&gt;
	[TILE:1:2:'-':' ':8]&lt;br /&gt;
	[TILE:1:3:' ':' ':150]&lt;br /&gt;
	[COLOR:1:1:0:0:0:0:0:0:6:0:0]&lt;br /&gt;
	[COLOR:1:2:6:0:0:0:0:0:6:0:0]&lt;br /&gt;
	[COLOR:1:3:0:0:0:0:0:0:6:0:0]&lt;br /&gt;
	[TILE:2:1:'-':' ':8]&lt;br /&gt;
	[TILE:2:2:' ':' ':8]&lt;br /&gt;
	[TILE:2:3:' ':150:' ']&lt;br /&gt;
	[COLOR:2:1:6:0:0:0:0:0:6:0:0]&lt;br /&gt;
	[COLOR:2:2:0:0:0:0:0:0:6:0:0]&lt;br /&gt;
	[COLOR:2:3:0:0:0:6:0:0:0:0:0]&lt;br /&gt;
	[TILE:3:1:150:' ':8]&lt;br /&gt;
	[TILE:3:2:' ':' ':8]&lt;br /&gt;
	[TILE:3:3:' ':240:' ']&lt;br /&gt;
	[COLOR:3:1:6:0:0:0:0:0:6:7:0]&lt;br /&gt;
	[COLOR:3:2:0:0:0:0:0:0:6:7:0]&lt;br /&gt;
	[COLOR:3:3:0:0:0:7:0:1:0:0:0]&lt;br /&gt;
	[BUILD_ITEM:1:BUCKET:NONE:NONE:NONE][EMPTY][CAN_USE_ARTIFACT]&lt;br /&gt;
	[BUILD_ITEM:1:NONE:NONE:NONE:NONE][BUILDMAT][WORTHLESS_STONE_ONLY][CAN_USE_ARTIFACT]&lt;br /&gt;
	[TOOLTIP:Use tallow (rendered fat) or oil here with lye to make soap.]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A line-by-line breakdown:&lt;br /&gt;
&lt;br /&gt;
{{code|&lt;br /&gt;
 	[NAME:Soap Maker's Workshop]&lt;br /&gt;
 	[NAME_COLOR:7:0:1]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
These are the name of the workshop (&amp;quot;Soap Maker's Workshop&amp;quot;) and [[color]] of the workshop's name when examined with 'q' (White with a black background).&lt;br /&gt;
&lt;br /&gt;
{{code|&lt;br /&gt;
 	[DIM:3:3]&lt;br /&gt;
 	[WORK_LOCATION:2:2]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
DIM refers to how large the workshop will be, in this case 3 wide, 3 tall. WORK_LOCATION tells where the creature using it (usually a dwarf) will work, numbered from the top right--in this case, 2:2, or the middle. Multiple work locations can be defined, even outside the dim.&lt;br /&gt;
&lt;br /&gt;
{{code|&lt;br /&gt;
 	[BUILD_LABOR:SOAP_MAKER]&lt;br /&gt;
 	[BUILD_KEY:CUSTOM_SHIFT_S]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
These refer to the worker required to build it (soap maker) and the key used to build it in the workshop menu (capital S).&lt;br /&gt;
&lt;br /&gt;
{{code|&lt;br /&gt;
  	[BLOCK:1:0:0:0]&lt;br /&gt;
 	...&lt;br /&gt;
}}&lt;br /&gt;
This is a bit more complex, and is where we get to the meaty part of workshop making--the tiles' properties. BLOCK refers to which tiles will be untraversable--1 means blocked, 0 means unblocked. The first number refers to row, and the next 3 refer to column, so 1:0:0:0 means that, on the first row, all tiles will be unblocked. This is the case for all vanilla workshops, as of now.&lt;br /&gt;
&lt;br /&gt;
{{code|&lt;br /&gt;
 	[TILE:0:1:' ':' ':150]&lt;br /&gt;
 	...&lt;br /&gt;
}}&lt;br /&gt;
The TILE token tells which tile will go where. note, however, that there are 5 entries here instead of 4. The first number, in this case, refers to build stage, numbered from 0 to 3; 3 or 1 is fully built (depending on whether there are stages), 0 is just placed, and 2 is always an intermediate stage, while 1 is usually an intermediate stage. Whether 1 is an intermediate stage or not depends on if there are a 2 and 3 stage; if 2 and 3 exist, 1 will be intermediate. The second number and beyond are similar to BLOCK; however, instead of 1s and 0s, you must input tiles. The tiles themselves can be given in quotes (as in ' ') or given as a number, which can be looked up [[Tilesets|here]]. Here, we have 150, which is û.&lt;br /&gt;
&lt;br /&gt;
{{code|&lt;br /&gt;
 	[COLOR:1:1:0:0:0:0:0:0:6:0:0]&lt;br /&gt;
 	...&lt;br /&gt;
}}&lt;br /&gt;
Color is as TILE, but with colors instead of tiles; however, colors are made up of 3 numbers each or MAT. MAT refers to the color of the material used to make it; the 3 numbers refer to foreground:background:foreground brightness, and can be looked up [[Color|here]]. For example, 4:2:1 will give you bright red with a dark green background.&lt;br /&gt;
&lt;br /&gt;
{{code|&lt;br /&gt;
 	[BUILD_ITEM:1:BUCKET:NONE:NONE:NONE][EMPTY][CAN_USE_ARTIFACT]&lt;br /&gt;
 	[BUILD_ITEM:1:NONE:NONE:NONE:NONE][BUILDMAT][WORTHLESS_STONE_ONLY][CAN_USE_ARTIFACT]&lt;br /&gt;
}}&lt;br /&gt;
These refer to items required to build the building. These are in the same format as [[Reaction|reaction reagents and products]]--quantity:[[Item token|item]]:[[Material token|material]]. You'll learn more about those on the article about [[Reaction|reactions]], though. The second BUILD_ITEM is special-- it uses modifiers exclusively to determine its requirements. BUILDMAT refers to wood logs, wood blocks, stone boulders, and stone blocks; WORTHLESS_STONE_ONLY means it can't use economic stone; CAN_USE_ARTIFACT means that it... can use artifacts. EMPTY, in the bucket's case, means that the bucket must be empty.&lt;br /&gt;
&lt;br /&gt;
{{code|&lt;br /&gt;
 	[TOOLTIP:Use tallow (rendered fat) or oil here with lye to make soap.]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This is the text in the tooltip shown when the building is highlighted by the mouse in the workshops list.&lt;br /&gt;
&lt;br /&gt;
More can be seen at the [[Building token|building tokens]] article.&lt;br /&gt;
&lt;br /&gt;
=== Reactions ===&lt;br /&gt;
&lt;br /&gt;
Reactions are the crafting recipes used in [[workshop]]s, and by the [[adventurer mode|adventurer]]. By adding new reactions you can make new items available, or enable you to get items or materials in new ways. The reactions can also be given to entities, in which case they will make use of them during both world gen and play; making a reaction that creates [[steel]] directly from [[plant fiber]]s, would allow the elves to craft steel and arrive clad in it in a [[siege]].&lt;br /&gt;
&lt;br /&gt;
Not all crafting reactions are defined in the raws, but some are, such as those for [[ceramic industry|pottery]] and [[Metal#Alloys_2|alloy]] making.&lt;br /&gt;
&lt;br /&gt;
An in-depth guide for reactions is available [[Reactions|here]].&lt;br /&gt;
&lt;br /&gt;
=== Materials ===&lt;br /&gt;
&lt;br /&gt;
As we've seen when talking about creatures, materials are vital. Materials show up in two forms: material templates, which generally show up in creatures, and specific materials (designated as &amp;quot;inorganic&amp;quot;), which are (by default, at least) consigned purely to metal and stone types.&lt;br /&gt;
&lt;br /&gt;
Let's take a look at METAL_TEMPLATE in material_template_default.txt. It's evident that most of the basic properties of metals are already defined in the template - it goes red and melts at a high enough temperature, it's heavy, and (as noted by the very bottom token) is a metal. We already know just how useful templates can be to creatures, and the same applies to other materials.&lt;br /&gt;
&lt;br /&gt;
Now let's take a look at inorganic_metal.txt. You can see that the metals here refer to the templates, and, just like we did with creatures, then modify the properties of that template and expand upon it.&lt;br /&gt;
&lt;br /&gt;
Finally, let's look at inorganic_stone_mineral.txt. Here we can see that in addition to the changes made to the template, there are also ENVIRONMENT tokens - these tell the game where to place these minerals during worldgen.&lt;br /&gt;
&lt;br /&gt;
[[material definition token|Here's a list of material tokens]]. It should also help you out with any modifications you want to make regarding those creature modifications we were making a while back. See, it all ties together in the end. The beauty of the current materials system is that there's actually very little difference between, say, leather and iron - they're fundamentally the same thing, just with different properties, which is how things really should be.&lt;br /&gt;
&lt;br /&gt;
== Selecting and Cutting ==&lt;br /&gt;
&lt;br /&gt;
[[Modding#Modifying_the_vanilla_objects|As explained above]], existing raws can be altered with the use of SELECT, and can also be culled with CUT for more granular control, compared to simply unloading vanilla content in the mod loader. Token behavior when multiple tokens are added is dependent on the individual token. Removing tags from an object without cutting and recreating the object in question is typically impossible, except for creature object tags removed and/or replaced with the use of [[Creature_variation_token|creature variation tokens]].&lt;br /&gt;
&lt;br /&gt;
The syntax for selecting and cutting objects is as follows:&lt;br /&gt;
&lt;br /&gt;
{{code|code=&lt;br /&gt;
Substitute X for the desired object. A CUT does not need a SELECT prior, this is simply a list of available options.&lt;br /&gt;
&lt;br /&gt;
[SELECT_CREATURE:X]&lt;br /&gt;
[CUT_CREATURE:X]&lt;br /&gt;
&lt;br /&gt;
[SELECT_ENTITY:X]&lt;br /&gt;
[CUT_ENTITY:X]&lt;br /&gt;
&lt;br /&gt;
[SELECT_INTERACTION:X]&lt;br /&gt;
[CUT_INTERACTION:X]&lt;br /&gt;
&lt;br /&gt;
[SELECT_ITEM:X]&lt;br /&gt;
[CUT_ITEM:X]&lt;br /&gt;
&lt;br /&gt;
[SELECT_WORD:X]&lt;br /&gt;
[CUT_WORD:X]&lt;br /&gt;
&lt;br /&gt;
[SELECT_TRANSLATION:X]&lt;br /&gt;
[CUT_TRANSLATION:X]&lt;br /&gt;
&lt;br /&gt;
[SELECT_SYMBOL:X]&lt;br /&gt;
[CUT_SYMBOL:X]&lt;br /&gt;
&lt;br /&gt;
[SELECT_INORGANIC:X] &lt;br /&gt;
[CUT_INORGANIC:X]&lt;br /&gt;
&lt;br /&gt;
[SELECT_PLANT:X]&lt;br /&gt;
[CUT_PLANT:X]&lt;br /&gt;
&lt;br /&gt;
[SELECT_MUSIC:X]&lt;br /&gt;
[CUT_MUSIC:X]&lt;br /&gt;
&lt;br /&gt;
[SELECT_REACTION:X]&lt;br /&gt;
[CUT_REACTION:X]&lt;br /&gt;
&lt;br /&gt;
[SELECT_SOUND:X]&lt;br /&gt;
[CUT_SOUND:X]&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Examples ==&lt;br /&gt;
:''Main articles: [[:Category:Modding_Examples]]''&lt;br /&gt;
&lt;br /&gt;
The Hydling below was made by Mysteryguye (and annotated, updated and separated into blocks by Putnam), to act as an example creature.&lt;br /&gt;
&lt;br /&gt;
{{code|code=&lt;br /&gt;
 [CREATURE:HYDLING]&lt;br /&gt;
 	[DESCRIPTION:A seven-headed small hairy thing, about the size of a dog. It is very loyal to its masters, and will promptly disembowel any enemy straying too close.]&lt;br /&gt;
 	This is the description that shows up in-game when viewing the creature.&lt;br /&gt;
&lt;br /&gt;
 	[NAME:hydling:hydlings:hydlish] If there were a civ made of hydlings, it would appear as &amp;quot;hydlings&amp;quot; in the neighbors screen.&lt;br /&gt;
&lt;br /&gt;
 	[CASTE_NAME:hydling:hydlings:hydlish]&lt;br /&gt;
&lt;br /&gt;
 	[CREATURE_TILE:'='][COLOR:2:0:1] Will appear as a light green &amp;quot;=&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
 	[PETVALUE:40][NATURAL] Creature is known to be naturally occurring by the game. Will cost 40 embark points to buy.&lt;br /&gt;
&lt;br /&gt;
 	[LARGE_ROAMING] Will spawn outdoors, wandering around.&lt;br /&gt;
&lt;br /&gt;
 	[COMMON_DOMESTIC][TRAINABLE][PET] Can be bought on embark as a pet, war animal, or hunting animal.&lt;br /&gt;
&lt;br /&gt;
 	[BONECARN] Can eat meat and bones only--no vegetables.&lt;br /&gt;
&lt;br /&gt;
 	[PREFSTRING:loyalty] Dwarves will like it for its loyalty.&lt;br /&gt;
&lt;br /&gt;
 	[LARGE_PREDATOR] Will attack rather than flee.&lt;br /&gt;
&lt;br /&gt;
 	[BODY:BASIC_2PARTBODY:7HEADNECKS:BASIC_FRONTLEGS:BASIC_REARLEGS:TAIL:2EYES:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:SPINE:BRAIN:SKULL:3TOES_FQ_REG:3TOES_RQ_REG:MOUTH:TONGUE:GENERIC_TEETH_WITH_FANGS:RIBCAGE]&lt;br /&gt;
&lt;br /&gt;
 	Has a lower body, upper body, 4 legs, a tail, fourteen eyes, fourteen ears, seven noses, two lungs, a heart, guts, a pancreas etc., and 7 heads with all that goes with those.&lt;br /&gt;
&lt;br /&gt;
 	[BODYGLOSS:PAW] Feet will be called &amp;quot;paws&amp;quot;&lt;br /&gt;
&lt;br /&gt;
 	[BODY_DETAIL_PLAN:STANDARD_MATERIALS] Declares the standard materials that most creatures' tissues are made of.&lt;br /&gt;
&lt;br /&gt;
 	[BODY_DETAIL_PLAN:STANDARD_TISSUES] This declares the tissues that the creature's tissue layers are made of.&lt;br /&gt;
&lt;br /&gt;
 	[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE] And this describes the tissue layers that the creature is made of.&lt;br /&gt;
&lt;br /&gt;
 	[BODY_DETAIL_PLAN:BODY_HAIR_TISSUE_LAYERS:HAIR] Creature will be covered with a layer of fur.&lt;br /&gt;
&lt;br /&gt;
 	[USE_MATERIAL_TEMPLATE:NAIL:NAIL_TEMPLATE] And it'll have nails.&lt;br /&gt;
&lt;br /&gt;
 	[USE_TISSUE_TEMPLATE:NAIL:NAIL_TEMPLATE]&lt;br /&gt;
&lt;br /&gt;
 	[TISSUE_LAYER:BY_CATEGORY:TOE:NAIL:FRONT] On the toe, specifically.&lt;br /&gt;
&lt;br /&gt;
 	[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]&lt;br /&gt;
 	 [PLUS_TISSUE_LAYER:SKIN:BY_CATEGORY:THROAT]&lt;br /&gt;
 		[TL_MAJOR_ARTERIES] Heart and throat--called above--will cause heavy bleeding if ruptured.&lt;br /&gt;
&lt;br /&gt;
 	[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS] Places eyes, ears and what-have-you into their correct placement, so that you don't have people punching out eyes from behind.&lt;br /&gt;
&lt;br /&gt;
 	[BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS] Sets the ribcage as being around lungs and heart.&lt;br /&gt;
&lt;br /&gt;
 	[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE] Defines sinew so that...&lt;br /&gt;
 	[TENDONS:LOCAL_CREATURE_MAT:SINEW:200] Tendons...&lt;br /&gt;
 	[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200] ...And ligaments can be defined.&lt;br /&gt;
&lt;br /&gt;
 	[HAS_NERVES] Creature has nerves, and as such can be disabled by severing them.&lt;br /&gt;
&lt;br /&gt;
 	[USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE] Defines the material BLOOD using the template BLOOD_TEMPLATE.&lt;br /&gt;
 	[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID] Defines the creature's BLOOD as being made of the above-defined BLOOD material in a LIQUID state.&lt;br /&gt;
&lt;br /&gt;
 	[CREATURE_CLASS:GENERAL_POISON] Creature can be affected by syndromes that affect GENERAL_POISON.&lt;br /&gt;
&lt;br /&gt;
 	[GETS_WOUND_INFECTIONS] Pretty much self-explanatory. Creature can get infected from wounds.&lt;br /&gt;
 	[GETS_INFECTIONS_FROM_ROT] And from necrosis.&lt;br /&gt;
&lt;br /&gt;
 	[USE_MATERIAL_TEMPLATE:PUS:PUS_TEMPLATE] Defines PUS using PUS_TEMPLATE.&lt;br /&gt;
 	[PUS:LOCAL_CREATURE_MAT:PUS:LIQUID] Defines PUS as being made of PUS.&lt;br /&gt;
&lt;br /&gt;
 	[BODY_SIZE:0:0:1000] Creature will be 1000 cubic centimeters at birth...&lt;br /&gt;
 	[BODY_SIZE:1:0:12500] 12500 cubic centimeters at 1 year old...&lt;br /&gt;
 	[BODY_SIZE:2:0:30000] and 30000 cubic centimeters at 2.&lt;br /&gt;
&lt;br /&gt;
 	[BODY_APPEARANCE_MODIFIER:LENGTH:90:95:98:100:102:105:110] Creature can be anywhere from 90% to 110% as long as others.&lt;br /&gt;
 	[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110] As above, but with height.&lt;br /&gt;
 	[BODY_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110] As above, but with broadness. This puts the minimum size of the creature (when fully grown) at 21870 and the maximum size at 39930.&lt;br /&gt;
&lt;br /&gt;
 	[MAXAGE:20:30] Creature will die of old age between the ages of 20 and 30, no later than 30, no sooner than 20.&lt;br /&gt;
&lt;br /&gt;
 	[CAN_DO_INTERACTION:MATERIAL_EMISSION] Creature can use the MATERIAL_EMISSION interaction.&lt;br /&gt;
 		[CDI:ADV_NAME:Hurl fireball] In adventurer mode, the MATERIAL_EMISSION interaction will appear as &amp;quot;Hurl fireball&amp;quot;.&lt;br /&gt;
 		[CDI:USAGE_HINT:ATTACK] Creature will use MATERIAL_EMISSION when it's attacking, on creatures that it's attacking.&lt;br /&gt;
 		[CDI:BP_REQUIRED:BY_CATEGORY:HEAD] Creature must have at least one HEAD to use MATERIAL_EMISSION.&lt;br /&gt;
 		[CDI:FLOW:FIREBALL] The MATERIAL_EMISSION will shoot a fireball.&lt;br /&gt;
 		[CDI:TARGET:C:LINE_OF_SIGHT] The target for the emission--a location--must be within the line of sight of the Hydling.&lt;br /&gt;
 		[CDI:TARGET_RANGE:C:15] And must be, at most, 15 tiles away.&lt;br /&gt;
 		[CDI:MAX_TARGET_NUMBER:C:1] The hydling can only shoot at one target at a time...&lt;br /&gt;
 		[CDI:WAIT_PERIOD:30] and only every 30 ticks (3 tenths of a second at 100 FPS)&lt;br /&gt;
&lt;br /&gt;
 	[ATTACK:BITE:CHILD_BODYPART_GROUP:BY_CATEGORY:HEAD:BY_CATEGORY:TOOTH] Defines a BITE attack that uses teeth.&lt;br /&gt;
 		[ATTACK_SKILL:BITE] Attack uses the BITE skill.&lt;br /&gt;
 		[ATTACK_VERB:nom:noms] &amp;quot;The Hydling noms the Elf in the left first toe, tearing the muscle!&amp;quot;&lt;br /&gt;
 		[ATTACK_CONTACT_PERC:100] Will use all of the tooth. Note that this can be more than 100.&lt;br /&gt;
 		[ATTACK_PENETRATION_PERC:100] Will sink the tooth all the way in. This can also be more than 100.&lt;br /&gt;
 		[ATTACK_FLAG_EDGE] Attack is an EDGE attack.&lt;br /&gt;
 		[ATTACK_PRIORITY:MAIN] Attack is of priority MAIN. Other option is SECOND.&lt;br /&gt;
 		[ATTACK_FLAG_CANLATCH] Attack can latch on.&lt;br /&gt;
                [ATTACK_PREPARE_AND_RECOVER:3:3] Takes 3 ticks to wind up attack and 3 to recover from it.&lt;br /&gt;
                [ATTACK_FLAG_INDEPENDENT_MULTIATTACK] Can use each head independently.&lt;br /&gt;
&lt;br /&gt;
 	[ATTACK:SCRATCH:CHILD_TISSUE_LAYER_GROUP:BY_TYPE:STANCE:BY_CATEGORY:ALL:NAIL] As above, but for nail instead of teeth.&lt;br /&gt;
 		[ATTACK_SKILL:STANCE_STRIKE] Uses the kicking skill.&lt;br /&gt;
 		[ATTACK_VERB:slice:slices] &amp;quot;You slice the Elf in the left foot and the severed part sails off in an arc!&amp;quot;&lt;br /&gt;
 		[ATTACK_CONTACT_PERC:100] Uses the whole nail.&lt;br /&gt;
 		[ATTACK_PENETRATION_PERC:100] The whole nail goes in.&lt;br /&gt;
 		[ATTACK_FLAG_EDGE] Attack is an edge attack.&lt;br /&gt;
                [ATTACK_PREPARE_AND_RECOVER:3:3]&lt;br /&gt;
 		[ATTACK_PRIORITY:SECOND]&lt;br /&gt;
&lt;br /&gt;
 	[CHILD:1] Hydling will become an adult at 1 year old.&lt;br /&gt;
&lt;br /&gt;
 	[GENERAL_CHILD_NAME:hydie:hydies] Children will appear as &amp;quot;hydies&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
 	[DIURNAL] Is active during the daytime.&lt;br /&gt;
&lt;br /&gt;
 	[HOMEOTHERM:10070] Has a body temperature of 102 Fahrenheit.&lt;br /&gt;
&lt;br /&gt;
 	[APPLY_CREATURE_VARIATION:STANDARD_QUADRUPED_GAITS:900:730:561:351:1900:2900] Can run at 25 kph&lt;br /&gt;
 	[APPLY_CREATURE_VARIATION:STANDARD_SWIMMING_GAITS:3512:2634:1756:878:4900:6900] Can swim at 10 kph&lt;br /&gt;
 	[APPLY_CREATURE_VARIATION:STANDARD_CRAWLING_GAITS:6561:6115:5683:1755:7456:8567] Can crawl at 5 kph&lt;br /&gt;
 	[SWIMS_INNATE]Swims innately.&lt;br /&gt;
&lt;br /&gt;
 	[CASTE:FEMALE] Defines a caste called FEMALE.&lt;br /&gt;
 		[FEMALE] FEMALE caste is female.&lt;br /&gt;
&lt;br /&gt;
 	[CASTE:MALE] As above, but with male.&lt;br /&gt;
 		[MALE] See above.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
{{catbox|DF2014:Modding}}&lt;br /&gt;
&lt;br /&gt;
* [[Raw file]]&lt;br /&gt;
* [[Token]]&lt;br /&gt;
* [[Modding pitfalls]]&lt;br /&gt;
* [[Cheating]]&lt;br /&gt;
* Bay 12 Guide: https://bay12games.com/dwarves/modding_guide.html&lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
{{Category|Guides}}&lt;br /&gt;
[[ru:Modding]]&lt;/div&gt;</summary>
		<author><name>Droseran</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Dragon&amp;diff=294173</id>
		<title>Dragon</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Dragon&amp;diff=294173"/>
		<updated>2023-06-22T08:26:40Z</updated>

		<summary type="html">&lt;p&gt;Droseran: Dragon hatchlings are now in the live game as of version 50.08.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|16:09, 7 March 2023 (CST)}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|image=dragon_sprites.png&lt;br /&gt;
|bone=66-110&lt;br /&gt;
|tooth=3&lt;br /&gt;
|meat=113-173&lt;br /&gt;
|fat=42-65&lt;br /&gt;
|nail=1&lt;br /&gt;
|lung=8-18&lt;br /&gt;
|heart=2-4&lt;br /&gt;
|intestine=14-27&lt;br /&gt;
|liver=4-9&lt;br /&gt;
|tripe=4-9&lt;br /&gt;
|sweetbread=2-4&lt;br /&gt;
|spleen=2-4&lt;br /&gt;
|kidney=4-8&lt;br /&gt;
|brain=4-8&lt;br /&gt;
|skull=1&lt;br /&gt;
|skin=scale&lt;br /&gt;
|eye=2&lt;br /&gt;
|contrib=no&lt;br /&gt;
|wiki=yes&lt;br /&gt;
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{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
'''Dragons''' are massive, [[fire]]-breathing [[megabeast]]s who, at their full size, are the [[List_of_creatures_by_adult_size#end_of_list|second largest]] land [[creature]]s in the world (behind the [[giant elephant]]). They are covetous monsters and seek to [[Steals items|steal items]] from your fortresses to bring back to their lairs. Dragons generally pilfer successfully in [[World generation|worldgen]], but when they attack a player fortress, they will simply wipe the place out or die trying.&lt;br /&gt;
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Dragons are most notable for their ability to quickly and frequently exhale long (20+ tiles) jets of [[dragonfire]], a much-hotter (theoretically {{ct|50000}}, over four times the heat of [[magma]]) version of fire, which can make quick work of any creature caught in its path and can kill even creatures normally immune to fire, though it can be blocked by enemies equipped with [[shield]]s. All dragons are born with Talented [[skill]] in [[Combat skill|fighting, biting, kicking, dodging]] and [[Observer|observing]], which, combined with their size and dragonfire, makes them formidable opponents to an untrained [[military]] [[squad]].&lt;br /&gt;
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While based on the western dragon model, dragons neither fly nor have wings, and are not intelligent (though there is room to address this; see [[DF2014:Dragon#Irregularities.2C_Bugs.2C_and_Future_Plans|Bugs and Future Plans]]). They are often described as [http://tvtropes.org/pmwiki/pmwiki.php/Main/GlassCannon glass cannons], as they are not particularly durable and can be defeated somewhat easily with skilled soldiers or [[trap]]s, but only in comparison to their fellow megabeasts; a single dragon can easily wipe out an unprepared fortress. Dragons are associated with the [[sphere]]s of fire and wealth, and their names will often reflect that.&lt;br /&gt;
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They are not to be confused with the [[cave dragon]]s - a separate, non-megabeast species.&lt;br /&gt;
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Some dwarves [[preferences|like]] dragons for their ''terrible majesty''.&lt;br /&gt;
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==Dragon Size==&lt;br /&gt;
Dragons slowly grow to become one of the largest creatures in the game, finally reaching their adult size of 25,000,000 cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; after 1000 years. As a hatchling, dragons are quite tiny, at exactly 1/10th an adult dwarf's size, but they grow very rapidly, at roughly 25,000 cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; per year. Dragons reach dwarven size shortly after their second birthday, are more than double a dwarf's size at about year 5, and add another dwarf's-worth in size roughly every two years after that.&lt;br /&gt;
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*At birth, a dragon is the size of a [[fox]].&lt;br /&gt;
*At 2 years, a dragon is the size of a [[dwarf]].&lt;br /&gt;
*At 10 years, a dragon is the size of an [[elephant]] and becomes an adult.&lt;br /&gt;
*At 23 years, a dragon is the size of a [[giant cheetah]].&lt;br /&gt;
*At 100 years, a dragon is the size of a [[draltha]].&lt;br /&gt;
*At 200 years, a dragon is the size of an [[elephant]].&lt;br /&gt;
*At 320 years, a dragon is the size of a [[hydra]].&lt;br /&gt;
*At 800 years, a dragon is the size of a [[bronze colossus]] or an adult [[roc]].&lt;br /&gt;
*After 1000 years, a dragon is the second largest creature found on land. (The [[giant elephant]] is the largest land creature, while the [[giant sperm whale]] is the largest creature found anywhere.)&lt;br /&gt;
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==Defense strategies==&lt;br /&gt;
Dragonfire can be blocked if the victim is using a shield, and it will be, more than 99% of the time. Though they are among the physically weakest of the megabeasts, dragons are still massively powerful in melee combat, so they can be hard to take down without a good military. They should never be engaged in areas covered in [[grass]] or [[cave moss]], as their breath attacks will cause fire to spread across '''all''' grass in the area, consuming your map in flames, causing [[tree]]s to fall, and, above all else, murdering your [[FPS]]. When attacked by a dragon, lure it underground, preferably into an area made out of stone floors away from any [[farm plot]]s. While they are immune to fire damage, dragons can still [[swimmer|drown]] if immersed in magma.&lt;br /&gt;
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Dragonfire can be avoided by fighting the dragon in a hallway that is covered in 4/7 water depth, here the dragon can not spit fire leaving it open for melee combat.&lt;br /&gt;
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Possibly the best defence is to use piercing weapons like crossbows, especially spears, and hope you get lucky and hit a vital organ which can bring it down immediately. An alternative is building one or multiple cage traps, possibly beforehand, which will probably cage the dragon making it harmless. You should know that cages and mechanisms will be destroyed by dragonfire unless constructed from pure slade, so either make sure both cages (or weapons, or supports) and mechanisms are impervious to dragonfire, or, more simply; ensure that the dragon has no reason to breathe fire by removing animals and dwarves from the trapped area. While they won't breathe on buildings normally, a stray blast (at your outdoor livestock or bait animals, say) that catches any traps, doors, or bridges not made of dragonfire-safe materials will melt and deactivate them. This can be used to your advantage, since dragons will destroy the bridge they are standing on, even if they aren't aiming for it. Also, dragons make good companions if you are able to reanimate them as a [[necromancer]].&lt;br /&gt;
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==Domestication==&lt;br /&gt;
[[File:dragonprev.png|thumb|260px|right|How majestic!&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;''Art by Olivitree''&amp;lt;/small&amp;gt;]]&lt;br /&gt;
Dragons can be captured in [[cage]] [[trap]]s and [[Animal trainer|trained]] if you're lucky enough to catch one. Currently, knowledge of animal behaviour is based on the civilization level and depends partly on the animals available for contact in a given civilization site. Such a rare megabeast as a dragon is unlikely to have had any civilized contact aside from adventurers attempting to slay them and other violent contact; as such, your fort will have to build the knowledge base from the ground up, making dragon-training a highly difficult task. Bear in mind that even with a skilled animal trainer at hand, your first attempts to control such a powerful and elusive beast may result in [[Fun|half your fortress burning in dragonfire]]. Being megabeasts, dragons are perpetually hostile to your military [[squad]]s and must be kept separated from your soldiers, otherwise they will kill each other on sight.{{bug|10731}}&lt;br /&gt;
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If you can manage to endure its long-untamed wrath, you'll have a massively valuable pet that can lay [[egg]]s. Dragons can also be trained as war or hunting animals at an [[Activity_zone#Animal_Training|animal training zone]]. While a trained dragon is an immensely destructive tool at your disposal, it is also very eager to use dragonfire against your enemies, which can be ''exceedingly'' [[fun]] if it happens in your [[Pasture|grass]], [[Alcohol|booze]] [[stockpile]] or [[meeting area]].&lt;br /&gt;
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Provided you are lucky enough to capture a pair of dragons of different sexes, you can [[Egg#Hatching Conditions|breed]] them with a [[nest box]]. Hatched dragons will need to progress through 1,000 years of growth to reach full size.&lt;br /&gt;
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==Irregularities, Bugs, and Future Plans==&lt;br /&gt;
[[File:Dragon_Size.png|frame|Estimated size comparison between a fully-grown dragon and a dwarf.]]&lt;br /&gt;
Dragons have been observed to occasionally wear some [[armor]] (breastplates, greaves, leggings and boots). This armor is specified as &amp;quot;Large [metal][armor type]&amp;quot; and gives the dragon the same protection as any other species might get from it. This is a bug, as dragons can't normally equip items.&lt;br /&gt;
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[[Main:Toady One|Toady One]] has mentioned that he plans to eventually extend the random creature generator of the game to create different species and varieties of dragon within certain constraints, calling it &amp;quot;Half-Random&amp;quot;, with ideas for variants including just about anything dragons have been given in literature, such as acidic blood, while maintaining a basic draconic structure.&amp;lt;sup&amp;gt;([http://www.bay12forums.com/smf/index.php?topic=30026.msg1012311#msg1012311])&amp;lt;/sup&amp;gt; He has also commented on the game's current portrayal of dragons as wingless unintelligent creatures, citing his reasons to be the many ways dragons are depicted in real-life sources.(&amp;lt;sup&amp;gt;[http://www.bay12forums.com/smf//index.php?topic=159164.msg7156980#msg7156980]&amp;lt;/sup&amp;gt;)&lt;br /&gt;
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One of the [[Main:Consolidated_development#Power_Goals|old power goals]] referenced stealing dragon eggs as part of an [[adventurer mode]] quest. &lt;br /&gt;
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{{D for Dwarf}}&lt;br /&gt;
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Contrary to popular belief, a dragon is not in fact toothless, and will tear you to shreds, resulting in [[fun]].&lt;br /&gt;
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They will, in accordance to popular belief, however, burninate the countryside, the [[peasant|peasants]], and any thatched roof cottages that happen to be around.&lt;br /&gt;
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Though dragons are thought to make their lairs in dungeons, actual sightings of &amp;quot;Dragons in Dungeons&amp;quot; are extremely rare.&lt;br /&gt;
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Also contrary to popular belief, dragonfire is in fact not actually fire, but is composed of boiling, molten clouds of varied metals such as: silver, copper, steel, etc... So one could argue that dragons feed on minerals and armored adventurers to produce their breath, or that dragons can breath plasma.&lt;br /&gt;
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Dragonfire is also known to make trade depots explode.&lt;br /&gt;
[[File:Dragon2.png|thumb|300px|center|Dragons; admired for their terrible majesty]]&lt;br /&gt;
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{{Translation&lt;br /&gt;
| dwarven = måmgoz&lt;br /&gt;
| elvish  = vutheni&lt;br /&gt;
| goblin  = kusnath&lt;br /&gt;
| human   = tamun&lt;br /&gt;
}}&lt;br /&gt;
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{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Megabeasts}}&lt;/div&gt;</summary>
		<author><name>Droseran</name></author>
	</entry>
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